The instant invention generally relates to advertising on the Internet, and more specifically to a system and a method combining Internet computer gaming with Internet advertising.
One of the areas concerned with our modern social life that has received major impulses from World Wide Web (WWW) related developments, is computer gaming. Since its origins, dating back to the early seventies of the last century, computer gaming did not only undergo a period of substantial growth, but also radically changed its role in social interactions and interpersonal relationships. In our modern world, the computer gamer is no longer an isolated and introverted individual, but is part of a rich and active community of like-minded people. In recent times, the ongoing developments in the field of computer gaming led to the creation of new and exciting markets, as for example on-line computer gaming. The rapid expansion of the Internet provides not only the basis, but also the boost for the constant developments in computer gaming.
During the last couple of years, computer gaming has gained increasing popularity, and today ever increasing numbers of players are playing wit on-line enabled hardware platforms all around the world. A recent study has found that three-in-five Americans age six or older, or about 145 million people, say they routinely play computer or video games. Predictably, interactive computer gaming blurs the line between games and other entertainment or communication media, and the avenues explored in the development of gaming might well break new ground for interactive Internet applications in all areas of business relations and social life.
However, with all the positive features associated with the WWW, the Internet has its own share of problems. The general attitude towards the Internet exhibited by the common user of its services is that the Internet is free of charge, apart from minimal connection fees for the access provider. This as a consequence causes a considerable financial burden for many professional providers not of Internet access, but of Internet services. A common solution to this problem is Internet advertisement. Advertising holds the promise to be the ticket to prosperity for many Internet services. For an advertiser, the value of advertising is the ability to direct an advertisement to a specific group of consumers. Control over the advertisement in terms of when, where, how, and to whom an advertisement is communicated is of paramount importance to the advertiser. Targeted advertising, which offers compelling content aimed at a specific demographic market, will be the future in Internet advertising.
Due to their dynamic nature as well as due to their specific appeal to certain audiences, computer games and especially video games played on Internet enabled platforms provide the ideal vehicle for advertising. Not only is it possible for an advertiser to directly target a specific group of customers, but advertisements can be directly incorporated into the computer games, enabling an equivalent to the well-known concept of product placement.
In in-game advertising, for example, located at a user site is a gaming console in connection with at least a display, an interaction device such as a keyboard or a joystick, and a data storage device. During playing of a game, the game software contacts via the Internet a set of servers to retrieve advertising content for presentation to the user during game play. Data and advertising content is transferred over the Internet using an Ad Server Protocol. The advertising delivered to a game is controlled by the Ad Server. How and when ads are presented is controlled by the game. In exchange for presenting the advertisement in the game a game publisher receives a portion of the advertisement revenues.
To support a game accessing an Ad Server, a proprietary Ad Server Protocol is implemented by the game, which establishes a connection between the game site and the Ad Server. The game transfers information about the game and network identity to the Ad Server. The Ad Server uses this information for delivering advertising content to the game along with associated data. Optionally, the game collects information about which ads are presented at which place in the game, and transmits this information back to the Ad Server.
Unfortunately, once games are deployed, it is very difficult for the game publisher to change from the Ad Server Protocol of one advertising service to the Ad Server Protocol of another advertising service. This results in a substantial business risk for the game publisher. For example, in a case where the advertising sales service is unable to provide sufficient revenues or appropriate advertising content, the game publisher is already exclusive to the particular advertising sales service. This is similar to the risk faced by a manufacturer of having a component provided by only one supplier but with the additional risk that whereas the component can be thoroughly tested before selection, the advertising sales arise after the software development is completed. Manufacturers mitigate the component risk by having at least two suppliers of the component in case one of the suppliers has difficulty meeting an order for any reason.
It would be desirable to provide a method and system for enabling a game to communicate with a plurality of Ad Servers using different Ad Server Protocols, allowing a game publisher to mitigate the business risk by presenting ads from a plurality of advertising services.
It is, therefore, an object of the invention to provide a method and system for enabling a game to communicate with a plurality of Ad Servers using different Ad Server Protocols.
In accordance with the present invention there is provided a method for providing advertising content. A request is received for first advertising content according to a first advertising content request protocol. The first advertising content is then requested according to a second other advertising content request protocol. The first advertising content is received according to the second other advertising content request protocol and provided according to the first advertising content request protocol.
In accordance with the present invention there is further provided a system for providing advertising content. The system comprises a port for being connected to a communication network and a processor connected to the port for performing:
receiving a request for advertising content according to a first advertising content request protocol;
requesting advertising content according to a second other advertising content request protocol;
receiving the advertising content according to the second other advertising content request protocol; and,
providing the advertising content according to the first advertising content request protocol.
In accordance with the present invention there is yet further provided a system for providing advertising content. The system comprises a port for being connected to a communication network and a processor connected to the port for performing:
receiving a request for advertising content according to a first advertising content request protocol;
receiving the advertising content according to the first advertising content request protocol;
converting the advertising content according to the first advertising content request protocol into advertising content according to a second other advertising content request protocol; and,
providing the advertising content according to the second other advertising content request protocol.
In accordance with the present invention there is yet further provided a storage medium having stored therein executable commands for execution on a processor, the processor when executing the commands performing:
receiving a request for advertising content according to a first advertising content request protocol;
requesting advertising content according to a second other advertising content request protocol;
receiving the advertising content according to the second other advertising content request protocol; and,
providing the advertising content according to the first advertising content request protocol.
In accordance with the present invention there is yet further provided a storage medium having stored therein executable commands for execution on a processor, the processor when executing the commands performing:
receiving a request for advertising content according to a first advertising content request protocol;
receiving the advertising content according to the first advertising content request protocol;
converting the advertising content according to the first advertising content request protocol into advertising content according to a second other advertising content request protocol; and,
providing the advertising content according to the second other advertising content request protocol.
In accordance with the present invention there is provided a method for providing advertising content comprising: a) receiving a first report relating to first advertising content according to a first advertising content reporting protocol; and, b) providing a second report comprising at least some information from the report according to a second other advertising content reporting protocol.
Embodiments of the instant invention will now be described in conjunction with the following drawings, in which:
a is a schematic sequence diagram illustrating communication between a processor of the game computer and an Ad Server using Protocol A;
b is a schematic sequence diagram illustrating communication between a processor of the game computer and an Ad Server using Protocol B;
Embodiments of the instant invention are now described, all of which relate to the translation of advertising content request protocols. While the embodiments will be described in combination with advertising in video games executed on Internet enabled platforms, it will readily become apparent to those of skill in the art that the instant invention is not limited thereto.
Referring to
In its simplest form, the translator 100 comprises only a processor 102 for translating commands of the messages received and passing on data. In operation, the commands of the messages are translated as they are received by the processor 102 and transmitted to their destination, while the data are passed through accordingly, requiring only network bandwidth. However, such a translation process is only possible when the two Protocols are truly directly correlated in all aspects. When this is not the case and one Protocol has features or supports data which are unsupported by the other, the processor 102 executes two separate processes, a first process using Protocol A for communication with the processor of the game computer 10 and a second process using Protocol B for communication with the Ad Server 2. The first and the second process are simultaneously operated as separate processes on the processor 102 of the translator 100 with data being passed between the processes through shared memory 104 such as common caches or stacks, or through a third protocol. The first and the second process are performed on the processor 102 by, for example, executing commands stored in memory 106.
The following examples illustrate the operation of the translator 100 when one Protocol has features or supports data which are unsupported by the other. Referring to the Protocols A and B above, the translator 100 stores, upon receipt from the Ad Server 2, the different ad contents in memory, creates then a cache table and transmits the cache table as a first message and the different ad contents together in a second message to the game computer 10. With respect to the impressions, the translator 100 receives the different impressions in a single report from the game computer 10, processes the report to create a plurality a plurality of impression reports—one report for each impression—and transmits the same sequentially to the Ad Server 2.
Further, it is possible that the two processes engage in functions that are not supported by both protocols. For example, a game reports according to Protocol A metrics including impression count, average impression time, obfuscating data, and size information while the Protocol B of the Ad Server only supports impression count. Here the translator 100 receives the full set of data according to Protocol A but passes on only the impression count to the Ad Server. As such, the full features supported by the game side Protocol A are only partially implemented in the communication with the Ad Server according to the Protocol B. Optionally, the translator 100 reports, for example, the full set of data to a metrics monitoring company and/or to the advertiser. Conversely, if the Protocol B supports a handshake or requires more data than the game according to Protocol A provides, the translator 100 performs the handshake or fills in the missing data when possible while the game remains oblivious to this data.
In another example, Protocol B does not support security while Protocol A does. Here, the translator 100 implements security for the communication with the game computer 10 according to Protocol A.
Finally, the Protocol A requires ads in a specific format whereas the Protocol B provides ads with format data. Here, the translator 100 reformats the ad data to the specific format before providing the same to the game computer 10. Similarly, when the game provides 20 values for metrics according to Protocol A while the Protocol B supports only 4 values derivable from the 20 values, the translator 100 determines 4 values from the 20 values and transmits them according to Protocol B to the Ad Server.
Referring to
Referring to
In a third embodiment of a method for providing advertising content, shown in
Referring to
In a further embodiment, messages transmitted according to Protocol A are messages according to Protocol B encapsulated in a Protocol A envelope. In this case the translation comprises removal of the envelope, for example, a protocol header for the translation from Protocol A to Protocol B, and adding of the envelope for the reverse translation from Protocol B to Protocol A.
There are numerous possibilities to implement the translator 100 into a communication network 12. The translator 100 belongs to a broker system linking different games of different game publishers to various Ad Servers using different Protocols for communication. The broker system employs, for example, a plurality of translators 100 for enabling translation between two of a plurality of different protocols or, alternatively, the processor 102 of the translator 100 is capable of translating between two of a plurality of different protocols. Here, the translator 100 is advantageous for a broker by enabling communication with game computers and Ad Servers using different protocols. But it is also advantageous for game publishers, enabling the game publisher to design, manufacture and sell a game using one protocol, but being able to draw ad content from various Ad Servers using different Protocols. This allows a game publisher to mitigate the business risk by presenting ads from a plurality of advertising services.
Optionally, the translator 100 is embedded in the Ad Server 1 used, for example, in a broker system. For example, the Ad Server includes computers from a content caching and edge processing network such as Akamai or Speedera. In such a case, it is possible to execute the protocol translation on one of these processors and still be a full member of the Ad Server. Embedding the translator 100 in the Ad Server 1 allows the broker to store, for example, most frequently used ad content in the Ad Server 1 and to provide it without having to communicate with other Ad Servers reducing response times. Further, the game computer is enabled to draw ad content from more than one Ad Server during a same session. The Ad Server 1 is, for example, configured to draw content from one server or the other based on the ad spots for which the content is requested.
Additionally, if the Ad Server 1 comprising the translator is provisioned to enable or disable content to any ad spot in a game after the game has been deployed it is possible to use the translator to remove ad content received from a second Ad Server for ad spots that are not enabled as a part of the protocol translation process. This is also applicable in the third embodiment shown in
Further optionally, the translator 100 keeps a record of active games by, for example, storing an encrypted network identity, game information, and geo-location and time stamp of each game that contacts the translator 100 independent from which Ad Server the ad content is drawn. This information is made available in the first set of content request messages from the game computer to the translator 100.
As shown in
Numerous other embodiments of the invention will be apparent to persons skilled in the art without departing from the spirit and scope of the invention as defined in the appended claims.
This application claims benefit from U.S. Provisional application 60/636,536 filed Dec. 17, 2004.
Number | Date | Country | |
---|---|---|---|
60636536 | Dec 2004 | US |