Why I built it
Since I started developing mobile games 3 years ago, I have always been trying to find a way to monetize the games I develop without affecting the players' experience while playing a game.
However, the best choice to monetize a game today, is to implement banner or pop-up advertisements in the game which affects the players' experience and even sometimes lead to user base loss.
So I decided to build a tool that helps mobile game developers monetize their games without negatively affecting the players' experience, and I'm calling it StreamAR.
StreamAR is built to help mobile game developers monetize their games by offering the following features:
Context-based Ads enable advertisers to advertise their brands in relevant contexts of a game. For example, if a game allows the player to choose between different kind of balls to play with, Wilson can advertise their brand on one of the balls given to the player to use.
Object-based Ads enable advertisers to advertise their brands on any object in a game. For example, if a game has basketball arena, any company can advertise their brand on the arena floor or the side screens.
3.Realtime live video streaming
Realtime live video stream would enable advertisers to reach a larger audience. For example, if a player of a game, who has 500 followers on Facebook or Twitch, starts a live video stream of them playing a game with an advertised brand; the brand would reach hundreds of people and could potentially make the ad more effective.
How I built it
I have used the following technologies to build StreamAR:
- Image/Video processing (also known as computer vision) to analyze the game content while streaming live.
- Realtime messaging protocol (RTMP) to connect to any live stream API or server.
- Augmented Reality (AR) technologies including Simultaneous Localization & Mapping (SLAM) to render Ads in AR space.
- Machine Learning, to learn more about the players' interaction with the Ads placed in a game and show them Ads that are relevant to their interests.
StreamAR is currently a CocoaTouch SDK written in Swift 4.0, which means it's very simple to implement in any iOS game!