Server-Side Framework for Remote Gaming Ad Viewability Tracking
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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 and random factors, making it difficult to apply advertising revenue models effectively.
Innovation Solution
A server-side gaming method that includes a provisioning server for managing impression content, a remote server for generating and transmitting remotely-rendered content, and an API for data exchange between the user device and remote server, enabling real-time monitoring of advertisement receipt and viewability through frame information analysis.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If real-time tracking of advertisement receipt and viewability is implemented in video games, then measurement precision of advertising impressions is improved, but device complexity and computational cost increase
Solution Approach 1:
The patent introduces a server-side framework as an intermediary between the game engine and advertising tracking systems. The framework receives frame data from the game engine, processes it to determine advertisement viewability, and reports to advertising platforms. This mediator approach centralizes the complex tracking logic on the server side, reducing the computational burden on user devices while maintaining precise measurement capabilities.
Solution Approach 2:
The patent replaces complex client-side tracking mechanisms with server-side processing. Instead of requiring detailed local monitoring and reporting from each user device, the system uses server-based frame analysis to determine advertisement receipt and viewability. This substitution of mechanical tracking systems with server-based processing reduces device complexity while improving measurement accuracy.
2Reliability
If complex tracking processes are used to monitor advertisement viewability, then reliability of advertising revenue models is improved, but use of energy increases
Solution Approach 1:
The server-side framework acts as an intermediary that consolidates tracking energy consumption. Rather than each user device continuously monitoring and reporting advertisement viewability (which would consume significant collective energy), the framework receives periodic frame data and performs analysis centrally, reducing overall energy usage while maintaining reliable tracking.
Solution Approach 2:
The framework implements continuous monitoring of advertisement delivery through systematic frame analysis. By maintaining continuous tracking of frame data and advertisement receipt without requiring intensive computational resources at each client device, the system achieves reliable measurement while optimizing energy consumption through centralized processing.
Data Source
AI summary
A server-side gaming method performed by a framework for monitoring the delivery of remotely-rendered content to a user device. The framework comprises a provisioning server for generating and managing impression content, a remote server for generating a plurality of frames of remotely-rendered content that comprise gaming content and the impression content, and an API, for sending and receiving data between the user device and the remote server. The method comprising obtaining received frame information from the user device, using the API, that represents the frames of remotely-rendered content received by the user device. It is determined whether the received frame information comprises data relating to a new frame, where the new frame comprising new gaming content and new impression content. Based on the determination, an indication that the new impression content has been received at the user device is sent from the remote server to the provisioning server.


