Server-Side Gaming Ad Visibility Measurement via Remote Rendering
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Solution Overview
Problem
In video games, predicting and measuring the visibility of in-game advertisements is complex due to varying player interactions, making it difficult to apply traditional advertising revenue models based on impressions.
Innovation Solution
A server-side gaming method and system that delivers remotely-rendered content, including impression content, by generating and managing media assets on a remote server, allowing for efficient storage and reuse of media assets across multiple user devices, and using filters like device characteristics and geographical location to optimize content delivery.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If advertisement visibility is tracked in real-time during gameplay to enable advertising revenue models, then advertising revenue accuracy is improved, but system complexity and computational cost increase
Solution Approach 1:
The patent applies preliminary action by pre-defining visibility conditions and impression criteria before gameplay occurs. The system establishes predetermined rules for what constitutes an advertisement impression (e.g., visibility thresholds, time durations, player position requirements) before tracking begins, allowing real-time measurement without complex dynamic analysis during gameplay.
Solution Approach 2:
The patent uses copying by creating virtual representations of advertisement visibility data rather than directly analyzing complex player behavior. The system generates simplified impression metrics that copy the essential information needed for revenue calculation without requiring full reconstruction of the complex viewing conditions.
2Measurement precision
If advertisement visibility is tracked in real-time during gameplay, then advertising revenue accuracy is improved, but computational expense increases
Solution Approach 1:
The patent applies partial action by tracking only the specific parameters necessary for advertisement impression determination rather than monitoring all gameplay variables. The system focuses computational resources on measuring advertisement visibility metrics (such as player position relative to ad objects, visibility angles, and exposure time) while ignoring other unrelated game parameters.
3Productivity
If multiple user devices receive remotely-rendered content with impression content, then content delivery efficiency is improved, but media asset management complexity increases
Solution Approach 1:
The patent applies segmentation by separating media asset management into distinct functional components: a provisioning server that manages the master catalog of impression content, and remote servers that cache and deliver specific assets to user devices. This segmentation allows each server to handle a simplified portion of the overall media asset management task, reducing individual system complexity while maintaining high delivery efficiency.
Solution Approach 2:
The patent uses an intermediary approach by introducing a provisioning server as a mediator between the content source and multiple remote servers. The provisioning server handles the complex tasks of asset registration, version control, and distribution coordination, while remote servers focus on caching and delivery. This intermediary structure simplifies media asset management at each individual server level.
Data Source
AI summary
A server-side gaming method performed by a framework for delivering remotely-rendered content. The framework comprises a provisioning server for generating impression content, a remote server for generating frames of the remotely-rendered content comprising gaming content and the impression content; and an API for sending and receiving. The method comprises requesting from the provisioning server, a media asset associated with the impression content; and storing the media asset in storage of the remote server. On receipt of a request from the first user device, generating, a first instance of remotely-rendered content, where the impression content comprises the stored media asset. On receipt of a request from the second user device. generating a second, different, instance of remotely-rendered content, where the impression content comprises the stored media asset. Transmitting, to the first user device, the first instance and transmitting to the second user device, the second instance.


