CN101540029A - System and method for releasing and managing advertisement in real time in online game - Google Patents

System and method for releasing and managing advertisement in real time in online game Download PDF

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Publication number
CN101540029A
CN101540029A CN200910048843A CN200910048843A CN101540029A CN 101540029 A CN101540029 A CN 101540029A CN 200910048843 A CN200910048843 A CN 200910048843A CN 200910048843 A CN200910048843 A CN 200910048843A CN 101540029 A CN101540029 A CN 101540029A
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advertisement
server
online game
client
real
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胡立里
普拉奇
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Shanghai Ruiku Culture Communication Co Ltd
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Shanghai Ruiku Culture Communication Co Ltd
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Abstract

The invention discloses a technology for releasing and managing advertisement in real time in online game, wherein advertisement material of an advertisement end is transmitted to a client through an online game end; then the client transmits related feedback information to the advertisement end through an online game service end, wherein an advertisement server and an online game server communicate in real time. The invention can carry out the release and management of advertisement in a plurality of massively multiplayer online games simultaneously; in the process of the release and management of advertisement, the invention synchronously releases and manages advertisement in real time, does not need users of the game to update patch or link the advertisement server, thus having no latency time and not affecting the experience of users in the games. The invention simultaneously provides a statistic system and a method for feeding back information in the games; in the process of advertising management, the invention can manage advertising time and space, advertising delivering crowd property (region, fancy, gender and the like), can carried out quantification management of advertising effect in massively multiplayer simultaneously online games particularly, that is to say, statistical management of 'effective presence'.

Description

The system and method for real-time release and managing advertisement in the online game
Technical field
The present invention relates to online game and advertisement field, relate in particular to the system and method for real-time release and managing advertisement in online game.
Background technology
The medium of advertisement are numerous, existing TV, and broadcasting, popularity communications medias such as newspaper have outdoor medias such as guideboard, lamp box, the vehicles again, and POP, packing material, yellow pages, other medium such as products catalogue also have the INTERNET medium that rise day by day certainly.
Online game (MMOGAME) claims again " game on line (on-line game) ", is called for short " network game ", and it must rely on the recreation that the internet carries out, can many people participates in simultaneously, reaches the order of interchange, amusement and leisure by interpersonal interaction.And the online game speed of development is very surprising, and it has converged numerous crowds, and the player of participation grows with each passing day.And the initial web advertisement is exactly a webpage itself, for example net width of cloth advertisement (banner).Along with the development of online game, advertising has therein become a great development trend of advertising.
Online game built-in type advertisement (IGA, In Game Advertisement) is the brand-new medium direction that is pregnant with under the situation of online game high speed development, and it is experienced to the information of a kind of similar real world that the network game fan brings.Online game is embedded in advertisement has become international development trend, is the brand-new growth point that recreation is made a profit, and by increasing crowd's approval, and to be acknowledged as will be the important trend of web advertisement development with extremely strong vitality and potentiality.
In the existing correlation technique, for example Chinese patent application number is the patent of 200580048127.X, it is primarily aimed at Sony PlaySation and Microsoft Xbox, carry out Advertisement arrangement management and location advertising management in the video-games such as Pc, though also relate to network communication, but be to integrate a plurality of above-mentioned gaming platforms, correlation technique that will certainly comprehensive above-mentioned gaming platform realizes that advertisement can both move on different platform; And for most of gaming platform, it mainly is based on the platform batch (-type) is upgraded, moreover its technological means that adopts mainly be to advertisement in recreation existing position and interiorly perhaps be linked on the remote server by recreation, thereby existing ad content is carried out the waiting management.
In addition, also the game player is followed release management according to advertisements of advancing such as IP address, player preferences.And can't realize the real-time release of advertisement, real-time update and real-time management, the mechanism that does not have prison to broadcast can't determine whether advertisement is seen by game user under game environment, how long seen, seen how many times, also can't accomplish in real time to specifying recreation, fixed time, specify the position in the recreation, the broadcast of advertisement is carried out in the advertisement of appointment, stops, and upgrades ad content etc.In addition, its data-carrying capacity is 1,000,000 grades of user managements, and is not to be an ad system solution (case) that is specifically designed to the simultaneously online online game of large-scale many people.
Have, above technology contents relates to video-game (VIDEO GAMES) but not game on line (ONLINE GAMES) mostly again.Because VIDEO GAMES and ONLINE GAMES belong to different technologies, its basic technique principle and every benefit all are not quite similar, ONLINE GAMES in the server technology field, Internet technical field, communications protocol technical field all have higher requirements.
Comprehensive technology now, no matter be disclosed technology in the above-mentioned patent, still our online game is when carrying out the issue of advertisement, normally provide ad content (code) by advertiser, increase patch by the recreation merchant by game server again, make network trip server itself finish renewal, carry out the down loading updating of patch again by the player in the client of oneself, after client is finished down loading updating, can play.If download is big, then need to wait for the long time.
In addition, the work of down loading updating generally is before the player starts recreation, or is to need network game server end to disconnect with client to be connected, and after the insertion of finishing advertisement, each player just can play after finishing by the patch down loading updating of client; The network that is network game server end and client does not disconnect, and carries out the down loading updating of patch before client will be played, and waits to finish the recreation of being allowed for access after the renewal.And for the issue of advertisement, the previous case needs undoubtedly that network game server end is correlated with disconnects network with client and is connected, upgrades patch (may also need to carry out privacy protection measure etc.), sets up associative operation such as network connection, increase a lot of work not only for the online game operator, and the issue of advertisement is also convenient inadequately, timely; Not only there be " not reaching " in then a kind of situation in the issuing process of advertisement, but also the management of advertisement is made troubles.
In sum, can't be in online game in the prior art real-time release and managing advertisement, and after needing the client downloads renewal to finish, can play, to consider that so on the one hand advertisement is brought in constant renewal in, variation, to consider also that on the other hand the player will upgrade wait before each recreation, become technical difficulty to be overcome really.
In view of this, how to provide the system and method for real-time release and managing advertisement in a kind of online game, reduce above-mentioned drawback and become the technical matters that industry needs to be resolved hurrily.
Summary of the invention
A purpose of the present invention is to provide the system and method for real-time release and managing advertisement in a kind of online game, can carry out the issue and the management of advertisement simultaneously in a plurality of MMO online games.
A purpose of the present invention is to provide the system and method for real-time release and managing advertisement in a kind of online game, in the process of the issue of carrying out advertisement and management, the issue and the management of in real time synchronous advertisement, need not down to allow game user remove to upgrade patch, the link advertisement server, do not have the stand-by period, do not influence the experience of game user in recreation.
A purpose of the present invention is to provide the system and method for real-time release and managing advertisement in a kind of online game, in the process of carrying out advertising management, not only can carry out time spot, position, the management such as (region, hobby, surname do not wait) of advertisement people from the side of throwing character, especially can carry out the quantification management of advertising results in large-scale many people online online game simultaneously, i.e. the statistical management of " effectively exposure rate ".
In order to achieve the above object, the invention provides the system of real-time release and managing advertisement in a kind of online game, comprise: advertisement terminal, the online game end, and client, described advertisement terminal has Advertisement Server and stores the database of advertisement material, described online game end has network game server, wherein, real-time communication between described Advertisement Server and the network game server, described Advertisement Server correspondent advertisement place in described network game server provides the advertisement material, and receives described network game server feedack; Described network game server is broadcast to the client that is attached thereto with the advertisement material that receives, and receives the feedback information of client.
Described online game end is a plurality of, be that the present invention is issue and the management that can carry out advertisement simultaneously in a plurality of MMO online games, and in specific embodiment, described online game end is divided into a plurality of groups, and ad distribution and the management carried out at the online game end on the same group not have its uniqueness; Described online game end has a plurality of network game servers, that is to say, may have a plurality of servers in each online game, for example has many lines, district (server) in an online game.
Described Advertisement Server is to set up the real time data communication by an intermediate server and described online game end.In specific embodiment, described intermediate server (can be described as acting server) can be arranged on described online game end, also can with described network game server on same station server or same server cluster, What is more, and described intermediate server is a virtual server; Certainly, described intermediate server also can be independent server or group of server at the online game end.This intermediate server offers described network game server with the advertisement material that Advertisement Server provides, and can send the feedback information of described network game server feedback to Advertisement Server; In one embodiment, described intermediate server is a virtual server, is to realize by corresponding software.
Described network game server and client are integrated with the Advertising application interface (API) that is applicable to advertisement material and transmission of feedback information, utilize the correspondent advertisement application programming interfaces, not only can be specially for the issue and the management of Instant Ads provides technology comparatively easily, and can limit the data packet length scope and the network bandwidth scope of carrying out advertisement material and transmission of feedback information.
Described network game server is when the client that is attached thereto will display ads, described advertisement material is downloaded to described client in real time, that is to say, when the online game player will see advertisement, client will be downloaded to the advertisement material local from described network game server and show, realizes real-time down loading updating.
The system of real-time release and managing advertisement also comprises the feedback information statistical system in the described online game, is in order to adding up at the advertising results that described client produced, and statistical information is fed back to described advertisement terminal.
In specific embodiment, described feedback information statistical system is arranged on described online game end, in order to the feedback information of collection client, and adds up, and statistics is fed back to advertisement terminal; Certainly, in other embodiments, described feedback information statistical system also can be arranged on described client, in order to collect feedback information and to add up, statistics is fed back to advertisement terminal by the online game end.
And described feedback information statistical system comprises detecting module, and statistical module, and wherein said detecting module is to be the center with the advertisement in the online game, player's data of detecting in the reconnaissance range of this center one setpoint distance; Described statistical module is in order to the player's data that detect are carried out statistical treatment, draw statistics.
Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
The method of real-time release and managing advertisement in a kind of online game is provided, and is to be applied in advertisement terminal, online game end, and client, and wherein said advertisement terminal has Advertisement Server, and described online game end has network game server, and described method comprises:
Set up the database that stores the advertisement material;
Described advertisement material is offered the network game server of described online game end by described Advertisement Server;
The advertisement material is broadcast to the client that is connected with described network game server;
Receive the feedback information of client, and feed back to described Advertisement Server by described network game server.
Wherein, described Advertisement Server provides the advertisement material to the network game server of many group network recreation ends, and each described online game end has a plurality of network game servers.
Described Advertisement Server is to set up real-time communication by an intermediate server and described online game end, in specific embodiment, described intermediate server (can be described as acting server) can be arranged on described online game end, also can with described network game server on same station server or same server cluster, What is more, and described intermediate server is a virtual server; Certainly, described intermediate server also can be independent server or group of server at the online game end.This intermediate server offers described network game server with the advertisement material that Advertisement Server provides, and can send the feedback information of described network game server feedback to Advertisement Server; In one embodiment, described intermediate server is a virtual server, is to realize by corresponding software.
The method of real-time release and managing advertisement in the described online game also is included in the correspondent advertisement place is provided in the described network game server.
Also be included in described network game server and client and integrate the Advertising application interface (API) that is applicable to advertisement material and transmission of feedback information, utilize the correspondent advertisement application programming interfaces, not only can be specially for the issue and the management of Instant Ads provides technology comparatively easily, and can limit the data packet length scope and the network bandwidth scope of carrying out advertisement material and transmission of feedback information.
Described network game server is when the client that is attached thereto will display ads, described advertisement material is downloaded to described client in real time, that is to say, when the online game player will see advertisement, client will be downloaded to the advertisement material local from described network game server and show, realizes real-time down loading updating.
Comprise that also the advertising results that produce at described client add up, and statistical information is fed back to described advertisement terminal, be to collect the feedback information of client at the online game end, and add up, statistics is fed back to advertisement terminal; Be to collect feedback information and add up, statistics is fed back to advertisement terminal by the online game end in client.Further being included in the advertisement in the online game is the center, player's data of detecting in the reconnaissance range of this center one setpoint distance; And the player's data that detect are carried out statistical treatment, draw statistics.Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
The statistical system of feedback information in a kind of recreation is provided, comprises detecting module, and statistical module, wherein said detecting module is to be the center with the detecting of the setting in recreation point, player's data of detecting in the reconnaissance range of this center one setpoint distance; Described statistical module is in order to the player's data that detect are carried out statistical treatment, draw feedback information.
In specific embodiment, described recreation is online game; The advertisement of described setting detecting point in recreation, being provided with.
Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
The statistical method of feedback information in a kind of recreation is provided, comprises:
Is being the center with the setting detecting point in the recreation, player's data of detecting in the reconnaissance range of this center one setpoint distance;
The player's data that detect are carried out statistical treatment, draw feedback information.
In specific embodiment, described recreation is online game; The advertisement of described setting detecting point in recreation, being provided with.
Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
And above-mentioned feedback information is the data about advertising results.
The system and method for real-time release and managing advertisement in a kind of online game of the present invention has the following advantages: can carry out the issue and the management of advertisement simultaneously in a plurality of MMO online games; In the process of the issue of carrying out advertisement and management, the issue and the management of in real time synchronous advertisement need not down to allow game user remove to upgrade patch, and the link advertisement server does not have the stand-by period, does not influence the experience of game user in recreation; In the process of carrying out advertising management, not only can carry out time spot, position, the management such as (region, hobby, surname do not wait) of advertisement people from the side of throwing character, especially can carry out the quantification management of advertising results in large-scale many people online online game simultaneously, i.e. the statistical management of " effectively exposure rate ".
Description of drawings
Fig. 1 is the system architecture synoptic diagram of real-time release and managing advertisement in the online game of one embodiment of the invention;
Fig. 2 is the system applies synoptic diagram of real-time release and managing advertisement in the online game of one embodiment of the invention;
Fig. 3 is the method flow diagram of real-time release and managing advertisement in the online game of the present invention;
Fig. 4 is the judgement principle schematic of the statistical system of feedback information in the recreation of the present invention;
Fig. 5 is the system operation interface synoptic diagram of real-time release and managing advertisement in the online game of the present invention.
Embodiment
Below by specific instantiation explanation embodiments of the present invention, those skilled in the art can understand other advantages of the present invention and effect easily by the content that this instructions disclosed.The present invention also can be implemented or used by other different instantiations, and the every details in this instructions also can be based on different viewpoints and application, carries out various modifications and change under the purpose of the present invention not deviating from.
The system and method for real-time release and managing advertisement is to be applied in online game and advertisement field in a kind of online game of the present invention.Need to prove, the present invention is applied in the online game, and adopt the non-the present invention of concrete equipment to limit as for this online game, for example, the present invention can be applicable to the online game based on computer, equally also can be applicable to based on mobile phone etc. and can realize the technology of the present invention, and in can the online game equipment of network linking.
See also Fig. 1, it is the system architecture synoptic diagram of real-time release and managing advertisement in the online game of one embodiment of the invention, as shown in the figure, the system of real-time release and managing advertisement comprises in the online game of the present invention: advertisement terminal 10, online game end 20, and client 30, described advertisement terminal 10 has Advertisement Server 101 and stores advertisement material (or advertisement texture resource, AD Texture) database 103, described online game end 20 has network game server 201, wherein, real-time communication between described Advertisement Server 101 and the network game server 201, described Advertisement Server 101 provides the advertisement material in the correspondent advertisement place in described network game server 201, and receives described network game server 201 feedacks; Described network game server 201 is broadcast to the client 30 that is attached thereto with the advertisement material that receives, and receives the feedback information of client 30.
As shown in the figure, in the present embodiment, described online game end 20 is a plurality of (1,2, ... N), i.e. the present invention is issue and the management that can carry out advertisement simultaneously in a plurality of MMO online games, and in other embodiments, described online game end 20 also can be divided into a plurality of groups, for example, seeing also Fig. 2, is the system applies synoptic diagram of real-time release and managing advertisement in the online game of one embodiment of the invention, as shown in the figure, above-mentioned 1,2 online game end 20 is one group, 4,5 respectively is other groups, or the like, ad distribution and the management of carrying out at the online game end 20 on the same group not simultaneously has its uniqueness, for example, online game end 20 in a certain group adopts a rule-like, as the advertisement of rule predetermining issue in the ball online game about ball content; And the online game end 20 in another group adopts another kind of rule, disposes as carrying out comparatively intensive advertisement at the recreation recreation of leisure in the quitting time section.In the present embodiment, described online game end 20 has a plurality of network game servers 201, that is to say, may have a plurality of servers in each online game, for example has many lines, district (server) in an online game.
Described Advertisement Server 101 be by an intermediate server (in the present embodiment be advertising agency server 40 as figure) with as described in network game server 201 set up the real time data communication.In the present embodiment, described intermediate server (can be described as acting server) can be arranged on described online game end 20, certainly, in other embodiments also can with described network game server 201 on same station server or same server cluster, What is more, and described intermediate server is a virtual server; Certainly, described intermediate server also can be server or the group of server that is independent of online game end 20.The advertisement material that this intermediate server provides Advertisement Server 101 offers described network game server 201, and can send the feedback information of described network game server 201 feedbacks to Advertisement Server 101; In the present embodiment, described intermediate server is a virtual server, be to realize by corresponding software, for example, after described network game server 201 initialization, create an individual threads and go to connect the application process of a local acting server (proxy), simultaneously, this thread is responsible for receiving advertisement material and feedback information there from acting server.Need to prove that described intermediate server is a virtual server, generally is to use when some specific (special) requirements, as: save deployment time, save deployment cost, interim advertisement is implemented, interim test etc.
Described network game server 201 and client 30 are integrated with the Advertising application interface (API) (2010 that is applicable to advertisement material and transmission of feedback information, 301), utilize the correspondent advertisement application programming interfaces, not only can be specially for the issue and the management of Instant Ads provides technology comparatively easily, and can limit the data packet length scope and the network bandwidth scope of carrying out advertisement material and transmission of feedback information.Interface is integrated and to be: respectively with the header file of iga_client.h and iga_server.h, and the form of the library file of iga_client.lib and iga_server.lib offers in network game server 201 and client 30 application and goes with api interface.
Need to prove that network game server need constantly call IGA_Server::updateToClient (...), so that allow client downloads.Is this API rreturn value bye?, the buffer zone first address of packet that needs to be used as transmission is to client, should call IGA_Client::updateFromServer (...) receive the packet of the type when client after.The transmission bag of the IGA_Server::updateToClient (...) that at every turn calls can have only 50 byte-sized.Maximum packet length is decided by the parameter that IGA_Server::init (...) gives, and in addition, maximum bandwidth also can be provided by IGA_Server::init (...), and this value is that network game server can provide great download to allow to download texture.Notice that above-mentioned advertisement API only can just use when needs are downloaded a new texture resource.
And client need constantly be called IGA_Client::updateToServer (...), so that report exposure record.And exposure data is very little packet, can not have influence on performance and bandwidth.
Respectively to network game server 201 and client 30 integrated interfaces, to the network game server integrated interface:
void?init(int?clusterID,int?maxMsgLen,int?maxBandwidth);
Be the API that network game server 201 calls when starting, its rreturn value is void, and wherein parameter c lusterID is provided with by advertisement terminal 10, can not change during the application; Parameter m axMsgLen is the maximum length value (byte number) that configuration sends packet; Parameter m axBandwidth is a configuration maximum bandwidth value (kilobytes/second)
void?playerEnteredGame(int?sessionID);
This API is calling when having new player to enter recreation, and rreturn value is void, and wherein parameter s essionID is an ID by network game server 201 definition, is unique.
Byte*updateToClient(int?sessionID,short&len);
This API is frequent as far as possible calling to all players that are connected on the described network game server 201.The data value size of returning disapproves the maxMsgLen that surpasses when calling init (), and the resource of returning need be revealed to place resource by caller oneself deletion.Its data of returning are distinguished and are sent in the player's hand that has this ID by player's sessionID.Rreturn value can not returned null when having data to send.
void?updateFromClient(int?sessionID,byte*data,shaort?len);
This API is called when the player sends exposure data request updateToServer () to server.Data pointer (comprising data) needs deleted after calling end, and its rreturn value is viod.Wherein parameter s essionID is the ID that sends the player of exposure request, and data is the data that the player sends, and len is the data length that the player sends.
void?playerDepartedGame(int?sessionId);
This API is calling when having new player to leave recreation.
void?finalise();
Network game server calls this API when closing.
To the client integrated interface:
void?init(char*imageDir);
This API calls when client terminal start-up, and wherein imageDirectory is the character string of finishing all advertisement texture resource of storage of specifying a non-null ending.
void?updaterFromServer(byte*data,short?len);
This API is called when receiving the data that server sends.For example from the updateToVlient () that server sends.Wherein, data is the data that receive from network game server 201; Len is the data length that receives from from network game server 201.
char*reportImpression(int?adSpotId);
This API is called when new exposure report is arranged, and rreturn value is a complete file title with the null ending, represents a concrete advertisement texture resource of this advertisement point, if do not obtain upgrading then return the stored filename of current this advertisement point.Wherein adSpotId is the Id (player that need send is visible) of this advertisement point.
byte*updaterToServer(short&len);
This API is called in every frame of client major cycle, unless there are data to send to network game server, in most cases rreturn value is null.Wherein len is the data length that sends to network game server.
void?finalise();
This API calls when client finishes.
Described network game server 201 is when the client 30 that is attached thereto will display ads, described advertisement material is sent to described client 30 and demonstration in real time, that is to say, when the online game player will see advertisement in online game, client 30 will be downloaded to the advertisement material local from described network game server 201 and show, realize real-time down loading updating, because the renewal that in the player process, realizes, simultaneously can not influence its Network Transmission again, so be the renewal of finishing unconsciously.In the present embodiment, the player of online game is when playing, when its very first time the time near the advertisement place, client 30 can be downloaded the advertisement material that Advertisement Server 101 at that time is distributed to network game server 201 from network game server 201, and be kept in the described client 30, and the advertisement that shows shows with network game server 201 displaying contents own.If the player will get back to this advertisement place again (certainly in second time, also can be to arrive another advertisement place), and variation has taken place in the advertisement material of Advertisement Server 101 issues at this moment, then client 30 can be downloaded new advertisement material again, like this, the player might see different advertisements at different time or different advertisements place.And the advantage of above-mentioned realization real-time update do not need to be client 30 and network game server 201 to disconnect (player withdraws from recreation), after carrying out the renewal of client 30 separately, can play.Need to prove, the size of above-mentioned advertisement material is controlled by advertisement terminal 10 according to concrete needs and bandwidth constraints, can preserve with the form of file in client 30, in the present embodiment, be that mode with same file name covers original advertisement material, make when needing, can not increase the quantity of documents of client, even size, certainly, in other embodiments, finish above-mentioned real-time update and also can not cover original ad material, broadcast with the wheel of realizing different advertisements on the same advertisement position.
The system of real-time release and managing advertisement also comprises the feedback information statistical system in the described online game, is to add up in order to the advertising results that produced at described client 30, and statistical information is fed back to described advertisement terminal 10.
In the present embodiment, described feedback information statistical system is arranged on described online game end 20, in order to the feedback information of collection client 30, and adds up, and statistics is fed back to advertisement terminal 10; Certainly, in other embodiments, described feedback information statistical system also can be arranged on described client 30, in order to collect feedback information and to add up, statistics is fed back to advertisement terminal 10 by online game end 20.Need to prove where this feedback information statistical system may be relevant according to the factors such as performance impact of network game server if being arranged on.
And described feedback information statistical system further comprises detecting module, and statistical module, and wherein said detecting module is to be the center with the advertisement in the online game, player's data of detecting in the reconnaissance range of this center one setpoint distance; Described statistical module is in order to the player's data that detect are carried out statistical treatment, draw statistics.
Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance (as the d among Fig. 4) that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
Seeing also Fig. 2, is the system applies synoptic diagram of real-time release and managing advertisement in the online game of one embodiment of the invention.As shown in the figure, the system of real-time release and managing advertisement is as the connecting band between online game and the advertisement in the online game of the present invention, the online game that is connected on this connecting band can both be carried out the issue and the management of relevant advertisements by the system of real-time release and managing advertisement in the online game of the present invention, its real-time is just as the Internet network, numerous servers and client are connected, carry out real-time communication.
See also Fig. 3, it is the method flow diagram of real-time release and managing advertisement in the online game of the present invention, as shown in the figure, the invention provides the method for real-time release and managing advertisement in a kind of online game, be to be applied in advertisement terminal 10, online game end 20, and client 30, wherein said advertisement terminal 10 has Advertisement Server 101, and described online game end 20 has network game server 201, and described method comprises:
Step S12: set up the database 103 that stores the advertisement material;
Step S14: the network game server 201 that described advertisement material is offered described online game end 20 by described Advertisement Server 101;
Step S15: the advertisement material is broadcast to the client 30 that is connected with described network game server 201;
Step S16: receive the feedback information of client 30, and feed back to described Advertisement Server 101 by described network game server 201.
Wherein, described Advertisement Server 101 provides the advertisement material to the network game server 201 of many group network recreation ends 20, and each described online game end 20 has a plurality of network game servers 201.
Described Advertisement Server 101 is to set up real-time communication by an intermediate server and described online game end 20, in the present embodiment, described intermediate server (can be described as acting server) can be arranged on described online game end 20, also can with described network game server 201 on same station server or same server cluster, What is more, and described intermediate server is a virtual server; Certainly, described intermediate server also can be independent server or group of server at the online game end.This intermediate server offers described network game server with the advertisement material that Advertisement Server provides, and can send the feedback information of described network game server feedback to Advertisement Server; In one embodiment, described intermediate server is a virtual server, is to realize by corresponding software.
The method of real-time release and managing advertisement in the described online game also comprises step S11: the correspondent advertisement place is provided in described network game server.The notice that the advertisement form in common these advertisement places can not influence and disperse the player more can not disturbed player's operation.After determining the advertisement place again, just compose the code of the displacement identification in each advertisement place of son, be referred to as advertisement place ID (ad-spot id), for example indicate with simple numerical.
Also comprise step S13: integrate the Advertising application interface (API) that is applicable to advertisement material and transmission of feedback information at described network game server and client, utilize the correspondent advertisement application programming interfaces, not only can be specially for the issue and the management of Instant Ads provides technology comparatively easily, and can limit the data packet length scope and the network bandwidth scope of carrying out advertisement material and transmission of feedback information.
Described network game server 201 is when the client 30 that is attached thereto will display ads, described advertisement material is sent to described client 30 and demonstration in real time, that is to say, when the online game player will see advertisement in online game, client 30 will be downloaded to this locality with the advertisement material from described network game server 201, realize real-time down loading updating, because the renewal that in the player process, realizes, simultaneously can not influence its Network Transmission again, so be the renewal of finishing unconsciously.
Also comprise step S17: add up at the advertising results that described client produced, and statistical information fed back to described advertisement terminal 10, in the present embodiment, be to collect the feedback information of clients 30 at online game end 20, and add up, statistics is fed back to advertisement terminal 10; And in other embodiments, can be to collect feedback informations and add up in client 30, statistics is fed back to advertisement terminal 10 by online game end 20.Further being included in the advertisement in the online game is the center, player's data of detecting in the reconnaissance range of this center one setpoint distance; And the player's data that detect are carried out statistical treatment, draw statistics.Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
Need to prove, above steps is not to be strict with it to carry out according to the above-mentioned steps order, for example, step S11, S12, S13 carry out before System Operation, it is all right specifically to carry out which step earlier, and for step S16, then be the step that may carry out in the System Operation cyclic process, equally not necessarily carry out according to said sequence.
The invention provides the statistical system of feedback information in a kind of recreation, comprise detecting module, and statistical module, wherein said detecting module is to be the center with the detecting of the setting in recreation point, player's data of detecting in the reconnaissance range of this center one setpoint distance; Described statistical module is in order to the player's data that detect are carried out statistical treatment, draw feedback information.
In the present embodiment, described recreation is online game, in other embodiments, also can be applicable to for example Sony PlayStion and Microsoft Xbox, video-games such as Pc, and be not to need in the recreation of real-time communication.The advertisement of described setting detecting point in recreation, being provided with.
Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
Certainly, at different recreation or different advertisement places, the standard that we add up can proper transformation, as advertisement setting with online game in the talk window of player and NPC, as long as the player talks with NPC, just can be used as single exposure.
See also Fig. 4: be the judgement principle schematic of the statistical system of feedback information in the recreation of the present invention, as shown in the figure, the player and stops in this scope and surpasses 1 second and just detected only in distance recreation in the spheroid scope of location advertising d.Like this, the present invention calculates " effectively exposure rate " by this method.The advertisement that player characters who is closed on is calculated as the exposure rate about it, then this player can not be calculated their exposure rate in other advertisements far away.
The statistical method of feedback information in a kind of recreation is provided, comprises:
Is being the center with the setting detecting point in the recreation, player's data of detecting in the reconnaissance range of this center one setpoint distance;
The player's data that detect are carried out statistical treatment, draw feedback information.
In specific embodiment, described recreation is online game; The advertisement of described setting detecting point in recreation, being provided with.
Wherein, based on the recreation of 2D and 2.5D, described center is the center of circle of a border circular areas; And for the 3D recreation, described center is the centre of sphere in a spheroid zone.Described setpoint distance is the distance that the player can perceive the advertisement in the online game; Described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data, for example 1 second.
And above-mentioned player's data comprise: player ID, player's geography information, player's sex, player's age, player buy last, the player network address or the like.
At last, see also Fig. 5, it is the system operation interface synoptic diagram of real-time release and managing advertisement in the online game of the present invention, the present invention finishes under this operation interface issue and managing advertisement is implemented in a plurality of online games, (this operation interface is the operation interface of advertisement terminal as long as correlation technique of the present invention is applied in above-mentioned advertisement terminal, the merchant operates by advertising management), online game end, and client, just can make things convenient for releasing advertisements timely, can real-time management, the monitoring advertisement.As shown in the figure, this operation interface left side is the operational zone, the right is a monitored space, for example in the monitored space of the right, can comprise deployment 51, the deployment of time spot 52 and above-mentioned effective exposure rate and other the advertising results information 53 in advertisement place in for example advertisement report 50, the online game.
In sum, the system and method for real-time release and managing advertisement in a kind of online game of the present invention can carry out the issue and the management of advertisement simultaneously in a plurality of MMO online games; In the process of the issue of carrying out advertisement and management, the issue and the management of in real time synchronous advertisement need not down to allow game user remove to upgrade patch, and the link advertisement server does not have the stand-by period, does not influence the experience of game user in recreation.Simultaneously, the statistical system and the method for feedback information in a kind of recreation also are provided, in the process of carrying out advertising management, not only can carry out time spot, position, the management such as (region, hobby, surname do not wait) of advertisement people from the side of throwing character, especially can carry out the quantification management of advertising results in large-scale many people online online game simultaneously, i.e. the statistical management of " effectively exposure rate ".
The above-mentioned description to embodiment is can understand and use the present invention for ease of those skilled in the art.The person skilled in the art obviously can make various modifications to these embodiment soon, and needn't pass through performing creative labour being applied in the General Principle of this explanation among other embodiment.Therefore, the invention is not restricted to the embodiment here, those skilled in the art should be within protection scope of the present invention for improvement and modification that the present invention makes according to announcement of the present invention.

Claims (14)

1. the system of real-time release and managing advertisement in the online game, it is characterized in that comprising: advertisement terminal, the online game end, and client, described advertisement terminal has Advertisement Server and stores the database of advertisement material, described online game end has network game server, wherein, be to set up real-time communication between described Advertisement Server and the network game server by an intermediate server, described Advertisement Server correspondent advertisement place in described network game server provides the advertisement material, and receives described network game server feedack; Described network game server is broadcast to the client that is attached thereto with the advertisement material that receives, and receives the feedback information of client.
2. the system of real-time release and managing advertisement in the online game according to claim 1 is characterized in that: described online game end is a plurality of.
3. the system of real-time release and managing advertisement in the online game according to claim 1 is characterized in that: described network game server and client are integrated with the Advertising application interface (API) that is applicable to advertisement material and transmission of feedback information.
4. the system of real-time release and managing advertisement in the online game according to claim 1, it is characterized in that: described network game server is when the client that is attached thereto will display ads, described advertisement material is downloaded to described client in real time and shows.
5. the system of real-time release and managing advertisement in the online game according to claim 1, it is characterized in that: also comprise the feedback information statistical system, be to be the center with the advertisement in the online game, player's data of detecting in the reconnaissance range of this center one setpoint distance; The player's data that detect are carried out statistical treatment, draw statistics, and statistics is fed back to described advertisement terminal.
6. the method for real-time release and managing advertisement in the online game is to be applied in advertisement terminal, online game end, and client, and wherein said advertisement terminal has Advertisement Server, and described online game end has network game server, it is characterized in that comprising:
Set up the database that stores the advertisement material;
Described advertisement material is offered in real time the network game server of described online game end by an intermediate server by described Advertisement Server;
The advertisement material is broadcast to the client that is connected with described network game server;
Receive the feedback information of client, and feed back to described Advertisement Server by described network game server.
7. the method for real-time release and managing advertisement in the online game according to claim 6 is characterized in that: described Advertisement Server provides the advertisement material to the network game server of many group network recreation ends.
8. the method for real-time release and managing advertisement in the online game according to claim 6 is characterized in that: also be included in described network game server and client and integrate the Advertising application interface (API) that is applicable to advertisement material and transmission of feedback information.
9. the method for real-time release and managing advertisement in the online game according to claim 6 is characterized in that: described network game server is when the client that is attached thereto will display ads, and described advertisement material is downloaded to described client in real time.
10. the method for real-time release and managing advertisement in the online game according to claim 6 is characterized in that: comprise that also pin is being the center with the advertisement in the online game, player's data of detecting in the reconnaissance range of this center one setpoint distance; And the player's data that detect are carried out statistical treatment, draw statistics, and statistics is fed back to described advertisement terminal.
11. the statistical system of feedback information in the recreation, it is characterized in that comprising: detecting module, and statistical module, wherein said detecting module is that the advertisement that is provided with in recreation is the center, player's data of detecting in the circle of this center one setpoint distance or the spheroid zone; Described statistical module is in order to the player's data that detect are carried out statistical treatment, draw feedback information.
12. the statistical system of feedback information in the recreation according to claim 11 is characterized in that: described detecting module is detecting stops the player in the setting-up time in described reconnaissance range data.
13. the statistical method of feedback information in the recreation is characterized in that comprising:
The advertisement that is provided with in recreation is the center, player's data of detecting in this center one setpoint distance circle or the spheroid zone;
The player's data that detect are carried out statistical treatment, draw feedback information.
14. the statistical method of feedback information in the recreation according to claim 13 is characterized in that: be detecting stops the player in the setting-up time in described circle or spheroid zone data.
CN200910048843A 2009-04-03 2009-04-03 System and method for releasing and managing advertisement in real time in online game Pending CN101540029A (en)

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Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102238156A (en) * 2010-05-07 2011-11-09 盛乐信息技术(上海)有限公司 Online game client side resource downloading method
CN103188532A (en) * 2011-12-29 2013-07-03 吉菲斯股份有限公司 Cloud-rendered high-quality advertisement frame
CN104272340A (en) * 2011-12-20 2015-01-07 英特尔公司 System and method for promoting media in an online distribution platform
WO2016187765A1 (en) * 2015-05-24 2016-12-01 阮元 Method for pushing advertising, and game machine
CN109788344A (en) * 2019-01-30 2019-05-21 四川省有线广播电视网络股份有限公司 Intelligent sound pop-up additional information launches design method
CN112633921A (en) * 2020-12-16 2021-04-09 广州长嘉电子有限公司 Cluster background-based advertising machine advertisement publishing method, device and system

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102238156A (en) * 2010-05-07 2011-11-09 盛乐信息技术(上海)有限公司 Online game client side resource downloading method
CN104272340A (en) * 2011-12-20 2015-01-07 英特尔公司 System and method for promoting media in an online distribution platform
CN110084629A (en) * 2011-12-20 2019-08-02 英特尔公司 System and method for promotional media in online distribution platform
CN103188532A (en) * 2011-12-29 2013-07-03 吉菲斯股份有限公司 Cloud-rendered high-quality advertisement frame
WO2016187765A1 (en) * 2015-05-24 2016-12-01 阮元 Method for pushing advertising, and game machine
CN109788344A (en) * 2019-01-30 2019-05-21 四川省有线广播电视网络股份有限公司 Intelligent sound pop-up additional information launches design method
CN112633921A (en) * 2020-12-16 2021-04-09 广州长嘉电子有限公司 Cluster background-based advertising machine advertisement publishing method, device and system

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