Live broadcast interaction method, device and equipment, readable storage medium and program product

By introducing virtual interactive props and audience interactive operations into the live broadcast page, the problem of lack of suspense and entertainment in traditional live PK has been solved, the audience's viewing pleasure and willingness to interact have been enhanced, and user stickiness and platform activity have been strengthened.

CN120602685APending Publication Date: 2025-09-05SHUXING TECH (BEIJING) CO LTD
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Patent Information

Application Number
CN202510735348.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-04
Publication Date
2025-09-05

AI Technical Summary

Technical Problem

Traditional live PK lacks suspense, entertainment and participation, and cannot enhance the viewing pleasure of viewers.

Method used

By introducing N virtual interactive props into the live broadcast page, each prop is configured with an interactive result. The target anchor account uses the props at the end of the interactive round, and the interactive result is displayed to determine the winner or enter the next round. Audience interactive operations are introduced to adjust the result, increasing the randomness and strategy of the interactive events.

Benefits of technology

It increases the richness of live interactive content, improves the viewing pleasure and interactive willingness of audience users, enhances user stickiness and activity, and realizes the collaborative game between audience and anchor.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a live broadcast interaction method and device, equipment, a readable storage medium and a program product. Comprising the following steps: displaying a live broadcast page including a live broadcast picture of an anchor account participating in an interaction event; the interaction event is configured with N props, and the interaction result configured by the M props is used for indicating the end of the interaction event; in response to the end of the current interaction round of the interaction event, determining a target anchor account with the prop use permission according to the interaction parameters of each anchor account; and after the target anchor account determines the used prop, executing and displaying a pre-configured interaction result of the prop, including ending the interaction event and determining a winner of the interaction event, or starting a next interaction round of the interaction event. On the basis of a use mechanism of props, different interaction results are executed in different interaction rounds, thereby increasing suspension for winning and losing results of interaction events, increasing richness of live broadcast interaction contents, improving watching fun of audience users, improving interaction willingness of the audiences, and enhancing viscidity and activeness of the users.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a live interactive method, apparatus, computer equipment, computer-readable storage medium, and computer program product. Background Art

[0002] With the popularization of mobile internet technology and the rapid development of the live streaming industry, users' demands for interactive forms are becoming increasingly diversified. As a new form of live streaming, PK (dueling or challenging) gameplay in live streaming scenarios has attracted widespread attention from users.

[0003] In traditional PKs, the host leads the process, while viewers express their support through likes or gifts. Interactions between hosts and viewers are relatively rigid and monotonous, lacking suspense, entertainment, and engagement, and thus failing to enhance viewing pleasure. Therefore, a new interactive method for live broadcasts is urgently needed to increase user engagement and engagement. Summary of the Invention

[0004] Based on this, it is necessary to provide a live interactive method, device, computer equipment, computer-readable storage medium and computer program product to address the above technical problems, which can add suspense to the outcome of interactive events, increase the richness of live interactive content, and enhance the viewing pleasure of audience users.

[0005] In a first aspect, the present application provides a live interactive method, comprising:

[0006] Displaying a live broadcast page, which includes live broadcast images of at least two anchor accounts participating in the interactive event; wherein the interactive event is configured with N virtual interactive props, each virtual interactive prop is configured with an interactive result, and the interactive results configured with M virtual interactive props among the N virtual interactive props are first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N;

[0007] In response to the end of the current interaction round of the interaction event, a target anchor account is determined based on the first interaction parameter of each anchor account of the at least two anchor accounts, where the target anchor account is the anchor account that has permission to use the virtual interactive props in the current interaction round;

[0008] After the target anchor account determines the virtual interactive props to be used, the interaction results pre-configured by the virtual interactive props used are executed and displayed; the interaction results include ending the interaction event and determining the winner of the interaction event, or starting the next interaction round of the interaction event.

[0009] In one embodiment, the method further comprises:

[0010] After the losing party of the interactive event triggers the target interactive control, the first interactive guidance information is displayed; the first interactive guidance information is used to guide the target audience account to allow the losing party of the interactive event to re-participate in the interactive event through the first interactive operation; the target interactive control is the control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends.

[0011] In one embodiment, the target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends and the M virtual interactive props have not been used up.

[0012] In one embodiment, the virtual interactive props used are randomly determined from unused virtual interactive props based on a random algorithm after the target anchor account triggers the virtual interactive control; or

[0013] The virtual interactive props used are selected by the target anchor account from the unused virtual interactive props, and the unused virtual interactive props are in a hidden state in the interaction results.

[0014] In one embodiment, the live broadcast page includes live broadcast screens of at least three anchor accounts participating in the interactive event; the virtual interactive props used are used for the target anchor account to perform corresponding interactive behaviors with the first anchor account, and the first anchor account is selected and determined by the target anchor account from at least three anchor accounts.

[0015] In one embodiment, the probability that the virtual interactive prop used belongs to M virtual interactive props is adjusted according to a probability parameter; the probability parameter is determined according to the first interaction parameter of the first anchor account.

[0016] In one embodiment, the first interaction parameter of each anchor account is determined based on at least one of the comments, likes, and gift-giving operations of the audience account to each anchor account in the current interaction round.

[0017] In one embodiment, the method further comprises:

[0018] After the interactive event ends, a second interactive guidance message is displayed on the live broadcast page; the second interactive guidance message is used to guide the viewer account to reduce the penalty for the loser of the interactive event through the second interactive operation;

[0019] In response to the end of the display of the interactive guidance information, when the second interactive parameter of the losing party of the interactive event meets the preset conditions, the interactive prompt information is displayed; the second interactive parameter is determined according to the second interactive operation; the interactive prompt information is used to prompt the winner of the interactive event.

[0020] In a second aspect, the present application further provides a live interactive device, comprising:

[0021] A display module is configured to display a live broadcast page, which includes live broadcast images of at least two anchor accounts participating in the interactive event; wherein the interactive event is configured with N virtual interactive props, each virtual interactive prop is configured with an interactive result, and the interactive results configured with M virtual interactive props out of the N virtual interactive props are first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N;

[0022] An interaction module, configured to determine, in response to the end of a current interaction round of an interaction event, a target anchor account based on a first interaction parameter of each of at least two anchor accounts, where the target anchor account is an anchor account that has permission to use virtual interactive props in the current interaction round;

[0023] The processing module is used to execute and display the pre-configured interaction results of the virtual interactive props used after the target anchor account determines the virtual interactive props to be used; the interaction results include ending the interaction event and determining the winner of the interaction event, or starting the next interaction round of the interaction event.

[0024] In a third aspect, the present application further provides a computer device comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of the method described in the first aspect above when executing the computer program.

[0025] In a fourth aspect, the present application further provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps of the method described in the first aspect above.

[0026] In a fifth aspect, the present application also provides a computer program product, comprising a computer program, which, when executed by a processor, implements the steps of the method described in the first aspect above.

[0027] The above-mentioned live interactive method, device, computer equipment, computer-readable storage medium and computer program product display a live broadcast page, which includes live broadcast images of at least two anchor accounts participating in the interactive event; wherein, the interactive event is configured with N virtual interactive props, each virtual interactive prop is configured with an interactive result, and the interactive results configured by M virtual interactive props among the N virtual interactive props are the first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N; in response to the end of the current interactive round of the interactive event, the target anchor account is determined according to the first interactive parameters of each anchor account in the at least two anchor accounts, and the target anchor account is the anchor account that has the right to use the virtual interactive props in the current interactive round; after the target anchor account determines the virtual interactive prop to be used, the interactive result pre-configured by the used virtual interactive prop is executed and displayed; the interactive result includes ending the interactive event and determining the winner of the interactive event, or starting the next interactive round of the interactive event. Through the above approach, during a live interactive broadcast between at least two livestreaming accounts, different interactive outcomes are implemented in different rounds based on the usage mechanism of virtual interactive props. This creates suspense in the outcome of the interactive event, enriching the interactive content of the livestream and enhancing the viewing pleasure of viewers. This, in turn, increases viewers' willingness to interact, strengthening user stickiness and engagement. By coupling the interactive events with the usage mechanism of virtual interactive props and introducing randomness in the interactive outcomes of virtual interactive props, the multiple interactive rounds of the interactive event are constructed into a dynamic decision space, allowing the host and audience to make adjustments and decisions in each round based on the progress of the interactive event and the usage of virtual interactive props. This enables collaborative gaming between the audience and the livestreamer. Furthermore, the host and audience need to plan prop usage permissions for multiple interactive rounds and manage resources for N virtual interactive props. Compared to traditional PK gameplay, this method provides more decision points in interactive events, enhancing the strategic and engaging nature of livestream interactions. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] In order to more clearly illustrate the technical solutions in the embodiments of the present application or related technologies, the following briefly introduces the drawings required for use in the embodiments of the present application or related technical descriptions. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying any creative work.

[0029] Figure 1 A diagram illustrating an application environment of a live interactive method in one embodiment;

[0030] Figure 2 1 is a flow chart of a live interactive method according to an embodiment;

[0031] Figure 3 This is a schematic diagram of a page on the host side in one embodiment;

[0032] Figure 4 A schematic diagram of a live broadcast page change in one embodiment;

[0033] Figure 5 A schematic diagram of a live broadcast page change in another embodiment;

[0034] Figure 6 A flowchart of a live interactive method according to another embodiment;

[0035] Figure 7 A schematic diagram of a page in the penalty phase in one embodiment;

[0036] Figure 8 Schematic diagram of interaction between a terminal and a server in one embodiment;

[0037] Figure 9 This is a structural block diagram of a live interactive device in one embodiment;

[0038] Figure 10 FIG. 1 is a diagram showing the internal structure of a computer device in one embodiment. DETAILED DESCRIPTION

[0039] In order to make the purpose, technical solutions and advantages of this application more clear, the following further describes this application in detail with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain this application and are not intended to limit this application.

[0040] Before introducing the embodiments of the present application, it should be noted that the term "in response to" used in the embodiments of the present application indicates a state in which a corresponding event occurs or a condition is satisfied. It is understood that the timing of execution of the subsequent action executed in response to the event or condition is not necessarily strongly correlated with the time when the event occurs or the condition is satisfied. For example, in some cases, the subsequent action may be executed immediately when the event occurs or the condition is satisfied; in other cases, the subsequent action may be executed after a period of time after the event occurs or the condition is satisfied. "Trigger operation" refers to an action performed by a user on a visual interface by clicking, dragging, sliding or other interactive methods.

[0041] It should be noted that the terms "first", "second", etc. used in this application can be used to describe various elements, but these elements are not limited by these terms. These terms are only used to distinguish the first element from the second element. The terms "including" and "having" used in this application and any variations thereof are intended to cover non-exclusive inclusions. The term "plurality" used in this application refers to two or more. The term "and / or" used in this application refers to one of the solutions, or any combination of multiple solutions.

[0042] With the widespread adoption of mobile internet technology and the rapid development of the live streaming industry, users are increasingly demanding more diverse forms of interaction. PK (PvP or duel) gameplay within live streaming scenarios has garnered widespread attention as a new format. Traditionally, PK is led by the host, with viewers expressing their support through likes or gifts. Interactions between hosts and viewers are relatively rigid and monotonous, lacking suspense, entertainment, or engagement, and thus failing to enhance viewing pleasure.

[0043] Based on this, an embodiment of the present invention proposes a live broadcast interaction method, which displays a live broadcast page, which includes live broadcast screens of at least two anchor accounts participating in an interactive event; wherein the interactive event is configured with N virtual interactive props, each virtual interactive prop is configured with an interactive result, and the interactive results configured with M virtual interactive props among the N virtual interactive props are first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N; in response to the end of the current interactive round of the interactive event, a target anchor account is determined according to the first interactive parameters of each anchor account in at least two anchor accounts, and the target anchor account is an anchor account that has the right to use the virtual interactive props in the current interactive round; after the target anchor account determines the virtual interactive prop to be used, the interactive result pre-configured for the used virtual interactive prop is executed and displayed; the interactive result includes ending the interactive event and determining the winner of the interactive event, or starting the next interactive round of the interactive event. Through the above approach, during a live interactive broadcast between at least two livestreaming accounts, different interactive outcomes are implemented in different rounds based on the usage mechanism of virtual interactive props. This creates suspense in the outcome of the interactive event, enriching the interactive content of the livestream and enhancing the viewing pleasure of viewers. This, in turn, increases viewers' willingness to interact, strengthening user stickiness and engagement. By coupling the interactive events with the usage mechanism of virtual interactive props and introducing randomness in the interactive outcomes of virtual interactive props, the multiple interactive rounds of the interactive event are constructed into a dynamic decision space, allowing the host and audience to make adjustments and decisions in each round based on the progress of the interactive event and the usage of virtual interactive props. This enables collaborative gaming between the audience and the livestreamer. Furthermore, the host and audience need to plan prop usage permissions for multiple interactive rounds and manage resources for N virtual interactive props. Compared to traditional PK gameplay, this method provides more decision points in interactive events, enhancing the strategic and engaging nature of livestream interactions.

[0044] The live interactive method provided in the embodiment of the present application can be applied to Figure 1 In the application environment shown. Figure 1The illustrated application environment includes a terminal 102 and a server 104. Terminal 102 can be divided into a host end and an audience end according to the type of user. Terminal 102 communicates with server 104 via a communication network. The host end is used to record live broadcast images and upload them to server 104. After the audience end enters the live broadcast room corresponding to a host account, server 104 transmits the live broadcast images corresponding to the host account to the audience end for display. When at least two host accounts are broadcasting live together, server 104 transmits the live broadcast images corresponding to the at least two host accounts to the audience end for display. It is understood that the host end refers to the terminal used by the host user, on which the host account is logged in; the audience end refers to the terminal used by the audience user, on which the audience account is logged in. Optionally, terminal 102 is installed with an application, which can be a live broadcast application, a client for an e-commerce or shopping platform, or a social application, etc. The live broadcast interactive method provided in the embodiment of the present invention can be implemented through this application.

[0045] The terminal 102 may be, but is not limited to, various personal computers, laptops, smartphones, tablets, IoT devices, and portable wearable devices. IoT devices may include smart speakers, smart TVs, smart air conditioners, smart car devices, projectors, and the like. Portable wearable devices may include smart watches, smart bracelets, head-mounted devices, and the like. Head-mounted devices may include virtual reality (VR) devices, augmented reality (AR) devices, smart glasses, and the like. The server 104 may be an independent physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing cloud computing services.

[0046] According to a method of an embodiment of the present invention, Figure 2 As shown, a live interactive method is provided, which is applied to Figure 1 The terminal 102 in FIG. 1 is used as an example for explanation, including:

[0047] Step 202: Display a live broadcast page, which includes live broadcast images of at least two anchor accounts participating in the interactive event; wherein, the interactive event is configured with N virtual interactive props, each virtual interactive prop is configured with an interactive result, and the interactive results configured with M virtual interactive props out of the N virtual interactive props are the first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N.

[0048] Among them, the method provided in the embodiment of the present application can be applied to the anchor side, can also be applied to the audience side, can also be applied to a system including a terminal and a server, and is implemented through the interaction between the terminal and the server. This embodiment takes the live interactive method applied to the audience side as an example for explanation. The live page refers to a web page or application interface that provides users with functions such as live content display and interactive operations in a live broadcast scenario. The user can execute the operation of entering the live broadcast room on the terminal, and in response to the operation, the terminal displays the live page. The live broadcast room can be the live broadcast room of any anchor account participating in the interactive event, and can also be a live broadcast room that broadcasts the live images of at least two anchor accounts participating in the interactive event. For example, the terminal displays the live broadcast room entrance, and the user enters the corresponding live broadcast room by triggering the live broadcast room entrance; for example, the user enters the previous live broadcast room or the next live broadcast room by switching the live broadcast room.

[0049] Interactive events refer to the behavioral activities that create association, communication, cooperation, or competition between multiple anchor accounts during the live broadcast process based on pre-set gameplay or rules. Optionally, the interactive events of this embodiment refer to competitive interactive events, such as live PK, game battles, knowledge competitions, talent competitions, etc. The interactive events of this embodiment include one or more interactive rounds. An anchor account refers to an account with live content management rights in a live broadcast scenario, and is distinguished from other types of accounts (such as audience accounts, administrator accounts, etc.).

[0050] For example, during the live broadcast of multiple anchor accounts, one of the anchor accounts initiates an interactive invitation to other anchor accounts participating in the interactive event. After each anchor account agrees to participate in the interactive event, the server creates a live broadcast session corresponding to the interactive event. In this live broadcast session, the server transmits the live broadcast images of at least two anchor accounts participating in the interactive event to the anchor accounts participating in the interactive event and the audience accounts entering the live broadcast rooms of each anchor account, and the audience end where the audience account is located displays the live broadcast page including the live broadcast image. Optionally, refer to Figure 3 , the host terminal where the first host account is located displays the live broadcast page; the live broadcast page includes the live broadcast screen and duel controls of the current host account (for example Figure 3302 control in the interactive event); in response to the trigger operation for the duel control, the anchor terminal initiates an interactive invitation to a designated or random second anchor account (which can be one or more anchor accounts); in response to the consent instruction of the second anchor account, the anchor terminal enters the live broadcast session corresponding to the interactive event, and displays the live broadcast screens of the first anchor account and the second anchor account on the live broadcast page. Among them, the interactive invitation can be initiated by any one of the participants in the interactive event, or by a live broadcast account with interactive event management authority. For example, the broadcasting anchor account initiates an interactive invitation to at least two anchor accounts participating in the interactive event. After each anchor account agrees to participate in the interactive event, the live broadcast session corresponding to the interactive event is entered.

[0051] It is understood that the live screen refers to the audio and video content collected by the anchor end and transmitted to the server in real time during the live broadcast of the anchor account, and the visual interface distributed to the audience end after being processed by the server. In this embodiment, the server synthesizes the audio and video content collected by at least two anchor ends into a single screen according to a preset screen layout template, injects real-time data, and distributes it to the audience end for display. Screen layout templates include split-screen layout, picture-in-picture, and dynamic switching, which are not limited in this embodiment; split-screen layout refers to cutting the area used to display live content in proportion (for example, 1:1), and each area after cutting is used to display the live screen of a different anchor account; picture-in-picture refers to the live screen of the anchor account currently speaking being displayed in the main screen, and the live screens of other anchor accounts are suspended in a small window, and the suspension position can be dynamically adjusted; dynamic switching refers to automatically switching the focus according to the process stage of the interactive event. For example, in the interactive stage, if anchor account A performs a talent show, the live screen of anchor account A is displayed in full screen, in the result announcement stage, the live screen of the winner is displayed in full screen, and in the penalty stage, the live screen of the loser is displayed in full screen. Real-time data such as PK progress bar, gift points, comment data, etc.

[0052] Virtual interactive props are digital items provided by the server that exist in virtual form. The host's account obtains access to these virtual interactive props and triggers their use. It's understood that each virtual interactive prop's use will produce a corresponding interactive result, which will influence the progress or outcome of the interactive event. For both the host and viewer accounts, the outcome of each virtual interactive prop's use is unknown before it's used, adding to the fun of livestream interactions.

[0053] It is understood that the interaction result of the virtual interactive prop configuration can be a first interaction result or a second interaction result. For example, the first interaction result refers to the virtual interactive prop taking effect. If the virtual interactive prop is used and the first interaction result is generated (i.e., the prop is effective), it indicates that the interaction event has ended; the second interaction result refers to the virtual interactive prop being invalid. If the virtual interactive prop is used and the second interaction result is generated (i.e., the prop is invalid), it indicates that the next round of the interaction event has begun.

[0054] Optionally, the server configures N virtual interactive props for the current interactive event, where N can be configured or adjusted based on actual needs. The interaction result of M virtual interactive props is the first interaction result, and the interaction result of (NM) virtual interactive props is the second interaction result. By configuring different interaction results for different virtual interactive props, the result of each virtual interactive prop's use is unpredictable, which can increase the randomness of the game mechanism and the entertainment value of the live interaction.

[0055] In one optional implementation, the virtual interactive prop is designed as a virtual card with different front-facing graphics. The server sets the front-facing graphics of M virtual cards to a preset graphic. When the virtual card is not in use, it is presented in its back view. After the virtual card is used, the terminal displays the front-facing graphic of the virtual card. If the front-facing graphic matches the preset graphic, the virtual interactive prop is activated, i.e., the interaction result of the virtual interactive prop is the first interaction result.

[0056] In one optional implementation, the virtual interactive prop is designed as a virtual lottery message in a virtual lottery box. The server sets M virtual lottery messages as preset messages (e.g., "good luck," "bad luck," etc.). After the anchor's account uses the virtual interactive prop, the terminal displays the specific content of the virtual lottery message. If the virtual lottery message is a preset message, the virtual interactive prop is effective, i.e., the interaction result of the virtual interactive prop is the first interaction result.

[0057] In one optional implementation, the virtual interactive item is designed as a virtual bullet slot in a virtual weapon item (e.g., a virtual revolver). The server sets M virtual bullet slots to a loaded state. After the streamer uses the virtual interactive item, if there are bullets in the virtual bullet slots, the virtual interactive item is considered valid, and the interaction result of the virtual interactive item is considered the first interaction result.

[0058] Step 204, in response to the end of the current interaction round of the interactive event, a target anchor account is determined based on the first interaction parameter of each anchor account in at least two anchor accounts. The target anchor account is an anchor account that has the right to use the virtual interactive props in the current interaction round.

[0059] It is understood that an interactive event consists of one or more interactive rounds, each of which includes a duel phase and a game phase. During the duel phase of each interactive round, the audience displays interactive controls on the live broadcast page, allowing viewers to send virtual gifts, like, vote, or send comments to the currently watching streamer account. During the game phase of each interactive round, the streamer account with permission to use the corresponding virtual interactive props can use the corresponding virtual interactive props.

[0060] In the current interaction round, the anchor accounts interact with each other, and the audience account interacts with the anchor account. When the current interaction round reaches the preset round end condition, the current interaction round ends. For example, each interaction round is set with a fixed duration. If the interaction duration of the current interaction round reaches the fixed duration, the current interaction round ends. For example, each interaction round is set with a preset score. If the points of any anchor account participating in the interactive event reach the preset score, the current interaction round ends. The points of the anchor account can be determined based on the number or value of virtual gifts given by the audience account to the anchor account, the number of likes, the number of votes, the number of comments sent, etc., and can also be determined based on the anchor's game score (for example, the number of questions answered correctly).

[0061] Exemplarily, the first interaction parameter refers to a data indicator counted by the server for measuring the performance of the anchor account in the current interaction round, such as the points of the anchor account. In an optional implementation method, the anchor account with the highest points is determined as the target anchor account, and the server assigns the right to use virtual interactive props to the target anchor account. The target anchor account uses virtual interactive props to decide whether other anchor accounts are eliminated. In an optional implementation method, the anchor account with the lowest points is determined as the target anchor account, and the server assigns the right to use virtual interactive props to the target anchor account. The target anchor account uses virtual interactive props to decide whether it is eliminated. It can be understood that, with the authorization of the server, the target anchor account can use virtual interactive props for live broadcast interaction.

[0062] Step 206: After the target anchor account determines the virtual interactive props to be used, the interaction results pre-configured by the virtual interactive props used are executed and displayed; the interaction results include ending the interaction event and determining the winner of the interaction event, or starting the next interaction round of the interaction event.

[0063] Optionally, the target livestream account determines the virtual interactive props to be used, including: the server randomly assigning virtual interactive props to the target livestream account. Optionally, the host terminal of the target livestream account selects the virtual interactive props to be used from the virtual interactive props configured for the interactive event in response to the selection operation. Optionally, the server assigns the virtual interactive props corresponding to the current interactive round to the target livestream account according to a pre-set allocation order. This embodiment is not limited to this.

[0064] In an optional implementation, each virtual interactive prop is a reusable prop. In each interaction round, the virtual interactive prop used by the target anchor account is determined from N virtual interactive props.

[0065] In one optional implementation, each virtual interactive item is a one-time consumable item. In the i-th interaction round, the virtual interactive item used by the target streamer account is determined from the remaining (N-i+1) virtual interactive items. i is a positive integer greater than 0 and not greater than N.

[0066] Exemplarily, the anchor end where the target anchor account is located responds to the prop usage operation, uses the corresponding virtual interactive props, and executes the corresponding interactive results.

[0067] It is understood that if the virtual interactive prop used is one of the aforementioned M virtual interactive props, the first interactive result is executed and displayed, the interactive event ends according to the first interactive result, and the winner of the interactive event is determined based on the first interactive parameter of each anchor account in the current interactive round. For example, the anchor account with the highest points or the highest game score in the current interactive round is determined as the winner of the interactive event. If the virtual interactive prop used is a virtual interactive prop other than the M virtual interactive props among the aforementioned N virtual interactive props, the second interactive result is executed and displayed, and the next interactive round of the interactive event is started according to the second interactive result.

[0068] In one optional implementation, if the pre-configured interaction result of the virtual interactive prop used is the first interaction result, the interactive event ends; a target interactive control is displayed on the live broadcast screen of the loser of the interactive event; and in response to a trigger operation on the target interactive control, the server sends a first interactive guidance message to the target viewer account, guiding the target viewer account to allow the loser of the interactive event to re-participate in the interactive event through the first interactive operation. The target viewer account can be any viewer account watching the loser's live broadcast room, or it can be at least one viewer account ranked highest in the loser's live broadcast room (ranked from high to low). The first interactive operation refers to the target viewer account interacting with the host account in real time through page functions to express interest, including but not limited to sending a virtual gift, liking, voting, or sending a comment. In one optional implementation, the first interactive operation is sending a preset virtual gift. After the target viewer account performs the first interactive operation, the server continues the next round of the aforementioned interactive event or restarts a new interactive event. Through this mechanism, the first interactive operation based on the target viewer account influences the interactive outcome of the interactive event, which can enhance user participation and immersion.

[0069] For example, when the target anchor account uses the virtual interactive props, the terminal displays a preset animation and / or a first preset sound effect on the live broadcast page, such as a bullet slot rotation animation and a countdown sound effect. If the first interactive result is executed, the terminal displays a preset special effect screen on the live broadcast page. For example, if there are bullets in the virtual bullet slot, the terminal plays an explosion, smoke special effect animation, or a full-screen shattering animation. If the second interactive result is executed, the terminal plays a second preset sound effect. For example, if there are no bullets in the virtual bullet slot, the terminal plays a "misfire" sound effect. In this way, the use process of virtual interactive props is combined with animation and sound effects, which greatly enhances the audience's sense of immersion, strengthens the emotional impact, and enhances the viewing pleasure of the audience users.

[0070] In an optional implementation, referring to Figure 4 The live interactive method includes the following steps: displaying the live screen and duel progress bar of the two anchor accounts participating in the interactive event in the live screen (for example Figure 4 The progress bar 402 in the figure is shown in the figure. The audience account fills the progress bar by giving gifts, liking, voting or sending comments to each anchor account. The anchor account whose progress bar is filled first is the winner of the current interaction round. The winner of the current interaction round gets a chance to use a virtual interactive prop. In this example, the virtual interactive prop is a virtual bullet slot in a virtual weapon prop (such as a virtual revolver). The winner fires a virtual bullet at the loser. The anchor end where the winner is located responds to the prop use operation and executes the corresponding interaction result. The prop use operation can be for a virtual interactive control (such as a virtual revolver). Figure 4Optionally, in response to the prop use operation, the bullet slot rotation animation is displayed, and finally the interactive result of the virtual interactive prop is displayed. Figure 4 , the virtual bullet slot used has bullets, the interactive event ends, and the winner of the current interactive round is determined as the winner of the interactive event.

[0071] In an optional implementation, referring to Figure 5 The live interactive method includes the following steps: displaying the live screen and duel progress bar of the two anchor accounts participating in the interactive event in the live screen (for example Figure 5 The progress bar 502 in the figure is shown in the figure. The audience account fills the progress bar by giving gifts, liking, voting or sending comments to each anchor account. The anchor account whose progress bar is filled first is the winner of the current interaction round. The winner of the current interaction round gets a chance to use a virtual interactive prop. In this example, the virtual interactive prop is a virtual bullet slot in a virtual weapon prop (such as a virtual revolver). The winner fires a virtual bullet at the loser. The anchor end where the winner is located responds to the prop use operation and executes the corresponding interaction result. The prop use operation can be for virtual interactive controls (such as Figure 5 Optionally, in response to the prop use operation, the bullet slot rotation animation is displayed, and finally the interactive result of the virtual interactive prop is displayed. Figure 5 , the virtual magazine used has no bullets (i.e., an empty gun), and the next interactive round of the interactive event is started.

[0072] It is understandable that in each interactive round, the anchor account with the right to use the virtual interactive props is determined, that is, the anchor account that can use the virtual interactive props in each interactive round is different. Through this mechanism, the audience account's behavior of giving virtual gifts, liking, voting or sending comments is converted into a battle strategy between the anchors, realizing the collaborative game between the audience and the anchor and enhancing the audience's sense of participation.

[0073] In the above-described live interactive method, during a live broadcast between at least two live broadcast accounts, different interactive outcomes are implemented in different interactive rounds based on the usage mechanism of virtual interactive props. This creates suspense in the outcome of the interactive event, enriching the interactive content of the live broadcast and enhancing the viewing pleasure of viewers. This, in turn, increases viewers' willingness to interact, strengthening user stickiness and activity. By coupling the interactive event with the usage mechanism of virtual interactive props and introducing randomness in the interactive outcomes of virtual interactive props, the multiple interactive rounds of the interactive event are constructed into a dynamic decision space, allowing the host and audience to make adjustments and decisions in each interactive round based on the progress of the interactive event and the usage of virtual interactive props. This enables a collaborative game between the audience and the host. Furthermore, the host and audience need to plan the prop usage permissions for multiple interactive rounds and manage the resources of N virtual interactive props. Compared to traditional PK gameplay, this method provides more decision points in the interactive events, which can enhance the strategic and interesting nature of live interactive events.

[0074] Understandably, in live streaming scenarios, live streaming platforms and streamers rely heavily on deep audience engagement and willingness to pay. However, when the supporting party is clearly lagging behind or is already certain to lose in a live PK, the audience's willingness to pay and enthusiasm for participation will decline significantly, as their investment can no longer change the outcome. In the traditional PK model, once the winner is determined, there is a lack of effective incentives for subsequent interaction on the losing side, resulting in the losing side's interactive potential not being fully tapped. Traditional PK gameplay fails to provide a mechanism to effectively rekindle the enthusiasm of the losing audience to participate once the PK outcome is already determined or is about to be determined. Furthermore, if one side has established a significant advantage in traditional PK gameplay, the remaining competitive suspense and confrontation are greatly reduced, resulting in a decrease in audience interest, affecting the platform's user stickiness and content appeal.

[0075] In response to the above technical problems, according to a method of an embodiment of the present invention, the method also includes: displaying a first interactive guidance message after the losing party of the interactive event triggers the target interactive control; the first interactive guidance message is used to guide the target audience account to allow the losing party of the interactive event to re-participate in the interactive event through the first interactive operation; the target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends.

[0076] After the interactive event ends, the target interactive control is displayed on the live broadcast screen of the loser of the interactive event. After the loser of the interactive event triggers the target interactive control, the audience end displays the first interactive guidance information on the live broadcast page. It can be understood that displaying the first interactive guidance information on the live broadcast page directs the audience's attention from the winner to the loser through emotional resonance, transforming the outcome of the interactive event into a new motivation for participation, thereby increasing the depth of user engagement and platform activity.

[0077] The first interactive operation refers to the target audience account interacting with the anchor account in real time through the page function to express interest, including but not limited to sending virtual gifts, liking, voting, or sending comments. For example, the first interactive operation is sending a preset virtual gift.

[0078] The target audience account can be any audience account that is watching the losing party's live broadcast room, or it can be at least one audience account ranked higher in the interaction score ranking (ranked from high to low) in the losing party's live broadcast room. For example, the target audience account is an audience account that is currently accessing the losing party's live broadcast room and is a high-net-worth user in the live broadcast economic model.

[0079] Among them, the display duration of the first interactive guidance information is preset. When the duration of the first interactive guidance information on the live broadcast page reaches the display duration, the display of the first interactive guidance information will end.

[0080] In one optional implementation, during the display of the first interactive guidance information, if the target audience account triggers the first interactive action, the server allows the loser of the interactive event to re-participate in the interactive event. For example, during the display of the first interactive guidance information, if the high-net-worth user gives a preset virtual gift to the loser of the interactive event, the server allows the loser of the interactive event to re-participate in the interactive event.

[0081] In one optional implementation, during the display of the first interactive guidance information, if the first interactive action triggered by the target audience account meets the set requirements, the server allows the loser of the interactive event to re-participate in the interactive event. For example, during the display of the first interactive guidance information, if at least one audience account comments, likes, or sends a gift to the loser of the interactive event, causing the loser's points to exceed a threshold, the server allows the loser of the interactive event to re-participate in the interactive event.

[0082] In an optional implementation, during the display of the first interactive guidance information, if the target audience account does not trigger the first interactive operation, or the first interactive operation triggered by the target audience account does not meet the set requirements, the server determines the winner of the interactive event.

[0083] Optionally, the process of re-participating in the interactive event includes: after the interactive event ends, the server restarts the interactive event and continues to enter the next round of the interactive event.

[0084] Optionally, the process of re-participating in the interactive event includes: the server re-creating a live broadcast session corresponding to the new interactive event based on at least two anchor accounts participating in the interactive event.

[0085] In this embodiment, after an interactive event ends, a mechanism is provided for the losing party to trigger a resurrection guide. This allows the target viewer's interactive actions to directly influence the direction of the live broadcast. For example, the target viewer can offset the damage of virtual bullets by sending a preset virtual gift. This can significantly enhance user engagement and immersion. The resurrection interactive mechanism in this embodiment adds suspense to the outcome of the interactive event, enhancing the viewing experience of viewers and ultimately improving user stickiness on the platform.

[0086] According to a method of an embodiment of the present invention, the target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends and the M virtual interactive props have not been used up.

[0087] Among them, after the interactive event ends, if the server detects that the M virtual interactive props configured for the interactive event have not been used up, the target interactive control will be displayed in the live broadcast screen of the losing party of the interactive event.

[0088] In an optional implementation, after the interactive event ends and M virtual interactive props have been used up, a second interactive guidance message is displayed on the live broadcast page; the second interactive guidance message is used to guide the audience account to reduce the penalty for the losing party of the interactive event through a second interactive operation; in response to the end of the display of the interactive guidance message, when the second interactive parameter of the losing party of the interactive event meets the preset conditions, an interactive prompt message is displayed; the second interactive parameter is determined based on the second interactive operation; the interactive prompt message is used to prompt the winner of the interactive event.

[0089] According to an embodiment of the present invention, the method applied to the host side includes the following steps: after the interactive event ends, displaying a target interactive control on the live broadcast screen; in response to a trigger operation on the target interactive control, sending a first interactive guidance message to a target viewer account; the first interactive guidance message is used to guide the target viewer account to allow the loser of the interactive event to re-participate in the interactive event through a first interactive operation; and in response to the first interactive operation of the target viewer account, re-participating in the interactive event. The explanation of this embodiment can be found in the previous embodiment and will not be repeated here.

[0090] In this embodiment, after the interactive event ends, an interactive mechanism is provided for the losing party to trigger a resurrection guide, allowing the interactive actions of the target viewer account to directly influence the direction of the live broadcast. This can significantly enhance user participation and immersion; it can also enhance the interaction between the host and the target viewer account, increasing user stickiness and activity. The resurrection interactive mechanism of this embodiment provides the losing party with one or more opportunities for a comeback, maintaining the high level of confrontation and uncertainty of the interactive event, and increasing the richness and interest of the live broadcast interactive content.

[0091] According to a method of an embodiment of the present invention, the virtual interactive props used are randomly determined from unused virtual interactive props based on a random algorithm after the target anchor account triggers the virtual interactive control; or, the virtual interactive props used are selected from unused virtual interactive props by the target anchor account, and the unused virtual interactive props are in an interaction result hidden state.

[0092] Among them, after the current interactive round ends, the anchor end where the target anchor account is located displays the virtual interactive control on the live broadcast page. In response to the triggering operation for the triggered virtual interactive control, the server randomly determines the currently used virtual interactive props from the unused virtual interactive props based on a random algorithm. It can be understood that the virtual interactive props in this embodiment are disposable props. Assuming that the current interactive round is the i-th interactive round, the unused virtual interactive props refer to the remaining virtual interactive props among the N virtual interactive props, excluding the virtual interactive props used in the first i-1 interactive rounds. In the i-th interactive round, the virtual interactive props currently used by the target anchor account are determined from the unused (N-i+1) virtual interactive props, where i is a positive integer greater than 0 and not greater than N.

[0093] In an optional implementation, the server randomly assigns the target anchor account the currently used virtual interactive props from the unused virtual interactive props. Alternatively, the server determines the virtual interactive props used in the current interaction round based on a preset random algorithm.

[0094] In an optional implementation, in response to a trigger operation for the trigger virtual interactive control, several selection controls are displayed on the live broadcast page, each of which corresponds to an unused virtual interactive prop; in response to a trigger operation for a target selection control, the virtual interactive prop corresponding to the target selection control is determined as the currently used virtual interactive prop. The unused virtual interactive prop is in an interactive result hidden state. The interactive result hidden state means that the interactive result of the virtual interactive prop is not revealed to the user (anchor or viewer). That is, for the anchor account and the viewer account, the interactive result of each virtual interactive prop is unknown before it is used, which increases the fun of the live broadcast interaction.

[0095] In an optional implementation, the server allocates the virtual interactive props corresponding to the current interaction round to the target anchor account according to a preset allocation order.

[0096] In this embodiment, the interactive event is configured with N one-time consumable virtual interactive props, so that the host account and the audience account need to adjust the game strategy according to the remaining props, realizing the collaborative game between the audience and the host, and enhancing the audience's sense of participation and viewing fun.

[0097] According to a method of one embodiment of the present invention, the live broadcast page includes live broadcast screens of at least three anchor accounts participating in the interactive event; the virtual interactive props used are used for the target anchor account to perform corresponding interactive behaviors with the first anchor account, and the first anchor account is selected and determined by the target anchor account from at least three anchor accounts.

[0098] In this embodiment, the interactive event can be a multi-player live broadcast PK. The target anchor account uses the virtual interactive prop to perform a corresponding interactive behavior with the first anchor account. This interactive behavior is used to represent the target anchor account as the prop user and the first anchor account as the prop recipient. It is understood that this interactive behavior refers to a pre-configured interactive behavior corresponding to the virtual interactive prop. The target anchor account triggers the interactive behavior by consuming the virtual interactive prop, thereby producing a specific interactive effect in the live broadcast screen of the first anchor account.

[0099] For example, the virtual interactive prop is designed as a virtual bullet slot in a virtual weapon prop. The target anchor account interacts with the first anchor account by consuming the virtual interactive prop. If there are bullets in the virtual bullet slot, a full-screen fragmentation animation is generated in the live broadcast screen of the first anchor account, indicating that the first anchor account has suffered damage from the virtual bullet.

[0100] For example, after the anchor terminal where the target anchor account is located determines the virtual interactive props to be used, the selection button corresponding to each anchor account is displayed on the live broadcast page; in response to the trigger operation on the target selection button, the anchor account corresponding to the target selection button is determined as the first anchor account.

[0101] In an optional implementation, during a multiplayer live PK scenario, during each interactive round, the audience displays interactive controls on the live page. Through these controls, the audience can send virtual gifts, like, vote, or send comments to one or more host accounts. In this way, a viewer account can support multiple host accounts simultaneously.

[0102] In this embodiment, the target broadcaster account selects the broadcaster account to interact with, allowing the broadcaster account to adjust the game strategy. In addition, the audience account can select the broadcaster account to interact with through comments or gift suggestions, thereby enhancing the audience's sense of participation and viewing pleasure.

[0103] In an optional implementation, determining the winner of the interactive event includes: determining an anchor account other than the first anchor account among the at least three anchor accounts as the winner of the interactive event.

[0104] Among them, after the target anchor account uses the virtual interactive props to generate the first interactive result, the interactive event ends, the first anchor account is eliminated, and the anchor accounts other than the first anchor account are determined as the winners of the interactive event, and the first anchor account is determined as the loser of the interactive event.

[0105] For example, assuming that the current interactive event is the kth interactive event, where k is a positive integer not less than 1, the server creates a live broadcast session corresponding to the k+1th interactive event based on the winner of the kth interactive event. In the live broadcast session corresponding to the k+1th interactive event, the viewer terminal displays a live broadcast page; the live broadcast page includes the live broadcast image of the winner of the kth interactive event. Optionally, the k+1th interactive event is configured with N virtual interactive props, and the interaction result configured with M of the N virtual interactive props is the first interaction result. Optionally, the first interactive event has T anchor accounts participating, where T is a positive integer not less than 3, and is configured with N virtual interactive props. The interaction result configured with M of the N virtual interactive props is the first interaction result, where M=T-1; accordingly, the k+1th interactive event is configured with P virtual interactive props, and these P virtual interactive props are the remaining unused virtual interactive props from the kth interactive event. And so on, after multiple interactive events, the winning anchor account is determined.

[0106] In an optional implementation, determining the winner of the interactive event includes: determining the anchor account with the highest points or the highest game score in the current interactive round as the winner of the interactive event.

[0107] According to a method of an embodiment of the present invention, the probability that the virtual interactive props used belong to M virtual interactive props is adjusted according to a probability parameter; the probability parameter is determined according to the first interaction parameter of the first anchor account.

[0108] The first interaction parameter refers to a data metric, such as the points of a streamer account, that is collected by the server and used to measure the performance of the streamer account in the current interaction round. It is understood that the server collects the first interaction parameter of each streamer account in the current interaction round and assigns different probability parameters to different streamer accounts based on the values ​​of the first interaction parameter. The higher the points or support rate of the first streamer account, the lower the probability that the virtual interactive item used by the target streamer account is one of the M virtual interactive items. For example, the higher the points or support rate of the first streamer account, the lower the probability that the virtual weapon item currently has bullets in its virtual magazine.

[0109] For example, if the points or support rate of the first anchor account exceeds a set value, the server assigns a probability parameter less than 1 to the first anchor account, thereby lowering the probability that the virtual interactive prop used by the target anchor account is one of the M virtual interactive props. If the points or support rate of the first anchor account does not exceed the set value, the server assigns a probability parameter greater than 1 to the first anchor account, thereby increasing the probability that the virtual interactive prop used by the target anchor account is one of the M virtual interactive props. This embodiment uses a fine-tuning method to adjust the value up or down.

[0110] Exemplarily, the server determines the ranking of the first anchor account based on the results of the current interactive round; based on this ranking, a corresponding probability parameter is assigned to the first anchor account, with the higher the ranking of the first anchor account, the lower the probability parameter. Optionally, the server presets probability parameters corresponding to different rankings and assigns corresponding probability parameters based on the current ranking of the first anchor account. For example, the server presets a probability parameter of 0.9 for a second-ranked account, a probability parameter of 1.1 for a third-ranked account, and a probability parameter of 1.2 for a fourth-ranked account; if the first anchor account is ranked second, the server assigns a probability parameter of 0.9 to the first anchor account.

[0111] Exemplarily, each virtual interactive prop is a one-time consumable prop. In the i-th interaction round, the virtual interactive prop used by the target anchor account is determined from the remaining (N-i+1) virtual interactive props. Assuming that in the first i-1 interaction rounds, the pre-configured interaction results of the virtual interactive props used are not the first interaction result, and the probability parameter of the first anchor account is p, then in the i-th interaction round, the probability of selecting the virtual interactive prop for the first interaction result is: (M*p)÷(N-i+1).

[0112] In this embodiment, the interactive parameters of the anchor account can affect the interactive results of the virtual interactive props, and then affect the outcome of the interactive event, so that the interactive operations of the audience account affect the progress of the interactive event and enhance user participation.

[0113] According to a method of an embodiment of the present invention, the first interaction parameter of each anchor account is determined based on at least one of the comments, likes, and gift-giving operations of the audience account on each anchor account in the current interaction round.

[0114] Among them, the audience account refers to an account for watching live content in a live broadcast scenario, which is distinguished from other types of accounts (such as anchor accounts, administrator accounts, etc.). The audience account in this embodiment refers to an account for watching the live content of any anchor account participating in an interactive event.

[0115] For example, the first interaction parameter of each anchor account refers to the points in the current interaction round. For each anchor account, the server determines the points of the anchor account in the current interaction round based on the number or value of virtual gifts given to the anchor account by each viewer account, the number of likes, the number of comments sent, etc. Optionally, a multi-dimensional weighted sum model is used to integrate the values ​​of multiple types of behaviors (such as gifts, likes, comments) received by the anchor account in the current interaction round to determine the points of the anchor account in the current interaction round.

[0116] In this embodiment, the audience account influences the progress of the interactive event through interactive operations, so that the audience changes from the identity of a bystander to the identity of a decision maker or participant, meeting the audience's demand for deep participation.

[0117] According to a method of an embodiment of the present invention, Figure 6 As shown, the method further includes:

[0118] Step 602: After the interactive event ends, a second interactive guidance message is displayed on the live broadcast page; the second interactive guidance message is used to guide the viewer account to reduce or exempt the penalty for the loser of the interactive event through a second interactive operation.

[0119] After the interactive event ends, the audience will see a second interactive guidance message on the live broadcast page. It is understood that displaying the second interactive guidance message on the live broadcast page can, through emotional resonance, direct the audience's attention from the winner to the loser, transforming the outcome of the interactive event into a new motivation for participation, thereby increasing user engagement and platform activity.

[0120] Secondary interactive actions refer to real-time interactions between a viewer account and the host's account, expressing interest through webpage functionality. These actions include, but are not limited to, sending virtual gifts, liking, voting, or commenting. Secondary interactive actions can be the same as or different from the primary interactive action. For example, the secondary interactive action involves sending a pre-set virtual gift.

[0121] For example, referring to Figure 7 After the interactive event ends, the live page displays a preset animation to enhance the emotional connection. The live page also displays a second interactive guidance message (such as Figure 7 Optionally, the text information 702 is an interactive control, and the audience end responds to the triggering operation on the interactive control to implement a second interactive operation performed by the target audience account on the loser of the interactive event, such as giving a virtual gift, giving a like, etc.

[0122] Step 604, in response to the completion of the interactive guidance information display, when the second interactive parameter of the losing party of the interactive event meets the preset conditions, the interactive prompt information is displayed; the second interactive parameter is determined according to the second interactive operation; the interactive prompt information is used to prompt the winner of the interactive event.

[0123] Among them, the display duration of the second interactive guidance information is preset. When the duration of the second interactive guidance information in the live broadcast page reaches the display duration, the display of the second interactive guidance information will end.

[0124] The second interactive parameter refers to a data indicator counted by the server and used to measure the performance of the losing party of the interactive event during the display of the second interactive guidance information. For example, the second interactive parameter refers to the points of the losing party of the interactive event during the display of the second interactive guidance information. The server determines the number or value of virtual gifts, the number of likes, the number of comments sent, etc. given by each target audience account to the losing party of the interactive event based on the second interactive operation of each target audience account to determine the points of the losing party of the interactive event. Optionally, a multi-dimensional weighted summation model is used to integrate the multiple types of behavioral values ​​(such as gifts, likes, comments) received by the losing party of the interactive event during the display of the second interactive guidance information to obtain the corresponding points. Optionally, the second interactive parameter is used to characterize the situation where the target audience account gives a preset virtual gift. For example, if the target audience account gives a preset virtual gift, the value of the first interactive parameter is the first value. If the target audience account does not give a preset virtual gift, the value of the first interactive parameter is the second value.

[0125] The preset condition refers to a quantifiable penalty exemption condition, such as the score of the second interactive operation exceeding a preset threshold, or the losing party of the interactive event being presented with a preset virtual gift. Exemplarily, in response to the completion of the display of the interactive guidance information, if the score of the second interactive operation exceeds the preset threshold, an interactive prompt message is displayed. Exemplarily, in response to the completion of the display of the interactive guidance information, if the score of the second interactive operation exceeds the preset threshold, an interactive prompt message is displayed. Exemplarily, in response to the completion of the display of the interactive guidance information, if the losing party of the interactive event is presented with a preset virtual gift, an interactive prompt message is displayed.

[0126] In one optional implementation, in response to the completion of the interaction guidance information display, if the second interaction parameter of the losing party of the interaction event does not meet a preset condition, a penalty prompt is displayed; the penalty prompt is used to prompt the losing party of the interaction event to complete the penalty task. For example, the penalty prompt can be a countdown for the penalty phase, prompting the losing party of the interaction event to complete the penalty task within the countdown.

[0127] In an optional implementation, in response to the completion of the interactive guidance information display, the server reduces the difficulty of the penalty task or shortens the duration of the penalty phase if the second interaction parameter of the losing party of the interactive event meets a preset condition.

[0128] Penalty tasks refer to entertaining, challenging, or interesting behaviors or activities required of the losing party in an interactive event. These tasks are designed to enhance the viewing experience of the livestream, stimulate audience interaction, and increase traffic retention. Penalty tasks can be negotiated between the streamer and the audience, or assigned by the server. The duration of the penalty phase refers to the time span from the start of the penalty phase to its completion or termination—that is, the duration of the penalty phase. Similarly, the duration of the penalty phase can be negotiated between the streamer and the audience, or assigned by the server.

[0129] In an optional implementation, the server manages a variety of penalty tasks of different difficulty levels. After the interactive event ends, the server randomly assigns penalty tasks to the loser of the interactive event. The penalty tasks assigned by the server can be displayed on the live broadcast page of the audience and / or the anchor (refer to Figure 7 The server reduces the difficulty of the penalty task based on the points of the loser of the interactive event during the interactive guidance information display process or the gifting of preset virtual gifts. For example, the server determines the level to be reduced based on the points of the loser of the interactive event. The target task difficulty is determined based on the level to be reduced and the currently assigned penalty task. The server then reassigns the penalty task corresponding to the target task difficulty to the loser of the interactive event. The higher the points of the loser of the interactive event, the greater the level to be reduced.

[0130] In one optional implementation, the server shortens the penalty phase based on the points earned by the losing party during the interactive guidance display process or the number of virtual gifts given. For example, the penalty phase is shortened based on the points earned by the losing party.

[0131] In one optional implementation, the server can simultaneously reduce the difficulty of the penalty task and shorten the duration of the penalty phase based on the points earned by the losing party during the interactive guidance information display process or the number of preset virtual gifts given. Alternatively, if the points earned by the losing party during the interactive guidance information display process exceed the preset points, the penalty for the losing party is reduced.

[0132] In this embodiment, after an interactive event concludes, emotional resonance is used to redirect audience attention from the winner to the loser, transforming the outcome of the interactive event into a new motivation for participation. For example, viewers can reduce penalties for the streamer by giving them specific virtual gifts. This significantly enhances user engagement and immersion, building a highly engaging and entertaining livestreaming ecosystem.

[0133] In an optional implementation, after step 202, the method further includes: determining guessing information of a target event in response to a guessing operation; the target event includes at least one of an interaction result of any virtual interactive prop, a duel result of an interactive event, and a duel result of any interactive round; after determining the occurrence result of the target event, displaying the guessing result of the guessing operation based on the guessing information.

[0134] Before the interactive process corresponding to the target event is completed, a guessing control for the target event is displayed on the live broadcast page. The guessing operation can be a triggering operation for the guessing control. The viewer end obtains the viewer's guessing information for the target event based on the guessing control. Optionally, after the host or administrator account enables guessing, the live broadcast page will display at least one guessing control for the target event. Viewers entering the live broadcast room can participate by triggering the guessing button. The guessing information is used to represent the viewer's predicted outcome for the target event. The target event can be the interaction result of any virtual interactive prop. For this target event, the guessing information may include, for example, the viewer's prediction of the interaction result of a certain virtual interactive prop as the first interaction result. The target event can be the result of a duel in the interactive event. For this target event, the guessing information may include, for example, the viewer's prediction that the winner of the interactive event will be host account A. The target event can be the result of a duel in any interactive round. For example, the viewer's prediction of the winner of a certain interactive round may include, for example, the viewer's prediction that host account A will be the winner. For example, the audience can also guess multiple target events at the same time. For example, the audience predicts that the interaction result of a certain virtual interactive prop will be the first interaction result, and the winner of a certain interaction round will be anchor account A.

[0135] Monitor each process of the interactive event. After monitoring the occurrence of the target event, compare the occurrence of the target event with the audience's guessing information to determine the guess result of the guessing operation. The guessing result includes correct guessing or incorrect guessing. The audience end displays the guessing result of the guessing operation.

[0136] In this embodiment, the audience account can participate in the live broadcast activity through the guessing operation, thereby increasing user participation and the activity of watching the live broadcast.

[0137] In an optional implementation, the method further includes: after the interactive event ends, displaying target content in the live broadcast screen of the losing party of the interactive event; the target content includes at least one of the identification information of the winner of the interactive event, the live broadcast screen of the winner of the interactive event, and the live broadcast entrance of the winner of the interactive event.

[0138] It is understandable that within a preset time period (which can be adjusted according to actual needs, such as 1 day or 1 week) after the end of the interactive event, the audience enters the live broadcast room of the loser of the interactive event and displays the live broadcast picture of the loser of the interactive event. The live broadcast picture includes the target content, that is, at least one of the identification information of the winner of the interactive event, the live broadcast picture of the winner of the interactive event, and the live broadcast entrance of the winner of the interactive event.

[0139] By displaying the winner's identification information (e.g., avatar, nickname, live studio ID, etc.), the winner's exposure is increased. By displaying the winner's live broadcast footage or live studio entrance, viewers on the losing side are guided into the winner's live studio, attracting interaction between members on both sides and expanding traffic sharing. A live studio entrance refers to the channel or interface element that guides users into the winner's live studio.

[0140] In this embodiment, after the interactive event ends, the loser of the interactive event needs to complete the penalty task through the visit mechanism. By displaying the winner's related information on the loser's live broadcast screen, it attracts members of both parties to interact and expand traffic sharing.

[0141] In an optional implementation, the method further includes: displaying a ranking list of anchor accounts in response to a ranking list viewing instruction; the ranking list of anchor accounts is obtained by sorting multiple anchor accounts according to the results of multiple interactive events.

[0142] Among them, the live broadcast page on the audience side presents a ranking button, and the user issues a ranking view instruction by triggering the ranking button. The audience side responds to the trigger operation for the ranking button and displays the anchor account ranking. It is understandable that the interactive events between anchors will produce win or loss or points results, and the server forms an anchor account ranking based on the win or loss or points results. Exemplarily, the server can also evaluate the ranking of each anchor account in multiple dimensions based on the win or loss results, points, audience interaction (such as stay time), etc., sort the various anchor accounts participating in the interactive event, and form an anchor account ranking. By displaying the anchor account ranking, more abundant live broadcast information is provided to the audience and anchors.

[0143] According to a method of an embodiment of the present invention, Figure 8As shown, a data interaction method is provided, comprising: S1. A first host and a second host participating in an interactive event each record and upload live video feeds. S2. A server synthesizes live webpage content based on the live video feeds uploaded by the first and second hosts, and distributes the content to a viewer for display. S3. In response to a first interactive operation, the viewer sends interaction data to the server. S4. The server calculates the points of the first host and the second host in the current interactive round in real time based on the first interactive operation of each viewer. S5. Upon detecting the end of the current interactive round, the server determines the host account that has permission to use virtual interactive props. Optionally, the server detects the end of the current interactive round by detecting when the interaction duration of the current interactive round reaches a set duration or when the points of any host reach a set value. Optionally, the server randomly determines a virtual interactive prop to be used for the current interactive round from virtual interactive props pre-configured for the interactive round. S6. Assuming the first host has permission to use the virtual interactive prop, the server distributes the live webpage content, including the virtual interactive controls, to the first host for display. S7. The first host sends interaction data to the server in response to a trigger operation on the virtual interactive control. The server determines the interaction result of the virtual interactive prop, ends the interaction event based on the interaction result, determines the winner of the interaction event, or starts the next interaction round of the interaction event. S8. Assuming that the second host is the loser of the interaction event, after the interaction event ends, the server distributes the live page content including the target interactive control to the second host for display. S9. The second host sends a request to the server in response to a trigger operation on the target interactive control. S10. Based on the request of the second host, the server distributes the live page content including the first interactive guidance information to the audience for display. S11. The audience sends interaction data to the server in response to the first interactive operation. S12. If the server detects that the first interactive operation meets the requirements, it allows the second host to re-participate in the interactive event. The first interactive operation meets the requirements, for example, the points of the first interactive operation exceed a preset threshold, or for example, the loser of the interactive event is given a preset virtual gift. S13. After the interactive event ends, the server distributes the live page content, including the second interactive guidance information, to the viewer for display. S14. In response to the second interactive operation, the viewer sends interaction data to the server. S15. The server calculates the points or the gifting of preset virtual gifts by the losing party in real time and reduces or exempts penalties based on the statistical results. S16. The server distributes the live page content, including the interactive prompt information, to the viewer for display. The interactive prompt information is used to notify the winner of the interactive event.

[0144] It should be understood that, although the various steps in the flowcharts involved in the various embodiments described above are displayed in sequence according to the instructions of the arrows, these steps are not necessarily executed in sequence in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order restriction on the execution of these steps, and these steps can be executed in other orders. Moreover, at least a portion of the steps in the flowcharts involved in the various embodiments described above can include multiple steps or multiple stages, and these steps or stages are not necessarily executed and completed at the same time, but can be executed at different times, and the execution order of these steps or stages is not necessarily to be carried out in sequence, but can be executed in turn or alternately with other steps or at least a portion of steps or stages in other steps.

[0145] Based on the same inventive concept, the embodiments of the present application also provide a live interactive device for implementing the live interactive method involved above. The implementation solution provided by this device is similar to the implementation solution described in the above method. Therefore, the specific limitations of one or more live interactive device embodiments provided below can be referred to the limitations of the live interactive method above, and will not be repeated here.

[0146] According to an embodiment of the present invention, the device Figure 9 As shown, a live interactive device is provided, comprising:

[0147] Display module 902 is used to display a live broadcast page, which includes live broadcast images of at least two anchor accounts participating in the interactive event; wherein, the interactive event is configured with N virtual interactive props, each virtual interactive prop is configured with an interactive result, and the interactive results configured with M virtual interactive props out of the N virtual interactive props are the first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N.

[0148] The interactive module 904 is used to determine the target anchor account in response to the end of the current interactive round of the interactive event based on the first interactive parameter of each anchor account in at least two anchor accounts. The target anchor account is the anchor account that has the right to use the virtual interactive props in the current interactive round.

[0149] Processing module 906 is used to execute and display the pre-configured interaction results of the virtual interactive props used after the target anchor account determines the virtual interactive props used; the interaction results include ending the interaction event and determining the winner of the interaction event, or starting the next interaction round of the interaction event.

[0150] In the live interactive device described above, during the interactive live broadcast between at least two live broadcast accounts, different interactive outcomes are executed in different interactive rounds based on the usage mechanism of virtual interactive props. This adds suspense to the outcome of the interactive event, enriching the interactive content of the live broadcast and enhancing the viewing pleasure of viewers. This, in turn, increases viewers' willingness to interact, enhancing user stickiness and activity. By coupling the interactive events with the usage mechanism of virtual interactive props and introducing randomness in the interactive outcomes of virtual interactive props, the multiple interactive rounds of the interactive event are constructed into a dynamic decision space, allowing the host and audience to make adjustments and decisions in each interactive round based on the progress of the interactive event and the usage of virtual interactive props. This enables collaborative gaming between the audience and the host. Furthermore, the host and audience need to plan the prop usage permissions for multiple interactive rounds and manage the resources of N virtual interactive props. Compared to traditional PK gameplay, the interactive events of this device have more decision points, which can enhance the strategic and interesting nature of live interactive play.

[0151] According to an embodiment of the present invention, the display module 902 is also used to display a first interactive guidance message after the losing party of the interactive event triggers the target interactive control; the first interactive guidance message is used to guide the target audience account to allow the losing party of the interactive event to re-participate in the interactive event through the first interactive operation; the target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends.

[0152] According to an apparatus of an embodiment of the present invention, the target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends and the M virtual interactive props have not been used up.

[0153] According to an embodiment of the present invention, the virtual interactive props used are randomly determined from unused virtual interactive props based on a random algorithm after the target anchor account triggers the virtual interactive control; or

[0154] The virtual interactive props used are selected by the target anchor account from the unused virtual interactive props, and the unused virtual interactive props are in a hidden state in the interaction results.

[0155] According to an embodiment of the present invention, the live broadcast page includes live broadcast screens of at least three anchor accounts participating in the interactive event; the virtual interactive props used are used for the target anchor account to perform corresponding interactive behaviors with the first anchor account, and the first anchor account is selected and determined by the target anchor account from at least three anchor accounts.

[0156] According to an apparatus of one embodiment of the present invention, the probability that the virtual interactive props used belong to M virtual interactive props is adjusted according to a probability parameter; the probability parameter is determined according to the first interaction parameter of the first anchor account.

[0157] According to a device of an embodiment of the present invention, the first interaction parameter of each anchor account is determined based on at least one of the comments, likes, and gift-giving operations of the audience account on each anchor account in the current interaction round.

[0158] According to an embodiment of the present invention, the display module 902 is further configured to display second interactive guidance information on the live broadcast page after the interactive event ends; the second interactive guidance information is configured to guide the viewer account to reduce or exempt a penalty for the losing party of the interactive event through a second interactive operation;

[0159] Processing module 906 is also used to display interactive prompt information in response to the end of the display of the interactive guidance information, when the second interactive parameter of the losing party of the interactive event meets the preset conditions; the second interactive parameter is determined based on the second interactive operation; the interactive prompt information is used to prompt the winner of the interactive event.

[0160] Each module in the live interactive device can be implemented in whole or in part through software, hardware, or a combination thereof. Each module can be embedded in or independent of a processor in a computer device in the form of hardware, or can be stored in a memory in the computer device in the form of software, so that the processor can call and execute the corresponding operations of each module.

[0161] In an exemplary embodiment, a computer device is provided. The computer device may be a server, and its internal structure diagram may be as shown in FIG. Figure 10 As shown. The computer device includes a processor, a memory, an input / output interface (Input / Output, abbreviated as I / O) and a communication interface. The processor, memory and input / output interface are connected through a system bus, and the communication interface is connected to the system bus through the input / output interface. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and computer program in the non-volatile storage medium. The input / output interface of the computer device is used to exchange information between the processor and an external device. The communication interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, a live interactive method is implemented.

[0162] Those skilled in the art will understand that Figure 10The structure shown in the figure is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the computer device to which the solution of the present application is applied. The specific computer device may include more or fewer components than shown in the figure, or combine certain components, or have a different component arrangement.

[0163] In one embodiment, a computer device is further provided, including a memory and a processor. The memory stores a computer program, and the processor implements the steps in the above method embodiments when executing the computer program.

[0164] In one embodiment, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the steps in the above-mentioned method embodiments are implemented.

[0165] In one embodiment, a computer program product is provided, including a computer program, which implements the steps in the above method embodiments when executed by a processor.

[0166] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant regulations.

[0167] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiment methods can be implemented by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, the memory, database or other media mentioned in the embodiments provided in this application can include at least one of non-volatile memory and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM). The database involved in the various embodiments provided herein may include at least one of a relational database and a non-relational database. Non-relational databases may include, but are not limited to, distributed databases based on blockchains. The processor involved in the various embodiments provided herein may be, but are not limited to, a general-purpose processor, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a programmable logic unit (PLC), a data processing logic unit based on quantum computing, an artificial intelligence (AI) processor, and the like.

[0168] The technical features of the above embodiments can be combined arbitrarily. In order to make the description concise, not all possible 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 application.

[0169] The above-described embodiments merely represent several implementation methods of the present application. While the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the present application. It should be noted that a person of ordinary skill in the art may make various modifications and improvements without departing from the spirit of the present application, and these modifications and improvements fall within the scope of protection of the present application. Therefore, the scope of protection of the present application shall be determined by the appended claims.

Claims

1. A live interactive method, characterized in that: The method comprises: Displaying a live broadcast page, the live broadcast page including live broadcast screens of at least two anchor accounts participating in the interactive event; wherein the interactive event is configured with N virtual interactive props, each of the virtual interactive props is configured with an interactive result, the interactive results configured with M virtual interactive props among the N virtual interactive props are first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N; In response to the end of the current interaction round of the interaction event, determining a target anchor account based on the first interaction parameter of each anchor account of the at least two anchor accounts, wherein the target anchor account is an anchor account that has permission to use the virtual interactive prop in the current interaction round; After the target anchor account determines the virtual interactive props to be used, the interaction results pre-configured for the virtual interactive props to be used are executed and displayed; the interaction results include ending the interaction event and determining the winner of the interaction event, or starting the next interaction round of the interaction event.

2. The method according to claim 1, characterized in that The method further comprises: After the losing party of the interactive event triggers the target interactive control, the first interactive guidance information is displayed; the first interactive guidance information is used to guide the target audience account to allow the losing party of the interactive event to re-participate in the interactive event through the first interactive operation; the target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends.

3. The method according to claim 2, characterized in that The target interactive control is a control displayed in the live broadcast screen of the losing party of the interactive event after the interactive event ends and the M virtual interactive props have not been used up.

4. The method according to claim 1, wherein The virtual interactive props used are randomly determined from unused virtual interactive props based on a random algorithm after the target anchor account triggers the virtual interactive control; or, The virtual interactive props used are selected by the target anchor account from unused virtual interactive props, and the unused virtual interactive props are in an interactive result hidden state.

5. The method according to claim 1, wherein The live broadcast page includes the live broadcast screens of at least three anchor accounts participating in the interactive event; the virtual interactive props used are used for the target anchor account to perform corresponding interactive behaviors with the first anchor account, and the first anchor account is selected and determined by the target anchor account from the at least three anchor accounts.

6. The method according to claim 5, characterized in that The probability that the virtual interactive props used belongs to the M virtual interactive props is obtained by adjusting according to a probability parameter; the probability parameter is determined according to the first interaction parameter of the first anchor account.

7. The method according to claim 1, characterized in that The first interaction parameter of each anchor account is determined based on at least one of the comments, likes, and gift-giving operations performed by the audience account on each anchor account in the current interaction round.

8. The method according to any one of claims 1 to 7, characterized in that The method further comprises: After the interactive event ends, a second interactive guidance message is displayed on the live broadcast page; the second interactive guidance message is used to guide the viewer account to reduce or exempt the penalty for the loser of the interactive event through a second interactive operation; In response to the end of display of the second interaction guidance information, interaction prompt information is displayed if the second interaction parameter of the losing party of the interaction event meets the preset conditions; the second interaction parameter is determined based on the second interaction operation; the interaction prompt information is used to prompt the winner of the interaction event.

9. A live interactive device, characterized in that: The device comprises: A display module is configured to display a live broadcast page, the live broadcast page including live broadcast images of at least two anchor accounts participating in the interactive event; wherein the interactive event is configured with N virtual interactive props, each of the virtual interactive props is configured with an interactive result, and the interactive results configured with M virtual interactive props among the N virtual interactive props are first interactive results, and the first interactive result is used to indicate the end of the interactive event; N is a positive integer greater than or equal to 2, and M is a positive integer less than N; an interaction module, configured to, in response to the end of a current interaction round of the interaction event, determine a target anchor account based on the first interaction parameter of each of the at least two anchor accounts, wherein the target anchor account is an anchor account that has permission to use the virtual interactive prop in the current interaction round; The processing module is used to execute and display the pre-configured interaction results of the virtual interactive props used after the target anchor account determines the virtual interactive props to be used; the interaction results include ending the interaction event and determining the winner of the interaction event, or starting the next interaction round of the interaction event.

10. A computer device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 8 are implemented.

11. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.

12. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.

Citation Information

Patent Citations

  • Live broadcast interaction method, device and system, electronic equipment and storage medium

    CN110944235A