Content distribution control method and content distribution system

The content distribution system addresses the lack of unity among viewers by integrating multiplayer gaming and reward mechanisms, enhancing engagement and fostering loyalty through shared experiences.

JP7873656B2Inactive Publication Date: 2026-06-12BANDAI NAMCO ENTERTAINMENT INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI NAMCO ENTERTAINMENT INC
Filing Date
2023-11-21
Publication Date
2026-06-12
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing content distribution services struggle to foster a sense of unity and camaraderie among viewers, which is crucial for cultivating a loyal fan base, beyond the capabilities of text and image sharing.

Method used

A content distribution system that integrates game execution and control mechanisms, allowing viewers to play multiplayer games using avatars while watching content, with rewards and rankings based on performance, and adjusts gameplay elements according to viewer activity and engagement.

Benefits of technology

Enhances viewer engagement and unity by creating a shared gaming experience, fostering a sense of camaraderie and excitement, thereby encouraging loyalty and active participation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To achieve a new service of a distribution service capable of giving a sense of unity that cannot be achieved simply by transmitting (or submitting) a text or an image among viewing users viewing the same content.SOLUTION: When a predetermined game start condition is satisfied during content distribution, a cooperative play type multi-play game with viewing users as players is executed and controlled with user terminals of the viewing users as man-machine interfaces in parallel with the distribution. A game type, game settings, ability of each avatar in the game (a player character by viewing user), etc. are variably set according to viewing situations such as the number of viewing users and the number of transmissions of the moment. The viewing users cause avatars to operate the transmission of a text and an image. Points that serve as a base for ranking calculation are imparted to a providing user according to a game play result.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to content distribution that distributes content including at least video provided by a provider user to the user terminals of each viewer user. Control methods, etc. It relates to.

Background Art

[0002] Social networking services (SNS) and content distribution services are known in which users can transmit text and images by functions called chat functions and text functions (see, for example, Patent Document 1).

[0003] By using a chat function or a text function, communication between users is promoted. For example, in the case of a video distribution service, by transmitting and posting each text while watching the video, it is possible to enjoy a virtual experience as if everyone is watching the video together.

[0004] When not only text but also images can be transmitted as a chat function or a text function, the transmission of the images may be called "image posting" or the like. For example, by transmitting an image of a character showing a line in a balloon shape or an image of a character performing an action such as joy, anger, sorrow, or pleasure, feelings and thoughts that cannot be expressed in words can be clearly transmitted.

[0005] It can even be said that the various user experiences brought about by the functions related to the transmission of such text and images have become an essential feature that is indispensable in recent social networking services (SNS) and content distribution services.

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

[0007] In content distribution services, programs that regularly distribute related content, and prominent content providers who provide content relatively frequently, tend to develop a loyal user base. The existence of this loyal fan base encourages active support for programs and prominent content providers through text and image sharing, leading to longer program lifespans, more content from prominent providers, and ultimately, an increase in the overall usage rate of the distribution service. This increase in usage rate is beneficial for both service operators and users. Therefore, how to cultivate a loyal fan base is a key concern for distribution service operators.

[0008] While the content itself is undoubtedly the primary factor in attracting loyal fans, the user experience during viewing is also a significant contributor. In particular, the sense of camaraderie and shared excitement among viewers through watching the content, and the recognition of each other as kindred spirits and companions, is considered a major force in fostering loyal fan bases.

[0009] Therefore, the present invention aims to realize a new distribution service that can create a sense of unity among viewers who are watching the same content, which cannot be achieved simply by sending (or posting) text or images. [Means for solving the problem]

[0010] The first invention for solving the above-mentioned problems is a content distribution system that distributes content, including at least video, provided by a provider to the user terminal of each viewing user, and in parallel with the distribution, a game execution control means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the game execution control unit 230, and steps S90 in Figure 23 to S100 in Figure 24) that executes and controls a game using the viewing user's user terminal as a man-machine interface, A viewing screen display control means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the viewing screen display control unit 212, step S50 in Figure 23, and step S100 in Figure 24) controls the display of a viewing screen on the user terminal, which includes a content display unit for the distribution and a game display unit for the game. The content distribution system includes a reward granting means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the reward granting unit 240, and step S118 in Figure 24) that grants rewards to the providing user according to their performance in the game.

[0011] According to the first invention, viewers can enjoy playing games together while watching content, and the content provider can be rewarded based on their performance. In other words, it provides viewers with an opportunity to cooperate and support the content provider. The gaming experience helps foster a sense of unity among viewers as they get excited together. Witnessing the results of achieving good gameplay and rewarding the content provider, and sharing the joy, further strengthens the sense of unity. This creates an environment where viewers can recognize each other as kindred spirits and companions, which is a powerful force in leading them to become loyal fans. Furthermore, the user's device can display game-related information in parallel with the content being streamed. This enables a unique user experience of playing games while simultaneously viewing content. The excitement of this new user experience generates joy and satisfaction from having viewed the content, strongly encouraging viewers to become loyal fans.

[0012] The second invention is a content distribution system of the first invention, wherein the game execution control means executes and controls a multiplayer game in which the viewing users who are viewing the same content via the distribution simultaneously participate.

[0013] According to the second invention, by enabling viewers to play together simultaneously, it is possible to more strongly promote a sense of unity and cultivate a loyal fan base.

[0014] The third invention is a content distribution system according to the first or second invention, wherein the game execution control means executes and controls a multiplayer game in which viewers who are viewing the same content via the distribution operate avatars, and controls the content that each viewer can play based on the display position of each viewer's avatar in the game display unit.

[0015] According to the third invention, users can play multiplayer games using their avatars while watching content. This allows them to play games with others they were just watching with, creating a seamless transition from the content viewing environment to gameplay and fostering a greater sense of unity. Furthermore, the available gameplay options change depending on the relative positions of each avatar, which helps to prevent users from getting bored with the game.

[0016] The fourth invention is a content distribution system of the third invention, wherein the game execution control means determines the display position of the avatar based on given viewing parameters relating to the viewing user of the avatar.

[0017] The "viewing parameters" referred to here are parameters that represent how viewers are watching, or in other words, their current level of activity as fans. For example, the number and frequency of text and image posts made during a broadcast are good examples of how actively a viewer is participating in the viewing. Furthermore, the number of posts can be calculated not only from the current broadcast but also from past viewing history.

[0018] Therefore, according to the fourth invention, the display position of the avatar can be set according to the degree of the viewer's activity as a fan, and that display position directly affects the settings of the playable content within the game. For example, it becomes possible to set it so that an active fan viewer takes on a more prominent position and a more prominent role in the game. By enabling such settings that appeal to fan psychology, it is possible to encourage the creation of more loyal fans.

[0019] The fifth invention is a content distribution system according to any of the second to fourth inventions, wherein the game execution control means causes a computer-controlled player to participate in the multiplayer game based on the number of viewers who are viewing the same content through the distribution.

[0020] According to the fifth invention, depending on the number of people viewing the same content, a computer-controlled player, or virtual player, can be added to the game. For example, if the number of viewers is small, it becomes possible to create the illusion that a reasonable number of people are playing the game together. Alternatively, it becomes possible to virtually create a computer-controlled opposing team to put all viewers on the same team, thus allowing for greater flexibility in the types of games that can be played.

[0021] The sixth invention is a content distribution system according to any one of the first to fifth inventions, wherein the game execution control means controls the progress of the game by using game items possessed by the viewer based on the viewer's usage instructions, and the reward granting means changes the content of the reward based on the usage status of the game items.

[0022] According to the sixth invention, the active use of game items can be encouraged, making it easier to create variety in gameplay and preventing the gaming experience from becoming monotonous.

[0023] The seventh invention is a content distribution system according to the third or fourth invention, which changes the content of the privilege based on the privilege granting means and the action of the avatar based on the operation of the viewing user.

[0024] According to the seventh invention, the content of the privilege to be granted can be changed based on the action of the avatar based on the operation of the viewing user. Therefore, the user experience can be improved.

[0025] The eighth invention is a content distribution system according to any one of the first to seventh inventions, which includes ranking calculation means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 13, the distribution service management unit 210, the ranking calculation unit 242, the monthly content ranking data 780 in FIG. 14, the monthly provider ranking data 784, step S144 in FIG. 24) for calculating a ranking for each of the providers or for each of the contents, and the privilege granting means grants, as the privilege, a privilege that contributes to the improvement of the ranking.

[0026] According to the eighth invention, by expressing the results of cooperation and effort in the game of the viewing user in an easy-to-understand form of ranking, it can tickle the competitive awareness of the viewing user, foster a greater sense of unity, and encourage active transmission during viewing and game play. As a result, it effectively promotes the formation of regular fans.

[0027] The ninth invention is a content distribution system according to any one of the first to eighth inventions, which includes presence / absence setting means (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 13, the distribution service management unit 210, the presence / absence setting unit 220, the game presence / absence setting 631 in FIG. 18, step S6 in FIG. 22) for setting the presence or absence of execution of the game in parallel with the distribution according to the setting operation of the provider, and the game execution control means executes the game when the presence / absence setting means sets the execution of the game to be present.

[0028] According to the ninth invention, the providing user can choose whether or not to allow the game to run in parallel with the distribution of the content they have provided.

[0029] The tenth invention is a content distribution system of the ninth invention, comprising a payment collection means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the payment collection control unit 222, and step S18 in Figure 22) for collecting a fee from the providing user to set the execution of the game to "yes" using the presence / absence setting means.

[0030] According to the tenth invention, the provider can set and collect a fee for enabling the game to be played.

[0031] The eleventh invention is a content distribution system of any of the first to tenth inventions, comprising a game setting means for setting the game to be controlled for execution by the game execution control means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the game setting unit 224, the basic parameter value setting list 705 to avatar-specific status data 709 in Figure 19, and step S92 in Figure 23).

[0032] According to the eleventh invention, the game settings can be changed each time the game is played. Therefore, the monotony of the game can be suppressed.

[0033] The twelfth invention is a content distribution system of the eleventh invention, wherein the game setting means sets the game according to the setting operation of the providing user.

[0034] According to the twelfth invention, it is possible to provide room for the user to be involved in setting the game.

[0035] The 13th invention is a content distribution system of the 11th or 12th invention, wherein the game setting means sets at least one of the following: game type, game difficulty, characters appearing in the game, abilities of the character operated by the viewer, game objective, and occurrence of in-game events.

[0036] According to the 13th invention, elements strongly related to the game content, such as the type of game, the difficulty level, the characters appearing in the game, the abilities of the characters controlled by the viewer, the objective of the game, and the occurrence of in-game events, can be changed each time the game is played.

[0037] The 14th invention is a content distribution system according to any of the 11th to 13th inventions, comprising: activity index calculation means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the activity index calculation unit 218, the monitor data 712 in Figure 19, and step S76 in Figure 23) which calculates an activity index value related to the content using at least the number of users viewing the content, and the game setting means which sets the game based on the activity index value.

[0038] The "activity indicator" referred to here is a value that represents the viewing situation and the level of engagement. This can include the number of users currently watching, the cumulative number of text and image posts since the start of distribution, the increase or decrease in the number of users, the change in the number of posts per unit of time, etc.

[0039] Therefore, according to the 14th invention, the content of the game can be changed according to the viewing situation and the level of excitement it generates.

[0040] The 15th invention is a content distribution system of the 14th invention, comprising a transmission content display control means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 13, the distribution service management unit 210, the transmission content display control unit 216, and step S50 in Figure 23) that receives transmissions from the viewing user while viewing the content and displays the transmission content on the viewing user's user terminal, and the activity index value calculation means calculates the activity index value related to the content using the status of transmissions by the viewing user while viewing the content.

[0041] According to the 15th invention, the content of the user's broadcasts can be displayed on the viewing screen, and the game content can be changed according to the broadcast status through activity indicator values.

[0042] The sixteenth invention is a content distribution system of the fifteenth invention, wherein the game execution control means has means for controlling the progress of the game based on the transmission from the viewing user (for example, the transmission utilization control unit 232 in Figure 13).

[0043] According to the 16th invention, it becomes possible to utilize the actions of viewers to control the progress of a game.

[0044] The 17th invention is a content distribution system according to any of the 14th to 16th inventions, wherein the reward-granting means changes the content of the reward based on the activity index value.

[0045] According to the 17th invention, the content of the benefits can be changed according to the activity index value.

[0046] The 18th invention is a computer system comprising a user terminal for each viewing user and a content distribution system according to any of the 1st to 17th inventions.

[0047] According to the 18th invention, a computer system that achieves the same effects as any of the 1st to 17th inventions can be realized. [Brief explanation of the drawing]

[0048] [Figure 1] A diagram showing an example configuration of a content distribution system. [Figure 2] A front view showing an example configuration of a user terminal. [Figure 3] A diagram illustrating the layout of the viewing screen used to view content. [Figure 4] This diagram shows an example of the pop-up displayed when changing an assignment. [Figure 5] This diagram shows an example of how the screen appears on a user's device during a live broadcast. [Figure 6] This diagram shows an example of the display screen (viewing screen) on a viewing device while a game is running. [Figure 7] A diagram showing examples of game type settings based on viewing conditions. [Figure 8] A diagram showing examples of game difficulty and point settings based on activity index values. [Figure 9] A diagram illustrating examples of ability settings based on relative positional relationships in games of the "Action RPG" or "Hunting Game" genre. [Figure 10] This diagram shows an example of the viewing screen displayed at the end of a game. [Figure 11] A diagram showing an example of how ranking results are displayed. [Figure 12] This diagram shows an example of the display of the content provision settings screen on the service provider's terminal, where users can input settings related to content provision. [Figure 13] A functional block diagram showing an example of the functional configuration of a distribution server system. [Figure 14] A diagram showing examples of programs and data stored in the server's memory unit. [Figure 15] A diagram showing an example of the data structure of game definition data. [Figure 16] This diagram shows an example of the data structure for the initial game settings. [Figure 17] A diagram showing an example of the data structure of user management data. [Figure 18]A diagram showing an example of the data structure of content management data. [Figure 19] A diagram showing an example of the data structure of distribution management data. [Figure 20] A functional block diagram showing an example of the functional configuration of a user terminal that will serve as a viewing device. [Figure 21] A functional block diagram showing an example of the functional configuration of the user terminal that will be provided. [Figure 22] A flowchart illustrating the content provision request processing flow in a distribution server system. [Figure 23] A flowchart illustrating the content delivery process for live streaming using a single streaming format on a streaming server. [Figure 24] Flowchart continuing from Figure 23. [Modes for carrying out the invention]

[0049] Examples of embodiments of the present invention will be described below, but it goes without saying that the embodiments to which the present invention can be applied are not limited to the following embodiments.

[0050] Figure 1 shows an example of the configuration of a content distribution system to which the present invention is applied. The content distribution system 1000 is a computer system that provides a distribution service that allows an unspecified number of people to enjoy content simultaneously, and includes a distribution server system 1100 connected to each other via a communication line 9 so as to be able to communicate data with each other, and a plurality of user terminals 1500 (1500a, 1500b, ...).

[0051] Communication line 9 refers to a communication path capable of data communication. In other words, communication line 9 includes not only dedicated lines (dedicated cables) for direct connection and LANs (Local Area Networks) using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.

[0052] The distribution server system 1100 is a computer system that implements a content distribution system that distributes content, including at least video, provided by user terminal 1500T of provider user 2t to user terminals 1500 (1500a, 1500b, ...) of each viewing user 2 (2a, 2b, ...).

[0053] Specifically, the distribution server system 1100 comprises a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140, with a control board 1150 mounted on the main unit 1101.

[0054] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that some or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).

[0055] The distribution server system 1100 then implements the following functions through calculations performed by the control board 1150 based on predetermined programs and data: 1) a user management function related to user registration, etc., 2) a content distribution function, 3) a user-generated service function that distributes text and images transmitted (or posted) from the user terminal 1500, and 4) an online shopping function that makes it possible to purchase images for transmission that can be transmitted (posted) using the user-generated service function. Of course, configurations that can implement other functions are also possible. For example, social networking service functions, and chat functions as part of them, may also be implemented.

[0056] The distribution function in this embodiment is a so-called streaming distribution function that acquires content data such as video data from the user terminal 1500T of the content provider user 2t, and distributes it to the user terminals 1500 (1500a, 1500b, ...) of the registered viewing users, viewing users 2(2a, 2b, ...), in a format that allows viewing while simultaneously downloading the acquired content data. Of course, it may also be implemented using other distribution formats.

[0057] The user-initiated service function distributes text and images initiated from the user terminals 1500 (1500a, 1500b, etc.) of viewing users 2 (2a, 2b, etc.) to the user terminals 1500 (1500a, 1500b, etc.) of viewing users 2 (2a, 2b, etc.) and to the user terminal 1500T of providing user 2t, and displays the content at the destination in a way that reflects the initiated content.

[0058] Although the distribution server system 1100 is described as a standalone unit, it may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a communication line 9, thereby functioning as the distribution server system 1100 as a whole.

[0059] User terminals 1500 (1500a, 1500b, ..., 1500T) are computer systems used by user 2 (2a, 2b, ..., 2t), and by changing the program they execute, they can function as either a distribution terminal that creates multimedia for distribution, or a viewing terminal that enables viewing of distributed content. In the example in Figure 1, user terminal 1500T corresponds to the distribution terminal, and user terminals 1500a and 1500b correspond to the viewing terminals. In this embodiment, user terminal 1500 is a device commonly known as a smartphone, but it may also be a portable game console, a personal computer, a tablet computer, a wearable computer, etc. Hereafter, the user terminals 1500 (1500a, 1500b, ...) of viewing users will be referred to as "viewing terminals," and the user terminal 1500T of providing users will be referred to as "providing terminals."

[0060] Figure 2 is a front view showing an example configuration of the user terminal 1500 in this embodiment. The user terminal 1500 includes a directional input key 1502, a button switch 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a speaker 1510, a built-in battery 1509, a microphone 1512, an image sensor module 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other features, such as a power button and volume control buttons, are also provided (not shown). Furthermore, an IC card reader that can read and write data to IC card-type credit cards or prepaid cards that can be used to pay for game play may also be provided.

[0061] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the communication line 9, and an interface circuit 1557.

[0062] The interface circuit 1557 includes a driver circuit for the touch panel 1506, a circuit for receiving signals from the directional input keys 1502 and button switches 1504, an output amplifier circuit for outputting audio signals to the speaker 1510, an input signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the image sensor module 1520, and signal input / output circuits for the memory card reader 1542.

[0063] These elements mounted on the control board 1550 are electrically connected via bus circuits and the like, enabling data reading and writing, and signal transmission and reception. Note that part or all of the control board 1550 may be constructed using ASICs, FPGAs, or SoCs. The control board 1550 stores a video provisioning program to enable its function as a provisioning terminal, a viewing program to enable its function as a viewing terminal, and various data in the IC memory 1552.

[0064] In this embodiment, the user terminal 1500 is configured to download programs (for example, a provisioning terminal program that enables the creation and provision of content, and a viewing terminal program that enables viewing of distributed content and the transmission of text and images) and various setting data from the distribution server system 1100. However, it may also be configured to read these programs from a storage medium such as a separately obtained memory card 1540.

[0065] Figure 3 is a diagram illustrating an example of the configuration of a viewing screen for viewing content in this embodiment. On the viewing terminal (the user terminal running the viewing terminal program), the viewing screen W3 is displayed on the touch panel 1506. The viewing screen W3 is: 1) An additional information display unit 31 that displays additional information declared and set by the provider user regarding the distributed content, such as the program title, 2) A content display unit 32 that displays the video of the distributed content, 3) General-purpose display unit 33, 4) A text transmission operation unit 34 that performs text input and transmission operations, 5) A display unit 35 that reflects the viewer user's avatar 4 (4a, 4b, ...) and the content of the transmitted text and images, 6) An image transmission operation icon 36 for transmitting image 8, 7) A shopping icon 37 for instantly purchasing the image 8 for sending online, 8) Point display section 38, This includes the following. The audio for the content will be emitted from the speaker of the viewing device. If the viewing device has a headphone jack, the audio signal may be output via that jack.

[0066] The content display unit 32 displays video content, including at least video (for example, live broadcasts or recordings of performances or entertainment by the providing user).

[0067] The supplementary information displayed in the supplementary information display unit 31 may include, for example, the title, genre, shooting date and time, shooting location, information about the subject, a situation description, a message from the providing user, etc. In this embodiment, the providing user sets the supplementary information before providing the content, but the operator of the distribution service may also set it.

[0068] The general-purpose display unit 33 is an area that is used without being limited to a specific purpose, such as for various notifications, performance displays, and the display of Avatar 4. It is also used as an extended area of ​​the reflected display unit 35.

[0069] The text transmission operation unit 34 includes an input field for comments and messages (letters, numbers, and symbols), as well as an icon for executing the transmission operation.

[0070] The display unit 35 shows the avatars 4 (4a, 4b, ...) of the viewing user 2 (2a, 2b, ...) who is viewing the content. The text sent from the viewing terminal is displayed in a speech bubble 5 (5b, 5c, ...) indicating that the avatar 4 of the user on that viewing terminal is speaking. The image 8 sent from the viewing terminal is displayed as if it is popping out of the avatar 4 of the user on that viewing terminal, or as if the avatar 4 is taking it out. In other words, the text and the image 8 are displayed in a reflected manner.

[0071] The display position of avatar 4 in the display unit 35 is automatically determined by the distribution server system 1100. Basically, the display unit 35 distributes the placement positions according to the number of viewing users 2 (2a, 2b, ...) and determines which avatar 4 to assign to each placement position.

[0072] In assigning users, viewers 2(2a,2b,…) are ranked based on their contribution to posting (for example, the number of views, cumulative number of posts, average number of posts per view, distribution of types of posted images 8, ratio of text posts to image posts, etc., which are determined from the history of text and image posts made by each viewer 2(2a,2b,…)). Specifically, users can be ranked in order of who has posted the most and who has posted the most expensive posted images 8 (in other words, in order of highest posting contribution). Then, in descending order of this ranking, users are assigned to positions closer to the content display unit 32 and closer to the left-right center of the viewing screen. This is similar to assigning seats in a theater, such as S seats, A seats, and B seats, in order from best to worst.

[0073] In this embodiment, the display size of Avatar 4 is set to make it easier to identify the Avatar 4 of the viewing user 2 (2a, 2b, ...) using that user terminal (Avatar 4a in the example of Figure 3), but all other Avatars 4 are the same size. Alternatively, all Avatars 4 may be set to a size corresponding to the contribution level as described above.

[0074] The image transmission icon 36 is a one-touch operation icon that allows you to pre-assign an image to be transmitted. By simply touching this icon, the assigned image 8 will be transmitted (posted).

[0075] Specifically, when a predetermined assignment change operation (for example, a two-finger touch operation on the icon) is performed, a pop-up display W4, as shown in Figure 4, is displayed on the viewing screen W3. The pop-up display W4 shows the outgoing images 8 (8a, 8b, ...) owned by the viewing user 2 (2a, 2b, ...) for each type, along with the number of images owned. The viewing user 2 (2a, 2b, ...) can touch any of these images to set the assignment to the image outgoing operation icon 36. The currently assigned outgoing image 8 is displayed with a check mark 40 indicating its selection status. In other words, although the image outgoing operation icon 36 appears to be the same icon in a fixed position on the viewing screen W3, different outgoing operations can be performed by changing the outgoing image 8 to which it is assigned.

[0076] Multiple types of images 8 for transmission are prepared in advance by the administrator or operator of the content distribution system 1000 of this embodiment. These types can be broadly divided into "free" and "paid" types in terms of how they can be obtained.

[0077] The "free" images 8 for broadcasting are automatically provided to viewer users 2 (2a, 2b, ...) free of charge as time passes. In other words, they are automatically replenished. The "paid" image 8 for posting must be purchased and obtained through online shopping. It may also be given as some kind of bonus.

[0078] The images 8 for sending content obtained by viewing users 2 (2a, 2b, ...) are managed by the distribution server system 1100's user management function, with the number of images owned by each type linked to the user account. When an image 8 is sent while viewing content, it is consumed, and once the number of images owned reaches "0", it becomes impossible to send any more images even by operating the image sending operation icon 36. Of course, by operating the shopping icon 37 on the spot and obtaining the same type of image 8 through online shopping, it becomes possible to send images again. Alternatively, by changing the assigned image 8, it is possible to continue sending images of a different type.

[0079] Furthermore, regardless of whether it is a "free" or "paid" service, various designs and display formats are available for the images used for posting (Image 8). For example, Images 8 are not limited to still images; they can also be images that change, such as animated GIFs. Some are designed primarily as communication items between viewing users 2 (2a, 2b, ...). In other words, Images 8 include designs that show messages evaluating the content being viewed (e.g., Like, No good, Interesting, Not interesting, Amazing, Cool, ...), messages of support and appreciation for the provider (e.g., Keep going, Stay calm, ...), and predetermined expressions of intent from the sender (e.g., evaluation messages such as Like, Interesting, etc., or messages like I'm supporting you, Keep going, ...).

[0080] For example, the image 8 to be sent, which is assigned to the image sending operation icon 36, can be a graphic shape based on natural objects such as flowers or stars, as shown in images 8a, 8b, and 8c. Flowers and stars are suitable for sending when expressing positive feelings such as joy, happiness, or goodwill towards the recipient. Alternatively, a graphic shape based on large text that cannot be displayed as text can also be used. A series of multiple images 8 with the same shape but different sizes and color schemes can also be prepared (for example, a spring flower series, a summer flower series, etc.).

[0081] Furthermore, the image 8 to be assigned to the image transmission operation icon 36 can be, as shown in images 8d and 8e, an image of a character holding some kind of item (in the example in Figure 4, a cheering item with a star at the end of a stick that is held in the hand and waved), or an image of a character performing some kind of action (for example, blowing a kiss, smiling, looking disappointed, etc.). Even if the same item is held, different characters can be considered different types of images. Similarly, even if the same action is performed, different characters can be considered different types of images.

[0082] Furthermore, the image 8 to be assigned to the image transmission operation icon 36 can include words or phrases within the image, as in image 8f. A speech bubble can be added to the character to make it appear as if the character is speaking the word or phrase. Of course, the word or phrase can also be an onomatopoeia, like the sound effects used in manga. For example, an image could have the words "Gik!" added to a character that looks surprised, or the words "Wakuwaku!" added to an image of an excited character.

[0083] As shown in Figure 3, the viewing screen W3 of the video distribution service in this embodiment is laid out so that the avatars 4 (4a, 4b, ...) of the viewing users 2 (2a, 2b, ...) are placed in front of the large content display unit 32, which gives the user the feeling that they are all gathered together and watching the content on one large screen.

[0084] In addition, by displaying the text sent by each viewer 2 (2a, 2b, ...) in speech bubbles 5 on avatar 4, and reflecting the image 8 sent from avatar 4, it creates an atmosphere as if everyone is watching the content together, freely expressing their thoughts, and talking to their friends. The image 8 does not need to be read like text, so it can instantly, symbolically, and concisely convey what viewer 2 (2a, 2b, ...) is feeling and thinking. Furthermore, it has a greater effect on creating excitement than text.

[0085] Thus, the viewing screen W3 of this embodiment is designed to make it easy for the content provider (the user providing the content for distribution) and the viewing users 2 (2a, 2b, ...) who view it to feel as if they are collaborating to create a live performance or stage. For this reason, the viewing screen W3 functions not only as a place to present content, but also as a place (or environment) where viewing users 2 (2a, 2b, ...) can foster a sense of unity among themselves.

[0086] The points display unit 38 displays the total points earned by the providing user during the current distribution. By performing a predetermined operation (for example, tapping) on ​​the display unit, it may be possible to switch to displaying other total values ​​(for example, the total points earned by content, including points earned in past distributions including this one, or the total points earned by each providing user, etc.).

[0087] The "points" referred to here are an index representing the popularity of the streamed content. Specifically, they are determined and accumulated based on a predetermined derivation function or table data, using variables such as the number of viewers, the number of texts and images sent, and the types of images sent.

[0088] Specifically, the larger the number of viewers or their statistics (e.g., total number, average number, maximum number, etc.), the higher the points. Similarly, the larger the number of broadcasts or their statistics, the higher the points. For broadcast images 8, the point increase varies depending on the type. Free images have the lowest point increase. Paid images are set so that the higher the purchase price in online shopping, the greater the point increase.

[0089] The accumulated points are then used as the primary calculation element for various rankings within the distribution service. The ranking period can be set as appropriate. In this embodiment, it is set monthly, but it may also be weekly, quarterly, yearly, or for a predetermined event period. The rankings can be based on program, provider, or content.

[0090] The ranking results will be automatically disclosed at designated times within the use of the streaming service. Of course, it may also be possible to view them manually at any time by performing the designated operation. The rankings will strengthen the unity of loyal fans, encourage more powerful fan behavior, and ultimately lead to the revitalization and increased use of the streaming service as a whole.

[0091] Figure 5 shows an example of the screen display on user terminal 1500T (delivery terminal) of user 2t during live content delivery. When content is delivered in live format, the delivery settings screen W5 is displayed on the delivery terminal. On the same screen, 1) The remaining time until the end time of the distribution schedule is displayed 51, 2) A video monitor unit 52 that displays the video being provided to the distribution server system 1100, 3) A transmission monitor unit 53 that displays the content of transmissions made by viewing users 2 (2a, 2b, ...) in the order of transmission, 4) A point monitor unit 54 that displays the change in the total points earned in this broadcast, 5) A viewer count monitor unit 55 that displays changes in the number of viewers, 6) A transmission count monitor unit 56 that displays changes in the number of transmissions, 7) Game forced start operation icon 57 (details below), 8) Icon 58 for ending the broadcast, This includes the above. Of course, other displays can also be included as appropriate. The data that forms the basis for the displays on these various monitor units is distributed sequentially from the distribution server system 1100, and the display is controlled on the providing terminal side according to the display format of each monitor unit.

[0092] In other words, user 2t can continue to provide content while monitoring not only the content being delivered but also the viewing situation, such as how many viewers are watching and how engaged they are. Based on the monitoring results, user 2t can also make live appeals to viewers 2 (2a, 2b, ...).

[0093] By enabling the provider user 2t to monitor viewing status and make live appeals, it not only fosters a greater sense of unity among viewers, but also enables the creation of a sense of unity between the provider user 2t and viewers 2 (2a, 2b, ...), which was not possible with conventional streaming services.

[0094] In this embodiment of the content distribution system 1000, as a way to enhance the sense of unity among viewers beyond simply transmitting (or posting) text and images, a game can be run in parallel with content distribution, using the viewing terminal (the user terminal of the viewing viewer) as a human-machine interface, with the viewing viewer acting as the player. Based on the user's performance in the game, points can be awarded to the content provider as a reward.

[0095] Figure 6 shows an example of the display screen (viewing screen) on a viewing device while the game is running. When the game is played, the display on the viewing terminal changes to the viewing screen W6. The viewing screen W6 includes a game explanation display unit 61, a remaining play time display unit 62 that shows the remaining time until the time limit is reached, and a game display unit 63 that displays the game screen. In this embodiment, the reflection display unit 35 is configured to become the game display unit 63, but the game display unit 63 can also be configured to be displayed as a separate pop-up screen on the viewing screen W6 in a position and size that does not obscure the content display unit 32.

[0096] In this embodiment, the game is a multiplayer game in which viewers 2 (2a, 2b, ...) who are watching the same content via streaming simultaneously participate by operating their respective avatars 4, in order to facilitate the creation of a sense of unity among viewers. As mentioned above, in the case of live streaming, calls from the provider user 2t can be made in real time, so an atmosphere can be created between viewers 2 (2a, 2b, ...) and the provider user 2t that is as if the stage and the audience are both participating in the game, achieving an unprecedented sense of unity and excitement.

[0097] The game starts automatically when the pre-set game start conditions are met. Furthermore, regardless of the game start conditions, the game will be forcibly started if a predetermined game forced start operation is detected by the providing user 2t (for example, touching the game forced start operation icon 57 in Figure 5).

[0098] In the example in Figure 6, the objective is a shooting game in which the player's avatar 4 attacks a game object, a treasure chest 64, to reduce its durability to "0" and open it within a time limit. The game difficulty is adjusted by changing the number of treasure chests 64 and the durability values ​​set for each treasure chest 64. Viewing users 2 (2a, 2b, ...) can make their avatar 4 perform actions according to the game content by sending commands or instructing the use of items they possess. Specifically, in the example in Figure 6, when text is sent, the avatar 4 shoots out the letters or words of the text towards the treasure chest 64 that has been pre-selected as the target. Similarly, when a transmission image 8 is sent, the transmission image is shot out from the avatar 4 in the same manner. In addition, by instructing the use of a predetermined game item 66 (for example, by tapping with two fingers to select an item list and then double-tapping the desired item from the list to instruct its use), the item is shot out from the avatar 4 towards the treasure chest 64. Then, the 64 treasure chests that are hit by these attacks take damage corresponding to the letters and words, reducing their durability, and when their durability reaches "0", they are opened.

[0099] The type of game (game genre) and its content (for example, achievement goals, game difficulty, types of characters, etc.) are changed according to the viewing situation at the time. Figure 7 shows an example of game type settings according to the viewing situation. Game type 72 is set separately for each viewing situation condition 71.

[0100] "Viewing status conditions" refer to the conditions under which content is being viewed. In this embodiment, they are defined within the range of activity index values.

[0101] The "Activity Index" is a value that represents the level of engagement in viewing. It can be calculated using one of the following: the number of users currently viewing, the cumulative number of text and image posts since the start of distribution, the increase or decrease in the number of users, the change in the number of posts per unit time, or a value calculated using a predetermined function based on a combination of these factors. In any case, a higher value indicates a greater level of engagement in viewing.

[0102] The game type 72, which is set in accordance with the viewing conditions 71, is not limited to the illustrated example and can be set as appropriate.

[0103] Furthermore, viewing status condition 71 can be defined by adding other parameters (for example, the cumulative number of times the content has been distributed, the distribution date and time, the day of the week it is distributed, the time elapsed since the start of distribution, etc.) and using AND or OR with the activity index value condition and the other parameter conditions. For example, by describing the same activity index value and the distribution date and time condition with AND, it becomes possible to set different game types even if the viewing status is similar in the morning and afternoon.

[0104] Figure 8 shows an example of setting game difficulty and points according to the activity index value. As shown in Figure 8, in this embodiment, the higher the activity index value, the higher the game difficulty is set. For example, the durability of treasure chest 64 (see Figure 6) can be set to "number of viewers × 10" if the number of viewers is less than M (where M is an integer), but to "number of viewers × 15" if the number is M or more. The game difficulty increase curve can be set as appropriate, not limited to the example shown, such as being stepwise or quadratic.

[0105] Furthermore, in this embodiment, the higher the activity index value, the greater the points awarded to the providing user, even for the same game performance. For example, the base points obtained by opening one treasure chest 64 (see Figure 6) can be set to "10 points" if the number of viewing users is less than M, but to "15 points" if it is M or more. Also, if a viewing user uses a game item within the game, bonus points can be added to the base points, for example, "2 points" added if the number of viewing users is less than M, but "5 points" added if it is M or more.

[0106] The position of each avatar 4 during gameplay is adjusted as appropriate according to the game content. Figure 6 shows an example where the avatars are rearranged from left to right on the screen in descending order of their contribution to broadcasting, regardless of their initial positioning before the game starts, but this is not the only example. For example, if the system searches for a space to place a game object (for example, the space where the treasure chest 64 is placed) and determines the placement of each avatar 4 based on the result, the positional relationship from immediately before the game starts may be maintained. Specifically, if Figure 3 represents the state immediately before the game starts, then by placing the space directly below the text broadcasting operation unit 34 and the treasure chest 64 side by side as shown in Figure 6, the display position of the avatars 4 does not need to be changed.

[0107] If the game is an action game themed around all 2 viewing users (2a, 2b, ...) hunting a single monster (game object), and considering the diversity of game situations based on chance, the following rearrangement method is also suitable. That is, the display position of the monster is randomly determined within the display unit 35, and the avatars 4 are rearranged to create empty space and display the monster. In this case, avatars 4 that happen to be placed near the monster at that time will be relatively more likely to be attacked by the monster. If they are attacked, their durability will decrease, so they may be forced to leave the battle early in the game. On the other hand, being in a position that makes it easy to attack the monster is advantageous in reducing the monster's durability, and it may even be possible for them to behave like a hero in the game.

[0108] Even with the same game content, as a reward for viewer users 2 (2a, 2b, ...) who contribute significantly to broadcasting, their avatars 4 could be rearranged in descending order of contribution, starting from the position closest to the monster. In other words, avatars 4 of viewer users 2 (2a, 2b, ...) who contribute significantly could be displayed in a more prominent position. For viewer users 2 (2a, 2b, ...) who regularly broadcast and contribute significantly, being able to play the game in a prominent position ahead of other viewers would be a great reward for a fan. Of course, avatars 4 could also be rearranged randomly each time the game starts.

[0109] In this embodiment, the in-game abilities of each avatar 4 are set according to the relative positional relationship of the avatars 4 in the game.

[0110] For example, Figure 9 is a diagram illustrating an example of ability settings based on relative positional relationships in a game type such as "Action RPG" or "Hunting Game". When the game starts, game objects 73 (73a, 73b) representing the game's objectives appear and are displayed at random positions within the display unit 35. Based on these objects, each avatar 4 is considered to be part of a party of adventurers or hunters.

[0111] Avatars 4a and 4c, which are closer to game object 73 (73a, 73b), are considered the front row of the party, and their attack methods are limited to close-range direct attacks via text messages. The attack power will depend on the number of characters and types of words in a single text message. In contrast, avatars 4d and 4b, which are further away, are considered the back row of the party, and their attacks are limited to long-range indirect attacks via sending image 8 and support for the front row. The distinction between attack and support, and the degree of their effect, will depend on the type of image 8 used.

[0112] In this way, by setting the roles and abilities of Avatar 4 in the game based on their respective display positions, even when the same type of game is started, players will play with different roles and abilities each time, thus preventing monotony. Furthermore, since players will rotate jobs with their teammates (other viewer users 2 (2a, 2b, ...)), the more they play, the more their cooperative play skills will improve, fostering a greater sense of unity among viewer users.

[0113] Figure 10 shows an example of the display on the viewing screen at the end of a game. At the end of a game, the viewing screen W10 displays a game completion notification 81, a performance notification 82 indicating whether or not the game's objectives were achieved, a points award notification 83 showing the breakdown of points awarded to the providing user 2t for this game, and a best player notification 84 for the player who performed best in this game.

[0114] The title of Best Player is something that fans of the show and its sponsors would certainly want to achieve. Clearly displaying this at the end of the game encourages viewers to put in even more effort in the next game. As a result, the game becomes even more exciting, and consequently, the viewing atmosphere becomes even more vibrant.

[0115] After the game ends, the display positions of Avatar 4 (4a, 4b, ...) should be finely adjusted within the display unit 35 to gradually expand based on the arrangement at the end of the game, after the various notifications mentioned above have been displayed. This is preferable in order to leave a lasting impression of having played together. Of course, they may also be redistributed based on the rules for determining the display position of Avatar 4 during content viewing (arrangement rules according to the degree of contribution to the message).

[0116] Furthermore, after the game ends, the user terminals 1500 (viewing terminals) of viewing users 2 (2a, 2b, ...) and user terminals 1500T (providing terminals) of providing user 2t will display ranking results that reflect the points awarded for this content distribution and gameplay during viewing, as shown in Figure 11, for example. This will allow viewing users 2 (2a, 2b, ...) and providing user 2t to relatively compare the results of their collective efforts and create even greater excitement for the next distribution.

[0117] In this embodiment, the content provider user can have some involvement in the game settings that are executed at the time of distribution.

[0118] Figure 12 shows an example of the display of the provision settings screen for inputting settings related to content provision on the user terminal 1500T (providing terminal) of providing user 2t. The provision settings screen W12 has a basic settings section 90 and an option settings section 92.

[0119] The basic settings unit 90 allows users to configure the content distribution format (live or recorded in this embodiment) and select the content files to be provided. It also includes various settings units for configuring supplementary information such as program title, subtitle, distribution schedule, thumbnail, and content genre, which the providing user 2t can select or configure.

[0120] Incidentally, in this embodiment, a lucky item setting unit 93 is included as supplementary information. The lucky item is freely determined by the providing user 2t from among the equipment and accessories worn by avatar 4. The lucky item is used to grant special benefits to viewing users 2 (2a, 2b, ...), such as setting the in-game abilities of avatar 4 that is equipped with the lucky item to be particularly high.

[0121] The option setting unit 92 sets the content that will be added and executed when the content set in the basic setting unit 90 is delivered. In this embodiment, it includes a setting field that the providing user 2t can participate in, relating to a game that runs in parallel during delivery. The types of settings that can be participated in can be selected as appropriate. In this embodiment, it includes a game presence / absence setting unit 94 that sets whether or not to run a game in parallel with content delivery, and a basic parameter value setting unit 95.

[0122] The basic parameter value setting section 95 is a setting field for parameters related to relatively basic settings for game execution. The types and number of parameters can be set as appropriate, but in this embodiment, they include the number of game achievement targets (corresponding to the number of treasure chests 64 in the example in Figure 6, and the number of game objects 73 in the example in Figure 9), the time limit, and the number of in-game events. For each of these, it is possible to set a specific numerical value or to set it automatically.

[0123] Incidentally, in-game events are events that occur during gameplay. The content of events can be set as appropriate according to the game content. For example, in the example in Figure 6, events can be set such as the treasure chest 64 becoming more fragile for a certain period of time, or an airship-shaped item carrier crossing over the treasure chest 64, and when an attack on the treasure chest 64 hits and shoots it down, the items it was carrying are given to the viewing users 2 (2a, 2b, ...).

[0124] [Explanation of Functional Configuration] Figure 13 is a functional block diagram showing an example of the functional configuration of the distribution server system 1100 in this embodiment. The distribution server system 1100 in this embodiment includes an operation input unit 100s, a server processing unit 200s, an audio output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0125] The operation input unit 100s is a means for inputting various operations for server management. The keyboard 1106 in Figure 1 corresponds to this.

[0126] The server processing unit 200s is implemented by, for example, a microprocessor such as a CPU or GPU, or electronic components such as an ASIC, FPGA, or IC memory, and controls data input and output with each functional unit, including the operation input unit 100s and the server storage unit 500s. It then performs various calculation processes based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and comprehensively controls the operation of the distribution server system 1100.

[0127] The server processing unit 200s of this embodiment includes a user management unit 202, an online shopping management unit 204, a distribution service management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be included as appropriate.

[0128] The User Management Unit 202 handles the processing related to user registration procedures and manages the data of each user linked to a user account. In this embodiment, the User Management Unit 202 has the following functions: 1) assigning a unique user account to each registered user; 2) managing registration information to register and manage personal information for each user account; 3) managing the ledger of electronic payment media consumed for payment of billing elements (such as online shopping in this embodiment); 4) managing usage history to manage login and logout history, etc.; and 5) creating and editing avatars 4. Of course, other data management functions linked to accounts can also be included as appropriate.

[0129] The online shopping management unit 204 is responsible for controlling online shopping and can be implemented using publicly known online shopping technologies as appropriate. In this embodiment, viewing users 2 (2a, 2b, ...) can purchase equipment for their avatar 4, images for transmission 8 (see Figure 4), game items 66 (see Figure 6), etc., through online shopping. Other items can also be set as appropriate for online shopping.

[0130] The distribution service management unit 210 performs various processes related to the execution management of content distribution services. In this embodiment, the distribution service management unit 210 performs various processes to realize live video distribution services. For example, it can perform distribution schedule management, viewer user management, processing to acquire live video content data for distribution from the service terminal, distribution processing, etc. Of course, other processes can also be included as appropriate.

[0131] In this embodiment, the distribution service management unit 210 includes a viewing reception unit 211, a viewing screen display control unit 212, an activity index value calculation unit 218, an existence / absence setting unit 220, a payment collection control unit 222, a game setting unit 224, a game execution control unit 230, a bonus granting unit 240, and a ranking calculation unit 242. Of course, other functional units may also be included as appropriate.

[0132] The viewing reception unit 211 controls the reception of viewing requests from registered users. Specifically, it receives the selection of content the user wishes to view and registers the user as a viewer.

[0133] The viewing screen display control unit 212 controls the display of a viewing screen on the user terminal of the viewing user, which has a content display unit for distribution and a game display unit for games (see Figure 3). The viewing screen display control unit 212 also includes an avatar display control unit 214 and a transmission content display control unit 216.

[0134] The avatar display control unit 214 controls the display of avatars specific to each viewing user on the viewing screen. In this embodiment, this includes setting the display position and display size of the avatar 4 for each viewing user within the display unit 35.

[0135] The transmission content display control unit 216 receives from the user terminal (viewing terminal) of the viewing user that a transmission operation has been input for the content being viewed, and controls the display of a reflection of the transmission operation on the viewing screen of the viewing terminal. Specifically, for example, it controls the display of a default display on the viewing screen as a reflection of a default transmission operation. In this embodiment, this includes receiving the transmission content data along with the transmission request from the viewing terminal in response to the transmission operation, temporarily storing it, and distributing the transmission content data to all viewing terminals and distribution terminals. In this embodiment, the viewing terminal then controls the display of the reflection display, which displays a display that reflects the received transmission content on the reflection display unit 35 (see Figure 3). Specifically, this includes the display of text using a speech bubble 5 and the appearance of the transmission image 8. If the distribution server system 1100 also includes the display image itself, which is the reflection display unit 35, as a target for distribution, the transmission content display control unit 216 may generate that image.

[0136] The activity index calculation unit 218 calculates an activity index value for the content using at least the number of users currently viewing the content. In this embodiment, the activity index value can also be calculated using a value representing the status of communication by users currently viewing the content, specifically the cumulative number of communications since the start of distribution.

[0137] The presence / absence setting unit 220 sets whether or not to run the game in parallel with content distribution, according to the setting operation of the providing user (in this embodiment, the setting operation in the option setting unit 92; see Figure 12).

[0138] The payment collection control unit 222 controls the collection of payment from the providing user to set the game execution to "yes" using the presence / absence setting unit 220. The payment related to the collection may be, for example, payment by virtual currency or payment by a financial system using a credit card.

[0139] The game settings unit 224 configures a game to be run and controlled in parallel with content distribution. Specifically, based on activity indicator values, it can configure at least one of the following: game type, game difficulty, characters appearing in the game, abilities of the character controlled by the viewer, game objective, and occurrence of in-game events. Some of these can also be configured according to the settings operations of the provider user 2t.

[0140] The game execution control unit 230, in parallel with content distribution, uses the user terminals of the viewing users as a human-machine interface to execute and control a multiplayer game in which viewing users who are viewing the same content via distribution simultaneously participate by operating avatars.

[0141] Specifically, the game is executed when the presence / absence setting unit 220 is set to "Yes" for game execution and the pre-set game start conditions are met. At that time, the game execution control unit 230 determines the display position of each avatar in the game display section of the viewing screen based on the given viewing parameters relating to the viewing user of that avatar, and can change and control the playable content for each viewing user based on that display position (see Figure 9).

[0142] The game execution control unit 230 has a transmission / utilization control unit 232, which controls the game's progress based on text and image transmissions from the viewing user. Furthermore, while the game is in progress, it can control the game's progress by using game items possessed by the viewing user based on the viewing user's usage instructions.

[0143] Furthermore, the game execution control unit 230 can also have computer-controlled players participate in multiplayer games based on the number of viewers watching the same content via streaming. In other words, it can control the game to make it appear as if there are more viewers than there actually are, thereby making the game more lively. Specifically, it can make the avatars of computer-controlled players appear in the game.

[0144] The reward granting unit 240 grants rewards to the providing user that contribute to improving their ranking in the user-specific or content-specific rankings, based on their game play performance. The content of the rewards can be changed based on factors such as the usage of game items and play performance. In this embodiment, points, which serve as the basis for ranking calculation, are awarded as rewards. The better the play performance and the higher the activity index value, the higher the point setting (see Figure 8). If game items are used during gameplay, points are added accordingly. Note that rewards are not limited to points. For example, items, coupons, or program slots may also be offered as rewards.

[0145] The ranking calculation unit 242 calculates rankings by user provider or by content provider. In this embodiment, the calculation is performed based on the total points awarded to user provider during content distribution.

[0146] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.

[0147] The sound generation unit 290s is implemented by executing ICs and software that generate and decode audio data, and generates or decodes audio data such as operation sounds and background music related to system management and video distribution of the distribution server system 1100. The audio signals related to system management are then output to the sound output unit 390s.

[0148] The sound output unit 390s emits an audio signal. In the example in Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 or the touch panel 1108.

[0149] The image generation unit 292s can generate images related to the system management of the distribution server system 1100. These system management images can then be output to the image display unit 392s.

[0150] The image display unit 392s displays various images for system management based on the image signals input from the image generation unit 292s. This can be implemented using image display devices such as flat panel displays, cathode ray tubes (CRTs), projectors, and head-mounted displays. In the example in Figure 1, the touch panel 1108 is an example of this.

[0151] The communication control unit 294s performs data processing related to data communication and enables data exchange with external devices via the communication unit 394s.

[0152] The communication unit 394s connects to the communication line 9 to enable communication. This can be achieved by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack or control circuit for a wired communication cable, etc. In the example in Figure 1, the communication device 1153 is the relevant component.

[0153] The server memory unit 500s stores programs and various data necessary to enable the server processing unit 200s to comprehensively control the distribution server system 1100. It is also used as a workspace for the server processing unit 200s, temporarily storing calculation results and other data executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, or online storage. In the example in Figure 1, this corresponds to the IC memory 1152 and storage media such as hard disks mounted on the main unit 1101, as well as the storage 1140.

[0154] Figure 14 shows an example of programs and data stored in the server storage unit 500s in this embodiment. In this embodiment, the server storage unit 500s stores a server program 503, a distribution terminal program 505, a distribution viewing terminal program 507, sales product management data 509, and distribution service initial setup data 510.

[0155] Furthermore, the server memory unit 500s stores user management data 600, content management data 620, distribution management data 650, monthly content ranking data 780, monthly program ranking data 782, monthly user ranking data 784, and the current date and time 800 as data that is generated and managed sequentially in relation to content distribution. In addition, it can store information such as timers, counters, and various flags as appropriate.

[0156] The server program 503 is a program that, when read and executed by the server processing unit 200s, enables the functions of the user management unit 202, the online shopping management unit 204, and the distribution service management unit 210 (see Figure 13).

[0157] The distribution terminal program 505 is the original application program that is downloaded to the user terminal 1500 used as a distribution terminal, and by executing it, the user terminal 1500 becomes capable of functioning as a distribution terminal.

[0158] The distribution viewing terminal program 507 is the original application program that is downloaded to the user terminal 1500 used as a viewing terminal, and by executing it, the user terminal 1500 becomes capable of functioning as a viewing terminal.

[0159] Product management data 509 stores data for defining and managing products sold through online shopping. For example, it stores data such as available items, inventory levels, and their corresponding charges (equivalent to the amount deducted from the payment method).

[0160] The distribution service initial setup data 510 stores various initial setup data for executing the distribution service of this embodiment. In this embodiment, it includes data defining the image to be sent 8, which is provided for each type of image, a point allocation derivation function 514, game start condition definition data 516, and game definition data 520. Of course, other data can also be included as appropriate. For example, material data for creating and editing avatars 4 and material data for various effects can be included.

[0161] The point allocation function 514 is a function for determining the points to be awarded to the provider user at the end of the distribution. The variables can be set as appropriate, but parameters related to viewing performance, such as the cumulative value (total) and peak value of the number of users who viewed the distributed content, and parameters related to communication performance, such as the cumulative number of messages sent by all users and the content of the messages (ratio of text to images for messages, types of images for messages). Furthermore, this function is set up so that more points are derived the more active the viewing is. Specifically, more points are derived the more users who view the content, and more points are derived the more messages are sent.

[0162] The game start condition definition data 516 defines the conditions for initiating game execution control in parallel with content distribution. Elements for describing the conditions can include, for example, the number of viewers, the change in the number of viewers, the cumulative number of transmissions since the start of distribution, the change in the cumulative number of transmissions per unit time, the elapsed time since the start of distribution, and the distribution date and time, and these can be defined as AND or OR conditions. Alternatively, if the condition is to perform a random draw to decide whether to start the game or not at predetermined intervals (for example, every 5 minutes) after a predetermined time (for example, 10 minutes) has elapsed since the start of distribution, and the draw result selects to start the game, then the elapsed time and the interval time can be set.

[0163] Game definition data 520 is prepared for each type of game that runs in parallel with content distribution, and stores various initial setting data related to that game. One game definition data 520 includes, for example, a unique game type 521, game type selection conditions 522, a game program 523, game initial setup data 530, play-specific point award definition data 550, and a play contribution calculation function 558, as shown in Figure 15. Of course, other data can also be included as appropriate.

[0164] The game type selection condition 522 defines the conditions for selecting the game. For example, it can be described using AND or OR, such as a distribution date and time condition, a viewer count condition, a viewer count change condition (a condition related to changes in the viewer count), a cumulative broadcast count condition, and an elapsed time condition since the start of distribution.

[0165] Game program 523 is a program that implements various functions for controlling the progress of the game in the server processing unit 200s.

[0166] Game initial setup data 530 is provided in multiple versions to ensure that the content differs depending on the viewing conditions when the game is run, even for the same type of game. One game initial setup data 530 includes, for example, as shown in Figure 16, setting application conditions 531 which are the conditions under which the setting is selected and applied, initial game difficulty 533, initial number of achievement targets 535, initial time limit 537, initial number of event occurrences 539, game object initial setup data 541, avatar ability initial setup data 542, display position-based avatar ability change data 543, equipment-based avatar ability change data 545, string-specific effect definition data 547, transmission image-specific effect definition data 548, and game item effect definition data 549. Of course, other data can also be included as appropriate.

[0167] The setting application condition 531 is described in the same manner as the game type selection condition 522 (see Figure 15), and defines more detailed conditions than those indicated by the game type selection condition 522.

[0168] The initial target number of achievements (535), the initial time limit (537), and the initial number of event occurrences (539) can each be fixed values, or they can be defined as functions that use the parameter values ​​describing the setting application conditions (531) as variables.

[0169] Game object initialization data 541 is prepared for each type of object that appears in the game in order to run the game (see Figure 9), and stores various data that defines the object. For example, one game object initialization data 541 may store the object type, display data such as models and textures for displaying the object on the game screen, and a list of various ability parameter values ​​for realizing the object's role in the game. If rules are set for the appearance position of game objects, functions or table data for determining the appearance position are stored here.

[0170] Furthermore, the parameter values ​​for each ability stored in the ability parameter value list are set to higher values ​​as the game difficulty increases. Alternatively, a function that uses the parameter value describing the setting application condition 531 as a variable may be used to set the ability to increase as the number of viewers or cumulative broadcasts increases.

[0171] The avatar ability initial setting data 542 stores data that defines the initial state of various abilities of avatar 4 within the game. In this embodiment, avatar 4 is created by selecting one of several basic models and changing the equipment and color scheme to create an original avatar. Therefore, the avatar ability initial setting data 542 in this embodiment stores the avatar model type, which indicates the type of basic model of the avatar, and the initial ability parameter value list in association with each other. The initial value of each ability stored in the initial ability parameter value list may be set as a function with the avatar level as a variable, such that the ability increases as the avatar level increases.

[0172] The display position-based avatar ability change data 543 defines which initial abilities set for the avatar 4 will be changed and by how much, depending on the position in which the avatar 4 is displayed within the game display unit 63 (see Figure 6). Specifically, the display position-based avatar ability change data 543 is prepared for each display position range and stores the target ability type indicating the ability to be changed, and the change multiplier in association with each other.

[0173] The equipment-based avatar ability change data 545 is prepared for each type of equipment avatar 4 has, and defines which initial abilities are changed and by how much when that equipment is equipped. Specifically, the equipment-based avatar ability change data 545 stores the equipment type, the target ability type indicating the ability to be changed, and the change multiplier in association with each other.

[0174] The string-specific effect definition data 547 defines the effects of text transmitted in the game. In the example in Figure 6, this corresponds to setting the attack power dealt to treasure chest 64. Each string-specific effect definition data 547 stores a string (which can be left unspecified or exclude specific strings) and a list of effect parameter values ​​for realizing the effect in the game. By setting a specific word (keyword) in the string and setting the effect parameter value list to produce a very large effect, it becomes possible to set it so that a critical hit occurs when text containing that word is transmitted. In that case, data for special visual effects may also be stored in association with the setting data, so that the visual effects can be executed when the effect occurs.

[0175] The effect definition data 548 for each type of image used for transmission is prepared for each type of image used for transmission 8 and defines the effect of that image in the game. Each image-specific effect definition data 548 stores the image type and the effect parameter value list in association. If the effect parameter value list for a particular image type is set to produce a very large effect, it becomes possible to set it so that a critical hit occurs when that image is transmitted. In that case, data for special visual effects may also be stored in association with the setting data so that the visual effects can be executed when the image is used.

[0176] Game item effect definition data 549 is prepared for each type of game item 66 (see Figure 6) and defines the effect of that item in the game. Each game item effect definition data 549 stores the item type and the effect parameter value list in association. Setting a very large value in the effect parameter value list for a particular type of transmission image makes it possible to set a critical hit to occur when that transmission image is transmitted. In that case, data for a special visual effect display may also be stored in association with the setting data so that the visual effect display can be executed when the item is activated.

[0177] Returning to Figure 15, the play-specific point award definition data 550 defines the method for calculating the points awarded to the providing user 2t in connection with playing that type of game. In this embodiment, the play-specific points awarded are determined by adding bonus points to the base points determined according to the play performance. Therefore, the play-specific point award definition data 550 includes a base point calculation function 552 and bonus point definition data 554.

[0178] The base point calculation function 552 defines various parameter values ​​that describe play performance as variables. These parameter values ​​are set appropriately depending on the type of game. For example, these could include the number of completed objectives (showing how many of the pre-set goals were achieved) and the time taken to achieve a predetermined play performance. Specifically, in the example in Figure 6, the number of treasure chests opened during gameplay out of the 64 set would correspond to the number of completed objectives. If it were a puzzle game, the number of completed objectives could be whether or not the puzzle was solved within the time limit, or how many levels were solved. If it were a hunting game, the number of animals hunted would also correspond to the number of completed objectives. If the rule is that only one puzzle needs to be solved, the time taken to solve it can be used as the parameter value.

[0179] The additional point definition data 554 is prepared for each type of additional reason, and stores the additional reason type and the additional points in association. In this embodiment, the additional reasons include the transmission of the in-game image 8 and the range of activity index values. Therefore, the additional point definition data 554 includes the type of the transmission image 8 set as the additional reason type. For example, it is also possible to have additional point definition data 554 that sets points to be added when the number of viewing users becomes "100 or more". In addition, if we focus on text transmission, additional reasons can be the use of a specific keyword. In a hunting game where viewing users hunt in groups, we can focus on a state where attacks are hitting continuously, so-called "combo occurrence", and set the additional reason as "combo count is K or more (K is an integer)".

[0180] The Play Contribution Calculation Function 558 is a function for calculating the contribution of each avatar in a given type of game. In the example in Figure 6, it can be used to calculate the cumulative damage dealt by Avatar 4 to Treasure Chest 64. In the example in Figure 9, it can be used to calculate the cumulative damage dealt by Avatar 4 to Game Objects 73a and 73b. The types and number of variables can be set as appropriate depending on the game content, but for text, it is preferable to set it so that the contribution decreases if the text contains negative or pessimistic strings.

[0181] Returning to Figure 14, the user management data 600 is prepared for each registered user and stores various data linked to an account, which is unique identification information. In this embodiment, for example, as shown in Figure 17, one user management data 600 includes a unique user account 601, payment medium ledger data 602, avatar setting data 603, owned image management data 610, owned game item management data 611, viewing history data 612, provided content management ID list 615, and provided user-specific accumulated points 616. Of course, other data can also be included as appropriate.

[0182] The payment medium ledger data 602 is a ledger that stores information such as the amount of replenishment / consumption of the electronic payment medium (e.g., virtual currency, in-service currency, specific items) associated with the user, the reason for replenishment / consumption, and the date and time of change. This can be read as billing history data or billing history information. Furthermore, if the game is to be played in parallel with the content distribution, the payment may also be collected through the payment medium. Alternatively, the payment may be collected in the form of a specific item (a paid item purchased through online shopping, etc.).

[0183] Avatar setting data 603 stores the setting data for the user's avatar 4 (see Figure 3). The type of setting data can be set as appropriate, but in this embodiment, it stores the main body type of avatar 4, a list of avatar equipment equipped on it, and an avatar level that is automatically assigned based on the user's past broadcasting history as a viewer. Of course, other data can also be included as appropriate. The avatar level is automatically updated after the broadcast ends, based on the latest performance, with the level increasing with the number of broadcasts and the broadcasting of higher-priced broadcasting images 8.

[0184] The owned image management data 610 is prepared for each type of image 8 owned by the user, and stores various data describing the latest ownership status of the image 8. For example, it includes the type of image 8 and the number owned. Of course, other data, such as expiration dates, can also be included as appropriate.

[0185] The owned game item management data 611 is prepared for each type of game item 66 (see Figure 6) owned by the user, and stores various data describing the latest ownership status of that item. For example, it includes the number of each type of game item owned. Of course, other data, such as expiration dates, can also be included as appropriate.

[0186] Viewing history data 612 stores the user's viewing record. This data is created for each streamed content viewed and stores the viewing date and time, a content management ID that identifies the viewed content, and a list of broadcast content, which is chronological data of the broadcast content.

[0187] The provided content management ID list 615 is a list of content that the user has provided for distribution as a providing user. Specifically, it is described by arranging the content management IDs, which are uniquely set for each piece of content, in the order in which they were provided.

[0188] The cumulative points per providing user 616 stores the cumulative value of points earned by that user as a providing user. This cumulative value includes points earned by distributing each piece of content listed in the provided content management ID list 615.

[0189] Returning to Figure 14, the content management data 620 is prepared for each piece of content provided by the user and stores various data for its management. One content management data 620 includes, for example, a unique content management ID 621, a providing user account 622, a provision format 623 in which either live or recorded content is set, a distribution schedule 624, content file data 625, an accompanying information list 626, provision date and time 627, game presence / absence setting 631, a specified basic parameter value list 633, distribution performance data 640, and content-specific cumulative points 649, as shown in Figure 18. Of course, other data can also be included as appropriate.

[0190] If the provision format 623 is "recorded," the content file data 625 is uploaded in advance from the user terminal 1500T (providing terminal) of the providing user 2t in accordance with the setting operation on the provision setting screen W12 (see Figure 12) by the providing user. If the provision format 623 is "live," this is achieved by sequentially acquiring and storing data from the user terminal 1500T (providing terminal) of the providing user 2t at the timing of the distribution schedule 624.

[0191] The supplementary information list 626 stores various reference information set by the providing user (or distribution service administrator) in connection with the content. In this embodiment, this corresponds to the content set in the basic settings section 90 of the provision settings screen W12 (see Figure 12). For example, it can store the program title, subtitle, genre, playback time, information about the subject of the video in the content, situational information explaining the circumstances under which the video was filmed, lucky item setting information, etc. Of course, other data can also be stored as appropriate.

[0192] The game availability setting 631 stores the setting for whether or not to run the game in parallel with the content distribution of the content in question. This is the setting result of the game availability setting section 94 on the provision setting screen W12 (see Figure 12).

[0193] The specified basic parameter value list 633 stores the basic parameter values ​​specified by the provider user for a game that runs in parallel with the content distribution of the content. In this embodiment, it stores the setting results of the basic parameter value setting unit 95 of the provision setting screen W12 (see Figure 12).

[0194] Distribution performance data 640 is created each time the content is distributed and stores various performance values ​​for that distribution. For example, one distribution performance data 640 includes the distribution date and time 641, a list of viewer user accounts 643, a viewer user count chart 645 showing the time-series change in the number of viewer users, and a broadcast count chart 647 showing the time-series change in the number of broadcasts. Of course, other data can also be included as appropriate.

[0195] The content-specific cumulative points of 649 store the cumulative points awarded in connection with the distribution of that content.

[0196] Returning to Figure 14, the distribution management data 650 is prepared for each content distribution execution and stores various data for managing the distribution execution and various data describing the distribution status. One distribution management data 650 includes, for example, content management ID 651, viewer user management data 653, avatar display management data 655, broadcast performance data 657, game play data 700, contribution summary data 710, monitor data 712, and cumulative points per distribution 714, as shown in Figure 19. Of course, other data can also be included as appropriate.

[0197] Viewer user management data 653 is prepared for each viewer user 2 (2a, 2b, ...) and is stored until viewing is completed. Each viewer user management data 653 stores the user account, viewing terminal access information (e.g., IP address) which is information for starting a communication line 9 and establishing a communication connection to the viewing terminal of the viewer user 2 (2a, 2b, ...), game participation setting, viewing start date and time, and viewing end date and time. If the same viewer user 2 (2a, 2b, ...) views at different times, the viewing start date and time and viewing end date and time for each viewing are stored.

[0198] The game participation setting is a result of the viewer specifying in advance whether or not they will participate in the game during content distribution. This setting can be accepted, for example, when the viewer requests to watch and registers as a viewer. Of course, this setting itself can be omitted.

[0199] Avatar display management data 655 is prepared for each avatar of a viewing user 2 (2a, 2b, ...) currently viewing content, and stores various data describing the latest display state of that avatar. One avatar display management data 655 stores the user account of the viewing user 2 (2a, 2b, ...), avatar data, placement coordinates, display size, and motion control object data. Of course, other data can also be included as appropriate.

[0200] The transmission record data 657 is created each time a viewing user 2 (2a, 2b, ...) performs a transmission operation on their viewing terminal. Each transmission record data 657 includes the user account of the transmitting viewing user 2 (2a, 2b, ...), the transmission timing, and the transmission content data. In the case of text transmissions, the transmission content data includes the text of the message, font, size, etc. In the case of image transmissions, it includes the transmission image data and display duration. Of course, other data can also be included in the transmission record data 657.

[0201] Gameplay data 700 stores various data describing the game's progress. For example, it includes the execution game ID 701, start date and time 703, basic parameter value setting list 705, game content setting parameter value list 707, game object management data 708, and avatar-specific status data 709. Of course, other information can also be included as appropriate.

[0202] The Basic Parameter Value Setting List 705 stores the basic parameter values ​​that apply to the gameplay. If the specified values ​​provided by the user are stored in the Specified Basic Parameter Value List 633 (see Figure 18), these will be copied. If no specified values ​​are found, the initial achievement target number 535 to the initial event occurrence count 539 from the game initial setup data 530 (see Figure 16) will be copied.

[0203] The game content setting parameter value list 707 stores the setting parameter values ​​that are stored in the basic parameter value setting list 705.

[0204] Game object management data 708 is prepared for each game object and stores data that describes the latest state of that object (for example, the game object's placement location, motion control data, and ability parameter values ​​of the game object such as remaining durability and attack power).

[0205] Avatar-specific status data 709 is prepared for each avatar participating in the game and stores various data describing the latest state of that avatar. For example, one avatar-specific status data 709 includes the viewer user account and a list of ability parameter values ​​such as remaining durability and attack power. Of course, other data can also be included as appropriate depending on the game content.

[0206] The contribution score summary data 710 is the result of summarizing the contribution score of each avatar in the most recent gameplay. The contribution score can be set as appropriate depending on the game content, but in the example in Figure 6, it is the cumulative damage dealt by each avatar to treasure chest 64. In the example in Figure 9, it is the cumulative damage dealt to game objects 73 (73a, 73b).

[0207] The monitor data 712 is monitor-related data provided to the user terminal 1500 (providing terminal) of the providing user 2t, and is updated sequentially from the start of distribution. In this embodiment, it includes the point awarding history, the number of viewing users history, and the number of transmissions history from the start of distribution, but other monitoring data may also be included as appropriate.

[0208] The cumulative points per distribution, 714, stores the total points awarded from the start of that distribution to the present.

[0209] Figure 20 is a functional block diagram showing an example of the functional configuration of user terminals 1500 (1500a, 1500b, ...) that serve as viewing terminals in this embodiment. The user terminal 1500 that serves as a viewing terminal includes an operation input unit 100, an imaging unit 102, a terminal processing unit 200, an audio output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0210] The operation input unit 100 outputs operation input signals to the terminal processing unit 200 in response to various operation inputs made by the user. For example, this can be achieved by push switches, joysticks, touchpads, trackballs, accelerometers, gyroscopes, CCD modules, etc. The directional input keys 1502, button switches 1504, and touch panel 1506 in Figure 2 are examples of this.

[0211] The imaging unit 102 receives light from the object to be photographed, converts it into an electrical signal, generates digital image data, and outputs it to the terminal processing unit 200. For example, this is realized by a lens, a mechanical shutter, a shutter driver, a photoelectric conversion element such as a CCD image sensor module or a CMOS image sensor module, a digital signal processor (DSP) that reads the amount of charge from the photoelectric conversion element and generates image data, and an IC memory. The image sensor module 1520 in Figure 2 is an example of this.

[0212] The terminal processing unit 200 is implemented by, for example, a microprocessor such as a CPU or GPU, and electronic components such as IC memory, and controls data input and output with each functional unit, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculation processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the distribution server system 1100, thereby controlling the operation of the user terminal 1500 as a viewing terminal. The control board 1550 in Figure 2 corresponds to this. In this embodiment, the terminal processing unit 200 of the viewing terminal includes a viewing terminal calculation unit 260, a timing unit 280, a sound generation unit 290, and a communication control unit 294.

[0213] The viewing terminal processing unit 260 includes an operation signal transmission control unit 261 and a viewing screen display control unit 262.

[0214] The operation signal transmission control unit 261 performs processing to send various data and requests to the distribution server system 1100 in response to operations performed on the operation input unit 100.

[0215] The viewing screen display control unit 262 performs control to display the viewing screen based on various data received from the distribution server system 1100.

[0216] The sound generation unit 290 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec capable of playing audio files. It generates sound signals for the audio of the content being viewed, sound effects related to the display of content communicated by the viewing user, background music, and various operation sounds, and outputs them to the sound output unit 390.

[0217] The sound output unit 390 is implemented by a device that outputs sound effects, background music, etc., based on the sound signal input from the sound generation unit 290. The speaker 1510 in Figure 2 corresponds to this.

[0218] The image display unit 392 displays various game images based on image signals input from the viewing screen display control unit 262. This can be achieved using image display devices such as flat panel displays, cathode ray tubes (CRTs), projectors, and head-mounted displays. In this embodiment, the touch panel 1506 shown in Figure 2 is an example of this.

[0219] The communication control unit 294 performs data processing related to data communication and enables data exchange with external devices via the communication unit 394. The communication unit 394 connects to the communication line 9 to enable communication. This can be achieved by, for example, a wireless communication device, modem, TA (terminal adapter), jacks and control circuits of a wired communication cable, and the wireless communication module 1553 in Figure 2 is an example of this.

[0220] The terminal memory unit 500 stores programs and various data for implementing various functions to integrate control of the user terminal 1500 as a viewing terminal in the terminal processing unit 200. It is also used as a workspace for the terminal processing unit 200 and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs and input data input from the operation input unit 100. These functions are realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs or DVDs. The IC memory 1552 and memory card 1540 mounted on the control board 1550 in Figure 2 are examples of this.

[0221] The terminal memory unit 500 of the viewing terminal stores the viewing terminal program 504, the received distribution data group 720, the transmission image assignment settings 728, and the reflected display management data 730. Of course, other programs and data can also be stored as appropriate.

[0222] The viewing terminal program 504 is application software that enables the terminal processing unit 200 to function as a viewing terminal calculation unit 260 by being read and executed by the terminal processing unit 200. In this embodiment, it is a copy of the distribution viewing terminal program 507 (see Figure 14) provided by the distribution server system 1100.

[0223] The received distribution data group 720 stores various distribution data received from the distribution server system 1100 related to content distribution. In this embodiment, avatar display management data 722, transmission record data 724, and game object management data 726 are stored. Of course, other data can also be stored as appropriate.

[0224] Avatar display management data 722 and transmission record data 724 are the avatar display management data 655 and transmission record data 657 of the distribution management data 650 (see Figure 19), respectively, and are used to control the display of avatar 4 on the terminal and to control the display of text and transmission images 8 in speech bubbles 5 (see Figure 3). During game execution, they are used for displaying attacks on game objects (treasure chests 64) in the game display unit 63 (see Figure 6). Game object management data 726 is the game object management data 708 that has been distributed and is used to display game objects (treasure chests 64) in the game display unit 63 (see Figure 6).

[0225] The outgoing image assignment setting 728 indicates the assignment of the outgoing image 8 to the image outgoing operation icon 36 (see Figure 3). Specifically, it stores the type of outgoing image 8 that has been assigned.

[0226] The display management data 730 is created each time a display is made based on a call made by a viewing user 2 (2a, 2b, ...), and stores various data related to the display management. Each display management data 730 stores the call content data, display position, display size, display start date and time, and display duration. Of course, other data can also be included as appropriate.

[0227] Figure 21 is a functional block diagram showing an example of the functional configuration of a user terminal 1500 (1500T) which serves as a service provider terminal in this embodiment. The user terminal 1500 includes an operation input unit 100, an imaging unit 102, a terminal processing unit 200, an audio output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0228] The terminal processing unit 200 is implemented by, for example, a microprocessor such as a CPU or GPU, or electronic components such as IC memory, and controls data input and output with each functional unit, including the operation input unit 100 and the terminal storage unit 500. It then executes various calculation processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the distribution server system 1100, thereby controlling the operation of the user terminal 1500 as a service provider terminal. In this embodiment, the terminal processing unit 200 of the service provider terminal includes a service provider calculation unit 270, a timing unit 280, a sound generation unit 290, and a communication control unit 294.

[0229] The providing terminal processing unit 270 includes an operation signal transmission control unit 272, a content provision control unit 274, and an operation screen display control unit 276.

[0230] The operation signal transmission control unit 272 performs processing to send various data and requests to the distribution server system 1100 in response to operations performed on the operation input unit 100.

[0231] The content provision control unit 274 performs processing related to the generation of data for content to be distributed and the control of providing it to the distribution server system 1100. In the case of live distribution, it functions as a live streaming encoder by encoding the images captured by the imaging unit 102 one by one and controlling them to the distribution server system 1100.

[0232] The operation screen display control unit 276 controls the display of operation screens for the service terminal (for example, the service setting screen W5 in Figure 5, or the service setting screen W12 in Figure 12).

[0233] The terminal memory unit 500 stores programs and various data for implementing various functions to integrate control of the user terminal 1500 as a viewing terminal in the terminal processing unit 200. It is also used as a workspace for the terminal processing unit 200 and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs and input data input from the operation input unit 100. These functions are realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs or DVDs. The IC memory 1552 and memory card 1540 mounted on the control board 1550 in Figure 2 are examples of this.

[0234] The terminal memory unit 500 of the service provider terminal stores the service provider terminal program 506, the received distribution data group 740, the content data for provision 746, and the current date and time 800. Of course, other programs and data can also be stored as appropriate.

[0235] The providing terminal program 506 is application software that enables the terminal processing unit 200 to function as a providing terminal calculation unit 270 by being read and executed by the terminal processing unit 200. In this embodiment, it is a copy of the distribution providing terminal program 505 (see Figure 14) provided by the distribution server system 1100.

[0236] The received distribution data group 740 stores various distribution data received from the distribution server system 1100. In this embodiment, it stores the transmission record data 742 and monitor data 744 related to the display control of the provision setting screen W5 (see Figure 5). Of course, other data can also be stored as appropriate.

[0237] The transmission record data 742 is the transmitted transmission record data 657 (see Figure 19) of the distribution management data 650, and is used for display control of the transmission monitor unit 53 (see Figure 5). The monitor data 744 is the transmitted monitor data 712 (see Figure 19) of the distribution management data 650, and is used for display control of the point monitor unit 54, the number of viewing users monitor unit 55, and the number of transmissions monitor unit 56 (see Figure 5).

[0238] Content data 746 provided is the original data for the content intended for distribution.

[0239] [Explanation of operation] Next, we will explain the operation of the content distribution system 1000. First, Figure 22 is a flowchart illustrating the flow of content provision acceptance processing related to the provision procedure for content for distribution in the distribution server system 1100. The processing flow described here is realized by the server processing unit 200s executing the server program 503. It is assumed that the user terminal 1500T (providing terminal) is executing the providing terminal program 506 and that the prescribed login procedure has been performed from this terminal to the distribution server system 1100.

[0240] The distribution server system 1100 starts displaying the provision settings screen W12 (see Figure 12) on the provision terminal (step S4), and accepts various specification and setting operations on the operation screen (step S6).

[0241] Accordingly, the distribution server system 1100 creates new content management data 620 (see Figure 18), automatically sets the content management ID 621, and sets the user account of the providing terminal in the providing user account 622. In addition, the new content management ID is added to the provided content management ID list 615 in the user management data 600 of viewing users 2 (2a, 2b, ...).

[0242] Furthermore, the distribution server system 1100 sets the results of the setting operations related to the distribution format in the basic setting unit 90 as the distribution format 623 of the content management data 620, and sets the results of the schedule specification operation and other setting results as the distribution schedule 624 and the supplementary information list 626.

[0243] If the setting for the delivery format is "recording" (recording in step S8), the distribution server system 1100 accepts the upload of the content file from the delivery terminal and stores it in the content management data 620 as content file data 625. It also sets the delivery date and time 627 to the current date and time 800. If the setting for the delivery format is "Live" (Live in step S8), the content file data 625 and the delivery date and time 627 will be obtained from the delivery terminal around the specified date and time of the delivery schedule, i.e., the start date and time of delivery. At this point, the content file data 625 and the delivery date and time 627 are undetermined.

[0244] Next, the distribution server system 1100 sets the game presence / absence setting 631 and the specified basic parameter value list 633 of the content management data 620 according to the setting result of the option setting unit 92 (see Figure 12) (step S12). Then, it initializes the content-specific cumulative points 649 to "0" (step S14).

[0245] If the game availability setting 631 is "Yes" (YES in step S16), the distribution server system 1100 collects a fee from the provider user to configure the system to run the game in parallel with content distribution (step S18), and then terminates the content provision acceptance process.

[0246] Figures 23 and 24 are flowcharts illustrating the content distribution process for live streaming using a single streaming format in the distribution server system 1100. The process described here begins execution a predetermined time before the distribution schedule 624 of the content management data 620 arrives. The distribution schedule, along with supplementary information such as the program title, is assumed to have been announced to users in advance on a dedicated website or similar platform.

[0247] As shown in Figure 23, first, the distribution server system 1100 creates and initializes new distribution management data 650 for the distribution to be distributed, and then starts displaying the viewer user's avatar 4 on the viewing terminal, as well as reflecting the transmitted text and image 8. (Step S50; see Figure 19).

[0248] In other words, the content management ID 621 (see Figure 18) to be distributed is set to content management ID 651, and each history in monitor data 712, as well as the cumulative points 714 per distribution, are initialized to "0". Then, the distribution server system 1100 starts distributing avatar display management data 655, transmission record data 657, etc. to the viewing terminals registered in the viewing user management data 653.

[0249] Next, the distribution server system 1100 begins to handle new viewers joining the viewing process and viewers ceasing to view the content (step S52).

[0250] Specifically, in order to respond to new viewers joining the viewing process, the distribution server system 1100 monitors whether or not it has received a viewing request from a user who wishes to view the content being distributed. A user who wishes to watch content downloads and starts the viewing terminal program 504 on their user terminal 1500, making their terminal function as a viewing terminal. Once the user terminal 1500, now a viewing terminal, accesses the distribution server system 1100 and completes the prescribed login procedure, the viewing user can perform a prescribed viewing request operation to select the content they wish to watch from the program list provided by the distribution server system 1100 and register as a viewing user. In response to the viewing request operation by the viewing user, the viewing terminal sends a prescribed viewing request signal, the viewing user's account, and identification information of the content they wish to watch to the distribution server system 1100.

[0251] When the distribution server system 1100 receives a viewing request, it creates new viewing user management data 653 (see Figure 19) to register the user who made the viewing request as a viewing user, and also creates new avatar display management data 655 so that the user's avatar 4 is displayed on the viewing screen.

[0252] At this point, the distribution server system 1100, noticing the addition of a new avatar, updates the placement of all avatars in the display unit 35 of the viewing screen (see Figure 3) to prevent overlapping avatars and to distribute them as much as possible. As mentioned above, the distribution of avatar display management data 655 began in step S52, so the updated avatar display management data 655 is also distributed to the viewing terminal. The viewing terminal then changes the display position of each avatar 4 based on the distributed avatar display management data 655. On the viewing screen, it appears as if a new virtual viewing user has appeared in front of the screen.

[0253] To handle cancellations, when a predetermined cancellation operation is detected on the viewing terminal, the viewing terminal sends a predetermined cancellation request and the viewing user's account to the distribution server system 1100. Upon receiving this, the distribution server system 1100 stores the viewing end date and time in the viewing user management data 653 of the corresponding viewing user and excludes them from distribution.

[0254] Next, the distribution server system 1100 receives a selection from a newly registered viewer user regarding whether or not they will participate in the game being streamed, and stores this as a game participation setting in the viewer user management data 653 (see Figure 19) (step S56).

[0255] When the scheduled start time for distribution arrives (YES in step S70), the distribution server system 1100 starts distributing the content (step S72). If the distribution format is "live," the content files for live streaming are acquired from the providing terminal and distributed sequentially. If the distribution format is "recorded," the distribution of the already acquired content file data 625 (see Figure 18) begins.

[0256] Furthermore, after the distribution begins, the distribution server system 1100 starts distributing various messages from viewing users (step S74). Specifically, when a text message is sent from a viewing terminal, the viewing terminal sends the text message request, along with the viewing user account and the message, to the distribution server system 1100. Upon receiving the text message request, the distribution server system 1100 creates new message transmission data 657 (see Figure 19). As mentioned above, the distribution of message transmission data 657 has started in step S52, so the requested text is delivered to all viewing terminals and displayed on the display unit 35.

[0257] Similarly, when a viewing terminal initiates the transmission operation for the transmission image 8, the viewing terminal sends the image transmission request, along with the viewing user account and image type, to the distribution server system 1100. Upon receiving the image transmission request, the distribution server system 1100 creates new transmission record data 657 (see Figure 19). As mentioned above, the periodic distribution of the transmission record data 657 has started in step S52, so the requested transmission image 8 is delivered to all viewing terminals and displayed there on the display unit 35.

[0258] The distribution server system 1100 then begins sequentially updating the monitor data 712 (see Figure 19) and distributing the transmission record data 657 and the monitor data 712 to the providing terminal (step S76). The providing terminal displays the provision settings screen W5 (see Figure 5), and the displays of various monitoring sections are sequentially updated based on the distributed monitor data 712.

[0259] Furthermore, after distribution begins, the distribution server system 1100 monitors whether the conditions indicated in the game start condition definition data 516 (see Figure 14) have been met or whether a forced start operation has been entered (step S90). When the game forced start operation icon 57 (see Figure 5) is operated on the providing terminal, it sends a predetermined forced start request to the distribution server system 1100. Upon receiving this request, the distribution server system 1100 determines that a forced start operation has been entered.

[0260] Then, if the game start conditions are met or a forced start operation is performed (YES in step S90), and the game presence setting 631 of the content being distributed (see Figure 18) is set to "Yes" (YES in step S91), the distribution server system 1100 determines the type of game to be played and its content (step S92).

[0261] Specifically, from among multiple game definition data 520 (see Figure 15), those that satisfy the game type selection condition 522 are extracted and one is selected. The game type 521 of the selected game definition data 520 is set as the execution game ID 701 of the game play data 700 (see Figure 19). This completes the determination of the game type.

[0262] Next, from among the plurality of game initial setting data 530 (see FIG. 16) of the selected game definition data 520, initial setting data for which the setting application condition 531 is satisfied is selected. According to the various settings of the selected game initial setting data 530, the basic parameter value setting list 705 of the game play data 700 (see FIG. 19), the game content setting parameter value list 707, the game object management data 708, and the avatar-specific status data 709 are set.

[0263] Regarding the basic parameter value setting list 705, if there is a setting in the designated basic parameter value list 633 in the content management data 620 (see FIG. 18) of the content to be distributed, this shall be given priority for setting.

[0264] The avatar-specific status data 709 is prepared for each avatar of the viewing user participating in the game, and stores the ability parameter values set according to the role of the avatar in the game. Its initial value is determined by the avatar ability initial setting data 542 (see FIG. 16) of the selected game initial setting data 530. Thereafter, the initial value is changed according to the display position reference avatar ability change data 543. Further, according to the equipment of each avatar, it is further changed according to the equipment reference avatar ability change data 545. Furthermore, for an avatar equipped with a lucky item specified in the lucky item setting information in the attached information list 626 (see FIG. 18) of the content to be distributed, the ability is specially changed to be improved.

[0265] Once the type and content of the game and the abilities of each avatar have been determined, the distribution server system 1100 determines whether the number of game participants satisfies the reference value (step S96). The reference value mentioned here is set as the lower limit number that satisfies the viewer number condition of the game type selection condition 522 (see FIG. 15) of the determined game type or a value obtained by adding a predetermined number to the lower limit value. Depending on the viewing user, there may be a user who decides not to participate in the game, so the number of viewing users satisfies the viewer number condition, but the actual number of users participating in the game may be less than this.

[0266] Therefore, when the delivery server system 1100 does not meet the reference value, in order to create a lively atmosphere, it allows computer-controlled players that are just short of meeting the reference value to participate in the multiplayer game (step S98). Specifically, for example, the avatars of viewers who do not participate in the game are directly allowed to participate in the game, and their operation control during the game is computer-controlled by a predetermined algorithm. Alternatively, the shortage may be randomly selected from the viewer user account list 643 of the past delivery performance data 640 (see FIG. 18) of the delivered content, and the avatars of the selected users may be allowed to participate in the game. In this case as well, the operation control is computer-controlled by a predetermined algorithm.

[0267] Moving on to FIG. 24, since the game start preparation has been completed so far, the delivery server system 1100 distributes a game start notification and executes the game program 523 (see FIG. 15) of the selected game type to start game progress control (step S100; see FIG. 6).

[0268] Along with this, the delivery server system 1100 starts delivering game object management data 708 (see FIG. 19) to the user terminals 1500 (1500a, 1500b,...; viewing terminals) of the viewers 2 (2a, 2b,...) who participate in the game. On the viewing terminals of the viewers 2 (2a, 2b,...) who participate in the game, based on the received avatar display management data 722, transmission performance data 724, and game object management data 726, the reflection display unit 35 is used as the game display unit 63 to control the display of the game screen.

[0269] During gameplay, each viewer player controls their avatar 4 by sending text or images 8. Even during gameplay, when the distribution server system 1100 receives a request to send text or images 8, it creates transmission record data 657. The distribution server system 1100 then applies the effects of the transmitted text and images 8 according to the definitions in the string-specific effect definition data 547 and the image-specific effect definition data 548.

[0270] Furthermore, viewers can use game items they possess within the game. In this case, an item data request is sent from the viewing terminal to the distribution server system 1100, along with the identification information of the item used and the viewer's account. The distribution server system 1100 consumes the game item used in accordance with the request and makes its effects manifest according to the game item effect definition data 549.

[0271] The game progresses according to the actions of the viewers. In the example in Figure 6, the durability of treasure chest 64 is reduced. The damage dealt to treasure chest 64 by each avatar is accumulated, converted into contribution points according to the play contribution calculation function 558, and stored in the contribution summary data 710 (see Figure 19).

[0272] Furthermore, when the game progress meets the predetermined event occurrence conditions, the distribution server system 1100 controls the occurrence of in-game events. However, the number of events that occur shall be in accordance with the number of in-game events specified in the basic parameter value setting list 705 (see Figure 19).

[0273] Furthermore, upon the start of the game, the distribution server system 1100 creates distribution performance data 640 (see Figure 18) for the content being distributed and begins updating various lists, charts, etc., included in it.

[0274] Furthermore, for viewing users who are not participating in the game, the game screen will not be displayed on their viewing terminals even if they receive a game start notification from the distribution server system 1100. Specifically, the display unit 35 may be obscured. The method of obscuring can be set as appropriate, but for example, the display area of ​​the content display unit 32 (see Figure 3) may be expanded to the full screen, effectively keeping the display unit 35 on display until the end of the game.

[0275] From the start of the game, the distribution server system 1100 monitors whether the game termination conditions have been met (step S110). The game termination conditions include clearing the target number of achievements and reaching the time limit, and the target number of achievements and the time limit in the basic parameter value setting list 705 are referenced.

[0276] Then, if the game termination conditions are met (YES in step S110), the distribution server system 1100 terminates the display of the computer-controlled player's avatar (step S112), notifies the viewing terminal of the game termination and play results, and displays these (step S114; see Figure 10).

[0277] In other words, each viewing terminal displays the game end notification 81 and the score notification 82 on the viewing screen W10 (see Figure 10). In conjunction with this, the distribution server system 1100 also distributes the contribution summary data 710 to each viewing terminal, and each viewing terminal displays the best player notification 84 based on this data.

[0278] Next, the distribution server system 1100 determines whether the play result corresponds to a game clear or a game over (step S116). Basically, it is considered a game clear, but if the viewer user has not performed any play actions at all, it is considered a game over.

[0279] Then, if the game is cleared (YES in step S116), the distribution server system 1100 awards points to the providing user 2t (step S118). Specifically, the points to be awarded for this game play are calculated according to the play-specific point award definition data 550 (see Figure 15). These points are then added to the distribution-specific cumulative points 714 (see Figure 19), the content-specific cumulative points 649 (see Figure 18), and the providing user-specific cumulative points 616 (see Figure 17), respectively.

[0280] Until the distribution is complete (NO in step S140), the distribution server system 1100 repeats steps S90 to S118.

[0281] Once the broadcast ends (YES in step S140), the broadcast server system 1100 calculates points based on the viewing and broadcasting performance of the broadcast and awards these points to the provider (step S142). Specifically, the more viewers there are during the broadcast, the more points are awarded, and the more broadcasts are made, the more points are awarded.

[0282] The distribution server system 1100 then updates the monthly content ranking data 780, the monthly program ranking data 782, and the monthly user provider ranking data 784 (see Figure 14), and distributes the ranking information of the content distributed this time to the viewing terminal and the provider terminal (step S144). In response, the viewing terminal and the provider terminal display the ranking information (see Figure 11).

[0283] Next, the distribution server system 1100 updates the viewing history data 612 for each viewing user (see Figure 17) (step S146) and terminates the distribution of the content (step S148).

[0284] As described above, according to this embodiment, it is possible to play a multiplayer game in which viewing users who view the same content participate. By cooperating with each other, viewing users can obtain a sense of unity that cannot be achieved simply by transmitting (posting) text or images. And, based on this sense of unity, viewing users can become closer to each other, and it promotes the active distribution of text and images during the distribution. An active and lively distribution enlivens the atmosphere during viewing, and gives viewing users a high sense of exhilaration and satisfaction as entertainment.

[0285] In addition to being able to execute a game in the live distribution format, the provider user can monitor the number of viewing users and the status of transmissions. Therefore, it is possible to appeal to viewing users from the provider user through the distribution video using the game being executed in parallel with the live content distribution as a topic, or to live-transmit comments on the game to viewing users, which has the effect of fostering a sense of unity between viewing users and the provider user.

[0286] For the game executed in parallel with the content distribution, since the play operations in the game are basically based on posting actions such as the viewing users' transmission of text and images, it also has a high effect of promoting active transmission after the game. Since the game type and game settings are also changed according to the viewing situation at that time, it does not bore the viewing users.

[0287] [Modification Example] Although the embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and components can be added, omitted, or changed as appropriate.

[0288] [Part 1] For example, the above embodiment describes an example of implementing a distribution service using a client-server type computer system, but it may also be implemented in a computer system where multiple user terminals 1500 are connected to each other via peer-to-peer connections. In that case, one of the user terminals 1500 would be assigned the function of the distribution server system 1100. Alternatively, multiple user terminals 1500 could share the functions of the distribution service management unit 210.

[0289] [Part 2] Furthermore, the above embodiment can be applied to other services as well, as long as multiple users can access them simultaneously and each user can send text or images.

[0290] [Part 3] Furthermore, in the above embodiment, an example of awarding rewards based on game results was given in which points that form the basis for ranking calculation are awarded to the providing user, but the content of the rewards and the target recipients are not limited to this.

[0291] For example, the rewards can include things like granting streaming slots, special items or avatars, coupons, or the right to participate in special events. Depending on the rewards, the recipients may be limited to viewers as well as the content provider. Furthermore, it is possible to provide viewers with rewards separate from those given to the content provider. Specifically, when collecting payment from the content provider for enabling the game to run concurrently with content distribution, it is also possible to collect beneficial media from viewers (e.g., payment media or items) and distribute these to viewers after they have finished playing. [Explanation of Symbols]

[0292] 2…User 2a, 2b... Viewing users 2t...Providing user 4…Avatar 32…Content display section 35…Reflection display section 36…Image transmission operation icon 38...Point display section 52…Video Monitor Section 53…Transmission monitoring unit 54...Point Monitor Department 55…Viewer Count Monitoring Department 56…Transmission count monitor unit 57…Game Force Start Operation Icon 63...Game display section 66... ​​Game items 73... Game Object 90...Basic settings section 92...Option settings section 94...Game availability setting section 95...Basic parameter value setting section 200s... Server Processing Unit 210…Distribution Service Management Department 212...Viewing screen display control unit 216... Call content display control unit 218...Activity Index Calculation Unit 220... Presence / absence setting section 222... Payment Collection Control Unit 224...Game Settings Department 230...Game Execution Control Unit 232... Transmission and Utilization Control Unit 240... Special Offer Section 242…Ranking Calculation Department 500s... Server storage unit 516...Game start condition definition data 520...Game definition data 521…Game Types 522... Game type selection conditions 530...Game initial settings data 531...Setting application conditions 541...Game object initialization data 542... Avatar ability initial settings data 550... Definition data of points awarded per play 558... Contribution calculation function 600...User management data 603...Avatar settings data 615… Content Management ID List 616… Cumulative points per user who provides the service 620…Content management data 621…Content Management ID 623…Providing format 625…Content file data 631... Game availability setting 640…Distribution performance data 649…Cumulative points by content type 650…Distribution management data 653…Viewer user management data 655...Avatar display management data 657…Transmission history data 700...Gameplay data 705...Basic parameter value setting list 707...Game Content Setting Parameter Value List 708...Game object management data 709... Avatar-specific status data 710... Contribution summary data 712…Monitor data 714… Cumulative points per distribution 780…Monthly Content Ranking Data 1000... Content distribution system 1100…Distribution server system 1150... Control board 1500... User terminal

Claims

1. A content distribution control method that controls the distribution of content, including at least video, provided by a provider user, to the user terminal of each viewing user, The aforementioned computer system Control to display a viewing screen on the user terminal that has a content display unit for the distribution of the aforementioned content, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and displayed on the user terminal; and in parallel with the distribution, the game on the game display unit is executed and controlled using the user terminal of the viewing user as the human-machine interface, with the viewing user as the player. In the execution control of the aforementioned game, the execution control of a multiplayer game in which the viewer users who are viewing the same content via the aforementioned distribution control avatars, In the execution control of the game, the display position of the avatar is determined based on a given viewing parameter relating to the viewing user of the avatar. A content delivery control method including the following.

2. A content distribution control method that controls the distribution of content, including at least video, provided by a provider user, to the user terminal of each viewing user, The aforementioned computer system Control to display a viewing screen on the user terminal that has a content display unit for the distribution of the aforementioned content, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and displayed on the user terminal; and in parallel with the distribution, the game on the game display unit is executed and controlled using the user terminal of the viewing user as the human-machine interface, with the viewing user as the player. In the execution control of the game, the execution control of a multiplayer game in which viewers who are viewing the same content via the distribution control avatars, and the control of changing the playable content for each viewer based on the display position of each viewer's avatar in the game display unit, A content delivery control method including the following.

3. The computer system, in controlling the execution of the game, performs control to determine the display position of the avatar based on a given viewing parameter relating to the viewing user of the avatar. The content distribution control method according to claim 2.

4. The computer system, in controlling the execution of the game, controls the computer-controlled player to participate in the multiplayer game based on the number of viewers who are viewing the same content through the distribution. The content distribution control method according to claim 2 or 3.

5. The computer system, in controlling the execution of the game, uses game items possessed by the viewer based on the viewer's usage instructions to control the progress of the game. A content distribution control method according to any one of claims 1 to 4.

6. A content distribution control method that controls the distribution of content, including at least video, provided by a provider user, to the user terminal of each viewing user, The aforementioned computer system Control to display a viewing screen on the user terminal that has a content display unit for the distribution of the aforementioned content, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and displayed on the user terminal; and in parallel with the distribution, the game on the game display unit is executed and controlled using the user terminal of the viewing user as the human-machine interface, with the viewing user as the player. To calculate the ranking of the aforementioned users or the aforementioned content, A content delivery control method including the following.

7. A content distribution control method that controls the distribution of content, including at least video, provided by a provider user, to the user terminal of each viewing user, The aforementioned computer system Control to display a viewing screen on the user terminal that has a content display unit for the distribution of the aforementioned content, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and displayed on the user terminal; and in parallel with the distribution, the game on the game display unit is executed and controlled using the user terminal of the viewing user as the human-machine interface, with the viewing user as the player. The system accepts messages from the user who is currently viewing the content, In controlling the execution of the game, the game's progress is controlled based on the message from the viewing user. Includes, Furthermore, The aforementioned computer system In accordance with the settings operation of the providing user, the system will configure whether or not to run the game in parallel with the distribution, The above setting controls the collection of a fee from the providing user for enabling the execution of the game, Includes, The computer system, in controlling the execution of the game, executes the game when the game execution is set to "yes" according to the settings. Content distribution control method.

8. A content distribution control method that controls the distribution of content, including at least video, provided by a provider user, to the user terminal of each viewing user, The aforementioned computer system Control to display a viewing screen on the user terminal that has a content display unit for the distribution of the aforementioned content, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and displayed on the user terminal; and in parallel with the distribution, the game on the game display unit is executed and controlled using the user terminal of the viewing user as the human-machine interface, with the viewing user as the player. The activity index value for the content is calculated using at least the number of users currently viewing the content, Based on the activity index value, the game settings are configured to set the game that is subject to the execution control. A content delivery control method including the following.

9. Performing the aforementioned game settings includes setting up the game according to the setting operations of the providing user. The content distribution control method according to claim 8.

10. Setting the game includes setting at least one of the following: game type, game difficulty, characters appearing in the game, abilities of the character controlled by the viewer, game objective, and occurrence of in-game events. The content distribution control method according to claim 8 or 9.

11. The computer system receives a call from the user viewing the content and controls the system to display the content of the call on the user's terminal. It further includes, Calculating the activity index value includes calculating the activity index value related to the content using the status of posts made by the viewing users while they are viewing the content. A content distribution control method according to any one of claims 8 to 10.

12. A content distribution system that delivers content, including at least video, provided by a user, to each user terminal of a viewer, Content display unit control means for controlling the display of a viewing screen on the user terminal on which the content display unit for the distribution of the aforementioned content is arranged, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and is displayed on the user terminal. In parallel with the distribution, a game execution control means controls the execution of the game on the game display unit, using the user terminal of the viewing user as a human-machine interface and the viewing user as the player. Equipped with, The aforementioned game execution control means is In the execution control of the aforementioned game, the execution control of a multiplayer game in which the viewer users who are viewing the same content via the aforementioned distribution control avatars, In the execution control of the game, the display position of the avatar is determined based on a given viewing parameter relating to the viewing user of the avatar. A content distribution system that performs this task.

13. A content distribution system that delivers content, including at least video, provided by a user, to each user terminal of a viewer, Content display unit control means for controlling the display of a viewing screen on the user terminal on which the content display unit for the distribution of the aforementioned content is arranged, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and is displayed on the user terminal. In parallel with the distribution, a game execution control means controls the execution of the game on the game display unit, using the user terminal of the viewing user as a human-machine interface and the viewing user as the player. Equipped with, The game execution control means, in controlling the execution of the game, executes a multiplayer game in which viewers who are viewing the same content via the distribution control avatars, and controls the content that each viewer can play based on the display position of each viewer's avatar on the game display unit. Content distribution system.

14. A content distribution system that delivers content, including at least video, provided by a user, to each user terminal of a viewer, Content display unit control means for controlling the display of a viewing screen on the user terminal on which the content display unit for the distribution of the aforementioned content is arranged, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and is displayed on the user terminal. In parallel with the distribution, a game execution control means controls the execution of the game on the game display unit, using the user terminal of the viewing user as a human-machine interface and the viewing user as the player. A calculation means for calculating the ranking of the aforementioned users or the aforementioned content, A content distribution system equipped with the following features.

15. A content distribution system that delivers content, including at least video, provided by a user, to each user terminal of a viewer, Content display unit control means for controlling the display of a viewing screen on the user terminal on which the content display unit for the distribution of the aforementioned content is arranged, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and is displayed on the user terminal. In parallel with the distribution, a game execution control means controls the execution of the game on the game display unit, using the user terminal of the viewing user as a human-machine interface and the viewing user as the player. A means for receiving messages from the user who is viewing the content, A game execution status setting means for setting whether or not to run the game in parallel with the distribution, according to the setting operation of the providing user, A collection control means that controls the collection of a fee from the providing user for setting the execution of the game to be enabled, Equipped with, The game execution control means, in controlling the execution of the game, executes the game when the game execution is set to "yes" according to the settings, and controls the progress of the game based on the message from the viewing user. Content distribution system.

16. A content distribution system that delivers content, including at least video, provided by a user, to each user terminal of a viewer, Content display unit control means for controlling the display of a viewing screen on the user terminal on which the content display unit for the distribution of the aforementioned content is arranged, The game display unit is positioned and sized on the viewing screen so as not to obscure the content display unit, and is displayed on the user terminal. In parallel with the distribution, a game execution control means controls the execution of the game on the game display unit, using the user terminal of the viewing user as a human-machine interface and the viewing user as the player. A calculation means for calculating a vitality index value related to the content, using at least the number of users currently viewing the content; A game setting means for setting the game to be subject to execution control based on the activity index value, A content distribution system equipped with the following features.