CN114697692A - Game live broadcast method, device, server and storage medium - Google Patents

Game live broadcast method, device, server and storage medium Download PDF

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Publication number
CN114697692A
CN114697692A CN202210146261.9A CN202210146261A CN114697692A CN 114697692 A CN114697692 A CN 114697692A CN 202210146261 A CN202210146261 A CN 202210146261A CN 114697692 A CN114697692 A CN 114697692A
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China
Prior art keywords
team
anchor account
account
game
anchor
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CN202210146261.9A
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Chinese (zh)
Inventor
刘玮
汤晓
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Beijing Dajia Internet Information Technology Co Ltd
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Beijing Dajia Internet Information Technology Co Ltd
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Priority to CN202210146261.9A priority Critical patent/CN114697692A/en
Publication of CN114697692A publication Critical patent/CN114697692A/en
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering

Abstract

The present disclosure relates to a game live broadcast method, device, server and storage medium, wherein the game live broadcast method comprises: receiving a team formation request sent by a first anchor account; forming a first team by the first anchor account and the second anchor account based on the agreement information of the second anchor account; determining a second team according to the first team; the second team comprises a third anchor account number with the number corresponding to that of the first team; creating a game play between a first team and a second team; and respectively displaying video pictures of the game fight in live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account. Therefore, the video pictures of the game battle are displayed in the live interface, the battle of the game live broadcast can be combined with the game content, the live broadcast content is suitable for the game live broadcast, the interaction among different anchor broadcasts is increased, and the interaction efficiency is improved.

Description

Game live broadcast method, device, server and storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a live game playing method, apparatus, server, and storage medium.
Background
The existing live game has a live broadcasting interaction function, when two anchor broadcasters in a live broadcasting room carry out live broadcasting interaction, a live broadcasting interface is divided into two parts, and pictures of the two anchor broadcasters are displayed simultaneously. The problems of less interaction and lower interaction efficiency among all anchor players in live game exist in the current live game and live microphone interaction.
Disclosure of Invention
The present disclosure provides a live game method, device, server and storage medium, which at least solve the problems of low combination degree and applicability of PK and game content of live game, and lack of diversity and interest of live game content. The technical scheme of the disclosure is as follows:
according to a first aspect of the embodiments of the present disclosure, there is provided a live game method, including:
according to a team forming request of a first anchor account, sending a team forming invitation to at least one second anchor account; the team invitation is used for inviting the second anchor account to join a first team;
aiming at the agreement information of the invitation information, the first anchor account and the second anchor account form a first team;
building a second team based on the first team; the second team comprises a corresponding number of third anchor account numbers to the first team;
creating a game play session between the first team and the second team;
and respectively displaying the video pictures of the game fight in the live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account.
Optionally, the building a second team based on the first team includes:
determining a third anchor account matched with the first team based on the matching parameters and preset matching rules; the matching parameters comprise at least one of a live broadcast type, a game version area, a geographical position, a main broadcast grade, game roles and friend relations; the number of the third anchor account numbers corresponds to the number of the anchor account numbers of the first team;
and establishing a second team by using the third anchor account.
Optionally, after the video frames of the game play are respectively displayed in the live interfaces of the first anchor account, the second anchor account, and the third anchor account, the method further includes:
acquiring popularity values of the first team and the second team; the popularity value is determined according to the number of audiences, the number of gifts received and the number of praises of the primary account of the first team or the second team;
and displaying the popularity value in a live interface of each anchor account.
Optionally, after the video frames of the game play are respectively displayed in the live interfaces of the first anchor account, the second anchor account, and the third anchor account, the method further includes:
obtaining comment information of the audience accounts received by each anchor account;
and displaying the comment information in a live interface of each anchor account.
Optionally, after the video frames corresponding to the respective scene view angles are respectively played in the live broadcast interfaces of the first anchor account, the second anchor account, and the third anchor account, the method further includes:
receiving a switching request of a viewer account for a live broadcast interface, wherein the switching request comprises an identifier of a target anchor account to which the viewer account requests to be switched; the target anchor account is any one anchor account in the first team and the second team;
and responding to the switching request, and displaying a current live interface of the target anchor account on an interface of the audience account.
According to a second aspect of the embodiments of the present disclosure, there is provided a game live device, including:
the invitation module is configured to execute a team formation request according to the first anchor account number and send a team formation invitation to at least one second anchor account number; the team invitation is used for inviting the second anchor account to join a first team;
a first team module configured to execute agreement information with respect to the invitation information, and to combine the first anchor account and the second anchor account into a first team;
a second team module configured to perform a second team organization based on the first team; the second team comprises a corresponding number of third anchor account numbers to the first team;
a creation module configured to perform creating a game play session between the first team and the second team;
and the display module is configured to display video pictures of the game battle in live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account respectively.
Optionally, the second team module is specifically configured to perform:
determining a third anchor account matched with the first team based on the matching parameters and preset matching rules; the matching parameters comprise at least one of a live broadcast type, a game version area, a geographical position, a main broadcast grade, game roles and friend relations; the number of the third anchor account numbers corresponds to the number of the anchor account numbers of the first team;
and establishing a second team by using the third anchor account.
Optionally, the apparatus further comprises:
a popularity value acquisition module configured to perform acquisition of popularity values of the first team and the second team; the popularity value is determined according to the number of audiences, the number of gifts received and the number of praises of the primary account of the first team or the second team;
and the popularity value display module is configured to display the popularity value in a live interface of each anchor account.
Optionally, the apparatus further comprises:
the comment acquisition module is configured to execute the acquisition of comment information of the audience accounts received by the anchor accounts;
and the comment display module is configured to display the comment information in a live interface of each anchor account.
Optionally, the apparatus further comprises:
the switching request receiving module is configured to execute receiving of a switching request of a viewer account for a live interface, wherein the switching request comprises an identifier of a target anchor account to which the viewer account requests to be switched; the target anchor account is any one anchor account in the first team and the second team;
and the switching response module is configured to execute the step of responding to the switching request and displaying the current live interface of the target anchor account on the interface of the audience account.
According to a third aspect of the embodiments of the present disclosure, there is provided a server, including:
a processor;
a memory for storing the processor-executable instructions;
wherein the processor is configured to execute the instructions to implement a live game method as described in the first aspect.
According to a fourth aspect of embodiments of the present disclosure, there is provided a storage medium having instructions that, when executed by a processor of a server, enable the server to perform a live game method as described in the first aspect.
According to a fifth aspect of embodiments of the present disclosure, there is provided a computer program product comprising computer programs/instructions which, when executed by a processor, implement the live game method as described in the first aspect.
The technical scheme provided by the embodiment of the disclosure at least brings the following beneficial effects:
in the embodiment of the invention, a team formation request sent by a first anchor account is received; the team formation request is used for inviting at least one second anchor account to join the first team; forming a first team by the first anchor account and the second anchor account based on the agreement information of the second anchor account; determining a second team according to the first team; the second team comprises a third anchor account number with the number corresponding to that of the first team; creating a game play between a first team and a second team; and respectively displaying video pictures of the game fight in live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account. Therefore, the video pictures of the game battle are displayed in the live interface, the battle of the game live broadcast can be combined with the game content, the live broadcast content is suitable for the game live broadcast, the interaction among different anchor broadcasts is increased, and the interaction efficiency is improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure and are not to be construed as limiting the disclosure.
FIG. 1 is an architectural diagram illustrating one possible implementation environment in accordance with an exemplary embodiment;
FIG. 2 is a flow diagram illustrating steps of a method of live gaming, according to an exemplary embodiment;
FIG. 3 is a flow diagram illustrating steps of another live game method in accordance with an exemplary embodiment;
FIG. 4 is a block diagram illustrating the structure of a game live device according to an exemplary embodiment;
fig. 5 is a block diagram illustrating a server for game live according to an example embodiment.
Detailed Description
In order to make the technical solutions of the present disclosure better understood by those of ordinary skill in the art, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the foregoing drawings are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the disclosure described herein are capable of operation in sequences other than those illustrated or otherwise described herein. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
FIG. 1 is an architectural diagram illustrating one possible implementation environment in accordance with an exemplary embodiment. As shown in fig. 1, the following live game method can be applied to this implementation environment.
The implementation environment includes an electronic device 01 and a live server 02. The electronic device 01 and the live server 02 can be interconnected and communicate through a network. The electronic device 01 may include a first electronic device and at least one second electronic device, and it should be noted that fig. 1 is only an example, and the number of the electronic devices in practical application may be set according to practical requirements.
In some examples, the first electronic device may be an electronic device used by an anchor user, and the second electronic device may be an electronic device used by a viewer user. The first electronic equipment is electronic equipment for logging in a first anchor account; the first anchor account number may be a user account number having a preset right in a current live broadcast room corresponding to a current live broadcast interface, and is typically an anchor user account. Specifically, the anchor user can log in the live webcast platform to perform live webcast by using the first electronic device, and the audience user can log in the live webcast platform to watch live webcast by using the second electronic device.
Based on the implementation environment, the embodiment of the invention provides a game live broadcast method. The execution subject of the embodiment of the present invention is the above-mentioned live broadcast server 02, and the first anchor account, the second anchor account, and the third anchor account described in the present invention are respectively logged in different first electronic devices, and the audience account is logged in a second electronic device.
Fig. 2 is a flow chart illustrating steps of a game live method according to an exemplary embodiment, and as shown in fig. 2, the game live method includes the following steps.
In step S11, sending a group invitation to at least one second anchor account according to the group request of the first anchor account; the team invitation is to invite the second anchor account to join the first team.
The client interface of the first anchor account can display a team fighting function button, a plurality of game options appear after the first anchor account clicks the function button, and after a certain game is selected by the first anchor account, the interface displays an invitation team friend option and simultaneously displays the number of team friends needing to be invited. The number of teammates to invite is determined based on the game category selected by the first anchor account.
In one example, the first anchor account may select or enter a second anchor account that wants to invite and send a team formation request to the selected second anchor account. And the live broadcast server receives the team group request, acquires a second anchor account from the team group request, and then sends a team group invitation to the second anchor account.
For example, five seats to be invited are displayed in the inviting teammate option, and the first anchor account may select five other anchor friends currently live as second anchor accounts, and send a team formation request to the second anchor accounts to form a first team.
In another example, after the first anchor account selects a game, an invitation teammate option and an automatic matching option are displayed in the interface, and after the first anchor account selects the automatic matching option, the first anchor account generates a request for automatically matching teammates and sends the request to the live broadcast server. And the live broadcast server determines a second anchor account matched with the first anchor account according to the request, and then sends a team invitation to the second anchor account.
In this way, the second anchor account may be determined by the first anchor account itself, or may be automatically matched by the live broadcast service terminal for the first anchor account. By adopting the automatic matching mode, the operation of determining the second anchor account by the first anchor account can be simplified, and the interest of the game is improved.
In step S12, the first anchor account and the second anchor account are grouped into a first team with respect to agreement information of the invitation information.
The group invitation may include an identifier of the first anchor account and a game identifier, and after receiving the group invitation, the second anchor account determines whether to accept the group invitation according to the identifier of the first anchor account and the game identifier, and generates response information for the group invitation.
And if the response information is agreement information, the live broadcast server enables the first anchor account and the second anchor account to form a first team in the game.
In step S13, a second team is assembled based on the first team; the second team includes a corresponding number of third anchor accounts to the first team.
In one example, after the first team is established, a matching button for a game opponent can be displayed on a client interface of the first anchor account, and after the first anchor account clicks the matching button, the live broadcast server determines a second team for fighting with the first team according to a preset matching rule. The number of third anchor accounts included by the second team is determined by the gaming rules, and generally the number of third anchor accounts is the same as the number of anchor accounts of the first team. Therefore, the live broadcast server determines the second team according to the matching rule, and the interestingness of the game can be improved.
In another example, the first anchor account may also select a third anchor account for forming the second team by itself, and send information of the third anchor account to the live server. Therefore, the first anchor account can select the third anchor account according to own will, and the freedom degree of the first anchor account for selecting an opponent is improved.
In step S14, a game play session between the first team and the second team is created.
The live broadcast server establishes game battles of the first team and the second team based on the game types, the game levels and the game scenes selected by the first anchor account and based on the game roles corresponding to the anchor accounts in the first team and the second team.
Specifically, after the second team is determined, the respective anchor accounts of the first team and the second team automatically call and open the relevant game application program, and the game play is performed based on the game level, the game scene and the game role.
In the game fighting process, the anchor corresponding to the anchor account of each team can also be used for conversation by using the connecting voice of a live broadcast room.
In step S15, video frames of the game play are displayed on live broadcast interfaces of the first anchor account, the second anchor account, and the third anchor account, respectively.
In the process of game fighting of the first team and the second team, the live broadcast server acquires video pictures of the game fighting and displays the video pictures in live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account respectively so as to enable audiences to watch the video pictures.
In conclusion, a team formation request sent by the first anchor account is received; the team formation request is used for inviting at least one second anchor account to join the first team; forming a first team by the first anchor account and the second anchor account based on the agreement information of the second anchor account; determining a second team according to the first team; the second team comprises a third anchor account number with the number corresponding to that of the first team; creating a game play between a first team and a second team; and respectively displaying video pictures of the game fight in live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account. Therefore, the video pictures of the game battle are displayed in the live broadcast interface, the battle of the game live broadcast can be combined with the game content, the live broadcast content is suitable for the game live broadcast, the interaction among different anchor broadcasts is increased, and the interaction efficiency is improved.
Fig. 3 is a flow chart illustrating steps of a game live method according to an exemplary embodiment, and as shown in fig. 3, the game live method includes the following steps.
In step S21, a team formation request sent by the first anchor account is received; the team formation request is for inviting at least one second anchor account to join the first team.
In the embodiment of the present invention, step S21 may refer to step S11, which is not described herein again.
In step S22, the first anchor account and the second anchor account are grouped into a first team with respect to agreement information of the invitation information.
In the embodiment of the present invention, step S22 may refer to step S12, which is not described herein again.
In step S23, determining a third anchor account matched with the first team based on the matching parameters and preset matching rules; the matching parameters comprise at least one of a live broadcast type, a game version area, a geographic position, a main broadcast grade, game roles and friend relations; the number of the third anchor account numbers corresponds to the number of anchor account numbers of the first team.
In the embodiment of the invention, the live broadcast types can comprise live broadcast of show, live broadcast of games, live broadcast of people, live broadcast of shopping and the like; the game version area refers to a large area which is played in the game; the geographical position refers to a city where the anchor is located; anchor level, which refers to the level of the anchor in the game; a game role, which refers to a role played by a host in a game; the friend relationship means whether two anchor are added as friends or not. At least one of the above-described feature information of the anchor may be used as the matching parameter.
Specifically, the live broadcast server obtains matching parameters of each anchor account in the first team, and determines a third anchor account matched with the matching parameters according to preset matching rules. The matching rule may be preset, and generally, a live broadcast type may be selected as a live broadcast of a game, and a primary broadcast account in the same large area as a game version area of the first primary broadcast account or the second primary broadcast account is used as a third primary broadcast account. Further, a anchor account whose geographical position is closest to the first anchor account or the second anchor account may be selected, or an anchor account whose geographical position is farthest from the first anchor account or the second anchor account may be selected as a third anchor account. Furthermore, the third anchor account can be determined according to the matching degree of the game role and the matching degree of the anchor level and whether the third anchor account is a friend relationship.
Specifically, the matching rule may be preset according to an actual scene, which is not specifically limited in the embodiment of the present invention.
In the embodiment of the invention, the third anchor account matched with the first team is determined based on the matching parameters and the preset matching rules, the first anchor account is not required to select the third anchor account, and the operation procedures of the first anchor account are reduced; the mode of determining the third anchor account number according to the matching parameters and the preset matching rules is adopted, so that the matching degree of the first team and the second team in all aspects is ensured, the game battle can be more wonderful, and the appreciation of the game battle is improved.
In step S24, a second team is established using the third anchor account.
Specifically, in the case where the third anchor account numbers all accept group invitations, the third anchor account numbers are grouped into a second team.
If some third anchor account numbers do not accept the group invitation, other anchor account numbers can be reselected to send the group invitation.
In step S25, a game play session between the first team and the second team is created.
In the embodiment of the present invention, step S25 may refer to step S14, which is not described herein again.
In step S26, video frames of the game play are displayed on live broadcast interfaces of the first anchor account, the second anchor account, and the third anchor account, respectively.
In the embodiment of the present invention, step S26 may refer to step S15, which is not described herein again.
In step S27, popularity values of the first team and the second team are acquired; the popularity value is determined based on the number of viewers, the number of gifts received, and the number of praises received by the first team or the second team's primary account.
And in the process of playing the video picture of the game fight, the first main broadcast account number, the second main broadcast account number and the third main broadcast account number are watched by the audience in the future to generate respective corresponding popularity values. The popularity value can be determined according to the number of the audience accounts watching the live broadcast of the anchor account, and the popularity value is higher when the watching number is larger; the number of gifts received by the anchor account can be determined, and the larger the number of gifts is, the higher the popularity value is; or the number of praise received by the anchor account can be determined, and the popularity value is higher when the number of praise is higher. Of course, it may be determined by two or three of the number of views, the number of received gifts, and the number of praises. The calculation method of the popularity value corresponding to the anchor account is not limited in this embodiment, and may also be obtained by calculation according to other existing popularity determination methods.
Specifically, the popularity value of the first team is the sum of the popularity values of the first anchor account and the second anchor account, and the popularity value of the second team is the sum of the popularity values of the third anchor account.
In step S28, the popularity value is displayed in a live interface of each of the anchor accounts.
When the audience watches the live broadcast in the live broadcast room, the two-party anchor information of a first team and a second team which are in fight at present is displayed in a preset area of a live broadcast video picture, and meanwhile, the popularity values of the first team and the second team are displayed.
Therefore, the audience can know the popularity of both parties at any time, and the interest of the audience in fighting is improved.
In step S29, obtaining comment information of the audience accounts received by each anchor account, and summarizing the comment information to obtain summarized comment information;
in step S30, the summarized comment information is displayed in the live interface of each of the anchor accounts.
In the steps S29-S30, during the game fighting process, the comment information of the audiences is collected, and the collected comment information is displayed in the live interface of each anchor account, so that the user in each live room can see the comment information of other audiences, and the contact and the interactivity among the audiences are enhanced.
In step S31, a switching request of a viewer account for a live interface is received, where the switching request includes an identifier of a target anchor account to which the viewer account requests to switch; the target anchor account is any one anchor account in the first team and the second team;
in step S32, in response to the switching request, a current live interface of the target anchor account is displayed on the interface of the viewer account.
In step S31-step S32, video frames corresponding to the respective scene view angles are respectively played in the live broadcast interfaces of the first anchor account, the second anchor account, and the third anchor account, and the spectator can see the game battle scene of the current anchor account. If the audience wants to watch the game fight from other scene perspectives, the audience can click a switching button on the interface to select the target anchor account number to be switched to. The audience may optionally select the anchor accounts in the first and second teams as target anchor accounts.
And the server receives a switching request of the audience account, and responds to the switching request to display a live broadcast interface of the target anchor account on an interface of the audience account. The live interface is a video frame of a target anchor account view. Therefore, a comprehensive fighting angle is provided for the audience, and the enjoyment of the audience fighting is improved.
In summary, the game live broadcasting method in fig. 3 has the beneficial effects of the game live broadcasting method in fig. 2, and also determines a third anchor account matched with the first team based on the matching parameters and the preset matching rules, so that the first anchor account does not need to be selected, and the operation procedures of the first anchor account are reduced; the mode of determining the third anchor account number according to the matching parameters and the preset matching rules is adopted, so that the matching degree of the first team and the second team in all aspects is ensured, the game battle can be more wonderful, and the appreciation of the game battle is improved.
And moreover, the popularity values of the first team and the second team are displayed in the preset area of the live video picture, so that audiences can know the popularity conditions of the two parties at any time, and the participation degree of the audience fighting is improved.
In addition, the current live broadcast interface of the target anchor account is displayed on the interface of the audience account in response to the switching request, so that a comprehensive fighting angle is provided for the audience, and the enjoyment of fighting of the audience is improved.
Fig. 4 is a block diagram illustrating a configuration of a game live device according to an exemplary embodiment.
As shown in fig. 4, the game live broadcast device 30 includes:
an invitation module 31 configured to perform a team formation request according to the first anchor account, and send a team formation invitation to at least one second anchor account; the team invitation is used for inviting the second anchor account to join a first team;
a first team module 32 configured to execute consent information for the invitation information, the first and second anchor accounts comprising a first team;
a second team module 33 configured to perform a second team organization based on the first team; the second team comprises a corresponding number of third anchor account numbers to the first team;
a creation module 34 configured to perform a process of creating a game play between the first team and the second team;
a display module 35 configured to perform displaying of video frames of the game play in live interfaces of the first anchor account, the second anchor account, and the third anchor account, respectively.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.
Fig. 5 is a block diagram illustrating a server for live game play according to an exemplary embodiment, an internal structure diagram of which may be as shown in fig. 5. The server includes a processor, a memory, and a network interface connected by a system bus. Wherein the processor of the server is configured to provide computing and control capabilities. The memory of the server comprises a nonvolatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operation of an operating system and computer programs in the non-volatile storage medium. The network interface of the server is used for communicating with an external terminal through network connection. The computer program, when executed by a processor, implements a method of live gaming.
Those skilled in the art will appreciate that the architecture shown in fig. 5 is a block diagram of only a portion of the architecture associated with the disclosed aspects and is not intended to limit the servers to which the disclosed aspects apply, and that a particular server may include more or less components than those shown, or may combine certain components, or have a different arrangement of components.
In an exemplary embodiment, there is also provided a computer-readable storage medium, in which instructions, when executed by a processor of a server, enable the server to perform a game live method in an embodiment of the present disclosure. The computer readable storage medium may be a ROM, a Random Access Memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, there is also provided a computer program product containing instructions which, when run on a computer, cause the computer to perform a method of live gaming in embodiments of the present disclosure.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above may be implemented by hardware instructions of a computer program, which may be stored in a non-volatile computer-readable storage medium, and when executed, the computer program may include the processes of the embodiments of the methods described above. Any reference to memory, storage, database, or other medium used in the embodiments provided herein may include non-volatile and/or volatile memory, among others. Non-volatile memory can include read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDRSDRAM), Enhanced SDRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), Rambus Direct RAM (RDRAM), direct bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (10)

1. A live game playing method is characterized by comprising the following steps:
according to a team forming request of a first anchor account, sending a team forming invitation to at least one second anchor account; the team invitation is used for inviting the second anchor account to join a first team;
aiming at the agreement information of the invitation information, the first anchor account and the second anchor account form a first team;
building a second team based on the first team; the second team comprises a corresponding number of third anchor account numbers to the first team;
creating a game play session between the first team and the second team;
and respectively displaying the video pictures of the game fight in the live broadcast interfaces of the first anchor account, the second anchor account and the third anchor account.
2. The method of claim 1, wherein said assembling a second team based on said first team comprises:
determining a third anchor account matched with the first team based on the matching parameters and preset matching rules; the matching parameters comprise at least one of a live broadcast type, a game version area, a geographical position, a main broadcast grade, game roles and friend relations; the number of the third anchor account numbers corresponds to the number of the anchor account numbers of the first team;
and establishing a second team by using the third anchor account.
3. The method of claim 1, further comprising, after displaying video frames of the game play in live interfaces of the first host account, the second host account, and the third host account, respectively:
acquiring popularity values of the first team and the second team; the popularity value is determined according to the number of audiences, the number of gifts received and the number of praises of the primary account of the first team or the second team;
and displaying the popularity value in a live interface of each anchor account.
4. The method of claim 1, further comprising, after displaying video frames of the game play in live interfaces of the first anchor account, the second anchor account, and the third anchor account, respectively:
obtaining comment information of the audience accounts received by each anchor account, and summarizing the comment information to obtain summarized comment information;
and displaying the summarized comment information in a live interface of each anchor account.
5. The method according to claim 1, wherein after the video frames corresponding to the respective scene view angles are respectively played in the live interfaces of the first anchor account, the second anchor account, and the third anchor account, the method further includes:
receiving a switching request of a viewer account for a live broadcast interface, wherein the switching request comprises an identifier of a target anchor account to which the viewer account requests to be switched; the target anchor account is any one anchor account in the first team and the second team;
and responding to the switching request, and displaying a current live interface of the target anchor account on an interface of the audience account.
6. A game live device, comprising:
the invitation module is configured to execute a team formation request according to the first anchor account number and send a team formation invitation to at least one second anchor account number; the team invitation is used for inviting the second anchor account to join a first team;
a first team module configured to execute agreement information with respect to the invitation information, and to combine the first anchor account and the second anchor account into a first team;
a second team module configured to perform a second team organization based on the first team; the second team comprises a corresponding number of third anchor account numbers to the first team;
a creation module configured to perform creating a game play session between the first team and the second team;
and the display module is configured to display video pictures of the game battle in live interfaces of the first anchor account, the second anchor account and the third anchor account respectively.
7. The apparatus of claim 6, wherein the second team module is specifically configured to perform:
determining a third anchor account matched with the first team based on the matching parameters and preset matching rules; the matching parameters comprise at least one of a live broadcast type, a game version area, a geographical position, a main broadcast grade, game roles and friend relations; the number of the third anchor account numbers corresponds to the number of the anchor account numbers of the first team;
and establishing a second team by using the third anchor account.
8. A server, comprising:
a processor;
a memory for storing the processor-executable instructions;
wherein the processor is configured to execute the instructions to implement a live game method as claimed in any one of claims 1 to 5.
9. A storage medium, wherein instructions in the storage medium, when executed by a processor of a server, enable the server to perform a game live method as claimed in any one of claims 1 to 5.
10. A computer program product comprising computer programs/instructions, characterized in that the computer programs/instructions, when executed by a processor, implement a method of live gaming as claimed in any of claims 1 to 5.
CN202210146261.9A 2022-02-17 2022-02-17 Game live broadcast method, device, server and storage medium Pending CN114697692A (en)

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