Game account control method, device and equipment

CN116474376BActive Publication Date: 2026-09-25BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202310477826.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-08-06
Publication Date
2026-09-25
Estimated Expiration
2041-08-06

AI Technical Summary

Technical Problem

[0004]有鉴于此,本申请提供了一种游戏账号的控制方法、装置及设备,以在一定程度上完善目前游戏防沉迷保护工作,解决无法有效防范未成年人沉迷于游戏世界的技术问题

Benefits of technology

[0015]借由上述技术方案,本申请提供的一种游戏账号的控制方法、装置及设备,可在检测到游戏账号登录时,基于账号登陆类型采集游戏用户的用户特征数据,根据用户特征数据验证游戏用户的第一身份信息,并在第一身份信息标识游戏用户的用户身份为游客账号登录下的未成年用户时,能够依据在游戏进程中产生的游戏用户的第一操作行为数据和第一控制规则执行对游戏账号的控制;相应的,在第一身份信息标识游戏用户的用户身份为实名账号登录下的未成年用户时,能够依据在游戏进程中产生的游戏用户的第二操作行为数据和第二控制规则执行对游戏账号的控制。在本申请中,可基于游客账号和实名账号下的不同游玩限制规则使未成年用户能够更加合理的参与游戏,有效降低游戏沉迷风险,最大限度的保护未成年玩家,防止未成年玩家沉迷游戏。

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Abstract

The application discloses a game account control method, device and equipment, and relates to the technical field of computers, wherein the method comprises the following steps: when detecting that a game account is logged in, acquiring user feature data of a game user corresponding to the game account, and determining identity information of the game user according to the user feature data; if the identity information identifies the game user as a first identity user, performing control on the game account according to first operation behavior data of the game user generated in a game process and a first control rule; and if the identity information identifies the game user as a second identity user, performing control on the game account according to second operation behavior data of the game user generated in the game process and a second control rule. Through the technical scheme in the application, the different game playing restriction rules under the tourist account and the real-name account can be used to enable the minor users to participate in the game more reasonably, and the risk of game addiction can be effectively reduced.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, apparatus and device for controlling game accounts. Background Technology

[0002] With the widespread adoption of the internet, the online gaming industry, as a pillar of the internet sector, has developed rapidly. As a form of entertainment, it has integrated into people's daily lives, forming a "network culture" centered around games. However, the increasing variety of online games has led many users to become addicted, impacting their normal studies and work. This is especially true for underage gamers, whose physical and mental health can be severely affected. As the protection of minors is a key national project, the requirements for anti-addiction measures are becoming increasingly stringent. Therefore, how to provide a good gaming experience while preventing underage gamers from becoming excessively addicted is particularly important in the gaming industry's technological development.

[0003] Currently, most game companies implement anti-addiction controls primarily through a simple method of recording identity information and making judgments based on that information. This method has significant loopholes and can easily allow minors to bypass the verification system, thus failing to achieve the goal of preventing underage game users from becoming addicted to games. Summary of the Invention

[0004] In view of this, this application provides a method, device, and equipment for controlling game accounts, in order to improve the current game addiction prevention and protection work to a certain extent and solve the technical problem of being unable to effectively prevent minors from becoming addicted to the game world.

[0005] According to one aspect of this application, a method for controlling a game account is provided, the method comprising:

[0006] When a game account login is detected, the user feature data of the game user corresponding to the game account is obtained, and the identity information of the game user is determined based on the user feature data;

[0007] If the identity information identifies the game user as a first identity user, then control over the game account is executed based on the first operation behavior data of the game user generated during the game process and the first control rule;

[0008] If the identity information identifies the game user as a second identity user, then control over the game account is executed based on the second operation behavior data and the second control rules generated during the game process.

[0009] According to another aspect of this application, a control device for a game account is provided, the device comprising:

[0010] The first determining module is used to obtain user feature data of the game user corresponding to the game account when the game account is detected to be logged in, and to determine the identity information of the game user based on the user feature data.

[0011] The first execution module is used to control the game account based on the first operation behavior data of the game user generated in the game process and the first control rules if the identity information identifies the game user as the first identity user.

[0012] The second execution module is used to control the game account based on the second operation behavior data and the second control rules of the game user generated in the game process if the identity information identifies the game user as a second identity user.

[0013] According to another aspect of this application, a storage medium is provided that stores a computer program thereon, which, when executed by a processor, implements the aforementioned method for controlling a game account.

[0014] According to another aspect of this application, a game account control device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor. When the processor executes the computer program, it implements the aforementioned game account control method.

[0015] By employing the above technical solutions, this application provides a method, apparatus, and device for controlling game accounts. Upon detecting game account login, it collects user characteristic data based on the account login type, verifies the game user's first identity information based on the user characteristic data, and, when the first identity information identifies the game user as a minor user logged in under a guest account, executes control over the game account based on the game user's first operational behavior data generated during the game process and a first control rule. Correspondingly, when the first identity information identifies the game user as a minor user logged in under a real-name account, it executes control over the game account based on the game user's second operational behavior data generated during the game process and a second control rule. In this application, different play restriction rules under guest accounts and real-name accounts allow minor users to participate in games more reasonably, effectively reducing the risk of game addiction, maximizing the protection of minor players, and preventing minor players from becoming addicted to games.

[0016] The above description is only an overview of the technical solution of this application. In order to better understand the technical means of this application and to implement it in accordance with the contents of the specification, and to make the above and other objects, features and advantages of this application more obvious and understandable, specific embodiments of this application are given below. Attached Figure Description

[0017] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments of this application and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0018] Figure 1 A flowchart illustrating a game account control method provided in an embodiment of this application is shown;

[0019] Figure 2 A flowchart illustrating another method for controlling a game account provided in an embodiment of this application is shown;

[0020] Figure 3 A flowchart illustrating another method for controlling a game account provided in an embodiment of this application is shown;

[0021] Figure 4 This paper shows a schematic diagram of the structure of a game account control device provided in an embodiment of this application;

[0022] Figure 5 A schematic diagram of another game account control device provided in an embodiment of this application is shown. Detailed Implementation

[0023] The present application will be described in detail below with reference to the accompanying drawings and embodiments. It should be noted that, unless otherwise specified, the embodiments and features described in the embodiments of the present application can be combined with each other.

[0024] To improve current game addiction prevention measures and address the technical challenges of effectively preventing minors from becoming addicted to games, this application provides a method for controlling game accounts, such as... Figure 1 As shown, the method includes:

[0025] 101. When a game account login is detected, obtain the user characteristic data of the game user corresponding to the game account, and determine the identity information of the game user based on the user characteristic data.

[0026] Among these, game users are game players, and it is currently necessary to determine whether they are underage users. Game accounts can include real-name accounts and guest accounts. Real-name accounts are fixed game accounts after regular real-name authentication, usually bound to the real-name identity of the game user. Guest accounts are randomly generated trial accounts, usually bound to the physical address of the device used by the player. User characteristic data refers to the characteristic data collected when game account login is detected, which can reflect the login type and the age of the game user. Specifically, it can include real-name registration data when the login type is real-name account login or facial image collection data when the login type is guest account login. The real-name registration data can specifically include facial image collection data, fingerprint data, ID document data, etc. Identity information is used to identify whether the corresponding game user meets the age restriction when the game account login type is guest account login or real-name account login, such as whether they are minors (under 18 years old) or non-minors (i.e., adults aged 18 or older). Furthermore, when a game user is determined to be a minor, a pre-trained facial feature analysis model can be used to determine the user's predicted age. Based on the predicted age, the user's age distribution range can be determined, allowing for control of the game account according to the appropriate control rules for each age distribution range. The age distribution range can be determined by referring to the relevant game rules in the specific application scenario. For example, the age distribution range can be divided into a first age distribution range of 0-8 years old, a second age distribution range of 8-16 years old, and a third age distribution range of 16-18 years old, etc.

[0027] In this embodiment, upon detecting a game account login, the login type is first determined. Under different login types, user feature data of the game user corresponding to the game account is obtained through different feature collection channels. The login type may include guest account login and real-name account login. Correspondingly, the user feature data may include facial image data captured when the login type is guest account login and real-name registration data when the login type is real-name account login. Furthermore, the game user's identity information can be determined based on the real-name registration data or facial image data. Specifically, when obtaining the user feature data of the game user corresponding to the game account and determining the game user's identity information based on the user feature data, the steps in this embodiment may include: determining the login type corresponding to the game account, and collecting the game user's user feature data according to the login type, where the login type includes real-name account login or guest account login, and the user feature data includes real-name registration data when the login type is real-name account login or facial image data when the login type is guest account login; and determining the game user's identity information based on the real-name registration data or facial image data.

[0028] Given the guest account, a randomly generated account is used upon guest login. The account is linked to the physical address of the player's device. Upon first login, the guest account is required to register and verify their identity using facial recognition data, which is then extracted to obtain the user's facial image. Therefore, when extracting user feature data for a guest account, the facial image uploaded during login can be further identified as the user's feature data. When determining the user's identity based on this feature data, the facial image data can be input into a pre-trained facial feature analysis model to determine the user's predicted age. Based on this predicted age, the user can be classified as either a minor or a non-minor. Furthermore, if the user is a minor, their age distribution range can be determined.

[0029] Given the requirement for real-name registration, upon first login to the game, a standard real-name authentication process is performed, involving uploading ID information and conducting facial recognition and fingerprint collection. The results of facial recognition, fingerprint collection, and ID information are then stored in the database. Therefore, when collecting user characteristic data for game accounts under real-name login, the real-name registration data (ID information, facial recognition results, fingerprint collection results, etc.) from the database can be extracted as the user characteristic data. When determining the identity of a game user based on this characteristic data, analysis of fingerprint or ID information can identify whether the user is a minor or not. Furthermore, a constructed facial feature analysis model can be used to recognize facial information, determine age information, and further identify whether the user is a minor or not, and, if a minor, their corresponding age range. The facial feature analysis model can be any of the machine learning models such as support vector machines, convolutional neural networks, or random forests. Before applying the facial feature analysis model, it needs to be trained on a large number of facial image samples labeled with user ages in a facial feature database. By learning the facial contour features of different ages, the predicted age value corresponding to the facial image is obtained. Specifically, the facial feature analysis model is considered to have completed training when the predicted age value and the actual age label value are less than a preset threshold, that is, when the loss function of the facial feature analysis model reaches convergence.

[0030] The execution subject of this embodiment can be a device or equipment used to implement game anti-addiction control, which can be configured on the server side or the client side, and can improve the detection accuracy of game studio users, or it can be a device or equipment that performs game functions.

[0031] 102. If the identity information identifies the game user as the primary user, then control over the game account will be exercised based on the game user's primary action data and primary control rules generated during the game process.

[0032] The first user identity refers to a minor user logged in under a guest account. The first operational behavior data includes the game user's login status during the first specific time period, cumulative login duration, single recharge amount, and / or cumulative recharge amount. The login status during the first specific time period can be the login status of the game account during the first curfew period. For example, for a guest account, a curfew period can be set from 9 PM to 9 AM the next day. During the first curfew period, game services cannot be provided to minor users. Therefore, when determining that the first user identity is a minor user logged in under a guest account, the login status of the game user during the first specific time period can be monitored. If the login status during the first specific time period is determined to be logged in, the first control rule needs to be used to control the game account. For example, the game user can be prompted to perform real-name authentication, or the game account can be forcibly logged out. The cumulative login duration and cumulative recharge amount can be the overall cumulative results of the same game user within a preset statistical time period, which can include the cumulative duration and cumulative recharge amount for different games or different accounts corresponding to the same game. The first control rule is the anti-addiction control rule set for minors under the guest account, which may include the first specific time period for restricting login, the first preset duration threshold, the first preset amount for a single recharge, and the first preset amount for cumulative recharge.

[0033] To prevent underage gamers from becoming addicted, their gaming behavior can be monitored by tracking their playtime and in-game spending. Specifically, when determining that a game user is a minor logged in under a guest account, a facial feature identifier corresponding to the minor user can be generated. In the database corresponding to this facial feature identifier, the login status, cumulative login duration, and single or cumulative recharge amount for the same game user during a specific time period are recorded. Based on the login status during the first specific time period, it is determined whether the game user logged in during that specific time period. If the game user is determined to be logged in during the first specific time period, and / or if the cumulative login duration exceeds the first preset duration threshold corresponding to the first control rule, the game user is prompted to perform real-name authentication. If the game user passes real-name authentication, the second control rule under the real-name account login is further used to continue controlling the game account. If the game user refuses or fails to perform real-name authentication within the preset time period, the game user is forcibly logged out. When the single recharge amount exceeds the first preset single recharge amount corresponding to the first control rule and / or the cumulative recharge amount exceeds the first preset cumulative recharge amount corresponding to the first control rule, the game user's recharge is restricted, and the recharge is displayed as failed. Accordingly, in this embodiment, before forcibly logging off the game account, a countdown timer window can be generated on the game page in advance. The forced logout of the game account is then executed when the countdown timer expires. This allows game users to complete real-name authentication within the countdown period, or to save game data promptly if they do not complete real-name authentication, thereby creating a better customer experience. The countdown duration displayed in the countdown window can be determined according to the actual application scenario, for example, it could be 120 seconds.

[0034] In specific application scenarios, for guest accounts, different first specific time periods, first preset duration thresholds, first single preset recharge amounts, and first cumulative preset recharge amounts can be determined based on the different age distribution ranges of minors. These can be statistical nodes daily, weekly, or monthly. For example, the first specific time period can be set to 9 PM to 9 AM the next day; the first preset duration threshold for weekdays can be set to 1.5 hours per day; and the first preset duration threshold for statutory holidays can be set to 2 hours per day. Monthly statistical nodes can be used, setting the first single preset recharge amount and the first cumulative preset recharge amount to 0 for the 0-8 year old age distribution range; setting the first single preset recharge amount to 20 yuan and the first cumulative preset recharge amount to 100 yuan for the 8-16 year old age distribution range; and setting the first single preset recharge amount to 50 yuan and the first cumulative preset recharge amount to 200 yuan for the 16-18 year old age distribution range. The determination of weekdays and statutory holidays can be achieved by extracting the current longitude (e.g., Beijing time) and matching it with the statutory holiday system. When extracting the current longitude, the game device's system time can be directly used, or a time retrieval request can be sent to a third-party website or server to further determine the current longitude. It should be noted that to ensure the accuracy of time extraction, other optional methods may be included for longitude extraction and verification, which are not specifically limited here.

[0035] 103. If the identity information identifies the game user as a second identity user, then the control of the game account shall be executed based on the second operation behavior data and the second control rules generated during the game process.

[0036] The second identity user refers to a minor user logged in with a real-name account. The second operation behavior data includes trigger operation data generated by the game user on the login device when performing game operations, as well as the game user's login status during the second specific time period, cumulative login duration, single recharge amount and / or cumulative recharge amount. The trigger operation data may specifically include operation data generated on the login device such as the amplitude of the game controller joystick, the frequency of screen clicks, and the corresponding function click positions, as well as recharge operation data generated when the game user performs game recharge operations (such as recharge device, recharge channel, recharge amount, etc.), and parameter data such as deflection displacement, angle, and height of the login device caused by the game user performing continuous game operations. The second specific time period login status corresponds to the login status of the game account during the second curfew period. For example, for real-name accounts, the second curfew period can be set from 22:00 to 8:00 the next day. The second control rules are the anti-addiction control rules set for minors under real-name accounts, which may include the second specific time period for restricting login, the second preset duration threshold, the second preset single recharge amount, and the second preset cumulative recharge amount.

[0037] In this embodiment, when it is determined that the game user is a minor user logged in with a real-name account, the cumulative login time and single or cumulative recharge amount of the game user can be recorded in the minor's operation database. Based on the login status during the second specific time period, it can be determined whether the game user logged in during that second specific time period. If so, the game account is forcibly logged out. When the cumulative login time exceeds the second preset time threshold corresponding to the second control rule, the game user is forcibly logged out. When the single recharge amount exceeds the second preset single recharge amount corresponding to the second control rule and / or the cumulative recharge amount exceeds the second preset cumulative recharge amount corresponding to the second control rule, the game user's recharge is restricted, and a recharge failure is displayed. Accordingly, in this embodiment, before forcibly logging out the game account, a countdown time window can be generated in advance on the game page, and the forced login process can be executed when the countdown time window ends, so that the game user can save the game data in a timely manner, thereby creating a good customer experience. The countdown time displayed in the countdown window can be determined according to the actual application scenario, for example, it can be 60 seconds.

[0038] In specific application scenarios, for real-name accounts, different second specific time periods, second preset duration thresholds, second single preset recharge amounts, and second cumulative preset recharge amounts can be determined based on the different age distribution ranges of minors. These can be calculated daily or monthly. For example, the second specific time period can be set to 10 PM to 8 AM the next day, the second preset duration threshold for weekdays can be set to 2 hours, and the second preset duration threshold for statutory holidays can be set to 3 hours. Monthly calculations can be used as a statistical node, setting the second single preset recharge amount and the second cumulative preset recharge amount to 0 for the 0-8 year old age distribution range, setting the second single preset recharge amount to 50 yuan and the second cumulative preset recharge amount to 200 yuan for the 8-16 year old age distribution range, and setting the second single preset recharge amount to 100 yuan and the second cumulative preset recharge amount to 400 yuan for the 16-18 year old age distribution range. The determination of weekdays and statutory holidays can be found in the corresponding description in step 102 of the embodiment, and will not be repeated here.

[0039] It should be noted that, in order to encourage players to complete real-name authentication and prevent guest accounts from exceeding their playtime limits and overspending due to repeated changes in registered users, the first control rule for guest accounts should be stricter than the second control rule for real-name accounts. Specifically, the first specific time period, first preset duration threshold, first single preset recharge amount, and first cumulative preset recharge amount under the first control rule can all be set to be less than the second specific time period, second preset duration threshold, second single preset recharge amount, and second cumulative preset recharge amount under the second control rule. For example, for the age distribution range of 8 to 16 years old, the first specific time period under the first control rule can be set to 9 pm to 9 am the next day, the first preset duration threshold on weekdays can be set to 1.5 hours, the first single preset recharge amount per month can be set to 20 yuan, and the first cumulative preset recharge amount can be set to 100 yuan. Correspondingly, the second specific time period under the second control rule can be set to 22:00 to 10:00 the next day, the second preset duration threshold for weekdays is 2 hours, the second single preset recharge amount per month is 50 yuan, and the second cumulative preset recharge amount is 200 yuan.

[0040] This embodiment provides a method for controlling game accounts. Upon detecting a game account login, it collects user characteristic data based on the login type, verifies the user's identity information based on the user characteristic data, and, if the identity information identifies the user as a minor logged in as a guest account, executes control over the game account based on the user's first operational behavior data generated during the game process and a first control rule. Conversely, if the first identity information identifies the user as a minor logged in as a real-name account, it executes control over the game account based on the user's second operational behavior data generated during the game process and a second control rule. In this application, different play restriction rules for guest accounts and real-name accounts allow minors to participate in games more reasonably, effectively reducing the risk of game addiction, maximizing the protection of underage players, and preventing underage players from becoming addicted to games.

[0041] Furthermore, as a refinement and extension of the specific implementation methods of the above embodiments, and to fully illustrate the implementation methods of this embodiment, this embodiment also provides another method for controlling game accounts, such as... Figure 2 As shown, the method includes:

[0042] 201. When a game account login is detected, obtain the user characteristic data of the game user corresponding to the game account, and determine the identity information of the game user based on the user characteristic data.

[0043] The specific implementation method of this embodiment is the same as step 101 of the embodiment, and will not be repeated here. If, based on step 201 of the embodiment, it is determined that the account login type is game account login and the game user's identity information is that of a minor, then the process shown in steps 202 to 203 of the embodiment can be further executed. Conversely, if, based on step 201 of the embodiment, it is determined that the account login type is game account login and the game user's identity information is that of an adult, in order to prevent minors from using the adult user's facial image data to log in as a guest account for game operations, as an optional implementation, when the account login type is guest account login and the game user's identity information is that of an adult, the game user's facial image data can be collected according to a preset facial image collection cycle or a specific collection time point, and the facial image data can be compared with the facial image data uploaded by the guest account during the first login to achieve a review of the game user's identity. If a feature difference is found, the predicted age of the current game user can be identified according to the facial feature analysis model. Once it is determined that the current game user is a minor based on the predicted age, the process shown in steps 202 to 203 can be further executed. The preset face image collection cycle can be set according to the actual application scenario, such as 30 minutes. The specific collection time point can be set to 24:00 or other time points when minors are prohibited from playing games.

[0044] It should be noted that during the aforementioned identity verification, with user authorization, facial image data of the game user can be automatically collected during game operation execution. For example, video image data can be collected without interfering with the current game user's operation, and the game user's identity can be verified based on the video image data. Additionally, a data collection window can pop up on the current game device, and the game operation execution state can be temporarily adjusted to an operation lock state, prompting the current game user to actively upload facial image data by clicking the image collection window, thereby achieving the collection of video image data. To ensure the game user's gaming experience, the data collection window can pop up during operation breaks, which may include login screen waiting periods, start-up waiting periods, skill recovery periods, etc. If, after the aforementioned identity verification, it is determined that the current game user is the adult account user corresponding to the second identity user, further control over the game user's game behavior is not required. In this case, if the video image data is extracted by popping up a data collection window and locking the operation state, the adult user can unlock the account operation state and continue playing by re-entering pre-stored fingerprint data, facial data, and / or other identity feature data.

[0045] 202. If the first user is a minor user logged in under a guest account, the first operation behavior data generated by the game user during the game process will be recorded. The first operation behavior data includes the game user's login status in the first specific time period, cumulative login duration, single recharge amount and / or cumulative recharge amount.

[0046] It should be noted that, in another embodiment, to prevent underage users from gaining longer game time by switching between different games or using different guest accounts within the same game, the cumulative game time and cumulative recharge amount for each underage user can be the overall cumulative result across different games or different guest accounts within the same game. Specifically, facial feature identifiers can be generated using facial images collected from each underage user. Based on these facial feature identifiers, all operational behavior data of the underage user across different games or different accounts within the same game can be statistically analyzed, such as cumulative game time and cumulative recharge amount. This statistical operational behavior data can then be used to implement anti-addiction control for underage users targeting specific games or all games.

[0047] 203. Based on the login status of the first specific time period, determine whether the game user has logged in during the first specific time period, and / or determine whether the cumulative login time has reached the first preset time threshold in the first control rule, and / or determine whether the single recharge amount has reached the first single preset recharge amount in the first control rule, and / or determine whether the cumulative recharge amount has reached the first cumulative preset recharge amount in the first control rule. If so, prompt the game user to perform real-name authentication.

[0048] It should be noted that, given the special nature of the guest login mode, guest accounts are subject to stricter account control for minors compared to real-name accounts. Specifically, this is reflected in the fact that the specific time period during which login is prohibited under the first control rule is longer than the specific time period during which login is prohibited under the second control rule; the allowed login time for minors under the first control rule is shorter than the allowed login time under the second control rule; and the allowed single recharge amount and cumulative recharge amount for minors under the first control rule are both lower than the preset single recharge amount and cumulative preset recharge amount under the second control rule, respectively. Therefore, if a game user completes real-name authentication based on the real-name authentication prompt and then upgrades their guest account to a real-name account, the second control rule under the real-name account can be further used to continue controlling the game user's account until the statistical results of the corresponding operation behavior data of the guest account and the upgraded real-name account do not meet the second control rule, at which point the game user can be forcibly logged out. The first operation behavior data stored in the guest account can be determined in response to the user's selection instruction to determine whether it should be included in the operation database corresponding to the real-name account as historical operation behavior data. Accordingly, in this embodiment, before forcibly logging off the game account, a countdown timer can be generated on the game page in advance. The forced logout of the game account is then executed when the countdown timer ends, allowing the game user to complete real-name authentication or save game data within the countdown period. Specifically, if the game user completes real-name authentication within the countdown period, the second control rule can then be used to continue controlling the game account.

[0049] Accordingly, when determining whether a game user has logged in during the first specific time period based on their login status, if, based on the example of step 102 in the embodiment, the first specific time period is set to 9 PM to 9 AM the next day, then when it is determined that the first user is a minor user logged in under a guest account, the login status of the game user can be monitored from 9 PM to 9 AM the next day. If the login status is determined to be logged in, then the first control rule needs to be used to control the game account. For example, the game user can be prompted to perform real-name authentication, or the game account can be forcibly logged out. In this embodiment, before forcibly logging out the game account, a countdown time window can be generated on the game page in advance, and the forced login process can be performed when the countdown time window ends, so that the game user can perform real-name authentication within the countdown time. Specifically, if the game user passes real-name authentication within the countdown time, then the second control rule can be used to continue controlling the game account. Accordingly, for this implementation, it can be further determined whether the current login time of the game user is within the second specific time period (such as from 22:00 to 8:00 the next day) set for the curfew time in the second control rule. If the current login time is not within the second specific time period, no forced offline processing will be performed. When the login time is within the second specific time period, the control of the game account will be performed using the second control rule. For example, a countdown time window can be generated, and the game account will be forced offline when the countdown time window ends.

[0050] For example, if the first specific time period is set to 9 PM to 9 AM the next day, and the second specific time period is set to 10 PM to 8 AM the next day, if a game user is detected logging into the game at 9:30 PM, and that user is a minor under the game account, the login can be directly denied according to the first control rule, and a message indicating that the current time is a curfew period can be output. Additionally, a countdown time window (e.g., 120 seconds) can be generated to allow the game user to complete real-name authentication within the countdown time. If it is determined that the game user fails real-name authentication within the countdown time, and given that the login time falls within the first specific time period, the game account can be forcibly logged out when the countdown time window ends. If real-name authentication is completed within the specified time, the second control rule can be used to continue controlling the game account. Since the game user logs into the game at 21:30, before reaching the second specific time period (22:00 to 8:00 the next day), there is no need to control the game user's game account. That is, if the game user's cumulative login time has not reached the second preset time threshold, the game user can continue playing until the start of the second specific time period (22:00). When it is determined that the start of the second specific time period is about to be reached, a countdown time window (such as 60 seconds) is generated so that the game user can save the operation data within the countdown time. When the countdown time window ends, the game account is forcibly logged out.

[0051] Accordingly, in specific application scenarios, to encourage players to complete real-name authentication and prevent excessive playtime and spending by players using guest accounts due to repeated account switching, thereby achieving corresponding anti-addiction control, when it is determined that a minor user is using a guest account to perform game operations, a first preset time threshold, a first preset single recharge amount, and a first preset cumulative recharge amount can be set for the guest account corresponding to the minor user based on the first control rule. When the cumulative login time of the guest account reaches the first preset time threshold, and / or the maximum single recharge amount reaches the first preset single recharge amount and / or the cumulative recharge amount reaches the first preset cumulative recharge amount, the game user is further prompted to complete real-name authentication. If the game user refuses to complete real-name authentication or fails to complete real-name authentication within the preset time period, the user can be forcibly logged out. If the game user unlocks the account login function through real-name authentication, the account permissions are changed from a guest account to a real-name account, and the corresponding first control rule is changed to the second control rule under the real-name account.

[0052] For example, in the first control rule for guest accounts corresponding to underage users, for the age range of 8-16 years old, the first preset time threshold is set to 1.5 hours, the first preset single recharge amount is 20 yuan, and the first preset cumulative recharge amount is 100 yuan. Correspondingly, in the second control rule for real-name accounts corresponding to underage users, for the age range of 8-16 years old, the second preset time threshold is set to 2 hours, the second preset single recharge amount is 50 yuan, and the second preset cumulative recharge amount is 200 yuan. If the account login type is guest account login and the game user is a underage user, and the game user's cumulative login time reaches 1.5 hours, a countdown timer window can be generated, prompting the game user to complete real-name authentication. If a game user refuses real-name authentication or fails to complete real-name authentication before the countdown window ends, they can be forcibly logged out. Conversely, if a game user completes real-name authentication based on the prompt, the second control rule under the real-name account can be used to further control the user's account. The user's actions under the guest account will be defaulted to the actions of the current real-name account. Since the cumulative login time has reached 1.5 hours, the second control rule allows the user to continue playing for another 0.5 hours. When the cumulative login time reaches 2 hours, equal to the second preset time threshold under the second control rule, a countdown window is generated to allow the user to save their game data. After the countdown window ends, the user is forcibly logged out. Similarly, the single recharge amount and cumulative recharge amount under the guest account are also controlled by the second control rule, until the single recharge amount reaches the second preset single recharge amount under the second control rule, and / or the cumulative recharge amount reaches the second preset cumulative recharge amount under the second control rule, at which point the user's recharge will be restricted.

[0053] In this embodiment, if a game user has not completed real-name authentication and is forcibly logged out, the guest account will be backed up. If the game user wants to retrieve the original account data, they need to provide the game user's real-name information and facial data corresponding to the guest account for real-name authentication.

[0054] This embodiment provides a game account control method that can effectively control recharge and login duration through a first control rule when the corresponding account login type is guest account login. While retaining the guest mode, it avoids minors from playing games for a long time and recharging a lot through the guest mode, thus better protecting minors.

[0055] like Figure 3 As shown in the embodiment of this application, another method for controlling a game account is provided, the method comprising:

[0056] 301. When a game account login is detected, obtain the user characteristic data of the game user corresponding to the game account, and determine the identity information of the game user based on the user characteristic data.

[0057] The specific implementation method of this embodiment is the same as step 101 of the embodiment, and will not be repeated here. If it is determined based on step 301 of the embodiment that the account login type is real-name account login and the game user's identity information is that of a minor user, then the process shown in steps 302 to 303 of the embodiment can be further executed. Conversely, if it is determined based on step 301 of the embodiment that the account login type is real-name account login and the game user's identity information is that of an adult user, in order to prevent minor users from logging into real-name accounts registered by other adult users to perform game operations, as an optional implementation method, when the account login type is real-name account login and the game user's identity information is that of an adult user, identity verification under conditional triggering can be combined to determine whether a triggering event has occurred, and when it is determined based on the operation behavior data that a triggering event has occurred, the current game user corresponding to the game account can be determined to realize the identity verification of the game user. When determining the current game user corresponding to a game account, a liveness verification method can be used. Specifically, the facial verification function can be activated, and the facial image data of the current game user can be collected using a facial image acquisition device. The collected facial image data is then input into a pre-trained facial feature analysis model to determine whether the facial contour features match the facial contour features of the real-name registered user corresponding to the real-name account. If they do not match, it can be determined that the current game user is different from the real-name registered user corresponding to the real-name account. The facial feature analysis model can then be used to determine the predicted age of the current game user. If the predicted age determines that the current game user is a minor, the processes shown in steps 302 to 303 are then executed.

[0058] Accordingly, when performing the above-mentioned judgment based on operation behavior data to determine the occurrence of a triggering event, the following four optional implementation methods may be included:

[0059] (1) First optional implementation method: Collect operation data generated by the game user on the login device when performing game operations, such as the amplitude of the game controller joystick, the frequency of screen clicks, and the corresponding function click positions. Further, the operation data can be compared with the historical operation behavior data of the real-name game user corresponding to the real-name account stored in the operation database for the login device to determine whether the operation data matches the operation habits of the game user. If the features match, it can be determined that no triggering event has occurred; if it is determined that there is a feature difference, it can be determined that a triggering event has occurred, or if it is determined that there is a feature difference and the cumulative number of feature difference identifications is greater than a preset threshold, it can be determined that a triggering event has occurred. The preset threshold can be set numerically according to specific application scenarios. The operation database is created by pre-extracting the operation behavior data of real-name game users when determining that the real-name account corresponds to the real-name game user is performing game operations, and integrating the operation behavior data. The operation database can store the real-name registration data of real-name game users, as well as the historical operation behavior data of real-name game users recorded in various dimensions when they log in to their real-name accounts at historical times. In this embodiment, the data dimension corresponding to the historical operation behavior data can specifically be the habitual trigger operation data generated for the login device, such as the average amplitude of the joystick, the average screen click frequency, and the corresponding function click position area.

[0060] For example, by identifying the trigger operation data generated by the game user on the login device during game operations, it can be determined that the current game user's joystick operation amplitude is significantly greater than the joystick control amplitude in historical operation behavior data, or the screen click frequency is different from the screen click frequency when performing the same control operation, or there are significant differences in the deflection displacement, angle, height, etc., caused by the login device during game operations. As an optional approach, a trigger event can be determined when the characteristic differences are identified. Alternatively, the cumulative number of characteristic differences can be recorded, and when the cumulative number of characteristic differences exceeds a preset threshold (e.g., 5 times), it can be determined that the current game user and the current real-name account generate trigger operation data on the login device that are frequently and significantly different, indicating a risk that the current game user is not the real-name game user corresponding to the real-name account, thus determining that a trigger event has occurred.

[0061] (2) A second optional implementation method: Collect recharge operation data (such as recharge device, recharge channel, recharge amount, etc.) generated when game users perform game recharge operations; or, collect the current game user's cumulative game time in the current game software and other game software within a certain preset time period (such as 24 hours). Further, the recharge operation data can be compared with the historical operation behavior data stored in the operation database for recharge operation records of the real-name game user corresponding to the real-name account. If it is determined that the recharge device is different, or the recharge channel is different, or the recharge amount is greater than the average recharge amount in the historical operation behavior data, a trigger event is determined to have occurred. Alternatively, the current game user's cumulative game time can be compared with the historical average game time recorded in the operation database for real-name game users under the real-name account. Specifically, a preset time threshold can be set based on the historical average game time, such as setting the preset time threshold as the median value of the historical average game time. When it is determined that the current game user's cumulative game time reaches the median value of the historical average game time, a trigger event can be determined to have occurred.

[0062] (3) Third optional method: Given that continuous operation of the game will not cause a large instantaneous displacement or angle change in the login device, and a large displacement or angle change may be caused by a change of game user, as an optional method, the deflection displacement, angle, height and other parameter data of the login device caused by the game user's continuous game operation can be monitored and compared with the average deflection displacement, average angle and average height of the login device caused by the real-name game user under the real-name account in the operation database. If the numerical comparison determines that the login device has a large instantaneous displacement or angle change, then a trigger event can be determined.

[0063] (4) Fourth optional method: Corresponding to the first, second, and third optional methods, if the real-name account corresponding to the real-name game user does not have historical operation behavior data stored in the operation database, and since it is impossible to determine whether a trigger event has occurred based on the comparison of historical operation behavior data, as another optional method, a preset face image collection cycle can be set. The preset face image collection cycle corresponds to the collection frequency of face image data. Specifically, when the game user's cumulative game time reaches the face image collection cycle, a trigger event can be determined. In addition, a data pop-up window can be generated on the game page at a predetermined cycle or randomly. The pop-up window displays questions matching the real-name game user's identity information. Before the current game user answers the questions, the current game operation is locked so that the identity of the current game user can be verified based on the current game user's answer to the questions. When it is determined that the current game user's answer does not match the correct answer to the questions, a trigger event can be determined.

[0064] This embodiment provides a game account control method. Compared with current anti-addiction control methods, this application can effectively verify the identity of game users from multiple data dimensions during game account login and game operation. It can strengthen the identity verification of game users through dual verification methods of login verification and review verification, thereby preventing underage users from playing games for a long time and making large recharges by changing other people's accounts or changing guest mode. By flexibly controlling game time and recharge data, effective anti-addiction control of games can be achieved.

[0065] 302. If a triggering event is determined based on the second action data during the collection of the game user's second action, then the current game user corresponding to the game account is identified.

[0066] In this embodiment, if it is determined based on step 301 that the account login type is real-name account login and the identity information identifies the game user as a minor, then the second operation behavior data generated by the game user during the game process can be further collected, and control over the game account can be executed according to the second control rules. The second operation behavior data may include the game user's login status during a second specific time period, cumulative login duration, single recharge amount, and / or cumulative recharge amount. Furthermore, when controlling game accounts based on the second user's operational behavior data and the second control rules, a second specific time period, a second preset duration threshold, a second preset single recharge amount, and a second preset cumulative recharge amount can be set based on the second control rules. Specifically, the login status during the second specific time period can be used to determine whether the game user is logged in. If so, the game account will be forcibly logged out. When the game user's cumulative login time reaches the second preset duration threshold under the second control rules, and / or the game user's single recharge amount reaches the second preset single recharge amount under the second control rules, and / or the game user's cumulative recharge amount reaches the second preset cumulative recharge amount under the second control rules, the game user will be forcibly logged out. As an optional approach, before forcibly logging out the game user according to the second control rules, a countdown time window can be generated on the game page, and the forced login process can be executed when the countdown time window ends, so that the game user can save the game data in time, thereby creating a good customer experience.

[0067] Accordingly, if the second operation behavior data corresponds to the game user's recharge operation data, when controlling the game account based on the game user's second operation behavior data and the second control rule generated during the game process, step 302 of the embodiment may specifically include: comparing the first recharge operation data in the game user's second operation behavior data with the historical recharge operation behavior data for recharge operations in the game user's corresponding operation database; if it is determined that the first recharge source of the first recharge operation data is different from the recharge source in the historical recharge operation data, and the first recharge source does not have a first relationship with the game user, then controlling the game account based on the second operation behavior data after removing the first recharge operation data and the second control rule. In cases where strict real-name registration is enforced for recharge channels, the first relationship can be a pre-defined binding relationship (e.g., a kinship / close kinship, a friendship, etc.). When the first recharge source (the recharge user) and the game user have a first relationship (e.g., the game user is a family member of the game user), the game user's recharge data can be accumulated and recorded in the cumulative recharge data under the first relationship. Furthermore, control over the game account can be exercised based on the second operation behavior data and the second control rules. Conversely, when the first recharge source (the recharge user) and the game user do not have a first relationship (e.g., the game user is not a family member of the game user), the corresponding recharge amount will not be recorded in the cumulative recharge data. Furthermore, control over the game account can be exercised based on the second operation behavior data and the second control rules that exclude the first recharge operation data.

[0068] As a preferred approach, in specific application scenarios, the second operation behavior data may further include trigger operation data generated by the game user on the login device when performing game operations. Specifically, the trigger operation data may include operation data generated on the login device such as the amplitude of the joystick operation, the frequency of screen clicks, and the corresponding function click positions; recharge operation data generated when the game user performs game recharge operations (such as recharge device, recharge channel, recharge amount, etc.); and parameter data such as deflection displacement, angle, and height of the login device caused by the game user performing continuous game operations. In this embodiment, after detecting the trigger operation data, it can be further determined whether a trigger event has occurred based on the trigger operation data, and if a trigger event is determined to have occurred, the current game user corresponding to the game account can be further identified. Accordingly, when determining a trigger event, the specific steps of this embodiment may include: comparing the game user's second operation behavior data with historical operation behavior data triggered on the login device in the game user's corresponding operation database; if there are feature differences, a trigger event is determined to have occurred. If a triggering event is determined to have occurred, the steps in this embodiment to determine the current game user corresponding to the game account may specifically include: verifying the game account; and determining the current game user based on the corresponding verification information, wherein the verification information may specifically include facial image information, fingerprint information, and question answer information, etc. For this embodiment, the specific method for determining the triggering event, and the specific method for determining the current game user corresponding to the game account when the triggering event is determined to have occurred, are similar to the processing procedure in step 301 of this embodiment. Please refer to the process shown in step 301 for details, which will not be repeated here.

[0069] 303. If the current game user is different from the current game user, obtain the second operation behavior data of the current game user, and execute control over the game account based on the second operation behavior data and the second control rules of the current game user.

[0070] In this embodiment, if the current game user is determined to be different from the original game user based on the trigger operation data, and the current game user is another underage user, the accumulation of the original game user's operation behavior data can be stopped. Furthermore, the game control process for the current game user can be initiated based on the current game user's second operation behavior data and the second control rule. If the current game user has existing operation behavior data, the second operation behavior data will continue to be accumulated into the existing operation behavior data. If the current game user does not have existing operation behavior data, it is necessary to create new operation behavior data for the current game user, and the data will be accumulated based on the newly created operation behavior data. It should be noted that the cumulative online time and cumulative recharge amount for each underage user are the overall cumulative results of the underage user's login time and recharge amount within a certain preset time period (e.g., 24 hours). When the cumulative online time reaches the second preset time threshold corresponding to the second control rule, the game user is forcibly logged out; when the cumulative recharge amount reaches the second cumulative preset recharge amount corresponding to the second control rule, the game user's recharge is restricted.

[0071] For example, if the preset time threshold corresponding to the second control rule is 2 hours, and the preset amount for a single recharge and the preset amount for cumulative recharge are 50 and 200 respectively, and the original game user is a minor user A, the operation behavior data 'a' generated by the minor user A within the preset time period will be accumulated in the operation database corresponding to the minor user A. When the cumulative login time in operation behavior data 'a' reaches 2 hours, the minor user A will be forcibly logged out; when the single recharge amount in operation behavior data 'a' reaches 50 yuan, and / or the cumulative recharge amount in operation behavior data 'a' reaches 200 yuan, the minor user A will be restricted from recharging. If the second control rule is not triggered before operation behavior data a (the cumulative login time in operation behavior data a is less than 2 hours, the single recharge amount in operation behavior data a is less than 50 yuan, and the cumulative recharge amount in operation behavior data a is less than 200 yuan), and the game user changes to underage user B, then the accumulation process of operation behavior data a stops, and the counted operation behavior data a is stored in the operation database corresponding to underage user A. This allows underage user A to accumulate operation behavior data based on the operation behavior data a stored in the operation database when logging into the game again within the preset time period, until the second control rule is triggered. Simultaneously, it is necessary to determine whether the current game user underage user B has accumulated operation behavior data b within the preset time period. If so, the second operation behavior data executed by underage user B at the current moment is continued to be accumulated into the existing operation behavior data b; otherwise, a new operation behavior data b for underage user B needs to be created, and the second operation behavior data at the current moment is accumulated based on the new operation behavior data b. Login control is then applied to the accumulated operation behavior data b based on the second control rule. Correspondingly, if a change of the current game user occurs while the underage user B is normally operating the game and the second control rule has not yet been triggered, the accumulation process of operation behavior data b will be paused, and operation behavior data b will be stored in the operation database corresponding to the underage user B. In this embodiment, by forming a unique operation database for each player and accumulating operation behavior data within a preset time period in the operation database, control over game login is achieved. The game time of the actual user is used for judging the duration rule, rather than the login time of the same account. This allows for flexible control over game time and recharge data, more reasonably restricting minors from playing games and reducing the risk of game addiction.

[0072] In this application, to control game users' gameplay under anti-addiction rules while also creating a good user experience, a preferred method includes: receiving a creation instruction from a game user regarding a first game task and determining a first estimated completion time for the first game task; calculating the remaining login time for the game user based on first operation behavior data and a first control rule, or based on second operation behavior data and a second control rule; adjusting the first game task into a second game task based on the first estimated completion time and the remaining login time, such that the second estimated completion time of the second game task is less than or equal to the remaining login time, wherein the second game task is obtained by removing task nodes from the first game task. In other words, if the first estimated completion time exceeds the remaining login time, the first game task is adjusted into a second game task; otherwise, the first game task is generated in response to the creation instruction.

[0073] Specifically, when implementing anti-addiction measures for underage game users based on the first or second control rule, given the set online time limit, users will be forced offline when their cumulative login time reaches a preset threshold. However, if a user has unfinished game progress at this time, forcibly logging them off would result in a poor user experience. To address this, when a user's cumulative login time has not yet reached the preset threshold, the system can estimate the execution time of a new game task selected by the user. If the estimated time is greater than the user's remaining login time, the system can remind the user of the upcoming anti-addiction processing time or dynamically adjust the storyline, such as not redirecting to the new game task's instance. For example, if the preset time threshold is 2 hours, and the user's cumulative login time has reached 1.5 hours, if the system receives a request to select a new game task with an estimated duration of 1 hour, as an option, the system can directly reject the user's request and output the reason for rejection, such as the approaching anti-addiction processing time. As an alternative, users can be reminded that anti-addiction measures will be implemented in 0.5 hours. This serves as a warning that continuing to complete the new game task risks failing to finish and data saving failure. If the user chooses to continue, their account will be forcibly logged out when the anti-addiction period ends. Another option is to dynamically adjust the storyline of the first game task by removing task nodes, creating a second task. This second task's storyline can be limited to 0.5 hours, allowing users to complete it within their remaining login time.

[0074] In order to effectively prevent game users from becoming addicted while guiding them to engage in activities more beneficial to their health and increasing their engagement with the game, this application proposes an alternative method: after forcibly logging off a game account based on a first or second control rule, generating a list of recommended related tasks for the game user. This allows the user to select a target related task from the list and receive game attribute bonuses based on the task completion status.

[0075] As an optional application scenario, the associated recommendation task may include physical movement actions associated with the current game action. Specifically, the implementation steps may include: after executing the forced offline control of the game account based on the first control rule or the second control rule, generating a list of physical movement actions associated with the current game action for the game user, so that the game user can select the target physical movement action to be executed through the list of physical movement actions, and obtain game incentives based on the completion status of the target physical movement action. For example, a game user has a smart hardware bracelet associated with a virtual character in a certain game, and can wear the bracelet or watch to perform a specified movement (a specified action of the virtual character). When the game anti-addiction processing is initiated, the game user will be prompted and guided to perform sports-related hardware activities, and technically, the increase of statistical values ​​such as those of the smart hardware associated with the virtual character will be synchronized in the game server and further converted into game incentives. In this way, while controlling the addiction of underage game users, it is also possible to guide users to continue to engage in healthier physical movements within the IP immersion, which is more beneficial to underage users and can increase the game user's interest in the current game.

[0076] As another optional application scenario, the associated recommendation task may include the loading task of associated applications. These associated applications are those linked to the current game. Specifically, the implementation steps may include: after executing forced offline control of the game account based on a first or second control rule, outputting a recommended loading window for the associated application, so that the game user can load the associated application matching the current game through the recommended loading window and receive game incentives when the associated application is loaded. For example, after determining that the game user's cumulative login time has reached the anti-addiction time under the first or second control rule, the game application can load other associated applications related to the game's IP, such as learning, entertainment, variety shows, and social applications (e.g., social networking applications under the same IP character, virtual tutoring applications related to the IP character, etc.), through a pre-installed recommended loading window. This can further directly redirect or guide the user to installation, providing corresponding virtual rewards (such as character attribute values, virtual items, etc.) when the game user completes the installation. In this way, while controlling the addiction of underage game users, it is also possible to guide game users to watch relatively healthier non-game applications, which are all within the same IP theme. This kind of switching is completed between these family of applications from game companies, forming a game addiction prevention system under the same IP theme.

[0077] As another optional application scenario, the associated recommendation task may include associated program tasks. These associated program tasks are program tasks set up in the game anti-addiction system and associated with the current game. Specifically, the implementation steps may include: after executing forced offline control of the game account based on a first control rule or a second control rule, generating a list of associated program tasks matching the current game for the game user; so that the game user can select the target associated program task to be executed through the associated program task list, and obtain game incentives (such as character attribute values, virtual items, etc.) based on the completion rate of the associated program task. For example, in the game anti-addiction system, task items (e.g., guiding the use of a health exercise application) can be set. When the viewing time of the associated application reaches a preset duration or the corresponding level task set by the associated application is completed, corresponding virtual rewards (such as character attribute values, virtual items, etc.) in the game can be given.

[0078] It should be noted that, in this embodiment, after obtaining game incentives, game users can further adjust the first or second control rules within a preset adjustment range based on the game incentives. For example, when implementing anti-addiction measures for underage game users based on the first or second control rules, the preset time threshold for game users can be appropriately extended based on the game incentives (e.g., for users whose virtual rewards exceed the preset reward value, the preset time threshold can be extended from 2 hours to 2.5 hours). For any 0.5 hours exceeding the healthy game time limit, the game incentives obtained within the aforementioned healthy game time limit will be deducted or reduced accordingly.

[0079] To combat and punish game users who impersonate or borrow ID cards for real-name authentication, the methods also include: if it is determined that the current game user is a minor and the real-name authentication information is abnormal, then the game account of the current game user will be controlled according to the first control rule, or the current game user will be registered as a blacklisted user prohibited from logging into the game account. Specifically, for game users who impersonate or borrow ID cards for real-name authentication, after identifying their game preferences and operating habits in the game, further comprehensive judgment can be made using voice recording recognition and camera facial recognition to confirm that they are not adult players, and then the anti-addiction operation for minors will be initiated. The game company will then directly include such players in the blacklist to prevent such users from impersonating or borrowing ID cards for real-name authentication again. Specifically, users who borrow other people's identities and / or users whose identities are borrowed can be included in a strict verification list, and their accounts will be subject to stricter identity verification (this strategy can be implemented for minor users until they become adults), or their accounts can be destroyed.

[0080] Regarding the overall control process for game accounts in this application, upon detecting game account login, the login type can first be determined through the identification results of real-name information. If the game account has been verified with real-name authentication, the user's age can be further detected based on the game's age requirements. If the user does not meet the age requirements, a prompt message can be output and the user can be banned from logging in, preventing underage children from accessing the game. Conversely, if the user is determined to be an underage child, an anti-addiction control mode needs to be activated, controlling playtime and spending to prevent excessive gaming addiction. Furthermore, upon detecting game account login, it can first be determined whether the game supports guest mode login. If not, the user can be informed that guest mode is unavailable and prompted to complete real-name authentication. If guest mode login is supported, a corresponding guest mode scenario can be output based on the guest account, further controlling playtime and spending under guest account login to prevent excessive gaming addiction. Specifically, when controlling playtime, the system continuously and automatically tests or periodically checks game users' online status. To encourage players to complete real-name authentication and prevent guest accounts from exceeding their playtime limit due to repeated account switching, when a guest account's continuous online time reaches the login time limit, a notification can be displayed indicating that the time limit has been reached. The system records the physical address of the login device and the corresponding guest account, terminates the guest account's login privileges, and requires the player to complete real-name authentication. At this point, the player can unlock the account login function through real-name authentication, and the account privileges will be converted from a guest account to a regular account. Similarly, when controlling recharge, the system can set rules to prohibit or allow guest accounts to recharge. When a guest account is prohibited from recharging, if a recharge request is received, the system can further output a recharge failure result and inform the guest that the recharge operation is not supported. When a guest account is allowed to recharge, the system can further record the guest account's cumulative recharge amount. When the cumulative recharge amount is determined to have reached the recharge amount limit, the guest account's login privileges are terminated, and the player is required to complete real-name authentication.

[0081] Accordingly, when implementing anti-addiction control based on game time, minors can be divided into age distribution ranges according to relevant regulations (such as 0-8 years old, 8-16 years old, and 16-18 years old). The same or different game time limits can be set for minors in each age distribution range. Then, by calculating the single continuous online time or cumulative login time of minor users, when the continuous online time or cumulative login time reaches the game time limit set for the corresponding age distribution range, the game user will be forcibly logged off, thereby achieving anti-addiction control for minor users. Correspondingly, when implementing anti-addiction control based on recharge amounts, minors can also be divided into age distribution ranges (e.g., 0-8 years old, 8-16 years old, 16-18 years old). For minors within each age range, the same or different game recharge limits can be set. For example, users under 8 years old can be prohibited from making in-game purchases; for minors aged 8 to 16, a single recharge cannot exceed 50 yuan, and the cumulative monthly recharge cannot exceed 200 yuan; for minors aged 16 and above, a single recharge cannot exceed 100 yuan, and the cumulative monthly recharge cannot exceed 400 yuan. Furthermore, by calculating the single or cumulative recharge amount of underage users, when the single or cumulative recharge amount reaches the limit set for the corresponding age range, the game user is forcibly logged off or their recharge is restricted, thereby achieving anti-addiction control for underage users.

[0082] It should be noted that the technical solution in this application can not only be applied to the scenario of preventing and controlling game addiction among minors, but also to the scenario of detecting illegal and unreasonable game operations such as others charging or playing on behalf of others during the game. This can further reduce economic losses caused by others charging or playing on behalf of others, thereby creating a good game experience for game users.

[0083] Furthermore, as Figure 1 The specific implementation of the method shown in this embodiment provides a control device for a game account, such as... Figure 4 As shown, the device includes: a first determining module 41, a first execution module 42, and a second execution module 43.

[0084] The first determining module 41 is used to obtain the user characteristic data of the game user corresponding to the game account when the game account login is detected, and determine the identity information of the game user based on the user characteristic data.

[0085] The first execution module 42 is used to control the game account based on the first operation behavior data of the game user generated in the game process and the first control rules if the identity information identifies the game user as the first identity user.

[0086] The second execution module 43 is used to control the game account based on the second operation behavior data and the second control rules of the game user generated in the game process if the identity information identifies the game user as a second identity user.

[0087] In a specific application scenario, if the first user is a minor user logged in under a guest account, the first execution module 42 is specifically used to record the first operation behavior data generated by the game user during the game process. The first operation behavior data includes the game user's login status in a first specific time period, cumulative login duration, single recharge amount and / or cumulative recharge amount; based on the login status in the first specific time period, it is determined whether the game user logged in in the first specific time period, and / or whether the cumulative login duration reaches the first preset duration threshold in the first control rule, and / or whether the single recharge amount reaches the first preset single recharge amount in the first control rule, and / or whether the cumulative recharge amount reaches the first preset cumulative recharge amount in the first control rule; if so, the game user is prompted to perform real-name authentication.

[0088] In specific application scenarios, if the second-identity user is a minor user logged in with a real-name account, the second operational behavior data includes the trigger operation data generated by the game user on the login device when performing game operations, as well as the game user's login status, cumulative login duration, single recharge amount and / or cumulative recharge amount for a second specific time period, such as... Figure 5 As shown, the device also includes: a second determining module 44 and a third execution module 45;

[0089] The second determining module 44 is used to determine the current game user corresponding to the game account if a triggering event is determined based on the second operation behavior data during the collection of the game user's second operation behavior.

[0090] The third execution module 45 is used to obtain the second operation behavior data of the current game user when the current game user is different from the current game user, and to execute control over the game account based on the second operation behavior data and the second control rules of the current game user.

[0091] In specific application scenarios, such as Figure 5 As shown, the device also includes: a comparison module 46 and a determination module 47;

[0092] Comparison module 46 is used to compare the second operation behavior data of the game user with the historical operation behavior data triggered by the login device in the corresponding operation database of the game user;

[0093] The determination module 47 is used to determine whether a trigger event has occurred if there is a feature difference.

[0094] In specific application scenarios, if the second identity user is a minor user logged in with a real-name account, the second operation behavior data includes the game user's recharge operation data. The second execution module 43 is specifically used to compare the first recharge operation data in the game user's second operation behavior data with the historical recharge operation behavior data for the recharge operation in the game user's corresponding operation database. If it is determined that the first recharge source of the first recharge operation data is different from the recharge source in the historical recharge operation data, and the first recharge source does not have a first relationship with the game user, the control of the game account is executed based on the second operation behavior data after removing the first recharge operation data and the second control rule.

[0095] Correspondingly, such as Figure 5 As shown, the device also includes: a first generation module 48;

[0096] The first generation module 48 is used to generate a countdown time window before executing the forced offline control of the game account based on the first control rule or the second control rule, and to execute the forced offline processing of the game account when the countdown time window ends.

[0097] In specific application scenarios, such as Figure 5 As shown, the device also includes: a third determining module 49, a calculation module 410, a judgment module 411, an adjustment module 412, and a second generating module 413;

[0098] The third determining module 49 is used to receive the game user's instruction on creating the first game task and determine the first estimated completion time of the first game task;

[0099] The calculation module 410 is used to calculate the remaining login time of the game user based on the first operation behavior data and the first control rule of the game user, or based on the second operation behavior data and the second control rule of the game user.

[0100] Module 411 is used to determine whether the first estimated completion time is greater than the remaining login time;

[0101] The adjustment module 412 is used to adjust the first game task into the second game task based on the first estimated completion time and the remaining login time, so that the second estimated completion time of the second game task is less than or equal to the remaining login time, wherein the second game task is obtained by deleting task nodes in the first game task;

[0102] The second generation module 413 is used to generate a first game task in response to a creation command if the first estimated completion time is less than or equal to the remaining login time.

[0103] Correspondingly, such as Figure 5 As shown, the device also includes: a third generation module 414;

[0104] The third generation module 414 is used to generate a list of related tasks for game users after the forced offline control of the game account is executed based on the first control rule or the second control rule, so that game users can select the target related task to be executed through the list of related tasks and obtain game incentives based on the task completion status of the target related task.

[0105] It should be noted that other corresponding descriptions of the functional units involved in the game account control device provided in this embodiment can be found in [reference needed]. Figures 1 to 3 The corresponding descriptions in the method will not be repeated here.

[0106] Based on the above, Figures 1 to 3 Accordingly, this embodiment also provides a storage medium storing a computer program that, when executed by a processor, implements the above-described method. Figures 1 to 3 The method for controlling the game account is shown.

[0107] Based on this understanding, the technical solution of this application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as CD-ROM, USB flash drive, mobile hard drive, etc.) and includes several instructions to cause a computer device (such as personal computer, server, or network device, etc.) to execute the methods of various implementation scenarios of this application.

[0108] Based on the above, Figures 1 to 3 The method shown, and Figure 4 , Figure 5 To achieve the above objectives, this application also provides a game account control device, specifically a personal computer, server, smartphone, or other network device, as shown in the virtual device embodiment. This device includes a storage medium and a processor; the storage medium stores a computer program; the processor executes the computer program to achieve the above-described objectives. Figures 1 to 3 The method for controlling the game account is shown.

[0109] Optionally, the aforementioned physical devices may also include a user interface, a network interface, a camera, radio frequency (RF) circuitry, sensors, audio circuitry, a Wi-Fi module, etc. The user interface may include a display screen, input units such as a keyboard, etc., and optional user interfaces may also include USB interfaces, card reader interfaces, etc. The network interface may optionally include standard wired interfaces, wireless interfaces (such as Wi-Fi interfaces), etc.

[0110] Those skilled in the art will understand that the physical device structure provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or combine certain components, or have different component arrangements.

[0111] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the aforementioned physical device, supporting the operation of information processing programs and other software and / or programs. The network communication module is used to enable communication between the various components within the storage medium, as well as communication with other hardware and software in the information processing physical device.

[0112] Through the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented using software plus necessary general-purpose hardware platforms, or it can be implemented using hardware. By applying the solution of this embodiment, when game account login is detected, the first user characteristic data of the game user can be collected based on the account login type. The first identity information of the game user can be verified based on the first user characteristic data. When the first identity information identifies the game user's identity as a minor user logged in under a guest account, control of the game account can be executed based on the first operation behavior data of the game user generated during the game process and the first control rules. Correspondingly, when the first identity information identifies the game user's identity as a minor user logged in under a real-name account, control of the game account can be executed based on the second operation behavior data of the game user generated during the game process and the second control rules. In this application, different play restriction rules for minor users under guest accounts and real-name accounts can enable minors to participate in games more reasonably, effectively reducing the risk of game addiction, thereby maximizing the protection of minor players and preventing minor players from becoming addicted to games.

[0113] Those skilled in the art will understand that the accompanying drawings are merely schematic diagrams of a preferred embodiment, and the modules or processes shown in the drawings are not necessarily essential for implementing this application. Those skilled in the art will understand that the modules in the apparatus of the embodiment can be distributed within the apparatus of the embodiment as described, or can be modified to be located in one or more apparatuses different from this embodiment. The modules of the above-described embodiment can be combined into one module, or further divided into multiple sub-modules.

[0114] The serial numbers in this application are for descriptive purposes only and do not represent the superiority or inferiority of any particular implementation scenario. The above disclosures are merely a few specific implementation scenarios of this application; however, this application is not limited thereto, and any variations conceived by those skilled in the art should fall within the protection scope of this application.

Claims

1. A method for controlling a game account, characterized in that, include: When a game account login is detected, the user feature data of the game user corresponding to the game account is obtained, and the identity information of the game user is determined based on the user feature data; If the identity information identifies the game user as a first identity user, then control over the game account is executed based on the first operation behavior data of the game user generated during the game process and the first control rule; If the identity information identifies the game user as a second identity user, and the second identity user is a minor user logged in with a real-name account, then during the collection of the game user's second operation behavior, it is determined whether a triggering event has occurred based on the second operation behavior data. If a triggering event is determined, the current game user corresponding to the game account is identified; If the current game user is different from the game user, the second operation behavior data of the current game user is obtained, and the control of the game account is executed according to the second operation behavior data and the second control rules of the current game user.

2. The method according to claim 1, characterized in that, If the first identified user is an adult user, the method further includes: The facial image data of the current game user corresponding to the game account is collected according to a preset facial image collection cycle or a specific collection time point, and the collection results are compared with the facial image data uploaded by the game account when it first logs in. If the comparison results show that there are feature differences, the predicted age of the current game user is determined based on the collected results and through a facial feature analysis model. The control rules for the game account are redefined based on the predicted age.

3. The method according to claim 1, characterized in that, The second operational behavior data includes recharge device, and / or recharge channel, and / or average recharge amount. The step of determining whether a triggering event has occurred based on the second operational behavior data during the collection of the game user's second operational behavior includes: The second operation behavior data of the game user is compared with the historical operation behavior data stored in the corresponding operation database of the game user for recharge operation records. If there are differences in characteristics, it is determined that a triggering event has occurred.

4. The method according to claim 1, characterized in that, The second operation behavior data includes the deflection displacement and / or deflection angle caused by the login device when performing game operations. The step of determining whether a trigger event has occurred based on the second operation behavior data during the collection of the game user's second operation behavior includes: The second operation behavior data of the game user is compared with the offset data generated by the login device when the game operation is executed, which is recorded in the operation database corresponding to the game user. If there are differences in characteristics, it is determined that a triggering event has occurred.

5. The method according to claim 1, characterized in that, The second operational behavior data includes the answer results to the questions in the data pop-up window that match the identity information, and the method further includes: The second operation behavior data of the game user is compared with the correct answer to the question item; If the comparison results show a discrepancy, it is determined that a trigger event has occurred.

6. The method according to claim 1, characterized in that, The method further includes: Determine whether the game user's cumulative game time has reached the set facial image acquisition cycle; If so, then it is determined that a triggering event has occurred.

7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: Receive the game user's instruction to create a first game task, and determine the first estimated completion time of the first game task; The remaining login time of the game user is calculated based on the first operation behavior data and the first control rule of the game user, or based on the second operation behavior data and the second control rule of the game user; Based on the first estimated completion time and the remaining login time, the first game task is adjusted to a second game task, so that the second estimated completion time of the second game task is less than or equal to the remaining login time. The second game task is obtained by deleting task nodes from the first game task.

8. A storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 7.

9. A control device for a game account, comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 7.

Citation Information

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