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

VSEngineering 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

Engineering Contradiction:
Improveadvertisement visibility measurementVSAvoidtracking system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

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.

Inventive Principle:
Principle #10Preliminary action

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.

Inventive Principle:
Principle #26Copying

2Measurement precision

If advertisement visibility is tracked in real-time during gameplay, then advertising revenue accuracy is improved, but computational expense increases

Engineering Contradiction:
Improveadvertisement visibility measurementVSAvoidcomputational expense
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

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.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If multiple user devices receive remotely-rendered content with impression content, then content delivery efficiency is improved, but media asset management complexity increases

Engineering Contradiction:
Improvecontent delivery efficiencyVSAvoidmedia asset management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11801441B2Server-side gaming method and system for the delivery of remotely-rendered content comprising impression content
Publication Date: 2023.10.31 BIDSTACK GRP PLC
  • US11801441B2 patent drawing
  • US11801441B2 patent drawing
  • US11801441B2 patent drawing

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.