Live broadcast interaction method, device and equipment, computer readable storage medium and computer program product
By displaying virtual pets on the live streaming interface and triggering skill effects in response to interactive commands, the problem of the independence between live streaming and games is solved, achieving efficient cross-scene linkage and improved resource utilization, and enhancing the user's immersive interactive experience.
Patent Information
- Application Number
- CN202510941278.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-08
- Publication Date
- 2025-11-04
AI Technical Summary
The live streaming and the game are independent of each other, making it difficult for users to perceive the value of in-game assets in the live streaming scenario. Interactive operations cannot trigger virtual pets to release skill effects and jump to the game interface, forming information silos, resulting in low user traffic conversion efficiency and a lack of immersive interactive experience.
The live stream interface displays the target's virtual pet, which responds to interactive commands to trigger skill effects and jump to the virtual scene interface. Through the interaction of the virtual pet, cross-scene interaction between the live stream and the game is achieved, enhancing visual appeal and user engagement, and realizing two-way data synchronization.
It enables real-time linkage between live streaming and games, forming a closed-loop path, improving user traffic efficiency and resource utilization, and enhancing the immersive interactive experience.
Smart Images

Figure CN120897070A_ABST
Abstract
Description
Technical Field
[0001] This application relates to computer technology, and more particularly to a live interactive method, apparatus, device, computer-readable storage medium, and computer program product. Background Technology
[0002] In related technologies, live streaming and gaming are independent of each other, resulting in users watching live streams not playing games and vice versa. One-way traffic redirection methods have low conversion rates, users lack the motivation to interact across scenarios, and user permissions in the live stream room and game achievements cannot form a closed-loop experience, making it difficult to achieve efficient user traffic redirection and enhanced interaction between live streaming and gaming. Summary of the Invention
[0003] This application provides a live interactive method, apparatus, device, computer-readable storage medium, and computer program product, which can achieve efficient linkage of cross-scene interaction and improve resource utilization.
[0004] The technical solution of this application embodiment is implemented as follows:
[0005] This application provides a live interactive method, the method comprising:
[0006] Display a live streaming interface for the streamer to broadcast live, and display the target's virtual pet in a virtual scene within the live streaming interface;
[0007] In response to an interaction command for the broadcaster, execute the interaction operation indicated by the interaction command;
[0008] In response to the first interactive operation, the virtual pet is controlled to release skill effects, which are used to jump to the interface of the virtual scene when the trigger operation is received.
[0009] This application provides a live interactive device, the device comprising:
[0010] The first display module is used to display a live streaming interface for the broadcaster to conduct live streaming, and to display the virtual pet of the target object in a virtual scene in the live streaming interface;
[0011] An interaction module is used to respond to an interaction command for the broadcaster and execute the interaction operation indicated by the interaction command.
[0012] The first control module is used to respond to the interactive operation as a first interactive operation and control the virtual pet to release skill effects. The skill effects are used to jump to the interface of the virtual scene when a trigger operation is received.
[0013] In the above scheme, the virtual pet includes a first virtual pet, and the live streaming interactive device further includes: a display module, used to display the process of the virtual object and the first virtual pet entering the live streaming room in response to the target object entering the live streaming room of the anchor object before the virtual pet of the target object in the virtual scene is displayed in the live streaming interface; wherein, the virtual object is the object controlled by the target object in the virtual scene.
[0014] In the above scheme, the display module is further used to display the process of the virtual object and the first virtual pet entering the live broadcast room when the target object has the entry action permission; the live broadcast interaction device further includes: a third display module, used to display purchase prompt information when the target object does not have the entry action permission, the purchase prompt information being used to prompt the purchase of the entry action permission.
[0015] In the above scheme, the live broadcast interface includes a bullet screen area for displaying bullet screen information. The display module is also used to display the process of the virtual object riding the first virtual pet into the live broadcast room through an entrance effect in the bullet screen area. The live broadcast interaction device also includes: a fourth display module, used to display the entrance bullet screen corresponding to the target object in the bullet screen area. The entrance bullet screen is used to indicate that the target object is carrying the first virtual pet when entering the live broadcast room of the anchor.
[0016] In the above scheme, the live streaming interactive device further includes: a fifth display module, used to display the entrance to the virtual scene and the operation instruction information corresponding to the entrance in the bullet screen area; wherein, the operation instruction information is used to indicate entering the virtual scene based on the entrance; the entrance to the virtual scene is used to jump from the live streaming interface to the interface of the virtual scene.
[0017] In the above scheme, the virtual pet is displayed in the pet rest area of the live broadcast interface. The pet rest area includes a first number of pet positions, each pet position is used to hold one virtual pet of the target object; the number of virtual pets is a second number, the second number is less than or equal to the first number, and the first display module is also used to display each virtual pet in each pet position in the pet rest area.
[0018] In the above scheme, the live interactive device further includes: a setting module, used to display a pet setting interface before displaying each virtual pet at each pet position in the pet resting area, the pet setting interface including a carrying control and at least one virtual pet of the target object in the virtual scene, the pet setting interface being used to set the virtual pet displayed in the pet resting area; in response to a trigger operation on the carrying control, controlling the at least one virtual pet to be in an selectable state; and in response to a selection instruction for a second virtual pet among the virtual pets, setting the second virtual pet as the virtual pet displayed in the pet resting area.
[0019] In the above scheme, the live streaming interactive device further includes: a fifth display module, used to display at least one first task in the live streaming interface, the first task being used to increase the number of pet positions in the pet resting area; and controlling the increase of the number of pet positions in the pet resting area in response to the target object completing at least one first task.
[0020] In the above scheme, the number of virtual pets is at least one, different virtual pets are associated with different first interactive operations, and different virtual pets correspond to different skill effects; the first control module is also used to control the virtual pet associated with the first interactive operation to release skill effects in response to the interactive operation being the first interactive operation.
[0021] In the above scheme, the first control module is further configured to respond to the interaction operation being a first interaction operation and the first interaction operation being executed multiple times consecutively, control the virtual pet to release skill effects, and control the effect of the skill effects to gradually increase during the continuous execution of the first interaction operation.
[0022] In the above scheme, the live streaming interactive device further includes: a second control module, used to control the virtual pet to perform a target action in the live streaming interface in response to the interactive operation being a second interactive operation, wherein different virtual pets correspond to different target actions.
[0023] In the above scheme, the live streaming interactive device further includes: a third control module, used to display at least one second task in the live streaming interface; in response to the target object completing at least one second task, controlling the target object to obtain a first virtual resource, the first virtual resource being used to upgrade the level of the virtual pet in the virtual scene.
[0024] In the above scheme, the live interactive device further includes: a fourth control module, which is used to control the target object to release the visually enhanced skill effects if the virtual pet's level is increased based on the first virtual resource after the target object obtains the first virtual resource.
[0025] In the above scheme, the target object and the streamer object have an intimacy level. The live streaming interaction device further includes: a fifth control module, which is used to control the target object to obtain virtual props when the intimacy level between the target object and the streamer object reaches a level threshold and when the streamer object has an association with the virtual scene. The virtual props are used to improve the attribute value of the virtual pet in the virtual scene.
[0026] In the above scheme, the live streaming interactive device further includes: a first playback module, used to play an exit effect after the virtual pet releases skill effects, in response to the target object leaving the live streaming room of the streamer object, the exit effect being used to display the process of the virtual object and the third virtual pet leaving the live streaming room; wherein, the virtual object is the object controlled by the target object in the virtual scene.
[0027] In the above scheme, the live interactive device further includes: a second playback module, used to play sound effects corresponding to the skill effects during the process of the virtual pet releasing skill effects.
[0028] In the above scheme, the live streaming interactive device further includes: a sixth display module, used to display the sent bullet screen in the live streaming interface in response to the bullet screen sending command, wherein the bullet screen carries resource adjustment controls; wherein the bullet screen is used to request other objects in the live streaming room of the streamer to trigger the resource adjustment controls, and the resource adjustment controls are used to reduce the virtual resources required to purchase virtual gift packs in the virtual scene.
[0029] In the above scheme, the live streaming interactive device further includes: a seventh display module, used to display a virtual scene gift pack purchase interface before displaying the sent bullet comments on the live streaming interface, the gift pack purchase interface being used to purchase the virtual gift pack; displaying resource adjustment prompt information and a confirmation control corresponding to the resource adjustment function on the gift pack purchase interface; wherein, the resource adjustment prompt information is used to prompt the target object that, within a target duration, sending bullet comments on the live streaming interface can carry the resource adjustment control; and in response to the triggering operation of the confirmation control, enabling the resource adjustment function; the sixth display module is also used to display the sent bullet comments on the live streaming interface in response to the bullet comment sending command, and when the interval between the triggering time of the bullet comment sending command and the enabling time of the resource adjustment function is less than or equal to the target duration, controlling the bullet comments to carry the resource adjustment control.
[0030] In the above scheme, the gift pack purchase interface includes a first resource quantity of virtual resources required to purchase the virtual gift pack. The live streaming interactive device further includes: an eighth display module, used to display the gift pack purchase interface of the virtual scene after the sent bullet comments are displayed in the live streaming interface; in response to the existence of other objects triggering the resource adjustment control, the first resource quantity displayed in the gift pack purchase interface is updated to a second resource quantity; wherein, the second resource quantity is less than the first resource quantity, and the difference between the first resource quantity and the second resource quantity is positively correlated with the number of other objects that trigger the resource adjustment control.
[0031] This application provides a live interactive device, the device comprising:
[0032] The second display module is used to display the live streaming interface for the broadcaster to conduct live streaming;
[0033] The release module is used to display the skill effects released by the virtual pet of the target object in the virtual scene in response to the target object performing an interactive operation on the streamer object;
[0034] The jump module is used to jump from the live broadcast interface to the virtual scene interface in response to the trigger operation of the skill effect.
[0035] In the above scheme, the jump module is further configured to display the jump control of the virtual scene in response to the trigger operation of the skill effect; and to jump from the live broadcast interface to the interface of the virtual scene in response to the trigger operation of the jump control.
[0036] In the above scheme, the live streaming interactive device further includes: a ninth display module, used to display the entrance of the virtual scene in the live streaming interface, and in response to a trigger operation on the entrance of the virtual scene, jump from the live streaming interface to the interface of the virtual scene.
[0037] This application provides an electronic device, including:
[0038] Memory is used to store executable instructions or computer programs.
[0039] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the live interactive method provided in the embodiments of this application.
[0040] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the live interactive method provided in this application.
[0041] This application provides a computer program product, including computer-executable instructions or a computer program, which, when executed by a processor, implements the live interactive method provided in this application.
[0042] The embodiments of this application have the following beneficial effects:
[0043] This application achieves real-time linkage between the live stream and the game's virtual scene by displaying the target object's virtual pet on the live stream interface and triggering skill effects in response to interactive commands, thereby triggering scene jumps. This breaks down the data barriers of traditional independent modules. At the same time, the special effect jump function forms a closed-loop path from watching the live stream to entering the game, which not only enhances the visual appeal and user participation of the live stream scene, but also improves the efficiency of user traffic from the live stream to the game through cross-scene data interoperability. Furthermore, it enables bidirectional synchronization of live stream data and game data through the linkage between interactive behavior and virtual pets, thereby achieving efficient linkage of cross-scene interaction, improving resource utilization, and enhancing the immersive interactive experience of users between the live stream and the game. Attached Figure Description
[0044] Figure 1 This is a schematic diagram of the structure of the live interactive system provided in the embodiments of this application;
[0045] Figure 2A This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Figure 1 ;
[0046] Figure 2B This is a second schematic diagram of the structure of the electronic device provided in the embodiments of this application;
[0047] Figure 3 This is a first flowchart illustrating the live interactive method provided in this application embodiment;
[0048] Figure 4 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 1 ;
[0049] Figure 5 This is a second schematic diagram of live interactive streaming provided in the embodiments of this application;
[0050] Figure 6 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 3 ;
[0051] Figure 7 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 4 ;
[0052] Figure 8 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 5 ;
[0053] Figure 9 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 6 ;
[0054] Figure 10 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 7 ;
[0055] Figure 11 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 8 ;
[0056] Figure 12 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 9 ;
[0057] Figure 13 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 ;
[0058] Figure 14 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 one;
[0059] Figure 15 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 two;
[0060] Figure 16 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 three;
[0061] Figure 17 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 Four;
[0062] Figure 18 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 five;
[0063] Figure 19 This is a second flowchart illustrating the live interactive method provided in the embodiments of this application;
[0064] Figure 20 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 six;
[0065] Figure 21 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 seven;
[0066] Figure 22 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 eight;
[0067] Figure 23 This is a third flowchart illustrating the live interactive method provided in the embodiments of this application;
[0068] Figure 24 This is a schematic diagram of the fourth process of the live interactive method provided in the embodiments of this application. Detailed Implementation
[0069] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0070] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0071] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0072] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0073] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.
[0074] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0075] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0076] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0077] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.
[0078] 3) Virtual pets refer to virtual creatures or non-creatures possessed by virtual objects. Virtual pets are designed for virtual objects and can enrich the content displayed in virtual scenes. Virtual objects are objects in a virtual scene controlled by the player, and can be one or more player characters or non-player characters. The relationship between virtual pets and virtual objects is explained below. Virtual pets possess dependence, interactivity, functionality, and growth potential.
[0079] Dependency refers to the fact that virtual pets can depend on virtual objects, meaning there is a connection between the virtual pet and the virtual object, and they are mutually bound. Interactivity means that players can control the virtual object to interact with the virtual pet; for example, players can control the virtual object to feed, train, or command the virtual pet.
[0080] Functionality refers to the corresponding functions that virtual pets possess. These functions can include assisting virtual objects in interacting with other virtual objects in a virtual scene (i.e., combat), assisting virtual objects in interacting with other virtual pets in a virtual scene (i.e., combat), assisting virtual objects in finding items in a virtual scene, and assisting virtual objects in moving within a virtual scene. In other words, virtual pets can serve as virtual vehicles for virtual objects. Growth potential refers to the ability to improve the attributes, skills, and level of virtual pets through feeding, training, and combat.
[0081] 4) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.
[0082] 5) Virtual objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.
[0083] For example, the virtual object can be a user character controlled through client operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.
[0084] During the research process, the inventors discovered the following technical problems in the relevant technology:
[0085] In related technologies, live streaming and gaming are independent of each other, with significant data barriers and interaction gaps: on the one hand, virtual pets in the game cannot be displayed in real time on the live streaming interface, making it difficult for users to perceive the value of in-game assets in the live streaming scenario; on the other hand, user interaction commands to the streamer can only remain within the live streaming scenario, unable to interact with the virtual pets in the game, let alone trigger the virtual pets to release skill effects and jump to the game interface through interactive operations. This creates information silos between live streaming viewing and game experience, making it impossible to motivate users to enter the game scenario through live streaming interaction, and also making it difficult to transform in-game elements into interactive highlights of the live streaming scenario. This results in low efficiency of cross-scenario user traffic acquisition, and users severely lack an immersive interactive experience between the two scenarios.
[0086] Based on this, embodiments of this application provide a live interactive method, apparatus, device, computer-readable storage medium, and computer program product, which can achieve efficient linkage of cross-scene interaction and improve resource utilization.
[0087] The following describes the application scenarios of the live interactive method provided in the embodiments of this application. The embodiments of this application provide a live interactive method, device, equipment, computer-readable storage medium, and computer program product, which can be applied to various scenarios. Examples are given below.
[0088] In some embodiments, the above-described live streaming interaction method can be applied to fan group operation scenarios in game live streaming, such as fan interaction between streamers and fans in massively multiplayer online role-playing games (MMORPGs). In MMORPG live streaming, fan group members may want to showcase their in-game achievements, but traditional live streaming cannot synchronize in-game virtual pets to the live streaming interface, resulting in a single form of interaction and difficulties in cross-scene traffic redirection. By fetching and rendering the virtual pet data of fan group members in real time on the live streaming interface (displaying the live streaming interface for the streamer to broadcast, and displaying the virtual pet of the target in the virtual scene on the live streaming interface), when a fan sends an interactive command such as "cheering bullet screen" (responding to the interactive command for the streamer), it is recognized as the first interactive operation and triggers the virtual pet to release exclusive cheering effects (such as glowing wings, group emblem animation) (responding to the interactive operation being the first interactive operation, controlling the virtual pet to release skill effects). Clicking on the effect can jump to the fan group's exclusive dungeon interface in the game (the skill effect is used to jump to the virtual scene interface when the trigger operation is received). In this way, the sense of identity among fan club members is enhanced, and the special effects jumps create a closed loop between live streaming interaction and game participation, thereby increasing fan club activity and in-game retention.
[0089] In some embodiments, the above-described live-streaming interaction method can be applied to gamified marketing scenarios in e-commerce live-streaming, such as promotional activities for mobile game merchandise. In mobile game merchandise e-commerce live-streaming, user interest in products lacks engaging interactive elements, and traditional pop-up ads have low click-through rates. By displaying virtual pets as product-related images on the live-streaming interface (displaying the live-streaming interface for the host and showing the target user's virtual pet in a virtual scene), when a user executes interactive commands such as sharing the live-streaming room or liking products (responding to interactive commands for the host), it is determined as the first interactive operation, and the virtual pet is controlled to release skill effects such as gift box explosions and discount rain (responding to the first interactive operation, the virtual pet is controlled to release skill effects). Clicking the effect directly redirects to the in-game product redemption interface or the e-commerce platform purchase page (skill effects are used to redirect to the virtual scene interface upon receiving a trigger operation). This method transforms shopping interaction into a gamified experience, leveraging the attractive effects of virtual pets to increase user engagement, while shortening the path from live-streaming interaction to product conversion through redirection functionality, thus improving the transaction efficiency of e-commerce live-streaming.
[0090] In some embodiments, the above-described live interactive method can be applied to learning incentive scenarios in educational live streaming, such as gamified programming teaching live streaming. In programming teaching live streaming, students' learning progress lacks visual interactive feedback, and traditional task completion prompts are insufficient to motivate continued participation. By displaying a virtual pet (such as a mechanical programming beast) associated with the student's programming task progress on the live streaming interface (displaying the live streaming interface for the host to conduct the live stream, and showing the virtual pet of the target object in the virtual scene on the live streaming interface), when the student submits code ideas or completes interactive instructions such as phase tests in the live streaming room (responding to interactive instructions for the host object), it is recognized as the first interactive operation and triggers the virtual pet to release skill effects (such as code gear animation, program logic light effects) (responding to the interactive operation being the first interactive operation, controlling the virtual pet to release skill effects). Clicking the effect can jump to the next level interface of the programming game (skill effects are used to jump to the virtual scene interface when a trigger operation is received). In this way, the learning results are visualized as the growth feedback of the virtual pet. Through the linkage between live interaction and the virtual scene, the student's sense of achievement and scene immersion are enhanced, promoting knowledge absorption and continuous completion of learning tasks.
[0091] It should be noted that, in addition to the above-mentioned application scenarios, the live interactive method provided in this application can also be widely applied to other scenarios to meet the diverse needs of different user groups, and this application does not impose any restrictions.
[0092] See Figure 1 , Figure 1 This is a schematic diagram of the structure of the live interactive system provided in the embodiments of this application. Figure 1The live interactive system 100 shown supports a live interactive application. Terminals 400-1 and 400-2 are connected to server 200 via network 300. Network 300 can be a wide area network, a local area network, or a combination of both.
[0093] Terminal 400-1 is used to display the live streaming interface for the host to conduct live streaming, and displays the virtual pet of the target object in the virtual scene in the live streaming interface. In response to the interaction command for the host, it executes the interaction operation indicated by the interaction command. In response to the interaction operation as the first interaction operation, it controls the virtual pet to release skill effects. The skill effects are used to jump to the interface of the virtual scene when a trigger operation is received.
[0094] Terminal 400-2 is used to display the live streaming interface for the host to broadcast live. In response to the target object performing an interactive operation on the host, it displays the skill effects released by the virtual pet of the target object in the virtual scene. In response to the triggering operation of the skill effects, it jumps from the live streaming interface to the virtual scene interface.
[0095] In some embodiments, server 200 may be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms. Terminals 400-1 and 400-2 may be smartphones, tablets, laptops, desktop computers, set-top boxes, smart voice interaction devices, smart home appliances, virtual reality devices, vehicle terminals, aircraft, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices, smart speakers, and smartwatches, but are not limited to these. Terminals and servers can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.
[0096] The electronic device implementing the live interactive method provided in the embodiments of this application will now be described. See also Figures 2A-2B , Figure 2A This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Figure 1 , Figure 2B This is a second schematic diagram of the structure of the electronic device provided in the embodiments of this application. In practical applications, the electronic device can be implemented as various types of terminals such as laptops, tablets, desktop computers, smartphones, smart speakers, smartwatches, smart TVs, and vehicle terminals. It can also be implemented as a server or as a device cluster composed of servers and terminals. Figures 2A-2BThe illustrated electronic device includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components of the electronic device are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figures 2A-2B The general labeled all buses as Bus System 540.
[0097] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0098] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0099] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.
[0100] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.
[0101] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0102] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, for implementing various basic business functions and handling hardware-based tasks.
[0103] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, WiFi, and Universal Serial Bus (USB).
[0104] Presentation module 553 enables the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with user interface 530.
[0105] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and to translate the detected inputs or interactions.
[0106] In some embodiments, the payment device provided in this application can be implemented in software. Figure 2A A live interactive device 555 stored in memory 550 is shown. This device can be software in the form of programs and plug-ins, and includes the following software modules: a first display module 5551, an interactive module 5552, and a first control module 5553. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.
[0107] In some embodiments, the payment device provided in this application can be implemented in software. Figure 2B A live interactive device 556 stored in memory 550 is shown. This device can be software in the form of programs and plug-ins, and includes the following software modules: a second display module 5561, a release module 5562, and a jump module 5563. These modules are logically linked and can therefore be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.
[0108] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the live interactive apparatus provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the live interactive method provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.
[0109] In some embodiments, the terminal or server can implement the live interactive method provided in this application by running a computer program. For example, the computer program can be a native program or software module in an operating system; it can be a native application (APP), i.e., a local client, i.e., a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it can also be a mini-program, i.e., a program that only needs to be downloaded into a browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module, or plugin.
[0110] The following will describe the live interactive method provided by the embodiments of this application, based on the electronic device and system provided in the embodiments of this application.
[0111] See Figure 3 , Figure 3 This is a schematic diagram of the first process of the live interactive method provided in this application embodiment. In practical applications, this method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses the terminal implementation and will be combined with... Figure 3 The steps shown illustrate the live interactive method provided in the embodiments of this application.
[0112] In step 101, a live streaming interface is displayed for the streamer to broadcast live, and the virtual pet of the target object in the virtual scene is displayed in the live streaming interface.
[0113] Here, the live streaming interface is a digital operation platform for the streamer to output content in real time and interact with users (target audience). It integrates basic functional modules such as video playback area, bullet screen area, pet rest area, and gift giving area. The live streaming interface is used to render and display the virtual pet of the target audience. At the same time, it captures the user's interactive commands to the streamer through an event detection mechanism, such as sending bullet screens and giving gifts. When the preset first interactive operation is detected, the virtual pet releases skill effects.
[0114] Virtual pets are virtual creatures or non-creatures owned by the target object in a virtual scene, such as pets or mounts. Virtual pets can interact with virtual objects to display entrance and exit effects. Entry permissions can be obtained through purchases or quests. Virtual objects are the characters controlled by the target object in the virtual scene. Virtual pets are displayed in the pet resting area of the live stream interface. Different virtual pets can be associated with different interactive operations and release differentiated skill effects, which enhance with continuous execution of interactive operations.
[0115] It should be noted that virtual scenes and live streaming can be two functional modules integrated within a single application, or they can exist as two independent applications. Specifically, virtual scenes and live streaming can be two functional modules integrated within a single application, namely a live streaming functional module and a virtual scene functional module, so that the virtual scene, as a built-in functional module, forms an interactive closed loop with the live streaming interface; virtual scenes and live streaming can also exist as two independent applications, and the functions of the two independent applications can be linked through identity authentication interfaces, data interoperability protocols, and cross-application jump technology. The entry point of the virtual scene is set in the live streaming application. When the user (object) triggers it, the independent virtual scene application (interface) is automatically launched, making the live streaming interface the interactive entry point to enter the virtual scene.
[0116] In some embodiments, the virtual pet includes a first virtual pet. Before the virtual pet of the target object in the virtual scene is displayed in the live broadcast interface, in response to the target object entering the live broadcast room of the anchor object, the process of the virtual object and the first virtual pet entering the live broadcast room is displayed, wherein the virtual object is an object controlled by the target object in the virtual scene.
[0117] Here, when a target enters the streamer's live broadcast room, a linkage display mechanism between the virtual scene and the live broadcast scene is triggered. First, the virtual object and its specific virtual pet (the first virtual pet) belonging to the target in the virtual scene are identified. Then, the process of the two entering the live broadcast room together is dynamically presented on the live broadcast interface through animation, special effects, and other means. This process requires pre-linking user data in the virtual scene, such as the pet's status and entry action permissions. If the target has entry action permissions, personalized entry effects are fully displayed; otherwise, a prompt message is displayed to indicate how to obtain entry action permissions. This achieves a visual migration of the virtual character and pet image from the virtual scene to the live broadcast scene, enhancing the sense of ritual and interactive experience for the target entering the live broadcast room.
[0118] The first virtual pet is the core digital pet image owned by the target user in the virtual scene. It has a unique entrance effect mechanism and can trigger dynamic display effects when entering the live broadcast room in a linked manner with the virtual object. The process of the virtual object and the first virtual pet entering the live broadcast room can be that the first virtual pet and the virtual object complete actions in coordination when entering the live broadcast room, such as the first virtual pet running in after the virtual object, the virtual object riding the first virtual pet in, or the virtual pet jumping in after the virtual object. The virtual object is a digital character or entity controlled by the target user in the virtual scene. As a mapping of the user's (target user's) identity in the virtual scene, it forms scene linkage and visual interaction with the virtual pet (first virtual pet). When the target user enters the streamer's live broadcast room, the collaborative display mechanism between the virtual object and its owned first virtual pet is triggered. By pulling user data from the virtual scene in real time, the process of the two entering the live broadcast room is dynamically presented on the live broadcast interface in the form of animation, special effects, etc.
[0119] It should be noted that the process of the virtual object and the first virtual pet entering the live stream can be presented in a differentiated manner through multiple areas of the live stream interface, including the video playback area, the bullet screen area, and the edge of the live stream interface. Specifically, the coordinated actions of the two can be displayed in the video playback area using animated overlays or dynamic stickers; in the bullet screen area, interactive visuals can be enhanced through overlay effects or dynamic icons, or the entry trajectory can be reinforced with marquee-style animations and particle effects at the edge of the live stream interface, forming a multi-dimensional scene linkage display.
[0120] As an example, see Figure 4 , Figure 4 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 1 In response to the target object entering the live broadcast room of the anchor object, the process of virtual object 401 and the first virtual pet 402 entering the live broadcast room is displayed in the barrage area through a floating effect.
[0121] Thus, by showcasing the coordinated entry of the virtual object and the first virtual pet when the target user enters the live stream, the visual interaction between the virtual and live stream scenes enhances user identification and engagement. This not only utilizes the personalized combination of the virtual object and pet to create a unique identifier for the user within the live stream, reinforcing their role mapping and sense of belonging in the virtual space, but also creates a ritualistic interactive experience through dynamic entry animations, increasing the fun and anticipation of entering the live stream. Simultaneously, it lays the visual and data foundation for subsequent functions such as the virtual pet releasing skill effects and triggering scene transitions, forming a closed-loop experience of virtual character display, live stream interaction, and scene linkage, effectively improving user immersion and operational consistency across both scenarios.
[0122] In some embodiments, the process of displaying the virtual object and the first virtual pet entering the live stream can be implemented as follows: when the target object has entry permission, the process of the virtual object and the first virtual pet entering the live stream is displayed. Conversely, when the target object does not have entry permission, a purchase prompt message is displayed to prompt the user to purchase entry permission.
[0123] Here, when a target enters the streamer's live broadcast room, it will first verify whether the target has the permission to enter. If the target has the permission, the virtual object and the first virtual pet will be dynamically displayed in the live broadcast interface through animation, special effects and other forms to enhance the sense of ceremony and visual experience of entering the live broadcast room. If the target does not have the permission, a purchase prompt will be displayed in the corresponding area of the live broadcast interface, such as the bullet screen area or the corner of the video playback area. This prompt is used to guide users to obtain the permission to enter by paying or completing a specified task. This achieves differentiated display under permission control and promotes user interaction and virtual product conversion through functional guidance.
[0124] The "entry action" is triggered when the target object enters the streamer's live broadcast room, after the virtual object and the first virtual pet have passed permission verification. This process involves the virtual object and the first virtual pet entering the live broadcast room. Entry action permission is a functional permission that allows the target object to trigger the dynamic display process of the virtual object and the first virtual pet entering the live broadcast room in conjunction. It can be obtained through purchase, task unlocking, etc., and is the core control condition for realizing the interactive display between the virtual scene and the live broadcast scene. As a pre-verification parameter, when the target object enters the live broadcast room, it is first verified whether the target object has entry action permission. If the target object has entry action permission, the associated data of the virtual pet and virtual object stored in the virtual scene is called, and the collaborative entry animation of the two is rendered on the live broadcast interface. It also supports differentiated display effects based on the user's development status in the virtual scene, such as pet level and character appearance. If the target object does not have entry action permission, a purchase prompt is displayed on the live broadcast interface, such as in the bullet screen overlay or the corner of the video playback area, guiding the user to obtain permission through payment or completing specific tasks, thereby unlocking the complete entry interaction function. Purchase prompts are used to guide users to obtain access permissions through purchases or task completion via visual prompts. Purchase prompts can be presented in any area of the live stream interface in the form of pop-ups, floating buttons, or dynamic text labels. The content of the purchase prompts can include permission status information, instructions on how to obtain permissions, and operation guidance buttons. They guide users to complete the permission acquisition operation with intuitive visual prompts, realizing an interactive loop and commercial conversion guidance in the absence of permissions.
[0125] As an example, assuming the target object does not have access permission for the entry action, see [link to example]. Figure 5 , Figure 5 This is a second illustration of live interaction provided in the embodiment of this application. When the target object does not have the permission to enter, a purchase prompt message 501 is displayed in the barrage as a pop-up window. The purchase prompt message 501 is "You have not yet unlocked the entry effect. You can obtain it by purchasing!"
[0126] Thus, by verifying entry permissions and displaying differentiated entry processes when target users enter the live stream, the system enhances the layered user experience through dynamic interaction and constructs a closed loop for functional guidance and commercial conversion. For users with permissions, the collaborative animation of virtual objects and the first virtual pet strengthens their role mapping in the virtual scene, enhancing the sense of ritual and personalized identification upon entering the live stream and increasing users' sense of accomplishment in using virtual assets. For users without permissions, real-time triggered purchase prompts clearly inform them of their lack of permissions while guiding them to acquire permissions through payment or tasks via a contextualized entry point. This deeply binds the permission system with the virtual goods consumption scenario, promoting user activity and commercial conversion. This design, through the linkage of technical permission verification and interface feedback, not only enables users with permissions to enjoy an exclusive visual experience and users without permissions to receive clear operational guidance, but also lays the foundation for permission management for the functional integration of virtual and live stream scenarios, effectively improving user stickiness and platform commercial value.
[0127] In some embodiments, the live streaming interface includes a bullet screen area for displaying bullet screen information. This can be implemented by showing the process of a virtual object and a first virtual pet entering the live streaming room. In the bullet screen area, an entrance effect is used to show the virtual object riding the first virtual pet into the live streaming room. Correspondingly, the bullet screen area displays the entrance bullet screen corresponding to the target object, which indicates that the target object entered the streamer's live streaming room with the first virtual pet.
[0128] Here, the bullet screen area is the area on the live stream interface that displays real-time interactive information from viewers (objects in the live stream room). It can be superimposed on the video screen as scrolling text, or it can be a separate area independent of the video screen, such as a separate scrolling panel on the side or bottom of the live stream interface. Comments and messages sent by viewers will be dynamically displayed here, creating a real-time communication atmosphere. In addition to ordinary interactive information, when a user (target object) enters the live stream room, if they have specific permissions, the bullet screen area will also display the process of the user and their virtual pet entering the live stream room through dynamic animation, and at the same time, publish a unique entry bullet screen, which notifies other objects that someone has entered, and also intuitively displays the user's virtual pet assets.
[0129] Entry messages are unique notifications automatically displayed in the chat area when a target user enters a streamer's livestream room. These messages can include the target user's nickname and the name of their first virtual pet, clearly informing other viewers of the target user's entry and their association with their virtual pet. Unlike regular interactive messages, entry messages are system messages with specific indicative functions, enhancing the efficiency of information transmission and the level of interaction during a user's entry into the livestream room. Entry messages can be distinguished from regular messages through color highlighting, bold font, or the inclusion of animated icons.
[0130] It should be noted that the virtual scene entrance can also be displayed in the associated area of the entry barrage. The virtual scene entrance is used to jump from the live broadcast interface to the virtual scene interface. The operation instruction information corresponding to the entrance can also be displayed in the associated area of the virtual scene entrance. The operation instruction information is used to indicate how to enter the virtual scene based on the entrance.
[0131] As an example, see Figure 6 , Figure 6 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 3 The live stream interface includes a bullet screen area indicated by the dashed box 601, which is used to display bullet screen information. In the bullet screen area, the entry bullet screen 602 corresponding to user A (target object) is displayed. The entry bullet screen 602 is "Welcome target object riding pet into the room".
[0132] In this way, by combining entrance effects with entrance bullet comments in the bullet comment area to showcase the target audience's pet entrance, the system offers the advantages of both visual prominence and clear information. The dynamic effects form an independent visual focus in the bullet comment stream, enhancing the sense of ceremony of the entrance and distinguishing it from the static text of ordinary bullet comments. The accompanying entrance bullet comments accurately convey the entrance event with structured information, avoiding information mixing in interactive bullet comments. This allows other viewers to perceive the interaction between the pet and the character through animation and quickly obtain key information through text, improving the perceptibility of changes in the user's status in the live stream. It provides an efficient medium for virtual pet display and real-time information synchronization, enhancing the richness of the interactive experience.
[0133] In some embodiments, the entrance to the virtual scene and the corresponding operation instructions are displayed in the bullet screen area; wherein, the operation instructions are used to indicate entering the virtual scene based on the entrance; the entrance to the virtual scene is used to jump from the live broadcast interface to the virtual scene interface.
[0134] Here, the virtual scene entry point is a visual interactive element set in the bullet screen area of the live stream interface. The virtual scene entry point serves as a jump medium between the live stream interface and the independent virtual scene. Users (the target audience and other objects) can seamlessly switch from the current live stream scene to the virtual scene interface by triggering the virtual scene entry point, achieving cross-scene functional connection. The virtual scene entry point can be presented as an icon button, a dynamic floating window, or an embedded entry point. Specifically, the icon button form uses static icons or dynamic buttons with pet or scene themes, accompanied by text prompts to clearly define the interactive function; the dynamic floating window form uses a semi-transparent animated overlay, such as a sliding card with a scene thumbnail, scrolling in the bullet screen stream, with built-in operation guidance icons, such as arrow symbols, to enhance visual guidance; the embedded entry point deeply integrates the entry element with the bullet screen content, using visual identifiers such as color highlighting and underlines to distinguish the interactive area.
[0135] Operation prompts are guiding content displayed alongside the virtual scene entry point. They clearly inform users of the entry point's function and operation methods, serving as a key auxiliary element to reduce the cognitive cost of interaction. Through visual guidance, such as text descriptions, arrow animations, and icon labels, they help users quickly understand the operation logic of entering the virtual scene by clicking the entry point. For example, displaying a text label like "Click to enter the pet raising world" next to the virtual scene entry point, or using a dynamic arrow pointing to the entry button. Operation prompts can be closely integrated with the entry point, highlighted with color, flashing effects, and appropriately positioned to ensure users can intuitively grasp the operation guidance while browsing the comment area. This avoids interaction obstacles caused by unclear entry point functions, thereby improving the smoothness of the transition from the live stream interface to the virtual scene and enhancing user operation efficiency.
[0136] It should be noted that a system verification mechanism ensures the unique display of the virtual scene entrance: when a target enters the live stream, the current state of the bullet screen area is first detected in real time. If the virtual scene entrance and corresponding operation instructions are already displayed, the entrance and prompts will not be rendered again for other players (other objects) entering the same game subsequently. The entrance display logic is only triggered when the bullet screen area has not yet displayed the entrance, such as when the user manually closes it, the page is not loaded during initialization, or it is removed due to an abnormal state, and the entrance icon and operation instructions are loaded.
[0137] As an example, see Figure 7 , Figure 7 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 4 In the barrage area indicated by the dotted line 701, the entrance to the virtual scene, as indicated by 702, and the corresponding operation instructions are displayed. Users (objects) can jump to the interface of the virtual scene by triggering the entrance to the virtual scene.
[0138] In this way, by integrating the virtual scene entrance and operation instructions into the bullet screen area, the dual value of functional guidance and scene connection is achieved through the synergy of technical features. As an interactive medium between the live broadcast room and the virtual scene, the entrance provides users with a direct channel for seamlessly jumping from the live broadcast scene to the virtual scene, while the accompanying operation instructions reduce the user's cognitive cost through clear functional descriptions, avoiding operational barriers caused by unclear interaction intentions. Utilizing the high-frequency exposure characteristics of the bullet screen area, the cross-scene jump entrance is naturally integrated into the user's visual focus area. This ensures continuous access to the functional entrance through persistent display, and improves the conversion efficiency of users from live broadcast interaction to virtual scene operation through contextual guidance, effectively enhancing user participation and platform ecosystem stickiness in multiple scenarios.
[0139] In some embodiments, virtual pets are displayed in a pet rest area of the live streaming interface. The pet rest area includes a first number of pet positions, each pet position being used to hold one virtual pet of the target object. The number of virtual pets is a second number, which is less than or equal to the first number. Accordingly, the virtual pets of the target object in the virtual scene can be displayed in the live streaming interface by displaying each virtual pet in each pet position of the pet rest area.
[0140] Here, the live streaming interface includes a pet rest area containing a fixed number (first quantity) of pet positions. Each position can independently accommodate one virtual pet owned by the target user in the virtual scene. When the target user needs to display their virtual pet on the live streaming interface, each virtual pet will be placed in its corresponding position in the pet rest area according to the number of virtual pets preset by the user (target user) for display (second quantity).
[0141] The pet rest area is a functional module in the live streaming interface used to centrally display the virtual pets of the target user. The pet rest area has a preset fixed number (first quantity) of virtual pet positions. Each virtual pet position is an independent unit, capable of displaying only one virtual pet owned by the target user in the virtual scene. When the target user needs to display virtual pets on the live streaming interface, based on the number of virtual pets preset by the user (second quantity), each virtual pet is rendered to its corresponding position in the pet rest area, forming an orderly visual presentation. As a functional module for centrally displaying the target user's virtual pets on the live streaming interface, the pet rest area can achieve an orderly presentation of virtual pets in various forms based on the preset number of pet positions (first quantity) and layout logic, such as fixed grid type, scrolling list type, floating icon type, and collapsible panel type. Specifically, a fixed grid layout is used to neatly arrange virtual pets in rows and columns; a scrolling list layout allows for continuous display when there are a large number of pets, with undisplayed positions dynamically loaded or hidden; a floating icon layout uses floating entry points at the edge of the interface, which expand or tile the virtual pet positions when clicked; and a collapsible panel layout collapses to serve as a quick access point when not in use, and expands to display all pet positions as an independent panel. It should be noted that the virtual pets displayed in the pet rest area include the first virtual pet.
[0142] As an example, see Figure 8 , Figure 8 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 5The virtual pet is displayed in the pet rest area of the live broadcast interface indicated by the dashed box area 801. The pet rest area includes three (first number) pet positions, each pet position is used to hold a virtual pet of a target object, and the number of virtual pets is two (second number). Virtual pet 803 is displayed in pet position 802 of the pet rest area indicated by the dashed box area 801, and virtual pet 805 is displayed in pet position 804. Among them, pet 805 is the first virtual pet.
[0143] In this way, virtual pets are displayed in the pet rest area of the live broadcast interface by a fixed number of pet positions. This not only makes the display layout of virtual pets neat and orderly, but also reduces management costs through standardized position design. Unoccupied positions can intuitively prompt users to expand the space, while full positions enhance the sense of accomplishment, taking into account both visual clarity and functional guidance.
[0144] In some embodiments, before displaying each virtual pet at each pet location in the pet resting area, a pet settings interface is displayed. The pet settings interface includes a carrying control and at least one virtual pet of the target object in the virtual scene. The pet settings interface is used to set the virtual pet displayed in the pet resting area, control at least one virtual pet to be selectable in response to a trigger operation on the carrying control, and set the second virtual pet to be displayed in the pet resting area in response to a selection instruction for a second virtual pet.
[0145] Here, when the target object has the permission to enter, the pet settings control is displayed on the live broadcast interface, and the pet settings interface is displayed in response to the trigger operation of the pet settings control; or, in response to the trigger operation of the virtual scene entrance, the virtual scene interface is displayed, and the pet settings control is displayed in the virtual scene interface, and the pet settings interface is displayed in response to the trigger operation of the pet settings control.
[0146] The pet settings interface is an interactive interface used by the user (target) to configure the virtual pets displayed in the pet rest area of the live stream interface before they are shown. The pet settings interface integrates operation controls, such as a carry control and the virtual pets the user owns in the virtual scene. After the user activates the pet selection function by triggering the carry control, the virtual pets will enter a selectable state. At this time, a specific virtual pet can be selected, and the selected pet will be set as the object displayed in the pet rest area. The carry control is the core interactive button in the pet settings interface, used to trigger the virtual pet selection mechanism. The carry control can be displayed in various forms in the pet settings interface, including text buttons, combinations of icons and text, floating animations, and labels. In the pet settings interface, at least one (or more) virtual pets can be presented in various forms, such as a thumbnail list, information cards, dynamic previews, or grouped labels. Specifically, the thumbnail list format arranges virtual pets as proportional illustrations or model icons in a grid or linear fashion, accompanied by name tags for quick visual identification; the information card format displays each virtual pet as an independent card, including its appearance, level, and basic attributes; the dynamic preview format supports displaying micro-animations of virtual pets, such as wings fluttering or tails swaying, enhancing interactive feedback; and the group tag format allows categorization by type or acquisition method, with each group displayed as a collapsed tag that expands to reveal simplified icons.
[0147] A trigger operation refers to the user's (object's) interactive behavior in the pet settings interface that activates the selection function of the virtual pet. This includes clicking, double-clicking, long-pressing, or hovering the control to activate the preview state. Controlling at least one virtual pet to be selectable means that in the pet settings interface, in response to the user's trigger operation on the control, the virtual pets displayed on the interface are switched to an interactive selectable state, accompanied by a dual change in visual feedback and interaction permissions: visually, the virtual pets are highlighted, have checkboxes, selection marks, border changes, or subtle animation effects, clearly indicating that they can be operated; interactively, the selection function of these virtual pets is activated, allowing the user to select a target (second virtual pet) through clicking, checking, swiping, etc. A second virtual pet refers to the specific target pet selected by the user from at least one selectable virtual pet in the pet settings interface through a selection command; it is one or more virtual pets explicitly selected by the user during the interaction. When a trigger operation carrying a control makes at least one virtual pet selectable, the user can select one or more of these virtual pets. The selected virtual pet becomes the second virtual pet and is set to be displayed in the pet rest area of the live stream interface. Selection commands can include clicking the virtual pet icon, checking the checkbox next to the virtual pet, long-pressing the virtual pet to trigger selection, or clicking the pet area on a touch device.
[0148] It should be noted that, in response to the selection command for the second virtual pet in the virtual pet selection, a confirmation control is displayed, and in response to the triggering operation of the confirmation control, the second virtual pet is set as the virtual pet displayed in the pet resting area.
[0149] As an example, see Figure 9 , Figure 9 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 6 The pet settings interface includes a carrying control 901, and virtual pets 902, 903, and 904 of the target object in the virtual scene. In response to a trigger operation on the carrying control 901, the virtual pets 902, 903, and 904 are controlled to be in a selectable state. In response to a selection command on the virtual pets 902 and 903 (the second virtual pet), a confirmation control 905 is displayed. In response to a trigger operation on the confirmation control 905, the virtual pets 902 and 903 are set as virtual pets displayed in the pet resting area.
[0150] Thus, by setting up the above-mentioned interactive process before displaying virtual pets in the pet resting area, the user experience can be improved through visual configuration and convenient selection mechanisms. The pet settings interface provides a carrying control and virtual pets, allowing users to independently select the pets to be displayed, thus enhancing the freedom of virtual asset management. After triggering the carrying control, the virtual pets are clearly presented in selectable states such as highlighted and checked. Combined with selection commands such as clicks, the usage threshold is lowered, which not only meets users' personalized display needs, but also ensures functional stability through standardized interaction, thereby enhancing the interaction efficiency between users and virtual pets in live streaming scenarios.
[0151] In some embodiments, at least one first task is displayed in the live streaming interface. The first task is used to increase the number of pet locations in the pet rest area. In response to the target object completing at least one first task, the increase in the number of pet locations in the pet rest area is controlled.
[0152] Here, the first task is a specific interactive task displayed on the live stream interface. It guides users to complete designated actions, such as checking in, accumulating live stream viewing time, and sending specific comments, rewarding them with an increase in the number of pet slots in the pet rest area. The first task is presented visually on the live stream interface, such as a list icon, progress bar, or task card. Once a user triggers the task and meets the completion conditions, such as watching for 30 minutes or sending 10 interactive comments, the system will automatically respond and increase the number of pet slots in the pet rest area, for example, from the initial 2 slots to 3.
[0153] It should be noted that different first tasks add different numbers of pet slots. Different first tasks can have differentiated pet slot rewards based on difficulty or type. For example, simple daily check-ins or single bullet screen interactions may only add 1 pet slot, while complex tasks such as accumulating a certain amount of live stream time or completing virtual scene challenges can add 3 slots. The reward quantity is clearly marked on the task interface, allowing users to choose to participate according to their own needs. This allows casual users to gradually increase the number of pet slots in the pet rest area through low-threshold tasks, while also incentivizing hardcore users to quickly unlock more pet slots through high-difficulty tasks. The reward rules are matched and applied in real time according to the task type. For example, the pet rest area immediately adds the corresponding number of display slots after completing a task. This not only increases users' enthusiasm for completing tasks, but also enhances the sense of purpose in interaction through a tiered reward strategy, achieving a deep linkage between live stream interaction and virtual pet display.
[0154] As an example, see Figure 10 , Figure 10 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 7Taking the first task as "daily check-in", "watch for 30 minutes", and "send bullet comments", which correspond to adding 1, 2, and 1 pet rest area positions respectively, and the target object has three pet positions, when the target object completes the "daily check-in" task (first task), the three pet positions in the pet rest area indicated by the dotted box 1001 are increased to four pet positions in the pet rest area indicated by the dotted box 1002.
[0155] Thus, setting a primary task in the live stream interface and linking it to the number of pet locations can significantly enhance user experience and functional value through task-driven and reward-based feedback mechanisms. On one hand, the task provides users with clear interactive goals, motivating them to actively participate in various operations within the live stream, effectively increasing user activity and dwell time. On the other hand, the real-time increase in pet locations after completing the task provides users with an immediate sense of accomplishment and control, allowing them to display more virtual pets as needed, meeting the needs of personalized display and virtual asset management. This not only transforms live stream interaction into tangible benefits through functional expansion but also establishes a deep linkage between the live stream scenario and the virtual pet system, transforming the display of virtual pets from a static configuration into a dynamic growth process. Ultimately, this enhances user stickiness while enriching the gameplay layers and long-term appeal of the live stream function.
[0156] In step 102, in response to the interaction instruction for the broadcaster, the interaction operation indicated by the interaction instruction is executed.
[0157] Here, responding to interactive commands directed at the streamer and executing the interactive operation indicated by the command means recognizing various interactive behaviors (interactive commands) initiated by the user (target) towards the streamer in the live streaming scenario and triggering corresponding feedback actions (interactive operations) in real time. For example, if a user sends "Go streamer!" via bullet comments, clicks the screen to like, sends a virtual gift, or triggers a specific gesture, upon receiving the interactive command, the preset interactive logic will be executed immediately, such as displaying gift effects on the live stream screen or displaying the sent bullet comments in the bullet comment area.
[0158] Interactive commands are the operation signals that a user (the target object) performs on the live stream interface in response to the streamer. These signals trigger responses and enable interactive interaction between the live stream scene and the virtual scene. Interactive commands can be text commands or behavioral commands. Specifically, text commands are commands sent by the user through the live stream interface containing keywords as text comments to trigger an interactive response. Behavioral commands are physical interactive operations performed by the user on the live stream interface, such as sending gifts, clicking "follow," or sharing the live stream, to trigger system feedback. Correspondingly, interactive operations refer to the real-time feedback actions performed on user-initiated interactive commands to the streamer, such as sending comments, sending gifts, or clicking "like."
[0159] In step 103, in response to the interactive operation, the first interactive operation is performed, controlling the virtual pet to release skill effects.
[0160] Here, when a user (the target) executes a specific type of interactive command towards the streamer—a preset first interactive operation, such as gifting a designated virtual gift, sending a specific keyword comment, or triggering a unique gesture—the system automatically recognizes and triggers the bound logic, controlling the virtual pet currently displayed in the pet resting area to release the corresponding skill effects. For example, when a user clicks the "Release Ultimate Skill" gift icon (first interactive operation) on the live stream interface, the corresponding Crimson Dragon (virtual pet) will display an animation effect of leaping into the air and breathing fire, accompanied by sound effects of burning flames. By deeply binding the user's specific interactive behavior with the dynamic performance of the virtual pet, one-way gift gifting or comment sending is transformed into a visually impactful two-way interaction. Users can intuitively see their actions trigger the pet's skill release, enhancing the sense of accomplishment and fun of the interactive behavior and strengthening the linkage between the live stream scene and the virtual pet system.
[0161] Skill effects, used to navigate to the virtual scene interface upon receiving a trigger action, refer to the visual dynamic effects and accompanying feedback released by the virtual pet in the live stream scene when responding to the first interactive action. These effects can include animations, special effects, and sound effects. Skill effects can be displayed in the live stream interface through methods such as overlaying, full-screen animation coverage, floating dynamic icons, following particle effects, or highlighting in local pop-ups.
[0162] In some embodiments, the number of virtual pets is at least one, different virtual pets are associated with different first interactive operations, and different virtual pets correspond to different skill effects. Accordingly, in response to the first interactive operation, controlling the virtual pet to release skill effects can be achieved by controlling the virtual pet associated with the first interactive operation to release skill effects.
[0163] Here, a unique trigger condition (first interaction operation) is pre-set for each virtual pet. When the user's interaction operation matches a pet's unique operation, the association is immediately identified, and the corresponding virtual pet is instructed to release its unique skill effect.
[0164] The concept of different virtual pets being associated with different primary interactive actions means that each virtual pet in the live stream corresponds to a single interactive action, and these actions are completely distinct from those of other virtual pets in terms of operation form, command content, or interaction method. For example, virtual pet A is associated with sending bullet comments (primary interactive action); virtual pet B is associated with liking (primary interactive action); and virtual pet C is associated with sending gifts. The concept of different virtual pets corresponding to different skill effects means that each virtual pet in the live stream possesses unique skill effects that distinguish it from other virtual pets—exclusive dynamic feedback effects, including visual animation, lighting and particle effects, and sound effects. For example, virtual pet A's skill effect is fire-breathing; virtual pet B's skill effect is water-spraying; and virtual pet C's skill effect is planting grass (a metaphor for planting plants / grass).
[0165] As an example, in a live streaming scenario, when a user performs a certain type of first interactive action, the virtual pet associated with that action is triggered to release its exclusive skill effect: for example, virtual pet A is associated with the action of "sending a bullet comment," and its skill effect is to spew flames; virtual pet B is associated with the action of "clicking the like button," corresponding to a water spray effect; virtual pet C is associated with the action of "giving a gift," corresponding to a plant seeding effect. When a user sends a bullet comment in the bullet comment area, the association between that action and virtual pet A is identified, and virtual pet A is immediately controlled to release a flame-spraying animation effect on the screen, accompanied by a fire-burning sound effect; if the user clicks the like button, the association setting of virtual pet B is matched, triggering its effect of spraying a water jet towards the center of the screen, while playing a water flow sound; and when the user gives a gift, virtual pet C will sow seeds at the bottom of the screen and grow green grass, accompanied by a plant growth sound effect. Under this mechanism, each first interactive action will only activate its associated virtual pet effect, ensuring a precise correspondence between the action and the feedback.
[0166] Thus, designing a mechanism that associates multiple virtual pets with exclusive interactive operations and effects in live streaming scenarios can significantly enhance user interaction and fun through personalized matching and precise feedback. Each pet is independently bound to a different initial interactive operation, covering diverse interaction forms to meet the operating habits of different users and effectively expand the scope of interaction. Exclusive skill effects are deeply integrated with the pet's image and interactive operations, forming a differentiated experience of "one pet, one mechanism, one performance," allowing users to quickly identify and remember different pets through unique operation methods and visual and auditory feedback, enhancing the personalized recognition and emotional connection of virtual pets. Furthermore, precise association logic avoids feedback confusion, enhances the sense of purpose and accomplishment in interaction, stimulates users' desire to explore and participate, and ultimately enhances user stickiness while building a more vibrant and diverse live streaming interactive ecosystem.
[0167] In some embodiments, controlling the virtual pet to release skill effects in response to an interactive operation being a first interactive operation can be achieved in the following way: controlling the virtual pet to release skill effects in response to an interactive operation being a first interactive operation, and the first interactive operation being executed multiple times consecutively, and the effect of controlling the skill effects gradually increasing during the continuous execution of the first interactive operation.
[0168] Here, when a user (the target) performs their first interactive action on the streamer in a live broadcast scenario, and this action is triggered a certain number of times within a short period, the virtual pet will be activated to release corresponding skill effects. As the user continues to interact with the streamer, such as from the first to the fifth consecutive click, the effects will dynamically enhance. For example, the flames will expand from covering the pet itself to half the screen, the flame color will gradually change from orange-red to golden-red, and the particle light effect density will increase. Simultaneously, the sound effects will change from a single sound effect to surround sound.
[0169] In this system, a user triggers the first interactive action multiple times within a short period (more than a preset threshold), and the time interval between two consecutive actions is less than a system-set duration threshold. This is considered continuous execution. For example, if a user likes three times in a row within 0.5 seconds, these three actions are identified as "continuous execution" because the time difference between the two likes is less than the preset duration threshold (e.g., 1 second). Conversely, if the interval between two likes is 2.5 seconds (exceeding the threshold), it is considered a non-continuous operation. By recording the timestamp of each action and calculating the time interval, the system dynamically determines whether the continuous condition is met. Once the preset number of consecutive executions is confirmed, the virtual pet releases a skill effect, and the effect gradually increases in intensity based on the interval and the number of executions during the continuous operation.
[0170] As an example, see Figure 11 , Figure 11 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 8 When the target performs a "like" operation on the streamer's live stream (first interactive operation), the virtual pet 1101 is controlled to spew flames (releasing skill effects). When the target performs multiple "like" operations on the streamer's live stream consecutively, the virtual pet spews out even more intense flames 1103.
[0171] Thus, by setting up a mechanism in the live stream where the first interactive action triggers a skill effect, and the effect gradually increases with consecutive executions, the interactive experience is enhanced through instant feedback and progressive incentives. A single action triggering an effect provides an immediate sense of accomplishment, establishing a direct link between action and feedback; with consecutive actions, the effect gradually upgrades, using a visual gradient to encourage high-frequency user interaction; and by accurately identifying consecutive actions through time thresholds, smooth and accurate feedback is ensured, synchronizing the enhancement of effects with the user's operational rhythm. This not only strengthens the exhilarating feeling of instant interaction but also increases user stickiness through progressive rewards, enriching the interaction between virtual pets and the live stream scene, and effectively promoting user activity and engagement depth.
[0172] In some embodiments, in response to an interactive operation, a second interactive operation is performed to control the virtual pet to perform a target action in the live streaming interface, with different virtual pets corresponding to different target actions.
[0173] Here, in the live streaming scenario, a second type of interactive behavior, distinct from the first interactive operation, is pre-defined. When the user (object) performs the second interactive operation, the virtual pet associated with the currently performed second interactive operation will be triggered to perform a unique target action. This target action is completely different from other virtual pets in form, style, or logic, forming a differentiated interactive experience where one virtual pet corresponds to one action.
[0174] The second interactive operation refers to a different type of user interaction in the live streaming scenario compared to the first interactive operation (such as sending bullet comments, giving gifts, etc., which trigger skill effects). The second interactive operation differs from the first and can include differentiated operation forms such as swiping the screen, long-pressing a button, gesture triggering, and shaking, used to control the virtual pet to perform specific target actions in the live streaming interface. The target action refers to the specific dynamic behavior performed by the virtual pet in response to the second interactive operation in the live streaming scenario, possessing distinct personalized characteristics of the virtual pet. Target actions include the pet's physical expressions (such as jumping, waving, shaking its head, rolling), facial expressions (such as blinking, smiling, sticking out its tongue), and may also combine with environmental interactions (such as ripples created by stomping on the ground, or a bounce effect triggered by touching the edge of the screen). Furthermore, the target actions of different virtual pets are completely independent in form, rhythm, and style.
[0175] It should be noted that there are at least one (or more) virtual pets, and different virtual pets are associated with different secondary interactive operations, and different virtual pets correspond to different target actions.
[0176] For example, in a live streaming scenario, the virtual pets "Lightning Leopard" and "Cute Rabbit" might be associated with different secondary interactive operations and target actions. When the user performs a "swipe left" secondary interactive operation on the screen, "Lightning Leopard" will trigger its unique "hunching over, arching its back, and charging forward with its four paws pushing off the ground" action, accompanied by a whistling wind sound effect, showcasing its agility. Meanwhile, when the user performs a "long press on the heart area on the right side of the screen" secondary interactive operation, "Cute Rabbit" will perform an action of "standing up, ears perked up, front paws clasped, and tail wagging," accompanied by a cheerful bell sound effect, showcasing its cuteness. The two pets' secondary interactive operations are completely different in form, and their corresponding target actions are also drastically different in terms of body language, movement rhythm, and sound effects.
[0177] Thus, designing a second interactive operation in the live streaming scenario to trigger exclusive target actions for virtual pets, and differentiating the actions of different pets, can significantly enhance the emotional connection and interaction depth between users and virtual pets through multi-dimensional interaction and personalized expression. The differentiated target actions are deeply bound to the pet's image, giving each pet a unique dynamic language, strengthening the pet's individuality, and allowing users to quickly perceive the pet's characteristics through actions, enhancing memorability and emotional identification. The second interactive operation expands the diversity of interaction forms, complementing the special effects release of the first interactive operation, satisfying users' preferences for different interaction methods, and effectively improving interactive participation. The target actions, combined with body language, facial expressions, and even environmental interaction, upgrade the virtual pet from a static display to a dynamic interactive subject. Users can trigger "conversations" with the pet through actions, significantly narrowing the psychological distance and enhancing the fun and user stickiness of the live streaming scenario.
[0178] In some embodiments, at least one second task is displayed in the live streaming interface. In response to the target object completing at least one second task, the target object is controlled to obtain a first virtual resource, which is used to upgrade the virtual pet's level in the virtual scene.
[0179] Here, the second task displayed on the live stream interface is a pre-set interactive task. Once the user (the target audience) completes the second task, the first virtual resource will be awarded. This first virtual resource is directly linked to the virtual pet's ability growth in the virtual environment. By accumulating this first virtual resource, the pet can improve its basic attributes in the virtual environment, unlock exclusive combat skills, or enhance its interactive capabilities. It can also unlock richer skill effects and interactive actions.
[0180] The second task, unlike the first, is a pre-set interactive task displayed to users on the live stream interface. It aims to guide users to complete specified actions, such as watching the live stream for a preset duration, sharing the live stream on social media platforms, or sending specific interactive comments, in order to obtain the first virtual resource. The second task converts the user's continuous participation in the live stream into quantifiable progress. Upon completion of the task, users receive experience points, attribute items, and other first virtual resources, which are specifically used to upgrade the virtual pet's level in the virtual environment. The second task can be displayed on the live stream interface through a progress bar (e.g., viewing time progress), a task list (listing pending interactive items), pop-up notifications (task completion notifications), or a floating icon (marking the task status).
[0181] It should be noted that the first task focuses on expanding the capacity of the pet resting area. For example, watching the live stream for 20 minutes or inviting 5 friends into the live stream will directly increase the number of spaces available for virtual pets in the pet resting area. The second task focuses on acquiring pet growth resources. For example, sending 10 designated interactive comments or sharing the live stream to WeChat Moments will reward you with experience points, skill fragments, and other first-level virtual resources to improve your virtual pet's level in virtual scenarios such as battles and exploration.
[0182] Furthermore, the first virtual resource is a virtual reward issued to users after they complete the second task in the live-streaming scenario. As the core medium connecting user participation and the growth of virtual pets, it is a quantifiable development resource. The first virtual resource can include non-physical content such as experience points and skill fragments, used to increase the level of virtual pets in the virtual scene. For example, accumulating experience points to a certain threshold can increase the pet's level, unlocking more advanced combat skills or enhancing movement speed in the exploration scene.
[0183] It should be noted that, displaying at least one second task, in response to the target object completing at least one second task, controls the target object to obtain a first virtual resource, the quantity of the first virtual resource being the product of the number of virtual pets displayed in the pet resting area in the live broadcast interface and the quantity of the first virtual resource corresponding to the second task.
[0184] As an example, if two virtual pets are displayed in the pet resting area, see [link to example]. Figure 12 , Figure 12 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 9In the live stream interface, as shown in list 1201, at least one second task is displayed: "Follow the streamer," "Watch for 10 minutes," and "Send a comment," which correspond to earning 3 energy stones (virtual resources), 4 energy stones, and 2 energy stones, respectively. In response to the target completing the "Follow the streamer" task, the target receives 6 energy stones (first virtual resources), which is the product of the number of first virtual resources (3) corresponding to the second task and the number of virtual pets (two) displayed in the pet rest area. Energy stones can be used to upgrade the virtual pets' level in the virtual scene.
[0185] In this way, the clearly defined second task provides users with a clear interactive goal, increasing engagement and dwell time; the first virtual resource obtained by completing the task directly affects the virtual pet's level increase in the virtual scene, transforming abstract interactive behavior into a perceptible growth progress of the virtual pet, bringing a sense of accomplishment and positive feedback, prompting users to continue participating in the live stream in pursuit of stronger pet abilities, building a long-term interactive ecosystem, and enriching the playability and levels of the live stream by organically combining the live stream function with virtual pet development.
[0186] In some embodiments, after the target object obtains the first virtual resource, in response to a triggered interaction command, if the level of the virtual pet is increased based on the first virtual resource, the virtual pet is controlled to release visually enhanced skill effects.
[0187] Here, after the target object obtains the first virtual resource to upgrade the virtual pet's level, the system will automatically detect whether the virtual pet's level has increased due to the acquired virtual resource when the user triggers an interaction command again. If a level increase is detected, the system will control the virtual pet to release a visually enhanced exclusive skill effect, serving as direct feedback on the pet's growth.
[0188] Here, skill effects refer to the visual and animation effects released by the virtual pet corresponding to the first interactive action performed by the target audience on the live streaming interface. Enhanced visual skill effects mean that when the virtual pet levels up using the first virtual resource acquired by the user, its skill effects are visually enhanced when the target audience performs another specific first interactive action on the streamer. These enhancements include more dazzling lighting effects, more complex animation details, and more dynamic particle effects, thus visually demonstrating the pet's growth due to level increases and allowing users to perceive the results of their virtual pet's development through the upgraded effects.
[0189] As an example, see Figure 13 , Figure 13 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10In response to the target object performing a "like" operation on the streamer (the first interactive operation), the virtual pet 1301 is controlled to release a skill effect 1302. After the virtual pet 1301's level is automatically detected and upgraded through the first virtual resource obtained by the user, when the target object performs another "like" operation on the streamer (the first interactive operation), the virtual pet 1301 is controlled to release a visually enhanced exclusive skill effect 1303, which serves as a direct feedback on the pet's growth.
[0190] It should be noted that the pet upgrade interface is displayed, which includes at least one virtual pet of the target object in the virtual scene; based on the upgrade interface, in response to the selection operation of the fourth virtual pet among the at least one virtual pet, a pet upgrade control for the fourth virtual pet is displayed; in response to the trigger operation of the upgrade control, when the upgrade conditions are met, the fourth virtual pet is upgraded.
[0191] The upgrade conditions, including the required first virtual resources, can be implemented in the following ways: Displaying the upgrade interface for the fourth virtual pet: The upgrade interface includes the fourth virtual pet and the total amount of the first virtual resources. Responding to a trigger operation on the fourth virtual pet, a confirmation prompt is displayed. This confirmation prompt prompts the user to upgrade the fourth virtual pet and includes the upgrade controls and the first virtual resources required to upgrade the fourth virtual pet. Alternatively, in response to a trigger operation on the upgrade controls, the fourth virtual pet can be upgraded when the upgrade conditions are met: In response to a trigger operation on the upgrade controls, the fourth virtual pet is upgraded when the user's first virtual resources are greater than or equal to the first virtual resources required to upgrade the fourth virtual pet. Triggering methods can include clicking, long-pressing, swiping, or gesture commands. The confirmation prompt can be displayed as a modal pop-up, a floating bar, a tab bar micro-animation prompt, a page overlay confirmation box, or a dynamic overlay with icon text.
[0192] As an example, see Figure 14 , Figure 14 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10First, a pet upgrade interface 1401 is displayed. In response to a selection operation for the fourth virtual pet 1402 among at least one virtual pet, an upgrade interface 1403 for the fourth virtual pet 1402 is displayed. The upgrade interface 1403 includes the fourth virtual pet 1402 and the total number of first virtual resources 1404. In response to a trigger operation for the fourth virtual pet 1402, a confirmation prompt message 1405 is displayed. The confirmation prompt message 1405 prompts for upgrading the fourth virtual pet 1402 and includes an upgrade control 1406 and the first virtual resource (100 energy stones) required to upgrade the fourth virtual pet. In response to a trigger operation for the upgrade control 1406, when the number of first virtual resources (500 energy stones) is greater than or equal to the first virtual resource (100 energy stones) required to upgrade the fourth virtual pet, the fourth virtual pet 1403 is upgraded.
[0193] In this way, when the virtual pet levels up by acquiring the first virtual resource, it can release visually enhanced skill effects when the user triggers the interaction command again. This allows users to intuitively perceive the pet's growth through more dazzling dynamic performances. Visual feedback enhances the user's sense of accomplishment in completing tasks and raising the pet, thereby motivating users to continue participating in the interaction and effectively improving the sense of purpose in live streaming interaction and long-term user stickiness.
[0194] In some embodiments, the target object and the streamer object have an intimacy level. In response to the intimacy level between the target object and the streamer object reaching a level threshold, when the streamer object has an association with the virtual scene, the target object is controlled to obtain virtual props. The virtual props are used to improve the attribute values of the virtual pet in the virtual scene.
[0195] Here, in the live streaming scenario, the target audience and the streamer accumulate intimacy levels through interaction. When this level reaches a system-set threshold, and the streamer has a contractual or other connection with the virtual environment, virtual items are distributed to the user. These items have exclusive attributes and can only be obtained by increasing intimacy levels within the corresponding contracted streamer's live stream. They directly affect virtual pets, improving their attribute values within the virtual environment. This transforms the emotional connection between the user and a specific streamer into quantifiable nurturing resources (virtual items), incentivizing users to deeply engage in interactions with their favorite streamers to increase intimacy levels, while also strengthening user loyalty to specific streamers through the scarcity of exclusive items. Reaching the intimacy threshold between the target audience and the streamer means that their intimacy level is greater than or equal to the threshold.
[0196] The intimacy level is a quantitative indicator measuring the closeness of the relationship between the target (user) and the streamer during live streaming interactions. It is accumulated through user interactions within the corresponding streamer's live stream room, such as gift-giving, continuous viewing, and frequent bullet screen comments. When the intimacy level reaches a set threshold, such as upgrading from a regular viewer to a core fan, and the streamer has a contractual or other affiliation with the virtual scene, the user can obtain exclusive virtual items that are only effective within that streamer's live stream room, used to enhance the virtual pet's attribute values within the virtual scene. An affiliation between the streamer and the virtual scene means that the streamer establishes a specific connection with the virtual scene through officially certified cooperation methods, such as contracts, event collaborations, character binding, and scene co-creation, giving the streamer's live stream room exclusive attributes or permissions within the scene. Through diverse cooperation methods, a specific streamer's live stream room becomes the sole or primary channel for users to obtain exclusive virtual items. The attribute values of the virtual pet within the virtual scene are a quantitative indicator measuring the pet's ability status within the virtual scene, directly determining its behavior and interaction effects. These attribute values can include basic combat attributes (such as attack power, defense power, and health), scene adaptation attributes (such as movement speed and obstacle clearance efficiency in exploration scenes, and resource collection speed in development scenes), and skill-related attributes (such as skill release cooldown time and effect intensity), which can be enhanced through virtual items acquired by the user.
[0197] For example, target A watches streamer B's live streams regularly and actively interacts with them, raising their intimacy level with B to a certain threshold through actions like sending gifts and participating in voting. Because B has an "official partner streamer" connection with the platform's virtual environment, target A receives a "Star Trail Charm" (virtual item) that can only be obtained within B's live stream. This charm directly increases target A's virtual pet's "critical hit attribute" in combat, increasing its critical hit probability by 30%. Users who haven't established a sufficient intimacy level with B, or those following other streamers not associated with the virtual environment, cannot obtain similar attribute-boosting items through task rewards, in-game store exchanges, or other live stream interactions. This creates a unique mechanism where exclusive attribute-enhancing items are only obtainable by reaching a certain intimacy level in a specific associated streamer's live stream, incentivizing users to focus on long-term interaction with a particular streamer to gain a differentiated development advantage.
[0198] This effectively enhances the depth of interaction between users and specific streamers. When the intimacy level between the target user and the streamer reaches a threshold, and the streamer has a collaborative or customized relationship with the virtual scene, virtual items obtainable only in the streamer's livestream are distributed to enhance the virtual pet's attributes. This scarcity reward transforms users' emotional investment in specific streamers into quantifiable resources for development. To obtain exclusive attribute-enhancing items, users need to continuously follow and interact to increase their intimacy level, thereby strengthening their loyalty to the associated streamer. Simultaneously, the uniqueness of the exclusive items highlights the streamer's unique value, incentivizing deeper user participation and strengthening the three-way connection between the streamer, users, and the virtual scene through differentiated experiences, thus building a long-term, stable interactive ecosystem.
[0199] In some embodiments, after the virtual pet releases a skill effect, an exit effect is played in response to the target object leaving the streamer's live stream. The exit effect is used to demonstrate the process of the virtual object and the third virtual pet leaving the live stream. Here, the virtual object is the object controlled by the target object in the virtual scene.
[0200] Here, when the target object (user) leaves the live stream of the host object, the exit effect function will be triggered. The exit effect shows the process of the virtual object controlled by the target object and the third virtual pet leaving the live stream together in the form of animation. The third virtual pet can be the same as or different from the first virtual pet.
[0201] The exit effects are primarily presented as dynamic animations, specifically depicting the virtual character controlled by the target user and a third virtual pet collaboratively performing an exit action. For example, the virtual character waves, nods, or makes a specific farewell gesture, while the third virtual pet simultaneously follows, jumps, or is surrounded by light and shadow. Both move together towards the edge of the live stream screen, accompanied by visual effects such as camera zooming out, scene blurring, or light effect transitions, fully demonstrating the coherent process of exiting the live stream. Through the interactive animations of the character and pet and scene transition effects, the user's exit behavior is given a visual sense of ritual. The exit effects can be displayed through full-screen animations in the center of the live stream, floating animations in the corners of the interface, dynamic prompts in the bullet screen area, or scene edge transition animations, showcasing the dynamic process of the virtual object and the third virtual pet leaving together.
[0202] As an example, see Figure 15 , Figure 15 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 Second, in response to the target object leaving the live streamer's room, play an exit effect to show the process of virtual object 1501 and the third virtual pet 1502 leaving the live stream room.
[0203] Thus, after the user controls the virtual pet to unleash skill effects, an exit effect showing the virtual object and a third virtual pet leaving together when the user exits the live stream enhances the integrity of the user experience through a coherent visual narrative. This allows users to directly see the interaction between their raised virtual character and pet upon leaving, strengthening their emotional identification with the virtual image and their sense of accomplishment in raising it. Furthermore, the ritualistic exit animation enhances the immersive connection between the live stream scene and the virtual world, enabling users to feel a sense of presence and belonging to the scene in each interaction cycle, thereby increasing their willingness to participate long-term.
[0204] In some embodiments, during the process of a virtual pet releasing skill effects, sound effects corresponding to the skill effects are played.
[0205] Here, playing corresponding sound effects simultaneously during the virtual pet's skill release refers to matching targeted audio feedback based on the type and visual presentation of the skill effects. This audio-visual synergy enhances the immersive experience of skill release. Visual effects showcase the form and power of the skill, while sound effects reinforce its elemental attributes, allowing players to intuitively perceive the triggering and activation process of the skill effect through auditory means. This improves the clarity of interactive feedback and the sense of scene immersion. Simultaneously, multi-sensory stimulation strengthens the presence of the virtual pet's skill release, providing users with a more three-dimensional and vivid nurturing and operational experience during live streaming interactions.
[0206] For example, when a user triggers the virtual pet's "Crimson Flame Impact" skill effect, the screen will simultaneously display the visual effect of the virtual pet breathing flames and the flame effect sweeping over the enemy target. At the same time, sound effects highly matched to the fire element will play, including the "hissing" sound of the flames shooting out, the "crackling" sound of the flames burning the air, and the "boom" sound of the impact hitting the target, creating a synchronized audiovisual experience for the skill release. If the virtual pet releases a control skill like "Frost Imprisonment," visually it appears as ice crystals condensing and enveloping the target. The sound effects will switch to the "crackling" sound of ice crystals forming and the "whooshing" sound of low-temperature airflow, along with the "humming" notification sound when the skill takes effect, allowing the user to clearly perceive the control effect and elemental characteristics of the skill from an auditory perspective. By customizing exclusive sound effects for each skill effect (such as the "soft light wave" sound effect for healing skills and the "spatial tremor" sound effect for summoning skills), players can not only see the visual effects when releasing skills, but also distinguish the skill type and judge the effective status (such as whether it hits or not, and the size of the range) through sound. This enhances the feedback dimension of interactive operations and the sense of immersion in the scene, making the skill release process of virtual pets more impactful and realistic.
[0207] In this way, playing corresponding sound effects simultaneously when the virtual pet releases skill effects can enhance the expressiveness of the skills through audiovisual synergy. The sound effects and special effects are highly matched, allowing users to perceive the elemental attributes of the skills from an auditory perspective, improving the clarity of operation feedback and the sense of immersion in the scene, making the skill release process more impactful and realistic, and enhancing the user's emotional investment in raising and interacting with the virtual pet.
[0208] In some embodiments, a live streaming interface is displayed for the streamer to broadcast live. In response to a barrage comment (danmaku) command, the sent barrage comment is displayed on the live streaming interface, and the barrage comment carries a resource adjustment control. This barrage comment is used to request other objects in the live streaming room to trigger the resource adjustment control, which reduces the virtual resources required to purchase virtual gift packs in the virtual scene. In response to the resource adjustment control being triggered by another object, a first adjustment prompt message is displayed, indicating that the virtual resources required for the target object (itself) to purchase virtual gift packs in the virtual scene have been reduced.
[0209] Correspondingly, a live streaming interface is displayed for the host to conduct live streaming. The live streaming interface displays bullet comments sent by other objects. These bullet comments carry resource adjustment controls. In response to the triggering operation of the resource adjustment controls, a second adjustment prompt message is displayed. This second adjustment prompt message is used to indicate that the virtual resources required for the target object to purchase virtual gift packs in the virtual scene have been reduced.
[0210] Here, the live streaming interface for the broadcaster includes a bullet screen area for displaying bullet screen information. The bullet screen area includes a bullet screen input box. In response to a trigger operation on the bullet screen input box, a virtual keyboard is displayed. The virtual keyboard is associated with a send control. In response to a bullet screen editing operation triggered by the virtual keyboard, the edited bullet screen information is displayed in the bullet screen input box. In response to a trigger operation on the send control, a bullet screen sending command is triggered.
[0211] In other words, when a target user sends a bullet comment on the live stream interface used by the broadcaster, the comment will be displayed in real-time on the live stream interface, and the bullet comment will carry resource adjustment controls. Other viewers can trigger actions on the resource adjustment controls to help the user who sent the bullet comment (the target user) reduce the amount of virtual resources needed to purchase virtual gift packs in the virtual scene. The trigger action refers to other viewers using actions such as clicking, double-clicking, swiping, or long-pressing to activate the resource adjustment controls in the bullet comment, thus helping the target user reduce the amount of virtual resources needed to purchase virtual gift packs according to preset rules.
[0212] Among them, bullet comments are a special information carrier with interactive functions. When a target sends a bullet comment, it is displayed on the live broadcast interface, and the bullet comment carries resource adjustment controls. These resource adjustment controls are interactive components within the live broadcast bullet comments. They can take the form of clickable buttons, sliding adjustment bars, progress bars, icon-based operation buttons, etc., allowing users to trigger actions that reduce virtual resource consumption through intuitive interactive controls. Virtual gift packs are pre-set resource carriers within virtual scenes, which can be single resources or combinations of resources. Specifically, they can be pre-set combinations of resources within virtual scenes, or single resources, such as virtual pet attribute enhancement materials, virtual scene exploration resources, mount fragments, virtual skill upgrade resources, limited-time scene passes, quest acceleration items, etc. Users need to consume virtual resources to purchase these to enhance virtual pet abilities or unlock scene functions. Virtual resources are digital credentials used to redeem, purchase, or upgrade various virtual content in a virtual environment. They can include gold coins, diamonds, points, etc., and can be used to obtain virtual gift packs, enhance pet attributes, unlock scene functions, or redeem exclusive props. Users need to accumulate or consume virtual resources by completing tasks, participating in live broadcasts, and recharging.
[0213] It's important to note that sending comments with resource adjustment controls within the live stream interface requires specific permissions. The system verifies in real-time whether a user (the target audience or other users) possesses these permissions when triggering the comment sending command. Permissions can be obtained through purchase, completing designated tasks in the live stream, reaching (or exceeding) a preset intimacy level with the streamer, achieving accomplishments within the virtual scene, or reaching (or exceeding) a preset level threshold within the virtual scene. If a user lacks the permission, a prompt will be displayed, reminding them to acquire the necessary permissions to send comments with resource adjustment controls. Only comments sent by users with the required permissions will include resource adjustment controls that trigger price reductions. This system both ensures the stability of the virtual economy through permission thresholds and incentivizes deeper user participation in live streams and virtual scene interactions through the permission acquisition process.
[0214] As an example, see Figure 16 , Figure 16 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 Third, the bullet screen area in the live broadcast interface includes a bullet screen input box 1601. Based on the bullet screen input box 1601, in response to the bullet screen sending command, the information 1602 of the sent bullet screen is displayed in the live broadcast interface. The information 1602 of the bullet screen is "Help me cut it down". The bullet screen carries a resource adjustment control 1603. The resource adjustment control 1603 is used to request other objects to help reduce the virtual resources required to purchase the virtual gift pack in the virtual scene.
[0215] Thus, displaying bullet comments with resource adjustment controls on the live stream interface can significantly enhance the social interactivity and user engagement of the live stream. Users sending bullet comments can initiate collaboration requests to other users through special bullet comments. When other users trigger the controls, the resources required to purchase virtual gift packs are reduced according to the rules, transforming the traditional one-way information transmission of bullet comments into a two-way interactive behavior of sharing benefits. This incentivizes users to actively send bullet comments to obtain help from others, enhancing the social connection and collaborative atmosphere within the live stream. Furthermore, the actual benefit of reducing virtual resource consumption increases users' willingness to purchase virtual goods, forming a virtuous cycle of interaction leading to profit. Simultaneously, leveraging the social fission effect expands the reach of interaction, effectively promoting resource circulation and commercial conversion within the virtual scene, achieving a dual increase in user activity and platform revenue.
[0216] In some embodiments, before displaying sent comments on the live stream interface, a virtual scene gift pack purchase interface is displayed. This interface is used to purchase virtual gift packs. The gift pack purchase interface displays resource adjustment prompts and a confirmation control corresponding to the resource adjustment function. In response to a trigger operation on the confirmation control, the resource adjustment function is activated.
[0217] Correspondingly, in response to the command to send a bullet comment, the sent bullet comment is displayed on the live streaming interface. The bullet comment carries resource adjustment controls, which can be achieved in the following way: in response to the command to send a bullet comment, the sent bullet comment is displayed on the live streaming interface, and when the interval between the trigger time of the bullet comment sending command and the start time of the resource adjustment function is less than or equal to the target duration, the bullet comment is controlled to carry resource adjustment controls.
[0218] In practice, the live streaming interface for broadcasters displays an entry point to a virtual scene. Upon triggering an action on this entry point, the broadcaster is redirected to the virtual scene interface. Within the virtual scene interface, an entry point to a gift pack purchase page is displayed. Upon triggering an action on this entry point, the virtual scene's gift pack purchase page is shown.
[0219] The gift pack purchase interface is the interactive interface in the virtual scene used by users to purchase virtual gift packs. It appears before the live stream chat displays. Besides providing basic virtual gift pack browsing and purchase functions, it also integrates a resource adjustment function guidance module, including resource adjustment prompts and confirmation controls. The resource adjustment prompts, displayed on the virtual scene gift pack purchase interface, are guiding content that prompts the target audience to send chat messages on the live stream within a target duration, carrying resource adjustment controls. This invites other viewers in the live stream to trigger the resource adjustment controls to reduce the virtual resources required to purchase the virtual gift pack. The resource adjustment prompts clearly explain the operation rules, guiding users to activate the function by triggering the confirmation control on the interface and to obtain the opportunity for resource adjustment through chat interaction within a limited time. Resource adjustment prompts can be displayed as text descriptions, pop-up prompts, icon labels, dynamic floating guides, or a combination of text and images. The confirmation control is an interactive component displayed on the virtual scene gift pack purchase interface, accompanying the resource adjustment prompt information. It can be a button or icon in the style of "Open", "Confirm", "Activate", etc. After the user triggers the confirmation control by clicking, long-pressing, double-clicking, swiping, etc., the resource adjustment function will be enabled. This means that the user can send bullet comments with the resource adjustment control within the target duration, thereby obtaining the permission of other live stream users to help reduce the virtual resources required for purchasing virtual gift packs.
[0220] Furthermore, when the interval between the trigger time of the bullet comment sending command and the activation time of the resource adjustment function is less than or equal to the target duration, the bullet comment will carry the resource adjustment control. This means that after the user triggers the confirmation control to activate the resource adjustment function through the gift pack purchase interface, the time of subsequent bullet comment sending will be verified. Only when the time difference between the specific time point of the user sending the bullet comment (trigger time) and the function activation time is within the preset target duration range will the bullet comment carry the resource adjustment control. For example, if the user (target object) triggers the confirmation control to activate the resource adjustment function (activation time) at 10:00, and sends a bullet comment at 10:05 (5 minutes interval, less than the target duration of 10 minutes), the bullet comment will carry the resource adjustment control; if the bullet comment is sent at 10:15 (15 minutes interval, greater than the target duration), the resource adjustment control will not be carried.
[0221] As an example, see Figure 17 , Figure 17 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10Fourth, display the virtual scene gift pack purchase interface 1701. In the gift pack purchase interface 1701, display the resource adjustment prompt information 1702 and the confirmation control 1703 corresponding to the resource adjustment function. The resource adjustment prompt information 1702 is "Entering any room and sending a bullet screen within 10 minutes will bring a price reduction tag". In response to the trigger operation of the confirmation control 1703, the resource adjustment function is enabled. That is, when the interval between the trigger time of the bullet screen sending command and the start time of the resource adjustment function is less than or equal to 10 minutes, the sent bullet screen is controlled to carry the resource adjustment control in the live broadcast interface.
[0222] In this way, by centrally displaying resource adjustment prompts and confirmation controls on the gift pack purchase interface, users are intuitively guided to understand the cost-reduction mechanism of bullet screen collaboration, thus lowering the barrier to entry for the function. After a user triggers the confirmation control, the time limit of the target duration creates an immediate incentive for action, preventing the abuse of the function while stimulating a sense of urgency in users, prompting them to quickly send bullet screens with the control. The bullet screens carrying resource adjustment controls within the time limit can enhance the social stickiness of the live broadcast room through user-assisted price-cutting interaction, and stimulate the willingness to purchase virtual gift packs with the actual benefit of reducing virtual resource consumption through collaboration, effectively improving the triggering efficiency and commercial value of the resource adjustment mechanism.
[0223] In some embodiments, the gift pack purchase interface includes a first resource quantity of virtual resources required to purchase the virtual gift pack. After the sent bullet comments are displayed in the live broadcast interface, the virtual scene gift pack purchase interface is displayed again. In response to the existence of other objects triggering the resource adjustment control, the first resource quantity displayed in the gift pack purchase interface is updated to a second resource quantity.
[0224] Here, the first resource quantity is the initial value displayed on the virtual scene gift pack purchase interface, representing the baseline amount of virtual resources required for the user (target object) to purchase the virtual gift pack. The second resource quantity is a dynamically updated value on the virtual scene gift pack purchase interface based on user interaction behavior, referring to the amount of virtual resources required to purchase the virtual gift pack after the user sends a bullet screen containing resource adjustment controls and other objects trigger the controls. The second resource quantity is based on the first resource quantity, and it is always less than the former when other objects trigger the resource adjustment controls. The difference between the second and first resource quantities directly depends on the number of other objects that triggered the controls; the more triggers, the larger the difference, and the smaller the second resource quantity. In other words, the second resource quantity is less than the first resource quantity, and the difference between the first and second resource quantities is positively correlated with the number of other objects that triggered the resource adjustment controls. In addition, the gift pack purchase interface can also display the number of other objects that triggered the resource adjustment controls and the purchase controls. In response to the trigger operation of the purchase controls, the target object is controlled to purchase the virtual gift pack.
[0225] As an example, see Figure 18 , Figure 18 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 Fifth, the gift pack purchase interface 1801 includes the first resource quantity 1802 of the virtual resources required to purchase the virtual gift pack. In response to the trigger operation of the confirmation control 1803, the resource adjustment function is enabled. After the sent bullet screen is displayed in the live broadcast interface, the virtual scene gift pack purchase interface 1801 is displayed again. In response to the existence of other objects triggering the resource adjustment control, the first resource quantity (100 diamonds) displayed in the gift pack purchase interface is updated to the second resource quantity 1804 (75 diamonds), and the quantity of other objects that triggered the resource adjustment control is displayed as 5 digits.
[0226] In other embodiments, the gift pack purchase interface includes a first resource quantity of virtual resources required to purchase the virtual gift pack. After the sent bullet comments are displayed in the live stream interface, the virtual scene gift pack purchase interface is displayed again. In response to the presence of other objects triggering resource adjustment controls, the first resource quantity and a third resource quantity required to purchase the virtual gift pack are simultaneously displayed in the gift pack purchase interface, along with the difference between the first and third resource quantities. The third resource quantity is the adjusted quantity of virtual resources required to purchase the virtual gift pack based on the resource adjustment controls, and the difference between the first and third resource quantities is positively correlated with the quantity of other objects that triggered the resource adjustment controls; the third resource quantity is less than the first resource quantity.
[0227] In this way, the gift pack purchase interface first clarifies the baseline purchase cost of the virtual gift pack based on the quantity of the first resource, providing users with a clear initial reference. When other objects trigger the resource adjustment controls in the bullet comments, the quantity of the first resource is updated to a lower second resource in real time on the gift pack interface, and the difference between the two increases with the number of triggers. This presents the results of social interaction with intuitive resource reduction values. It incentivizes users to actively invite others to help through the positive correlation logic of more triggers and greater discounts, forming a "social fission" interaction. It also stimulates users to make immediate purchases with dynamically updated low prices, shortening the interaction conversion path. At the same time, it enhances the sense of collaborative feedback in the live broadcast room and the credibility of the resource adjustment mechanism, achieving a dual increase in user activity and virtual product sales.
[0228] See Figure 19 , Figure 19 This is a schematic diagram of the second process of the live interactive method provided in this application embodiment. In practical applications, this method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses the terminal implementation and will be combined with... Figure 19 The steps shown illustrate the live interactive method provided in the embodiments of this application.
[0229] In step 1901, a live streaming interface is displayed for the broadcaster to conduct live streaming.
[0230] Here, the live streaming interface is the core interactive interface for the streamer to display real-time content. Skill effects can be displayed in the live streaming interface through methods such as overlaying, full-screen animation coverage, dynamic icon floating, following particle effects, or local pop-up highlighting. On the one hand, the live streaming interface carries the streamer's audio and video live streaming content, providing viewers with a real-time live stream; on the other hand, it supports displaying the skill effects of the virtual pets owned by the target object (user) by performing interactive operations. The skill effects are overlaid or displayed in a visual form in the live streaming interface, becoming an interactive entry point connecting live streaming social interaction and the virtual scene. When other users or the target object itself performs click, long press, or other trigger operations on the skill effects, they will be directly redirected from the live streaming interface to the corresponding virtual scene interface.
[0231] In step 1902, in response to the target object performing an interactive operation on the streamer object, the skill effects released by the virtual pet of the target object in the virtual scene are displayed.
[0232] Here, in response to the target object performing an interactive operation on the streamer object, when the interactive operation is the first interactive operation, the skill effects released by the virtual pet of the target object in the virtual scene are displayed. Different virtual pets are associated with different first interactive operations, and different virtual pets correspond to different skill effects. Accordingly, this can be achieved in the following way: in response to the target object performing a first interactive operation on the streamer object, the skill effects released by the virtual pet of the target object in the virtual scene associated with the first interactive operation are displayed.
[0233] In addition, in response to the target object continuously performing the first interactive operation against the streamer object multiple times, the skill effects released by the virtual pet of the target object in the virtual scene are displayed, and the effect of displaying the skill effects released by the virtual pet of the target object in the virtual scene gradually increases during the continuous execution of the first interactive operation.
[0234] Interactive operations refer to various interactive behaviors performed by the target (user) on the live stream interface towards the streamer. These include sending bullet comments with specific instructions, clicking preset function buttons, and sending virtual gifts. The purpose is to trigger the virtual pet's skill effects within the virtual scene. Skill effects are the visual dynamic effects released by the virtual pet in the virtual scene after the target performs an interactive operation on the streamer. These effects can be overlaid on the live stream interface in the form of light and shadow animations, particle effects, and unique identifiers. For example, a flame halo may surround the pet's image, or the screen may display full-screen frost patterns. Sound effects can also be used to enhance immersion. Skill effects are not only a visual representation of the virtual pet's abilities but also an interactive entry point connecting the live stream interface and the virtual scene. When the user performs click, double-click, or long-press actions on the effects, they will be redirected to the virtual scene interface.
[0235] In some embodiments, in response to a triggering operation for a skill effect, the interface of the live stream can be switched to the interface of the virtual scene. This can be achieved by: in response to a triggering operation for a skill effect, displaying a jump control for the virtual scene; and in response to a triggering operation for the jump control, switching from the live stream interface to the interface of the virtual scene.
[0236] Here, when a user clicks on a virtual pet's skill effect on the live stream interface, a jump control is displayed first. This jump control acts as an intermediary, requiring the user to perform further actions such as clicking or long-pressing before the live stream interface redirects to the corresponding virtual scene. This two-layer trigger mechanism avoids accidental jumps caused by users accidentally triggering effects, while the visual prompts in the jump control clearly inform the user of the jump target, giving them the autonomy to choose whether to jump.
[0237] In actual implementation, in response to the triggering operation of skill effects, a details page for the skill effects is displayed. The details page includes a jump control for the virtual scene. In response to the triggering operation of the jump control, a confirmation prompt is displayed, which includes a confirmation control. In response to the triggering operation of the confirmation control, the live broadcast interface jumps to the virtual scene interface. In addition to the jump control, the details page may also include dynamic demonstration images of skill effects, attribute details of virtual skills, 3D images and level information of virtual pets, explanations of the acquisition and upgrade paths of virtual skills, relevant task prompts (such as "Completing scene tasks can activate limited-edition skins with special effects"), and virtual resource exchange entrances (such as "Consume 100 diamonds to immediately enhance the visual effect of virtual pet skill release"), etc.
[0238] The jump control is an interactive component displayed after a user triggers a virtual pet's skill effect in the live stream interface. It can be presented as a button, a floating pop-up option, or an icon, serving as an intermediate confirmation medium for navigating from the live stream interface to the virtual scene interface. Triggering a skill effect refers to the user's interactive behavior on the virtual pet's skill effect in the live stream interface, including clicking, long-pressing, double-tapping, or swiping. Triggering the jump control refers to the user's interactive behavior on the displayed jump control after triggering a virtual pet's skill effect in the live stream interface, including clicking the control, long-pressing the control, and swiping the control option.
[0239] As an example, see Figure 20 , Figure 20 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 6. In response to the trigger operation for skill effect 2001, the details page 2002 of the skill effect is displayed. The details page 2002 includes a virtual scene jump control 2003. In response to the trigger operation for jump control 2003, a confirmation prompt message 2004 is displayed. The confirmation prompt message 2004 is "Enter the game?". The confirmation prompt message 2004 includes a confirmation control 2005. In response to the trigger operation for confirmation control 2005, the live broadcast interface jumps to the virtual scene interface 2006.
[0240] Thus, the dual-layer triggering and confirmation-based jump mechanism significantly improves the user interaction experience and scene switching efficiency. When a user triggers a skill effect in the live stream interface, a jump control is first displayed as an intermediate interaction node. The scene jump is then executed after the user further interacts with the control. This not only avoids accidental jumps caused by accidental triggering of effects, but also clarifies the jump target through prompts and visual guidance on the control, giving users the control to decide whether to jump. At the same time, the dual-layer triggering process strengthens the coherence of the operation logic, reduces the abruptness of interface switching, and makes the linkage between live stream social interaction and virtual scene not only meet the user's operation expectations, but also improves the smoothness of cross-scene experience through clear interaction nodes, effectively balancing the user's operational freedom and the accuracy of scene switching.
[0241] In step 1903, in response to the triggering operation for the skill effect, the interface jumps from the live broadcast interface to the virtual scene interface.
[0242] Here, skill effects can be displayed in the live stream interface through various methods such as overlaying, full-screen animation coverage, dynamic icon floating, following particle effects, or local pop-up highlighting. These effects can be displayed in areas such as the chat area and the pet resting area. Triggering actions refer to user interactions with skill effects released by the virtual pet in the live stream interface, including clicking on the effect area, long-pressing the effect icon, and sliding to cover the effect. When a user performs a click or long-press triggering action on a skill effect released by the virtual pet in the live stream interface, the live stream interface currently displaying the host's audio and video content seamlessly switches to a virtual scene interface related to that skill effect or virtual pet, such as the pet development details page, skill advancement panel, or scene task map. Using skill effects as the interaction entry point, viewers can transition from a real-time live stream social scene to a virtual ecosystem exploration scene. In the virtual scene interface, users can further view pet attributes, upgrade skills, complete scene tasks, or participate in virtual interactions.
[0243] In some embodiments, in the live streaming interface, bullet comments sent by the target object are displayed. The bullet comments carry resource adjustment controls. In response to a trigger operation on the resource adjustment controls, the resource adjustment controls are switched from a first style to a second style. The second style is used to indicate that a trigger operation has been performed.
[0244] Here, in the live stream interface, the bullet comments sent by the target are displayed. These bullet comments carry resource adjustment controls, which can be clicked by other users in the live stream to reduce the virtual resources required to purchase virtual gift packs. When other users click on the control, the control will dynamically switch from the first style to the second style. The visual style change intuitively indicates that the virtual resource adjustment control has been triggered.
[0245] The bullet comments (danmu) are interactive messages sent by the target user within the live stream interface. These messages, displayed in the bullet comment area, are used to request other users in the live stream to trigger resource adjustment controls. The resource adjustment controls are interactive components carried by the bullet comments sent by the target user, used to reduce the virtual resources required to purchase virtual gift packs in the virtual scene. When another user triggers the control, it immediately switches from a first style to a second style, clearly indicating the result through a visual style change. The first style is the initial visual presentation of the resource adjustment control before it is triggered. This can be represented by a highlighted color, dynamic flashing, or an interactive area with a clickable border, clearly indicating to other users in the live stream that the control can be triggered. This clear visual distinction guides users to pay attention and actively click the control, while conveying the expected function of reducing the purchase of virtual gift packs after triggering. This provides a clear interactive entry point and operational guidance for subsequent social assistance activities, ensuring that users can quickly identify and participate in the collaborative process of resource adjustment. The second style is the initial visual presentation of the resource adjustment control after it is triggered. The visual feedback state after a request is typically non-interactive, which can be a grayed-out button, a "Helped" label, a checkmark icon, or a static, unclickable state. This visually indicates that the control has performed a triggered operation. Real-time visual changes synchronously provide feedback on the operation result to the requesting target and other triggering objects, preventing the same user from repeatedly triggering the control and allowing the target to perceive the progress in real time, enhancing the transparency and credibility of the interaction process. Triggering operations for resource adjustment controls refer to the interactive behaviors performed by other objects in the live stream interface when sending comments to the target object that include resource adjustment controls. These operations include clicking, touching, double-tapping, swiping, and long-pressing interactive elements.
[0246] As an example, see Figure 21 , Figure 21 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 7. In the live broadcast interface, display the bullet comments sent by the target object. The bullet comments carry resource adjustment control 2101. In response to the trigger operation of the resource adjustment control of the first style indicated by 2101, switch the resource adjustment control from the first style to the second style indicated by 2102.
[0247] In this way, by using the resource adjustment controls carried by the bullet comments, the bullet comments are transformed from simple text communication into a functional collaboration entry point, inviting other users to click to reduce the purchase cost of virtual gift packs. After triggering, the control style changes to intuitively reflect the operation status, which not only stimulates the willingness to help each other and avoids repetitive operations, but also improves the efficiency and transparency of interaction through real-time visual feedback, effectively promoting the conversion of virtual gift pack purchases and social fission, and realizing a positive linkage between live streaming social and virtual consumption scenarios.
[0248] In some embodiments, an entry point to a virtual scene is displayed in the live streaming interface, and in response to a trigger operation on the entry point to the virtual scene, the user is redirected from the live streaming interface to the virtual scene interface.
[0249] Here, the virtual scene entry point is used to navigate from the live stream interface to the virtual scene interface. This entry point can be a persistent interactive control within the live stream interface, appearing as an icon, floating shortcut, navigation tab, or button. Users can directly trigger it through clicks, double-clicks, long presses, or swipes, allowing for quick navigation from the current live stream interface to the virtual scene. The live stream interface includes a bullet screen area for displaying chat information, and the virtual scene entry point can also be displayed within this area. Specifically, the bullet screen area displays the entry bullet screen corresponding to the target object. This entry bullet screen indicates that the target object entered the streamer's live stream with a first virtual pet, and the virtual scene entry point can be displayed in the associated area of the entry bullet screen. Furthermore, the associated area of the virtual scene entry point can also display corresponding operation instructions, which guide users to enter the virtual scene based on the entry point.
[0250] As an example, see Figure 22 , Figure 22 This is a schematic diagram of live interactive streaming provided in the embodiments of this application. Figure 10 8. In the live broadcast interface, the virtual scene entry 2201 is displayed. In response to the trigger operation of the virtual scene entry 2201, the live broadcast interface jumps to the virtual scene interface 2202.
[0251] In this way, by permanently displaying the virtual scene entrance on the live streaming interface, users can directly jump to the virtual scene at any time through clicks or other operations. Through the instant response mechanism of triggering and jumping, a seamless connection between live streaming social interaction and the virtual ecosystem is achieved, improving the efficiency of cross-scene operation. The continuous existence of the entrance strengthens users' awareness and access habits of the virtual scene, effectively promoting an integrated experience of watching live streams and exploring virtual scenes at the same time. This not only enhances the linkage between product functional modules, but also increases user dwell time and ecosystem participation through convenient scene switching, achieving a two-way improvement in high-frequency access to core functions and user stickiness.
[0252] By applying the embodiments described above, a highly efficient interactive system deeply integrating live streaming social interaction with virtual scenes is constructed through the synergy of multi-dimensional technical features. Users can trigger virtual pets to release skill effects through interactive operations with the streamer on the live streaming interface. Combined with jump controls, virtual scenes can be switched smoothly, enhancing the interactive fun and avoiding accidental operations. The resource adjustment controls carried in the bullet comments allow users to collaborate and reduce the cost of virtual gift packs. Combined with real-time feedback on style switching, this stimulates social assistance behavior and improves operational credibility. Features such as virtual scene entrances, pet resting area management, task systems, and intimacy level rewards, through convenient cross-scene entry points, personalized pet displays, and goal-driven interactive mechanisms, continuously strengthen user participation in the virtual ecosystem, effectively increasing user dwell time, operational stickiness, and virtual consumption conversion, thus constructing a live streaming interactive ecosystem that combines entertainment, collaboration, and functionality.
[0253] The following example, using a virtual game scenario, illustrates an exemplary application of the embodiments of this application in a real-world application scenario.
[0254] In related technologies, live streaming and mini-games (virtual scenes) are independent modules, and their user data cannot be shared. This prevents mini-game users from leveraging the high popularity of the live stream to participate in price-cutting activities (reducing the virtual resources required to purchase virtual gift packs in the virtual scene). Furthermore, the numerous and varied pet and mount (virtual pet) effects in the game cannot be activated in the live stream, resulting in a lack of a welcoming atmosphere for mini-game users entering the live stream. Additionally, the user privileges in the live stream are not linked to mini-game achievements and cannot provide resource replenishment for the mini-game.
[0255] During implementation, the applicant discovered the following problems with the technology used for live streaming interaction:
[0256] The separate nature of live streaming and mini-games leads to a situation where viewers of live streams don't play the games, and gamers don't watch live streams. One-way traffic redirection methods, such as embedding mini-game entrances within the live stream, result in low conversion rates due to users' lack of motivation to interact across different scenarios. Game tasks are limited to within the game and cannot be linked to live stream activities, thus failing to promote the live stream experience. Furthermore, live stream user privileges are unrelated to mini-game achievements, making it difficult to create a closed-loop experience.
[0257] Based on this, this application provides a live streaming interaction method that allows in-game pets and mounts to display special effects in the live stream and guide users into mini-games through bullet comments. Users can earn energy stones by watching and following in the live stream to upgrade their in-game pets. In-game price-cutting gift pack tasks are synchronized to the live stream to improve price-cutting efficiency. Technically, the user's user identifier (UID) is used to link account data, and live stream behavior data is reported and verified in real time to achieve two-way interaction and data exchange between the game and the live stream, thereby promoting user traffic and enhanced interaction.
[0258] The following section will continue to describe the live interactive method provided in the embodiments of this application from the product perspective.
[0259] When a user (target audience) enters the live stream (live stream interface), a customized bullet screen (entry bullet screen) will be automatically sent, such as "Welcome User A riding into the room with their pet" or "Welcome User B with their mount." Simultaneously, the dynamic effects of the user's in-game pet or mount will be displayed on the interface. If other viewers ask in the bullet screen area, "Where did this pet effect come from?", the system or helpful users will explain that the effect originates from the mini-game and only applies within the live stream. At the same time, a dynamic arrow icon will appear in the bullet screen area, guiding viewers to a shortcut to the "Enter Mini-Game" (the virtual scene entrance), creating an intuitive path from the live stream scene to the game scene.
[0260] For users who own specific pets or mounts, their actions in the live stream will trigger in-depth interactive effects: for example, when a fan's Charizard pet reaches the maximum level, sending the "666" comment will trigger its fire-breathing skill, and the more comments are sent, the more intense the flame effect becomes; when sending gifts, the pet will emit dynamic heart effects; when a user with a mount enters the room, the interface will display a 3D animation of a private plane taking off and landing. These effects, through the high-frequency interactive atmosphere of the live stream, stimulate the interest of viewers who are not playing the game, prompting them to enter the mini-game through the comment entry to obtain the corresponding pet or mount, thus converting them from live stream viewers to game users.
[0261] When a user's pet enters the live stream room, they can obtain energy stones (virtual resources) in the exclusive rest area (pet rest area). These energy stones can be used to upgrade all pets (virtual pets) in the game. At the same time, tasks in the mini-game are linked to actions in the live stream room, such as watching and interacting, which encourages more mini-game users to enter the live stream room, thereby bringing popularity and traffic to the streamer. In addition, the streamer bonuses (virtual items) obtained by mini-game users in the live stream room can be converted into corresponding attribute (attribute value) bonuses in the game, effectively increasing attack speed or combat power.
[0262] When a user clicks to confirm a friend's discounted gift pack (virtual gift pack) in the game, a discount tag (resource adjustment control) will be automatically added to any live stream chat message sent by that user within 10 minutes (target duration). Simultaneously, the pet discount gift pack interface (gift pack purchase interface) will display the percentage of the friend's discount and the number of people helping (the number of other objects triggering the resource adjustment control) in real time. To obtain a lower purchase price, users can interact with friends in the live stream and invite more people to help reduce the price. When other viewers (other objects) see a request for help with the discount tag in the chat area, they can click the "Reduce a Price" tag (resource adjustment control) to reduce the user's price (reduce the virtual resources required to purchase the virtual gift pack in the virtual scene). This mutual assistance mechanism allows users to quickly gain support from others when they initiate discounts themselves later, forming a positive social discounting cycle.
[0263] In other words, this application constructs a closed-loop task system between the live stream and the mini-game around "energy stones": by configuring live stream-specific tasks (secondary tasks) such as "following the streamer," "watching the live stream," "sending bullet comments," "helping to cut prices," and "tipping the streamer," mini-game users are guided to enter the live stream to obtain energy stones. After completing the tasks, users can accumulate corresponding amounts of energy stones, such as 3 energy stones for following the streamer and 4 energy stones for watching for 10 minutes. These energy stones can be directly used to upgrade and develop pets and mounts in the game. Thus, the link from game users entering the live stream to completing tasks and returning to the game to strengthen and develop their pets is opened up, making mini-game users actively contribute traffic to the live stream. On this basis, the depth of two-way interaction is further expanded: on the one hand, game content is "transplanted" to the live stream, where pets can release exclusive special effects (skill effects) and mounts can display 3D entrance animations; the price-cutting gift packs in the game are also migrated to the live stream scene due to the concentrated nature of the live stream audience. For example, when users are cutting prices, the mutual assistance mode with tagged bullet comments improves the efficiency of price cutting. On the other hand, the energy stones produced in the live stream serve as a core resource, supporting the game's progression system. This allows game users to rely on live streams to obtain progression materials, while live stream viewers enter the game out of curiosity due to special effects or social gameplay. This not only integrates the resources of the game and the live stream but also continuously strengthens user interaction and engagement through a closed loop of tasks, resources, and gameplay.
[0264] In summary, the product strategy revolves around the two-way interaction between games and live streaming, allowing game pets to transcend scene limitations and release exclusive special effects in conjunction with live stream comments. For example, a fire-breathing dragon might respond to special comments with its fire-breathing action, giving game assets interactive value in the live stream. A closed loop is constructed, connecting users who acquire energy stones through live stream tasks to their pets' development in the game. Users earn energy stones by following, watching, and interacting with the live stream, which in turn helps upgrade their pets, driving game users to actively enter the live stream. Game discount packages are "transplanted" to the live stream, leveraging the large number of people in the live stream environment to make discount interactions more efficient and help users purchase gifts at lower prices. Furthermore, for users who only watch live streams and don't play the game, pet effects and development benefits act as "game hooks," attracting them to try the mini-games. For users who "only play the game and don't watch live streams," the live stream serves as a "task arena" (earning energy stones), a "discount arena" (efficient mutual assistance), and a "content arena" (discovering high-quality live streams), driving traffic to the streamers. Ultimately, through content embedding, task-driven interaction, and social interaction, the strategy enhances the user experience across different scenarios, creates a traffic resonance between live streams and mini-games, and continuously strengthens the platform's ecosystem stickiness.
[0265] The following section will continue to describe the live interactive method provided in the embodiments of this application from a technical perspective.
[0266] See Figure 23 , Figure 23 This is a schematic diagram of the third process of the live interactive method provided in this application embodiment. This method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses the terminal and server working together to illustrate this method. Figure 23 The steps shown illustrate the live interactive method provided in the embodiments of this application.
[0267] In step 2301, begin.
[0268] In step 2302, the server determines whether the live streaming account and the game account are the same.
[0269] In some embodiments, the server first verifies whether the live streaming account and the game account are the same User Identification (UID). Because the platform is designed so that users watching the live stream and those playing the game can share the same UID, only when the accounts match can the live streaming activity be associated with in-game mount and pet data, such as making the "Fire-Breathing Dragon Mount" effect work in the live stream. If the accounts do not match, the data from both ends cannot be linked. In other words, if the live streaming account and the game account match, step 2303 is executed; if not, step 2307 is executed.
[0270] In step 2303, the server determines whether the user has already purchased privileges.
[0271] In some embodiments, assuming the account is identical, the server further determines whether the user has purchased the "Game Asset Live Stream Display Privilege" (entry action permission). This privilege is a core commercial design feature; only after purchase will in-game mount and pet data be retrieved, giving the entry experience a sense of ceremony, such as "fire-breathing dragon effects" and "mount 3D animations." If not purchased, the game asset interaction is skipped. In other words, if yes, meaning the user has purchased the privilege, step 2304 is executed; if no, meaning the user has not purchased the privilege, step 2307 is executed.
[0272] In step 2304, the server retrieves game data.
[0273] In some embodiments, when the dual conditions of "account consistency" and "purchased privileges" are met, the server retrieves the user's (target object's) mount and pet data from the game database, including species (such as fire-breathing dragon, love pet), level, special effect triggering rules (such as "send 666 bullet comments to breathe fire"), etc., to provide data support for subsequent terminal rendering special effects and related interactive behaviors.
[0274] In step 2305, the terminal plays special effects.
[0275] In some embodiments, after receiving game data from the server, the terminal immediately renders and plays corresponding special effects: for example, if the user has an "Ambient Fire-Breathing Dragon" mount, a 3D animation of the fire-breathing dragon taking flight is displayed when entering the room; if the user has a heart-shaped pet, a heart-shaped surround effect is displayed. This step allows game assets to "break through scene limitations" and become tangible in the live stream room, enhancing the sense of ritual when entering the room.
[0276] In step 2306, the server responds to the task completion and performs data processing.
[0277] In some embodiments, while the terminal renders and plays the special effects corresponding to the game assets, the server will detect the user's various behaviors in the live broadcast room in real time (such as accumulating viewing time, sending "666" bullet comments, initiating a price-cutting invitation, tipping or following the streamer, etc.). When these behaviors are detected to match preset task conditions (such as watching for 10 minutes or helping to successfully cut the price), data processing is immediately triggered to issue energy stones for upgrading pets or mounts, activate streamer support buffs that improve game attributes (such as attack speed), and unlock price-cutting gift pack discounts, ensuring the timeliness of the experience and promoting the deep integration of live broadcast interaction and game development.
[0278] In step 2307, the process ends.
[0279] In some embodiments, if step 2302 (account mismatch) or step 2303 (no purchased privileges) is not met, the process terminates directly. In this case, the user enters the room without any game asset effects displayed, and cannot trigger linked tasks such as "energy stone acquisition". This differential design protects the "sense of exclusivity" for paying users, and also promotes the conversion of "privilege purchase" through the difference in experience.
[0280] See Figure 24 , Figure 24 This is a schematic diagram of the fourth process of the live interactive method provided in this application embodiment. This method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses a server implementation and will be combined with... Figure 24 The steps shown illustrate the live interactive method provided in the embodiments of this application.
[0281] In step 2401, the server receives the user's live streaming data.
[0282] In some embodiments, the server collects all user activity data during the live stream through a live stream data reporting system, including changes in viewing time, sending of comments, following the streamer, and clicking to help with price reductions. This data is transmitted to the cloud in real time, covering the behavioral trajectory of the main server account, providing raw material for subsequent task completion assessment.
[0283] In step 2402, the server determines whether the task completion conditions are met.
[0284] The cloud-based system verifies user live stream data based on real-time calculations against preset task rules, such as "watch for 10 minutes" and "send 3 bullet comments." It also embeds authenticity verification logic: for example, the live stream viewing task calls a human-machine verification interface to identify any cheating behavior such as "idling to increase viewing time"; it also verifies account ownership. Whether the user actively initiates a reward query request or the system periodically polls and checks, it comprehensively determines whether the user meets the task requirements. If yes, i.e., the task completion conditions are met, step 2403 is executed; if no, i.e., the task completion conditions are not met, step 2405 is executed.
[0285] In step 2403, the server processes the data.
[0286] In step 2404, the server updates the task.
[0287] In some embodiments, if a user is determined to meet the task completion conditions, the server first performs logical processing on the data: calculates the energy stone reward corresponding to the task, marks valid behaviors as "human-machine verification passed", such as only the actual viewing time is included in the progress; then the processing results are synchronized to the task system to update the task status, allowing users to intuitively perceive the connection between live streaming behavior and game development resources.
[0288] In step 2405, the server continues the detection.
[0289] In some embodiments, if a user has not yet met the task completion conditions, the server continuously monitors the user's live streaming behavior by relying on a timed polling mechanism or real-time detection of behavioral changes: for example, checking at fixed intervals whether the "viewing time has accumulated to 10 minutes" or detecting whether "new bullet comments have been sent". Through continuous monitoring, it is ensured that the task progress can dynamically respond to the user's subsequent operations.
[0290] Applying the embodiments described above, and addressing the issue of incompatibility between live streaming and mini-game data due to their separate modules, this application proposes three innovative linkage mechanisms: First, allowing in-game pets to release special effects in the live stream and linking them to bullet screen comments, enhancing the interactive fun of the live stream; second, converting live stream interactions into in-game energy stones to upgrade pet attributes, forming a closed loop between live stream interactions and game progression; and third, offering game discount packages in the live stream, leveraging the high popularity of the live stream to increase discount efficiency and attract users to purchase packages at lower prices. This approach not only drives traffic from live stream users to the game and encourages game users to follow the live stream, but also improves the user experience and streamer popularity through two-way interaction.
[0291] The following description continues to illustrate the exemplary structure of the live interactive device 555 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2A As shown, the software modules of the live interactive device 555 may include: a first display module 5551, an interactive module 5552, and a first control module 5553.
[0292] The first display module 5551 is used to display a live streaming interface for the broadcaster to conduct live streaming, and to display the virtual pet of the target object in a virtual scene in the live streaming interface;
[0293] Interaction module 5552 is used to execute the interaction operation indicated by the interaction instruction in response to the interaction instruction for the broadcaster object;
[0294] The first control module 5553 is used to respond to the interactive operation as a first interactive operation and control the virtual pet to release skill effects. The skill effects are used to jump to the interface of the virtual scene when a trigger operation is received.
[0295] In some embodiments, the virtual pet includes a first virtual pet, and the live streaming interactive device further includes: a display module, used to display the process of the virtual object and the first virtual pet entering the live streaming room in response to the target object entering the live streaming room of the anchor object before the virtual pet of the target object in the virtual scene is displayed in the live streaming interface; wherein, the virtual object is an object controlled by the target object in the virtual scene.
[0296] In some embodiments, the display module is further configured to display the process of the virtual object and the first virtual pet entering the live broadcast room when the target object has the entry action permission; the live broadcast interaction device further includes: a third display module, configured to display purchase prompt information when the target object does not have the entry action permission, the purchase prompt information being used to prompt the purchase of the entry action permission.
[0297] In some embodiments, the live streaming interface includes a bullet screen area for displaying bullet screen information. The display module is further configured to display, through an entrance effect, the process of the virtual object riding the first virtual pet into the live streaming room in the bullet screen area. The live streaming interactive device further includes: a fourth display module, configured to display an entrance bullet screen corresponding to the target object in the bullet screen area. The entrance bullet screen is configured to indicate that the target object carries the first virtual pet when entering the live streaming room of the streamer.
[0298] In some embodiments, the live streaming interactive device further includes: a fifth display module, configured to display the entrance to the virtual scene and operation instruction information corresponding to the entrance in the bullet screen area; wherein the operation instruction information is configured to indicate entry into the virtual scene based on the entrance; the entrance to the virtual scene is configured to jump from the live streaming interface to the interface of the virtual scene.
[0299] In some embodiments, the virtual pet is displayed in the pet rest area of the live streaming interface. The pet rest area includes a first number of pet positions, each pet position being used to hold one virtual pet of the target object. The number of virtual pets is a second number, which is less than or equal to the first number. The first display module 5551 is also used to display each virtual pet in each pet position of the pet rest area.
[0300] In some embodiments, the live streaming interactive device further includes: a setting module, configured to display a pet setting interface before displaying each virtual pet at each pet location in the pet resting area, the pet setting interface including a carrying control and at least one virtual pet of the target object in the virtual scene, the pet setting interface being configured to set the virtual pet displayed in the pet resting area; in response to a trigger operation on the carrying control, controlling the at least one virtual pet to be in an selectable state; and in response to a selection instruction for a second virtual pet among the virtual pets, setting the second virtual pet as the virtual pet displayed in the pet resting area.
[0301] In some embodiments, the live streaming interactive device further includes: a fifth display module, configured to display at least one first task in the live streaming interface, the first task being configured to increase the number of pet locations in the pet resting area; and to control the increase of the number of pet locations in the pet resting area in response to the target object completing at least one of the first tasks.
[0302] In some embodiments, the number of virtual pets is at least one, different virtual pets are associated with different first interactive operations, and different virtual pets correspond to different skill effects; the first control module 5553 is further configured to control the virtual pet associated with the first interactive operation to release skill effects in response to the interactive operation being the first interactive operation.
[0303] In some embodiments, the first control module 5553 is further configured to control the virtual pet to release skill effects in response to the interaction operation being a first interaction operation and the first interaction operation being executed multiple times consecutively, and to control the effect of the skill effects to gradually increase during the continuous execution of the first interaction operation.
[0304] In some embodiments, the live streaming interactive device further includes: a second control module, configured to control the virtual pet to perform a target action in the live streaming interface in response to the interactive operation being a second interactive operation, wherein different virtual pets correspond to different target actions.
[0305] In some embodiments, the live streaming interactive device further includes: a third control module, configured to display at least one second task in the live streaming interface; and in response to the target object completing at least one second task, to control the target object to obtain a first virtual resource, wherein the first virtual resource is used to upgrade the level of the virtual pet in the virtual scene.
[0306] In some embodiments, the live streaming interactive device further includes: a fourth control module, configured to, after the target object obtains the first virtual resource, respond to the triggered interactive command, if the level of the virtual pet is increased based on the first virtual resource, control the virtual pet to release the visually enhanced skill effects.
[0307] In some embodiments, the target object and the streamer object have an intimacy level. The live streaming interaction device further includes a fifth control module, which is used to control the target object to obtain virtual props when the intimacy level between the target object and the streamer object reaches a level threshold and when the streamer object has an association with the virtual scene. The virtual props are used to improve the attribute value of the virtual pet in the virtual scene.
[0308] In some embodiments, the live streaming interactive device further includes: a first playback module, configured to play an exit effect in response to the target object leaving the live stream of the streamer object after the virtual pet releases a skill effect, the exit effect being used to display the process of the virtual object and the third virtual pet leaving the live stream; wherein, the virtual object is an object controlled by the target object in the virtual scene.
[0309] In some embodiments, the live streaming interactive device further includes: a second playback module, used to play sound effects corresponding to the skill effects during the process of the virtual pet releasing skill effects.
[0310] In some embodiments, the live streaming interactive device further includes: a sixth display module, configured to display the sent bullet screen in the live streaming interface in response to a bullet screen sending command, wherein the bullet screen carries resource adjustment controls; wherein the bullet screen is configured to request other objects in the live streaming room of the streamer to trigger the resource adjustment controls, and the resource adjustment controls are configured to reduce the virtual resources required to purchase virtual gift packs in the virtual scene.
[0311] In some embodiments, the live streaming interactive device further includes: a seventh display module, configured to display a virtual scene gift pack purchase interface before displaying the sent bullet comments in the live streaming interface, the gift pack purchase interface being used to purchase the virtual gift pack; displaying resource adjustment prompt information and a confirmation control corresponding to the resource adjustment function in the gift pack purchase interface; wherein, the resource adjustment prompt information is used to prompt the target object that, within a target duration, sending bullet comments in the live streaming interface can carry the resource adjustment control; and in response to a trigger operation on the confirmation control, enabling the resource adjustment function; the sixth display module is further configured to display the sent bullet comments in the live streaming interface in response to a bullet comment sending command, and control the bullet comments to carry the resource adjustment control when the interval between the trigger time of the bullet comment sending command and the activation time of the resource adjustment function is less than or equal to the target duration.
[0312] In some embodiments, the gift pack purchase interface includes a first resource quantity of virtual resources required to purchase the virtual gift pack. The live streaming interactive device further includes: an eighth display module, used to display the gift pack purchase interface of the virtual scene after the sent bullet comments are displayed in the live streaming interface; in response to the existence of other objects triggering the resource adjustment control, the first resource quantity displayed in the gift pack purchase interface is updated to a second resource quantity; wherein the second resource quantity is less than the first resource quantity, and the difference between the first resource quantity and the second resource quantity is positively correlated with the number of other objects that trigger the resource adjustment control.
[0313] The following description continues to illustrate the exemplary structure of the live interactive device 556 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2B As shown, the software modules of the live interactive device 556 may include: a second display module 5561, a release module 5562, and a jump module 5563.
[0314] The second display module 5561 is used to display the live broadcast interface for the broadcaster to conduct live broadcasts;
[0315] Release module 5562 is used to display the skill effects released by the virtual pet of the target object in the virtual scene in response to the target object performing an interactive operation on the anchor object;
[0316] The jump module 5563 is used to jump from the live broadcast interface to the virtual scene interface in response to the trigger operation of the skill effect.
[0317] In some embodiments, the jump module 5563 is further configured to display a jump control of the virtual scene in response to a trigger operation for the skill effect; and to jump from the live streaming interface to the interface of the virtual scene in response to a trigger operation for the jump control.
[0318] In some embodiments, the live streaming interactive device further includes: a ninth display module, configured to display the entrance to the virtual scene in the live streaming interface, and to jump from the live streaming interface to the interface of the virtual scene in response to a trigger operation on the entrance to the virtual scene.
[0319] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the live interactive method described above in this application.
[0320] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the live interactive method provided in this application. For example, ... Figure 3 The methods shown are as follows.
[0321] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0322] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0323] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).
[0324] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0325] In summary, through the synergy of multi-dimensional technical features, a highly efficient interactive system deeply integrating live streaming social interaction with virtual scenes has been constructed. Users can trigger virtual pets to unleash skill effects through interactive operations with the streamer on the live streaming interface. Combined with jump controls for virtual scene transitions, this enhances interactive fun while avoiding accidental operations and achieving a smooth transition between scenes. The resource adjustment controls carried in the bullet comments allow users to collaborate and reduce the cost of virtual gift packs. Coupled with real-time feedback on style switching, this stimulates social assistance behavior and enhances operational credibility. Features such as virtual scene entrances, pet resting area management, task systems, and intimacy level rewards, through convenient cross-scene entry points, personalized pet displays, and goal-driven interactive mechanisms, continuously strengthen user participation in the virtual ecosystem, effectively increasing user dwell time, operational stickiness, and virtual consumption conversion, thus constructing a live streaming interactive ecosystem that combines entertainment, collaboration, and functionality.
[0326] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A live streaming interactive method, characterized in that, The method includes: Display a live streaming interface for the streamer to broadcast live, and display the target's virtual pet in a virtual scene within the live streaming interface; In response to an interaction command for the broadcaster, execute the interaction operation indicated by the interaction command; In response to the first interactive operation, the virtual pet is controlled to release skill effects, which are used to jump to the interface of the virtual scene when the trigger operation is received.
2. The method according to claim 1, characterized in that, The virtual pet includes a first virtual pet, and before displaying the target object's virtual pet in the virtual scene on the live streaming interface, the method further includes: In response to the target object entering the live streamer's live stream room, the process of the virtual object and the first virtual pet entering the live stream room is displayed. The virtual object is the object controlled by the target object in the virtual scene.
3. The method according to claim 2, characterized in that, The process of displaying the virtual object and the first virtual pet entering the live stream includes: When the target object has entry permission, the process of the virtual object and the first virtual pet entering the live broadcast room is displayed. The method further includes: When the target object does not have the permission to enter the venue, a purchase prompt message is displayed, which is used to prompt the user to purchase the permission to enter the venue.
4. The method according to claim 2, characterized in that, The live streaming interface includes a bullet screen area for displaying bullet screen information, and the process of displaying the virtual object and the first virtual pet entering the live streaming room includes: In the bullet screen area, the process of the virtual object riding the first virtual pet into the live broadcast room is displayed through an entrance effect; The method further includes: In the bullet screen area, the entry bullet screen corresponding to the target object is displayed. The entry bullet screen is used to indicate that the target object was carrying the first virtual pet when entering the live streamer's live room.
5. The method according to claim 4, characterized in that, The method further includes: The entrance to the virtual scene and the corresponding operation instructions are displayed in the bullet screen area. The operation instruction information is used to instruct entry into the virtual scene based on the entry point; the entry point of the virtual scene is used to jump from the live broadcast interface to the interface of the virtual scene.
6. The method according to claim 1, characterized in that, The virtual pet is displayed in the pet resting area of the live streaming interface. The pet resting area includes a first number of pet positions, and each pet position is used to hold one virtual pet of the target object. The number of virtual pets is a second number, which is less than or equal to the first number. Displaying the target object's virtual pets in the virtual scene on the live streaming interface includes: Each virtual pet is displayed at each of the pet locations in the pet rest area.
7. The method according to claim 6, characterized in that, Before displaying each virtual pet at each pet location in the pet resting area, the method further includes: The pet settings interface includes a carrying control and at least one virtual pet of the target object in the virtual scene. The pet settings interface is used to set the virtual pet displayed in the pet resting area. In response to a trigger operation on the carrying control, the at least one virtual pet is controlled to be in an selectable state; In response to a selection instruction for the second virtual pet among the virtual pets, the second virtual pet is set as the virtual pet displayed in the pet resting area.
8. The method according to claim 6, characterized in that, The method further includes: The live streaming interface displays at least one first task, which is used to increase the number of pet locations in the pet resting area; In response to the target object completing at least one of the first tasks, the number of pet locations in the pet resting area is increased.
9. The method according to claim 1, characterized in that, The number of virtual pets is at least one, different virtual pets are associated with different first interactive operations, and different virtual pets correspond to different skill effects; The response to the interactive operation is the first interactive operation, which controls the virtual pet to release skill effects, including: In response to the interactive operation being a first interactive operation, the virtual pet associated with the first interactive operation is controlled to release skill effects.
10. The method according to claim 1, characterized in that, The response to the interactive operation is the first interactive operation, which controls the virtual pet to release skill effects, including: In response to the interactive operation being a first interactive operation and the first interactive operation being executed multiple times consecutively, the virtual pet is controlled to release skill effects, and the effect of the skill effects is gradually enhanced during the continuous execution of the first interactive operation.
11. The method according to claim 1, characterized in that, The method further includes: In response to the interactive operation being a second interactive operation, the virtual pet is controlled to perform a target action in the live broadcast interface, with different virtual pets corresponding to different target actions.
12. The method according to claim 1, characterized in that, The method further includes: The live streaming interface displays at least one second task; In response to the target object completing at least one of the second tasks, the target object is controlled to obtain a first virtual resource, which is used to upgrade the level of the virtual pet in the virtual scene.
13. The method according to claim 12, characterized in that, After controlling the target object to obtain the first virtual resource, the method further includes: In response to the triggered interaction command, if the level of the virtual pet is increased based on the first virtual resource, the virtual pet is controlled to release the visually enhanced skill effects.
14. The method according to claim 1, characterized in that, The target object and the broadcaster object have a closeness level, and the method further includes: In response to the target object and the streamer object reaching a certain level of intimacy, when the streamer object has an association with the virtual scene, the target object is controlled to obtain virtual props, which are used to improve the attribute values of the virtual pet in the virtual scene.
15. The method according to claim 1, characterized in that, After controlling the virtual pet to release skill effects, the method further includes: In response to the target object leaving the live stream of the streamer, an exit effect is played, which is used to display the process of the virtual object and the third virtual pet leaving the live stream; The virtual object is the object controlled by the target object in the virtual scene.
16. The method according to claim 1, characterized in that, The method further includes: During the process of the virtual pet releasing skill effects, sound effects corresponding to the skill effects are played.
17. The method according to claim 1, characterized in that, The method according to claim 1, characterized in that the method further comprises: In response to a command to send a bullet comment, the sent bullet comment is displayed on the live streaming interface, and the bullet comment carries resource adjustment controls; The bullet comments are used to request other objects in the streamer's live stream to trigger the resource adjustment control, which is used to reduce the virtual resources required to purchase virtual gift packs in the virtual scene.
18. The method according to claim 17, characterized in that, Before displaying the sent bullet comments on the live streaming interface, the method further includes: The virtual scene's gift pack purchase interface is displayed, and the gift pack purchase interface is used to purchase the virtual gift pack; The resource adjustment prompt and confirmation control corresponding to the resource adjustment function are displayed on the gift pack purchase interface. The resource adjustment prompt information is used to prompt the target object that, within the target duration, the bullet comments sent on the live broadcast interface can carry the resource adjustment control; In response to a trigger operation on the determined control, the resource adjustment function is enabled; In response to a barrage sending command, the sent barrage is displayed on the live streaming interface. The barrage carries resource adjustment controls, including: In response to a barrage sending command, the sent barrage is displayed on the live streaming interface, and when the interval between the trigger time of the barrage sending command and the activation time of the resource adjustment function is less than or equal to the target duration, the barrage is controlled to carry the resource adjustment control.
19. The method according to claim 18, wherein the gift pack purchase interface includes a first resource quantity of virtual resources required to purchase the virtual gift pack, and after displaying the sent bullet comments on the live stream interface, the method further includes: The virtual scene's gift pack purchase interface is displayed; In response to the presence of the other object triggering the resource adjustment control, the first resource quantity displayed in the gift pack purchase interface is updated to the second resource quantity; The second resource quantity is less than the first resource quantity, and the difference between the first resource quantity and the second resource quantity is positively correlated with the number of other objects that trigger the resource adjustment control.
20. A live streaming interactive method, characterized in that, The method includes: Displays the live streaming interface for the broadcaster to conduct live broadcasts; In response to the target object performing an interactive operation on the streamer object, the skill effects released by the virtual pet of the target object in the virtual scene are displayed; In response to the triggering operation of the skill effect, the interface of the live broadcast is redirected to the interface of the virtual scene.
21. The method according to claim 20, characterized in that, The step of redirecting from the live stream interface to the virtual scene in response to a trigger operation for the skill effect includes: In response to a triggering operation on the skill effect, a jump control for the virtual scene is displayed; In response to a trigger operation on the jump control, the user is redirected from the live streaming interface to the virtual scene interface.
22. The method according to claim 20, characterized in that, The method further includes: The live streaming interface displays the bullet comments sent by the target object, and the bullet comments carry resource adjustment controls; The bullet comments are used to request other objects in the streamer's live stream to trigger the resource adjustment control, which is used to reduce the virtual resources required to purchase virtual gift packs in the virtual scene. In response to a trigger operation on the resource adjustment control, the resource adjustment control is switched from a first style to a second style, the second style indicating that the trigger operation has been performed.
23. The method according to claim 21, characterized in that, The method further includes: The entrance to the virtual scene is displayed in the live streaming interface; In response to a trigger operation targeting the entry point of the virtual scene, the user is redirected from the live streaming interface to the interface of the virtual scene.
24. A live interactive device, characterized in that, The device includes: The first display module is used to display a live streaming interface for the broadcaster to conduct live streaming, and to display the virtual pet of the target object in a virtual scene in the live streaming interface; An interaction module is used to respond to an interaction command for the broadcaster and execute the interaction operation indicated by the interaction command. The first control module is used to respond to the interactive operation as a first interactive operation and control the virtual pet to release skill effects. The skill effects are used to jump to the interface of the virtual scene when a trigger operation is received.
25. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the live interactive method according to any one of claims 1 to 19, or implements the live interactive method according to any one of claims 20 to 23.
26. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the live interactive method according to any one of claims 1 to 19, or the live interactive method according to any one of claims 20 to 23.
27. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the live interactive method according to any one of claims 1 to 19, or the live interactive method according to any one of claims 20 to 23.