A method, device, equipment and storage medium for placing game advertisements

By obtaining user information of converted users and stopping game advertisements to them, the problem of repeated delivery of advertising platforms to converted users is solved, avoiding invalid delivery, reducing costs and improving delivery efficiency.

CN118767434BActive Publication Date: 2025-02-25GUANGZHOU YIHU NETWORK TECH CO LTD
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Patent Information

Application Number
CN202410712273.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-06-04
Publication Date
2025-02-25
Estimated Expiration
2044-06-04

AI Technical Summary

Technical Problem

In the prior art, advertising delivery platforms repeatedly place game advertisements to converted users, resulting in invalid delivery of game advertisements and reducing the benefits of game advertisements.

Method used

By obtaining user information of converted users, and using the cooperation between the advertising delivery platform and the game operation platform, stop serving game advertisements to converted users. The specific steps include: obtaining the click logo and user information of the user clicking game advertisement, and storing it in a remote dictionary service; obtaining the click logo of the game running platform, obtaining user information based on the logo and storing it in the database; reading user information based on the preset cycle , send to the advertising platform to stop serving.

Benefits of technology

It avoids the ineffective delivery of game advertisements, reduces the exposure cost of game advertisements, and improves the efficiency of game advertisements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a method, device, equipment and storage medium for placing game advertisements, and relates to the field of game technology. The method includes: obtaining a click identifier and user information sent by a first server, and storing the click identifier and user information in a remote dictionary service in association; obtaining a click identifier sent by a second client, and obtaining the corresponding associated and saved user information in a remote dictionary service according to the click identifier sent by the second client, and storing the obtained user information in a database; reading the user information in the database based on a preset period, and sending the read user information to the first server, so that the first server stops placing game advertisements to the user corresponding to the user information. Through the above-mentioned technical means, the user information of the converted user is obtained through the advertising delivery platform and the game operation platform, so that the advertising delivery platform stops placing game advertisements to the converted user, avoiding invalid placement of game advertisements and improving the efficiency of game advertisement placement.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for delivering game advertisements. Background Art

[0002] In the process of game release, placing game advertisements is a crucial task, which is of great significance in increasing game popularity, increasing the number of users, expanding market share, promoting game updates and iterations, and shaping brand image. Placing game advertisements requires attention to strategy and precision to ensure that game advertisements can accurately reach the target audience and produce positive effects. At the same time, it is also necessary to pay attention to the cost-effectiveness of game advertisements to ensure that game advertising investment can bring reasonable returns.

[0003] In the prior art, in order to increase the exposure of games, game ads are usually placed on short video platforms or social platforms with large traffic. However, when placing game ads on various traffic platforms, game ads will be repeatedly placed to converted users, resulting in ineffective game ads and reducing the effectiveness of game ads. Summary of the invention

[0004] The present application provides a game advertisement delivery method, device, equipment and storage medium, which can obtain user information of converted users through an advertisement delivery platform and a game operation platform, so that the advertisement delivery platform stops delivering game advertisements to converted users, thereby solving the problem of repeated delivery of game advertisements to converted users by the advertisement delivery platform in the prior art, avoiding invalid delivery of game advertisements, reducing the exposure cost of game advertisements, and improving the efficiency of game advertisement delivery.

[0005] In a first aspect, the present application provides a method for delivering game advertisements, which is applied to a game server, and includes:

[0006] Acquire the click identifier and user information sent by the first server, and associate the click identifier and the user information and store them in a remote dictionary service; wherein the click identifier is an operation identifier of a user clicking on a game advertisement displayed by the first client, the user information is information of a user who clicks on the game advertisement, and the first client and the first server are a client and a server of an advertisement delivery platform;

[0007] Acquire the click identifier sent by the second client, acquire the corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the second client, and store the acquired user information in a database; wherein the second client is a client of the game running platform, and the click identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client;

[0008] The user information is read from the database based on a preset period, and the read user information is sent to the first server, so that the first server stops delivering game advertisements to users corresponding to the user information.

[0009] In a second aspect, the present application provides a game advertisement delivery device, which is applied to a game server, comprising:

[0010] The first information storage module is configured to obtain a click identifier and user information sent by the first server, and associate the click identifier and the user information and store them in a remote dictionary service; wherein the click identifier is an operation identifier of a user clicking on a game advertisement displayed by the first client, the user information is information of a user who clicks on the game advertisement, and the first client and the first server are a client and a server of an advertisement delivery platform;

[0011] a second information storage module configured to obtain a click identifier sent by a second client, obtain corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the second client, and store the obtained user information in a database; wherein the second client is a client of a game running platform, and the click identifier is transmitted from the first client to the second client when a user device jumps from the first client to the second client;

[0012] The advertisement prohibition module is configured to read user information from the database based on a preset period, and send the read user information to the first server, so that the first server stops placing game advertisements to users corresponding to the user information.

[0013] In a third aspect, the present application provides a game advertisement delivery device, including:

[0014] one or more processors;

[0015] The memory stores one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the game advertisement delivery method as described in the first aspect.

[0016] In a fourth aspect, the present application provides a storage medium comprising computer executable instructions, which, when executed by a computer processor, are used to execute the game advertisement delivery method as described in the first aspect.

[0017] In the present application, when a user clicks on a game advertisement displayed by a client of an advertising delivery platform installed on a user device, the server of the advertising delivery platform obtains user information and a click identifier, and sends the user information and the click identifier to the game server. The game server associates and stores the click identifier and the user information sent by the server of the advertising delivery platform in a remote dictionary service; after the user clicks on the game advertisement, the user device jumps from the client of the advertising delivery platform to the client of the game running platform. The client of the advertising delivery platform can transmit the click identifier to the client of the game running platform, and the client of the game running platform transmits the click identifier to the game server. The game server obtains the corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the client of the game running platform, and stores the user information in a database; the game server reads the user information in the database based on a preset period, and sends the read user information to the server of the advertising delivery platform. The server of the advertising delivery platform stops delivering game advertisements to the corresponding user according to the received user information. Through the above-mentioned technical means, the information of users who click on game advertisements can be obtained through the advertising delivery platform, and the click identifier of the game program started by clicking on the game advertisement can be obtained through the game running platform. The corresponding user information is obtained according to the click identifier to determine the user information as the information of the converted user, and the information of the converted user is sent to the server of the advertising delivery platform so that the server of the advertising delivery platform stops delivering game advertisements to the converted users. This solves the problem of the advertising delivery platform repeatedly delivering game advertisements to the converted users in the prior art, avoids the invalid delivery of game advertisements, reduces the exposure cost of game advertisements, and improves the efficiency of game advertisement delivery. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] Figure 1 is a flow chart of a game advertisement delivery method provided by an embodiment of the present application;

[0019] Figure 2 It is a schematic diagram of the communication process between the server and the client provided in the embodiment of the present application;

[0020] Figure 3 This is a flowchart of processing a click identifier and a user game account sent by a second client provided by an embodiment of the present application;

[0021] Figure 4 is a flow chart of delivering game advertisements to converted users provided by an embodiment of the present application;

[0022] Figure 5 is a flow chart of adjusting the frequency of game advertisement delivery by an advertisement delivery platform provided in an embodiment of the present application;

[0023] Figure 6 It is a structural schematic diagram of a game advertisement delivery device provided in an embodiment of the present application;

[0024] Figure 7 It is a structural diagram of a game advertisement delivery device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0025] In order to make the purpose, technical scheme and advantages of the present application clearer, the specific embodiments of the present application are further described in detail below in conjunction with the accompanying drawings. It is understood that the specific embodiments described herein are only used to explain the present application, rather than to limit the present application. It should also be noted that, for the convenience of description, only the part related to the present application but not all the contents are shown in the accompanying drawings. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flow charts. Although the flow chart describes each operation (or step) as a sequential process, many of the operations therein can be implemented in parallel, concurrently or simultaneously. In addition, the order of each operation can be rearranged. The process can be terminated when its operation is completed, but it can also have additional steps not included in the accompanying drawings. The process can correspond to a method, a function, a procedure, a subroutine, a subprogram, etc.

[0026] The terms "first", "second", etc. in the specification and claims of this application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and / or" in the specification and claims represents at least one of the connected objects, and the character " / " generally indicates that the objects associated with each other are in an "or" relationship.

[0027] In the more common existing implementation methods, in order to increase the exposure of the game, game ads are usually placed on short video platforms or social platforms with large traffic. However, when placing game ads on various traffic platforms, game ads will be repeatedly placed to converted users, resulting in ineffective game ads and reducing the effectiveness of game ads.

[0028] To solve the above problems, this embodiment provides a game advertising delivery method, which obtains user information of converted users through an advertising delivery platform and a game running platform, so that the advertising delivery platform stops delivering game advertisements to converted users, avoids invalid delivery of game advertisements, reduces the exposure cost of game advertisements, and improves the efficiency of game advertising delivery.

[0029] The game advertisement delivery method provided in this embodiment can be executed by a game advertisement delivery device, which can be implemented by software and / or hardware, and can be composed of two or more physical entities or one physical entity. For example, the game advertisement delivery device can be a game server.

[0030] The game advertisement delivery device is installed with at least one type of operating system, wherein the operating system includes but is not limited to Android system, Linux system and Windows system. The game advertisement delivery device can install at least one application based on the operating system, and the application can be an application that comes with the operating system or an application downloaded from a third-party device or server. In this embodiment, the game advertisement delivery device has at least an application that can execute the game advertisement delivery method.

[0031] For ease of understanding, this embodiment is described by taking the game server as an example of the subject that executes the game advertisement delivery method.

[0032] Figure 1 A flowchart of a method for delivering game advertisements provided by an embodiment of the present application is given. Figure 1 , the game advertising delivery method specifically includes:

[0033] S110. Obtain the click identifier and user information sent by the first server, and associate the click identifier and the user information and store them in a remote dictionary service; wherein the click identifier is an operation identifier of a user clicking on a game advertisement displayed by the first client, the user information is information of the user who clicks on the game advertisement, and the first client and the first server are the client and server of an advertisement delivery platform.

[0034] In this embodiment, the advertising delivery platform is a platform for delivering game advertisements, which can be a media platform such as a music platform and a video platform, or a social platform and a search platform. When the user uses a terminal device to open the corresponding installed first client, the first server can deliver game advertisements to the first client, so that the user can see the game advertisements displayed in the application interface when browsing the application interface of the first client through the terminal device. When the user is interested in the game content displayed by the game advertisement, the game advertisement displayed by the first client can be clicked. The first client receives the click operation input by the user and sends the click operation to the first server. The first server assigns a corresponding operation identifier to the click operation, and when determining that the click operation is to click on the game advertisement, requests the first client to obtain the user information of the corresponding user, and sends the user information and the operation identifier to the game server. Among them, the user information may include the user's account information on the advertising delivery platform, the device information of the corresponding terminal device used, and the regional information of the user's location.

[0035] The game server can receive the click identifier and user information sent by the first server based on the click callback web service of the SpringBoot scaffold. After receiving the click identifier and user information sent by the first server, it can be determined that the user corresponding to the user information clicked on the game advertisement delivered by the advertising delivery platform of the first server. However, it is not ruled out that the user's click on the game advertisement is caused by an accidental touch. If the game server directly determines the user information uploaded by the first server as the user information of the converted user, it will cause the advertising delivery platform to stop delivering game advertisements to unconverted users, reducing the exposure of game advertisements and affecting the effectiveness of game advertisements. Among them, converted users can be understood as users who have been converted into game players, and unconverted users can be understood as users who have not been converted into game players. In this regard, the game server can determine the user as a candidate game player after receiving the click identifier and user information sent by the first server. At this time, the received click identifier and user information can be associated and stored in the remote dictionary service, so as to subsequently determine the user who has been converted into a game player among the candidate game players. The remote dictionary service is Redis (Remote Dictionary Server), which is an open source, in-memory data structure storage system that can be used as a database, cache, and message broker. Since the remote dictionary service stores data in memory, the read and write speed is fast, and click identifiers and user information can be quickly written and read.

[0036] In one embodiment, in order to increase the exposure rate of game advertisements, game advertisements can be delivered on multiple platforms, that is, the game server will obtain click identifiers and user information sent by multiple advertising delivery platforms, but it is not ruled out that the click identifiers of different advertising delivery platforms may be the same. In this regard, when receiving a click operation of a user clicking on a game advertisement, the server of the advertising delivery platform can assign an operation identifier to the click operation and obtain user information from the corresponding client, and send the operation identifier, user information and platform identifier to the game server. Correspondingly, the game server can obtain platform identifiers, click identifiers and user information sent by multiple first servers, and associate the platform identifier, click identifier and user information and store them in a remote dictionary service. Among them, the platform identifier can represent the corresponding advertising delivery platform. The game server associates and saves the platform identifier, click identifier and user information so that the unique corresponding user information can be obtained based on the platform identifier and click identifier in the future, ensuring the accurate acquisition of user information.

[0037] S120, obtaining a click identifier sent by the second client, obtaining corresponding associated and saved user information in a remote dictionary service according to the click identifier sent by the second client, and storing the obtained user information in a database; wherein the second client is a client of a game running platform, and the click identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client.

[0038] In this embodiment, the game is a small program running on a game running platform, and the game running platform is a platform that can run various small programs, such as WeChat, etc. When the game running platform is WeChat, the game described in this embodiment is a WeChat small program. The user device is a terminal device used by the user.

[0039] For example, Figure 2 Schematic diagram of the communication process between the server and the client provided in the embodiment of the present application. Figure 2 As shown, after the user clicks on the game advertisement displayed by the first client of the corresponding terminal device, the first server will determine the click identifier of the click operation and obtain the user information, and send the click identifier and the user information to the game server, and the game server will associate the click identifier and the user information and save them in the remote dictionary service. The first server sends the click identifier to the first client, and after the first client responds to the click operation, the terminal device jumps from the first client to the second client. At the same time, the first client transmits the click identifier of the click operation that triggers the jump operation to the second client, and the second client sends the click identifier to the game server. The game server receives the click identifier uploaded by the second client through the front-end software development kit (SDK), and passes the click identifier to the back end of the game server, so that the back end of the game server can obtain the corresponding associated and saved user information in the remote dictionary service according to the click identifier.

[0040] It is understandable that if clicking on a game ad is an accidental touch by the user, the user will close the first client to prohibit the first client from jumping to the second client and starting the game applet before the terminal device jumps from the first client to the second client. At this time, the second client will not receive the click identifier sent by the first client, and the game server will not receive the click identifier sent by the second client. Therefore, the user information previously stored in the remote dictionary service in association with the click identifier will not be used as the user information of the unconverted user, so as to avoid misidentifying the unconverted user as a converted user. If the terminal device successfully jumps from the first client to the second client, it indicates that the user is attracted by the game ad and spontaneously clicks on the game ad, and starts the corresponding game applet through the second client. The second client can receive the click identifier sent by the first client, and the game server can also receive the click identifier sent by the second client. At this time, the game client can use the user information previously stored in the remote dictionary service in association with the click identifier as the user information of the converted user, ensuring the accurate identification of the converted user, so that the subsequent advertising delivery platform can accurately deliver game ads to the unconverted user.

[0041] It should be noted that due to the limitations of the game operation platform, the game server cannot directly obtain user information through the game operation platform. In this regard, this embodiment aims to adopt a forward-tracing attribution method to advance the step of obtaining user information to the link where the user clicks the game advertisement, obtain the information of the user who clicks the game advertisement through the advertising delivery platform, and then connect the communication process of the first client, the second client and the game server through the click identifier of the user clicking the game advertisement, so that the game server can accurately obtain the user information of the converted user based on the click identifier transmitted by the second client.

[0042] In one embodiment, when the game server is connected to multiple advertising delivery platforms, the game client can obtain the click identifier and platform identifier sent by the second client at the front end, and obtain the corresponding associated and saved user information in the remote dictionary service according to the click identifier and platform identifier; wherein the platform identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client. Exemplarily, after the user clicks on the game advertisement displayed by the first client installed on the terminal device, the terminal device jumps from the first client to the second client, the first client transmits the platform identifier of the corresponding advertising delivery platform and the click identifier of the click operation that triggers the jump operation to the second client, the second client transmits the received platform identifier and click identifier to the front end of the game server, the front end of the game server passes the platform identifier and click identifier to the back end, and the back end reads the corresponding associated and saved user information in the remote dictionary service according to the platform identifier and click identifier, and determines that the user information is the information of the user who has been converted into a game player. In this embodiment, the platform identifier and click identifier uploaded by the second client can read the unique associated and saved user information in the remote dictionary service, which ensures the accurate acquisition of the user information of the converted user.

[0043] After the game server reads the corresponding associated user information in the remote dictionary service based on the click mark uploaded by the second client, the game server stores the user information in the database to persistently store the user information of the converted user. The database may adopt a relational database management system, such as MySQL.

[0044] In another embodiment, it is not ruled out that after the user jumps from the first client to the second client on the terminal device, the user closes the second client before the second client starts running the game mini-program, that is, the user has not officially started playing the game and is still an unconverted user. However, the second client will receive the click identifier transmitted by the first client. If the second client transmits the click identifier to the game server at this time, the game server will mistakenly determine the user information associated with the click identifier and saved in the remote dictionary service as the user information of the converted user, causing misidentification of the converted user. In this regard, in order to improve the recognition accuracy of the converted user, after the user starts the game, the user game account of the user in the game mini-program can be obtained through the second client, and the user game account and the click identifier can be sent to the game server together. Exemplarily, Figure 3 1 is a flowchart of processing the click identifier and the user game account sent by the second client provided by the embodiment of the present application. Figure 3 As shown, the step of processing the click identifier and the user game account sent by the second client specifically includes S1201-S1202:

[0045] S1201. Obtain a click identifier and a user game account sent by a second client; wherein the user game account is obtained when the second client runs a game.

[0046] S1202: Obtain corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the second client, and associate the user game account with the obtained user information and save it in a database.

[0047] Exemplarily, when the terminal device jumps from the first client to the second client, the second client starts the game applet corresponding to the game advertisement. The second client can obtain the user's authorization when running the game applet. After obtaining the user's authorization, the corresponding logged-in user game account can be determined, and the click mark transmitted by the first client and the user game account currently logged in to the game applet can be uploaded to the front end of the game server. The front end of the game server transmits the click mark and the user game account to the back end. After receiving the click mark and user game account uploaded by the second client, the game server can determine that the user information associated with the click mark in the remote dictionary service is the information of the user who has been converted into a game player, and the user game account is the game account of the game player, ensuring that the user information saved in the database is the user information of the game player with the game account, and realizing the accurate identification of the converted user. The user information read in the remote dictionary service is associated with the user game account and saved in the database, so that it can be checked whether the game player continues to log in to the game based on the user game account in the future, so as to deliver game advertisements to the game player when the game player has not logged in to the game for a long time.

[0048] In this embodiment, if the game server is connected to multiple advertising delivery platforms, the first client will transmit the platform identifier and click identifier to the second client. After the second client runs the game applet to obtain the user's game account, it will upload the user's game account, click identifier and platform identifier to the game server. The game server reads the corresponding associated user information in the remote dictionary service based on the click identifier and platform identifier uploaded by the second client, and associates the read user information with the user's game account and saves it in the database.

[0049] S130. Reading user information from a database based on a preset period, and sending the read user information to the first server, so that the first server stops delivering game advertisements to users corresponding to the user information.

[0050] Exemplarily, the user information of converted users is stored in the database. If the corresponding first server is notified to stop delivering game advertisements to the corresponding user each time the user information of a converted user is determined, it will cause more energy consumption. In this regard, the present embodiment proposes to first save the user information of the converted user in the database, read all the user information or newly added user information in the database based on a preset period, and send the read user information to the first server, so that the first server stops delivering game advertisements to the corresponding user based on the received user information. Among them, the preset period can be set according to actual needs, such as the preset period can be set to one day or two days. Newly added user information can be understood as user information written into the database between the previous period and the current period.

[0051] After the game server reads the user information in the database, it normalizes the format of the read user information and sends the normalized user information to the first server. Specifically, the abnormal values ​​in the user information are filtered, the user information after filtering the abnormal values ​​is encrypted by md5, the encrypted user information is compressed to obtain an information compression package, and the information compression package is uploaded to the back end of the first server through the API interface of the first server. After receiving the information compression package, the first server decompresses and decrypts the information compression package to obtain the user information. The first server can stop delivering game advertisements to users of the corresponding account according to the account information in the user information, or stop delivering game advertisements to users using the corresponding terminal device according to the device information in the user information.

[0052] In one embodiment, the device information of the user information includes a user device identifier, which can uniquely represent the terminal device used by the user. The game server can read the newly added user device identifier in the database based on a preset period, and send the newly added user device identifier to the first server, so that the first server stops delivering game advertisements to the user device corresponding to the newly added user device identifier. Exemplarily, the game server can read the corresponding user device identifier in the newly added user information in the database when the current period arrives, encrypt and compress the read user device identifier and send it to the first server, the first server decompresses and decrypts the received compressed package to obtain the user device identifier, and the first server stops delivering game advertisements to the first client running the terminal device corresponding to the user device identifier, so as to avoid delivering game advertisements to the terminal device used by the user who has been converted into a game player, thereby reducing the exposure cost of game advertisements and improving the delivery efficiency of game advertisements. By sending the newly added user device identifier to the first server, this embodiment can reduce the amount of data transmitted, thereby improving the efficiency of data transmission.

[0053] Furthermore, if the game server is connected to multiple first servers, the game server can send the user information read from the database to the multiple first servers, so that each first server stops delivering game advertisements to the user corresponding to the user information. Exemplarily, the game server reads the user device identifier of the newly added user information in the database, and sends the read user device identifier to each first server. The first server stops delivering game advertisements to the first client running on the corresponding terminal device according to the user device identifier. Since the user device identifier can uniquely represent the terminal device used by the user, the converted user will not receive the corresponding game advertisement no matter which advertising delivery platform client runs with the terminal device. This embodiment can achieve that multiple first servers stop delivering game advertisements to the converted user by obtaining the user information of the converted user from any first server, thereby reducing the advertising exposure cost of each advertising delivery platform and effectively improving the delivery efficiency of game advertisements.

[0054] In one embodiment, some game players may not be able to log in to the game mini program for a long time due to work or study, and because the advertising platform does not deliver game ads to game players, by the time the players are free, they have forgotten that they have ever experienced the game mini program. In order to allow players who have not logged in to the game for a long time to return to the game, the advertising platform can deliver game ads to the converted user when the user has not logged in to the game for a preset period of time, so as to prompt the user to return to the game in time. For example, Figure 4 This is a flow chart of delivering game advertisements to converted users provided by an embodiment of the present application. Figure 4 As shown, the step of delivering game advertisements to converted users specifically includes S1401-S1403:

[0055] S1401. Read each user's game account in a database, and query the corresponding user's most recent game login time based on the read user's game account.

[0056] S1402: When the interval between the game login time and the current time is greater than or equal to a preset time period, obtain user information stored in association with the user game account in a database as user information of the target user.

[0057] S1403: Send the user information of the target user to the first server, so that the first server delivers game advertisements to the target user.

[0058] Among them, the target user can be understood as a user who has been converted into a game player but has not logged into the game for a long time. Exemplarily, after the game server associates the user information and the user game account and saves it in the database, it periodically reads each user game account in the database, queries the game data of the corresponding user according to the read user game account, and obtains the latest game login time of the user game account according to the queried game data. The interval between the latest game login time and the current time is determined as the offline time of the user game account. When the offline time exceeds the preset time, it indicates that the game player corresponding to the user game account has not logged into the game for a long time, and the user corresponding to the user game account can be determined as the target user. The user information associated and saved can be obtained in the database according to the user game account of the target user as the user information of the target user. The user information of the target user is sent to the first server, so that the first server can deliver game advertisements to the target user according to the user information of the target user. In this embodiment, the latest game login time of the game player is obtained through the user game account, so that when it is determined that the game player has not logged into the game for a long time according to the latest game login time, the game advertisement is delivered to the game player through the advertising delivery platform, so as to prompt the user to return to the game in time, reduce the player churn rate of the game, and help improve the economic benefits of the game.

[0059] In one embodiment, when the game server is connected to multiple advertising delivery platforms, users of some advertising delivery platforms may be more interested in the game, while users of other advertising delivery platforms may not be very interested in the game. In order to further improve the delivery efficiency of game ads, the delivery return rate of each advertising delivery platform can be evaluated based on the game ads of the advertising delivery platform that have been clicked by the converted users, so as to adjust the frequency of game ads delivered by the corresponding advertising delivery platform according to the delivery return rate. For example, Figure 5 This is a flow chart of adjusting the frequency of game advertisement delivery by the advertisement delivery platform provided in the embodiment of the present application. Figure 5 As shown, the step of adjusting the frequency of game advertisement delivery by the advertisement delivery platform specifically includes S1501-S1503:

[0060] S1501. Read each user's information in a database, and query the remote dictionary service for a platform identifier associated with the user information.

[0061] S1502: Count the number of clicks on the game advertisements on each advertisement delivery platform according to the retrieved platform identifiers.

[0062] S1503: Determine the return on investment of the advertising delivery platform according to the number of clicks on the game advertisements, and adjust the delivery frequency of the corresponding advertising delivery platform according to the return on investment.

[0063] Exemplarily, after storing the user information of the converted user in the database, the game service end periodically reads the user information of the converted user in the database, and queries the corresponding associated and saved platform identifier in the remote dictionary service according to the user information of the converted user. It can be understood that the converted user becomes a game player after clicking on the game advertisement displayed by the advertising platform corresponding to the platform identifier on the first client, so the number of platform identifiers of the advertising platform queried in the remote dictionary service is the number of clicks on the game advertisements of the advertising platform. The more clicks on the game advertisements, the more users become game players through the game advertisements placed by the corresponding advertising platform, indicating that the return on investment of the advertising platform is higher. After determining the return on investment of the advertising platform based on the number of clicks on the game advertisements, if the return on investment is greater than or equal to the first return rate threshold, the frequency of the advertising platform is increased to attract more users to become game players; if the return on investment is less than the first return rate threshold and greater than or equal to the second return rate threshold, the frequency of the advertising platform is maintained; if the return on investment is less than the second return rate threshold, the frequency of the advertising platform is reduced to reduce the exposure cost of the game advertisements of the advertising platform. The first rate of return threshold and the second rate of return threshold can be set according to actual conditions.

[0064] Furthermore, since the user information also includes the regional information of the user's location, after the user information of the converted user is stored in the database, the regional information in each user information in the database can be periodically read, and the target region with the largest proportion of game players can be determined based on the regional information, and the target region can be sent to the first server to enable the first server to increase the frequency of delivering game advertisements to users in the target region. Alternatively, the device information also includes the device type, and the device type of the device information in each user information in the database can be periodically read, and the target device type with the largest proportion of game players can be determined based on the device type, and the target device type can be sent to the first server to enable the first server to increase the frequency of delivering game advertisements to terminal devices of the target device type. This embodiment determines the group of people interested in the game by analyzing the location of the converted user and the device type of the terminal device, and increases the frequency of delivering advertisements to the group of people interested through the advertising delivery platform, so as to attract more users to become game players and improve the economic benefits of the game.

[0065] In summary, the game advertisement delivery method provided by the embodiment of the present application is that when a user clicks on a game advertisement displayed by a client of the advertisement delivery platform installed on a user device, the server of the advertisement delivery platform obtains user information and a click identifier, sends the user information and the click identifier to the game server, and the game server associates and stores the click identifier and the user information sent by the server of the advertisement delivery platform in a remote dictionary service; after the user clicks on the game advertisement, the user device jumps from the client of the advertisement delivery platform to the client of the game running platform, the client of the advertisement delivery platform can transmit the click identifier to the client of the game running platform, the client of the game running platform transmits the click identifier to the game server, the game server obtains the corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the client of the game running platform, and stores the user information in a database; the game server reads the user information in the database based on a preset period, sends the read user information to the server of the advertisement delivery platform, and the server of the advertisement delivery platform stops delivering game advertisements to the corresponding user according to the received user information. Through the above-mentioned technical means, the information of users who click on game advertisements can be obtained through the advertising delivery platform, and the click identifier of the game program started by clicking on the game advertisement can be obtained through the game running platform. The corresponding user information is obtained according to the click identifier to determine the user information as the information of the converted user, and the information of the converted user is sent to the server of the advertising delivery platform so that the server of the advertising delivery platform stops delivering game advertisements to the converted users. This solves the problem of the advertising delivery platform repeatedly delivering game advertisements to the converted users in the prior art, avoids the invalid delivery of game advertisements, reduces the exposure cost of game advertisements, and improves the efficiency of game advertisement delivery.

[0066] Based on the above embodiments, Figure 6This is a schematic diagram of the structure of a game advertisement delivery device provided in an embodiment of the present application. Figure 6 The game advertisement delivery device provided in this embodiment specifically includes: a first information storage module 21, a second information storage module 22 and an advertisement delivery prohibition module 23.

[0067] The first information storage module 21 is configured to obtain the click identifier and user information sent by the first server, and associate the click identifier and the user information and store them in the remote dictionary service; wherein the click identifier is an operation identifier of a user clicking on a game advertisement displayed by the first client, the user information is information of the user who clicks on the game advertisement, and the first client and the first server are the client and the server of the advertisement delivery platform;

[0068] The second information storage module 22 is configured to obtain the click identifier sent by the second client, obtain the corresponding associated and stored user information in the remote dictionary service according to the click identifier sent by the second client, and store the obtained user information in the database; wherein the second client is a client of the game running platform, and the click identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client;

[0069] The advertisement prohibition module 23 is configured to read user information from the database based on a preset period, and send the read user information to the first server, so that the first server stops placing game advertisements to the user corresponding to the user information.

[0070] Based on the above embodiment, the first information storage module 21 includes: a first information storage unit, configured to obtain platform identifiers, click identifiers and user information sent by multiple first server terminals, and store the platform identifiers, click identifiers and user information in association with each other in a remote dictionary service; correspondingly, the second information storage module 22 includes: a second information storage unit, configured to obtain the click identifier and platform identifier sent by the second client through the front end, and obtain the corresponding associated and saved user information in the remote dictionary service according to the click identifier and the platform identifier; wherein the platform identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client.

[0071] Based on the above embodiment, the advertisement prohibition module 23 includes: a first prohibition unit configured to send the read user information to multiple first servers, so that each first server stops placing game advertisements to the user corresponding to the user information.

[0072] On the basis of the above embodiment, the user information includes the user device identification; accordingly, the advertisement prohibition module 23 includes: a second prohibition unit, which is configured to read the newly added user device identification in the database based on a preset period, and send the newly added user device identification to the first server, so that the first server stops delivering game advertisements to the user device corresponding to the newly added user device identification.

[0073] Based on the above embodiment, the second information storage module 22 includes: a first information receiving unit, configured to obtain a click identifier and a user game account sent by the second client; wherein the user game account is obtained when the second client runs the game; a third information storage unit, configured to obtain corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the second client, and associate the user game account and the obtained user information and save them in the database.

[0074] On the basis of the above-mentioned embodiment, the game advertisement delivery device includes an advertisement re-delivery module, which includes: a login time determination unit, which is configured to read each user game account in the database after the first server stops delivering game advertisements to the user corresponding to the user information, and query the corresponding user's most recent game login time according to the read user game account; a target user determination unit, which is configured to obtain the user information stored in association with the user game account in the database as the user information of the target user when the interval between the game login time and the current time is greater than or equal to a preset duration; and the advertisement re-delivery unit, which is configured to send the user information of the target user to the first server, so that the first server delivers game advertisements to the target user.

[0075] On the basis of the above-mentioned embodiment, the game advertisement delivery device includes a delivery frequency adjustment module, which includes: a platform identification query unit, which is configured to read each user information in the database after storing the acquired user information in the database, and query the associated saved platform identification in the remote dictionary service according to the read user information; a click count counting unit, which is configured to count the number of game advertisement clicks of each advertisement delivery platform according to the queried platform identification; and a delivery frequency adjustment unit, which is configured to determine the delivery return rate of the advertisement delivery platform according to the number of game advertisement clicks, and adjust the delivery frequency of the corresponding advertisement delivery platform according to the delivery return rate.

[0076] As described above, the game advertisement delivery device provided by the embodiment of the present application, when the user clicks on the game advertisement displayed by the client of the advertisement delivery platform installed on the user device, the server of the advertisement delivery platform obtains the user information and the click identifier, sends the user information and the click identifier to the game server, and the game server associates and stores the click identifier and the user information sent by the server of the advertisement delivery platform in a remote dictionary service; after the user clicks on the game advertisement, the user device jumps from the client of the advertisement delivery platform to the client of the game running platform, the client of the advertisement delivery platform can transmit the click identifier to the client of the game running platform, the client of the game running platform transmits the click identifier to the game server, the game server obtains the corresponding associated and saved user information in the remote dictionary service according to the click identifier sent by the client of the game running platform, and stores the user information in a database; the game server reads the user information in the database based on a preset period, sends the read user information to the server of the advertisement delivery platform, and the server of the advertisement delivery platform stops delivering the game advertisement to the corresponding user according to the received user information. Through the above-mentioned technical means, the information of users who click on game advertisements can be obtained through the advertising delivery platform, and the click identifier of the game program started by clicking on the game advertisement can be obtained through the game running platform. The corresponding user information is obtained according to the click identifier to determine the user information as the information of the converted user, and the information of the converted user is sent to the server of the advertising delivery platform so that the server of the advertising delivery platform stops delivering game advertisements to the converted users. This solves the problem of the advertising delivery platform repeatedly delivering game advertisements to the converted users in the prior art, avoids the invalid delivery of game advertisements, reduces the exposure cost of game advertisements, and improves the efficiency of game advertisement delivery.

[0077] The game advertisement delivery device provided in the embodiment of the present application can be used to execute the game advertisement delivery method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0078] Figure 7 This is a schematic diagram of the structure of a game advertisement delivery device provided in an embodiment of the present application, with reference to Figure 7 The game advertisement delivery device includes: a processor 31, a memory 32, a communication device 33, an input device 34, and an output device 35. The number of processors 31 in the game advertisement delivery device can be one or more, and the number of memories 32 in the game advertisement delivery device can be one or more. The processor 31, memory 32, communication device 33, input device 34, and output device 35 of the game advertisement delivery device can be connected via a bus or other means.

[0079] The memory 32, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the game advertisement delivery method of any embodiment of the present application (for example, the first information storage module 21, the second information storage module 22 and the advertisement prohibition delivery module 23 in the game advertisement delivery device). The memory 32 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function; the storage data area may store data created according to the use of the device, etc. In addition, the memory 32 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the memory may further include a memory remotely arranged relative to the processor, and these remote memories may be connected to the device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0080] The communication device 33 is used for data transmission.

[0081] The processor 31 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 32, that is, implements the above-mentioned game advertisement delivery method.

[0082] The input device 34 may be used to receive input digital or character information and generate key signal input related to user settings and function control of the device. The output device 35 may include a display device such as a display screen.

[0083] The game advertisement delivery device provided above can be used to execute the game advertisement delivery method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0084] The embodiment of the present application also provides a storage medium including computer executable instructions, which are used to execute a game advertisement delivery method when executed by a computer processor. The game advertisement delivery method includes: obtaining a click identifier and user information sent by a first server, and associating the click identifier and the user information and storing them in a remote dictionary service; wherein the click identifier is an operation identifier of a user clicking on a game advertisement displayed by a first client, and the user information is information of a user who clicks on the game advertisement, and the first client and the first server are a client and a server of an advertisement delivery platform; obtaining a click identifier sent by a second client, and obtaining corresponding associated and saved user information in a remote dictionary service according to the click identifier sent by the second client, and storing the obtained user information in a database; wherein the second client is a client of a game running platform, and the click identifier is transmitted from the first client to the second client when a user device jumps from the first client to the second client; reading user information in the database based on a preset period, and sending the read user information to the first server, so that the first server stops delivering game advertisements to the user corresponding to the user information.

[0085] Storage medium - any of various types of memory devices or storage devices. The term "storage medium" is intended to include: installation media, such as CD-ROM, floppy disk or tape device; computer system memory or random access memory, such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory, such as flash memory, magnetic media (such as hard disk or optical storage); registers or other similar types of memory elements, etc. Storage media may also include other types of memory or combinations thereof. In addition, the storage medium may be located in the first computer system in which the program is executed, or may be located in a different second computer system, which is connected to the first computer system via a network (such as the Internet). The second computer system can provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media residing in different locations (for example, in different computer systems connected by a network). The storage medium may store program instructions (for example, embodied as a computer program) that can be executed by one or more processors.

[0086] Of course, the storage medium containing computer executable instructions provided in the embodiment of the present application is not limited to the above-mentioned game advertisement delivery method, and the computer executable instructions can also execute the relevant operations in the game advertisement delivery method provided in any embodiment of the present application.

[0087] The game advertisement delivery apparatus, storage medium, and game advertisement delivery device provided in the above embodiments can execute the game advertisement delivery method provided in any embodiment of the present application. For technical details not described in detail in the above embodiments, please refer to the game advertisement delivery method provided in any embodiment of the present application.

[0088] The above are only preferred embodiments of the present application and the technical principles used. The present application is not limited to the specific embodiments herein, and various obvious changes, readjustments and substitutions that can be made by those skilled in the art will not deviate from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the claims.

Claims

1. A method for delivering game advertisements, characterized in that: Applied to game servers, including: Obtaining a click identifier and user information sent by the first server, and associating the click identifier and the user information and storing them in a remote dictionary service; this includes: obtaining platform identifiers, click identifiers, and user information sent by multiple first servers, and associating the platform identifiers, the click identifiers, and the user information and storing them in a remote dictionary service; wherein the click identifier is an operation identifier of a user clicking a game advertisement displayed by the first client, the user information is information about the user who clicked the game advertisement, and the first client and the first server are the client and server of an advertising delivery platform; Obtaining a click identifier sent by a second client, obtaining corresponding associated and stored user information in the remote dictionary service based on the click identifier sent by the second client, and storing the obtained user information in a database; this includes: obtaining, through a front-end, the click identifier and platform identifier sent by the second client, and obtaining corresponding associated and stored user information in the remote dictionary service based on the click identifier and the platform identifier; wherein the platform identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client; the second client is a client of a game running platform, and the click identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client; The user information is read from the database based on a preset period, and the read user information is sent to the first server, so that the first server stops delivering game advertisements to the user corresponding to the user information.

2. The game advertisement delivery method according to claim 1, characterized in that: The sending of the read user information to the first server so that the first server stops delivering game advertisements to the user corresponding to the user information includes: The read user information is sent to the multiple first server ends, so that each of the first server ends stops delivering game advertisements to the user corresponding to the user information.

3. The game advertisement delivery method according to claim 1, characterized in that: The user information includes a user device identifier; accordingly, obtaining the user information from the database based on a preset period and sending the read user information to the first server so that the first server stops delivering game advertisements to the user corresponding to the user information includes: The newly added user device identifier is read from the database based on a preset period, and the newly added user device identifier is sent to the first server, so that the first server stops delivering game advertisements to the user device corresponding to the newly added user device identifier.

4. The game advertisement delivery method according to claim 1, wherein: The acquiring corresponding associated and stored user information in the remote dictionary service according to the click identifier sent by the second client, and storing the acquired user information in a database, includes: Obtaining the click identifier and the user game account sent by the second client; wherein the user game account is obtained when the second client runs the game; According to the click identifier sent by the second client, corresponding associated and saved user information is obtained in the remote dictionary service, and the user game account and the obtained user information are associated and saved in a database.

5. The game advertisement delivery method according to claim 4, characterized in that: After the first server stops delivering game advertisements to the user corresponding to the user information, the method further includes: Reading each of the user game accounts in the database, and querying the corresponding user's most recent game login time according to the read user game account; When the interval between the game login time and the current time is greater than or equal to a preset time period, obtaining user information stored in association with the user game account in the database as user information of the target user; The user information of the target user is sent to the first server, so that the first server delivers game advertisements to the target user.

6. The game advertisement delivery method according to claim 1, characterized in that: After storing the acquired user information in the database, the method further includes: Reading each user information in the database, and querying the remote dictionary service for a platform identifier stored in association with the read user information; Counting the number of clicks on the game advertisements on each of the advertisement delivery platforms according to the retrieved platform identifiers; The return on investment of the advertising delivery platform is determined according to the number of clicks on the game advertisement, and the delivery frequency of the corresponding advertising delivery platform is adjusted according to the return on investment.

7. A game advertisement delivery device, characterized in that: Applied to game servers, including: A first information storage module is configured to obtain a click identifier and user information sent by the first server, and associate the click identifier and the user information with each other and store them in a remote dictionary service; wherein the first information storage module includes: a first information storage unit is configured to obtain platform identifiers, click identifiers, and user information sent by multiple first servers, and associate the platform identifiers, click identifiers, and user information with each other and store them in a remote dictionary service; wherein the click identifier is an operation identifier of a user clicking a game advertisement displayed by the first client, and the user information is information about the user who clicked the game advertisement; the first client and the first server are the client and server of an advertising delivery platform; a second information storage module configured to obtain a click identifier sent by a second client, obtain corresponding associated and stored user information in the remote dictionary service based on the click identifier sent by the second client, and store the obtained user information in a database; wherein the second information storage module includes: a second information storage unit configured to obtain, through a front-end, a click identifier and a platform identifier sent by the second client, and obtain corresponding associated and stored user information in the remote dictionary service based on the click identifier and the platform identifier; wherein the platform identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client; the second client is a client of a game running platform, and the click identifier is transmitted from the first client to the second client when the user device jumps from the first client to the second client; The advertisement prohibition module is configured to read user information from the database based on a preset period and send the read user information to the first server, so that the first server stops delivering game advertisements to users corresponding to the user information.

8. A game advertising device, characterized in that: include: one or more processors; The memory stores one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the game advertisement delivery method according to any one of claims 1 to 6.

9. A storage medium containing computer-executable instructions, characterized in that: When executed by a computer processor, the computer executable instructions are used to execute the game advertisement delivery method according to any one of claims 1 to 6.

Citation Information

Patent Citations

  • Advertisement delivery data query method and device, electronic equipment and storage medium

    CN116126897A