CN116672721A - Game popularization webpage real-time management method and system - Google Patents

Game popularization webpage real-time management method and system Download PDF

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CN116672721A
CN116672721A CN202310943302.1A CN202310943302A CN116672721A CN 116672721 A CN116672721 A CN 116672721A CN 202310943302 A CN202310943302 A CN 202310943302A CN 116672721 A CN116672721 A CN 116672721A
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game
time length
time
performance
webpage
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CN116672721B (en
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连胜杰
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Huanxi Times Shenzhen Technology Co ltd
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Abstract

The application discloses a real-time management method and a real-time management system for game popularization webpage, which relate to the technical field of game popularization webpage management and comprise a data acquisition module, an evaluation module, an analysis module and an early warning module; the data acquisition module acquires performance information including page loading performance information and interaction performance information when the game popularization webpage runs, processes the page loading performance information and the interaction performance information after acquisition and sends the processed information to the evaluation module. According to the application, by monitoring the webpage performance in the game popularization webpage real-time management system, when the webpage performance of the system is possibly influenced, management staff is timely prompted to timely maintain the system, so that users are effectively prevented from feeling unstable and unreliable webpages, even the situation of wrong or abnormal game popularization webpages is avoided, the game experience of the users is ensured, the loss of the users is effectively prevented, and the game is widely popularized.

Description

Game popularization webpage real-time management method and system
Technical Field
The application relates to the technical field of game popularization webpage management, in particular to a game popularization webpage real-time management method and system.
Background
The game popularization webpage real-time management system is an online platform for managing and monitoring game popularization activities, the webpage performance in the game popularization webpage real-time management system plays an important role in game popularization, the user experience, the user participation degree and the popularization effect are influenced, and the good webpage performance can provide quick and smooth user experience.
The prior art has the following defects: however, when the performance of the web page in the real-time management system of the game promotion web page is poor, the system cannot know in time, the user may feel that the web page is unstable and unreliable along with the degradation of the performance of the web page, meanwhile, the game promotion web page may be wrong or abnormal, when the situation occurs, the experience of the user becomes extremely poor, and finally the user is lost, so that the game is inconvenient to widely promote.
The above information disclosed in the background section is only for enhancement of understanding of the background of the disclosure and therefore it may include information that does not form the prior art that is already known to a person of ordinary skill in the art.
Disclosure of Invention
The application aims to provide a real-time management method and a real-time management system for game popularization webpage, wherein the real-time management method and the real-time management system monitor webpage performance in the real-time management system for game popularization webpage, and prompt management staff to timely maintain the system when the webpage performance of the system is possibly influenced, so that users are effectively prevented from feeling unstable and unreliable webpage, even the situation of wrong or abnormal game popularization webpage occurs, the game experience of the users is ensured, the loss of the users is effectively prevented, and the wide popularization of games is facilitated, and the problems in the background technology are solved.
In order to achieve the above object, the present application provides the following technical solutions: a game popularization webpage real-time management system comprises a data acquisition module, an evaluation module, an analysis module and an early warning module;
the data acquisition module acquires performance information, including page loading performance information and interaction performance information, when the game popularization webpage runs, and after acquisition, the data acquisition module processes the page loading performance information and the interaction performance information and sends the processed information to the evaluation module;
the evaluation module is used for establishing a data analysis model from the page loading performance information and the interaction performance information processed in the operation process of the game popularization webpage, generating a performance influence index and transmitting the performance influence index to the analysis module;
the analysis module is used for establishing a data set of a plurality of performance impact indexes generated during the operation of the game popularization webpage, comprehensively analyzing the performance impact indexes in the data set, generating a risk signal, transmitting the risk signal to the early warning module, and sending or not sending an early warning prompt through the early warning module.
Preferably, the page loading performance information comprises a page loading time length stability coefficient and a domain name resolution time length abnormal frequency coefficient, and after acquisition, the data acquisition module respectively calibrates the page loading time length stability coefficient and the domain name resolution time length abnormal frequency coefficient as and />The interaction performance information comprises a user interaction response time length abnormal hiding coefficient, and after the user interaction response time length abnormal hiding coefficient is collected, the data collection module marks the user interaction response time length abnormal hiding coefficient as +.>
Preferably, the logic for acquiring the stability factor of the page loading time length is as follows:
a1, acquiring a plurality of user page loading time lengths of a game popularization webpage real-time management system in T time, and calibrating the user page loading time lengths asxA number indicating the loading time of the user page in the time T of the game promotion webpage real-time management system,x=1、2、3、4、……、uuis a positive integer;
a2, calculating standard deviation of user page loading time length of the game popularization webpage real-time management system in the T time, and calibrating the standard deviation of the user page loading time length asQThen:
wherein ,user page loading time length in T time for game popularization webpage real-time management system>The obtained calculation formula is as follows: />
A3, user page loading time standard deviation in T time through game popularization webpage real-time management systemQCalculating a page loading time length stability coefficient, wherein the calculated expression is as follows:
preferably, the logic for acquiring the abnormal frequency coefficient of the domain name resolution duration is as follows:
b1, acquiring an optimal domain name resolution time length range of a game popularization webpage real-time management system, and calibrating the optimal domain name resolution time length range as
B2, acquiring a plurality of domain name resolution time lengths of the game popularization webpage real-time management system in the T time, and calibrating the domain name resolution time lengths asyA number representing the domain name resolution duration of the game popularization web page real-time management system in the time T,y=1、2、3、4、……、mmis a positive integer;
b3, the time length range of the domain name resolution is longer than the optimal time length rangeIs marked as +.>hRepresenting a range greater than the optimal domain name resolution duration>Is a number of domain name resolution durations of (a),h=1、2、3、4、……、nnis a positive integer;
b4, calculating abnormal frequency coefficients of domain name resolution time length, wherein the calculated expression is as follows:
preferably, the logic for obtaining the abnormal hiding coefficient of the user interaction response time length is as follows:
setting a user interaction response time length reference threshold value for the user interaction response time length of the game popularization webpage real-time management system, marking the corresponding user interaction response time length as abnormal user interaction response time length when the user interaction response time length is larger than or equal to the user interaction response time length reference threshold value, and marking the corresponding user interaction response time length as normal user interaction response time length when the user interaction response time length is smaller than the user interaction response time length reference threshold value;
c2, acquiring a plurality of user interaction response time lengths of the game popularization webpage real-time management system in the T time, comparing the user interaction response time lengths with a user interaction response time length reference threshold value, and calibrating abnormal user interaction response time lengths as followsvA number indicating the duration of the abnormal user interaction response,v=1、2、3、4、……、ppis a positive integer;
and C3, calculating abnormal hiding coefficients of the user interaction response time length, wherein the calculated expression is as follows:, in the formula ,/>Representing a user interaction response duration reference threshold.
Preferably, the evaluation module obtains the page and addsStability coefficient of load durationDomain name resolution duration anomaly frequency coefficient>And user interaction response time abnormal conceal coefficient +.>Then, a data analysis model is built to generate a performance influence index +.>The formula according to is: />, in the formula ,/>、/>、/>Stability factors for page load duration>And domain name resolution duration anomaly frequency coefficient +.>And user interaction response time abnormal conceal coefficient +.>Is a preset proportionality coefficient of>、/>、/>Are all greater than 0.
Preferably, the analysis module establishes a data set with a plurality of performance impact indexes generated during the running of the game promotion webpage, and marks the data set asPThenqIs a positive integer;
calculating the average value and the discrete degree value of a plurality of performance impact indexes in the data set, and respectively calibrating the average value and the discrete degree value asF1 and F2, then:, in the formula ,/>
Preferably, the average value of a plurality of performance impact indexes in the data setF1 and degree of discretization valueF2 respectively comparing with a performance impact index reference threshold value and a discrete degree value reference threshold value, wherein the comparison result is as follows:
if the average value of a plurality of performance impact indexes in the data setF1 is greater than or equal to a performance impact index reference threshold, or if the average of several performance impact indices in a data setF1 is less than the performance impact index reference threshold and the degree of discretization valueF2, generating a higher risk signal when the discrete degree value is larger than or equal to the reference threshold value, transmitting the signal to an early warning module, and sending a higher risk early warning prompt through the early warning module;
if the average value of a plurality of performance impact indexes in the data setF1 is less than the performance impact index reference threshold and the degree of discretization valueFAnd 2, if the degree of dispersion value is smaller than the reference threshold value, generating a low-grade risk signal, transmitting the signal to the early warning module, and not sending a prompt through the early warning module.
A game popularization webpage real-time management method comprises the following steps:
collecting performance information of the game popularization webpage during operation, wherein the performance information comprises page loading performance information and interaction performance information, and processing the page loading performance information and the interaction performance information after collecting the performance information;
establishing a data analysis model of page loading performance information and interaction performance information processed in the running process of the game popularization webpage, and generating a performance influence index;
and establishing a data set of a plurality of performance impact indexes generated during the operation of the game popularization webpage, comprehensively analyzing the performance impact indexes in the data set, generating a risk signal, and sending or not sending an early warning prompt to the risk signal.
In the technical scheme, the application has the technical effects and advantages that:
according to the application, by monitoring the webpage performance in the game popularization webpage real-time management system, when the webpage performance of the system is possibly influenced, management staff is timely prompted to timely maintain the system, so that users are effectively prevented from feeling unstable and unreliable webpages and even the situation of wrong or abnormal game popularization webpages is caused, the game experience of the users is ensured, the loss of the users is effectively prevented, and the game is widely popularized;
according to the method, the early warning prompt caused by accidental abnormal conditions can be effectively eliminated by analyzing the performance influence indexes generated during the webpage performance monitoring in the game popularization webpage real-time management system, the accuracy of data analysis is ensured, the accuracy of webpage performance monitoring is further ensured, and the stable and efficient operation of the game popularization webpage real-time management system is ensured.
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In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments described in the present application, and other drawings may be obtained according to these drawings for those skilled in the art.
FIG. 1 is a schematic diagram of a real-time management method and system for game promotion web pages according to the present application.
FIG. 2 is a flow chart of a method and system for managing game popularization web pages in real time.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these example embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art.
The application provides a game popularization webpage real-time management system as shown in figure 1, which comprises a data acquisition module, an evaluation module, an analysis module and an early warning module;
the data acquisition module acquires performance information, including page loading performance information and interaction performance information, when the game popularization webpage runs, and after acquisition, the data acquisition module processes the page loading performance information and the interaction performance information and sends the processed information to the evaluation module;
the page loading performance information comprises a page loading time length stability coefficient and a domain name resolution time length abnormal frequency coefficient, and after the page loading time length stability coefficient and the domain name resolution time length abnormal frequency coefficient are respectively calibrated as and />
When the stability of the page loading time length of the game popularization webpage real-time management system is poor, the following serious influence may be caused on the experience of a user:
user loss: if the page load time is unstable, i.e., sometimes faster, sometimes slower, the user may feel unpredictable and untrustworthy, which may lead to user churn, as they may choose to leave the web page and forward to other faster websites or applications;
unsatisfactory experience: the unstable page loading time period can bring unsatisfactory experience to users, and users can feel anxiety, dysphoria and impatience, because the users do not know the time required for loading the page, which can reduce the satisfaction degree and participation degree of the users, and even can lead the users to abandon participation in popularization activities;
interaction problem: unstable page loading duration can also cause problems when a user interacts with a page, for example, the user can try to click a button or fill out a form when the page is still being loaded, and the unstable loading duration can cause that the operation of the user cannot be responded in time or data is lost, thereby further affecting the user experience and participation;
damage to public praise propagation: unsatisfactory user experience can negatively affect the propagation of the public praise, and after the user experiences unstable page loading time, the user can have negative attitudes on games and popularization activities and is not willing to actively recommend or share the games to other people, so that the propagation effect of the public praise and the participation degree of the user are affected;
therefore, the page loading time length of the game popularization webpage real-time management system is monitored, and the problem that the stability of the page loading time length of the game popularization webpage real-time management system is poor can be timely found;
the logic for acquiring the page loading time length stability coefficient is as follows:
a1, acquiring a plurality of user page loading time lengths of a game popularization webpage real-time management system in T time, and calibrating the user page loading time lengths asxA number indicating the loading time of the user page in the time T of the game promotion webpage real-time management system,x=1、2、3、4、……、uuis a positive integer;
it should be noted that, the page loading duration, that is, the time required from the request of the user to the completion of the complete loading of the web page, is to embed front-end performance monitoring tools, such as Google analysis, hotjar, pingdom, etc., in the web page, and these tools can collect performance indexes such as the web page loading duration, etc., and provide detailed reports and analysis;
a2, calculating standard deviation of user page loading time length of the game popularization webpage real-time management system in the T time, and carrying out standard deviation on the user page loading time lengthCalibrated asQThen:, wherein ,/>User page loading time length in T time for game popularization webpage real-time management system>The obtained calculation formula is as follows: />
Standard deviation of user page loading time lengthQThe larger the expression value of the game popularization webpage real-time management system is, the larger the fluctuation of the user webpage loading time length of the game popularization webpage real-time management system in the T time is, otherwise, the smaller the fluctuation of the user webpage loading time length of the game popularization webpage real-time management system in the T time is;
a3, user page loading time standard deviation in T time through game popularization webpage real-time management systemQCalculating a page loading time length stability coefficient, wherein the calculated expression is as follows:
the calculation expression of the page loading time length stability coefficient shows that the larger the expression value of the page loading time length stability coefficient of the game popularization webpage real-time management system in the time T is, the worse the webpage performance in the game popularization webpage real-time management system is, the larger the influence on the user experience is, otherwise, the better the webpage performance in the game popularization webpage real-time management system is, and the smaller the influence on the user experience is;
when the domain name resolution duration in the game popularization webpage real-time management system is long, the following serious influence may be caused on the experience of the user:
delay loading: the longer time of domain name resolution can cause delay of webpage loading, when a user accesses a webpage, the browser needs to acquire the server IP address of the webpage through domain name resolution, if the time of resolution is longer, the user can wait for longer time, and the loading of the webpage is delayed;
user latency increases: the extension of the domain name resolution time length can increase the waiting time of the user, the user can feel uncomfortable, particularly under the condition of long webpage response time, the long waiting time can lead to loss and dissatisfaction of the user, and the participation degree and experience of the user are affected;
the user experience is degraded: the longer domain name resolution time length can reduce the experience quality of the user, the user expects to be able to access the webpage and obtain the content quickly, but if the resolution time length is too long, the user may feel that the webpage is not smooth, and the interest and participation degree of the user in popularization activities are reduced;
interaction problem: the extension of the domain name resolution time length may cause a problem when the user interacts with the webpage, for example, the user may attempt to click a button or fill in a form when the webpage is still waiting for resolution, and due to the longer resolution time length, the operation of the user may not be responded in time or data is lost, so that the experience and participation of the user are further affected;
user trust problem: the longer domain name resolution time may affect the trust of the user to the web page, the user may doubt the reliability and credibility of the web page, and worry about the security problem of the web page, which will have a negative effect on game popularization, because the user is likely not to participate in popularization activities or interactions related to popularization under the condition of lack of trust;
therefore, the domain name resolution time length of the game popularization webpage real-time management system is monitored, and the problem that the domain name resolution time length of the game popularization webpage real-time management system is abnormal can be timely found;
the logic for acquiring the abnormal frequency coefficient of the domain name resolution duration is as follows:
b1, acquiring an optimal domain name resolution time length range of a game popularization webpage real-time management system, and calibrating the optimal domain name resolution time length range as
It should be noted that, performance testing is performed and the domain name resolution time length is optimized, a performance testing tool is used to simulate a user access scene, monitor the performance of the resolution time length, and find the best setting for achieving faster and stable resolution time length by adjusting DNS configuration, selecting efficient DNS service providers, optimizing network connection, and the like;
b2, acquiring a plurality of domain name resolution time lengths of the game popularization webpage real-time management system in the T time, and calibrating the domain name resolution time lengths asyA number representing the domain name resolution duration of the game popularization web page real-time management system in the time T,y=1、2、3、4、……、mmis a positive integer; it should be noted that dnspif is an open-source DNS performance testing tool, which can measure domain name resolution duration and other DNS performance indexes, and provide detailed results and statistics;
b3, the time length range of the domain name resolution is longer than the optimal time length rangeIs marked as +.>hRepresenting a range greater than the optimal domain name resolution duration>Is a number of domain name resolution durations of (a),h=1、2、3、4、……、nnis a positive integer;
b4, calculating abnormal frequency coefficients of domain name resolution time length, wherein the calculated expression is as follows:
the calculation expression of the domain name resolution time length abnormal frequency coefficient shows that the larger the expression value of the domain name resolution time length abnormal frequency coefficient in the T time is, the worse the webpage performance in the game promotion webpage real-time management system is, the larger the influence on the user experience is, otherwise, the better the webpage performance in the game promotion webpage real-time management system is, the smaller the influence on the user experience is;
the interaction performance information comprises a user interaction response time length abnormal hiding coefficient, and after the user interaction response time length abnormal hiding coefficient is collected, the data collection module marks the user interaction response time length abnormal hiding coefficient as
When the response time of user interaction in the game popularization webpage real-time management system is long, the following serious influence may be caused on the user experience:
unsatisfactory experience: the user expects to be capable of performing quick and smooth interaction with the webpage, when the user performs operation (such as clicking a button, filling in a form and the like) on the webpage and the interaction response time is long, the user is dissatisfied, and long-time waiting and slow response can reduce the satisfaction degree of the user on the webpage;
user loss: users experience long interactive response times, they may feel annoyance and impatience, which may result in users choosing to leave a web page and turn to other faster and more responsive web sites or applications, resulting in user churn;
reducing user engagement: longer interaction response times may reduce user engagement and interaction frequency, and users may reduce interactions with web pages because long waiting may reduce their interest and aggressiveness in engaging in promotional activities;
interaction problem: the user may encounter interaction problems in the case of a long interaction response time, for example, the user may perform the next operation when the page is not fully responded yet, resulting in that the operation of the user cannot be properly processed or data is lost, which may further affect the experience and participation of the user;
therefore, the user interaction response time of the game popularization webpage real-time management system is monitored, and the problem that the user interaction response time of the game popularization webpage real-time management system is abnormal can be found in time;
the logic for acquiring the abnormal hiding coefficient of the user interaction response time length is as follows:
setting a user interaction response time length reference threshold value for the user interaction response time length of the game popularization webpage real-time management system, marking the corresponding user interaction response time length as abnormal user interaction response time length when the user interaction response time length is larger than or equal to the user interaction response time length reference threshold value, and marking the corresponding user interaction response time length as normal user interaction response time length when the user interaction response time length is smaller than the user interaction response time length reference threshold value;
it should be noted that, by performing performance test on the game popularization webpage real-time management system and optimizing the interactive response time of the webpage, simulating a user access scene by using a performance test tool, monitoring the response time of user interaction, and setting a reference threshold value of the user interactive response time according to the test result and performance optimization, wherein the setting of the reference threshold value is not particularly limited, and is set according to the actual performance test and the actual setting requirement;
c2, acquiring a plurality of user interaction response time lengths of the game popularization webpage real-time management system in the T time, comparing the user interaction response time lengths with a user interaction response time length reference threshold value, and calibrating abnormal user interaction response time lengths as followsvA number indicating the duration of the abnormal user interaction response,v=1、2、3、4、……、ppis a positive integer;
it should be noted that, front-end performance monitoring tools, such as Google analysis, pingdom, etc., are embedded in the web page, and these tools can provide performance indexes such as user interaction response time, etc., and generate detailed reports and analysis;
and C3, calculating abnormal hiding coefficients of the user interaction response time length, wherein the calculated expression is as follows:, in the formula ,/>Representing a user interaction response time length reference threshold;
the calculation expression of the abnormal hidden coefficient of the user interaction response time length shows that the larger the expression value of the abnormal hidden coefficient of the user interaction response time length in the T time of the game promotion webpage real-time management system is, the worse the webpage performance in the game promotion webpage real-time management system is, the larger the influence on the user experience is, otherwise, the better the webpage performance in the game promotion webpage real-time management system is, and the smaller the influence on the user experience is;
the evaluation module is used for establishing a data analysis model from the page loading performance information and the interaction performance information processed in the operation process of the game popularization webpage, generating a performance influence index and transmitting the performance influence index to the analysis module;
the evaluation module acquires the page loading time length stability coefficientDomain name resolution duration anomaly frequency coefficient>And user interaction response time abnormal conceal coefficient +.>Then, a data analysis model is built to generate a performance influence index +.>The formula according to is: />, in the formula ,/>、/>、/>Stability factors for page load duration>And domain name resolution duration anomaly frequency coefficient +.>And user interaction response time abnormal conceal coefficient +.>Is a preset proportionality coefficient of>、/>、/>Are all greater than 0;
as can be seen from the calculation formula, the larger the page loading time length stability coefficient of the game popularization webpage real-time management system in the T time is, the larger the domain name resolution time length abnormal frequency coefficient is, the larger the user interaction response time length abnormal hiding coefficient is, namely the performance influence index isThe larger the expression value of the system indicates that the worse the webpage performance in the game popularization webpage real-time management system is, the larger the influence on the user experience is, the smaller the webpage loading time length stability coefficient of the game popularization webpage real-time management system in the T time is, the smaller the domain name resolution time length abnormal frequency coefficient is, the smaller the user interaction response time length abnormal hiding coefficient is, namely the performance influence index is->The smaller the expression value of the game popularization webpage real-time management system is, the better the webpage performance is, and the smaller the influence on the user experience is;
the analysis module is used for establishing a data set of a plurality of performance impact indexes generated during the operation of the game popularization webpage, comprehensively analyzing the performance impact indexes in the data set, generating a risk signal, transmitting the risk signal to the early warning module, and sending or not sending an early warning prompt through the early warning module;
the analysis module establishes a data set with a plurality of performance impact indexes generated during the operation of the game popularization webpage, and marks the data set asPThenqIs a positive integer;
calculating the average value and the discrete degree value of a plurality of performance impact indexes in the data set, and respectively calibrating the average value and the discrete degree value asF1 and F2, then:, in the formula ,/>
Averaging several performance impact indices within a data setF1 and degree of discretization valueF2 respectively comparing with a performance impact index reference threshold value and a discrete degree value reference threshold value, wherein the comparison result is as follows:
if the average value of a plurality of performance impact indexes in the data setF1 is greater than or equal to a performance impact index reference threshold, or if the average of several performance impact indices in a data setF1 is less than the performance impact index reference threshold and the degree of discretization valueF2 is larger than or equal to the reference threshold value of the discrete degree value, a higher risk signal is generated and transmitted to an early warning module, and the early warning module sends out higher risk early warning prompt to prompt management staff that the performance of the webpage in the game popularization webpage real-time management system is possibly poor, so that the webpage needs to be maintained in time, users can be effectively prevented from feeling unstable and unreliable, even the situation of wrong or abnormal game popularization webpage is caused, the game experience of the users is ensured, the loss of the users is effectively prevented, and the game is widely popularized;
if the average value of a plurality of performance impact indexes in the data setF1 is less than the performance impact index reference threshold and the degree of discretization valueF2 is smaller than the reference threshold value of the discrete degree value, generating a low-class risk signal, transmitting the signal to the early warning module, and not passing through the early warning moduleSending out a prompt;
average of several performance impact indices within a data setF1 is less than the performance impact index reference threshold and the degree of discretization valueFWhen the value of the discrete degree is smaller than the reference threshold value, the condition that the performance influence index is larger than or equal to the reference threshold value of the performance influence index in the data set is indicated as the accidental condition, and the accidental condition can be eliminated by comprehensively analyzing the data;
it should be noted that, when the performance impact index is greater than or equal to the performance impact index reference threshold, the worse the performance of the web page in the game promotion web page real-time management system is indicated, the greater the impact on the user experience is indicated, and when the performance impact index is less than the performance impact index reference threshold, the better the performance of the web page in the game promotion web page real-time management system is indicated, the smaller the impact on the user experience is indicated;
according to the application, by monitoring the webpage performance in the game popularization webpage real-time management system, when the webpage performance of the system is possibly influenced, management staff is timely prompted to timely maintain the system, so that users are effectively prevented from feeling unstable and unreliable webpages and even the situation of wrong or abnormal game popularization webpages is caused, the game experience of the users is ensured, the loss of the users is effectively prevented, and the game is widely popularized;
according to the method, the early warning prompt caused by accidental abnormal conditions can be effectively eliminated by analyzing the performance influence indexes generated during the webpage performance monitoring in the game popularization webpage real-time management system, the accuracy of data analysis is ensured, the accuracy of webpage performance monitoring is further ensured, and the stable and efficient operation of the game popularization webpage real-time management system is ensured.
The application provides a game popularization webpage real-time management method as shown in fig. 2, which comprises the following steps:
collecting performance information of the game popularization webpage during operation, wherein the performance information comprises page loading performance information and interaction performance information, and processing the page loading performance information and the interaction performance information after collecting the performance information;
establishing a data analysis model of page loading performance information and interaction performance information processed in the running process of the game popularization webpage, and generating a performance influence index;
establishing a data set of a plurality of performance impact indexes generated during the operation of the game popularization webpage, comprehensively analyzing the performance impact indexes in the data set, generating a risk signal, and sending or not sending an early warning prompt to the risk signal;
the embodiment of the application provides a game promotion webpage real-time management method, which is realized by the game promotion webpage real-time management system, and the specific method and the flow of the game promotion webpage real-time management method are detailed in the embodiment of the game promotion webpage real-time management system, and are not repeated here.
The above formulas are all formulas with dimensions removed and numerical values calculated, the formulas are formulas with a large amount of data collected for software simulation to obtain the latest real situation, and preset parameters in the formulas are set by those skilled in the art according to the actual situation.
The above embodiments may be implemented in whole or in part by software, hardware, firmware, or any other combination. When implemented in software, the above-described embodiments may be implemented in whole or in part in the form of a computer program product. The computer program product comprises one or more computer instructions or computer programs. When the computer instructions or computer program are loaded or executed on a computer, the processes or functions described in accordance with embodiments of the present application are produced in whole or in part. The computer may be a general purpose computer, a special purpose computer, a computer network, or other programmable apparatus. The computer instructions may be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from one website site, computer, server, or data center to another website site, computer, server, or data center by wired or wireless means (e.g., infrared, wireless, microwave, etc.). The computer readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server, data center, etc. that contains one or more sets of available media. The usable medium may be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium. The semiconductor medium may be a solid state disk.
It should be understood that, in various embodiments of the present application, the sequence numbers of the foregoing processes do not mean the order of execution, and the order of execution of the processes should be determined by the functions and internal logic thereof, and should not constitute any limitation on the implementation process of the embodiments of the present application.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the solution. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
In the several embodiments provided by the present application, it should be understood that the disclosed systems and methods may be implemented in other ways. For example, the embodiments described above are merely illustrative, e.g., the division of the elements is merely a logical functional division, and there may be additional divisions in actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The foregoing is merely illustrative of the present application, and the present application is not limited thereto, and any person skilled in the art will readily recognize that variations or substitutions are within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (9)

1. The game popularization webpage real-time management system is characterized by comprising a data acquisition module, an evaluation module, an analysis module and an early warning module;
the data acquisition module acquires performance information, including page loading performance information and interaction performance information, when the game popularization webpage runs, and after acquisition, the data acquisition module processes the page loading performance information and the interaction performance information and sends the processed information to the evaluation module;
the evaluation module is used for establishing a data analysis model from the page loading performance information and the interaction performance information processed in the operation process of the game popularization webpage, generating a performance influence index and transmitting the performance influence index to the analysis module;
the analysis module is used for establishing a data set of a plurality of performance impact indexes generated during the operation of the game popularization webpage, comprehensively analyzing the performance impact indexes in the data set, generating a risk signal, transmitting the risk signal to the early warning module, and sending or not sending an early warning prompt through the early warning module.
2. The game popularization web page real-time management system according to claim 1, wherein the page loading performance information comprises a page loading time length stability coefficient and a domain name resolution time length abnormal frequency coefficient, and the data acquisition module is used for resolving the page loading time length stability coefficient and the domain name after acquisitionThe analysis time abnormal frequency coefficients are respectively calibrated as and />The interaction performance information comprises a user interaction response time length abnormal hiding coefficient, and after the user interaction response time length abnormal hiding coefficient is collected, the data collection module marks the user interaction response time length abnormal hiding coefficient as +.>
3. The system for managing game popularization web pages in real time according to claim 2, wherein the logic for acquiring the stability coefficient of the page loading time length is as follows:
a1, acquiring a plurality of user page loading time lengths of a game popularization webpage real-time management system in T time, and calibrating the user page loading time lengths asxA number indicating the loading time of the user page in the time T of the game promotion webpage real-time management system,x=1、2、3、4、……、uuis a positive integer;
a2, calculating standard deviation of user page loading time length of the game popularization webpage real-time management system in the T time, and calibrating the standard deviation of the user page loading time length asQThen:
wherein ,user page loading time length in T time for game popularization webpage real-time management system>Average value of (2) is obtainedThe calculation formula of (2) is as follows: />
A3, user page loading time standard deviation in T time through game popularization webpage real-time management systemQCalculating a page loading time length stability coefficient, wherein the calculated expression is as follows:
4. the game popularization web page real-time management system according to claim 3, wherein the logic for acquiring the domain name resolution time length abnormal frequency coefficient is as follows:
b1, acquiring an optimal domain name resolution time length range of a game popularization webpage real-time management system, and calibrating the optimal domain name resolution time length range as
B2, acquiring a plurality of domain name resolution time lengths of the game popularization webpage real-time management system in the T time, and calibrating the domain name resolution time lengths asyA number representing the domain name resolution duration of the game popularization web page real-time management system in the time T,y=1、2、3、4、……、mmis a positive integer;
b3, the time length range of the domain name resolution is longer than the optimal time length rangeIs marked as +.>hRepresenting a range greater than the optimal domain name resolution duration>Is a number of domain name resolution durations of (a),h=1、2、3、4、……、nnis a positive integer;
b4, calculating abnormal frequency coefficients of domain name resolution time length, wherein the calculated expression is as follows:
5. the system for real-time management of a game promotional web page according to claim 4 wherein the logic for obtaining the abnormal concealment coefficients for the duration of the user interaction response is as follows:
setting a user interaction response time length reference threshold value for the user interaction response time length of the game popularization webpage real-time management system, marking the corresponding user interaction response time length as abnormal user interaction response time length when the user interaction response time length is larger than or equal to the user interaction response time length reference threshold value, and marking the corresponding user interaction response time length as normal user interaction response time length when the user interaction response time length is smaller than the user interaction response time length reference threshold value;
c2, acquiring a plurality of user interaction response time lengths of the game popularization webpage real-time management system in the T time, comparing the user interaction response time lengths with a user interaction response time length reference threshold value, and calibrating abnormal user interaction response time lengths as followsvA number indicating the duration of the abnormal user interaction response,v=1、2、3、4、……、ppis a positive integer;
and C3, calculating abnormal hiding coefficients of the user interaction response time length, wherein the calculated expression is as follows:, in the formula ,/>Representing a user interaction response duration reference threshold.
6. The system of claim 5, wherein the evaluation module obtains a stability factor of a page loading durationDomain name resolution duration anomaly frequency coefficient>And user interaction response time abnormal conceal coefficient +.>Then, a data analysis model is built to generate a performance influence index +.>The formula according to is:
, in the formula ,/>、/>、/>Stability factors for page load duration>And domain name resolution duration anomaly frequency coefficient +.>And user interaction response time abnormal conceal coefficient +.>Is a preset proportionality coefficient of>、/>、/>Are all greater than 0.
7. The system of claim 6, wherein the analysis module establishes a data set from a plurality of performance impact indices generated during operation of the game promotion web page and calibrates the data set to bePThenqIs a positive integer;
calculating the average value and the discrete degree value of a plurality of performance impact indexes in the data set, and respectively calibrating the average value and the discrete degree value asF1 and F2, then:, in the formula ,/>
8. The system for real-time management of a game popularization web page according to claim 7, wherein the average value of the performance influence indexes in the data set is calculatedF1 and degree of discretization valueF2 respectively comparing with a performance impact index reference threshold value and a discrete degree value reference threshold value, wherein the comparison result is as follows:
if the average value of a plurality of performance impact indexes in the data setF1 is greater than or equal to a performance impact index reference threshold, or if the average of several performance impact indices in a data setF1 is less than the performance impact index reference threshold and the degree of discretization valueF2 is greater than or equal to the separationThe dispersion value refers to a threshold value, a higher risk signal is generated, the signal is transmitted to an early warning module, and a higher risk early warning prompt is sent out through the early warning module;
if the average value of a plurality of performance impact indexes in the data setF1 is less than the performance impact index reference threshold and the degree of discretization valueFAnd 2, if the degree of dispersion value is smaller than the reference threshold value, generating a low-grade risk signal, transmitting the signal to the early warning module, and not sending a prompt through the early warning module.
9. A game promotion web page real-time management method realized by the game promotion web page real-time management system according to any one of claims 1-8, characterized by comprising the following steps:
collecting performance information of the game popularization webpage during operation, wherein the performance information comprises page loading performance information and interaction performance information, and processing the page loading performance information and the interaction performance information after collecting the performance information;
establishing a data analysis model of page loading performance information and interaction performance information processed in the running process of the game popularization webpage, and generating a performance influence index;
and establishing a data set of a plurality of performance impact indexes generated during the operation of the game popularization webpage, comprehensively analyzing the performance impact indexes in the data set, generating a risk signal, and sending or not sending an early warning prompt to the risk signal.
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