WO2022130971A1 - プログラム、コンピュータ、システム、方法 - Google Patents
プログラム、コンピュータ、システム、方法 Download PDFInfo
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- WO2022130971A1 WO2022130971A1 PCT/JP2021/044004 JP2021044004W WO2022130971A1 WO 2022130971 A1 WO2022130971 A1 WO 2022130971A1 JP 2021044004 W JP2021044004 W JP 2021044004W WO 2022130971 A1 WO2022130971 A1 WO 2022130971A1
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- viewing
- distribution
- terminal
- user
- information
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4781—Games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/86—Watching games played by other players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F13/00—Interconnection of, or transfer of information or other signals between, memories, input/output devices or central processing units
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q10/00—Administration; Management
- G06Q10/40—Business processes related to social networking or social networking services
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q10/00—Administration; Management
- G06Q10/40—Business processes related to social networking or social networking services
- G06Q10/42—Determination of affinities or common interests between users
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/25—Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
- H04N21/258—Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/25—Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
- H04N21/258—Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
- H04N21/25866—Management of end-user data
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/25—Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
- H04N21/266—Channel or content management, e.g. generation and management of keys and entitlement messages in a conditional access system, merging a VOD unicast channel into a multicast channel
- H04N21/2668—Creating a channel for a dedicated end-user group, e.g. insertion of targeted commercials based on end-user profiles
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/60—Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client
- H04N21/65—Transmission of management data between client and server
- H04N21/658—Transmission by the client directed to the server
Definitions
- the present disclosure relates to programs, computers, systems, and methods.
- Patent Documents 1 to 4 disclose a game system including a server and a plurality of terminals.
- content including at least game play by the distributor is distributed to the terminal used by the viewer.
- the viewer can participate in the gameplay of the distributor.
- Japanese Unexamined Patent Publication No. 2019-97888 Japanese Patent Application Laid-Open No. 2015-112500 Japanese Unexamined Patent Publication No. 2015-36033 Japanese Unexamined Patent Publication No. 2020-44086
- the computer receives play information according to the game play performed by the distribution user on the distribution terminal from the distribution terminal, and distributes information according to the received play information 1.
- the content distributed to the above viewing terminals and including at least the game play by the distribution user can be viewed by the viewing users using the one or more viewing terminals, and the recruitment operation by the distribution user is accepted.
- Receiving the recruitment information transmitted by the distribution terminal, and when receiving the recruitment information send the call information to the viewing terminal and notify the above 1 or more to call for participation in the content as a player.
- the figure which shows the outline of the game system in 1st Embodiment The figure which shows an example of the module structure of the terminal included in the game system of FIG.
- the figure which shows an example of the module structure of the server included in the game system of FIG. The figure which shows an example of the screen transition in the terminal of FIG.
- the figure which shows an example of the screen transition in the terminal of FIG. The figure which shows an example of the data structure of the history information in 1st Embodiment.
- the figure which shows an example of the flow of the matching process, the battle process, and the dissolution process in the 1st Embodiment The figure which shows an example of a home screen and a viewing screen displayed on the terminal of FIG.
- the figure which shows an example of the matching screen displayed on the terminal of FIG. The figure which shows an example of the battle screen and the viewing screen displayed on the terminal of FIG.
- the figure which shows an example of the 1st battle screen in 5th Embodiment The figure which shows an example of the function of the support character in 5th Embodiment.
- the figure which shows an example of the function of the support character in 5th Embodiment The figure which shows an example of the state of arranging the support object in 5th Embodiment.
- the game system 10 includes a network 90, a plurality of terminals 100, and one or more servers 200.
- the game system 10 is provided as a home system or a business system.
- the plurality of terminals 100 are configured to communicate with the server 200 via the network 90.
- the game system 10 provides a multiplayer game.
- the term "game” simply means a game provided by the game system 10.
- the plurality of terminals 100 is an example of a computer.
- One or more servers 200 is an example of a computer.
- the network 90 consists of the Internet and a mobile communication system including a radio base station.
- the mobile communication system can be realized as a wireless network that can be connected to the Internet by a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), or an access point.
- 3G, 4G, 5G mobile communication system LTE (Long Term Evolution), or an access point.
- LTE Long Term Evolution
- the plurality of terminals 100 can be used as game terminals for playing games.
- the terminal 100 used as a game terminal provides the user with a game function for playing a game provided by the game system 10.
- Some terminals 100 may be used as the distribution terminal 100A.
- the distribution terminal 100A provides the user with a distribution function for distributing content including at least the game play of the distribution user who is the distributor in real time.
- the distribution terminal 100A is used by the distribution user.
- the content may include video or still images that are the gameplay of the distribution user.
- the content may include at least one of audio and text data.
- Some terminals 100 may be used as viewing terminals 100B.
- the viewing terminal 100B provides the user with a viewing function for viewing the content distributed by the distribution user.
- the viewing terminal 100B is used by a viewing user who is a viewer.
- Some terminals 100 may be used as participating terminals 100C.
- the participating terminal 100C provides the user with a participation function of participating in the game play of the distribution user.
- the participating terminal 100C is used by the participating users.
- the distribution user and the participating user are players of the game. That is, the distribution terminal 100A and the participating terminal 100C are also game terminals.
- the terminal 100 other than the distribution terminal 100A, the viewing terminal 100B, and the participating terminal 100C is a general terminal 100D.
- the general terminal 100D can be used as a game terminal.
- the general terminal 100D is used by general users other than the distribution user, the viewing user, and the participating user.
- the terminal 100 is a smartphone.
- the terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), or a tablet computer.
- the terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
- the terminal 100 includes a processor 110, a memory 120, and a storage 130.
- the terminal 100 may further include a communication interface (IF) 140 and an input / output IF 150.
- the terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164.
- Each of the plurality of components included in the terminal 100 is connected to the communication bus 180.
- the processor 110 executes a series of instructions included in the program stored in the memory 120 or the storage 130 according to the signal given to the terminal 100 or when a predetermined condition is satisfied.
- the processor 110 is realized as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), MPU (Micro Processor Unit), FPGA (Field-Programmable Gate Array), or other arithmetic unit.
- the memory 120 temporarily stores programs and data.
- the program is read from storage 130.
- the data may include data transmitted to the terminal 100 and data generated by the processor 110.
- the memory 120 is realized as a RAM (RandomAccessMemory) or other volatile memory.
- the storage 130 permanently holds the program and the data.
- the storage 130 is realized as a ROM (Read-Only Memory), a hard disk device, a flash memory, or other non-volatile storage device.
- the storage 130 may be realized as a detachable storage device such as a memory card.
- the program stored in the storage 130 includes a game program, a distribution program, a viewing program, and a communication program.
- the game program realizes a game space that is an example of a virtual space and a game function that provides game play in the game space.
- gameplay involves manipulating objects (eg, avatars) that are placed in the game space.
- the distribution program realizes a distribution function for distributing content including at least game play in the game space. While realizing this distribution function, the terminal 100 becomes the distribution terminal 100A.
- the game program realizes a participation function of participating in the game play of the distribution user. While realizing this participation function, terminal 1 00 is the participating terminal 100C.
- the viewing program realizes a viewing space that is an example of a virtual space and a viewing function that provides viewing of contents through the viewing space. While realizing this viewing function, the terminal 100 becomes the viewing terminal 100B. As an example, viewing content using the terminal 100 includes viewing an object arranged in the viewing space.
- the communication program realizes a function of communicating with another computer (for example, a server 200).
- the program stored in the storage 130 may include an operating system, a simulation program, a user authentication program, and other programs.
- the data stored in the storage 130 includes definition data of a virtual space (game space and viewing space) and object data for various objects arranged in the virtual space.
- a game space and a viewing space for viewing the game space are defined using the same definition data.
- one or more objects are arranged in a game space and a viewing space for viewing the game space using the same object data.
- the viewing space reproduces the game space in which distribution is performed. That is, the distribution terminal 100A, the viewing terminal 100B, the participating terminal 100C, and the general terminal 100D can share one virtual space.
- the game space and viewing space are not limited to the space represented in three dimensions.
- one or both of the game space and the viewing space may be a space represented by two dimensions, or a space represented by a still image and represented by input data such as sound, voice, and character data.
- the communication IF 140 is connected to the network 90.
- the communication IF 140 communicates with another computer (for example, the server 200) connected to the network 90.
- the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF.
- the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF.
- the communication IF 140 is not limited to the above.
- the input / output IF 150 communicates with an external input / output device 190.
- the input / output IF150 is realized as a USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (registered trademark) (High-Definition Multimedia Interface), or other wired communication IF.
- the input / output IF 150 is realized as Bluetooth® or other wireless communication IF.
- the input / output device 190 is a controller.
- the input / output IF 150 transmits an instruction output from the processor 110 to the controller.
- the instruction instructs the controller to vibrate, output audio, or emit light.
- the controller executes vibration, audio output, or light emission in response to the instruction.
- the controller has one or more operating parts.
- one or more operating parts include buttons, keys, switches, handles, bars, touchpads, or sticks.
- the controller transmits an output value based on the user's operation on the operation part to the terminal 100.
- the controller may include motion sensors such as an accelerometer and an angular velocity sensor.
- the controller may be configured to transmit the output value of the motion sensor to the terminal 100.
- the controller may be attached to and detached from the terminal 100.
- the input / output device 190 is not limited to the above.
- the input / output device 190 may be a camera.
- the camera may be configured to transmit a captured image captured by the user to the terminal 100.
- the input / output device 190 may be a distance measuring sensor.
- the distance measuring sensor may be configured to transmit an output value based on the detection of the user's hand, a marker, or the like to the terminal 100.
- the microphone 160 converts the user's utterance into an audio signal (electrical signal) and transmits it to the processor 110.
- the speaker 162 converts the voice signal into voice and outputs it to the user.
- Each terminal 100 may include, in addition to or instead of the speaker 162, an earphone or an earphone jack to which the earphone can be connected.
- the touch screen 164 includes a monitor 166 and a touch sensor 167.
- the monitor 166 is realized as a transparent or non-transparent display device.
- the monitor 166 is realized as a liquid crystal monitor, an organic EL (ElectroLuminescence) monitor, or other display device.
- the monitor 166 displays various images. Images displayed on monitor 166 include various objects such as backgrounds, user avatars, obstacles, characters, windows, buttons, menus, lists, and icons.
- the monitor 166 is not limited to the above.
- the monitor 166 may be a 3D monitor including a sub monitor that displays an image for the left eye and a sub monitor that displays an image for the right eye.
- the touch sensor 167 transmits an output value based on the user's operation to the monitor 166 to the processor 110.
- the touch sensor 167 is realized as a capacitive touch sensor, a resistance film type touch sensor (pressure sensitive touch sensor), an ultrasonic type touch sensor, or another touch sensor.
- the input surface of the touch sensor 167 is a part or all of the display surface of the monitor 166.
- the touch sensor 167 can be used as an operation unit configured to accept a user's input operation.
- the processor 110 accepts the user's physical contact operation with respect to the input surface of the touch sensor 167 as the user's input operation.
- the user's input operation to the touch sensor 167 may include a touch operation, a slide operation, a swipe operation, a tap operation, and other operations.
- the operation unit is not limited to the above-mentioned configuration.
- the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 90 as a user input operation.
- the processor 110 accepts a signal transmitted from the external input / output device 190 as a user's input operation.
- the input / output device 190 is a camera and a distance measuring sensor
- the processor 110 detects the gesture (user's hand) based on the captured image and the output value. (A series of movements) is accepted as a user input operation.
- the input / output device 190 is a controller
- the processor 110 accepts an output value transmitted from the controller as a user's input operation.
- the server 200 may be a workstation or a general-purpose computer such as a PC.
- the server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250.
- Each of the plurality of components included in the server 200 is connected to the communication bus 280.
- the processor 210 executes a series of instructions included in the program stored in the memory 220 or the storage 230 according to the signal given to the server 200 or when a predetermined condition is satisfied.
- the processor 210 is realized as a CPU, GPU, MPU, FPGA, or other arithmetic unit.
- the memory 220 temporarily stores programs and data.
- the program is read from storage 230.
- the data may include data transmitted to the server 200 and data generated by the processor 210.
- the memory 220 is realized as a RAM or other volatile memory.
- the storage 230 permanently retains the program and data.
- the storage 130 is realized as a ROM, a hard disk device, a flash memory, or other non-volatile storage device.
- the storage 230 may be realized as a detachable storage device such as a memory card.
- the server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scene where a plurality of game systems 10 are used, such as an amusement facility, the program and data can be updated collectively.
- the program stored in the storage 230 includes a game program, a distribution program, and a communication program.
- the game program realizes a function of providing a game space in the game system 10 and providing a game play in which the game space is shared by a plurality of users.
- the distribution program realizes a function of distributing content to the viewing terminal 100B.
- the communication program realizes a function of communicating with other computers (for example, a distribution terminal 100A, a viewing terminal 100B, a participating terminal 100C, and a general terminal 100D).
- the program stored in the storage 230 may include an operating system, a simulation program, a user authentication program, and other programs.
- the data stored in the storage 130 may include data defining the game space and object data for various objects arranged in the game space.
- the communication IF 240 is connected to the network 90.
- the communication IF 240 communicates with other computers connected to the network 90 (for example, a distribution terminal 100A, a viewing terminal 100B, a participating terminal 100C, and a general terminal 100D).
- the communication IF 240 is realized as a LAN or other wired communication IF.
- the communication IF 240 is realized as a Wi-Fi®, Bluetooth®, NFC, or other wireless communication IF.
- the communication IF 240 is not limited to the above.
- the input / output IF 250 communicates with an external input / output device.
- the input / output IF 250 is realized as a USB, DVI, HDMI (registered trademark), or other wired communication IF.
- the input / output IF 250 is realized as Bluetooth® or other wireless communication IF.
- the server 200 is not limited to the above-mentioned configuration.
- the server 200 may include a game server 200A for providing a game space and a distribution server 200B for distributing content.
- the game program is stored in the storage 230 of the game server 200A.
- the game program is executed by the processor 210 of the game server 200A.
- the distribution program is stored in the storage 230 of the distribution server 200B.
- the distribution program is executed by the processor 210 of the distribution server 200B.
- the game server 200A transmits and receives various information and various requests to and from the distribution server 200B via the communication IF 240.
- the game server 200A transmits / receives various information and various requests to / from the distribution terminal 100A, the participating terminal 100C, and the general terminal 100D via the communication IF 240.
- the distribution server 200B transmits and receives various information and various requests to and from the viewing terminal 100B via the communication IF 240.
- the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input / output module 107.
- the control module 101 includes a game module 101A, a distribution module 101B, and a viewing module 101C.
- the game module 101A, the distribution module 101B, the viewing module 101C, and the rendering module 104 are realized by the processor 110.
- the memory module 105 is realized by the memory 120 and the storage 130.
- the communication module 106 is realized by the communication IF 140.
- the input / output module 107 is realized by a processor 110, a touch sensor 167, and an input / output IF 150.
- the input / output module 107 detects and accepts a user's input operation to the touch sensor 167 and a user's input operation to an external operating device via the input / output IF 150.
- the input / output module 107 detects the coordinates of the input position and specifies the type of the input operation.
- the types of input operations that the input / output module 107 can identify may include touch operations, slide operations, swipe operations, tap operations, and other modes of operation.
- the input / output module 107 detects that the contact input is released from the touch sensor 167 when the continuously detected input operation is interrupted.
- the communication module 106 receives various data and various requests from one or more servers 200.
- the data received by the communication module 106 from the server 200 may include progress information and user information.
- the progress information may include one or more types of avatars to be placed in the game space, avatar coordinate information, avatar action information, and other information.
- the avatar is an object to be operated by the user in the game space, and is a character that is the alter ego of the user himself / herself.
- the coordinate information of the avatar is the information indicating the position in the game space.
- the action information is information about the action of the avatar.
- avatar actions can include avatar posture, item use, skill use, attack, defense, evasion, or jumping.
- the progress information may include setting information regarding the setting of the avatar.
- the avatar settings may be changed by the user in the game space or before moving to the game space.
- the avatar setting may include the equipment or appearance of the avatar.
- user information may include a user name, account ID, gender, age, address and the like.
- the communication module 106 transmits various data and various requests to one or more servers 200.
- the data transmitted by the communication module 106 to the server 200 may include play information and user information.
- the play information is output according to the input operation received by the input / output module 107.
- the play information may include the avatar's coordinate information, action information, and other information as the operation content of the avatar.
- the play information may include avatar setting information.
- the play information is generated by the game module 101A.
- the game module 101A performs a process for advancing the game.
- the game module 101A reads the definition data of the game space from the memory module 105.
- the game module 101A defines the game space according to the read definition data.
- the game module 101A reads the object data from the memory module 105.
- the game module 101A arranges an object in the game space according to the read object data.
- the game module 101A specifies a user's instruction according to the coordinates of the input position received by the input / output module 107, the type of input operation, and the progress of the game.
- the progress of the game may include coordinate information of its own avatar in the game space, as well as action information.
- the progress of the game may include coordinate information of another user's avatar and action information.
- the progress of the game may include setting information of its own avatar.
- the progress of the game may include the setting information of the avatar of another user.
- the game module 101A makes various determinations regarding the progress of the game.
- the game module 101A performs various lottery related to the progress of the game.
- the game module 101A generates various requests and play information according to a user's instruction, various determination results, and various lottery results.
- Various requests and play information generated by the game module 101A are transmitted to the server 200 by the communication module 106.
- the distribution module 101B performs a process for distributing content including game play.
- the distribution module 101B specifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of the input operation, and the progress of the game.
- the distribution module 101B can generate a content distribution start request and a content distribution end request according to the user's instruction content.
- the distribution module 101B may generate a request to change the distribution content of the content according to the instruction of the user.
- Various requests generated by the distribution module 101B are transmitted by the communication module 106.
- the viewing module 101C performs a process for viewing the content distributed by the distribution user.
- the viewing module 101C reads the definition data of the viewing space from the memory module 105.
- the viewing module 101C defines the viewing space according to the read definition data.
- the viewing module 101C reads the object data from the memory module 105.
- the viewing module 101C arranges an object in the viewing space according to the read object data.
- the viewing module 101C specifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of input operation, and the progress of the game.
- the viewing module 101C generates a viewing start request and a viewing end request for the content in response to the user's instruction.
- the viewing module 101C generates a request to change the distribution content of the content according to the instruction of the user.
- Various requests generated by the viewing module 101C are transmitted by the communication module 106.
- the rendering module 104 creates an image of the game screen.
- the rendering module 104 creates an image of the game screen in response to the progress information received by the communication module 106 and various requests.
- the rendering module 104 creates an image of the game screen in response to the play information generated by the game module 101A and various requests.
- the rendering module 104 creates an image of the game screen in response to the information generated by the viewing module 101C and various requests.
- the rendering module 104 displays the created image of the game screen on the monitor 166.
- the rendering module 104 may be configured to display an image of the game screen on an external display device via the input / output IF 150.
- the rendering module 104 may be configured to display an image of the game screen on an external display device via the communication IF 140.
- the game screen is an image in which a 2D or 3D object is controlled and drawn. As described above, the objects drawn on the game screen may include avatars (characters), backgrounds, obstacles, and the like.
- the rendering module 104 may control and draw a 2D or 3D game object (UI object) for constructing a UI (User Interface).
- UI object 2D or 3D game object
- the rendering module 104 creates a game screen containing UI objects necessary for user input operations, such as icons, buttons, lists, windows, and menus.
- the UI object is information that assists the user's input operation necessary for advancing the game. Further, the UI object is information that assists the user's input operation necessary for obtaining the data generated during the progress of the game from the terminal 100.
- the various UI objects shown in the present disclosure are merely examples, and are not limited to those embodiments.
- the processing in the terminal 100 is realized by the hardware and the software executed by the processor 110.
- Such software may be stored in advance in a memory module 105 such as a hard disk.
- the software may be stored in a non-volatile data recording medium such as a CD-ROM that can be read by a computer and distributed as a program product.
- This software may be provided as a program product that can be downloaded by an information provider connected to a network such as the Internet.
- Such software is read from a data recording medium by a data reading device such as an optical disk drive device, or downloaded from another computer such as a server 200 via a communication module 106, and then temporarily stored in a memory module. ..
- the software is read from the memory module by the processor 110 and stored in RAM or the like in the form of an executable program. Processor 110 executes the program.
- the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input / output module 207.
- the control module 201 includes a game module 201A and a distribution module 201B.
- the game module 201A and the distribution module 201B are realized by the processor 210.
- the memory module 205 is realized by the memory 220 and the storage 230.
- the communication module 206 is realized by the communication IF 240.
- the input / output module 207 is realized by the processor 210 and the input / output IF 250.
- the communication module 206 receives various information and various requests from each terminal 100.
- the information received by the communication module 206 from each terminal 100 may include play information and user information.
- the communication module 206 transmits various information and various requests to each terminal 100.
- the information transmitted by the communication module 206 to each terminal 100 may include progress information and user information.
- the input / output module 107 detects and accepts a user's input operation to an external operating device via the input / output IF 250.
- the game module 201A performs a process for providing an environment in which a game space, which is an example of a virtual space, is shared by a plurality of users.
- the game module 201A reads the definition data of the game space from the memory module 205.
- the game module 201A defines the game space according to the read definition data.
- the game module 201A reads the object data from the memory module 205.
- the game module 201A arranges various objects excluding the avatars of the players participating in the game in the game space according to the read object data.
- the game module 201A arranges the avatars of each of the plurality of players according to the coordinate information included in the play information received by the communication module 206 from the plurality of terminals 100.
- the game module 201A determines the interaction between avatars according to the action information included in the play information received by the communication module 206 from the plurality of terminals 100 and the setting information of the avatars.
- the game module 201A generates progress information according to the result of these processes.
- the progress information is transmitted to each terminal 100 (100A, 100C, 100D) by the communication module 206.
- the game module 201A transmits the generated progress information to the distribution module 201B.
- the distribution module 201B generates distribution information according to the progress information generated by the game module 201A.
- the distribution information is transmitted to one or more terminals 100 (100B) by the communication module 206.
- the delivery information may include progress information.
- the distribution information may be the progress information itself.
- the distribution module 201B transmits various requests to the game module 201 in response to various requests received by the communication module 206 from the viewing terminal 100B.
- the distribution module 201B transmits various information to the game module 201A according to various information received by the communication module 206 from the viewing terminal 100B.
- the server 200 is not limited to the module configuration described above.
- the game module 201A may be provided by the game server 200A.
- the distribution module 201B may be provided by the distribution server 200B.
- the game module 201A transmits and receives various information and various requests to and from the distribution module 201B via the communication module 206.
- the processing in the server 200 is realized by the hardware and the software executed by the processor 210.
- Such software may be stored in advance in a memory module 205 such as a hard disk.
- the software may be stored in a non-volatile data recording medium such as a CD-ROM that can be read by a computer and distributed as a program product.
- This software may be provided as a program product that can be downloaded by an information provider connected to a network such as the Internet.
- Such software is read from a data recording medium by a data reading device such as an optical disk drive device, or downloaded from another computer such as an external storage device via a communication module 206, and then temporarily stored in a memory module.
- the software is read from the memory module by the processor 210 and stored in memory such as RAM in the form of an executable program.
- the processor 210 executes the program.
- a game contains multiple parts of different nature.
- the plurality of parts includes a first part and a second part.
- the distribution user, the participating user, and the general user may prepare for the second part.
- the viewing user can view the content distributed by the distribution user.
- the delivered content includes gameplay in the first part or the second part.
- the second part is a part in which a plurality of users decide the victory or defeat based on some criteria.
- the second part is a part in which a plurality of parties decide the victory or defeat based on some criteria.
- Each party may contain multiple users.
- the thing to which a plurality of users belong is not limited to a party, but may be a group, a team, a group, or the like.
- a distribution user and a participating user may belong to one party. In the second part, each of the distribution user, the participating user, and the general user operates their own avatar.
- the second part of the game has the following specifications.
- the second part is a battle game that includes a battle between two parties.
- a plurality of users operate their own avatars in the field constructed in the game space.
- the criterion for determining victory or defeat is that one party meets a predetermined victory condition before the hostile party.
- Victory conditions include the annihilation of members of the enemy party.
- the second part ends when the predetermined time limit elapses, even if the members belonging to the enemy party are not completely destroyed.
- the victory condition includes that one party has scored more points than the hostile opponent party at the time limit of the second part elapses.
- points can be earned by collecting the designated objects placed in the game space.
- the maximum number of people in a party is six.
- the maximum number of people in one party may be 2 to 5 people, or 7 or more people.
- the party in the second part can belong to a small group composed in another part or a small group composed of people who have a relationship such as friends.
- a group of two, a group of three, and an individual player may be combined to form a party with a maximum number of six players, or six individual players may be assigned to form a party in the second part.
- individual players may be recruited or small groups may be recruited.
- the second part is not limited to the above-mentioned configuration.
- the second part may be a sport such as soccer, tennis, table tennis, boxing, or basketball.
- the second part may be a race such as a car race, a yacht race, a ski race, or a flight race.
- the first part has the following specifications.
- the distribution user, the participating user, and the general user prepare for the battle game as the second part.
- Preparing for a battle game includes adding, exchanging, and deleting avatar equipment, avatar skills, and avatar possession items.
- Preparing for a battle game may include changing the appearance of the avatar.
- the appearance of an avatar may include race, gender, body shape, hairstyle, or facial expression.
- Preparing for the battle game is to change the avatar settings.
- the display screen of each terminal 100 includes a first home screen 40A, a second home screen 40B, a first battle screen 50A, a second battle screen 50B, and a first viewing screen. 60A, a second viewing screen 60B, and a matching screen 70 may be included.
- the outline of the screen transition will be described.
- a specific example of each display screen will be described later.
- the first home screen 40A is displayed when the game is the first part and the terminal 100 is in the initial state.
- the initial state is neither the distribution state nor the viewing state.
- the terminal 100 is not the distribution terminal 100A and is not the viewing terminal 100B. That is, this terminal 100 is a general terminal 100D.
- the terminal 100 becomes the distribution terminal 100A.
- the terminal 100 does not become the viewing terminal 100B.
- the terminal 100 becomes the viewing terminal 100B.
- the terminal 100 does not become the distribution terminal 100A.
- the second home screen 40B is displayed when the game is the first part and the terminal 100 is in the distribution state.
- the first battle screen 50A is displayed when the game is the second part and the terminal 100 is neither in the distribution state nor in the viewing state.
- the second battle screen 50B is displayed when the game is the second part and the terminal 100 is in the distribution state.
- the first viewing screen 60A and the second viewing screen 60B are displayed when the terminal 100 is in the viewing state.
- the first viewing screen 60A is displayed when the game on the distribution terminal 100A that distributes the content to be viewed is the first part. That is, on the first viewing screen 60A, the game play in the first part can be viewed.
- the second viewing screen 60B is displayed when the game on the distribution terminal 100A that distributes the content to be viewed is the second part. That is, the second viewing screen 60B can view the game play in the second part.
- the matching screen 70 is displayed when transitioning from the first part to the second part.
- the memory 220 and the storage 230 in the server 200 store the history information related to the viewing user as the memory module 205.
- historical information has the following data structure.
- the content information (content ID) indicating the content is associated with the distributor information (delivery user ID) indicating the distribution user.
- Viewer information (viewing user ID) indicating a viewing user is associated with the content information.
- Various types of information indicating the nature of the viewing user are associated with the viewer information. As an example, this variety of information includes friend information, follower information, follower information, customer information, character value, and viewing time.
- the friend information is a parameter indicating whether or not the distribution user has registered the viewing user as a friend.
- the follow information is a parameter indicating whether or not the distribution user is following the viewing user.
- the follower information is a parameter indicating whether or not the distribution user is followed by the viewing user.
- the customer information is a parameter indicating the evaluation value of the gift received by the distribution user from the viewing user.
- a gift rating is the number of times a distribution user receives a gift from its viewing user.
- the evaluation value of a gift is the number of gifts received by the distribution user from the viewing user.
- the gift rating is the total amount of in-game currency required for the distribution user to purchase the gift received from the viewing user.
- the quality value is a parameter indicating the manners of the viewing user.
- the viewing time is a parameter indicating the elapsed time since the viewing user started viewing the content.
- step S100 when the processor 110 of the distribution terminal 100A receives the operation instructing the distribution start, the distribution module 101B transmits the distribution start request to the server 200.
- step S102 the processor 110 of the distribution terminal 100A transmits play information to the server 200 as the game module 101A.
- the play information may include avatar setting information when the game is the first part.
- the play information may include avatar coordinate information, action information, avatar setting information, and other information when the game is the second part.
- step S104 the processor 210 of the server 200 receives the distribution start request as the distribution module 201B.
- step S106 the processor 210 of the server 200 receives the play information as the game module 201A. That is, the server 200 receives the play information corresponding to the game play performed by the distribution user on the distribution terminal 100A from the distribution terminal 100.
- step S108 the processor 210 of the server 200 generates distribution information as the distribution module 201B.
- step S110 the processor 210 of the server 200 generates a distribution list as the distribution module 201B.
- a distribution list is a list of content being distributed.
- the distribution list may be a list of distribution users who are distributing content.
- step S114 when the processor 110 of the viewing terminal 100B receives the list display operation instructing the display of the distribution list, the viewing module 101C transmits the distribution list request to the server 200.
- step S116 the processor 210 of the server 200 receives the distribution list request as the distribution module 201B.
- step S118 the processor 210 of the server 200 transmits the distribution list to the viewing terminal 100B as the distribution module 201B.
- step S120 the processor 110 of the viewing terminal 100B receives the distribution list as the viewing module 101C.
- step S122 the processor 110 of the viewing terminal 100B displays the distribution list on the monitor 166 as the rendering module 104.
- step S124 when the processor 110 of the viewing terminal 100B receives the distribution start operation instructing the content to start viewing, the viewing module 101C transmits a viewing start request to the server 200.
- the viewing start request indicates content for which distribution to the viewing terminal 100B is requested.
- step S126 the processor 210 of the server 200 receives the viewing start request as the distribution module 201B.
- step S128 the processor 210 of the server 200 transmits the distribution information to the viewing terminal 100B as the distribution module 201B. That is, the server 200 transmits the distribution information to one or more viewing terminals 100B according to the received play information.
- the server 200 enables a viewing user who uses one or more viewing terminals 100B to view content including at least a game play by a distribution user.
- step S130 the processor 110 of the viewing terminal 100B receives the distribution information as the viewing module 101C.
- step S132 the processor 110 of the viewing terminal 100B displays the viewing screen including the content on the monitor 166 as the rendering module 104 according to the distribution information.
- the processor 110 displays the first viewing screen 60A on the monitor 166.
- the processor 110 displays the second viewing screen 60B on the monitor 166.
- Party member recruitment process The flow of the party member recruitment process will be described below.
- the content including the game play in the first part is distributed from the distribution terminal 100A to the viewing terminal 100B.
- the second home screen 40B is displayed on the monitor 166 of the distribution terminal 100A.
- the first viewing screen 60A is displayed on the monitor 166 of the viewing terminal 100B.
- step S150 when the processor 110 of the distribution terminal 100A accepts the recruitment operation instructing the viewer to participate in the party, the game module 101A sends the viewer recruitment request to the server 200. Send to.
- step S152 the processor 210 of the server 200 receives the viewer recruitment request as the distribution module 201B. That is, the server 200 receives the viewer recruitment request transmitted by the distribution terminal 100A that has received the recruitment operation by the distribution user.
- the viewer recruitment request is an example of recruitment information.
- step S154 the processor 210 of the server 200 transmits the entry solicitation request to one or more viewing terminals 100B as the distribution module 201B. That is, when the server 200 receives the viewer recruitment request, the server 200 transmits the entry recruitment request to the viewing terminal 100B.
- the entry recruitment request is an example of call information.
- the entry solicitation request is transmitted to all viewing terminals 100B receiving content distribution from a certain distribution terminal 100A.
- the entry solicitation request is not transmitted from the distribution terminal 100A to another viewing terminal 100B that has not received the content distribution.
- the call for participation by the distribution user may be made only to the viewing user who views the content of the distribution user.
- step S156 the processor 110 of the viewing terminal 100B receives the entry recruitment request as the viewing module 101C.
- step S158 the processor 110 of the viewing terminal 100B displays, as the rendering module 104, the first viewing screen 60A including the notification calling for participation in the content as a player on the monitor 166. That is, as an example, the server 200 instructs one or more viewing terminals 100B to give a notification calling for participation in the content as a player.
- step S160 the processor 110 of the viewing terminal 100B accepts an entry application operation instructing the viewing module 101C to participate in the content as a player.
- the entry application operation is an example of a participation operation instructing the distribution user to participate in the party recruited.
- step S162 the processor 110 of the viewing terminal 100B transmits an entry request to the server 200 as the viewing module 101C.
- step S164 the processor 210 of the server 200 receives the entry request as the distribution module 201B. That is, as an example, the server 200 receives the participation information transmitted by the viewing terminal 100B that has received the participation operation by the viewing user among the one or more viewing terminals 100B.
- the entry request is an example of participation information.
- step S166 the processor 210 of the server 200 generates an applicant list as the game module 201A.
- the processor 210 sorts the viewing users according to the history information stored in the memory module 105. The sorting of the viewing users is performed according to various information included in the history information. As an example, various types of information included in the history information have a contribution rate or a priority. As an example, the processor 210 rearranges a plurality of viewing users by making the contribution rate of friend information, customer information, and property value higher than the contribution rate of other information.
- the server 200 when there are a plurality of viewing terminals 100B that have received participation information, the server 200 generates a list of viewing users who use each of the viewing terminals 100B.
- generating the applicant list includes rearranging the sort order in the list according to the history information related to the viewing user who uses the viewing terminal 100B that has received the participation information.
- the history information includes the viewing time of the content on the viewing terminal 100B that has received the participation information.
- step S168 the processor 210 of the server 200 transmits the generated applicant list to the distribution terminal 100A as the game module 201A. That is, as an example, the server 200 transmits the generated list to the viewing terminal 100B.
- step S170 the processor 110 of the distribution terminal 100A receives the applicant list as the game module 101A.
- step S172 the processor 110 of the distribution terminal 100A displays the second home screen 40B including the applicant list on the monitor 166 as the rendering module 104.
- step S174 the processor 110 of the distribution terminal 100A accepts, as the game module 101A, a member selection operation instructing a viewing user to select from the applicant list.
- step S176 the processor 110 of the distribution terminal 100A transmits, as the game module 101A, a selected member who is a viewing user selected in response to the member selection operation to the server 200.
- step S178 the processor 210 of the server 200 receives the selected member as the game module 201A.
- step S180 the processor 210 of the server 200 forms a party as the game module 201A.
- the processor 210 forms a party with the distribution user as a leader.
- the party formed in step S180 includes a distribution user.
- the party formed in step S180 further includes viewing users selected by the distribution user from the application list. The selected viewing user participates in the content distributed by the distribution user as a participating user who is a player. That is, as an example, the server 200 forms a party including at least a distribution user and a viewing user who uses the viewing terminal 100B that has received the participation information.
- step S182 the processor 210 of the server 200 transmits the party participation request as the game module 201A to the viewing terminal 100B used by the viewing user selected by the distribution user.
- the party participation request is an example of a request instructing the distribution user to participate in the content distributed. That is, as an example, the server 200 causes one or more viewing users included in the formed party to participate in the content as players.
- step S184 the processor 110 of the viewing terminal 100B receives the party participation request as the game module 101A. As a result, the viewing terminal 100B becomes the participating terminal 100C.
- step S186 the processor 110 of the participating terminal 100C displays the first home screen 40A on the monitor 166 instead of the first viewing screen 60A as the rendering module 104.
- step S200 the processor 110 of the distribution terminal 100A accepts the battle start operation instructing the start of the second part as the game module 101A.
- step S202 the processor 110 of the distribution terminal 100A transmits a battle start request to the server 200 as the game module 101A.
- step S204 the processor 210 of the server 200 receives the battle start request as the game module 101A.
- step S206 the processor 210 of the server 200 matches the party to which the distribution user belongs and the enemy party to play against as the game module 201A.
- the processor 210 transmits a matching screen request to the distribution terminal 100A and the participating terminal 100C.
- the processor 210 transmits the standby screen request corresponding to the matching screen request to the viewing terminal 100B as the distribution module 201B.
- step S208 the processor 110 of the distribution terminal 100A receives the matching screen request as the rendering module 104, and displays the matching screen 70 on the monitor 166 in response to the received matching screen request.
- step S210 the processor 110 of the participating terminal 100C receives the matching screen request as the rendering module 104, and displays the matching screen 70 on the monitor 166 in response to the received matching screen request.
- the processor 110 of the viewing terminal 100B receives the standby screen request as the rendering module 104, and displays a predetermined standby screen on the monitor 166 in response to the received standby screen request.
- step S212 the processor 210 of the server 200 defines the game space as the game module 201A when the matching is completed.
- the processor 210 of the server 200 arranges various objects in the game space as the game module 201A.
- Various objects include avatars of party members including distribution users, and avatars of party members who are opponents.
- various objects may include common enemy characters, obstacles, or traps.
- step S216 the processor 210 of the server 200 transmits a game start request to the distribution terminal 100A and the participating terminal 100C as the game module 201A. Along with this, the processor 210 of the server 200 transmits the first viewing transition request corresponding to the game start request to the viewing terminal 100B as the distribution module 201B.
- step S2128 the processor 110 of the distribution terminal 100A receives the game start request as the game module 101A.
- step S220 the processor 110 of the distribution terminal 100A displays the second battle screen 50B on the monitor 166 as the rendering module 104. That is, in the distribution terminal 100A, the game shifts from the first part to the second part.
- step S222 the processor 110 of the participating terminal 100C receives the game start request as the game module 101A.
- step S224 the processor 110 of the participating terminal 100C displays the first battle screen 50A on the monitor 166 as the rendering module 104. That is, in the participating terminal 100C, the game shifts from the first part to the second part.
- the processor 110 of the viewing terminal 100B receives the first viewing transition request as the viewing module 101C. Along with this, the processor 110 of the viewing terminal 100B displays the second viewing screen 60B on the monitor 166 as the rendering module 104. That is, the content that can be viewed on the viewing terminal 100B shifts from the first part to the second part.
- the processor 210 of the server 200 performs the battle process as the game module 201A.
- the processor 210 may receive play information from a plurality of terminals 100 used by a plurality of members participating in the same second part.
- the processor 210 generates progress information according to the play information received from these terminals 100.
- the processor 210 transmits the generated progress information to the terminal 100.
- the processor 210 of the server 200 generates distribution information as the distribution module 201B according to the progress information generated as the game module 201A.
- the processor 210 transmits the generated distribution information to the viewing terminal 100B.
- step S232 the processor 110 of the distribution terminal 100A receives the progress information as the game module 101A.
- the processor 110 displays the second battle screen 50B on the monitor 166 according to the received progress information.
- the processor 110 generates play information and transmits it to the server 200.
- step S234 the processor 110 of the participating terminal 100C receives the progress information as the game module 101A.
- the processor 110 displays the first battle screen 50A on the monitor 166 according to the received progress information.
- the processor 110 generates play information and transmits it to the server 200.
- the processor 110 of the viewing terminal 100B receives the distribution information as the viewing module 101C. As the rendering module 104, the processor 110 displays the second viewing screen 60B on the monitor 166 according to the received viewing information.
- step S2308 the processor 210 of the server 200 transmits a battle end request to the distribution terminal 100A and the participating terminal 100C as the game module 201A when the end condition of the second part is satisfied.
- the end condition of the second part is satisfied when a party meets the victory condition before the time limit of the second part elapses, or when the time limit of the second part elapses.
- the processor 210 of the server 200 transmits the second viewing transition request corresponding to the battle end request to the viewing terminal 100B as the distribution module 201B.
- step S240 the processor 110 of the distribution terminal 100A receives the battle end request as the game module 101A.
- step S242 the processor 110 of the distribution terminal 100A displays the second home screen 40B on the monitor 166 as the rendering module 104. That is, in the distribution terminal 100A, the game shifts from the second part to the first part.
- step S244 the processor 110 of the participating terminal 100C receives the battle end request as the game module 101A.
- step S246 the processor 110 of the distribution terminal 100A displays the first home screen 40A on the monitor 166 as the rendering module 104. That is, in the participating terminal 100C, the game shifts from the second part to the first part.
- the processor 110 of the viewing terminal 100B receives the second viewing transition request as the viewing module 101C. Along with this, the processor 110 of the viewing terminal 100B displays the first viewing screen 60A on the monitor 166 as the rendering module 104. That is, the content that can be viewed on the viewing terminal 100B shifts from the second part to the first part.
- step S250 the processor 110 of the distribution terminal 100A accepts the party dissolution operation instructing the dissolution of the party as the game module 201A.
- step S252 the processor 110 of the distribution terminal 100A transmits the party dissolution request to the server 200 as the game module 201A.
- step S254 the processor 210 of the server 200 receives the party dissolution request as the game module 201A.
- step S256 the processor 210 of the server 200 dissolves the party led by the distribution user as the game module 201A.
- step S258 the processor 210 of the server 200 transmits the participation end request to the participating terminal 100C.
- step S260 the processor 110 of the participating terminal 100C receives the participation end request as the game module 101A.
- step S262 the processor 110 of the viewing terminal 100B displays the first viewing screen 60A on the monitor 166 instead of the first home screen 40A as the rendering module 104. As a result, the participating terminal 100C becomes the viewing terminal 100B.
- the first home screen 40A is displayed on the monitor 166.
- the first home screen 40A may include various objects.
- the first home screen 40A may include an avatar window 401, a recruitment icon 402, a distribution start icon 403, and a battle icon 404.
- the first home screen 40A may include a profile icon 405, a character icon 406, a friend icon 407, a home button 408, a viewing button 409, and a timeline button 410.
- the avatar 80A of the distribution user is displayed in the avatar window 401.
- the appearance of the avatar 80A changes as the avatar settings are changed throughout the gameplay of the first part.
- the recruitment operation can be performed by a series of operations including tapping the portion where the recruitment icon 402 is displayed.
- the battle start operation can be performed by tapping the portion where the battle icon 404 is displayed.
- a list display operation for instructing the display of the distribution list can be performed.
- an operation for instructing the display of the preparation window (not shown) for preparing the battle game may be performed.
- an operation for instructing the display of the timeline screen 75 may be performed by tapping the portion where the timeline button 410 is displayed.
- the second home screen 40B is displayed on the monitor 166.
- the second home screen 40B includes the distribution start icon 415 instead of the distribution start icon 403.
- the delivering icon 415 indicates that the second home screen 40B is being delivered. As an example, by tapping the portion where the distribution icon 415 is displayed, the distribution end operation for instructing the distribution end of the content can be performed.
- the first viewing screen 60A is a case where the game on the distribution terminal 100A is the first part. It is displayed on the monitor 166 of the viewing terminal 100B.
- the first viewing screen 60A may include various objects.
- the first viewing screen 60A includes a viewing window 601.
- the first viewing screen 60A may include a present button 602, a member icon 603, a chat window 604, and a back button 605.
- the avatar of the distribution user is displayed in the viewing window 601.
- the avatar of the distribution user is the avatar 80A
- the same avatar 80A is displayed in the viewing window 601.
- the appearance of the distribution user's avatar displayed in the viewing window 601 is changed according to the change of the setting. That is, the viewing window 601 displays the gameplay of the distribution user when the game is the first part.
- the member icon 603 may indicate a member (participating user) of the party to which the distribution user belongs.
- the chat window 604 may display character data transmitted and received between viewing users.
- the processor 110 of the viewing terminal 100B receives character data transmitted from another viewing terminal 100B via the server 200, and displays the received character data on the monitor 166 in chronological order.
- the processor 110 of the viewing terminal 100B transmits the character data instructed by the input operation of the viewing user to the other viewing terminal 100B via the server 200.
- an operation of instructing the distributor to provide a gift may be performed by tapping the portion where the present button 602 is displayed.
- an operation for instructing to return to the distribution list screen may be performed by tapping the portion where the back button 605 is displayed.
- the list display operation is performed by tapping the viewing button 409.
- the processor 110 of the viewing terminal 100B displays the distribution list on the monitor 166 as the rendering module 104.
- the distribution list is performed by displaying a plurality of distribution panels 480 side by side.
- Each of the plurality of distribution panels 480 contains information related to the distribution user who distributes the corresponding content.
- information relating to a distribution user includes the distribution user's username, the distribution user's avatar, the number of viewing users viewing the content, and the current part of the game.
- step S132 the processor 110 of the viewing terminal 100B displays the first viewing screen 60A or the second viewing screen 60B on the monitor 166 according to the received distribution information.
- the processor 110 of the distribution terminal 100A accepts the tap operation of the recruitment icon 402 as the rendering module 104, the processor 110 displays the recruitment window 420 on the monitor 166.
- the recruitment window 420 includes a first recruitment button 421 and a second recruitment button 422.
- the processor 110 of the distribution terminal 100A accepts the recruitment operation.
- the recruitment operation can be said to be an instruction to recruit party members from a viewing user of the content distributed by the distribution user.
- the processor 110 of the viewing terminal 100B displays the selection window 610 on the monitor 166 as the rendering module 104.
- the selection window 610 includes character data indicating that the distribution user is recruiting party members as an example of the notification calling for participation in the content as a player.
- the selection window 610 includes a participation request button 611 and a cancel button 612.
- the above-mentioned entry application operation can be performed by tapping the portion where the participation request button 611 is displayed.
- tapping the portion where the cancel button 612 is displayed it is possible to perform an operation instructing not to participate in the content as a player.
- the processor 110 of the distribution terminal 100A displays the member selection window 430 on the monitor 166 as the rendering module 104.
- the member selection window 430 includes an applicant list 431. As described above, in the applicant list, the viewing users who wish to participate are arranged in the order according to the history information.
- the member selection window 430 includes a scroll bar 432, a selection check box 433, a lottery button 434, and a decision button 435.
- a scroll bar 432 As an example, by sliding the portion where the scroll bar 432 is displayed, it is possible to perform an operation of instructing the change of the display range of the applicant list in the member selection window 430.
- the processor 110 of the distribution terminal 100A may tentatively select the corresponding participating member when the individual selection operation is accepted as the game module 101A.
- a lottery operation for instructing a lottery of participating members can be performed.
- the processor 110 of the distribution terminal 100A may tentatively select a participating member from the viewing users included in the applicant list by performing a lottery when the lottery operation is accepted as the game module 101A.
- the selection end operation for instructing the selection end of the participating members can be performed.
- the processor 110 of the distribution terminal 100A displays the selection confirmation window 440 on the monitor 166 when the selection end operation is accepted as the rendering module 104.
- the selection confirmation window 440 includes a list of participating members tentatively selected from the applicant list.
- the selection confirmation window 440 includes a confirm button 441 and a cancel button 442.
- a member selection operation can be performed by tapping the portion where the confirmation button 441 is displayed.
- the processor 110 of the distribution terminal 100A accepts the member selection operation as the game module 101A.
- the cancel operation can be performed by tapping the portion where the cancel button 442 is displayed.
- the member selection window 430 is displayed on the monitor 166. That is, the monitor 166 returns to the screen for temporarily selecting the participating members.
- the game system 10 may be configured to finalize participation in a party after it has been formed.
- the monitor 166 of the distribution terminal 100A may display the participation standby window 450 when the member selection operation is accepted.
- the participation standby window 450 is displayed on the monitor 166 as the rendering module 104.
- the processor 110 of the distribution terminal 100A receives the participation confirmation request from all the participating users (participating terminal 100C) via the server 200, the processor 110 of the distribution terminal 100A erases the participation waiting window 450 from the monitor 166.
- the processor 110 of the participating terminal 100C may display the participation confirmation button 460 on the monitor 166 as the rendering module 104. As an example, by tapping the portion where the participation confirmation button 460 is displayed, an operation for instructing the participation confirmation can be performed. As an example, when the processor 110 of the participating terminal 100C receives an operation for instructing participation confirmation as the game module 101A, the processor 110 may send a participation confirmation request to the distribution terminal 100A via the server 200.
- the processor 110 of the distribution terminal 100A erases the selection confirmation window 440 from the monitor 166 when the member selection operation is accepted as the rendering module 104. In this situation, the processor 110 of the distribution terminal 100A also displays the avatars of the participating users in the avatar window 401 according to the progress information received from the server 200 as the rendering module 104. As an example, the avatar window 401 displays the avatar 80A of the distribution user and the avatars 80B and 80C of the participating users.
- step S186 the processor 110 of the participating terminal 100C displays the first home screen 40A on the monitor 166 as the rendering module 104.
- the processor 110 of the participating terminal 100C also displays the avatar of the distribution user and the avatars of other participating users in the avatar window 401 according to the progress information received from the server 200 as the rendering module 104.
- the avatar window 401 displays one's own avatar 80B, other participating user's avatar 80C, and distribution user's avatar 80A.
- the matching screen 70 is displayed on the monitor 166 of the distribution terminal 100A and the monitor 166 of the participating terminal 100C, respectively. Is displayed.
- the matching screen 70 may include various objects.
- the matching screen 70 includes an avatar window 701 that displays the user's avatar.
- the matching screen 70 includes information such as character data indicating that matching is being performed.
- the first battle screen 50A and the second battle screen 50B include various objects.
- the first battle screen 50A and the second battle screen 50B each include an avatar of the user himself / herself who uses the terminal 100.
- the battle screens 50A and 50B may include a point display field of the party to which the player belongs, a physical strength bar indicating a physical strength value, a skill bar indicating skill points, a skill icon, and an item icon.
- the processor 110 of the distribution terminal 100A displays the avatar 80A of the distribution user himself / herself as the rendering module 104 in the center of the monitor 166.
- the processor 110 of the distribution terminal 100A arranges a virtual camera above and behind the avatar of the distribution user himself / herself in the game space, and displays a range within the view area of the virtual camera on the monitor 166.
- the processor 110 of the distribution terminal 100A arranges the avatars of the participating users and the avatars of the enemy party members in the game space according to the progress information received from the server 200 (game module 201A).
- the processor 110 of the distribution terminal 100A may display those avatars on the monitor 166. When displayed on the monitor 166, these avatars are accompanied by an action according to the action information.
- step S234 the processor 110 of the participating terminal 100C displays the avatar 80B of the participating user himself / herself as the rendering module 104 in the center of the monitor 166.
- the processor 110 of the participating terminal 100C arranges a virtual camera above and behind the avatar of the participating user himself / herself in the game space, and displays the range within the view area of the virtual camera on the monitor 166.
- the processor 110 of the participating terminal 100C arranges the avatars of the distribution user, the participating users other than the user, and the enemy party members in the game space according to the progress information received from the server 200 (game module 201A).
- the processor 110 of the participating terminal 100C may display the avatars of the distribution user, the participating users other than the user, or the enemy party member on the monitor 166 when the avatars of the distribution user, the participating user other than the user, or the enemy party member fit within the view area of the virtual camera.
- these avatars are accompanied by an action according to the action information.
- Each processor 110 in the distribution terminal 100A, the participating terminal 100C, and the general terminal 100D of the enemy party member defines the game space using the same definition data.
- Each processor 110 in the distribution terminal 100A, the participating terminal 100C, and the general terminal 100D of the enemy party member exchanges avatar setting information, avatar coordinate information, and action information via the server 200. Then, each processor 110 in the distribution terminal 100A, the participating terminal 100C, and the general terminal 100D of the enemy party member arranges an object in the game space according to the information received via the server 200, and monitors 166. Display on. That is, the distribution terminal 100A, the participating terminal 100C, and the general terminal 100D of the enemy party member synchronize the events in the game space between them. Therefore, it can be said that the distribution terminal 100A, the participating terminal 100C, and the general terminal 100D of the enemy party member share one game space.
- the second viewing screen 60B is displayed on the monitor 166 of the viewing terminal 100B when the game in the distribution terminal 100A that distributes the content is the second part.
- the second viewing screen 60B includes the same object as the first viewing screen 60A.
- the second viewing screen 60B is the same image as the first viewing screen 60A.
- the processor 110 of the viewing terminal 100B displays the distribution user's avatar 80A as the rendering module 104 in the center of the viewing window 601.
- the processor 110 of the viewing terminal 100B arranges the avatars of the distribution user, the participating user, and the enemy party member in the viewing space according to the distribution information received from the server 200 (distribution module 201B).
- the processor 110 of the viewing terminal 100B arranges a virtual camera above and behind the avatar of the distribution user in the viewing space, and displays a range within the field of view of the virtual camera on the monitor 166.
- the processor 110 of the viewing terminal 100B may display those avatars on the monitor 166.
- these avatars are accompanied by an action according to the action information. That is, the viewing window 601 can display a moving image that is the game play of the distribution user.
- the processor 110 of the viewing terminal 100B defines the viewing space using the same definition data as the game space to be viewed.
- the distribution information may include avatar position information, avatar action information, and avatar setting information, as well as progress information.
- the processor 110 of the viewing terminal 100B receives the distribution information via the server 200.
- the processor 110 of the viewing terminal 100B arranges an object in the viewing space according to the distribution information and displays it on the monitor 166. That is, the processor 110 of the viewing terminal 100B reproduces the game space to be viewed as a viewing space in real time. That is, it can be said that the distribution terminal 100A, the viewing terminal 100B, the participating terminal 100C, and the general terminal 100D of the enemy party member share one virtual space.
- the distribution user can call on the viewing user to participate in the content distributed by the distribution user as a player.
- the distribution user may allow the viewing user who responds to the distribution user's call to participate in the content as a player of his / her ally party. Therefore, it is easy to obtain a sense of unity between the distributor and the viewer.
- the applicant list includes one or more viewing users who have responded to the call of the distribution user.
- the order in the applicant list is sorted according to the history information related to the viewing user. Therefore, the distribution user can select the viewing user according to the history information.
- the content includes at least one of voice and character data. Therefore, the viewing user can more enjoy the content including the game play of the distribution user.
- the history information includes the viewing time of the content. Therefore, the distribution user can easily find a viewing user who is interested in the content distributed by the distribution user.
- the viewing user can view the content distributed by the distribution user.
- the viewing user cannot operate the avatar unlike the participating user who participates in the content. That is, at least some of the functions of the viewing terminal 100B are restricted. Therefore, it is possible to increase the motivation of the viewing user to participate in the content as a participating user.
- Participating users can play the second part of the game in the same way as the distribution user. As an example, there is no difference in the range in which the participating user can operate the movement of the avatar, the action of the avatar, and the setting of the avatar as compared with the distribution user. As an example, the participating terminal 100C has no difference in the function of executing the second part of the game as compared with the distribution terminal 100A. As an example, the participating terminal 100C has no difference in the content of the game provided by the game function as compared with the distribution terminal 100A. Therefore, the participating users can enjoy the game in the same manner as the distribution users.
- the distribution user may be invited to participate in the party from the general user who is playing the first part of the game.
- the recruitment window 420 on the second home screen 40B may further include a third recruitment button 425.
- the recruitment window 420 may not include at least one of the first recruitment button 421 and the second recruitment button 422.
- the timeline screen 75 can be displayed on the monitor 166 by tapping the timeline buttons 410 included in each of the home screens 40A and 40B when the game is the first part.
- the timeline screen 75 may include a plurality of posting panels 751.
- each posting panel 751 contains information indicating a comment posted by a user.
- Each posting panel 751 may include various objects.
- the plurality of posting panels 751 are arranged in chronological order in which they are posted.
- the recruitment posting panel 751A which is an example of the posting panel 751, includes a comment that the distribution user is recruiting a party.
- the recruitment posting panel 751A includes a user participation button 751B. By tapping the part where the user participation button 751B is displayed, it is possible to perform an operation of instructing an entry application operation.
- the first viewing screen 60A When the entry application operation is performed on the timeline screen 75, the first viewing screen 60A is displayed on the monitor 166.
- the first viewing screen 60A may include a notification window 452.
- the notification window 452 may include character data of information indicating that the distribution user has applied for participation in the party recruited.
- step S300 when the processor 110 of the distribution terminal 100A accepts the operation of instructing the party member recruitment via the timeline screen as the game module 101A, the viewer recruitment for the timeline is received. Send the request to the server 200.
- step S302 the processor 210 of the server 200 receives the viewer recruitment request for the timeline as the game module 201A.
- step S304 the processor 210 of the server 200 transmits an entry recruitment request for the timeline to the general terminal 100D as the game module 201A.
- the entry recruitment request for the timeline is transmitted to all general terminals 100D.
- step S308 when the processor 110 of the general terminal 100D receives an operation instructing the display of the timeline screen 75 as the game module 101A, the processor 110 displays the timeline screen 75 on the monitor 166.
- the processor 110 of the general terminal 100D displays the timeline screen 75 including the recruitment posting panel 751A on the monitor 166 as the game module 101A.
- step S310 the processor 110 of the general terminal 100D accepts the entry application operation as the game module 101A.
- step S310 the processor 110 of the general terminal 100D displays the first viewing screen 60A on the monitor 166 as the viewing module 101C.
- the general terminal 100D becomes the viewing terminal 100B.
- step S312 the processor 110 of the viewing terminal 100B transmits an entry request to the server 200 as the viewing module 101C.
- the distribution user can invite general users who are playing the first part of the game to participate in the party. Therefore, it is possible to invite a wider range of users to participate in the content as a player.
- the invitation to participate in the party is made on the timeline screen 75.
- the timeline screen 75 is frequently viewed by the user. Therefore, the general user is likely to notice the recruitment performed by the distribution user.
- the distribution user may be invited to participate in the party from the viewing user.
- the second battle screen 50B may further include a recruitment button 501 during battle.
- the recruitment operation can be performed when the game is the second part.
- step S320 the processor 210 of the distribution terminal 100A, as the game module 101A, transmits a viewer recruitment request to the server 200 when the recruitment operation is accepted.
- step S322 the processor 210 of the server 200 receives the entry recruitment request as the game module 201A.
- step S324 the processor 210 of the server 200 transmits the entry solicitation request to the viewing terminal 100B as the distribution module 201B.
- step S326 the processor 110 of the viewing terminal 100B receives the entry recruitment request as the viewing module 101C.
- step S328 the processor 110 of the viewing terminal 100B displays the selection window 610 on the monitor 166 as the rendering module 104.
- the selection window 610 includes a participation request button 611 and a cancel button 612.
- step S330 the processor 110 of the viewing terminal 100B accepts the entry application operation as the viewing module 101C.
- the processor 110 of the viewing terminal 100B turns off the selection window 610 from the monitor 166 when it receives an operation instructing not to participate in the content as a player.
- step S332 the processor 110 of the viewing terminal 100B transmits a battle participation request to the server 200 as the viewing module 101C.
- step S334 the processor 210 of the server 200 receives the battle participation request as the game module 101A.
- step S334 the processor 210 of the server 200, as the game module 101A, joins the user of the viewing terminal 100B who has transmitted the battle participation request to the party to which the distribution user belongs as a participating user.
- step S336 the processor 110 of the server 200 transmits the participation start request to the viewing terminal 100B as the game module 201A.
- step S3308 the processor 110 of the viewing terminal 100B receives the participation start request.
- the processor 110 of the viewing terminal 100B displays the first battle screen 50A on the monitor 166 as the game module 101A. As a result, the viewing terminal 100B becomes the participating terminal 100C.
- the distribution user may allow the viewing user to participate in the party when the game is the second part. Therefore, the distribution user can easily join the viewing user when the game is the second part and the party to which the distribution user belongs has a vacancy.
- the distribution user may be invited to participate in the party from the viewing user without requiring any operation by the distribution user.
- step S350 the processor 110 of the distribution terminal 100A displays the second battle screen 50B on the monitor 166 as the rendering module 104.
- step S352 the processor 210 of the server 200 performs a process of constantly soliciting entries as the game module 201A when there is a vacancy in the participation slot.
- the processor 210 monitors the number of members of the party to which the distribution user belongs. As the game module 201A, the processor 210 specifies that there is a vacancy in the participation slot when the number of members of the party to which the distribution user belongs is less than the maximum number of people.
- the processor 210 transmits an entry recruitment request to the viewing terminal 100B when there is a vacancy in the participation slot. That is, the processor 210 of the server 200 does not need to receive the viewer recruitment request, and transmits the entry recruitment request to one or more viewing terminals 100B.
- step S354 the processor 110 of the viewing terminal 100B displays the second viewing screen 60B including the selection window 610 on the monitor 166 as the rendering module 104.
- the selection window 610 includes a participation request button 611 and a cancel button 612.
- step S356 the processor 210 of the server 200 performs a process of terminating the entry recruitment as the game module 201A when the participation slot is exhausted.
- the processor 210 monitors the number of members of the party to which the distribution user belongs. As the game module 201A, the processor 210 specifies that the participation slot is exhausted when the number of members of the party to which the distribution user belongs reaches the upper limit.
- the processor 210 transmits a recruitment end request to the viewing terminal 100B when the participation slot is full. That is, the processor 210 of the server 200 does not need to receive the direct request for terminating the entry solicitation from the distribution terminal 100A, and transmits the solicitation end request to one or more viewing terminals 100B.
- step S358 the processor 110 of the viewing terminal 100B ends the display of the selection window 610 as the rendering module 104.
- the processor 110 of the viewing terminal 100B transmits the battle participation request to the server 200 when the entry recruitment request is received as the viewing module 101C and the entry application operation is accepted.
- step S362 when the processor 210 of the server 200 receives the battle participation request as the game module 101A, the viewing user of the viewing terminal 100B that has transmitted the battle participation request is transferred to the party to which the distribution user belongs. Join as.
- the processor 110 of the server 200 transmits a participation start request to the viewing terminal 100B as the game module 201A.
- step S364 the processor 110 of the viewing terminal 100B displays the first battle screen 50A on the monitor 166 as the game module 101A. As a result, the viewing terminal 100B becomes the participating terminal 100C.
- the viewing user can promptly participate as a participating user when there is a vacancy in the party to which the distribution user belongs. Therefore, it is possible to provide a scene in which the viewing user actively supports the distribution user.
- the participation mode of the participating users is not limited to participating as a party member.
- the participating user may be made to participate in the game play of the distribution user as a support player who supports the distribution user.
- the participating user can operate an object that can exert some effect on the avatar of the distribution user or the avatar of the enemy party member.
- the participating users may be able to operate the support object that supports the distribution user.
- the support object may be a weapon object 81A capable of ranged attacks.
- the weapon object 81A moves to track the distribution user's avatar 80A in the game space.
- the weapon object 81A cannot be moved by an operation by a participating user in the game space.
- the participating user can operate the weapon object 81A to remotely attack the avatar of the enemy party member.
- the participating terminal 100C is limited in part of the function of executing the second part of the game as compared with the distribution terminal 100A.
- the support object may be the support character 81B capable of moving and attacking.
- the support character 81B cannot move away from the distribution user's avatar 80A by exceeding the limit distance.
- the support character 81B can freely move according to the operation of the participating user as long as it does not exceed the limit distance from the distribution user's avatar 80A.
- the support character 81B can attack the avatar of the enemy party member.
- the participating terminal 100C is limited in part of the function of executing the second part of the game as compared with the distribution terminal 100A.
- the game system 10 does not have to display the support character 81B on each monitor 166 of the distribution user, the party member of the distribution user, and the terminal 100 used by the enemy party member.
- the participating terminal 100C is limited in part of the function of executing the second part of the game as compared with the distribution terminal 100A.
- the support character 81B can move freely according to the operation of the participating users.
- the support character 81B may be able to attack the support character 81B of the enemy party.
- the support character 81B may be able to attack the avatar of the enemy party member.
- the support character 81B may be able to support the party members of the distribution user including the distribution user.
- a supporting object 82 that causes some effect on the avatar 80A of the distribution user, the avatar of the enemy party member, or the terrain 83 of the game space is provided by the participating user. May be placed.
- the object arrangement screen 78B is displayed on the monitor 166 of the participating terminal 100C.
- the object arrangement screen 78B is a screen different from the first battle screen 50A and the second battle screen 50B.
- the object arrangement screen 78B is generated by arranging a virtual camera at a position overlooking the viewing space.
- the support object 82 may be a weapon that attacks an avatar within a predetermined range.
- the support object 82 may be an obstacle that the avatar 80A of the distribution user or the avatar of the enemy party member cannot pass through.
- the support object 82 may be a recovery area for recovering the ability value of the distribution user's avatar 80A.
- the support object 82 arranged by the participating users may also be displayed on the monitor 166 in the distribution terminal 100A.
- the above embodiment can be modified and implemented as follows.
- the above embodiment and the following modified examples can be implemented in combination with each other within a technically consistent range.
- the distribution terminal 100A, the viewing terminal 100B, the participating terminal 100C, and the general terminal 100D may be realized as computers having different configurations from each other.
- the processor 110 of the server 200 may be configured as the distribution module 201B to generate a play video of the game according to the received play information and distribute it by streaming.
- the processor 110 of the viewing terminal 100B may display the play video of the game to be streamed as the viewing module 101C in the viewing window 601.
- the content may include the voice of the distribution user.
- the processor 110 of the distribution terminal 100A converts the audio signal received from the microphone 160 into audio data as the distribution module 101B, and transmits the audio data to the server 200.
- the processor 210 of the server 200 as the distribution module 201B, generates distribution information according to the received voice data.
- the processor 110 of the viewing terminal 100B outputs audio according to the distribution information from the speaker 162 as the viewing module 101C.
- the content may include the voice of the participating user.
- the processor 110 of the participating terminal 100C converts the voice signal received from the microphone 160 into voice data as the distribution module 101B, and transmits the voice data to the server 200.
- the processor 210 of the server 200 as the distribution module 201B, generates distribution information according to the voice data received from the participating terminal 100C.
- the content may include character data.
- the processor 110 of the distribution terminal 100A receives the input operation of the character data as the distribution module 101B, the processor 110 transmits the character data instructed by the input operation to the server 200.
- the processor 210 of the server 200 transmits the received character data to the viewing terminal 100B as the distribution module 201B.
- the processor 110 of the viewing terminal 100B displays the received character data on the monitor 166 as the viewing module 101C.
- One or more modules included in the control modules 101 and 201 may be realized by circuits such as ASIC, PLD, FPGA, and MCU.
- One or more modules included in the control modules 101 and 201 may be realized by software using a processor.
- a computer equipped with at least one of the control modules 101, 201 includes a processor, memory, and storage. The above program and various data are recorded in the storage so that the processor can read them. The program is expanded in memory. Then, when the processor reads the program from the storage and executes it, the operation of the present disclosure is realized.
- the storage can be realized as a non-volatile storage device as described above.
- the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting this program.
- -The program can be recorded on a recording medium such as a magnetic disk (floppy (registered trademark) disk, hard disk, etc.), optical disk (CD-ROM, DVD, MO, etc.), semiconductor memory (ROM, RAM, flash memory, etc.). good.
- (Appendix 1) Receiving play information according to the game play performed by the distribution user on the distribution terminal (100A) to the computer (200) from the distribution terminal (S106) and distributing according to the received play information. Information is distributed to one or more viewing terminals (100B), and content including at least game play by the distribution user can be viewed by a viewing user using the one or more viewing terminals (S128). Receiving the recruitment information transmitted by the distribution terminal that has received the recruitment operation by the distribution user (S152), and when the recruitment information is received, the call information is transmitted to the viewing terminal, and the player is sent to the content.
- the viewing terminal that has received the participation operation by the viewing user among the one or more viewing terminals transmits the instruction to make the one or more viewing terminals perform the notification calling for participation.
- a party including at least the participation information (S164), the distribution user, and the viewing user who uses the viewing terminal that has received the participation information, and the formed party.
- a program for causing one or more of the viewing users included to participate in the content as a player (S182).
- Appendix 2 When the computer (200) has a plurality of viewing terminals (100B) that have received the participation information, a list (431) of viewing users who use each viewing terminal is generated (S166). And, the generated list is transmitted to the distribution terminal (100A) (S168), and the generation of the list is performed by a viewing user who uses the viewing terminal that has received the participation information.
- Appendix 3 The program according to Appendix 1 or Appendix 2, wherein the content includes at least one of voice and character data.
- Appendix 4 The program according to Appendix 2, wherein the history information includes a viewing time of the content on the viewing terminal (100B) that has received the participation information.
- the computer (200) is made to further restrict (S128) at least a part of the functions of the viewing terminal (100B) used by the viewing user who does not participate in the content.
- the program according to any one of Appendix 1 to Appendix 4.
- a computer including a storage device (230) that stores the program according to any one of Supplementary note 1 to Supplementary note 5, and a processor (210) that executes the program stored in the storage device. ).
- the computer (200) receives play information according to the game play performed by the distribution user on the distribution terminal (100A) from the distribution terminal (S106), and distributes according to the received play information. Information is distributed to one or more viewing terminals (100B) so that the viewing user using the one or more viewing terminals can view the content including at least the game play by the distribution user (S128). Receiving the recruitment information transmitted by the distribution terminal that has received the recruitment operation by the distribution user (S152), and when the recruitment information is received, the call information is transmitted to the viewing terminal, and the player is sent to the content.
- the viewing terminal that has received the participation operation by the viewing user among the one or more viewing terminals transmits the instruction to cause the one or more viewing terminals to display the information calling for participation.
- a party including at least the participation information (S164), the distribution user, and the viewing user who uses the viewing terminal that has received the participation information, and the formed party.
- a method of causing one or more of the viewing users included to participate in the content as a player (S182).
- Input / output module 110 ... Processor 120 ... Memory 130 ... Storage 140 ... Communication IF 150 ... Input / output IF 160 ... Mike 162 ... Speaker 164 ... Touch screen 166 ... Monitor 167 ... Touch sensor 180 ... Communication bus 190 ... Input / output device 200 ... Server 200A ... Game server 200B ... Distribution server 201 ... Control module 201A ... Game module 201B ...
- Distribution module 205 ... Memory module 206... Communication module 207... Input / output module 210... Processor 220... Memory 230... Storage 240... Communication IF 250... Input / output IF 280... Communication bus 401... Avatar window 402... Recruitment icon 403... Distribution start icon 404... Battle Icon 405 ... Profile icon 406 ... Character icon 407 ... Friend icon 408 ... Home button 409 ... Watch button 410 ... Timeline button 415 ... Delivery icon 420 ... Recruitment window 421 ... First recruitment button 422 ... Second recruitment button 425 ...
- Second 3 Recruitment button 430 Members selection window 431... Applicant list 432... Scroll bar 433... Selection check box 434... Lottery button 435... Enter button 440... Selection confirmation window 441... Confirmation button 442... Cancel button 450... Participation waiting window 452... Notification window 460 ... Participation confirmation button 480 ... Distribution panel 501 ... Recruitment button during battle 601 ... Viewing window 602 ... Present button 603 ... Member icon 604 ... Chat window 605 ... Back button 610 ... Selection window 611 ... Participation request button 612 ... Cancel button 701 ... Avatar window 751 ... Post panel 751A ... Recruitment post panel 751B ... User participation button
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Abstract
Description
(第1実施形態)
[ゲームシステムの概要]
図1に示すように、ゲームシステム10は、ネットワーク90と、複数の端末100と、1以上のサーバ200と、を含む。ゲームシステム10は、家庭用のシステムとして、又は業務用のシステムとして提供される。複数の端末100は、ネットワーク90を介してサーバ200と通信するように構成される。一例として、ゲームシステム10は、マルチプレイヤーゲームを提供する。以下の説明において、単に「ゲーム」と示す場合、ゲームシステム10が提供するゲームを意味する。複数の端末100は、コンピュータの一例である。1以上のサーバ200は、コンピュータの一例である。
一例として、ネットワーク90は、インターネット、及び無線基地局を含む移動通信システムで構成される。一例として、移動通信システムは、3G、4G、5G移動通信システム、LTE(Long Term Evolution)、又は、アクセスポイントによってインターネットに接続可能な無線ネットワークとして実現できる。
複数の端末100は、ゲームを行うゲーム端末として使用され得る。ゲーム端末として使用される端末100は、ゲームシステム10が提供するゲームをプレイするゲーム機能をユーザに提供する。いくつかの端末100は、配信端末100Aとして使用され得る。配信端末100Aは、配信者である配信ユーザのゲームプレイを少なくとも含むコンテンツをリアルタイムで配信する配信機能をユーザに提供する。配信端末100Aは、配信ユーザによって使用される。コンテンツは、配信ユーザのゲームプレイである動画像又は静画像を含み得る。コンテンツは、音声及び文字データのうち少なくとも1つを含み得る。
00は、参加端末100Cとなる。
サーバ200は、ワークステーション、又はPC等の汎用コンピュータであってよい。サーバ200は、プロセッサ210と、メモリ220と、ストレージ230と、通信IF240と、入出力IF250と、を備える。サーバ200が備える複数の構成要素の各々は、通信バス280に接続される。
図2に示すように、端末100は、コントロールモジュール101と、レンダリングモジュール104と、メモリモジュール105と、通信モジュール106と、入出力モジュール107と、を備える。コントロールモジュール101は、ゲームモジュール101A と、配信モジュール101Bと、視聴モジュール101Cと、を備える。
101Aは、ゲームの進行に関する各種の判定を行う。ゲームモジュール101Aは、ゲームの進行に関する各種の抽選を行う。ゲームモジュール101Aは、ユーザの指示、各種の判定結果、及び各種の抽選結果に応じて、各種の要求、及びプレイ情報を生成する。ゲームモジュール101Aが生成した各種の要求、及びプレイ情報は、通信モジュール106によってサーバ200へ送信される。
図3に示すように、サーバ200は、コントロールモジュール201と、メモリモジュール205と、通信モジュール206と、入出力モジュール207と、を備える。コントロールモジュール201は、ゲームモジュール201Aと、配信モジュール201Bと、を備える。ゲームモジュール201A、及び配信モジュール201Bは、プロセッサ210によって実現される。メモリモジュール205は、メモリ220、及びストレージ230によって実現される。通信モジュール206は、通信IF240によって実現される。入出力モジュール207は、プロセッサ210、及び入出力IF250によって実現される。
一例として、ゲームは、性質が異なる複数のパートを含む。一例として、複数のパートは、第1パートと、第2パートと、を含む。第1パートにおいて、配信ユーザ、参加ユーザ、及び一般ユーザは、第2パートのための準備を行い得る。第1パートにおいて、視聴ユーザは、配信ユーザが配信するコンテンツを視聴し得る。配信されるコンテンツは、第1パート、又は第2パートにおけるゲームプレイを含む。
図4及び図5に示すように、一例として、各端末100における表示画面には、第1ホーム画面40A、第2ホーム画面40B、第1バトル画面50A、第2バトル画面50B、第1視聴画面60A、第2視聴画面60B、及びマッチング画面70を含み得る。ここでは、画面遷移の概要について説明する。各表示画面の具体的な一例は後述する。
図6に示すように、サーバ200におけるメモリ220及びストレージ230は、メモリモジュール205として、視聴ユーザに関係がある履歴情報を格納する。一例として、履歴情報は、以下のようなデータ構造を有する。
以下、配信処理及び視聴処理の流れについて説明する。
図7に示すように、ステップS100において、配信端末100Aのプロセッサ110 は、配信開始を指示する操作を受け付けた場合に、配信モジュール101Bとして、配信開始要求をサーバ200へ送信する。
以下、パーティメンバー募集処理の流れについて説明する。
前提として、視聴端末100Bには、配信端末100Aから、第1パートにおけるゲームプレイを含むコンテンツが配信されている。配信端末100Aのモニタ166には、第2ホーム画面40Bが表示されている。視聴端末100Bのモニタ166には、第1視聴画面60Aが表示されている。
ステップS180において、サーバ200のプロセッサ210は、ゲームモジュール201Aとして、パーティを結成する。一例として、プロセッサ210は、配信ユーザをリーダーとしてパーティを結成する。一例として、ステップS180において結成されるパーティには、配信ユーザが含まれる。一例として、ステップS180において結成されるパーティには、申込リストから配信ユーザが選択した視聴ユーザがさらに含まれる。選択された視聴ユーザは、プレイヤーである参加ユーザとして、配信ユーザが配信するコンテンツに参加する。つまり、一例として、サーバ200は、配信ユーザと、参加情報を受信した視聴端末100Bを使用する視聴ユーザと、を少なくとも含むパーティを結成する。
以下、マッチング処理、バトル処理、及び解散処理の流れについて説明する。前提として、配信ユーザが所属するパーティには、参加ユーザを含めて上限人数のメンバーが所属している。
[第1ホーム画面]
図10に示すように、第1パートにおいて、端末100(一般端末100D)が初期状態である場合に、モニタ166には、第1ホーム画面40Aが表示される。第1ホーム画面40Aは、各種のオブジェクトを含み得る。一例として、第1ホーム画面40Aは、アバターウィンドウ401、募集アイコン402、配信開始アイコン403、及びバトルアイコン404を含み得る。第1ホーム画面40Aは、プロフィールアイコン405、キャラクタアイコン406、フレンドアイコン407、ホームボタン408、視聴ボタン409、及びタイムラインボタン410を含み得る。
第1パートにおいて、端末100(配信端末100A)が配信状態である場合に、モニタ166には、第2ホーム画面40Bが表示される。第2ホーム画面40Bは、配信開始アイコン403に代えて、配信中アイコン415を含む。配信中アイコン415は、第2 ホーム画面40Bを配信中であることを示す。一例として、配信中アイコン415が表示されている部分をタップ操作することによって、コンテンツの配信終了を指示する配信終了操作を行うことができる。
第1視聴画面60Aは、配信端末100Aにおけるゲームが第1パートである場合に、
視聴端末100Bのモニタ166に表示される。第1視聴画面60Aは、各種のオブジェクトを含み得る。一例として、第1視聴画面60Aは、視聴ウィンドウ601を含む。一例として、第1視聴画面60Aは、プレゼントボタン602、メンバーアイコン603、チャットウィンドウ604、及び戻るボタン605を含み得る。
図11に示すように、前提として、第1ホーム画面40Aが表示されている場合に、視聴ボタン409のタップ操作により、リスト表示操作がされる。上述したように、ステップS122において、視聴端末100Bのプロセッサ110は、レンダリングモジュール104として、配信リストをモニタ166に表示する。一例として、配信リストは、複数の配信パネル480を並べて表示することで行われる。複数の配信パネル480は、それぞれ対応するコンテンツを配信する配信ユーザに関係する情報を含む。一例として、配信ユーザに関係する情報は、配信ユーザのユーザ名、配信ユーザのアバター、そのコンテンツを視聴している視聴ユーザの人数、及びゲームの現在パートを含む。
視聴ユーザからパーティメンバーを、配信ユーザが募集する場合の画面遷移について説明する。
442と、を含む。一例として、確定ボタン441が表示されている部分をタップ操作することによって、メンバー選択操作を行うことができる。上述したように、ステップS174において、配信端末100Aのプロセッサ110は、ゲームモジュール101Aとして、メンバー選択操作を受け付ける。
ゲームシステム10は、パーティを結成した後に、そのパーティへの参加を最終確認するように構成されてもよい。
パーティを結成した後の画面遷移について説明する。
図15に示すように、配信端末100Aのプロセッサ110は、レンダリングモジュール104として、メンバー選択操作を受け付けた場合に、選択確認ウィンドウ440をモニタ166から消す。この状況において、配信端末100Aのプロセッサ110は、レンダリングモジュール104として、サーバ200から受信する進行情報に応じて、アバターウィンドウ401に、参加ユーザのアバターも表示する。一例として、アバターウィンドウ401には、配信ユーザのアバター80Aと、参加ユーザのアバター80B,80C が表示される。
図16に示すように、パーティが結成された後、サーバ200が対戦相手とのマッチングを行っている場合に、配信端末100Aのモニタ166、及び参加端末100Cのモニタ166には、それぞれマッチング画面70が表示される。マッチング画面70は、各種のオブジェクトを含み得る。マッチング画面70は、ユーザのアバターを表示するアバターウィンドウ701を含む。マッチング画面70は、マッチングを行っていることを示す文字データ等の情報を含む。
図17に示すように、ゲームの第2パートである場合であって、端末100(100C,100D)が配信状態ではないとき、モニタ166には、第1バトル画面50Aが表示される。ゲームの第2パートである場合であって、端末100(配信端末100A)が配信状態であるとき、モニタ166には、第2バトル画面50Bが表示される。
第2視聴画面60Bは、コンテンツを配信する配信端末100Aにおけるゲームが第2 パートである場合に、視聴端末100Bのモニタ166に表示される。一例として、第2 視聴画面60Bは、第1視聴画面60Aと同じオブジェクトを含む。一例として、第2視聴画面60Bは、第1視聴画面60Aと同じ画像である。
(1-1)配信ユーザは、視聴ユーザに対して、配信ユーザが配信するコンテンツにプレイヤーとして参加することを呼びかけることができる。配信ユーザは、配信ユーザの呼びかけに応答した視聴ユーザを、自身の味方パーティのプレイヤーとして、コンテンツに参加させ得る。よって、配信者と、視聴者との一体感を得られやすい。
(1-4)履歴情報は、コンテンツの視聴時間を含む。よって、配信ユーザは、当該配信ユーザが配信しているコンテンツに興味を持つ視聴ユーザを見つけやすい。
ゲームシステム10において、ゲームの第1パートをプレイ中である一般ユーザに対して、配信ユーザがパーティへの参加を募集できるようにしてもよい。
図18に示すように、第2ホーム画面40Bにおける募集ウィンドウ420は、第3募集ボタン425をさらに含み得る。募集ウィンドウ420は、第1募集ボタン421及び第2募集ボタン422の少なくとも一方を含まなくてもよい。第3募集ボタン425が表示されている部分をタップ操作することによって、タイムライン画面を経由したパーティメンバー募集を指示する操作を行うことができる。
以下、パーティメンバー募集処理の流れについて説明する。
図19に示すように、ステップS300において、配信端末100Aのプロセッサ110は、ゲームモジュール101Aとして、タイムライン画面を経由したパーティメンバー募集を指示する操作を受け付けた場合に、タイムライン用の視聴者募集要求をサーバ200へ送信する。ステップS302において、サーバ200のプロセッサ210は、ゲームモジュール201Aとして、タイムライン用の視聴者募集要求を受信する。ステップS304において、サーバ200のプロセッサ210は、ゲームモジュール201Aとして、タイムライン用のエントリー募集要求を一般端末100Dへ送信する。タイムライン用のエントリー募集要求は、全ての一般端末100Dへ送信される。
(2-1)配信ユーザは、ゲームの第1パートをプレイ中である一般ユーザに対して、パーティへの参加を募集できる。よって、より広いユーザを対象として、コンテンツへプレイヤーとして参加することを呼びかけることができる。
ゲームシステム10において、ゲームが第2パートである場合に、視聴ユーザに対して、配信ユーザがパーティへの参加を募集できるようにしてもよい。
(3-1)配信ユーザは、ゲームが第2パートである場合に、視聴ユーザを、パーティへ参加させ得る。よって、配信ユーザは、ゲームが第2パートである場合であって、配信ユーザが所属するパーティに欠員が生じたときに、簡単に視聴ユーザを参加させ得る。
ゲームシステム10において、ゲームが第2パートである場合に、配信ユーザによる何かしらの操作を必要としないで、視聴ユーザに対して、配信ユーザがパーティへの参加を募集できるようにしてもよい。
(4-1)配信ユーザが意識しなくても、パーティへの参加募集が行われる。よって、パーティに欠員が生じた場合に、パーティメンバーを速やかに補充できる。
ゲームシステム10において、参加端末100Cと配信端末100Aとの間において、ゲーム機能によって提供されるゲームの内容に差異があってもよい。つまり、参加ユーザの参加態様は、パーティメンバーとして参加することに限らない。
(5-1)参加ユーザは、配信ユーザとは異なる手順にて、ゲームの第2パートを楽しむことができる。よって、視聴ユーザの、参加ユーザとしてコンテンツに参加する意欲を高め得る。
・配信端末100A、視聴端末100B、参加端末100C、及び一般端末100Dは、互いに構成が異なるコンピュータとして実現されてもよい。
・コントロールモジュール101,201が備える1以上のモジュールは、プロセッサを用いるソフトウェアによって実現してもよい。コントロールモジュール101,201 の少なくとも1つを備えるコンピュータは、プロセッサ、メモリ、及びストレージを備える。上記プログラム及び各種データは、プロセッサが読み取りできるように、ストレージに記録される。プログラムは、メモリに展開される。そして、プロセッサが上記プログラムをストレージから読み取り、実行することにより、本開示の作用が実現される。ストレージは、既に説明の通り、不揮発性の記憶装置として実現され得る。
・プログラムは、磁気ディスク(フロッピー(登録商標)ディスク、ハードディスク等)、光ディスク(CD-ROM、DVD、MO等)、半導体メモリ(ROM、RAM、フラッシュメモリ等)等の記録媒体に記録してもよい。
(付記1)コンピュータ(200)に、配信ユーザが配信端末(100A)で行うゲームプレイに応じたプレイ情報を、前記配信端末から受信すること(S106)と、受信した前記プレイ情報に応じて配信情報を1以上の視聴端末(100B)に配信し、前記配信ユーザによるゲームプレイを少なくとも含むコンテンツを、前記1以上の視聴端末を使用する視聴ユーザが視聴できるようにすること(S128)と、前記配信ユーザによる募集操作を受け付けた前記配信端末が送信する募集情報を受信すること(S152)と、前記募集情報を受信した場合に、前記視聴端末に対して呼びかけ情報を送信し、前記コンテンツにプレイヤーとして参加することを呼びかける報知を前記1以上の視聴端末に行わせる指示をすること(S154)と、前記1以上の視聴端末のうち、前記視聴ユーザによる参加操作を受け付けた前記視聴端末が送信する参加情報を受信すること(S164)と、前記配信ユーザと、前記参加情報を受信した前記視聴端末を使用する視聴ユーザと、を少なくとも含むパーティを結成すること(S180)と、結成した前記パーティに含まれる1 以上の前記視聴ユーザをプレイヤーとして前記コンテンツに参加させること(S182) と、を実行させる、プログラム。
(付記4)前記履歴情報は、前記参加情報を受信した前記視聴端末(100B)における前記コンテンツの視聴時間を含む、付記2に記載のプログラム。
(付記8)コンピュータ(200)が、配信ユーザが配信端末(100A)で行うゲームプレイに応じたプレイ情報を、前記配信端末から受信すること(S106)と、受信した前記プレイ情報に応じて配信情報を1以上の視聴端末(100B)に配信し、前記配信ユーザによるゲームプレイを少なくとも含むコンテンツを、前記1以上の視聴端末を使用する視聴ユーザが視聴できるようにすること(S128)と、前記配信ユーザによる募集操作を受け付けた前記配信端末が送信する募集情報を受信すること(S152)と、前記募集情報を受信した場合に、前記視聴端末に対して呼びかけ情報を送信し、前記コンテンツにプレイヤーとして参加することを呼びかける表示を前記1以上の視聴端末に行わせる指示をすること(S154)と、前記1以上の視聴端末のうち、前記視聴ユーザによる参加操作を受け付けた前記視聴端末が送信する参加情報を受信すること(S164)と、前記配信ユーザと、前記参加情報を受信した前記視聴端末を使用する視聴ユーザと、を少なくとも含むパーティを結成すること(S180)と、結成した前記パーティに含まれる1 以上の前記視聴ユーザをプレイヤーとして前記コンテンツに参加させること(S182) と、を実行する方法。
Claims (8)
- コンピュータに、
配信ユーザが配信端末で行うゲームプレイに応じたプレイ情報を、前記配信端末から受信することと、
受信した前記プレイ情報に応じて配信情報を1以上の視聴端末に配信し、前記配信ユーザによるゲームプレイを少なくとも含むコンテンツを、前記1以上の視聴端末を使用する視聴ユーザが視聴できるようにすることと、
前記配信ユーザによる募集操作を受け付けた前記配信端末が送信する募集情報を受信することと、
前記募集情報を受信した場合に、前記視聴端末に対して呼びかけ情報を送信し、前記コンテンツにプレイヤーとして参加することを呼びかける報知を前記1以上の視聴端末に行わせる指示をすることと、
前記1以上の視聴端末のうち、前記視聴ユーザによる参加操作を受け付けた前記視聴端末が送信する参加情報を受信することと、
前記配信ユーザと、前記参加情報を受信した前記視聴端末を使用する視聴ユーザと、を少なくとも含むパーティを結成することと、
結成した前記パーティに含まれる1以上の前記視聴ユーザをプレイヤーとして前記コンテンツに参加させることと、を実行させる、プログラム。 - 前記コンピュータに、
前記参加情報を受信した前記視聴端末が複数ある場合に、当該各視聴端末を使用する視聴ユーザのリストを生成することと、
生成した前記リストを前記配信端末に送信することと、をさらに実行させ、
前記リストを生成することは、前記参加情報を受信した前記視聴端末を使用する視聴ユーザに関係がある履歴情報に応じて前記リストにおける並び順を並べ替えることを含む、請求項1に記載のプログラム。 - 前記コンテンツは、音声及び文字データのうち少なくとも1つを含む、請求項1又は請求項2に記載のプログラム。
- 前記履歴情報は、前記参加情報を受信した前記視聴端末における前記コンテンツの視聴時間を含む、請求項2に記載のプログラム。
- 前記コンピュータに、
前記コンテンツに参加していない前記視聴ユーザが使用する前記視聴端末の機能のうち少なくとも一部の機能を制限することをさらに実行させる、請求項1~請求項4のうち何れか一項に記載のプログラム。 - 請求項1~請求項5のうち何れか一項に記載のプログラムを記憶した記憶装置と、
前記記憶装置が記憶したプログラムを実行するプロセッサと、を備えるコンピュータ。 - 請求項6に記載のコンピュータを備えるシステム。
- コンピュータが、
配信ユーザが配信端末で行うゲームプレイに応じたプレイ情報を、前記配信端末から受信することと、
受信した前記プレイ情報に応じて配信情報を1以上の視聴端末に配信し、前記配信ユーザによるゲームプレイを少なくとも含むコンテンツを、前記1以上の視聴端末を使用する視聴ユーザが視聴できるようにすることと、
前記配信ユーザによる募集操作を受け付けた前記配信端末が送信する募集情報を受信することと、
前記募集情報を受信した場合に、前記視聴端末に対して呼びかけ情報を送信し、前記コンテンツにプレイヤーとして参加することを呼びかける表示を前記1以上の視聴端末に行わせる指示をすることと、
前記1以上の視聴端末のうち、前記視聴ユーザによる参加操作を受け付けた前記視聴端末が送信する参加情報を受信することと、
前記配信ユーザと、前記参加情報を受信した前記視聴端末を使用する視聴ユーザと、を少なくとも含むパーティを結成することと、
結成した前記パーティに含まれる1以上の前記視聴ユーザをプレイヤーとして前記コンテンツに参加させることと、を実行する方法。
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