WO2009024927A2 - In game advertising - Google Patents

In game advertising Download PDF

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Publication number
WO2009024927A2
WO2009024927A2 PCT/IB2008/053323 IB2008053323W WO2009024927A2 WO 2009024927 A2 WO2009024927 A2 WO 2009024927A2 IB 2008053323 W IB2008053323 W IB 2008053323W WO 2009024927 A2 WO2009024927 A2 WO 2009024927A2
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WO
WIPO (PCT)
Prior art keywords
player
virtual
store
gaming
advertiser
Prior art date
Application number
PCT/IB2008/053323
Other languages
French (fr)
Other versions
WO2009024927A3 (en
Inventor
David John Andrews
Original Assignee
David John Andrews
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 David John Andrews filed Critical David John Andrews
Publication of WO2009024927A2 publication Critical patent/WO2009024927A2/en
Publication of WO2009024927A3 publication Critical patent/WO2009024927A3/en

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Classifications

    • 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

Definitions

  • THIS INVENTION relates to in game advertising.
  • the invention relates to a method or presenting a player with a virtual store, to a set of computer executable instructions and to a gaming system.
  • the inventor is aware of games having in-game advertising facilities which provide a player with a feel of a real time environment with static billboards displaying real-life brand names and dynamic advertisement screens showing real-life advertisements such as the known Microsoft Flight Simulator showing the EasyJet & FedEx branded planes and the known EA Sports FIFA International Soccer showing the Adidas and Panasonic billboards.
  • billboards of which the inventor are aware are not interactive and do not provide a true real-life experience in the gaming environment.
  • the inventor is aware of on-line simulation environments/games such as "Second Life” in which companies can obtain space to advertise and display their brand.
  • stores in simulation games such as "Second Life” do not integrate with the rules of a particular game, such as an action game.
  • the known adventure games that have advertising facilities can not be played off-line and are thus hosted on an on-line server which can not provide the advertising presence in off-line applications. This invention aims to address some of these shortcomings.
  • a method of presenting a player with a virtual store including providing a virtual gaming space in which a virtual store of an advertiser of a known brand is represented; permitting a player to enter the virtual store; and applying predefined "in-store" gaming rules to a set of game rules.
  • the method may include presenting to a player audio or text comments when the player moves in the virtual gaming space in proximity of the virtual store. For example, comments may be made by the player that he is hungry when he is in the vicinity of a food outlet, or that he is looking for clothes when he is in the vicinity of a clothing outlet.
  • the method may include the prior step of offering a pre-defined virtual gaming space to an advertiser for creating a virtual store.
  • Offering a pre-defined virtual gaming space may include any one of selling the virtual gaming space to an advertiser, and letting the virtual gaming space to the advertiser.
  • the method may include coding the virtual store of an advertiser into the gaming space.
  • the method may include the prior step of defining "in-store" gaming rules which define permitted activities of a player when a player enters the virtual store. Furthermore the rules may be integrated with the rules of the game, such that certain gaming benefits may be derived from visiting stores.
  • the pre-defined "in-store" gaming rules may include definitions of restricted actions. For example, in a game of which violence forms a part, the pre-defined rules may in particular exclude any acts of violence to be committed in the virtual store.
  • the pre-defined permitted activities may include acts which are associated with shoppers in a real-life store with which the virtual store is associated, such as interacting with products and shop assistants. For example, the player may be able to grab virtual products and to inspect them more closely like browsing products in a real- life store.
  • the pre-defined permitted activities may include permitting a player to interact with objects representing any one or more of co-shoppers, shop attendants and objects.
  • the virtual store may be representative of the real-life branded stores of the advertiser.
  • Permitting a player to enter the virtual store and to interact with objects may include presenting to a player branded products representative of real life products.
  • the real life products may be presented as predefined objects with which the player may interact.
  • the pre-defined objects may be three dimensional computer models of real-life products.
  • the method may include the prior step of defining product parameters including any one or more of product sizes, product colours, and product styles.
  • Presenting to a player products representative of real life products may include presenting to a player the pricing details of said products.
  • the price of a virtual product may be presented to a player as the player is browsing the product.
  • the method may include the prior step of receiving the prices of branded products for presentation to players.
  • the prices of products may be received via a content provider.
  • the prices of products may be received at any one of regular intervals and in real-time by accessing a remote pricing database.
  • the method of presenting a player with a virtual store may include the further step of permitting a player to procure a product from the advertiser.
  • the virtual products may include similar branding as those of real life products of the advertiser.
  • the method may include the prior step of defining player parameters including any one or more of shoe size, and the player's build.
  • Interacting with objects may include matching the product parameters to a player's parameters, thereby permitting a player to determine suitability of the objects to the player's parameters. For example, to determine if particular apparel would fit a particular player.
  • the invention extends to a set of computer executable instructions which, when executed on a computer defines a virtual gaming space in which a virtual store of an advertiser of a brand is represented; a virtual store representative of the real-life branded stores of an advertiser located in the virtual gaming space in which store a player is permitted to interact with objects in a predefined way, the objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser, the virtual store being representative of the real-life branded stores of the advertiser.
  • the invention extends also to a gaming system, which includes a gaming computer loaded with the set of computer executable instructions; an interface to a content provider, operable to receive content representative of a real-life branded store of an advertiser to be located in the virtual gaming space in which store a player is permitted to interact with objects in a predefined way, the objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser, the virtual store being representative of the real-life branded stores of the advertiser.
  • FIG. 1 shows a block diagram of a gaming computer implementing a method in accordance with the invention.
  • reference numeral 10 refers to a gaming system in accordance with the invention.
  • the gaming system 10 includes a gaming computer 12 having an interface 12.1 which is connectable to a content provider 14.
  • the gaming computer is connectable to the content provider 14 via the internet 16.
  • the content provider is connected to a data server 18 which contains definitions of virtual stores which are representative of branded real-life stores such as food and retail outlets.
  • the gaming computer 12 is loaded with a set of executable instructions which, when executed on the computer 12, defines a virtual gaming space in which a virtual store of an advertiser of a brand is represented.
  • a virtual store which is representative of the real-life branded store of the advertiser a player is permitted to interact with objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser.
  • the interface 12.1 of the gaming computer 12 is in the form of an Asymmetric Digital Subscriber Line (ADSL) modem. It is to be appreciated that any other suitable data interface can be selected depending on the services that are available.
  • ADSL Asymmetric Digital Subscriber Line
  • the definitions of virtual stores in the data server 18 are representative of real-life store layouts of well known branded stores. For example, in this embodiment, there is a store layout of a Mac DonaldsTM store and a DieselTM store.
  • the virtual stores in the gaming space as executed on the gaming computer 12 have predefined sizes similar to real-life property developments where land or retail space is available to be bought or rented.
  • the store layouts on the data server 18 are therefore designed for the particular virtual store space that is available in the virtual gaming space.
  • the store layout of the Mac DonaldsTM includes the standard product displays including pictures and prices of products that can be bought in the store.
  • the store layout of the DieselTM store includes the standard product displays including pictures and prices of products that can be bought in the store.
  • the gaming computer 12 can stay connected to the data server 18 via the Internet 16 so that updates to the stores in the data server 18 can be reflected in the virtual game space in real time.
  • the gaming computer 12 can connect to the data server 18 via the Internet 16 at regular intervals to update the store definitions in the gaming computer 12. Therefore the updates can be downloaded in real-time or when a computer is connected to the Internet 16 at regular intervals.
  • a set of predefined rules is stored on the data server 18.
  • the predefined rules define the actions that a player can take when he enters the branded stores. For example, in both the Mac DonaldsTM and a DieselTM stores no violence is permitted, but in the Mac DonaldsTM store the player may perform a virtual purchase any of the products and talk to the shop attendant. In the DieselTM store the player can talk to the shop attendant and may also purchase products that are on display. However, when the player wants to purchase the products he is asked for real life information such as his credit card payment details and a delivery address. The content provider then initiates a real life purchase transaction with a real life product provider (not shown in the drawing).
  • the data server 18 is updated to indicate that the virtual gaming space is up to let or for sale. Furthermore, the store and product definitions are removed from the data server 18 and upon the next update by the gaming computer 12, the virtual gaming space will reflect the updated status of the virtual gaming space.
  • the inventor believes that the invention as described and illustrated provides a new gaming system and a new set of computer executable instructions, which when executed on the gaming computer 12 provides a new method of presenting a player with a virtual store. Moreover, the inventor believes that the simulated real-life stores will provide advertisers with a benefit in the advertising of their products and build brand awareness.
  • the inventor foresees that the virtual gaming space that will be made available in the games will have substantial monetary value to prospective advertisers.
  • the inventor foresees that the letting of this store space will also provide game manufacturers with a method of recuperating development costs via initial letting costs and continued letting fees per game update.

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  • Business, Economics & Management (AREA)
  • Engineering & Computer Science (AREA)
  • Accounting & Taxation (AREA)
  • Development Economics (AREA)
  • Strategic Management (AREA)
  • Finance (AREA)
  • Game Theory and Decision Science (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Economics (AREA)
  • Marketing (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Pinball Game Machines (AREA)

Abstract

In a gaming environment where there is provided a virtual three dimensional gaming space in which a player can move, there is provided a method of presenting a player with a virtual store, the method including providing a virtual gaming space in which a virtual store of an advertiser of a known brand is represented, permitting a player to enter the virtual store and applying predefined "in-store" gaming rules to a set of game rules.

Description

IN GAME ADVERTISING
THIS INVENTION relates to in game advertising. In particular, the invention relates to a method or presenting a player with a virtual store, to a set of computer executable instructions and to a gaming system.
BACKGROUND OF THE INVENTION
The inventor is aware of games having in-game advertising facilities which provide a player with a feel of a real time environment with static billboards displaying real-life brand names and dynamic advertisement screens showing real-life advertisements such as the known Microsoft Flight Simulator showing the EasyJet & FedEx branded planes and the known EA Sports FIFA International Soccer showing the Adidas and Panasonic billboards. However, billboards of which the inventor are aware are not interactive and do not provide a true real-life experience in the gaming environment. Furthermore, the inventor is aware of on-line simulation environments/games such as "Second Life" in which companies can obtain space to advertise and display their brand. However, stores in simulation games such as "Second Life" do not integrate with the rules of a particular game, such as an action game. Also, the known adventure games that have advertising facilities can not be played off-line and are thus hosted on an on-line server which can not provide the advertising presence in off-line applications. This invention aims to address some of these shortcomings.
SUMMARY OF THE INVENTION
According to one aspect of the invention, in a gaming environment where there is provided a virtual three dimensional gaming space in which a player can move, there is provided a method of presenting a player with a virtual store, the method including providing a virtual gaming space in which a virtual store of an advertiser of a known brand is represented; permitting a player to enter the virtual store; and applying predefined "in-store" gaming rules to a set of game rules.
The method may include presenting to a player audio or text comments when the player moves in the virtual gaming space in proximity of the virtual store. For example, comments may be made by the player that he is hungry when he is in the vicinity of a food outlet, or that he is looking for clothes when he is in the vicinity of a clothing outlet.
The method may include the prior step of offering a pre-defined virtual gaming space to an advertiser for creating a virtual store.
Offering a pre-defined virtual gaming space may include any one of selling the virtual gaming space to an advertiser, and letting the virtual gaming space to the advertiser.
The method may include coding the virtual store of an advertiser into the gaming space.
The method may include the prior step of defining "in-store" gaming rules which define permitted activities of a player when a player enters the virtual store. Furthermore the rules may be integrated with the rules of the game, such that certain gaming benefits may be derived from visiting stores.
The pre-defined "in-store" gaming rules may include definitions of restricted actions. For example, in a game of which violence forms a part, the pre-defined rules may in particular exclude any acts of violence to be committed in the virtual store.
The pre-defined permitted activities may include acts which are associated with shoppers in a real-life store with which the virtual store is associated, such as interacting with products and shop assistants. For example, the player may be able to grab virtual products and to inspect them more closely like browsing products in a real- life store. The pre-defined permitted activities may include permitting a player to interact with objects representing any one or more of co-shoppers, shop attendants and objects. The virtual store may be representative of the real-life branded stores of the advertiser.
Permitting a player to enter the virtual store and to interact with objects may include presenting to a player branded products representative of real life products.
The real life products may be presented as predefined objects with which the player may interact. The pre-defined objects may be three dimensional computer models of real-life products.
The method may include the prior step of defining product parameters including any one or more of product sizes, product colours, and product styles.
Presenting to a player products representative of real life products may include presenting to a player the pricing details of said products. The price of a virtual product may be presented to a player as the player is browsing the product.
The method may include the prior step of receiving the prices of branded products for presentation to players. The prices of products may be received via a content provider. The prices of products may be received at any one of regular intervals and in real-time by accessing a remote pricing database.
In a particular embodiment of the invention the method of presenting a player with a virtual store may include the further step of permitting a player to procure a product from the advertiser.
It is to be appreciated that the virtual products may include similar branding as those of real life products of the advertiser.
The method may include the prior step of defining player parameters including any one or more of shoe size, and the player's build. Interacting with objects may include matching the product parameters to a player's parameters, thereby permitting a player to determine suitability of the objects to the player's parameters. For example, to determine if particular apparel would fit a particular player.
The invention extends to a set of computer executable instructions which, when executed on a computer defines a virtual gaming space in which a virtual store of an advertiser of a brand is represented; a virtual store representative of the real-life branded stores of an advertiser located in the virtual gaming space in which store a player is permitted to interact with objects in a predefined way, the objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser, the virtual store being representative of the real-life branded stores of the advertiser.
The invention extends also to a gaming system, which includes a gaming computer loaded with the set of computer executable instructions; an interface to a content provider, operable to receive content representative of a real-life branded store of an advertiser to be located in the virtual gaming space in which store a player is permitted to interact with objects in a predefined way, the objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser, the virtual store being representative of the real-life branded stores of the advertiser.
The invention will now be described, by way of example only with reference to the following drawing(s):
DRAWING(S)
In the drawing(s):
Figure 1 shows a block diagram of a gaming computer implementing a method in accordance with the invention. EMBODIMENT OF THE INVENTION
In Figure 1 , reference numeral 10 refers to a gaming system in accordance with the invention. The gaming system 10 includes a gaming computer 12 having an interface 12.1 which is connectable to a content provider 14. The gaming computer is connectable to the content provider 14 via the internet 16.
In this embodiment, the content provider is connected to a data server 18 which contains definitions of virtual stores which are representative of branded real-life stores such as food and retail outlets.
The gaming computer 12 is loaded with a set of executable instructions which, when executed on the computer 12, defines a virtual gaming space in which a virtual store of an advertiser of a brand is represented. In the virtual store which is representative of the real-life branded store of the advertiser a player is permitted to interact with objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser.
The interface 12.1 of the gaming computer 12 is in the form of an Asymmetric Digital Subscriber Line (ADSL) modem. It is to be appreciated that any other suitable data interface can be selected depending on the services that are available.
The definitions of virtual stores in the data server 18 are representative of real-life store layouts of well known branded stores. For example, in this embodiment, there is a store layout of a Mac Donalds™ store and a Diesel™ store.
The virtual stores in the gaming space as executed on the gaming computer 12 have predefined sizes similar to real-life property developments where land or retail space is available to be bought or rented.
The store layouts on the data server 18 are therefore designed for the particular virtual store space that is available in the virtual gaming space. The store layout of the Mac Donalds™ includes the standard product displays including pictures and prices of products that can be bought in the store.
Similarly, the store layout of the Diesel™ store includes the standard product displays including pictures and prices of products that can be bought in the store.
Moreover, the products in the Diesel™ range of products are stored on the data server
18 as three dimensional objects representing the real life products. When the product definitions are downloaded to the gaming computer 12 a player may interact with the products by browsing through them, i.e. grabbing them and viewing them from up close and from different angles.
In use, the gaming computer 12 can stay connected to the data server 18 via the Internet 16 so that updates to the stores in the data server 18 can be reflected in the virtual game space in real time. Alternatively, the gaming computer 12 can connect to the data server 18 via the Internet 16 at regular intervals to update the store definitions in the gaming computer 12. Therefore the updates can be downloaded in real-time or when a computer is connected to the Internet 16 at regular intervals.
In addition to the store layouts and product definitions stored on the data server a set of predefined rules is stored on the data server 18. The predefined rules define the actions that a player can take when he enters the branded stores. For example, in both the Mac Donalds™ and a Diesel™ stores no violence is permitted, but in the Mac Donalds™ store the player may perform a virtual purchase any of the products and talk to the shop attendant. In the Diesel™ store the player can talk to the shop attendant and may also purchase products that are on display. However, when the player wants to purchase the products he is asked for real life information such as his credit card payment details and a delivery address. The content provider then initiates a real life purchase transaction with a real life product provider (not shown in the drawing).
When an advertiser terminates his relationship with the content provider 14, the data server 18 is updated to indicate that the virtual gaming space is up to let or for sale. Furthermore, the store and product definitions are removed from the data server 18 and upon the next update by the gaming computer 12, the virtual gaming space will reflect the updated status of the virtual gaming space.
The inventor believes that the invention as described and illustrated provides a new gaming system and a new set of computer executable instructions, which when executed on the gaming computer 12 provides a new method of presenting a player with a virtual store. Moreover, the inventor believes that the simulated real-life stores will provide advertisers with a benefit in the advertising of their products and build brand awareness.
The inventor foresees that the virtual gaming space that will be made available in the games will have substantial monetary value to prospective advertisers.
The inventor foresees that the letting of this store space will also provide game manufacturers with a method of recuperating development costs via initial letting costs and continued letting fees per game update.

Claims

CLAIMS:
1. In a gaming environment where there is provided a virtual three dimensional gaming space in which a player can move, there is provided a method of presenting a player with a virtual store, the method including providing a virtual gaming space in which a virtual store of an advertiser of a known brand is represented; permitting a player to enter the virtual store; and applying predefined "in-store" gaming rules to a set of game rules.
2. A method as claimed in claim 1 , which includes presenting to a player audio or text comments when the player moves in the virtual gaming space in proximity of the virtual store.
3. A method as claimed in claim 1 , which includes the prior step of offering a pre-defined virtual gaming space to an advertiser for creating a virtual store.
4. A method as claimed in claim 3, in which offering a pre-defined virtual gaming space includes any one of selling the virtual gaming space to an advertiser, and letting the virtual gaming space to the advertiser.
5. A method as claimed in claim 4, which includes coding the virtual store of an advertiser into the gaming space.
6. A method as claimed in claim 1 , which includes the prior step of defining "in- store" gaming rules which define permitted activities of a player when a player enters the virtual store.
7. A method as claimed in claim 6 in which the pre-defined "in-store" gaming rules includes definitions of restricted actions.
8. A method as claimed in claim 6, in which the pre-defined "in-store" gaming rules are integrated with the rules of the game.
9. A method as claimed in claim 6, in which the pre-defined permitted activities include acts which are associated with shoppers in a real-life store with which the virtual store is associated.
10. A method as claimed in claim 6, in which the pre-defined permitted activities include permitting a player to interact with objects representing any one or more of co- shoppers, shop attendants and objects.
11. A method as claimed in claim 10, in which permitting a player to enter the virtual store and to interact with objects includes presenting to a player branded products representative of real life products.
12. A method as claimed in claim 11 , in which the real life products are presented as predefined objects with which the player may interact.
13. A method as claimed in claim 12, in which the pre-defined objects are three dimensional computer models of real-life products.
14. A method as claimed in claim 12, which includes the prior step of defining product parameters including any one or more of product sizes, product colours, and product styles.
15. A method as claimed in claim 12, in which presenting to a player products representative of real life products includes presenting to a player the pricing details of said products.
16. A method as claimed in claim 15, in which the price of a virtual product is presented to a player as the player is browsing the product.
17. A method as claimed in claim 15, which includes the prior step of receiving the price of branded products for presentation to players.
18. A method as claimed in claim 17, in which the price of products are received via a content provider.
19. A method as claimed in claim 17, in which the prices of products are received at any one of regular intervals and in real-time by accessing a remote pricing database.
20. A method as claimed in claim 17, in which the method of presenting a player with a virtual store includes the further step of permitting a player to procure a product from the advertiser.
21. A method as claimed in claim 12, which includes the prior step of defining player parameters including any one or more of shoe size, and the player's build.
22. A method as claimed in claim 21 , in which interacting with objects may then include matching the product parameters to a player's parameters, thereby permitting a player to determine suitability of the objects to the player's parameters.
23. A set of computer executable instructions which, when executed on a computer defines a virtual gaming space in which a virtual store of an advertiser of a brand is represented; a virtual store representative of the real-life branded stores of an advertiser located in the virtual gaming space in which store a player is permitted to interact with objects in a predefined way, the objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser, the virtual store being representative of the real-life branded stores of the advertiser.
24. A gaming system, which includes a gaming computer loaded with the set of computer executable instructions; an interface to a content provider, operable to receive content representative of a real-life branded store of an advertiser to be located in the virtual gaming space in which store a player is permitted to interact with objects in a predefined way, the objects representing any one or more of co-shoppers, shop attendants and branded products of the advertiser, the virtual store being representative of the real-life branded stores of the advertiser.
25. A method as claimed in claim 1 , substantially as herein described and illustrated.
26. A set of computer executable instructions as claimed in claim 23, substantially as herein described and illustrated.
27. A gaming system as claimed in claim 24 substantially as herein described and illustrated.
28. A new method, substantially as herein described.
29. A new set of computer executable instructions, substantially as herein described.
30. A new gaming system, substantially as herein described.
PCT/IB2008/053323 2007-08-22 2008-08-20 In game advertising WO2009024927A2 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
ZA200707052 2007-08-22
ZA2007/07052 2007-08-22

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WO2009024927A2 true WO2009024927A2 (en) 2009-02-26
WO2009024927A3 WO2009024927A3 (en) 2009-12-30

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060063587A1 (en) * 2004-09-13 2006-03-23 Manzo Anthony V Gaming advertisement systems and methods
US20060111979A1 (en) * 2003-01-24 2006-05-25 Viva Chu Online game advertising system
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

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060111979A1 (en) * 2003-01-24 2006-05-25 Viva Chu Online game advertising system
US20060063587A1 (en) * 2004-09-13 2006-03-23 Manzo Anthony V Gaming advertisement systems and methods
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

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