Interaction method and apparatus, electronic device, and storage medium
By introducing interactive methods in game live broadcast, allowing anchors and viewers to participate in the game through the connection and game invitation mechanism, the problem of viewers not being able to truly participate in game live broadcast is solved and the viewing experience is improved.
Patent Information
- Application Number
- PCT/CN2024/131078
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-13
- Filing Date
- 2024-11-08
- Publication Date
- 2025-05-22
AI Technical Summary
In the prior art, during the live game broadcast, the audience can only communicate with the anchor by watching the game screen and commenting on the anchor’s screen, and cannot truly participate in the game, resulting in a poor viewing experience.
An interactive method is provided. The anchor client can display the live broadcast page, including the game video information of the target game. Through the first trigger operation of the target game, the target audience client is determined, and the host client is in a connected state, and the game invitation is sent to the target audience client. If accepted, the anchor and the target audience client can interact with the game video information and control the interaction object in the game.
It has been realized that the anchor can invite the target audience to participate in the game. After the audience accepts the invitation, the anchor and the audience can work together as the game participants to control the interaction objects in the game, improving the live broadcast experience of the anchor and the audience.
Smart Images

Figure CN2024131078_22052025_PF_FP_ABST
Abstract
Description
Interaction method, device, electronic device and storage medium
[0001] This application claims priority to the Chinese invention patent application entitled “Interactive method, device, electronic device and storage medium” filed on November 13, 2023, with application number 202311508891.7. The entire contents of that application are incorporated by reference into this application. Technical Field
[0002] The present disclosure relates to the field of interactive technology, and in particular to an interactive method, device, electronic device, and storage medium. Background Art
[0003] With the development of computer technology, more and more users are watching live broadcasts through various computer devices. Game live broadcasting is a popular type of live broadcasting, which allows users to entertain themselves by watching game live broadcasts.
[0004] In the existing technology, during the live broadcast of a game, the audience can only watch the game screen displayed on the host's screen and communicate with the host by posting comments in the comment area, but cannot truly participate in the game, resulting in a poor experience for the audience watching the live broadcast of the game.
[0005] Summary of the Invention
[0006] In order to solve the above technical problems or at least partially solve the above technical problems, the present disclosure provides an interaction method, device, electronic device and storage medium.
[0007] In a first aspect, the present disclosure provides an interaction method, which is applicable to a host client, and the method includes: displaying a live broadcast page; the live broadcast page includes game video information of a target game; determining a target audience client in response to a first trigger operation on the target game; the target audience client and the host client are in a connected microphone state; sending a game invitation to the target audience client; if the target audience client confirms acceptance of the game invitation, the host client and the target audience client are both used to control the interactive object of the target game in response to the trigger operation on the game video information.
[0008] In a second aspect, the present disclosure also provides an interactive device, the method being applicable to a host client, the device comprising: a display module for displaying a live broadcast page; the live broadcast page comprising game video information of a target game; a determination module for determining a target audience in response to a first trigger operation on the target game; the target audience client and the host client are in a connected microphone state; an invitation module for sending a game invitation to the target audience client; if the target audience client confirms acceptance of the game invitation, both the host client and the target audience client are used to control the interactive object of the target game in response to the trigger operation on the game video information.
[0009] In a third aspect, the present disclosure further provides an electronic device, comprising: one or more processors; a storage device for storing one or more programs; and when the one or more programs are executed by the one or more processors, the one or more processors implement the method described above.
[0010] In a fourth aspect, the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, which implements the method described above when the program is executed by a processor. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the present disclosure.
[0012] In order to more clearly illustrate the embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the embodiments or the description of the prior art. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0013] FIG1 is a flow chart of an interaction method provided by an embodiment of the present disclosure;
[0014] Figures 2 to 12 are schematic diagrams of several terminal display interfaces provided by embodiments of the present disclosure;
[0015] FIG13 is a flow chart of another interaction method provided by an embodiment of the present disclosure;
[0016] Figures 14 to 22 are schematic diagrams of several other terminal display interfaces provided by embodiments of the present disclosure;
[0017] FIG23 is a schematic diagram of an application scenario of the interaction method provided by an embodiment of the present disclosure;
[0018] FIG24 is a diagram showing the flow of information during the execution of the invitation method;
[0019] FIG25 is a schematic structural diagram of an interactive device according to an embodiment of the present disclosure;
[0020] FIG26 is a schematic structural diagram of an electronic device in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0021] In order to more clearly understand the above-mentioned objectives, features and advantages of the present disclosure, the scheme of the present disclosure will be further described below. It should be noted that the embodiments of the present disclosure and the features therein can be combined with each other in the absence of conflict.
[0022] In the following description, many specific details are set forth to facilitate a full understanding of the present disclosure, but the present disclosure may also be implemented in other ways different from those described herein; it is obvious that the embodiments in the specification are only part of the embodiments of the present disclosure, rather than all of the embodiments.
[0023] The following description will provide a clearer understanding of the technical solution provided by the disclosed embodiment. The target audience client is determined by setting a response to a first trigger operation on the target game; the target audience client and the host client are in a connected microphone state; a game invitation is sent to the target audience client; if the target audience client confirms acceptance of the game invitation, both the host client and the target audience client are used to control the interactive objects of the target game in response to a trigger operation on the game video information. Using the technical solution provided by this application, the host can invite the target audience to play the game. After the target audience accepts the invitation, the host and the target audience can jointly act as game participants and control the interactive objects in the game to play the game. This can improve the host's live broadcast experience and the audience's experience of watching the game live.
[0024] FIG1 is a flowchart of an interactive method provided by an embodiment of the present disclosure. This embodiment is applicable to situations in which interaction is performed in a client. The method can be executed by an interactive device, which can be implemented in software and / or hardware. The device can be configured in an electronic device, such as a terminal, specifically including but not limited to a smartphone, a PDA, a tablet computer, a wearable device with a display screen, a desktop computer, a laptop computer, an all-in-one computer, a smart home device, etc. Furthermore, the interactive method provided by the present embodiment can be applied to a host client. For example, the host client can be an application that supports live broadcasting and is installed and run on the host terminal.
[0025] As shown in FIG1 , the method may specifically include:
[0026] S110. Display a live broadcast page; the live broadcast page includes game video information of the target game.
[0027] The live broadcast page may be, for example, a page that displays live broadcast content being broadcast.
[0028] The target game may be, for example, a game currently being run by the host client.
[0029] The game video information of the target game may be, for example, video information reflecting a screen of the game being run.
[0030] S120: In response to a first triggering operation on a target game, determining a target audience client; the target audience client and the host client are in a connected microphone state.
[0031] The first trigger operation may be, for example, a click operation or a slide operation on a certain control or a certain area in the live broadcast page. The first trigger operation is used to convey to the terminal that the host wants to invite the audience to play together.
[0032] The viewer client and the host client are in a connected microphone state, for example, the viewer and the host can make a voice or video call through their respective clients.
[0033] For example, the target audience can be the user who the streamer wants to play a game with. After the streamer sends a game invitation to them, if the target audience accepts the invitation, the streamer and the target audience will become game participants, controlling the interactive objects in the game. Interactive objects can be, for example, virtual objects in the game that are movable and controllable by the game participants, such as virtual characters, virtual animals, virtual tools, virtual chess pieces, etc.
[0034] There are multiple methods for implementing this step, which are not limited in this application. For example, the method for implementing this step includes: in response to a first trigger operation on a target game, displaying a viewer selection page; the viewer selection page includes identification information of one or more viewers; the viewer client of any viewer on the viewer selection page and the host client are both in a connected microphone state; and in response to a selection operation on a viewer, determining the viewer client of the selected viewer as the target viewer client.
[0035] The identification information of the audience may be, for example, information that distinguishes one audience from other audiences. For example, the identification information of the audience includes at least one of the following: the name, the avatar, and the ID of the audience.
[0036] The audience selection page may be, for example, a page for summarizing and displaying the identification information of all the audiences currently connected to the host.
[0037] The selection operation for a viewer may be, for example, a click operation or a slide operation on viewer identification information in the viewer selection page.
[0038] By setting a response to the first trigger operation of the target game, the audience selection page is displayed; in response to the selection operation of an audience, the selected audience is determined as the target audience. In essence, with the help of the audience selection page, the selection range of the target audience is displayed to the anchor, which reduces the difficulty of the anchor in determining the target audience and increases the speed at which the anchor determines the target audience.
[0039] S130. Send a game invitation to the target audience client; if the target audience client confirms to accept the game invitation, both the host client and the target audience client are used to control the interactive objects of the target game in response to the triggering operation of the game video information.
[0040] "Both the host client and the target audience client are used to control the interactive objects of the target game in response to trigger operations on game video information" means that both the host and the target audience can control the interactive objects in the game and participate in the game through their respective clients.
[0041] For example, referring to Figure 2, the anchor terminal displays a live broadcast page, which includes the game video information of the target game. In Figure 2, the target game is in a loading state, and the game video information reflects that the target game is in a loading state. After the target game is loaded, referring to Figure 3, the audience selection page is displayed in the anchor client. Assume that there are currently 8 viewers connected to the anchor, namely audience 1-audience 8, and the identification information of these 8 viewers is displayed on the audience selection page. In Figure 3, the audience's identification information includes the audience's name and avatar. Assume that the user clicks on the avatar of audience 2, referring to Figure 4, and a pop-up window is displayed to confirm to the anchor whether to invite audience 2 to participate in the target game. If the anchor clicks to confirm, the user has performed a selection operation on audience 2. Audience 2 is used as the target audience.
[0042] During the presentation process shown in Figures 2-4, the viewer client also displays a live page. In the viewer client, the live page includes the game video information of the target game. The game video information of the target game in the viewer client is consistent with the game video information displayed by the host client in Figures 2-4. However, the host is allowed to trigger the game video information displayed in the host client and execute the corresponding response; the viewer is not allowed to trigger the game video information displayed in the host viewer client and execute the corresponding response. Furthermore, the live page displayed in the viewer client can optionally include information related to the live broadcast room. For example, this information can include information other than the game video information, such as the room name and comment section. For example, when the host client displays the screen shown in Figure 2, the viewer client displays the screen shown in Figure 5. When the host client displays the screen shown in Figure 3, the viewer client displays the screen shown in Figure 6. When the host client displays the screen shown in Figure 4, the viewer client displays the screen shown in Figure 7. It should be noted that for any viewer, regardless of whether they are identified as the target viewer, the live page display method in the viewer client can be configured using the above scheme until the target viewer client confirms acceptance of the game invitation.
[0043] The above technical solution determines the target audience client by setting a response to the first trigger operation on the target game; the target audience client and the host client are in a connected microphone state; a game invitation is sent to the target audience client; if the target audience client confirms and accepts the game invitation, the host client and the target audience client are both used to control the interactive objects of the target game in response to the trigger operation on the game video information. Using the technical solution provided by this application, the host can invite the target audience to play the game. After the target audience accepts the invitation, the host and the target audience can jointly act as game participants and control the interactive objects in the game to play the game, which can improve the host's live broadcast experience and the audience's experience of watching the live game.
[0044] Based on the above technical solution, optionally, "sending a game invitation to a target audience client" in S130 may include: sending a room creation request to a game server; receiving response information of the room creation request from the game server, the response information including target room identification information; sending a game invitation to a target audience client, the game invitation including target room identification information.
[0045] A game server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, distribution networks, and big data and artificial intelligence platforms. Game servers are primarily used to manage various resources and data during the game process to improve game quality and effectiveness. They provide functions such as traffic management, data management, interactive communication, and permission management.
[0046] A room creation request is sent to the game server before sending a game invitation to the target audience client. Room identification information, for example, can be used to distinguish one room from other rooms. For example, the room identification information includes a room ID. This room identification information allows for room identification and search.
[0047] There's a corresponding relationship between target rooms and room creation requests. Upon receiving a room creation request, the game server creates a corresponding target room and feeds the target room's identification information back to the host client that sent the room creation request.
[0048] The essence of this setting is that when the anchor and the audience play games together, using the "room" to manage game data can ensure that in multiplayer games, the behavior and results of each game participant in the game are correctly recorded and processed, and the relationship between game participants is correctly handled to avoid data inconsistencies.
[0049] Furthermore, sending a game invitation to a target audience client includes: sending a game invitation to a live broadcasting station, and the live broadcasting station is used to forward the game invitation to the target audience client.
[0050] The live streaming platform can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, distribution networks, and big data and artificial intelligence platforms. The live streaming platform is primarily used to manage various resources and data during the live streaming process to improve the quality and effectiveness of the live streaming. It has functions such as traffic management, data management, interactive communication, and permission management.
[0051] Because the target audience's client hasn't launched the game before the host sends a game invitation, the host can't directly invite the target audience through the game server. However, since both the target audience's client and the host's client are connected to the microphone, this setting ensures that the game invitation is received by the target audience's client by sending it from the host's client to the target audience's client via the data transmission link connected to the microphone.
[0052] Based on the above technical solution, optionally, the method also includes: obtaining control information of the first interactive object of the target game, and sending the control information of the first interactive object to the game server; the game server is used to determine the first display data of the first interactive object based on the control information of the first interactive object.
[0053] The first interactive object is an interactive object controlled by the host. The control information for the first interactive object can be, for example, commands and data generated by the host when operating the interactive object in the target game. These commands and data are generated by the host's input operations (such as key presses, clicks, or swipes). These commands and data can control the movement of the interactive object or the use of skills, for example.
[0054] The first display data of the first interactive object can, for example, be data used to reflect the state change of the first interactive object under the control information. The state change of the first interactive object can be displayed via an image, allowing the host to see the state change of the first interactive object under the control information. For example, in a chess game, the host selects a chess piece and moves it forward one square. The first interactive object is the chess piece controlled by the host. The control information is the instruction generated by the host "selecting a chess piece and moving it forward one square." The first display data is the position where the chess piece should be displayed after receiving the instruction.
[0055] Similarly, the game server is further configured to obtain control information on a second interactive object of the target game sent by the target audience client; and determine second display data of the second interactive object based on the control information on the second interactive object.
[0056] The second interactive object is similar to the first interactive object, the control information for the second interactive object is similar to the control information for the first interactive object, and the second display data of the second interactive object is similar to the first display data of the first interactive object, which will not be repeated here.
[0057] Furthermore, the game server is also used to obtain game video data based on the first display data of the first interactive object and / or the second display data of the second interactive object; and send the game video data to the anchor client and the target audience client.
[0058] The game video data may be, for example, game video data obtained by rendering based on the first presentation data of the first interactive object and / or the second presentation data of the second interactive object.
[0059] Optionally, considering that in practice, the perspectives of the anchor or audience participating in the game are often different, the game server is set to obtain first game video data based on the first display data of the first interactive object and / or the second display data of the second interactive object, and the anchor's perspective feature information; obtain second game video data based on the first display data of the first interactive object and / or the second display data of the second interactive object, and the target audience's perspective feature information; send the first game video data to the anchor client, and send the second game video data to the target audience client.
[0060] For example, streamer perspective feature data can be data that represents or describes the streamer's perspective or observation method in the game. For example, it can include information such as the streamer's perspective direction, position, movement speed, and lens zoom ratio. For example, target audience perspective feature data can be data that represents or describes the target audience's perspective or observation method in the game. For example, it can include information such as the target audience's perspective direction, position, movement speed, and lens zoom ratio.
[0061] Based on the above technical solutions, optionally, the first display data is associated with room identification information; the second display data is associated with room identification information; the game server is further configured to obtain game video data based on the first display data of the first interactive object and the second display data of the second interactive object with the same room identification information; and transmit the game video data to the host client and the target viewer client. This configuration enables the game server to group data for a large number of interactive objects using room identification information, ensuring that data is correctly associated between multiple interactive objects in the same room, avoiding data confusion and mismatching.
[0062] Furthermore, the live broadcast center is also used to obtain game video data and push the game video data to candidate audience clients.
[0063] Candidate viewers can be, for example, viewers who have not played the game with the host. This setting can achieve the purpose of enabling candidate viewers to watch the game live.
[0064] In practice, the live broadcast center can obtain game video data from the game server, or from the host client or the target audience client.
[0065] Furthermore, considering that the perspectives of the host or audience participating in the game are often different in practice, the live broadcast center obtains the first game video data and / or the second game video data from the game server and pushes the first game video data and / or the second game video data to the candidate audience client; or, based on the perspective selection result of the candidate audience, determines the game video data to be pushed from the first game video data and the second game video data, and pushes the game video data to the candidate audience client.
[0066] For example, after the target audience confirms their acceptance of the game invitation through the audience client (see Figure 8 ), the target game is loaded on the target audience client, and the target audience client reflects the loading process of the target game through game video information. After the target game is loaded on the target audience client (see Figure 9 ), if the audience selection page is still displayed in the host client (see Figure 10 ), the target audience client also displays the audience selection page. However, the host client has the authority to invite other target audiences and start the game. The host can officially start the game by clicking the "Start Game" option. The target audience client does not have the authority to invite other target audiences or start the game. When the host clicks the "Start Game" option through the host client, both the host client and the target audience client display the screen after the game officially starts. After the game officially starts, both the host and the target audience can control the interactive objects through their respective clients.
[0067] After the target audience confirms their acceptance of the game invitation through the audience client, the live broadcast page displayed on the candidate audience client includes the game video information of the target game. Optionally, the game video information of the target game in the candidate audience client is consistent with the game video information displayed on the anchor client; or, the game video information of the target game in the candidate audience client is consistent with the game video information displayed on the target audience client. However, the candidate audience is restricted from triggering the game video information in the candidate audience client, that is, the candidate audience cannot control the interactive objects in the game and cannot participate in the game. Optionally, the live broadcast page displayed on the candidate audience client also includes relevant information about the live broadcast room. For example, the relevant information about the live broadcast room may include the live broadcast room name, comment area information, etc.
[0068] For ease of understanding, the following describes in detail the process by which a host invites target users to participate in a game. Referring to Figure 11, the game server includes a room management module, a host client, and a target audience host client. The host client, for example, can be an application running on the game server, responsible for communicating and interacting with the game server. The host client's primary function is to receive and forward instructions and data from its corresponding game participant and transmit the rendered game screen to the game participant's client. Both the host client and the audience client are connected to the live broadcast center and the game server.
[0069] Referring to Figure 12, during a live broadcast, the host operates their live client to generate a target game launch command. After receiving the target game launch command, the host client obtains a live room token from the live broadcast center. It then sends a target game launch request, carrying the live room token, to the host client. The host client launches the target game, and the host client displays the target game loading screen. Using the live room token, the host client obtains a list of viewers connected to the host from the live broadcast center and displays this list. The host client then requests the game server to create a game room. The game server returns a response to the room creation request, including the target room identifier, and adds the host client to the created game room. The host operates their live client to generate a game invitation for the target viewer to join the game. This game invitation includes the target room identifier and the target object ID. The host client sends this game invitation to the live broadcast center, which forwards it to the target viewer client. After receiving the game invitation, the target audience client obtains a live broadcast room token from the live broadcast center and sends a target game launch request containing the live broadcast room token and the target audience ID to the target audience host client. The target audience host client launches the target game, causing the target audience client to display the target game launch screen. The target audience client uses the live broadcast room token to obtain and display the live broadcast room information. The room management module adds the target audience client to the game room and sends feedback to the target audience client and the host client regarding the target audience client's joining the game room.
[0070] Figure 13 is a flowchart of another interactive method provided by an embodiment of the present disclosure. This interactive method can be applied to either a host client or a target audience client. If the method is performed by a host client, the user is the host. If the method is performed by a target audience client, the user is the target audience.
[0071] As shown in FIG13 , the method may specifically include:
[0072] S210, displaying a live broadcast page; the live broadcast page includes first-layer data and second-layer data.
[0073] The live broadcast page may be, for example, a page that displays live broadcast content being broadcast.
[0074] If the live page is considered to be the result of two layers overlapping, the first layer of data and the second layer of data can be data in two different layers. This application does not limit the specific data included in the first layer of data and the second layer of data. For example, the first layer of data can be live content data, and the second layer of data can be data related to the live broadcast room.
[0075] Live content data, for example, can reflect the content that the host wishes to share with viewers via live streaming. For example, the first layer of data includes interactive video information. Interactive videos are videos that incorporate interactive features. During viewing, the user must perform actions to advance the video content. For example, interactive videos include gaming videos. Optionally, gaming videos include live gaming videos.
[0076] The live broadcast room related data may be, for example, data reflecting information related to the live broadcast room. For example, the live broadcast room related data includes the name of the live broadcast room, comment area information, live broadcast room audience information, etc.
[0077] In practice, the second layer of data can optionally be located above the first layer of data. When a user triggers the live page, it is considered that the trigger operation is performed on the top layer of data. If the first layer of data and the second layer of data are displayed at the same time, since the second layer of data is located above the first layer of data, the second layer of data will obscure the first layer of data. The user's trigger operation on the live page will be considered to be a trigger operation on the second layer of data. If the second layer of data is hidden and the first layer of data is displayed, the second layer of data will not obscure the first layer of data. The user's trigger operation on the live page will be considered to be a trigger operation on the first layer of data.
[0078] S220: If the first layer of data includes interactive video information, in response to a hiding instruction, hide the second layer of data and display the first layer of data.
[0079] The hiding instruction may be, for example, an instruction for hiding the second layer data.
[0080] S230: Execute a response to the interactive operation related to the first layer data.
[0081] The essence of this step is that when a trigger operation on the live broadcast page is detected, it is regarded as a trigger operation on the first layer of data, and then a corresponding response is made based on the content included in the first layer of data.
[0082] For example, referring to FIG14 , the live broadcast page includes first-layer data and second-layer data, and the first-layer data is a live game video. In FIG14 , the live game video is specifically a live game video of the host playing against the target audience. The second-layer data is the live broadcast room-related data, including the name of the live broadcast room, comment area information, etc. In the scenario of FIG14 , since the live broadcast room-related data (i.e., the second-layer data) will block the live game video (i.e., the first-layer data). If the host clicks or slides on the screen, the operation is processed as an operation on the live broadcast room-related data, rather than an operation on the game. When a hide instruction is received, referring to FIG15 , the live broadcast room-related data (i.e., the second-layer data) is hidden, and only the live game video (i.e., the first-layer data) is displayed. In the scenario of FIG15 , if the host clicks or slides on the screen, the operation is processed as an operation on the game, rather than an operation on the live broadcast room-related data.
[0083] Those skilled in the art will appreciate that displaying the second layer of data, since the second layer of data is located above the first layer of data, executing interactive operations related to the second layer of data essentially grants the user control over the second layer of data. Hiding the second layer of data, exposing the first layer of data, and executing interactive operations related to the first layer of data essentially grants the user control over the first layer of data.
[0084] The above technical solution involves setting up a live broadcast page; the live broadcast page includes first-layer data and second-layer data; if the first-layer data includes interactive video information; in response to a hide instruction, hiding the second-layer data and displaying the first-layer data; and executing a response to an interactive operation related to the first-layer data. Essentially, this binds the hiding of the second-layer data to control over the first-layer data. When the second-layer data is switched from displayed to hidden, user control over the second-layer data is switched to control over the first-layer data. Since user control over the second-layer data allows users to interact outside of the game, while control over the first-layer data allows users to interact within the game, the control switch is accompanied by a switch in interaction mode, such as switching from outside of the game to within the game. This switching process eliminates the need to switch clients, simplifying the interaction mode switching process and improving the user experience.
[0085] In the above technical solution, optionally, if the first layer of data does not include interactive video information, the method also includes: in response to a first preset trigger operation on the live broadcast page, displaying a video summary page; the video summary page includes summary information of multiple interactive video information; in response to a selection operation on a piece of interactive video information, setting the first layer of data to include the selected interactive video information.
[0086] The first preset trigger operation may be, for example, a click or slide operation on a certain control or area in the live broadcast page, etc. The first preset trigger operation is used to convey to the client that the user wishes to select interactive video information for playback.
[0087] In practice, interactive video information includes multiple attributes. For example, if the interactive video information is a live game video, its attributes may include the game cover image, the game name, an introduction to the gameplay, an introduction to the game storyline, the game type, the game perspective, the number of players who can participate in the game, etc. The summary information of the interactive video information may be a set consisting of a few attributes of the interactive video information. Based on the summary information of the interactive video information, it can help users quickly understand the overview of the interactive video information. In practice, the summary information of the interactive video information can be displayed in the form of a card. The detailed information of the interactive video information is also mentioned later. The detailed information of the interactive video information may be a set consisting of all the attributes of the interactive video information. Based on the detailed information of the interactive video information, it can help users understand the situation of the interactive video information in detail.
[0088] The video summary page is a page for summarizing and displaying summary information of multiple interactive video information. The video summary page provides a selection range of interactive video information to choose from.
[0089] “The first layer data does not include interactive video information” may specifically mean that the first layer data includes non-interactive video information, or the first layer data is empty.
[0090] Exemplarily, the execution subject of the interactive method is the anchor client as an example for explanation. The first layer of data in Figure 16 does not include interactive video information. When the anchor clicks the "mini-game" control on the live broadcast page (that is, performs the first preset trigger operation on the live broadcast page), see Figure 16, and the video summary page is displayed. Summary information of multiple games is displayed on the video summary page. If the user clicks on the summary information of Game 1 (that is, selects Game 1), assuming that Game 1 is a chess game, see Figure 15, the game live video of Game 1 is displayed on the live broadcast page, so that the first layer of data can include the game live video. The essence of this setting is to allow users to select and play interactive video information according to their needs.
[0091] Further, in response to a selection operation on a piece of interactive video information, the first layer of data is set to include the selected interactive video information, including: in response to a selection operation on a piece of interactive video information on a video summary page, a details information page is displayed, and the details information page is used to display details information of the selected interactive video information; in response to a confirmation operation in the details information page, the first layer of data is set to include the selected interactive video information.
[0092] For example, referring to Figure 17 , if a user clicks on the summary information for Game 1, the details page will be displayed (see Figure 18 ). The details page displays Game 1's details. The details page also includes a "Start Game" option. If the user clicks on "Start Game," it will be considered a confirmation action on the details page, and the live stream video of Game 1 will be displayed on the live page (see Figure 15 ).
[0093] By setting a response to the selection operation of an interactive video information on the video summary page, the details information page is first displayed. After receiving the confirmation operation on the details information page, the first layer of data is set to include the selected interactive video information, which can help users further understand the interactive video information they have selected through the details information page.
[0094] Furthermore, in response to a selection operation of an interactive video information, the first layer of data can be set to include the selected interactive video information, and a hidden instruction can be further generated. The essence of this setting is that after the user selects to play the interactive video information, the hidden instruction is automatically generated.
[0095] For example, referring to Figure 18 , the details page displays the details of Game 1. After the streamer clicks "Start Game" on the details page, referring to Figure 15 , the live page displays only the first layer of data, namely the live game video of Game 1, without the second layer of data. The second layer of data is hidden.
[0096] On the basis of the above technical solution, optionally, if the first layer of data includes interactive video information; in response to a hiding instruction, hiding the second layer of data, and before displaying the first layer of data, it also includes: generating a hiding instruction in response to a second preset trigger operation on the live broadcast page.
[0097] The second preset triggering operation can be, for example, a click or slide operation on a control or area on the live page. The first preset triggering operation is used to convey to the client that the user wishes to hide the second layer of data. The essence of this setting is that the hiding instruction is generated only after receiving the second preset triggering operation.
[0098] For example, during the simultaneous display of the first and second layer data, if a second preset trigger operation is received on the live page, a hidden instruction is generated, thereby opening the control of the first layer data to the user. Before the simultaneous display of the first and second layer data, there may be one or more control switches, or there may be no control switch at all.
[0099] Optionally, when a user selects an interactive video information from a video summary page, although the first layer of data is set to include the selected interactive video information, no hidden instruction is generated.
[0100] Furthermore, in response to the second preset trigger operation on the live broadcast page, a hidden instruction is generated, including: in response to the second preset trigger operation on the live broadcast page, the first configuration page is displayed; in response to the third preset trigger operation on the first configuration page, a hidden instruction is generated.
[0101] The third preset trigger operation may be, for example, a click or slide operation on a certain control or a certain area in the first configuration page.
[0102] The first configuration page can be, for example, a page for configuring configuration items related to interactive video information and / or the live broadcast room. This application does not limit the specific configurable content. For example, through the first configuration page, you can submit feedback, report, turn off the camera, change the connection method (such as audio or video), disconnect the host and user, etc.
[0103] For example, referring to FIG18, after the user clicks the "Start Game" option, FIG14 is displayed first. In FIG14, the live broadcast room related data (i.e., the second layer of data) and the game live video (i.e., the first layer of data) are both in the display state. When the anchor clicks the "mini gameplay" option in FIG14 (i.e., the second preset trigger operation for the live broadcast page), refer to FIG19 to display the first configuration page. The first configuration page includes a "clear screen" option. When the anchor clicks the "clear screen" option (i.e., the third preset trigger operation for the first configuration page), a hidden instruction is generated, see FIG15, to hide the live broadcast room related data (i.e., the second layer of data), and open the control of the first layer of data to the user.
[0104] Similarly, after S120 , the method further includes: displaying the second layer data in response to the display instruction; and executing a response of an interactive operation related to the second layer data.
[0105] When displaying the second layer of data, it will obscure the first layer of data. When a user triggers the live page, since the top layer of data is the second layer, it will be considered a trigger operation on the second layer of data. The purpose of this setting is to establish a binding relationship between displaying the second layer of data and controlling the second layer of data. When the second layer of data changes from hidden to displayed, control is switched from the first layer of data to the second layer of data.
[0106] Furthermore, before displaying the second layer of data in response to the display instruction, the method includes: generating a display instruction in response to a fourth preset trigger operation on the live broadcast page.
[0107] The fourth preset trigger operation may be, for example, a click or slide operation on a certain control or a certain area in the live broadcast page, etc. The fourth preset trigger operation is used to convey to the client that the user wishes to interact with the second layer of data.
[0108] Furthermore, in response to the fourth preset trigger operation on the live broadcast page, a display instruction is generated, including: in response to the fourth preset trigger operation on the live broadcast page, the second configuration page is displayed; in response to the fifth preset trigger operation on the second configuration page, a display instruction is generated.
[0109] The second configuration page can be, for example, a page for configuring configuration items related to interactive video information and / or the live broadcast room. This application does not limit the specific configurable content. For example, through the second configuration page, you can submit feedback, report, turn off the camera, change the connection method (such as audio or video), disconnect the host and user, etc.
[0110] The fifth preset trigger operation may be, for example, a click or slide operation on a certain control or a certain area in the second configuration page.
[0111] The following takes the host client and the target audience client as examples of the execution entities, and combines the accompanying drawings to sort out the entire process of the technical solution provided by this application.
[0112] If the technical solution provided in this application is implemented by the anchor client. See Figure 16. In the live broadcast page, the first layer of data does not include interactive video information. When the anchor clicks the "Mini Game" control on the live broadcast page (i.e., performing the first preset trigger operation on the live broadcast page), see Figure 17, and the video summary page is displayed. The video summary page displays summary information of multiple games. If the anchor clicks the summary information of Game 1, see Figure 18, and the details information page is displayed. The details information of Game 1 is displayed. The details information page also includes a "Start Game" option. If the anchor clicks the "Start Game" option, see Figure 15, the first layer of data (i.e., the live broadcast video of Game 1) is displayed, the live broadcast room related data (i.e., the second layer of data) is hidden, and control of the first layer of data is opened to the anchor, who can control the movement of chess pieces in Game 1. During the game, if the anchor wishes to interact with the second layer of data, the anchor clicks the "Exit Clear Screen" option in Figure 15 (i.e., the fourth preset trigger operation on the live broadcast page), see Figure 20, and the second configuration page is displayed. If the host continues to click the "Exit Clear Screen" option in the second configuration page in Figure 20 (i.e., the fifth preset trigger operation for the second configuration page), a display instruction is generated. Referring to Figure 14, the second layer of data (i.e., live broadcast room related data) and the first layer of data (i.e., the live video of Game 1) are displayed. After the host completes the interaction with the second layer of data, the host can click the "Mini Game" control in Figure 14 (i.e., the second preset trigger operation for the live broadcast page), see Figure 19, and display the first configuration page. If the host continues to click the "Clear Screen" option in the first configuration page in Figure 19 (i.e., the third preset trigger operation for the first configuration page), a hiding instruction is generated. In response to the hiding instruction, referring to Figure 15, the second layer of data (i.e., live broadcast room related data) is hidden again, the first layer of data (i.e., the live video of Game 1) is displayed, and the control of the first layer of data is opened to the host.
[0113] If the technical solution provided by this application is executed by the target audience client. See Figure 21, the first layer of data (i.e., the live video of Game 1) and the second layer of data (i.e., the data related to the live broadcast room) are displayed on the live broadcast page. When the target audience clicks the "Connect" control on the live broadcast page in Figure 21 (i.e., the second preset trigger operation on the live broadcast page), see Figure 22, the first configuration page is displayed. If the anchor continues to click the "Clear Screen" option on the first configuration page in Figure 22 (i.e., the third preset trigger operation on the first configuration page), a hiding instruction is generated. See Figure 23, the second layer of data (i.e., the data related to the live broadcast room) is hidden, and the first layer of data (i.e., the live video of Game 1) is displayed, and the control of the first layer of data is opened to the target audience. When the target audience clicks the "Exit Clear Screen" option in Figure 23 (i.e., the fourth preset trigger operation on the live broadcast page), see Figure 24, the second configuration page is displayed. If the target audience continues to click the "Exit Clear Screen" option on the second configuration page in Figure 24 (i.e., the fifth preset trigger operation on the second configuration page), a display instruction is generated. Referring to FIG21 , the first layer of data (i.e., the live video of Game 1) and the second layer of data (i.e., the data related to the live broadcast room) are displayed on the live broadcast page, and the control of the second layer of data is opened to the target audience.
[0114] Based on the above technical solution, optionally, if the execution subject of the interactive method is the anchor client, the method further includes: sending a first control instruction to the target audience client, and the target audience client is used to hide or display the second layer of data in response to the first control instruction.
[0115] The first control instruction, generated by the host client, is used to control the target viewer client to hide or display the second-layer data. Since the first control instruction is generated by the host client, this setting essentially allows the host client to control the target viewer client's right to control the first-layer data or the second-layer data.
[0116] Furthermore, if the first control instruction is an invitation message for inviting the target audience to interact with the interactive video information; sending the first control instruction to the target audience client, and the target audience client being configured to hide or display the second layer of data in response to the first control instruction, includes: sending the invitation message to the target audience client, and the target audience client being configured to hide the second layer of data and display the first layer of data after confirming acceptance of the invitation; and executing a response to an interactive operation related to the first layer of data. The essence of this arrangement is that after the target audience client receives the invitation, the target audience is allowed to interact with the first layer of data, and control over the first layer of data is opened to the user.
[0117] It is understandable that before using the technical solutions disclosed in the various embodiments of this disclosure, the type, scope of use, usage scenarios, etc. of the personal information involved in this disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.
[0118] For example, in response to a user's active request, a prompt message is sent to the user to clearly inform the user that the operation requested will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the electronic device, application, server, storage medium, or other software or hardware that performs the operations of the disclosed technical solution based on the prompt message.
[0119] As an optional but non-limiting implementation, in response to receiving a user's active request, the prompt information may be sent to the user in the form of a pop-up window, in which the prompt information may be presented in text form. Furthermore, the pop-up window may also contain a selection control for the user to select "agree" or "disagree" to provide personal information to the electronic device.
[0120] It is understandable that the above notification and user authorization process are merely illustrative and do not limit the implementation of the present disclosure. Other methods that comply with relevant laws and regulations may also be applied to the implementation of the present disclosure.
[0121] It should be noted that for the aforementioned method embodiments, for simplicity of description, they are all expressed as a series of action combinations. However, those skilled in the art should be aware that the present invention is not limited by the order of the actions described, because according to the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.
[0122] Figure 25 is a structural diagram of an interactive device in an embodiment of the present disclosure. The interactive device provided by the embodiment of the present disclosure can be configured in the client, or can be configured in the server. Referring to Figure 25, the interactive device specifically includes: a display module 310 for displaying a live broadcast page; the live broadcast page includes game video information of the target game; a determination module 320 for determining the target audience in response to a first trigger operation on the target game; the target audience client and the anchor client are in a connected microphone state; an invitation module 330 for sending a game invitation to the target audience client; if the target audience client confirms to accept the game invitation, the anchor client and the target audience client are both used to control the interactive object of the target game in response to the trigger operation on the game video information.
[0123] Furthermore, the determination module 320 is used to: display an audience selection page in response to a first trigger operation on the target game; the audience selection page includes identification information of one or more viewers; the audience client of any viewer in the audience selection page and the anchor client are in a connected microphone state; in response to a selection operation on one of the viewers, determine the audience client of the selected viewer as the target audience client.
[0124] Furthermore, the invitation module 330 is used to: send a room creation request to the game server; receive response information of the room creation request from the game server, the response information including target room identification information; send a game invitation to the target audience client, the game invitation including target room identification information.
[0125] Furthermore, the invitation module 330 is used to send a game invitation to the live broadcasting station, and the live broadcasting station is used to forward the game invitation to the target audience client.
[0126] Furthermore, the target audience client is further configured to respond to the game invitation, start the target game, and join the target room of the target game.
[0127] Furthermore, the device also includes a processing module, which is used to: obtain control information of the first interactive object of the target game, and send the control information of the first interactive object to the game server; the game server is used to determine the first display data of the first interactive object based on the control information of the first interactive object.
[0128] Furthermore, the game server is also used to obtain control information of the second interactive object of the target game sent by the audience client of the target audience; based on the control information of the second interactive object, determine the second display data of the second interactive object; the game server is also used to obtain game video data based on the first display data of the first interactive object and / or the second display data of the second interactive object; and send the game video data to the anchor client and the target audience client.
[0129] Furthermore, the first display data is associated with room identification information; the second display data is associated with room identification information; the game server is also used to obtain game video data based on the first display data of the first interactive object and the second display data of the second interactive object with the same room identification information; and send the game video data to the anchor client and the target audience client.
[0130] Furthermore, the live broadcast center is also used to obtain the game video data and push the game video data to the candidate audience client.
[0131] The interactive device provided in the embodiment of the present disclosure can execute the steps executed by the client or server in the interactive method provided in the embodiment of the method of the present disclosure, and has the execution steps and beneficial effects, which will not be repeated here.
[0132] Figure 26 is a schematic diagram of the structure of an electronic device in an embodiment of the present disclosure. Specific reference will be made below to Figure 26, which shows a schematic diagram of the structure of an electronic device 1000 suitable for implementing an embodiment of the present disclosure. The electronic device 1000 in the embodiment of the present disclosure may include, but is not limited to, mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), vehicle-mounted terminals (such as vehicle-mounted navigation terminals), wearable electronic devices, and the like, as well as fixed terminals such as digital TVs, desktop computers, smart home devices, and the like. The electronic device shown in Figure 26 is merely an example and should not impose any limitations on the functions and scope of use of the embodiments of the present disclosure.
[0133] As shown in Figure 26, the electronic device 1000 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 1001, which can perform various appropriate actions and processes to implement the interactive method of the embodiment described in the present disclosure according to the program stored in the read-only memory (ROM) 1002 or the program loaded from the storage device 1008 into the random access memory (RAM) 1003. In the RAM 1003, various programs and information required for the operation of the electronic device 1000 are also stored. The processing device 1001, the ROM 1002, and the RAM 1003 are connected to each other via a bus 1004. An input / output (I / O) interface 1005 is also connected to the bus 1004.
[0134] Typically, the following devices may be connected to the I / O interface 1005: an input device 1006 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 1007 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 1008 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1009. The communication device 1009 may allow the electronic device 1000 to communicate with other devices wirelessly or by wire to exchange information. Although FIG. 26 shows an electronic device 1000 with various devices, it should be understood that it is not required to implement or have all of the devices shown. More or fewer devices may be implemented or have alternatively.
[0135] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program includes a program code for executing the method shown in the flowchart, thereby implementing the interactive method as described above. In such an embodiment, the computer program can be downloaded and installed from the network through the communication device 1009, or installed from the storage device 1008, or installed from the ROM 1002. When the computer program is executed by the processing device 1001, the above-mentioned functions defined in the method of the embodiment of the present disclosure are performed.
[0136] It should be noted that the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, device, or component. In the present disclosure, a computer-readable signal medium may include an information signal propagated in baseband or as part of a carrier wave, which carries computer-readable program code. Such a propagated information signal may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. A computer-readable signal medium may also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport a program for use by or in conjunction with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium may be transmitted using any suitable medium, including but not limited to wires, optical cables, RF (radio frequency), etc., or any suitable combination thereof.
[0137] In some embodiments, the client and server can communicate using any known or future developed network protocol, such as HTTP (HyperText Transfer Protocol), and can be interconnected with any form or medium of digital information communication (e.g., a communication network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), an internet (e.g., the Internet), and a peer-to-peer network (e.g., an ad hoc peer-to-peer network), as well as any known or future developed network.
[0138] The computer-readable medium may be included in the electronic device, or may exist independently without being incorporated into the electronic device.
[0139] The above-mentioned computer-readable medium carries one or more programs. When the above-mentioned one or more programs are executed by the electronic device, the electronic device: displays a live broadcast page; the live broadcast page includes game video information of a target game; determines a target audience client in response to a first trigger operation on the target game; the target audience client and the anchor client are in a connected microphone state; sends a game invitation to the target audience client; if the target audience client confirms to accept the game invitation, the anchor client and the target audience client are both used to control the interactive objects of the target game in response to the trigger operation on the game video information.
[0140] Optionally, when the above one or more programs are executed by the electronic device, the electronic device may also execute other steps described in the above embodiments.
[0141] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages, or a combination thereof, including, but not limited to, object-oriented programming languages such as Java, Smalltalk, C++, and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on the remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., through the Internet using an Internet service provider).
[0142] The flowcharts and block diagrams in the accompanying drawings illustrate the possible implementation architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram can represent a module, program segment, or a part of code, and the module, program segment, or a part of code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order than that marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart, can be implemented with a dedicated hardware-based system that performs the specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.
[0143] The units involved in the embodiments described in this disclosure may be implemented in software or hardware, wherein the name of a unit does not necessarily limit the unit itself.
[0144] The functions described above herein may be performed, at least in part, by one or more hardware logic components. For example, and without limitation, exemplary types of hardware logic components that may be used include: field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chip (SOCs), complex programmable logic devices (CPLDs), and the like.
[0145] In the context of the present disclosure, a machine-readable medium can be a tangible medium that can contain or store a program for use by an instruction execution system, device or equipment or used in combination with an instruction execution system, device or equipment. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared or semiconductor systems, devices or equipment, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium can include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
[0146] According to one or more embodiments of the present disclosure, the present disclosure provides an electronic device, comprising: one or more processors; a memory for storing one or more programs; when the one or more programs are executed by the one or more processors, the one or more processors implement any of the interaction methods provided by the present disclosure.
[0147] According to one or more embodiments of the present disclosure, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which implements any of the interaction methods provided by the present disclosure when the program is executed by a processor.
[0148] An embodiment of the present disclosure further provides a computer program product, which includes a computer program or instructions, and when the computer program or instructions are executed by a processor, the interaction method described above is implemented.
[0149] It should be noted that, in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article, or device comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or device. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or device comprising the element.
[0150] The foregoing description is intended only to provide specific embodiments of the present disclosure, intended to enable those skilled in the art to understand and implement the present disclosure. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present disclosure. Therefore, the present disclosure is not intended to be limited to the embodiments described herein, but rather to be construed in the broadest manner consistent with the principles and novel features disclosed herein.
Claims
1. An interactive method, the method being applicable to a host client, the method comprising: Displaying a live broadcast page; the live broadcast page includes game video information of the target game; In response to a first triggering operation on the target game, determining a target audience client; The target audience client and the host client are in a microphone connection state; Send game invitations to target audience clients; If the target audience client confirms to accept the game invitation, the host client and the target audience client are both used to control the interactive object of the target game in response to the triggering operation of the game video information.
2. The method according to claim 1, wherein the determining the target audience in response to the first triggering operation on the target game comprises: In response to a first trigger operation on the target game, displaying a viewer selection page; the viewer selection page includes identification information of one or more viewers; The viewer client of any viewer in the viewer selection page and the host client are both in a microphone connection state; In response to a selection operation of a viewer, a viewer client of the selected viewer is determined as a target viewer client.
3. The method according to claim 1, wherein sending a game invitation to a target audience client comprises: Send a room creation request to the game server; Receiving response information of the room creation request from the game server, the response information including target room identification information; A game invitation is sent to a target audience client, wherein the game invitation includes target room identification information.
4. The method according to claim 3, wherein sending a game invitation to a target audience client comprises: Send a game invitation to the live broadcast center, and the live broadcast center is used to forward the game invitation to the target audience client.
5. The method according to claim 3, wherein the target audience client is further used to respond to the game invitation, start the target game, and join the target room of the target game.
6. The method according to claim 1, further comprising: Acquire control information of a first interactive object of the target game, and send the control information of the first interactive object to a game server; The game server is used to determine first display data of the first interactive object based on control information of the first interactive object.
7. The method according to claim 6, wherein the game server is further used to obtain control information of a second interactive object of the target game sent by the audience client of the target audience; and determine second display data of the second interactive object based on the control information of the second interactive object; The game server is also used to obtain game video data based on the first display data of the first interactive object and / or the second display data of the second interactive object; and send the game video data to the anchor client and the target audience client.
8. The method according to claim 7, wherein the first display data is associated with room identification information; the second display data is associated with room identification information; The game server is also used to obtain game video data based on the first display data of the first interactive object and the second display data of the second interactive object with the same room identification information; and send the game video data to the anchor client and the target audience client.
9. The method according to claim 8, wherein the live broadcast center is also used to obtain the game video data and stream the game video data to candidate audience clients.
10. An interactive device, the device being applicable to a host client, the device comprising: A display module, used to display a live broadcast page; the live broadcast page includes game video information of a target game; A determination module, configured to determine a target audience in response to a first triggering operation on the target game; The target audience client and the host client are in a microphone connection state; Invitation module, used to send game invitations to target audience clients; If the target audience client confirms to accept the game invitation, the host client and the target audience client are both used to control the interactive object of the target game in response to the triggering operation of the game video information.
11. An electronic device, comprising: one or more processors; A storage device for storing one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the method according to any one of claims 1 to 9.
12. A computer-readable storage medium having a computer program stored thereon, wherein when the program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.
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