Game user recall method and device, equipment, storage medium and program product

By screening and adjusting the reward level of historical game users, and personalized recalls are carried out for each target churn user, the problems of high recall costs and poor results in the existing technology are solved, and efficient user recalls and cost control are achieved.

CN119477406APending Publication Date: 2025-02-18BIGO TECH PTE LTD
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Patent Information

Application Number
CN202410292149.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-14
Publication Date
2025-02-18

AI Technical Summary

Technical Problem

In the prior art, game users’ recall costs are high, and personalized recall cannot be carried out for each lost user, and the recall effect is poor.

Method used

The historical game users are filtered based on the set user collection rules to obtain target churn users; adjust their reward issuance level based on the historical profit information of each target churn user; when the cumulative rewards are not reached the preset total amount, Target churn users push target rewards that meet the level.

Benefits of technology

It has achieved effective screening and personalized recall of target churn users, improved the recall effect, and effectively controlled the cost of reward issuance, and supported the stable operation of the game business.

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Abstract

The embodiment of the invention provides a game user recall method and device, equipment, a storage medium and a program product. The method comprises the steps that recorded historical game users are screened based on a set user collection rule to obtain target lost users; according to the recorded historical profit information of each target lost user, adjusting a preset reward issuing level corresponding to each target lost user; and pushing a target reward according with the corresponding reward issuing level to each target lost user under the condition that the reward accumulated and issued by the system does not reach the preset total amount. The target lost users are effectively screened out for recall, the reward issuing level of each target lost user is accurately customized, the purpose of personalized recall is achieved, the recall effect is improved, the reward issuing cost is effectively controlled, and stable operation of game services is facilitated.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of computer technology, and in particular, to a method, apparatus, device, storage medium, and program product for recalling game users. Background Art

[0002] With the rapid development of mobile terminal technology and game development technology, the speed of game updates and iterations is accelerating. Registered users of released games are easily distracted by the emergence of new games, making the proportion of lost users in registered users increasingly larger. Recalling lost users has become an important means to ensure the stable operation of the game.

[0003] At present, in the related technology, unified recall information is directly sent to all lost users, and continuous rewards are issued to attract lost users to log in to the game again. However, the recall cost of the above method is high, and it is impossible to perform personalized recall for each lost user, and the recall effect is poor. Summary of the invention

[0004] The embodiments of the present application provide a method, apparatus, device, storage medium, and program product for recalling game users, which solve the problems of high recall cost, inability to perform personalized recall for each lost user, and poor recall effect in the related art, and achieve effective screening of target lost users for recall, accurately customize the reward issuance level for each target lost user, achieve the purpose of personalized recall, improve the recall effect, effectively control the reward issuance cost, and facilitate the stable operation of the game business.

[0005] In a first aspect, an embodiment of the present application provides a method for recalling game users, the method comprising:

[0006] Based on the set user collection rules, the recorded historical game users are filtered to obtain the target lost users;

[0007] According to the recorded historical profit information of each of the target churned users, adjust the preset reward distribution level corresponding to each of the target churned users;

[0008] When the cumulative rewards issued by the system do not reach the preset total amount, the target rewards that meet the corresponding reward issuance level are pushed to each of the target churn users.

[0009] In a second aspect, an embodiment of the present application further provides a game user recall device, the device comprising:

[0010] A lost user determination module is configured to filter the recorded historical game users based on the set user collection rules to obtain target lost users;

[0011] A reward level determination module, configured to adjust a preset reward level corresponding to each of the target churned users according to the recorded historical profit information of each of the target churned users;

[0012] The target reward push module is configured to push a target reward that meets the corresponding reward issuance level to each of the target churn users when the cumulative rewards issued by the system do not reach the preset total amount.

[0013] In a third aspect, an embodiment of the present application further provides a game user recall device, the device comprising:

[0014] one or more processors;

[0015] a storage device configured to store one or more programs,

[0016] When the one or more programs are executed by the one or more processors, the one or more processors implement the game user recall method described in the embodiment of the present application.

[0017] In a fourth aspect, an embodiment of the present application further provides a non-volatile storage medium storing computer executable instructions, wherein the computer executable instructions, when executed by a computer processor, are configured to execute the game user recall method described in the embodiment of the present application.

[0018] In the fifth aspect, an embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. At least one processor of the device reads and executes the computer program from the computer-readable storage medium, so that the device executes the game user recall method described in the embodiment of the present application.

[0019] In the embodiment of the present application, the target lost users are obtained by screening the recorded historical game users based on the set user collection rules; according to the recorded historical profit information of each target lost user, the reward issuance level corresponding to each target lost user is adjusted; when the cumulative rewards issued by the system do not reach the preset total amount, the target reward that meets the corresponding reward issuance level is pushed to each target lost user. In the above scheme, by following the user collection rules to screen out the target lost users from the historical game users, it is possible to adapt to the user recall needs of different game businesses and reasonably execute business-related user recall; by adjusting the corresponding reward issuance level based on the historical profit information of each target lost user, the reward issuance level of each target lost user can be accurately customized to achieve the purpose of personalized recall and improve the recall effect; by allowing reward push when the cumulative rewards issued by the system do not reach the preset total amount, the reward issuance cost is effectively controlled, which is conducive to the stable operation of the game business. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 A flowchart of a method for recalling game users provided in an embodiment of the present application;

[0021] Figure 2 A flowchart of a method for recalling game users including a process for adjusting the reward distribution level of target lost users provided in an embodiment of the present application;

[0022] Figure 3 A flowchart of a method for recalling game users including a hierarchical control and reward distribution process provided in an embodiment of the present application;

[0023] Figure 4 A flowchart of a method for recalling game users including a target lost user filtering process provided in an embodiment of the present application;

[0024] Figure 5 A flowchart of a method for recalling game users including a reward issuance level setting process for target lost users provided in an embodiment of the present application;

[0025] Figure 6 A flowchart of a method for recalling game users including a process for determining the recall status of target lost users provided in an embodiment of the present application;

[0026] Figure 7 A structural block diagram of a game user recall device provided in an embodiment of the present application;

[0027] Figure 8 A schematic diagram of the structure of a game user recall device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0028] The embodiments of the present application are further described in detail below in conjunction with the accompanying drawings and embodiments. It is to be understood that the specific embodiments described herein are only used to explain the embodiments of the present application, rather than to limit the embodiments of the present application. It should also be noted that, for ease of description, only parts related to the embodiments of the present application are shown in the accompanying drawings, rather than all structures.

[0029] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and / or" in the specification and claims represents at least one of the connected objects, and the character " / " generally indicates that the objects associated with each other are in an "or" relationship.

[0030] The game user recall method provided in the embodiment of the present application can be used to recall lost users who have participated in online games. The participation channels of the online games can be mini-programs, live broadcast platforms, web platforms, etc. The several application scenarios listed above are only exemplary and explanatory. In actual applications, the game user recall method can also be used in game businesses in other scenarios, and the embodiment of the present application does not limit this.

[0031] In the game user recall method provided in the embodiment of the present application, the executor of each step can be a computer device, which refers to any electronic device with data calculation, processing and storage capabilities, such as mobile phones, PCs (Personal Computers), tablet computers and other terminal devices, and can also be servers and other devices, which are not limited in the embodiment of the present application.

[0032] Figure 1 This is a flow chart of a method for recalling game users provided in an embodiment of the present application. Figure 1 As shown, the following steps are included:

[0033] Step S101: Screen the recorded historical game users based on the set user collection rules to obtain target lost users.

[0034] Among them, the historical game user may be a core active user who has recently participated in a certain cumulative time of participating in the game, has given gifts, or has participated in other types of games, etc. The recall value of the core active user is higher than that of ordinary users. The user collection rule may include the conditions that need to be met by the lost users to be recalled, and is used to filter out the target lost users from the historical game users. For example, the conditions that the target lost users in the user collection rule need to meet may be as follows: not having participated in the game within the recent preset period, the game loss exceeds the preset amount, and the cumulative preset number of days has not participated in the game, etc. The foregoing is only an exemplary description, and the user collection rules can also be adaptively adjusted according to the recall requirements of different game businesses, which is not limited in this application. Optionally, a fixed period can be set to perform regular screening of target lost users, and users who are likely to be lost in the near future can be recalled in time to improve the stickiness of game users.

[0035] Step S102: According to the recorded historical profit information of each target churned user, the preset reward distribution level corresponding to each target churned user is adjusted.

[0036] Among them, the historical profit information can be a statistical situation of the revenue during the historical participation of the game user in the game, for example, the cumulative revenue of the game user in the most recent preset number of games, the average revenue of the game user in the most recent preset number of days, etc. The above is only an exemplary description, and the historical profit information can also be adaptively adjusted according to the gameplay mechanism and revenue calculation mode of different game businesses, which is not limited in this application. Since each game is usually set with different level gears, users can choose different level gears to participate in the game, so the rewards issued are set with different reward issuance levels corresponding to different level gears. For example, if the rewards issued are game currencies such as diamonds and gold coins, the reward issuance levels can be divided into 1 diamond level, 10 diamond levels, 100 diamond levels, 500 diamond levels, etc. If the rewards issued are free coupons, the reward issuance levels can be divided into 1 diamond level equivalent free coupons, 10 diamond level equivalent free coupons, 100 diamond level equivalent free coupons, 500 diamond level equivalent free coupons, etc. Among them, each target lost user can be set with an initial reward issuance level, which can be the last game participation level of the target lost user, or it can be set based on the multiple historical game participation levels of the target lost user. Of course, the initial reward issuance level can also be set according to the online time, gift-giving frequency and other active behaviors of the target lost user, which is not limited in this application. Optionally, interval setting or threshold setting can be performed according to the average profit of users of different game businesses, which is used to divide the target lost users into profitable users, ordinary users and loss-making users, so as to increase, maintain or reduce the corresponding reward issuance level. Optionally, the corresponding relationship between historical profit information and the level adjustment of the reward issuance level can also be set, such as a functional relationship, a segmented mapping table, etc., through which the adjustment range of the reward issuance level of each target lost user can be determined, and the final level result can be determined in combination with the initial reward issuance level. Of course, the above is only an exemplary description, and the developer can also adjust the reward issuance level according to the statistical characteristics, distribution characteristics and other data characteristics of the historical profit information, which is not limited in this application. Optionally, for special users among the target churn users, for example, high-spending players, high-stickiness players and other high-quality players, personalized reward distribution levels can be customized to meet the needs and expectations of these high-quality players. Due to the different budgets and gameplay mechanisms of different game businesses, the specific level values ​​can be flexibly adjusted and optimized according to actual conditions.

[0037] Step S103: When the cumulative rewards issued by the system do not reach the preset total amount, a target reward that meets the corresponding reward issuance level is pushed to each target churn user.

[0038] Among them, while increasing the user's willingness to re-participate in the game through the issuance of rewards, it is necessary to reasonably control the cost of issuing rewards. The preset total amount can be a limit on the amount of rewards that can be issued according to the needs of the game business. Optionally, the preset total amount can include a total budget and a total quantity. Taking the total budget as an example, the total budget for issuing rewards can be set based on the allowable cost of the game business and the conversion relationship between the reward type and the cost. If the cumulative rewards issued by the system do not reach the total budget, the rewards can continue to be issued. If the cumulative rewards issued by the system reach the total budget, the rewards can be stopped. Taking the total quantity as an example, for example, the reward is countable game currency, free coupons, etc., and the total quantity of rewards issued can be limited based on the allowable cost of the game business. If the cumulative rewards issued by the system do not reach the total quantity, the rewards can continue to be issued. If the cumulative rewards issued by the system reach the total quantity, the rewards can be stopped. In this way, the cumulative rewards issued are controlled within a reasonable range to achieve the purpose of controlling the recall cost.

[0039] Optionally, the target reward can be issued in the form of free coupons. Compared with game currency, free coupons can provide users with the opportunity to directly participate in the game, eliminating the process of users participating in the game by consuming game currency. Users can participate in the game without "paying" costs, thereby enhancing the user's sense of gain and achieving a better incentive effect. In addition, if the target reward is game currency, the issued game currency will be directly recharged into the user's account. Regardless of whether the user consumes this part of the game currency, it will cause cost loss. However, if the target reward is a free coupon, even if the user does not use the free coupon to participate in the game, the platform will not consume this part of the cost, which can effectively control the cost of recall investment. In addition, the expiration time of the free coupon can be set, and the free coupon will be automatically invalidated if the user does not use it after the expiration date.

[0040] Optionally, after the game reward is issued to each target lost user, a recall message can be simultaneously sent through the instant messaging system. The recall message can be generated based on a preset recall copy to attract the user to re-participate in the game.

[0041] From the above, it can be seen that the target churn users are obtained by screening the recorded historical game users based on the set user collection rules; according to the recorded historical profit information of each target churn user, the pre-set reward issuance level corresponding to each target churn user is adjusted; when the cumulative rewards issued by the system do not reach the preset total amount, the target rewards that meet the corresponding reward issuance level are pushed to each target churn user. In the above scheme, by following the user collection rules to screen out the target churn users from the historical game users, it is possible to adapt to the user recall needs of different game businesses and reasonably execute business-related user recalls; by adjusting the corresponding reward issuance level based on the historical profit information of each target churn user, the reward issuance level of each target churn user can be accurately customized to achieve the purpose of personalized recall and improve the recall effect; by allowing reward push when the cumulative rewards issued by the system do not reach the preset total amount, the reward issuance cost is effectively controlled, which is conducive to the stable operation of the game business.

[0042] Figure 2 A flowchart of a method for recalling game users including a process for adjusting the reward distribution level of target lost users provided in an embodiment of the present application. Figure 2 As shown, the following steps are included:

[0043] Step S201: Filter the recorded historical game users based on the set user collection rules to obtain target lost users.

[0044] Step S202: when the historical accumulated profit of the first user among the target lost users is greater than the maximum value of the preset interval, the reward issuance level corresponding to the first user is reduced.

[0045] Among them, the reward issuance level can be adjusted based on the historical cumulative profit of the target lost user. The historical cumulative profit can be calculated by counting the total profit of the user in a preset period of time, or by counting the total profit of the user in a preset number of game rounds, which is not limited in this application. The preset interval can be set based on the average profit of each game user, and is used to judge the user's profit and loss. For example, the historical cumulative profit can refer to the profit statistics of the most recent N rounds of each target lost user. If the historical cumulative profit is within the preset interval, the target lost user can be regarded as an ordinary user without adjusting the original reward issuance level. If the historical cumulative profit is greater than the maximum value of the preset interval, the target lost user can be regarded as a profitable user, and the original reward issuance level can be selected to be reduced. The reduction can be set according to the part of the historical cumulative profit exceeding the maximum value of the preset interval. For example, the reduction ratio of the reward issuance level can be set to be consistent with the ratio of the historical cumulative profit exceeding the maximum value of the preset interval. For example, the reduction can be set in segments corresponding to the numerical value of the historical cumulative profit exceeding the maximum value of the preset interval. The developer can make adaptive adjustments to the reduction according to the actual recall effect, which is not limited in this application.

[0046] Step S203: when the historical accumulated profit of the second user among the target lost users is less than the minimum value of the preset interval, increase the reward issuance level corresponding to the second user.

[0047] Among them, if the historical cumulative profit is less than the minimum value of the preset interval, the target lost user can be regarded as a loss-making user, and the original reward issuance level can be increased, and the degree of increase can be set accordingly according to the part of the historical cumulative profit that is lower than the minimum value of the preset interval. For example, the increase ratio of the reward issuance level can be set to be consistent with the proportion of the historical cumulative profit below the minimum value of the preset interval. For example, the increase range can be set in segments according to the numerical size of the historical cumulative profit below the minimum value of the preset interval. The developer can make adaptive adjustments to the increase range according to the actual recall effect, and this application is not limited to this.

[0048] Step S204: When the cumulative rewards issued by the system do not reach the preset total amount, a target reward that meets the corresponding reward issuance level is pushed to each target churn user.

[0049] As described above, by matching the historical accumulated profits of each target lost user to adjust the reward issuance level, the profit or loss status of the target lost user can be accurately judged, the level adjustment can be more in line with the actual needs of the user, the recall cost can be flexibly controlled, personalized recall can be achieved, and the success rate of recall can be improved.

[0050] Figure 3A flowchart of a method for recalling game users including a process of issuing rewards under hierarchical control is provided in an embodiment of the present application. Each reward issuance level is respectively provided with a hierarchical budget and a hierarchical total amount of rewards issued by the corresponding system, such as Figure 3 As shown, the following steps are included:

[0051] Step S301: Filter the recorded historical game users based on the set user collection rules to obtain target lost users.

[0052] Step S302: According to the recorded historical profit information of each target churned user, the preset reward distribution level corresponding to each target churned user is adjusted.

[0053] Step S303: When the cumulative rewards issued by the system do not reach the preset total amount, and when the reward issuance level corresponding to each target churned user does not reach the corresponding tiered budget, and / or does not reach the corresponding tiered total amount, a target reward that meets the corresponding reward issuance level is pushed to each target churned user.

[0054] Among them, the game business can set up several reward delivery levels. It is convenient to have a unified budget or quantity control for all the rewards. However, due to the different cost consumption corresponding to each reward delivery level, it is easy for a certain reward delivery level to suddenly deliver a large number of rewards, affecting the normal delivery of rewards at other reward delivery levels. In order to balance the delivery of rewards at each reward delivery level, a hierarchical budget or hierarchical total amount can be set for each reward delivery level. Even if the hierarchical budget or hierarchical total amount of a certain reward delivery level has been exhausted, it will not affect the delivery of rewards at other reward delivery levels.

[0055] As described above, by independently setting the budget or quantity for different reward issuance levels, it is beneficial to the hierarchical management of the cumulative issuance of rewards at different reward issuance levels, optimize the user recall strategy for the adjustment of the reward issuance level, and ensure comprehensive coverage of users at different reward issuance levels.

[0056] Figure 4 A flowchart of a method for recalling game users including a target lost user filtering process provided by an embodiment of the present application. Figure 4 As shown, the following steps are included:

[0057] Step S401: Filter the recorded historical game users based on the set user collection rules to obtain target lost users.

[0058] Step S402: remove blacklist users from the target lost users, and / or remove verification failed users from the target lost users.

[0059] Among them, since there may be users in the historical game users who are added to the blacklist due to suspected violations, or the users have been deregistered, it is necessary to filter the screened target lost users to obtain effective target lost users. The blacklisted users may be users who violated the relevant regulations of the game, for example, they gained benefits through illegal means, maliciously damaged the interests of other users, etc. The verification failed user may be a user whose user information cannot pass the verification of the preset verification rules, for example, to check whether the user information has been deregistered recently, or to check whether the user has not registered with real name, etc., which is not limited in this application.

[0060] Step S403: According to the recorded historical profit information of each target churned user, the preset reward distribution level corresponding to each target churned user is adjusted.

[0061] Step S404: When the cumulative rewards issued by the system do not reach the preset total amount, a target reward that meets the corresponding reward issuance level is pushed to each target churn user.

[0062] As described above, by filtering the blacklist users or verification failed users among the screened target lost users, the effectiveness of the target lost users to be recalled can be guaranteed, the ineffective recall cost investment can be reduced, and the efficiency of user recall can be improved.

[0063] Figure 5 A flowchart of a method for recalling game users including a reward distribution level setting process for target lost users provided in an embodiment of the present application. Figure 5 As shown, the following steps are included:

[0064] Step S501: Filter the recorded historical game users based on the set user collection rules to obtain target lost users.

[0065] Step S502: according to the recorded historical game participation level of each target churned user, a reward distribution level corresponding to each target churned user is set.

[0066] Among them, since each game is usually set with different level gears, as the level gears increase, the game rewards will also increase. If the rewards are issued directly according to the user's last game participation level, there may be users who deliberately increase the last game participation level to achieve the purpose of benefiting through recall. For example, for a target lost user, in the last 100 games participated in history, the first 99 games were all 1 diamond level, and the last game was 500 diamond level. If a 500 diamond level free coupon is issued for the last game, there will be a situation of arbitrage by users, affecting the stable operation of the game. Therefore, the reward issuance level of the target lost user can be set according to the recorded historical game participation level of the target lost user and the game participation level of multiple times. Optionally, the required reward issuance level can be calculated and rounded according to the average participation level of the target lost user's recent preset number of games. Optionally, the reward issuance level of the current game can also be determined according to the historical game participation level of the target lost user in other games on the platform. The above is only an exemplary description. Developers can formulate a strategy adjustment for the reward issuance level according to the cost control requirements of different game businesses and the actual recall effect, which is not limited in this application.

[0067] Step S503: According to the recorded historical profit information of each target churned user, the preset reward distribution level corresponding to each target churned user is adjusted.

[0068] Step S504: When the cumulative rewards issued by the system do not reach the preset total amount, a target reward that meets the corresponding reward issuance level is pushed to each target churn user.

[0069] As described above, by setting the reward delivery level corresponding to the historical game participation level of the target churned users, the initial reward delivery level can be accurately set for the target churned users, reasonably and effectively fitting the game participation characteristics of each target churned user, meeting the personalized needs of user recall, and improving the success rate of user recall.

[0070] Figure 6 A flowchart of a method for recalling game users including a process for determining the recall status of target lost users provided in an embodiment of the present application. Figure 6 As shown, the following steps are included:

[0071] Step S601: Eliminate users who are in a non-recallable state from the recorded historical game users.

[0072] Step S602: Screen the recorded historical game users based on the set user collection rules to obtain target lost users.

[0073] Step S603: According to the recorded historical profit information of each target churned user, the preset reward distribution level corresponding to each target churned user is adjusted.

[0074] Step S604: When the cumulative rewards issued by the system do not reach the preset total amount, a target reward that meets the corresponding reward issuance level is pushed to each target churn user.

[0075] Step S605: Obtain usage information of the target reward corresponding to each target churn user.

[0076] Among them, after pushing the target reward to each target churn user, the usage information of the target reward of this part of users can be tracked and recorded, such as whether the issued reward is used and the frequency of using the issued reward, etc., which is used as reference data for determining the actual recall effect and recall strategy adjustment.

[0077] Step S606: Determine the recall status corresponding to each target lost user according to the usage information, where the recall status includes a recallable status and an unrecallable status.

[0078] The recall status may be label information that marks whether the user has the possibility of being successfully recalled, and the recall status may include a recallable status and an unrecallable status. Optionally, taking the free coupon as an example of the target reward to be issued, after issuing the free coupon to the target lost user, if the user uses the free coupon to participate in the game and also consumes the game currency, the user can be regarded as being successfully recalled as a normal player, and the recall status can be marked as a recallable status. If the user is lost again later, the recall can be performed again; if the user only uses the free coupon to participate in the game, it can be regarded as the possibility of successful recall of the user, and the user can be temporarily determined as a free coupon player, and the recall status can be marked as a recallable status, and the investment in the next recall can be continued; if the user has used the free coupon to participate in the game many times and has not engaged in other game consumption behaviors, the number of times the free coupon is used can be limited by setting a threshold. After the cumulative number of times the user uses the free coupon reaches the threshold, the user can be regarded as unrecallable, and can be considered to be deleted from the recorded historical game users, and the recall status can be marked as an unrecallable status; if the user has obtained the free coupon many times but has not participated in the game, it can be regarded as unrecallable, and can also be considered to be deleted from the recorded historical game users, and the recall status can be marked as an unrecallable status. Of course, the above is only an exemplary description, and the developer can make adaptive adjustments on how to determine the recall status according to the actual game business needs and the characteristics of the rewards issued, and this application does not limit this.

[0079] As described above, by removing users who are in an irrecallable state from historical game users, more storage space can be provided for users who are likely to be recalled, while reducing unnecessary storage cost losses; by determining the recall status corresponding to the target lost users based on the usage information of the issued rewards, the possibility of recalling the target lost users can be accurately judged, and users in an irrecallable state can be identified in a timely manner, and the issuance of rewards to these users can be stopped, thereby achieving the purpose of effectively controlling the recall cost.

[0080] Figure 7 This is a structural block diagram of a game user recall device provided in an embodiment of the present application. The device is configured to execute the game user recall method provided in the above embodiment and has the corresponding functional modules and beneficial effects of the execution method. Figure 7 As shown, the device comprises:

[0081] A lost user determination module 101 is configured to filter the recorded historical game users based on the set user collection rules to obtain target lost users;

[0082] The reward level determination module 102 is configured to adjust the preset reward issuance level corresponding to each target churned user according to the recorded historical profit information of each target churned user;

[0083] The target reward push module 103 is configured to push a target reward that meets the corresponding reward delivery level to each target churn user when the cumulative rewards delivered by the system do not reach the preset total amount.

[0084] In the above, the target churn users are obtained by screening the recorded historical game users based on the set user collection rules; the reward issuance level corresponding to each target churn user is adjusted according to the recorded historical profit information of each target churn user; when the cumulative rewards issued by the system do not reach the preset total amount, the target rewards that meet the corresponding reward issuance level are pushed to each target churn user. In the above scheme, by following the user collection rules to screen out the target churn users from the historical game users, it is possible to adapt to the user recall needs of different game businesses and reasonably execute business-related user recalls; by adjusting the corresponding reward issuance level based on the historical profit information of each target churn user, the reward issuance level of each target churn user can be accurately customized to achieve the purpose of personalized recall and improve the recall effect; by allowing reward push when the cumulative rewards issued by the system do not reach the preset total amount, the reward issuance cost is effectively controlled, which is conducive to the stable operation of the game business.

[0085] In a possible embodiment, the reward level determination module 102 is further configured to:

[0086] When the historical cumulative profit of the first user among the target lost users is greater than the maximum value of the preset interval, the reward issuance level corresponding to the first user is reduced;

[0087] When the historical cumulative profit of the second user among the target lost users is less than the minimum value of the preset interval, the reward issuance level corresponding to the second user is increased.

[0088] In a possible embodiment, the preset total amount includes a budget total amount and a quantity total amount;

[0089] The cumulative rewards issued by the system do not reach the preset total amount, including:

[0090] The cumulative rewards issued by the system have not reached the total budget, and / or the cumulative rewards issued have not reached the total quantity.

[0091] In a possible embodiment, each reward distribution level is respectively provided with a hierarchical budget and a hierarchical total amount of rewards cumulatively distributed by the corresponding system;

[0092] The target reward push module 103 is also configured to push a target reward that meets the corresponding reward issuance level to each target churn user when the reward issuance level corresponding to each target churn user does not reach the corresponding hierarchical budget and / or does not reach the corresponding hierarchical total amount.

[0093] In a possible embodiment, it further includes a lost user filtering module configured to:

[0094] Remove blacklisted users from targeted churned users, and / or,

[0095] Eliminate users who have failed verification from the target lost users.

[0096] In a possible embodiment, it further includes a reward level setting module configured to:

[0097] According to the recorded historical game participation level of each target churned user, the reward distribution level corresponding to each target churned user is set.

[0098] In a possible embodiment, it further includes a recall status determination module configured to:

[0099] Obtain usage information of the target reward corresponding to each target churn user;

[0100] Determine the recall status corresponding to each target churned user according to the usage information, where the recall status includes a recallable status and an unrecallable status;

[0101] Correspondingly, it also includes a user removal module, which is configured as follows:

[0102] Eliminate users in the unrecallable state from the recorded historical game users.

[0103] Figure 8 A schematic diagram of the structure of a game user recall device provided in an embodiment of the present application, such as Figure 8 As shown, the device includes a processor 201, a memory 202, an input device 203 and an output device 204; the number of processors 201 in the device can be one or more. Figure 8 A processor 201 is taken as an example; the processor 201, memory 202, input device 203 and output device 204 in the device can be connected by a bus or other means. Figure 8 The example of connecting via a bus is taken. The memory 202, as a computer-readable storage medium, can be configured to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the game user recall method in the embodiment of the present application. The processor 201 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 202, that is, implements the above-mentioned game user recall method. The input device 203 can be configured to receive input digital or character information, and generate key signal input related to user settings and function control of the device. The output device 204 may include a display device such as a display screen.

[0104] An embodiment of the present application also provides a non-volatile storage medium containing computer executable instructions, which, when executed by a computer processor, is configured to execute a game user recall method described in the above embodiment, including: screening recorded historical game users based on set user collection rules to obtain target churn users; adjusting a preset reward issuance level corresponding to each target churn user based on the recorded historical profit information of each target churn user; and pushing a target reward that meets the corresponding reward issuance level to each target churn user when the cumulative rewards issued by the system do not reach the preset total amount.

[0105] It is worth noting that in the above-mentioned embodiment of the game user recall device, the various units and modules included are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not configured to limit the protection scope of the embodiments of the present application.

[0106] In some possible implementations, various aspects of the method provided in this application may also be implemented in the form of a program product, which includes a program code. When the program product is run on a computer device, the program code is configured to enable the computer device to execute the steps of the method according to various exemplary embodiments of the present application described above in this specification. For example, the computer device may execute the game user recall method described in the embodiment of this application. The program product may be implemented in any combination of one or more readable media.

Claims

1. A method for recalling game users, characterized in that: include: Based on the set user collection rules, the recorded historical game users are filtered to obtain the target lost users; According to the recorded historical profit information of each of the target churned users, adjust the preset reward distribution level corresponding to each of the target churned users; When the cumulative rewards issued by the system do not reach the preset total amount, the target rewards that meet the corresponding reward issuance level are pushed to each of the target churn users.

2. The method for recalling game users according to claim 1, characterized in that: The step of adjusting the preset reward distribution level corresponding to each of the target churned users according to the recorded historical profit information of each of the target churned users includes: When the historical accumulated profit of the first user among the target lost users is greater than the maximum value of the preset interval, reducing the reward issuance level corresponding to the first user; When the historical accumulated profit of the second user among the target lost users is less than the minimum value of the preset interval, the reward issuance level corresponding to the second user is increased.

3. The method for recalling game users according to claim 1, characterized in that: The preset total amount includes the total budget and the total quantity; The cumulative rewards issued by the system do not reach the preset total amount, including: The cumulative rewards issued by the system do not reach the total budget, and / or the cumulative rewards issued do not reach the total quantity.

4. The method for recalling game users according to claim 1, characterized in that: Each of the reward distribution levels is respectively provided with a hierarchical budget and a hierarchical total amount of rewards cumulatively distributed by the corresponding system; The pushing of a target reward that meets the corresponding reward issuance level to each target churn user includes: When the reward issuance level corresponding to each of the target churned users does not reach the corresponding tiered budget and / or does not reach the corresponding tiered total amount, a target reward that meets the corresponding reward issuance level is pushed to each of the target churned users.

5. The method for recalling game users according to claim 1, characterized in that: Before adjusting the preset reward distribution level corresponding to each of the target churned users, the method further includes: Remove blacklisted users from the target lost users, and / or, Users who fail verification are eliminated from the target lost users.

6. The method for recalling game users according to claim 1, characterized in that: Before adjusting the preset reward distribution level corresponding to each of the target churned users, the method further includes: According to the recorded historical game participation level of each of the target churned users, a reward distribution level corresponding to each of the target churned users is set.

7. The method for recalling game users according to any one of claims 1 to 6, characterized in that: After pushing the target reward that meets the corresponding reward issuance level to each of the target churned users, the method further includes: Obtain usage information of the target reward corresponding to each of the target churned users; Determine a recall status corresponding to each of the target lost users according to the usage information, wherein the recall status includes a recallable status and an unrecallable status; Accordingly, before filtering the recorded historical game users based on the set user collection rules to obtain the target lost users, the following is also included: Eliminate users in the unrecallable state from the recorded historical game users.

8. A game user recall device, characterized in that: include: A lost user determination module is configured to filter the recorded historical game users based on the set user collection rules to obtain target lost users; A reward level determination module, configured to adjust a preset reward level corresponding to each of the target churned users according to the recorded historical profit information of each of the target churned users; The target reward push module is configured to push a target reward that meets the corresponding reward issuance level to each of the target churn users when the cumulative rewards issued by the system do not reach the preset total amount.

9. A game user recall device, the device comprising: one or more processors; A storage device configured to store one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the game user recall method described in any one of claims 1-7.

10. A non-volatile storage medium storing computer executable instructions, wherein the computer executable instructions are configured to execute the game user recall method according to any one of claims 1 to 7 when executed by a computer processor.

11. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the game user recall method described in any one of claims 1-7 is implemented.