CN111905374A - Game duration management method, device, device and storage medium - Google Patents
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Abstract
本发明实施例提供一种游戏时长管理方法、装置、设备和存储介质,包括:在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。本申请通过统计一个周期内所有游戏应用的累积运行时长,基于累积运行时长来控制终端内所有游戏应用的游戏时间,实现了对终端中的多个游戏应用的游戏时间进行统一管理,达到了防沉迷的目的。
Embodiments of the present invention provide a game duration management method, device, device and storage medium, including: before entering a target game application, acquiring the running duration of each game application in the current cycle; based on the running duration of each game application The duration determines the cumulative running duration of all game applications in the current cycle; based on the cumulative running duration and the first preset duration, the running duration of all game applications is managed. The present application controls the game time of all game applications in the terminal based on the accumulated running time of all game applications in a cycle, and realizes the unified management of the game time of multiple game applications in the terminal. obsessive purpose.
Description
技术领域technical field
本申请涉及通信技术领域,尤其涉及一种游戏时长管理方法、装置、设备和存储介质。The present application relates to the field of communication technologies, and in particular, to a game duration management method, apparatus, device, and storage medium.
背景技术Background technique
随着网络游戏的发展,很多人沉迷于其中,尤其是自制力不强的未成年人。许多家长为此烦恼不已。With the development of online games, many people are addicted to them, especially minors with weak self-control. Many parents are troubled by this.
为解决未成年人沉迷网络游戏问题,对使用网络游戏的用户进行时间限制,现有的方案一般是,网络游戏服务器在用户通过网络游戏账户登录之后,对游戏账户的游戏的时间从0开始计时,并根据计时时长对该游戏账户进行游戏时间的监控。In order to solve the problem of minors being addicted to online games, the users who use online games are time-limited. Generally, the existing solution is that the online game server starts counting the game time of the game account from 0 after the user logs in through the online game account. , and monitor the game time of the game account according to the timing time.
现有的游戏时间控制方案主要是网络游戏服务器来执行,只能限制单一游戏的时长,即如果一款游戏被限制使用之后,会下载或打开另一款游戏应用继续进行游戏,如此循环,不能有效控制游戏时长,达不到防沉迷的目的。The existing game time control scheme is mainly implemented by an online game server, which can only limit the duration of a single game, that is, if a game is restricted, another game application will be downloaded or opened to continue the game. Effectively control the duration of the game and cannot achieve the purpose of preventing addiction.
发明内容SUMMARY OF THE INVENTION
针对上述技术问题,本发明提供一种游戏时长管理方法、装置、设备和存储介质,实现了对终端中的多个游戏应用的游戏时长进行统一管理,达到防沉迷的目的。In view of the above technical problems, the present invention provides a game duration management method, device, device and storage medium, which realizes unified management of game durations of multiple game applications in a terminal and achieves the purpose of preventing addiction.
第一方面,本发明实施例提供了游戏时长管理方法,方法包括:In a first aspect, an embodiment of the present invention provides a game duration management method, including:
在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;Get the running time of each game application in the current cycle before entering the target game application;
基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;Determine the cumulative running time of all game applications in the current cycle based on the running time of each game application;
基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。Based on the accumulated running duration and the first preset duration, the running durations of all game applications are managed.
在一个实施例中,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长,包括:In one embodiment, the cumulative running duration of all game applications in the current cycle is determined based on the running duration of each game application, including:
将每个游戏应用程序的运行时长进行累加,得到当前周期内所有游戏应用程序的累积运行时长。The running time of each game application is accumulated to obtain the cumulative running time of all game applications in the current cycle.
在一个实施例中,基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理,包括:In one embodiment, the running duration of all game applications is managed based on the accumulated running duration and the first preset duration, including:
在累积运行时长超过第一预设时长时,禁止进入目标游戏应用程序。When the cumulative running time exceeds the first preset time, entry into the target game application is prohibited.
在一个实施例中,基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理,包括:In one embodiment, the running duration of all game applications is managed based on the accumulated running duration and the first preset duration, including:
在累积运行时长未超过第一预设时长时,允许进入目标游戏应用程序;When the cumulative running time does not exceed the first preset time, it is allowed to enter the target game application;
开启目标游戏应用程序对应的计时器进行计时;Start the timer corresponding to the target game application for timing;
基于计时器的计时结果实时更新目标游戏应用程序的运行时长,并执行获取当前周期内每个游戏应用程序的运行时长,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长的操作,直到累积运行时长超过第一预设时长,或用户退出目标游戏应用程序。Based on the timing result of the timer, the running duration of the target game application is updated in real time, and the running duration of each game application in the current cycle is obtained. Based on the running duration of each game application, the cumulative amount of all game applications in the current cycle is determined The operation of the running duration until the accumulated running duration exceeds the first preset duration, or the user exits the target game application.
在一个实施例中,方法还包括:在目标游戏应用程序的运行时长超过第二预设时长的情况下,禁止进入目标游戏应用程序,其中,第二预设时长小于第一预设时长。In one embodiment, the method further includes: when the running duration of the target game application exceeds a second preset duration, prohibiting entry of the target game application, wherein the second preset duration is less than the first preset duration.
在一个实施例中,方法还包括:设置游戏应用程序白名单,第一预设时长和游戏时长管理选项的密码,其中,白名单中的游戏应用程序的运行时长不进行统计和管理。In one embodiment, the method further includes: setting a game application whitelist, a first preset duration and a password for the game duration management option, wherein the running durations of the game applications in the whitelist are not counted and managed.
在一个实施例中,设置游戏应用程序白名单,包括:In one embodiment, setting a game application whitelist includes:
在游戏应用程序下载过程中,确定被下载游戏应用程序的类型;During the game application download process, determine the type of the downloaded game application;
当被下载游戏应用程序的类型是预设游戏类型时,将被下载游戏应用程序设置为游戏应用程序白名单。When the type of the downloaded game application is the default game type, the downloaded game application is set as the game application whitelist.
第二方面,本发明实施例提供了游戏时长管理装置,方法包括:In a second aspect, an embodiment of the present invention provides a game duration management device, and the method includes:
获取模块,用于在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;an acquisition module, used to acquire the running time of each game application in the current cycle before entering the target game application;
确定模块,用于基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;A determination module, used for determining the cumulative running duration of all game applications in the current cycle based on the running duration of each game application;
管理模块,用于基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。The management module is used to manage the running duration of all game applications based on the accumulated running duration and the first preset duration.
第三方面,本发明实施例提供了一种设备,其特征在于,包括存储器和处理器,存储器存储有计算机程序,处理器执行计算机程序时实现本申请任一实施例的游戏时长管理方法的步骤。In a third aspect, an embodiment of the present invention provides a device, which is characterized by comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of the game duration management method of any embodiment of the present application when the processor executes the computer program .
第四方面,本发明实施例提供了一种存储介质,存储有计算机可执行指令,计算机可执行指令用于执行如本申请任一实施例的游戏时长管理方法的步骤。In a fourth aspect, an embodiment of the present invention provides a storage medium storing computer-executable instructions, where the computer-executable instructions are used to execute the steps of the game duration management method according to any embodiment of the present application.
本发明提供的游戏时长管理方法、装置、设备和存储介质,包括:在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。本申请通过统计一个周期内所有游戏应用的累积运行时长,基于累积运行时长来控制终端内所有游戏应用的游戏时间,实现了对终端中的多个游戏应用的游戏时间进行统一管理,达到了防沉迷的目的。The game duration management method, device, device and storage medium provided by the present invention include: before entering the target game application, acquiring the running duration of each game application in the current cycle; determining the current running duration based on the running duration of each game application Cumulative running time of all game applications in the cycle; based on the cumulative running time and the first preset time, the running time of all game applications is managed. The present application controls the game time of all game applications in the terminal based on the cumulative running time of all game applications in a cycle, so as to realize unified management of the game time of multiple game applications in the terminal, and achieve the prevention of obsessive purpose.
附图说明Description of drawings
图1为本申请提供的游戏时长管理方法的流程图;1 is a flowchart of a game duration management method provided by the present application;
图2为本申请提供的游戏时长管理装置的结构示意图;2 is a schematic structural diagram of a game duration management device provided by the present application;
图3是本申请提供的一种设备的结构示意图;3 is a schematic structural diagram of a device provided by the application;
具体实施方式Detailed ways
下面结合附图和实施例对本发明作进一步的详细说明。可以理解的是,此处所描述的具体实施例仅仅用于解释本发明,而非对本发明的限定。另外还需要说明的是,为了便于描述,附图中仅示出了与本发明相关的部分而非全部结构。此外,在不冲突的情况下,本发明中的实施例及实施例中的特征可以相互组合。The present invention will be further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention, but not to limit the present invention. In addition, it should be noted that, for the convenience of description, the drawings only show some but not all structures related to the present invention. Furthermore, the embodiments of the invention and the features of the embodiments may be combined with each other without conflict.
一个实施例中,提供了一种游戏时长管理方法,本实施例以该方法应用于终端进行举例说明,可以理解的是,该方法也可以应用于服务器,还可以应用于包括终端和服务器的系统,并通过终端和服务器的交互实现。终端可以但不限于是各种个人计算机、笔记本电脑、智能手机、平板电脑和便携式可穿戴设备。如图1所示,该方法包括以下步骤:In one embodiment, a method for managing game duration is provided. In this embodiment, the method is applied to a terminal for illustration. It can be understood that the method can also be applied to a server, and can also be applied to a system including a terminal and a server. , and through the interaction between the terminal and the server. The terminal can be, but is not limited to, various personal computers, notebook computers, smart phones, tablet computers, and portable wearable devices. As shown in Figure 1, the method includes the following steps:
S11、在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长。S11. Before entering the target game application, obtain the running time of each game application in the current cycle.
在本实施例中,游戏应用程序可以理解为需要对游戏时间进行限制的游戏类应用程序。目标游戏应用程序是指用于用户当前即将登录,在线使用的游戏应用程序。周期是指统计游戏应用程序累积时长的一个时间区间。进一步的,周期可以是12个小时为一个周期,也可以是24小时为一个周期。In this embodiment, the game application can be understood as a game application that needs to limit the game time. The target game application refers to the game application that the user is about to log in and use online. A period refers to a time interval in which the accumulated time of game applications is counted. Further, the period may be a period of 12 hours or a period of 24 hours.
具体的,本实施例中以24小时为一个周期为例进行说明。游戏应用程序的运行时长是指用户使用该游戏应用程序的在线时长。当前周期内每个游戏应用程序的运行时长是指从当前周期的起始时间点到当前时间点的这段时间内,各个游戏应用程序的运行时长。Specifically, in this embodiment, a cycle of 24 hours is taken as an example for description. The running time of a game application refers to the online time that a user uses the game application. The running time of each game application in the current cycle refers to the running time of each game application during the period from the start time point of the current cycle to the current time point.
进一步的,提供一种游戏应用程序的运行时长的记录方法。使用database记录一张表格,该表格中里面记录string字段和一个long字段。string字段记录各个目标游戏应用程序的名称。long字段记录各个游戏应用程序的运行时长,如游戏应用com.android.game1使用了1小时,往long字段写入3600秒。Further, a method for recording the running time of a game application is provided. Use the database to record a table, which records a string field and a long field. The string field records the name of each target game application. The long field records the running time of each game application. For example, the game application com.android.game1 uses 1 hour, and writes 3600 seconds into the long field.
获取当前周期内每个游戏应用程序的运行时长可以通过读取database中表格中的游戏应用程序的名称和记录的运行时长。需要说明的是,每个周期的起始时间点,long字段中记录的运行时长清零。To obtain the running time of each game application in the current cycle, you can read the name of the game application and the recorded running time in the table in the database. It should be noted that at the start time point of each cycle, the running duration recorded in the long field is cleared to zero.
在本实施例中,在进入目标游戏应用程序之前,还可以在终端上设置防沉迷选项,防沉迷选项可以设置第一预设时长和第二预设时长。第一预设时长是一个周期内终端所有游戏应用程序可使用的最长时长。第二预设时长是指一个周期内单个游戏应用程序允许运行的最长时长。In this embodiment, before entering the target game application, an anti-addiction option may also be set on the terminal, and the anti-addiction option may be set to a first preset duration and a second preset duration. The first preset duration is the longest duration that all game applications on the terminal can use within a period. The second preset duration refers to the longest duration that a single game application is allowed to run in one cycle.
进一步的,防沉迷选项还可以设置密码,每次进行防沉迷选项均需要输入正确的密码。这样可以防止防沉迷选项中的内容被篡改。Further, the anti-addiction option can also set a password, and each time the anti-addiction option is performed, a correct password needs to be entered. This prevents the content in the anti-addiction options from being tampered with.
其中,防沉迷选项设置的功能,在packages/apps/Settings中加入相关功能即可。Among them, the function of anti-addiction option setting can be added in packages/apps/Settings.
S12、基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长。S12. Determine the cumulative running duration of all game applications in the current cycle based on the running duration of each game application.
每个游戏应用程序的运行时长是指当前周期内每个游戏应用程序的运行时长。累积运行时长是指所有游戏应用程序当前周期内总的运行时长,即用户在当前周期内使用所有游戏应用程序的时间总和。The running time of each game application refers to the running time of each game application in the current cycle. The cumulative running time refers to the total running time of all game applications in the current cycle, that is, the total time that the user uses all game applications in the current cycle.
在一个实施例中,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长,包括:将每个游戏应用程序的运行时长进行累加,得到当前周期内所有游戏应用程序的累积运行时长。In one embodiment, determining the cumulative running duration of all game applications in the current cycle based on the running duration of each game application includes: accumulating the running durations of each game application to obtain all game applications in the current cycle cumulative run time.
在本实施例中,在database中查找入所有游戏应用程序名称和目标游戏应用程序名称对应的运行时长。将所有目标游戏应用程序名称对应的运行时长累加,当前周期内所有游戏应用程序的累积运行时长。In this embodiment, the running durations corresponding to the names of all game application programs and the name of the target game application program are searched in the database. Accumulate the running durations corresponding to the names of all target game applications, and accumulate the running durations of all game applications in the current cycle.
需要说明的是,每过一个周期,累积运行时长和每个游戏应用的运行时长均清零。需要说明的是,周期的起始时间点可以根据实际情况进行设置。可以是每天零点,每个游戏应用的运行时长清零,开始重新统计。可以是每天早晨八点,每个游戏应用的运行时长清零,开始重新统计。本实施例中中并不进行限定。It should be noted that, after each cycle, the accumulated running time and the running time of each game application are reset to zero. It should be noted that the start time point of the cycle can be set according to the actual situation. It can be at 0:00 every day, the running time of each game application is reset to zero, and the statistics are started again. It can be at 8:00 every morning, the running time of each game application is reset to zero, and the statistics are started again. It is not limited in this embodiment.
S13、基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。S13. Manage the running durations of all game applications based on the accumulated running duration and the first preset duration.
第一预设时长可以理解为一个周期内终端所有游戏应用程序可使用的最长时长。对所有游戏应用程序的运行时长进行管理包括允许进入目标游戏应用程序和禁止进入目标游戏应用程序。The first preset duration can be understood as the longest duration that all game applications on the terminal can use within a cycle. Managing the runtime of all game applications includes allowing access to the target game application and prohibiting access to the target game application.
在一个实施例中,基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理,包括:在累积运行时长超过第一预设时长时,禁止进入目标游戏应用程序。In one embodiment, managing the running durations of all game applications based on the accumulated running duration and the first preset duration includes: prohibiting entry into the target game application when the accumulated running duration exceeds the first preset duration.
在本实施例中,第一预设时长可以在防沉迷功能中进行设置。如果进入游戏应用程序之前,所有游戏应用程序的累积运行时长大于或等于2个小时,则ActivityManager拦截游戏应用,使其不能打开,并提示用户游戏时间已经达到2小时。In this embodiment, the first preset duration may be set in the anti-addiction function. If the cumulative running time of all game applications is greater than or equal to 2 hours before entering the game application, the ActivityManager intercepts the game application so that it cannot be opened, and prompts the user that the game time has reached 2 hours.
在一个实施例中,基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理,包括:在累积运行时长未超过第一预设时长时,允许进入目标游戏应用程序;开启目标游戏应用程序对应的计时器进行计时;基于计时器的计时结果实时更新目标游戏应用程序的运行时长,并执行获取当前周期内每个游戏应用程序的运行时长,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长的操作,直到累积运行时长超过第一预设时长,或用户退出目标游戏应用程序。In one embodiment, managing the running durations of all game applications based on the cumulative running duration and the first preset duration includes: allowing entry into the target game application when the cumulative running duration does not exceed the first preset duration; Start the timer corresponding to the target game application for timing; update the running duration of the target game application in real time based on the timing result of the timer, and execute to obtain the running duration of each game application in the current cycle, based on the running duration of each game application. The running duration is an operation of determining the cumulative running duration of all game applications in the current cycle, until the cumulative running duration exceeds the first preset duration, or the user exits the target game application.
在本实施例中,使用计时函数SystemClock.elapsedRealtime()进行计时。上述计时函数是开机时就进行记录的,与终端的系统时间无关系。即使更改系统时间也不会影响游戏应用程序运行市场的统计。进一步的,还可以使用这个计时函数统计一个周期内的游戏运行时长,每过一个周期,将database中记录时间的long字段清零。In this embodiment, the timing function SystemClock.elapsedRealtime() is used for timing. The above timing function is recorded when the device is powered on, and has nothing to do with the system time of the terminal. Even changing the system time will not affect the statistics of the game application running market. Further, you can also use this timing function to count the running time of the game in a cycle, and after each cycle, clear the long field of the recorded time in the database to zero.
进一步的,当进入目标游戏应用程序之前,先在database中查找入目标游戏应用程序名称和目标游戏应用程序名称对应的运行时长。然后计算所有游戏应用程序的累积运行时长,如果累积运行时长小于2个小时,则进入目标游戏应用程序,并打开计时函数,开始对目标游戏应用程序的运行时长进行计时。Further, before entering the target game application, first search the database for the name of the target game application and the running duration corresponding to the name of the target game application. Then calculate the cumulative running time of all game applications, if the cumulative running time is less than 2 hours, enter the target game application, and open the timing function to start timing the running time of the target game application.
需要说明的是,计时函数是对每个游戏应用程序分别进行计时。进一步的,计时函数进行累加计时。例如:当游戏应用程序A在当前周期内已经运行15分钟,当下次在进入游戏应用程序A时,在15分钟的基础上开始进行累加计时,即从15分钟开始计时。It should be noted that the timing function is to time each game application separately. Further, the timing function performs cumulative timing. For example: when the game application A has been running for 15 minutes in the current cycle, when the game application A is entered next time, the cumulative timing starts on the basis of 15 minutes, that is, the timing starts from 15 minutes.
当活动管理者(Activity Manager)发现游戏应用名称切换时,即用户不在使用目标游戏应用程序,开始使用其他的游戏应用程序,则在database中查找对应的其他的游戏应用名称,并计时函数开始对其他游戏应用程序的运行时长进行计时。When the activity manager (Activity Manager) finds that the game application name is switched, that is, the user is not using the target game application and starts to use other game applications, it will look up the corresponding other game application names in the database, and the timing function will start to match The runtime of other gaming applications is timed.
进一步的,计时函数预设时间间隔更新查找database。预设时间间隔可以是1分钟,以保证数据的实时性,预设时间间隔也可以长时间间隔,减少性能的占用。Further, the timing function updates the search database at preset time intervals. The preset time interval can be 1 minute to ensure the real-time nature of the data, and the preset time interval can also be a long time interval to reduce performance occupancy.
进一步的,如果目标游戏应用程序运行过程中,实时监测所游戏应用程序的累积运行时长,如果累积运行时长大于或等于2个小时,则ActivityManager拦截游戏应用,使其暂停使用,并提示用户游戏时间已经达到2小时。Further, if the target game application is running, the cumulative running time of the game application is monitored in real time. If the cumulative running time is greater than or equal to 2 hours, the ActivityManager intercepts the game application, makes it suspend use, and prompts the user for the game time. 2 hours have been reached.
在一个实施例中,方法还包括:在目标游戏应用程序的运行时长超过第二预设时长的情况下,禁止进入目标游戏应用程序,其中,第二预设时长小于第一预设时长。In one embodiment, the method further includes: when the running duration of the target game application exceeds a second preset duration, prohibiting entry of the target game application, wherein the second preset duration is less than the first preset duration.
在本实施例中,还可以获取当前周期内目标游戏应用程序的运行时长,在目标游戏应用程序的运行时长大于或等于第二预设时长的情况下,禁止该目标游戏应用程序使用。In this embodiment, the running duration of the target game application in the current cycle can also be obtained, and when the running duration of the target game application is greater than or equal to the second preset duration, the use of the target game application is prohibited.
例如,游戏应用程序B的运行时长大于或等于第二预设时长的情况下,禁止游戏应用程序B的使用,不影响除游戏应用程序B外的其他游戏应用程序的使用。这样可以使青少年均衡的使用多个游戏应用,避免其沉迷于一个游戏中。For example, when the running duration of game application B is greater than or equal to the second preset duration, the use of game application B is prohibited, and the use of other game applications except game application B is not affected. In this way, teens can use multiple game applications in a balanced manner and avoid being addicted to one game.
进一步的,第二预设时长由每个周期内目标游戏应用程序的实际运行时长确定。Further, the second preset duration is determined by the actual running duration of the target game application in each cycle.
在本实施例中,统计每个周期内各个游戏应用程序的实际运行时长,进而统计预设数量的周期内,各个游戏应用程序的实际运行时长。如果预设数量的周期内有一个游戏应用程序的实际运行时长特别长,可以减少该游戏应用程序对应的第二预设时长。预设数量的周期可以是7个周期。In this embodiment, the actual running duration of each game application in each cycle is counted, and then the actual running duration of each game application in a preset number of cycles is counted. If the actual running duration of a game application is particularly long within the preset number of cycles, the second preset duration corresponding to the game application may be reduced. The preset number of cycles may be 7 cycles.
具体的,7个周期内游戏应用程序的实际运行时长超过7个周期内可使用最长时长的80%,则可以将该游戏应用程序对应的第二预设时长减半。Specifically, if the actual running duration of the game application in the seven cycles exceeds 80% of the longest usable duration in the seven cycles, the second preset duration corresponding to the game application may be halved.
例如:统计7天内,每天使用时间占50%以上的游戏应用程序C,在database中新建一个字段,将使用时间定为25%,当游戏应用程序C的运行时长超过30分钟后,ActivityManager将拦截游戏应用程序C。For example: Count the game application C that accounts for more than 50% of the daily usage time within 7 days, create a new field in the database, and set the usage time as 25%. When the running time of the game application C exceeds 30 minutes, ActivityManager will intercept Game application C.
在一个实施中,方法还包括:设置游戏应用程序白名单,第一预设时长和游戏时长管理选项的密码,其中,白名单中的游戏应用程序的运行时长不进行统计和管理。In one implementation, the method further includes: setting a game application whitelist, a first preset duration and a password for a game duration management option, wherein the running durations of the game applications in the whitelist are not counted and managed.
终端设置防沉迷选项。进入选项中有两个功能,一是设置防沉迷的时间,二是设置白名单。设置完成就对此功能进行密码设置。下次再打开此设置时需要密码才能打开,防止白名单被篡改。这个只是设置的功能在packages/apps/Settings中加入相关功能即可。The terminal sets the anti-addiction option. There are two functions in the entry options, one is to set the anti-addiction time, and the other is to set the whitelist. After the setting is complete, set the password for this function. The next time you open this setting, a password is required to prevent the whitelist from being tampered with. This is just a function of setting, and you can add relevant functions in packages/apps/Settings.
在一个实施例中,设置游戏应用程序白名单,包括:在游戏应用程序下载过程中,确定被下载游戏应用程序的类型;当被下载游戏应用程序的类型是预设游戏类型时,将被下载游戏应用程序设置为游戏应用程序白名单。In one embodiment, setting the game application whitelist includes: during the game application downloading process, determining the type of the downloaded game application; when the type of the downloaded game application is a preset game type, it will be downloaded Game application is set as whitelist of game applications.
在本实施例中,游戏应用程序的类型可以是终端中游戏应用软件所属的类别。例如:益智类、动作类、角色扮演类、休闲类、体育类等。本实施例中不进行限定。In this embodiment, the type of the game application may be the category to which the game application software in the terminal belongs. For example: puzzle, action, role-playing, leisure, sports, etc. It is not limited in this embodiment.
预设游戏类型可以理解为长时间游戏会导致不良影响的游戏类型。预设游戏类型可以是全部游戏应用类型中的一种、多种或者全部。预设游戏类型可以通过防沉迷选项进行设置。即用户可以通过防沉迷选项设置预设类型。The default game type can be understood as a game type that can cause bad effects when playing for a long time. The preset game type may be one, multiple or all of all game application types. Preset game types can be set through the anti-addiction option. That is, the user can set the preset type through the anti-addiction option.
在一个实施例中,确定被下载游戏应用程序的类型,包括:如果是在终端中自带的应用商店中下载游戏应用程序,应用商店中已经有游戏分类。应用商店的分类中留一个接口,直接通过应用商店中的游戏分类确定被下载游戏应用程序的类型。In one embodiment, determining the type of the downloaded game application includes: if the game application is downloaded in an application store built in the terminal, the application store already has game categories. An interface is left in the classification of the application store, and the type of the downloaded game application is directly determined through the game classification in the application store.
在另一个实施例中,确定被下载游戏应用程序的类型,包括:如果是在第三方应用中下载游戏应用程序,则获取被下载的游戏应用程序的包名,依据上述包名在应用商店中进行查询,进而确定游戏应用的类型。其中,应用商店留有用于查询的接口。此外,还可以基于包名在其他平台中查询包名对应的游戏应用的类型。In another embodiment, determining the type of the downloaded game application includes: if the game application is downloaded from a third-party application, obtaining the package name of the downloaded game application, and storing the game application in the application store according to the package name. A query is made to determine the type of game application. Among them, the application store reserves an interface for querying. In addition, the type of the game application corresponding to the package name can also be queried in other platforms based on the package name.
在游戏应用程序的类型是预设游戏类型的情况下,将被下载游戏应用程序设置为游戏应用程序白名单,将该游戏应用程序的包名添加至数据库database中。When the type of the game application is the preset game type, the downloaded game application is set as the game application whitelist, and the package name of the game application is added to the database database.
具体的,获取游戏应用程序的类型,如果该游戏应用程序的类型是白名单,则表示该游戏应用的游戏时间不需要进行控制,则不对其进行管理。对除白名单之外的所有游戏应用程序的使用时长进行控制。Specifically, the type of the game application is acquired, and if the type of the game application is a whitelist, it means that the game time of the game application does not need to be controlled, and therefore it is not managed. Control the usage time of all gaming apps except whitelisted.
本申请提供的游戏时长管理方法,包括:在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。本申请通过统计一个周期内所有游戏应用的累积运行时长,基于累积运行时长来控制终端内所有游戏应用的游戏时间,实现了对终端中的多个游戏应用的游戏时间进行统一管理,达到了防沉迷的目的。The game duration management method provided by the present application includes: before entering a target game application, obtaining the running duration of each game application in the current cycle; determining the running duration of all game applications in the current cycle based on the running duration of each game application Cumulative running time; based on the cumulative running time and the first preset time, the running time of all game applications is managed. The present application controls the game time of all game applications in the terminal based on the cumulative running time of all game applications in a cycle, so as to realize unified management of the game time of multiple game applications in the terminal, and achieve the prevention of obsessive purpose.
在一个实施例中,如图2所示,提供了一种游戏时长管理装置,包括:获取模块21、确定模块22和管理模块23,其中:In one embodiment, as shown in FIG. 2, a game duration management device is provided, including: an
获取模块21,用于在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;The obtaining
确定模块22,用于基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;A
管理模块23,用于基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。The
在一个实施例中,确定模块22,用于将每个游戏应用程序的运行时长进行累加,得到当前周期内所有游戏应用程序的累积运行时长。In one embodiment, the determining
在一个实施例中,管理模块23,用于在累积运行时长超过第一预设时长时,禁止进入目标游戏应用程序。In one embodiment, the
在一个实施例中,管理模块23,还用于在累积运行时长未超过第一预设时长时,允许进入目标游戏应用程序;开启目标游戏应用程序对应的计时器进行计时;基于计时器的计时结果实时更新目标游戏应用程序的运行时长,并执行获取当前周期内每个游戏应用程序的运行时长,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长的操作,直到累积运行时长超过第一预设时长,或用户退出目标游戏应用程序。In one embodiment, the
在一个实施例中,管理模块23,还用于在目标游戏应用程序的运行时长超过第二预设时长的情况下,禁止进入目标游戏应用程序,其中,第二预设时长小于第一预设时长。In one embodiment, the
在一个实施例中,装置还包括设置模块,设置模块,用于设置游戏应用程序白名单,第一预设时长和游戏时长管理选项的密码,其中,白名单中的游戏应用程序的运行时长不进行统计和管理。In one embodiment, the device further includes a setting module, which is used for setting a whitelist of game applications, a first preset duration and a password for a management option of game duration, wherein the running durations of the game applications in the whitelist are different from each other. Statistics and management.
在一个实施例中,设置游戏应用程序白名单,包括:在游戏应用程序下载过程中,确定被下载游戏应用程序的类型;当被下载游戏应用程序的类型是预设游戏类型时,将被下载游戏应用程序设置为游戏应用程序白名单。In one embodiment, setting the game application whitelist includes: during the game application downloading process, determining the type of the downloaded game application; when the type of the downloaded game application is a preset game type, it will be downloaded Game application is set as whitelist of game applications.
本申请提供的游戏时长管理装置,包括:在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。本申请通过统计一个周期内所有游戏应用的累积运行时长,基于累积运行时长来控制终端内所有游戏应用的游戏时间,实现了对终端中的多个游戏应用的游戏时间进行统一管理。The game duration management device provided by the present application includes: before entering the target game application, obtaining the running duration of each game application in the current cycle; determining the running duration of all game applications in the current cycle based on the running duration of each game application Cumulative running time; based on the cumulative running time and the first preset time, the running time of all game applications is managed. The present application implements unified management of the game time of multiple game applications in the terminal by counting the cumulative running time of all game applications in a cycle, and controlling the game time of all game applications in the terminal based on the cumulative running time.
关于游戏时长管理装置的具体限定可以参见上文中对于游戏时长管理方法的限定,在此不再赘述。上述游戏时长管理装置中的各个模块可全部或部分通过软件、硬件及其组合来实现。上述各模块可以硬件形式内嵌于或独立于计算机设备中的处理器中,也可以以软件形式存储于计算机设备中的存储器中,以便于处理器调用执行以上各个模块对应的操作。For the specific limitation of the game duration management device, reference may be made to the above limitation on the game duration management method, which will not be repeated here. Each module in the above-mentioned game duration management device may be implemented in whole or in part by software, hardware and combinations thereof. The above modules can be embedded in or independent of the processor in the computer device in the form of hardware, or stored in the memory in the computer device in the form of software, so that the processor can call and execute the operations corresponding to the above modules.
在一个实施例中,提供了一种计算机设备,该计算机设备可以是终端,其内部结构图可以如图3所示。该计算机设备包括通过系统总线连接的处理器、存储器、通信接口、显示屏和输入装置。其中,该计算机设备的处理器用于提供计算和控制能力。该计算机设备的存储器包括非易失性存储介质、内存储器。该非易失性存储介质存储有操作系统和计算机程序。该内存储器为非易失性存储介质中的操作系统和计算机程序的运行提供环境。该计算机设备的通信接口用于与外部的终端进行有线或无线方式的通信,无线方式可通过WIFI、运营商网络、近场通信(NFC)或其他技术实现。该计算机程序被处理器执行时以实现一种游戏时长管理方法。该计算机设备的显示屏可以是液晶显示屏或者电子墨水显示屏,该计算机设备的输入装置可以是显示屏上覆盖的触摸层,也可以是计算机设备外壳上设置的按键、轨迹球或触控板,还可以是外接的键盘、触控板或鼠标等。In one embodiment, a computer device is provided, and the computer device may be a terminal, and its internal structure diagram may be as shown in FIG. 3 . The computer equipment includes a processor, memory, a communication interface, a display screen, and an input device connected by a system bus. Among them, the processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium, an internal memory. The nonvolatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the execution of the operating system and computer programs in the non-volatile storage medium. The communication interface of the computer device is used for wired or wireless communication with an external terminal, and the wireless communication can be realized by WIFI, operator network, near field communication (NFC) or other technologies. The computer program implements a game duration management method when executed by the processor. The display screen of the computer equipment may be a liquid crystal display screen or an electronic ink display screen, and the input device of the computer equipment may be a touch layer covered on the display screen, or a button, a trackball or a touchpad set on the shell of the computer equipment , or an external keyboard, trackpad, or mouse.
本领域技术人员可以理解,图3中示出的结构,仅仅是与本申请方案相关的部分结构的框图,并不构成对本申请方案所应用于其上的计算机设备的限定,具体的计算机设备可以包括比图中所示更多或更少的部件,或者组合某些部件,或者具有不同的部件布置。Those skilled in the art can understand that the structure shown in FIG. 3 is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the computer equipment to which the solution of the present application is applied. Include more or fewer components than shown in the figures, or combine certain components, or have a different arrangement of components.
在一个实施例中,本申请提供的游戏时长管理装置可以实现为一种计算机程序的形式,计算机程序可在如图3所示的计算机设备上运行。计算机设备的存储器中可存储组成该游戏时长管理装置的各个程序模块,比如,图2所示的获取模块21、确定模块22和管理模块23。各个程序模块构成的计算机程序使得处理器执行本说明书中描述的本申请各个实施例的游戏时长管理方法中的步骤。In one embodiment, the game duration management apparatus provided by the present application may be implemented in the form of a computer program, and the computer program may be executed on the computer device as shown in FIG. 3 . The memory of the computer device may store various program modules constituting the game duration management apparatus, for example, the
例如,图3所示的计算机设备可以通过如图2所示的游戏时长管理装置中的获取模块21模块执行步骤S11、在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长。计算机设备可通过确定模块22执行步骤S12、基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长。计算机设备可通过管理模块23执行步骤S13、基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。For example, the computer device shown in FIG. 3 can perform step S11 through the
在一个实施例中,提供了一种计算机设备,包括存储器和处理器,该存储器存储有计算机程序,该处理器执行计算机程序时实现以下步骤:在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。In one embodiment, a computer device is provided, including a memory and a processor, the memory stores a computer program, and when the processor executes the computer program, the processor implements the following steps: before entering the target game application program, obtain every The running duration of each game application; the cumulative running duration of all game applications in the current cycle is determined based on the running duration of each game application; based on the cumulative running duration and the first preset duration, the running duration of all game applications is calculated manage.
在一个实施例中,处理器执行计算机程序时还实现以下步骤:将每个游戏应用程序的运行时长进行累加,得到当前周期内所有游戏应用程序的累积运行时长。In one embodiment, the processor further implements the following steps when executing the computer program: accumulating the running durations of each game application to obtain the cumulative running durations of all game applications in the current cycle.
在一个实施例中,处理器执行计算机程序时还实现以下步骤:在累积运行时长超过第一预设时长时,禁止进入目标游戏应用程序。In one embodiment, when the processor executes the computer program, the following step is further implemented: when the accumulated running time exceeds the first preset time, entry into the target game application is prohibited.
在一个实施例中,处理器执行计算机程序时还实现以下步骤:在累积运行时长未超过第一预设时长时,允许进入目标游戏应用程序;开启目标游戏应用程序对应的计时器进行计时;基于计时器的计时结果实时更新目标游戏应用程序的运行时长,并执行获取当前周期内每个游戏应用程序的运行时长,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长的操作,直到累积运行时长超过第一预设时长,或用户退出目标游戏应用程序。In one embodiment, when the processor executes the computer program, the following steps are further implemented: when the accumulated running duration does not exceed the first preset duration, allowing entry of the target game application; starting the timer corresponding to the target game application for timing; based on The timing result of the timer updates the running duration of the target game application in real time, and executes to obtain the running duration of each game application in the current cycle, and determines the cumulative running duration of all game applications in the current cycle based on the running duration of each game application operation for the duration until the cumulative running duration exceeds the first preset duration, or the user exits the target game application.
在一个实施例中,处理器执行计算机程序时还实现以下步骤:在目标游戏应用程序的运行时长超过第二预设时长的情况下,禁止进入目标游戏应用程序,其中,第二预设时长小于第一预设时长。In one embodiment, when the processor executes the computer program, the following steps are further implemented: when the running duration of the target game application exceeds a second preset duration, entry into the target game application is prohibited, wherein the second preset duration is less than The first preset duration.
在一个实施例中,处理器执行计算机程序时还实现以下步骤:设置游戏应用程序白名单,第一预设时长和游戏时长管理选项的密码,其中,白名单中的游戏应用程序的运行时长不进行统计和管理。In one embodiment, the processor further implements the following steps when executing the computer program: setting a game application whitelist, a first preset duration and a password for a game duration management option, wherein the running durations of the game applications in the whitelist are different from each other. Statistics and management.
在一个实施例中,处理器执行计算机程序时还实现以下步骤:在游戏应用程序下载过程中,确定被下载游戏应用程序的类型,当被下载游戏应用程序的类型是预设游戏类型时,将被下载游戏应用程序设置为游戏应用程序白名单。In one embodiment, the processor further implements the following steps when executing the computer program: during the game application downloading process, determining the type of the downloaded game application, and when the type of the downloaded game application is a preset game type, uploading The downloaded game application is set as the game application whitelist.
本发明提供的游戏时长管理方法,在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。本申请通过统计一个周期内所有游戏应用的累积运行时长,基于累积运行时长来控制终端内所有游戏应用的游戏时间,实现了对终端中的多个游戏应用的游戏时间进行统一管理,达到了防沉迷的目的。In the game duration management method provided by the present invention, before entering the target game application, the running duration of each game application in the current cycle is obtained; the cumulative running duration of all game applications in the current cycle is determined based on the running duration of each game application. Duration; based on the accumulated running duration and the first preset duration, the running duration of all game applications is managed. The present application controls the game time of all game applications in the terminal based on the cumulative running time of all game applications in a cycle, so as to realize unified management of the game time of multiple game applications in the terminal, and achieve the prevention of obsessive purpose.
在一个实施例中,提供了一种计算机可读存储介质,其上存储有计算机程序,计算机程序被处理器执行时实现以下步骤:在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。In one embodiment, a computer-readable storage medium is provided, on which a computer program is stored, and when the computer program is executed by the processor, the following steps are implemented: before entering the target game application program, obtain each game application in the current cycle The running duration of the program; the cumulative running duration of all game applications in the current cycle is determined based on the running duration of each game application; the running duration of all game applications is managed based on the cumulative running duration and the first preset duration.
在一个实施例中,计算机程序被处理器执行时还实现以下步骤:将每个游戏应用程序的运行时长进行累加,得到当前周期内所有游戏应用程序的累积运行时长。In one embodiment, when the computer program is executed by the processor, the following steps are further implemented: accumulating the running durations of each game application to obtain the accumulated running durations of all game applications in the current cycle.
在一个实施例中,计算机程序被处理器执行时还实现以下步骤:在累积运行时长超过第一预设时长时,禁止进入目标游戏应用程序。In one embodiment, when the computer program is executed by the processor, the following step is further implemented: when the accumulated running time exceeds the first preset time, entry into the target game application is prohibited.
在一个实施例中,计算机程序被处理器执行时还实现以下步骤在累积运行时长未超过第一预设时长时,允许进入目标游戏应用程序;开启目标游戏应用程序对应的计时器进行计时;基于计时器的计时结果实时更新目标游戏应用程序的运行时长,并执行获取当前周期内每个游戏应用程序的运行时长,基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长的操作,直到累积运行时长超过第一预设时长,或用户退出目标游戏应用程序。In one embodiment, when the computer program is executed by the processor, the following steps are further implemented: when the accumulated running time does not exceed the first preset time, the target game application is allowed to be entered; the timer corresponding to the target game application is started for timing; based on The timing result of the timer updates the running duration of the target game application in real time, and executes to obtain the running duration of each game application in the current cycle, and determines the cumulative running duration of all game applications in the current cycle based on the running duration of each game application operation for the duration until the cumulative running duration exceeds the first preset duration, or the user exits the target game application.
在一个实施例中,计算机程序被处理器执行时还实现以下步骤:在目标游戏应用程序的运行时长超过第二预设时长的情况下,禁止进入目标游戏应用程序,其中,第二预设时长小于第一预设时长。In one embodiment, when the computer program is executed by the processor, the following steps are further implemented: when the running duration of the target game application exceeds a second preset duration, entry into the target game application is prohibited, wherein the second preset duration less than the first preset duration.
在一个实施例中,计算机程序被处理器执行时还实现以下步骤:设置游戏应用程序白名单,第一预设时长和游戏时长管理选项的密码,其中,白名单中的游戏应用程序的运行时长不进行统计和管理。In one embodiment, the computer program further implements the following steps when executed by the processor: setting a game application whitelist, a first preset duration and a password for the game duration management option, wherein the running duration of the game application in the whitelist is Statistics and management are not performed.
在一个实施例中,计算机程序被处理器执行时还实现以下步骤:在游戏应用程序下载过程中,确定被下载游戏应用程序的类型;当被下载游戏应用程序的类型是预设游戏类型时,将被下载游戏应用程序设置为游戏应用程序白名单。In one embodiment, when the computer program is executed by the processor, the following steps are further implemented: during the game application downloading process, determine the type of the downloaded game application; when the type of the downloaded game application is a preset game type, Whitelist the downloaded game application as a game application.
本发明提供的游戏时长管理方法,在进入目标游戏应用程序之前,获取当前周期内每个游戏应用程序的运行时长;基于每个游戏应用程序的运行时长确定当前周期内所有游戏应用程序的累积运行时长;基于累积运行时长和第一预设时长,对所有游戏应用程序的运行时长进行管理。本申请通过统计一个周期内所有游戏应用的累积运行时长,基于累积运行时长来控制终端内所有游戏应用的游戏时间,实现了对终端中的多个游戏应用的游戏时间进行统一管理,达到了防沉迷的目的。In the game duration management method provided by the present invention, before entering the target game application, the running duration of each game application in the current cycle is obtained; the cumulative running duration of all game applications in the current cycle is determined based on the running duration of each game application. Duration; based on the accumulated running duration and the first preset duration, the running duration of all game applications is managed. The present application controls the game time of all game applications in the terminal based on the cumulative running time of all game applications in a cycle, so as to realize unified management of the game time of multiple game applications in the terminal, and achieve the prevention of obsessive purpose.
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,的计算机程序可存储于一非易失性计算机可读取存储介质中,该计算机程序在执行时,可包括如上述各方法的实施例的流程。其中,本申请所提供的各实施例中所使用的对存储器、数据库或其它介质的任何引用,均可包括非易失性和易失性存储器中的至少一种。非易失性存储器可包括只读存储器(Read-OnlyMemory,ROM)、磁带、软盘、闪存或光存储器等。易失性存储器可包括随机存取存储器(Random Access Memory,RAM)或者外部高速缓冲存储器。作为说明而非局限,RAM以多种形式可得,比如静态随机存取存储器(Static Random Access Memory,SRAM)和动态随机存取存储器(Dynamic Random Access Memory,DRAM)等。Those skilled in the art can understand that all or part of the processes in the methods of the above embodiments can be implemented by instructing relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium , when the computer program is executed, it may include the processes of the above-mentioned method embodiments. Wherein, any reference to a memory, a database or other media used in the various embodiments provided in this application may include at least one of a non-volatile memory and a volatile memory. Non-volatile memory may include read-only memory (Read-Only Memory, ROM), magnetic tape, floppy disk, flash memory, or optical memory, and the like. Volatile memory may include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in various forms, such as Static Random Access Memory (SRAM) and Dynamic Random Access Memory (DRAM).
以上实施例的各技术特征可以进行任意的组合,为使描述简洁,未对上述实施例中的各个技术特征所有可能的组合都进行描述,然而,只要这些技术特征的组合不存在矛盾,都应当认为是本说明书记载的范围。The technical features of the above embodiments can be combined arbitrarily. For the sake of brevity, all possible combinations of the technical features in the above embodiments are not described. However, as long as there is no contradiction in the combination of these technical features, all It is considered to be the range described in this specification.
注意,上述仅为本发明的较佳实施例及所运用技术原理。本领域技术人员会理解,本发明不限于这里的特定实施例,对本领域技术人员来说能够进行各种明显的变化、重新调整和替代而不会脱离本发明的保护范围。因此,虽然通过以上实施例对本发明进行了较为详细的说明,但是本发明不仅仅限于以上实施例,在不脱离本发明构思的情况下,还可以包括更多其他等效实施例,而本发明的范围由所附的权利要求范围决定。Note that the above are only preferred embodiments of the present invention and applied technical principles. Those skilled in the art will understand that the present invention is not limited to the specific embodiments herein, and various obvious changes, readjustments and substitutions can be made by those skilled in the art without departing from the protection scope of the present invention. Therefore, although the present invention has been described in detail through the above embodiments, the present invention is not limited to the above embodiments, and can also include more other equivalent embodiments without departing from the concept of the present invention. The scope is determined by the scope of the appended claims.
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Application publication date: 20201110 |
