Method and Apparatus For Targeted Advertising in Alternate Reality Environments Based on Expressed Virtual Avatar Persona and End-User Social Profile
Original Publication Date: 2009-Oct-14
Included in the Prior Art Database: 2009-Oct-14
This publication augments the traditional method of delivering virtual world advertising by increasing the pool of end-user and virtual world inputs that can be utilized to deliver a more effective advertising experience for the end-user and advertiser.
Method and Apparatus For Targeted Advertising in Alternate Reality Environments Based on Expressed Virtual Avatar Persona and End -User Social Profile
Advertising in alternate reality environments has become a popular new media for advertisers to meet their target demographics. The market for advertising in virtual reality worlds has evolved with the Internet to support dynamic delivery of ads to end users via the Internet. Current methods of delivering virtual world advertising are limited to the ability of the advertiser to track and deliver ads based on the current location and time of both the system user and their virtual avatar. The location of the avatar may include information that tracks the time and viewing angle that the system user is actually viewing an in-game advert in order to determine perceived value of the advertisement for the advertiser.
Advertisers typically purchase and deliver a homogenous set of advertisements to the user demographic in a virtual world based on the typical consumer / user of that virtual world. This advertising model is limited in environments where the end-user community is very large and diverse in its purchasing characteristics. There is a need to integrate additional sources of end-user information for more effective advertisements based on a broader set of inputs. A more effective means of delivering virtual world advertisements would take into account the real world events associated with the system user as well the perceptible personality traits expressed via their avatar in the virtual world. This level of advertising would have greater impact and value than advertising in the real world because the virtual billboard or product placement is aware of its viewer's life events and personality traits in order to deliver a more effective advert. The publication augments the traditional method of delivering virtual world advertising by increasing the pool of end-user and virtual world inputs that can be utilized to deliver a more effective advertising experience for the end-user and advertiser.
The virtual world ad-delivery system would require the following:
1) The virtual world ad-delivery system enables an end-user to join their virtual world user session id with their social profile (as expressed in social utility applications and consumer product sites)
2) The virtual world developer associates a set of user avatar actions with corresponding personality traits / metrics (i.e. level of aggressiveness, level of social interaction, etc.)
When an end-user enters a space in the virtual world that may contain advertising items (i.e. billboards, video, and other forms of product pla...