Streaming Media Casts for Game Consoles
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Solution Overview
Problem
Current techniques for integrating content, such as advertisements and music, into video games are limited and difficult to implement, lacking flexibility and user engagement.
Innovation Solution
A streaming media system that allows for dynamic delivery of audio, video, and other content into game environments through a network connection, using a service provider system with content selection, media servers, and client libraries to manage and disseminate content based on user preferences and demographics, enabling customizable and targeted content delivery.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If content is hard coded into game code, then content delivery is simple and reliable, but flexibility and user engagement are limited
Solution Approach 1:
The patent segments content delivery into modular components: game clients request specific content types, content servers selectively deliver appropriate content, and client libraries manage content integration. This segmentation enables flexible content delivery without requiring complete system redesign, resolving the contradiction between adaptability and complexity.
Solution Approach 2:
The patent introduces client libraries as intermediary components between game clients and content servers. These libraries handle content requests, filtering, and integration, serving as a mediator that enables flexible content delivery while abstracting the complexity from both the game code and server infrastructure.
2Adaptability or versatility
If generic content is delivered to all users, then server resources are minimized, but user engagement and personalization are reduced
Solution Approach 1:
The patent implements local quality by filtering and delivering content based on specific user characteristics (demographics, location, game preferences) rather than providing uniform content to all users. The client library receives a content feed and selectively processes only relevant content for each user, enabling personalization while minimizing unnecessary server resource consumption.
Solution Approach 2:
The system delivers a comprehensive content feed to each client library (excessive action), but the client library then performs local filtering to process only the relevant portion needed for each user (partial action). This approach enables personalized content delivery without requiring the server to perform complex real-time filtering for each user, thus balancing personalization with server resource efficiency.
3Measurement precision
If comprehensive content filtering is performed on the server, then content relevance is improved, but server processing time and resources increase
Solution Approach 1:
The patent performs preliminary content filtering and organization on the server side to create structured content feeds, but the final content matching and selection is deferred to the client library that has immediate access to user profile data and game state information. This preliminary action on the server reduces the filtering burden while maintaining high matching accuracy through client-side customization.
Solution Approach 2:
The system implements feedback mechanisms where client libraries report content engagement metrics and user preferences back to the content server. This feedback loop enables the server to improve content matching accuracy over time based on actual user behavior, rather than relying solely on complex real-time filtering, thus reducing processing time while maintaining or improving matching precision.
Data Source
AI summary
Streamable content, including content such as music, video, and advertisements, is provided to a game program executing at a remote computing device or game console, wherein the streamable content is for presentation before, during, and/or after game play. The streamable content may be supplemental to core game content provided by the game program. A system for providing the streamable content may include a content accessing component configured to access content for use as streamable content, a content selection component configured to select appropriate content (which may be randomly selected, or selected based on user-specific information or game-specific information), a content assembly component configured to assemble selected content into one or more content streams, and/or a content dissemination component configured to disseminate one or more content streams to the remote computing device or game console on which game program is executing.


