An interactive method and related apparatus

By allowing players to acquire the identity of a streamer and decide the content of their live streams, the game addresses the issue of limited in-game interaction, creating a rich live-streaming interactive experience and enhancing the game's playability and player engagement.

CN115550681BActive Publication Date: 2026-05-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2021-07-14
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

In existing technologies, the interaction methods in games mainly depend on the game type itself, resulting in a lack of variety in interaction methods and making it difficult to improve the player's gaming experience.

Method used

This invention provides a novel interactive live streaming method that allows players to acquire the identity of the streamer and decide the content of the live stream by controlling game objects, thereby realizing live streaming interaction in the game scene and integrating real-world live streaming interaction methods.

Benefits of technology

It enriched the interactive methods and diversity within the game, improved the player's gaming experience, lowered the barrier to entry for live streaming, and increased player acceptance.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the application discloses an interactive method and related device, a player can obtain an anchor identity by controlling a player object in a game and determine live broadcast content, and live broadcast is performed on other player objects in a game scene, thereby providing a new live broadcast type interactive mode led by a player and interacting between players, so that the interactive mode in the game is not limited by the game type, more interactive modes in reality can be integrated into the game scene, the richness of the game play is further enriched, and the interactive experience of the player in the game is improved. Meanwhile, since the player only needs to control the player object to experience live broadcast as an anchor, compared with the live broadcast mode in reality, the threshold is low, and the acceptance of the player is high.
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Description

[0001] This application is a divisional application of Chinese Patent Application No. 202110797684.2, filed on July 14, 2021, entitled "An Interactive Method and Related Device". Technical Field

[0002] This application relates to the field of game technology, and in particular to an interactive method and related apparatus. Background Technology

[0003] As game development technology continues to improve and game genres become increasingly diverse, players' demands for gaming experiences are also rising. Among these demands, the in-game interactions that players can participate in are a major factor influencing their gaming experience.

[0004] In related technologies, the interaction methods in games are mainly dependent on the game type itself. For example, the interaction methods in shooting games are mainly shooting between players, which is relatively simple and makes it difficult to further improve the player's gaming experience. Summary of the Invention

[0005] To address the aforementioned technical issues, this application provides an interactive method that offers players a novel, player-led live-streaming interactive experience, enhancing the richness and diversity of in-game interactions and improving the player's gaming experience.

[0006] The embodiments of this application disclose the following technical solutions:

[0007] In a first aspect, embodiments of this application disclose an interaction method, the method comprising:

[0008] Control a first object to perform interactive behaviors in the game scene in response to the live stream; the first object is one of a plurality of player objects included in the game scene.

[0009] In response to the interactive behavior meeting the live streaming conditions, an identity instruction is obtained, the identity instruction being used to indicate that the first object is the streamer in the game scene;

[0010] The live streaming content to be broadcast in the game scene is determined, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

[0011] In one possible implementation, the method further includes:

[0012] The first object can view the display device located at the live broadcast display position.

[0013] The live stream content viewing interface includes a player interaction display area and a live stream content display area. The player interaction display area is used to display player interaction messages and virtual item transfer records.

[0014] In one possible implementation, if the virtual item transfer record includes virtual items with display effects, the method further includes:

[0015] The display effect is displayed in the live content display area, and / or the display effect is displayed at the live display location.

[0016] In one possible implementation, if the virtual item transfer record includes game items, the method further includes:

[0017] Place the game prop at the live broadcast display location or at a designated location in the game scene other than the live broadcast display location.

[0018] In one possible implementation, after obtaining the identity instruction in response to the interaction behavior satisfying the live streaming conditions, the method further includes:

[0019] A prompt is displayed indicating that the first object has obtained the streamer's identity.

[0020] Secondly, embodiments of this application disclose an interactive device, the device comprising a first control unit, a first acquisition unit, and a first determination unit:

[0021] The first control unit is used to control a first object to perform interactive behaviors in the game scene in response to the live broadcast. The first object is one of the multiple player objects included in the game scene.

[0022] The first acquisition unit is configured to acquire an identity instruction in response to the interactive behavior meeting the live streaming conditions, wherein the identity instruction is used to indicate that the first object is a streamer in the game scene;

[0023] The first determining unit is used to determine the live streaming content to be broadcast in the game scene, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

[0024] Thirdly, embodiments of this application disclose an interaction method, the method comprising:

[0025] Obtain the interactive behavior performed by a first object in the game scene, wherein the first object is one of a plurality of player objects included in the game scene;

[0026] In response to the interactive behavior satisfying the live streaming conditions, the first object is identified as the streamer in the game scene, and an identity instruction is returned based on the player identifier corresponding to the first object. The identity instruction is used to indicate that the first object is the streamer.

[0027] The live stream content is obtained based on the player identifier corresponding to the first object, and the live stream content is used to broadcast live to the multiple player objects at the live stream display location in the game scene.

[0028] The live stream content is sent according to the player identifiers corresponding to the multiple player objects.

[0029] In one possible implementation, the method further includes:

[0030] Obtain an interactive information display request initiated in response to the live stream content, wherein the interactive information display request includes interactive information, and the interactive information includes at least one of player interaction messages and virtual item transfer records;

[0031] The interaction information is sent according to the player identifiers corresponding to the multiple player objects, and the interaction information is used to be displayed in the player interaction display area corresponding to the live broadcast content.

[0032] In one possible implementation, the virtual item transfer record includes game props and / or virtual items with display effects, which are used to display in the live content display area and / or at the live display location; the game props are used to place at the live display location or at a designated location in the game scene other than the live display location.

[0033] In one possible implementation, the method further includes:

[0034] The virtual item transfer request for the streamer is obtained by identifying the target player; the virtual item transfer request is used to identify the target item.

[0035] In response to a match between the virtual feature value corresponding to the target player identifier and the virtual feature value corresponding to the target item, the target item is transferred to the streamer.

[0036] In one possible implementation, the plurality of player objects includes a target object, and the method further includes:

[0037] Determine the game screen corresponding to the target object based on the target object and the live stream content;

[0038] Sending the live stream content according to the player identifiers corresponding to the multiple player objects includes:

[0039] The game screen corresponding to each of the multiple player objects is sent according to the player identifiers of the multiple player objects.

[0040] In one possible implementation, the plurality of player objects includes a second object, which is a streamer in the game scene. The step of determining the first object as the streamer in the game scene in response to the interactive behavior satisfying the live streaming conditions includes:

[0041] If the identity exchange of the streamer is completed through the interactive behavior, the streamer in the game scene will be changed from the second object to the first object;

[0042] The method further includes:

[0043] The process of obtaining live stream content based on the player identifier corresponding to the second object is terminated.

[0044] In one possible implementation, the method further includes:

[0045] In response to the interactive behavior meeting the live streaming conditions, an identity prompt is sent according to the player identifiers corresponding to the multiple player objects respectively. The identity prompt is used to prompt the first object to obtain the streamer's identity.

[0046] Fourthly, embodiments of this application disclose an interactive device, the device comprising a first acquisition unit, a first determination unit, a second acquisition unit, and a first sending unit:

[0047] The first acquisition unit is used to acquire the interactive behavior made by a first object in the game scene, wherein the first object is one of the multiple player objects included in the game scene;

[0048] The first determining unit is configured to, in response to the interactive behavior satisfying the live streaming conditions, determine the first object as the streamer in the game scene, and return an identity instruction based on the player identifier corresponding to the first object, wherein the identity instruction is used to indicate that the first object is the streamer;

[0049] The second acquisition unit is used to acquire live streaming content based on the player identifier corresponding to the first object, and the live streaming content is used to broadcast live to the multiple player objects at the live streaming display position in the game scene;

[0050] The first sending unit is used to send the live broadcast content according to the player identifiers corresponding to the plurality of player objects respectively.

[0051] Fifthly, embodiments of this application disclose an interaction method, the method comprising:

[0052] Control the first object to perform interactive behaviors against the second object in the game scene, where the second object is the streamer in the game scene;

[0053] In response to the interactive behavior satisfying the live streaming conditions, an identity instruction is obtained, which is used to instruct the streamer in the game scene to be converted from the second object to the first object;

[0054] The live streaming content to be broadcast in the game scene is determined, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

[0055] Sixthly, embodiments of this application disclose an interactive device, which includes a control unit, an acquisition unit, and a determination unit:

[0056] The control unit is used to control the first object to perform interactive behavior against the second object in the game scene, wherein the second object is the streamer in the game scene;

[0057] The acquisition unit is configured to acquire an identity instruction in response to the interactive behavior meeting the live streaming conditions. The identity instruction is configured to instruct the streamer in the game scene to be converted from the second object to the first object.

[0058] The determining unit is used to determine the live streaming content in the game scene, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

[0059] Seventhly, embodiments of this application disclose an interaction method, the method comprising:

[0060] Obtain live streaming content generated based on a first object, where the first object is a streamer in a game scene, and the game scene includes the first object and a third object;

[0061] Determine the live stream display location within the game scene;

[0062] Based on the live stream content, a live stream is broadcast to the third object at the live stream display location.

[0063] Eighthly, embodiments of this application disclose an interactive device, the device comprising a first acquisition unit, a determination unit, and a live streaming unit:

[0064] The first acquisition unit is used to acquire live content generated based on a first object, wherein the first object is a streamer in a game scene, and the game scene includes the first object and a third object;

[0065] The determining unit is used to determine the live broadcast display location in the game scene;

[0066] The live streaming unit is used to broadcast live to the third object at the live streaming display location according to the live streaming content.

[0067] Ninthly, embodiments of this application disclose an interactive system, the system comprising a first terminal device, a second terminal device, and a server:

[0068] The first terminal device is used to execute the interaction method described in any one of the first aspects, or the interaction method described in any one of the fifth aspects;

[0069] The second terminal device is used to execute the interaction method described in any one of the seventh aspects;

[0070] The server is used to execute the interaction method described in any of the third aspects.

[0071] In a tenth aspect, embodiments of this application disclose a computer device, the device including a processor and a memory:

[0072] The memory is used to store program code and transmit the program code to the processor;

[0073] The processor is configured to execute the interaction method described in any one of the first aspects, or the interaction method described in any one of the third aspects, or the interaction method described in any one of the fifth aspects, or the interaction method described in any one of the seventh aspects, according to the instructions in the program code.

[0074] In one aspect, embodiments of this application disclose a computer-readable storage medium for storing a computer program for executing the interaction method described in any one of the first aspects, or the interaction method described in any one of the third aspects, or the interaction method described in any one of the fifth aspects, or the interaction method described in any one of the seventh aspects.

[0075] As can be seen from the above technical solution, in order to enhance the richness of in-game interaction, this application provides players with an in-game live streaming interaction method. This method allows control of a first object within the game scene to perform interactive behaviors related to live streaming. This first object is one of multiple player objects included in the game scene. In response to the interaction behavior meeting the live streaming conditions, an identity command can be obtained. This identity command indicates that the first object is a streamer in the game scene, allowing players to obtain the permission to live stream within the game scene by controlling objects in the game. After the first object obtains the streamer identity, the live streaming content in the game scene can be determined. This live streaming content is then broadcast to multiple player objects at a designated live streaming location within the game scene. The live streaming content can be sent to a server, enabling the server to disseminate the live streaming content to multiple player objects in the game scene. This provides a novel live streaming interaction method led by players and involving interaction between players. This allows in-game interaction methods to transcend game type limitations, integrating more real-world interaction methods into the game scene, further enriching the gameplay and improving the player's in-game interactive experience. At the same time, since players only need to control a player character to experience live streaming as a streamer, the threshold is lower than that of live streaming in reality, and players are more accepting of it. Attached Figure Description

[0076] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0077] Figure 1 A schematic diagram illustrating an interaction method in a practical application scenario provided by an embodiment of this application;

[0078] Figure 2 Signaling diagram of an interaction method provided in an embodiment of this application;

[0079] Figure 3 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0080] Figure 4 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0081] Figure 5 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0082] Figure 6 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0083] Figure 7 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0084] Figure 8 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0085] Figure 9 A schematic diagram illustrating an interactive method provided in an embodiment of this application;

[0086] Figure 10 A flowchart illustrating an interaction method in a practical application scenario provided by an embodiment of this application;

[0087] Figure 11 A flowchart illustrating the exchange of anchor identities in a practical application scenario is provided as an embodiment of this application.

[0088] Figure 12 A flowchart illustrating the transfer of virtual items in a real-world application scenario is provided in this application embodiment;

[0089] Figure 13 A structural block diagram of an interactive device provided in an embodiment of this application;

[0090] Figure 14 A structural block diagram of an interactive device provided in an embodiment of this application;

[0091] Figure 15 A structural diagram of a computer device provided in an embodiment of this application;

[0092] Figure 16 A structural diagram of a server provided in an embodiment of this application;

[0093] Figure 17 A flowchart illustrating an interactive method provided in an embodiment of this application;

[0094] Figure 18 A flowchart illustrating an interactive method provided in an embodiment of this application;

[0095] Figure 19 A structural block diagram of an interactive device provided in an embodiment of this application;

[0096] Figure 20 This is a structural block diagram of an interactive device provided in an embodiment of this application. Detailed Implementation

[0097] The embodiments of this application will now be described with reference to the accompanying drawings.

[0098] To enhance the player experience, improving the playability and richness of in-game interactions has always been a key focus for game developers. Currently, in-game interactions are largely limited by the game genre itself, resulting in largely identical interactions across games of the same type. This can easily reduce player interest and lead to a poor gaming experience. Even when interactive elements that differ significantly from the game genre are added, these elements often fail to empower players to take the lead in the interaction. For example, in shooting games, pre-recorded videos can be played, but players cannot decide when the videos are played or control their content, resulting in poor player engagement.

[0099] To address the aforementioned technical issues, this application provides an interactive method in which players can control player objects in the game to obtain the streamer's identity and determine the live stream content. This combines real-world live stream interaction methods with the game scenario, providing players with a novel player-led live stream interaction method. This enhances the richness and diversity of in-game interactions and improves the player's gaming experience.

[0100] Understandably, this method can be applied to processing devices capable of controlling in-game interactions, such as terminal devices and servers with interactive control functions. This method can be applied to network scenarios where terminal devices and servers communicate, executing in cooperation. The terminal device can be a computer, mobile phone, or similar device. The server can be an application server or a web server; in actual deployment, this server can be a standalone server or a cluster of servers.

[0101] To facilitate understanding of the technical solutions provided in the embodiments of this application, an interactive method provided in the embodiments of this application will be introduced below in conjunction with a practical application scenario.

[0102] See Figure 1 , Figure 1 This diagram illustrates an interactive method in a practical application scenario provided by an embodiment of this application. In this scenario, the processing devices are a terminal device 101 and a server 102. A game program as shown in the diagram runs on the terminal device 101, and the server 102 is the game server corresponding to that game.

[0103] The game scene includes a stage area as shown in game scene 1, where the first object is the player object controlled by the player in the game. If the player wants this first object to become a streamer broadcasting live within the game scene, they can control the first object to perform interactive behaviors related to the live broadcast through terminal device 101. As shown in the figure, in this practical application scenario, the player can control the first object to move to the stage area and approach the live broadcast platform on the stage area via terminal device 101. This live broadcast platform is a virtual object used for broadcasting. The stage area also includes a virtual screen as shown in game scene 1; this virtual screen may not display content when no player object is broadcasting.

[0104] When the first object approaches the live streaming platform, a virtual "Start Live Stream" control appears on the game interface. Players can click this virtual control to control the first object to interact with the live streaming platform. The terminal device 101 can continuously send the interactive behavior made by the first object to the server 102 for judgment. If the server 102 determines that the interactive behavior meets the live streaming conditions, it generates an identity command and sends it to the terminal device 101. This identity command is used to indicate that the first object is the streamer in the game scene.

[0105] After the first object acquires the identity of the streamer, the terminal device 101 can determine the live streaming content in the game scene. In this practical application scenario, as shown in game scene 2, the live streaming content can include the actions performed by the player controlling the first object in the stage area, as well as the corresponding background video and audio in the stage area. For example, the player can control the first object to go on stage and sing, and can independently select the song to sing and the background video displayed on the screen on the stage through the live streaming platform. As shown in the figure, the terminal device can record the object's actions and obtain the sound emitted by the player through the first object, the selected background video, etc., and determine the object's actions, sound, and background video as the live streaming content corresponding to this live stream, and display the live streaming content at the live streaming display position in the game scene, such as displaying the live streaming content on a virtual screen or virtual TV in the game scene. Meanwhile, in order to allow players who control other player objects in the game scene to also see the live broadcast content, terminal device 101 can send the live broadcast content to server 101. Server 101 can then spread the live broadcast content to multiple terminal devices such as terminal device 1, terminal device 2, ... terminal device n, so that these terminal devices can also display the live broadcast content at the live broadcast display position in the game scene. This achieves the effect of the first object acting as the broadcaster and broadcasting to multiple players in the game scene.

[0106] Therefore, this application provides a novel live streaming interaction method in a game scenario, where the player is the dominant figure in the live stream and determines the content. This interaction method is not limited by game type; players can experience live streaming interactions that closely resemble real life by controlling a player object within the game scenario, without going through the cumbersome live streaming operations of the real world. Thus, it enriches the interactive methods and player experience in the game while lowering the barrier to entry for live streaming. Furthermore, since players only need to control a primary object for live streaming and do not need to display their own information, it is more acceptable to players and safer than traditional live streaming.

[0107] Next, an interactive method provided by an embodiment of this application will be described in conjunction with the accompanying drawings.

[0108] See Figure 2 , Figure 2 A signaling diagram of an interaction method provided in this application embodiment, which can be applied to a system composed of terminal devices and servers, includes:

[0109] S201: The terminal device controls the first object to perform interactive behaviors in the game scene in response to the live broadcast.

[0110] To enrich players' interactive experience in games, this application embodiment can provide players with a new type of live streaming interaction, allowing players to experience live streaming interactions that are not limited to game types.

[0111] First, the game can include interactive actions for acquiring a streamer identity. If a player object in the game scene successfully acquires the streamer identity and becomes a streamer, the player controlling that player object can then control the live stream content within the game scene. Here, a player object refers to a game object that the player can control within the game scene, such as a game character.

[0112] Therefore, if a player wants to livestream from the game scene using the first object they control, they can first control the first object to perform interactive behaviors related to the livestream in the game scene through the terminal device running the game. The first object is one of the multiple player objects included in the game scene.

[0113] S202: The server obtains the interactive behavior performed by the first object in the game scene.

[0114] In order to determine whether the first object can conduct live streaming in the game scene, the server can obtain the interactive behavior of the first object in the game scene from the terminal device side for analysis, that is, determine whether the identity of the streamer can be obtained through the interactive behavior.

[0115] S203: The server responds to the interaction behavior meeting the live streaming conditions, identifies the first object as the streamer in the game scene, and returns an identity instruction based on the player identifier corresponding to the first object.

[0116] The server can store the live streaming conditions corresponding to the game scene. These conditions are used to determine whether a player can acquire the streamer's identity in the game scene through their interactive behavior. If the interactive behavior meets the live streaming conditions, it means that the player can acquire the streamer's identity through the interactive behavior. At this point, the server can identify the first player as the streamer in the game scene, that is, determine that the first player has the permission to live stream in the game scene.

[0117] Understandably, each player object in the game has a corresponding player identifier, which identifies the player controlling that player object. Since players control player objects through terminal devices, there is a corresponding relationship between the player identifier and the terminal device controlling the player object during gameplay; that is, the terminal device controlling the player object can be determined through the player identifier corresponding to that player object. Based on this, in order for the terminal device controlling the first object to know that the first object has acquired the streamer's identity, server 101 can return an identity instruction based on the player identifier corresponding to the first object. This identity instruction is used to indicate that the first object is the streamer in the game scene.

[0118] S204: The terminal device responds to the interactive behavior meeting the live streaming conditions and obtains the identity command.

[0119] By using the player identifier corresponding to the first object, the server can accurately determine the terminal device controlling the first object, thereby enabling the terminal device to obtain the identity command. Using this identity command, the terminal device can determine that the first object has become a streamer in the game scene, and thus can begin performing streamer-related operations.

[0120] S205: The terminal device determines the live streaming content in the game scene.

[0121] The live stream content is broadcast live from a designated location within the game scene. This location is a specific area within the game scene used to display or play the live stream content, such as a virtual screen within the game environment. For example, ... Figure 4 As shown, a display device may be present at the live broadcast display location. This display device is a virtual device used to display live broadcast content. Players can watch the live broadcast content by controlling their player object to approach the display device, or by interacting with the display device. No restrictions are imposed here.

[0122] Since the primary target is the streamer within the game scenario, players can use this target to determine the content to be streamed. The terminal device can determine the streamed content based on the player's choices and actions, providing a player-driven interactive streaming experience within the game, enriching the player's interactive experience. Furthermore, while becoming a streamer in real life requires a series of cumbersome steps such as identity verification, downloading streaming software, and account registration, becoming a streamer in a game scenario only requires controlling a player target to perform relatively simple interactive actions. Therefore, this method also provides players with a more convenient streaming experience, lowering the barrier to entry for live streaming interactions.

[0123] S206: The terminal device sends live content to the server.

[0124] In order for players who control other player objects in the game scene to also receive the live broadcast content, the terminal device can send the live broadcast content to the server, and the server will then spread the live broadcast content to the terminal devices of other players.

[0125] S207: The server obtains the live stream content based on the player identifier corresponding to the first object.

[0126] By using the player identifier corresponding to the first object, the server can determine that the live stream content is the live stream content determined by the streamer in the game scene, and thus determine that the live stream content has the permission to be broadcast to other player objects.

[0127] S208; The server sends live content based on the player identifiers corresponding to multiple player objects.

[0128] By using the player identifiers corresponding to multiple player objects, the server can identify the terminal devices corresponding to each player object. This allows the server to send the live stream content to these terminal devices, enabling them to display the live stream content to the player objects at the live stream display location within the game scene, thus achieving an interactive effect that simulates live stream interaction in a real-world scenario.

[0129] The method by which the server sends live stream content can vary depending on the game type. For example, when the game is a game that runs on a terminal device, the server can directly send the live stream content to the terminal device, which then broadcasts the live stream from its designated location within the game scene. When the game is a cloud game, since it actually runs on the server side, the terminal device simply receives the game's visuals. Therefore, in one possible implementation, the server can display or play the live stream content within the game scene and send the player's corresponding game visuals to the terminal device.

[0130] In one possible implementation, the multiple player objects in the game scene may include a target object. Taking the target object as an example, the server can first determine the game screen corresponding to the target object based on the target object and the live stream content. For example, the server can determine whether the target object can receive the live stream content and the specific details of receiving the live stream content based on the object's location and the live stream display location, such as the viewing angle and the volume of the live stream content, thereby determining a more reasonable game screen.

[0131] The terminal device can determine the game screen corresponding to multiple player objects in the above way, and then send the game screen corresponding to each player object according to the player identifier. Thus, the terminal device only needs to have the function of receiving game screens, without the need to analyze and display the live broadcast content. This reduces the processing pressure on the terminal device to a certain extent, allowing this interactive method to be applied to more terminal devices and promoting the live broadcast interaction.

[0132] As can be seen from the above technical solution, in order to enhance the richness of in-game interaction, this application provides players with a novel live-streaming interaction method that is player-led and facilitates interaction between players. This allows in-game interaction to transcend the limitations of game type, integrating real-world live-streaming interaction into the game scene, further enriching the gameplay and improving the player's interactive experience. Furthermore, since players only need to control a player object to experience live-streaming as a streamer, the barrier to entry is lower than real-world live-streaming methods, resulting in higher player acceptance.

[0133] Furthermore, the audience for live stream content broadcast by a streamer within a game scene is not limited to players within that game scene. To expand the user base capable of participating in this live stream interaction and increase its promotional reach, one possible implementation involves, on the one hand, broadcasting the live stream content from a designated live stream location within the game scene to multiple players. For example, other players can control their corresponding player character to move to the live stream location within the game scene to watch the live stream content, or they can control their player character to interact with relevant items at the live stream location to watch the live stream content. On the other hand, the live stream content can be broadcast on a live streaming platform based on the live stream location within the game scene. Thus, when users who do not have a player character within the game scene want to watch the live stream content, they can also see the live stream content designated by the streamer within that game scene through the live streaming platform. Of course, other methods for watching the live stream content can also be applied to the technical solution of this application. For example, the live stream content can be directly sent to the user's corresponding terminal device, and the relevant video playback software on the terminal device can play the live stream content, etc., which are not limited here.

[0134] Specifically, in one possible implementation, after the streamer in the game scene determines the live stream content, other players can watch the live stream of that game scene through their own terminal devices. For example... Figure 17 As shown, Figure 17 A flowchart of an interactive method provided in an embodiment of this application, the method comprising:

[0135] S1701: Obtain the live content generated based on the first object.

[0136] In this context, the first object is the streamer in the game scene, which includes both the first object and the third object, both of which are player objects within the game scene. After the terminal device corresponding to the first object generates live streaming content based on the first object using the aforementioned method, it can send the live streaming content to the server. The server can then send the live streaming content to the terminal device corresponding to the third object using the player identifier of the third object, so that the terminal device can display the corresponding live streaming content to the third object.

[0137] S1702: Determine the location of the live stream display in the game scene.

[0138] The live stream display location is the location within the game scene used to display or play live stream content; for example, it could be... Figure 1 The virtual stage shown is an example. Terminal devices can first determine the corresponding live stream display location within the game scene, thus enabling live streaming based on that location.

[0139] S1703: Based on the live broadcast content, broadcast the live stream to a third party at the live broadcast display location.

[0140] To enable players to access the live stream content from the third-party interface, the terminal device can broadcast the content to the third-party interface from its designated display location. The player controlling the third-party interface can then watch or listen to the live stream. Furthermore, to enrich the fun and diversity of in-game interactions, the terminal device can provide players with multiple ways to experience the live stream content within the game environment.

[0141] For example, this live-streaming interaction can be combined with Metaverse technology, and the terminal device can be a variety of devices that enhance the player's audiovisual experience. In one possible implementation, the terminal device can be a Virtual Reality (VR) device, allowing players to experience the feeling of becoming a third party in the game scene and playing the game, thus being able to watch or listen to the live-stream content from the live-streaming display location within the game scene. In another possible implementation, the terminal device can be an Augmented Reality (AR) device, which can combine the game scene with the player's real-world environment, allowing the player to perceive the content within the game scene in the real environment. For example, the game scene can be a scene created based on the player's real-world environment, the live-streaming display location can correspond to a specific location in the real environment, and the third party can move within the game scene as the player moves in the real environment. Players can move to the designated location by following the instructions in the game scene, and then see or hear the live broadcast content in the game scene or through the terminal device projected into the real environment, realizing a multi-dimensional player gaming experience and further enhancing the fun of interaction.

[0142] To further enrich the interactive experience of live streaming in games, the processing device can also provide players with a variety of interactive behaviors that allow them to identify the streamer.

[0143] In one possible implementation, the processing device can set up a virtual prop in a specific area of ​​the game scene for acquiring live streaming rights. Players can control a player object to move to this specific area and interact with the virtual prop to acquire streamer status and start live streaming. In this implementation, the interactive behavior can include a first target behavior for acquiring live streaming rights, which refers to the permission to become a streamer and broadcast. After receiving the player's control operation, the terminal device can control the first object to perform the first target behavior with the target virtual prop. The target virtual prop is located in the live streaming rights acquisition area of ​​the game scene, which is the area in the game scene used to acquire streamer status and start live streaming. After receiving the first target behavior, the server can determine whether the live streaming rights were successfully acquired through the first target behavior. If the live streaming rights were acquired through the first target behavior, the terminal device can obtain an identity command, instructing the first object to become a streamer in the game scene.

[0144] For example, in Figure 1 In the game scenario, the area corresponding to the virtual stage can be the area for acquiring live streaming rights, the live streaming platform on the stage is the target virtual prop, and the first target action can be a touch operation between the first object and the live streaming platform. Players can control the first object to move to the stage area through their terminal devices, and control the first object to perform touch operations with the live streaming platform by clicking the "Start Live Stream" virtual space in the game interface. After the server determines that the live streaming rights can be acquired through this touch operation, it can return an identity instruction to the terminal device, instructing the first object to act as a streamer in the game scenario. Acquiring live streaming rights by interacting with virtual props in a specific area provides players with a relatively clear way to acquire live streaming rights without needing to interact with other players, such as defeating or knocking down other players, thus providing a more harmonious way for players to interact during live streaming. For example, multiple players can negotiate to decide the allocation of live streaming rights, which also promotes interaction and communication among players to a certain extent.

[0145] Furthermore, to enhance the interactivity among multiple player objects in the game scene, in another possible implementation, the processing device can also provide the player with a way to acquire the streamer's identity in the game scene by interacting with other player objects. In this implementation, the interactive behavior can include a second target behavior for exchanging streamer identity. Based on the player's control operations on the terminal device, the terminal device can control the first object to perform this second target behavior with the second object in the game scene, where the second object is the streamer in the game scene. That is, if the player wants the first object to become the streamer, they need to control the first object to acquire the streamer identity from the second object.

[0146] After the terminal device sends the second target action to the server, the server can determine whether the second target action can complete the streamer identity exchange, which refers to changing the streamer from a second object to a first object. If the server determines that the streamer identity exchange is completed through this interaction, i.e., the second target action, it can change the streamer in the game scene from the second object to the first object and send the corresponding identity command to the terminal device. Simultaneously, since the server needs to obtain live content based on the second object while the second object is the streamer in the game scene, after the streamer is changed to the first object, the server can stop obtaining live content based on the player identifier corresponding to the second object, thus more accurately obtaining and disseminating the new streamer's live content. For example, when the live content is a game video corresponding to a game object, after the streamer is changed to the first object, the server can start obtaining the game video corresponding to the first object and stop obtaining the game video corresponding to the second object.

[0147] The terminal device can obtain this identity command to indicate that the first object has replaced the second object as the streamer in the game scene. Since obtaining the streamer identity requires interaction between player objects, it promotes interaction and communication between game players to a certain extent, improving the game's cooperation and competitiveness. Players with the streamer identity need to protect it from being obtained by other player objects, while players without the streamer identity need to find ways to obtain it, thereby increasing the game's playability.

[0148] like Figure 18 As shown, Figure 18 A flowchart of an interactive method provided in an embodiment of this application, the method comprising:

[0149] S1801: Control the first object to perform interactive behavior against the second object in the game scene.

[0150] In this game scenario, both the first and second objects are among multiple player objects, with the second object being the streamer. To enable the first object, which the player controls, to acquire the streamer's identity, the player can use their terminal device to control the first object to perform interactive actions against the second object within the game scenario. For example, the first object can be defeated through various in-game interactions.

[0151] S1802: In response to interactive behavior that meets the live streaming conditions, obtain the identity command.

[0152] The terminal device can send the interactive behavior controlled by the first object to the server, which then determines whether the first object can acquire the streamer identity of the second object through this interactive behavior. The server can store live streaming conditions corresponding to the game scene, which are used to determine whether a player object can acquire the streamer identity in the game scene through its interactive behavior. For example, in this embodiment, the live streaming condition could be that the second object's health points in the game scene are reduced to 0. If the interactive behavior meets this live streaming condition, the server can determine that the first object has successfully defeated the second object, thus confirming that the first object has acquired the second object's streamer identity.

[0153] After the server determines that the interaction meets the live streaming conditions, the terminal device can obtain an identity instruction, which is used to convert the streamer in the game scene from a second object to a first object.

[0154] S1803: Determine the live stream content to be broadcast in the game scene.

[0155] After identifying the first target as the new streamer in the game scene, the terminal device can determine the live streaming content in that game scene based on the relevant operations of the player controlling the first target. This live streaming content is then broadcast at the designated live streaming location within the game scene. Based on this technical solution, when there is already a streamer in the game scene, players can switch streamer identities by controlling their player character to interact with the streamer, thereby increasing the enthusiasm for interaction between player characters.

[0156] For example, in a practical application scenario, the game could be a shooting game, and the second objective action could be shooting at a second object. If a player wants to acquire the streamer's identity, they need to control a first object via a terminal device to shoot at a second object who already has the streamer's identity. By knocking down the second object, the first object becomes the streamer in the game scene. After acquiring this shooting action, the server can determine whether the shooting action can knock down the second object, i.e., reduce the second object's health to zero or render it unable to move. If it is determined that the second object can be knocked down, then the streamer identity exchange can be completed through this shooting action, and the terminal device can obtain the identity command to instruct the first object to become the new streamer.

[0157] After acquiring the streamer's identity, to inform multiple player objects in the game scene of the change in the streamer's status, in one possible implementation, in response to the interaction meeting the live streaming conditions, the server can send identity prompts based on the player identifiers corresponding to each of the multiple player objects. These prompts indicate that the first player object has acquired the streamer's identity. Upon receiving these prompts, the terminal device can display the notification that the first player object has acquired the streamer's identity. Furthermore, for the terminal device corresponding to the first player object that has acquired the streamer's identity, after receiving the identity acquisition command, the terminal device already knows that the first player object has become the new streamer. Therefore, it can directly display the notification that the first player object has acquired the streamer's identity without waiting for the server to send a prompt, thus informing the player controlling the first player object that they have successfully acquired the streamer's identity, allowing the player to subsequently control the live stream content. Figure 9 As shown, if a player acquires the streamer identity by controlling the first object to defeat the second object who is the original streamer, the terminal device can display a prompt on the game interface corresponding to the first object that the first object defeated the original streamer and a prompt congratulating the player on becoming the new streamer.

[0158] In addition to providing players with multiple interactive ways to acquire streamer status, the processing device can also offer players a variety of live streaming content options when the live stream is led by the player, in order to enhance the freedom and richness of live streaming within the game scene.

[0159] First, the processing device can provide players with multiple live streaming modes and offer different live streaming content options based on these modes. In one possible implementation, the terminal device can display a live streaming mode selection interface that includes multiple live streaming modes, allowing players to choose their preferred mode for live streaming. The live streaming mode refers to the mode in which the live streaming content is generated.

[0160] The terminal device can obtain the mode selection operation based on the live streaming mode selection interface. This mode selection operation is performed by the player on the live streaming mode selection interface to choose the target live streaming mode from multiple live streaming modes. The target live streaming mode is the live streaming mode that the player wants to stream in the game scene. Based on the target live streaming mode, the terminal device can determine the live streaming content in the game scene, thereby ensuring that the live streaming content is consistent with the target live streaming mode, guaranteeing the rationality of the live streaming content, and improving the live streaming effect.

[0161] In this application, the live streaming mode can be divided into two types: radio live streaming mode and game perspective mode. The following will provide a detailed introduction to these two live streaming modes.

[0162] (1) Radio live broadcast mode

[0163] In one possible implementation, the target live streaming mode can be a radio mode, in which players can broadcast their favorite music or their own voice and other audio information to other players in a manner similar to radio broadcasting in real life.

[0164] The terminal device can display an audio content selection interface, which includes multiple audio content options. Players can choose their preferred audio content from these options to stream to other players. The terminal device can also execute an audio selection operation based on this interface. This operation selects a target audio content from the multiple options; the target audio content is the audio content that the player controlling the first player wants to stream.

[0165] Simultaneously, the terminal device can also generate player audio content using components such as a microphone. This player audio content records the sounds emitted by the player while controlling the first player object during the live stream. The terminal device can determine the live stream content within the game scene using this target audio content and the player audio content. After sending the live stream content to multiple player objects via the server, players controlling multiple player objects can hear the target audio content and their own audio content from the live stream display location within the game scene, simulating a radio broadcast.

[0166] In addition to selecting audio content for live streaming, the terminal device can also provide players with a selection of video content for live streaming. In one possible implementation, the multiple audio content options provided on the audio content selection interface can each have a corresponding video content. For example, when the audio content is music, the video content could be a music video (MV) corresponding to that music. After determining the target audio content selected by the player based on the audio content selection interface, the terminal device can determine the target video content corresponding to that target audio content, and then determine the target video content, target audio content, and player audio content as the live streaming content. It is understood that there may not be a direct correspondence between the target video content and the target audio content; the player can choose any video content as the target video content.

[0167] In addition, players can control a primary object to perform actions within the game scene, and the terminal device can then identify these actions as part of the live stream content. For example... Figure 3 As shown, Figure 3 An audio content selection interface is shown, which controls the first object on the terminal device. Figure 1 After interacting with the live stream platform, the player can be shown an audio content selection interface, which includes eight songs by eight singers for the player to choose from. Figure 3In the game, the player selects song 3 and can then click the "Start" button on the interface to begin the live stream. After starting the live stream, the terminal device can use song 3 as background music and capture the player's voice through the microphone on the terminal device as background audio. Simultaneously, Figure 1 The music video for song 3 can also be displayed on the virtual screen in the central stage area. Players can also control the first character to step onto the stage and sing. The terminal device can define the background music, background vocals, music video, and character actions as the live stream content and send it to the server for distribution; alternatively, the terminal device can directly record the video content corresponding to the virtual stage from a fixed perspective within the game, thus including the aforementioned live stream content in the video. The terminal device can then send the video containing the live stream content to the server, allowing other terminal devices to also display the live stream content within the game scene.

[0168] (2) Game perspective mode

[0169] While playing games, some players want to share their gameplay. For example, in shooting games, players might want to show other players their precise shooting skills or agile object movement. Similarly, other players watching live streams of gameplay might be particularly interested in gameplay details, such as wanting to learn from other players' actions. Therefore, one possible implementation is for the terminal device to provide a game perspective mode where the player controlling the primary character can stream their game view to other players.

[0170] The terminal device can first determine the game video of the first object within the game scene. This game video records the game perspective corresponding to the first object. For example, the terminal device can record the game interface when the player controls the first object, and use the recorded video as the game video. Based on the game video of the first object in the game scene, the terminal device can determine the live stream content for that game scene. When other players see this live stream content, they can directly appreciate the game operations performed by the player controlling the first object, satisfying their need for action demonstration. Furthermore, since the game video shows the perspective of the first object, the live stream content also reveals information such as the first object's current location to some extent. After seeing this live stream content, other players can control their player objects to actively seek out and interact with the first object, thereby increasing the desire for interaction among players.

[0171] For example, when the streamer identity in this game scenario needs to be obtained by defeating a player who has the streamer identity, the player who wants to obtain the streamer identity can learn about the current location of the player who is the streamer through the live broadcast content in this live broadcast mode. This allows the player to control their own player to find the streamer and defeat the streamer to obtain the streamer identity.

[0172] Through the various live streaming modes and diverse live streaming content mentioned above, the processing device can provide players with a rich live streaming interactive experience, satisfying players' different live streaming needs such as sharing their favorite music and videos or showcasing their gaming skills. This allows players to engage in vivid live streaming interactions simply through game operations, thereby enhancing their gaming experience.

[0173] In addition to providing a variety of live streaming content and modes for streamers to choose from, the processing device can also enhance the player's experience when controlling player objects to watch or listen to live streaming content through more detailed settings.

[0174] Understandably, in real life, what people see or hear when watching videos or listening to audio changes depending on their position relative to the playback location. For example, the farther away from the audio playback location, the quieter the sound; similarly, the video content appears different depending on the viewing angle. Based on this, in one possible implementation, to enhance the realism of the game scene, after determining the live stream content, the terminal device can first determine the position of the first object within the game scene. Then, based on the positional relationship between the object's position and the live stream display location within the game scene, the live stream content is displayed or played through that location. This allows the terminal device to adjust the live stream content received by the player object based on changes in the player object's position, simulating the experience of watching videos or listening to audio in a real-world setting, thus enhancing the realism of the game scene.

[0175] For example, such as Figure 4 As shown, when the player is far from the live stream display location, the live stream content seen by the player through the display device is small and difficult to see clearly. When the player moves the player closer to the live stream display location, the distance between the display device and the player decreases, allowing the live stream content to be displayed in a larger area on the game interface, making it clearer for the player. Similarly, when the player is far from the live stream display location, the terminal device can play the live stream content to the player at a lower volume; when the player is closer to the live stream display location, the terminal device can play the live stream content to the player at a higher volume.

[0176] Furthermore, if players want a clearer and more intuitive view of the live stream content, the terminal device can also provide a live stream content viewing interface, allowing players to view the content more clearly. Simultaneously, while watching the live stream, players may have a need to interact with the streamer, such as chatting or sending gifts. To ensure these interactions are clearly received by players and facilitate positive interaction, the terminal device can also provide an interface for viewing interactive content.

[0177] Based on this, in one possible implementation, the terminal device can view the display device located at the live broadcast display position through a first object. This viewing operation is used to view the interface corresponding to the display device. In response to this viewing operation, the terminal device can display a live broadcast content viewing interface, which includes a player interaction display area and a live broadcast content display area. The player interaction display area displays player interaction messages and virtual item transfer records. The player interaction messages refer to messages used for communication and interaction between players. The virtual item transfer records record virtual items transferred by players in relation to the live broadcast content, such as virtual items gifted by players to the streamer. The live broadcast content display area displays the live broadcast content. Thus, through this live broadcast content viewing interface, players can not only see the live broadcast content but also see the interactions between other players or themselves regarding the live broadcast content, further enriching the player's streamer interaction experience.

[0178] Taking the player and terminal device corresponding to the third object mentioned above as an example, if a player wants to send a player interaction message related to the live broadcast content while watching or listening to the live broadcast content, the terminal device can display an interaction message input interface for the live broadcast content. This interaction message input interface is used to input the player interaction message corresponding to the live broadcast content, for example, it can be... Figure 6 The interface shown includes a message area at the top for players to input interactive messages. The terminal device can retrieve message input operations from this interface. These operations are performed by players to input interactive messages specific to the live stream content, such as typing or voice input. The terminal device can then display these messages in the corresponding player interaction display area, allowing players to see their own messages and those sent by other players, thus facilitating message interaction.

[0179] Furthermore, when players have a need to transfer virtual items related to the live stream content, such as wanting to send virtual items to the streamer as gifts, the terminal device can display a virtual item transfer interface for that live stream content. This interface includes multiple virtual items, such as... Figure 6 As shown, the Figure 6 The virtual item transfer interface shown can include multiple virtual items such as clay and small cannons.

[0180] The terminal device can perform an item selection operation based on this virtual item transfer interface. This operation allows the player to choose a target virtual item from multiple virtual items; this target virtual item is the one the player wishes to transfer. The terminal device can then display the virtual item transfer record corresponding to this target virtual item in the player interaction display area corresponding to the live stream content. For example, if the player... Figure 6 If the player selects to gift 1 piece of clay to the streamer, the record of "the player gifted 1 piece of clay to the streamer" will be displayed in the player interaction display area, enabling multiple players to interact based on the transfer of virtual items and increasing the richness of live stream interaction.

[0181] For example, when watching a live stream of a game scene, players can use their devices to post comments or transfer virtual items related to the live stream content. In this case, the server can receive an interactive information display request sent by the terminal device regarding the live stream content. This request includes interactive information, and the request is used to request the server to display this interactive information in the player's interactive display area. The interactive information may include at least one of player interaction messages and virtual item transfer records.

[0182] As mentioned above, the server can determine the terminal device corresponding to a player object by using the player identifier. Therefore, the server can send the interaction information based on the player identifiers corresponding to multiple player objects. This interaction information is displayed in the player interaction display area corresponding to the live stream content, allowing multiple players controlling multiple player objects in the game scene to see the interaction information between players through this player interaction display area.

[0183] For example, such as Figure 5 As shown, when player A controls the player character to approach the display device, a virtual "Reward" button will appear in the game interface. After player A clicks the button, the following will be displayed: Figure 6The tipping interface shown allows player A to select virtual items to gift to the streamer and send interactive messages related to the live stream content. As illustrated, player interactive messages can be comments sent through this interface, and virtual items can include clay, mini cannons, and airdrop crates. After player A selects their desired message and virtual item, the terminal device identifies the corresponding player interactive message and virtual item transfer record, and sends an interactive information display request to the server. The server can then send the corresponding interactive information to multiple player terminals for display in the player interactive display area. Figure 7 As shown, Figure 7 The demonstration showcases a live stream viewing interface, which includes a live stream content display area and a player interaction display area. The player interaction display area shows virtual items gifted by player A and player A's messages. Player A's virtual item transfer records can be displayed in the lower left corner or at the top of the screen in a scrolling format.

[0184] In addition, to further enhance the playability and live streaming effect, the processing device can provide players with a variety of virtual items with special effects. When players transfer virtual items with special effects, the processing device can display the special effects in the game, giving players a richer live streaming interactive experience.

[0185] In the technical solution of this application, the virtual item transfer record may include game props and / or virtual items with display effects. The display effects are used to display in the live content display area and / or in the live display location. For example, fireworks effects, dry ice effects, explosion effects, etc. can be displayed in the live display location. The game props are used to place in the live display location or in a designated location in the game scene other than the live display location. For example, monsters can be released in the live display location to interfere with the streamer's live broadcast.

[0186] In one possible implementation, after receiving the virtual item transfer record sent by the server, if the virtual item transfer record includes a virtual item with a display effect, the terminal device can display the display effect in the live content display area, and / or display the display effect at the live display location, so that players corresponding to multiple player objects in the game scene can see the display effect in the game.

[0187] For example, in a practical application scenario, this display effect could be a fireworks effect, such as... Figure 6As shown, the virtual items displayed on the terminal device include a small cannon with a fireworks effect and an airdrop treasure chest. If the terminal device determines that the small cannon or airdrop treasure chest exists in the virtual item transfer record, the fireworks effect can be displayed at the live broadcast location, such as on a virtual stage that can display live broadcast content. Figure 8 As shown. Players can also see this effect through the live stream content displayed in the designated live stream location.

[0188] In another possible implementation, upon receiving a virtual item transfer record from the server, if the record includes game items, the terminal device can place the game items at the live stream display location or at a designated location within the game scene, providing players with an interactive method that can have an impact on the game environment. By placing game items within the game scene, players can alter other players' game environments and influence the live stream content, thus creating more diverse game scenarios, allowing players to experience richer game variations, and increasing their willingness to participate in the live stream interaction.

[0189] For example, in Figure 6 Among the virtual items shown, the airdrop chest has the effect of releasing monsters, which are game items in the game. If a player gifts the airdrop chest to a streamer, the terminal device can place the monster on a virtual stage in the game scene that displays the live stream content, thereby providing a more varied gaming experience for players watching or participating in the live stream on the stage.

[0190] Understandably, in order to reasonably manage virtual items in the game and to give them a certain degree of rarity, players may need to pay a certain virtual characteristic value when transferring virtual items in the game. This characteristic value refers to one or more virtual numerical values ​​in the game. For example, ... Figure 6 As shown, a player's virtual characteristic value in the game can be crystals. Virtual items like clay, a small cannon, and an airdrop chest require 666 crystals, 6666 crystals, and 66666 crystals respectively. Players can only transfer these virtual items if they have sufficient virtual characteristic values. Therefore, in one possible implementation, the processing device can first determine whether the player has enough virtual characteristic values ​​before performing the virtual item transfer operation.

[0191] When a player wants to transfer virtual items, they can first send a virtual item transfer request to the server through their terminal device. The server can obtain the virtual item transfer request for the streamer through the target player identifier. The target player identifier is used to identify the target player who wants to transfer virtual items, and the virtual item transfer request is used to identify the target item. The target item is the virtual item that the target player wants to transfer to the streamer.

[0192] Before transferring virtual items, the server can first determine whether the target player has sufficient virtual characteristic values ​​to transfer the target virtual item. The server can determine the virtual characteristic value corresponding to the target player's identifier, which is the virtual characteristic value possessed by the target player. In response to the virtual characteristic value corresponding to the target player's identifier matching the virtual characteristic value corresponding to the target item—that is, the target player has sufficient virtual characteristic values ​​to transfer the target item—the server can transfer the target item to the streamer. Here, the virtual characteristic value corresponding to the target item refers to the virtual characteristic value required to transfer the target item. For example, in... Figure 6 In the diagram shown, player A has 50,000 crystals, so they can give the streamer a 666-crystal clay and a 6,666-crystal mini cannon, but they cannot give the streamer a 66,666-crystal airdrop chest.

[0193] To facilitate understanding of the technical solutions provided in the embodiments of this application, the following will describe an interactive method provided in the embodiments of this application in conjunction with a practical application scenario. In this practical application scenario, the terminal device can be a mobile phone running a shooting game, the server can be the game server corresponding to the shooting game, the first object and the second object are both gun-wielding characters in the shooting game, and the target virtual prop is a live broadcast platform in the game scene.

[0194] See Figure 10 , Figure 10 A flowchart illustrating an interaction method in a practical application scenario provided by an embodiment of this application, the method comprising:

[0195] S1001: The mobile phone controls the first object to interact with the live broadcast platform.

[0196] Players can operate their mobile phones to move a first character to a stage area in the shooting game scene. This stage area has a live broadcast station for obtaining the streamer's identity. Players can use their mobile phones to control the first character to interact with the live broadcast station and obtain the streamer's identity.

[0197] S1002: The game server determines that the interaction meets the live streaming conditions and returns an identity command to the mobile phone.

[0198] S1003: The mobile phone determines the live streaming mode selected by the player.

[0199] After receiving the identity command, the phone confirms that the first person has become the streamer in the game scene. At this time, the player will be shown a live streaming mode selection interface, through which the player can choose their favorite live streaming mode to start streaming.

[0200] S1004: In radio live broadcast mode, the live broadcast content is determined based on the player's audio content and the target audio content selected by the player.

[0201] In radio live broadcast mode, the phone can acquire the player's audio content through the microphone and determine the target audio content through the displayed audio content selection interface, and then determine the live broadcast content based on that content.

[0202] S1005: If it is a game perspective mode, determine the live broadcast content based on the game video of the first object in the game scene.

[0203] If in game view mode, the phone can record the game interface corresponding to the first object as live stream content.

[0204] S1006: Display or play live content at the live broadcast display location and send the live content to the game server.

[0205] The mobile phone can display or play the live broadcast content on the virtual screen in the stage area of ​​the game scene, as well as on the display devices distributed in the game scene, and send the live broadcast content to the server for the server to distribute.

[0206] S1007: The game server sends live content based on the player identifiers corresponding to multiple player objects.

[0207] In this scenario, during the live stream of the first player, other players who wish to compete for the streamer's position can defeat the first player by controlling their player character. For example... Figure 11 As shown, Figure 11 A flowchart illustrating the exchange of anchor identities in a real-world application scenario, including:

[0208] S1101: Determine if the player has knocked down the player.

[0209] If the server detects that the first player acting as the streamer has died, it can determine whether the first player was knocked down by a player. If not, meaning the first player committed suicide (e.g., falling from a height, drowning), the original live stream status can be maintained without any additional impact; if so, the stream will proceed to S1102.

[0210] S1102: The second person who knocks down the first person becomes the new anchor, and the phone displays a notification that the anchor's identity has changed.

[0211] If a player defeats the first player by controlling the second player, the second player gains the streamer identity. In this game scenario, the mobile phones corresponding to multiple player players will display a notification that the streamer identity has changed from the first player to the second player.

[0212] S1103: The mobile phone corresponding to the first object displays a notification that it has lost its anchor identity, and the mobile phone corresponding to the second object displays a notification that it has become the new anchor.

[0213] Meanwhile, while watching the live stream, some players may want to send virtual items to the streamer. For example... Figure 12 As shown, Figure 12 This is a flowchart illustrating the transfer of virtual items in a real-world application scenario. The process includes:

[0214] S1201: The server received a virtual item transfer request.

[0215] S1202: Determine whether the sender has sufficient virtual feature values.

[0216] If not, the system will indicate that the player's virtual characteristic value is insufficient.

[0217] S1203: Determine whether virtual items have a display effect.

[0218] If the sender has enough virtual feature values, it can determine whether the virtual item has a corresponding display effect. If so, the virtual stage will trigger that display effect. Finally, the streamer will receive a share of the virtual feature values, and the phone can display the virtual item transfer record and player interaction messages in a carousel format.

[0219] Based on the interactive method provided in the above embodiments, this application also provides an interactive device 300, see [link to relevant documentation]. Figure 13 , Figure 13 This is a structural block diagram of an interactive device provided in an embodiment of this application. The device 1300 includes a first control unit 1301, a first acquisition unit 1302, and a first determination unit 1303.

[0220] The first control unit 1301 is used to control a first object to perform interactive behaviors in the game scene for the live broadcast. The first object is one of the multiple player objects included in the game scene.

[0221] The first acquisition unit 1302 is used to acquire an identity instruction in response to the interactive behavior meeting the live streaming conditions, wherein the identity instruction is used to indicate that the first object is the streamer in the game scene;

[0222] The first determining unit 1303 is used to determine the live streaming content to be broadcast in the game scene, and the live streaming content is used to broadcast live at the live streaming display position in the game scene.

[0223] In one possible implementation, the interactive behavior includes a first target behavior for acquiring live streaming rights, and the first control unit 1301 is specifically used for:

[0224] Control the first object and the target virtual item to perform the first target behavior, wherein the target virtual item is located in the live streaming rights acquisition area of ​​the game scene;

[0225] The response to the interactive behavior satisfying the live streaming conditions, including obtaining the identity instruction, includes:

[0226] If the right to broadcast is obtained through the first target behavior, the identity instruction sent by the server is obtained.

[0227] In one possible implementation, the interactive behavior includes a second target behavior for exchanging the broadcaster's identity, and the first control unit 1301 is specifically used for:

[0228] Control the first object to perform the second target behavior with the second object in the game scene, wherein the second object is the streamer in the game scene;

[0229] The first acquisition unit 1302 is specifically used for:

[0230] If the anchor identity exchange is completed through the second target behavior, the identity instruction sent by the server is obtained.

[0231] In one possible implementation, the device 1300 further includes a first display unit and a second acquisition unit:

[0232] The first display unit is used to display the live streaming mode selection interface, which includes multiple live streaming modes.

[0233] The second acquisition unit is used to acquire a mode selection operation based on the live streaming mode selection interface, wherein the mode selection operation is used to select a target live streaming mode from the multiple live streaming modes.

[0234] The first determining unit 1303 is specifically used for:

[0235] Based on the target live streaming mode, determine the live streaming content to be broadcast in the game scene.

[0236] In one possible implementation, the target live streaming mode is a radio live streaming mode, and the device 1300 further includes a second display unit and a third acquisition unit:

[0237] The second display unit is used to display the audio content selection interface, which includes multiple audio contents.

[0238] The third acquisition unit is used to acquire an audio selection operation based on the audio content selection interface, wherein the audio selection operation is used to select a target audio content from the plurality of audio contents.

[0239] The first determining unit 1303 is specifically used for:

[0240] The live stream content to be broadcast in the game scene is determined by using the target audio content and the player's audio content.

[0241] In one possible implementation, the target live streaming mode is a game perspective mode, and the first determining unit 1303 is specifically used for:

[0242] Based on the game video of the first object in the game scene, determine the live streaming content in the game scene.

[0243] In one possible implementation, the device 1300 further includes a second determining unit and a live streaming unit:

[0244] The second determining unit is used to determine the object position of the first object in the game scene;

[0245] The live streaming unit is used to display or play the live streaming content through the live streaming display location based on the positional relationship between the object's location and the live streaming display location in the game scene.

[0246] In one possible implementation, the device 1300 further includes a viewing unit and a third display unit:

[0247] The viewing unit is used to view the display device located at the live broadcast display position through the first object;

[0248] The third display unit is used to display the live stream content viewing interface, which includes a player interaction display area and a live stream content display area. The player interaction display area is used to display player interaction messages and virtual item transfer records.

[0249] In one possible implementation, if the virtual item transfer record includes virtual items with display effects, the device 1300 further includes a fourth display unit:

[0250] The fourth display unit is used to display the display effect in the live content display area, and / or to display the display effect at the live display position.

[0251] In one possible implementation, if the virtual item transfer record includes game items, the device 1300 further includes a placement unit:

[0252] A placement unit is used to place the game props at the live broadcast display location or at a designated location in the game scene other than the live broadcast display location.

[0253] In one possible implementation, device 1300 further includes a fifth display unit:

[0254] The fifth display unit is used to display a prompt indicating that the first object has obtained the anchor's identity.

[0255] In one possible implementation, the live stream content is specifically used for:

[0256] The live stream is broadcast to the multiple player objects from the live stream display location in the game scene;

[0257] or,

[0258] The live stream will be broadcast on a live streaming platform based on the live stream display location within the game scene.

[0259] Based on the interaction method provided in the above embodiments, this application also provides an interaction device 1400, see [link to relevant documentation]. Figure 14 , Figure 14 This is a structural block diagram of an interactive device provided in an embodiment of this application. The device 1400 includes a first acquisition unit 1401, a first determination unit 1402, a second acquisition unit 1403, and a first sending unit 1404.

[0260] The first acquisition unit 1401 is used to acquire the interactive behavior made by a first object in the game scene, wherein the first object is one of the multiple player objects included in the game scene;

[0261] The first determining unit 1402 is configured to, in response to the interactive behavior satisfying the live streaming conditions, determine the first object as the streamer in the game scene, and return an identity instruction based on the player identifier corresponding to the first object, wherein the identity instruction is used to indicate that the first object is the streamer;

[0262] The second acquisition unit 1403 is used to acquire live streaming content based on the player identifier corresponding to the first object, and the live streaming content is used to broadcast live to the multiple player objects at the live streaming display position in the game scene.

[0263] The first sending unit 1404 is used to send the live broadcast content according to the player identifiers corresponding to the multiple player objects respectively.

[0264] In one possible implementation, the device 1400 further includes a third acquisition unit and a second transmission unit:

[0265] The third acquisition unit is used to acquire an interactive information display request initiated in response to the live broadcast content. The interactive information display request includes interactive information, which includes at least one of player interaction messages and virtual item transfer records.

[0266] The second sending unit is used to send the interaction information according to the player identifiers corresponding to the plurality of player objects, and the interaction information is used to be displayed in the player interaction display area corresponding to the live broadcast content.

[0267] In one possible implementation, the virtual item transfer record includes game props and / or virtual items with display effects, which are used to display in the live content display area and / or at the live display location; the game props are used to place at the live display location or at a designated location in the game scene other than the live display location.

[0268] In one possible implementation, the device 1400 further includes a fourth acquisition unit and a transfer unit:

[0269] The fourth acquisition unit is used to acquire a virtual item transfer request for the streamer through the target player identifier, wherein the virtual item transfer request is used to identify the target item;

[0270] A transfer unit is configured to transfer the target item to the streamer in response to a match between the virtual feature value corresponding to the target player identifier and the virtual feature value corresponding to the target item.

[0271] In one possible implementation, the device 1400 further includes a third transmitting unit:

[0272] The third sending unit is used to respond to the interaction behavior meeting the live streaming conditions by sending an identity prompt according to the player identifiers corresponding to the multiple player objects respectively. The identity prompt is used to prompt the first object to obtain the streamer's identity.

[0273] In one possible implementation, the plurality of player objects includes a target object, and the device 1400 further includes a second determining unit:

[0274] The second determining unit is used to determine the game screen corresponding to the target object based on the target object and the live broadcast content;

[0275] The first transmitting unit 1404 is specifically used for:

[0276] The game screen corresponding to each of the multiple player objects is sent according to the player identifiers of the multiple player objects.

[0277] In one possible implementation, the plurality of player objects includes a second object, which is the streamer in the game scene, and the first determining unit 1402 is specifically used for:

[0278] If the identity exchange of the streamer is completed through the interactive behavior, the streamer in the game scene will be changed from the second object to the first object;

[0279] Device 1400 also includes a termination unit:

[0280] The termination unit is used to terminate the acquisition of live content based on the player identifier corresponding to the second object.

[0281] Based on the interactive method provided in the above embodiments, this application also provides an interactive device, see [link to relevant documentation]. Figure 19 , Figure 19 This application provides a structural block diagram of an interactive device 1900, which includes a control unit 1901, an acquisition unit 1902, and a determination unit 1903.

[0282] Control unit 1901 is used to control a first object to perform interactive behavior against a second object in the game scene, the second object being the streamer in the game scene;

[0283] The acquisition unit 1902 is configured to acquire an identity instruction in response to the interactive behavior meeting the live streaming conditions. The identity instruction is used to instruct the streamer in the game scene to be converted from the second object to the first object.

[0284] The determining unit 1903 is used to determine the live streaming content to be broadcast in the game scene, and the live streaming content is used to broadcast live at the live streaming display position in the game scene.

[0285] Based on the interactive method provided in the above embodiments, this application also provides an interactive device, see [link to relevant documentation]. Figure 20 , Figure 20 This application provides a structural block diagram of an interactive device 2000, which includes a first acquisition unit 2001, a determination unit 2002, and a live streaming unit 2003.

[0286] The first acquisition unit 2001 is used to acquire live content generated based on a first object, wherein the first object is a streamer in a game scene, and the game scene includes the first object and a third object;

[0287] Determining unit 2002 is used to determine the live broadcast display location in the game scene;

[0288] The live streaming unit 2003 is used to broadcast live to the third object at the live streaming display location according to the live streaming content.

[0289] In one possible implementation, the device 2000 further includes a first display unit, a second acquisition unit, and a second display unit:

[0290] The first display unit is used to display an interactive message input interface for the live broadcast content;

[0291] The second acquisition unit is used to acquire a message input operation based on the interactive message input interface, wherein the message input operation is used to input player interaction messages for the live broadcast content;

[0292] The second display unit is used to display the player interaction messages in the player interaction display area corresponding to the live broadcast content.

[0293] In one possible implementation, the device 2000 further includes a third display unit, a third acquisition unit, and a fourth display unit:

[0294] The third display unit is used to display a virtual item transfer interface for the live broadcast content, and the virtual item transfer interface includes multiple virtual items.

[0295] The third acquisition unit is used to acquire an item selection operation based on the virtual item transfer interface, wherein the item selection operation is used to select a target virtual item from the plurality of virtual items;

[0296] The fourth display unit is used to display the virtual item transfer record corresponding to the target virtual item in the player interaction display area corresponding to the live broadcast content.

[0297] This application also provides an interactive system, which includes a first terminal device, a second terminal device, and a server. The system can be used to execute the interactive method provided in any of the above embodiments.

[0298] This application also provides a computer device, which will be described below with reference to the accompanying drawings. Please refer to... Figure 15 As shown in the figure, this application provides a device, which can also be a terminal device. The terminal device can be any smart terminal, including mobile phones, tablets, personal digital assistants (PDAs), point-of-sale (POS) terminals, in-vehicle computers, etc. Taking a mobile phone as an example:

[0299] Figure 15 This diagram illustrates a partial structure of a mobile phone related to the terminal device provided in the embodiments of this application. (Reference) Figure 15 The mobile phone includes components such as a radio frequency (RF) circuit 710, a memory 720, an input unit 730, a display unit 740, a sensor 750, an audio circuit 760, a wireless Fidelity (WiFi) module 770, a processor 780, and a power supply 790. Those skilled in the art will understand that... Figure 15 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0300] The following is combined with Figure 15 A detailed introduction to each component of a mobile phone:

[0301] The RF circuit 710 can be used to receive and transmit signals during information transmission or calls. In particular, it receives downlink information from the base station and then processes it with the processor 780.

[0302] The memory 720 can be used to store software programs and modules, and the processor 780 executes various functions and data processing of the mobile phone by running the software programs and modules stored in the memory 720.

[0303] The input unit 730 can be used to receive input numeric or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 730 may include a touch panel 731 and other input devices 732.

[0304] The display unit 740 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 740 may include a display panel 741.

[0305] The mobile phone may also include at least one sensor 750, such as a light sensor, a motion sensor, and other sensors.

[0306] Audio circuitry 760, speaker 761, and microphone 762 provide an audio interface between the user and the mobile phone.

[0307] The processor 780 is the control center of the mobile phone. It connects various parts of the mobile phone through various interfaces and lines. It performs various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in the memory 720 and calling data stored in the memory 720.

[0308] The mobile phone also includes a power supply 790 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 780 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0309] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0310] In this embodiment, the processor 780 included in the terminal device also has the following functions:

[0311] Control a first object to perform interactive behaviors in the game scene in response to the live stream; the first object is one of a plurality of player objects included in the game scene.

[0312] In response to the interactive behavior meeting the live streaming conditions, an identity instruction is obtained, the identity instruction being used to indicate that the first object is the streamer in the game scene;

[0313] The live streaming content to be broadcast in the game scene is determined, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

[0314] or:

[0315] Control the first object to perform interactive behaviors against the second object in the game scene, where the second object is the streamer in the game scene;

[0316] In response to the interactive behavior satisfying the live streaming conditions, an identity instruction is obtained, which is used to instruct the streamer in the game scene to be converted from the second object to the first object;

[0317] The live streaming content to be broadcast in the game scene is determined, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

[0318] or:

[0319] Obtain live streaming content generated based on a first object, where the first object is a streamer in a game scene, and the game scene includes the first object and a third object;

[0320] Determine the live stream display location within the game scene;

[0321] Based on the live stream content, a live stream is broadcast to the third object at the live stream display location.

[0322] This application also provides a server; please refer to [link / reference]. Figure 16 As shown, Figure 16This is a structural diagram of a server 800 provided in an embodiment of this application. The server 800 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 822 (e.g., one or more processors) and a memory 832, and one or more storage media 830 (e.g., one or more mass storage devices) for storing application programs 842 or data 844. The memory 832 and storage media 830 can be temporary or persistent storage. The program stored in the storage media 830 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 822 may be configured to communicate with the storage media 830 and execute the series of instruction operations in the storage media 830 on the server 800.

[0323] Server 800 may also include one or more power supplies 826, one or more wired or wireless network interfaces 850, one or more input / output interfaces 858, and / or one or more operating systems 841, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0324] The steps performed by the server in the above embodiments can be based on Figure 16 The server structure shown.

[0325] For example, the server can perform the following functions:

[0326] Obtain the interactive behavior performed by a first object in the game scene, wherein the first object is one of a plurality of player objects included in the game scene;

[0327] In response to the interactive behavior satisfying the live streaming conditions, the first object is identified as the streamer in the game scene, and an identity instruction is returned based on the player identifier corresponding to the first object. The identity instruction is used to indicate that the first object is the streamer.

[0328] The live stream content is obtained based on the player identifier corresponding to the first object, and the live stream content is used to broadcast live to the multiple player objects at the live stream display location in the game scene.

[0329] The live stream content is sent according to the player identifiers corresponding to the multiple player objects.

[0330] This application also provides a computer-readable storage medium for storing a computer program that executes any one of the interactive methods described in the foregoing embodiments.

[0331] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk, or optical disk, etc., and other media capable of storing program code.

[0332] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0333] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An interactive method, characterized in that, The method includes: Controlling a first object to launch an attack against a second object targeting the live stream within a game scene, wherein the first object and the second object are different player objects in the game scene, and the second object is the streamer in the game scene; In response to knocking down the second object through the attack, it is determined that the streamer identity swap has been completed and the identity of the first object has been changed to that of the streamer in the game scene; The first object determines the live streaming content to be broadcast in the game scene, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

2. The method according to any one of claims 1, characterized in that, The method further includes: Determine the object location of a third object in the game scene, wherein the third object is a player object that is different from the first object among multiple objects; Based on the positional relationship between the object's location and the live stream display location in the game scene, the live stream content is displayed or played through the live stream display location.

3. The method according to claim 1, characterized in that, The live stream content is specifically used for: The live stream is broadcast to multiple player objects from the live stream display location within the game scene; or, The live stream will be broadcast on a live streaming platform based on the live stream display location within the game scene.

4. An interactive method, characterized in that, The method includes: The system obtains information about an attack behavior by a first object in a game scene against a second object targeting a live stream. The game scene includes multiple player objects, and the first object and the second object are different player objects among the multiple player objects. The second object is the streamer in the game scene. When it is determined that the second object has been defeated through the attack, it is determined that the first object has completed the streamer identity swap, and the streamer in the game scene is switched from the second object to the first object; An identity instruction is returned based on the player identifier corresponding to the first object, and the identity instruction is used to indicate that the first object is the streamer; Obtain live stream content carrying the player identifier corresponding to the first object, the live stream content being used to broadcast live to the multiple player objects from the live stream display location in the game scene; The live stream content is sent according to the player identifiers corresponding to the multiple player objects.

5. The method according to claim 4, characterized in that, The method further includes: Determine the game screen corresponding to each of the multiple player objects based on the multiple player objects and the live stream content; Sending the live stream content according to the player identifiers corresponding to the multiple player objects includes: The game screen corresponding to each of the multiple player objects is sent according to the player identifiers of the multiple player objects.

6. The method according to claim 4, characterized in that, The method further includes: If it is determined that the first object has completed the exchange of the streamer identity, the acquisition of live content from the player identifier corresponding to the second object will be terminated.

7. An interactive device, characterized in that, The device includes a control unit, a first determining unit, and a second determining unit: The control unit is used to control a first object to perform an attack on a second object targeting the live stream in the game scene. The first object and the second object are different player objects in the game scene, and the second object is the streamer in the game scene. The first determining unit is configured to, in response to knocking down the second object through the attack, determine that the streamer identity exchange has been completed and change the identity of the first object to the streamer in the game scene; The second determining unit is used to determine the live streaming content to be broadcast in the game scene through the first object, and the live streaming content is used to broadcast live at the live streaming display location in the game scene.

8. The apparatus according to claim 7, characterized in that, The live stream content is specifically used for: The live stream is broadcast to the multiple player objects from the live stream display location in the game scene; or, The live stream will be broadcast on a live streaming platform based on the live stream display location within the game scene.

9. An interactive device, characterized in that, The device includes an acquisition unit, a determination unit, a return unit, and a transmission unit: The acquisition unit is used to acquire information about an attack behavior made by a first object against a second object in a game scene. The game scene includes multiple player objects, the first object and the second object are different player objects among the multiple player objects, and the second object is the streamer in the game scene. The determining unit is configured to, when determining that the second object has been knocked down by the attack behavior, determine that the first object has completed the streamer identity exchange, and switch the streamer in the game scene from the second object to the first object; The return unit is used to return an identity instruction based on the player identifier corresponding to the first object, and the identity instruction is used to indicate that the first object is the streamer; The acquisition unit is further configured to acquire live streaming content carrying the player identifier corresponding to the first object, and the live streaming content is used to broadcast live to the multiple player objects at the live streaming display location in the game scene; The sending unit is used to send the live broadcast content according to the player identifiers corresponding to the multiple player objects respectively.

10. The apparatus according to claim 9, characterized in that, The device also includes a termination unit: The termination unit is used to terminate the acquisition of live content from the player identifier corresponding to the second object if it is determined that the first object has completed the exchange of the streamer identity.

11. An interactive system, characterized in that, The system includes terminal devices and servers: The terminal device is used to execute the interactive method according to any one of claims 1-3; The server is used to execute the interactive method according to any one of claims 4-5.

12. A computer device, characterized in that, The device includes a processor and a memory: The memory is used to store program code and transmit the program code to the processor; The processor is configured to execute the interactive method according to any one of claims 1-3, or the interactive method according to any one of claims 4-6, based on instructions in the program code.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for performing the interactive method according to any one of claims 1-3, or the interactive method according to any one of claims 4-6.