Information processing method and device in game, electronic equipment and storage medium

By displaying interactive controls that match the playback progress in real time within the game video, players can instantly jump to the interface of game elements they are interested in, solving the problems of player memory load and unsmooth experience, and improving the interactivity and continuity of the game video.

CN122141229APending Publication Date: 2026-06-05NETEASE (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
2026-04-21
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Players often struggle to remember interesting content after a game video ends, making it difficult to interact with the content in real time and resulting in a choppy experience.

Method used

During game video playback, the playback progress is monitored in real time and interactive controls that match the progress are displayed, allowing players to instantly jump to the interface of game elements of interest through touch operations.

Benefits of technology

It reduces the cognitive load on players, enables real-time interaction, and improves the smoothness and continuity of the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an information processing method and device in a game, electronic equipment and a storage medium, wherein the method comprises: in response to a triggering operation of a game video, monitoring the playing progress of the game video; in response to the playing progress matching a triggering progress of a target game element in at least one game element, displaying an interactive control corresponding to the target game element on a graphical user interface; and in response to a first touch operation on the interactive control corresponding to the target game element, executing a jump instruction of the target game element to jump to a display interface corresponding to the target game element. The player can instantly interact with the content of interest during the process of watching the game video, the cognitive load of the player is reduced, and the interactive control corresponding to the target game element matching the playing progress can be displayed, which can correspond to the current playing content of the video, thereby improving the player experience.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology

[0002] As the amount of content in large-scale online games continues to increase, video players are usually embedded in the game client to play promotional videos (PVs), tutorials on new gameplay, or story recaps.

[0003] In related technologies, after logging into the game client, players use a video player to play videos. After watching, players manually close the video window and then rely on their memory to find the corresponding content entry point in the game.

[0004] However, the above methods place a heavy burden on players' memory and cognition, and players cannot immediately interact with the content they find interesting in the video, resulting in a less than smooth player experience. Summary of the Invention

[0005] In view of this, embodiments of this application provide an information processing method, apparatus, electronic device, and storage medium for games, in order to solve the problem that the game places a heavy burden on the player's memory and cognition, and that the player cannot immediately interact with the content that interests them in the video, resulting in an unsmooth player experience.

[0006] In a first aspect, embodiments of this application provide an information processing method for games, including: In response to the triggering operation of the game video, the playback progress of the game video is monitored, wherein the game video is any one of the following: game promotional video, game gameplay video, and game story video; In response to the playback progress and the matching of the trigger progress of the target game element in at least one game element, the interactive control corresponding to the target game element is displayed on the graphical user interface; In response to a first touch operation on the interactive control corresponding to the target game element, a jump instruction for the target game element is executed to jump to the display interface corresponding to the target game element. Secondly, embodiments of this application also provide an information processing device for games, including: The monitoring module is used to monitor the playback progress of the game video in response to the triggering operation of the game video, wherein the game video is any one of the following: game promotional video, game gameplay video, and game story video; The display module is used to display the interactive controls corresponding to the target game element on the graphical user interface in response to the playback progress and the trigger progress matching of the target game element in at least one game element. The execution module is used to respond to the first touch operation of the interactive control corresponding to the target game element, and execute the jump instruction of the target game element to jump to the display interface corresponding to the target game element.

[0007] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the method described in any of the first aspects.

[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the method described in any of the first aspects.

[0009] This application provides an information processing method, apparatus, electronic device, and storage medium for games. The method includes: responding to a trigger operation of a game video; monitoring the playback progress of the game video; matching the playback progress with the trigger progress of a target game element within at least one game element; displaying an interactive control corresponding to the target game element on a graphical user interface; responding to a first touch operation on the interactive control corresponding to the target game element; and executing a jump command for the target game element to jump to the display interface corresponding to the target game element. This allows players to interact instantly with content of interest while watching game videos, reducing cognitive load. Furthermore, by displaying interactive controls corresponding to target game elements that match the playback progress, the content can be correlated with the currently playing video content, enhancing the player experience. Attached Figure Description

[0010] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 A flowchart illustrating the information processing method in a game provided in this application embodiment. Figure 1 ; Figure 2 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 1 ; Figure 3 A flowchart illustrating the information processing method in a game provided in this application embodiment. Figure 2 ; Figure 4 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 2 ; Figure 5 A flowchart illustrating the information processing method in a game provided in this application embodiment. Figure 3 ; Figure 6 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 3 ; Figure 7 This is a schematic diagram of the structure of the information processing device in the game provided in the embodiments of this application; Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0012] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0013] During video playback, players often watch the content that interests them first, but after the video ends, they often forget the specific content they were interested in or don't know where to find it, leading to a loss of conversion. This places a heavy burden on players' memory and cognition. Furthermore, the lack of a WYSIWYG (What You See Is What You Get) feature means that users cannot immediately interact with content they are interested in; they must wait for the video to end or interrupt the video to find it. This causes users' desire to explore to be lost due to cumbersome operations. Once they click to jump, the screen often switches to a new interface, forcibly interrupting the video viewing experience, resulting in a strong sense of disconnect.

[0014] Based on this, this application can display interactive controls corresponding to target game elements that match the playback progress during the playback of game videos. Players can trigger these interactive controls to execute jump commands to the target game elements, thereby enabling players to interact with content of interest in real time while watching game videos, reducing the cognitive load on players. Furthermore, by displaying interactive controls corresponding to target game elements that match the playback progress, the content currently being played in the video can be matched, thus improving the player experience.

[0015] In one embodiment of this application, the information processing method in the game can run on a local terminal device or a server. When the information processing method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0018] In one possible implementation, this invention provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0019] Figure 1 A flowchart illustrating the information processing method in a game provided in this application embodiment. Figure 1 In this embodiment, the executing entity can be an electronic device, such as a mobile phone, tablet, or computer.

[0020] like Figure 1 As shown, the method may include: S101, In response to the triggering operation of the game video, monitor the playback progress of the game video.

[0021] The game video trigger operation is used to trigger the playback of game videos, which can be any of the following: game promotional videos, gameplay videos, or game story videos of the target game.

[0022] Game promotional videos can be promotional videos for the target game, gameplay videos can be gameplay videos for the target game, and story videos can be story videos for the target game.

[0023] Typically, when a new version of the target game is released, a game video of the target game can be pushed to the game client simultaneously. This allows players to gain some understanding of the target game by watching the game video before entering the game, making it easier for them to participate in the target game.

[0024] In an alternative implementation, the triggering action for the game video can be a login action for the game client.

[0025] In another alternative implementation, the triggering operation for the game video can be a triggering operation for the video playback control.

[0026] In one possible application scenario, after a player logs into the game client, the video player is launched and automatically triggers the playback of the game video. Alternatively, after a player logs into the game client, a video playback control is displayed on the graphical user interface. After the player clicks the video playback control, the video player is launched and the game video begins to play.

[0027] In response to the triggering operation of the game video, the game video is played and the playback progress of the game video is monitored in real time. The playback progress of the game video is used to indicate the length of time the game video has been played. For example, the game video has been played up to 00:15 (0 minutes and 15 seconds).

[0028] S102. In response to the playback progress and the trigger progress matching of the target game element in at least one game element, display the interactive control corresponding to the target game element on the graphical user interface.

[0029] Game elements refer to the game elements contained in the game video, which can include game dungeons (such as the Flaming Mountain dungeon), game equipment, game skills, game characters, game skins (such as costumes), and game systems. Game characters can be new non-player characters (NPCs), and game systems can include gameplay systems (such as life systems and workshop systems), social systems (guild systems and neighborhood systems), or numerical systems (such as rune systems), or secondary systems within an independent system (such as adding belt equipment to the character equipment system).

[0030] The trigger progress of a game element can be the playback moment of the game element-related content in the game video, such as the start moment, the end moment, or any moment within the time interval between the start and end moments of the game element-related content in the game video. The playback moment corresponding to the trigger progress can also be a moment within a time interval before or after the game element-related content begins to play.

[0031] The triggering progress of game elements can also be the time interval between the start and end times of the game element-related content in the game video.

[0032] If the trigger progress of a game element is a time interval, then the playback progress and the trigger progress of the target game element are considered to match when the playback progress matches the trigger progress of at least one target game element. The target game element is the game element whose trigger progress matches the playback progress.

[0033] If the trigger progress of a game element is a time interval, then when the playback progress is within that time interval, the playback progress is determined to match the trigger progress of the target game element.

[0034] If the playback progress of the game video matches the triggering progress of the target game element, the interactive control corresponding to the target game element is displayed on the graphical user interface. The interactive control is used for players to perform game interactions on the target game element. The interactive control can be, for example, a dynamic bubble or an information card.

[0035] For example, when the game video plays to 00:15 and shows the "Flame Mountain Dungeon", if the trigger progress of the "Flame Mountain Dungeon" is detected to match, a dynamic bubble of "New Dungeon: Flame Mountain" will be displayed.

[0036] S103. Respond to the first touch operation of the interactive control corresponding to the target game element, execute the jump instruction of the target game element, and jump to the display interface corresponding to the target game element.

[0037] The player inputs a first touch operation on the interactive control corresponding to the target game element. The first touch operation can be any one of the following: a click operation, a long press operation, or a double-click operation. This embodiment does not make any special limitation on this.

[0038] In response to the first touch operation, the jump command of the target game element is executed. This jump command is used to jump to the display interface corresponding to the target game element. For example, if the target game element is a new NPC, the player jumps to the game interface containing the new NPC, so as to trigger the controlled virtual character to jump to the coordinates of the new NPC by walking, flying or jumping directly. In this way, the player can control the controlled virtual character to fight against the new NPC and thus gain some understanding of the new NPC.

[0039] For example, if the target game character is the game system, the player can be redirected to the corresponding user interface (UI) panel so that the player can gain some understanding of the game system.

[0040] In an alternative implementation, the interactive control may also display a jump instruction message, such as "Go To," to help players understand that clicking the interactive control will jump to the desired location.

[0041] In this embodiment, a data mapping is established based on the video timeline, and the playback progress of the game video is monitored in real time. By displaying interactive controls corresponding to the target game element that matches the playback progress, it is possible to correspond with the current video playback content. This solves the problem that players cannot obtain the entry point of the currently playing video content in real time during the in-game video promotion process. Furthermore, by executing the jump to the target game element, real-time interaction is achieved, which solves the problem that the video viewing experience will be forcibly interrupted during the jump interaction.

[0042] In an alternative implementation, the method may further include: Responding to the first touch operation, continue or pause the game video in a small window mode.

[0043] After the player inputs the first touch operation to execute the jump command for the target game element, the game continues to play in a small window mode in response to the first touch operation. The full-screen mode is shrunk into a small window mode and floats at the screen angle, realizing picture-in-picture playback while playing and watching, eliminating the sense of disconnect. Alternatively, in response to the first touch operation, the game video playback is paused, the current video playback progress is recorded, and after executing the jump command for the target game element to jump to the display interface corresponding to the target game element, the player can also click to play the game video according to actual needs.

[0044] Therefore, compared with related technologies, this solution shortens the operation path from seeing to playing, captures user interest through both instant and delayed methods, improves conversion rates, and introduces a picture-in-picture mode, allowing video promotion and game trial to coexist, eliminating the forced interruption in traditional solutions and making the experience seamless. In addition, this interaction logic is not only applicable to game dungeon participation, but also to various scenarios such as cosmetic purchases, adding friends on social networks, and exploring new systems, making it highly versatile.

[0045] In an optional implementation, a data table synchronized with the game video content is pre-configured. This data table includes: the trigger time or trigger time interval corresponding to the trigger progress of each game element, the display style, the descriptive text, and the jump instruction (carrying an interface identifier or NPC coordinate location).

[0046] The trigger time interval corresponding to the trigger progress can be exactly the same as the time interval between the start and end times of the game element-related content in the game video, or it can be a time interval that includes the trigger time or the trigger time.

[0047] Display style refers to the display style of the interactive controls corresponding to game elements, such as the style of bubble icons. Description text refers to the text information displayed by the interactive controls corresponding to game elements, such as the identifier of the game element.

[0048] In an optional implementation, step S102, displaying the interactive controls corresponding to the target game element on the graphical user interface, may include: Based on the display style and description text corresponding to the target game element, display the corresponding interactive controls on the graphical user interface.

[0049] The display style and description text corresponding to the target game element are obtained from the pre-configured data table, and the interactive control corresponding to the target game element is displayed on the graphical user interface according to the display style. At the same time, the description text is displayed within the preset range of the interactive control.

[0050] The interactive control corresponding to the target game element can be divided into a lower area, an upper area, and a middle area. The descriptive text can be displayed in any one of the lower, upper, or middle areas of the interactive control corresponding to the target game element. This embodiment does not impose any special limitation on the display position of the descriptive text.

[0051] Taking the target game element as a new NPC, displayed as a bubble icon, and described as the new NPC's identifier as an example... Figure 2 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 1 ,like Figure 2As shown, if the game video playback progress is 00:15 and matches the trigger progress of the new NPC, then a dynamic bubble corresponding to the new NPC will be displayed on the graphical user interface according to the bubble icon style, and the new NPC's identifier (A) will be displayed on the dynamic bubble. The dynamic bubble can display a "Go" jump instruction. After the player clicks the dynamic bubble, they will jump to the game interface corresponding to A and continue playing the game video in a small window mode, realizing picture-in-picture playback.

[0052] In an optional implementation, step S103, which responds to a first touch operation on the interactive control corresponding to the target game element and executes a jump instruction for the target game element, may include: In response to the first touch operation within the response time range of the interactive control corresponding to the target game element, execute the jump instruction.

[0053] The pre-configured data table can also contain the response time range of the interactive controls corresponding to the target game element. If the player's first touch operation is received within this response time range, the system will respond to the first touch operation and execute the jump command for the target game element. After the interactive control corresponding to the target game element is displayed in the graphical user interface, the player needs to be given a certain amount of time to consider whether to jump to the target game element. The response time range of the interactive control can be a preset duration after the target game element is displayed in the graphical user interface.

[0054] In an alternative implementation, the method may further include: If no touch operation is received on the interactive control corresponding to the target game element within the response time interval, the interactive control corresponding to the target game element will be canceled.

[0055] If the player does not perform a touch operation on the interactive control corresponding to the target game element within the response time interval, the interactive control corresponding to the target game element will be canceled from display.

[0056] For example, the response time range of the interactive control corresponding to the target game element is from 00:15 to 00:25. When the game video plays to the end of the video segment where the target game element is located at 00:25, if the player does not perform any operation, the interactive control will automatically fade out and be destroyed.

[0057] Figure 3 A flowchart illustrating the information processing method in a game provided in this application embodiment. Figure 2 ,like Figure 3 As shown, in an optional implementation, the method may further include: S201. Respond to the second touch operation on the interactive control corresponding to the target game element, set the interactive control corresponding to the target game element to the favorite state. In the favorite state, the interactive control corresponding to the target game element can still be triggered to execute the jump instruction outside the response time interval.

[0058] The second touch operation can be any of the following: a click operation, a long press operation, or a double-click operation. The first touch operation and the second touch operation are different.

[0059] The player inputs a second touch operation on the interactive control corresponding to the target game element. In response to the second touch operation, the interactive control corresponding to the target game element is set to a favorite state. In the favorite state, the interactive control corresponding to the target game element can still be triggered to execute a jump command outside the response time interval of the interactive control corresponding to the target game element.

[0060] In other words, after the interactive control corresponding to the target game element is set to the favorite state, if a trigger operation is received for the interactive control outside the response time interval, the jump instruction of the target game element can still be executed to jump to the display interface corresponding to the target game element.

[0061] In an optional implementation, a favorite control, or Pin icon, is displayed on the interactive control corresponding to the target game element. The second touch operation on the interactive control corresponding to the target game element can be a click operation on the favorite control. By clicking the favorite control, the interactive control corresponding to the target game element can be set to favorite state. That is to say, the displayed bubble that is pinned will not be destroyed, but will be fixed in the temporary storage area at the edge of the screen.

[0062] Continuing with the example of the target game element being the new NPC, displayed as a bubble icon, and described as the new NPC's identifier (A), Figure 4 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 2 ,like Figure 4 As shown, the dynamic bubble corresponding to the new NPC displays a collection control. When the player clicks the collection control, the collection control turns red, and the dynamic bubble is set to the collection status.

[0063] In an optional implementation, step S103, which responds to a first touch operation on the interactive control corresponding to the target game element and executes a jump instruction for the target game element, may include: S202, Respond to the first touch operation of the target interactive control among the interactive controls corresponding to multiple target game elements, and execute the jump instruction of the game element corresponding to the target interactive control.

[0064] During the dynamic playback of the game video, one playback progress corresponds to one target game element. As the game video plays dynamically, there may be multiple target game elements. By performing a second touch operation on the interactive controls corresponding to multiple target game elements, the interactive controls corresponding to multiple target game elements can be set to a favorite state.

[0065] During or after the game video is played, multiple interactive controls corresponding to target game elements are set to favorites. When the player inputs the first touch operation of the target interactive control among the multiple target game elements, the jump command corresponding to the target game element is executed. Here, the target interactive control can be any one of the multiple interactive controls. In this embodiment, to address the need for players to watch the game video before experiencing it, a collection function, or Pin function, is designed. During the game video viewing process, players can set the interactive controls of multiple target game elements to a collection state without interrupting the video viewing. After watching the game video, players can trigger the target interactive control according to actual needs to execute the jump command corresponding to the target game element. This solves the interactive problem that players are interested in multiple scattered contents during a single viewing but cannot manage them in a unified manner and postpone their exploration.

[0066] Figure 5 A flowchart illustrating the information processing method in a game provided in this application embodiment. Figure 3 ,like Figure 5 As shown, in an optional implementation, the method may further include: S301. Display the interactive controls that are in the favorite state in the preset temporary area of ​​the graphical user interface, and arrange them in the preset order.

[0067] The preset temporary storage area can be located in any area of ​​the graphical user interface, such as at the edge of the graphical user interface.

[0068] Interactive controls that are in the favorite state are displayed in a preset temporary area in the graphical user interface and arranged in a preset order. The preset order can be a vertical or horizontal arrangement based on the time they were set to favorite state, or it can be a vertical or horizontal arrangement based on the first letter of the description text of the interactive controls. This embodiment does not particularly limit the specific display method.

[0069] S302. In response to the display range of an interactive control in the favorites state exceeding the display range of the preset temporary storage area, the interactive controls in the favorites state are scrolled and displayed according to the preset arrangement order.

[0070] The display range of the preset temporary storage area includes the horizontal display width and the vertical display height.

[0071] If the interactive controls in the favorites state are arranged in a horizontal order, then when the display area of ​​the interactive controls in the favorites state exceeds the horizontal display width of the preset temporary storage area, the interactive controls in the favorites state will be scrolled and displayed in the horizontal order.

[0072] If the interactive controls in the favorites state are arranged in vertical order, then when the display area of ​​the interactive controls in the favorites state exceeds the vertical display height of the preset temporary storage area, the interactive controls in the favorites state will be scrolled and displayed in vertical order.

[0073] It should be noted that the display area of ​​the newly triggered interactive control and the interactive control in the favorite state can be the same or different. If they are the same, the interactive control in the favorite state is located in an independent area in the preset temporary storage area, and will not block the new interactive controls triggered as the video progresses, ensuring that the player can continue to receive new interactive controls.

[0074] In this embodiment, when a player collects multiple interactive controls, the collected interactive controls will be automatically arranged in order in a preset temporary storage area to achieve automatic sorting and stacking. When the number of collected interactive controls is large, causing the display area to exceed the display area of ​​the preset temporary storage area, the scrolling function will be automatically activated, and the player can scroll up and down to view them, ensuring that too much screen space is occupied and achieving scrolling interaction.

[0075] S303. In response to a closing operation of the game video or the end of playback of the game video, display the interactive control that is in the favorite state on the graphical user interface.

[0076] After the player manually closes the game video in full-screen or windowed mode, or after the game video ends, the interactive controls in the saved state are retained in the graphical user interface to avoid directly destroying the interactive controls in the saved state.

[0077] In an optional implementation, in response to a closing operation on the game video or the end of the game video playback, the interactive controls in the favorite state are displayed in a specific display area (such as the taskbar side) on the graphical user interface and arranged in a preset order. If the display range of the interactive controls in the favorite state exceeds the display range of a specific position, the interactive controls in the favorite state are scrolled and displayed in the preset order.

[0078] In another optional implementation, in response to a closing operation on the game video or the end of the game video playback, a favorite control is displayed. In response to a touch operation on the favorite control, interactive controls in the favorite state are displayed. The interactive controls in the favorite state can be displayed in a specific display area on the graphical user interface and arranged in a preset order. If the display range of the interactive controls in the favorite state exceeds the display range of a specific position, the interactive controls in the favorite state are scrolled and displayed in the preset order.

[0079] In other words, in response to closing the game video or ending the playback of the game video, the interactive controls that were in the favorite state will be redisplayed in a specific display area on the main game interface (such as the taskbar side).

[0080] After returning to the main game interface, players can still see the interactive controls they saved in the game video. Clicking on the interactive control will trigger the corresponding game element's jump command again. Once the corresponding game element's jump command is executed, the player has completed the corresponding experience and the interactive control can be automatically removed from the main game interface.

[0081] Figure 6 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 3 ,like Figure 6 As shown, even after the player closes the game video or the game video finishes playing, the interactive controls that indicate the game is in a favorite state are still displayed on the main game interface.

[0082] In this embodiment, interactive controls in the favorited state are not directly destroyed when the game video is closed or after the game video playback ends. Instead, they are still displayed, which solves the problem of conversion loss after the video ends. Furthermore, interactive controls in the favorited state continue to exist in the game's main interface after the video is closed, providing players with prompts to guide them to experience the content they just saw in the video. This achieves delayed interaction, connecting the viewing of the video within the game video with continued operation on the main interface. This opens up a new path for trying out promotional materials and the core gameplay, achieving a closed-loop operation.

[0083] Figure 7 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of this application. This device can be integrated into an electronic device.

[0084] like Figure 7 As shown, the device may include: The monitoring module 401 is used to monitor the playback progress of the game video in response to the trigger operation of the game video. The game video can be any one of the following: game promotional video, game gameplay video, or game story video. Display module 402 is used to display the interactive controls corresponding to the target game element on the graphical user interface in response to the playback progress and the trigger progress matching of the target game element in at least one game element. The execution module 403 is used to respond to the first touch operation of the interactive control corresponding to the target game element, and execute the jump instruction of the target game element to jump to the display interface corresponding to the target game element.

[0085] In an optional implementation, the display module 402 is specifically used for: Based on the display style and description text corresponding to the target game element, display the corresponding interactive controls on the graphical user interface.

[0086] In an optional implementation, execution module 403 is specifically used for: In response to the first touch operation within the response time range of the interactive control corresponding to the target game element, execute the jump instruction.

[0087] In an optional implementation, the display module 402 is specifically used for: If no touch operation is received on the interactive control corresponding to the target game element within the response time interval, the interactive control corresponding to the target game element will be canceled.

[0088] In an optional embodiment, the device further includes: Setting module 404 is used to respond to the second touch operation on the interactive control corresponding to the target game element, and to set the interactive control corresponding to the target game element to a favorite state. In the favorite state, the interactive control corresponding to the target game element can still be triggered to execute the jump instruction outside the response time interval.

[0089] In an optional implementation, execution module 403 is specifically used for: In response to the first touch operation of the target interactive control among the interactive controls corresponding to multiple target game elements, execute the jump instruction of the target game element corresponding to the target interactive control.

[0090] In an optional implementation, the display module 402 is further configured to: The interactive controls that are in the favorites state are displayed in the preset temporary area of ​​the graphical user interface and arranged in the preset order.

[0091] In an optional implementation, the display module 402 is further configured to: In response to the display area of ​​interactive controls in the favorites state exceeding the display area of ​​the preset temporary storage area, the interactive controls in the favorites state are scrolled and displayed according to the preset arrangement order.

[0092] In an optional embodiment, the device further includes: The playback module 405 is used to respond to the first touch operation to continue or pause the playback of the game video in a small window mode.

[0093] In an optional implementation, the display module 402 is further configured to: In response to closing the game video or the end of game video playback, display the interactive controls that indicate the game is in favorites status on the graphical user interface.

[0094] In an optional implementation, the display module 402 is further configured to: Cancel the display of interactive controls corresponding to the target game element.

[0095] In this embodiment, the monitoring module 401 is used to monitor the playback progress of the game video in response to a trigger operation. The game video can be any one of a game promotional video, gameplay video, or game story video. The display module 402 is used to display the interactive control corresponding to the target game element on the graphical user interface in response to the playback progress matching the trigger progress of at least one target game element. The execution module 403 is used to execute the jump instruction of the target game element in response to a first touch operation on the interactive control corresponding to the target game element, so as to jump to the display interface corresponding to the target game element. This allows players to interact with content of interest in real time while watching game videos, reducing the cognitive load on players. Furthermore, by displaying the interactive control corresponding to the target game element that matches the playback progress, it is possible to correspond with the currently playing content of the video, thus improving the player experience.

[0096] Figure 8 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application, such as... Figure 8 As shown, the device may include a processor 501, a memory 502, and a bus 503. The memory 502 stores machine-readable instructions executable by the processor 501. When the electronic device is running, the processor 501 communicates with the memory 502 via the bus 503. The processor 501 executes the machine-readable instructions to perform the following steps: In response to the triggering operation of the game video, monitor the playback progress of the game video, which can be any one of the following: game promotional video, game gameplay video, or game story video; In response to the playback progress and the trigger progress matching of the target game element in at least one game element, display the interactive controls corresponding to the target game element on the graphical user interface; In response to the first touch operation on the interactive control corresponding to the target game element, execute the jump command of the target game element to jump to the display interface corresponding to the target game element.

[0097] In an optional implementation, displaying interactive controls corresponding to the target game element on a graphical user interface includes: Based on the display style and description text corresponding to the target game element, display the corresponding interactive controls on the graphical user interface.

[0098] In an optional implementation, in response to a first touch operation on an interactive control corresponding to a target game element, executing a jump instruction for the target game element includes: In response to the first touch operation within the response time range of the interactive control corresponding to the target game element, execute the jump instruction.

[0099] In an optional implementation, the method further includes: If no touch operation is received on the interactive control corresponding to the target game element within the response time interval, the interactive control corresponding to the target game element will be canceled.

[0100] In an optional implementation, the method further includes: In response to a second touch operation on the interactive control corresponding to the target game element, the interactive control corresponding to the target game element is set to a favorite state. In the favorite state, the interactive control corresponding to the target game element can still be triggered to execute the jump command outside the response time interval.

[0101] In an optional implementation, in response to a first touch operation on an interactive control corresponding to a target game element, executing a jump instruction for the target game element includes: In response to the first touch operation of the target interactive control among the interactive controls corresponding to multiple target game elements, execute the jump instruction of the target game element corresponding to the target interactive control.

[0102] In an optional implementation, the method further includes: The interactive controls that are in the favorites state are displayed in the preset temporary area of ​​the graphical user interface and arranged in the preset order.

[0103] In an optional implementation, the method further includes: In response to the display area of ​​interactive controls in the favorites state exceeding the display area of ​​the preset temporary storage area, the interactive controls in the favorites state are scrolled and displayed according to the preset arrangement order.

[0104] In an optional implementation, the method further includes: Responding to the first touch operation, continue or pause the game video in a small window mode.

[0105] In an optional implementation, the method further includes: In response to closing the game video or the end of game video playback, display the interactive controls that indicate the game is in favorites status on the graphical user interface.

[0106] In an optional implementation, after responding to a first touch operation on an interactive control corresponding to a target game element and executing a jump instruction for the target game element, the method further includes: Cancel the display of interactive controls corresponding to the target game element.

[0107] In this embodiment, the processor executes machine-readable instructions to perform a trigger operation in response to a game video, monitor the playback progress of the game video, match the playback progress with the trigger progress of a target game element (at least one game element), display interactive controls corresponding to the target game element on a graphical user interface, and, in response to a first touch operation on the interactive controls corresponding to the target game element, execute a jump instruction for the target game element to jump to the display interface corresponding to the target game element. This allows players to interact with content of interest in real time while watching game videos, reducing the cognitive load on players. Furthermore, by displaying interactive controls corresponding to the target game element that match the playback progress, the system can correlate the content currently being played in the video, enhancing the player experience.

[0108] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following steps: In response to the triggering operation of the game video, monitor the playback progress of the game video, which can be any one of the following: game promotional video, game gameplay video, or game story video; In response to the playback progress and the trigger progress matching of the target game element in at least one game element, display the interactive controls corresponding to the target game element on the graphical user interface; In response to the first touch operation on the interactive control corresponding to the target game element, execute the jump command of the target game element to jump to the display interface corresponding to the target game element.

[0109] In an optional implementation, displaying interactive controls corresponding to the target game element on a graphical user interface includes: Based on the display style and description text corresponding to the target game element, display the corresponding interactive controls on the graphical user interface.

[0110] In an optional implementation, in response to a first touch operation on an interactive control corresponding to a target game element, executing a jump instruction for the target game element includes: In response to the first touch operation within the response time range of the interactive control corresponding to the target game element, execute the jump instruction.

[0111] In an optional implementation, the method further includes: If no touch operation is received on the interactive control corresponding to the target game element within the response time interval, the interactive control corresponding to the target game element will be canceled.

[0112] In an optional implementation, the method further includes: In response to a second touch operation on the interactive control corresponding to the target game element, the interactive control corresponding to the target game element is set to a favorite state. In the favorite state, the interactive control corresponding to the target game element can still be triggered to execute the jump command outside the response time interval.

[0113] In an optional implementation, in response to a first touch operation on an interactive control corresponding to a target game element, executing a jump instruction for the target game element includes: In response to the first touch operation of the target interactive control among the interactive controls corresponding to multiple target game elements, execute the jump instruction of the target game element corresponding to the target interactive control.

[0114] In an optional implementation, the method further includes: The interactive controls that are in the favorites state are displayed in the preset temporary area of ​​the graphical user interface and arranged in the preset order.

[0115] In an optional implementation, the method further includes: When the display area of ​​an interactive control in the favorites state exceeds the display area of ​​the preset temporary storage area, the interactive controls in the favorites state are scrolled and displayed according to the preset arrangement order.

[0116] In an optional implementation, the method further includes: Responding to the first touch operation, continue or pause the game video in a small window mode.

[0117] In an optional implementation, the method further includes: In response to closing the game video or the end of game video playback, display the interactive controls that indicate the game is in favorites status on the graphical user interface.

[0118] In an optional implementation, after responding to a first touch operation on an interactive control corresponding to a target game element and executing a jump instruction for the target game element, the method further includes: Cancel the display of interactive controls corresponding to the target game element.

[0119] In this embodiment, when the computer program is run by the processor, it executes a trigger operation in response to the game video, monitors the playback progress of the game video, matches the playback progress with the trigger progress of at least one target game element, displays the interactive control corresponding to the target game element on the graphical user interface, and executes a jump instruction for the target game element in response to a first touch operation on the interactive control corresponding to the target game element, thereby jumping to the display interface corresponding to the target game element. This allows players to interact with content of interest in real time while watching game videos, reducing the cognitive load on players. Furthermore, by displaying the interactive control corresponding to the target game element that matches the playback progress, it is possible to correlate it with the currently playing video content, thus improving the player experience.

[0120] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0121] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0122] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0123] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0124] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0125] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0126] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. An information processing method in a game, characterized in that, include: In response to the triggering operation of the game video, the playback progress of the game video is monitored, wherein the game video is any one of the following: game promotional video, game gameplay video, and game story video; In response to the playback progress and the matching of the trigger progress of the target game element in at least one game element, the interactive control corresponding to the target game element is displayed on the graphical user interface; In response to a first touch operation on the interactive control corresponding to the target game element, a jump instruction for the target game element is executed to jump to the display interface corresponding to the target game element.

2. The method according to claim 1, characterized in that, The step of displaying the interactive controls corresponding to the target game element on the graphical user interface includes: Based on the display style and description text corresponding to the target game element, the interactive controls corresponding to the target game element are displayed on the graphical user interface.

3. The method according to claim 1, characterized in that, The response to the first touch operation of the interactive control corresponding to the target game element, executing the jump instruction of the target game element, includes: The jump instruction is executed in response to the first touch operation within the response time interval of the interactive control corresponding to the target game element.

4. The method according to claim 3, characterized in that, The method further includes: If no touch operation is received on the interactive control corresponding to the target game element within the response time interval, the interactive control corresponding to the target game element will be canceled from display.

5. The method according to claim 4, characterized in that, The method further includes: In response to a second touch operation on the interactive control corresponding to the target game element, the interactive control corresponding to the target game element is set to a favorite state. In the favorite state, the interactive control corresponding to the target game element can still be triggered outside the response time interval to execute the jump instruction.

6. The method according to claim 5, characterized in that, The response to the first touch operation of the interactive control corresponding to the target game element, executing the jump instruction of the target game element, includes: In response to the first touch operation of the target interactive control among the interactive controls corresponding to the multiple target game elements, the jump instruction of the target interactive control corresponding to the target game element is executed.

7. The method according to claim 5, characterized in that, The method further includes: The interactive controls in the favorite state are displayed in the preset temporary storage area of ​​the graphical user interface and arranged in a preset order.

8. The method according to claim 7, characterized in that, The method further includes: In response to the display range of interactive controls in the favorited state exceeding the display range of the preset temporary storage area, the interactive controls in the favorited state are scrolled and displayed according to the preset arrangement order.

9. The method according to claim 1, characterized in that, The method further includes: In response to the first touch operation, the game video can be continued or paused in a small window mode.

10. The method according to claim 5, characterized in that, The method further includes: In response to a closing operation or the end of playback of the game video, an interactive control in the favorite state is displayed on the graphical user interface.

11. The method according to claim 1, characterized in that, After the response is to a first touch operation on the interactive control corresponding to the target game element and the jump instruction of the target game element is executed, the method further includes: Cancel the display of interactive controls corresponding to the target game element.

12. An information processing device for games, characterized in that, include: The monitoring module is used to monitor the playback progress of the game video in response to the triggering operation of the game video, wherein the game video is any one of the following: game promotional video, game gameplay video, and game story video; The display module is used to display the interactive controls corresponding to the target game element on the graphical user interface in response to the playback progress and the trigger progress matching of the target game element in at least one game element. The execution module is used to respond to the first touch operation of the interactive control corresponding to the target game element, and execute the jump instruction of the target game element to jump to the display interface corresponding to the target game element.

13. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the method according to any one of claims 1 to 11.