Video game linkage method and system based on video feedback

By obtaining and analyzing the real-time feedback information of videos, the problem of cumbersome operations in the linkage between videos and games is solved, dynamic adjustment and update of game content is achieved, and user experience and industrial integration are improved.

CN120361519APending Publication Date: 2025-07-25SHANGHAI HODE INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510645460.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-19
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

In the existing video-game linkage scenarios, the operation is complicated and the feedback information of users when watching videos cannot be fully utilized, resulting in the game content being unable to be dynamically adjusted and updated, and it is impossible to bring users a rich and personalized gaming experience.

Method used

By obtaining real-time feedback information of the video, it is stored in the feedback database, and determining whether the preset game linkage conditions are met based on the information in the feedback database, and sending game trigger notifications to the game server for linkage, including processing and analysis of barrage information, voting results, virtual gifts, etc., to achieve dynamic adjustment of game content.

Benefits of technology

It realizes timely updates and pushes of game content, enhances the fun and interactivity of games, improves users' stickiness and satisfaction with games and videos, and promotes the deep integration and innovative development of the video and game industry.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a video game linkage method based on video feedback, a video server, a game server and a system. The method comprises the following steps: acquiring real-time feedback information of a video and storing the real-time feedback information in a feedback database; determining whether a preset game linkage condition is met or not according to the real-time feedback information stored in the feedback database; and if the preset game linkage condition is met, sending a game triggering notification to a game server, so that the game server determines game linkage content for linkage according to the game triggering notification. The real-time performance and group characteristics of feedback information sent when a user watches a video are utilized, linkage with a game is carried out, dynamic adjustment and issuing of game content are achieved, the viscidity and satisfaction degree of the user to the game and the video are improved, and deep fusion and innovative development of the video and the game industry are further promoted.
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Description

Technical Field

[0001] The present application relates to the technical fields of video and game, and particularly relates to a video game linkage method based on video feedback, a video server, a game server and a system. Background Art

[0002] Games provide users with various different experiences and values such as entertainment and relaxation, cognitive development, social communication, emotional expression, etc., and games can relieve the pressure and anxiety of users. Videos can intuitively provide information to users, facilitating users to quickly understand the information. Videos such as live broadcasts can also interact with users for information exchange.

[0003] Both videos and games can bring users leisure and entertainment, information supply, etc. However, in the existing scenarios of video-game linkage, videos and games are usually two relatively independent parts, lacking an effective interaction and association mechanism between each other. Although some games can perform simple task push or game content adjustment according to video content, these operations often require binding the user accounts of the game and video parts and synchronizing information, etc., and the operations are complex. For example, in some existing joint promotion activities, game users need to first register for a video user account on the video platform, and then bind the video user account with the game user account across platforms. Only after binding can they obtain tasks or rewards related to the video content in the game. This method not only has cumbersome operations, reducing the enthusiasm of users to participate, but also cannot make full use of the feedback when users watch videos, such as information reflecting the real-time thoughts and needs of a large number of users like bullet screens, to realize the dynamic adjustment and update of game content, and cannot bring a more rich and personalized game experience to users. Summary of the Invention

[0004] In view of the above problems, embodiments of the present application are proposed to provide a video game linkage method based on video feedback, a video server, a game server and a system that overcome the above problems or at least partially solve the above problems.

[0005] According to the first aspect of the embodiments of the present application, a video game linkage method based on video feedback is provided, which includes:

[0006] Obtaining real-time feedback information of a video and storing it in a feedback database;

[0007] Determining whether a preset game linkage condition is satisfied according to the real-time feedback information stored in the feedback database;

[0008] If the preset game linkage condition is satisfied, sending a game trigger notification to the game server for the game server to determine game linkage content for linkage according to the game trigger notification.

[0009] Optionally, the real-time feedback information includes bullet screen information;

[0010] Obtaining the real-time feedback information of the video and storing it in the feedback database further includes:

[0011] Obtaining the bullet screen information sent by the user and preprocessing the bullet screen information; the preprocessing includes format verification and / or preset word filtering processing;

[0012] Storing the preprocessed bullet screen information in the feedback information database.

[0013] Optionally, determining whether the preset game linkage condition is satisfied according to the real-time feedback information stored in the feedback database further includes:

[0014] Performing text analysis on the real-time feedback information stored in the feedback database, determining the matching data between the real-time feedback information and the preset keywords, and determining whether the preset game linkage condition is satisfied according to the matching data.

[0015] Optionally, performing text analysis on the real-time feedback information stored in the feedback database, and determining the matching data between the real-time feedback information and the preset keywords further includes:

[0016] Performing wildcard matching processing on the real-time feedback information by using a preset wildcard rule file, and counting the results of the wildcard matching processing to determine the matching data between the real-time feedback information and the preset keywords; the preset wildcard rule file includes preset keywords and corresponding wildcard expressions.

[0017] Optionally, determining whether the preset game linkage condition is satisfied according to the matching data further includes:

[0018] Counting the number of real-time feedback information in the matching data, and determining whether the number is greater than a first preset threshold;

[0019] If so, it is determined that the preset game linkage condition is satisfied;

[0020] And / or,

[0021] Counting the growth rate of the real-time feedback information in the matching data within a preset time range, and determining whether the growth rate is greater than a second preset threshold;

[0022] If so, it is determined that the preset game linkage condition is satisfied;

[0023] And / or,

[0024] Counting the occurrence frequency of combinations of multiple real-time feedback information in the matching data, and determining whether the occurrence frequency is greater than a third preset threshold;

[0025] If so, it is determined that the preset game linkage condition is satisfied.

[0026] Optionally, sending a game trigger notification to a game server for the game server to determine game linkage content based on the game trigger notification for further linkage includes:

[0027] Determining a corresponding game trigger notification according to preset game linkage conditions; the game trigger notification includes a trigger type identifier, trigger parameters, and / or a trigger time;

[0028] Sending the game trigger notification to the game server based on a preset communication protocol for the game server to determine game linkage content based on the game trigger notification for linkage; the preset communication protocol includes the Hypertext Transfer Protocol or a full-duplex communication protocol.

[0029] Optionally, the real-time feedback information further includes a voting result;

[0030] Obtaining the real-time feedback information of a video and storing it in a feedback database further includes:

[0031] Obtaining the voting information of a user, converting the voting information into a corresponding voting result, and storing the voting result as real-time feedback information in the feedback information database;

[0032] And / or,

[0033] The real-time feedback information further includes information corresponding to virtual gifts;

[0034] Obtaining the real-time feedback information of a video and storing it in a feedback database further includes:

[0035] Obtaining the virtual gifts sent by a user and storing the information corresponding to the virtual gifts as real-time feedback information in the feedback information database.

[0036] Optionally, obtaining the real-time feedback information of a video and storing it in a feedback database further includes:

[0037] Obtaining the real-time feedback information of a video and the sending data of the real-time feedback information; the sending data includes the time of sending the real-time feedback information, the user identifier, the corresponding video identifier, and / or the corresponding video playback timestamp; the real-time feedback information further includes preset keywords corresponding to wildcard matching processing of the real-time feedback information using a preset wildcard rule file;

[0038] Storing the real-time feedback information and the sending data of the real-time feedback information in the feedback database; the feedback database adopts a distributed storage architecture.

[0039] Optionally, the method further includes:

[0040] Perform multi-dimensional analysis on the real-time feedback information stored in the feedback database and the sent data to obtain corresponding multi-dimensional analysis results; the multi-dimensional analysis includes sentiment analysis, topic classification, key information extraction, and / or behavior pattern mining;

[0041] Generate visualization data based on the multi-dimensional analysis results for generating game optimization information based on the visualization data.

[0042] According to the second aspect of the embodiments of the present application, a video game linkage method based on video feedback is provided, which includes:

[0043] Receive a game trigger notification sent by a video server based on a preset communication protocol; the game trigger notification is determined according to the real-time feedback information of the video and the preset game linkage conditions;

[0044] Parse the game trigger notification to obtain a trigger type identifier, trigger parameters, and / or a trigger time;

[0045] Determine game linkage content according to the trigger type identifier and the trigger parameters, and issue the game linkage content according to the trigger time.

[0046] Optionally, determining game linkage content according to the trigger type identifier and the trigger parameters further includes:

[0047] According to the trigger type identifier and the game trigger parameters, obtain the corresponding game linkage content template and detailed information from the preset game template library, and create game linkage content for issuing; the detailed information includes a name, a description, game target information, and / or game task rewards.

[0048] Optionally, creating game linkage content further includes:

[0049] Generate different game linkage content according to the attribute information of different game users; the attribute information includes online information, game level information, and / or affiliated zone information.

[0050] Optionally, the method further includes:

[0051] Determine the trigger time type according to the trigger time; the trigger time type includes immediate trigger and / or timed trigger.

[0052] Optionally, if the trigger time type is an immediate trigger;

[0053] Determining game linkage content according to the trigger type identifier and the trigger parameters, and issuing the game linkage content according to the trigger time further includes:

[0054] Determine game linkage content according to the trigger type identifier and the trigger parameters, and issue the game linkage content after generating the game linkage content;

[0055] If the trigger time type is timed trigger;

[0056] Determining the game linkage content according to the trigger type identifier and the trigger parameter, and further including, according to the trigger time, issuing the game linkage content:

[0057] According to the trigger type identifier and the game trigger parameter, obtain the corresponding game linkage content template and detailed information from the preset game template library, and store them in the timed queue;

[0058] When the timed time arrives, take out the detailed information of the game linkage content from the timed queue, generate the game linkage content, and then issue the game linkage content.

[0059] Optionally, the trigger type identifier includes a game task identifier, a game ability bonus identifier, and / or a game reward identifier;

[0060] The preset communication protocol includes the Hypertext Transfer Protocol or the full-duplex communication protocol.

[0061] Optionally, the method further includes:

[0062] Receive the visual data analyzed based on the feedback database, analyze the visual data, and generate game optimization information.

[0063] According to the third aspect of the embodiments of the present application, a video server for video game linkage based on video feedback is provided, which includes:

[0064] An acquisition module, adapted to acquire the real-time feedback information of the video and store it in the feedback database;

[0065] A condition module, adapted to determine whether the preset game linkage condition is satisfied according to the real-time feedback information stored in the feedback database;

[0066] A linkage sending module, adapted to, if the preset game linkage condition is satisfied, send a game trigger notification to the game server for the game server to determine the game linkage content for linkage according to the game trigger notification.

[0067] According to the fourth aspect of the embodiments of the present application, a game server for video game linkage based on video feedback is provided, which includes:

[0068] A linkage receiving module, adapted to receive the game trigger notification sent by the video server based on the preset communication protocol; the game trigger notification is determined according to the real-time feedback information of the video and the preset game linkage condition;

[0069] An analysis module, adapted to analyze the game trigger notification to obtain the trigger type identifier, the trigger parameter, and / or the trigger time;

[0070] A sending module, adapted to determine game linkage content according to a trigger type identifier and trigger parameters, and to send the game linkage content according to a trigger time.

[0071] According to a fifth aspect of the embodiments of the present application, there is provided a video game linkage system based on video feedback, which includes the above-mentioned video server and game server.

[0072] According to a sixth aspect of the embodiments of the present application, there is provided a computing device, including: a processor, a memory, a communication interface, and a communication bus, and the processor, the memory, and the communication interface complete communication with each other through the communication bus;

[0073] The memory is used to store at least one executable instruction, and the executable instruction causes the processor to perform operations corresponding to the above-mentioned video game linkage method based on video feedback.

[0074] According to a seventh aspect of the embodiments of the present application, there is provided a computer storage medium, in which at least one executable instruction is stored, and the executable instruction causes a processor to perform operations corresponding to the above-mentioned video game linkage method based on video feedback.

[0075] According to an eighth aspect of the embodiments of the present application, there is provided a computer program product, including at least one executable instruction, and the executable instruction causes a processor to perform operations corresponding to the above-mentioned video game linkage method based on video feedback.

[0076] According to the video game linkage method, video server, game server, and system based on video feedback provided by the present application, by utilizing the real-time and group characteristics of feedback information sent by users when watching videos, linkage with games is carried out to realize dynamic adjustment and sending of game content. On the one hand, it can timely notify the game server to perform corresponding content updates and pushes, enabling game content to closely follow the real-time needs and interest changes of users, enhancing the fun, interactivity, and attractiveness of the game, and creating a more diverse and rich game experience for users. On the other hand, it also improves the stickiness and satisfaction of users with both games and videos, further promoting the deep integration and innovative development of the video and game industries.

[0077] The above description is only an overview of the technical solution of the present application. In order to be able to understand the technical means of the present application more clearly, it can be implemented according to the content of the specification. And in order to make the above and other purposes, features, and advantages of the present application more obvious and understandable, the following specifically illustrates the specific embodiments of the present application. Brief Description of the Drawings

[0078] Various other advantages and benefits will become clear to those of ordinary skill in the art by reading the following detailed description of the preferred embodiments. The drawings are only for the purpose of showing the preferred embodiments and are not considered to be a limitation of the present application. Moreover, throughout the drawings, the same reference numerals are used to represent the same components. In the drawings:

[0079] Figure 1 A flowchart of a video game linkage method based on video feedback according to an embodiment of the present application is shown;

[0080] Figure 2 A flowchart of a video game linkage method based on video feedback according to another embodiment of the present application is shown;

[0081] Figure 3 A flowchart of a video game linkage method based on video feedback according to another embodiment of the present application is shown;

[0082] Figure 4 A flowchart of a video game linkage method based on video feedback according to another embodiment of the present application is shown;

[0083] Figure 5 A schematic structural diagram of a video game linkage system based on video feedback according to an embodiment of the present application is shown;

[0084] Figure 6 A schematic structural diagram of a computing device according to an embodiment of the present application is shown. Detailed Embodiments

[0085] The exemplary embodiments of the present application will be described in more detail below with reference to the drawings. Although the exemplary embodiments of the present application are shown in the drawings, it should be understood that the present application can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided so that the present application can be more thoroughly understood and the scope of the present application can be fully conveyed to those skilled in the art.

[0086] First, the noun terms related to one or more embodiments of the present application are explained.

[0087] Game server: Responsible for running the game server program, storing game data of game users, processing game logic, managing the game world state, and communicating with the game client, sending game-related information to the client and receiving operation data of game users uploaded by the client, etc.

[0088] Video server: Used to store video content, provide video playback services for users, manage various behavior data of users on the video website, such as user viewing records, playback progress, etc., and communicate and interact with other external systems (such as game servers) at the same time.

[0089] Game client: A game application installed on a game user's device (such as a computer, mobile phone, etc.). Through it, the game user interacts with the game server, receives tasks sent by the game server, displays the game interface, and feeds back the game user's operation instructions to the game server.

[0090] Video barrage: Barrage refers to when playing a video, the comments sent by the viewing users are displayed as subtitles scrolling on the video screen. During the process of watching a video, users can always express their opinions, feelings, complaints, or interpretations of the video content by inputting text. These text messages will quickly appear and pass through on the video screen like bullets.

[0091] Figure 1 The flowchart of a video game linkage method based on video feedback according to an embodiment of the present application is shown, as Figure 1 shown, the method includes the following steps:

[0092] Step S101, obtain the real-time feedback information of the video and store it in the feedback database.

[0093] Users can watch videos through client devices (such as mobile phones, tablets, computers, etc.). The videos can include various videos that support users to send real-time feedback information, such as live videos, on-demand videos, etc. When watching a video, users can send real-time feedback information based on the client device in real time, such as sending video barrages, sending virtual gifts, sending voting results according to voting options, etc. The real-time feedback information reflects the viewing feelings, ideas, etc. of users when watching the video in real time.

[0094] In this embodiment, it is a video game linkage. The videos include game-related videos, such as game live videos, game plot introduction videos, game competition videos, game strategy videos, game commentary videos, game teaching videos, game review videos, etc. While watching game-related videos, users can send real-time feedback information on the game-related videos. The real-time feedback information can be sent in various ways such as video barrages, virtual gifts, voting options, etc., which is not limited here. This embodiment is executed on a video server. The video server can obtain the real-time feedback information of the video sent by the user and store the real-time feedback information in the feedback database, which is convenient for counting the real-time feedback information stored in the feedback database and performing real-time linkage with the game according to the statistical results.

[0095] Step S102, determine whether the preset game linkage condition is met according to the real-time feedback information stored in the feedback database.

[0096] The video server collects statistics on the real-time feedback information stored in the feedback database, and determines whether the preset game linkage condition is met based on the statistical results. If so, step S103 is executed to communicate with the game server to achieve linkage with the game. If not, real-time feedback information is continuously obtained.

[0097] This embodiment does not need to bind or authenticate the game user's account with the user's account watching the video. The user's thoughts and feelings about the game can be determined through the user's real-time feedback information when watching the video, so that the game can be linked based on the real-time feedback information. The preset game linkage conditions can be set according to the implementation situation, such as setting preset keywords, and the preset keywords are related to the game, such as tasks, skills, rewards, buff ability additions, etc. in the game. The real-time feedback information is counted according to the preset keywords. When multiple real-time feedback information contains preset keywords and reaches a certain number, it can be determined that it meets the preset game linkage conditions for linkage with the game. The above is an example, which is specifically set according to the implementation situation and is not limited here.

[0098] Compared with the existing technology where users need to switch and bind accounts between multiple servers, this embodiment is simpler and more convenient, and there will be no information confusion or operational errors caused by account binding, which reduces the threshold for users to participate in video game linkage, can tap more potential users, and facilitate the development and popularization of cross-platform linkage scenarios. Furthermore, the real-time feedback information of the video has the characteristics of real-time and group. Based on this characteristic, the real-time common ideas and interests of a large number of users can be obtained, and the game content can be adjusted in a linked manner using the real-time feedback information, which can better meet the user's pursuit of a game experience that fits their own needs and interests.

[0099] Step S103, sending a game trigger notification to the game server, so that the game server determines the game linkage content according to the game trigger notification for linkage.

[0100] When it is determined that the real-time feedback information of the video meets the preset game linkage conditions, the video can be linked with the game. At this time, the video server sends a game trigger notification to the game server, and the game server can determine the game linkage content accordingly based on the game trigger notification. The game trigger notification is determined based on the feedback situation of the real-time feedback information of the video. For example, for the trigger type identifier, if the real-time feedback information mentions a game task multiple times, the game task can be included in the game trigger notification. If the real-time feedback information mentions a buff ability bonus, etc., the buff ability bonus can be included in the game trigger notification. The game trigger notification can also include trigger parameters, which can be obtained from the real-time feedback information. For example, if the real-time feedback information mentions an increase in the life buff by 50%, etc., or different trigger parameters can be set in advance according to different trigger type identifiers. The game trigger notification can also include the trigger time, which can be set according to the actual situation, such as immediate trigger or scheduled trigger, etc. For immediate trigger, when the preset game linkage conditions are met, after the video server sends the game trigger notification to the game server, the game server determines the game linkage content and issues it immediately. For scheduled trigger, a certain fixed time can be set, and the game can be previewed, and then the game linkage content can be issued at a fixed time, etc. The above is for illustrative purposes, and it is specifically set according to the actual situation.

[0101] Furthermore, a connection can be established between the video server and the game server based on a preset communication protocol, such as the Hypertext Transfer Protocol or the Full Duplex Communication Protocol, etc. The Hypertext Transfer Protocol, such as the HTTP / HTTPS protocol, is applicable to communication scenarios based on the request-response mode. For example, after the video server determines that the preset game linkage conditions are met, it can send an HTTP request containing the game trigger notification to the game server according to the pre-agreed RESTful API interface specification. After the game server parses and processes the HTTP request, it returns a corresponding response result to inform the video server of status information such as whether the linkage is successful or not. The Full Duplex Communication Protocol, such as the WebSocket protocol, is applicable to scenarios that require real-time and two-way communication. It can establish a persistent connection between the video server and the game server. When the video server determines that the preset game linkage conditions are met instantaneously, the video server can immediately send the game trigger notification to the game server through the WebSocket channel. The game server can also feedback information such as the linkage progress and results to the video server at any time, realizing efficient real-time interaction and information synchronization, and ensuring that the game content can respond and adjust in a timely manner according to the real-time feedback information. The above preset communication protocols can be flexibly selected to achieve a stable, efficient, and real-time communication connection between the video server and the game server.

[0102] According to the video game linkage method based on video feedback provided by the present application, by utilizing the real-time and group characteristics of the feedback information sent by users when watching videos, it is linked with the game to achieve dynamic adjustment and distribution of game content. According to the real-time feedback information of the video, the game server is timely notified to perform corresponding content updates and pushes, so that the game content can closely follow the real-time needs and interest changes of users. The feedback information of users is realized through the game linkage content, enhancing the stickiness and satisfaction of users with both the game and the video, and further promoting the deep integration and innovative development of the video and game industries.

[0103] Figure 2 The flowchart of the video game linkage method based on video feedback according to an embodiment of the present application is shown, as Figure 2 shown, the method includes the following steps:

[0104] Step S201, obtain the real-time feedback information of the video and store it in the feedback database.

[0105] When users watch game-related videos, they can directly express their real-time feelings, thoughts, etc. by sending real-time feedback information. The video server can obtain the real-time feedback information sent by users and store it. The video server can use the stored real-time feedback information to collect a large number of real-time and group feedback opinions of users when watching game-related videos, and then determine the group needs of users based on the real-time feedback information to achieve linkage with the game. This process does not require binding the user accounts in the video server with the user accounts in the game server, and can directly obtain the group real-time feedback information of users when watching game-related videos and provide it to the game server for updating and changing the game linkage content.

[0106] The real-time feedback information may include, for example, bullet screen information. When users watch game-related videos, they can send bullet screen information through an input box or other means. The bullet screen information can be text information or voice information, etc. Obtain the bullet screen information sent by users and convert all of it into text information. Considering the standardization of the bullet screen information, the bullet screen information can be preprocessed. The preprocessing includes, for example, format verification, preset word filtering processing, etc. Filter out the bullet screen information that does not conform to the format verification or contains preset words to ensure the standardization of the bullet screen information. The format verification, preset words, etc. can be set according to the actual situation and are not limited here. After preprocessing, the preprocessed bullet screen information is stored in the feedback information database for subsequent use.

[0107] Alternatively, the real-time feedback information may also include voting information corresponding to voting results. For example, during the playback of a game video, a user vote may be initiated, including options 1, 2, 3, etc., which correspond to different options. Users may select the corresponding voting options according to their needs and vote. After obtaining the user's voting information, the voting information may be converted into corresponding voting results, and the voting results may be stored in the feedback information database as real-time feedback information. The content of the options corresponding to the voting results may be recorded in the feedback information database in text form.

[0108] Alternatively, the real-time feedback information may also include information corresponding to virtual gifts. When a game video is played to a certain screen, the virtual gift sent by the user represents the user's thoughts on the screen display. For example, if a user gives a virtual gift in a certain game special effect display screen, it means that the user likes the game special effect. When obtaining real-time feedback information, the virtual gift sent by the user is obtained, and the information corresponding to the virtual gift is stored as real-time feedback information in the feedback information database. The information corresponding to the virtual gift can be determined in combination with the video content when it is sent, the meaning of the virtual gift itself, etc., which is not limited here.

[0109] Furthermore, when obtaining the real-time feedback information of the video, the sending data of the real-time feedback information can also be obtained. The sending data includes the time when the real-time feedback information is sent, the user ID, the corresponding video ID, the corresponding video playback timestamp, etc. The real-time feedback information and the sending data of the real-time feedback information are stored in the feedback database, and the overall data analysis can be performed based on the real-time feedback information combined with the sending data to improve the data foundation for subsequent optimization of the game. The feedback database can adopt a distributed storage architecture, which can cope with the storage requirements of large-scale real-time feedback information and high concurrent access scenarios, ensure the storage reliability and read-write performance of the real-time feedback information, and provide a stable data foundation for subsequent data analysis.

[0110] Step S202, performing text analysis on the real-time feedback information stored in the feedback database, determining matching data between the real-time feedback information and preset keywords, and determining whether a preset game linkage condition is met based on the matching data.

[0111] After the real-time feedback information is stored in the feedback database, the real-time feedback information stored in the feedback database can be monitored. During monitoring, data monitoring can be performed through monitoring tasks, and text analysis can be performed on the real-time feedback information to promptly determine whether the preset game linkage conditions are met.

[0112] Specifically, text analysis can use a preset wildcard rule file to perform wildcard matching on real-time feedback information. The preset wildcard rule file contains preset keywords and corresponding wildcard expressions. Wildcards can be asterisks (*), question marks, etc. Asterisks (*) represent any number of characters (including zero characters), and question marks represent any single character. Taking asterisks (*) and question marks as examples, the preset wildcard rule file can be used for preset keywords, such as "express delivery task", and its wildcard expression can be used, such as "express delivery task*", which can match typos such as "express delivery task", "express delivery task" with fewer characters or no characters after the character "task", etc., and a partial match of "express delivery task" can confirm that it matches the preset keyword; or, "delivery task* task" can match any character between "send" and "task" to achieve fuzzy matching of synonyms, etc. The above wildcards and wildcard expressions are examples for illustration, and are not limited here according to the specific implementation situation.

[0113] For each preset keyword, you can set one or more wildcard expressions to cover common typos, synonyms, missing characters, extra characters, etc. as comprehensively as possible. The preset wildcard rule file can be stored in a preset format for easy use. For example, each line contains a preset keyword and a wildcard expression, with the preset keyword on the left and the corresponding wildcard expression on the right, separated by a preset separator (such as "|"). The format is as follows:

[0114] Courier Mission | Courier Mission*

[0115] Courier mission | Delivery mission

[0116] Alternatively, each line contains a preset keyword and corresponding multiple wildcard expressions, with the preset keyword on the left and multiple wildcard expressions on the right, separated by a preset separator (such as “|”).

[0117] The format is as follows:

[0118] Courier mission | Courier mission* | Delivery* mission

[0119] The above is an example for explanation. The specific settings will be based on the implementation situation and are not limited here.

[0120] By using the preset wildcard rule file to perform wildcard matching on the real-time feedback information, the matching data between the real-time feedback information and the preset keywords can be determined. For example, the delivery task of the real-time feedback information can be matched as an express delivery task through the preset wildcard rule file, which is convenient for counting matching data based on the preset keywords. The results of the statistical wildcard matching processing are used to determine the matching data between the real-time feedback information and the preset keywords, avoiding inaccurate statistics due to synonyms, typos, extra words, missing words, etc.

[0121] After obtaining the matching data statistically, when determining whether the preset game linkage conditions are met based on the matching data, it can be judged from different dimensions. For example, count the number of real-time feedback messages in the matching data and determine whether the number is greater than the first preset threshold. That is, if the preset keyword is mentioned a large number of times in the real-time feedback messages, it indicates that the user has a high willingness for the preset keyword, and it is determined that the preset game linkage conditions are met; or, count the growth rate of the real-time feedback messages in the matching data within a preset time range and determine whether the growth rate is greater than the second preset threshold. When within the preset time range, such as within 2 minutes, the preset keyword appears a large number of times and its growth rate is fast and greater than the second preset threshold, it is determined that the preset game linkage conditions are met; or, count the occurrence frequency of the combination of multiple real-time feedback messages in the matching data and determine whether the occurrence frequency is greater than the third preset threshold. That is, if the combination of multiple preset keywords appears multiple times, it is determined that the preset game linkage conditions are met. One or more of the above preset game linkage conditions can be selected and can be set according to the actual situation to meet different game scenarios and business requirements, and improve the flexibility and diversity of the preset game linkage conditions.

[0122] Furthermore, in addition to the directly obtained real-time feedback messages, the real-time feedback messages stored in the feedback database also include the corresponding preset keywords when the real-time feedback messages are processed by wildcard matching using the preset wildcard rule file. During matching, it can be directly matched with the preset keywords to improve the matching rate.

[0123] Furthermore, the preset wildcard rule file can be updated and changed according to the preset cycle with different ways of language expression. For example, by using a large language model to capture synonyms, related words, homophones, typos, etc. within a period of time, the preset wildcard rule file can be automatically added, modified or deleted. The preset wildcard rule file can also be actively added, modified or deleted by maintenance personnel through a preset interface. No limitation is made here. After the preset wildcard rule file is updated, based on the preset update time node, such as when the video server is started, when the video server uses the preset wildcard rule file, and when the preset timing period is reached, the update timestamp of the preset wildcard rule file is checked. If the update timestamp is different from the update timestamp of the previous preset wildcard rule file, the preset wildcard rule file is modified, and the video server reloads the preset wildcard rule file to ensure that the accuracy of the real-time feedback information during the matching process can adapt to language changes and changes in user input habits in a timely manner. Matching is based on preset wildcard rule files, without the need for complex text analysis engines. Flexible processing of real-time feedback information can be achieved through simple file configuration and string matching operations, avoiding failure to trigger real-time feedback information due to differences in user input, improving the robustness of the real-time feedback information trigger mechanism and the friendliness of the user experience, allowing more users to participate in the triggering and adjustment of game content through real-time feedback information, further enhancing the interactivity and fun between videos and games.

[0124] Step S203, determining a corresponding game trigger notification according to a preset game linkage condition, and sending the game trigger notification to a game server based on a preset communication protocol, so that the game server determines the game linkage content according to the game trigger notification for linkage.

[0125] When it is determined that the preset game linkage conditions are met, the video server can send a game trigger notification to the game server. After the game server receives the game trigger notification, it can determine the game linkage content according to the game trigger notification, and then perform linkage. The game trigger notification includes trigger type identification, trigger parameters, trigger time, etc. The trigger type identification corresponds to different types of content in the game, such as game tasks, game rewards, game buff ability additions, etc. The trigger parameters can be set according to the matching data of real-time feedback information, such as task difficulty, buff ability addition ratio, reward intensity, etc. The trigger time can be set to different types, such as instant trigger, real-time adjustment, or timed trigger, and the adjustment is made at the scheduled time point. The values of the trigger type identification, trigger parameters, and trigger time in the game trigger notification can be pre-established by the game server with the preset game linkage conditions. The values of the trigger type identification, trigger parameters, and trigger time are determined according to the corresponding relationship. Different preset game linkage conditions can correspond to different game trigger notifications. The video server can save the corresponding relationship. When it is determined that the preset game linkage conditions are met, the corresponding trigger type identification, trigger parameters, and trigger time values are found according to the corresponding relationship to construct the game trigger notification. The specific settings depend on the implementation situation and are not limited here.

[0126] When the video server and the game server communicate, they can communicate based on a preset communication protocol, which includes a hypertext transfer protocol or a full-duplex communication protocol. The specific protocol can be flexibly selected according to the implementation situation to achieve a stable, efficient, and real-time communication connection between the video server and the game server.

[0127] Step S204, performing multi-dimensional analysis on the real-time feedback information and the sent data stored in the feedback database to obtain corresponding multi-dimensional analysis results, and generating visualization data according to the multi-dimensional analysis results, so as to generate game optimization information based on the visualization data.

[0128] In addition to matching the real-time feedback information stored in the feedback database with preset keywords to facilitate timely linkage with the game server, it can also perform multi-dimensional analysis based on the data in the feedback database and optimize the game in a targeted manner based on the results of the multi-dimensional analysis.

[0129] Specifically, multi-dimensional analysis can include sentiment analysis, topic classification, key information extraction, behavior pattern mining, etc. Multi-dimensional analysis can be performed regularly within a preset time range. Sentiment analysis can use natural language processing algorithms to judge the sentiment tendency of real-time feedback information, identify various sentiments such as positive, negative, or neutral expressed in the real-time feedback information, and obtain users' subjective feelings and attitudes towards various aspects of game video content, game characters, game play, game settings, etc. through different sentiment analyses, so as to provide a reference basis for game content optimization and user experience improvement. For example, when a large amount of negative sentiment towards a certain game character is contained in the real-time feedback information, the character can be adjusted or optimized based on the sentiment analysis results. Topic classification can adopt text clustering and classification algorithms to classify the real-time feedback information into topics, and determine the main topics and focus content ranked first in the real-time feedback information according to the quantity of each topic classification, such as different topic classifications like game guides, equipment evaluations, plot discussions, etc., so as to help game operators understand users' interest hotspots and concerns, and plan game activities, develop new content, or perform precise content push, etc. based on the topic classification. For example, if the topics of the real-time feedback information during a certain period are concentrated on the strategy of a specific game level, the game operator can launch relevant strategy competition activities or provide official strategy guidance to increase users' game participation and satisfaction. Key information extraction can use text mining technology to extract key information such as high-frequency keywords or phrases from the real-time feedback information. These extracted key information often reflects users' immediate needs and focus of attention, and can be used to optimize in-game search functions, game recommendation systems, advertising placement strategies, etc. For example, if the extracted key information is the name of a popular game item, it can be used as an important reference for the game recommendation system to recommend relevant item purchase or synthesis methods to users, increase the probability of users obtaining items, and also increase the sales conversion rate of items. Behavior pattern mining combines the real-time feedback information with information such as the time of sending the real-time feedback information and the user identification in the sending data, analyzes the behavior patterns of users' bullet screen sending at different time periods, and understands users' active periods, viewing preferences, interaction frequencies, etc., providing data support for the operation time arrangement of the game, the selection of activity promotion periods, and the formulation of user retention strategies. By combining the real-time feedback information with the corresponding video identification and the corresponding video playback timestamp in the sending data, it can analyze the game video content that users like and when users interact, etc., and can more efficiently attract users' attention when making game videos, thus better attracting traffic for the game and increasing the linkage between the video and the game. For example, if the sending activity is the highest between 8 - 10 pm when the real-time feedback information is sent, the game operator can arrange the push time of game update announcements and activity notifications with high priority in this time period to improve the reach rate of information and the user response rate, etc. The above is for illustrative purposes, and is specifically set according to the actual implementation situation, and is not limited here.

[0130] Furthermore, by performing multi-dimensional analysis on the real-time feedback information stored in the feedback database and the sent data, the analysis results of each corresponding dimension can be obtained. By synthesizing the analysis results of each dimension, that is, visual data such as reports and charts can be generated according to the multi-dimensional analysis results, which is convenient for providing intuitive and clear visual data to the game operator or developer more clearly, so as to generate game optimization information for them, such as optimizing game operation strategies, including but not limited to formulating personalized marketing activities, optimizing in-game item recommendations, arranging event times, etc., to meet user needs and improve user activity; or optimizing and improving game content, including but not limited to adjusting game balance, optimizing character skills, launching game play that meets user needs, etc., to enhance the quality and competitiveness of the game, ensure that the game can continuously attract and retain users, and achieve the healthy development of the game.

[0131] It should be noted that the user information (including but not limited to user terminal information, user account information, etc.) and user data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the embodiments of the present application are all information and data authorized by the user or fully authorized by all parties. And the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions, and corresponding operation entrances are provided for users to choose to authorize or refuse.

[0132] According to the video game linkage method based on video feedback provided by the present application, the video server obtains the real-time feedback information of the user. By performing text analysis on the real-time feedback information and matching the real-time feedback information with the preset keywords using the preset wildcard rule file, it can be quickly matched without the participation of a large computing power model, and it can be quickly determined whether the preset game linkage condition is met. When the preset game linkage condition is met, the game server can be notified in a timely manner. The game server determines the game linkage content according to the sent game trigger notification, and updates and distributes the content in a timely manner, realizing the rapid linkage between game content and the real-time needs and interest changes of users, and further enhancing the stickiness and satisfaction of users with both the game and the video. Furthermore, multi-dimensional analysis can be performed on the real-time feedback information and the sent data stored in the feedback database, providing more data support to the game party. The game party can obtain data such as sentiment analysis, theme classification, key information extraction, and behavior pattern mining according to the multi-dimensional analysis, and optimize the game operation strategy and game content in a targeted manner to better attract and retain users and promote the healthy development of the game.

[0133] Figure 3 The flowchart of the video game linkage method based on video feedback according to an embodiment of the present application is shown, as Figure 3 shown, and the method includes the following steps:

[0134] Step S301: Receive a game trigger notification sent by a video server based on a preset communication protocol.

[0135] This embodiment is executed on a game server. The game server communicates with the video server, can receive the game trigger notification sent by the video server, and then adjusts the game content according to the game trigger notification to achieve linkage with the video.

[0136] The game trigger notification is determined according to the real-time feedback information of the video and the preset game linkage conditions. The video server obtains the real-time feedback information of the video, determines whether the preset game linkage conditions are met according to the real-time feedback information. If so, the video server sends the game trigger notification to the game server, and the game server can complete the linkage with the video according to the game trigger notification. For details, refer to steps S201 - S203, which will not be elaborated here.

[0137] The game server and the video server communicate with each other using a preset communication protocol. The preset communication protocol includes, for example, the Hypertext Transfer Protocol or the Full - Duplex Communication Protocol. The Hypertext Transfer Protocol such as the HTTP / HTTPS protocol is applicable to communication scenarios based on the request - response mode. For example, after the video server determines that the preset game linkage conditions are met, it can send an HTTP request containing the game trigger notification to the game server according to the pre - agreed RESTful API interface specification. After the game server parses and processes the HTTP request, it returns the corresponding response result to inform the video server of status information such as whether the linkage is successful. The Full - Duplex Communication Protocol such as the WebSocket protocol is applicable to scenarios that require real - time and two - way communication. It can establish a persistent connection between the video server and the game server. When the video server determines that the preset game linkage conditions are met, the video server can immediately send the game trigger notification to the game server through the WebSocket channel. The game server can also feedback information such as the linkage progress and results to the video server at any time, realizing efficient real - time interaction and information synchronization, and ensuring that the game content can respond and adjust in a timely manner according to the real - time feedback information. The above preset communication protocols can be flexibly selected to achieve a stable, efficient, and real - time communication connection between the video server and the game server.

[0138] Step S302: Parse the game trigger notification to obtain the trigger type identifier, trigger parameters, and / or trigger time.

[0139] The game server parses the game trigger notification to obtain the trigger type identifier, trigger parameters, trigger time, etc. contained in the game trigger notification.

[0140] Step S303: Determine the game linkage content according to the trigger type identifier and trigger parameters, and issue the game linkage content according to the trigger time.

[0141] To facilitate the quick generation and distribution of game linkage content, the game server can pre-configure multiple templates of game linkage content for distribution. Each template of game linkage content can correspond to different preset game linkage conditions.

[0142] After the video server detects that the preset game linkage conditions are met, it sends a corresponding game trigger notification to the game server. The game server can determine the game linkage content template based on the trigger type identifier, trigger parameters, and trigger time. Specifically, according to the trigger type identifier and game trigger parameters, the corresponding game linkage content template and detailed information of the game linkage content are obtained from the preset game template library. The detailed content is substituted into the game linkage content template to create the game linkage content, which is then distributed to each game user. When distributing, it can be distributed to the corresponding game users according to the logic and operation mechanism of the game. The detailed information includes, for example, name, description information, game target information, game task rewards, etc., which are specifically set according to the implementation situation and are not limited here.

[0143] According to the video game linkage method based on video feedback provided by the present application, the game server can directly receive the game trigger notification determined by the video server based on real-time feedback information and preset game linkage conditions. The game server can complete the dynamic update and distribution of game content according to the game trigger notification, realizing an automated and intelligent game content adjustment mechanism triggered by real-time feedback information, making full use of the real-time and group advantages of real-time feedback information, linking with the video, and bringing a brand-new game experience to users. Compared with the existing game content update method that relies on account binding and manual operation, it has significant differences and advantages.

[0144] Figure 4 The flowchart of the video game linkage method based on video feedback according to an embodiment of the present application is shown. As Figure 4 shown, the method includes the following steps:

[0145] Step S401, receiving the game trigger notification sent by the video server based on the preset communication protocol.

[0146] Step S402, parsing the game trigger notification to obtain the trigger type identifier, trigger parameters, and / or trigger time.

[0147] Refer to the description of steps S301 - S302 above, which will not be repeated here.

[0148] Step S403, determining the trigger time type according to the trigger time.

[0149] The trigger time is used to determine the time for issuing game linkage content. According to the trigger time, the trigger time type is determined, including immediate trigger and timed trigger. For the immediate trigger, the game linkage content can be issued immediately after it is determined. For the timed trigger, an activity preview can be carried out first to inform users widely, and the content will be issued after the time point is reached.

[0150] Step S404: Determine the game linkage content according to the trigger type identifier and trigger parameters, and issue the game linkage content according to the trigger time.

[0151] When it is determined that the trigger time type is an immediate trigger, according to the trigger type identifier and game trigger parameters, the corresponding game linkage content template and detailed information can be obtained from the preset game template library, so that the game linkage content can be generated and immediately issued to each game user.

[0152] When it is determined that the trigger time type is a timed trigger, according to the trigger type identifier and game trigger parameters, the corresponding game linkage content template and detailed information are obtained from the preset game template library and stored in the timed queue first. When the timed time arrives, the game linkage content template and detailed information are taken out from the timed queue, the game linkage content is generated, and then the game linkage content is issued. The timed trigger can be previewed in the game, such as issuing a server-wide notice in the game to inform that XX game content will be updated at XX time, etc.

[0153] Furthermore, the trigger type identifier includes a game task identifier, a game ability bonus identifier, and a game reward identifier. Correspondingly, the game task identifier means that the game linkage content can generate new game tasks. The game ability bonus identifier can modify the health, spell, etc. buff bonuses of npc characters such as bosses in the game, or issue buff bonuses such as health, spells, and game items to game users. The game reward identifier can issue virtual red envelopes, virtual items, game items, etc. to users in the game. The above are examples for illustration and are specifically set according to the implementation situation and are not limited here.

[0154] Furthermore, since the attributes of game users in the game are different, different game linkage content can be generated according to the attribute information of different game users. The attribute information includes online information, game level information, affiliated zone information, etc. For example, the game linkage content is only issued to game users who are online in the game, so that online users can receive instant task processing in real time; or, the game task difficulty for game users of different levels is different. For game users with a lower level, it is avoided that the difficulty is too high to complete the game task. For game users with a higher level, the challenge is increased to avoid the lack of challenge due to the simplicity of the game task; or, for game users in different zones, different characteristic game tasks can be set, etc., to attract the interest of game users in each zone more. The above are examples for illustration and are specifically set according to the implementation situation and are not limited here.

[0155] Step S405: Receive the visualized data obtained from the analysis of the feedback database, analyze the visualized data, and generate game optimization information.

[0156] After the video server obtains the real-time feedback information and stores it in the feedback database, it analyzes the real-time feedback data in the feedback database combined with the sent data, and can obtain multi-dimensional analysis results. The multi-dimensional analysis results are made into visualized data such as tables and charts. The multi-dimensional analysis results can refer to the description in Step S204 and will not be elaborated here.

[0157] After receiving the visualized data, the game server can analyze the visualized data, generate relevant game optimization information, and optimize the game. The game optimization information includes, for example, optimizing the game operation strategy, including but not limited to formulating personalized marketing activities, optimizing in-game item recommendations, arranging event times, etc., to meet user needs and improve user activity; the game optimization information includes, for example, optimizing and improving the game content, including but not limited to adjusting game balance, optimizing character skills, launching game play that meets user needs, etc., to enhance the quality and competitiveness of the game, ensure that the game can continuously attract and retain users, and achieve the healthy development of the game.

[0158] According to the video game linkage method based on video feedback provided by the present application, the game server can directly obtain game trigger notifications containing the real-time needs of the user group. According to the game trigger notifications, it can quickly obtain game linkage content templates and detailed information using a preset game template library, quickly generate game linkage content. In the immediate trigger type, the game linkage content can be sent in a timely manner to respond to the real-time needs of video users. In the timed trigger type, the game linkage content templates and detailed information to be sent can be obtained based on a timed queue, and the game linkage content can be generated and sent to achieve linkage with the video. Further, using the visualized data of the real-time feedback information stored in the feedback database and the multi-dimensional analysis results of the sent data provides more data support for game optimization, specifically optimizes the game operation strategy, optimizes the game content, better attracts and retains users, and promotes the healthy development of the game.

[0159] Figure 5 FIG. shows the structural schematic diagram of a video game linkage system based on video feedback provided by an embodiment of the present application. As Figure 5 shown, the system includes: a video server 510 and a game server 520.

[0160] The video server 510 includes:

[0161] An acquisition module 511, adapted to acquire real-time feedback information of the video and store it in the feedback database;

[0162] A condition module 512, adapted to determine whether a preset game linkage condition is satisfied according to real-time feedback information stored in a feedback database;

[0163] A linkage sending module 513, adapted to send a game trigger notification to a game server if the preset game linkage condition is satisfied, so that the game server can determine game linkage content for linkage according to the game trigger notification.

[0164] Optionally, the real-time feedback information includes bullet screen information;

[0165] The obtaining module 511 is further adapted to:

[0166] Obtain bullet screen information sent by a user, and preprocess the bullet screen information; the preprocessing includes format verification and / or preset word filtering processing;

[0167] Store the preprocessed bullet screen information in a feedback information database.

[0168] Optionally, the condition module 512 is further adapted to:

[0169] Perform text analysis on the real-time feedback information stored in the feedback database, determine matching data between the real-time feedback information and preset keywords, and determine whether the preset game linkage condition is satisfied according to the matching data.

[0170] Optionally, the condition module 512 is further adapted to:

[0171] Perform wildcard matching processing on the real-time feedback information by using a preset wildcard rule file, and count the result of the wildcard matching processing to determine the matching data between the real-time feedback information and the preset keywords; the preset wildcard rule file includes preset keywords and corresponding wildcard expressions.

[0172] Optionally, the condition module 512 is further adapted to:

[0173] Count the number of real-time feedback information in the matching data, and determine whether the number is greater than a first preset threshold;

[0174] If so, determine that the preset game linkage condition is satisfied;

[0175] And / or,

[0176] Count the growth rate of the real-time feedback information in the matching data within a preset time range, and determine whether the growth rate is greater than a second preset threshold;

[0177] If so, determine that the preset game linkage condition is satisfied;

[0178] And / or,

[0179] Statistically match the occurrence frequency of multiple combinations of real-time feedback information in the data, and determine whether the occurrence frequency is greater than a third preset threshold;

[0180] If so, determine that the preset game linkage condition is satisfied.

[0181] Optionally, the linkage sending module 513 is further adapted to:

[0182] Determine a corresponding game trigger notification according to the preset game linkage condition; the game trigger notification includes a trigger type identifier, trigger parameters, and / or a trigger time;

[0183] Send the game trigger notification to the game server based on a preset communication protocol for the game server to determine game linkage content for linkage according to the game trigger notification; the preset communication protocol includes the Hypertext Transfer Protocol or the full-duplex communication protocol.

[0184] Optionally, the real-time feedback information further includes a voting result;

[0185] The acquisition module 511 is further adapted to:

[0186] Acquire the voting information of the user, convert the voting information into a corresponding voting result, and store the voting result as real-time feedback information in the feedback information database;

[0187] And / or, the real-time feedback information further includes information corresponding to virtual gifts;

[0188] The acquisition module 511 is further adapted to:

[0189] Acquire the virtual gifts sent by the user, and store the information corresponding to the virtual gifts as real-time feedback information in the feedback information database.

[0190] Optionally, the acquisition module 511 is further adapted to:

[0191] Acquire the real-time feedback information of the video and the transmission data of the real-time feedback information; the transmission data includes the time of sending the real-time feedback information, the user identifier, the corresponding video identifier, and / or the corresponding video playback timestamp; the real-time feedback information further includes a preset keyword corresponding to wildcard matching processing of the real-time feedback information using a preset wildcard rule file;

[0192] Store the real-time feedback information and the transmission data of the real-time feedback information in the feedback database; the feedback database adopts a distributed storage architecture.

[0193] Optionally, the video server 510 further includes: a multi-dimensional analysis module 514, which is adapted to perform multi-dimensional analysis on the real-time feedback information and transmitted data stored in the feedback database to obtain corresponding multi-dimensional analysis results; the multi-dimensional analysis includes sentiment analysis, theme classification, key information extraction, and / or behavior pattern mining; generate visualization data according to the multi-dimensional analysis results for generating game optimization information based on the visualization data.

[0194] The game server 520 includes:

[0195] A linkage receiving module 521, which is adapted to receive a game trigger notification sent by the video server based on a preset communication protocol; the game trigger notification is determined according to the real-time feedback information of the video and preset game linkage conditions;

[0196] A parsing module 522, which is adapted to parse the game trigger notification to obtain a trigger type identifier, trigger parameters, and / or a trigger time;

[0197] A distribution module 523, which is adapted to determine game linkage content according to the trigger type identifier and trigger parameters, and distribute the game linkage content according to the trigger time.

[0198] Optionally, the distribution module 523 is further adapted to:

[0199] According to the trigger type identifier and game trigger parameters, obtain the corresponding game linkage content template and detailed information from a preset game template library, create game linkage content for distribution; the detailed information includes a name, description information, game target information, and / or game task rewards.

[0200] Optionally, the distribution module 523 is further adapted to:

[0201] Generate different game linkage content according to the attribute information of different game users; the attribute information includes online information, game level information, and / or affiliated partition information.

[0202] Optionally, the game server 520 further includes: a time type module 524, which is adapted to determine the trigger time type according to the trigger time; the trigger time type includes immediate trigger and / or timed trigger.

[0203] Optionally, if the trigger time type is an immediate trigger;

[0204] The distribution module 523 is further adapted to: determine game linkage content according to the trigger type identifier and trigger parameters, and after generating the game linkage content, distribute the game linkage content;

[0205] If the trigger time type is a timed trigger;

[0206] The sending module 523 is further adapted to: obtain the corresponding game linkage content template and detailed information from the preset game template library according to the trigger type identifier and the game trigger parameter, store them in the timing queue; when the timing time arrives, take out the detailed information of the game linkage content from the timing queue, generate the game linkage content, and then send the game linkage content.

[0207] Optionally, the trigger type identifier includes a game task identifier, a game ability bonus identifier, and / or a game reward identifier; the preset communication protocol includes the Hypertext Transfer Protocol or the full-duplex communication protocol.

[0208] Optionally, the game server 520 further includes: a game optimization module 525, which is adapted to receive the visualized data analyzed based on the feedback database, analyze the visualized data, and generate game optimization information.

[0209] The descriptions of the modules in each of the above servers refer to the corresponding descriptions in the method embodiments, and will not be repeated here.

[0210] According to the video game linkage system based on video feedback provided by the present application, by utilizing the real-time and group characteristics of the feedback information sent by users when watching videos, it is linked with the game to realize the dynamic adjustment and sending of game content. On the one hand, it can timely notify the game server to perform corresponding content updates and pushes, enabling the game content to closely follow the real-time needs and interest changes of users, enhancing the fun, interactivity, and attractiveness of the game, and creating a more diverse game experience for users. On the other hand, it also improves the stickiness and satisfaction of users with both the game and the video, further promoting the deep integration and innovative development of the video and game industries.

[0211] The present application also provides a non-volatile computer storage medium, and the computer storage medium stores at least one executable instruction, and the executable instruction can execute the operations corresponding to the video game linkage method based on video feedback in any of the above method embodiments.

[0212] The present application also provides a computer program product, and the computer program product includes at least one executable instruction or computer program, and the executable instruction or computer program can enable the processor to execute the operations corresponding to the video game linkage method based on video feedback in any of the above method embodiments.

[0213] Figure 6 The structural schematic diagram of a computing device according to an embodiment of the present application is shown, and the specific implementation of the computing device is not limited in the specific embodiments of the present application.

[0214] As Figure 6As shown, the computing device may include: a processor 602, a communications interface 604, a memory 606, and a communication bus 608.

[0215] Wherein:

[0216] The processor 602, the communications interface 604, and the memory 606 communicate with each other via the communication bus 608.

[0217] The communications interface 604 is used to communicate with network elements of other devices such as clients or other servers.

[0218] The processor 602 is used to execute the program 610, and specifically can execute the relevant steps in the above-described embodiments of the video game linkage method based on video feedback.

[0219] Specifically, the program 610 may include program code, and the program code includes computer operation instructions.

[0220] The processor 602 may be a central processing unit (CPU), or a specific application integrated circuit (ASIC), or one or more integrated circuits configured to implement the present application. One or more processors included in the computing device may be of the same type of processor, such as one or more CPUs; or may be of different types of processors, such as one or more CPUs and one or more ASICs.

[0221] The memory 606 is used to store the program 610. The memory 606 may include high-speed RAM memory, and may also include non-volatile memory, such as at least one disk memory.

[0222] The program 610 is specifically used to cause the processor 602 to execute the video game linkage method based on video feedback in any of the above method embodiments. For the specific implementation of each step in the program 610, reference may be made to the corresponding steps and units in the above-described embodiments of the video game linkage based on video feedback, which will not be elaborated herein. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the above-described devices and modules may refer to the corresponding process descriptions in the foregoing method embodiments, which will not be repeated herein.

[0223] The algorithms or displays provided herein are not inherently related to any particular computer, virtual system, or other device. A variety of general-purpose systems may also be used in conjunction with the teachings presented herein. The structure required to construct such systems will be apparent from the above description. In addition, the present application is not directed to any particular programming language. It should be understood that the teachings of the present application can be implemented in a variety of programming languages, and the description of a particular language above is for the purpose of disclosing the preferred embodiments of the present application.

[0224] In the specification provided herein, numerous specific details are set forth. However, it is understood that embodiments of the present application may be practiced without these specific details. In some instances, well-known methods, structures, and techniques have not been shown in detail so as not to obscure the understanding of this specification.

[0225] Similarly, it should be understood that in order to streamline the present application and assist in understanding one or more of the various inventive aspects, in the above description of the exemplary embodiments of the present application, the various features of the present application are sometimes grouped together into a single embodiment, figure, or description thereof. However, the disclosed method should not be construed as reflecting an intention that the claimed present application requires more features than are expressly recited in each claim. Rather, as reflected in the following claims, the inventive aspects lie in less than all the features of the single embodiments disclosed previously. Thus, the claims following the detailed description are hereby expressly incorporated into the detailed description, with each claim standing on its own as a separate embodiment of the present application.

[0226] Those skilled in the art will appreciate that the modules in the devices in the embodiments can be adaptively changed and disposed in one or more devices different from the embodiments. The modules or units or components in the embodiments can be combined into one module or unit or component, and in addition, they can be divided into multiple sub-modules or sub-units or sub-components. Except for the fact that at least some of such features and / or processes or units are mutually exclusive, any combination can be used to combine all the features disclosed in this specification (including the accompanying claims, abstract, and drawings) and all the processes or units of any method or device so disclosed. Unless otherwise expressly stated, each feature disclosed in this specification (including the accompanying claims, abstract, and drawings) can be replaced by an alternative feature that provides the same, equivalent, or similar purpose.

[0227] In addition, those skilled in the art can understand that although some embodiments herein include certain features included in other embodiments rather than other features, the combination of features of different embodiments means that it is within the scope of this application and forms different embodiments. For example, in the following claims, any one of the claimed embodiments can be used in any combination.

[0228] Each component embodiment of the present application can be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. Those skilled in the art should understand that a microprocessor or a digital signal processor (DSP) can be used in practice to implement some or all of the functions of some or all of the components according to the present application. The present application can also be implemented as a device or apparatus program (for example, a computer program and a computer program product) for executing part or all of the methods described herein. Such a program for implementing the present application can be stored on a computer-readable medium, or can be in the form of one or more signals. Such signals can be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.

[0229] It should be noted that the above embodiments illustrate rather than limit the present application, and those skilled in the art can design alternative embodiments without departing from the scope of the appended claims. In the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps not listed in the claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The present application can be implemented by means of hardware including several different elements and by means of a suitably programmed computer. In a unit claim listing several devices, several of these devices can be embodied by the same item of hardware. The use of the words first, second, and third, etc. does not denote any order. These words can be interpreted as names. The steps in the above embodiments, unless otherwise specified, should not be construed as limiting the order of execution.

Claims

1. A video game linkage method based on video feedback, comprising: Obtaining real-time feedback information of the video and storing it in a feedback database; Determining whether a preset game linkage condition is satisfied according to the real-time feedback information stored in the feedback database; If the preset game linkage condition is satisfied, sending a game trigger notification to a game server for the game server to determine game linkage content for linkage according to the game trigger notification.

2. The method according to claim 1, wherein, The real-time feedback information includes bullet screen information; The obtaining real-time feedback information of the video and storing it in the feedback database further includes: Obtaining bullet screen information sent by a user and preprocessing the bullet screen information; the preprocessing includes format verification and / or preset word filtering processing; Storing the preprocessed bullet screen information in a feedback information database.

3. The method according to claim 1 or 2, wherein The determining whether a preset game linkage condition is satisfied according to the real-time feedback information stored in the feedback database further includes: Performing text analysis on the real-time feedback information stored in the feedback database to determine matching data between the real-time feedback information and a preset keyword, and determining whether the preset game linkage condition is satisfied according to the matching data.

4. The method according to claim 3, wherein, The performing text analysis on the real-time feedback information stored in the feedback database to determine matching data between the real-time feedback information and a preset keyword further includes: Performing wildcard matching processing on the real-time feedback information by using a preset wildcard rule file, and counting the result of the wildcard matching processing to determine the matching data between the real-time feedback information and the preset keyword; the preset wildcard rule file includes a preset keyword and a corresponding wildcard expression.

5. The method according to claim 3, wherein, The determining whether the preset game linkage condition is satisfied according to the matching data further includes: Counting the number of the real-time feedback information in the matching data, and determining whether the number is greater than a first preset threshold; If so, determining that the preset game linkage condition is satisfied; and / or, Counting the growth rate of the real-time feedback information in the matching data within a preset time range, and determining whether the growth rate is greater than a second preset threshold; If so, determining that the preset game linkage condition is satisfied; and / or, Counting the occurrence frequency of combinations of multiple real-time feedback information in the matching data, and determining whether the occurrence frequency is greater than a third preset threshold; If so, determining that the preset game linkage condition is satisfied.

6. The method according to any one of claims 1-5, wherein The sending a game trigger notification to a game server for the game server to determine game linkage content for linkage according to the game trigger notification further includes: Determining a corresponding game trigger notification according to the preset game linkage condition; the game trigger notification includes a trigger type identifier, trigger parameters, and / or a trigger time; Sending the game trigger notification to the game server based on a preset communication protocol for the game server to determine game linkage content for linkage according to the game trigger notification; the preset communication protocol includes a Hypertext Transfer Protocol or a full-duplex communication protocol.

7. The method according to claim 1 or 2, wherein The real-time feedback information further includes a voting result; The obtaining real-time feedback information of the video and storing it in the feedback database further includes: Obtain the voting information of the user, convert the voting information into the corresponding voting result, and store the voting result as real-time feedback information in the feedback information database; and / or, The real-time feedback information further includes information corresponding to virtual gifts; The obtaining of the real-time feedback information of the video and storing it in the feedback database further includes: Obtain the virtual gifts sent by the user, and store the information corresponding to the virtual gifts as real-time feedback information in the feedback information database.

8. The method according to any one of claims 1-7, wherein The obtaining of the real-time feedback information of the video and storing it in the feedback database further includes: Obtain the real-time feedback information of the video and the sending data of the real-time feedback information; the sending data includes the time of sending the real-time feedback information, the user identifier, the corresponding video identifier, and / or the corresponding video playback timestamp; the real-time feedback information further includes the preset keywords corresponding to the wild card matching process of the real-time feedback information using a preset wild card rule file; Store the real-time feedback information and the sending data of the real-time feedback information in the feedback database; the feedback database adopts a distributed storage architecture.

9. The method according to claim 8, wherein, The method further includes: Perform multi-dimensional analysis on the real-time feedback information and sending data stored in the feedback database to obtain the corresponding multi-dimensional analysis results; the multi-dimensional analysis includes sentiment analysis, topic classification, key information extraction, and / or behavior pattern mining; Generate visualization data according to the multi-dimensional analysis results for generating game optimization information based on the visualization data.

10. A video game linkage method based on video feedback, which includes: Receive a game trigger notification sent by a video server based on a preset communication protocol; The game trigger notification is determined according to the real-time feedback information of the video and the preset game linkage conditions; Parse the game trigger notification to obtain a trigger type identifier, trigger parameters, and / or a trigger time; Determine the game linkage content according to the trigger type identifier and trigger parameters, and send down the game linkage content according to the trigger time.

11. The method according to claim 10, wherein, The determining of the game linkage content according to the trigger type identifier and trigger parameters further includes: According to the trigger type identifier and the game trigger parameters, obtain the corresponding game linkage content template and detailed information from a preset game template library, and create game linkage content for sending down; the detailed information includes name, description information, game target information, and / or game task rewards.

12. The method according to claim 11, wherein, The creating of the game linkage content further includes: Generate different game linkage contents according to the attribute information of different game users; the attribute information includes online information, game level information, and / or affiliated partition information.

13. The method according to claim 10, wherein, The method further includes: Determine the trigger time type according to the trigger time; the trigger time type includes immediate trigger and / or timed trigger.

14. According to the method of claim 13, wherein, If the trigger time type is an immediate trigger; The determining of the game linkage content according to the trigger type identifier and trigger parameters, and the sending down of the game linkage content according to the trigger time further includes: Determine the game linkage content according to the trigger type identifier and trigger parameters. After generating the game linkage content, send down the game linkage content; If the trigger time type is timed trigger; The determining the game linkage content according to the trigger type identifier and trigger parameters, and sending down the game linkage content according to the trigger time further includes: According to the trigger type identifier and the game trigger parameters, obtain the corresponding game linkage content template and detailed information from the preset game template library, and store them in the timed queue; When the timed time arrives, take out the detailed information of the game linkage content from the timed queue, generate the game linkage content, and then send down the game linkage content.

15. The method according to any one of claims 10 - 14, wherein The trigger type identifier includes a game task identifier, a game ability bonus identifier, and / or a game reward identifier; The preset communication protocol includes the Hypertext Transfer Protocol or the full-duplex communication protocol.

16. The method according to any one of claims 10 - 15, wherein, The method further includes: Receive the visualization data analyzed based on the feedback database, analyze the visualization data, and generate game optimization information.

17. A video server for video game linkage based on video feedback, which includes: An acquisition module, adapted to acquire the real-time feedback information of the video and store it in the feedback database; A condition module, adapted to determine whether the preset game linkage conditions are met according to the real-time feedback information stored in the feedback database; A linkage sending module, adapted to send a game trigger notification to the game server if the preset game linkage conditions are met, so that the game server determines the game linkage content for linkage according to the game trigger notification.

18. A game server for video game linkage based on video feedback, which includes: A linkage receiving module, adapted to receive the game trigger notification sent by the video server based on the preset communication protocol; The game trigger notification is determined according to the real-time feedback information of the video and the preset game linkage conditions; An analysis module, adapted to analyze the game trigger notification to obtain the trigger type identifier, trigger parameters, and / or trigger time; A sending-down module, adapted to determine the game linkage content according to the trigger type identifier and trigger parameters, and send down the game linkage content according to the trigger time.

19. A video game linkage system based on video feedback, which includes the video server according to claim 17 and the game server according to claim 18.

20. A computing device, comprising: A processor, a memory, a communication interface, and a communication bus. The processor, the memory, and the communication interface complete communication with each other through the communication bus; The memory is used to store at least one executable instruction, and the executable instruction causes the processor to perform the operations corresponding to the video game linkage method based on video feedback according to any one of claims 1-16.

21. A computer storage medium, in which at least one executable instruction is stored, and the executable instruction causes the processor to perform the operations corresponding to the video game linkage method based on video feedback according to any one of claims 1-16.

22. A computer program product includes at least one executable instruction that causes a processor to perform operations corresponding to the video game linkage method based on video feedback according to any one of claims 1-16.