Match information display method and apparatus, electronic device, and storage medium

By controlling a virtual character to participate in and display spectator information during game spectating, the problem of poor game experience caused by frequent interface switching during spectating is solved, and the continuous and efficient display of spectator information is achieved, thus improving the efficiency of human-computer interaction.

WO2026061153A1PCT designated stage Publication Date: 2026-03-26TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-05
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

During game spectating, the spectator needs to frequently switch game interfaces to understand their own battle situation, resulting in a poor gaming experience and the possibility of missing key information, thus reducing the efficiency of human-computer interaction.

Method used

By controlling a virtual character to participate in a match, spectator information is displayed during the match. The spectator can select the match to be spectated, and when the spectator information is selected, the information of the spectated match and the match to be participated in is displayed simultaneously, including the match process and related information.

Benefits of technology

It improves the continuity and flexibility of the spectating process, reduces the possibility of spectators missing their own game information, and enhances information transparency and human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of computers, and discloses a match information display method and apparatus, an electronic device, and a storage medium. The method comprises: controlling a virtual character to participate in a played match, wherein the virtual character is a virtual character corresponding to a spectating object; in the progress of the played match, displaying spectating information, wherein the spectating information indicates a spectated match available for selection by the spectating object; and when the spectating information is selected, displaying spectated match information and played match information, wherein the spectated match information represents the progress of the spectated match, and the played match information represents the progress of the played match. Both the spectated match information and the played match information are displayed in a spectating process, so that when watching the progress of the spectated match, the spectating object can also view the progress of the played match in which the spectating object participates, thereby improving the continuity and flexibility of the spectating process, and improving the display efficiency of game information.
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Description

Display method, device, electronic equipment and storage medium for game information

[0001] The present application claims priority from the Chinese patent application No. 202411329148.X filed on September 23, 2024 and entitled "Display method, device, electronic equipment and storage medium for game information", the whole content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] Embodiments of the present application relate to the technical field of computer, in particular to a display method, device, electronic equipment and storage medium for game information. BACKGROUND

[0003] With the development of computer technology, more and more games have the function of watching. The watching function allows the current object (player) to watch the game process of other objects without directly participating in the game.

[0004] In the related art, the game watching process mainly focuses on displaying the real-time game process of the watched object. If the watching object wants to know the game situation, it needs to frequently switch the game watching interface and the game interface, which destroys the continuity of the game watching process and may miss the key game information in the game process of the current object. The process of switching the game interface is complex, the game experience is poor, the flexibility of the game watching process is limited, and the human-computer interaction efficiency is reduced. SUMMARY

[0005] Embodiments of the present application provide a display method, device, electronic equipment and storage medium for game information, which can improve the continuity and flexibility of the watching process, thereby improving the display efficiency of game information in the watching process and improving the human-computer interaction efficiency. The technical solution is as follows:

[0006] In one aspect, the present application provides a display method for game information, which is executed by a computer device, and the method comprises:

[0007] controlling a virtual character to participate in a battle game, the virtual character being a virtual character corresponding to a watching object;

[0008] displaying watching information in the game process of the battle game, the watching information indicating a watched game selected by the watching object;

[0009] displaying watching game information and battle game information in the case that the watching information is selected, the watching game information representing a game process of the watched game, and the battle game information representing a game process of the battle game.

[0010] In another aspect, an embodiment of the present application provides a display device for game information, the device comprising:

[0011] a control module configured to control a virtual character to participate in a game, the virtual character being a virtual character corresponding to a spectator object;

[0012] a display module configured to display spectator information in a game process of the game, the spectator information indicating a game to be watched selected by the spectator object;

[0013] a watching module configured to display watching game information and participating game information when the spectator information is selected, the watching game information representing a game process of the game to be watched, and the participating game information representing a game process of the game.

[0014] In a possible implementation, the watching module is further configured to display prompt information corresponding to a prompt condition when the participating game information satisfies the prompt condition, the prompt condition including at least one of a number of virtual objects changing, the number of virtual objects being less than or equal to a number threshold, a life value of any virtual object being less than or equal to a first life value threshold, or a change amount of the life value of the any virtual object within a first time period being greater than or equal to a second life value threshold, the virtual objects being objects in a game.

[0015] In a possible implementation, the watching module is further configured to display a first prompt video in response to a trigger operation of the prompt information, the first prompt video being a video corresponding to a time when the participating game information satisfies the prompt condition in the game.

[0016] In a possible implementation, the watching module is further configured to continue to display the watching game information and the participating game information when the first prompt video completes playing or exits playing.

[0017] In a possible implementation, the watching module is further configured to display a second prompt video in response to a trigger operation of the participating game information, the second prompt video being a real-time game video of a virtual object in the game.

[0018] In a possible implementation, the participating game information includes game information of virtual objects, the virtual objects being all virtual objects or part of virtual objects in the game, the part of virtual objects being selected virtual objects or virtual objects with a game ability greater than or equal to an ability threshold.

[0019] In a possible implementation, the battle information of the virtual object includes a life value of the virtual object, and the spectating module is further configured to determine the life value of the virtual object based on a battle process of the battle in which the virtual object participates, and display the life value of the virtual object.

[0020] In a possible implementation, the spectating module is further configured to display relevant information of the virtual object in a case where the virtual object is triggered, and the relevant information of the virtual object includes at least one of a name of the virtual object, a skill introduction, a level, a cost, or virtual equipment related to the virtual object.

[0021] In a possible implementation, the spectating module is further configured to display a folding control, the folding control being used to control a display mode of the battle information in which the virtual object participates; in a case where the display mode of the battle information in which the virtual object participates is expanded display, the spectating module is further configured to display the battle information in which the virtual object participates in a hidden display mode in response to a first triggering operation of the folding control; or in a case where the display mode of the battle information in which the virtual object participates is hidden display, the spectating module is further configured to display the battle information in which the virtual object participates in an expanded display mode in response to a second triggering operation of the folding control.

[0022] In a possible implementation, the spectating information includes at least one of a title of the battled game, an avatar of a battled object, or a name of the battled object, the battled object being an object participating in the battled game.

[0023] In a possible implementation, the display module is further configured to display a spectating control, and the display module is configured to display the spectating information in response to a triggering operation of the spectating control.

[0024] In a possible implementation, the apparatus further includes a determination module configured to acquire a first game lineup corresponding to the virtual role in the battle in which the virtual role participates; determine a recommended game based on the first game lineup, a second game lineup corresponding to the virtual role in the recommended game having a similarity to the first game lineup greater than or equal to a similarity threshold; and generate the spectating information based on the recommended game.

[0025] In another aspect, an embodiment of the present application provides a computer device including a processor and a memory, the memory storing at least one program code, the at least one program code being loaded and executed by the processor to enable the computer device to implement the method for displaying game information described above.

[0026] In another aspect, a computer readable storage medium is provided, in which at least one program code is stored, the at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned display methods of game information.

[0027] In another aspect, a computer program or computer program product is provided, in which at least one computer instruction is stored, the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above-mentioned display methods of game information.

[0028] The technical solutions provided by the embodiments of the present application at least bring the following beneficial effects:

[0029] The technical solutions of the embodiments of the present application provide a display method of information of a watching object in a watching state, wherein the watching object in the watching state can also view information of a participating game in which the watching object participates. The virtual role corresponding to the watching object is controlled to participate in the participating game, the watching information is displayed in the process of the participating game, the watching object is guided to select the watching information for watching by using the watching information, after the watching information is selected, the watching game information and the participating game information can be displayed, and the watching object can watch the game process of the watched game and the game process of the participating game by using the watching game information and the participating game information. On the one hand, the way of indicating the watched game for the watching object to select by using the watching information improves the interactivity between the watching object and the game. On the other hand, under the condition that the watching information is selected, not only the watching game information corresponding to the watched game can be displayed, but also the participating game information corresponding to the participating game in which the watching object participates can be displayed, so that the watching object in the watching state can view the information of the participating game in which the watching object participates, without returning to the participating game in which the watching object participates to view the information, the possibility of missing the information of the participating game in which the watching object participates is reduced, the continuity and flexibility of the watching process are improved, the problem that the information of the participating game in which the watching object participates is unknown in the watching state is solved, and the information transmission is improved. On the other hand, by directly displaying the watching game information and the participating game information at one time in the watching state, the synchronous display of the game information corresponding to different games is realized, and the display efficiency of the game information in the watching process is improved, so that the human-computer interaction efficiency is improved as a whole. BRIEF DESCRIPTION OF DRAWINGS

[0030] FIG. 1 is a structural block diagram of a computer system for executing a display method of game information provided by the embodiments of the present application;

[0031] FIG. 2 is a flowchart of a display method of game information provided by the embodiments of the present application;

[0032] FIG. 3 is a schematic diagram of a game interface containing game watching information according to an embodiment of the present application;

[0033] FIG. 4 is a schematic diagram of a process of another game interface containing game watching information according to an embodiment of the present application;

[0034] FIG. 5 is a schematic diagram of a game watching interface containing all chess pieces according to an embodiment of the present application;

[0035] FIG. 6 is a schematic diagram of another game watching interface containing part of chess pieces according to an embodiment of the present application;

[0036] FIG. 7 is a schematic diagram of a game watching interface containing related information of chess pieces according to an embodiment of the present application;

[0037] FIG. 8 is a schematic diagram of an information prompt area containing life value of chess pieces according to an embodiment of the present application;

[0038] FIG. 9 is a schematic diagram of a game watching interface containing first prompt information according to an embodiment of the present application;

[0039] FIG. 10 is a schematic diagram of another game watching interface containing first prompt information according to an embodiment of the present application;

[0040] FIG. 11 is a schematic diagram of a process of displaying first prompt video according to an embodiment of the present application;

[0041] FIG. 12 is a schematic diagram of a process of hiding display of game information according to an embodiment of the present application;

[0042] FIG. 13 is a flow chart of a display method of game information according to an embodiment of the present application;

[0043] FIG. 14 is a schematic diagram of a display device structure of game information according to an embodiment of the present application;

[0044] FIG. 15 is a structure block diagram of a terminal device according to an embodiment of the present application;

[0045] FIG. 16 is a structure schematic diagram of a server according to an embodiment of the present application. DETAILED DESCRIPTION

[0046] Firstly, terms involved in the embodiments of the present application are introduced:

[0047] Turn-based chess game: refers to a chess game in which the pieces are arranged in advance before the game, and the pieces can automatically fight according to the pre-arrangement during the game. The pieces are usually represented by virtual objects, such as virtual heroes. During the game, the virtual objects automatically release various skills to fight. The game usually adopts a turn-based system, and when the pieces of one side are all killed (i.e. the life value of the virtual object is reduced to zero), that side is the losing side of this round of game. In some embodiments, in addition to the piece-type virtual objects for playing the game, each side is also provided with a player character representing the current user participating in the game. The player character cannot be moved to the game area or the piece candidate area as a piece, and the player character is also provided with a life value (or blood value). The life value of the player character is reduced (game loss) or unchanged (game win) according to the result of each game, and when the life value of the virtual object is reduced to zero, the user corresponding to the player character exits the game, and the remaining user continues the game. Optionally, the turn-based chess game includes a self-moving chess game.

[0048] Self-moving chess game: a multi-player turn-based competitive game with in-game collectible hero pieces. For example, there are eight or six users (also referred to as players) in the game, each occupying an area on the chessboard. Two users among the multiple users engage in a one-on-one game. In each round of a game, there is a preparation phase and a game phase. In the preparation phase, the user purchases pieces (heroes) in the store and arranges the pieces on the chessboard; in the game phase, the lineup of both sides is locked, and the pieces will automatically fight until all the pieces of one side are killed, and the side with all the pieces killed is the loser of this round and will be deducted a certain amount of blood. The game rounds are repeated, new opponents are matched, and the user with a life value ≤ 0 is eliminated from the game until only one user remains, who will win the game (1st place).

[0049] Chessboard: refers to the area used for preparing and playing the game in the turn-based chess game interface. The chessboard can be any of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, which are not limited in this application.

[0050] Attributes: in the self-moving chess game, the attributes of the pieces include basic attributes and functional attributes. The basic attributes include but are not limited to at least one of the following: life value, magic value, attack power, spell strength, armor, magic resistance, attack speed, and attack range. The functional attributes include but are not limited to at least one of the following: economic gain in the game round and free refresh. The attributes of the pieces can affect the fighting ability of the pieces, and the stronger the attributes of the pieces, the greater the probability of winning in the game.

[0051] Equipment: In a self-moving chess game, each chess piece can generally wear 3 pieces of equipment (or other pieces of equipment), which can provide heroes with attributes or effects such as attack, defense, health, healing, penetration, shield, etc. The related art self-moving chess game usually has a wild area, and the player can obtain the equipment dropped by the wild monster by defeating the wild monster and picking up the equipment into the backpack.

[0052] Chess player: refers to a virtual character played by a user. Each chess player has different special abilities that can help the user play better.

[0053] FIG. 1 is a structural block diagram of a computer system for executing the display method of the game information according to an embodiment of the present application. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.

[0054] The first terminal 110 is installed and runs a client 111 supporting a virtual environment, which can be a turn-based chess game program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be a client of a self-moving chess game. The first terminal 110 is a terminal used by a first user 112. The first user 112 uses the first terminal 110 to obtain chess pieces in the preparation stage of the game and arranges the chess pieces in the battle area of the chessboard. In the battle stage, the chess pieces are automatically controlled by the first terminal 110 or the server 120 according to the attributes, skills, and arrangement of the chess pieces in the battle area.

[0055] The second terminal 130 is installed and runs a client 131 supporting a virtual environment, which can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client 131 can be a client of a self-moving chess game. The second terminal 130 is a terminal used by a second user 132. The second user 132 uses the second terminal 130 to obtain chess pieces in the preparation stage of the game and arranges the chess pieces in the battle area of the chessboard. In the battle stage, the chess pieces are automatically controlled by the second terminal 130 or the server 120 according to the attributes, skills, and arrangement of the chess pieces in the battle area.

[0056] Optionally, the chess pieces laid by the first user 112 through the first terminal 110 and the chess pieces laid by the second user 132 through the second terminal 130 are located in different battle areas on the same chessboard, that is, the first user 112 and the second user 132 are in the same chessboard in the same game. Alternatively, the chess pieces laid by the first user 112 through the first terminal 110 and the chess pieces laid by the second user 132 through the second terminal 130 are located on different chessboards, that is, the first user 112 and the second user 132 are in different chessboards in the same game. It should be noted that, in an optional embodiment, a game of the turn-based chess game is jointly participated by a plurality of (for example, 8) user accounts, and in each round, the plurality of user accounts are matched two by two, and the two user accounts matched together battle in the same chessboard in the current round.

[0057] Optionally, the clients installed on the first terminal 110 and the second terminal 130 can be the same, or the clients installed on the two terminals can be the same type of clients on different operating system platforms. The first terminal 110 can generally refer to one of a plurality of terminals, and the second terminal 130 can generally refer to another of the plurality of terminals, and the embodiment is only exemplified by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, a laptop computer, and a desktop computer. The following embodiment is exemplified by a terminal including a smart phone.

[0058] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminals can be only one (that is, the user plays against the artificial intelligence), or the above terminals are 6 or 8 or more. The number of terminals and the device types are not limited in the embodiment of the application.

[0059] In addition, the games installed in the client 111 and the client 131 of the application are exemplified by a turn-based chess game program, and the game program can also include at least one of the following: a Massively Multiplayer Online Role-Playing Game (MMO) program, an Action Role Playing Game (ARPG) program, an open-world game program, a First-Person Shooting (FPS) game program, a Third-Person Shooting (TPS) game program, a Multiplayer Online Battle Arena (MOBA) game program, and a multiplayer shooting survival game program, and the type of the game program is not limited in the application.

[0060] Only two terminals are shown in FIG. 1, but there are a plurality of other terminals 140 that can access the server 120 in different embodiments. Optionally, there is also one or more terminals 140 that are corresponding terminals of developers, on which a development and editing platform supporting the client of the virtual environment is installed, and the developers can edit and update the client on the terminals 140, and transmit the updated client installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to implement updating of the client.

[0061] The first terminal 110, the second terminal 130 and the other terminals 140 are connected to the server 120 through a wireless network or a wired network. The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform and a virtualization center. The server 120 is used to provide background services for the client supporting the three-dimensional virtual environment (the client of the round chess game / the client of the free chess game). Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.

[0062] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, a user-oriented input / output interface (I / O interface) 125. The processor 122 is used to load the instructions stored in the server 120, and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130 and the other terminals 140, such as the avatar of the user account, the nickname of the user account, the battle power index of the user account, the service area where the user account is located; the battle service module 124 is used to provide a plurality of battle rooms for users to battle; and the user-oriented I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network.

[0063] Taking an example of a round game chess game run by the first terminal and the second terminal, the first terminal corresponding to a first user and the second terminal corresponding to a second user can be in different game rounds of a same game session or in different game sessions. The first user can be a watching object, and the second user can be a watched object. Taking an example of the watching object being in a participating session and the watched object being in a watched session, in the watching process of the watching object, the first terminal can display a plurality of candidate watched objects, and the watching object can select any game object as the watched object from the candidate watched objects. For example, the second user is selected as the watched object. After the watched object is determined, the first terminal can display a game watching interface, the game watching interface can include a watching area and an information prompt area (a participating area), the watching area can display a game picture of the watched session, that is, a game picture corresponding to the second terminal, and the information prompt area can display participating session information of the participating session, wherein the participating session information can include a participating session process of the participating session, and the participating session process can be embodied in at least one of a text information, an image information or a video information.

[0064] The method for displaying session information provided in the embodiments of the present application can be applied to the computer system shown in FIG. 1, for example, the method can be executed by a computer device, specifically, the first terminal 110 and the second terminal 130 in FIG. 1 can execute the method, or the first terminal 110, the server 120 and the second terminal 130 can interactively execute the method. Taking an example of any one of the first terminal 110 and the second terminal 130 executing the method, as shown in FIG. 2, the method includes the following steps 201 to 203.

[0065] In step 201, a virtual role is controlled to participate in a participating session, and the virtual role is a virtual role corresponding to the watching object.

[0066] In the exemplary embodiments of the present application, the watching object refers to a player or a user. The participating session refers to a session in which a virtual role corresponding to the watching object currently participates. The watching object can control the virtual role to participate in the participating session through a terminal, and after the virtual role participates in the participating session, the terminal of the watching object can display a game interface corresponding to the participating session, which can be a ready-to-battle interface of the watching object (the current user) or a battle interface of the watching object. Taking the battle interface of the watching object as an example, the game interface can include a ready-to-battle area, a battle area, an equipment column and an information display area. The battle area can display a home chessboard and an enemy chessboard, the home chessboard includes a virtual object (also referred to as a chess piece) that has been put into battle by the home side; the ready-to-battle area can display a chess piece that has been owned by the home side but has not been put into battle; and the equipment column can display a virtual equipment that has been owned by the home side.

[0067] Optionally, the game interface can further display a virtual character, the virtual character is a character controlled by a game object, also referred to as a player or a little hero, the virtual character can have attribute values. The battle game can include multiple game rounds, and the attribute values of the virtual character can be adjusted based on the game result of the current game round after the game of any game round ends. The attribute values of the virtual character can be displayed in the game interface, or can not be displayed. The attribute values of the virtual character include, but are not limited to, at least one of the following: blood volume, level.

[0068] For example, the attribute values of the virtual character can be the blood volume of the virtual character, and the blood volume of the virtual character can be displayed around the virtual character in the game interface corresponding to different game rounds. The display mode of the blood volume can include, but is not limited to, at least one of the following: bar display, ring display, or numerical display. When different game objects (users) play the game in the game round, the game object that loses the game can deduct a part of the blood volume of the virtual character. In this embodiment, the game object (user) can be an observation object.

[0069] In step 202, during the game process of the battle game, observation information is displayed, the observation information indicates a game to be observed selected by an observation object.

[0070] In the exemplary embodiments of the present application, the observation information includes at least one of the title of the game to be observed, the avatar of the observed object, or the name of the observed object, the observed object is an object participating in the game to be observed. In some embodiments, the game to be observed selected by the observation object can be different from the battle game in which the observation object participates. For example, referring to FIG. 5, the observation object is user 20, and the opponent object of the observation object is user 10, that is, user 20 and user 10 are in the battle round of the battle game. The observed object is user 40, that is, user 20 is observing the game process of user 40 and the opponent object of user 40.

[0071] For example, the information display area can display the avatar of the user account participating in the battle game and the name of the user account. During the game process of the battle game, the observation object can select the avatar of the user account or the name of the user account to determine the game to be observed, the game to be observed is the game in which the game object corresponding to the avatar of the user account or the name of the user account participates. The information display area can also directly display the title of the game to be observed, and the title of the game to be observed can include the basic information of the game, for example, the basic information can include the avatar of the user account or the name of the user account.

[0072] The game session of the game of war is taken as an example to illustrate the game session of the round-based game. The game of war can include multiple game rounds, and each game round can match the accounts of multiple game objects two by two, and the two accounts matched together can fight in the same chessboard in the current game round. The game round in which the account of the game object of the game of war is located is the first game round, and the game rounds in which the accounts of the remaining game objects are located are the second game round, and the accounts of the game objects in the second game round can be the accounts that can be watched.

[0073] For example, each game session can include 8 accounts of game objects, and the 8 accounts of game objects are matched two by two to obtain 4 game rounds. The game round in which the account of the game object of the game of war is located is determined as the first game round, and the remaining 3 game rounds are the second game round, and the second game round can include 6 accounts of game objects.

[0074] FIG. 3 is a schematic diagram of a game interface including watching information provided by an embodiment of the present application. As shown in FIG. 3, the game interface includes a war area 301 and a standby area 302, the war area 301 displays a home chessboard (solid line part) and an enemy chessboard (dashed line part) of the game of war. Taking the second game session of the game of war as the first game round (2-1 game round) of the game of war as an example, the home chessboard includes the chess pieces A, B and C that have been fought by the home in the process of the game of war. The standby area 302 includes multiple standby seats, and the standby seats can display the chess pieces that have been owned by the home but have not been fought. The game interface further includes an information display area 303, and the information display area 303 can display the watching information, for example, the information of the game objects participating in the current game session, and the information of the game objects can include the avatar of the user account and the nickname of the user account, and the game objects can include the candidate watched objects. For example, the game interface can be the game interface corresponding to the terminal of the user 20, the user 20 and the user 10 are located in the same game round, the user 20 is the watching object, and the users 30 to 80 can be the candidate watched objects.

[0075] Optionally, the game interface can further display a virtual character 304 and a blood volume 305 corresponding to the virtual character 304, the virtual character 304 is a character controlled by the game object, and the blood volume 305 of the virtual character can be adjusted based on the game result of the current game round after the current game round.

[0076] The technical scheme provided by the exemplary embodiments of the present application directly displays the spectating information in the game process of the game to be spectated, the spectating information can include the related information of the candidate spectated objects or the information of the game to be spectated, in the subsequent game process, the spectated object can select one object from the candidate spectated objects to spectate, the candidate spectated objects are the game objects that can be matched in the subsequent game process, i.e. the potential opponent objects. By spectating the candidate spectated objects in the subsequent game process, the related information of the opponent objects can be known in advance, the understanding degree of the spectated object on the game strategy and the game information of the candidate spectated objects is improved, so that the spectated object can better perform the game strategy layout, and the winning probability of the spectated object can be improved to a certain extent.

[0077] In another embodiment, the process of displaying the spectating information can include: displaying a spectating control; and in response to the triggering operation of the spectating control, displaying the spectating information. The triggering operation of the spectating control can include but is not limited to at least one of the following: single-click operation, double-click operation, long-press operation and sliding operation of the spectating control; the spectating information can include the game objects participating in the game to be spectated, and can also include the game objects participating in other games.

[0078] FIG. 4 is a process schematic diagram of another game interface containing spectating information provided by the embodiments of the present application. As shown in FIG. 4, the spectating control 401 can be displayed in the game interface, after the spectating control 401 is triggered, the game object list 402 can be displayed, the game object list 402 can include a plurality of candidate spectated objects 403, wherein the candidate spectated objects 403 can include the user 30 to the user 80, and can also include the game objects participating in other games. It should be noted that other game elements can also be displayed in the game interface, the related content of the other game elements has been described in detail in FIG. 3, and can be referred to the related content of FIG. 3, which will not be described in detail here.

[0079] The technical scheme provided in the exemplary embodiments of the present application displays the viewing information through the triggering operation of the viewing control. The viewing information can include candidate viewing objects. The candidate viewing objects can include not only game objects participating in the current game (game in progress), but also game objects participating in other game sessions. The candidate viewing objects of the current game can be potential opponent objects. Through subsequent viewing of the candidate viewing objects of the current game, the viewing object can learn the relevant information of the opponent objects in advance, improve the understanding of the game strategy and game information of the candidate viewing objects, and thus better arrange the game strategy, and to a certain extent, improve the winning probability of the viewing object. The candidate viewing objects of the current game can also include game objects of other game sessions. Through subsequent viewing of the game objects of other game sessions, the viewing object can learn the game strategy arrangement of the game objects of other game sessions, improve the game level, and thus improve the winning probability and game experience of the viewing object.

[0080] In the exemplary embodiments of the present application, the viewing information can be determined from the multiple game information before the viewing information is displayed. The process of determining the viewing information from the multiple game objects can include: obtaining a first game lineup corresponding to a virtual character in the game in progress; determining a recommended session based on the first game lineup, wherein a second game lineup corresponding to a virtual character in the recommended session has a similarity to the first game lineup greater than or equal to a similarity threshold; and generating the viewing information based on the recommended session.

[0081] Exemplarily, the game in progress can be a game session in which the viewing object participates in a turn-based chess game, or a game session in which the viewing object participates in a turn. Taking the game in progress as an example, the first game lineup can include information about the chess pieces and equipment owned by the viewing object and the opponent object in the game in progress. The information about the chess pieces and equipment can include, but is not limited to, at least one of the following: chess piece type, chess piece level, chess piece cost, chess piece skill, bond between chess pieces, equipment type, equipment level, equipment cost, and equipment bonus effect on chess pieces. The first game lineup can also include information about the chess pieces and equipment being used by the viewing object and the opponent object in the game in progress. The game lineup in each game session in the preparation stage or the battle stage in the game system is obtained, and the similarity of the game lineup in each game session to the first game lineup is determined.

[0082] The process of determining the similarity of the game formation in each game round session to the first game formation can include: extracting features of the relevant information of the chess pieces and equipment owned by the spectating object and the opponent object to obtain a first feature vector corresponding to the first game formation, wherein the first feature vector can be a multi-dimensional feature vector, and each dimension represents a feature of the first game formation. For example, the type, level or cost of the chess pieces can all be used as a feature vector of one dimension. A second feature vector corresponding to the game formation in each game round session is determined, and the process of determining the second feature vector is similar to that of determining the first feature vector, and reference can be made to the relevant description of determining the first feature vector, which will not be described in detail here.

[0083] After the first feature vector and the second feature vector are determined, the similarity of the first feature vector and the second feature vector can be calculated using a similarity algorithm. The similarity can represent the degree of similarity of the game formation in the game round session in which the spectating object participates to the game formation in other game round sessions; the similarity algorithm can include but is not limited to at least one of the following: cosine similarity, Euclidean distance, Manhattan distance, Pearson correlation coefficient and Hamming distance. Optionally, in the process of determining the similarity of the two feature vectors, corresponding weights can be assigned to the features of different dimensions in the feature vector. For example, the higher the level of the chess pieces, the greater the corresponding weight. It should be noted that the weights corresponding to the features of different dimensions can be set based on the actual game situation, and the present application does not limit this.

[0084] The similarity of the first feature vector and the second feature vector is compared with a similarity threshold value, and the second feature vector with a similarity greater than or equal to the similarity threshold value is selected to obtain a recommended session corresponding to the second feature vector. The similarity threshold value can be set based on the actual situation. The game object participating in the recommended session is obtained, and the spectating information is generated based on the relevant information of the recommended session. The relevant information of the recommended session can include but is not limited to the relevant information of the game object participating in the recommended session, for example, the relevant information of the game object participating in the recommended session can include the avatar of the game object and the name of the game object.

[0085] Optionally, the second feature vector selected is sorted in descending order of similarity, thereby obtaining the order of the multiple recommended sessions corresponding to the second feature vector, and the order of the recommended sessions is used to determine the order of the spectating information. The spectating information can be displayed in the game interface based on the order, and the similarity of the second game formation corresponding to the recommended session and the first game formation corresponding to the game session can also be displayed in the game interface. By displaying the similarity of the formations in order in the game interface, the spectating object can quickly determine the spectating information with a larger formation similarity, which can improve the efficiency of the spectating object in determining the observed object based on the spectating information in the subsequent process, i.e., improve the spectating efficiency.

[0086] The technical scheme provided in the example embodiments of the present application can calculate the similarity of the formation corresponding to the participating game session and the formation corresponding to the other game session, determine the recommended game session by using the similarity, determine the viewing information based on the recommended game session, and recommend the recommended game session corresponding to the second game formation similar to the first game formation of the participating game session, so that the viewing object can directly learn the game strategy similar to the participating game session of the viewing object, assist the viewing object in game layout, improve the learning efficiency and winning probability of the viewing object, and thus improve the game experience of the viewing object.

[0087] In step 203, in the case that the viewing information is selected, the viewing game session information and the participating game session information are displayed, the viewing game session information represents the game process of the game session being viewed, and the participating game session information represents the game process of the participating game session.

[0088] In the example embodiments of the present application, at least one viewing information can be displayed in the game interface, and the viewing object can select any viewing information by a selection operation. The game session being viewed is determined based on the selected viewing information, and the game session being viewed can include the viewed object. The selection operation can include, but is not limited to, at least one of the following: single-click operation, double-click operation, long-press operation, and sliding operation on the viewing information.

[0089] After the viewing information is selected, the display mode of the selected viewing information can be different from that of the unselected viewing information. For example, the display mode of the selected viewing information can include, but is not limited to, at least one of the following: marked display, shadow display, highlight display, dynamic display, magnification display, reduction display, color change display, and pattern display on the area containing the avatar of the viewed object or the name of the viewed object in the selected viewing information. Taking the display mode of the selected viewing information as an example, the viewing identifier can be displayed in the game viewing interface, and the viewing identifier is used to mark the viewed object, i.e., the object determined based on the selected viewing information. It should be noted that the display mode of the viewed object is an example, and the display mode of the viewed object can also be set based on the actual game situation, which is not limited in the present application.

[0090] After the viewed object is selected, the game viewing interface can be automatically jumped to, and the game viewing interface can include a viewing area, which can display the viewing game session information, and the viewing game session information can include the game process of the viewed object. For example, the viewing area of the game viewing interface can synchronously display the game screen of the terminal of the viewed object. In addition, the game viewing interface can also include an information prompt area, which can display the participating game session information, and the participating game session information includes the real-time game information of the target game round participated by the viewing object.

[0091] Optionally, the game watching interface can further display a virtual character of the watching object, and the virtual character of the watching object can be located in the battle area or the standby area in the watching area, indicating that the watching object is watching. For example, at least one of the following can be displayed: a head portrait, a name, a pattern, an icon, and a character image of the virtual character of the watching object.

[0092] For example, the participating game information can include battle information of virtual objects, and the virtual objects are all virtual objects or part of virtual objects in the participating game, and the part of virtual objects are selected virtual objects or virtual objects with battle ability greater than or equal to an ability threshold.

[0093] For example, the participating game information can include battle information of virtual objects, and the virtual objects are all virtual objects or part of virtual objects in the participating game, and the part of virtual objects are selected virtual objects or virtual objects with battle ability greater than or equal to an ability threshold.

[0094] For example, the participating game information can include battle information of virtual objects, and the virtual objects are all virtual objects or part of virtual objects in the participating game, and the part of virtual objects are selected virtual objects or virtual objects with battle ability greater than or equal to an ability threshold.

[0095] In another example, the information prompt area can display battle information of the virtual objects, the virtual objects being part of the virtual objects in the game round of the participating game session. For example, before jumping to the game watching interface, part of the virtual objects, i.e., part of the chess pieces, can be determined. The part of the chess pieces can be the default chess pieces set in the watching process, the battle capability of the default chess pieces being greater than or equal to the capability threshold; or the part of the chess pieces can be the chess pieces selected by the watching object. It should be noted that the chess pieces can be the chess pieces of the watching object or the chess pieces of the opponent object of the watching object, and the present application does not limit the chess pieces.

[0096] In addition, the battle capability can be determined based on at least one of the type of the chess piece, the level of the chess piece, the level of the equipment worn by the chess piece, the type of the equipment, and the bond effect between different chess pieces; and the chess piece capability threshold can be set based on the actual battle situation. During the watching process, the watching object can adjust the chess piece capability threshold; or the information prompt area can display a fixed number of chess pieces, the chess pieces being sorted in descending order of the battle capability, and the battle capability threshold being determined based on the battle capability sorting and the fixed number. For example, the information prompt area can display three chess pieces, and the battle capability of the chess piece ranked third in the battle capability sorting is taken as the battle capability threshold. It should be noted that the setting of the battle capability threshold is exemplary, and the battle capability threshold can be determined by other manners, and the present application does not limit the battle capability threshold.

[0097] FIG. 6 is a schematic diagram of another game watching interface containing part of the chess pieces according to an embodiment of the present application. As shown in FIG. 6, the game watching interface can include an information prompt area 601, and the information prompt area 601 can display the battle process of the user 20 and the user 10. For example, the information prompt area 601 can display part of the chess pieces of the user 20 and the user 10 that are in the battle, and the part of the chess pieces can be the chess pieces of the user 10 whose battle capability is greater than or equal to the capability threshold. It should be noted that the game watching interface can also display other game elements, and the related content of the other game elements has been described in detail in FIG. 5, and the related content of FIG. 5 can be referred to, and the present application does not limit the game watching interface.

[0098] The technical scheme provided in the exemplary embodiments of the present application can make the spectator object in the spectating process be able to know the detailed information of the virtual object in the participating game round of the participating game in real time, and improve the comprehensiveness of the displayed information of the virtual object. The battle information of the virtual object displayed in the game spectating interface can be part of the virtual objects in the participating game round of the participating game, which can facilitate the spectator object to quickly and specifically know the information of part of the virtual objects in the participating game round of the participating game, reduce the density of the information acquisition of the virtual object, improve the flexibility of the information acquisition of the virtual object, and thus improve the efficiency of the information acquisition of the virtual object in the spectating process.

[0099] In the exemplary embodiments of the present application, after the virtual object is displayed in the game spectating interface, the related information of the virtual object is displayed when the virtual object is triggered, and the related information of the virtual object includes at least one of the name, skill introduction, level, cost or virtual equipment related to the virtual object of the virtual object.

[0100] Exemplarily, the information prompt region of the game spectating interface can display a plurality of virtual objects (i.e. chess pieces), and the spectator object can select any chess piece to trigger. After any chess piece is triggered, the related information of the triggered chess piece can be displayed, which can include but is not limited to at least one of the name, skill introduction, level, cost or virtual equipment that the chess piece can wear. The chess piece can have at least one skill, and different skills can have different effects after acting on the opponent chess piece. The related information of the chess piece can include specific introduction of each skill of the triggered chess piece. The cost of the chess piece is the game resource consumed for purchasing the chess piece, and the level of the chess piece can be represented by the star level. Different star levels of the chess piece have different attribute values, i.e. different star levels of the chess piece have different battle abilities. Each chess piece can wear a certain number of virtual equipment, and different virtual equipment can add different attributes of the chess piece. For example, the higher the star level of the chess piece, the stronger the battle ability of the chess piece, and the greater the possibility of winning. Similarly, the virtual equipment can also have different levels, and the higher the level of the virtual equipment, the better the addition effect of the attribute of the chess piece after the virtual equipment is used.

[0101] Take a virtual object as a chess piece as an example. FIG. 7 is a schematic diagram of a game watching interface provided by an embodiment of the present application, which includes information of a chess piece. As shown in FIG. 7, the game watching interface can include an information prompt area 701, and the information prompt area 701 can display a plurality of chess pieces. For example, the chess pieces displayed in the information prompt area 701 are chess piece D, chess piece E and chess piece F. When any chess piece displayed in the information prompt area 701 is triggered, the related information 702 of the triggered chess piece can be displayed, wherein the related information 702 of the chess piece can include the name of the chess piece, the level of the chess piece, the cost of the chess piece, the skill introduction of the chess piece and the introduction of the equipment worn by the chess piece. For example, when the chess piece D is triggered, the related information 702 of the chess piece D can be displayed, which includes the name of the chess piece D, the level of the chess piece D (4 stars), the cost of the chess piece D (1 fee), the skill introduction of the chess piece D and the introduction of the equipment worn by the chess piece D. It should be noted that the related information of the chess piece is exemplary and the related information of the displayed chess piece can be set based on the actual game situation, which is not limited in the present application.

[0102] The technical scheme provided by the exemplary embodiments of the present application can display the virtual objects in the game round of the participating game in the participating game in the game watching interface, and when any virtual object is triggered, the related information of the virtual object can be directly displayed in the game watching interface, which simplifies the process of obtaining the related information of the virtual object in the game round of the participating game in the participating game, and improves the efficiency of obtaining the related information of the virtual object.

[0103] In the exemplary embodiments of the present application, the battle information of the virtual object includes the life value of the virtual object, and the life value of the virtual object is determined based on the battle process of the participating game, and the life value of the virtual object is displayed. For example, in the process of watching the game by the watching object, the virtual objects (chess pieces) in the game round of the participating game can automatically fight, and the life value of the chess pieces will change in the process of fighting between the chess pieces of the watching object and the opponent object. The life value of each chess piece is determined based on the battle process of the game round in the participating game, and the life value of each chess piece is displayed in the information prompt area in the game watching interface.

[0104] FIG. 8 is a schematic diagram of an information prompt area containing the life values of the chess pieces according to an example embodiment of the present application. As shown in FIG. 8, the information prompt area can include the battle game object information 801 (i.e., the spectator object information and the opponent object information) of the game round of the participating game and the chess pieces 802. For example, the game round of the participating game is the game round in which the user 20 and the user 10 participate, the number of the chess pieces of the user 20 is three, which are chess piece A, chess piece B and chess piece C, and the number of the chess pieces of the user 10 is three, which are chess piece D, chess piece E and chess piece F. The information prompt area can also display the life values 803 and the levels 804 of the respective chess pieces, wherein the life values 803 are the real-time life values of the respective chess pieces in the target game round, and the life values 803 can change as the chess pieces of the user 20 and the user 10 fight; the level 804 of the chess piece can be represented by the number of the pentagrams, and the more the number of the pentagrams, the higher the level 804 of the chess piece.

[0105] The technical scheme provided by the example embodiments of the present application can display the life values of the virtual objects in the game round of the participating game of the participating game in the game spectator interface in real time, so that the spectator object can master the game progress of the participating game in which the spectator object participates in real time while spectating, can understand the battle situation of the participating game without switching the game interface, can master the game progress of the participating game in which the spectator object participates while ensuring the continuity of the spectating process, and thus the flexibility of the spectating process is improved.

[0106] In the example embodiments of the present application, the prompt information can also be generated based on the participating game information corresponding to the participating game. The process of generating the prompt information based on the participating game information can include: in the case that the participating game information meets the prompt condition, displaying the prompt information corresponding to the prompt condition, the prompt condition including at least one of the following: the number of the virtual objects changes, the number of the virtual objects is less than or equal to the number threshold, the life value of any virtual object is less than or equal to the first life value threshold, or the change amount of the life value of any virtual object within the first time length is greater than or equal to the second life value threshold, and the virtual object is the object fighting in the participating game. Optionally, the prompt information can be automatically cancelled after the display time length of the prompt information reaches the specified time length.

[0107] For example, the prompt condition can be the condition set by the spectator object in the spectating process, or can be the default condition in the game system. The participating game information of the participating game is detected, and when it is detected that the participating game information meets the prompt condition, the corresponding prompt information is generated and displayed in the game spectator interface. The prompt information generated based on the participating game information can include but is not limited to at least one of the following cases one to four. Taking the virtual object as a chess piece as an example for description.

[0108] In a first case, when the number of chess pieces in the participating game session changes, a first prompt information is displayed.

[0109] Exemplarily, in the participating game session of the participating game session, when a chess piece of the spectator object or a chess piece of the opponent object is killed in the battle process, the number of chess pieces in the participating game session of the participating game session changes, and the first prompt information can be displayed in the information prompt area in the game spectator interface. The first prompt information is used to prompt the information that the chess piece in the participating game session of the participating game session is killed.

[0110] In an embodiment, the number of chess pieces changes to the killing of the chess piece of the other party by the chess piece of the self party. FIG. 9 is a schematic diagram of a game spectator interface provided by an embodiment of the present application and containing a first prompt information. As shown in FIG. 9, when the chess piece of the self party kills the chess piece of the other party, the number of chess pieces in the target game session changes, and the first prompt information can be displayed in the information prompt area 901 in the game spectator interface. The first prompt information can be the killing broadcast of the chess piece in the participating game session of the participating game session. For example, the first prompt information is “the chess piece A of the self party kills the chess piece F of the other party”. Moreover, when the number of chess pieces in the target game session changes, the participating game session information is updated accordingly. For example, when the chess piece F is killed, the life value of the chess piece F is 0, the display mode of the killed chess piece F is different from that of the chess pieces D and E which are not killed, and the total number of chess pieces of the other party is updated accordingly.

[0111] In another embodiment, the number of chess pieces changes to the killing of the chess piece of the self party by the chess piece of the other party. FIG. 10 is a schematic diagram of another game spectator interface provided by an embodiment of the present application and containing a first prompt information. As shown in FIG. 10, when the chess piece of the self party is killed by the chess piece of the other party, the number of chess pieces in the participating game session of the participating game session changes, and the first prompt information can be displayed in the information prompt area 1001 in the game spectator interface. The first prompt information can be the killing broadcast of the chess piece in the participating game session of the participating game session. For example, the first prompt information is “the chess piece E of the other party kills the chess piece C of the self party”. Moreover, when the number of chess pieces in the participating game session changes, the participating game session information is updated accordingly. For example, the total number of chess pieces of the self party is updated.

[0112] Optionally, the display mode of the first prompt information generated when the chess piece of the self party is killed can be different from that of the first prompt information generated when the chess piece of the other party is killed. For example, the first prompt information generated when the chess piece of the self party is killed can be displayed intensively. The intensive display can include, but is not limited to, at least one of the following: highlight display, shadow display, dynamic display, patterned display, enlarged display, reduced display, changed font display, vibration display, and changed color display.

[0113] In case two, when the number of chess pieces of the virtual character of the spectator in the game is less than or equal to the number threshold, the second prompt information is displayed.

[0114] In the exemplary embodiments of the present application, in the game round of the game, when the chess piece of the spectator or the chess piece of the opponent in the game is killed by the chess piece of the opponent, the number of the chess piece of the spectator is less than the number threshold, the second prompt information is generated, and the second prompt information is displayed in the information prompt area of the game spectator interface. The number threshold can be a threshold set by the spectator or a threshold by default of the game system. For example, when the number of the chess piece of the virtual character of the spectator is less than or equal to 2, the second prompt information is displayed in the information prompt area of the game spectator interface, reminding the spectator that the number of the chess piece of the spectator is too small.

[0115] In case three, when the number of chess pieces of the virtual character of the spectator or the number of chess pieces of the opponent in the game is less than or equal to the first life threshold, the third prompt information is displayed.

[0116] Exemplarily, in the game round of the game, the life value of each chess piece can be detected in real time, when the life value of any chess piece is less than or equal to the first life threshold, i.e. the life value of the chess piece is small and easy to be killed or killed, the third prompt information is generated, and the third prompt information is displayed in the information prompt area of the game spectator interface. The first life threshold can be determined based on the total life value of the chess piece. For example, the first life threshold can be 10% of the total life value of the chess piece. When the life value of the chess piece of the opponent or the chess piece of the opponent is not higher than the first life threshold, the third prompt information can be used to remind the chess piece with low life value.

[0117] In case four, when the change amount of the life value of any chess piece in the first time length is greater than or equal to the second life threshold, the fourth prompt information is displayed.

[0118] In the exemplary embodiments of the present application, in the game round of the game, the life value of each chess piece is detected by the game system during the game between the chess piece of the opponent and the chess piece of the opponent. When it is detected that the life value of the chess piece changes obviously, i.e. the change amount of the life value of the chess piece in the first time length is greater than or equal to the second life threshold, the fourth prompt information is generated, and the fourth prompt information is displayed in the information prompt area of the game spectator interface. The first time length and the second life threshold can be the time length and the threshold set by the opponent, or the time length and the threshold by default of the game system.

[0119] It should be noted that the application exemplarily illustrates the content of the prompt condition and the prompt information corresponding to the prompt condition, and the prompt condition and the prompt information can be set based on the actual situation of the game, and the application does not limit this.

[0120] In addition, for the chess pieces in the first to fourth cases, the first to fourth prompt information can be generated based on the chess piece selected by the watching object. For example, the watching object can select the key chess piece of the self party or the key chess piece of the opposite party for detection, and when the key chess piece is killed or the life value of the key chess piece meets the prompt condition, the corresponding prompt information is generated.

[0121] The technical scheme provided in the exemplary embodiments of the application generates prompt information based on the participating game information corresponding to the participating game corresponding to the watching object in the watching process, so that the watching object can quickly and simply understand the game process of the virtual object in the participating game through the prompt information in the watching process, key information of the participating game is not missed, and the flexibility of the watching process is improved.

[0122] In the exemplary embodiments of the application, after the prompt information is displayed, the first prompt video is displayed in response to the trigger operation of the prompt information, and the first prompt video is a game video corresponding to the time when the participating game information meets the prompt condition.

[0123] Taking the change of the number of chess pieces as an example, when a chess piece is killed in the participating game, a corresponding killing process video, that is, the first prompt video, can be generated. When the prompt information is triggered, the killing process video can be displayed on the game watching interface or automatically jump to the game interface of the participating game and play back the killing process video.

[0124] FIG. 11 is a process schematic diagram of displaying the first prompt video according to an embodiment of the application. As shown in FIG. 11, the prompt information can be displayed in the information prompt region 1101 of the game watching interface, and after the first prompt information is triggered, a playing interface of the first prompt video is displayed. For example, the prompt information is “the chess piece E of the opposite party kills the chess piece C of the self party”, and after the prompt information is triggered, the game interface of the participating game is automatically jumped to, and the process video of the chess piece E of the opposite party killing the chess piece C of the self party is played back in the game interface.

[0125] The technical scheme provided in the exemplary embodiments of the application displays the corresponding first prompt video through the trigger operation of the prompt information, the first prompt video is a game video corresponding to the time when the prompt information meets the prompt condition, and the watching object can view the key game progress in the participating game through the first prompt video, thereby accumulating game experience for the subsequent game process of the watching object and improving the game level.

[0126] Exemplarily, when the first prompt video finishes playing or exits playing, the game watching information and the participating game information are continuously displayed. For example, when the first prompt video is displayed in the game watching interface, when it is detected that the first prompt video finishes playing or the watching object exits playing the first prompt video, the first prompt video is canceled from the game watching interface; or when the first prompt video is displayed in the game interface corresponding to the participating game, when it is detected that the first prompt video finishes playing or the watching object exits playing the first prompt video, the game watching interface is automatically jumped to.

[0127] In the exemplary embodiments of the present application, after the participating game information is displayed in the game watching interface, in response to the trigger operation of the participating game information, a second prompt video is displayed, and the second prompt video is a real-time game video of a virtual object in the participating game.

[0128] Exemplarily, the game watching interface can include a watching area and an information prompt area. The watching process of the watched object can be displayed in the watching area, and the participating game information of the participating game can be displayed in the information prompt area. The trigger operation of the participating game information includes, but is not limited to, at least one of the following: a single-click operation, a double-click operation, a long-press operation, and a sliding operation on the participating game information. After the participating game information is triggered, the second prompt video can be displayed in the information prompt area of the game watching interface, and the second prompt video is a real-time game video of a virtual object in the participating game.

[0129] Optionally, the information prompt area can be embedded in the game watching interface or float above the game watching interface. When the information prompt area is embedded in the game watching interface, the information prompt area can be a fixed area of the game watching interface; when the information prompt area floats above the game watching interface, the watching object can adjust the position of the information prompt area.

[0130] The technical scheme provided in the exemplary embodiments of the present application can display the second prompt video, i.e., the real-time game video of a virtual object in the participating game, through the trigger operation of the participating game information, so that the watching object can view the real-time game video of the own game round in the watching process, the watching object can obtain the change of the game information in the participating game in real time, and the watching object can consider both the watching process and the game process of the own participating game, thereby improving the display efficiency of the game information and the game experience to a certain extent.

[0131] In the exemplary embodiments of the present application, after the watching information is selected, a folding control for controlling the display mode of the participating game information can also be displayed; in the case that the display mode of the participating game information is the expanded display, in response to a first trigger operation of the folding control, the participating game information is displayed in the hidden display mode, that is, the participating game information is hidden and not displayed.

[0132] Exemplarily, the information prompt region of the game watching interface can display a folding control, and the first trigger operation and the second trigger operation of the folding control can include, but are not limited to, at least one of the following: single-click operation, double-click operation, long-press operation and sliding operation. The first trigger operation and the second trigger operation can be the same or different. When the participating game information is displayed in the expanded mode, the folding control is triggered to hide the displayed participating game information; when the folding control is triggered again, the participating game information is displayed in the expanded mode.

[0133] FIG. 12 is a process diagram for hiding and displaying the participating game information according to an embodiment of the present application. As shown in FIG. 12, the game watching interface includes a folding control 1201 and participating game information 1202, and when the folding control 1201 is triggered, the participating game information 1202 is hidden. When the folding control 1201 is triggered again, the participating game information 1202 is displayed in the expanded mode.

[0134] The technical solutions provided by the exemplary embodiments of the present application can hide or display the participating game information through the trigger operation of the folding control, so that the watching user can adjust the display mode of the participating game information based on the game progress during the game watching process, meet the individual display needs of the watching object, and improve the game experience of the watching object, the display efficiency and flexibility of the participating game information.

[0135] In summary, the technical solutions provided by the embodiments of the present application can display the watching information during the participating game, guide the watching object to select the watching information for watching, improve the interactivity between the watching object and the game; after the watching information is selected, the watching object can watch the watching process of the watched game and the participating game through the watching game information and the participating game information, improve the continuity and flexibility of the watching process, and improve the display efficiency of the game information during the watching process.

[0136] FIG. 13 is a flowchart of a method for displaying information of a game, which can be executed by a terminal (the first terminal or the second terminal) in the computer system shown in FIG. 1 according to an embodiment of the present application. The method includes the following steps.

[0137] In step 1301, a game interface of a game in which the spectator participates is displayed.

[0138] In step 1302, it is determined whether the spectator performs a spectating operation. If yes, step 1303 is performed; otherwise, step 1301 is returned.

[0139] In step 1303, a plurality of candidate spectating objects are displayed.

[0140] In step 1304, it is determined whether the spectator selects a spectating object. If yes, step 1305 is performed; otherwise, step 1303 is returned.

[0141] In step 1305, a game spectating interface is displayed, the game spectating interface including a game process of the spectating object and game information of the game in which the spectating object participates, the game information being generated based on real-time game information of the game in which the spectating object participates.

[0142] In step 1306, it is determined whether the game information satisfies a prompt condition. If yes, step 1307 is performed; otherwise, step 1305 is returned.

[0143] In step 1307, prompt information corresponding to the prompt condition is displayed.

[0144] In step 1308, it is determined whether the prompt information is triggered. If yes, step 1309 is performed; otherwise, step 1307 is returned.

[0145] In step 1309, a first prompt video is displayed, the first prompt video being a game video corresponding to a time point at which the game information satisfies the prompt condition in the game in which the spectating object participates.

[0146] In step 1310, it is determined whether the first prompt video is completed or exited. If yes, step 1311 is performed; otherwise, step 1309 is returned.

[0147] In step 1311, the game spectating interface is continuously displayed.

[0148] The related content of steps 1301 to 1311 has been described in steps 201 to 203, and can be referred to the related content in steps 201 to 203, which will not be described in detail herein.

[0149] The technical scheme provided by the embodiments of the present application displays the spectating information in the process of participating in the game, uses the spectating information to guide the spectating object to select the spectating information for spectating, and improves the interactivity between the spectating object and the game. After the spectating information is selected, the spectating object can watch the game process of the game being spectated and the game process of the game being participated in by using the spectating game information and the participating game information, the continuity and flexibility of the spectating process are improved, and the display efficiency of the game information in the spectating process is also improved.

[0150] The present application also provides a game information display device. FIG. 14 is a structural schematic diagram of a game information display device provided by an embodiment of the present application. As shown in FIG. 14, the device comprises:

[0151] a control module 1401 configured to control a virtual character to participate in a participating game, the virtual character being a virtual character corresponding to a spectating object;

[0152] a display module 1402 configured to display spectating information in a game process of the participating game, the spectating information indicating a game being spectated for selection by the spectating object;

[0153] a spectating module 1403 configured to display spectating game information and participating game information in a case where the spectating information is selected, the spectating game information representing a game process of the game being spectated, and the participating game information representing a game process of the participating game.

[0154] In a possible implementation, the spectating module 1403 is further configured to display prompt information corresponding to a prompt condition in a case where the participating game information satisfies the prompt condition, the prompt condition including at least one of a number of virtual objects being changed, the number of virtual objects being less than or equal to a number threshold, a life value of any virtual object being less than or equal to a first life value threshold, or a change amount of the life value of any virtual object within a first time length being greater than or equal to a second life value threshold, the virtual objects being objects participating in the game.

[0155] In a possible implementation, the spectating module 1403 is further configured to display a first prompt video in response to a trigger operation of the prompt information, the first prompt video being a video corresponding to a time point at which the participating game information satisfies the prompt condition in the participating game.

[0156] In a possible implementation, the spectating module 1403 is further configured to continue to display the spectating game information and the participating game information in a case where the first prompt video is completed or exited.

[0157] In a possible implementation, the spectating module 1403 is further configured to display a second prompt video in response to the triggering operation of the participating match information, the second prompt video being a real-time battle video of the virtual object in the participating match.

[0158] In a possible implementation, the participating match information includes battle information of the virtual object, the virtual object being all virtual objects or part of the virtual objects in the participating match, the part of the virtual objects being selected virtual objects or virtual objects with a battle capability greater than or equal to a capability threshold.

[0159] In a possible implementation, the battle information of the virtual object includes a life value of the virtual object, and the spectating module 1403 is further configured to determine the life value of the virtual object based on a battle process of the participating match, and display the life value of the virtual object.

[0160] In a possible implementation, the spectating module 1403 is further configured to display relevant information of the virtual object in a case where the virtual object is triggered, the relevant information of the virtual object including at least one of a name of the virtual object, a skill introduction, a level, a cost, or a virtual equipment related to the virtual object.

[0161] In a possible implementation, the spectating module 1403 is further configured to display a folding control, the folding control being used to control a display mode of the participating match information; in a case where the display mode of the participating match information is an expanded display, the spectating module 1403 is further configured to display the participating match information in a hidden display mode in response to a first triggering operation of the folding control; or in a case where the display mode of the participating match information is a hidden display, the spectating module 1403 is further configured to display the participating match information in an expanded display mode in response to a second triggering operation of the folding control.

[0162] In a possible implementation, the spectating information includes at least one of a title of the match being spectated, an avatar of the object being spectated, or a name of the object being spectated, the object being spectated being an object participating in the match being spectated.

[0163] In a possible implementation, the display module 1402 is further configured to display a spectating control, and the display module 1402 is configured to display the spectating information in response to a triggering operation of the spectating control.

[0164] In a possible implementation, the apparatus further includes a determination module (not shown in the figure), the determination module being configured to obtain a first game lineup corresponding to a virtual role in the participating match, determine a recommended match based on the first game lineup, a second game lineup corresponding to a virtual role in the recommended match having a similarity greater than or equal to a similarity threshold with the first game lineup, and generate the spectating information based on the recommended match.

[0165] The technical scheme provided in the embodiments of the present application improves the interactivity between the game and the viewing object by displaying the viewing information in the process of participating in the game through the display module and the viewing module, and guiding the viewing object to select the viewing information for viewing by using the viewing information; after the viewing information is selected, the viewing object can watch the game process of the game being viewed and the game process of the participating game by displaying the viewing game information and the participating game information, thereby improving the continuity and flexibility of the viewing process, and improving the display efficiency of the game information in the viewing process.

[0166] It should be understood that the above-mentioned apparatus is only exemplified by the above-mentioned division of functional modules when realizing its functions, and in actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the internal structure of the apparatus is divided into different functional modules to complete all or part of the above-mentioned functions. In addition, the apparatus and method embodiments provided in the above-mentioned embodiments belong to the same concept, and the specific implementation process is described in the method embodiments, which will not be described here.

[0167] FIG. 15 is a structural block diagram of a terminal device provided in the embodiments of the present application. The terminal device 1500 can be any electronic device product that can interact with a user through one or more ways such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car, a smart television, a smart watch, etc.

[0168] Generally, the terminal device 1500 includes a processor 1501 and a memory 1502.

[0169] The processor 1501 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1501 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1501 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also known as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1501 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed by the display screen. In some embodiments, the processor 1501 can further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.

[0170] The memory 1502 can include one or more computer-readable storage media that can be non-transitory. The memory 1502 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1502 is used to store at least one instruction for being executed by the processor 1501 to implement the display method of the game information provided by the method embodiments in the present application.

[0171] In some embodiments, the terminal device 1500 can also optionally include a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502, and the peripheral device interface 1503 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1503 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1508.

[0172] The peripheral interface 1503 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502 and the peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502 and the peripheral interface 1503 can be implemented on a separate chip or circuit board, and the present embodiments are not limited in this regard.

[0173] The radio frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1504 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like. The radio frequency circuit 1504 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1504 can also include NFC (Near Field Communication) related circuitry, and the present application is not limited in this regard.

[0174] The display screen 1505 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 1105 is a touch display screen, the display screen 1505 is further configured to capture touch signals on or above the surface of the display screen 1505. The touch signals can be input to the processor 1501 as control signals for processing. At this time, the display screen 1505 can also be configured to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1505 can be one, disposed on the front panel of the terminal device 1500; in other embodiments, the display screen 1505 can be at least two, respectively disposed on different surfaces of the terminal device 1500 or in a folding design; in other embodiments, the display screen 1505 can be a flexible display screen, disposed on a curved surface or a folding surface of the terminal device 1500. Even, the display screen 1505 can also be disposed in an irregular shape other than a rectangle, i.e., a special-shaped screen. The display screen 1505 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0175] The camera assembly 1506 is configured to capture images or videos. Optionally, the camera assembly 1506 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is disposed on the front panel of the terminal device 1500, and the rear-facing camera is disposed on the back of the terminal device 1500. In some embodiments, the rear-facing camera is at least two, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera, to realize the background blur function by fusing the main camera and the depth-of-field camera, the panoramic shooting and VR (Virtual Reality) shooting function by fusing the main camera and the wide-angle camera, or other fusion shooting functions. In some embodiments, the camera assembly 1506 can further include a flash. The flash can be a single-color-temperature flash or a dual-color-temperature flash. The dual-color-temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0176] The audio circuit 1507 can include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into an electrical signal input to the processor 1501 for processing, or input to the radio frequency circuit 1504 to realize voice communication. For the purpose of stereo sound collection or noise reduction, the microphone can be multiple, respectively arranged at different parts of the terminal device 1500. The microphone can also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker can be a traditional diaphragm speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only can it convert electrical signals into sound waves that humans can hear, but it can also convert electrical signals into sound waves that humans cannot hear for ranging purposes. In some embodiments, the audio circuit 1507 can also include a headphone jack.

[0177] The power supply 1508 is used to supply power to each component in the terminal device 1500. The power supply 1508 can be alternating current, direct current, disposable battery or rechargeable battery. When the power supply 1508 includes a rechargeable battery, the rechargeable battery can be a wired charging battery or a wireless charging battery. The wired charging battery is a battery charged through a wired line, and the wireless charging battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0178] In some embodiments, the terminal device 1500 further includes one or more sensors 1510. The one or more sensors 1510 include, but are not limited to, an acceleration sensor 1511, a gyroscope sensor 1512, a pressure sensor 1513, an optical sensor 1514, and a proximity sensor 1515.

[0179] The acceleration sensor 1511 can detect the acceleration magnitude in three coordinate axes of the coordinate system established by the terminal device 1500. For example, the acceleration sensor 1511 can be used to detect the components of the gravitational acceleration in three coordinate axes. The processor 1501 can control the display screen 1505 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1511. The acceleration sensor 1511 can also be used for game or user motion data collection.

[0180] The gyroscope sensor 1512 can detect the body direction and rotation angle of the terminal device 1500, and the gyroscope sensor 1512 can collect 3D actions of the user on the terminal device 1500 in cooperation with the acceleration sensor 1511. The processor 1501 can realize the following functions according to the data collected by the gyroscope sensor 1512: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization when shooting, game control, and inertial navigation.

[0181] The pressure sensor 1513 can be arranged at the side frame of the terminal device 1500 and / or the lower layer of the display screen 1505. When the pressure sensor 1513 is arranged at the side frame of the terminal device 1500, the holding signal of the user to the terminal device 1500 can be detected, and the left-hand or right-hand recognition or the shortcut operation is performed by the processor 1501 according to the holding signal collected by the pressure sensor 1513. When the pressure sensor 1513 is arranged at the lower layer of the display screen 1505, the operability control on the UI interface is controlled by the processor 1501 according to the pressure operation of the user to the display screen 1505. The operability control includes at least one of the button control, the scroll bar control, the icon control and the menu control.

[0182] The optical sensor 1514 is used to collect the ambient light intensity. In an embodiment, the processor 1501 can control the display brightness of the display screen 1505 according to the ambient light intensity collected by the optical sensor 1514. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1505 is increased; when the ambient light intensity is low, the display brightness of the display screen 1505 is decreased. In another embodiment, the processor 1501 can also dynamically adjust the shooting parameter of the camera assembly 1506 according to the ambient light intensity collected by the optical sensor 1514.

[0183] The proximity sensor 1515, also called the distance sensor, is usually arranged at the front panel of the terminal device 1500. The proximity sensor 1515 is used to collect the distance between the user and the front of the terminal device 1500. In an embodiment, when the proximity sensor 1515 detects that the distance between the user and the front of the terminal device 1500 gradually decreases, the display screen 1505 is switched from the bright screen state to the off-screen state by the processor 1501; when the proximity sensor 1515 detects that the distance between the user and the front of the terminal device 1500 gradually increases, the display screen 1505 is switched from the off-screen state to the bright screen state by the processor 1501.

[0184] Those skilled in the art can understand that the structure shown in FIG. 15 does not constitute a limitation on the terminal device 1500, and can include more or fewer components than those shown, or combine certain components, or adopt different component arrangements.

[0185] FIG. 16 is a structural schematic diagram of a server provided in an embodiment of the present application. The server 1600 can be quite different in configuration or performance, and can include one or more processors 1601 and one or more memories 1602, wherein the one or more memories 1602 store at least one piece of program code, which is loaded and executed by the one or more processors 1601 to implement the display method of game information provided by any of the above method embodiments. Of course, the server 1600 can also have a wired or wireless network interface, a keyboard, an input and output interface, and the like, so as to perform input and output. The server 1600 can also include other components for implementing device functions, which are not described herein.

[0186] In an example embodiment, a computer readable storage medium is also provided, which stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement any of the above display methods of game information.

[0187] Optionally, the above computer readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, and an optical data storage device, etc.

[0188] In an example embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable a computer to implement any of the above display methods of game information.

[0189] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data need to comply with relevant laws, regulations, and standards of relevant countries and regions. For example, the game interface, the game watching interface, the watching game information, and the target game information involved in the present application are all obtained under full authorization.

[0190] It should be understood that "multiple" referred to herein means two or more. "And / or", which describes the association relationship of associated objects, means that there can be three relationships, for example, A and / or B can mean that there are three cases of A alone, A and B together, and B alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship.

[0191] The above description is only exemplary embodiments of the present application, and is not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the principles of the present application shall be included in the protection scope of the present application.

Claims

1. A display method of game information, the method being performed by a computer device, the method comprising: controlling a virtual character to participate in a game, the virtual character being a virtual character corresponding to a spectator object; displaying spectator information in a game process of the game, the spectator information indicating a game to be watched selected by the spectator object; in a case where the spectator information is selected, displaying spectator game information and game information, the spectator game information representing a game process of the game to be watched, the game information representing a game process of the game.

2. The method of claim 1, wherein, The method further comprises: in a case where the game information meets a prompt condition, displaying prompt information corresponding to the prompt condition, the prompt condition comprising at least one of a number of virtual objects changing, the number of virtual objects being less than or equal to a number threshold, a life value of any virtual object being less than or equal to a first life value threshold, or a change amount of the life value of the any virtual object within a first time period being greater than or equal to a second life value threshold, the virtual objects being objects in the game.

3. The method of claim 2, wherein, After displaying the prompt information corresponding to the prompt condition, the method further comprises: in response to a trigger operation of the prompt information, displaying a first prompt video, the first prompt video being a video corresponding to a time when the game information meets the prompt condition in the game.

4. The method of claim 3, wherein, After displaying the first prompt video, the method further comprises: in a case where the first prompt video completes playing or exits playing, continuing to display the spectator game information and the game information.

5. The method according to any one of claims 1 to 4, wherein, The method further comprises: in response to a trigger operation of the game information, displaying a second prompt video, the second prompt video being a real-time game video of a virtual object in the game.

6. The method according to any one of claims 1 to 5, wherein, The game information comprises game information of virtual objects, the virtual objects being all virtual objects or part of virtual objects in the game, the part of virtual objects being selected virtual objects or virtual objects with a game ability greater than or equal to an ability threshold.

7. The method of claim 6, wherein, The game information of the virtual objects comprises a life value of a virtual object, the method further comprises: determining the life value of the virtual object based on the game process of the game, and displaying the life value of the virtual object.

8. The method of claim 6, wherein, The method further comprises: in a case where the virtual object is triggered, displaying related information of the virtual object, the related information of the virtual object comprising at least one of a name of the virtual object, a skill introduction, a level, a cost, or a virtual equipment related to the virtual object.

9. The method according to any one of claims 1 to 8, wherein, After the spectator information is selected, the method further comprises: displaying a folding control, the folding control being used to control a display mode of the game information; in a case where the display mode of the game information is an unfolded display, in response to a first trigger operation of the folding control, displaying the game information in a hidden display mode. Alternatively, in a case where the display mode of the participating game information is hidden display, the participating game information is displayed in an unfolded display mode in response to a second triggering operation of the folding control.

10. The method according to any one of claims 1 to 9, wherein, The watching information includes at least one of a title of the watched game, an avatar of a watched object, or a name of the watched object, the watched object being an object participating in the watched game.

11. The method of any one of claims 1 to 10, wherein, Before displaying the watching information, the method further includes: displaying a watching control; displaying the watching information includes: displaying the watching information in response to a triggering operation of the watching control.

12. The method of any one of claims 1 to 11, wherein, The method further includes: obtaining a first game lineup corresponding to the virtual role in the participating game; determining a recommended game based on the first game lineup, a second game lineup corresponding to the virtual role in the recommended game having a similarity greater than or equal to a similarity threshold with the first game lineup; generating the watching information based on the recommended game.

13. A device for displaying game information, the device comprising: a control module configured to control a virtual role to participate in a participating game, the virtual role being a virtual role corresponding to a watching object; a display module configured to display watching information during a game process of the participating game, the watching information indicating a watched game selected by the watching object; a watching module configured to display watching game information and participating game information in a case where the watching information is selected, the watching game information representing a game process of the watched game, and the participating game information representing a game process of the participating game.

14. A computer device comprising a processor and a memory, the memory storing at least one program code, the at least one program code being loaded and executed by the processor to cause the computer device to implement the method for displaying game information according to any one of claims 1 to 12.

15. A computer-readable storage medium storing at least one program code, the at least one program code being loaded and executed by a processor to cause a computer to implement the method for displaying game information according to any one of claims 1 to 12.

16. A computer program product storing at least one computer instruction, the at least one computer instruction being loaded and executed by a processor to cause a computer to implement the method for displaying game information according to any one of claims 1 to 12.

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