In-Game Livestream Interaction for Low-Barrier Player Broadcasting
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Solution Overview
Problem
Existing game interaction methods are limited by game type, leading to reduced player engagement and experience diversity.
Innovation Solution
Implement a player-dominated livestreaming interaction method where players can control a virtual object to obtain a livestreamer identity, determine livestreaming content, and broadcast it to others within the game environment, without requiring external authentication or software installation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional game interaction methods are used, then the interaction is simple and easy to implement, but the game experience diversity is limited
Solution Approach 1:
The patent merges the livestreaming function with the game system by integrating it into the existing game client. The game client simultaneously serves as both a game playing application and a livestreaming application, eliminating the need for separate external software. This combination allows players to engage in livestreaming interactions directly within the game environment, thereby enhancing interaction diversity while managing system complexity through unified architecture.
Solution Approach 2:
The game client is designed to perform multiple functions: it serves as both a game playing application and a livestreaming application. The same client that runs the game also handles livestreaming operations, including obtaining livestreamer identities, selecting livestreaming content, and broadcasting to other players. This multi-functionality approach enables diverse interaction modes without requiring separate dedicated systems for each function.
2Ease of operation
If external authentication and software installation are required for livestreaming, then security and control are improved, but the participation threshold increases
Solution Approach 1:
The patent combines the authentication and control mechanisms directly within the game client system. Since the game client is already trusted and installed for gameplay, it serves as the authentication gateway for livestreaming functions. Players obtain livestreamer identities through in-game mechanisms rather than external authentication, and the game server maintains control over livestreaming permissions. This integration lowers the participation threshold by eliminating external software installation while preserving system control through centralized game server management.
3Adaptability or versatility
If players can freely livestream any content, then player expression and engagement are improved, but content quality and appropriateness may deteriorate
Solution Approach 1:
The patent implements feedback mechanisms where the game server receives livestreaming content from players, validates it against predefined criteria, and provides feedback on whether the content meets quality and appropriateness standards. The server can approve, reject, or request modifications to livestreaming content, ensuring that while players have freedom to express themselves through diverse content, the overall quality and appropriateness are maintained through continuous server-side validation and feedback loops.
Data Source
AI summary
An interaction method is provided. In the method, a first virtual object is controlled to perform an action in a virtual environment based on a user input. Livestreaming permission information is received based on the action satisfying a livestreaming condition. The livestreaming permission information indicates that the first virtual object is permitted to livestream in the virtual environment. Livestreaming content to live stream in the virtual environment is determined based on the livestreaming permission information.


