Game Resource Push Processing by Viewer Progress in Live Streams

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing live streaming methods for game resource push information display result in uniform resource push information across different viewing clients, which hampers the push effect and user engagement.

Innovation Solution

A method and apparatus that determine and display first target resource push information based on the usage progress information of individual viewing clients, ensuring personalized resource push information on live streaming interfaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If preset resource push information is displayed uniformly in the live streaming room, then the implementation is simple and consistent across all clients, but the push effect on the game is reduced due to lack of personalization

Engineering Contradiction:
Improvepersonalization of resource push informationVSAvoidcomplexity of resource processing system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the uniform resource push information into personalized content by dividing users into different groups based on their game usage progress. Each segment receives tailored resource push information suitable to their specific progress stage, transforming the single uniform push into multiple personalized pushes.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies local quality by making the resource push information different for different user groups. Instead of uniform quality across all users, each user group receives resource push information with quality and content specifically adapted to their usage progress, creating localized optimization for each segment.

Inventive Principle:
Principle #3Local quality

2Ease of operation

If uniform resource push information is displayed on all viewing clients, then the system operation is simple, but user engagement and interaction are reduced

Engineering Contradiction:
Improvesimplicity of resource push operationVSAvoiduser engagement and interaction efficiency
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent performs preliminary action by pre-dividing users into different groups based on their game usage progress before the resource push operation. This preliminary segmentation allows the system to automatically select appropriate resource push information for each group, maintaining operational simplicity while achieving personalized effects.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback by using user game usage progress information to dynamically adjust and select resource push content. The system continuously monitors user progress and provides corresponding resource push information that matches their current stage, creating a feedback loop that enhances engagement while maintaining automated operation.

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP4616919A1Resource processing method and apparatus, device, and medium
Publication Date: 2025.09.17 BEIJING ZITIAO NETWORK TECH CO LTD
  • EP4616919A1 patent drawingFigure 1~2
  • EP4616919A1 patent drawingFigure 3
  • EP4616919A1 patent drawingFigure 4

AI summary

Embodiments of the present disclosure relate to a method for resource processing and apparatus, a device, and a medium. The method includes: obtaining first target resource push information of a target game, wherein the first target resource push information is determined according to usage progress information of a viewing client on the target game; and displaying the first target resource push information of the target game on a live streaming interface. In the embodiments of the present disclosure, the corresponding first target resource push information is displayed according to the usage progress information of the viewing client, so that matching between the first target resource push information and the usage progress information is ensured. First target resource push information viewed from different viewing clients may be different, thereby enhancing a push effect on a game.