Anti-addiction method and device, storage medium and product
By introducing virtual digital humans into the game interface and changing the way they are displayed, and by using psychological principles to increase social pressure, the poor user experience caused by forced exit from the game in existing technologies is solved, and a more humane anti-addiction effect is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- MIGU CO LTD
- Filing Date
- 2025-12-31
- Publication Date
- 2026-04-28
AI Technical Summary
In existing technologies, the method of forcing users to exit the game is not user-friendly and can easily lead to a poor user experience and negative emotions, resulting in poor anti-addiction effects.
By introducing virtual digital humans and changing the way the game interface is displayed, the user's immersive gaming process is transformed into an observed social scenario. By using psychological principles to increase social pressure and mild discomfort, users are guided to quit the game voluntarily.
It achieves improved anti-addiction effects, reduced negative user emotions, enhanced user loyalty and stickiness, and prevented user churn without compromising the core gaming experience.
Smart Images

Figure CN121927280A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, device, storage medium, and product for preventing addiction. Background Technology
[0002] With the continuous development of internet technology, video games have become an important form of entertainment in people's daily lives. However, excessive gaming can have adverse effects on users' physical and mental health. Therefore, preventing users from becoming addicted to games is also a very important function of games, which is mainly achieved by limiting the time users spend playing games in order to protect their physical and mental health.
[0003] In related technologies, to prevent addiction, when a user's game time (such as single continuous game time, daily cumulative game time, etc.) reaches a preset time threshold, the game process is forcibly interrupted, the connection between the user's client and the game server is disconnected, and the user is forced to exit the game. However, this method of forcibly exiting the game is not user-friendly and often feels abrupt to users, easily triggering strong negative emotions, resulting in a very poor user experience and inadequate anti-addiction effectiveness. Summary of the Invention
[0004] This application provides an anti-addiction method, device, storage medium, and product that can improve the effectiveness of anti-addiction measures.
[0005] The technical solution of this application embodiment is implemented as follows: This application provides an anti-addiction method applied to a first terminal, the method comprising: When the first user's first game is in normal game mode, the game interface of the first user's first game is displayed in the first display method; Based on the game status data of the first user's first game, determine whether to trigger the anti-addiction mode; When the anti-addiction mode is triggered, the display mode of the game interface is switched from the first display mode to the second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes a virtual digital human, which is used to virtually spectate the first user's first game.
[0006] In some exemplary embodiments, the visual attribute parameters of the second display method are determined based on the game state data of the first user's first game.
[0007] In some exemplary embodiments, the visual attribute parameters of the second display method include one or more of the following: the number of virtual digital humans displayed, the transparency of the virtual digital humans, the display appearance of the virtual digital humans, the overlap area between the virtual digital humans and the game interface, the display size of the game interface, the display brightness of the game interface, and the area of the background area.
[0008] In some exemplary embodiments, the second display method further includes: displaying comment data in a preset manner, wherein, The comment data includes one or more of the following: a first comment on the first user's game operation, a second comment on the first user's addictive state, and a third comment to persuade the first user to quit the first game; The preset methods include: the comment data is displayed in the form of bullet comments, and the finger of the virtual digital person corresponding to the comment data moves as the comment data moves; or, the comment data is displayed in the form of voice, and the virtual digital person corresponding to the comment data broadcasts the comment data; or, the comment data is displayed in both bullet comments and voice formats, and the finger of the virtual digital person corresponding to the comment data moves as the comment data moves and the virtual digital person corresponding to the comment data broadcasts the comment data.
[0009] In some exemplary embodiments, the method further includes: During the live stream of the first game of the first user who is in anti-addiction mode in the game addiction live stream room, the live stream interaction data is obtained. The comment data is determined based on the live stream interaction data.
[0010] In some exemplary embodiments, the second display size of the game interface in the second display mode is smaller than the first display size in the first display mode.
[0011] This application provides an anti-addiction method applied to a second terminal, the method comprising: On the game lobby interface of the second user's second game, a live streaming control is displayed. The live streaming control is used to guide the second user to enter the game addiction live streaming room to watch the live stream while the first user's first game, which is in anti-addiction mode, is being live streamed in the game addiction live streaming room. In response to a trigger operation on the live streaming control, the live streaming interface of the game addiction live streaming room is displayed. The live streaming screen presented by the live streaming interface is obtained based on the game interface of the first user's first game displayed in a second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes a virtual digital human, which is used to virtually spectate the first user's first game.
[0012] This application provides an electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. When a processor executes computer-executable instructions or computer programs stored in the memory, it implements the anti-addiction method provided in the embodiments of this application.
[0013] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, they implement the anti-addiction method provided in this application.
[0014] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the anti-addiction method provided in this application.
[0015] The embodiments of this application have the following beneficial effects: This application provides an anti-addiction method, device, storage medium, and product. When the anti-addiction mode is triggered based on the game state data of a first user's first game, the display mode of the first user's first game interface is switched from a first display mode corresponding to the normal game mode to a second display mode corresponding to the anti-addiction mode. Since the second display mode includes a virtual digital human, the introduced virtual visual element (i.e., the virtual digital human) virtually observes the first user's first game, creating a social scene where the first user's addictive gaming process is observed. This allows the user to experience a sense of being watched without disrupting the core gaming experience, increasing social pressure and slight discomfort in the gaming experience. This helps guide the user to voluntarily decide to exit the game, effectively guiding the user to actively break free from addictive gaming. This avoids the abrupt, fragmented, and negatively impactful user experience caused by simple and crude methods such as forced offline logging, thus improving the effectiveness of anti-addiction measures. Attached Figure Description
[0016] Figure 1 This is a schematic diagram of the structure of an anti-addiction system provided in an embodiment of this application; Figure 2 This is a first flowchart illustrating an anti-addiction method provided in an embodiment of this application; Figure 3 This is a schematic diagram of the game interface of the first user's first game displayed in a first display mode in an embodiment of this application; Figure 4 This is a first schematic diagram of the game interface of the first user's first game displayed in the second display mode in an embodiment of this application; Figure 5 This is a second schematic diagram of the game interface of the first user's first game displayed in a second display mode in an embodiment of this application; Figure 6 This is a third schematic diagram of the game interface of the first user's first game displayed in a second display mode in an embodiment of this application; Figure 7 This is a fourth schematic diagram of the game interface of the first user's first game displayed in the second display mode in this embodiment of the application; Figure 8 This is a schematic diagram of the second process of an anti-addiction method provided in an embodiment of this application; Figure 9 This is a schematic diagram of the game lobby interface of the second game for the second user in an embodiment of this application; Figure 10 This is a schematic diagram of the live streaming interface of the game addiction live streaming room in the embodiments of this application; Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.
[0017] It should be noted that the terms "first" and "second" mentioned above are only used to distinguish between different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation
[0018] 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.
[0019] 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.
[0020] 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.
[0021] In this document, terms such as “one or more,” “one or more,” or “one or more” refer to any one of a plurality or any combination of at least two of a plurality. For example, “one or more” can refer to “one or more” of A, B, and C, and can refer to any one or more elements selected from the set consisting of A, B, and C.
[0022] In the embodiments of this application, the terms "module," "unit," or "component" 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.
[0023] 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 descriptive purposes only and is not intended to limit the scope of this application.
[0024] 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.
[0025] Preventing users from becoming addicted to games is a crucial function, primarily achieved by limiting user engagement time to protect user health. In related technologies, if a user's gaming time (e.g., single continuous playtime, daily cumulative playtime) reaches a preset threshold (e.g., 1.5 hours for minors on weekdays, 3 hours on holidays), or if the playtime falls within the restricted time period, the anti-addiction logic is triggered. The server sends a pop-up warning to the user's client, notifying them of an impending forced logout and displaying a brief countdown (e.g., 15 or 5 minutes). After the countdown ends, the game process is forcibly interrupted, the connection between the user's client and the game server is disconnected, and the account is logged out, effectively forcing the user to exit the game. However, this method of forcibly shutting down users when they still have a strong desire to continue playing is inhumane and often feels abrupt, easily causing negative emotions (such as frustration, anger, and dissatisfaction), resulting in a poor user experience. It is evident that current anti-addiction technologies suffer from problems such as poor user experience due to forced offline actions, lack of user-friendliness, and the potential to trigger strong negative emotions in users.
[0026] This application provides various embodiments of an anti-addiction method, device, storage medium, and product. By introducing dynamic and interactive virtual visual elements, the user's addictive gaming process is transformed into an observable "social scenario," gradually increasing the user's social pressure and slight discomfort in the gaming experience, guiding the user to voluntarily choose to exit the game. This achieves a psychologically guided, gentle, non-coercive, and dynamically escalating social intervention mechanism. Thus, by optimizing the anti-addiction scheme, it becomes more humane, refined, and personalized, more effectively guiding users to actively break free from game addiction and gradually form healthy gaming habits. Furthermore, while effectively preventing addiction, it also considers user experience, enhancing user loyalty and stickiness to the game platform. This avoids the abrupt, fragmented, and negatively impactful user experience caused by simplistic and crude methods such as forced disconnection, and also avoids user churn caused by such methods.
[0027] In some exemplary embodiments, the anti-addiction methods provided in the various embodiments of this application are applicable to scenarios where various entertainment software, such as game applications, require anti-addiction measures.
[0028] Figure 1 This is a schematic diagram of an anti-addiction system provided in an embodiment of this application, illustrating an exemplary application system of an anti-addiction method provided in an embodiment of this application. For example... Figure 1As shown, the anti-addiction system may include a server 10 and a terminal 20, with a client 20-1 deployed on the terminal 20. The terminal 20 (such as client 20-1) communicates with the server 10 via a network 30. The client can run on the terminal via a browser, a standalone application (APP), or a mini-program, etc. This embodiment does not limit the specific form of the client. For example, the network 30 can be a wide area network (WAN), a local area network (LAN), or a combination of both.
[0029] In some exemplary embodiments, when the terminal has various game clients such as game applications or game mini-programs installed, the user can participate in games (such as multiplayer online battle games) through the terminal. Alternatively, when the terminal has various live streaming clients such as live streaming applications or live streaming mini-programs installed, the user can watch live streaming content (such as game live streams of addicted players) through the terminal.
[0030] In some exemplary embodiments, the terminal 20 may be various types of electronic devices, such as laptops, tablets, desktop computers, portable computers, smartphones, smart home appliances, vehicle terminals, or aircraft, etc. Here, the embodiments of this application do not limit this.
[0031] In some exemplary embodiments, server 10 can be used to provide game services, anti-addiction services, and anti-addiction auxiliary services (such as game live streaming services for addicted players).
[0032] In some exemplary embodiments, server 10 can be various electronic devices with certain computing capabilities. For example, it can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server capable of providing cloud 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, or a collaborative system composed of edge nodes (such as NTP servers deployed at the edge) and cloud servers, etc. Here, the embodiments of this application do not limit this.
[0033] In some exemplary embodiments, this application provides an anti-addiction system, which may include: a first terminal, a server, and a second terminal. The first terminal is equipped with a first client and is a terminal used by a first user. The server is used to provide the main computing services, anti-addiction services, live streaming services, etc. in the game service. The second terminal is equipped with a second client and is a terminal used by a second user.
[0034] In other exemplary embodiments, this application provides an anti-addiction system, which may include: a first terminal, a game server, a live streaming server, and a second terminal. The first terminal is equipped with a first client (such as a game client) and is a terminal used by a first user. The game server is used to provide the main computing services and anti-addiction services in the game service. The second terminal is equipped with a second client (such as a game client or a live streaming client) and is a terminal used by a second user. The live streaming server is used to provide live streaming services of the game screen of addicted players to assist the game server in providing anti-addiction services.
[0035] The anti-addiction methods provided in the various embodiments of this application can be implemented independently by the terminal, independently by the server, or jointly by the terminal and the server. This application does not specifically limit the implementation of these methods. Figure 1 The examples shown are merely examples of application systems that can apply the anti-addiction method provided in the embodiments of this application, in order to help those skilled in the art understand the technical content of this application, but do not mean that the embodiments of this application cannot be used in other devices, systems, environments or scenarios.
[0036] Figure 2 This is a schematic diagram of the first process of an anti-addiction method provided in an embodiment of this application. The following will be combined with... Figure 2 Please provide an explanation. For example, this anti-addiction method can be implemented through... Figure 1 The terminal shown executes the command, as in the first terminal. Figure 2 As shown, the anti-addiction method may include the following steps S201 to S203: Step S201: When the first user's first game is in normal game mode, display the game interface of the first user's first game in the first display mode.
[0037] In this context, "normal game mode" refers to the non-anti-addiction mode. Therefore, when the first user runs the first game on the first terminal, the first user can use any function of the first game while the first game is in normal game mode.
[0038] Among them, the first game of the first user refers to the first game that the first user logs into with his / her corresponding first account (such as the first username and the first password).
[0039] The first display method is the common display method for first-class games, such as full-screen display.
[0040] For example, the first game can be a role-playing game (RPG), a massively multiplayer online role-playing game (MMORPG), etc.
[0041] The game interface of the first user's first game refers to the interface corresponding to the first game provided or displayed through the graphical user interface of the first terminal. In some exemplary embodiments, the game interface of the first user's first game may include a user interface (UI) for the first user (i.e., the game player) to interact with and a game screen. For example, the UI may include game elements such as game controls (e.g., skill controls, movement controls, function controls, etc.), indicator icons (e.g., direction indicator icons, character indicator icons, etc.), information display areas (e.g., kill count, match time, etc.), and game setting controls (e.g., system settings, shop, gold coins, etc.). For example, the game screen may be a display screen corresponding to a virtual game scene shown on the game client of the first game, and the game screen may include game characters (e.g., player characters, system characters, etc.) that execute game logic in the virtual game scene (e.g., grass, room, etc.).
[0042] For example, the game interface of the first user's first game may include interactive controls and game elements such as game graphics. In this way, the first user can participate in the first game through the game interface.
[0043] Step S202: Based on the game status data of the first user's first game, determine whether to trigger the anti-addiction mode.
[0044] The game state data of the first user's first game refers to the data generated during the first user's use of the first game, which reflects the first user's game state. For example, the game state data of the first user's first game may include one or more of the following: continuous game duration (T), session frequency (F), operation intensity (A), and rest interval (R).
[0045] For example, consecutive game time (T) can refer to the duration of a single consecutive game session (the cumulative online time starting from the most recent login time) or the cumulative game time per day.
[0046] For example, session frequency (F) can refer to the number of logins within a preset time period, such as the number of logins within 24 hours, or the number of logins between 8 a.m. and 8 p.m.
[0047] For example, operational intensity can refer to the number of effective operations within a preset time period, such as the number of effective operations per minute (APM).
[0048] For example, a break interval can refer to the average interval between the two most recent game sessions. For instance, the first interval between the start timestamp of the current game session and the end timestamp of the previous game session (i.e., the interval closest to the current game session); the second interval between the start timestamp of the previous game session and the end timestamp of the game session before that (i.e., the second closest interval to the current game session); add the first and second intervals together to get a sum; divide the sum by 2 to get the average interval between the two most recent game sessions.
[0049] Step S203: When the anti-addiction mode is triggered, the display mode of the first user's game interface is switched from the first display mode to the second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes a virtual digital human, which is used to virtually spectate the first user's first game.
[0050] In this second display method, the game elements (such as operation controls, game screen, game scene, virtual characters, etc.) of the first user's first game interface in the first display method can be the same, but the display effect (such as display size) of the first user's first game interface in the second display method is different from that in the first display method. For example, taking the game process of the first user's first game as a game battle as an example, if it is in normal game mode, the main interface of the first terminal displays the first user's first game interface in full-screen mode; if the anti-addiction mode is triggered, the main interface of the first terminal switches the first user's first game interface to the second display method. The second display method includes a virtual digital human, which is used to virtually spectate the first user's first game.
[0051] The virtual digital human is used to virtually spectate the first user's first game. This can mean that the virtual digital human is located around the game interface of the first user's first game (such as any one or more sides such as the top, bottom, left, and right sides).
[0052] In some exemplary embodiments, the second display method includes: one or more virtual digital humans located in three-dimensional space, with the virtual digital humans situated at the edge (e.g., one or more sides) of the game interface of the first user's first game. This creates a virtual spectator scene with a three-dimensional feel.
[0053] For example, Figure 3This is a schematic diagram of the game interface of the first user's first game displayed in the first display mode in an embodiment of this application, as shown below. Figure 3 As shown, the game interface of the first user's first game may include the game screen 302 and the operation controls 301. At this time, the first user's first game is in normal game mode, and the game interface of the first user's first game can be displayed in full screen on the first terminal. Figure 4 This is a first schematic diagram of the game interface of the first user's first game displayed in the second display mode in this application embodiment, which presents a virtual spectator scene based on a virtual digital human, such as... Figure 4 As shown, the second display method can be displayed in full-screen mode on the first terminal. The second display method includes: the game interface 402 of the first user's first game displayed in three-dimensional space, and multiple virtual digital humans 401 (such as...). Figure 4 (Taking three virtual digital humans as an example for illustration) Multiple virtual digital humans 401 are located on the top and bottom sides of the game interface of the first user's first game. The UI screen of multiple virtual digital humans 401 is rendered on the top layer of the game interface 402 of the first user's first game. There may be overlapping areas between the UI screen of multiple virtual digital humans 401 and the game interface 402 of the first user's first game, forming a display effect of virtual digital humans virtually watching the first user's first game.
[0054] Combination Figure 3 and Figure 4 It can be seen that: with Figure 3 Compared to the first user's first game's first display size, at the first moment, Figure 4 In the second display mode, the game interface of the first user's first game, located in three-dimensional space, is proportionally reduced to K times the first display size; where K is the scaling factor, representing the ratio of the scaled size to the original size. For example, K = 0.5. Of course, in the second moment after the first moment, as the first user becomes more engrossed in the first game, the second display size of the first user's first game interface in the second display mode can become even smaller.
[0055] Combination Figure 3 and Figure 4 It can also be seen that: with Figure 3 Compared to the content of the first game interface of the first user in the first game, at the first moment, Figure 4 The content of the game interface of the first user's first game in the scaled-down version can remain unchanged. Of course, in the second moment after the first moment, in response to the first user's operation on the first game, the content of the game interface of the first user's first game in the second display method can change.
[0056] The virtual spectator display effect presented by the second display method is related to the first user's level of addiction to the first game, and changes with the user's level of addiction. For example, when the user's addiction is mild, the virtual spectator display effect presented by the second display method creates less social pressure and less discomfort in the user's gaming experience. Conversely, when the user's addiction is severe, the virtual spectator display effect presented by the second display method creates greater social pressure and more discomfort in the user's gaming experience.
[0057] For example, when the first user's addiction level is mild, the number of virtual digital characters is small; as the user's addiction level increases, the number of virtual digital characters gradually increases. Similarly, when the first user's addiction level is mild, the opacity of the virtual digital characters is low (e.g., opacity 0.3), making them blurry; as the user's addiction level increases, the opacity gradually increases (e.g., opacity 0.9), making them clearer until they become completely opaque (e.g., opacity 1). Furthermore, when the first user's addiction level is mild, the overlap between the virtual digital characters and the game interface is small; as the user's addiction level increases, the overlap between the virtual digital characters and the game interface gradually increases.
[0058] The degree of addiction of the first user can be quantified using an addiction score calculated based on the user's game status data. For example, a higher addiction score indicates a more severe degree of addiction to the first game.
[0059] In some exemplary embodiments, the visual attribute parameters of the second display method are determined based on the game state data of the first user's first game. For example, the visual attribute parameters of the second display method are determined based on the addiction score determined from the game state data of the first user's first game.
[0060] In some exemplary embodiments, the visual attribute parameters of the second display method may include one or more of the following: the number of virtual digital humans displayed, the transparency (or opacity) of the virtual digital humans, the display appearance of the virtual digital humans (such as gender, age, etc.), the overlap area between the virtual digital humans and the game interface, the display size of the game interface, the display brightness of the game interface, and the area of the background area.
[0061] Thus, the anti-addiction method provided in this application embodiment, when the first user's first game is in normal game mode, displays the game interface of the first user's first game in a first display mode. When it is determined based on the game status data of the first user's first game that the anti-addiction mode is triggered (i.e., the user is in an addicted game state), the display mode of the first user's first game interface will be switched from the first display mode corresponding to the normal game mode to the second display mode corresponding to the anti-addiction mode. In this way, since the second display mode can virtually observe the first user's first game process by introducing virtual visual elements (i.e., virtual digital humans) without destroying the core game experience, the user's addicted game process is created as a social scene of being observed, giving the user a "sense of being watched," increasing the user's social pressure and slight discomfort in the game experience, which helps guide the user to voluntarily decide to quit the game, effectively guiding the user to actively get rid of the addicted game state. Thus, a psychologically guided, gentle, non-coercive, and social anti-addiction mechanism is realized, optimizing the anti-addiction scheme and improving the humanization of the anti-addiction scheme. Furthermore, when the anti-addiction mode is triggered based on the game status data of the first user's first game, the system switches to a second display method, presenting a virtual digital avatar virtually spectating the first user's first game. This avoids forcibly interrupting the game, resulting in a smoother user experience. This avoids the abrupt, disjointed, and negatively impactful user experience often associated with forceful disconnections and other simplistic anti-addiction measures, effectively reducing negative user sentiment. Moreover, while effectively preventing addiction, the system also considers user experience, enhancing user loyalty and engagement with the gaming platform, thus preventing user churn caused by forceful disconnections.
[0062] Here, the anti-addiction method provided in this application embodiment, which uses a virtual digital human to virtually observe the first user's first game in the second display method, achieves anti-addiction based on the following principle: According to psychological principles, when an individual is in a group observation environment, they worry about causing embarrassment due to inappropriate behavior, making them more cautious in evaluating their own behavior. Therefore, when the user's game addiction process is transformed into a "virtual social scene" observed by a virtual digital human, the observed object will worry about causing embarrassment due to inappropriate behavior, which helps to increase the observed object's slight discomfort in the game experience, causing the observed object to have a self-censoring mentality, making the observed object more cautious in evaluating their game addiction behavior, thereby guiding the observed object to voluntarily choose to quit the game.
[0063] In some exemplary embodiments, the second display method may further include: displaying comment data in a preset manner. The comment data may include one or more of the following: a first comment regarding the first user's game actions, a second comment regarding the first user's addictive state, and a third comment to persuade the first user to quit the first game. The preset manner may include: displaying the comment data in the form of bullet comments, with the finger of the virtual digital person corresponding to the comment data moving as the comment data moves; or displaying the comment data in the form of voice, with the virtual digital person corresponding to the comment data providing voice recitation; or displaying the comment data in both bullet comment and voice recitation formats, with the finger of the virtual digital person corresponding to the comment data moving as the comment data moves and the virtual digital person corresponding to the comment data providing voice recitation. The number of comment data items may be one or more.
[0064] For example, Figure 5 This is a second schematic diagram of the game interface of the first user's first game displayed in the second display mode in this application embodiment. It presents a virtual spectator scene based on a virtual digital human, such as... Figure 5 As shown, the second display method is displayed in full-screen mode on the first terminal. The second display method includes: the game interface 402 of the first user's first game displayed in three-dimensional space, and multiple virtual digital humans 401 (such as...). Figure 5 (Using three virtual digital humans as an example for illustration), multiple virtual digital humans 401 are located on the top and bottom sides of the first user's first game interface. Furthermore, the second display method also includes: multiple comment data displayed in the form of bullet comments (…). Figure 5 (Taking two data points as an example) Two bullet comments are shown. One bullet comment, 403-1, is used to display the comment data "Look, there's someone behind the tree, can't you see that?" (such as the first comment on the first user's experience of playing the first game). The other bullet comment, 403-2, is used to display the comment data "Kid, go do your homework, stop playing" (such as the third comment used to persuade the first user to quit the first game).
[0065] In some exemplary embodiments, comment data can be obtained from a pre-stored comment dataset in a database, or it can be automatically generated by a natural language model based on the game screen presented in the game interface of the first user's first game, or the comment data input by the second user can be obtained by live streaming the game screen obtained from the game interface of the first user's first game.
[0066] The comment data and the virtual digital human can have a one-to-one correspondence or a many-to-one relationship.
[0067] In some exemplary embodiments, the anti-addiction method may further include: When the target comment data in one or more comment data is displayed in the form of bullet screen, the finger of the target virtual digital human corresponding to the target comment data moves as the target comment data moves; Alternatively, when the target comment data is displayed in voice form, the target virtual digital human can broadcast the target comment data in voice. Alternatively, when the target comment data is displayed in the form of bullet comments and voice, the target virtual digital human's finger moves along with the target comment data, and the target virtual digital human broadcasts the target comment data aloud.
[0068] For example, the finger of the target virtual digital human moves with the movement of the target comment data. This can include: determining the display trajectory of the target comment data as bullet comments; displaying the target comment data as bullet comments in the virtual viewing scene according to the bullet comment display trajectory; and controlling the finger of the target virtual digital human to move with the movement of the target bullet comment data, so that the finger of the target virtual digital human points to the position of the target bullet comment data until the target bullet comment data disappears.
[0069] For example, when the target comment data is displayed in the form of voice, the target virtual digital human can broadcast the target comment data by voice, which may include: using text-to-speech (TTS) technology to synthesize the target comment data into natural speech, and then having the target virtual digital human play the natural speech.
[0070] Thus, in this embodiment of the application, by combining comment data with the actions of the virtual digital human, the interactivity and expressiveness of the virtual digital human are enhanced, the psychological pressure brought about by the spectator atmosphere created by the virtual digital human is amplified, and users are more likely to perceive external evaluations of their gaming behavior, thereby improving the effect of psychological intervention. As a result, users are more effectively prompted to actively quit the game, and users are more effectively guided to actively get rid of the state of game addiction, thus improving the anti-addiction effect.
[0071] In some exemplary embodiments, the anti-addiction method may further include: receiving one or more comment data from a second user sent by a server; and displaying the one or more comment data in a virtual spectator scenario in the form of bullet comments and audio messages. Thus, in this embodiment, by introducing comment data input by a second user and displaying it in multiple forms in a virtual spectator scenario, the sense of social pressure can be enhanced, prompting the first user to realize that their behavior is being observed, increasing the psychological pressure brought about by the spectator environment, thereby making it more likely that the user will voluntarily stop playing the game. This can more effectively guide users to actively break free from game addiction and improve the anti-addiction effect.
[0072] In some exemplary embodiments, the anti-addiction method may further include: obtaining live interaction data during the live streaming of a first user's first game in an anti-addiction mode in a game addiction live streaming room; and determining comment data based on the live interaction data.
[0073] In some exemplary embodiments, obtaining live interaction data during the live streaming of a first user's first game in anti-addiction mode within a game addiction live streaming room may include: acquiring the first game screen in real time while the first user's first game is in anti-addiction mode; wherein the first game screen is the game screen of the first user playing based on the game interface of the first game; and live streaming the first game screen through the game addiction live streaming room, while acquiring live interaction data input by a second user. The second user refers to a user watching the live stream through the game addiction live streaming room.
[0074] Thus, in this embodiment of the application, by introducing a game addiction live streaming room to live stream the game process of the first user and displaying the live interactive data input by the second user in various forms in the virtual spectator scene presented by the second display method, the sense of social pressure can be enhanced, prompting the first user to realize that his behavior has been watched, increasing the psychological pressure brought by the spectator environment, thereby making it more likely to prompt the user to voluntarily stop playing the game and improve the anti-addiction effect.
[0075] In some exemplary embodiments, determining comment data based on live interactive data may include: acquiring live interactive data from a game addiction livestream in real time; preprocessing the live interactive data to obtain one or more comment data. For example, preprocessing may include: removing invalid characters, merging duplicate comments, filtering inappropriate remarks, etc. For example, a lightweight NLP (Natural Language Processing) engine may be pre-set, which is used for keyword extraction and intent classification. For the first game, a dictionary containing key terms is pre-built. For example, {"attitude":["criticism","sarcasm","praise"], "position":["top lane","jungle","dragon"], "behavior":["stealing tower","gank","initiating team fight"], "status":["low health","no mana"]}. When the comment data input by the second user is identified as a negative attitude by the NLP engine, the comment data is used as the first comment for the first user's first game process, and an interaction command is generated. In response to the interaction command, the first comment is displayed as a bullet screen, and the virtual digital human's finger moves to follow the movement of the bullet screen corresponding to the first comment.
[0076] In some exemplary embodiments, broadcasting a first game screen live through a game addiction livestream and obtaining livestream interaction data input by a second user may include: a client in a first terminal sending the first game screen to a game server; the game server sending the first game screen to a livestream server; the livestream server creating a game addiction livestream and broadcasting the first game screen to a second user through the livestream server; obtaining livestream interaction data input by the second user through the livestream server; the livestream server sending the livestream interaction data to the game server; and the game server forwarding the livestream interaction data to the client in the first terminal.
[0077] Here, since the bystander effect is an important social psychological phenomenon in psychology, and its intensity is even higher in the context of online social media, in this embodiment of the application, live-streaming the gaming process of addicted users through game addiction live-streaming rooms allows secondary users on gaming and live-streaming platforms to collectively examine and comment on the user's addictive gaming state, forming a phenomenon of online spectatorship. On the one hand, when the user's addictive gaming process is transformed into an observed "social scene," the observed individual will worry about causing embarrassment due to their inappropriate behavior, which helps to increase the slight discomfort of the observed individual's gaming experience, causing them to have a sense of self-censorship and to more carefully evaluate their own addictive gaming behavior, thereby guiding the observed individual to voluntarily choose to quit the game. On the other hand, when the user's addictive gaming process is transformed into an observed "social scene," by observing the behavior of others and commenting, the bystanders can satisfy their curiosity and herd mentality. In particular, when the person being observed is forced to stop their addictive gaming behavior due to external pressure, the observers gain a sense of accomplishment, power, and control. This experience helps the observers release pent-up stress, thereby reducing the health risks that may be caused by excessive psychological stress.
[0078] In some exemplary embodiments, before broadcasting the first game screen via the game addiction livestreaming room, the anti-addiction method may further include: displaying a message pop-up window in a preset area on the game interface of the first user's first game, the message pop-up window being used to remind the first user that the anti-addiction mode has been triggered; and broadcasting the first game screen via the game addiction livestreaming room after the countdown ends. This reduces the abruptness of the user's game screen being broadcast live and minimizes negative emotions for the user.
[0079] In some exemplary embodiments, the game interface of the first user's first game is displayed in full screen under the first display mode, and in scaled-down display under the second display mode. Thus, when the anti-addiction mode is triggered, by reducing the display size of the first game's interface, the importance of the game content can be visually weakened, while the difficulty of game operation can be increased. This strengthens the psychological atmosphere of being observed created by the virtual digital human, thereby more effectively prompting the user to voluntarily exit the game and guiding the user to actively break free from game addiction.
[0080] In some exemplary embodiments, the display size of the game interface of the first game in the first display mode is a first display size, and the display size of the game interface of the first game in the second display mode is a second display size, which is smaller than the first display size. For example, the ratio of the second display size to the first display size is a preset ratio K. Here, K is a scaling factor, representing the ratio of the scaled size to the original size. For example, K=0.5. Thus, when the anti-addiction mode is triggered, by reducing the display size of the game interface of the first game, the importance of the game content can be visually weakened and the difficulty of game operation can be increased. This strengthens the psychological atmosphere of being observed created by the virtual digital human, thereby more effectively prompting users to actively quit the game and more effectively guiding users to actively break free from game addiction.
[0081] In some exemplary embodiments, the visual attribute parameters of the second display method are determined based on the game state data of the first user's first game. For example, the visual attribute parameters of the second display method are determined based on the addiction score determined from the game state data of the first user's first game.
[0082] In some exemplary embodiments, the anti-addiction method may further include: when the first user's first game is in anti-addiction mode, adjusting the visual attribute parameters of the second display method based on the addiction score determined by the first user's game status data. Thus, in this embodiment, since the addiction score is determined based on the first user's game status data and can characterize the first user's degree of addiction to the first game, dynamically adjusting the visual attribute parameters of the second display method (such as the visual attribute parameters of a virtual digital human) based on the user's degree of addiction can match the intensity of psychological intervention with the user's actual addiction state, achieving a personalized intervention strategy and thereby improving the effectiveness of the anti-addiction mechanism.
[0083] In some exemplary embodiments, adjusting the visual attribute parameters of the second display method based on the addiction score determined by the first user's game state data may include one or more of the following: the number of virtual digital humans displayed increases as the first user's addiction score increases (i.e., as the first user's addiction level gradually increases); the transparency of the virtual digital humans decreases as the first user's addiction score increases (i.e., the opacity of the virtual digital humans increases as the first user's addiction score increases); the overlap area between the virtual digital humans and the game interface of the first user's first game increases as the first user's addiction score increases; the display brightness of the virtual spectator scene decreases as the first user's addiction score increases; the display area of the display area occupied by the game interface of the first game in the virtual spectator scene decreases as the first user's addiction score increases; and the area of the background area of the virtual spectator scene increases as the first user's addiction score increases.
[0084] For example, when the addiction score is the first score (e.g., 75 points), the visual attribute parameters of the second display method can include: the number of virtual digital figures displayed is the first number (e.g., 3; in this case, the number of virtual digital figures is small, and the psychological pressure on the user is generally moderate); the transparency (or opacity) of the virtual digital figures is the first transparency value (e.g., 0.2; in this case, the virtual digital figures are relatively blurry, and the obscuring effect on the game interface of the first game is generally moderate); the projected area of the virtual digital figures on the game interface of the first game is the first projection area; and the display brightness of the virtual spectator scene is the first brightness value (e.g., 70, i.e., the virtual spectator scene is bright). The display area occupied by the game interface in the virtual spectator scene is reduced by 20% in the second display mode compared to the first display mode, which slightly reduces the area occupied by the game interface in the virtual spectator scene and thus slightly reduces the game experience of the first game. The display area of the background area in the virtual spectator scene is equal to the first background area (e.g., 20), which slightly increases the display area occupied by the background area in the virtual spectator scene and thus slightly reduces the game experience of the first game. When the addiction score is the second score (e.g., 95 points), the visual attribute parameters of the second display method can include: the number of virtual digital figures displayed is the second number (e.g., 10, where the large number of virtual digital figures creates greater psychological pressure on the user); the transparency (or opacity) of the virtual digital figures is the second transparency value (e.g., 0.9, where the virtual digital figures are clear and effectively obscure the game interface of the first game); the projected area of the virtual digital figures on the game interface of the first game is the second projection area (e.g., 30, where the virtual digital figures effectively obscure the game interface of the first game); and the display brightness of the virtual spectator scene is the second brightness value (e.g., 30). This can be one or more of the following: the virtual spectator scene is generally dark, significantly reducing the gaming experience of the first game; the second display area (e.g., 60, meaning the game interface is 40% smaller in the second display mode compared to the first, resulting in a significant reduction in the area occupied by the game interface in the virtual spectator scene and thus a significant reduction in the gaming experience); and the background area in the virtual spectator scene is equal to or greater than the second background area (e.g., 40, meaning the background area in the virtual spectator scene significantly increases, resulting in a significant reduction in the gaming experience). For example, when the second score is greater than the first score, the second quantity is greater than the first quantity, the second transparency value is less than the first transparency value, the second projection area is greater than the first projection area, the second brightness value is less than the first brightness value, the second display area is less than the first display area, and the second background area is greater than the first background area.
[0085] For example, Figure 6This is a third schematic diagram of the game interface of the first user's first game displayed in the second display mode in this application embodiment, which presents a virtual spectator scene based on a virtual digital human, such as... Figure 6 As shown, the second display method includes: a game interface 402 of the first user's first game displayed in three-dimensional space, and multiple virtual digital humans 401 (such as...). Figure 6 (Using six virtual digital humans as an example for illustration), combined with Figure 4 and Figure 6 It can be seen that, Figure 6 In the second display method shown, the number of virtual digital humans displayed increases as the first user's addiction score increases (i.e., as the first user's level of addiction gradually increases). For example, Figure 7 This is a fourth schematic diagram of the game interface of the first user's first game displayed in the second display mode of this application embodiment. It presents a virtual spectator scene based on virtual digital humans. The second display mode includes: the game interface 402 of the first user's first game displayed in three-dimensional space and multiple virtual digital humans 401 (such as...). Figure 7 (Using eight virtual digital humans as an example for illustration), combined with Figure 6 and Figure 7 It can be seen that, Figure 7 In the second display method shown, the number of virtual digital humans displayed increases as the first user's addiction score increases (i.e., as the first user's addiction level gradually increases), and... Figure 7 The display area of the game interface of the first game shown in the second display method decreases as the user's addiction score increases, while the area of the background area (black part) increases as the user's addiction score increases.
[0086] In this way, by using visual elements that dynamically change with the user's level of addiction in the second display method, the user's social pressure and slight discomfort in the game experience can be gradually increased. This can achieve a social intervention mechanism that is psychologically guided, gentle, non-coercive, and dynamically upgraded. As a result, it can more effectively guide users to actively get rid of their game addiction. While effectively preventing addiction, it can also take into account the user experience and enhance users' loyalty and stickiness to the game platform.
[0087] In some exemplary embodiments, the number of virtual digital people in the virtual spectator scene is determined based on the addiction score determined by the game state data of the first user's first game, and can be calculated by equation (1): N=N_base+floor((GAS-G_thresh) / S) (1); Where N represents the number of virtual digital people, N_base represents the preset base number, floor() represents the floor function, GAS represents the addiction score, and G_thresh represents the preset activation threshold.
[0088] For example, the base quantity N_base can be set to 1 or 2, etc.
[0089] The preset activation threshold G_thresh is used to characterize the conditions for triggering the anti-addiction mode. For example, the preset activation threshold can be 75.
[0090] The sensitivity gradient S indicates that for every S-point increase in the addiction score (GAS), one more virtual human is added. For example, S=5 means that for every 5-point increase in the addiction score (GAS), the number of virtual digital humans in the virtual viewing scene increases by one.
[0091] In other exemplary embodiments, the transparency or opacity of the virtual digital human in the virtual spectator scene is determined based on the addiction score determined by the game state data of the first user's first game, and can be calculated by equation (2): (2); Where Alpha represents the opacity of the virtual digital human, A_base represents the preset base opacity, k_alpha represents the preset opacity growth coefficient, GAS represents the addiction score, G_thresh represents the preset activation threshold, and min() returns the minimum value.
[0092] For example, Alpha can be between 0 and 1, where an Alpha of 0 indicates that the virtual digital human is completely transparent, and an Alpha of 1 indicates that the virtual digital human is completely opaque.
[0093] For example, A_base=0.3 indicates that the virtual digital human is initially blurry.
[0094] Here, k_alpha is used to adjust the rate at which the transparency (or opacity) of the virtual digital human increases in a virtual viewing scenario. For example, k_alpha = 0.015.
[0095] Here, apart from the two calculation methods shown for determining the visual attribute parameters of the second display method based on the addiction score, other visual attribute parameters of the second display method can be calculated similarly. This application embodiment does not limit this calculation.
[0096] In some exemplary embodiments, the anti-addiction method may further include: when the first user's first game is in anti-addiction mode, acquiring updated game status data of the first user's first game at preset time intervals; determining an updated addiction score based on the updated game status data; adjusting visual attribute parameters of the second display method based on the updated addiction score. For example, adjusting visual attribute parameters (such as display quantity and transparency) of the virtual digital human in the virtual spectator scene; and displaying the adjusted virtual spectator scene.
[0097] In some exemplary embodiments, step S202, determining whether to trigger the anti-addiction mode based on the game state data of the first user's first game, may include: Step S2021: Based on the game status data of the first user's first game, determine the first user's addiction score; wherein, the addiction score represents the degree of addiction of the first user to the first game.
[0098] Step S2022: Determine whether to trigger the anti-addiction mode based on whether the first user's addiction score meets the preset conditions.
[0099] For example, the higher the addiction score of the first user, the greater the risk of addiction for the first user.
[0100] In some exemplary embodiments, the preset condition may refer to a score greater than a preset activation threshold G_thresh (e.g., 75 points). For example, a first user's addiction score meeting the preset condition may mean that the first user's addiction score is greater than the preset activation threshold G_thresh. Conversely, a first user's addiction score not meeting the preset condition may mean that the first user's addiction score is not greater than the preset activation threshold G_thresh.
[0101] In some exemplary embodiments, taking the preset condition as an example, which may refer to a preset activation threshold G_thresh (e.g., 75 points), step S2022 may include: when the addiction score of the first user is greater than the preset activation threshold G_thresh (e.g., 75 points), the anti-addiction mode is triggered.
[0102] In some exemplary embodiments, the game state data of the first user's first game may include one or more of the following: continuous game duration (T), session frequency (F), operation intensity (A), and rest interval (R).
[0103] In some exemplary embodiments, the game state data of the first user's first game may include any one of the following: continuous game duration (T), session frequency (F), operation intensity (A), and rest interval (R). Then, step S2021, determining the first user's addiction score based on the game state data of the first user's first game, may include: mapping any one of the game state data to a preset specified numerical range (such as the [0,100] range) to obtain the first user's addiction score.
[0104] In other exemplary embodiments, in order to more comprehensively and dynamically reflect the user's addiction risk, the game state data of the first user's first game may include multiple factors such as continuous game duration (T), session frequency (F), operation intensity (A), and rest interval (R). Then, step S2021, determining the first user's addiction score based on the game state data of the first user's first game, may include: determining a sub-addiction score for each type of game state data in the first user's first game; and calculating the first user's addiction score based on the sub-addiction scores of the multiple game state data through a pre-built weighted scoring model.
[0105] In some exemplary embodiments, determining a sub-addiction score for each game state data among multiple game state data of a first user's first game may include: determining the sub-addiction score for each game state data through normalization processing. For example, the multiple game state data of the first user can be mapped to a preset specified numerical range (such as the [0,100] range) to obtain the sub-addiction score for each game state data. In this way, the dimensional differences between different game state data can be eliminated, and extreme values can be effectively compressed to the specified numerical range.
[0106] In some exemplary embodiments, the Sigmoid function can be used to normalize each type of game state data to obtain the sub-addiction score for each type of game state data, as shown in equation (3): (3); Where f(x) represents the normalized score (i.e., the sub-addiction score), x represents the game state data (such as the user's game time T), L represents the maximum value of the numerical range (e.g., if the preset numerical range is [0,100], L is 100), k represents the kurtosis coefficient (used to control the sensitivity of score changes), x0 represents the center value of the data point (e.g., the value of x0 when f(x)=50 in the range [0,100]), and e is a mathematical constant (approximately equal to 2.718).
[0107] For example, pre-set scoring rules for game duration T: maximum score L=100, critical point x0=180 minutes, sensitivity k=0.05. Assuming the first user's current continuous game duration is 240 minutes, the addiction score corresponding to the continuous game duration can be calculated as follows: calculate the difference from the critical point: x-x0=240-180=60 (it can be seen that it exceeds the critical point of 60 minutes); multiply by the sensitivity and invert: ; Calculate the power of e: e (-3) ≈0.0498; Add 1 and use it as the denominator: 1 + 0.0498 = 1.0498; Divide by the full score L to get the addiction score corresponding to the continuous game time: f(240) = 100 / 1.0498 ≈ 95.2 points. It can be seen that when a user plays for 240 minutes, the user's addiction score is as high as 95.2 points. In terms of continuous game time, the user's addiction to the first game is already very high.
[0108] In some exemplary embodiments, the pre-built weighted scoring model can be represented by equation (4): (4); In this system, GAS represents the user's addiction score, w_t represents the weight corresponding to the continuous game time (T), f(T) represents the sub-addiction score corresponding to the continuous game time (T), w_f represents the weight corresponding to the session frequency (F), f(F) represents the sub-addiction score corresponding to the session frequency (F), w_a represents the weight corresponding to the operation intensity (A), w_r represents the weight f(R) corresponding to the rest interval (R), f(A) represents the sub-addiction score corresponding to the operation intensity (A), and f(R) represents the sub-addiction score f(R) corresponding to the rest interval (R), and w_t+w_f+w_a+w_r=1. Here, the rest interval R is used as a negative indicator, and its score has a deduction effect. In this way, the user's addiction risk can be reflected more comprehensively and dynamically.
[0109] For example, w_t is greater than any one or more of w_f, w_a, and w_r.
[0110] For example, w_t=0.5,w_f=0.2,w_a=0.2,w_r=0.1.
[0111] In some exemplary embodiments, the weights (e.g., w_t, w_f, w_a, w_r) can be dynamically adjusted based on user profiles (e.g., minors have a higher weight for w_t). For example, when the first user is a minor, w_t has a higher weight.
[0112] In some exemplary embodiments, the game state data of a first user's first game may include: continuous game duration (T), session frequency (F), operation intensity (A), and rest interval (R). For example, the sub-addiction score based on multiple game state data, calculated using a pre-built weighted scoring model, may include: calculating the first sub-addiction score f(T) corresponding to the continuous game duration (T) using equation (3); and calculating the second sub-addiction score f(F) corresponding to the session frequency (F) using equation (3). Based on the operation intensity (A), the third sub-addiction score f(A) corresponding to the operation intensity (A) is calculated using Equation (3); based on the rest interval (R), the fourth sub-addiction score f(R) corresponding to the rest interval (R) is calculated using Equation (3); based on the first sub-addiction score f(T) corresponding to the continuous game duration (T), the second sub-addiction score f(F) corresponding to the session frequency (F), the third sub-addiction score f(A) corresponding to the operation intensity (A), and the fourth sub-addiction score f(R) corresponding to the rest interval (R), the first user's addiction score is calculated using Equation (4).
[0113] In some exemplary embodiments, step S202, determining whether to trigger the anti-addiction mode based on the game status data of the first user's first game, may include: the first terminal collecting the game status data of the first user's first game; and the first terminal determining whether to trigger the anti-addiction mode based on the game status data of the first user's first game.
[0114] In some other exemplary embodiments, step S202, determining whether to trigger the anti-addiction mode based on the game status data of the first user's first game, may include: the first terminal collecting the game status data of the first user's first game and sending the game status data to the server; the server determining whether to trigger the anti-addiction mode based on the game status data of the first user's first game. When the server determines that the anti-addiction mode is triggered, the server sends a trigger command to the first terminal to indicate the triggering of the anti-addiction mode; step S203 may include: in response to the trigger command sent by the server, the first terminal switching the game interface of the first user's first game from a first display mode to a second display mode, the second display mode being used to guide the first user to exit the first game, wherein the second display mode includes a virtual digital human, the virtual digital human being used to virtually spectate the first user's first game.
[0115] The present application will be further described in detail below with reference to exemplary application embodiments. This application embodiment proposes an anti-addiction system, which includes: a first terminal, a game server, a live streaming server, and a second terminal. The first terminal is equipped with a game client and is used by a first user. The second terminal is equipped with a client capable of watching game live streams (such as a game client or a live streaming client) and is used by a second user. Based on this anti-addiction system, the anti-addiction method is described as being implemented through the cooperation of the server and the terminal; however, this should not be construed as limiting the embodiments of this application. The anti-addiction method may include the following steps: Step 1: The game client in the first terminal collects various game status data of the first user's first game.
[0116] For example, various game status data may include: continuous game duration (T), session frequency (F) (such as the number of logins in 24 hours), action intensity (A) (such as effective actions per minute (APM)), and rest interval (R) (such as the average interval between the two most recent game sessions).
[0117] Step 2: The game client in the first terminal sends various game status data of the first user's first game to the game server.
[0118] Step 3: The game server determines the first user's addiction score based on the first user's game status data for the first game.
[0119] In some exemplary embodiments, step 3 may include the following steps: Step 31: Based on the first user's first game's multiple user game state data, the game server determines the sub-addiction scores corresponding one-to-one with the multiple user game state data through a normalization processing function. For example, for each type of game state data, the Sigmoid function shown in equation (3) is used for normalization processing to obtain the sub-addiction scores for each type of game state data.
[0120] Step 32: The game server calculates the addiction score of the first user based on multiple sub-addiction scores that correspond one-to-one with various user game state data, using a pre-constructed weighted scoring model. For example, based on the multiple sub-addiction scores that correspond one-to-one with various user game state data of the first user's first game, the first user's addiction score is calculated using the weighted scoring model shown in Equation (4). Here, the model integrates multiple behavioral indicators, which can more comprehensively and dynamically reflect the user's addiction risk.
[0121] Step 4: The game server determines whether to trigger the anti-addiction mode (i.e., whether the first user's game state is in an addictive state) based on whether the first user's addiction score is greater than the preset activation threshold G_thresh.
[0122] Step 5: When the first user's addiction score is greater than the preset activation threshold G_thresh (e.g., 75 points), the anti-addiction mode is triggered. In response to the triggering of the anti-addiction mode, the game screen live stream of the first user is obtained. The game server sends an activation command to the live stream server and pushes the game screen live stream of the first user (i.e., the first user's first game screen) to the live stream server in real time, so that the live stream server can play the game screen live stream of the first user through the game addiction live stream room.
[0123] For example, when the game status data of the first user is used to detect that the first user has entered an addictive state and triggers the anti-addiction mode, the game screen of the first user is switched to the game lobby. A game addiction live broadcast room for anti-addiction is created in the game lobby interface, and the live broadcast of the first user's game screen is played through the game addiction live broadcast room.
[0124] For example, other players in the game lobby (such as the second user) can directly enter this live stream room. The game addiction live stream room can be a temporary live stream room with a special "anti-addiction observation" label, used to notify viewers (such as the second user) that this is a player who has entered an addictive state. When a player in an addictive state in the game addiction live stream room (such as the first user) voluntarily leaves the first game, the game lobby cancels the game addiction live stream room corresponding to that player.
[0125] Step 6: The live streaming server broadcasts the first user's game screen (i.e., the first user's initial game screen) through the game addiction live streaming room; it also publishes the game addiction live streaming room to the client on the second terminal, so that the second user can enter the game addiction live streaming room and comment while watching the live stream. Thus, the live streaming server can obtain one or more live streaming interaction data points input by the second user through the live streaming client regarding the first user's initial game screen. Afterwards, the live streaming server sends one or more live streaming interaction data points to the game server.
[0126] Step 7: The game server receives one or more live interactive data from the live streaming server; preprocesses the one or more live interactive data and determines one or more comment data to be displayed in the second display method; and sends one or more comment data to the game client in the first terminal.
[0127] Step 8: Based on the digital human model and the game interface of the first user's first game, the game server constructs a virtual spectator scene presented in the second display mode and sends it to the game client on the first terminal. This causes the game client on the first terminal to switch the game interface of the first user's first game, which corresponds to the first display mode in normal game mode, to the second display mode corresponding to the anti-addiction mode. The visual attribute parameters of the second display mode (such as the number of virtual digital humans, transparency, etc.) are determined based on the first user's addiction score. The first user's addiction score is determined based on the game status data of the first user's first game.
[0128] For example, the game server scales down the game screen of the first user's first game proportionally by a ratio k, renders it in 3D space using a game engine (such as Unity), and obtains the UI layer of the game screen; using a 3D space camera, the area where the game screen is located is hidden, and based on a digital human model, a virtual digital human is recorded as an independent UI layer, and the UI layer of the virtual digital human is obtained; the UI layer of the game interface and the UI layer of the virtual digital human are sent to the game client in the first terminal.
[0129] Step 9: After receiving the UI layer of the game interface and the UI layer of the virtual digital human in the first terminal, the game client renders the game screen of the first user's first game based on the UI layer of the game interface, and renders the UI layer of the virtual digital human on the top layer of the game screen, so that the virtual digital human is located around the game screen of the first user's first game. In this way, when the anti-addiction mode is triggered, the display mode of the first user's first game interface switches from the first display mode to the second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes the virtual digital human, which is used to virtually spectate the first user's first game.
[0130] Step 10: The game client in the first terminal receives one or more comment data sent by the game server and displays them in a preset manner in the second display method. For example, when the target comment data in one or more comment data is displayed in the form of bullet comments, the finger of the target virtual digital human corresponding to the target comment data moves with the movement of the target comment data; or, when the target comment data is displayed in both bullet comment and voice formats, the finger of the target virtual digital human moves with the movement of the target comment data, and the target virtual digital human broadcasts the target comment data. For example, when multiple comment data are displayed in the form of bullet comments, one virtual digital human is randomly assigned one bullet comment.
[0131] Compared with related technologies that use simple and crude methods such as forced offline access, the anti-addiction method provided in this application has the following beneficial effects: When the game status data of the first user's first game triggers the anti-addiction mode (i.e., the user is in an addicted game state), the display mode of the first game's interface will be switched from the first display mode corresponding to the normal game mode to the second display mode corresponding to the anti-addiction mode. In this way, the second display mode can virtually observe the first user's first game process by introducing virtual visual elements (i.e., virtual digital humans) without disrupting the core game experience. This creates a social scene where the user's addicted game process is observed, giving the user a "sense of being watched," increasing the user's social pressure and slight discomfort in the game experience. This helps guide the user to voluntarily decide to exit the game, effectively guiding the user to actively break free from the addicted game state. Therefore, a psychologically guided, gentle, non-coercive, and social anti-addiction mechanism is achieved, optimizing the anti-addiction scheme and improving its humanization. Furthermore, when the anti-addiction mode is triggered based on the game status data of the first user's first game, the system switches to a second display method, presenting a virtual digital avatar virtually spectating the first user's first game. This avoids forcibly interrupting the game, resulting in a smoother user experience. This avoids the abrupt, disjointed, and negatively impactful user experience often associated with forceful disconnections and other simplistic anti-addiction measures, effectively reducing negative user sentiment. Moreover, while effectively preventing addiction, the system also considers user experience, enhancing user loyalty and engagement with the gaming platform, thus preventing user churn caused by forceful disconnections.
[0132] Figure 8 This is a schematic diagram of the second process of an anti-addiction method provided in an embodiment of this application. The following will be combined with... Figure 8 Please provide an explanation. For example, this anti-addiction method can be implemented through... Figure 1 The terminal shown executes the command, as in the second terminal. Figure 8 As shown, the anti-addiction method may include the following steps S801 to S802: Step S801: On the game lobby interface of the second user's second game, a live streaming control is displayed. The live streaming control is used to guide the second user to enter the game addiction live streaming room to watch the live stream while the first user's first game, which is in anti-addiction mode, is being streamed in the game addiction live streaming room.
[0133] The second user refers to a user who might watch game livestreams through a game addiction livestreaming room. The first user refers to a user who has triggered the anti-addiction mode, i.e., a player who is in a state of game addiction.
[0134] The second user's second game refers to the second game that the second user logs into with their corresponding second account (such as a second username and a second password).
[0135] The game lobby interface of the second user's second game refers to the interface corresponding to the second game provided or displayed through the graphical user interface of the second terminal. For example, the game lobby interface is the public interface that appears to the second user before entering a game match after logging into the second game with their account; or, the game lobby interface is the interface that provides both the game match entry and other game functions outside the game match for the second user's account; or, the game lobby interface is the homepage of the second game, etc.
[0136] In some exemplary embodiments, the second game may be the same as the first game, or the second game may be different from the first game. For example, the second game and the first game may be the same role-playing game. Another example is that the second game and the first game may be different game regions (such as East China and Northwest China regions) of the same role-playing game. Yet another example is that the second game and the first game may be different games provided by the same game platform, such as the second game being a card game and the first game being a role-playing game. Yet another example is that the second game may be different games provided by different entertainment platforms, such as the second game being a live streaming application and the first game being a role-playing game.
[0137] Step S802: In response to the trigger operation of the live streaming control, the live streaming interface of the game addiction live streaming room is displayed. The live streaming screen presented by the live streaming interface is obtained based on the game interface of the first user's first game displayed in the second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes a virtual digital human, which is used to virtually watch the first user's first game.
[0138] For example, Figure 9 This is a schematic diagram of the game lobby interface of the second game for the second user in this embodiment of the application, as shown below. Figure 9 As shown, after creating the game addiction live stream room, a live stream control 901 is displayed on the game lobby interface of the second user's second game. The live stream control 901 can display a thumbnail of the live stream screen presented by the live stream interface of the game addiction live stream room. The live stream screen is obtained based on the game interface of the first user's first game displayed in the second display mode, so as to guide the second user to enter the game addiction live stream room to watch the live stream. Figure 10 This is a schematic diagram of the live streaming interface of the game addiction live streaming room in the embodiments of this application, such as Figure 10As shown, after the second user triggers the live stream control (e.g., clicks), the second terminal can switch from displaying the game lobby interface to displaying the live stream interface of the game addiction live stream. The live stream interface can include: the first user's game screen 1001 and a comment area for user interaction during the live stream. The comment area includes: live stream interaction data 1002 input by multiple users (such as live stream interaction data input by the second user, or live stream interaction data input by other users watching the live stream). In this way, one or more pieces of live stream interaction data input by the second user can be obtained through the game addiction live stream.
[0139] Thus, in the anti-addiction method of this application embodiment, when it is determined that the anti-addiction mode is triggered based on the game status data of the first user's first game, the display mode of the first user's first game interface will be switched from the first display mode corresponding to the normal game mode to the second display mode corresponding to the anti-addiction mode. Furthermore, while the first user's first game is in anti-addiction mode, the first user's first game in anti-addiction mode can be live-streamed through a game addiction live-streaming room. A live-streaming control will be displayed on the game lobby interface of the second user's second game to guide the second user to enter the game addiction live-streaming room to watch the live stream. This allows second users on game and live-streaming platforms to collectively examine and comment on the first user's game addiction status, forming a kind of online spectator phenomenon. On the one hand, when the first user's game addiction process is transformed into an observed "social scenario," the observed individual will worry about causing embarrassment due to their inappropriate behavior, which helps increase the observed individual's slight discomfort in the game experience, causing them to have a self-censoring mentality and more cautiously evaluate their own game addiction behavior, thereby guiding the observed individual to voluntarily choose to exit the game. On the other hand, when the first user's immersive gaming process is transformed into an observed "social scenario," the second user, by observing and commenting on the behavior of others, can satisfy their curiosity and herd mentality. In particular, when the observed individual is forced to stop their immersive gaming behavior due to external pressure, the observer gains a sense of accomplishment, power, and control. This experience helps the observer release pent-up stress, thereby reducing the potential health risks caused by excessive psychological pressure.
[0140] Embodiments of this application provide an electronic device that may include: Memory is used to store executable instructions or computer programs. When a processor executes computer-executable instructions or computer programs stored in memory, it implements one or more of the anti-addiction methods provided in the embodiments of this application.
[0141] Figure 11This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. For example, this electronic device can be applied to... Figure 2 In a corresponding embodiment, an anti-addiction method is provided. For example... Figure 11 As shown, the electronic device 1100 may include a processor 1101, a memory 1102, and a bus system 1103. The various components in the electronic device 1100 are coupled together via the bus system 1103. Wherein: Bus system 1103 is used to realize the communication connection between processor 1101 and memory 1102; Memory 1102 is used to store computer-executable instructions or computer programs; When the processor 1101 executes computer-executable instructions or computer programs stored in the memory 1102, it implements the anti-addiction method in one or more exemplary embodiments described above.
[0142] In some exemplary embodiments, the bus system 1103 may include, in addition to a data bus, a power bus, a control bus, and a status signal bus, etc. However, for the sake of clarity, in Figure 11 The general designated all buses as Bus System 1103.
[0143] In some exemplary embodiments, the electronic device can be a terminal, a server, or other similar device. For example, a terminal can be a mobile phone, wearable device, in-vehicle terminal, tablet computer, smart Bluetooth device, laptop computer, or personal computer (PC). For example, a server can be a single server or a server cluster consisting of multiple servers. For example, a server can be a physical server or a virtual server (also known as a cloud server).
[0144] In some exemplary embodiments, the processor may 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., wherein the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0145] 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 anti-addiction method provided in this application can be implemented. For example, ... Figure 2 The methods for preventing addiction are shown.
[0146] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the anti-addiction method provided in this application can be implemented. For example, ... Figure 2 The illustrated method for preventing addiction is as follows. For example, the computer program or computer-executable instructions are stored in a computer-readable storage medium, the processor of the electronic device reads the computer program or computer-executable instructions from the computer-readable storage medium, and the processor executes the computer program or computer-executable instructions, causing the electronic device to perform the anti-addiction method provided in the embodiments of this application.
[0147] In some exemplary embodiments, the aforementioned computer-readable storage medium / memory may be a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a magnetic random access memory (FRAM), a flash memory, a magnetic surface memory, an optical disc, or a compact disc read-only memory (CD-ROM), etc.; or it may be various terminals including one or any combination of the above-mentioned memories, such as mobile phones, computers, tablet devices, personal digital assistants, etc.
[0148] In some embodiments, a computer program or computer-executable instructions may take the form of a program, software, software module, script, 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 a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0149] As an example, a computer program or computer-executable instructions may, but not necessarily, correspond to a file in a file system. It 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 collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).
[0150] As an example, a computer program or computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected by a communication network.
[0151] It should be noted that the descriptions of the above device, storage medium, or product embodiments are similar to the descriptions of the above method embodiments, and have similar beneficial effects. For technical details not disclosed in the device, storage medium, or product embodiments of this application, those skilled in the art should refer to the descriptions of the method embodiments of this disclosure for understanding. Further details will not be repeated here.
[0152] The features disclosed in the several methods, devices, storage media or product embodiments provided in this application can be arbitrarily combined without conflict to obtain new method embodiments, devices, storage media or product embodiments.
[0153] 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 method for preventing addiction, characterized in that, Applied to a first terminal, the method includes: When the first user's first game is in normal game mode, the game interface of the first user's first game is displayed in the first display method; Based on the game status data of the first user's first game, determine whether to trigger the anti-addiction mode; When the anti-addiction mode is triggered, the display mode of the game interface is switched from the first display mode to the second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes a virtual digital human, which is used to virtually spectate the first user's first game.
2. The method according to claim 1, characterized in that, The visual attribute parameters of the second display method are determined based on the game status data of the first user's first game.
3. The method according to claim 2, characterized in that, The visual attribute parameters of the second display method include one or more of the following: the number of virtual digital humans displayed, the transparency of the virtual digital humans, the display appearance of the virtual digital humans, the overlap area between the virtual digital humans and the game interface, the display size of the game interface, the display brightness of the game interface, and the area of the background area.
4. The method according to claim 1, characterized in that, The second display method also includes: displaying comment data in a preset manner, wherein, The comment data includes one or more of the following: a first comment on the first user's game operation, a second comment on the first user's addictive state, and a third comment to persuade the first user to quit the first game; The preset methods include: the comment data is displayed in the form of bullet comments, and the finger of the virtual digital person corresponding to the comment data moves as the comment data moves; or, the comment data is displayed in the form of voice, and the virtual digital person corresponding to the comment data broadcasts the comment data; or, the comment data is displayed in both bullet comments and voice formats, and the finger of the virtual digital person corresponding to the comment data moves as the comment data moves and the virtual digital person corresponding to the comment data broadcasts the comment data.
5. The method according to claim 4, characterized in that, The method further includes: During the live stream of the first game of the first user who is in anti-addiction mode in the game addiction live stream room, the live stream interaction data is obtained. The comment data is determined based on the live stream interaction data.
6. The method according to any one of claims 1 to 5, characterized in that, The second display size of the game interface in the second display mode is smaller than the first display size in the first display mode.
7. A method for preventing addiction, characterized in that, Applied to a second terminal, the method includes: On the game lobby interface of the second user's second game, a live streaming control is displayed. The live streaming control is used to guide the second user to enter the game addiction live streaming room to watch the live stream while the first user's first game, which is in anti-addiction mode, is being live streamed in the game addiction live streaming room. In response to a trigger operation on the live streaming control, the live streaming interface of the game addiction live streaming room is displayed. The live streaming screen presented by the live streaming interface is obtained based on the game interface of the first user's first game displayed in a second display mode. The second display mode is used to guide the first user to exit the first game. The second display mode includes a virtual digital human, which is used to virtually spectate the first user's first game.
8. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the method as described in any one of claims 1 to 6, or implements the method as described in claim 7.
9. A computer-readable storage medium storing a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by a processor, they implement the method as described in any one of claims 1 to 6, or implement the method as described in claim 7.
10. A computer program product comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by a processor, they implement the method as described in any one of claims 1 to 6, or implement the method as described in claim 7.