Game user recall method and device, electronic equipment and storage medium
By identifying the game user type and obtaining target game videos to generate recall activities, the problem of low recall rates in the prior art is solved, and higher recall accuracy and recall rates are achieved.
Patent Information
- Application Number
- CN202510599773.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-09
- Publication Date
- 2025-07-01
AI Technical Summary
The existing game user recall methods cannot accurately locate lost users who have the willingness to return, resulting in poor recall activities and low recall rates.
By identifying user types and obtaining target game videos, highly targeted recall activities are generated and pushed to churn users, and using game videos to enhance users' willingness to return.
It improves the positioning accuracy and recall rate of recall users, avoids the boring and single form of recall activities, and improves the recall rate of game users.
Smart Images

Figure CN120227656A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular, to a method, device, electronic device, and storage medium for recalling game users. Background Art
[0002] With the development and popularization of smart phones and personal computers, more and more games have entered people's daily lives. After a game is launched and operated, there is a problem of user loss. Therefore, for game developers, how to recall lost users so that users can return to the game is crucial.
[0003] However, the existing game user recall methods recall users through in-game reward mechanisms, mobile phone text messages, phone calls, etc. However, due to the inability to accurately locate lost users with the willingness to return, the effect of the recall activity is often poor, resulting in a low recall rate. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a method, device, electronic device, and storage medium for recalling game users to solve the problem of low recall rate of game users.
[0005] In a first aspect, an embodiment of this application provides a method for recalling game users, including:
[0006] In response to a first user's activity trigger operation for a target game in a game resource trading platform, identifying the user type of the first user for the target game, where the user type includes a lost user type;
[0007] If the user type is a lost user type, obtaining at least one target game video corresponding to the first user in the game resource trading platform;
[0008] Generating a recall activity for the first user based on at least one target game video, and pushing the recall activity to the first user in the game resource trading platform.
[0009] In a second aspect, an embodiment of this application also provides a game user recall device, where the device includes:
[0010] A user identification module, configured to identify the user type of the first user for the target game in response to a first user's activity trigger operation for the target game in the game resource trading platform, where the user type includes a lost user type;
[0011] A video acquisition module, configured to obtain at least one target game video corresponding to the first user in the game resource trading platform if the user type is a lost user type;
[0012] An activity push module, configured to generate a recall activity for a first user based on at least one target game video, and push the recall activity to the first user in a game resource trading platform.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps of the game user recall method as described above are executed.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the game user recall method as described above are executed.
[0015] The embodiments of the present application bring the following beneficial effects:
[0016] A game user recall method, device, electronic device, and storage medium provided by an embodiment of the present application can push a recall activity to a lost user of a target game that is still active in a game resource trading platform. Such users who are active in the game resource trading platform have a strong willingness to return. By pushing a recall activity to such users, the accuracy of recall user positioning and the recall rate can be improved. At the same time, the game resource trading platform will also obtain at least one game video of the first user, and generate a recall activity through the game video, avoiding the problems of boring and single-form recall activities, and further improving the recall rate. Compared with the game user recall methods in the prior art, the problem of low recall rate of game users is solved.
[0017] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specific preferred embodiments are given in conjunction with the accompanying drawings and described in detail as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] To more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without creative efforts.
[0019] Figure 1 Shows a flowchart of the game user recall method provided by an embodiment of the present application;
[0020] Figure 2 Shows a flowchart of the method for obtaining a first game video provided by an embodiment of the present application;
[0021] Figure 3 Shows a flowchart of a method for determining a first target moment provided by an embodiment of the present application;
[0022] Figure 4 Shows a flowchart of a method for obtaining a second game video provided by an embodiment of the present application;
[0023] Figure 5 Shows a flowchart of a method for determining a second target moment provided by an embodiment of the present application;
[0024] Figure 6 Shows a schematic structural diagram of a game user recall device provided by an embodiment of the present application;
[0025] Figure 7 Shows a schematic structural diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0026] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Usually, the components of the embodiments of the present application described and illustrated herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the present application to be protected, but only represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present application.
[0027] It should be noted that before the present application was proposed, with the development and popularization of smart phones and personal computers, more and more games have entered people's daily lives. There is a problem of user loss after games are launched and operated. Therefore, how to recall lost users so that users can return to the game is crucial for game developers. However, the existing game user recall methods recall users through in-game reward mechanisms, mobile phone text messages, phone calls, etc. However, since it is impossible to accurately locate lost users with the willingness to return, the effect of the recall activity is often poor, resulting in a low recall rate.
[0028] The following explains the terms involved in the embodiments of the present application.
[0029] Graphical user interface:
[0030] It is an interface display format for human-computer communication, which allows users to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.
[0031] Game scene:
[0032] It is a virtual scene displayed (or provided) when an application runs on a terminal device or a server, that is, the scene used during the normal game process. That is to say, the game scene refers to the virtual game controls that carry virtual objects during the game process. The virtual objects can perform actions such as moving and skill releasing under the operation instructions issued by the user (i.e., the player) to the terminal device in the virtual scene. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene for the user to control the complete game logic of the virtual object. Optionally, the game scene can also be used for virtual environment battles between at least two virtual objects, and there are virtual resources available for at least two virtual objects in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, etc.
[0033] In an optional implementation manner, the game user recall method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game user recall method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0034] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the game loading method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, and returns it to the client device through the network. Finally, the game screen is decoded and output through the client device.
[0035] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0036] In a possible embodiment, the embodiments of the present invention provide a game user recall method, which provides a graphical user interface through a terminal device, where the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0037] Based on this, the embodiments of the present application provide a game user recall method to improve the recall rate of game users.
[0038] Please refer to Figure 1 , Figure 1 which is a flowchart of a game user recall method provided by the embodiments of the present application. As Figure 1 shown, the game user recall method provided by the embodiments of the present application includes:
[0039] Step S101, in response to the activity trigger operation of the first user for the target game in the game resource trading platform, identify the user type of the first user for the target game;
[0040] Step S102, if the user type is a churned user type, obtain at least one target game video corresponding to the first user in the game resource trading platform;
[0041] Step S103, generate a recall activity for the first user based on at least one target game video, and push the recall activity to the first user in the game resource trading platform.
[0042] A game user recall method provided by an embodiment of the present application can push a recall activity to churned users of a target game that is still active in the game resource trading platform. Such users who are active in the game resource trading platform have a strong willingness to return. By pushing a recall activity to such users, the accuracy of recall user positioning and the recall rate can be improved. At the same time, the game resource trading platform will also obtain at least one game video of the first user, and generate a recall activity through the game video, avoiding the problems of boring and single-form recall activities, further improving the recall rate, and solving the problem of low recall rate of game users.
[0043] For ease of understanding of this embodiment, the following takes the game user recall method applied to the server of the game resource trading platform as an example to separately describe the above exemplary steps provided by the embodiment of the present application.
[0044] In step S101, in response to an activity trigger operation of the first user for the target game in the game resource trading platform, identify the user type of the first user for the target game.
[0045] In this step, the first user may refer to a registered user in the game resource trading platform.
[0046] The game resource trading platform may refer to an offline game trading platform. The game resource trading platform includes multiple games, and users can trade virtual resources in the games in the game resource trading platform. As an example, the game resource trading platform can be the Treasure Pavilion of NetEase.
[0047] The target game may refer to a game in the game resource trading platform. While the first user is a registered user in the game resource trading platform, the first user is also a player of the target game.
[0048] The user account of the first user in the game resource trading platform and the user account of the first user in the target game may be the same or different.
[0049] The activity trigger operation may refer to the trigger operation for an activity control. The activity trigger operation is used to trigger a recall activity or a diversion activity in the target game. Among them, the recall activity may refer to an activity that guides lost users back to the target game, and the diversion activity may refer to an activity that guides non-lost users into the target game. The activity trigger operation can be any one of the following: click operation, long-press operation.
[0050] The user types include lost users and non-lost users. Among them, a lost user may refer to a user whose offline days in the target game exceed a set number of days threshold. For example, a lost user is a user whose offline days in the target game exceed 30 days; a non-lost user may refer to a user who has logged in to the target game within the recent set number of days. For example, a non-lost user is a user who has logged in to the target game within the recent 30 days.
[0051] In an embodiment of the present application, after the first user logs in to the game resource trading platform, the platform page on the game resource trading platform can be seen. A target activity control is displayed on the platform page, and the target activity control is used to generate a recall activity or a diversion activity. After the first user clicks the target activity control, the game resource trading platform server sends a data acquisition request to the game server of the target game. In response to the data acquisition request, the game server sends the login data of the first user to the game resource trading platform server.
[0052] The server of the game resource trading platform determines the user type of the first user according to the login data of the first user in the target game. If the user type of the first user is a lost user type, a recall activity is generated, and the page jumps from the platform page to the recall activity page; if the user type of the first user is a non-lost user type, a diversion activity is generated, and the page jumps from the platform page to the diversion activity page.
[0053] In step S102, if the user type is a lost user type, at least one target game video corresponding to the first user is acquired in the game resource trading platform.
[0054] In this step, at least one target game video corresponding to the first user includes at least one of the following: a first game video reflecting the high-light performance of the first user in a competitive game, a second game video reflecting the virtual resource acquisition process of a second user.
[0055] The high-light performance of the first user in the competitive game can be shown through the first game video, and the emotional connection between the first user and his game friends can be strengthened through the second game video, thereby improving the recall rate.
[0056] The second user is a user who has a friendship relationship with the first user in the target game, and the target social attribute between the second user and the first user meets the set threshold requirements. Among them, the target social attribute can refer to the attribute reflecting the intimacy between the first user and the second user. As an example, the target social attribute can be the intimacy.
[0057] In one example, all the friends of the first user are arranged in descending order of intimacy. If the intimacy ranking between the second user and the first user is within the preset ranking, it is determined that the target social attribute between the second user and the first user meets the set threshold requirements; if the intimacy ranking between the second user and the first user is outside the preset ranking, it is determined that the target social attribute between the second user and the first user does not meet the set threshold requirements.
[0058] For example: If the intimacy between the second user and the first user is among the top three among all friends, it is determined that the target social attribute between the second user and the first user meets the set threshold requirements; if the intimacy between the second user and the first user is outside the top three among all friends, it is determined that the target social attribute between the second user and the first user does not meet the set threshold requirements.
[0059] The competitive game can refer to the official offline professional competitive game of the target game. At this time, the first game video is the video of the first user in the offline professional competitive game of the target game.
[0060] The virtual resources include but are not limited to: virtual items or virtual objects in the target game. As an example, the virtual resources can be equipment, gems, pets in the target game, and can also be other resources that can be used for growth gameplay. At this time, the second game video is the video of the changes before and after the virtual resources participate in the growth gameplay. For example: If the virtual resource is equipment and the growth gameplay is identification, then the second game video is the video of the equipment identification process.
[0061] The growth gameplay refers to the gameplay in the target game that can be used for attribute growth. As an example, the growth gameplay can be identification, gem synthesis, monster refining.
[0062] The following refers to Figure 2 to introduce the acquisition process of the first game video.
[0063] Figure 2 shows the flowchart of the method for obtaining the first game video provided by the embodiment of the present application. As Figure 2 shown, the method for obtaining the first game video includes:
[0064] Step S201, in response to the activity trigger operation, obtain the game competitive data of the first user from the game server corresponding to the target game.
[0065] The first user controls the first controlled virtual object in the target game to participate in multiple competitive matches. The data of each competitive match is called game competitive data, and these game competitive data are stored in the game server of the target game.
[0066] In response to the activity trigger operation, after the game resource trading platform server sends a data acquisition request to the game server of the target game, the game server will also send the game competitive data of the first user in the recent period of time to the game resource trading platform server, so that the game resource trading platform server can obtain the first game video according to the game competitive data. Among them, the recent period of time is a set duration range, for example: the recent year.
[0067] Step S202, based on the game competitive data, analyze the match heat of each competitive match and the competitive performance of the first controlled virtual object in each competitive match, and determine the first target moment.
[0068] The match heat is measured by the live broadcast heat and the match rewards, and the live broadcast heat and the match rewards are positively correlated with the match heat.
[0069] Pre-build the corresponding relationship between multiple heat ranges and the first exposure degree and the corresponding relationship between multiple reward ranges and the second exposure degree. Among them, the heat range refers to the live broadcast heat range, and the live broadcast heat can be determined by the number of people who have watched the competitive match. Each live broadcast heat range corresponds to a first exposure degree.
[0070] For example: when the live broadcast heat range is 0 - 10000, the corresponding first exposure degree is 100; when the live broadcast heat range is 10001 - 50000, the corresponding first exposure degree is 200.
[0071] The reward range refers to the match reward range. The match rewards can be cash rewards or physical rewards. Each match reward range corresponds to a second exposure degree.
[0072] For example: when the match reward range is 1000 - 5000, the corresponding second exposure degree is 100; when the match reward range is 5001 - 10000, the corresponding second exposure degree is 200.
[0073] The following refers to Figure 3 to introduce the determination process of the first target moment.
[0074] Figure 3 shows the flowchart of the method for determining the first target moment provided by the embodiment of the present application. As Figure 3 shown, the method for determining the first target moment includes:
[0075] Step S2021: Based on the live popularity and competition rewards in the game competition data, determine the exposure that reflects the competition popularity of each competitive game.
[0076] After receiving the game competition data, the game resource trading platform server splits the game competition data according to seasons and competition sessions to obtain the game competition data corresponding to each competitive game in each season.
[0077] For each competitive game, the game resource trading platform server determines the exposure of the competitive game based on the target popularity range where the live popularity of the competitive game lies and the target reward range where the competition rewards of the competitive game lie. Among them, the exposure includes a first exposure and a second exposure. The first exposure is used to reflect the competition popularity from the dimension of live popularity, and the second exposure is used to reflect the competition popularity from the dimension of competition rewards.
[0078] The first exposure and the second exposure can be determined in the following way: Based on the correspondence between multiple popularity ranges and the first exposure, determine the first exposure corresponding to the target popularity range into which the live popularity of the competitive game falls. Based on the correspondence between multiple reward ranges and the second exposure, determine the second exposure corresponding to the target reward range into which the competition rewards of the competitive game fall.
[0079] For example: If the live popularity of the competitive game is 5000, then the target popularity range is 0 - 10000, and the first exposure corresponding to the target popularity range is 100; if the competition rewards of the competitive game are 10000, then the target reward range is 5001 - 10000, and the second exposure corresponding to the target reward range is 200.
[0080] Then, based on the sum of the weights of the first exposure and the second exposure, determine the exposure of the competitive game. For example: If the weight of the first exposure is 0.6 and the weight of the second exposure is 0.4, then the exposure of the competitive game is 100×0.6 + 200×0.4 = 140.
[0081] Step S2022: Based on the class data of the first controlled virtual object in the game competition data, determine the high light that reflects the competitive performance of the first controlled virtual object at different times in each competitive game.
[0082] The server of the game resource trading platform selects the target attributes that reflect the class characteristics of the first controlled virtual object based on the class type of the first controlled virtual object, and determines the values of the target attributes of the first controlled virtual object at different times in each competitive game as the class data. Among them, the target attributes can refer to the combat attributes of the first controlled virtual object, and the target attributes include but are not limited to: current health, physical defense, spell defense, physical attack power, spell attack power, healing amount.
[0083] For example, if the professional type of the first controlled virtual object is a mage, the target attribute reflecting the professional characteristics of the first controlled virtual object is damage, and the damage caused by the first controlled virtual object in each competitive game is used as professional data; if the professional type of the first controlled virtual object is a priest, the target attribute reflecting the professional characteristics of the first controlled virtual object is the amount of healing, and the amount of healing of the first controlled virtual object in each competitive game is used as professional data.
[0084] Then, compare the professional data of the first controlled virtual object in each competitive game with the reference professional data of that competitive game, and determine the highlight reflecting the competitive performance of the first controlled virtual object at different moments in each competitive game according to the comparison result of the professional data.
[0085] For example: Calculate the difference between the professional data and the reference professional data at each moment in the competitive game. The difference between the professional data and the reference professional data is called the first difference. Based on the ratio of the first difference to the reference professional data, determine the highlight at different moments in the competitive game, such as directly using the ratio of the first difference to the reference professional data as the highlight.
[0086] Among them, the reference professional data can refer to the average value of all professional data in this competitive game. For example: When the target attribute is the amount of healing, the professional type corresponding to the target attribute is selected as the target professional type. The same target attribute can correspond to multiple target professional types. For example: When the target attribute is the amount of healing, the target professional types include priests and paladins. The average value of the amount of healing of all controlled virtual objects of the target professional type in this competitive game is used as the reference professional data.
[0087] Step S2023, based on the exposure and the highlight, select the first target moment from different moments of all competitive games.
[0088] For each competitive game, determine the product of the exposure of the competitive game and the highlight at different moments in the competitive game. Arrange all the products in descending order of value, and select the moments corresponding to the first preset number of products with the highest rankings as the first target moments.
[0089] For example: There are 100 competitive games in total, and the number of highlights in each competitive game is 60. Then 6000 products can be obtained. Arrange these 6000 values in descending order of value, and select the moments corresponding to the top three values as the first target moments. Then three first target moments can be obtained.
[0090] Step S203: Send the first target time and the first user identifier of the first user in the target game to the game server to obtain the first game video from the game server.
[0091] After the server of the game resource trading platform determines the first target time, according to the correspondence between the user identifier in the game resource trading platform and the user identifier in the game, it determines the first user identifier of the first user in the target game, and sends the first target time, the first user identifier, and the target competitive data required to generate the first game video to the game server of the target game, so that the game server of the target game can generate the first game video according to the received target competitive data and the scene resources, animation resources, character models, etc. stored in the game server.
[0092] Among them, the target competitive data can be obtained from the game competitive data. The target competitive data is used to completely restore the battle scene in the first target time interval corresponding to the first target time. The first target time interval is an interval within a preset duration range before and after the first target time. For example: the first target time interval is a time range of 3 seconds before and after the first target time. The target competitive data includes all the data for completely restoring the battle scene in the first target time interval. The target competitive data includes but is not limited to: the skill identifiers of the virtual skills used by all controlled virtual characters and uncontrolled virtual characters in the first target time interval, the character identifier of the first controlled virtual character, the equipment identifiers of all the equipment worn by the first controlled virtual character, and the pet identifier when the first controlled virtual character carries a pet.
[0093] The first game video can reflect the game popularity of the competitive competition participated by the first user and the highlight performance of the first user in the competitive competition, enabling the first user to relive the honor moment in the target game through the first game video, and further enhancing the return willingness of the first user.
[0094] The following refers to Figure 4 to introduce the acquisition process of the second game video.
[0095] Figure 4 The flowchart of the method for obtaining the first game video provided by the embodiment of the present application is shown. As Figure 4 shown, the method for obtaining the second game video includes:
[0096] Step S301: In response to the activity trigger operation, obtain the growth gameplay data of the second user from the game server corresponding to the target game.
[0097] The second user controls the second controlled virtual object in the target game, and the second controlled virtual object carries virtual resources.
[0098] After the game resource trading platform server sends a data acquisition request to the game server of the target game in response to an activity trigger operation, the game server will also send the growth gameplay data of the second user in a recent period of time to the game resource trading platform server, so that the game resource trading platform server can obtain the second game video according to the growth gameplay data. Then, the growth gameplay data is segmented according to the number of execution sessions of the growth gameplay to form multiple single-game growth gameplay data, and a virtual resource group is included in the single-game growth gameplay data, and this virtual resource group is used to represent the virtual resources before and after the execution of the growth gameplay.
[0099] Step S302, based on the growth gameplay data, analyze the value change of the virtual resources before and after the growth gameplay, and determine the second target time.
[0100] The growth gameplay data includes multiple virtual resource groups, and each virtual resource group includes a first virtual resource before the execution of the target growth gameplay and a second virtual resource obtained after the execution of the target growth gameplay on the first virtual resource.
[0101] It should be noted that for different growth gameplay, the first virtual resource and the second virtual resource in the virtual resource group can be the same or different. Taking the growth gameplay of appraisal as an example, when appraising weapon A, weapon A is the first virtual resource, and the appraised weapon A is the second virtual resource; taking the growth gameplay of gem synthesis as an example, each gem B before synthesis is the first virtual resource, and the synthesized gem C is the second virtual resource.
[0102] The following refers to Figure 5 to introduce the determination process of the second target time.
[0103] Figure 5 The flowchart of the method for determining the second target time provided by the embodiment of the present application is shown, as Figure 5 shown, the method for determining the second target time includes:
[0104] Step S3021, obtain the first virtual value reflecting the trading value of each first virtual resource and the second virtual value reflecting the second virtual resource in the game resource trading platform.
[0105] Specifically, query the first target virtual resource matching the first virtual resource and the second target virtual resource matching the second virtual resource in the game resource trading platform, determine the trading price of the first target virtual resource in the game resource trading platform as the first virtual value, and determine the trading price of the second target virtual resource in the game resource trading platform as the second virtual value.
[0106] Here, since the value of virtual resources changes dynamically with the game life cycle, the value of virtual resources queried in the game resource trading platform is the real transaction price among players, which can more accurately reflect the actual value of virtual resources.
[0107] Since not every virtual resource can find exactly the same item on the game resource trading platform, first, query the first target virtual resource matching the first virtual resource and the second target virtual resource matching the second virtual resource on the game resource trading platform. Indirectly determine the virtual value of the first virtual resource through the transaction price of the first target virtual resource, and indirectly determine the virtual value of the second virtual resource through the transaction price of the second target virtual resource.
[0108] For example: The first virtual resource is weapon A. The wearing level of weapon A is 60, the quality of weapon A is purple, and the rarity of weapon A is three stars. Then, query weapons with a wearing level of 60, a quality of purple, and a rarity of three stars on the game resource trading platform, and use the item that meets the above query conditions as the first target virtual resource. If no item that meets the above query conditions can be found, sequentially expand the query range of each query condition. For example: The first query condition is the wearing level, then use the weapon with the wearing level closest to 60 among the weapons with a wearing level of 50 - 60, a quality of purple, and a rarity of three stars as the first target virtual resource; if still no item that meets the above query conditions can be found, expand the query range of the second query condition, then use the item closest to the original query conditions among the weapons with a wearing level of 50 - 60, a quality of blue - purple, and a rarity of three stars as the first target virtual resource. Finally, use the transaction price of the first target virtual resource on the game resource trading platform as the first virtual value. The method for determining the second virtual value is the same as that for determining the first virtual value, which will not be elaborated here.
[0109] Step S3022, determine the second target time based on the first virtual value and the second virtual value of each group of virtual resources.
[0110] Determine the difference between the second virtual value and the first virtual value in the virtual resource group, and determine the value change rate of the virtual resource group based on the ratio of the difference to the first virtual value.
[0111] For example: If the second virtual value is 120 and the first virtual value is 100, then determine (120 - 100) / 100 = 0.2 as the value change rate of the virtual resource group.
[0112] Then, arrange all the value change rates in descending order of numerical value, and select the moments corresponding to the second preset number of value change rates with the highest rankings among the virtual resource groups as the second target time.
[0113] For example, if the second user has participated in 10,000 growth gameplay activities in the last year, including various growth gameplay activities such as identification, gem synthesis, and monster refining, there will be 10,000 virtual resource groups, corresponding to 10,000 value change rates. Arrange these 10,000 value change rates in descending order of numerical value, and select the moments corresponding to the virtual resource groups with the top three value change rates as the second target moments. A total of three second target moments can be obtained, and each second target moment is used to represent the moment when the second user participates in a growth gameplay activity. For example: the moment of identifying weapon A.
[0114] Step S303: Send the second target moment and the second user identifier of the second user in the target game to the game server to obtain the second game video from the game server.
[0115] After the server of the game resource trading platform determines the second target moment, according to the corresponding relationship between the user identifier in the game resource trading platform and the user identifier in the game, determine the second user identifier of the second user in the target game, and send the second target moment, the second user identifier, and the target growth gameplay data required to generate the second game video to the game server of the target game, so that the game server of the target game can generate the second game video according to the received target growth gameplay data and the scene resources, animation resources, character models, interface resources, etc. stored in the game server.
[0116] Among them, the target growth gameplay data can be obtained from the growth gameplay data. The target growth gameplay data is used to completely restore the execution process of the growth gameplay within the second target time interval corresponding to the second target moment. The second target time interval is the interval within the preset duration range before and after the second target moment. For example: the second target time interval is the time range of 2 seconds before and after the second target moment. The target growth gameplay data includes all data required to completely restore the execution process of the growth gameplay within the second target time interval. The target growth gameplay data includes, but is not limited to: the identifier of the first virtual resource within the second target time interval, the quantity of the first virtual resource, the identifier of the second virtual resource, the quantity of the second virtual resource, the character identifier of the second controlled virtual character, the equipment identifiers of all the equipment worn by the second controlled virtual character, and the pet identifier when the second controlled virtual character carries a pet.
[0117] The second game video can reflect the growth experience of the game friends of the first user, enhance the emotional connection between the first user and his game friends through the second game video, and thus improve the return intention of the first user.
[0118] In step S103, based on at least one target game video, generate a recall activity for the first user, and push the recall activity to the first user in the game resource trading platform.
[0119] In this step, at least one target game video is imported into the recall activity template to generate a recall activity. On the game resource trading platform, control the platform page to switch to the recall activity page corresponding to the recall activity template, so as to push the generated recall activity to the first user.
[0120] In an example, both the first preset quantity and the second preset quantity can be one or multiple. Then, the first game video includes at least one, and the second game video includes at least one. At this time, when generating the recall activity, at least one first game video can be imported into the first video page of the recall activity template in the selection order of the first game videos, and at least one second game video can be imported into the second video page of the recall activity template in the selection order of the second game videos to generate the recall activity.
[0121] Among them, the selection order of the first game videos refers to the arrangement order of the products of the exposure and high light intensity corresponding to each first game video from large to small. The more forward the arrangement order, the higher the selection position; the more backward the arrangement order, the lower the selection position. The selection order of the second game videos refers to the arrangement order of the value change rates corresponding to each second game video from large to small. The more forward the arrangement order, the higher the selection position; the more backward the arrangement order, the lower the selection position.
[0122] It should be noted that the recall activity includes multiple pages, and the multiple pages include a first page and a second page. The first page is used to display at least one first game video, and the second page is used to display at least one second game video. When there are multiple first game videos, the multiple first game videos are all displayed on the first page of the recall activity. When there are multiple second game videos, the multiple second game videos are all displayed on the second page of the recall activity.
[0123] In an example, the recall activity template includes a recall reward module, so the generated recall activity also includes a recall reward. The recall reward in the recall activity can be determined according to the consumption amount of the first user in the target game, and the consumption amount of the first user is positively correlated with the recall reward.
[0124] After pushing the recall activity to the first user, the game server of the target game determines whether the first user logs in to the game. If the first user logs in to the game, the game server determines whether the first user meets the recall achievement condition. The recall achievement condition is a condition achieved in the target game. For example, the recall achievement condition can be logging in to the game and the online duration exceeding 30 minutes, or logging in to the game and completing a specified game activity. If the recall achievement condition is met, the recall reward is given to the first user in the target game.
[0125] In one example, if the user type is a non-churned user type, it indicates that the first user has logged in to the game within the last 30 days. To encourage the first user to participate in the game more, a diversion activity can be generated. For this purpose, at least one first game video corresponding to the first user is obtained in the game resource trading platform. A diversion activity is generated based on the at least one first game video, and the diversion activity is pushed to the first user in the game resource trading platform.
[0126] Among them, the generation process of the first game video is the same as that in the churned user type, which will not be elaborated here. The generated first game video is imported into the diversion activity template to generate a diversion activity, and the diversion activity is pushed to the first user.
[0127] Based on the same inventive concept, an embodiment of the present application also provides a game user recall device corresponding to the game user recall method. Since the principle of solving problems by the device in the embodiment of the present application is similar to the above game user recall method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.
[0128] Please refer to Figure 6 , Figure 6 which is a schematic structural diagram of a game user recall device provided by an embodiment of the present application. As Figure 6 shown in
[0129] The game user recall device 400 includes:
[0130] A user identification module 401, configured to identify the user type of the first user for the target game in response to an activity trigger operation of the first user for the target game in the game resource trading platform, where the user type includes a churned user type;
[0131] A video acquisition module 402, configured to obtain at least one target game video corresponding to the first user in the game resource trading platform if the user type is a churned user type;
[0132] An activity push module 403, configured to generate a recall activity for the first user based on the at least one target game video, and push the recall activity to the first user in the game resource trading platform.
[0133] In a feasible embodiment of the present application, the video acquisition module 402 includes a first video acquisition module. The first video acquisition module includes a first data acquisition module, a first time determination module, and a first data sending module. The first data acquisition module is configured to: in response to an activity trigger operation, acquire the game competition data of a first user from the game server corresponding to the target game, where the first user controls a first controlled virtual object in the target game; the first time determination module is configured to: based on the game competition data, analyze the competition popularity of each competition match and the competition performance of the first controlled virtual object in each competition match, and determine a first target time; the first data sending module is configured to: send the first target time and the first user identifier of the first user in the target game to the game server to acquire a first game video from the game server.
[0134] In a feasible embodiment of the present application, the video acquisition module 402 further includes a second video acquisition module. The second video acquisition module includes a second data acquisition module, a second time determination module, and a second data sending module. The second data acquisition module is configured to: in response to an activity trigger operation, acquire the growth gameplay data of a second user from the game server corresponding to the target game, where the second user controls a second controlled virtual object in the target game, and the second controlled virtual object carries virtual resources; the second time determination module is configured to: based on the growth gameplay data, analyze the value change of the virtual resources before and after the growth gameplay, and determine a second target time; the second data sending module is configured to: send the second target time and the second user identifier of the second user in the target game to the game server to acquire a second game video from the game server.
[0135] In a feasible embodiment of the present application, the first time determination module includes an exposure determination module, a highlight determination module, and a first target time selection module. The exposure determination module is configured to: based on the live broadcast popularity and competition rewards in the game competition data, determine the exposure reflecting the competition popularity of each competition match; the highlight determination module is configured to: based on the class data of the first controlled virtual object in the game competition data, determine the highlight reflecting the competition performance of the first controlled virtual object at different times in each competition match; the first target time selection module is configured to: based on the exposure and the highlight, select the first target time from different times of all competition matches.
[0136] In a feasible embodiment of the present application, the exposure determination module is specifically configured to: determine the exposure of each competitive game based on the target heat range where the live heat of each competitive game is located and the target reward range where the game rewards of each competitive game are located; wherein, the highlight reflecting the competitive performance of the first controlled virtual object at different times in each competitive game is determined by the following method: comparing the professional data of the first controlled virtual object in each competitive game with the reference professional data of the competitive game, and determining the highlight reflecting the competitive performance of the first controlled virtual object at different times in each competitive game according to the result of the professional data comparison.
[0137] In a feasible embodiment of the present application, the highlight determination module is specifically configured to: for each competitive game, calculate the first difference between the professional data at each moment in the competitive game and the reference professional data; determine the highlight at different times in the competitive game based on the ratio of the first difference to the reference professional data.
[0138] In a feasible embodiment of the present application, the first moment determination module further includes a professional data determination module, and the professional data determination module is configured to: based on the professional type of the first controlled virtual object, select the target attribute reflecting the professional characteristics of the first controlled virtual object; determine the value of the target attribute of the first controlled virtual object at different times in each competitive game as the professional data.
[0139] In a feasible embodiment of the present application, the exposure determination module is further configured to: pre-construct the correspondence between multiple heat ranges and the first exposure, and the correspondence between multiple reward ranges and the second exposure; wherein, determining the exposure of each competitive game based on the target heat range where the live heat of each competitive game is located and the target reward range where the game rewards of each competitive game are located includes: determining the first exposure corresponding to the target heat range into which the live heat of the competitive game falls based on the correspondence between the multiple heat ranges and the first exposure; determining the second exposure corresponding to the target reward range into which the game rewards of the competitive game fall based on the correspondence between the multiple reward ranges and the second exposure; determining the exposure of the competitive game based on the sum of the weights of the first exposure and the second exposure.
[0140] In a feasible embodiment of the present application, the first target moment selection module is specifically configured to: for each competitive game, determine the product of the exposure of the competitive game and the highlight at different times in the competitive game; arrange all the products in descending order of numerical value, and select the moments corresponding to the first preset number of products with the top rankings as the first target moments.
[0141] In a feasible embodiment of the present application, the growth gameplay data includes multiple virtual resource groups. Each virtual resource group includes a first virtual resource before executing the target growth gameplay and a second virtual resource obtained after executing the target growth gameplay on the first virtual resource. The second time determination module includes a value determination module and a second target time selection module. The value determination module is configured to: obtain, in the game resource trading platform, a first virtual value reflecting the trading value of each first virtual resource and a second virtual value reflecting the second virtual resource; The second target time selection module is configured to: determine the second target time based on the first virtual value and the second virtual value of each virtual resource group.
[0142] In a feasible embodiment of the present application, the value determination module includes a resource query module and a virtual value acquisition module. The resource query module is configured to: query, in the game resource trading platform, a first target virtual resource matching the first virtual resource and a second target virtual resource matching the second virtual resource; The virtual value acquisition module is configured to: determine the trading price of the first target virtual resource in the game resource trading platform as the first virtual value, and determine the trading price of the second target virtual resource in the game resource trading platform as the second virtual value.
[0143] In a feasible embodiment of the present application, the second target time selection module is configured to: determine the difference between the second virtual value and the first virtual value of the virtual resource group; determine the value change rate of the virtual resource group based on the ratio of the difference to the first virtual value; arrange all the value change rates in descending order of numerical value, and select the moments corresponding to the preset number of value change rates with the highest rankings among the virtual resource groups as the second target time.
[0144] In a feasible embodiment of the present application, there is at least one first game video and at least one second game video. The activity push module 403 is specifically configured to: sequentially import at least one first game video into the first video page of the recall activity template according to the selection order of the first game videos, and sequentially import at least one second game video into the second video page of the return activity template according to the selection order of the second game videos to generate a recall activity.
[0145] In a feasible embodiment of the present application, the recall activity template includes a recall reward. The game user recall device 400 further includes a recall reward distribution module. The recall reward distribution module is configured to: determine whether the first user meets the recall achievement condition, where the recall achievement condition is a condition achieved in the target game; if the recall achievement condition is met, then issue a recall reward to the first user in the target game.
[0146] In a feasible embodiment of the present application, the game user recall device 400 further includes a diversion activity push module, and the diversion activity push module is configured to: if the user type is a non-churned user type, obtain at least one first game video corresponding to the first user in the game resource trading platform; generate a diversion activity based on the at least one first game video, and push the diversion activity to the first user in the game resource trading platform.
[0147] A game user recall device provided by an embodiment of the present application can push a recall activity to the churned users of a target game who are still active in the game resource trading platform. These users who are active in the game resource trading platform have a strong willingness to return. By pushing the recall activity to such users, the accuracy and recall rate of user recall can be improved. At the same time, the game resource trading platform will also obtain at least one game video of the first user, and generate a recall activity through the game video, avoiding the problems of boring and single-form recall activities, further improving the recall rate, and solving the problem of low recall rate of game users.
[0148] Please refer to Figure 7 , Figure 7 which is a schematic structural diagram of an electronic device provided by an embodiment of the present application. As Figure 7 shown in
[0149] the electronic device 500 includes a processor 510, a memory 520, and a bus 530. Figure 1 The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 runs, the processor 510 communicates with the memory 520 through the bus 530. When the machine-readable instructions are executed by the processor 510, the steps of the game user recall method in the method embodiment as shown above
[0150] can be executed. The specific implementation manner is as follows:
[0151] An electronic device provided by an embodiment of the present application can push a recall activity to lost users of a target game that is still active in a game resource trading platform. Such users who are active in the game resource trading platform have a strong willingness to return. By pushing the recall activity to such users, the accuracy of recall user positioning and the recall rate can be improved. At the same time, the game resource trading platform will also obtain at least one game video of the first user, and generate a recall activity through the game video, avoiding the problems of boring and single-form recall activities, further improving the recall rate, and solving the problem of low recall rate of game users.
[0152] An embodiment of the present application also provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, it can execute the steps of the game user recall method in the method embodiment as described above. The specific implementation manner is as follows: Figure 1 shown in the method embodiment, specifically as follows:
[0153] In response to an activity trigger operation of the first user for a target game in the game resource trading platform, identify the user type of the first user for the target game. The user type includes the lost user type; if the user type is the lost user type, obtain at least one target game video corresponding to the first user in the game resource trading platform; based on the at least one target game video, generate a recall activity for the first user, and push the recall activity to the first user in the game resource trading platform.
[0154] A computer-readable storage medium provided by an embodiment of the present application can push a recall activity to lost users of a target game that is still active in a game resource trading platform. Such users who are active in the game resource trading platform have a strong willingness to return. By pushing the recall activity to such users, the accuracy of recall user positioning and the recall rate can be improved. At the same time, the game resource trading platform will also obtain at least one game video of the first user, and generate a recall activity through the game video, avoiding the problems of boring and single-form recall activities, further improving the recall rate, and solving the problem of low recall rate of game users.
[0155] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments, and will not be described in detail here.
[0156] In several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.
[0157] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0158] In addition, in each embodiment of the present application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.
[0159] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.
[0160] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: Any person skilled in the art within the technical scope disclosed by the present application can still modify the technical solutions described in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims
1. A method for recalling game users, characterized in that: include: In response to an activity triggering operation of a first user on a target game in a game resource trading platform, identifying a user type of the first user for the target game, the user type including a lost user type; If the user type is a lost user type, obtaining at least one target game video corresponding to the first user in the game resource trading platform; Based on the at least one target game video, a recall activity for the first user is generated, and the recall activity is pushed to the first user in the game resource trading platform.
2. The method according to claim 1, characterized in that The at least one target game video includes at least one of the following: A first game video reflecting the first user's highlight performance in a competitive game, and a second game video reflecting the second user's virtual resource acquisition process, where the second user is a user who has a friendship relationship with the first user in the target game.
3. The method according to claim 2, characterized in that Get the first game video by: In response to the activity triggering operation, obtaining game competition data of the first user from a game server corresponding to the target game, wherein the first user controls a first controlled virtual object in the target game; Based on the game competition data, analyzing the competition popularity of each competition and the competition performance of the first controlled virtual object in each competition to determine a first target time; The first target time and the first user identifier of the first user in the target game are sent to the game server to obtain the first game video from the game server.
4. The method according to claim 2, characterized in that: Get the second game video by: In response to the activity triggering operation, acquiring the growth play data of the second user from the game server corresponding to the target game, wherein the second user controls a second controlled virtual object in the target game, and the second controlled virtual object carries virtual resources; Based on the growth gameplay data, analyzing the value change of the virtual resource before and after the growth gameplay, and determining the second target moment; The second target moment and the second user identifier of the second user in the target game are sent to the game server to obtain the second game video from the game server.
5. The method according to claim 3, characterized in that: The step of analyzing the popularity of each competitive game and the competitive performance of the first controlled virtual object in each competitive game based on the game competition data to determine the first target time includes: Determine the exposure reflecting the popularity of each competitive game based on the live broadcast popularity and game rewards in the game competition data; Determining, based on the occupation data of the first controlled virtual object in the game competition data, a highlight reflecting the competitive performance of the first controlled virtual object at different moments in each competitive game; A first target moment is selected from different moments of all competitive games based on the exposure and the highlight.
6. The method according to claim 5, characterized in that Exposure levels that reflect the popularity of each competitive match are determined by: Determine the exposure of each competitive game based on the target popularity range of the live broadcast of the game and the target reward range of the game reward of the game; The highlight reflecting the competitive performance of the first controlled virtual object at different moments in each competitive game is determined in the following manner: The professional data of the first controlled virtual object in each competitive game is compared with the reference professional data of the competitive game, and the highlight reflecting the competitive performance of the first controlled virtual object at different moments in each competitive game is determined according to the professional data comparison result.
7. The method according to claim 6, characterized in that The step of determining the highlight reflecting the competitive performance of the first controlled virtual object at different moments in each competitive game according to the professional data comparison result includes: For each competitive match, calculating a first difference between the professional data at each moment in the competitive match and the reference professional data; Based on the ratio of the first difference to the reference professional data, the highlight intensity at different moments in the competitive game is determined.
8. The method according to claim 6, characterized in that The professional data of the first controlled virtual object in each competitive game is determined by the following process: Based on the occupation type of the first controlled virtual object, selecting a target attribute reflecting the occupational characteristics of the first controlled virtual object; The values of the target attributes of the first controlled virtual object at different moments in each competitive game are determined as occupational data.
9. The method according to claim 6, characterized in that The method further comprises: Pre-constructing a correspondence between a plurality of heat intervals and a first exposure and a correspondence between a plurality of reward intervals and a second exposure; The step of determining the exposure of each competitive game based on the target heat interval of the live broadcast heat of each competitive game and the target reward interval of the game reward of each competitive game includes: Based on the correspondence between the multiple heat intervals and the first exposure, determine the first exposure corresponding to the target heat interval into which the live broadcast heat of the competitive game falls; Based on the correspondence between the multiple reward intervals and the second exposure levels, determining the second exposure level corresponding to the target reward interval into which the game reward of the competitive game falls; The exposure of the competitive game is determined based on the sum of the weights of the first exposure and the second exposure.
10. The method according to claim 5, characterized in that The selecting a first target moment from different moments of all competitive games based on the exposure and the highlight includes: For each competitive game, determine the product of the exposure of the competitive game and the highlight at different moments in the competitive game; Arrange all products in descending order of value, and select the time corresponding to the first preset number of products that are ranked high as the first target time.
11. The method according to claim 4, characterized in that The growth gameplay data includes a plurality of virtual resource groups, each virtual resource group includes a first virtual resource before executing a target growth gameplay and a second virtual resource obtained after executing the target growth gameplay on the first virtual resource, and the value change of the virtual resource before and after the growth gameplay is analyzed based on the growth gameplay data to determine the second target moment, including: Acquiring, in the game resource trading platform, a first virtual value reflecting the trading value of each first virtual resource and a second virtual value reflecting the second virtual resource; A second target time is determined based on the first virtual value and the second virtual value of each virtual resource group.
12. The method according to claim 11, characterized in that The first virtual value and the second virtual value are obtained in the game resource trading platform by the following processing: Searching the game resource trading platform for a first target virtual resource that matches the first virtual resource and a second target virtual resource that matches the second virtual resource; The transaction price of the first target virtual resource in the game resource trading platform is determined as a first virtual value, and the transaction price of the second target virtual resource in the game resource trading platform is determined as a second virtual value.
13. The method according to claim 11, characterized in that The determining the second target time based on the first virtual value and the second virtual value of each virtual resource group includes: Determine a difference between a second virtual value and a first virtual value of the virtual resource group; Determining a value change rate of the virtual resource group based on a ratio of the difference to the first virtual value; All value change rates are arranged in descending order, and the time of the virtual resource groups corresponding to the value change rates with a preset number of values ranked high is selected as the second target time.
14. The method according to claim 2, characterized in that The first game video includes at least one, the second game video includes at least one, and the generating a recall activity for the first user based on the at least one target game video includes: According to the selection order of the first game videos, at least one first game video is sequentially imported into the first video page of the recall activity template; according to the selection order of the second game videos, at least one second game video is sequentially imported into the second video page of the reflux activity template to generate a recall activity.
15. The method according to claim 14, characterized in that The recall activity template includes a recall reward, and the method further includes: determining whether the first user satisfies a recall achievement condition, the recall achievement condition being a condition achieved in the target game; If the recall achievement conditions are met, a recall reward is issued to the first user in the target game.
16. The method according to claim 2, characterized in that The method further comprises: If the user type is a non-churn user type, obtaining at least one first game video corresponding to the first user in the game resource trading platform; A traffic diversion activity is generated based on the at least one first game video, and the traffic diversion activity is pushed to the first user in the game resource trading platform.
17. A game user recall device, characterized in that: include: A user identification module, configured to identify a user type of the first user for the target game in the game resource trading platform in response to an activity triggering operation of the first user for the target game, wherein the user type includes a lost user type; A video acquisition module, configured to acquire at least one target game video corresponding to the first user in the game resource trading platform if the user type is a lost user type; The activity push module is used to generate a recall activity for the first user based on the at least one target game video, and push the recall activity to the first user in the game resource trading platform.
18. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the game user recall method as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game user recall method as described in any one of claims 1 to 16 are executed.