User-oriented personalized game plot recommendation method and system

By collecting and analyzing users' virtual game images and feedback information, we build personalized game plots, which solves the problem of insufficient game plot matching in existing technologies and achieves accurate game content recommendations and immersive experience.

CN120114850BActive Publication Date: 2025-09-12BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202510450612.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-04-10
Publication Date
2025-09-12
Estimated Expiration
2045-04-10

Smart Images

  • Figure CN120114850B_ABST
    Figure CN120114850B_ABST
Patent Text Reader

Abstract

The present invention discloses a method and system for recommending personalized game plots for users. This invention relates to the technical field of personalized games. The method determines the user's gaming preferences based on the identification of the user's previous gaming events. The method also determines the corresponding game content framework based on the user's gaming preferences, the user's identity information, and the user's current scene. The method then constructs a corresponding personalized game plot based on the synthesis of the game content framework and the user's selected gaming style, achieving a high degree of matching of the personalized game plots. Therefore, when the user is in a gaming time period, the personalized game plot is recommended to the user's current app. The user's click on the personalized game plot triggers a switch to the user's current app, and the user enters a virtual scene of the personalized game plot, enabling one-click switching between gaming time periods and allowing the user to immerse themselves in the personalized game plot.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the technical field of personalized games, and in particular to a method and system for recommending personalized game plots for users. Background Art

[0002] With the development of science and technology, games are gradually applied to people's lives, and life themes are gradually used to build games. In the existing technology, when users play games, they are only satisfied with the current game operations and do not control the game events of the users in the game. When constructing personalized game plots, it is necessary to recreate game events and cannot make full use of the user's previous game events, which affects the high matching of personalized game plots. Summary of the Invention

[0003] The purpose of the present invention is to overcome the deficiencies of the prior art, and the present invention provides a method and system for recommending personalized game plots for users.

[0004] An embodiment of the present invention provides a method for recommending personalized game plots for users, including:

[0005] Collect the user's virtual game screen in the virtual scene;

[0006] Constructing the user's past gaming events based on the virtual game screen and the user's gaming feedback information, and determining the user's gaming hobby characteristics based on the identification of the user's past gaming events;

[0007] Determine the corresponding game content framework based on the user's gaming preferences, user identity information, and the user's current scenario, and construct a corresponding personalized game plot based on the synthesis of the game content framework and the user's selected gaming style;

[0008] When the user is in the game time, personalized game plots are recommended to the user's current APP;

[0009] According to the user's click on the personalized game plot, the user's current APP is switched, and the user enters the virtual scene of the personalized game plot.

[0010] An embodiment of the present invention provides a user-oriented personalized game plot recommendation system, which is applied to the above-mentioned user-oriented personalized game plot recommendation method. The user-oriented personalized game plot recommendation system includes:

[0011] The acquisition module is used to acquire the user's virtual game screen in the virtual scene;

[0012] A game hobby feature module is used to construct a user's past game events based on the virtual game screen and the user's game feedback information, and determine the user's game hobby features based on the identification of the user's past game events;

[0013] A personalized game plot module is used to determine the corresponding game content framework based on the user's gaming preferences, user identity information, and the user's current scene, and to construct the corresponding personalized game plot based on the synthesis of the game content framework and the game style selected by the user;

[0014] The recommendation module is used to recommend personalized game plots to the user's current app when the user is in the game time period;

[0015] The switching module is used to trigger the switching of the user's current APP according to the user's click on the personalized game plot, and enter the user into the virtual scene of the personalized game plot.

[0016] Compared with the prior art, the present invention has the following beneficial effects:

[0017] In an embodiment of the present invention, through the method in the embodiment of the present invention, a virtual game screen of a user in a virtual scene is collected; the user's past game events are constructed based on the virtual game screen and the user's game feedback information, and the user's game hobby characteristics are determined based on the identification of the user's past game events; the corresponding game content framework is determined based on the user's game hobby characteristics, the user's identity information and the current scene in which the user is located, and the corresponding personalized game plot is constructed based on the synthesis of the game content framework and the game style selected by the user, making full use of the user's past game events, thereby ensuring the accuracy of the game content framework and achieving a high degree of matching of the personalized game plot.

[0018] Therefore, when the user is in the game time period, the personalized game plot is recommended to the user's current APP; the user's current APP is switched based on the user's click on the personalized game plot, and the user enters the virtual scene of the personalized game plot, realizing one-click switching of the user in the game time period, allowing the user to better immerse himself in the personalized game plot. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 1 is a flow chart of a method for recommending personalized game plots for users in an embodiment of the present invention;

[0020] Figure 2 1 is a flow chart of step S11 in the method for recommending personalized game plots for users in an embodiment of the present invention;

[0021] Figure 31 is a flow chart of step S12 in the method for recommending personalized game plots for users in an embodiment of the present invention;

[0022] Figure 4 1 is a flow chart of step S13 in the method for recommending personalized game plots for users in an embodiment of the present invention;

[0023] Figure 5 1 is a flow chart of step S14 in the method for recommending personalized game plots for users in an embodiment of the present invention;

[0024] Figure 6 1 is a flow chart of step S15 in the method for recommending personalized game plots for users in an embodiment of the present invention;

[0025] Figure 7 3 is a schematic diagram of the structure of a user-oriented personalized game plot recommendation system in an embodiment of the present invention. DETAILED DESCRIPTION

[0026] The technical solutions in the embodiments of the present invention will be described clearly and completely below with reference to the accompanying drawings in the embodiments of the present invention.

[0027] See also Figures 1 to 7 A method for recommending personalized game plots for users is applied to a scenario of recommending personalized game plots for users. The method for recommending personalized game plots for users includes:

[0028] Step S11: collecting the virtual game screen of the user in the virtual scene;

[0029] Step S12: constructing the user's past game events based on the virtual game screen and the user's game feedback information, and determining the user's game hobby characteristics based on the identification of the user's past game events;

[0030] Step S13: Determine a corresponding game content framework based on the user's gaming preferences, the user's identity information, and the user's current scenario, and construct a corresponding personalized game plot based on the synthesis of the game content framework and the user's selected gaming style;

[0031] Step S14: When the user is in the game time period, recommend the personalized game plot to the user's current APP;

[0032] Step S15: triggering the user's current APP switch based on the user's click on the personalized game plot, and entering the user into the virtual scene of the personalized game plot;

[0033] refer to Figure 2,In step S11, a virtual game screen of the user in the virtual scene is collected;

[0034] In the specific implementation process of the present invention, the specific steps are:

[0035] S111: The user enters a virtual scene based on a head-mounted display and logs into a corresponding virtual game;

[0036] S112: The user plays a corresponding virtual game based on the virtual character, and the head-mounted display records the game to form a previous virtual game record. A virtual game screen of the user in the virtual scene is constructed based on the previous virtual game record.

[0037] In an embodiment of the present application, a user enters a virtual scene based on a head-mounted display and logs into a corresponding virtual game, so that the user can play the corresponding virtual game as a virtual character.

[0038] At this point, the head-mounted display (HMD) has been properly connected to the computer or game console and is fully charged or connected to a power source; the HMD is equipped with a high-resolution display, audio output device, and various sensors (such as gyroscopes, accelerometers, magnetometers, etc.) to provide an immersive virtual experience.

[0039] The user puts the HMD on their head and adjusts the headband to ensure a comfortable and stable fit. They also wear additional controllers or handles to interact with the virtual scene. They launch a virtual reality app or gaming platform using buttons on the HMD or external controllers. These apps provide a user-friendly interface for selecting games, adjusting settings, and viewing game libraries. Within the app or gaming platform, the user selects the virtual game they want to play and clicks "Start" or a similar button. The gaming system loads the virtual scene and presents it to the user through the HMD's display. The user then feels as if they are immersed in a new, three-dimensional virtual world.

[0040] After loading the virtual scene, the game system will ask the user to authenticate; this is done by entering a username and password, scanning a QR code, using biometric technology (such as facial recognition, fingerprint recognition) or logging in with a third-party account (such as Steam, Oculus account). Once the authentication is successful, the user will be directed to the character selection interface; here, the user selects or creates his or her own virtual character; these characters have different appearances, skills and background stories, and users can choose according to their preferences and gaming needs.

[0041] After the user selects a character, the game system loads the game world or scene related to the character; this includes specific maps, levels, tasks or activity areas; the user then begins to explore and play in the virtual scene.

[0042] Specifically, suppose the user is called Alice, she owns an Oculus Rift S head-mounted display, and wants to play a space simulation game called "Elite Dangerous".

[0043] The Oculus Rift S is connected to her computer and fully charged. She puts on the HMD and adjusts the headband for a comfortable fit. At the same time, she picks up the Oculus Touch controllers and prepares to start the game. Alice launches the Oculus Home app using the button on the Oculus Rift S. In Oculus Home, she browses the game library, finds "Elite Dangerous" and clicks the "Start" button. The game begins loading the virtual scene of "Elite Dangerous". Alice sees a vast universe dotted with stars on the HMD display, as if she is in real space.

[0044] After the game loaded, Alice was asked to enter her Oculus account and password for authentication. Upon successful authentication, she entered the character selection interface, selected a female astronaut character, and named it. After selecting her character, the game system loaded the game world of Alice's selected character - a vast galaxy. Alice can now freely explore, trade, fight, and upgrade her spaceship in this virtual universe. Through this process, Alice successfully entered the virtual scene based on the head-mounted display and logged into the corresponding virtual game. She is now enjoying an immersive space adventure experience in "Elite Dangerous".

[0045] Therefore, users play corresponding virtual games based on virtual characters, and the records are recorded by the head-mounted display to form previous virtual game records. According to the previous virtual game records, the virtual game screen of the user in the virtual scene is constructed, thereby realizing the management and control of the previous virtual game records and ensuring the accuracy of the user's virtual game screen in the virtual scene.

[0046] At this time, users control their virtual characters in the virtual scene through devices such as built-in controllers or external handles in the head-mounted display (HMD); these controllers are equipped with input devices such as buttons, joysticks, and touchpads, allowing users to perform actions such as movement, jumping, attacking, and interaction; in the virtual scene, users interact with various objects, such as talking to NPCs (non-player controlled characters), picking up items, using tools, driving vehicles, etc.; these interactions are presented to users through the HMD's display and audio output devices, providing rich sensory feedback.

[0047] The game system executes the corresponding game logic based on the user's input and the status of the virtual character; this includes calculating the character's movement path, updating the character's health, managing the inventory of items, triggering events, etc.; the execution results of the game logic will be reflected in the virtual scene in real time, thus affecting the user's gaming experience.

[0048] The head-mounted display and / or gaming system collects real-time behavioral data about the user in the virtual scene; this data includes head movement, eye tracking, controller input, triggering time of in-game events (such as combat, transactions, task completion, etc.), location information, etc. The collected data will be stored on the local device (such as the HMD's built-in storage, the game console's hard drive, etc.) or on a cloud server; this data constitutes the user's virtual game record, which will be used for subsequent user behavior analysis, personalized recommendations, and the preservation and restoration of game progress.

[0049] When the user enters the game again, the game system will read their previous virtual game records and reconstruct the user's position and status in the virtual scene based on these records; this includes information such as the character's position, orientation, health points, item inventory, etc.; based on the reconstructed scene and the status of the user's character, the game system will render the virtual game screen in real time; these images are presented to the user through the HMD display, providing an immersive gaming experience; the rendering process involves complex graphics processing formulas to ensure the realism and smoothness of the images; as the user moves and interacts in the virtual scene, the game system will dynamically update the virtual game screen; this includes updating the character's animation, adjusting the perspective, rendering new scene elements, etc.; these updates are based on the user's real-time input and the execution results of the game logic.

[0050] Specifically, suppose the user is named Bob, he owns a PlayStation VR headset, and is playing an open-world role-playing game called "The Elder Scrolls V: Skyrim VR"; Bob controls his virtual character in "Skyrim VR" with the PlayStation VR's Move controllers; he swings the controllers to swing his sword, draw the bowstring, use magic, etc.; at the same time, he observes the surrounding virtual environment through head movement and eye tracking; in the virtual scene, Bob talks with various NPCs, accepts quests, purchases items, explores dungeons, fights dragons, etc.; these interactions are presented to him through the PlayStation VR display and headphones, providing him with an immersive feeling.

[0051] PlayStation VR and the Skyrim VR game system collect real-time data on Bob's behavior in the virtual scene, including his head movement trajectory, Move controller input, and the triggering time of in-game events. This data is stored on the PlayStation 4's hard drive. The next time Bob starts Skyrim VR, the game system will read his previous virtual game records and reconstruct his position and status in the virtual scene. For example, if he explored a dungeon and defeated the enemies in the last game, then when he enters the game again, he will find himself standing at the dungeon entrance, still holding the weapon he used in the last battle.

[0052] Based on the reconstructed scene and Bob's character state, the game system renders the virtual game screen in real time. Bob sees a realistic view through the PlayStation VR display, including his character's animations, details of the surrounding environment, and any new game elements (such as newly appeared enemies or quest markers). As Bob moves and interacts in the virtual scene, the game system dynamically updates the screen. For example, when he enters a new room, the room's items and layout are rendered; when he speaks to an NPC, the dialogue options and the NPC's reactions are presented to him in real time. Through this process, Bob is able to engage in a rich gaming experience in Skyrim VR based on his virtual character, and his game progress and behavioral data are recorded so that he can recreate and continue his adventure in subsequent playthroughs.

[0053] refer to Figure 3 In step S12, the user's past game events are constructed based on the virtual game screen and the user's game feedback information, and the user's game hobby characteristics are determined based on the identification of the user's past game events;

[0054] In the specific implementation process of the present invention, the specific steps are:

[0055] S121: Determine a corresponding game node based on the virtual game screen, and determine user game feedback information based on a match between the game node and the user's feedback record, where the user's game feedback information includes voice feedback information, expression feedback information, and action feedback information;

[0056] S122: interacting with the virtual game screen and the game feedback information of the user, and constructing the user's past game events based on the interaction of the virtual game screen and the game feedback information of the user;

[0057] S123: Collecting the user's past gaming events, and dividing the user's past gaming events into multiple sub-events, and determining the user's gaming hobby characteristics based on the identification of the multiple sub-events. In this case, the multiple sub-events are all events when the user is in a happy state;

[0058] In an embodiment of the present application, the corresponding game node is determined based on the virtual game screen, and the user's game feedback information is determined based on the matching of the game node and the user's feedback record. The user's game feedback information includes voice feedback information, expression feedback information and action feedback information, which is compatible with the overall consideration of the matching of the game node and the user's feedback record, thereby ensuring the accuracy of the user's game feedback information.

[0059] At this time, the game system will first parse the current virtual game screen, which involves the recognition and analysis of elements such as images, text, and sounds in the screen; through image recognition technology, the system identifies key information such as objects, characters, and scenes in the screen; based on the parsed screen information, the system will determine the current game node according to the preset game logic and rules; a game node is a position or state with a specific meaning or function in the game, such as a mission trigger point, a plot turning point, a battle start / end point, etc.; optionally, once the game node is determined, the system will mark it internally for subsequent processing; these marks include key information such as the node type, position, and status.

[0060] After determining the game node, the system will retrieve the user feedback records related to the node; these records are stored in a local or cloud database and contain various feedback information from users on different game nodes; the system will match the current game node with the user feedback records to find the user feedback information related to the node; this feedback information includes multiple aspects such as voice, expression and action; the matched feedback information will be integrated together to form a complete user game feedback information report; this report will be used for subsequent game analysis, personalized recommendations or user behavior research purposes.

[0061] Specifically, suppose a user named Alice is playing an open-world adventure game called "The Legend of Zelda: Breath of the Wild." When Alice explores an ancient ruin in the game, the game system analyzes the current virtual game screen and recognizes that she is at a key exploration node; this node is a hidden treasure room containing precious treasures and puzzles.

[0062] The system retrieved Alice's previous feedback records and found that she would express excitement and curiosity at similar exploration nodes, uttering voice feedback such as "Wow, this place is so mysterious!" Furthermore, she frequently used the buttons on the game controller to interact with objects in the scene, such as pushing stones and opening treasure chests. Based on these matching results, the system integrated Alice's feedback report for the current game node. This report indicated that Alice expressed excitement and curiosity while exploring the ancient ruins, uttering excited voice feedback. She also actively interacted with objects in the scene, attempting to solve puzzles and find treasure. Through this process, the game system accurately captured Alice's feedback information at the current game node, providing valuable data support for subsequent game analysis, personalized recommendations, and user behavior research.

[0063] Furthermore, the virtual game screen and the user's game feedback information are interacted, and the user's past game events are constructed based on the interaction of the virtual game screen and the user's game feedback information, thereby ensuring the accuracy of the user's past game events.

[0064] At this time, the game system will capture the virtual game screen in real time, including the characters, scenes, items and other elements in the game, as well as the dynamic changes between them; at the same time, the system will also obtain the user's game feedback information in real time, such as voice, expression, action, etc.; in order to ensure the synchronization between the virtual game screen and the user feedback information, the system will use timestamps or other synchronization mechanisms to ensure the temporal consistency of the two; in this way, when the user makes an action or gives some feedback in the game, the system can accurately match it with the current game screen.

[0065] At the same time, after capturing the virtual game screen and user feedback information, the system will perform interaction analysis; this includes analyzing which elements or events in the game screen the user feedback information is associated with, and how this feedback information affects the game process or user experience.

[0066] Based on the results of interaction analysis, the system will define a series of game events; these events include a specific user action, interaction with a character in the game, completion of a task or challenge, etc.; each event will have a clear timestamp and related contextual information; the system will string the defined game events together in chronological order to form an interaction sequence of the user's previous game events; this sequence shows the series of events the user experienced in the game and the connections between them.

[0067] Based on the serial events, the system will further construct the user's previous game events; this includes adding detailed descriptions for each event, related character and item information, as well as the user's feedback and behavior in the event; ultimately, these events will be integrated into a complete storyline that reflects the user's game history and experience.

[0068] Specifically, suppose a user named Charlie is playing a role-playing game called "The Elder Scrolls V: Skyrim". As Charlie explores a town called "Whiterun" in the game, the game system captures real-time virtual game footage of him walking around the town, talking to NPCs, purchasing items, etc. At the same time, the system also captures Charlie's in-game voice feedback, such as his laughter and the content of his conversations with NPCs. To ensure the synchronization of this information, the system uses timestamps to mark the specific time when each event occurred.

[0069] The system performs interactive analysis on captured virtual game footage and user feedback. For example, it identifies Charlie's interest in a conversation with an NPC named "Balgruuf" and purchases a rare weapon from him. This information indicates Charlie's active interactions and feedback with in-game NPCs and items. Based on this interaction analysis, the system defines a series of events for Charlie in the game, including his entry into Whiterun, conversation with Balgruuf, and purchase of a rare weapon. The system then chronologically links these events to form a sequence of Charlie's in-game interactions in Whiterun. The system then adds a detailed description of each event, along with relevant character and item information, and Charlie's feedback and actions during the event. Ultimately, these events are integrated into a complete storyline, showcasing Charlie's gameplay journey and experience in Whiterun. Through this process, the game system accurately captures and analyzes user behavior and feedback in the game, constructing a comprehensive storyline that reflects the user's gaming history and experience. This helps game developers better understand user needs and behavioral patterns, thereby optimizing game design and enhancing user experience.

[0070] Therefore, the user's past game events are collected and divided into multiple sub-events based on the user's past game events. The user's game hobby characteristics are determined based on the identification of the multiple sub-events. In this case, the multiple sub-events are all events when the user is in a happy state;

[0071] At this point, the user's previous game events are collected and divided into multiple sub-events; these sub-events are divided based on factors such as event type, occurrence time, and the characters or items involved; for each divided sub-event, the system will define clear boundaries and characteristics for it; this includes the occurrence time, duration, characters and items involved, and the user's behavior and feedback in the sub-event, etc. The divided and defined sub-events will be integrated together to form a complete sub-event set; this set reflects a series of specific events experienced by the user in the game and the connections between them.

[0072] The system extracts features related to the user's gaming preferences from the sub-event set; these features include the user's preferred game types, characters, items, task types, etc. The extracted features undergo further analysis and processing. At the same time, based on the results of the feature analysis, the system determines the user's gaming preference characteristics; these features reflect the user's preferences and interests in the game, helping game developers provide users with personalized game content and recommendations.

[0073] Optionally, multiple sub-events are events in which the user is in a happy state; this means that when dividing sub-events and extracting features, the system will pay special attention to events in which the user shows a happy state in the game; this is determined by analyzing the user's voice, expression, action and other feedback information; for example, the user's laughter, satisfied expression, positive actions, etc. are all regarded as manifestations of a happy state; by focusing on these events, the system can more accurately capture the user's positive gaming experience and points of interest.

[0074] Specifically, suppose a user named David is playing a massively multiplayer online role-playing game called World of Warcraft; the game system collects David's in-game log data, behavior records, and archive information; this data includes information such as David's task completion, character growth process, and equipment acquisition in the game; the system cleans and organizes this data, removing duplicate and erroneous data; the system divides David's game events into multiple sub-events based on his game logs and behavior records; for example, he completed a team dungeon task, obtained a rare equipment, interacted with friends in the game, etc.; for each sub-event, the system defines clear boundaries and characteristics, including the time of occurrence, duration, characters and items involved, etc.

[0075] In the process of dividing and defining sub-events, the system paid special attention to events in which David displayed a happy state. For example, he laughed after completing a raid quest and showed a satisfied expression upon obtaining rare equipment. These events were labeled "happy state events" by the system. The system extracted features related to David's gaming interests from these happy state events. These features included his preferred game types (such as raids), characters (such as warriors), and items (such as rare equipment). The system further analyzed and processed these features, calculating metrics such as their frequency and distribution. Based on the results of this feature analysis, the system identified David's gaming preferences. For example, he enjoyed participating in raid quests, collecting and displaying rare equipment, and interacting with friends in the game. These features reflect David's positive gaming experiences and interests, helping game developers provide him with more personalized game content and recommendations.

[0076] Specifically, the game hobby feature matching table:

[0077]

[0078] To more accurately determine the user's gaming preferences, we assign a weight to each sub-event and calculate a score based on the user's performance on each sub-event. The weights are determined based on factors such as the degree of correlation between the sub-event and the user's preferences and the frequency of the sub-event. Based on David's performance on these sub-events, we calculate a score table for him:

[0079] Adding up the scores, we get David's total score of 3+2+0+1+0=6. Finally, based on David's scores, we determine his gaming hobby characteristics. In this example, since David scored high on the two sub-events of "Completing a team dungeon and obtaining rare equipment" and "Voice chatting with friends in the game," we infer that he prefers teamwork and collecting rare items, and also enjoys social interaction. These characteristics reflect David's preferences and interests in the game.

[0080] refer to Figure 4 In step S13, a corresponding game content framework is determined based on the user's gaming preferences, the user's identity information, and the user's current scenario, and a corresponding personalized game plot is constructed based on the synthesis of the game content framework and the user's selected gaming style;

[0081] In the specific implementation process of the present invention, the specific steps are:

[0082] S131: Determining the user's identity information based on the user's personal information, the user's game login code, and the user's game level; collecting multiple environmental parameters and multiple location features based on the user's location perimeter detection, determining a corresponding environment type based on a combination of the multiple environmental parameters, and determining the user's current scene based on the environment type, multiple location features, and the user's location;

[0083] S132: Determine a corresponding game content framework based on the user's gaming preferences, the user's identity information, and multiple interactions in the user's current scenario;

[0084] S133: Collect the game style selected by the user, and form multiple game plot combinations according to the game content framework and the game style selected by the user, and construct corresponding personalized game plots according to the multiple game plot combinations and the user.

[0085] In an embodiment of the present application, the user's identity information is determined based on the user's personal information, the user's game login code, and the user's game level; multiple environmental parameters and multiple place features are collected based on the peripheral detection of the user's location, and the corresponding environment type is determined based on the combination of multiple environmental parameters. The environment type, multiple place features, and the user's location are used to determine the user's current scene, which is compatible with the overall consideration of the environment type, multiple place features, and the user's location, ensuring the accuracy of the user's current scene.

[0086] At this time, the user's personal information, the user's game login code and the user's game level are introduced. The system will first collect the user's personal information, which includes the user's name, age, gender, email address or mobile phone number filled in during registration, etc.; this information is used to verify the user's identity and provide personalized services; when the user logs in to the game, he needs to enter the game login code, which is a combination of the user name and password; the system will verify the entered login code to ensure that the user is a legitimate account holder; at the same time, the user's game level reflects his or her activity and achievements in the game; the system will provide the user with game content or challenges that match his or her experience level based on the user's game level; based on the above information, the system determines the user's identity information, including his or her real identity and the identity of the character in the game.

[0087] Through GPS or network positioning technology, the system obtains the user's real-time location information; collects multiple environmental parameters around the user's location; these parameters include temperature, humidity, light intensity, noise level, etc.; in addition to environmental parameters, the system also identifies multiple location characteristics around the user; these characteristics include nearby building types (such as shopping malls, parks, schools, etc.), commercial facilities (such as restaurants, cafes, cinemas, etc.), and landmark buildings.

[0088] The system uses machine learning formulas or rule engines to perform a combined analysis based on multiple collected environmental parameters to determine the type of environment the user is in. For example, if the temperature, humidity, lighting, and noise level around the user are suitable, the system will determine that the user is in a "livable environment." After determining the type of environment, the system will combine the type, multiple identified place features, and the user's location information to construct the user's current scene. This scene is a comprehensive description that includes both the user's natural environment (such as a livable environment) and the surrounding buildings and facilities (such as a livable environment near a shopping mall).

[0089] Furthermore, the corresponding game content framework is determined based on the user's gaming hobby characteristics, the user's identity information, and the multiple interactions of the user's current scene; the user's gaming hobby characteristics, the user's identity information, and the multiple interactions of the user's current scene are realized, and the corresponding game content framework is further accurately controlled.

[0090] At this point, the system will first analyze the user's gaming hobby characteristics, including the user's preferred game types (such as adventure, strategy, role-playing, etc.), favorite game themes (such as history, science fiction, magic, etc.), preferred game difficulty, etc.; based on the user's gaming hobby characteristics, the system will select a basic game type for the user; this type will serve as the core of the game content framework to ensure that the game content meets the user's preferences.

[0091] The system adjusts the character settings and game difficulty based on user information such as age, gender, and gaming experience. For example, for younger users, the system provides more dynamic and adventurous characters; for experienced players, the system offers a more challenging level. Furthermore, the system adjusts the game difficulty based on the user's gaming experience, ensuring that the game is challenging without being too difficult or boring.

[0092] The system analyzes the user's current scene, including the type of environment and characteristics of the location, to understand the user's physical surroundings. Based on this analysis, the system incorporates relevant environmental elements into the game content framework. For example, if the user is in a historic neighborhood, the game may include tasks or scenes related to that neighborhood's history. By incorporating environmental elements, the system enhances the interactive experience and allows users to feel connected to the real world. After considering the user's gaming preferences, identity information, and current scene, the system comprehensively considers the final game content framework. This process is dynamic, meaning the system adjusts the game content framework based on real-time user feedback and behavior to ensure that the game always meets user expectations.

[0093] Specifically, let's assume the user is named Lucy, a young female gamer who enjoys adventure and role-playing games and is currently touring a historic city. The system first analyzes Lucy's gaming preferences and discovers that she enjoys adventure and role-playing games. Therefore, the system selects a basic game type for her that focuses on adventure and role-playing. Next, the system considers Lucy's identity information. Since she is a young female gamer, the system provides her with an adventurous and attractive female character. At the same time, based on Lucy's gaming experience (assuming it is intermediate), the system sets a moderate game difficulty for her to ensure both challenge and fun.

[0094] The system analyzed Lucy's current setting—a city steeped in history. To enhance the game's immersion and interactive experience, the system incorporated elements related to the city's history into the game's content framework. For example, the game includes quests to explore the city's historical sites and interactions with historical figures. Finally, the system determined the final game content framework by comprehensively considering Lucy's gaming preferences, identity information, and the current setting. During the game, the system also adjusts the game content based on Lucy's real-time feedback and behavior to ensure that the game always meets her expectations. For example, if Lucy expresses a strong interest in a historical event during the game, the system will add quests or scenes related to that event.

[0095] Furthermore, the game style selected by the user is collected, and multiple game plot combinations are formed based on the game content framework and the game style selected by the user. Based on the multiple game plot combinations and the user, corresponding personalized game plots are constructed, and the user's previous game events are fully utilized, thereby ensuring the accuracy of the game content framework and achieving a high degree of matching of personalized game plots.

[0096] At this point, the system will first present the user with a series of optional game styles, including realism, fantasy, science fiction, horror, comedy, etc. The choice of style will affect the game's atmosphere, plot, and character settings; the user can select one or more of the provided style options as their preferred game style based on their preferences.

[0097] Based on the previously determined game content framework, the system will extract key plot elements, such as the main characters, core conflicts, key events, etc.; then, the system will combine the game style selected by the user with the extracted plot elements, and make the plot elements conform to the characteristics of the selected style by adjusting the plot, character dialogues, scene descriptions, etc.; based on the integrated plot elements, the system will generate multiple game plot combinations; while maintaining the consistency of the core plot, these combinations will differ in details to reflect different game styles.

[0098] The system analyzes user preferences for plot direction, character settings, conflict resolution, and other aspects based on previous user behavior data, selection preferences, and other information. Based on this preference analysis, the system selects the plot elements that best meet the user's expectations from multiple game plot combinations for further customization and optimization. This process includes adjusting the plot's rhythm, adding or deleting certain plots, and changing the character's personality or behavior. Ultimately, the system constructs a personalized game plot that fully meets the user's preferences. This plot not only matches the user's gaming interests, identity information, and current scenario, but also fully considers the user's preferences for game style and demand for plot details.

[0099] Specifically, let's assume the user is named Mike, a young male player who enjoys adventure and role-playing. He has previously chosen a game content framework set in a medieval magical world, and the game style he has chosen is "fantasy + comedy." The system presents Mike with optional game styles, including realism, fantasy, science fiction, etc. Mike selects "fantasy" and "comedy" as his preferred game styles based on his preferences.

[0100] Based on the game content framework of the medieval magic world, the system extracted key plot elements, such as brave knights, evil wizards, and the search for legendary magic treasures; then, the system combined the "fantasy" and "comedy" styles with these plot elements to generate multiple game plot combinations; for example, one combination tells the story of a brave knight fighting wits and courage with an evil wizard in the process of searching for magic treasures, interspersed with many humorous and funny plots.

[0101] The system analyzed Mike's previous behavioral data and selection preferences and found that he prefers a light-hearted plot atmosphere and witty and humorous character dialogues. Therefore, the system selected a combination of plot combinations that best meets Mike's expectations and further customized and optimized it. For example, the system added more humorous plots and character dialogues to make the plot more lighthearted and enjoyable. At the same time, it also adjusted the rhythm and conflict intensity of certain plots to ensure that the entire plot is both exciting and humorous. Ultimately, the system constructed a personalized game plot for Mike that fully meets his preferences. In this plot, Mike will play the role of a brave knight and embark on an adventure full of fantasy and comedy elements in the medieval magical world.

[0102] In one embodiment of the present application, user Mike selects "Adventure" and "Role Playing" as his preferred game styles. The system generates multiple game plot combinations based on the determined game content framework (such as background setting, main characters, core conflict, etc.) and the user's selected game style. Game content framework matching table:

[0103] Based on the above game content framework matching table, the system generates the following two game plot combinations for Mike: Combination A: Mike plays a brave explorer, exploring a mysterious island, searching for lost treasure, encountering monsters and solving puzzles along the way, and finally discovering the treasure and returning safely; Combination B: Mike plays a legendary hero, stopping the evil wizard's conspiracy in the magic kingdom, interacting with NPCs to improve his skills, and ultimately saving the kingdom and becoming a hero.

[0104] Assume the system assigns the following weights to Mike's preferences: Adventure Style weight: 0.7; Role-Playing Style weight: 0.5 (Note: the weights do not necessarily sum to 1; this is just for example). For each scenario combination, the system calculates the score as follows:

[0105] Combined A score = Adventure style matching (assuming it is 0.9) 0.7 + Role-playing style matching (assuming it is 0.5) 0.5 = 0.63 + 0.25 = 0.88;

[0106] Combined B score = Adventure style matching (assuming it is 0.7) 0.7 + Role-playing style matching (assuming it is 0.9) 0.5 = 0.49 + 0.45 = 0.94;

[0107] Based on the above calculations, combination B has a higher score, so the system selects combination B as the basis for Mike's personalized game plot. Of course, in actual application, the system will further customize and optimize the plot based on Mike's other preferences (such as plot tension, character personality, etc.). Ultimately, Mike will experience a personalized game plot set in a magic kingdom, in which he plays the role of a legendary hero to stop the evil wizard's conspiracy, which includes rich role-playing elements and moderate adventure challenges.

[0108] refer to Figure 5 , in step S14, when the user is in the game time period, the personalized game plot is recommended to the user's current APP;

[0109] In the specific implementation process of the present invention, the specific steps are:

[0110] S141: Determine the user's current role based on the user's identity information, and determine the corresponding game time period according to the current role and the game time matching table;

[0111] S142: When the user is in the game time period, collect the user's current APP and associate the background information channel of the current APP with the plot push information;

[0112] S143: The plot push information enters the current APP through the background information channel. The plot push information is displayed when the current APP is in a page pause state, and is displayed in the bottom display area of ​​the current APP to recommend the personalized game plot to the user's current APP.

[0113] In an embodiment of the present application, the user's current role is determined based on the user's identity information, and the corresponding game time period is determined according to the current role and the game time matching table, which is compatible with the overall consideration of the current role and the game time matching table and ensures the accuracy of the corresponding game time period.

[0114] At this time, the system will first collect the user's identity information, including but not limited to the user's age, gender, occupation, interests and hobbies, etc. This information will be provided when the user registers or uses the service for the first time, and will be gradually improved through subsequent user behavior analysis; the system maintains a role library, which contains a variety of preset game characters, which are designed based on different game backgrounds, storylines or user portraits; the system will search for the most matching character in the role library based on the user's identity information; therefore, the system determines a current role for the user, which will serve as the user's identity in the game and affect the user's experience and behavior in the game.

[0115] The system will build a game time matching table based on factors such as game type, user portrait, character settings, etc. This table records the suitability of different characters for playing games in different time periods; for example, some characters are more suitable for adventures at night, while others are more active during the day.

[0116] After determining the user's current role, the system will search the game time matching table to find the game time period that best matches the role. This time period is determined based on the role's activity patterns, the game plot setting, or the user's actual work and rest habits. Finally, the system will determine one or more most suitable game time periods for the user based on the matching results. These time periods will serve as recommended times for users to engage in gaming activities.

[0117] Specifically, suppose there is a game called "Adventure Town" with a user named Tom. When registering, Tom provided his identity information, including age (25), gender (male), occupation (programmer), and hobbies (he likes adventure and puzzle solving). The system found a character in the character library that matches Tom's identity information - "Explorer Jack". This character is a young, brave explorer who likes to explore unknown areas and solve various puzzles.

[0118] The system searches the game time matching table for the game time that best matches "Explorer Jack". According to the table, "Explorer Jack" prefers to conduct adventure activities at night because the atmosphere at night is more in line with the tension of adventure. At the same time, the system also takes Tom's actual work and rest habits into consideration. Since Tom is a programmer, he has more free time to play games at night. Combining all the above factors, the system determines 8 to 10 pm as the most suitable game time period for Tom. During this time period, Tom conducts adventure activities in the "Adventure Town" as "Explorer Jack". Through this process, the system not only determines a game character for the user that matches his or her identity information and interests, but also recommends the most suitable game time period for the user, thereby improving the user's gaming experience.

[0119] Furthermore, when the user is in the game time period, the user's current APP is collected, and the background information channel of the current APP is associated with the plot push information;

[0120] At this time, the system will first continuously monitor the current time and compare it with the user's gaming time period; when the user enters their preset gaming time period, the system triggers the collection action; the system has the ability to monitor the applications (APPs) running on the user's device; this is achieved through the operating system's API or specific background services; when the user is in the gaming time period and is using an APP, the system can identify what this APP is; this involves matching the APP package name, process name or window title.

[0121] For the identified current app, the system needs to find its background information channel for receiving push notifications; this is a specific API interface, message queue, push service SDK, etc.; the system prepares corresponding plot push information based on factors such as the user's game character, game progress, and game time period; this information can include text, pictures, videos, or links, etc.; the system associates the prepared plot push information with the current app's background information channel; this means that the system needs to ensure that the push information can be sent to the user's device through the correct channel and can be displayed when the user views the current app.

[0122] Specifically, suppose the user is named Lisa, she is a college student, and she likes to play a role-playing game called "Magic Kingdom" from 8 to 10 pm; at 8 pm, Lisa's mobile phone system automatically detects that she has entered the preset game time period; at this time, Lisa is using her social media app "Friends Circle" to browse her friends' updates; the system recognizes that the app Lisa is currently using is "Friends Circle" and records it.

[0123] The system knows that the "Magic Kingdom" game has a push notification function integrated with the "Friends Circle" app; this means that the game sends notifications to Lisa through the "Friends Circle" push service SDK; based on Lisa's game character (a brave magician) and game progress (searching for the legendary magic gem), the system prepares a plot push message: "Brave magician Lisa, the legendary magic gem is hidden in a mysterious link in your Friends Circle! Click here to start your treasure hunt!" The system associates this push message with the "Friends Circle" app's push service SDK to ensure that the information can be accurately sent to Lisa's device.

[0124] At 8:15 p.m., while Lisa was still browsing her Moments, she received a story push notification from the game "Magic Kingdom." After clicking on the notification, she was directed to a specific story page within the game and began her treasure hunt. This example shows how step S142 collects the user's current APP while the user is in the game time period and associates the current APP's background information channel with the story push information. This not only improves the user experience, but also increases the interactivity and fun of the game.

[0125] Therefore, the plot push information enters the current APP through the background information channel. The plot push information appears when the current APP is in a page pause state and is displayed in the bottom display area of ​​the current APP to recommend the personalized game plot to the user's current APP, ensuring the accurate recommendation of personalized game plot.

[0126] At this time, when the system determines the user's gaming time period and the user is using an APP, the system will send the plot push information to the user's current APP through the previously associated background information channel; this process involves interacting with the APP's push service to ensure that the information can reach the user's device accurately; after the user's current APP receives the push information, it will process it according to the internal logic of the APP; this involves parsing the information content, triggering the corresponding notification mechanism, or updating the APP's interface elements.

[0127] To ensure that plot push information does not interrupt the user's ongoing operations, the system needs to detect whether the user's current APP page is in a paused state; this means that the user is browsing or operating a certain page, and the page is not quickly switched or closed due to the user's operation.

[0128] When the user pauses on the current app page, the system triggers the logic for displaying the plot push information; this involves creating a new element on the app interface (such as a pop-up window, floating icon, or notification bar message) to display the content of the push information. Based on the app's design specifications and user experience considerations, the system needs to determine the display location and style of the plot push information on the app interface. During this step, the system chooses to display the information in the bottom display area of ​​the app to ensure that it does not obscure the content the user is viewing while still attracting the user's attention.

[0129] According to the previous steps, the plot push information will eventually be displayed in the bottom display area of ​​the user's current APP; this information contains elements such as text, pictures, videos or links, which are used to introduce the personalized plot content of the game to the user.

[0130] Users interact with push messages by clicking or swiping; for example, clicking on a message will open a specific page within the game or jump to the game's download page; swiping on a message will hide it or mark it as read; because push messages are prepared based on factors such as the user's game character, game progress, and game time period, they can provide users with personalized game plot recommendations; this helps to increase user interest and engagement in the game.

[0131] Specifically, let's assume a white-collar user named Amy enjoys playing an adventure game called "Fantasy Journey" between 9:00 PM and 11:00 PM. At 9:30 PM, Amy is browsing the latest news on her news reading app, "Current Affairs Express." The "Fantasy Journey" game system detects that Amy has entered her gaming time slot and, using the push service SDK previously associated with the "Current Affairs Express" app, sends a storyline push notification to Amy's device.

[0132] After receiving the push message, the "News Express" app detected that Amy was browsing a news page and that the page was paused. Based on the app's internal logic and design specifications, the "News Express" app displayed a small pop-up window at the bottom of the app's display area, which was used to display the story push information of the "Fantasy Journey" game: "Amy, your fantasy journey is about to begin! Click here to explore the unknown and mysterious world!"

[0133] Amy saw the pop-up information in the bottom display area and was attracted by the content; she clicked the link in the pop-up window and was directed to the specific plot page of the "Fantasy Journey" game; on this page, Amy saw the adventure plot tailored for her and chose to start a new game journey.

[0134] refer to Figure 6In step S15, the user's current APP is switched according to the user's click on the personalized game plot, and the user enters the virtual scene of the personalized game plot;

[0135] In the specific implementation process of the present invention, the specific steps are:

[0136] S151: monitoring the personalized game plot in real time, collecting an electrical signal at a location where the personalized game plot is located, and determining whether the user has clicked on the personalized game plot based on a match between the electrical signal and the user's click frequency;

[0137] S152: After the user clicks on the personalized game plot, the APP associated with the personalized game plot is switched with the user's current APP, and the APP associated with the personalized game plot is used as the current display content;

[0138] S153: triggering a corresponding virtual game according to the APP associated with the personalized game plot, and constructing a corresponding virtual scene according to the personalized game plot, so that the user enters the corresponding virtual scene under the action of the head-mounted display.

[0139] In an embodiment of the present application, the personalized game plot is monitored in real time, and the electrical signal of the location where the personalized game plot is located is collected, and the user's click on the personalized game plot is determined based on the matching of the electrical signal and the user's click frequency, which is compatible with the overall consideration of the matching of the electrical signal and the user's click frequency, ensuring the accuracy of the user's click on the personalized game plot.

[0140] At this point, the system can capture the display status of the personalized game plot at any time so as to respond promptly when the user interacts; at the same time, it collects the display content of the user's current APP to determine the location and status of the personalized game plot; or, if the personalized game plot is displayed through specific UI elements (such as buttons and links), the system monitors the status changes of these UI elements.

[0141] When the user interacts with the personalized game plot (such as clicking), the system can capture the electrical signals generated by this behavior; at this time, for touch screen devices, when the user touches the screen, the touch position will produce capacitance or resistance changes, and the system collects these electrical signals through the touch screen controller; for non-touch screen devices (such as mouse clicks), the system captures click events through the mouse sensor or the API provided by the operating system.

[0142] By combining the electrical signals and the user's click frequency, the system can identify whether the user has performed a valid click operation on the personalized game plot; at this time, the system first determines the location where the user touches or clicks based on the collected electrical signals; then, the system checks whether the location matches the location of the personalized game plot; finally, the system determines whether the click is valid based on the user's click frequency (such as single click, double click, etc.); for example, the system sets that only a single click is recognized as a valid click, while a double click or long press is regarded as other types of interaction.

[0143] Specifically, suppose a user is browsing the social media app "Friends Circle" on a smartphone and sees a personalized game story push from the "Fantasy Journey" game; the push includes a prominent "Start Game" button located in the lower right corner of the screen.

[0144] The system uses screen content recognition technology to analyze the display content of the "Friends Circle" APP in real time and determine the location and status of the "Start Game" button; when the user touches the "Start Game" button on the screen with his finger, the touch screen controller collects the capacitance change signal at that position.

[0145] The system checks the location of the collected electrical signal and finds that it matches the location of the "Start Game" button; at the same time, the system detects that the user has performed a single-click operation (click frequency is 1), which meets the set conditions for a valid click; therefore, the system determines that the user has clicked on the personalized game plot; in response, the system will trigger a series of subsequent operations, such as switching the user from the "Friends Circle" APP to the "Fantasy Journey" game APP, and loading the corresponding game scenes or plot content; in this way, the user can seamlessly experience the game fun brought by the personalized game plot.

[0146] Furthermore, after the user clicks on the personalized game plot, the APP associated with the personalized game plot is switched with the user's current APP, and the APP associated with the personalized game plot is used as the current display content.

[0147] At this point, the user has interacted with the personalized game plot, which is a click operation; at the same time, on the front end, the user's interactive behavior is captured by listening to touch or click events; on the back end, clicks are detected by monitoring the state changes of specific UI elements (such as buttons) associated with the personalized game plot.

[0148] Determine which APP the personalized game plot clicked by the user belongs to; at this time, use a mapping table or database to associate the personalized game plot with the corresponding APP; when a click event is detected, query the mapping table or database to identify the associated APP.

[0149] Use the API or middleware provided by the operating system to switch between apps. During the switching process, tasks such as data transfer, state preservation, and recovery need to be handled. Load the corresponding game scenes, interfaces, or plot content based on the context of the personalized game plot. Ensure that the content of the new app matches the user's expectations and provides a smooth user experience. Ensure that the content is loaded and displayed correctly to avoid errors or omissions.

[0150] Specifically, suppose a user is browsing the social media app "Friends Circle" on their smartphone and sees a personalized game story push notification from the game "Fantasy Journey"; the push notification includes a "Start Game" button; the user taps the "Start Game" button with their finger, and the front-end listens for this click event and passes it to the back-end for processing.

[0151] The backend queries the mapping table and discovers that the "Start Game" button is associated with the "Fantasy Journey" game app. The system uses an operating system API to switch the user from the "Friends Circle" app to the "Fantasy Journey" game app. During the switch, the system saves the current state of the "Friends Circle" app so that the user can return later. After the user switches to the "Fantasy Journey" game app, the system loads the corresponding game scene based on the context of the personalized game story. The user sees the game login screen and a welcome message indicating that they have entered the game through the personalized game story in the "Friends Circle" app. After entering their account and password, the user is directed to a specific game chapter or activity page to begin their game journey. Through this process, users can seamlessly switch from the social media app to the game app and experience the fun of the personalized game story. This experience not only increases user engagement but also improves the game app's visibility and user stickiness.

[0152] The corresponding virtual game is triggered according to the APP associated with the personalized game plot, and the corresponding virtual scene is constructed according to the personalized game plot, allowing the user to enter the corresponding virtual scene under the action of the head-mounted display, realizing one-click switching of the user in the game time period, allowing the user to better immerse himself in the personalized game plot.

[0153] At this point, when the system detects that the user has clicked on the app associated with the personalized game plot (such as a game launcher or a specific link), an event or signal is triggered; this event or signal is passed to the game engine or game server, instructing it to launch a specific virtual game; ensuring the accuracy and timeliness of the trigger mechanism so that the user can enter the game seamlessly.

[0154] The game engine reads the data of personalized game plots, including scene descriptions, character settings, item layouts, etc.; uses 3D modeling, rendering technology and physics engines to build virtual scenes based on this data; after the scene is built, it undergoes quality inspection and optimization to ensure that it meets the standards and requirements of the game, ensuring that the virtual scene is highly matched with the personalized game plot, and providing an immersive gaming experience.

[0155] The head-mounted display establishes a connection with the game engine, receives and displays the video stream of the virtual scene; the user wears the head-mounted display, and its built-in sensors (such as gyroscopes and accelerometers) track head movements and transmit this motion data to the game engine in real time; the game engine adjusts the perspective of the virtual scene according to the user's head movement data to achieve synchronization and interaction of perspectives.

[0156] Specifically, suppose a user clicks on a personalized game plot push from the "Fantasy Forest Adventure" game through the social media app "Friends Circle". The push describes a mysterious forest scene and invites the user to join the adventure; after the user clicks the "Start Adventure" button, the system detects this action and triggers an event, instructing the game server to start the "Fantasy Forest Adventure" game; after receiving the instruction, the game server starts the game engine and loads the game data associated with the personalized game plot.

[0157] The game engine reads the forest scene data described in the personalized game plot, including elements such as trees, grass, streams, and wild animals; uses 3D modeling software to create models of these elements, and uses rendering technology to add textures, lighting, and animation effects to them; after the scene is built, it performs a quality check to ensure that there are no errors or omissions, and performs necessary optimizations to improve performance.

[0158] The user wears VR glasses, which use built-in sensors to track head movements. The glasses establish a connection with the game engine, receiving and displaying a video stream of the forest scene. As the user turns their head, the glasses transmit this head movement data to the game engine in real time. The game engine adjusts the viewing angle of the forest scene based on this data, allowing the user to explore this mysterious forest immersively.

[0159] In the virtual scene, users see realistic trees, grass and streams, hear birds singing and wind, and even interact with wild animals; this immersive experience makes users feel as if they are in a real forest and enjoy the fun of adventure.

[0160] See also Figure 7 , Figure 7 : is a schematic diagram of the structure of a personalized game plot recommendation system for users in an embodiment of the present invention; the personalized game plot recommendation system for users includes:

[0161] The acquisition module 21 is used to acquire the virtual game screen of the user in the virtual scene;

[0162] A game hobby feature module 22 is configured to construct a user's past game events based on the virtual game screen and the user's game feedback information, and determine the user's game hobby feature based on the identification of the user's past game events;

[0163] The personalized game plot module 23 is used to determine the corresponding game content framework based on the user's gaming preferences, the user's identity information, and the user's current scene, and to construct the corresponding personalized game plot based on the synthesis of the game content framework and the game style selected by the user;

[0164] The recommendation module 24 is used to recommend personalized game plots to the user's current APP when the user is in the game time period;

[0165] The switching module 25 is used to trigger the switching of the user's current APP according to the user's click on the personalized game plot, and enter the user into the virtual scene of the personalized game plot.

[0166] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

Claims

1. A method for recommending personalized game plots for users, characterized in that: include: Collect the user's virtual game screen in the virtual scene; Constructing the user's past game events based on the virtual game screen and the user's game feedback information, and determining the user's game hobby characteristics based on the identification of the user's past game events, including: determining a corresponding game node based on the virtual game screen, and determining the user's game feedback information based on matching the game node with the user's feedback record, the user's game feedback information including voice feedback information, expression feedback information, and action feedback information; interacting with the virtual game screen and the user's game feedback information, and constructing the user's past game events based on the interaction of the virtual game screen and the user's game feedback information; collecting the user's past game events, and forming multiple sub-events based on the division of the user's past game events, and determining the user's game hobby characteristics based on the identification of the multiple sub-events, in this case, the multiple sub-events are all events when the user is in a happy state; Determine the corresponding game content framework based on the user's gaming preferences, user identity information, and the user's current scenario, and construct a corresponding personalized game plot based on the synthesis of the game content framework and the user's selected gaming style; When the user is in the game time, personalized game plots are recommended to the user's current APP; According to the user's click on the personalized game plot, the user's current APP is switched, and the user enters the virtual scene of the personalized game plot.

2. The method for recommending personalized game plots for users according to claim 1, characterized in that: The collecting of the user's virtual game screen in the virtual scene includes: The user enters the virtual scene based on the head-mounted display and logs into the corresponding virtual game; The user plays a corresponding virtual game based on the virtual character, and the head-mounted display records the game to form a previous virtual game record. The virtual game screen of the user in the virtual scene is constructed based on the previous virtual game record.

3. The method for recommending personalized game plots for users according to claim 1, characterized in that: The process of determining a corresponding game content framework based on the user's gaming preferences, the user's identity information, and the user's current scenario, and constructing a corresponding personalized game plot based on the synthesis of the game content framework and the user's selected gaming style, includes: Determining the user's identity information based on the user's personal information, the user's game login code, and the user's game level; collecting multiple environmental parameters and multiple location features based on the user's location perimeter detection, determining the corresponding environment type based on the combination of the multiple environmental parameters, and determining the user's current scene based on the environment type, multiple location features, and the user's location; The corresponding game content framework is determined based on the user's gaming hobby characteristics, the user's identity information, and multiple interactions in the user's current scenario.

4. The method for recommending personalized game plots for users according to claim 3, characterized in that: Determining the corresponding game content framework based on the user's gaming preferences, the user's identity information, and the user's current scenario, and constructing a corresponding personalized game plot based on the synthesis of the game content framework and the user's selected gaming style, further comprising: The game style selected by the user is collected, and multiple game plot combinations are formed according to the game content framework and the game style selected by the user, and corresponding personalized game plots are constructed according to the multiple game plot combinations and the user.

5. The method for recommending personalized game plots for users according to claim 1, characterized in that: The method of recommending personalized game plots to the user's current APP when the user is in the game time period includes: Determine the user's current role based on the user's identity information, and determine the corresponding game time period based on the current role and the game time matching table; When the user is in the game time period, the user's current APP is collected, and the background information channel of the current APP is associated with the plot push information.

6. The method for recommending personalized game plots for users according to claim 5, characterized in that: The method of recommending personalized game plots to the user's current APP when the user is in the game time period also includes: The plot push information enters the current APP through the background information channel. The plot push information appears when the current APP is in a page pause state and is displayed in the bottom display area of ​​the current APP to recommend personalized game plots to the user's current APP.

7. The method for recommending personalized game plots for users according to claim 1, characterized in that: The method of triggering the user's current APP switching based on the user's click on the personalized game plot and entering the user into the virtual scene of the personalized game plot includes: The personalized game plot is monitored in real time, and an electric signal of the location of the personalized game plot is collected, and the user's click on the personalized game plot is determined based on the matching of the electric signal and the user's click frequency.

8. The method for recommending personalized game plots for users according to claim 7, characterized in that: The method of triggering the user's current APP switching according to the user's click on the personalized game plot and entering the user into the virtual scene of the personalized game plot also includes: After the user clicks on the personalized game plot, the APP associated with the personalized game plot is switched with the user's current APP, and the APP associated with the personalized game plot is used as the current display content; The corresponding virtual game is triggered according to the APP associated with the personalized game plot, and the corresponding virtual scene is constructed according to the personalized game plot, so that the user enters the corresponding virtual scene under the action of the head-mounted display.

9. A user-oriented personalized game plot recommendation system, characterized by: The user-oriented personalized game plot recommendation system is applied to the user-oriented personalized game plot recommendation method according to any one of claims 1 to 8, and the user-oriented personalized game plot recommendation system includes: The acquisition module is used to acquire the user's virtual game screen in the virtual scene; A game hobby feature module is used to construct a user's past game events based on a virtual game screen and the user's game feedback information, and determine the user's game hobby features based on the identification of the user's past game events, including: determining a corresponding game node based on the virtual game screen, and determining the user's game feedback information based on a match between the game node and the user's feedback record, the user's game feedback information including voice feedback information, expression feedback information, and action feedback information; interacting with the virtual game screen and the user's game feedback information, and constructing the user's past game events based on the interaction of the virtual game screen and the user's game feedback information; collecting the user's past game events, and forming multiple sub-events based on the division of the user's past game events, and determining the user's game hobby features based on the identification of the multiple sub-events, in which case the multiple sub-events are all events when the user is in a happy state; A personalized game plot module is used to determine the corresponding game content framework based on the user's gaming preferences, user identity information, and the user's current scene, and to construct the corresponding personalized game plot based on the synthesis of the game content framework and the game style selected by the user; The recommendation module is used to recommend personalized game plots to the user's current app when the user is in the game time period; The switching module is used to trigger the switching of the user's current APP according to the user's click on the personalized game plot, and enter the user into the virtual scene of the personalized game plot.

Citation Information

Patent Citations

  • Application interaction method and device, equipment and medium

    CN112817781A

  • Interactive information dynamic generation method and device based on user behavior data, equipment and medium

    CN118787947A