Game interaction method and device, electronic equipment, storage medium and program product

By providing spectator views and visual distraction controls for eliminated players in multiplayer online games, and allowing the sending of visual distraction elements, the problem of the lack of participation for eliminated players is solved, enabling active interaction in spectator mode and improving the gaming experience.

CN122006235APending Publication Date: 2026-05-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-03-13
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

In multiplayer online games, eliminated players cannot perform any substantial gameplay actions while waiting for the match to end, resulting in a severe lack of participation and control, as well as a lack of team involvement and effective interaction.

Method used

By displaying the match spectator screen on the terminal device of the eliminated player and providing visual interference controls, players can send visual interference elements, such as emoticons or bullet comments, to other players by triggering the visual interference controls, thus achieving cross-terminal visual interference.

Benefits of technology

It enhances the sense of participation and interactivity of eliminated players, enabling them to actively participate in the game even while spectating, breaking the limitations of traditional passive spectating and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of computers, and provides a game interaction method and device, electronic equipment, a storage medium and a program product.The game interaction method comprises the steps that a graphical user interface is provided through first terminal equipment, and a game scene including a first virtual object controlled by the first terminal equipment is displayed in the interface. When the first virtual object is eliminated in the game, a game battle watching picture and a visual interference control are displayed in the graphical user interface, and the battle watching picture is used for displaying a second virtual object which is controlled by the second terminal equipment and is not eliminated. And when a trigger operation for the visual interference control is received, sending a visual interference instruction to the second terminal device, so that the second terminal device displays a corresponding visual interference element. The participation sense of players in the elimination stage can be effectively improved.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, specifically to game interaction methods, devices, electronic devices, storage media, and program products. Background Technology

[0002] With the development of multiplayer online games, the interactive experience between players has become crucial. Multiplayer competitive games in related technologies typically handle player elimination by either immediately exiting the match or entering a purely spectator-like perspective. In this traditional mode, eliminated players cannot perform any substantial gameplay actions while waiting for the match to end; they can only passively watch other players' games. This approach results in a severe lack of participation and control for eliminated players in the latter half of the game, creating a noticeable gap in the experience and a lack of team participation and effective interaction.

[0003] Therefore, there is an urgent need for a game interaction method to solve the problems of lack of player engagement and lack of effective interaction in related technologies. Summary of the Invention

[0004] This disclosure provides a game interaction method, device, electronic device, storage medium, and program product to solve the problems of lack of player engagement and lack of effective interaction in related technologies.

[0005] In a first aspect, this disclosure provides a game interaction method, which provides a graphical user interface through a first terminal device. The graphical user interface displays game scenes corresponding to at least a portion of the game matches. The game scenes include a first virtual object controlled by the first terminal device. The method includes:

[0006] In response to the elimination of the first virtual object in a game, a game spectator screen and visual interference controls are displayed in the graphical user interface; wherein the game spectator screen is used to display at least a second virtual object that has not been eliminated in the game, and the second virtual object is controlled by a second terminal device. In response to a trigger operation on a visual interference control, a visual interference command is sent to a second terminal device to display visual interference elements generated based on the visual interference command on the second terminal device.

[0007] Secondly, this disclosure provides a game interaction device that provides a graphical user interface via a first terminal device. The graphical user interface displays at least a portion of the game scenes corresponding to game matches. The game scenes include a first virtual object controlled by the first terminal device. The device includes: The display module is used to display a game spectating screen and visual interference controls in a graphical user interface in response to the elimination of the first virtual object in a game; wherein the game spectating screen is used to display at least a second virtual object that has not been eliminated in the game, and the second virtual object is controlled by a second terminal device; The generation module is used to send a visual interference command to the second terminal device in response to a trigger operation on the visual interference control, so as to display visual interference elements generated based on the visual interference command on the second terminal device.

[0008] Thirdly, this disclosure provides an electronic device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the game interaction method described in the first aspect or any corresponding embodiment.

[0009] Fourthly, this disclosure provides a computer-readable storage medium storing computer instructions for causing a computer to execute the game interaction method described in the first aspect or any corresponding embodiment thereof.

[0010] Fifthly, this disclosure provides a computer program product, including computer instructions for causing a computer to execute the game interaction method described in the first aspect or any corresponding embodiment thereof.

[0011] The game interaction method provided in this embodiment displays a game spectating screen containing an undone second virtual object in the graphical user interface of a first terminal device after the first virtual object is eliminated. Simultaneously, it provides a visual interference control and, in response to a trigger operation on the visual interference control, sends a visual interference command to the second terminal device controlling the second virtual object, thereby displaying corresponding visual interference elements on the second terminal device. This allows players to not only maintain a game spectating state after their controlled virtual object is eliminated, but also to apply cross-terminal visual interference to the terminal devices of other undone objects by triggering the specific control. This breaks the traditional limitation of passively watching after elimination in a game, effectively increasing the interaction dimension and in-game interaction methods in the virtual object elimination state. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 This is a schematic diagram illustrating an application scenario according to an embodiment of this disclosure; Figure 2 This is a schematic flowchart of a first type of game interaction method according to an embodiment of the present disclosure; Figure 3 This is a second flowchart illustrating a game interaction method according to an embodiment of the present disclosure; Figure 4 This is a schematic diagram of a game interface according to an embodiment of the present disclosure; Figure 5 This is a schematic diagram of the spectator interface for eliminated players according to an embodiment of this disclosure; Figure 6 This is a schematic diagram of the emoji sending function according to an embodiment of the present disclosure; Figure 7 This is a schematic diagram illustrating the use of emojis according to embodiments of this disclosure; Figure 8 This is a schematic diagram illustrating the display of bullet comments according to an embodiment of this disclosure; Figure 9 This is a structural block diagram of a game interaction device according to an embodiment of the present disclosure; Figure 10 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of the present disclosure. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0015] It should be noted that the information (including but not limited to user input information, such as information entered into input boxes), data (including but not limited to data used for analysis, stored data, and displayed data, such as context code, all code of the current project, service pressure corresponding to operations performed on all code of the current project, and code development status of the current project), and signals involved in this disclosure are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with relevant laws, regulations, and standards. For example, the context code, operations performed on all code of the current project, the corresponding service pressure, and code development status involved in this disclosure were all obtained with full authorization.

[0016] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this disclosure, "a plurality of" means two or more, unless otherwise expressly specified.

[0017] Before providing a detailed description of the embodiments of this disclosure, some of the nouns and terms involved in the embodiments of this disclosure will be explained.

[0018] (1) UI (User Interface): refers to the overall graphical interface (such as various buttons, scoreboards, pop-ups, etc.) that players see on the terminal screen for information display and human-computer interaction.

[0019] (2) Cooldown time: refers to the time that players must wait before they can use a function or skill again after using it in the game.

[0020] (3) Asynchronous termination: In games where multiple players are playing simultaneously, due to the different skill levels of each player, the timing of elimination for each player is inconsistent, and some players end the normal operation process early.

[0021] (4) Visual interference: The interference element exists only on the visual level of the graphics rendering and is completely stripped of physical collision attributes (no physical volume). It does not change the control and movement speed of the surviving players, but only tests the attention and prediction ability of the players who have not yet been eliminated by creating a large area of ​​visual obstacles on the screen.

[0022] (5) Marquee: A UI text animation effect that refers to text content moving smoothly across a specific area of ​​the screen (usually from right to left) like a scrolling banner.

[0023] As one optional application scenario of this disclosure embodiment, such as Figure 1 As shown, the game interaction method provided in this disclosure can be applied to a system architecture that includes at least two terminal devices and at least one server. Figure 1 The system architecture shown in the example includes a first terminal device 101, a second terminal device 102, and a server 103, and the terminal devices such as the first terminal device 101 and the second terminal device 102 are connected to the server 103 through a network 110.

[0024] The terminal devices (including the first terminal device 101 and the second terminal device 102) can specifically be smartphones, tablets, laptops, PDAs, desktop computers, game consoles, smart TVs, smart wearable devices, in-vehicle terminals, VR (Virtual Reality) devices, AR (Augmented Reality) devices, etc. The server 103 can be a standalone physical server, a server cluster, a distributed system, or a cloud server providing cloud services. The network 110 can be a wired or wireless network, examples of which include, but are not limited to, the Internet, corporate intranets, local area networks, wide area networks, mobile communication networks, and combinations thereof.

[0025] It should be noted that, Figure 1 This is merely an example of an application scenario and does not limit the scope of protection of this disclosure.

[0026] The embodiments of this disclosure will now be described with reference to the accompanying drawings. It should be understood that the pages shown in the drawings are merely examples, and various page designs are possible in practice. The various graphic elements on the page may have different arrangements and different visual representations, one or more elements may be omitted or replaced, and one or more other elements may also be present; no limitations are imposed on the embodiments described in this disclosure. Furthermore, the embodiments will be described below primarily with respect to terminal device 110. It should be understood that the actions described relative to terminal device 110 can be performed by application 101 on terminal device 110, or can be performed by application 101 in conjunction with its server (e.g., server 120).

[0027] In related technologies, when a player is eliminated in a multiplayer game, the game typically only provides a simple spectator mode with either a top-down or follow-the-player perspective. Addressing the technical problem of eliminated players lacking effective interaction methods and being forced to passively wait, resulting in extremely low engagement for the remaining time of the game, this disclosure provides a game interaction method to offer eliminated players a mechanism for continued participation and improve the overall gaming experience.

[0028] According to an embodiment of this disclosure, a game interaction method embodiment is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Also, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0029] This embodiment provides a game interaction method, which provides a graphical user interface through a first terminal device. The first terminal device can be the aforementioned terminal devices, such as mobile phones, tablets, etc. The graphical user interface displays at least part of the game scene corresponding to the game match, such as a multi-player racing race, a virtual track including elements such as sky background, cloud obstacles, and sea surface. The game scene includes a first virtual object controlled by the first terminal device, such as a sports car driven by the player in the racing race. Figure 2 This is a flowchart of a game interaction method according to an embodiment of this disclosure, such as... Figure 2 As shown, the process includes the following steps: In step S201, in response to the elimination of the first virtual object in the game, a game spectator screen and a visual interference control are displayed in the graphical user interface; wherein, the game spectator screen is used to display at least a second virtual object that has not been eliminated in the game, and the second virtual object is controlled by a second terminal device.

[0030] Being eliminated refers to a virtual object meeting the conditions for losing its eligibility to continue the current match. For example, a player's character touches the elimination boundary or runs out of energy.

[0031] The spectator view refers to the perspective used to watch other players' progress after you have lost control of the game. For example, the camera view shifts from your own character to other characters who are still on the track.

[0032] The second terminal device and the second virtual object refer to the device used by other players who have not yet been eliminated in the same game, and the virtual character they control. For example, after player A (the first virtual object) is eliminated, the screen switches to his teammate player B (the second virtual object), who is being controlled by another mobile phone (the second terminal device).

[0033] Visual distraction controls refer to new UI interactive components provided specifically for eliminated players during the spectator phase, used to trigger specific functions. For example, a row of "send effect" buttons or "comment input boxes" with various quirky patterns at the bottom of the spectator screen.

[0034] This step describes the mechanism for transitioning from a player state to an eliminated spectator state. When player A (the first virtual object) loses in the game, their graphical user interface does not immediately exit the game results screen. Instead, it seamlessly switches their screen (the first terminal device) to view the live feed of surviving player B (the second virtual object), simultaneously displaying an interactive interface (visual distraction controls). In the implementation, to ensure a smooth spectator experience, this perspective switch can be achieved through a smooth camera movement transition.

[0035] In step S202, in response to the triggering operation of the visual interference control, a visual interference command is sent to the second terminal device to display visual interference elements generated based on the visual interference command on the second terminal device.

[0036] A trigger action refers to a user's physical interaction with controls on the screen. For example, a player might tap the "Fire Interference" UI button with their finger or perform a swipe or drag.

[0037] A visual interference command refers to a data packet command generated by the first terminal device that contains parameters such as the type of interference and the target object.

[0038] Visual distraction elements are graphic images that are the embodiment of visual distraction instructions. Examples include a giant animated emoticon image, a blob of virtual mud covering the screen, or a series of scrolling text comments.

[0039] When an eliminated player (Player A) clicks the interference button on the spectator interface, a visual interference command is generated and sent to the player (Player B) who is focused on the game. This visual interference command creates a graphic (such as a large blob of mud) within the screen range of the spectating player (Player B). This graphic, like a sticker on the screen, obstructs part of the game view (creating partial visual occlusion), making it difficult for Player B to see the road ahead or enemies, thus increasing the difficulty for Player B to avoid obstacles in the game.

[0040] In summary, the game interaction method provided in this disclosure, after the first virtual object is eliminated, displays a game spectator screen containing the second virtual object that has not been eliminated in the graphical user interface of the first terminal device, while providing a visual interference control. In response to the triggering operation of the visual interference control, a visual interference command is sent to the second terminal device controlling the second virtual object, thereby displaying the corresponding visual interference elements on the second terminal device. This allows players to not only maintain the game spectator state after their controlled virtual object is eliminated, but also to apply cross-terminal visual interference to the terminal devices of other non-eliminated objects by triggering the specific control. This breaks the limitation of passively watching after elimination in traditional games, effectively increasing the interaction dimension and interactive means in the game when the virtual object is eliminated.

[0041] As an optional application scenario of this disclosure, the game interaction method provided in this disclosure can be widely applied to various multiplayer online survival, racing, and obstacle course games. In these games, multiple players (who can be divided into opposing factions) control their respective virtual characters to play in the same game scene. The game scene usually progresses forward over time or as the characters move, randomly generating various virtual obstacles or danger zones along the way. Players need to operate their terminal devices to control their characters to move, jump, or release skills to avoid obstacles. Once a player's character touches an obstacle or runs out of health, they are eliminated. The game usually uses the total distance traveled by all team members, total score, or the number of players who are not eliminated at the end as the criteria for determining victory or defeat.

[0042] Based on the aforementioned general game scenarios, the specific implementation steps of the game interaction method provided in this disclosure are detailed below. This method provides a graphical user interface through a first terminal device, which can be one of the aforementioned terminal devices, such as a mobile phone or tablet computer. The graphical user interface displays at least a portion of the game scene corresponding to the game match. For example, in a multiplayer competitive match, the game scene refers to a virtual track environment (such as a background including clouds and mountains). The game scene includes a first virtual object controlled by the first terminal device, such as a propeller plane controlled by the player.

[0043] Figure 3 This is a flowchart of a game interaction method according to an embodiment of this disclosure, such as... Figure 3 As shown, the process includes the following steps: In step S301, in response to the first virtual object being eliminated in the game, a game spectator screen and a visual interference control are displayed in the graphical user interface; wherein, the game spectator screen is used to display at least a second virtual object that has not been eliminated in the game, and the second virtual object is controlled by a second terminal device.

[0044] When a player's character is eliminated, the view stops showing that character's main perspective and switches to the perspective of another player currently playing. An interactive interface for visual disruption is provided for the eliminated player. The spectator view can be set to a fixed camera angle (e.g., an overhead view in card games) or a third-person, trailing view (e.g., in racing / parkour games), depending on the game type.

[0045] In some optional embodiments, this step includes replacing the user interface to achieve a smooth visual transition from playing to spectating, as follows: When the first virtual object is not eliminated, operation controls for controlling the movement of the first virtual object are displayed in the graphical user interface.

[0046] Controls refer to interactive buttons that allow players to input information. For example, the "ascend" button controls the flight of an aircraft; when the player clicks this button, the aircraft ascends, and when not clicked, the aircraft descends due to simulated gravity.

[0047] This provides players with a clear entry point for basic gameplay operations, ensuring the integrity of the game's basic interactive logic.

[0048] In line with the normal gameplay mechanics described above, the UI also needs to change accordingly when the player's status changes. Specifically, in response to the first virtual object being eliminated in the game, the operation controls are removed from the graphical user interface, and visual distraction controls are displayed in the graphical user interface.

[0049] For example, after the elimination animation finishes playing, the original "Up" button immediately disappears, and the interference entrance below immediately appears. This design achieves seamless UI switching, saving screen space and effectively preventing eliminated players from accidentally pressing invalid buttons.

[0050] Upon entering the spectator screen, a spectator target is automatically selected to allow players to quickly focus on the match. Specifically, the top-ranked, surviving virtual object in the current game is designated as the second virtual object, and the game view based on this second virtual object is displayed in the graphical user interface.

[0051] "Ranked First" refers to the current highest score or the most advanced status; "Confirmed" means binding the virtual camera's follow target to this object.

[0052] After a player is eliminated, the camera automatically switches to the best-performing player still in the game. If the top-ranked player is also eliminated, the camera continues to focus on the next player in order of ranking. This eliminates the tedious step of eliminating players searching for spectators, directly placing them in the most entertaining or disruptive focus of the match.

[0053] To clearly display the current player status, the graphical user interface (GUI) shows a list of objects corresponding to the virtual objects participating in the game. After displaying the game view determined by the second virtual object in the GUI, the object identifier corresponding to the second virtual object in the object list is switched to the selected state.

[0054] An object list is a UI component that displays information about all virtual objects participating in the current match in a list format. For example, it might be displayed on the right side of the screen as a panel containing each player's nickname and real-time score. An object identifier is a visual element in the object list that represents a specific virtual object, such as a line of text representing a player's nickname. The selected state is a special visual format used to indicate the virtual object currently being spectated. For example, it might be highlighted with a yellow triangle arrow and a highlighted background, allowing users to easily distinguish the currently spectating target.

[0055] Furthermore, the object list distinguishes between virtual objects that have not been eliminated and those that have been eliminated. Specifically, virtual objects that have not been eliminated are identified by a first object identifier, while those that have been eliminated are identified by a second object identifier, and their display formats in the object list differ. For example, the nicknames of players who have not been eliminated are displayed in a normal bright font, while the nicknames of players who have been eliminated are displayed in gray or semi-transparent mode. This helps users quickly identify the elimination status of the current match and clearly perceive the progress of each player's game. Through differentiated visual presentation, eliminated users can grasp the overall picture of the match in real time, enhancing their sense of control over the overall game progress.

[0056] To further enhance eliminated players' autonomy in choosing their spectator targets, the system also supports actively switching spectator targets. Specifically, in response to a user's selection of the object identifier corresponding to the third virtual object in the object list, the object identifier corresponding to the third virtual object in the object list will be switched to a selected state, and the game view determined by the third virtual object will be switched in the graphical user interface.

[0057] The third virtual object refers to the virtual object that the user actively chooses to spectate. This can be either an surviving teammate or an surviving enemy. For example, if a user clicks on the nickname of an enemy player in the object list, the graphical user interface switches to that enemy player's game view, and the corresponding object icon in the object list is selected. It's worth noting that the friendly and enemy teams in the object list can be designed to expand and collapse. In the collapsed state, only the enemy team's total score is displayed; when expanded, a detailed list of each enemy player's object icon is shown. This design reduces the obstruction of the game screen by the list, balancing information display with visual clarity. Giving eliminated players the ability to actively choose their spectating perspective further enhances their sense of active participation and the game's strategic depth.

[0058] In step S302, in response to the triggering operation of the visual interference control, a visual interference command is sent to the second terminal device to display visual interference elements generated based on the visual interference command on the second terminal device.

[0059] When an eliminated player presses the interference button, a graphic obstacle will be created on the screen of the player being spectated, blocking the spectated player's view of the road ahead.

[0060] After the visual interference command is sent to the second terminal device, in order to achieve the core visual soft interference of this solution and ensure a fair experience for players who have not been eliminated, this disclosure has refined the display mechanism of the visual interference elements. Specifically, the visual interference elements are displayed on the upper layer of the game spectating screen, and the display position of the visual interference elements on the second terminal device is determined based on the position of the second virtual object in the game scene when the trigger operation is triggered.

[0061] The upper layer of the screen refers to the highest level of UI rendering. This ensures that the distracting elements effectively obstruct the view and are precisely targeted based on the spectator's position. Specifically, the landing point of a visual distraction element (such as an emoji) is associated with the position of the second virtual object currently being spectated. Eliminated players can indirectly control the location of the distraction by switching between spectating different virtual objects and placing the visual distraction elements in different areas of the game map. For example, if an eliminated player is currently spectating the second-ranked airship player, their emoji will appear near the airship player's current flight position, rather than being randomly distributed across the game map. Eliminated players can precisely select the distraction location by actively switching spectating objects, making the distraction action more strategic and further enhancing their sense of participation and control.

[0062] Furthermore, the visual distraction element will also be displayed in the graphical user interface of the first terminal device (i.e., the eliminated player), allowing the eliminated player to confirm in real time that the distraction they sent has taken effect and appeared at the target location. Further, the display position of the visual distraction element in the graphical user interface remains fixed, that is, it is fixed relative to the screen coordinates (regardless of changes in the game scene, the element always remains at a fixed pixel position on the screen), and it fades away after a preset display duration. The complete presentation process is: falling from the top of the screen, hovering at a fixed screen coordinate position, and fading away after the preset display duration. At the same time, the display area of ​​the visual distraction element will actively avoid core UI information areas such as the score panel in the upper right corner of the interface and the object list on the right, ensuring that the distraction content does not obscure key interface information.

[0063] The fixed screen coordinate display method of visual interference elements enables them to continuously occlude specific areas of vision during the game. At the same time, the automatic clogging mechanism with preset display duration ensures the timeliness of the interference and avoids permanent occlusion from damaging the game experience of surviving players, thus achieving a reasonable balance between interference effect and game fairness.

[0064] Regarding visual distraction controls, they can actually contain various different forms of distraction entry points. Specific forms of visual distraction include: Step S3021, graphical emoji interference.

[0065] At this point, the visual distraction controls include an emoji sending entry. The emoji sending entry refers to a specific icon (such as a smiley face icon).

[0066] In response to the triggering operation of the emoji sending entry, an emoji selection panel is displayed in the graphical user interface of the first terminal device; the emoji selection panel refers to the pop-up emoji selection interface, which contains multiple preset emojis (such as multiple cartoon emoji images with character themes) for the user to choose from.

[0067] In response to the selection of a target emoji from multiple preset emoji packs, a visual interference command is sent to the second terminal device, and the emoji selection panel is automatically closed after an emoji pack is selected, without the need for the user to manually close it.

[0068] Among them, the visual interference instruction is used to instruct the second terminal device to generate visual interference elements that match the target emoticon, such as presenting the corresponding emoticon image on the interface of the second terminal device. Its specific animation performance can be falling from the top of the display screen to a certain position and hovering.

[0069] It is worth noting that while the emoticon selection panel is open, users can still switch spectator targets by clicking on the icons of other players in the target list without having to close the emoticon selection panel first, thus ensuring the continuity of operation.

[0070] In addition to graphic emojis, visual distractions also include: Step S3022: Customize text interference.

[0071] Specifically, visual distraction controls include the bullet screen input field. The bullet screen input field refers to the text input box.

[0072] In response to a trigger action on the bullet screen input field, the system retrieves the input bullet screen text content. The bullet screen text content is the string typed by the player, such as the user typing "Hello everyone, I am ximi".

[0073] In response to a send operation (such as clicking the send button), a visual interference command is sent to the second terminal device.

[0074] The visual interference instruction is used to instruct the second terminal device to generate visual interference elements that match the content of the bullet screen text. For example, the bullet screen text can be displayed scrolling on the interface of the second terminal device in the form of a marquee (i.e., an animation mode in which the text string moves at a constant speed from one side of the screen to the other).

[0075] Whether the visual interference is triggered by means of emoticons or bullet screens, when the second terminal device displays the visual interference elements generated based on the visual interference instruction, the object information corresponding to the first virtual object (such as the nickname of the player to which the first virtual object belongs) will be associated with the display of the visual interference elements. For example, the sender's nickname "XIMI Ximi" is displayed below the emoticon image. This enables the user of the second terminal device to clearly know the source of the interference content, enhances the social interaction between players, and enables the "sense of presence" of the eliminated player to be continuously reflected in the game session, enhancing the interactivity.

[0076] In order to maintain the rationality of the game experience and prevent the eliminated player from破坏游戏平衡 by sending interference content infinitely frequently, after sending the visual interference instruction to the second terminal device, the visual interference control will also be controlled to enter a preset cooling time period.

[0077] The cooling time period refers to the minimum time interval between two consecutive triggers of the visual interference control. For example, it is set to 10 seconds. During the cooling time period, in response to the user's再次触发操作 of the visual interference control, a prompt message containing the remaining cooling time will be displayed in the graphical user interface. For example, a prompt floating layer showing "You still have 8s to leave a message" will be displayed; after the cooling time period ends, the trigger response to the visual interference control will be restored, and the user can send interference content again.

[0078] The cooling mechanism effectively prevents the excessive interference of malicious spamming on the game experience of the non-eliminated players while providing a continuous participation channel for the eliminated players.

[0079] Finally, considering the scenario where multiple players may simultaneously send visual interference content to the same second virtual object, when the game perspective screen determined based on the second virtual object is displayed in the graphical user interface, if there are multiple visual interference elements for the second virtual object, the multiple visual interference elements can be processed in the following ways: Firstly, the multiple visual interference elements are displayed sequentially in the graphical user interface at a preset time interval, that is, one by one, to avoid content overlap. Secondly, the multiple visual interference elements are displayed simultaneously at different display positions in the graphical user interface, that is, there is a certain spatial gap between the elements to avoid stacking and occlusion.

[0080] For example, when three eliminated players simultaneously send emoticons to the same non-eliminated player, the three emoticons will appear scattered at different positions on the player's screen at intervals instead of overlapping into a group. This not only ensures that multiple interference contents can be effectively presented, fully reflecting the collective participation effect of multiple eliminated players, but also avoids visual chaos caused by excessive superposition through a reasonable arrangement method.

[0081] In summary, the game interaction method provided in this embodiment instantly switches between the spectator screen and visual interference controls after the first virtual object is eliminated, and cancels the original flight control controls. This allows the eliminated player to smoothly transition from a controlling participant to an interference participant without any additional operation, transforming the passive waiting state of the traditional mode into an active social participation state and eliminating the experience gap after the player is eliminated. Furthermore, by associating the placement of visual interference elements with the game scene location of the currently spectating second virtual object, the eliminated player can actively switch spectator objects to precisely select the interference landing point, making the interference behavior strategic and controllable. The inherent social expression attributes of bullet screen text and emoticons, the two forms of interference, make the interference behavior itself both competitive and entertaining. Meanwhile, visual interference elements only create visual obstruction without causing physical collisions. Players who are not eliminated can break through the interference through their skills. Combined with the cooldown period mechanism that reasonably limits the frequency of interference, and the automatic disappearance mechanism that presets the display time of visual interference elements, the game's competitive fairness is ensured. This effectively maintains the sense of control and fair gameplay experience for players who are not eliminated, while enhancing the continued participation and social fun of eliminated players.

[0082] To better illustrate the game interaction method of this disclosure, a preferred embodiment will be provided below. This embodiment is intended to describe the implementation process of this disclosure in detail, but is not intended to limit the scope of protection of this disclosure.

[0083] This example uses a multiplayer flight game. In a typical match of this game, players can team up with multiple players and be matched into groups of equal size to engage in battle.

[0084] Figure 4 This is a screenshot of the game's interface, such as... Figure 4 As shown, after the game starts, all players in the match will be in the same game room, driving their respective virtual objects (i.e., Figure 4 The aircraft (in the game) propels itself forward. In its basic design, the aircraft has a fixed lateral speed (it can briefly accelerate by touching speed-up items in the scene) and a constant descent speed due to simulated gravity. Players need to frequently tap the control button in the lower right corner of the interface (i.e.,...) Figure 4 The ascend button in the lower right corner provides lift to the aircraft, allowing it to rise continuously along the vertical axis. The game scene is scattered with objects representing obstacles, such as clouds and mountains. Figure 4(As shown in the background), the player's objective is to avoid as many obstacles as possible. If the aircraft collides with an obstacle, the player's current progress will immediately end, triggering elimination. Ultimately, the game's outcome is determined by the team's overall performance, calculated by adding up the flight distances of each team member (e.g., ...). Figure 4 The team with the greater total score (shown in the upper right corner as "Our Team" and "Enemy Team") will win.

[0085] However, in multiplayer competitive games where scores are based on team totals, the timing of player elimination is often asynchronous. In existing technical implementations and conventional game design, once a player is eliminated, their control interface (such as...) is interrupted. Figure 4 The up button in the lower right corner will become disabled or disappear. The usual approach is to either exit the game or put the player into spectator mode. In this mode, the device cannot perform any actions related to the actual game progress. This approach has a significant drawback: eliminated players experience a severe lack of participation and control during the long wait for the next game, resulting in a noticeable disconnect in the experience.

[0086] To bridge this gap in the gaming experience, some games have attempted to introduce mechanisms that allow eliminated players to interfere with players still in the game. Eliminated players can transform into "ghosts" traversing the map, touching players in progress to cause significant slowing, sluggish movement, or even slightly shoving them to alter their movement or block item pickups. However, this forceful intervention mechanism, focused on action and physics, has significant drawbacks: firstly, its excessive influence can lead to some players intentionally getting eliminated to disrupt the opposing team, and the experience of being forced to slow down and then eliminated feels extremely "unfair" to players playing normally and trying to avoid obstacles; secondly, this rigid mechanism also places immense social pressure on eliminated players.

[0087] Therefore, a novel interaction mechanism is urgently needed that can transform eliminated players from a passive, penalized state into an active, social, and continuously engaged state, while avoiding excessively strong physical impact on players already in the game, thus maintaining the fairness of the competition. Therefore, this embodiment provides a game interaction method based on visual occlusion. The specific process of this embodiment is as follows: When players enter Figure 4 After the player enters the game interface shown, if the player crashes into an obstacle due to operational error, the player's current game state will immediately end, the ascend button in the lower right corner of the game interface used to control flight will be hidden, and then the player will enter spectator mode. Figure 5 This is an illustration of the spectator interface for eliminated players. (Example) Figure 5As shown, after entering spectator mode, controls for visual interference (including barrage input and emoticon input) are displayed at the bottom of the interface.

[0088] Once in spectator mode, the game will automatically lock onto the currently ranked player who is in the middle of a match. Each aircraft will display the player's nickname above it, and a player list will be displayed on the right side of the screen. This list can be expanded or collapsed to show enemy and allied teams, minimizing UI obstruction.

[0089] Players currently being spectated will have a selection marker in the list (e.g., ...). Figure 5 The small triangle markers and different colored backgrounds are used to distinguish the eliminated players, while the information of eliminated players is presented in a different visual style. Eliminated players can freely switch their spectator view to other teammates or enemy players who are currently playing by clicking on the nicknames of other players in the list (including expanding the list of enemy teams).

[0090] Eliminated players can use the entry point at the bottom of the interface to launch a visual interference against the spectator target without changing the game's physical state.

[0091] Figure 6 This is a diagram illustrating the emoji sending function, such as... Figure 6 As shown, when a player clicks the smiley face icon at the bottom, an emoji selection panel will gradually appear in the center of the screen, displaying a variety of preset fun emojis. While the emoji panel is open, players can still switch spectator targets by clicking the list on the right. Once a player selects an emoji, the panel will automatically close without requiring any additional dragging.

[0092] Figure 7 This is an illustration of an emoji display. After clicking to send an emoji, it will fall from the top of the screen, float, and become fixed at a relatively stationary coordinate (x, y). Since the game simulates a plane's forward flight by moving the background backward (left), the fixed emoji acts like a sticker, partially obstructing the view and making it harder for players who haven't been eliminated to see oncoming obstacles. During this time, all players within the current screen's display area can simultaneously see the emoji. At the same time, the sender's nickname (e.g., below or next to the emoji) will be displayed. Figure 7 The message "XIMI" appears in the image and fades away after a few seconds. This interference mechanism only partially obstructs the view; when a drone comes into contact with the emoji, it passes right through without any physical collision detection.

[0093] In addition to emojis, players can also use text boxes to initiate interference. Eliminated players can also click... Figure 5The "Click to Enter Comment" input box at the bottom of the interface allows you to enter custom text to create distractions. Once the text is entered and sent, it will be extracted and displayed, along with the sender's (i.e., the eliminated player's) nickname, in a scrolling marquee format on the screen of the player currently being spectated. Figure 8 This is a diagram illustrating the display of bullet comments, such as... Figure 8 As shown, this line of text will scroll horizontally at a constant speed in the center or upper part of the screen. Because the game requires players to constantly keep their eyes on the ever-approaching obstacles (such as...) Figure 8 (The clouds in the background) This horizontally flowing text not only delivers a strong social expression but also creates a dynamic, localized visual obstruction along its scrolling trajectory. This constantly shifting text obstruction poses a greater challenge to the visual focus and instantaneous reaction speed of players in the middle of a game than static emoticons.

[0094] To ensure a good basic user experience, both emojis and bullet screen text will be pushed out of the core UI information areas, such as the score display area in the upper right corner.

[0095] Meanwhile, both of these visual distractions are essentially graphical renderings relative to the screen coordinates (x, y) of the terminal device. As the game background moves backward (left) to simulate a spacecraft flying forward (right), these fixed or simply sliding bullet comments and emoticons effectively obstruct the view, making it easier for players to collide with obstacles due to poor visibility. After a few seconds, these distractions automatically fade away. Throughout this process, the bullet comments and emoticons exist only as visual layers and do not physically collide with the virtual characters in the game.

[0096] Furthermore, since the view of this area is shared in real time, these distracting elements can be seen by all players within the current screen display range, greatly enhancing the overall interactivity of the game.

[0097] To prevent the malicious abuse of visual interference, a cooldown mechanism has been implemented. Sending interference is limited by the game's default CD (cooldown) structure. When a player attempts to send interference again within the cooldown period, a message such as "You have 8 seconds left before you can leave a message" will pop up in the center of the screen.

[0098] In addition, if multiple eliminated players spectate at the same time and send interference commands to the same player on the field, these visual interference elements will be controlled to appear sequentially at preset time intervals, or generated in different display positions on the screen to maintain a certain physical gap to ensure that there is no overlapping or occlusion.

[0099] In summary, this embodiment, by introducing a visual interference mechanism, successfully transforms the player's state after triggering elimination conditions from "passive and tedious waiting" to "active participation and social interaction," greatly compensating for the experience gap experienced by eliminated players. Furthermore, this mechanism only obstructs a portion of the player's view through visual elements bearing the sender's nickname, without depriving players of their operational control or interfering with the game's underlying physical collision rules. This allows players still in the middle of the game to use their skills to avoid risks and gain a sense of accomplishment, effectively maintaining the fairness of multiplayer competition and enhancing the gaming experience.

[0100] This embodiment also provides a game interaction device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0101] This embodiment provides a game interaction device that provides a graphical user interface (GUI) through a first terminal device. The GUI displays at least a portion of the game scenes corresponding to the game matches. The game scenes include a first virtual object controlled by the first terminal device, such as... Figure 9 As shown, it includes: Display module 901 is used to display a game spectator screen and visual interference controls in a graphical user interface in response to the elimination of the first virtual object in the game; wherein the game spectator screen is used to display at least a second virtual object that has not been eliminated in the game, and the second virtual object is controlled by a second terminal device. The generation module 902 is used to send a visual interference command to the second terminal device in response to a trigger operation on the visual interference control, so as to display visual interference elements generated based on the visual interference command on the second terminal device.

[0102] In some optional implementations, visual interference elements are displayed on top of the game spectator screen, and the display position of the visual interference elements in the second terminal device is determined based on the position of the second virtual object in the game scene when the trigger operation is triggered.

[0103] In some alternative implementations, the display module 901 is further configured to: When the first virtual object has not been eliminated, operation controls for controlling the movement of the first virtual object are displayed in the graphical user interface; In response to the elimination of the first virtual object during a game, visual distraction controls are displayed in the graphical user interface, including: In response to the elimination of the first virtual object in the game, the operation controls are hidden in the graphical user interface, and visual distraction controls are displayed in the graphical user interface.

[0104] In some alternative implementations, the display module 901 is used for: The top-ranked, undone virtual object in the current game is designated as the second virtual object, and the game view based on the second virtual object is displayed in the graphical user interface.

[0105] In some optional implementations, the graphical user interface displays a list of objects corresponding to the virtual objects participating in the game. The display module 901 is further configured to: The control switches the object identifier corresponding to the second virtual object in the object list to the selected state.

[0106] In some optional implementations, the object list includes: a first object identifier corresponding to a virtual object that has not been eliminated and a second object identifier corresponding to a virtual object that has been eliminated; wherein the first object identifier and the second object identifier are displayed in different formats in the object list.

[0107] In some alternative implementations, the display module 901 is further configured to: In response to the selection operation of the object identifier corresponding to the third virtual object in the object list, the control switches the object identifier corresponding to the third virtual object in the object list to the selected state, and displays the game view screen determined based on the third virtual object in the graphical user interface.

[0108] In some alternative implementations, the display module 901 is further configured to: Display visual interference elements generated based on visual interference instructions in the graphical user interface.

[0109] In some optional implementations, the display position of the visual interference element in the graphical user interface remains fixed, and the display module 901 is further used for: In response to the current time reaching the preset display duration of the visually distracting element, control the cancellation of the display of the visually distracting element.

[0110] In some optional implementations, the visual interference control includes an emoji sending entry; the generation module 902 is used for: In response to a trigger operation on the emoji sending entry, an emoji selection panel is displayed in the graphical user interface of the first terminal device; the emoji selection panel contains multiple preset emojis; In response to the selection of a target emoji from multiple preset emoji packs, a visual interference command is sent to the second terminal device, and the emoji selection panel is canceled. The visual interference instruction is used to instruct the second terminal device to generate visual interference elements that match the target emoji.

[0111] In some optional implementations, the visual interference control includes a bullet screen input field; the generation module 902 is used for: In response to the trigger operation of the bullet screen input field, obtain the input bullet screen text content; In response to the sending operation, a visual interference command is sent to the second terminal device; Among them, the visual interference instruction is used to instruct the second terminal device to generate visual interference elements that match the content of the bullet screen text.

[0112] In some optional implementations, when the second terminal device displays visual interference elements generated based on visual interference instructions, the object information corresponding to the first virtual object is displayed along with the visual interference elements.

[0113] In some alternative implementations, the generation module 902 is further configured to: Control the visual interference controls to enter a preset cooldown period; During the cooldown period, in response to a re-triggering action against a visually distracting control, a prompt message containing the remaining cooldown time is displayed in the graphical user interface; After the cooldown period ends, resume triggering responses to visual interference controls.

[0114] In some alternative implementations, the generation module 902 is further configured to: When displaying the game viewpoint determined by the second virtual object in the graphical user interface, if there are multiple visual interference elements targeting the second virtual object, the multiple visual interference elements are displayed sequentially in the graphical user interface at preset time intervals; or, the multiple visual interference elements are displayed in different display positions in the graphical user interface.

[0115] The game interaction device provided in this disclosure can execute the game interaction method provided in any embodiment of this disclosure, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the various modules and units described above are the same as in the corresponding embodiments described above, and will not be repeated here.

[0116] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure.

[0117] The following is a detailed reference. Figure 10The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1001, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1002 or a program loaded from memory 1008 into random access memory (RAM) 1003. The RAM 1003 also stores various programs and data required for the operation of the electronic device. The processor 1001, ROM 1002, and RAM 1003 are interconnected via a bus 1004. An input / output (I / O) interface 1005 is also connected to the bus 1004.

[0118] Typically, the following devices can be connected to the I / O interface 1005: input devices 1006 including, for example, a touchscreen, touchpad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; output devices 1007 including, for example, a liquid crystal display (LCD), speaker, vibrator, etc.; memory devices 1008 including, for example, magnetic tape, hard disk, etc.; and communication devices 1009. Communication device 1009 allows electronic devices to exchange data via wireless or wired communication with other devices. Although Figure 10 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.

[0119] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 1009, or installed from memory 1008, or installed from ROM 1002. When the computer program is executed by processor 1001, it performs the functions defined in the game interaction method of embodiments of this disclosure.

[0120] Figure 10 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0121] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code downloaded over a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the game interaction method shown in the above embodiments is implemented.

[0122] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0123] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.

Claims

1. A game interaction method, characterized in that, A graphical user interface is provided through a first terminal device, wherein the graphical user interface displays at least a portion of the game scenes corresponding to the game matches, and the game scenes include a first virtual object controlled by the first terminal device. The method includes: In response to the first virtual object being eliminated in the game, a game spectator screen and a visual interference control are displayed in the graphical user interface; wherein the game spectator screen is used to display at least a second virtual object that has not been eliminated in the game, and the second virtual object is controlled by a second terminal device; In response to a trigger operation on the visual interference control, a visual interference command is sent to the second terminal device to display visual interference elements generated based on the visual interference command on the second terminal device.

2. The method according to claim 1, characterized in that, The visual interference element is displayed on the upper layer of the game spectating screen, and the display position of the visual interference element in the second terminal device is determined based on the position of the second virtual object in the game scene when the triggering operation is triggered.

3. The method according to claim 1, characterized in that, The method further includes: When the first virtual object is not eliminated, operation controls for controlling the movement of the first virtual object are displayed in the graphical user interface. The step of displaying visual distraction controls in the graphical user interface in response to the first virtual object being eliminated in the game includes: In response to the first virtual object being eliminated in the game, the operation controls are de-displayed in the graphical user interface, and the visual interference controls are displayed in the graphical user interface.

4. The method according to claim 2, characterized in that, The display of the match spectator screen in the graphical user interface includes: The virtual object that is currently ranked first and has not been eliminated in the game is identified as the second virtual object, and the game view screen determined based on the second virtual object is displayed in the graphical user interface.

5. The method according to claim 4, characterized in that, The graphical user interface displays a list of objects corresponding to the virtual objects participating in the game. After the step of displaying the game view determined based on the second virtual object in the graphical user interface, the method further includes: The control switches the object identifier corresponding to the second virtual object in the object list to the selected state.

6. The method according to claim 5, characterized in that, The object list includes: a first object identifier corresponding to a virtual object that has not been eliminated and a second object identifier corresponding to a virtual object that has been eliminated; wherein the first object identifier and the second object identifier are displayed in different formats in the object list.

7. The method according to claim 6, characterized in that, The method further includes: In response to the selection operation of the object identifier corresponding to the third virtual object in the object list, the control switches the object identifier corresponding to the third virtual object in the object list to the selected state, and displays the game view screen determined based on the third virtual object in the graphical user interface.

8. The method according to claim 4, characterized in that, The method further includes: The graphical user interface displays visual interference elements generated based on the visual interference instructions.

9. The method according to claim 8, characterized in that, The display position of the visual interference element in the graphical user interface remains fixed, and the method further includes: In response to the current time reaching the preset display duration of the visual interference element, the display of the visual interference element is controlled to be canceled.

10. The method according to claim 1, characterized in that, The visual interference control includes an emoji sending entry; Sending a visual interference command to the second terminal device to display visual interference elements generated based on the visual interference command on the second terminal device includes: In response to a trigger operation on the emoticon sending entry, an emoticon selection panel is displayed in the graphical user interface of the first terminal device; the emoticon selection panel contains multiple preset emoticons; In response to the selection operation of the target emoji from the plurality of preset emoji packs, the visual interference command is sent to the second terminal device, and the emoji selection panel is canceled from display; The visual interference instruction is used to instruct the second terminal device to generate visual interference elements that match the target emoji.

11. The method according to claim 1, characterized in that, The visual interference control includes a bullet screen input field; Sending a visual interference command to the second terminal device to display visual interference elements generated based on the visual interference command on the second terminal device includes: In response to a trigger operation on the bullet screen input field, the input bullet screen text content is obtained; In response to the sending operation, the visual interference command is sent to the second terminal device; The visual interference instruction is used to instruct the second terminal device to generate visual interference elements that match the content of the bullet screen text.

12. The method according to claim 10 or 11, characterized in that, When the second terminal device displays visual interference elements generated based on the visual interference command, it displays object information corresponding to the first virtual object in association with the visual interference elements.

13. The method according to claim 1, characterized in that, After the step of sending a visual interference command to the second terminal device, the method further includes: Control the visual interference control to enter a preset cooling time period; During the cooling time period, in response to a re-triggering operation of the visual interference control, a prompt message containing the remaining cooling time is displayed in the graphical user interface; After the cooling time period ends, the trigger response to the visual interference control is resumed.

14. The method according to claim 4, characterized in that, The method further includes: When displaying a game viewpoint determined based on the second virtual object in the graphical user interface, if there are multiple visual interference elements targeting the second virtual object, the multiple visual interference elements are displayed sequentially in the graphical user interface at preset time intervals; or, the multiple visual interference elements are displayed in different display positions in the graphical user interface.

15. A game interaction device, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displaying at least a portion of the game scenes corresponding to the game matches, the game scenes including a first virtual object controlled by the first terminal device, the device comprising: The display module is configured to display a spectator screen and a visual interference control in the graphical user interface in response to the first virtual object being eliminated in the game match; wherein the spectator screen is configured to display at least a second virtual object that has not been eliminated in the game match, and the second virtual object is controlled by a second terminal device. The generation module is configured to send a visual interference instruction to the second terminal device in response to a trigger operation on the visual interference control, so as to display visual interference elements generated based on the visual interference instruction on the second terminal device.

16. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory stores computer instructions, and the processor executes the computer instructions to perform the game interaction method of any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to perform the game interaction method according to any one of claims 1 to 14.

18. A computer program product, characterized in that, Includes computer instructions for causing a computer to perform the game interaction method according to any one of claims 1 to 14.