Transaction method, device and electronic device in live game

Through the live broadcast server, the host and audience equipment are connected to receive and process product tasks, and the game anchors are able to create timely sales of game equipment according to buyers' needs, solve the problem of the inability to sell game equipment in time, and improve the transaction success rate.

CN116116010BActive Publication Date: 2025-08-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310125493.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-03
Publication Date
2025-08-22
Estimated Expiration
2043-02-03

AI Technical Summary

Technical Problem

The game anchor cannot accurately understand the buyer's needs, which leads to the inability to sell the game equipment created in the live game in time, affecting the transaction success rate.

Method used

Connect the anchor device and the audience device through the live broadcast server, receive and process the product tasks sent by the audience device side, bind and create target game products on the anchor device side, and complete the transaction through settlement processing.

Benefits of technology

It improves the transaction success rate of game equipment, allowing the anchor to respond accurately according to buyer needs and sell game products in a timely manner.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a transaction method, device, and electronic device for live game streaming. A host device receives at least one product task containing a game product to be purchased from a viewer device via a live streaming server. In response to a selection operation on the target product task, the host device binds the target product task to a target game account, and creates the target game product indicated by the target product task through the target game account. In response to a completion operation on the target game product, the host device performs settlement processing on the target game product, completing the target product task. In this method, the viewer device can recommend product tasks to the host device via the live streaming server, allowing the host to understand the buyer's needs through the recommended product tasks. The host can then create the game product indicated by the received product task within the live streaming game. This allows the host to accurately respond to the buyer's needs, allowing the game product created in the live streaming game to be sold promptly, thereby improving the transaction success rate.
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Description

Technical Field

[0001] The present invention relates to the field of game live broadcast technology, and in particular to a transaction method, device and electronic equipment in a live game. Background Art

[0002] Game anchors usually live-stream games on game live-streaming platforms, and create and sell game equipment during the live-streaming process. However, since game anchors cannot know the needs of buyers, in most cases the game equipment that the game anchors are currently creating is inconsistent with the game equipment that the buyers watching the live broadcast want, resulting in some of the game equipment created by the game anchors being unable to be sold in a timely manner, thereby affecting the success rate of the transaction. Summary of the Invention

[0003] The purpose of the present invention is to provide a transaction method, device and electronic device in a live game, so that the game products created by the game anchor in the live game can be sold in a timely manner, thereby improving the transaction success rate.

[0004] In a first aspect, the present invention provides a transaction method in a live game, which is applied to an anchor device end, which is connected to a live server; the method includes: receiving at least one commodity task sent by the live server; wherein the commodity task is used to indicate the corresponding game commodity that needs to be purchased on the audience device end; the commodity task is sent to the live server through the audience device end; in response to a selection operation for a target commodity task in at least one commodity task, the target commodity task is bound to a target game account to create a target game commodity indicated by the target commodity task through the target game account; in response to a completion operation for the target game commodity, the target game commodity is settled to complete the target commodity task.

[0005] In a second aspect, the present invention provides a transaction method in a live game, which is applied to a viewer device end, which is connected to a live server; the method includes: responding to a setting operation for a first product task, determining the game product information and price information contained in the first product task based on the setting operation, and sending the first product task to the anchor device end through the live server. If the anchor device end selects the first product task, the anchor device end creates the first game product indicated by the first product task, the anchor device end completes the creation of the first game product, and the live server calculates and returns the transaction amount of the first game product; receiving the transaction amount sent by the live server, and settling the transaction amount to complete the first product task.

[0006] In a third aspect, the present invention provides a transaction device in a live game, which is arranged on an anchor device end, and the anchor device end is connected to a live broadcast server; the device includes: a task receiving module, which is used to receive at least one commodity task sent by the live broadcast server; wherein the commodity task is used to indicate the corresponding game commodity that needs to be purchased on the audience device end; the commodity task is sent to the live broadcast server through the audience device end; a task selection module, which is used to respond to the selection operation of a target commodity task in at least one commodity task, bind the target commodity task to the target game account, so as to create the target game commodity indicated by the target commodity task through the target game account; a task completion module, which is used to respond to the completion operation of the target game commodity, and perform settlement processing on the target game commodity to complete the target commodity task.

[0007] In a fourth aspect, the present invention provides a transaction device in a live game, which is arranged at a viewer device end, and the viewer device end is connected to a live broadcast server; the device includes: a task setting module, which is used to respond to a setting operation for a first commodity task, determine the game commodity information and price information contained in the first commodity task based on the setting operation, and send the first commodity task to the anchor device end through the live broadcast server. If the anchor device end selects the first commodity task, the first game commodity indicated by the first commodity task is created through the anchor device end, the anchor device end completes the creation of the first game commodity, and the transaction amount of the first game commodity is calculated and returned through the live broadcast server; a task settlement module, which is used to receive the transaction amount sent by the live broadcast server, and settle the transaction amount to complete the first commodity task.

[0008] In a fifth aspect, the present invention provides an electronic device comprising a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned transaction method in the live game.

[0009] In a sixth aspect, the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned trading method in the live game.

[0010] The embodiments of the present invention bring the following beneficial effects:

[0011] The present invention provides a transaction method, device, and electronic device for a live game. First, a host device receives at least one commodity task sent by a viewer device via a live server. The commodity task is used to indicate the corresponding game commodity that the viewer device needs to purchase. Then, in response to a selection operation for a target commodity task in the at least one commodity task, the target commodity task is bound to a target game account, so that the target game commodity indicated by the target commodity task is created through the target game account. Then, in response to a completion operation for the target game commodity, the target game commodity is settled to complete the target commodity task. In this method, the viewer device can recommend commodity tasks to the host device via the live server, so that the host can understand the buyer's needs through the recommended commodity tasks. The host can then create the game commodity indicated by the received commodity task in the live game. This allows the host to accurately respond to the buyer's needs and allows the game commodity created in the live game to be sold in a timely manner, thereby improving the transaction success rate.

[0012] Other features and advantages of the present invention will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present invention.

[0013] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0015] Figure 1 A flowchart of a transaction method in a live game provided by an embodiment of the present invention;

[0016] Figure 2 A flowchart of another transaction method in a live game provided by an embodiment of the present invention;

[0017] Figure 3 A flowchart of another transaction method in a live game provided by an embodiment of the present invention;

[0018] Figure 4 A commodity transaction flow chart provided by an embodiment of the present invention;

[0019] Figure 5 A schematic diagram of the structure of a transaction device in a live game provided by an embodiment of the present invention;

[0020] Figure 6 A schematic diagram of the structure of another transaction device in a live game provided by an embodiment of the present invention;

[0021] Figure 7 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the embodiments of the present invention will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings herein can be arranged and designed in various different configurations.

[0023] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention as claimed, but rather merely represents selected embodiments of the present invention. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present invention without creative effort shall fall within the scope of protection of the present invention.

[0024] Game anchors usually live-stream games on game live-streaming platforms, and create and sell game equipment during the live-streaming process. However, since game anchors cannot know the needs of buyers, in most cases, the game equipment that the game anchors are creating during the live-streaming is inconsistent with the game equipment that the buyers watching the live-stream want, resulting in some of the game equipment created by the game anchors being unable to be sold in a timely manner, thereby affecting the success rate of the transaction.

[0025] On a technical level, competing livestreaming platforms currently offer ways to engage in interactive games with livestreamers. This means viewers can invite livestreamers to play games together, either for free or for a fee. Viewers can choose the games they want to play, and livestreamers can decide whether to agree to these interactions based on their own needs. This example illustrates how the supply and demand relationship between viewers and livestreamers can be transacted through customized games between the two parties.

[0026] Based on the above problems, the embodiments of the present invention provide a transaction method, device and electronic device in live game broadcasting. This technology can be applied to the sales scenario of goods in live game broadcasting, especially to create a transaction scenario for goods while live broadcasting.

[0027] In order to facilitate understanding of the embodiments of the present invention, a transaction method in a live game disclosed in an embodiment of the present invention is first described in detail. The method is applied to an anchor device end, and the anchor device end is connected to a live broadcast server, and the live broadcast server is also connected to multiple viewer device ends; Figure 1 As shown, the method includes the following specific steps:

[0028] Step S102: Receive at least one commodity task sent by the live broadcast server; wherein the commodity task is used to indicate the corresponding game commodity that needs to be purchased on the viewer's device; the commodity task is sent to the live broadcast server via the viewer's device.

[0029] In a specific implementation, the host device can be the device used by the game host to live stream the game, such as a mobile phone, tablet, or computer. The viewer device can be the device used by the buyer to watch the live game broadcast, such as a mobile phone, tablet, or computer. The host and viewer devices are connected via a live streaming server. In actual applications, the game items can be in-game equipment or craftable pets.

[0030] Buyers and viewers can customize the game products they want to purchase and the price information corresponding to the game products (the price information includes the price of the game products and the deposit, etc.) on the viewer device side, and then generate product tasks based on the customized needs, and push the product tasks to the host device side through the live broadcast server, so that the live broadcast interface of the host device side can display the product tasks pushed by the viewer device side. In specific implementation, if the live broadcast server receives product tasks sent by multiple viewer device sides, it can push all received product tasks to the host device side, or it can push product tasks that match the task tags set by the host device side to the host device side. Among them, the task tags set by the host device side can be determined according to the host's custom settings. The task tags are used to indicate the game products that the host is good at creating, as well as the selling price of the game products, etc.

[0031] Step S104 , in response to a selection operation on a target commodity task in at least one commodity task, the target commodity task is bound to a target game account, so as to create a target game commodity indicated by the target commodity task through the target game account.

[0032] The selection operation is to select a target product task from all product tasks received by the host's device and accept the target product task. This selection operation can be performed by clicking on the target product task or by triggering a specific control corresponding to the target product task. The specific operation method of the selection operation can be set according to R&D requirements.

[0033] In the specific implementation, when the anchor device displays the product task, each product task will be displayed in the form of an entry in the interface of the anchor device. Each entry corresponding to the product task will be provided with a reject task control and an accept task control. Triggering the reject task control will delete the product task corresponding to the entry from the interface. Triggering the accept task control will accept the product task corresponding to the entry and bind the product task to the anchor's game account (equivalent to the above-mentioned target game account), thereby synchronizing the character data or equipment data corresponding to the target game account to the live broadcast server, and playing the game under the target game account through the live broadcast server. This game is also a game for creating the game product indicated by the accepted product task.

[0034] In actual applications, before the host's device receives multiple product tasks, the host's device displays the game screen after the target game account logs in to the target game, and the game screen displays the host's independent game screen. After the host's device receives the product task, the product task will be displayed at a specified location on the game screen. If the host selects the target product task, the live broadcast interface may directly jump to the target product crafting interface to craft the target game product; or the host may control the character to automatically walk to the corresponding NPC (Non-Player Character) position to craft the target game product, for example, controlling the character to walk to the weapon merchant's position to craft the weapon; or a path map may be displayed on the game map, and the host controls the character to walk to the corresponding NPC's position according to the path map to craft the target game product.

[0035] Step S106 , in response to the completion operation for the target game product, performing settlement processing on the target game product to complete the target product task.

[0036] If the host completes the creation of the target game item through the game under the target game account they are logged into, that is, when the created target game item meets the requirements of the target item task, the host will perform a completion operation, thereby calculating the transaction amount corresponding to the target game item through the live broadcast server and sending the transaction amount to the viewer device corresponding to the target item task. After receiving the transaction amount, the viewer device will check the target game item and settle the transaction amount after confirming that the target game item is correct. After the host device receives the transaction amount, the target item task is completed. In specific implementation, the above completion operation can be a trigger operation of the confirmation completion control in the interface of the host device, or it can be other triggering operations, which are not specifically limited here.

[0037] In actual applications, there may be random creation in the game. In this case, no matter how the host creates, it may not be able to create the target game product that meets the requirements of the target product task, and the host fails to create the target game product. Therefore, in response to the failure to create the target game product, the host can cancel the target product task and unbind the target product task from the target game account. In other words, when the target game product fails to be created, the host can trigger the cancel control set in the interface to execute the cancel operation, cancel the target product task, and unbind the target product task from the target game account.

[0038] An embodiment of the present invention provides a transaction method in a live game. First, the host device receives at least one commodity task sent by the viewer device through the live server. The commodity task is used to indicate the corresponding game commodity that the viewer device needs to purchase. Then, in response to the selection operation of the target commodity task in the at least one commodity task, the target commodity task is bound to the target game account, so that the target game commodity indicated by the target commodity task is created through the target game account. Then, in response to the completion operation of the target game commodity, the target game commodity is settled to complete the target commodity task. In this method, the viewer device can recommend commodity tasks to the host device through the live server, so that the host can understand the buyer's needs through the recommended commodity tasks. The host can then create the game commodity indicated by the accepted commodity task in the live game. In this way, the host can accurately respond to the buyer's needs and the game commodity created in the live game can be sold in a timely manner, thereby improving the transaction success rate.

[0039] The embodiment of the present invention also provides another transaction method in a live game, which is implemented on the basis of the above embodiment. The method focuses on describing the specific process of responding to the selection operation of the target commodity task in at least one commodity task, binding the target commodity task to the target game account, and creating the target game commodity indicated by the target commodity task through the target game account (implemented by the following steps S204-S206), and responding to the completion operation of the target game commodity, performing settlement processing on the target game commodity to complete the specific process of the target commodity task (implemented by the following steps S208-S210); Figure 2 As shown, the method includes the following specific steps:

[0040] Step S202: Receive at least one commodity task sent by the live broadcast server, where the commodity task is used to indicate the corresponding game commodity that needs to be purchased on the viewer's device.

[0041] In a specific implementation, in response to a sales task setup operation, the game product information, sales amount, and task conditions included in the sales task are determined based on the setup operation, and the sales task is sent to the live broadcast server, so that the live broadcast server sends the sales task to the viewer's device based on preset push rules. The above-mentioned game product information includes the product type and product level of the game product. The task conditions can be set according to the needs of the anchor. For example, the task conditions can be "fixed price, no counter-offers accepted" or "pay a deposit". The above-mentioned preset push rules can be set according to R&D needs. The preset push rules can be to push the sales task on the anchor's device to the viewer's device whose task tag matches the sales task. This method can match the game product types that the audience wants to purchase with the relevant anchors through customized task tags for different anchors and viewers, and accurately push preferred types (forming a precise link between supply and demand); at the same time, the sales tasks set by the anchor are pushed to the viewers with the corresponding task tags, and the audience's weapon preferences and tendencies are obtained. The system prioritizes recommending product tasks that match the anchor for the anchor to choose, thereby increasing the transaction rate of finished products.

[0042] Step S204 , in response to a selection operation on a target commodity task among the at least one commodity task, the target commodity task is bound to the target game account.

[0043] The streamer on the streamer's device can log in to the target game account to display the target game screen logged in by the target game account on the streamer's device. When the streamer selects a target product task, the target product task is bound to the target game account, allowing the streamer to subsequently broadcast the target game screen corresponding to the target product task created by the target game account through the live broadcast server. The game server data corresponding to the target game is directly bound to the live broadcast server to display the game screen, presenting game data in real time and updating the foreground process response and presentation according to the set data interval.

[0044] Step S206, in response to the crafting operation on the target game product in the target game logged in by the target game account, the target game product is crafted and upgraded, and the game screen of the crafting and upgrading of the target game product is broadcast live through the live broadcast server.

[0045] The aforementioned crafting operation typically involves the streamer upgrading a target game item within the target game. This crafting operation, performed by the streamer, allows the target game item to be crafted and upgraded. The live streaming server then synchronizes the gameplay footage of the target game item being crafted and upgraded within the target game to the target viewer's device that issued the target item task. In practice, viewers on the target viewer's device can either view the gameplay footage of the target game item being crafted and upgraded, or choose not to.

[0046] In specific implementation, a crafting interface can also be displayed, which includes a crafting control. The crafting operation can be to click on the materials required to craft the target game product, and then click on the crafting control to perform the crafting operation.

[0047] In a specific implementation, in response to a crafting operation on a target game item in the target game, the crafting progress of the target game item is updated based on the progress of crafting and upgrading the target game item; wherein the crafting progress is used to indicate the level of the target game item; the crafting progress is then sent to the live broadcast server, so that the live broadcast server synchronizes the crafting progress of the target game device to the viewer device corresponding to the target game item. Specifically, the viewer device can subscribe to the relevant progress when the item task is executed, so that the live broadcast server will promptly push messages about the host's live broadcast time, item information, and the crafting progress of the game item, so that the audience can keep abreast of the completion progress of the item task, increase the audience's attention to the host, and improve the audience's stickiness on the live broadcast platform.

[0048] Step S208, in response to the completion operation for the target game product, sends a message that the target game product is created to the live broadcast server, so that the live broadcast server calculates the transaction amount according to the price information indicated by the target product task, and sends the transaction amount to the target audience device end that issued the target product task. The target audience device end settles the transaction amount and returns the settlement result to the live broadcast server.

[0049] In specific implementation, the above-mentioned product tasks are also used to indicate the price information of the corresponding game products that need to be purchased on the viewer's device side; the price information includes the deposit amount and the purchase amount. The purchase amount refers to the audience's preferred price for the game product indicated by the product task, and the deposit amount refers to the deposit that the audience needs to pay in advance to the live broadcast after the anchor accepts the product task.

[0050] The above-mentioned completion operation refers to the operation of clicking the confirmation completion control set in the interface when the level status of the target game product created by the anchor meets the requirements of the target product task. When the anchor performs the completion operation of the target game product, the anchor device will send a message to the live broadcast server indicating that the creation of the target game product is completed. After receiving the message, the live broadcast server will calculate the transaction amount (the transaction amount can be the purchase amount minus the deposit amount) based on the price information indicated by the target product task, and send the transaction amount to the target audience device. The target audience device pays the transaction amount and returns the settlement result to the live broadcast server, so that the live broadcast server returns the settlement result to the anchor device, thereby completing the product task.

[0051] In some embodiments, in response to a setting operation for preferential exemption conditions, the preferential exemption conditions corresponding to the target product task can be determined, and the preferential exemption conditions can be pushed to the target viewer's device via the live broadcast server. In addition, the live broadcast server can calculate the transaction amount based on the preferential exemption conditions and the price information indicated by the target product task. The above preferential exemption conditions can be set according to R&D needs. For example, the preferential exemption conditions can be that if the viewer gives a gift, the transaction amount will be reduced by a certain amount. Generally, the more gifts given, the more the amount that can be reduced, and different gifts can also have different amounts that can be reduced.

[0052] In some embodiments, when the live broadcast server calculates the transaction amount of the target game product, the purchase amount corresponding to the target game product can be deducted from the deposit amount, and then the amount converted based on the preferential exemption conditions can be deducted to obtain the final transaction amount. This transaction amount is also the balance that the viewer needs to pay. The entire transaction can be completed after the viewer pays the balance.

[0053] Step S210, receiving the settlement result sent by the live broadcast server and completing the target product task.

[0054] The above settlement results may include the transaction amount paid by the viewer's device and the completion of the product task. In specific implementation, the optimal set price is calculated by converting the gift amount (equivalent to the preferential reduction conditions), the platform's revenue, and the host's revenue. The price reduction is set and the front-end recommends the amount to maximize the benefits for all three parties, including the live broadcast platform, the host, and the buyer and viewer, to complete the reduction process and the final transaction.

[0055] In practice, streamers can also use their device to view tasks posted by viewers, as well as customized tasks, to accept and check the status of their tasks. Furthermore, streamers can use their device to view detailed task information for each received commodity task, set exemption rules and conditions, change task progress, and privately chat about prices. Task details include task conditions, task deadlines, and task progress.

[0056] The aforementioned transaction method within live games establishes a pathway for viewers to define their own needs and host recommendations for products, forming a demand pool that allows for customized buying and selling, enabling hosts to accurately respond to audience needs. This method also establishes data interoperability between the platform and the game, improving feedback efficiency. Viewers can observe the creation process of their purchased products, creating a new experience and increasing their desire to trade. Furthermore, this method establishes transaction rules and product tracking mechanisms between supply and demand, increasing transaction success rates.

[0057] Corresponding to the above method embodiment, the embodiment of the present invention also provides another transaction method in a live game, which is applied to a viewer device end, and the viewer device end is connected to a live server; Figure 3 As shown, the method includes the following specific steps:

[0058] Step S302, responding to the setting operation for the first commodity task, determining the game commodity information and price information contained in the first commodity task based on the setting operation, and sending the first commodity task to the anchor device end through the live broadcast server. If the anchor device end selects the first commodity task, the first game commodity indicated by the first commodity task is created through the anchor device end. The anchor device end completes the creation of the first game commodity, and calculates and returns the transaction amount of the first game commodity through the live broadcast server.

[0059] In practice, viewers can customize the game product information and pricing information for the game products they wish to purchase on their devices. This information includes the product type and tier, and the pricing includes the purchase amount and deposit amount. After setting these information, viewers can apply to generate a product task. This means triggering the application control within the user interface on their device will generate a product task containing the configured product information and pricing.

[0060] The product tasks set on the viewer's device can be pushed to the host's device via the live broadcast server. Specifically, the task tag on the host's device usually matches the product task, allowing for accurate push of the product task and improving the success rate of the transaction. If the host's device selects the first product task received, it will create the first game product indicated by the first product task through the host's device, and the game screen of the host's device creating the first game product can be sent to the viewer's device via the live broadcast server. When the host's device completes the creation of the first game product, it will send a message to the live broadcast server indicating that the creation of the first game product is complete. Upon receiving this message, the live broadcast server will calculate the transaction amount based on the price information indicated by the first product task and return the transaction amount to the viewer's device.

[0061] In actual applications, the game product information includes the product type of the first game product; the above step S302 can be implemented by the following steps 10-12:

[0062] Step 10: Select a target product type from a plurality of preset product types, and determine the target product type as the product type of the first game product.

[0063] The above-mentioned preset product types can be set according to R&D requirements, or can be determined based on the product types of game products contained in the target game account logged in by the anchor.

[0064] Step 11: In response to an input operation of price information of the first game product, determine the price information of the first game product; wherein the price information includes a deposit amount and a purchase amount.

[0065] Step 12: In response to the setting confirmation operation, generate a first product task; wherein the first product task includes product type and price information of the first game product.

[0066] The above setting confirmation operation can be a click operation on the application control set in the interface of the viewer's device. Of course, it can also be other operations, which are specifically set according to R&D needs.

[0067] Step S304: Receive the transaction amount sent by the live broadcast server, settle the transaction amount, and complete the first commodity task.

[0068] In a specific implementation, in response to a subscription operation for the first product task, during the process of crafting the first game product indicated by the first product task on the host's device, the crafting progress of the first game product sent by the live broadcast server is received; wherein the crafting progress is used to indicate the level of the first game product. Specifically, the viewer can automatically choose to subscribe to the relevant progress of the product task execution. If subscribed, the live broadcast server will step by step send the game product crafting progress, and will also timely push the host's live broadcast time and product information, etc., and the game product crafting progress will be presented in real time when watching the live broadcast, so that the viewer can keep abreast of the progress of the product task.

[0069] In an optional embodiment, the viewer's device can also receive sales tasks set by the host's device and pushed by the live broadcast server. In response to a confirmation operation on the sales task, the viewer confirms the purchase of the second game item indicated by the sales task, and a confirmation message is sent to the host's device via the live broadcast server, instructing the host to create the second game item. This method can push the sales tasks set by the host to viewers with corresponding task tags, obtain audience weapon preferences and tendencies, and prioritize product tasks that match the host for selection, thereby increasing the transaction rate of completed products.

[0070] To facilitate understanding of the embodiments of the present invention, Figure 4 Provides a commodity transaction flow chart, Figure 4The audience side is equivalent to the above-mentioned audience device side, the anchor side is equivalent to the anchor device side, and the live broadcast platform is equivalent to the live broadcast server. Before the anchor starts to perform the task, the anchor can set the recommended task and conditions, that is, the anchor can set the task label, as well as the selling task containing the game product information, the selling amount and the task conditions, and then push the content set by the anchor to the corresponding audience device side through the live broadcast platform. The audience device side can receive the selling task. If the audience device side applies for the recommended selling task, the anchor device side will receive the audience's acceptance of the recommended selling task message and choose whether to accept the selling task; at the same time, on the audience device side, the audience can choose whether to customize the weapon value (equivalent to customizing the game product information). If you choose to customize the weapon value, select the weapon to be purchased and customize the value price (equivalent to setting the price information), and then apply for the product task containing the weapon to be purchased and the price information, and push the product task to the anchor device side through the live broadcast server. The anchor device side can choose whether to receive the product task.

[0071] If the streamer's device accepts the target product mission, it will bind the relevant game account to synchronize character or equipment data with the live streaming platform and the transaction progress. As the streamer crafts a weapon, the system will synchronize the game's progress in real time, and the live streaming platform will sync this data to the audience. The audience can subscribe to the relevant progress, and the system will promptly push notifications about the streamer's live broadcast time and product information. During the crafting process, the streamer can view the product information and set discounts and exemptions, including those for users who send gifts. The streamer can also choose whether to push discount and exemption notifications to the audience. When the weapon reaches the required state indicated by the mission, the streamer can click the confirmation control to send a notification to the audience, who will then confirm the payment and complete the transaction. After the transaction is completed, the audience can rate the streamer, and the live streaming server will generate relevant tags for the streamer based on the audience's evaluation information.

[0072] If the anchor sets up corresponding exemptions and the audience participates in the exemption activities, the live broadcast platform will update the game data and money gift data in time, and automatically calculate and update the transaction amount based on the updated data.

[0073] In practice, viewers can also view existing orders through their devices, checking the progress of all product tasks and performing related operations. They can also view detailed task information and privately chat about prices, including task conditions, task deadlines, and task progress.

[0074] The transaction method in the above-mentioned live game is that the audience device can recommend product tasks to the anchor device through the live server, so that the anchor can understand the buyer's needs through the recommended product tasks, and then the anchor creates the game products indicated by the accepted product tasks in the live game. In this way, the anchor can accurately respond to the buyer's needs and also sell the game products created in the live game in a timely manner, thereby improving the transaction success rate.

[0075] Corresponding to the above method embodiment, the embodiment of the present invention further provides a transaction device in a live game, which is arranged on the anchor device end, and the anchor device end is connected to the live server; Figure 5 As shown, the device includes:

[0076] The task receiving module 50 is used to receive at least one commodity task sent by the live broadcast server; wherein the commodity task is used to indicate the corresponding game commodity that needs to be purchased on the viewer's device; the commodity task is sent to the live broadcast server through the viewer's device.

[0077] The task selection module 51 is configured to respond to a selection operation on a target commodity task in at least one commodity task and bind the target commodity task to a target game account so as to create a target game commodity indicated by the target commodity task through the target game account.

[0078] The task completion module 52 is used to respond to the completion operation for the target game product and perform settlement processing on the target game product to complete the target product task.

[0079] The transaction device in the live game described above first receives at least one commodity task sent by the viewer device via the live server. The commodity task is used to indicate the corresponding game commodity that the viewer device needs to purchase. Then, in response to the selection operation of the target commodity task in the at least one commodity task, the target commodity task is bound to the target game account, so that the target game commodity indicated by the target commodity task can be created through the target game account. Then, in response to the completion operation of the target game commodity, the target game commodity is settled to complete the target commodity task. In this method, the viewer device can recommend commodity tasks to the host device via the live server, so that the host can understand the buyer's needs through the recommended commodity tasks. The host can then create the game commodity indicated by the received commodity task in the live game. This allows the host to accurately respond to the buyer's needs and allows the game commodity created in the live game to be sold in a timely manner, thereby improving the transaction success rate.

[0080] Furthermore, the above-mentioned device also includes a task cancellation module, which is used to: in response to a selection operation of a target commodity task in at least one commodity task, bind the target commodity task to the target game account, so as to create the target game commodity indicated by the target commodity task through the target game account, and in response to a cancellation operation of the target commodity task in response to a failure in creating the target game commodity, cancel the target commodity task and unbind the target commodity task from the target game account.

[0081] Specifically, the above-mentioned task selection module 51 is used to: respond to the selection operation of the target product task in at least one product task, bind the target product task to the target game account; respond to the creation operation of the target game product in the target game logged in by the target game account, create and upgrade the target game product, and broadcast the game screen of the creation and upgrade of the target game product through the live broadcast server.

[0082] Furthermore, the above-mentioned device also includes a status update module, which is used to: respond to the crafting operation of the target game product in the target game, and update the crafting progress of the target game product based on the progress of crafting and upgrading the target game product; wherein the crafting progress is used to indicate the level of the target game product; and send the crafting progress to the live broadcast server so that the live broadcast server synchronizes the crafting progress of the target game device to the audience device end corresponding to the target game product.

[0083] In specific implementation, the above-mentioned product task is also used to indicate the price information of the game product that needs to be purchased on the audience device side; the above-mentioned task completion module 52 is used to: respond to the completion operation for the target game product, and send a message to the live broadcast server that the target game product is completed, so that the live broadcast server can calculate the transaction amount according to the price information indicated by the target product task, and send the transaction amount to the target audience device side that issued the target product task. The target audience device side settles the transaction amount and returns the settlement result to the live broadcast server; receives the settlement result sent by the live broadcast server to complete the target product task.

[0084] Furthermore, the above-mentioned device also includes a reduction and exemption setting module, which is used to: respond to the completion operation of the target game product and send a message to the live broadcast server that the target game product has been created, respond to the setting operation of the preferential reduction and exemption conditions, determine the preferential reduction and exemption conditions corresponding to the target product task, and push the preferential reduction and exemption conditions to the target audience device through the live broadcast server, and calculate the transaction amount through the live broadcast server based on the preferential reduction and exemption conditions and the price information indicated by the target product task.

[0085] In a specific implementation, the above-mentioned device also includes a sales setting module, which is used to: before receiving at least one product task sent by the live broadcast server, respond to the setting operation of the sales task, determine the game product information, sales amount and task conditions contained in the sales task based on the setting operation, and send the sales task to the live broadcast server, so that the live broadcast server sends the sales task to the audience device end based on the preset push rules.

[0086] The transaction device in the live game provided by the embodiment of the present invention has the same implementation principle and technical effects as the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.

[0087] Corresponding to the above method embodiment, the embodiment of the present invention also provides another transaction device in a live game, which is set at the audience device end, and the audience device end is connected to the live server; Figure 6 As shown, the device includes:

[0088] The task setting module 60 is used to respond to the setting operation for the first commodity task, determine the game commodity information and price information contained in the first commodity task based on the setting operation, and send the first commodity task to the anchor device end through the live broadcast server. If the anchor device end selects the first commodity task, the first game commodity indicated by the first commodity task is created through the anchor device end. After the anchor device end completes the creation of the first game commodity, the transaction amount of the first game commodity is calculated and returned through the live broadcast server.

[0089] The task settlement module 61 is used to receive the transaction amount sent by the live broadcast server, and settle the transaction amount to complete the first commodity task.

[0090] The transaction device in the above-mentioned live game can recommend product tasks to the host device through the live server, so that the host can understand the buyer's needs through the recommended product tasks, and then the host creates the game products indicated by the accepted product tasks in the live game. In this way, the host can accurately respond to the buyer's needs and sell the game products created in the live game in a timely manner, thereby improving the transaction success rate.

[0091] Specifically, the above-mentioned game product information includes the product type of the first game product; the above-mentioned task setting module 60 is used to: select a target product type from multiple preset product types, and determine the target product type as the product type of the first game product; in response to the input operation of the price information of the first game product, determine the price information of the first game product; wherein the price information includes the deposit amount and the purchase amount; in response to the setting confirmation operation, generate a first product task; wherein the first product task contains the product type and price information of the first game product.

[0092] Furthermore, the above-mentioned device also includes a status receiving module, which is used to: respond to the subscription operation for the first product task, and receive the creation progress of the first game product sent by the live broadcast server during the process of creating the first game product indicated by the first product task on the anchor device end; wherein the creation progress is used to indicate the level of the first game product.

[0093] Furthermore, the above-mentioned device also includes a task recommendation module, which is used to: receive the sales task set by the anchor device pushed by the live broadcast server; respond to the confirmation operation for the sales task, confirm the purchase of the second game product indicated by the sales task, and send the message confirming the sales task to the anchor device end through the live broadcast server, so that the anchor device end creates the second game product.

[0094] The transaction device in the live game provided by the embodiment of the present invention has the same implementation principle and technical effects as the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.

[0095] The embodiment of the present invention further provides an electronic device, such as Figure 7 As shown, the electronic device includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned transaction method in the live game.

[0096] Furthermore, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0097] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0098] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 101 or by software instructions. The above processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0099] An embodiment of the present invention also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned trading method in the live game. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0100] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0101] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0102] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be subject to the scope of protection of the claims.

Claims

1. A transaction method in a live game, characterized in that: The method is applied to a host device end, which is connected to a live broadcast server; the method includes: Receive at least one commodity task sent by the live broadcast server; wherein the commodity task is used to indicate the corresponding game commodity that needs to be purchased on the viewer's device; the commodity task is sent to the live broadcast server via the viewer's device; In response to a selection operation on a target commodity task among the at least one commodity task, binding the target commodity task to a target game account, so as to create a target game commodity indicated by the target commodity task through the target game account; In response to the completion operation for the target game product, settlement processing is performed on the target game product to complete the target product mission.

2. The method according to claim 1, characterized in that After the step of binding the target commodity task to the target game account in response to a selection operation of the target commodity task among the at least one commodity task, so as to create the target game commodity indicated by the target commodity task through the target game account, the method further includes: In response to a failure in creating the target game product, a cancellation operation is performed on the target product task, the target product task is canceled, and the target product task is unbound from the target game account.

3. The method according to claim 1, characterized in that In response to a selection operation of a target commodity task among the at least one commodity task, the step of binding the target commodity task to the target game account so as to create the target game commodity indicated by the target commodity task through the target game account includes: In response to a selection operation on a target commodity task among the at least one commodity task, binding the target commodity task to the target game account; In response to a crafting operation on the target game product in the target game account logged in, the target game product is crafted and upgraded, and a game screen of the target game product crafting and upgrading is broadcast live via the live broadcast server.

4. The method according to claim 3, characterized in that The method further comprises: In response to a crafting operation on the target game product in the target game, updating the crafting progress of the target game product based on the progress of crafting and upgrading the target game product; wherein the crafting progress is used to indicate the current level of the target game product; The crafting progress is sent to the live broadcast server so that the live broadcast server synchronizes the crafting progress of the target game device to the viewer device corresponding to the target game product.

5. The method according to claim 1, wherein The commodity task is also used to indicate the price information of the game commodity that needs to be purchased on the viewer's device side; The step of performing settlement processing on the target game product in response to the completion operation of the target game product to complete the target product task includes: In response to the completion operation for the target game product, a message indicating that the target game product has been created is sent to the live broadcast server, so that the live broadcast server calculates the transaction amount based on the price information indicated by the target product task, and sends the transaction amount to the target viewer device that issued the target product task. The target viewer device settles the transaction amount and returns the settlement result to the live broadcast server; Receive the settlement result sent by the live broadcast server and complete the target product task.

6. The method according to claim 5, characterized in that Before the step of responding to the completion operation of the target game product and sending a message that the target game product is created to the live broadcast server, the method further includes: In response to the setting operation for the preferential exemption conditions, the preferential exemption conditions corresponding to the target product task are determined, and the preferential exemption conditions are pushed to the target audience device through the live broadcast server, and the transaction amount is calculated by the live broadcast server based on the preferential exemption conditions and the price information indicated by the target product task.

7. The method according to claim 1, characterized in that Before the step of receiving at least one commodity task sent by the live broadcast server, the method further includes: In response to the setting operation of the sales task, the game product information, sales amount and task conditions contained in the sales task are determined based on the setting operation, and the sales task is sent to the live broadcast server, so that the live broadcast server sends the sales task to the audience device end based on the preset push rules.

8. A transaction method in a live game, characterized in that: The method is applied to a viewer device end, which is connected to a live broadcast server; the method includes: In response to a setting operation for a first product task, determining game product information and price information included in the first product task based on the setting operation, and sending the first product task to the anchor device via the live broadcast server; if the anchor device selects the first product task, crafting the first game product indicated by the first product task via the anchor device; after the anchor device completes crafting the first game product, calculating and returning the transaction amount of the first game product via the live broadcast server; Receive the transaction amount sent by the live broadcast server, perform settlement processing on the transaction amount, and complete the first commodity task.

9. The method according to claim 8, characterized in that The game product information includes the product type of the first game product; The step of responding to a setting operation for a first commodity task and determining game commodity information and price information included in the first commodity task based on the setting operation includes: Selecting a target product type from a plurality of preset product types, and determining the target product type as the product type of the first game product; In response to an input operation of price information of the first game product, determining the price information of the first game product; wherein the price information includes a deposit amount and a purchase amount; In response to the setting confirmation operation, the first commodity task is generated; wherein the first commodity task includes commodity type and price information of the first game commodity.

10. The method according to claim 8, characterized in that The method further comprises: In response to the subscription operation for the first product task, during the process of creating the first game product indicated by the first product task on the anchor device side, the creation progress of the first game product sent by the live broadcast server is received; wherein, the creation progress is used to indicate the level of the first game product.

11. The method according to claim 8, characterized in that The method further comprises: Receiving the sales task set by the anchor device pushed by the live broadcast server; In response to the confirmation operation for the sales task, the purchase of the second game product indicated by the sales task is confirmed, and a message confirming the sales task is sent to the anchor device end through the live broadcast server, so that the anchor device end creates the second game product.

12. A transaction device in a live game, characterized in that: The device is provided on the host device side, and the host device side is connected to the live broadcast server; the device includes: A task receiving module, configured to receive at least one commodity task sent by the live broadcast server; wherein the commodity task is used to indicate a corresponding game commodity that needs to be purchased on the viewer's device; and the commodity task is sent to the live broadcast server via the viewer's device. a task selection module, configured to, in response to a selection operation on a target commodity task among the at least one commodity task, bind the target commodity task to a target game account, so as to create a target game commodity indicated by the target commodity task through the target game account; The task completion module is used to respond to the completion operation for the target game product and perform settlement processing on the target game product to complete the target product task.

13. A transaction device in a live game, characterized in that: The device is provided at a viewer device end, and the viewer device end is connected to a live broadcast server; the device comprises: a task setting module, configured to respond to a setting operation for a first commodity task, determine the game commodity information and price information included in the first commodity task based on the setting operation, and send the first commodity task to the anchor device via the live broadcast server; if the anchor device selects the first commodity task, create the first game commodity indicated by the first commodity task via the anchor device; after the anchor device completes the creation of the first game commodity, calculate and return the transaction amount of the first game commodity via the live broadcast server; The task settlement module is used to receive the transaction amount sent by the live broadcast server, and settle the transaction amount to complete the first commodity task.

14. An electronic device, characterized in that: It includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the transaction method in the live game as described in any one of claims 1 to 11.

15. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the transaction method in the live game as described in any one of claims 1 to 11.

Citation Information

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