US20060111979A1 - Online game advertising system - Google Patents

Online game advertising system Download PDF

Info

Publication number
US20060111979A1
US20060111979A1 US11/285,675 US28567505A US2006111979A1 US 20060111979 A1 US20060111979 A1 US 20060111979A1 US 28567505 A US28567505 A US 28567505A US 2006111979 A1 US2006111979 A1 US 2006111979A1
Authority
US
United States
Prior art keywords
game
add
player
component
rule
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US11/285,675
Inventor
Viva Chu
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Microsoft Technology Licensing LLC
Original Assignee
Viva Chu
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Viva Chu filed Critical Viva Chu
Priority to US11/285,675 priority Critical patent/US20060111979A1/en
Publication of US20060111979A1 publication Critical patent/US20060111979A1/en
Assigned to MICROSOFT TECHNOLOGY LICENSING, LLC reassignment MICROSOFT TECHNOLOGY LICENSING, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MICROSOFT CORPORATION
Abandoned legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q10/00Administration; Management
    • G06Q10/08Logistics, e.g. warehousing, loading or distribution; Inventory or stock management
    • G06Q10/087Inventory or stock management, e.g. order filling, procurement or balancing against orders
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0209Incentive being awarded or redeemed in connection with the playing of a video game
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0226Incentive systems for frequent usage, e.g. frequent flyer miles programs or point systems
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0242Determining effectiveness of advertisements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • G06Q30/0252Targeted advertisements based on events or environment, e.g. weather or festivals
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • G06Q30/0253During e-commerce, i.e. online transactions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • G06Q30/0264Targeted advertisements based upon schedule
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • G06Q30/0269Targeted advertisements based on user profile or attribute
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0277Online advertisement
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]
    • G06Q30/0623Item investigation
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/209Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform characterized by low level software layer, relating to hardware management, e.g. Operating System, Application Programming Interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5506Details of game data or player data management using advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

Definitions

  • the present invention relates to an online game advertising system, which in one embodiment serves as an architecture for enabling the definition, sales, distribution, and management of interactive advertisements, sponsorships, and placements that appear within an online video game as part of the game experience or during idle load, wait, and pause screens.
  • Video game play is an immersing experience in which game players interact with the characters, scenery, and challenges of the game itself and with other live persons who are also playing the game. Like television and movies, playing video games is a highly engaging experience that often requires the attention of its participants.
  • the present inventor has realized that advertising that occurs within a video game is less annoying to users if it occurs transparently without distracting the attention of the game player from the game itself. This transparency can be achieved by placing advertisements within an online video game as part of the game experience or during idle load, wait, and pause screens.
  • the present invention provides a game, comprising, a game playing program wherein at least one part of the game playing program is configured to be populated with an add-on component.
  • the invention may also be practiced as a system, comprising, a game playing program wherein at least one part of the game playing program is configured to be populated with an add-on component, a remote server configured to store and serve at least one add-on component compatible with the game playing program, and an interface coupled to the game playing program, the interface configured to interact with the remote server and facilitate importation of an add-on component from the remote server into said at least one part of the game playing program.
  • the invention is a server configured to manage an area within a program hosted on a user computer, wherein the server is remotely located from the user computer.
  • the invention may also be practiced as one or more methods, for example, a method of on-line advertising, comprising the steps of, registering a user of a gaming system, uploading an advertisement to a game program of the registered user, wherein the game program is configured to accept and install the advertisement as an add-on game component, and managing activities of the user during interactions of the user with the uploaded add-on component.
  • a method of on-line advertising comprising the steps of, registering a user of a gaming system, uploading an advertisement to a game program of the registered user, wherein the game program is configured to accept and install the advertisement as an add-on game component, and managing activities of the user during interactions of the user with the uploaded add-on component.
  • the invention is a method of producing advertisements for games, comprising the steps of, preparing an executable program component capable of being imported into a game program and configured to interact with a game being played by a user of the game program.
  • the invention is a component comprising, a software module configured to be imported into a commercially available gaming program, wherein said software module is configured to implement an additional feature of the gaming program, the additional feature comprising at least one of an advertisement sponsorship, placement, coupon, gift certificate, announcement, text, graphics, video, and objects used by the game program.
  • any components of the present invention represented in a computer program, data sequences, and/or control signals may be embodied as an electronic signal broadcast (or transmitted) at any frequency in any medium including, but not limited to, wireless broadcasts, and transmissions over copper wire(s), fiber optic cable(s), and co-ax cable(s), etc.
  • FIG. 1 is a block diagram of a gaming system according to an embodiment of the present invention
  • FIG. 2 is a screenshot of a program play space output according to an embodiment of the present invention.
  • FIG. 3 is a flowchart example of how game locations are defined and registered according to an embodiment of the present invention.
  • FIG. 4 is a flowchart example of how advertisement assets, campaigns, and display rules are defined according to an embodiment of the present invention
  • FIG. 5 is a flowchart example of how advertisements are viewed by a game player within a game according to an embodiment of the present invention
  • FIG. 6 is a block diagram example of the online advertising system according to an embodiment of the present invention.
  • FIG. 7 is a printout example of XML code of a campaign advertisement listing according to an embodiment of the present invention.
  • FIG. 8 is a schematic example of an ad campaign data structure according to an embodiment of the present invention.
  • FIG. 9 is a screenshot example of using the Game Manager Management Console to register game locations according to an embodiment of the present invention.
  • FIG. 10 is a screenshot example of how a game player is defined using the Game Manager Management Console according to an embodiment of the present invention.
  • FIG. 11 is a screenshot example of how an advertisement is defined using the Advertising Manager Management Console according to an embodiment of the present invention.
  • FIG. 12 is a screenshot example of how an advertisement campaign is defined using the Advertising Manager Management Console according to an embodiment of the present invention.
  • FIG. 13 is a screenshot example of how display rules for an advertisement campaign are defined using the Advertising Manager Management Console according to an embodiment of the present invention
  • FIG. 14 is a screenshot example of how an advertisement from a load screen within a game is viewed according to an embodiment of the present invention
  • FIG. 15 is a screenshot example of how an advertisement from a pause screen within a game is viewed according to an embodiment of the present invention
  • FIG. 16 is a screenshot example of how a game player may request to be sent additional information regarding the ad through email according to an embodiment of the present invention
  • FIG. 17 is a screenshot example of how an advertisement placement within a game is viewed according to an embodiment of the present invention.
  • FIG. 18 is a screenshot example of how a game player is prompted with a login screen when attempting to view a secured or personal area such as requesting product information or gift certificates that are mailed to the game player's home address;
  • FIG. 19 is a screenshot example of how a game player may define a user account for him/herself through the use of the game according to one embodiment of the present invention.
  • FIG. 20 is a screenshot example of how a game player may define a credit card that is tied to one's user account for purchases made within the game according to one embodiment of the present invention.
  • FIG. 21 is a relational database schema for metadata storage according to an embodiment of the present invention.
  • a remote server stores an add-on component 115 A that is configured to be uploaded and installed in a program 185 on a user computer 180 .
  • the program 185 includes an Application Programming Interface (API) 190 that allows the program 185 to communicate with the remote server 110 through a standard network or Internet connection hosted on the user computer 180 .
  • API Application Programming Interface
  • the add-on component 115 A (initially stored in database 130 or other storage device) is, for example, served to the user computer 180 by the remote server 110 via an Internet connection, and installed in the program 185 via the API.
  • add-on component 115 A has been served to user computer 180 , installed by API 190 , and is shown residing within program 185 as add-on component 115 B.
  • the add-on component is, for example, an executable program component, interpretable source code, or other software module, that, when executing within the program 185 , implements a feature or otherwise adds value to the program 185 .
  • the program 185 may be any type of computer program, including any of games, business programs, entertainment programs, etc.
  • a publisher of program 185 releases program 185 with facilities or other hooks (e.g., programming techniques, API, interface, etc.) in the program 185 that are needed to accept additional new components (e.g., game pieces, area updates, etc.).
  • the API 190 accepts incoming new components from an Internet or other connection and provides the incoming component to the program in a manner needed by the program to accept additional programming. For example, the API saves a new component in an appropriate directory that is accessible to the program, or invokes a specific routine provided by the program to install the component.
  • the program 185 is a game playing program of the type in which users select characters or other icons and then control movement of the selected character or icon via joystick or other input devices attached to the user computer 180 .
  • the game includes characters 205 and 210 that represent users of the game.
  • the game is an on-line game, and, for example, character 210 represents a remote on-line user and character 205 represents a local user of user computer 180 .
  • the add-on component is configured to provide a billboard, and the add-on component includes all the data and programming to place “Freeway Billboard” 220 in the game as a managed area.
  • the program 185 has been programmed to have facilities to allow updates to a portion of the game playing space, and upon installation of the add-on component 115 B, the “Freeway Billboard” appears in the game playing space. As illustrated in this example, a part of the program 185 is updated with add-on component 115 B (e.g., updates programming of the game), and the programs output, or play space, is also updated with an additional feature (e.g., “Freeway Billboard” 220 ) provided by the add-on component.
  • add-on component 115 B e.g., updates programming of the game
  • an additional feature e.g., “Freeway Billboard” 220
  • “Freeway Billboard” 220 is a virtual advertisement display that cycles through various video and animated advertisements ( FIG. 2 , Advertisement 225 ).
  • the advertisements may be selected by local and/or remote users based on interaction of their respective characters with the virtual billboard.
  • the interacting user may further have the option to enter his/her own email or home address to request additional information regarding the product being advertised.
  • the user may have the option to immediately purchase the product being advertised.
  • Payment is made, for example, via real cash or credit monetary transactions or via points, health, or other value accumulated through play of the game.
  • the characters may select the virtual billboard by pointing or looking at the billboard or other means of selection provided by the add-on component and use various ways to select advertisements from the virtual billboard.
  • a virtual “advertainment” experience is provided, where the game player's character enter a special game level, room, or area and may interact directly with animated characters, objects, and videos that represent the various products being advertised.
  • a traditional video-based, TV-like advertisement is provided and in another embodiment a traditional image-based, web-like advertisement is provided.
  • game play is suspended during “viewing the advertisement.” In other embodiments, game play continues while the characters view the advertisement—thus, while viewing the billboard or walking through the virtual “advertainment” area, a player in a shoot-em-up style game may be in peril of getting shot.
  • a motif of the add-on component 115 B is programmed to match a motif of the program being updated (e.g., in an old west style game, the billboard appears as a large ranch sign—an O.K. Corral style sign, or, in technology related games, the billboard appears in a futuristic motif).
  • a virtual billboard within a specific game playing program will advertise equipment, ammo, characters, etc that are compatible with the game playing program.
  • the game character upon selection of the billboard advertisement, the game character will enter a virtual store, and will be able to “purchase” his own game equipment, such as a particular model of a gun (pistol, rifle, machine gun, etc.), and character 210 may, for example, if the virtual store allows trading, trade up from a handgun to a more sophisticated weapon.
  • a virtual billboard within a specific game playing program will advertise real world products such as clothing, sports gear, movie tickets, food products, etc.
  • the game character Upon selection of the billboard advertisement, the game character will enter a virtual store in which he/she may purchase the advertised product or enter contact information to be sent additional information regarding the advertised product.
  • Game advertisements are generally produced by the game publishers or advertisers to which the game publisher has sold the ad locations and opportunities.
  • the publishers or advertisers may require game players to match a preferred profile or to fulfill certain game requirements before game players may view specific advertisements or promotions. For example, a player must have accumulated a certain amount of points or playing time before being allowed to view an advertisement for a more sophisticated weapon to be used within the game or a player must 21 years or older to be allowed to view the advertisement that contains a free coupon for a six pack of beer.
  • Such requirements are enforced via encrypted keys or other secure methods to check a users qualification before displaying of certain advertisements.
  • Such checks may be made, for example, by the remote server 110 , or the program 185 , and the necessary qualifications are, for example, stored in metadata in the database and are retrievable by either the remote server or program.
  • Other advertisements are available to all players willing to view them. Some advertised products are available for “purchase” using points, but others require the use of real currency.
  • Advertisements displayed within the virtual billboard are viewed according to rules established by either the advertisers or game publishers.
  • the rules are accessible and enforced by either the remote server or the program 185 .
  • Example rules include, for example, that advertisements may only be viewed during specified time intervals, according to fluctuating supply levels, or determined by a sequence of actions taken by the game character in relationship to the advertisement. For example, a beer ad may be specified to viewed in the evening, whereas a coffee ad is displayed in the morning and an ad displaying a coupon for a free movie ticket may be displayed only to the first 1000 game players who select the advertisement.
  • an advertisement containing a coupon for a free movie ticket is only displayed if a game player directs his character to jump three times around the circumference of the billboard displaying the ad or throws a tomato at the center of the billboard.
  • an on-line connection between the add-on component and the remote server provides up to date information on the display schedule and stock availability of specified advertisements.
  • the remote server 110 includes a manager program 120 that is configured to manage advertisement display schedules and rules presented in the virtual billboard.
  • the manager program 120 includes all the necessary programming to enforce game publisher rules about the display and selection of advertisements within the game (e.g., evaluation and/or production of keys needed to insure proper distribution of the advertisements), and maintains all necessary hierarchies or other organization needed to present the advertisements available for viewing in an efficient manner.
  • Messages such as management message (M) are sent form the manager, over a network (e.g., Internet), to the user computer, through the API 190 , to the add-on component 115 B with the latest information needed to properly implement the feature of the add-on component (e.g., latest advertisements, product promotions, display schedules and criteria). Relevant information about advertisement selection or purchases or other aspects related to activities of the virtual billboard (or other feature) are sent back, as needed, to the manager via response (R) messages.
  • the add-on component is a can, and the can appears in the video game as a soda can if the registered player is under age, and as a beer can if the user is not under age.
  • the age requirement being a rule
  • the can being an add-on component inserted into the game
  • the can label being advertising content specified by advertisers to the remote server and then controlled by the remote server, via management messages, as to when it is allowed to appear as a beer, soda, or other product.
  • the manager 120 is also configured to coordinate purchases via credit card, bank accounts, or other currency sources by sending billing information to any available 3rd party credit or bill paying service (e.g., VISA, PayPal, etc.). Moreover, the manager 120 is also configured to coordinate responses back to the user computer add-on component to coordinate interaction with a multimedia server that correctly samples, filters, resizes, and returns multimedia assets such as video, images, and audio files that represent the advertisements being displayed to the user. For example, a soda can object may be resized from a game object handled by a user in the foreground or in the background (perspective resizing) of the video game play space or resized for use in a billboard.
  • a multimedia server that correctly samples, filters, resizes, and returns multimedia assets such as video, images, and audio files that represent the advertisements being displayed to the user.
  • a soda can object may be resized from a game object handled by a user in the foreground or in the background (perspective resizing) of the
  • the program 185 may be configured to accept multiple add-on components, and remote server 110 is preferably configured to serve many different types of add-on components.
  • add-on component 115 A/B is not limited to implementing a single feature in the program 185 , and may also be programmed to implement multiple features.
  • a “Scavenger Hunt” area 230 is also shown in the example game playing space of FIG. 2 .
  • the Scavenger Hunt area is available for selection and in game characters may be directed to navigate around and through the area to collect, for example, coins, money, or treasure that represent gift certificates, any one or more of which are add-on components, that are again, for example, redeemable for real life products such as electronics, clothing, or movie tickets.
  • the present invention does not place constraints on how the add-on component is implemented in the game.
  • the present invention evaluates metadata and requires certain rules be fulfilled before download of the add-on component to the user computer or enablement of one or more features of the add-on component (e.g., download or enablement via a message M).
  • the message M may contain any of an add on component, instructions to enable features, requests of the user computer, or other messages (e.g., data, status, etc.). Information needed from the user's computer to make decisions as to downloading of components or enablement of features is retrieved, for example, via a message (R) sent from the user's computer to the remote computer (e.g., automatically sent to the remote server on a schedule or as the result of an event, or sent in response to an inquiry message (M) from the remote computer).
  • R message
  • M inquiry message
  • the update area (e.g., Freeway Billboard area 220 ) is required to have a similar motif as the program, or at least be related to the program (e.g., advertise characters or equipment, etc. that is usable with or at least related to the game).
  • the updated area may not be related at all to the game being played.
  • freeway billboard area 220 might be an advertisement for an actual auto dealership selling full sized automobiles.
  • the Freeway Billboard then, for example, once selected links to an on-line store for Ford, Chevy, or Ferrari automobiles.
  • special gaming style programming is utilized to implement the car sales area.
  • the car sales area is a link that brings up a traditional browser into the game program that the user can view a car sales web site (the traditional browser may have a skin or other motif similar to a motif of the game program; motif of the online stores or other areas/locations within the game play space may also be similarly updated using skins developed for add-on components).
  • advertisement screens may be displayed during idle load time that typically occurs when the game is loading into memory.
  • Load screens typically include application code and graphics representing a game play space that may represent, for example, a scene such as that depicted in FIG. 2 .
  • the same space and resources are converted to advertising.
  • An example advertisement screen 1400 is illustrated in FIG. 14 .
  • the advertising to be presented is provided from an add-on component, or a message to an existing component in the user's game program.
  • advertisements may be shown when a game player pauses game play by selecting a pause option provided by the game (e.g., see pause screen 1500 , FIG. 15 ).
  • the game player may interact with the advertisement directly and may choose to resume the game after the game space or sequence has completed loading or upon selecting to unpause the game.
  • the present invention includes: an add-on component served from a remote server that is installed (or imported) into a program of a user computer; an add-on component that implements one or more new features to a program; a remote server that manages a part of a program remotely (e.g., notifying a virtual billboard in a program about advertisement availability and/or instructing the billboard to display a specific advertisement), in which the part may be either an add-on component or a permanent part of the program.
  • Management by the remote server may also be configured to insure integrity of the display and use of the add-on components via the use of keys and other privacy facilities that make those components, or aspects of the components, inoperable unless certain conditions are met. For example, in one embodiment advertisers that upload content to the remote server are also required to enter a key (e.g., an encrypted key) that indicates to the remote server a length of time that the content is valid and a frequency of use of the content. Keys may be provided to extend the life of the content or change the frequency of use (e.g., license is fully paid).
  • a key e.g., an encrypted key
  • Keys may be provided to extend the life of the content or change the frequency of use (e.g., license is fully paid).
  • the invention is a game, comprising, a game playing program wherein at least one part of the game playing program is configured to be populated with an add-on component, and the add-on component is populated from a remote source.
  • the add-on component may be an advertisement, a object used in the game, or a display area in which to show advertisements.
  • the game playing program includes a character that represents a player utilizing the game playing program
  • the add-on component comprises a gaming style program that implements an advertisement billboard paradigm
  • the game playing program is configured to allow the player to direct the player's representative character to select the advertisement billboard
  • the add-on component is configured to allow the character to select and purchase items advertised within the billboard.
  • the add-on component comprises a gaming style program that implements scavenger hunt collection paradigm, in which the game playing program is configured to allow the player to direct the player's representative character to treasures such as coins, money, jewels, power-ups, etc, that represent certificates that may be redeemed for advertised products or services.
  • the present invention is also a system, comprising, for example, a game playing program wherein at least one part of the game playing program (e.g., 185 ) is configured to be populated with an add-on component, a remote server (e.g., 110 ) configured to store and serve at least one add-on component (e.g., 115 A) compatible with the game playing program, and an interface (e.g., 190 ) coupled to the game playing program, the interface being configured to interact with the remote server and facilitate importation of an add-on component from the remote server into said at least one part of the game playing program.
  • a game playing program wherein at least one part of the game playing program (e.g., 185 ) is configured to be populated with an add-on component
  • a remote server e.g., 110
  • an interface e.g., 190
  • the importation of the add-on component may be a dynamic update (e.g., during game play) of contents of at least one of an area and location (e.g., 220 ) within the game playing program.
  • the add-on component may be, for example, an advertisement (e.g., any of an ad sponsorship, product placement, gift certificate, video, text, graphic, game object, or other component) utilized by the game playing program.
  • the add-on component may define a virtual billboard (e.g., Freeway Billboard 220 ) configured to at least one of display, distribute, advertise, or promote products and services and link to an online auction or store that is accessible as part of the game playing program and at which game players may purchase the advertised products or services.
  • a virtual billboard e.g., Freeway Billboard 220
  • Freeway Billboard 220 configured to at least one of display, distribute, advertise, or promote products and services and link to an online auction or store that is accessible as part of the game playing program and at which game players may purchase the advertised products or services.
  • the remote server is further configured to register users of the system, transmit binary application code of the add-on component, and generate and transmit a license key that controls use of the add-on component.
  • the license key is produced by a license key program co-located in the remote-server.
  • the license key is provided based on content and payments ($ or other remuneration) provided by an advertiser and/or game publisher.
  • the license key is transmitted in a message M to the user computer (e.g., to program 115 B via API 190 ) where it enables previously transmitted add-on components and/or content.
  • the server includes facilities to manage an area within a program hosted on a user computer, wherein the server is remotely located from the user computer.
  • the server is further configured to define advertisement campaigns such that any of the virtual billboards within a game may be dynamically updated within the program according to specified display rules (The display rules may, for example be transmitted in a message M to the program 115 B for implementation. In other embodiments, the display rules are implemented by the remote server via commands sent in messages (m) to the program 115 B).
  • the server may also be further configured to facilitate fulfillment of purchase transactions incurred by a game player in a virtual store that is linked to from a managed area, and bill the game player's purchases via interaction with a third party billing system to charge the game player and credit a selling party, and, for example, persist a billing record of fulfilled purchase transactions by saving relevant purchase information into a centralized storage device (e.g., to database 130 ).
  • the server may also be configured to facilitate the dynamic resizing, sampling, or editing or a multimedia image, audio, video, or text file that represents the add on component to be displayed within the managed area through interaction with a third party multimedia server.
  • This encompasses all types of matching needed to place content provided by advertisers in spaces within the game playing program and/or a component installed in the game playing program.
  • the spaces are, for example, software modules, objects, or specifically defined areas programmed into the game playing program and configured to accept the content and use the content in the play space or virtual world of the game playing environment.
  • FIG. 17 is a screen shot of an example play space or virtual world 1700 .
  • An advertising billboard 1710 is a space provided for advertising (e.g., advertising content 1720 ).
  • the server may also be configured to identify areas within the program that are capable of being dynamically updated from a remote source (e.g., advertising billboard 1710 , game object 212 , etc.) and then dynamically update the content of at least one of the identified areas.
  • the identified areas comprise, for example, at least one of a two dimensional and three dimensional space, or an object within an output of the game program.
  • On-line advertising includes a method, comprising the steps of, uploading an add-on component to a game program of the registered user, wherein the game program is configured to accept and install the add-on component, and managing activities of the user during interactions of the user with the uploaded add-on component.
  • the users are required to login to the system as shown in FIG. 18 and are registered with the system which includes, for example, ID information, and credit card or other information used to bill the user for services and/or products offered by any one or more features provided by the present invention.
  • the game user's account is created and/or updated using, for example, a registration window such as that shown in FIGS. 19 and 20 .
  • Managing activities includes, for example, managing advertisements and their respective multimedia assets (content), managing various locations within a game in which advertisements may display, and managing a hierarchical organization and grouping of related advertisements within an ad campaign.
  • a campaign in one embodiment is a grouping of related advertisements that are scheduled or configured to display in a common location during a common time period according to a set of defined guidelines as set forth in the succeeding paragraphs.
  • the present invention provides a unique method for grouping advertisements into campaigns such as, in one embodiment, is shown in FIG. 12 .
  • Managing also includes the steps of defining a set of guidelines (or rules) governing a advertisements display, distribution, or behavior within a advertisement location (e.g., billboard space), and enforcing the guidelines through management activities that, for example, include use of any metadata, binary files, and/or license keys of the add-on component according to the set of guidelines governing the uploaded component (e.g., as provided by game publishers).
  • guidelines or rules
  • the invention also includes a method of producing add-on components for games, comprising, preparing an executable program component capable of being imported into a game program and configured to interact with a game being played by a user of the game program.
  • the executable program component may be programmed or otherwise configured to implement a virtual billboard or scavenger hunt area in which game players may participate. Participating may include, for example, selecting or collecting items being advertised, and request more information regarding the advertised items, purchase the advertised items, or redeem the collected advertised items for gift certificates, products, or services.
  • An API (e.g., 190 ) is utilized that allows the program (e.g., a game) to dynamically update the contents of an area/location within the program from a remote source.
  • This is particularly applicable to “advertising” intended to take place, for example, in a game, such that the “area/location” being updated is a virtual “billboard” and the “contents” are real world products such as clothing, food, services, etc that are for sale.
  • “Freeway Billboard” 200 discussed previously, is one example.
  • the contents of the billboard 200 may change on a predetermined schedule (e.g., every 30 seconds), or based upon gaming actions (e.g., billboard changes after a certain weapon is fired).
  • the “area/location” being updated is a pause screen and the “content” being advertised are movie tickets.
  • the phone rings and he pauses the game to take the call.
  • a movie trailer advertising e.g., displayed in interstitial advertisement area 1510
  • the third installment of The Lord of The Rings is opening this Friday.
  • a link which, for example, may also be the interstitial advertisement area 1510
  • the game player unpauses his game (resume game button 1530 ) to continue his quest to save the world.
  • the updated “area/location” within the game is a “pit stop” within a racing car game and the “content” being updated is a game object representing engine oil.
  • the game player may choose the brand of engine oil that he prefers to use in real life and within the game. Selecting a specific brand of engine oil also allows the game player to click on a special pop-up to be sent a coupon for $1 off the advertised brand of engine oil (e.g., via the user's registered e-mail address). Alternatively, a pop-up allows the user to enter his e-mail address to receive the coupon or other announcement.
  • the updated “area/location” within the game is a “secret bonus level” and the updated “content” is coupons for advertised products.
  • a game player is playing a cartoon character driven game with secret bonus rounds where game players must navigate the main character through a maze to collect product coupons and gift certificates of differing values and denominations.
  • the game player In order to collect the coupons, for example, the game player must jump on or hit barrels and blocks that are marked with highlighted arrows.
  • the coupons in this scenario are advertisements for real products and are hidden within specified locations and objects within the bonus round environment.
  • the coupons and gift certificates are preferably content downloaded to the gaming user's computer and managed by the remote computer.
  • the content is managed by programming on the user's computer according to the rules provided to the user's computer by the remote computer.
  • the game player may be presented with the option of viewing the specific discounts and gift certificates for real world products that he/she has collected during the bonus round.
  • the “area/location” may also be a feature that is a non-advertising scenario as well.
  • an “area/location” may also be defined in the game as a treasure chest and the “contents” of the treasure chest may be coins, jewels, weapons, potions, etc.
  • the contents are dynamically determined by making a request (or response to a remote server management message) to a remote server that manages and maintains the catalog of items. For example, when a player nears a room where a treasure chest is to be located, programming on the user's computer makes a request to the remote computer that requests a treasure chest and/or contents of the treasure chest. Similar requests may be used to request advertising content for any of the other embodiments discusses herein.
  • the “remote server,” on a Transplay Platform may execute code at the time of the request to determine what specific item should display within the treasure chest depending upon “game rules.”
  • the “game rules” are set up as an administrative process by the game developer or publisher through, for example, a web based management console. Examples of such rules are show jewels if the main character opening the chest is a woman, show life potion if the main character's health is less than 50%, or randomly etc.
  • Another example of this behavior is defining a building as a location within a game (e.g., an ammo shop, museum, gas station, fast food, etc.), different bad guys that run out of the building shooting at the main character as the content, and game rules such as run out only if the main character has rescued the President and is at risk of escaping. Any game rules for any particular game or group of games may be utilized.
  • a game e.g., an ammo shop, museum, gas station, fast food, etc.
  • game rules such as run out only if the main character has rescued the President and is at risk of escaping.
  • Any game rules for any particular game or group of games may be utilized.
  • the present invention describes an online game advertising system that provides game developers and publishers with the ability to define, sell, distribute, and manage advertisements, sponsorships, and placements that appear within the game as part of the game experience or during idle load, wait, and pause screens.
  • the present invention allows game developers to define locations within their games in which advertisements may appear.
  • game publishers and advertisers may create and schedule new image, audio, text, or video based advertisements to display within available game locations as defined by the game developer.
  • the present invention provides a method for defining advertisement locations and objects.
  • the term “defining” refers to a unique method of specifying the areas or objects within a game in which advertisements may display (e.g., game publishers provide information to the remote server that specifies the areas and objects for a game or set of games that the remote server will interact with).
  • the term “defining” also refers to the unique method of restricting the types of advertisements that may display within a given area or object within a game (e.g., game publishers specify content and format of content that is useable and/or appropriate for the specified areas and objects). Examples of such restrictions include but are not limited to the multimedia type (image, video, or audio), dimensions, file size, and duration of an advertisement. “Areas” in this context refers to any region mapped to any two or three-dimensional coordinate system bounded by the spatial dimensions of the described space. Moreover, “objects” in this context refers to the representation of any game component such as but not limited to a game character, weapon, device, equipment, landmark, or scenery that may contain areas in which advertisements may appear.
  • Game Service and Game Location APIs Application Programming Interface
  • Items 105 and 150 which provide a programming interface to define advertisement locations and objects within the code of a game written for any proprietary gaming console or client such as, but not limited to, Sony Playstation 2, Microsoft Xbox, Nintendo GameCube, any wireless or handheld game client, or a personal computer.
  • the APIs are standardized across different gaming environments, but several different location APIs at the remote computer could be utilized to accommodate different environments.
  • the present invention provides a method for registering advertisement locations and objects with a game advertising server.
  • the term “registering” in this context means the process of specifying the advertisement locations and objects that have been defined within a game by a game developer using the method described above. In one embodiment, this may be achieved manually through the use of user interface provided by a web based management console application (e.g., the process illustrated in FIG. 3 , steps 1 - 4 performed by Advertising Manager 100 ( FIG. 6 ) and/or, for example, using the screens illustrated in FIG. 9 ). In another embodiment, registration may be achieved automatically through an asynchronous import of an XML document containing a listing of all of the advertisement locations and objects within a game that are to be registered with the game advertising server.
  • the present invention provides a method for defining campaign and display rules and registering advertisement assets within an online game advertising server through the use of a user interface provided by a web based management console application such as the method depicted in FIG. 4 , which may be implemented, for example, on a server (e.g., see FIG. 6 , Item 100 ).
  • a web based management console application such as the method depicted in FIG. 4
  • FIG. 4 one may use a web based management console to image, video, or multimedia assets to a remote server (e.g. FIG. 6 , Item 100 ) and enter various information describing such assets in association with one or more advertisements or ad campaigns.
  • the remote server would then transfer the multimedia media assets to a Multimedia Server (e.g. FIG. 6 , Item 140 ) and store the descriptive metadata into a relational database (e.g. FIG. 6 , Item 130 ).
  • a Multimedia Server e.g. FIG. 6 , Item 140
  • the descriptive metadata into a relational database (e.g. FIG. 6 , Item 130 ).
  • the term “campaign” refers to a collection of advertisements.
  • the term “advertising asset” refers to a multimedia object such as an image, audio, or video file that represents the content of the advertisement to be displayed.
  • the term “register” in this context refers to the unique method of specifying a set of metadata associated with an advertising asset that may include properties such as but not limited to the asset's name, description, media type, file size, dimensions, and URL or path to locate the asset.
  • display rules refers to a set of guidelines governing at what time and at what locations within a game a campaign should be displayed and in what sequence the advertisements within a campaign should be displayed.
  • “display rules” may in one embodiment represent a set of criteria to determine what advertisements to display at specific locations based upon game environment variables such as but not limited to any of player location, player skill level, points that a game player has achieved through prior or current game play, the number of times the game player has viewed the advertisement, the specific theme or genre of the level of the game at which the ad is to display, the presence or existence of specific game objects, characters, weapons, equipment, or items, and a game player's, character's, or object's previous actions in relationship to the ad location or to other game players, characters, and/or objects within the proximity of the ad location.
  • an advertising campaign may be uploaded by an advertiser to the remote server.
  • the remote server then applies the advertising campaign to a driving game operating on a user's computer via API 190 .
  • the advertising campaign is for a new automobile.
  • the advertising campaign contains several related advertising assets including, a skin for the new automobile, billboard advertising material, and a virtual store.
  • the advertising campaign also includes the display rules for each of the assets. For example, a rule that the billboard advertising occurs first, then, the skin is applied to an opponent in the driving game, the opponent must have obtained a minimum skill level prior to having the skin applied, and, at the end of the driving game, after having viewed the skilled opponents performance driving automobile with the advertising skin, the virtual store provides the game user the opportunity to shop for the new automobile.
  • the display rules include both timing data (at what time do the assets appear), and needed requirements before utilizing an asset (e.g., skill requirements before applying the skin, must be an opponents car).
  • the advertising assets include data applied to existing parts of the game (billboard data applied to a billboard, an auto skin applied to an automobile game component), and an entire component to be added (virtual store).
  • the remote server saves the advertising assets and sends them to various games hosted on user computers (e.g., via messages M to API 190 ).
  • the virtual store is an add on component downloaded to the user's computer and then the virtual store is managed by the remote computer.
  • the present invention provides a mechanism in which the add on components, advertising assets, data, rules, etc, may be registered, stored, and applied to games and other programs via the remote server.
  • the present invention provides a method for specifying and transferring advertisement assets that have been registered with an online game advertising server (e.g., see FIG. 6 , Item 120 ) as described in above with a multimedia server ( FIG. 6 , Item 140 ) such as an image, audio, or video server through the use of a user interface provided by a web based management console application ( FIG. 4 and FIG. 6 , Item 100 ).
  • an online game advertising server e.g., see FIG. 6 , Item 120
  • a multimedia server FIG. 6 , Item 140
  • FIG. 4 and FIG. 6 , Item 100 Specify and transfer advertisement assets
  • Persist advertising metadata provides a method for persisting advertising metadata into a centralized storage device such as a relational database catalog or networked file system (e.g., see FIG. 6 , Item 130 ).
  • a centralized storage device such as a relational database catalog or networked file system (e.g., see FIG. 6 , Item 130 ).
  • metadata refers to any describing property or feature of an advertisement, campaign, location, or display rule and any relationships between said objects. Examples of such relationships include but are not limited to: what advertisements belong to what campaigns, what campaigns are displayed at which locations during what times, at what sequence do the advertisements within a campaign display, and according to what game environment variables do advertisements display themselves.
  • FIG. 21 illustrates an example relational database schema 2100 in which metadata may be stored.
  • fields are maintained for linking a location 2110 , a campaign 2130 for the advertisement, display rules 2150 , and specific information for the advertisement 2170 (e.g., size, text, etc.)
  • the present invention provides a unique method for online games to request advertising metadata and schedules that determine what advertisements are to display in specified locations within the game during specified times and according to specific display rules previously determined by an administrative user. For example, programming running on the user computer (e.g., ad on component, game client, etc.) requests advertising from the remote server (e.g., at game start-up, or other strategic times during game operation).
  • programming running on the user computer e.g., ad on component, game client, etc.
  • requests advertising from the remote server e.g., at game start-up, or other strategic times during game operation.
  • game clients When requesting advertising metadata and schedules, game clients must pass the server information such as but not limited to the location identifiers that uniquely identify an ad within a game and any game specific environment variables such as object and character positioning and actions and game player profiles and skill set and experience level.
  • Items 150 and 110 that provide a standard programming interface (e.g., standardized interface) to request the advertising metadata identifying advertising campaigns and their respective display rules that are to display within a specified location during a specified time from any proprietary gaming console or client such as, but not limited to, Sony Playstation 2, Microsoft Xbox, Nintendo GameCube, any wireless or handheld game client, or a personal computer.
  • a standard programming interface e.g., standardized interface
  • the present invention provides a unique method for receiving and posting messages and advertising assets.
  • client After an online game running on a game console or user computer (client) requests advertising metadata and determines an ad campaign's display rules, schedule, and locations, it requests the advertising assets that represent the advertisement.
  • the content of the messages passed between the client and game server may be in one embodiment an XML message containing ad campaign listing metadata.
  • FIG. 7 illustrates an XML format structure that may be utilized to send metadata and which corresponds to the example structure 800 for the metadata as shown in FIG. 8 .
  • item 500 in FIG. 7 and item 600 in FIG. 8 represent a root level parent object CampaignListing that contains one or more Campaign objects, item 510 and 610 .
  • Each Campaign object has an id attribute that uniquely identifies the Campaign within the system and contains the data structure elements AdListing ( 520 , 620 ) and Location ( 530 , 630 ).
  • An AdListing data structure contains Ad elements ( 525 , 625 ) which in turn contain attributes and elements such as id, name, description, width, height, asset URL, etc. that describe an advertisement within the specified ad campaign.
  • a Location object ( 530 , 630 ) represents the location within a game at which advertisements are to appear and contains attributes and elements such as ID, name, and description.
  • the game client may, for example, pass the advertising server information describing the specific run time parameters that the ad should take.
  • Such parameters include but are not limited to ad dimensions, duration of video or animation, color scheme, transparency, file format, and file size.
  • Game Service and Messaging APIs such as those depicted in FIG. 6 , Items 115 and 150 and that in one embodiment provide a transactional, synchronous model of downloading advertising assets on a demand basis.
  • the present invention provides an asynchronous method of delivering advertising assets on a scheduled broadcast delivery mechanism in which the advertising server uploads advertising assets to each subscribing game console or client. When a successful transaction has been fulfilled both selling and buying parties are notified via a message sent by invoking a standard Messaging API interface provided by the game commerce server.
  • the present invention provides a method for requesting an advertising asset from a multimedia server.
  • advertising asset is defined as a multimedia file such as an image, video, or audio file that represents one or many parts or the whole of an advertisement to be displayed within an online game.
  • a “multimedia server” such as that depicted in FIG. 6 , Item 140 is any server that is responsible for the dynamic retrieval, resizing, sampling, composting, or generation of such files.
  • the requesting of such assets may be achieved through the use of a Multimedia API ( FIG. 6 , Item 125 ) that contains interfaces to make calls to a multimedia server to allow for the dynamic retrieval, resizing, sampling, composting, or generation of images, video, or audio files.
  • the present invention provides a method for receiving an advertising asset from a multimedia server.
  • advertising asset is defined as a multimedia file such as an image, video, or audio file that represents one or many parts or the whole of an advertisement to be displayed within an online game.
  • a “multimedia server” is any server that is responsible for the dynamic retrieval, resizing, sampling, composting, or generation of such files. The receipt of such assets may be achieved through the use of a Multimedia API ( FIG. 6 , Item 125 ) that contains interfaces to make calls to a multimedia server to allow for the dynamic retrieval, resizing, sampling, composting, or generation of images, video, or audio files.
  • Persist advertising impressions, click-throughs, and game actions provide a unique method for persisting advertising impressions, click-throughs, and game actions taken on an ad into a centralized storage device such as a relational database or networked file system.
  • “Advertising impressions” in this context are defined as the number of times that game players viewed a particular advertisement within an online game and “click-throughs” is defined as the number of times that a game player “clicked” on the advertisement to display more detailed information related to the core topic of the advertisement.
  • the advertising impressions are, for example, tabulated by the user computer and forwarded to the remote computer.
  • the remote computer may also tabulates statistics on the number of accesses for each ad and/or ad type.
  • Game actions taken on an ad is defined in one embodiment as any action performed directly or indirectly by a game player, character, or object on an advertisement that is represented as a game object within the game. Examples of such actions include but are not limited to hitting, throwing, shooting, jumping on, eating, kicking, speaking, shouting at, and running into an ad object.
  • Information such as, but not limited to, the user name of the game player viewing or clicking the ad, the current time and date, demographic information about the viewer, the length of time that the ad was viewed or interacted with, and the types of actions taken on an ad object is saved as part of the transaction.
  • the act of persisting advertising impressions, click-throughs, and game actions in one embodiment is performed by an Advertising Server such as that depicted in FIG. 6 , Item 120 using a relational storage database such depicted in FIG. 6 , Item 145 .
  • the impressions data is stored in the database.
  • the present invention provides a unique method for viewing advertising reports and statistics about advertising impressions, click-throughs, and game actions taken on an ad.
  • a user interface such as a web based application ( FIG. 6 , Item 100 )
  • game publishers or system administrators may review reports that illustrate details such as but not limited to ad viewership by time period, impressions, click-throughs, and ad actions by demographic group or region, and impression to click-through success rates and ratios.
  • Data to generate the reports is stored in one embodiment in a relational database such as that depicted in FIG. 6 , Item 145 .
  • the present invention may be conveniently implemented using a conventional general purpose or a specialized digital computer or microprocessor programmed according to the teachings of the present disclosure, as will be apparent to those skilled in the computer art.
  • the present invention includes a computer program product which is a storage medium (media) having instructions stored thereon/in which can be used to control, or cause, a computer to perform any of the processes of the present invention.
  • the storage medium can include, but is not limited to, any type of disk including floppy disks, mini disks (MD's), optical discs, DVD, CD-ROMS, micro-drive, and magneto-optical disks, ROMs, RAMs, EPROMs, EEPROMs, DRAMs, VRAMs, flash memory devices (including flash cards), magnetic or optical cards, nanosystems (including molecular memory ICs), RAID devices, remote data storage/archive/warehousing, or any type of media or device suitable for storing instructions and/or data.
  • the present invention includes software for controlling both the hardware of the general purpose/specialized computer or microprocessor, and for enabling the computer or microprocessor to interact with a human user or other mechanism utilizing the results of the present invention.
  • software may include, but is not limited to, device drivers, operating systems, and user applications.
  • Data used by the software may be retrieved from different sources (local or remote) and either permanently or temporarily stored (before, during, or after any processing) by utilizing any of text files, delimited files, database(s), or other storage techniques.
  • such computer readable media further includes software for performing the present invention, as described above.
  • Included in the programming (software) of the general/specialized computer or microprocessor are software modules for implementing the teachings of the present invention, including, but not limited to, finding updateable areas of a program, transferring components from a remote server to a program, managing areas/locations with a remote program, including organizing displays and facilitating purchase of advertised items displayed, installing add-on components into a program, and the display, storage, or communication of results according to the processes of the present invention.
  • the present invention includes substantial discussion regarding game objects which includes game objects which are programming modules that may be resident in gaming software or imported into gaming software.
  • Game objects may also refer to virtual objects that are used as part of the game.
  • the underlying programming of a virtual object may be referred to as a game object.
  • billboards, coupons, treasure, and other items are used to describe various game parts and/or advertisements. These are examples and the present invention is applicable to any type of advertising presentable in a gaming or on-line format and include any type of value or known physical object.

Abstract

In one embodiment an online game advertising system provides an architecture for enabling the definition, sales, distribution, and management of interactive advertisements, sponsorships, and placements that appear within an online video game as part of the game experience or during idle load, wait, and pause screens. For example, in a race car game, when a driver pulls in for a pit stop, the engine oil brand that the game player may choose may be defined as locations for advertisements or product placements for real life engine oils and game publishers and advertisers may manage what specific advertisements to place in these locations.

Description

    BACKGROUND OF THE INVENTION
  • 1. Field of Invention
  • The present invention relates to an online game advertising system, which in one embodiment serves as an architecture for enabling the definition, sales, distribution, and management of interactive advertisements, sponsorships, and placements that appear within an online video game as part of the game experience or during idle load, wait, and pause screens.
  • 2. Discussion of Background
  • The primary business model of traditional offline video games is that game publishers generate revenues through the unit sales of games on the wholesale market. With the advent of pervasive Internet and broadband connectivity, video game publishers are adding online capabilities to their games in order to attract more game players and to explore new revenue models.
  • Existing online games allow players to play against other live players. Some of these games display banner advertisements that border the main viewable area of the screen in which the game is played. Game players often find these advertisements intrusive and annoying as they distract from the main focus of playing the game.
  • Video game play is an immersing experience in which game players interact with the characters, scenery, and challenges of the game itself and with other live persons who are also playing the game. Like television and movies, playing video games is a highly engaging experience that often requires the attention of its participants.
  • SUMMARY OF THE INVENTION
  • The present inventor has realized that advertising that occurs within a video game is less annoying to users if it occurs transparently without distracting the attention of the game player from the game itself. This transparency can be achieved by placing advertisements within an online video game as part of the game experience or during idle load, wait, and pause screens.
  • The present inventor has also realized the need to provide dynamic updates and real time management of various parts of programs in general and gaming systems in particular. In one embodiment, the present invention provides a game, comprising, a game playing program wherein at least one part of the game playing program is configured to be populated with an add-on component. The invention may also be practiced as a system, comprising, a game playing program wherein at least one part of the game playing program is configured to be populated with an add-on component, a remote server configured to store and serve at least one add-on component compatible with the game playing program, and an interface coupled to the game playing program, the interface configured to interact with the remote server and facilitate importation of an add-on component from the remote server into said at least one part of the game playing program.
  • In another embodiment, the invention is a server configured to manage an area within a program hosted on a user computer, wherein the server is remotely located from the user computer.
  • The invention may also be practiced as one or more methods, for example, a method of on-line advertising, comprising the steps of, registering a user of a gaming system, uploading an advertisement to a game program of the registered user, wherein the game program is configured to accept and install the advertisement as an add-on game component, and managing activities of the user during interactions of the user with the uploaded add-on component. As another example, the invention is a method of producing advertisements for games, comprising the steps of, preparing an executable program component capable of being imported into a game program and configured to interact with a game being played by a user of the game program.
  • In yet other embodiments, the invention is a component comprising, a software module configured to be imported into a commercially available gaming program, wherein said software module is configured to implement an additional feature of the gaming program, the additional feature comprising at least one of an advertisement sponsorship, placement, coupon, gift certificate, announcement, text, graphics, video, and objects used by the game program.
  • These and other embodiments and features of the invention may be conveniently implemented in programming on a general purpose computer, or networked computers, and the results may be displayed on an output device connected to any of the general purpose, networked computers, or transmitted to a remote device for output or display. In addition, any components of the present invention represented in a computer program, data sequences, and/or control signals may be embodied as an electronic signal broadcast (or transmitted) at any frequency in any medium including, but not limited to, wireless broadcasts, and transmissions over copper wire(s), fiber optic cable(s), and co-ax cable(s), etc.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • A more complete appreciation of the invention and many of the attendant advantages thereof will be readily obtained as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein:
  • FIG. 1 is a block diagram of a gaming system according to an embodiment of the present invention;
  • FIG. 2 is a screenshot of a program play space output according to an embodiment of the present invention;
  • FIG. 3 is a flowchart example of how game locations are defined and registered according to an embodiment of the present invention;
  • FIG. 4 is a flowchart example of how advertisement assets, campaigns, and display rules are defined according to an embodiment of the present invention;
  • FIG. 5 is a flowchart example of how advertisements are viewed by a game player within a game according to an embodiment of the present invention;
  • FIG. 6 is a block diagram example of the online advertising system according to an embodiment of the present invention;
  • FIG. 7 is a printout example of XML code of a campaign advertisement listing according to an embodiment of the present invention;
  • FIG. 8 is a schematic example of an ad campaign data structure according to an embodiment of the present invention;
  • FIG. 9 is a screenshot example of using the Game Manager Management Console to register game locations according to an embodiment of the present invention;
  • FIG. 10 is a screenshot example of how a game player is defined using the Game Manager Management Console according to an embodiment of the present invention;
  • FIG. 11 is a screenshot example of how an advertisement is defined using the Advertising Manager Management Console according to an embodiment of the present invention;
  • FIG. 12 is a screenshot example of how an advertisement campaign is defined using the Advertising Manager Management Console according to an embodiment of the present invention;
  • FIG. 13 is a screenshot example of how display rules for an advertisement campaign are defined using the Advertising Manager Management Console according to an embodiment of the present invention;
  • FIG. 14 is a screenshot example of how an advertisement from a load screen within a game is viewed according to an embodiment of the present invention;
  • FIG. 15 is a screenshot example of how an advertisement from a pause screen within a game is viewed according to an embodiment of the present invention;
  • FIG. 16 is a screenshot example of how a game player may request to be sent additional information regarding the ad through email according to an embodiment of the present invention;
  • FIG. 17 is a screenshot example of how an advertisement placement within a game is viewed according to an embodiment of the present invention;
  • FIG. 18 is a screenshot example of how a game player is prompted with a login screen when attempting to view a secured or personal area such as requesting product information or gift certificates that are mailed to the game player's home address;
  • FIG. 19 is a screenshot example of how a game player may define a user account for him/herself through the use of the game according to one embodiment of the present invention; and
  • FIG. 20 is a screenshot example of how a game player may define a credit card that is tied to one's user account for purchases made within the game according to one embodiment of the present invention.
  • FIG. 21 is a relational database schema for metadata storage according to an embodiment of the present invention;
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • Referring now to the drawings, wherein like reference numerals designate identical or corresponding parts, and more particularly to FIG. 1 thereof, there is illustrated a drawing of a gaming system according to an embodiment of the present invention. A remote server stores an add-on component 115A that is configured to be uploaded and installed in a program 185 on a user computer 180. The program 185 includes an Application Programming Interface (API) 190 that allows the program 185 to communicate with the remote server 110 through a standard network or Internet connection hosted on the user computer 180. The add-on component 115A (initially stored in database 130 or other storage device) is, for example, served to the user computer 180 by the remote server 110 via an Internet connection, and installed in the program 185 via the API. As shown in FIG. 1, add-on component 115A has been served to user computer 180, installed by API 190, and is shown residing within program 185 as add-on component 115B.
  • The add-on component is, for example, an executable program component, interpretable source code, or other software module, that, when executing within the program 185, implements a feature or otherwise adds value to the program 185. The program 185 may be any type of computer program, including any of games, business programs, entertainment programs, etc.
  • A publisher of program 185 releases program 185 with facilities or other hooks (e.g., programming techniques, API, interface, etc.) in the program 185 that are needed to accept additional new components (e.g., game pieces, area updates, etc.). The API 190 accepts incoming new components from an Internet or other connection and provides the incoming component to the program in a manner needed by the program to accept additional programming. For example, the API saves a new component in an appropriate directory that is accessible to the program, or invokes a specific routine provided by the program to install the component.
  • We now turn to a specific example in which the program 185 is a game playing program of the type in which users select characters or other icons and then control movement of the selected character or icon via joystick or other input devices attached to the user computer 180. An example output play space 200 of an example game playing program as shown in FIG. 2. The game includes characters 205 and 210 that represent users of the game. In one embodiment, the game is an on-line game, and, for example, character 210 represents a remote on-line user and character 205 represents a local user of user computer 180.
  • In this example, the add-on component is configured to provide a billboard, and the add-on component includes all the data and programming to place “Freeway Billboard” 220 in the game as a managed area. The program 185 has been programmed to have facilities to allow updates to a portion of the game playing space, and upon installation of the add-on component 115B, the “Freeway Billboard” appears in the game playing space. As illustrated in this example, a part of the program 185 is updated with add-on component 115B (e.g., updates programming of the game), and the programs output, or play space, is also updated with an additional feature (e.g., “Freeway Billboard” 220) provided by the add-on component.
  • In one embodiment, “Freeway Billboard” 220 is a virtual advertisement display that cycles through various video and animated advertisements (FIG. 2, Advertisement 225). The advertisements may be selected by local and/or remote users based on interaction of their respective characters with the virtual billboard. When selecting the billboard, the interacting user may further have the option to enter his/her own email or home address to request additional information regarding the product being advertised. Moreover, the user may have the option to immediately purchase the product being advertised. Payment is made, for example, via real cash or credit monetary transactions or via points, health, or other value accumulated through play of the game. The characters may select the virtual billboard by pointing or looking at the billboard or other means of selection provided by the add-on component and use various ways to select advertisements from the virtual billboard. In one embodiment, once selecting the virtual billboard, a virtual “advertainment” experience is provided, where the game player's character enter a special game level, room, or area and may interact directly with animated characters, objects, and videos that represent the various products being advertised. In another embodiment, a traditional video-based, TV-like advertisement is provided and in another embodiment a traditional image-based, web-like advertisement is provided. In one embodiment, game play is suspended during “viewing the advertisement.” In other embodiments, game play continues while the characters view the advertisement—thus, while viewing the billboard or walking through the virtual “advertainment” area, a player in a shoot-em-up style game may be in peril of getting shot. In one embodiment, a motif of the add-on component 115B is programmed to match a motif of the program being updated (e.g., in an old west style game, the billboard appears as a large ranch sign—an O.K. Corral style sign, or, in technology related games, the billboard appears in a futuristic motif).
  • In one embodiment, a virtual billboard within a specific game playing program will advertise equipment, ammo, characters, etc that are compatible with the game playing program. Thus, upon selection of the billboard advertisement, the game character will enter a virtual store, and will be able to “purchase” his own game equipment, such as a particular model of a gun (pistol, rifle, machine gun, etc.), and character 210 may, for example, if the virtual store allows trading, trade up from a handgun to a more sophisticated weapon.
  • In another embodiment, a virtual billboard within a specific game playing program will advertise real world products such as clothing, sports gear, movie tickets, food products, etc. Upon selection of the billboard advertisement, the game character will enter a virtual store in which he/she may purchase the advertised product or enter contact information to be sent additional information regarding the advertised product.
  • Game advertisements are generally produced by the game publishers or advertisers to which the game publisher has sold the ad locations and opportunities. The publishers or advertisers may require game players to match a preferred profile or to fulfill certain game requirements before game players may view specific advertisements or promotions. For example, a player must have accumulated a certain amount of points or playing time before being allowed to view an advertisement for a more sophisticated weapon to be used within the game or a player must 21 years or older to be allowed to view the advertisement that contains a free coupon for a six pack of beer. Such requirements are enforced via encrypted keys or other secure methods to check a users qualification before displaying of certain advertisements. Such checks may be made, for example, by the remote server 110, or the program 185, and the necessary qualifications are, for example, stored in metadata in the database and are retrievable by either the remote server or program. Other advertisements are available to all players willing to view them. Some advertised products are available for “purchase” using points, but others require the use of real currency.
  • Advertisements displayed within the virtual billboard are viewed according to rules established by either the advertisers or game publishers. The rules are accessible and enforced by either the remote server or the program 185. Example rules include, for example, that advertisements may only be viewed during specified time intervals, according to fluctuating supply levels, or determined by a sequence of actions taken by the game character in relationship to the advertisement. For example, a beer ad may be specified to viewed in the evening, whereas a coffee ad is displayed in the morning and an ad displaying a coupon for a free movie ticket may be displayed only to the first 1000 game players who select the advertisement. In another example, an advertisement containing a coupon for a free movie ticket is only displayed if a game player directs his character to jump three times around the circumference of the billboard displaying the ad or throws a tomato at the center of the billboard.
  • In one embodiment, an on-line connection between the add-on component and the remote server provides up to date information on the display schedule and stock availability of specified advertisements. The remote server 110 includes a manager program 120 that is configured to manage advertisement display schedules and rules presented in the virtual billboard. The manager program 120 includes all the necessary programming to enforce game publisher rules about the display and selection of advertisements within the game (e.g., evaluation and/or production of keys needed to insure proper distribution of the advertisements), and maintains all necessary hierarchies or other organization needed to present the advertisements available for viewing in an efficient manner. Messages, such as management message (M) are sent form the manager, over a network (e.g., Internet), to the user computer, through the API 190, to the add-on component 115B with the latest information needed to properly implement the feature of the add-on component (e.g., latest advertisements, product promotions, display schedules and criteria). Relevant information about advertisement selection or purchases or other aspects related to activities of the virtual billboard (or other feature) are sent back, as needed, to the manager via response (R) messages. In another example, the add-on component is a can, and the can appears in the video game as a soda can if the registered player is under age, and as a beer can if the user is not under age. The age requirement being a rule, the can being an add-on component inserted into the game, and the can label (beer/soda, etc) being advertising content specified by advertisers to the remote server and then controlled by the remote server, via management messages, as to when it is allowed to appear as a beer, soda, or other product.
  • The manager 120 is also configured to coordinate purchases via credit card, bank accounts, or other currency sources by sending billing information to any available 3rd party credit or bill paying service (e.g., VISA, PayPal, etc.). Moreover, the manager 120 is also configured to coordinate responses back to the user computer add-on component to coordinate interaction with a multimedia server that correctly samples, filters, resizes, and returns multimedia assets such as video, images, and audio files that represent the advertisements being displayed to the user. For example, a soda can object may be resized from a game object handled by a user in the foreground or in the background (perspective resizing) of the video game play space or resized for use in a billboard.
  • Although only one add-on component is shown in FIG. 1, the program 185 may be configured to accept multiple add-on components, and remote server 110 is preferably configured to serve many different types of add-on components. In addition, add-on component 115A/B is not limited to implementing a single feature in the program 185, and may also be programmed to implement multiple features. A “Scavenger Hunt” area 230 is also shown in the example game playing space of FIG. 2. Like the “Freeway Billboard”, the Scavenger Hunt area is available for selection and in game characters may be directed to navigate around and through the area to collect, for example, coins, money, or treasure that represent gift certificates, any one or more of which are add-on components, that are again, for example, redeemable for real life products such as electronics, clothing, or movie tickets. The present invention does not place constraints on how the add-on component is implemented in the game. In some embodiments though, the present invention evaluates metadata and requires certain rules be fulfilled before download of the add-on component to the user computer or enablement of one or more features of the add-on component (e.g., download or enablement via a message M). The message M may contain any of an add on component, instructions to enable features, requests of the user computer, or other messages (e.g., data, status, etc.). Information needed from the user's computer to make decisions as to downloading of components or enablement of features is retrieved, for example, via a message (R) sent from the user's computer to the remote computer (e.g., automatically sent to the remote server on a schedule or as the result of an event, or sent in response to an inquiry message (M) from the remote computer).
  • In some embodiments, the update area (e.g., Freeway Billboard area 220) is required to have a similar motif as the program, or at least be related to the program (e.g., advertise characters or equipment, etc. that is usable with or at least related to the game). However, in other embodiments, the updated area may not be related at all to the game being played. For example, instead of selling game equipment, freeway billboard area 220 might be an advertisement for an actual auto dealership selling full sized automobiles. The Freeway Billboard then, for example, once selected links to an on-line store for Ford, Chevy, or Ferrari automobiles. In one embodiment, special gaming style programming is utilized to implement the car sales area. In another embodiment, the car sales area is a link that brings up a traditional browser into the game program that the user can view a car sales web site (the traditional browser may have a skin or other motif similar to a motif of the game program; motif of the online stores or other areas/locations within the game play space may also be similarly updated using skins developed for add-on components).
  • In addition, in one embodiment of the invention, advertisement screens may be displayed during idle load time that typically occurs when the game is loading into memory. Load screens typically include application code and graphics representing a game play space that may represent, for example, a scene such as that depicted in FIG. 2. The same space and resources are converted to advertising. An example advertisement screen 1400 is illustrated in FIG. 14. The advertising to be presented is provided from an add-on component, or a message to an existing component in the user's game program. In another embodiment, advertisements may be shown when a game player pauses game play by selecting a pause option provided by the game (e.g., see pause screen 1500, FIG. 15). When viewing advertisements presented in a load or pause screen, the game player may interact with the advertisement directly and may choose to resume the game after the game space or sequence has completed loading or upon selecting to unpause the game.
  • Although additional aspects and features of the invention are discussed herein below, in several broad embodiments, the present invention includes: an add-on component served from a remote server that is installed (or imported) into a program of a user computer; an add-on component that implements one or more new features to a program; a remote server that manages a part of a program remotely (e.g., notifying a virtual billboard in a program about advertisement availability and/or instructing the billboard to display a specific advertisement), in which the part may be either an add-on component or a permanent part of the program. Management by the remote server may also be configured to insure integrity of the display and use of the add-on components via the use of keys and other privacy facilities that make those components, or aspects of the components, inoperable unless certain conditions are met. For example, in one embodiment advertisers that upload content to the remote server are also required to enter a key (e.g., an encrypted key) that indicates to the remote server a length of time that the content is valid and a frequency of use of the content. Keys may be provided to extend the life of the content or change the frequency of use (e.g., license is fully paid).
  • Thus, in one embodiment, the invention is a game, comprising, a game playing program wherein at least one part of the game playing program is configured to be populated with an add-on component, and the add-on component is populated from a remote source. The add-on component may be an advertisement, a object used in the game, or a display area in which to show advertisements.
  • In one embodiment, the game playing program includes a character that represents a player utilizing the game playing program, the add-on component comprises a gaming style program that implements an advertisement billboard paradigm, the game playing program is configured to allow the player to direct the player's representative character to select the advertisement billboard, and the add-on component is configured to allow the character to select and purchase items advertised within the billboard. In another embodiment, the add-on component comprises a gaming style program that implements scavenger hunt collection paradigm, in which the game playing program is configured to allow the player to direct the player's representative character to treasures such as coins, money, jewels, power-ups, etc, that represent certificates that may be redeemed for advertised products or services. However, it should be understood that any number of gaming paradigms may be implemented using the processes and techniques of the present invention and those examples provided herein do not limit the type or scope of possible implementations. In fact, the present invention is not limited to gaming programs and may be applied to any type of computer product.
  • The present invention is also a system, comprising, for example, a game playing program wherein at least one part of the game playing program (e.g., 185) is configured to be populated with an add-on component, a remote server (e.g., 110) configured to store and serve at least one add-on component (e.g., 115A) compatible with the game playing program, and an interface (e.g., 190) coupled to the game playing program, the interface being configured to interact with the remote server and facilitate importation of an add-on component from the remote server into said at least one part of the game playing program. The importation of the add-on component (e.g., 115B) may be a dynamic update (e.g., during game play) of contents of at least one of an area and location (e.g., 220) within the game playing program. The add-on component may be, for example, an advertisement (e.g., any of an ad sponsorship, product placement, gift certificate, video, text, graphic, game object, or other component) utilized by the game playing program. In another example, the add-on component may define a virtual billboard (e.g., Freeway Billboard 220) configured to at least one of display, distribute, advertise, or promote products and services and link to an online auction or store that is accessible as part of the game playing program and at which game players may purchase the advertised products or services.
  • In one embodiment, the remote server is further configured to register users of the system, transmit binary application code of the add-on component, and generate and transmit a license key that controls use of the add-on component. For example, in one embodiment, the license key is produced by a license key program co-located in the remote-server. The license key is provided based on content and payments ($ or other remuneration) provided by an advertiser and/or game publisher. The license key is transmitted in a message M to the user computer (e.g., to program 115B via API 190) where it enables previously transmitted add-on components and/or content.
  • The server includes facilities to manage an area within a program hosted on a user computer, wherein the server is remotely located from the user computer. In one embodiment, the server is further configured to define advertisement campaigns such that any of the virtual billboards within a game may be dynamically updated within the program according to specified display rules (The display rules may, for example be transmitted in a message M to the program 115B for implementation. In other embodiments, the display rules are implemented by the remote server via commands sent in messages (m) to the program 115B).
  • The server may also be further configured to facilitate fulfillment of purchase transactions incurred by a game player in a virtual store that is linked to from a managed area, and bill the game player's purchases via interaction with a third party billing system to charge the game player and credit a selling party, and, for example, persist a billing record of fulfilled purchase transactions by saving relevant purchase information into a centralized storage device (e.g., to database 130).
  • The server may also be configured to facilitate the dynamic resizing, sampling, or editing or a multimedia image, audio, video, or text file that represents the add on component to be displayed within the managed area through interaction with a third party multimedia server. This encompasses all types of matching needed to place content provided by advertisers in spaces within the game playing program and/or a component installed in the game playing program. The spaces are, for example, software modules, objects, or specifically defined areas programmed into the game playing program and configured to accept the content and use the content in the play space or virtual world of the game playing environment. FIG. 17 is a screen shot of an example play space or virtual world 1700. An advertising billboard 1710 is a space provided for advertising (e.g., advertising content 1720).
  • The server may also be configured to identify areas within the program that are capable of being dynamically updated from a remote source (e.g., advertising billboard 1710, game object 212, etc.) and then dynamically update the content of at least one of the identified areas. The identified areas comprise, for example, at least one of a two dimensional and three dimensional space, or an object within an output of the game program.
  • On-line advertising includes a method, comprising the steps of, uploading an add-on component to a game program of the registered user, wherein the game program is configured to accept and install the add-on component, and managing activities of the user during interactions of the user with the uploaded add-on component. Preferably, the users are required to login to the system as shown in FIG. 18 and are registered with the system which includes, for example, ID information, and credit card or other information used to bill the user for services and/or products offered by any one or more features provided by the present invention. The game user's account is created and/or updated using, for example, a registration window such as that shown in FIGS. 19 and 20. Managing activities includes, for example, managing advertisements and their respective multimedia assets (content), managing various locations within a game in which advertisements may display, and managing a hierarchical organization and grouping of related advertisements within an ad campaign. A campaign in one embodiment is a grouping of related advertisements that are scheduled or configured to display in a common location during a common time period according to a set of defined guidelines as set forth in the succeeding paragraphs. The present invention provides a unique method for grouping advertisements into campaigns such as, in one embodiment, is shown in FIG. 12.
  • Managing also includes the steps of defining a set of guidelines (or rules) governing a advertisements display, distribution, or behavior within a advertisement location (e.g., billboard space), and enforcing the guidelines through management activities that, for example, include use of any metadata, binary files, and/or license keys of the add-on component according to the set of guidelines governing the uploaded component (e.g., as provided by game publishers).
  • The invention also includes a method of producing add-on components for games, comprising, preparing an executable program component capable of being imported into a game program and configured to interact with a game being played by a user of the game program. The executable program component may be programmed or otherwise configured to implement a virtual billboard or scavenger hunt area in which game players may participate. Participating may include, for example, selecting or collecting items being advertised, and request more information regarding the advertised items, purchase the advertised items, or redeem the collected advertised items for gift certificates, products, or services.
  • An API (e.g., 190) is utilized that allows the program (e.g., a game) to dynamically update the contents of an area/location within the program from a remote source. This is particularly applicable to “advertising” intended to take place, for example, in a game, such that the “area/location” being updated is a virtual “billboard” and the “contents” are real world products such as clothing, food, services, etc that are for sale. “Freeway Billboard” 200, discussed previously, is one example. The contents of the billboard 200 may change on a predetermined schedule (e.g., every 30 seconds), or based upon gaming actions (e.g., billboard changes after a certain weapon is fired). Another example is such that the “area/location” being updated is a pause screen and the “content” being advertised are movie tickets. For example, when a game player discovers the secret entrance of a hidden castle, the phone rings and he pauses the game to take the call. When the game player comes back to the game, a movie trailer advertising (e.g., displayed in interstitial advertisement area 1510) that the third installment of The Lord of The Rings is opening this Friday. After clicking on a link (which, for example, may also be the interstitial advertisement area 1510), to view local show times and purchase tickets online, the game player unpauses his game (resume game button 1530) to continue his quest to save the world.
  • Another example is such that the updated “area/location” within the game is a “pit stop” within a racing car game and the “content” being updated is a game object representing engine oil. When stopping for a pit stop, the game player may choose the brand of engine oil that he prefers to use in real life and within the game. Selecting a specific brand of engine oil also allows the game player to click on a special pop-up to be sent a coupon for $1 off the advertised brand of engine oil (e.g., via the user's registered e-mail address). Alternatively, a pop-up allows the user to enter his e-mail address to receive the coupon or other announcement.
  • Yet another of example is that the updated “area/location” within the game is a “secret bonus level” and the updated “content” is coupons for advertised products. In this example, a game player is playing a cartoon character driven game with secret bonus rounds where game players must navigate the main character through a maze to collect product coupons and gift certificates of differing values and denominations. In order to collect the coupons, for example, the game player must jump on or hit barrels and blocks that are marked with highlighted arrows. The coupons in this scenario are advertisements for real products and are hidden within specified locations and objects within the bonus round environment. The coupons and gift certificates are preferably content downloaded to the gaming user's computer and managed by the remote computer. Alternatively, the content is managed by programming on the user's computer according to the rules provided to the user's computer by the remote computer. After completion of the bonus round, the game player may be presented with the option of viewing the specific discounts and gift certificates for real world products that he/she has collected during the bonus round.
  • The “area/location” may also be a feature that is a non-advertising scenario as well. For example, an “area/location” may also be defined in the game as a treasure chest and the “contents” of the treasure chest may be coins, jewels, weapons, potions, etc. In one embodiment, the contents are dynamically determined by making a request (or response to a remote server management message) to a remote server that manages and maintains the catalog of items. For example, when a player nears a room where a treasure chest is to be located, programming on the user's computer makes a request to the remote computer that requests a treasure chest and/or contents of the treasure chest. Similar requests may be used to request advertising content for any of the other embodiments discusses herein.
  • Furthermore the “remote server,” on a Transplay Platform (e.g., 105), may execute code at the time of the request to determine what specific item should display within the treasure chest depending upon “game rules.” The “game rules” are set up as an administrative process by the game developer or publisher through, for example, a web based management console. Examples of such rules are show jewels if the main character opening the chest is a woman, show life potion if the main character's health is less than 50%, or randomly etc. Another example of this behavior is defining a building as a location within a game (e.g., an ammo shop, museum, gas station, fast food, etc.), different bad guys that run out of the building shooting at the main character as the content, and game rules such as run out only if the main character has rescued the President and is at risk of escaping. Any game rules for any particular game or group of games may be utilized.
  • We now provide a more detailed look at the various features of the present invention. In one embodiment, the present invention describes an online game advertising system that provides game developers and publishers with the ability to define, sell, distribute, and manage advertisements, sponsorships, and placements that appear within the game as part of the game experience or during idle load, wait, and pause screens. The present invention allows game developers to define locations within their games in which advertisements may appear. Through the use of a Web based management console, game publishers and advertisers may create and schedule new image, audio, text, or video based advertisements to display within available game locations as defined by the game developer.
  • Define advertisement locations and objects: In one embodiment, the present invention provides a method for defining advertisement locations and objects. In this context, the term “defining” refers to a unique method of specifying the areas or objects within a game in which advertisements may display (e.g., game publishers provide information to the remote server that specifies the areas and objects for a game or set of games that the remote server will interact with).
  • Moreover, the term “defining” also refers to the unique method of restricting the types of advertisements that may display within a given area or object within a game (e.g., game publishers specify content and format of content that is useable and/or appropriate for the specified areas and objects). Examples of such restrictions include but are not limited to the multimedia type (image, video, or audio), dimensions, file size, and duration of an advertisement. “Areas” in this context refers to any region mapped to any two or three-dimensional coordinate system bounded by the spatial dimensions of the described space. Moreover, “objects” in this context refers to the representation of any game component such as but not limited to a game character, weapon, device, equipment, landmark, or scenery that may contain areas in which advertisements may appear. This is achieved through the use of Game Service and Game Location APIs (Application Programming Interface) such as those depicted in FIG. 6, Items 105 and 150 and which provide a programming interface to define advertisement locations and objects within the code of a game written for any proprietary gaming console or client such as, but not limited to, Sony Playstation 2, Microsoft Xbox, Nintendo GameCube, any wireless or handheld game client, or a personal computer. Preferably, the APIs are standardized across different gaming environments, but several different location APIs at the remote computer could be utilized to accommodate different environments.
  • Register advertisement locations and objects: In one embodiment, the present invention provides a method for registering advertisement locations and objects with a game advertising server. The term “registering” in this context means the process of specifying the advertisement locations and objects that have been defined within a game by a game developer using the method described above. In one embodiment, this may be achieved manually through the use of user interface provided by a web based management console application (e.g., the process illustrated in FIG. 3, steps 1-4 performed by Advertising Manager 100 (FIG. 6) and/or, for example, using the screens illustrated in FIG. 9). In another embodiment, registration may be achieved automatically through an asynchronous import of an XML document containing a listing of all of the advertisement locations and objects within a game that are to be registered with the game advertising server.
  • Define campaign and display rules and register advertisement assets: In one embodiment, the present invention provides a method for defining campaign and display rules and registering advertisement assets within an online game advertising server through the use of a user interface provided by a web based management console application such as the method depicted in FIG. 4, which may be implemented, for example, on a server (e.g., see FIG. 6, Item 100). For example, as shown in FIG. 4, one may use a web based management console to image, video, or multimedia assets to a remote server (e.g. FIG. 6, Item 100) and enter various information describing such assets in association with one or more advertisements or ad campaigns. Moreover, the remote server would then transfer the multimedia media assets to a Multimedia Server (e.g. FIG. 6, Item 140) and store the descriptive metadata into a relational database (e.g. FIG. 6, Item 130). The term “campaign” refers to a collection of advertisements. The term “advertising asset” refers to a multimedia object such as an image, audio, or video file that represents the content of the advertisement to be displayed. The term “register” in this context refers to the unique method of specifying a set of metadata associated with an advertising asset that may include properties such as but not limited to the asset's name, description, media type, file size, dimensions, and URL or path to locate the asset. The term “display rules” refers to a set of guidelines governing at what time and at what locations within a game a campaign should be displayed and in what sequence the advertisements within a campaign should be displayed. Moreover, “display rules” may in one embodiment represent a set of criteria to determine what advertisements to display at specific locations based upon game environment variables such as but not limited to any of player location, player skill level, points that a game player has achieved through prior or current game play, the number of times the game player has viewed the advertisement, the specific theme or genre of the level of the game at which the ad is to display, the presence or existence of specific game objects, characters, weapons, equipment, or items, and a game player's, character's, or object's previous actions in relationship to the ad location or to other game players, characters, and/or objects within the proximity of the ad location.
  • For example, an advertising campaign may be uploaded by an advertiser to the remote server. The remote server then applies the advertising campaign to a driving game operating on a user's computer via API 190. In this example, the advertising campaign is for a new automobile. The advertising campaign contains several related advertising assets including, a skin for the new automobile, billboard advertising material, and a virtual store. The advertising campaign also includes the display rules for each of the assets. For example, a rule that the billboard advertising occurs first, then, the skin is applied to an opponent in the driving game, the opponent must have obtained a minimum skill level prior to having the skin applied, and, at the end of the driving game, after having viewed the skilled opponents performance driving automobile with the advertising skin, the virtual store provides the game user the opportunity to shop for the new automobile. In this example, the display rules include both timing data (at what time do the assets appear), and needed requirements before utilizing an asset (e.g., skill requirements before applying the skin, must be an opponents car). In this example, the advertising assets include data applied to existing parts of the game (billboard data applied to a billboard, an auto skin applied to an automobile game component), and an entire component to be added (virtual store). In the case of data applied to existing parts of the game, the remote server saves the advertising assets and sends them to various games hosted on user computers (e.g., via messages M to API 190). In the case of the virtual store, the virtual store is an add on component downloaded to the user's computer and then the virtual store is managed by the remote computer. The above provides an example of an advertising campaign, the specifics of any one campaign may vary significantly. Regardless of those specifics, the present invention provides a mechanism in which the add on components, advertising assets, data, rules, etc, may be registered, stored, and applied to games and other programs via the remote server.
  • Specify and transfer advertisement assets: In one embodiment, the present invention provides a method for specifying and transferring advertisement assets that have been registered with an online game advertising server (e.g., see FIG. 6, Item 120) as described in above with a multimedia server (FIG. 6, Item 140) such as an image, audio, or video server through the use of a user interface provided by a web based management console application (FIG. 4 and FIG. 6, Item 100). The terms “specifying’ and “transferring” in this context means a method of identifying the advertisement asset located within one system and copying or moving (e.g., uploading the advertisement asset onto the system of a multimedia server).
  • Persist advertising metadata: In one embodiment, the present invention provides a method for persisting advertising metadata into a centralized storage device such as a relational database catalog or networked file system (e.g., see FIG. 6, Item 130). In this context, the term “metadata” refers to any describing property or feature of an advertisement, campaign, location, or display rule and any relationships between said objects. Examples of such relationships include but are not limited to: what advertisements belong to what campaigns, what campaigns are displayed at which locations during what times, at what sequence do the advertisements within a campaign display, and according to what game environment variables do advertisements display themselves.
  • FIG. 21 illustrates an example relational database schema 2100 in which metadata may be stored. in the example schema 2100, fields are maintained for linking a location 2110, a campaign 2130 for the advertisement, display rules 2150, and specific information for the advertisement 2170 (e.g., size, text, etc.)
  • Request advertising metadata and schedules: In one embodiment, the present invention provides a unique method for online games to request advertising metadata and schedules that determine what advertisements are to display in specified locations within the game during specified times and according to specific display rules previously determined by an administrative user. For example, programming running on the user computer (e.g., ad on component, game client, etc.) requests advertising from the remote server (e.g., at game start-up, or other strategic times during game operation). When requesting advertising metadata and schedules, game clients must pass the server information such as but not limited to the location identifiers that uniquely identify an ad within a game and any game specific environment variables such as object and character positioning and actions and game player profiles and skill set and experience level. This is achieved, for example, through the use of a Game Service and Scheduling APIs (Application Programming Interface) as depicted in FIG. 6, Items 150 and 110 that provide a standard programming interface (e.g., standardized interface) to request the advertising metadata identifying advertising campaigns and their respective display rules that are to display within a specified location during a specified time from any proprietary gaming console or client such as, but not limited to, Sony Playstation 2, Microsoft Xbox, Nintendo GameCube, any wireless or handheld game client, or a personal computer.
  • Receive and post messages and advertising assets: In one embodiment, the present invention provides a unique method for receiving and posting messages and advertising assets. After an online game running on a game console or user computer (client) requests advertising metadata and determines an ad campaign's display rules, schedule, and locations, it requests the advertising assets that represent the advertisement. The content of the messages passed between the client and game server may be in one embodiment an XML message containing ad campaign listing metadata. For example, FIG. 7 illustrates an XML format structure that may be utilized to send metadata and which corresponds to the example structure 800 for the metadata as shown in FIG. 8. Specifically, item 500 in FIG. 7 and item 600 in FIG. 8 represent a root level parent object CampaignListing that contains one or more Campaign objects, item 510 and 610. Each Campaign object has an id attribute that uniquely identifies the Campaign within the system and contains the data structure elements AdListing (520, 620) and Location (530, 630). An AdListing data structure contains Ad elements (525, 625) which in turn contain attributes and elements such as id, name, description, width, height, asset URL, etc. that describe an advertisement within the specified ad campaign. A Location object (530, 630) represents the location within a game at which advertisements are to appear and contains attributes and elements such as ID, name, and description.
  • When requesting advertising assets, the game client may, for example, pass the advertising server information describing the specific run time parameters that the ad should take. Such parameters include but are not limited to ad dimensions, duration of video or animation, color scheme, transparency, file format, and file size. This is achieved through Game Service and Messaging APIs such as those depicted in FIG. 6, Items 115 and 150 and that in one embodiment provide a transactional, synchronous model of downloading advertising assets on a demand basis. In another embodiment the present invention provides an asynchronous method of delivering advertising assets on a scheduled broadcast delivery mechanism in which the advertising server uploads advertising assets to each subscribing game console or client. When a successful transaction has been fulfilled both selling and buying parties are notified via a message sent by invoking a standard Messaging API interface provided by the game commerce server.
  • Request advertising asset: In one embodiment, the present invention provides a method for requesting an advertising asset from a multimedia server. In this context “advertising asset” is defined as a multimedia file such as an image, video, or audio file that represents one or many parts or the whole of an advertisement to be displayed within an online game. A “multimedia server” such as that depicted in FIG. 6, Item 140 is any server that is responsible for the dynamic retrieval, resizing, sampling, composting, or generation of such files. The requesting of such assets may be achieved through the use of a Multimedia API (FIG. 6, Item 125) that contains interfaces to make calls to a multimedia server to allow for the dynamic retrieval, resizing, sampling, composting, or generation of images, video, or audio files.
  • Receive advertising asset: In one embodiment, the present invention provides a method for receiving an advertising asset from a multimedia server. In this context “advertising asset” is defined as a multimedia file such as an image, video, or audio file that represents one or many parts or the whole of an advertisement to be displayed within an online game. A “multimedia server” is any server that is responsible for the dynamic retrieval, resizing, sampling, composting, or generation of such files. The receipt of such assets may be achieved through the use of a Multimedia API (FIG. 6, Item 125) that contains interfaces to make calls to a multimedia server to allow for the dynamic retrieval, resizing, sampling, composting, or generation of images, video, or audio files.
  • Persist advertising impressions, click-throughs, and game actions: In one embodiment, the present invention provides a unique method for persisting advertising impressions, click-throughs, and game actions taken on an ad into a centralized storage device such as a relational database or networked file system. “Advertising impressions” in this context are defined as the number of times that game players viewed a particular advertisement within an online game and “click-throughs” is defined as the number of times that a game player “clicked” on the advertisement to display more detailed information related to the core topic of the advertisement. The advertising impressions are, for example, tabulated by the user computer and forwarded to the remote computer. The remote computer may also tabulates statistics on the number of accesses for each ad and/or ad type. “Game actions taken on an ad” is defined in one embodiment as any action performed directly or indirectly by a game player, character, or object on an advertisement that is represented as a game object within the game. Examples of such actions include but are not limited to hitting, throwing, shooting, jumping on, eating, kicking, speaking, shouting at, and running into an ad object. Information such as, but not limited to, the user name of the game player viewing or clicking the ad, the current time and date, demographic information about the viewer, the length of time that the ad was viewed or interacted with, and the types of actions taken on an ad object is saved as part of the transaction. The act of persisting advertising impressions, click-throughs, and game actions in one embodiment is performed by an Advertising Server such as that depicted in FIG. 6, Item 120 using a relational storage database such depicted in FIG. 6, Item 145. The impressions data is stored in the database.
  • View advertising reports and statistics: In one embodiment, the present invention provides a unique method for viewing advertising reports and statistics about advertising impressions, click-throughs, and game actions taken on an ad. Through the use of a user interface such as a web based application (FIG. 6, Item 100), game publishers or system administrators may review reports that illustrate details such as but not limited to ad viewership by time period, impressions, click-throughs, and ad actions by demographic group or region, and impression to click-through success rates and ratios. Data to generate the reports is stored in one embodiment in a relational database such as that depicted in FIG. 6, Item 145.
  • The present invention may be conveniently implemented using a conventional general purpose or a specialized digital computer or microprocessor programmed according to the teachings of the present disclosure, as will be apparent to those skilled in the computer art.
  • Appropriate software coding can readily be prepared by skilled programmers based on the teachings of the present disclosure, as will be apparent to those skilled in the software art. The invention may also be implemented by the preparation of application specific integrated circuits or by interconnecting an appropriate network of conventional component circuits, as will be readily apparent to those skilled in the art based on the present disclosure.
  • The present invention includes a computer program product which is a storage medium (media) having instructions stored thereon/in which can be used to control, or cause, a computer to perform any of the processes of the present invention. The storage medium can include, but is not limited to, any type of disk including floppy disks, mini disks (MD's), optical discs, DVD, CD-ROMS, micro-drive, and magneto-optical disks, ROMs, RAMs, EPROMs, EEPROMs, DRAMs, VRAMs, flash memory devices (including flash cards), magnetic or optical cards, nanosystems (including molecular memory ICs), RAID devices, remote data storage/archive/warehousing, or any type of media or device suitable for storing instructions and/or data.
  • Stored on any one of the computer readable medium (media), the present invention includes software for controlling both the hardware of the general purpose/specialized computer or microprocessor, and for enabling the computer or microprocessor to interact with a human user or other mechanism utilizing the results of the present invention. Such software may include, but is not limited to, device drivers, operating systems, and user applications. Data used by the software may be retrieved from different sources (local or remote) and either permanently or temporarily stored (before, during, or after any processing) by utilizing any of text files, delimited files, database(s), or other storage techniques. Ultimately, such computer readable media further includes software for performing the present invention, as described above.
  • Included in the programming (software) of the general/specialized computer or microprocessor are software modules for implementing the teachings of the present invention, including, but not limited to, finding updateable areas of a program, transferring components from a remote server to a program, managing areas/locations with a remote program, including organizing displays and facilitating purchase of advertised items displayed, installing add-on components into a program, and the display, storage, or communication of results according to the processes of the present invention.
  • The present invention includes substantial discussion regarding game objects which includes game objects which are programming modules that may be resident in gaming software or imported into gaming software. Game objects may also refer to virtual objects that are used as part of the game. The underlying programming of a virtual object may be referred to as a game object.
  • In describing the present invention, billboards, coupons, treasure, and other items are used to describe various game parts and/or advertisements. These are examples and the present invention is applicable to any type of advertising presentable in a gaming or on-line format and include any type of value or known physical object.
  • Obviously, numerous modifications and variations of the present invention are possible in light of the above teachings. It is therefore to be understood that within the scope of the appended claims, the invention may be practiced otherwise than as specifically described herein.

Claims (24)

1-53. (canceled)
54. A method for managing player interaction with add-on components presented in association with at least one gaming program executing at least one player device, the method comprising:
retrieving at least one presentation rule associated with the add-on components, wherein at least one of the add-on components is associated with advertising, and wherein the at least one presentation rule represents one or more criteria used to determine how, where, and/or when the add-on components will be presented in association with the at least one gaming program; and
applying the retrieved at least one presentation rule to manage player interaction with the add-on components.
55. The method of claim 54 wherein the at least one presentation rule is stored as metadata in a database.
56. The method of claim 54 wherein the retrieving is performed, at least in part, by the at least one gaming program.
57. The method of claim 54 wherein the retrieving is performed at least in part, at an add-on management component that is remote from the at least one gaming program.
58. The method of claim 54 wherein the applying is performed, at least in part, by the at least one gaming program.
59. The method of claim 54 wherein the applying is performed at least in part, at an add-on management component that is remote from the at least one gaming program.
60. The method of claim 54 wherein the at least one presentation rule is established by at least one advertiser that uses the add-on components to display advertisements in association with the at least one gaming program.
61. The method of claim 54 wherein the at least one presentation rule is established by at least one game publisher that publishes the at least one gaming program.
62. The method of claim 54 wherein the at least one presentation rule is based on one or more game environment variables selected from the group consisting of: player geographic location, player skill level, points that a game player has achieved through prior or current game play, the number of times a game player has viewed an advertisement, a specific theme or genre of a current level of a game, and a presence or existence of one or more specified game objects, game characters, game weapons, game equipment, and/or game items.
63. The method of claim 54 wherein the at least one presentation rule is based on one or more game environment variables relating to previous game actions of a game player, a game character, and/or a game object.
64. The method of claim 54 wherein the at least one presentation rule includes a rule based on a combination of timing requirements and player characteristic requirements.
65. The method of claim 54 wherein the at least one presentation rule includes a rule based on an actual game player profile matching requirements of a preferred game player profile.
66. The method of claim 54 wherein the at least one presentation rule includes a rule based on a game player meeting specified game performance or skill requirements.
67. The method of claim 54 further comprising:
providing a presentation rule definition interface, wherein the presentation rule definition interface allows a game publisher, a game advertiser, or another entity to define the at least one presentation rule.
68. The method of claim 54 wherein the at least one presentation rule governs a location in a game that one or more add-on components associated with a specified campaign are presented, a time frame associated with the presentation of the one or more add-on components associated with the campaign, and a sequence that advertisements associated with the campaign are to be presented in association with the one or more add-on components.
69. The method of claim 54 wherein the at least one presentation rule includes a rule that a player must have accumulated a specified number of points before being presented with an add-on component comprising a specified advertisement.
70. The method of claim 54 wherein the at least one presentation rules includes a rule that a player must be a certain age before being presented with an add-on component comprising a specified advertisement.
71. The method of claim 54 wherein the at least one presentation rule includes a rule that an add-on component can only be presented during specified time intervals.
72. The method of claim 54 wherein the at least one presentation rule includes a rule than an add-on component can only be presented upon the occurrence of a specified sequence of actions occurring during game play.
73. The method of claim 54 wherein the at least one presentation rule includes a rule that controls display contents of an add-on component based on a characteristic of the game player, wherein a first version of display content is displayed when the game player possesses the characteristic, and wherein a second version of display content is displayed when the game player does not possess the characteristic.
74. The method of claim 54 wherein the at least one presentation rule includes a rule that controls display contents of a beverage can add-on component based on an over-twenty-one age characteristic of the game player, wherein alcoholic beverage-related display content is displayed in a case that the game player satisfies the over-twenty-one age characteristic, and wherein non-alcoholic beverage-related display content is displayed in a case that the game player does not satisfy the over-twenty-one age characteristic.
75. A system for managing player interaction with interchangeable content components presented in association with at least one gaming program executing at least one player device, the system comprising:
means for retrieving at least one presentation rule associated with the interchangeable content components, wherein at least one of the interchangeable content components is associated with advertising, and wherein the at least one presentation rule represents one or more criteria used to determine how, where, and/or when the interchangeable content components will be presented in association with the at least one gaming program; and
means for applying the retrieved at least one presentation rule to manage player interaction with the interchangeable content components.
76. A computer-readable medium containing a data structure, the data structure comprising:
information defining an interchangeable content component for a game, wherein the interchangeable content component allows for advertising within the game, and wherein the information includes:
executable or interpretable programming code defining the interchangeable content component so it can be presented in the game during game play; and
wherein the add-on component is configured to be presented in the game as an update to an existing game object or display in accordance with one or more presentation rules that allow for a selection of the interchangeable content component for presentation based on to demographic information about a game player or conditions occurring while a game is played.
US11/285,675 2003-01-24 2005-11-22 Online game advertising system Abandoned US20060111979A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US11/285,675 US20060111979A1 (en) 2003-01-24 2005-11-22 Online game advertising system

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US10/351,031 US7729946B2 (en) 2003-01-24 2003-01-24 Online game advertising system
US11/285,675 US20060111979A1 (en) 2003-01-24 2005-11-22 Online game advertising system

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
US10/351,031 Continuation US7729946B2 (en) 2003-01-24 2003-01-24 Online game advertising system

Publications (1)

Publication Number Publication Date
US20060111979A1 true US20060111979A1 (en) 2006-05-25

Family

ID=32735706

Family Applications (3)

Application Number Title Priority Date Filing Date
US10/351,031 Expired - Fee Related US7729946B2 (en) 2003-01-24 2003-01-24 Online game advertising system
US11/285,676 Expired - Fee Related US7698178B2 (en) 2003-01-24 2005-11-22 Online game advertising system
US11/285,675 Abandoned US20060111979A1 (en) 2003-01-24 2005-11-22 Online game advertising system

Family Applications Before (2)

Application Number Title Priority Date Filing Date
US10/351,031 Expired - Fee Related US7729946B2 (en) 2003-01-24 2003-01-24 Online game advertising system
US11/285,676 Expired - Fee Related US7698178B2 (en) 2003-01-24 2005-11-22 Online game advertising system

Country Status (7)

Country Link
US (3) US7729946B2 (en)
EP (1) EP1625461A4 (en)
JP (1) JP2006519637A (en)
KR (1) KR20050111581A (en)
CA (1) CA2514104A1 (en)
MX (1) MXPA05007893A (en)
WO (1) WO2004068278A2 (en)

Cited By (76)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040148221A1 (en) * 2003-01-24 2004-07-29 Viva Chu Online game advertising system
US20070027773A1 (en) * 2004-03-31 2007-02-01 Lee Han Y Method for billing advertiser for keyword advertisement in internet search engine and a system thereof
US20070076729A1 (en) * 2005-10-04 2007-04-05 Sony Computer Entertainment Inc. Peer-to-peer communication traversing symmetric network address translators
US20070233879A1 (en) * 2005-10-07 2007-10-04 Steven Woods System and method for advertisement identification, selection, and distribution involving a peer-to-peer network
US20080004952A1 (en) * 2006-06-30 2008-01-03 Nokia Corporation Advertising Middleware
US20080065481A1 (en) * 2006-09-13 2008-03-13 Microsoft Corporation User-associated, interactive advertising monetization
US20080077784A1 (en) * 2006-09-21 2008-03-27 Gerri's Marketing & Advertising Concepts, Llc Electronic marketing on a computing device during select time windows
US20080204450A1 (en) * 2007-02-27 2008-08-28 Dawson Christopher J Avatar-based unsolicited advertisements in a virtual universe
US20080204448A1 (en) * 2007-02-27 2008-08-28 Dawson Christopher J Unsolicited advertisements in a virtual universe through avatar transport offers
US20080207328A1 (en) * 2007-02-23 2008-08-28 Neoedge Networks, Inc. Interstitial advertising in a gaming environment
US20080232561A1 (en) * 2007-03-20 2008-09-25 Microsoft Corporation Advertising funded data access services
US20080254896A1 (en) * 2007-04-12 2008-10-16 Peter Sispoidis Impression tracking
US20080263673A1 (en) * 2006-09-29 2008-10-23 Viewpoint Corporation System and method for delivering promotional and information content during a computer-based application and collecting impression metrics
US20080300060A1 (en) * 2007-05-31 2008-12-04 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Online game server, online game program product and game apparatus
US20080307473A1 (en) * 2007-06-06 2008-12-11 Virtual Worlds Ppv, Llc Virtual worlds pay-per-view
US20080307066A1 (en) * 2007-06-07 2008-12-11 Qurio Holdings, Inc. Systems and Methods of Providing Collaborative Consumer-Controlled Advertising Environments
US20080319844A1 (en) * 2007-06-22 2008-12-25 Microsoft Corporation Image Advertising System
US20090006208A1 (en) * 2007-06-26 2009-01-01 Ranjit Singh Grewal Display of Video with Tagged Advertising
US20090005003A1 (en) * 2007-06-26 2009-01-01 Gosub 60, Inc. Methods and Systems for Providing In-Game Hot Spots
WO2009024927A2 (en) * 2007-08-22 2009-02-26 David John Andrews In game advertising
US20090079871A1 (en) * 2007-09-20 2009-03-26 Microsoft Corporation Advertisement insertion points detection for online video advertising
US7515136B1 (en) * 2008-07-31 2009-04-07 International Business Machines Corporation Collaborative and situationally aware active billboards
US20090094104A1 (en) * 2007-10-04 2009-04-09 Microsoft Corporation Advertisements for Products in Media Content
US20090094106A1 (en) * 2007-10-09 2009-04-09 Microsoft Corporation Providing advertising in a virtual world
US20090091565A1 (en) * 2007-10-09 2009-04-09 Microsoft Corporation Advertising with an influential participant in a virtual world
US20090132361A1 (en) * 2007-11-21 2009-05-21 Microsoft Corporation Consumable advertising in a virtual world
US20090144424A1 (en) * 2007-12-04 2009-06-04 Sony Computer Entertainment Inc. Network bandwidth detection and distribution
US20090167766A1 (en) * 2007-12-27 2009-07-02 Microsoft Corporation Advertising revenue sharing
US20090171787A1 (en) * 2007-12-31 2009-07-02 Microsoft Corporation Impressionative Multimedia Advertising
US20090192891A1 (en) * 2008-01-29 2009-07-30 Microsoft Corporation Real world and virtual world cross-promotion
US20090197681A1 (en) * 2008-01-31 2009-08-06 Microsoft Corporation System and method for targeted recommendations using social gaming networks
US20090210493A1 (en) * 2008-02-15 2009-08-20 Microsoft Corporation Communicating and Displaying Hyperlinks in a Computing Community
US20090210301A1 (en) * 2008-02-14 2009-08-20 Microsoft Corporation Generating customized content based on context data
US20090228355A1 (en) * 2008-03-07 2009-09-10 Dawson Christopher J Amelioration of unsolicited advertisements in a virtual universe through avatar transport offers
US20090271206A1 (en) * 2008-04-29 2009-10-29 International Business Machnines Corporation Virtual world subgroup determination and segmentation for performance scalability
US20090284548A1 (en) * 2008-05-14 2009-11-19 International Business Machines Corporation Differential resource applications in virtual worlds based on payment and account options
US20100005007A1 (en) * 2008-07-07 2010-01-07 Aaron Roger Cox Methods of associating real world items with virtual world representations
US20100017283A1 (en) * 2008-07-21 2010-01-21 International Business Machines Corporation Dynamic advertising systems and methods for virtual universes
US20100023406A1 (en) * 2008-07-24 2010-01-28 International Business Machines Corporation System and method for prioritization of rendering policies in virtual environments
US20100036729A1 (en) * 2008-08-11 2010-02-11 International Business Machines Corporation Immersive advertisements in a virtual universe
US20100036735A1 (en) * 2008-08-11 2010-02-11 International Business Machines Corporation Triggering immersive advertisements in a virtual universe
US20100036718A1 (en) * 2008-08-05 2010-02-11 International Business Machines Corporation Method and system for automatic optimal advertising determination within a virtual universe
US20100036906A1 (en) * 2008-08-05 2010-02-11 Google Inc. Advertisements for streaming media
US20100037160A1 (en) * 2008-08-11 2010-02-11 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US20100077087A1 (en) * 2008-09-22 2010-03-25 Sony Computer Entertainment Amercica Inc. Method for host selection based on discovered nat type
US20100083107A1 (en) * 2008-09-26 2010-04-01 International Business Machines Corporation Method and system of providing information during content breakpoints in a virtual universe
US20100099495A1 (en) * 2008-10-16 2010-04-22 Nc Interactive, Inc. Interactive network game and methods thereof
US20100105454A1 (en) * 2006-04-13 2010-04-29 Igt Methods and systems for interfacing with a third-party application
US20100149419A1 (en) * 2008-12-12 2010-06-17 Microsoft Corporation Multi-video synthesis
US20100228600A1 (en) * 2009-03-09 2010-09-09 Eric Lempel System and method for sponsorship recognition
US20100241628A1 (en) * 2008-11-24 2010-09-23 Isaac Levanon User generated image facades on virtual 3D structures displays on mobile platforms for mobile users
US20100250385A1 (en) * 2009-03-31 2010-09-30 Eric Lempel Method and system for a combination voucher
US20100261520A1 (en) * 2009-04-08 2010-10-14 Eric Lempel System and method for wagering badges
US7857699B2 (en) 2006-11-01 2010-12-28 Igt Gaming system and method of operating a gaming system having a bonus participation bidding sequence
US20110015976A1 (en) * 2009-07-20 2011-01-20 Eric Lempel Method and system for a customized voucher
US20110035501A1 (en) * 2008-03-05 2011-02-10 Sony Computer Entertainment Inc. Traversal of symmetric network address translator for multiple simultaneous connections
US7905777B2 (en) 2005-08-04 2011-03-15 Igt Methods and apparatus for auctioning an item via a gaming device
US20110082725A1 (en) * 2009-10-02 2011-04-07 Ryan Steelberg Application Software Video Channel
US20110112847A1 (en) * 2009-11-06 2011-05-12 Ball Zachary W Incentivized program
US7995478B2 (en) 2007-05-30 2011-08-09 Sony Computer Entertainment Inc. Network communication with path MTU size discovery
US20120101878A1 (en) * 2010-10-25 2012-04-26 Hon Hai Precision Industry Co., Ltd. Advertisement display system and method
CN102456200A (en) * 2010-10-25 2012-05-16 鸿富锦精密工业(深圳)有限公司 Commodity advertisement insertion system and method
US8216065B2 (en) 2005-09-09 2012-07-10 Igt Gaming system having multiple adjacently arranged gaming machines which each provide a component for a multi-component game
US20120209668A1 (en) * 2011-02-15 2012-08-16 Terry Angelos Dynamically serving content to social network members
US20120214584A1 (en) * 2011-02-23 2012-08-23 Disney Enterprises, Inc. Gender and age based gameplay through face perception
WO2013033266A1 (en) * 2011-08-30 2013-03-07 Paedae Method and apparatus for personalized marketing
US8600808B2 (en) 2007-06-07 2013-12-03 Qurio Holdings, Inc. Methods and systems of presenting advertisements in consumer-defined environments
US20130332845A1 (en) * 2012-06-12 2013-12-12 Virtual Panoramics Llc Apparatus and Method for Utilizing Dynamic Three-Dimensional Facades for Organizing Content
US8756103B1 (en) 2007-03-28 2014-06-17 Qurio Holdings, Inc. System and method of implementing alternative redemption options for a consumer-centric advertising system
US9111285B2 (en) 2007-08-27 2015-08-18 Qurio Holdings, Inc. System and method for representing content, user presence and interaction within virtual world advertising environments
US9216353B2 (en) 2013-03-13 2015-12-22 Ignite Game Technologies, Inc. Apparatus and method for real-time measurement and evaluation of skill levels of participants in a multi-media interactive environment
US9554093B2 (en) 2006-02-27 2017-01-24 Microsoft Technology Licensing, Llc Automatically inserting advertisements into source video content playback streams
US9826363B1 (en) * 2017-07-09 2017-11-21 David Quan He Mobile media delivery system and methods of using the same
US10380604B2 (en) 2008-07-17 2019-08-13 International Business Machines Corporation Method and system for viral marketing within a virtual world
US10387919B1 (en) * 2006-06-30 2019-08-20 Google Llc Accelerated content delivery in bandwidth-constrained networks
US10664878B2 (en) * 2012-02-24 2020-05-26 Ad Persistence Llc Data capture for user interaction with promotional materials

Families Citing this family (314)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8352400B2 (en) 1991-12-23 2013-01-08 Hoffberg Steven M Adaptive pattern recognition based controller apparatus and method and human-factored interface therefore
US8574074B2 (en) 2005-09-30 2013-11-05 Sony Computer Entertainment America Llc Advertising impression determination
US7895076B2 (en) 1995-06-30 2011-02-22 Sony Computer Entertainment Inc. Advertisement insertion, profiling, impression, and feedback
US7904187B2 (en) 1999-02-01 2011-03-08 Hoffberg Steven M Internet appliance system and method
US7451187B2 (en) * 2000-05-04 2008-11-11 At&T Intellectual Property I, L.P. Viewing attachments to electronic communications via pushing the attachment to a networked viewing site
US20050091511A1 (en) * 2000-05-25 2005-04-28 Itay Nave Useability features in on-line delivery of applications
US7076445B1 (en) * 2000-06-20 2006-07-11 Cartwright Shawn D System and methods for obtaining advantages and transacting the same in a computer gaming environment
US8751310B2 (en) 2005-09-30 2014-06-10 Sony Computer Entertainment America Llc Monitoring advertisement impressions
US20100262489A1 (en) * 2002-12-13 2010-10-14 Robert Salinas Mobile enabled advertising and marketing methods for computer games, simulations, demonstrations, and the like
US20040177001A1 (en) * 2002-12-13 2004-09-09 Robert Salinas Product promotion and sales in computer games, simulations, and the like
JP3491759B1 (en) * 2003-03-31 2004-01-26 コナミ株式会社 Home game device, home game machine control method and program
US7690989B2 (en) * 2003-04-10 2010-04-06 Walker Digital, Llc System and method for awarding prizes in a local edition of an online game
US20040204247A1 (en) * 2003-04-10 2004-10-14 Walker Jay S. System and method for providing products to game players
CN101699505B (en) 2003-04-25 2016-02-17 苹果公司 A kind of network media system
US9406068B2 (en) 2003-04-25 2016-08-02 Apple Inc. Method and system for submitting media for network-based purchase and distribution
US20060190329A1 (en) * 2003-07-09 2006-08-24 Velocity Software Systems, Inc. System and method for facilitating product placement advertising
US7958055B2 (en) * 2003-08-29 2011-06-07 International Business Machines Corporation Method and apparatus for temporary ownership of digital items in a network data processing system
US7698229B2 (en) * 2003-08-29 2010-04-13 International Business Machines Corporation Method and apparatus for trading digital items in a network data processing system
US20050050170A1 (en) * 2003-08-29 2005-03-03 International Business Machines Corporation Method and apparatus for securely conducting digital property trade
GB0321337D0 (en) * 2003-09-11 2003-10-15 Massone Mobile Advertising Sys Method and system for distributing advertisements
US8930561B2 (en) * 2003-09-15 2015-01-06 Sony Computer Entertainment America Llc Addition of supplemental multimedia content and interactive capability at the client
US7844548B2 (en) * 2003-10-15 2010-11-30 Apple Inc. Techniques and systems for electronic submission of media for network-based distribution
US20050253840A1 (en) * 2004-05-11 2005-11-17 Kwon Ryan Y W Method and system for interactive three-dimensional item display
WO2006008572A1 (en) * 2004-07-10 2006-01-26 Nokia Corporation A gaming device, a system for gaming and a method of controlling a game
US8763157B2 (en) 2004-08-23 2014-06-24 Sony Computer Entertainment America Llc Statutory license restricted digital media playback on portable devices
US7828656B2 (en) * 2004-08-31 2010-11-09 Igt Gaming method and apparatus utilizing secondary software applications
US20060068861A1 (en) * 2004-09-30 2006-03-30 Holly Triestram Method for presenting content during pauses in an interactive video game
US8246949B2 (en) * 2004-10-27 2012-08-21 Aciont, Inc. Methods and devices for sustained in-vivo release of an active agent
US10307680B1 (en) * 2004-11-08 2019-06-04 At&T Intellectual Property Ii, Lp On-demand rich media content distribution responsive to on-line gamer position and status
US20060105841A1 (en) * 2004-11-18 2006-05-18 Double Fusion Ltd. Dynamic advertising system for interactive games
US8876606B2 (en) 2004-12-07 2014-11-04 Microsoft Corporation User-centric method of aggregating information sources to reinforce digital identity
US7887419B2 (en) * 2004-12-07 2011-02-15 Microsoft Corporation Game achievements system
US7621813B2 (en) 2004-12-07 2009-11-24 Microsoft Corporation Ubiquitous unified player tracking system
US8435113B2 (en) * 2004-12-15 2013-05-07 Google Inc. Method and system for displaying of transparent ads
US20060135230A1 (en) * 2004-12-16 2006-06-22 Dhananjay Godse Post-deployment spot creation
US20060229976A1 (en) * 2005-03-30 2006-10-12 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual credit with transferability
US20060135232A1 (en) * 2004-12-17 2006-06-22 Daniel Willis Method and system for delivering advertising content to video games based on game events and gamer activity
US7774275B2 (en) * 2005-02-28 2010-08-10 Searete Llc Payment options for virtual credit
US20090198604A1 (en) * 2004-12-17 2009-08-06 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Tracking a participant loss in a virtual world
US20060178899A1 (en) * 2005-02-04 2006-08-10 Jung Edward K Identifying a participant loss in a virtual world
US8096882B2 (en) * 2005-02-04 2012-01-17 The Invention Science Fund I, Llc Risk mitigation in a virtual world
US20060166742A1 (en) * 2004-12-17 2006-07-27 Daniel Willis Method for advertisement service provider wholesaling
US20060178218A1 (en) * 2005-02-04 2006-08-10 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual world escrow user interface
US20060148573A1 (en) * 2004-12-17 2006-07-06 Daniel Willis Method and system for cataloging advertising spots of an advertising enabled game
US20060178964A1 (en) * 2005-02-04 2006-08-10 Jung Edward K Reporting a non-mitigated loss in a virtual world
US8128493B2 (en) 2004-12-20 2012-03-06 Google Inc. Method and system for automatically managing a content approval process for use in in-game advertising
JP2008525884A (en) * 2004-12-23 2008-07-17 マッシヴ インコーポレイテッド Matching and scoring ads for targeted distribution in multiple video games such as single and multiplayer games
US20090037364A1 (en) * 2005-02-04 2009-02-05 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Participation profiles of virtual world players
US20090125383A1 (en) * 2005-02-04 2009-05-14 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Participation profiles of virtual world players
US20070118420A1 (en) * 2005-02-04 2007-05-24 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Context determinants in virtual world environment
US20070035549A1 (en) * 2005-08-12 2007-02-15 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Variant rating plans for a virtual world environment
US20090100354A1 (en) * 2005-02-04 2009-04-16 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Third party control over virtual world characters
US20090138355A1 (en) * 2005-02-04 2009-05-28 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real-world profile data for making virtual world contacts
US20060178966A1 (en) * 2005-02-04 2006-08-10 Jung Edward K Virtual world property disposition after virtual world occurence
US20070130001A1 (en) * 2005-11-18 2007-06-07 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real-world profile data for making virtual world contacts
US20080133392A1 (en) * 2005-02-04 2008-06-05 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Security arrangements for virtual world obligations
US20100114662A1 (en) * 2008-10-31 2010-05-06 Searette Llc, A Limited Liability Corporation Of The State Of Delaware Real-world profile data for making virtual world contacts
US20060235791A1 (en) * 2005-04-15 2006-10-19 Searete Llc Follow-up contacts with virtual world participants
US8271365B2 (en) * 2005-02-04 2012-09-18 The Invention Science Fund I, Llc Real-world profile data for making virtual world contacts
US20090043683A1 (en) * 2005-02-04 2009-02-12 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual world reversion rights
US20090144073A1 (en) * 2005-02-04 2009-06-04 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Probability adjustment of a virtual world loss event
US20070168214A1 (en) * 2005-03-30 2007-07-19 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual credit with transferability
US8566111B2 (en) 2005-02-04 2013-10-22 The Invention Science Fund I, Llc Disposition of component virtual property rights
US20070198305A1 (en) * 2005-03-30 2007-08-23 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual credit with transferability
US20070150986A1 (en) * 2005-03-30 2007-06-28 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual credit with transferability
US20060195378A1 (en) * 2005-02-28 2006-08-31 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Hybrid charge account for virtual world credit
US8457991B2 (en) 2005-02-04 2013-06-04 The Invention Science Fund I, Llc Virtual credit in simulated environments
US20080092065A1 (en) * 2005-02-04 2008-04-17 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Third party control over virtual world characters
US20090043682A1 (en) * 2005-02-04 2009-02-12 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real-world profile data for making virtual world contacts
US20060178968A1 (en) * 2005-02-04 2006-08-10 Jung Edward K Virtual world interconnection technique
US20080177558A1 (en) * 2005-02-04 2008-07-24 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Resolution of virtual world revocable transfers
US20060195376A1 (en) * 2005-02-28 2006-08-31 Jung Edward K Compensation techniques for virtual credit transactions
US20090099930A1 (en) * 2005-02-04 2009-04-16 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Participation profiles of virtual world players
US20070136185A1 (en) * 2005-02-04 2007-06-14 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Disposition of proprietary virtual rights
US20080215434A1 (en) * 2005-02-04 2008-09-04 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real world interaction with virtual world privileges
US20070073614A1 (en) * 2005-09-15 2007-03-29 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real world interaction with virtual world privileges
US20060195377A1 (en) * 2005-02-28 2006-08-31 Searete Llc Financial ventures based on virtual credit
US20070268299A1 (en) * 2005-02-04 2007-11-22 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Attribute enhancement in virtual world environments
US20070112624A1 (en) * 2005-11-15 2007-05-17 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Use of patron profiles in virtual world environment
US20070156509A1 (en) * 2005-02-04 2007-07-05 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real-world incentives offered to virtual world participants
US20060178967A1 (en) * 2005-02-04 2006-08-10 Searete Llc Disposition of proprietary virtual rights
US20070203828A1 (en) * 2005-02-04 2007-08-30 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Real-world incentives offered to virtual world participants
US7937314B2 (en) * 2005-10-21 2011-05-03 The Invention Science Fund I Disposition of component virtual property rights
US20090018910A1 (en) * 2007-07-10 2009-01-15 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual world interconnection technique
US20080109338A1 (en) * 2005-02-04 2008-05-08 Searete Llc, A Limited Liability Corporation Virtual credit in simulated environments
US20090070180A1 (en) * 2005-02-04 2009-03-12 Searete Llc A Limited Liability Corporation Of The State Of Delaware Variant rating plans for virtual world environment
US20060224505A1 (en) * 2005-03-30 2006-10-05 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Multi-player game using simulated credit transactions
US20090138333A1 (en) * 2005-02-04 2009-05-28 Searete Llc, A Limited Liablity Of The State Of Delaware Follow-up contacts with virtual world participants
US20090144132A1 (en) * 2005-02-04 2009-06-04 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Follow-up contacts with virtual world participants
US20090132297A1 (en) * 2005-02-04 2009-05-21 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Probability adjustment of a virtual world loss event
US20070174183A1 (en) * 2006-01-26 2007-07-26 Jung Edward K Context determinants in virtual world environment
US8060829B2 (en) * 2005-04-15 2011-11-15 The Invention Science Fund I, Llc Participation profiles of virtual world players
US20070124239A1 (en) * 2005-02-04 2007-05-31 Searete LLC, a limited liability corporation of Multi-player game using simulated credit transactions
US7958047B2 (en) * 2005-02-04 2011-06-07 The Invention Science Fund I Virtual credit in simulated environments
US20070035548A1 (en) * 2005-08-12 2007-02-15 Searete Llc Rating technique for virtual world environment
US20090144148A1 (en) * 2005-02-04 2009-06-04 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Attribute enhancement in virtual world environments
US20070073582A1 (en) * 2005-09-27 2007-03-29 Searete Llc Real-world incentives offered to virtual world participants
US20070036328A1 (en) * 2005-07-19 2007-02-15 Searete Llc Virtual world escrow
US8556723B2 (en) 2005-02-04 2013-10-15 The Invention Science Fund I. LLC Third party control over virtual world characters
US20070203725A1 (en) * 2006-02-27 2007-08-30 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Security arrangements for virtual world obligations
US7890419B2 (en) 2005-02-04 2011-02-15 The Invention Science Fund I, Llc Virtual credit in simulated environments
US7720687B2 (en) * 2005-10-03 2010-05-18 The Invention Science Fund I, Llc Virtual world property disposition after real-world occurrence
US20080228607A1 (en) * 2005-02-04 2008-09-18 Jung Edward K Y Resolution of virtual world revocable transfers
US20060178180A1 (en) * 2005-02-04 2006-08-10 Jung Edward K Virtual world escrow environment
US8512143B2 (en) * 2005-07-18 2013-08-20 The Invention Science Fund I, Llc Third party control over virtual world characters
US20070112660A1 (en) * 2005-02-04 2007-05-17 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Disposition of proprietary virtual rights
US20080103951A1 (en) * 2005-02-04 2008-05-01 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual credit in simulated environments
US20070024613A1 (en) * 2005-07-28 2007-02-01 Searete Llc, A Limited Liability Corporation Of Delaware Selecting auxiliary control features for virtual world environment
US20070038559A1 (en) * 2005-07-28 2007-02-15 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Rating notification for virtual world environment
US20080270165A1 (en) * 2005-02-04 2008-10-30 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Virtual world property disposition after real-world occurrence
US8473382B2 (en) * 2006-02-28 2013-06-25 The Invention Science Fund I, Llc Virtual collateral for real-world obligations
US20070078737A1 (en) * 2005-02-28 2007-04-05 Searete Llc, A Limited Liability Corporation Of The State Of Delaware Financial ventures based on virtual credit
JP3892876B2 (en) * 2005-03-25 2007-03-14 株式会社コナミデジタルエンタテインメント Message character string output system, control method and program for message character string output system
JP4970736B2 (en) * 2005-03-30 2012-07-11 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
CA2608691C (en) * 2005-05-17 2016-01-05 Adscape Media Inc. Method and system for enhancing video games and video game systems
AU2012203427B2 (en) * 2005-05-17 2015-07-30 Google Llc Method and system for enhancing video games and video game systems
US20070004515A1 (en) * 2005-07-01 2007-01-04 Bin Li Portable advertisings display method and system that integrate with wireless network and internet
US20070072676A1 (en) * 2005-09-29 2007-03-29 Shumeet Baluja Using information from user-video game interactions to target advertisements, such as advertisements to be served in video games for example
US8626584B2 (en) 2005-09-30 2014-01-07 Sony Computer Entertainment America Llc Population of an advertisement reference list
US8719363B2 (en) * 2005-10-19 2014-05-06 Adobe Systems Incorporated Presentation of secondary local content in a region of a web page after an elapsed time
US20070118425A1 (en) 2005-10-25 2007-05-24 Podbridge, Inc. User device agent for asynchronous advertising in time and space shifted media network
US11004089B2 (en) 2005-10-25 2021-05-11 Sony Interactive Entertainment LLC Associating media content files with advertisements
US10657538B2 (en) 2005-10-25 2020-05-19 Sony Interactive Entertainment LLC Resolution of advertising rules
US20070094083A1 (en) * 2005-10-25 2007-04-26 Podbridge, Inc. Matching ads to content and users for time and space shifted media network
US20070094363A1 (en) * 2005-10-25 2007-04-26 Podbridge, Inc. Configuration for ad and content delivery in time and space shifted media network
US8676900B2 (en) 2005-10-25 2014-03-18 Sony Computer Entertainment America Llc Asynchronous advertising placement based on metadata
US7596540B2 (en) * 2005-12-01 2009-09-29 Exent Technologies, Ltd. System, method and computer program product for dynamically enhancing an application executing on a computing device
US20070168309A1 (en) * 2005-12-01 2007-07-19 Exent Technologies, Ltd. System, method and computer program product for dynamically extracting and sharing event information from an executing software application
US7596536B2 (en) * 2005-12-01 2009-09-29 Exent Technologies, Ltd. System, method and computer program product for dynamically measuring properties of objects rendered and/or referenced by an application executing on a computing device
US20070296718A1 (en) * 2005-12-01 2007-12-27 Exent Technologies, Ltd. Dynamic resizing of graphics content rendered by an application to facilitate rendering of additional graphics content
US8629885B2 (en) * 2005-12-01 2014-01-14 Exent Technologies, Ltd. System, method and computer program product for dynamically identifying, selecting and extracting graphical and media objects in frames or scenes rendered by a software application
US20070129990A1 (en) * 2005-12-01 2007-06-07 Exent Technologies, Ltd. System, method and computer program product for dynamically serving advertisements in an executing computer game based on the entity having jurisdiction over the advertising space in the game
KR20080106401A (en) 2005-12-27 2008-12-05 매시브 인코포레이티드 Streaming media casts, such as in a video game or mobile device environment
WO2007084766A2 (en) * 2006-01-20 2007-07-26 Wms Gaming Inc. Wagering game with symbol strings dictating winning outcomes
US7761293B2 (en) * 2006-03-06 2010-07-20 Tran Bao Q Spoken mobile engine
US7868893B2 (en) * 2006-03-07 2011-01-11 Graphics Properties Holdings, Inc. Integration of graphical application content into the graphical scene of another application
CN101046873A (en) * 2006-03-29 2007-10-03 腾讯科技(深圳)有限公司 Method and device for issuing network advertisement in network game
US7901288B2 (en) * 2006-04-20 2011-03-08 International Business Machines Corporation Embedded advertising enhancements in interactive computer game environments
CN103279874B (en) 2006-05-05 2016-08-03 美国索尼电脑娱乐公司 Advertisement rotation
US7962634B2 (en) 2006-05-15 2011-06-14 Apple Inc. Submission of metadata content and media content to a media distribution system
US8015237B2 (en) * 2006-05-15 2011-09-06 Apple Inc. Processing of metadata content and media content received by a media distribution system
US20070265969A1 (en) * 2006-05-15 2007-11-15 Apple Computer, Inc. Computerized management of media distribution agreements
US7827162B2 (en) 2006-05-15 2010-11-02 Apple Inc. Media package format for submission to a media distribution system
JP2007323537A (en) * 2006-06-02 2007-12-13 Navitime Japan Co Ltd Advertisement distribution system, information distribution server, and terminal device
US20080177627A1 (en) * 2006-06-30 2008-07-24 Internet Gaming And Marketing Technologies, Llc Electronic advertisement delivery system and method
WO2008008038A1 (en) * 2006-07-12 2008-01-17 Honor Games International Pte Ltd An incentive-based video gaming system
US8156004B2 (en) * 2006-08-21 2012-04-10 Skyworks Ventures Inc. Method, system and apparatus for users to build and use digital products and for advertisers to communicate with users in a manner that does not mitigate user experience
US8323102B2 (en) 2006-10-06 2012-12-04 Cfph, Llc Remote play of a table game through a mobile device
US8070582B2 (en) 2007-03-01 2011-12-06 Cfph, Llc Automatic game play
US8764541B2 (en) 2006-09-19 2014-07-01 Cfph, Llc Secondary game
US8398481B2 (en) 2006-08-31 2013-03-19 Cfph, Llc Secondary game
US8398489B2 (en) 2007-04-05 2013-03-19 Cfph, Llc Sorting games of chance
US8216056B2 (en) 2007-02-13 2012-07-10 Cfph, Llc Card picks for progressive prize
US7833101B2 (en) 2006-08-24 2010-11-16 Cfph, Llc Secondary game
US8393954B2 (en) 2006-12-29 2013-03-12 Cfph, Llc Top performers
US7585217B2 (en) 2006-09-05 2009-09-08 Cfph, Llc Secondary game
US10607435B2 (en) 2007-04-11 2020-03-31 Cfph, Llc Game of chance display
US8932124B2 (en) 2006-08-31 2015-01-13 Cfph, Llc Game of chance systems and methods
US9595169B2 (en) 2006-08-31 2017-03-14 Cfph, Llc Game of chance systems and methods
US8758109B2 (en) 2008-08-20 2014-06-24 Cfph, Llc Game of chance systems and methods
US20080091516A1 (en) * 2006-10-17 2008-04-17 Giovanni Giunta Response monitoring system for an advertising campaign
US20080104617A1 (en) * 2006-11-01 2008-05-01 Microsoft Corporation Extensible user interface
US20080103794A1 (en) * 2006-11-01 2008-05-01 Microsoft Corporation Virtual scenario generator
US8533746B2 (en) * 2006-11-01 2013-09-10 Microsoft Corporation Health integration platform API
US20080103818A1 (en) * 2006-11-01 2008-05-01 Microsoft Corporation Health-related data audit
US20080104012A1 (en) * 2006-11-01 2008-05-01 Microsoft Corporation Associating branding information with data
KR20060129983A (en) * 2006-11-08 2006-12-18 (주)아루온게임즈 Free game service system based on the interactive advertisement during the game play
US20080114639A1 (en) * 2006-11-15 2008-05-15 Microsoft Corporation User interaction-biased advertising
US20080126226A1 (en) * 2006-11-23 2008-05-29 Mirriad Limited Process and apparatus for advertising component placement
US9600959B2 (en) 2007-01-09 2017-03-21 Cfph, Llp System for managing promotions
US9754444B2 (en) 2006-12-06 2017-09-05 Cfph, Llc Method and apparatus for advertising on a mobile gaming device
US9737812B2 (en) * 2007-02-13 2017-08-22 Sizmek Technologies Ltd. Method of interacting with an interactive game program
US8771058B2 (en) 2007-02-15 2014-07-08 Cfph, Llc Zone dependent payout percentage
US20080214301A1 (en) * 2007-03-02 2008-09-04 Wildtangent, Inc. In-game advertisements
WO2008134676A1 (en) 2007-04-30 2008-11-06 Acres-Fiore, Inc. Gaming device with personality
US20080311985A1 (en) * 2007-06-01 2008-12-18 Wansanity Llc Systems and methods for monitoring video gaming and determining opportunities to display content related applications
EP2179348A4 (en) * 2007-07-13 2011-04-20 Spot Runner Inc Methods and systems for performing media searches, media creation and for secure distribution of media
EP2191346B1 (en) * 2007-08-20 2012-08-08 Double Fusion, Inc. Independently-defined alteration of output from software executable using later-integrated code
US20090055263A1 (en) * 2007-08-23 2009-02-26 Ebay Inc. Promoting shopping information on a network based social platform
US20100257054A1 (en) * 2007-08-27 2010-10-07 Cornell University Method and system for efficient and expressive advertising auctions
US8500533B2 (en) 2007-08-29 2013-08-06 Cfph, Llc Game with chance element and strategy component that can be copied
US20090083753A1 (en) * 2007-09-25 2009-03-26 Exent Technologies, Ltd. Dynamic thread generation and management for improved computer program performance
US8416247B2 (en) 2007-10-09 2013-04-09 Sony Computer Entertaiment America Inc. Increasing the number of advertising impressions in an interactive environment
US20090138813A1 (en) 2007-11-14 2009-05-28 Lamontagne Entertainment, Llc System and method for providing an objective to a user
US9331860B2 (en) * 2008-01-19 2016-05-03 International Business Machines Corporation Virtual world integration with a collaborative application
US20110191809A1 (en) 2008-01-30 2011-08-04 Cinsay, Llc Viral Syndicated Interactive Product System and Method Therefor
US8312486B1 (en) 2008-01-30 2012-11-13 Cinsay, Inc. Interactive product placement system and method therefor
US11227315B2 (en) 2008-01-30 2022-01-18 Aibuy, Inc. Interactive product placement system and method therefor
US8769558B2 (en) 2008-02-12 2014-07-01 Sony Computer Entertainment America Llc Discovery and analytics for episodic downloaded media
US8521842B2 (en) * 2008-02-29 2013-08-27 Microsoft Corporation Delivering composite media to a client application
US8029359B2 (en) 2008-03-27 2011-10-04 World Golf Tour, Inc. Providing offers to computer game players
US8109829B1 (en) * 2008-04-10 2012-02-07 Acme Embedded Solutions Inc. Compositing device for combining visual content
US9002732B2 (en) * 2008-04-14 2015-04-07 Ebay Inc. Keeping popular advertisements active
US9342287B2 (en) 2008-05-05 2016-05-17 Apple Inc. Software program ratings
US9076176B2 (en) 2008-05-05 2015-07-07 Apple Inc. Electronic submission of application programs for network-based distribution
US10255580B2 (en) 2008-05-05 2019-04-09 Apple Inc. Network-based distribution of application products
US8199966B2 (en) * 2008-05-14 2012-06-12 International Business Machines Corporation System and method for providing contemporaneous product information with animated virtual representations
US20090307683A1 (en) * 2008-06-08 2009-12-10 Sam Gharabally Network-Based Update of Application Programs
US8758111B2 (en) 2008-08-20 2014-06-24 Cfph, Llc Game of chance systems and methods
US8142283B2 (en) 2008-08-20 2012-03-27 Cfph, Llc Game of chance processing apparatus
US8200540B2 (en) * 2008-08-26 2012-06-12 International Business Machines Corporation Interactive product maps
WO2010044629A2 (en) * 2008-10-17 2010-04-22 Samsung Electronics Co., Ltd. Apparatus and method for managing advertisement application
US8407090B2 (en) * 2008-11-25 2013-03-26 Skyworks Ventures, Inc. Dynamic reassignment of advertisement placements to maximize impression count
US8688517B2 (en) * 2009-02-13 2014-04-01 Cfph, Llc Method and apparatus for advertising on a mobile gaming device
US20100228596A1 (en) * 2009-03-05 2010-09-09 David Simons Computer advertising system with built-in per-impression consumer feedback mechanism
US20100235889A1 (en) * 2009-03-16 2010-09-16 Michael Kuohao Chu Application products with in-application subsequent feature access using network-based distribution system
US20100235254A1 (en) * 2009-03-16 2010-09-16 Payam Mirrashidi Application Products with In-Application Subsequent Feature Access Using Network-Based Distribution System
US20130124311A1 (en) * 2009-03-23 2013-05-16 Sujai Sivanandan System and Method for Dynamic Integration of Advertisements in a Virtual Environment
AU2010201495B2 (en) 2009-04-16 2012-04-12 Accenture Global Services Limited Touchpoint customization system
US9186587B2 (en) * 2012-10-04 2015-11-17 Reza Jalili Distribution of electronic game elements
US20100299219A1 (en) * 2009-05-25 2010-11-25 Cortes Ricardo D Configuration and Management of Add-ons to Digital Application Programs for Network-Based Distribution
US20100332320A1 (en) * 2009-06-24 2010-12-30 Joseph Martin Mordetsky Systems and Methods for Providing Conditional Authorization to Operate Licensed Software
US20100332319A1 (en) * 2009-06-24 2010-12-30 Craig Stephen Etchegoyen Methods and Systems for Dynamic Serving of Advertisements in a Game or Virtual Reality Environment
US20100332331A1 (en) * 2009-06-24 2010-12-30 Craig Stephen Etchegoyen Systems and Methods for Providing an Interface for Purchasing Ad Slots in an Executable Program
US8292725B2 (en) * 2009-07-22 2012-10-23 Football Nation Holdings, Llc Fantasy sports game and method of conducting same
US9729609B2 (en) * 2009-08-07 2017-08-08 Apple Inc. Automatic transport discovery for media submission
US8763090B2 (en) 2009-08-11 2014-06-24 Sony Computer Entertainment America Llc Management of ancillary content delivery and presentation
US8935217B2 (en) * 2009-09-08 2015-01-13 Apple Inc. Digital asset validation prior to submission for network-based distribution
US20110112895A1 (en) * 2009-11-10 2011-05-12 Sony Ericsson Mobile Communications Ab Proximal game sharing
US20110153387A1 (en) * 2009-12-17 2011-06-23 Google Inc. Customizing surveys
US20110159964A1 (en) * 2009-12-31 2011-06-30 Microsoft Corporation Facilitating sponsorship of game-play-based achievements
US20110202397A1 (en) * 2010-02-12 2011-08-18 Disney Enterprises, Inc. Systems and Methods to Deliver Event-Driven Content
US9021390B1 (en) * 2010-05-05 2015-04-28 Zynga Inc. Methods and apparatus for optimized pausing of an embedded application to render pop-up window
KR20110126261A (en) * 2010-05-17 2011-11-23 엔에이치엔(주) Method and system for inserting a user interest information in game
US20120131443A1 (en) * 2010-08-13 2012-05-24 Ryan Steelberg Apparatus, system and method for sports video publishing and delivery and api for same
KR102230426B1 (en) * 2010-09-13 2021-03-22 소니 인터랙티브 엔터테인먼트 아메리카 엘엘씨 Add-on Management
WO2012054772A2 (en) * 2010-10-20 2012-04-26 Visa International Service Association Dynamically generated targeted subscription package
US20120122554A1 (en) * 2010-11-12 2012-05-17 Disney Enterprises, Inc. System and method for in-game interactive advertising
WO2012068614A1 (en) * 2010-11-22 2012-05-31 Lockerteck Pty Ltd A system and method for providing an application lock
JP5227389B2 (en) 2010-12-07 2013-07-03 株式会社スクウェア・エニックス Network game system, game device, and program
KR101108734B1 (en) * 2011-02-21 2012-02-24 임태영 System and method for on-line advertisement using social commerce game
WO2012125131A1 (en) * 2011-03-14 2012-09-20 Eric Koenig System & method for directed advertising in an electronic device operating sponsor-configured game template
US8762197B2 (en) * 2011-03-21 2014-06-24 P4Rc, Inc. Social enablement of mobile casual games enabling mobile users to connect within and outside games with other mobile users, brands, game developers, and others online, on mobile devices, and in social networks
US9256888B2 (en) 2011-04-04 2016-02-09 Zynga Inc. Matching advertising to game play content
US8810598B2 (en) 2011-04-08 2014-08-19 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
US8423892B1 (en) 2011-04-13 2013-04-16 Zynga Inc. System and method for monitoring player interactions with branded virtual objects in a virtual environment
US8771080B2 (en) 2011-06-30 2014-07-08 Zynga Inc. Socially-mediated flash sales
US9152984B1 (en) 2011-07-14 2015-10-06 Zynga Inc. Personal ad targeting
US8850310B2 (en) 2011-10-11 2014-09-30 Microsoft Corporation Data entry suggestion lists for designated document data entry areas based on data from other document data entry areas
US10565629B2 (en) * 2011-10-11 2020-02-18 Carrier Services Group, Inc. Computerized valuation of electronic equipment
US10486064B2 (en) 2011-11-23 2019-11-26 Sony Interactive Entertainment America Llc Sharing buffered gameplay in response to an input request
US20130132959A1 (en) * 2011-11-23 2013-05-23 Yahoo! Inc. System for generating or using quests
US10525347B2 (en) * 2012-03-13 2020-01-07 Sony Interactive Entertainment America Llc System and method for capturing and sharing console gaming data
US9116555B2 (en) 2011-11-23 2015-08-25 Sony Computer Entertainment America Llc Gaming controller
US8672765B2 (en) 2012-03-13 2014-03-18 Sony Computer Entertainment America Llc System and method for capturing and sharing console gaming data
US10960300B2 (en) 2011-11-23 2021-03-30 Sony Interactive Entertainment LLC Sharing user-initiated recorded gameplay with buffered gameplay
US9743217B2 (en) * 2011-12-20 2017-08-22 Nxp B.V. Method for making contactless tags available for end users of tag-related software applications
US9536378B2 (en) 2012-01-13 2017-01-03 Igt Canada Solutions Ulc Systems and methods for recommending games to registered players using distributed storage
US9084932B2 (en) 2012-01-13 2015-07-21 Gtech Canada Ulc Automated discovery of gaming preferences
KR101921926B1 (en) * 2012-01-13 2018-11-26 삼성전자주식회사 Operating method and content providing system
US9558625B2 (en) 2012-01-13 2017-01-31 Igt Canada Solutions Ulc Systems and methods for recommending games to anonymous players using distributed storage
US9558619B2 (en) 2012-01-13 2017-01-31 Igt Canada Solutions Ulc Systems and methods for carrying out an uninterrupted game with temporary inactivation
US20130185127A1 (en) * 2012-01-17 2013-07-18 Martin Rödén Systems and Methods for Advertising
US11406906B2 (en) 2012-03-13 2022-08-09 Sony Interactive Entertainment LLC Network connected controller for direct to cloud gaming
US9345966B2 (en) 2012-03-13 2016-05-24 Sony Interactive Entertainment America Llc Sharing recorded gameplay to a social graph
US10913003B2 (en) * 2012-03-13 2021-02-09 Sony Interactive Entertainment LLC Mini-games accessed through a sharing interface
US9224260B2 (en) 2012-04-12 2015-12-29 Patent Investment & Licensing Company Method of apparatus for communicating information about networked gaming machines to prospective players
JP5734910B2 (en) * 2012-04-24 2015-06-17 京セラ株式会社 Information providing system and information providing method
US20130311308A1 (en) * 2012-05-15 2013-11-21 Nvidia Corporation Context-aware 3d advertisement system for games
US9203624B2 (en) 2012-06-04 2015-12-01 Apple Inc. Authentication and notification heuristics
KR101508944B1 (en) 2012-10-16 2015-04-07 (주)제이제이컨설팅엔비즈 Advertising method and system using application icon
CN104822429A (en) 2012-11-28 2015-08-05 辉达公司 Handheld gaming console
US11082490B2 (en) 2012-11-28 2021-08-03 Nvidia Corporation Method and apparatus for execution of applications in a cloud system
US8990188B2 (en) 2012-11-30 2015-03-24 Apple Inc. Managed assessment of submitted digital content
US9364743B2 (en) 2012-12-21 2016-06-14 Sony Interactive Entertainment America Llc Generation of a multi-part mini-game for cloud-gaming based on recorded gameplay
US9352226B2 (en) 2012-12-21 2016-05-31 Sony Interactive Entertainment America Llc Automatic generation of suggested mini-games for cloud-gaming based on recorded gameplay
US20140195328A1 (en) * 2013-01-04 2014-07-10 Ron Ferens Adaptive embedded advertisement via contextual analysis and perceptual computing
AU2013372783B2 (en) 2013-01-10 2018-01-18 Gtech Canada Ulc Systems and methods for carrying out uninterrupted games
US9087341B2 (en) 2013-01-11 2015-07-21 Apple Inc. Migration of feedback data to equivalent digital assets
US9727316B2 (en) * 2013-02-14 2017-08-08 Google Inc. Systems and methods for skinning an application with interactive content
US20140279022A1 (en) * 2013-03-12 2014-09-18 Commagere Ventures, Inc. Method and apparatus for providing content units during application use
US9699502B1 (en) 2015-01-16 2017-07-04 Optimized Markets, Inc. Automated allocation of media campaign assets to time and program in digital media delivery systems
US11102545B2 (en) 2013-03-27 2021-08-24 Optimized Markets, Inc. Digital media campaign management in digital media delivery systems
US9600150B1 (en) * 2013-05-06 2017-03-21 Kabam, Inc. System and method for providing promotions to users during idle time
US20140370989A1 (en) 2013-06-13 2014-12-18 Patent Investment & Licensing Company System to facilitate communication with casino employees and players and to log data related to employee work
US20170186270A1 (en) 2013-08-06 2017-06-29 Patent Investment & Licensing Company Method and system for dispatching casino personnel and tracking interactions with players
US9087431B2 (en) 2013-08-06 2015-07-21 Patent Investment & Licensing Company Method for creating an electronic log for documenting entries into gaming machines
US9842532B2 (en) 2013-09-09 2017-12-12 Nvidia Corporation Remote display rendering for electronic devices
US9582516B2 (en) 2013-10-17 2017-02-28 Nant Holdings Ip, Llc Wide area augmented reality location-based services
KR20150093887A (en) * 2014-02-07 2015-08-19 엔에이치엔엔터테인먼트 주식회사 A push system for mobile game promotion and the method of push service
US9457264B1 (en) 2014-03-10 2016-10-04 Kabam, Inc. System and method for providing speed-up quest offers to users during idle time
KR101693356B1 (en) * 2014-05-22 2017-01-06 주식회사 밸류포션 Advertisement method and apparatus using user analyzing platform and marketing platform based on cohort
JP5717306B1 (en) * 2014-12-04 2015-05-13 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device
KR101791778B1 (en) * 2015-02-04 2017-11-01 민코넷주식회사 Method of Service for Providing Advertisement Contents to Game Play Video
US9782677B1 (en) 2015-04-02 2017-10-10 Aftershock Services, Inc. Systems and methods for incentivizing user log-in to a user account associated with an online game
CN104826336A (en) * 2015-04-09 2015-08-12 侯闻中 Method of data communication by using game data and device
US10798457B2 (en) 2015-05-27 2020-10-06 Nvidia Corporation Start-up performance improvement for remote video gaming
US10991013B2 (en) * 2015-06-02 2021-04-27 Apple Inc. Presentation of media content based on computing device context
US9993729B2 (en) 2015-08-19 2018-06-12 Sony Interactive Entertainment America Llc User save data management in cloud gaming
US10315108B2 (en) * 2015-08-19 2019-06-11 Sony Interactive Entertainment America Llc Local application quick start with cloud transitioning
JP7315325B2 (en) * 2016-06-01 2023-07-26 株式会社あかつき Virtual money management system and program
CN107491999B (en) * 2016-06-13 2020-12-22 北京京东尚科信息技术有限公司 Statistical method, device and system for incoming order quantity of active pages
US10964159B2 (en) 2016-06-29 2021-03-30 Synergy Blue Llc Computer-implemented methods and regulated gaming machines configured for coordinated placement of ads
CA3029571A1 (en) 2016-06-29 2018-01-04 Synergy Blue, Llc Dynamic placement of in-game ads, in-game product placement, and in-game promotions in wager-based game environments
US10540670B1 (en) * 2016-08-31 2020-01-21 Nationwide Mutual Insurance Company System and method for analyzing electronic gaming activity
US10603583B1 (en) 2016-09-20 2020-03-31 Amazon Technologies, Inc. Entity-component architecture with components having multiple configurations
US10375206B1 (en) * 2016-09-20 2019-08-06 Amazon Technologies, Inc. Entity-component architecture with components having multiple configurations
US10846779B2 (en) 2016-11-23 2020-11-24 Sony Interactive Entertainment LLC Custom product categorization of digital media content
US10860987B2 (en) 2016-12-19 2020-12-08 Sony Interactive Entertainment LLC Personalized calendar for digital media content-related events
JP6437995B2 (en) * 2016-12-28 2018-12-12 株式会社バンダイナムコエンターテインメント Computer system, advertisement output control system, and advertisement output control apparatus
JP6378305B2 (en) * 2016-12-28 2018-08-22 株式会社バンダイナムコエンターテインメント Computer system, game system, and game apparatus
US10616293B1 (en) * 2017-06-19 2020-04-07 Amazon Technologies, Inc. Multiple account binding
US20190019376A1 (en) * 2017-07-11 2019-01-17 Versaci Interactive Gaming, Inc. Gaming methods and systems
JP6662818B2 (en) * 2017-07-31 2020-03-11 グリー株式会社 Display control method, display control program, and display control system
US11743536B2 (en) 2017-11-16 2023-08-29 Tuomas W. Sandholm Digital media campaign management in digital media delivery systems
US10931991B2 (en) 2018-01-04 2021-02-23 Sony Interactive Entertainment LLC Methods and systems for selectively skipping through media content
WO2019172541A1 (en) 2018-03-05 2019-09-12 Samsung Electronics Co., Ltd. Electronic apparatus and control method thereof
JP2019088841A (en) * 2019-01-22 2019-06-13 株式会社 ディー・エヌ・エー System, method, and program for providing game
US11321725B2 (en) * 2019-03-06 2022-05-03 Shervin Gerami System and method for monetizing advertising in a gaming or virtual system
US11351460B2 (en) * 2019-09-20 2022-06-07 Unity IPR ApS System and method for creating personalized game experiences
JP6886053B2 (en) * 2020-02-13 2021-06-16 グリー株式会社 Display control method, display control program, and display control system
JP6799271B1 (en) * 2020-05-25 2020-12-16 サミー株式会社 Game programs, server devices and game systems
US11890545B2 (en) * 2021-09-14 2024-02-06 Sony Group Corporation Enhancement of gameplay experience based on analysis of player data
US20230114475A1 (en) * 2021-10-12 2023-04-13 Haier Us Appliance Solutions, Inc. Household appliance with personalized features

Citations (35)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5105184A (en) * 1989-11-09 1992-04-14 Noorali Pirani Methods for displaying and integrating commercial advertisements with computer software
US5446919A (en) * 1990-02-20 1995-08-29 Wilkins; Jeff K. Communication system and method with demographically or psychographically defined audiences
US5643088A (en) * 1995-05-31 1997-07-01 Interactive Network, Inc. Game of skill or chance playable by remote participants in conjunction with a common game event including inserted interactive advertising
US5823879A (en) * 1996-01-19 1998-10-20 Sheldon F. Goldberg Network gaming system
US5946664A (en) * 1995-06-30 1999-08-31 Sony Corporation Apparatus and method for executing a game program having advertisements therein
US5964660A (en) * 1997-06-18 1999-10-12 Vr-1, Inc. Network multiplayer game
US6012984A (en) * 1997-04-11 2000-01-11 Gamesville.Com,Inc. Systems for providing large arena games over computer networks
US6026368A (en) * 1995-07-17 2000-02-15 24/7 Media, Inc. On-line interactive system and method for providing content and advertising information to a targeted set of viewers
US6036601A (en) * 1999-02-24 2000-03-14 Adaboy, Inc. Method for advertising over a computer network utilizing virtual environments of games
US6061659A (en) * 1997-06-03 2000-05-09 Digital Marketing Communications, Inc. System and method for integrating a message into a graphical environment
US6102406A (en) * 1999-06-07 2000-08-15 Steven A. Miles Internet-based advertising scheme employing scavenger hunt metaphor
US6179713B1 (en) * 1997-06-18 2001-01-30 Circadence Corporation Full-time turn based network multiplayer game
US6196920B1 (en) * 1998-03-31 2001-03-06 Masque Publishing, Inc. On-line game playing with advertising
US6205432B1 (en) * 1998-06-05 2001-03-20 Creative Internet Concepts, Llc Background advertising system
US6264560B1 (en) * 1996-01-19 2001-07-24 Sheldon F. Goldberg Method and system for playing games on a network
US6285985B1 (en) * 1998-04-03 2001-09-04 Preview Systems, Inc. Advertising-subsidized and advertising-enabled software
US20020004743A1 (en) * 2000-07-04 2002-01-10 Ken Kutaragi In-contents advertising method, in-contents advertising server, and program-transferring medium for realizing in-contents advertising
US20020013174A1 (en) * 2000-05-31 2002-01-31 Kiyoshi Murata Method and system for interactive advertising
US6539544B2 (en) * 1996-12-25 2003-03-25 Sony Corporation Game machine system, broadcasting system, data distribution system, and method, program executing apparatus and method
US20030083943A1 (en) * 2000-01-21 2003-05-01 Anchor Coin Method and apparatus for awarding and redeeming promotional points at an electronic game
US20030101092A1 (en) * 1998-05-27 2003-05-29 William Fuller Method for software distribution and compensation with replenishable advertisements
US6615039B1 (en) * 1999-05-10 2003-09-02 Expanse Networks, Inc Advertisement subgroups for digital streams
US6616533B1 (en) * 2000-05-31 2003-09-09 Intel Corporation Providing advertising with video games
US20030171985A1 (en) * 2002-03-07 2003-09-11 Jay Prabhu Multi mode pay per use or free use apparatus
US20030191690A1 (en) * 1999-11-30 2003-10-09 Mclntyre Dale F. Computer software product and system for advertising business and services
US6656042B2 (en) * 2000-03-24 2003-12-02 Espn-Starwave Partners Interactive fantasy lottery
US6674995B1 (en) * 1999-12-22 2004-01-06 Nokia Corporation Electronically augmented multiplayer sporting game with virtual ball passed by infrared apparatus
US20040030595A1 (en) * 2000-06-02 2004-02-12 Park Jong Hyouk Method of advertisement using online games
US6709335B2 (en) * 2001-09-19 2004-03-23 Zoesis, Inc. Method of displaying message in an interactive computer process during the times of heightened user interest
US20040143495A1 (en) * 1999-07-07 2004-07-22 Eric Koenig System and method for combining interactive game with infomercial
US20040148221A1 (en) * 2003-01-24 2004-07-29 Viva Chu Online game advertising system
US20040162759A1 (en) * 2002-09-03 2004-08-19 Daniel Willis Advertising on video event display systems
US6790142B2 (en) * 2001-04-04 2004-09-14 Aruze Corporation Advertisement distribution system and server
US20040186771A1 (en) * 2001-06-12 2004-09-23 Stuart Squires System and method for internet advertising through on-line games
US6928414B1 (en) * 2000-04-12 2005-08-09 Jae Heon Kim Advertisement method using game program on the internet and method for executing the game program having the advertisement according to the advertisement method

Family Cites Families (21)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5764823A (en) * 1994-03-17 1998-06-09 A R T Group Inc Optical switch for isolating multiple fiber optic strands
JP3486043B2 (en) * 1996-03-11 2004-01-13 株式会社東芝 Operating method of software distribution system and software system
JP2000352948A (en) * 1999-06-03 2000-12-19 Jun Jae Youn Internet advertisement device and method therefor
JP4155691B2 (en) * 2000-03-07 2008-09-24 富士通株式会社 3D interactive game system and advertising system using the same
JP2001286682A (en) * 2000-04-05 2001-10-16 Casio Comput Co Ltd Network game system and method for network game
JP2001291004A (en) * 2000-04-07 2001-10-19 Nec Corp Advertisement display system accompanying on-line game distribution and advertisement display method therefor
JP2002073321A (en) * 2000-04-18 2002-03-12 Fuji Photo Film Co Ltd Image display method
JP3770372B2 (en) * 2000-05-16 2006-04-26 Kddi株式会社 Advertising mediation system using games
JP3815654B2 (en) * 2000-05-16 2006-08-30 Kddi株式会社 Billing management system for online game machines
JP2002056293A (en) * 2000-08-09 2002-02-20 Cyberspace:Kk Information processor
JP2002052254A (en) * 2000-08-10 2002-02-19 Sony Corp Competition game device, competition game management device and competition game execution method and storage medium
US6754823B1 (en) 2000-10-24 2004-06-22 Kurzweil Cyberart Technologies Technique for distributing software
JP2002159757A (en) * 2000-11-24 2002-06-04 Namco Ltd Game device, information storage medium, information processing system, advertisement method and speaking toy
JP2002324193A (en) * 2001-01-24 2002-11-08 Dimps:Kk Information management system and information providing method for advertisement
JP2002230392A (en) * 2001-01-30 2002-08-16 Tetsuya Tanaka Automatic advertisement embedding system
JP2002251496A (en) * 2001-02-21 2002-09-06 Kotobuki Kikaku:Kk Game software providing system with advertising function
JP3236603B1 (en) * 2001-02-28 2001-12-10 コナミ株式会社 Game advertisement billing system and program for home games, etc.
JP2002288538A (en) * 2001-03-28 2002-10-04 Yano Kazutaka Method for acquisition of information such as advertisement in communication game using internet
JP4647137B2 (en) * 2001-06-06 2011-03-09 シャープ株式会社 Advertisement data processing method, sales management method, advertisement data processing device, application terminal device, advertisement data processing system, advertisement data processing program
US7016648B2 (en) * 2001-12-18 2006-03-21 Ixi Mobile (Israel) Ltd. Method, system and computer readable medium for downloading a software component to a device in a short distance wireless network
US7822688B2 (en) * 2002-08-08 2010-10-26 Fujitsu Limited Wireless wallet

Patent Citations (47)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5105184B1 (en) * 1989-11-09 1997-06-17 Noorali Pirani Methods for displaying and integrating commercial advertisements with computer software
US5105184A (en) * 1989-11-09 1992-04-14 Noorali Pirani Methods for displaying and integrating commercial advertisements with computer software
US5446919A (en) * 1990-02-20 1995-08-29 Wilkins; Jeff K. Communication system and method with demographically or psychographically defined audiences
US5643088A (en) * 1995-05-31 1997-07-01 Interactive Network, Inc. Game of skill or chance playable by remote participants in conjunction with a common game event including inserted interactive advertising
US20040111317A1 (en) * 1995-06-30 2004-06-10 Sony Corporation Apparatus and method for executing a game program having advertisements therein
US5946664A (en) * 1995-06-30 1999-08-31 Sony Corporation Apparatus and method for executing a game program having advertisements therein
US20020040322A1 (en) * 1995-06-30 2002-04-04 Sony Corporation Apparatus and method for executing a game program having advertisements therein
US6601041B1 (en) * 1995-07-17 2003-07-29 Yale Robert Brown Method of providing targeted advertisements to a computer mediated communications network
US6026368A (en) * 1995-07-17 2000-02-15 24/7 Media, Inc. On-line interactive system and method for providing content and advertising information to a targeted set of viewers
US5823879A (en) * 1996-01-19 1998-10-20 Sheldon F. Goldberg Network gaming system
US6712702B2 (en) * 1996-01-19 2004-03-30 Sheldon F. Goldberg Method and system for playing games on a network
US6183366B1 (en) * 1996-01-19 2001-02-06 Sheldon Goldberg Network gaming system
US6264560B1 (en) * 1996-01-19 2001-07-24 Sheldon F. Goldberg Method and system for playing games on a network
US6611957B2 (en) * 1996-12-25 2003-08-26 Sony Corporation Start signal for a computer program in a network environment with start signal of time information, program ID and CM data
US6539544B2 (en) * 1996-12-25 2003-03-25 Sony Corporation Game machine system, broadcasting system, data distribution system, and method, program executing apparatus and method
US6640336B1 (en) * 1996-12-25 2003-10-28 Sony Corporation Game machine system, broadcasting system, data distribution system and method, program executing apparatus and method
US6782533B2 (en) * 1996-12-25 2004-08-24 Sony Corporation Encrypted start signal for game with data substitution in original data and means for limiting execution
US6012984A (en) * 1997-04-11 2000-01-11 Gamesville.Com,Inc. Systems for providing large arena games over computer networks
US6243104B1 (en) * 1997-06-03 2001-06-05 Digital Marketing Communications, Inc. System and method for integrating a message into streamed content
US6061659A (en) * 1997-06-03 2000-05-09 Digital Marketing Communications, Inc. System and method for integrating a message into a graphical environment
US6179713B1 (en) * 1997-06-18 2001-01-30 Circadence Corporation Full-time turn based network multiplayer game
US5964660A (en) * 1997-06-18 1999-10-12 Vr-1, Inc. Network multiplayer game
US6196920B1 (en) * 1998-03-31 2001-03-06 Masque Publishing, Inc. On-line game playing with advertising
US6625578B2 (en) * 1998-03-31 2003-09-23 Masque Publishing, Inc. On-line game playing with advertising
US6285985B1 (en) * 1998-04-03 2001-09-04 Preview Systems, Inc. Advertising-subsidized and advertising-enabled software
US20030101092A1 (en) * 1998-05-27 2003-05-29 William Fuller Method for software distribution and compensation with replenishable advertisements
US6205432B1 (en) * 1998-06-05 2001-03-20 Creative Internet Concepts, Llc Background advertising system
US6036601A (en) * 1999-02-24 2000-03-14 Adaboy, Inc. Method for advertising over a computer network utilizing virtual environments of games
US6615039B1 (en) * 1999-05-10 2003-09-02 Expanse Networks, Inc Advertisement subgroups for digital streams
US6102406A (en) * 1999-06-07 2000-08-15 Steven A. Miles Internet-based advertising scheme employing scavenger hunt metaphor
US20040143495A1 (en) * 1999-07-07 2004-07-22 Eric Koenig System and method for combining interactive game with infomercial
US20030191690A1 (en) * 1999-11-30 2003-10-09 Mclntyre Dale F. Computer software product and system for advertising business and services
US6674995B1 (en) * 1999-12-22 2004-01-06 Nokia Corporation Electronically augmented multiplayer sporting game with virtual ball passed by infrared apparatus
US20030083943A1 (en) * 2000-01-21 2003-05-01 Anchor Coin Method and apparatus for awarding and redeeming promotional points at an electronic game
US6656042B2 (en) * 2000-03-24 2003-12-02 Espn-Starwave Partners Interactive fantasy lottery
US6928414B1 (en) * 2000-04-12 2005-08-09 Jae Heon Kim Advertisement method using game program on the internet and method for executing the game program having the advertisement according to the advertisement method
US20020013174A1 (en) * 2000-05-31 2002-01-31 Kiyoshi Murata Method and system for interactive advertising
US6616533B1 (en) * 2000-05-31 2003-09-09 Intel Corporation Providing advertising with video games
US20040030595A1 (en) * 2000-06-02 2004-02-12 Park Jong Hyouk Method of advertisement using online games
US20020004743A1 (en) * 2000-07-04 2002-01-10 Ken Kutaragi In-contents advertising method, in-contents advertising server, and program-transferring medium for realizing in-contents advertising
US6790142B2 (en) * 2001-04-04 2004-09-14 Aruze Corporation Advertisement distribution system and server
US20040186771A1 (en) * 2001-06-12 2004-09-23 Stuart Squires System and method for internet advertising through on-line games
US6709335B2 (en) * 2001-09-19 2004-03-23 Zoesis, Inc. Method of displaying message in an interactive computer process during the times of heightened user interest
US20030171985A1 (en) * 2002-03-07 2003-09-11 Jay Prabhu Multi mode pay per use or free use apparatus
US20040162759A1 (en) * 2002-09-03 2004-08-19 Daniel Willis Advertising on video event display systems
US20040148221A1 (en) * 2003-01-24 2004-07-29 Viva Chu Online game advertising system
US20060085261A1 (en) * 2003-01-24 2006-04-20 Viva Chu Online game advertising system

Cited By (138)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040148221A1 (en) * 2003-01-24 2004-07-29 Viva Chu Online game advertising system
US7729946B2 (en) 2003-01-24 2010-06-01 Massive Incorporated Online game advertising system
US20070027773A1 (en) * 2004-03-31 2007-02-01 Lee Han Y Method for billing advertiser for keyword advertisement in internet search engine and a system thereof
US7905777B2 (en) 2005-08-04 2011-03-15 Igt Methods and apparatus for auctioning an item via a gaming device
US8632394B2 (en) 2005-08-04 2014-01-21 Igt Methods and apparatus for auctioning an item via a gaming device
US8167709B2 (en) 2005-08-04 2012-05-01 Igt Methods and apparatus for auctioning an item via a gaming device
US8512121B2 (en) 2005-09-09 2013-08-20 Igt Gaming system having multiple adjacently arranged gaming machines which each provide a component for a multi-component game
US8216065B2 (en) 2005-09-09 2012-07-10 Igt Gaming system having multiple adjacently arranged gaming machines which each provide a component for a multi-component game
US20070076729A1 (en) * 2005-10-04 2007-04-05 Sony Computer Entertainment Inc. Peer-to-peer communication traversing symmetric network address translators
US8224985B2 (en) 2005-10-04 2012-07-17 Sony Computer Entertainment Inc. Peer-to-peer communication traversing symmetric network address translators
US20070239819A1 (en) * 2005-10-07 2007-10-11 Neoedge Networks, Inc. Service and messaging infrastructure to support creation of distributed, peer to peer applications with a service oriented architecture
US20070237133A1 (en) * 2005-10-07 2007-10-11 Steven Woods System and method for providing content, applications, services and digital media to users in a peer-to-peer network
US20070233879A1 (en) * 2005-10-07 2007-10-04 Steven Woods System and method for advertisement identification, selection, and distribution involving a peer-to-peer network
US9554093B2 (en) 2006-02-27 2017-01-24 Microsoft Technology Licensing, Llc Automatically inserting advertisements into source video content playback streams
US9788080B2 (en) 2006-02-27 2017-10-10 Microsoft Technology Licensing, Llc Automatically inserting advertisements into source video content playback streams
US8968077B2 (en) * 2006-04-13 2015-03-03 Idt Methods and systems for interfacing with a third-party application
US20100105454A1 (en) * 2006-04-13 2010-04-29 Igt Methods and systems for interfacing with a third-party application
US9135626B2 (en) * 2006-06-30 2015-09-15 Nokia Technologies Oy Advertising middleware
US20080004952A1 (en) * 2006-06-30 2008-01-03 Nokia Corporation Advertising Middleware
US10387919B1 (en) * 2006-06-30 2019-08-20 Google Llc Accelerated content delivery in bandwidth-constrained networks
US20080065481A1 (en) * 2006-09-13 2008-03-13 Microsoft Corporation User-associated, interactive advertising monetization
US20080077784A1 (en) * 2006-09-21 2008-03-27 Gerri's Marketing & Advertising Concepts, Llc Electronic marketing on a computing device during select time windows
US20080263673A1 (en) * 2006-09-29 2008-10-23 Viewpoint Corporation System and method for delivering promotional and information content during a computer-based application and collecting impression metrics
US7857699B2 (en) 2006-11-01 2010-12-28 Igt Gaming system and method of operating a gaming system having a bonus participation bidding sequence
US20080207328A1 (en) * 2007-02-23 2008-08-28 Neoedge Networks, Inc. Interstitial advertising in a gaming environment
US20080204450A1 (en) * 2007-02-27 2008-08-28 Dawson Christopher J Avatar-based unsolicited advertisements in a virtual universe
US20080204448A1 (en) * 2007-02-27 2008-08-28 Dawson Christopher J Unsolicited advertisements in a virtual universe through avatar transport offers
US9589380B2 (en) * 2007-02-27 2017-03-07 International Business Machines Corporation Avatar-based unsolicited advertisements in a virtual universe
US20080232561A1 (en) * 2007-03-20 2008-09-25 Microsoft Corporation Advertising funded data access services
US8756103B1 (en) 2007-03-28 2014-06-17 Qurio Holdings, Inc. System and method of implementing alternative redemption options for a consumer-centric advertising system
US20080254896A1 (en) * 2007-04-12 2008-10-16 Peter Sispoidis Impression tracking
US7995478B2 (en) 2007-05-30 2011-08-09 Sony Computer Entertainment Inc. Network communication with path MTU size discovery
US20080300060A1 (en) * 2007-05-31 2008-12-04 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Online game server, online game program product and game apparatus
US8480496B2 (en) 2007-05-31 2013-07-09 Kabushiki Kaisha Square Enix Online game server, online game program product and game apparatus
US20080307473A1 (en) * 2007-06-06 2008-12-11 Virtual Worlds Ppv, Llc Virtual worlds pay-per-view
US20080307066A1 (en) * 2007-06-07 2008-12-11 Qurio Holdings, Inc. Systems and Methods of Providing Collaborative Consumer-Controlled Advertising Environments
US8560387B2 (en) 2007-06-07 2013-10-15 Qurio Holdings, Inc. Systems and methods of providing collaborative consumer-controlled advertising environments
US8600808B2 (en) 2007-06-07 2013-12-03 Qurio Holdings, Inc. Methods and systems of presenting advertisements in consumer-defined environments
US20080319844A1 (en) * 2007-06-22 2008-12-25 Microsoft Corporation Image Advertising System
US9427662B2 (en) 2007-06-26 2016-08-30 Gosub 60, Inc. Methods and systems for providing in-game hot spots
US8688089B2 (en) * 2007-06-26 2014-04-01 Gosub 60, Inc. Methods and systems for providing in-game hot spots
US20090006208A1 (en) * 2007-06-26 2009-01-01 Ranjit Singh Grewal Display of Video with Tagged Advertising
US20090005003A1 (en) * 2007-06-26 2009-01-01 Gosub 60, Inc. Methods and Systems for Providing In-Game Hot Spots
US20110208587A1 (en) * 2007-06-26 2011-08-25 Jamstar Media, Llc Display of Video with Tagged Advertising
WO2009024927A3 (en) * 2007-08-22 2009-12-30 David John Andrews In game advertising
WO2009024927A2 (en) * 2007-08-22 2009-02-26 David John Andrews In game advertising
US9111285B2 (en) 2007-08-27 2015-08-18 Qurio Holdings, Inc. System and method for representing content, user presence and interaction within virtual world advertising environments
US8654255B2 (en) 2007-09-20 2014-02-18 Microsoft Corporation Advertisement insertion points detection for online video advertising
US20090079871A1 (en) * 2007-09-20 2009-03-26 Microsoft Corporation Advertisement insertion points detection for online video advertising
US20090094104A1 (en) * 2007-10-04 2009-04-09 Microsoft Corporation Advertisements for Products in Media Content
US8600779B2 (en) 2007-10-09 2013-12-03 Microsoft Corporation Advertising with an influential participant in a virtual world
US8606634B2 (en) 2007-10-09 2013-12-10 Microsoft Corporation Providing advertising in a virtual world
US20090091565A1 (en) * 2007-10-09 2009-04-09 Microsoft Corporation Advertising with an influential participant in a virtual world
US20090094106A1 (en) * 2007-10-09 2009-04-09 Microsoft Corporation Providing advertising in a virtual world
US20090132361A1 (en) * 2007-11-21 2009-05-21 Microsoft Corporation Consumable advertising in a virtual world
US8943206B2 (en) 2007-12-04 2015-01-27 Sony Computer Entertainment Inc. Network bandwidth detection and distribution
US20110099278A1 (en) * 2007-12-04 2011-04-28 Sony Computer Entertainment Inc. Network traffic prioritization
US20090144424A1 (en) * 2007-12-04 2009-06-04 Sony Computer Entertainment Inc. Network bandwidth detection and distribution
US8171123B2 (en) 2007-12-04 2012-05-01 Sony Computer Entertainment Inc. Network bandwidth detection and distribution
US8005957B2 (en) 2007-12-04 2011-08-23 Sony Computer Entertainment Inc. Network traffic prioritization
US20090167766A1 (en) * 2007-12-27 2009-07-02 Microsoft Corporation Advertising revenue sharing
US8527334B2 (en) 2007-12-27 2013-09-03 Microsoft Corporation Advertising revenue sharing
US20090171787A1 (en) * 2007-12-31 2009-07-02 Microsoft Corporation Impressionative Multimedia Advertising
US20090192891A1 (en) * 2008-01-29 2009-07-30 Microsoft Corporation Real world and virtual world cross-promotion
US8719077B2 (en) 2008-01-29 2014-05-06 Microsoft Corporation Real world and virtual world cross-promotion
WO2009099496A1 (en) * 2008-01-31 2009-08-13 Microsoft Corporation System and method for targeted recommendations using social gaming networks
US20090197681A1 (en) * 2008-01-31 2009-08-06 Microsoft Corporation System and method for targeted recommendations using social gaming networks
US20090210301A1 (en) * 2008-02-14 2009-08-20 Microsoft Corporation Generating customized content based on context data
US20090210493A1 (en) * 2008-02-15 2009-08-20 Microsoft Corporation Communicating and Displaying Hyperlinks in a Computing Community
US8930545B2 (en) 2008-03-05 2015-01-06 Sony Computer Entertainment Inc. Traversal of symmetric network address translator for multiple simultaneous connections
US20110035501A1 (en) * 2008-03-05 2011-02-10 Sony Computer Entertainment Inc. Traversal of symmetric network address translator for multiple simultaneous connections
US8015300B2 (en) 2008-03-05 2011-09-06 Sony Computer Entertainment Inc. Traversal of symmetric network address translator for multiple simultaneous connections
US20090228355A1 (en) * 2008-03-07 2009-09-10 Dawson Christopher J Amelioration of unsolicited advertisements in a virtual universe through avatar transport offers
US9661069B2 (en) 2008-04-29 2017-05-23 International Business Machines Corporation Virtual world subgroup determination and segmentation for performance scalability
US8230441B2 (en) 2008-04-29 2012-07-24 International Business Machines Corporation Virtual world subgroup determination and segmentation for performance scalability
US20090271206A1 (en) * 2008-04-29 2009-10-29 International Business Machnines Corporation Virtual world subgroup determination and segmentation for performance scalability
US8533733B2 (en) 2008-04-29 2013-09-10 International Business Machines Corporation Virtual world subgroup determination and segmentation for performance scalability
US10003640B2 (en) 2008-04-29 2018-06-19 International Business Machines Corporation Virtual world subgroup determination and segmentation for performance scalability
US9311693B2 (en) 2008-05-14 2016-04-12 International Business Machines Corporation Differential resource application in virtual worlds based on payment and account options
US9607442B2 (en) 2008-05-14 2017-03-28 International Business Machines Corporation Differential resource application in virtual worlds based on payment and account options
US8648875B2 (en) 2008-05-14 2014-02-11 International Business Machines Corporation Differential resource applications in virtual worlds based on payment and account options
US10275119B2 (en) 2008-05-14 2019-04-30 International Business Machines Corporation Differential resource application in virtual worlds based on payment and account options
US10564810B2 (en) 2008-05-14 2020-02-18 International Business Machines Corporation Differential resource application in virtual worlds based on payment and account options
US20090284548A1 (en) * 2008-05-14 2009-11-19 International Business Machines Corporation Differential resource applications in virtual worlds based on payment and account options
US20100005007A1 (en) * 2008-07-07 2010-01-07 Aaron Roger Cox Methods of associating real world items with virtual world representations
US10380604B2 (en) 2008-07-17 2019-08-13 International Business Machines Corporation Method and system for viral marketing within a virtual world
US11373196B2 (en) 2008-07-17 2022-06-28 Kyndryl, Inc. Method and system for viral marketing within a virtual world
US20100017283A1 (en) * 2008-07-21 2010-01-21 International Business Machines Corporation Dynamic advertising systems and methods for virtual universes
US10037565B2 (en) 2008-07-24 2018-07-31 International Business Machines Corporation System and method for prioritization of rendering policies in virtual environments
US11010826B2 (en) 2008-07-24 2021-05-18 International Business Machines Corporation System and method for prioritization of rendering policies in virtual environments
US20100023406A1 (en) * 2008-07-24 2010-01-28 International Business Machines Corporation System and method for prioritization of rendering policies in virtual environments
US7515136B1 (en) * 2008-07-31 2009-04-07 International Business Machines Corporation Collaborative and situationally aware active billboards
US10699282B2 (en) 2008-08-05 2020-06-30 International Business Machines Corporation Method and system for automatic optimal advertising determination within a virtual universe
US20100036718A1 (en) * 2008-08-05 2010-02-11 International Business Machines Corporation Method and system for automatic optimal advertising determination within a virtual universe
US20100036906A1 (en) * 2008-08-05 2010-02-11 Google Inc. Advertisements for streaming media
US9928528B2 (en) 2008-08-11 2018-03-27 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US9256346B2 (en) 2008-08-11 2016-02-09 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US11004121B2 (en) 2008-08-11 2021-05-11 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US10592933B2 (en) 2008-08-11 2020-03-17 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US20100037160A1 (en) * 2008-08-11 2010-02-11 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US10115113B2 (en) 2008-08-11 2018-10-30 International Business Machines Corporation Immersive advertisements in a virtual universe
US9940648B2 (en) 2008-08-11 2018-04-10 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US9672542B2 (en) 2008-08-11 2017-06-06 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US20100036735A1 (en) * 2008-08-11 2010-02-11 International Business Machines Corporation Triggering immersive advertisements in a virtual universe
US9547413B2 (en) 2008-08-11 2017-01-17 International Business Machines Corporation Managing ephemeral locations in a virtual universe
US20100036729A1 (en) * 2008-08-11 2010-02-11 International Business Machines Corporation Immersive advertisements in a virtual universe
US8060626B2 (en) 2008-09-22 2011-11-15 Sony Computer Entertainment America Llc. Method for host selection based on discovered NAT type
US20100077087A1 (en) * 2008-09-22 2010-03-25 Sony Computer Entertainment Amercica Inc. Method for host selection based on discovered nat type
US10169767B2 (en) 2008-09-26 2019-01-01 International Business Machines Corporation Method and system of providing information during content breakpoints in a virtual universe
US8347235B2 (en) 2008-09-26 2013-01-01 International Business Machines Corporation Method and system of providing information during content breakpoints in a virtual universe
US9213982B2 (en) 2008-09-26 2015-12-15 International Business Machines Corporation Method and system of providing information during content breakpoints in a virtual universe
US10909549B2 (en) 2008-09-26 2021-02-02 International Business Machines Corporation Method and system of providing information during content breakpoints in a virtual universe
US20100083107A1 (en) * 2008-09-26 2010-04-01 International Business Machines Corporation Method and system of providing information during content breakpoints in a virtual universe
WO2010045093A3 (en) * 2008-10-16 2010-07-01 Nc Interactive, Inc. Interactive network game and methods thereof
US20100099495A1 (en) * 2008-10-16 2010-04-22 Nc Interactive, Inc. Interactive network game and methods thereof
US20100241628A1 (en) * 2008-11-24 2010-09-23 Isaac Levanon User generated image facades on virtual 3D structures displays on mobile platforms for mobile users
US8207989B2 (en) 2008-12-12 2012-06-26 Microsoft Corporation Multi-video synthesis
US20100149419A1 (en) * 2008-12-12 2010-06-17 Microsoft Corporation Multi-video synthesis
WO2010104740A1 (en) * 2009-03-09 2010-09-16 Sony Computer Entertainment America Llc. System and method for sponsorship recognition
US20100228600A1 (en) * 2009-03-09 2010-09-09 Eric Lempel System and method for sponsorship recognition
US20100250385A1 (en) * 2009-03-31 2010-09-30 Eric Lempel Method and system for a combination voucher
US20100261520A1 (en) * 2009-04-08 2010-10-14 Eric Lempel System and method for wagering badges
US9047736B2 (en) 2009-04-08 2015-06-02 Sony Computer Entertainment America Llc System and method for wagering badges
US20110015976A1 (en) * 2009-07-20 2011-01-20 Eric Lempel Method and system for a customized voucher
US20110082725A1 (en) * 2009-10-02 2011-04-07 Ryan Steelberg Application Software Video Channel
US20110112847A1 (en) * 2009-11-06 2011-05-12 Ball Zachary W Incentivized program
US20120101878A1 (en) * 2010-10-25 2012-04-26 Hon Hai Precision Industry Co., Ltd. Advertisement display system and method
CN102456200A (en) * 2010-10-25 2012-05-16 鸿富锦精密工业(深圳)有限公司 Commodity advertisement insertion system and method
US20120209668A1 (en) * 2011-02-15 2012-08-16 Terry Angelos Dynamically serving content to social network members
US20120214584A1 (en) * 2011-02-23 2012-08-23 Disney Enterprises, Inc. Gender and age based gameplay through face perception
US20140228095A1 (en) * 2011-02-23 2014-08-14 Disney Enterprises, Inc. Gender and Age Based Gameplay through Face Perception
US8777739B2 (en) * 2011-02-23 2014-07-15 Disney Enterprises, Inc. Gender and age based gameplay through face perception
US9044674B2 (en) * 2011-02-23 2015-06-02 Disney Enterprises, Inc. Gender and age based gameplay through face perception
WO2013033266A1 (en) * 2011-08-30 2013-03-07 Paedae Method and apparatus for personalized marketing
US10664878B2 (en) * 2012-02-24 2020-05-26 Ad Persistence Llc Data capture for user interaction with promotional materials
US20130332845A1 (en) * 2012-06-12 2013-12-12 Virtual Panoramics Llc Apparatus and Method for Utilizing Dynamic Three-Dimensional Facades for Organizing Content
US9216353B2 (en) 2013-03-13 2015-12-22 Ignite Game Technologies, Inc. Apparatus and method for real-time measurement and evaluation of skill levels of participants in a multi-media interactive environment
US9826363B1 (en) * 2017-07-09 2017-11-21 David Quan He Mobile media delivery system and methods of using the same

Also Published As

Publication number Publication date
EP1625461A4 (en) 2010-03-17
WO2004068278A2 (en) 2004-08-12
JP2006519637A (en) 2006-08-31
US7729946B2 (en) 2010-06-01
EP1625461A2 (en) 2006-02-15
WO2004068278A3 (en) 2006-02-02
MXPA05007893A (en) 2006-08-18
KR20050111581A (en) 2005-11-25
US7698178B2 (en) 2010-04-13
US20040148221A1 (en) 2004-07-29
CA2514104A1 (en) 2004-08-12
US20060085261A1 (en) 2006-04-20

Similar Documents

Publication Publication Date Title
US7698178B2 (en) Online game advertising system
US10789611B2 (en) Advertising impression determination
US9589274B2 (en) System and method for consumer-selected advertising and branding in interactive media
US8417535B2 (en) System and method for consumer-selected advertising and branding in interactive media
US10046239B2 (en) Monitoring advertisement impressions
KR20080054428A (en) Using information from user video game interactions to target advertisements
US11783383B2 (en) Method and system for providing advertising in immersive digital environments
Hnátek The Role of Banner and the Design of an Internet Campaign
Giordano et al. Branding opportunities within Mobile Games

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION

AS Assignment

Owner name: MICROSOFT TECHNOLOGY LICENSING, LLC, WASHINGTON

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:MICROSOFT CORPORATION;REEL/FRAME:034766/0509

Effective date: 20141014