Program, information processor, and information processing method
Patent Information
- Application Number
- JP2023003832
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-13
- Publication Date
- 2025-01-15
- Estimated Expiration
- 2042-02-17
AI Technical Summary
Existing game video recording methods result in large file sizes when recorded from start to end, making it difficult to efficiently share and utilize specific exciting scenes preferred by users.
A program and information processing method that detects sound conditions during gameplay to specify and output target moving images, allowing users to select and utilize exciting scenes from game videos.
Enables users to efficiently capture and share exciting game scenes based on sound conditions, providing a more engaging and personalized viewing experience.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a program, an information processing apparatus, and an information processing method.
Background Art
[0002] Storing a game video obtained by recording a screen (play screen) during game play or posting a game video for the purpose of sharing with other users has already been done (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
[0004] On the other hand, if recording is continuously performed from the start to the end of game play, the capacity of the game video becomes too large, so a part of the game video may be selected and provided to the user. In this case, it is required to make available a video of a scene suitable for the user to use in the game video, for example, a video of a period including the timing when the user gets excited.
Summary of the Invention
Problems to be Solved by the Invention
[0005] Therefore, an object of the present invention is to provide a program, an information processing apparatus, and an information processing method that make available a video including a scene preferable for a user among game videos.
Means for Solving the Problems
[0006] A program according to one aspect of the present invention is characterized in that, when a value relating to sound in the real space detected during gameplay satisfies predetermined conditions, the program causes a processor to execute an output process that outputs a target video identified from a game video associated with gameplay based on the sound, in a state available for use by the user who played the game. [Effects of the Invention]
[0007] According to one aspect of the present invention, it is possible to provide a program, an information processing device, and an information processing method that enable the use of game videos that include scenes favorable to the user, such as exciting scenes. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example of the gameplay screen displayed on each user's device when multiple users play a game together. [Figure 2] This figure shows an example of the gameplay screen when one user's device detects sound while multiple users are playing a game together. [Figure 3] This figure shows an example of a screen that requests the use of a video. [Figure 4] This diagram shows the hardware configuration of the user terminal and the server. [Figure 5] This is a diagram relating to the functions of an information processing device according to the first embodiment of the present invention. [Figure 6A] This diagram shows the first step in outputting the target video from the game video. [Figure 6B] This diagram shows the second step in outputting the target video from the game video. [Figure 6C] This diagram shows the procedure for outputting a target video from a game video in co-op mode. [Figure 7] This is a diagram showing an example of a display screen. [Figure 8] This figure shows the information processing flow according to the first embodiment of the present invention. [Figure 9] This figure shows the configuration of an information processing device according to the first embodiment of the present invention. [Figure 10] This figure shows an example of a recommended screen. [Figure 11] This figure shows the information processing flow according to the second embodiment of the present invention. [Figure 12] This diagram shows the relationship between selected videos and recommended videos. [Modes for carrying out the invention]
[0009] The program, information processing apparatus, and information processing of the present invention will be described below with reference to the attached drawings, citing several specific embodiments (the first and second embodiments).
[0010] The embodiments described below are merely examples provided to facilitate understanding of the present invention and do not limit it. That is, the present invention can be modified or improved upon from the embodiments described below, without departing from its spirit. Furthermore, the present invention includes equivalents thereof.
[0011] Furthermore, the screen examples shown in the diagrams referenced in the following explanation are merely examples, and the screen configuration, the content of the displayed information, and the GUI (Graphical User Interface) can be freely designed and modified according to the system design specifications and user preferences.
[0012] [Regarding games to which this invention applies] The game to which the present invention applies (hereinafter simply referred to as "the game") will be described with reference to Figures 1 to 3.
[0013] The game is an online game that users play by operating a user terminal. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as Play by Web (PBW). Note that the genre (classification) of the game is not particularly limited.
[0014] In the game, the user operates a character in the game (hereinafter simply referred to as "character") and moves it in a field set within the area of each quest. A quest is a structural unit (stage) of the game set for the purpose of clearing, and there is one or more in the game. An area is a space within the game set for each quest, and a field is the terrain within the area, which is, for example, a two-dimensionally extended area such as a floor, ground, or water surface.
[0015] During the play of the game, an area corresponding to the position of the character in the field is displayed on the screen of the user terminal 10, and the user can view the screen to check the character they are operating and the range around the character. Hereinafter, the screen displayed on the user terminal during the play of the game will also be referred to as the "play screen".
[0016] In the following description, "during the play of the game" means during the period of playing each quest, that is, while moving the character in the field. Also, moving the character in the field may include flying the character over the field when the character is a flying object or the like, and moving under the field (under the ground) when the character can travel underground.
[0017] The user moves their character around the field, having their character attack and defeat enemies present on the field, and having their character pick up support items placed on the field. In addition, one or more events take place during the play of each quest, and the user can play these events during their duration. Events are game elements that can be played in each quest, such as battling the boss enemy of each quest, playing matches or races against enemies, and obtaining specific items.
[0018] The game can be played collaboratively by multiple users. Users can choose between single-player mode and collaborative mode (multiplayer mode) when playing the game. Single-player mode is a mode where one user plays a quest designated by that user alone. Collaborative mode is a mode where multiple users who can communicate with each other play the same quest together. The communication method between users in collaborative mode can be a client-server system via a server, or a P2P (peer-to-peer) system without a server. The maximum number of users who can play the game collaboratively in collaborative mode (maximum number of participants) can be arbitrarily determined.
[0019] In co-op play, the field of the quest where co-op play takes place has the same number of characters (humanoid characters in Figure 1) as the number of users, as shown in Figure 1. Each of the multiple users operates their own user terminal 10 to move their character around the field. As a result, the screen of each user's user terminal 10 displays an area on the field corresponding to the position of each user's character. Therefore, in co-op play, each user's play screen changes according to each user's character operation and differs for each user (i.e., each user terminal 10), as shown in Figure 1.
[0020] Furthermore, each user's play screen, that is, the display area within the field, may differ depending on the type and characteristics of the character each user controls. Also, while each user's play screen is shown as a top-down view of the area around the character controlled by each user within the field, as shown in Figure 1, it is not limited to this and may be a view from any arbitrary viewing angle. In that case, each user can freely set the viewing angle during gameplay and may also freely change it after it has been set.
[0021] Furthermore, during co-op play, each user can cooperate with other users, for example, by using items they possess on characters controlled by other users. They can also place items they possess on the field for other users to use (pick up). In addition, when each user has their character attack enemies on the field, they can cooperate with other users to activate predetermined effects (specifically, cooperative attacks with other users' characters).
[0022] Furthermore, each of the multiple users can play the event in a quest where cooperative play is taking place. Specifically, during the event period, users who control characters located at the event location on the field (for example, around a boss enemy) can play the event. In this case, the user playing the event will see the scene in which the event is taking place on their screen. On the other hand, users whose characters have moved away from the event location may not be able to play the event (for example, they may not be able to see the event's animation).
[0023] Incidentally, in this invention, it is possible to record (capture) the gameplay screen during gameplay and record game video. A game video is a video associated with gameplay and is generated based on the gameplay screen. A video associated with gameplay is a video that represents the user's gameplay (for example, the movements of the character controlled by the user), and is a video of the game in progress. The game video may be a recording of the gameplay screen actually displayed on the user's terminal during gameplay at a constant frame rate, or it may be an edited image of the actual gameplay screen or an image of the actual gameplay screen with the viewing angle changed.
[0024] Furthermore, in co-op mode, gameplay videos based on each user's gameplay screen can be recorded for each user (in other words, for every 10 user devices). In co-op mode, as mentioned above, each user's gameplay screen changes according to each user's character operations, so the gameplay videos based on the gameplay screen will also differ for each user (i.e., for every 10 user devices).
[0025] Furthermore, game video recording is performed continuously from the start to the end of gameplay. However, game video recorded from the start to the end of gameplay is relatively large in size. Therefore, in this invention, a portion of the game video can be identified, and the identified video (hereinafter referred to as the target video) can be output in a state that is usable by the user who played the game. Outputting the target video in a state that is usable by the user means outputting the target video so that it can be saved, viewed, and used at the user's request.
[0026] Here, "using the target video" means editing, processing, and sharing the target video, and sharing includes posting to social media or video sharing sites. Furthermore, "outputting the target video" means generating and storing the data of the target video, and generation may include cutting out (extracting) the target video from a game video. The storage location of the target video before it is used by the user is not particularly limited; for example, it could be the user terminal 10, or it could be a server 14 that is connected to the user terminal 10 in a manner that allows communication.
[0027] Furthermore, in this invention, sounds from the real world can be picked up and detected by a microphone built into the user terminal 10 while the game is being played. Sounds from the real world refer to sounds generated in the space where the user playing the game is located, excluding in-game operation sounds, sound effects, and background music. Sounds from the real world include the voice of the user playing the game, the voices of people around the user, and sounds emitted from devices such as crackers and musical instruments.
[0028] Furthermore, in co-op play, sounds detected by each user terminal 10 are converted into data and sent to other user terminals 10, where the sounds can be played back on the receiving user terminal 10. By using this function, multiple users participating in co-op play can communicate with each other via voice chat while playing the game.
[0029] In co-op mode, the play screen displayed on each user's terminal shows an icon IC corresponding to each user, as shown in Figure 2. The icon IC represents the name of the user operating each user terminal 10, or a photograph or illustration of the user's face. When a user speaks during gameplay, that user's terminal 10 detects the speech sound (voice), and accordingly, the icon IC corresponding to the speaking user (the upper left icon IC in Figure 2) is displayed in the display mode used when the speech sound is detected. The display mode when speech sound is detected is one that allows identification of which user terminal 10 detected the speech sound. Specifically, this involves the icon IC being displayed in a larger size or shaking compared to when no speech sound is detected. Alternatively, instead of the icon IC, a speech bubble mark containing text information indicating the content of the detected speech sound may be displayed near the character operated by the user who made the sound.
[0030] As described above, in co-op mode, the game screen can be displayed on each user's device while the sounds of each user's conversations (sounds from the real world) are played. In addition, the game video recorded during gameplay in co-op mode, and the target video identified from the game video, incorporate the sounds detected by each user's device, and the aforementioned icon IC or speech bubble mark is overlaid on the video.
[0031] Furthermore, when detecting sounds such as the user's speech and converting the detected sounds into data to incorporate into the video, it is advisable to obtain the user's consent in advance before the game starts. If user consent cannot be obtained, the user's speech will be detected and used in the judgment process described later (judgment by judgment unit 58), but it will not be converted into data and incorporated into the video.
[0032] Furthermore, if a user has an SNS account and an SNS application program (hereinafter referred to as the SNS app) is installed on the user's terminal 10, that user can post the target video to SNS. Specifically, when a user performs an app launch operation after completing a quest, the SNS app is launched. Then, when the user performs a posting operation on the screen displayed after completing the quest (for example, pressing the post button on the screen shown in Figure 3), the target video identified from the game video of the quest played immediately before is posted to SNS. The posted target video is shared by SNS users, and specifically, it becomes viewable by SNS users. Note that the destination for posting the target video does not have to be SNS; for example, it could be a video sharing site.
[0033] [Regarding the first embodiment of the present invention] The information processing device of the present invention records game video during gameplay, identifies a portion of the game video based on predetermined conditions, and outputs the identified video (target video) in a format that can be used by the user who played the game.
[0034] In the first embodiment of the present invention, each user's terminal 10 constitutes an information processing device. Specifically, when a game program (hereinafter referred to as a game application) installed on each user's terminal 10 is executed, each user terminal 10 performs the functions of the information processing device of the present invention as described above. The configuration of the information processing device according to the first embodiment will be described below with reference to Figures 4 to 6. Note that in Figure 4, for illustrative purposes, the number of user terminals 10 is shown as one; however, in reality, there are a number of user terminals 10 corresponding to the number of users playing the game.
[0035] The user terminal 10 is comprised of, for example, a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of inputting information, or wearable device. As shown in Figure 4, the user terminal 10 is connected to the server 14 or other user terminals 10 via a communication network 12. The communication network 12 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).
[0036] Furthermore, in co-op mode, when multiple users play the game (specifically, the same quest) together, each user's user terminal 10 has a common configuration. As hardware, the user terminal 10 has a processor 21, memory 22, communication interface 23, storage 24, input device 25, and output device 26, as shown in Figure 4, and these are electrically connected via a bus 27. The user terminal 10 is also equipped with a real-time clock (RTC), and the RTC function makes it possible to identify each point in time during gameplay.
[0037] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.
[0038] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).
[0039] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).
[0040] The storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. The storage 24 may be built into the user terminal 10 or attached to the server body as an external device. Furthermore, the storage 24 may consist of an external computer (e.g., a database server) that is connected to the user terminal 10 in a communicative manner.
[0041] The input device 25 is a device that receives game input from the user and may consist of operation buttons, a touch panel, and a keyboard, mouse, and controller connected to the user terminal 10. The input device 25 also includes a microphone 28 for sound pickup, as shown in Figure 4.
[0042] The output device 26 is a device that displays the game screen and plays sound, and includes a display 29 and speaker 30 provided on the user terminal 10. The output device 26 may be integrated with the input device 25, such as a touch panel display. The display 29 may be a display connected to the user terminal 10 by wire or wireless means, and a head-mounted display or the like can be used as a wirelessly connected display.
[0043] Furthermore, the user terminal 10 has operating system (OS) programs and game applications installed as software. These programs correspond to the "programs" of the present invention and may be obtained by reading them from a recording medium (media) that the processor 21 can read, or they may be obtained (downloaded) via a network such as the Internet or an intranet.
[0044] Server 14 performs tasks such as generating and sending / receiving data necessary for playing the game, and various information processing related to gameplay. Specifically, when multiple users play the same quest together in co-op mode, Server 14 receives data from each user terminal 10 indicating each user's actions, progresses the game according to each user's actions, and displays a play screen on each user terminal 10 according to the game's progress.
[0045] Furthermore, for example, in co-op mode, when one or more users speak during gameplay, the user terminal 10 operated by the speaking user detects the spoken sound (voice), converts the detected sound into data, and transmits it. The converted sound data (hereinafter referred to as sound data) is transmitted to the user terminals 10 of other users via the server 14. Upon receiving the sound data, the user terminal 10 expands the sound data and outputs the spoken sound from the speaker 30.
[0046] Server 14 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). Server 14 also includes an SNS server. The SNS server accepts posts from SNS users and shares the posted articles or videos. If a user who has played a game quest is an SNS user and posts the target video, the SNS server shares the posted target video.
[0047] As hardware, server 14 includes a processor 41, memory 42, communication interface 43, and storage 44, as shown in Figure 4, which are electrically connected via a bus 45. Server 14 also has programs installed to perform its functions as a server.
[0048] Next, to explain the configuration of the user terminal 10 from a functional standpoint, as shown in Figure 5, the user terminal 10 has an operation reception unit 51, a game progress unit 52, a display and playback unit 53, a storage unit 54, a recording unit 55, an audio recording unit 56, a detection unit 57, a judgment unit 58, an output unit 59, a presentation unit 60, a storage unit 61, and a posting unit 62. Of these functional units, the storage unit 54 is realized by memory 22 or storage 24, while the others are realized by the cooperation of various hardware devices constituting the user terminal 10 and the program installed on the user terminal 10. The following provides a detailed explanation of each functional component.
[0049] (Operation reception desk) The operation reception unit 51 receives game progress operations performed by the user through the user terminal 10. User operations received by the operation reception unit 51 include various operations performed by the user before, during, and after the start and end of the game, specifically, various selections, specifications, instructions, requests, commands, permission or denial, registration, and other input operations.
[0050] (Game Management Team) During gameplay, the game progress unit 52 advances the game based on game progress data sent from the server 14, in response to user input. For example, if it receives a movement command from the user, the game progress unit 52 moves the user's character on the field. In this case, the game progress unit 52 may also change the state of the field in conjunction with the character's movement, for example, by changing the appearance locations of enemies on the field. Furthermore, if it receives an attack command from the user, the game progress unit 52 has the character attack enemies in the vicinity of the character.
[0051] Furthermore, during gameplay, when predetermined event trigger conditions are met, event trigger data is sent from server 14. Upon receiving this data, the game progression unit 52 triggers an event within the game based on the received data. This allows the user (specifically, the user controlling a character located near the event trigger location on the field) to play the triggered in-game event.
[0052] (Display playback section) The display and playback unit 53 displays the gameplay screen on the display 29 and plays the game's background music from the speaker 30 during gameplay. The gameplay screen displays a portion of the field of a game (quest) played collaboratively by multiple users, but the display range changes according to the position of the character controlled by the user. Therefore, the gameplay screen is different for each user (in other words, for each user terminal 10).
[0053] Furthermore, when multiple users engage in voice conversation (voice chat), the display and playback unit 53 receives the digitized speech sounds of each user from the server 14, expands the received sound data, and plays back the speech sounds of each user. At this time, the display and playback unit 53 displays an icon IC corresponding to each of the multiple users on the play screen, and displays the icon IC corresponding to the user whose speech sound was detected (i.e., the speaker) in the display mode at the time of speech sound detection.
[0054] (Storage part) The memory unit 54 stores various data necessary for game progression, such as the attributes and ability parameters of the character controlled by the user. The memory unit 54 also stores the user's game play history (number of plays, date and time of each play, and other users and quests played with in co-op mode), as well as information about the user's friends. Furthermore, the memory unit 54 temporarily stores game videos recorded by the recording unit 55 during gameplay. In addition, if a target video identified from the game video is saved by the storage unit 61, the data of that target video is saved (stored) in the memory unit 54.
[0055] (Recording section) The recording unit 55 records (captures) the gameplay screen during gameplay to record game video. Game video recording is performed continuously from the start to the end of gameplay. The game video recorded from the start to the end of gameplay is temporarily stored in the storage unit 54. In co-op mode, the recording unit 55 records game video based on each user's gameplay screen on each user terminal 10 of the multiple users participating in co-op play. In this case, the game video recorded by the recording unit 55 on each user terminal 10 is different for each user (i.e., for each user terminal 10).
[0056] (Recording Department) The recording unit 56 records sounds from the real world during gameplay, specifically sounds within the range that can be picked up by the microphone 28 of the user terminal 10. Here, sounds from the real world may include, for example, the voice of the user operating the user terminal 10, and the voices of people around that user. In co-op mode, when multiple users play the game in close proximity to each other in the same space, the sounds from the real world may include the individual speech sounds of each of the users. The recording is performed continuously from the start to the end of the game, and the audio data recorded from the start to the end of the game is temporarily stored in the memory unit 54.
[0057] (Detection unit) The detection unit 57 detects sounds in the real world (hereinafter also referred to as "sounds during gameplay") while the game is being played. Specifically, while the game is being played, the microphone 28 of the user terminal 10 picks up sound and outputs an audio signal. The detection unit 57 detects sounds during gameplay by receiving the output audio signal. Note that the detection unit 57 is not limited to detecting sounds during gameplay; for example, it may also detect sounds during gameplay by analyzing the recorded data from the recording unit 56 after the game has ended.
[0058] (Judgment Department) The determination unit 58 performs a determination process to determine whether the sound-related values detected by the detection unit 57 during gameplay meet predetermined conditions (hereinafter also referred to as determination conditions). The sound-related values are feature quantities and parameters identified by analyzing the sound data detected during gameplay, and specifically include the volume of the sound, the pitch range, and the number of speakers.
[0059] The judgment criteria may be either condition R1 or R2 below, or a combination of both conditions R1 and R2. Condition R1: The volume of the detected sound during gameplay is above the threshold. Condition R2: The number of speakers identified from the detected gameplay sounds is above a certain threshold.
[0060] The threshold values for condition R1 and condition R2 can both be determined arbitrarily. Furthermore, the method for determining the volume of sound when determining condition R1 is not particularly limited, and known volume recognition methods can be used. Similarly, the method for determining the number of speakers when determining condition R2 is not particularly limited, and known analysis methods can be used.
[0061] As described above, by determining whether the sound values detected during gameplay meet the criteria, it is possible to determine the level of excitement during gameplay.
[0062] Furthermore, in co-op mode, when multiple users play the game together, it is assumed that during gameplay, there are users who meet the pre-set conditions. In this case, the determination unit 58 may execute the above determination process on the user terminal 10 of the user who meets the conditions among the multiple users. Here, the conditions are the conditions for reaching a predetermined game result in the game, such as defeating a boss enemy, reaching the destination (goal) of a quest, or using a cooperative technique with other users.
[0063] Furthermore, in co-op mode, in addition to the above determination, the determination unit 58 may perform a determination process on the user terminal 10 of other users who are playing the game together with the user who has met the conditions, either at the time a user meets the conditions or within a predetermined time period from that point. In other words, the user terminal 10 of both the user who has met the conditions and the other users may determine whether the detected sound values during gameplay meet the determination conditions.
[0064] Furthermore, in co-op play mode, when the determination unit 58 determines whether the determination condition (specifically, condition R2) is met, and identifies the number of speakers, it may determine the number of speakers from the sound detected by one user terminal 10. Alternatively, it may determine the number of speakers from the sound detected by each user terminal 10, and then add up the number of speakers identified for each user terminal 10 to obtain the total number.
[0065] (Output section) The output unit 59 executes output processing when the detected sound values during gameplay meet the judgment conditions. In output processing, the output unit 59 identifies the target video from the game video recorded by the recording unit 55 and outputs the target video in a format that can be used by the user who played the game.
[0066] In the output process, the portion of the recorded game video to be identified as the target video is determined based on the sound detected by the detection unit 57. Specifically, it is determined according to the point in time when the detected sound value satisfies the judgment condition. For example, the output unit 59 may use the point in time when the detected sound value satisfies the judgment condition as the reference point, and a predetermined time (for example, about 15 seconds) prior to the reference point as the start point, and as shown in Figure 6A, the video from the start point to the reference point may be identified as the target video.
[0067] Another example is that in the output process, among the recorded game videos, the video corresponding to the timing of an in-game event, which is determined based on the point in time (reference point) when the detected sound value meets the judgment condition, may be identified as the target video. More specifically, when the volume of the detected sound exceeds a threshold and the judgment condition is met, an in-game event that is currently in progress or an in-game event that has just finished is identified. Then, as shown in Figure 6B, the video from the start to the end of the identified in-game event is identified as the target video. For example, if the identified in-game event is a battle with a boss enemy, the video from the start of the battle to the end of the battle (i.e., the defeat of the enemy) is identified as the target video. Also, if the identified in-game event is the exchange of items between users, the video from the point in time when one user provides an item to the point in time when another user picks up that item is identified as the target video.
[0068] Furthermore, if the values of each sound detected multiple times during gameplay meet the judgment conditions, the output unit 59 executes output processing each time the judgment conditions are met. In this case, the same number of target images as the number of times the output processing is executed are identified from the game video, and each target image is output.
[0069] Furthermore, in co-op mode, if the judgment conditions are met during gameplay, the output unit 59 executes output processing on each of the user terminals 10 of the multiple users. More specifically, if the sound-related value detected on the user terminal 10 of a user who meets the conditions among the multiple users playing the game together meets the judgment conditions, output processing is executed on each user terminal 10.
[0070] In co-op mode, the output processing performed on each user terminal 10 outputs a target video identified for each user terminal 10 from the game video for each user terminal 10 based on the play screen displayed on each user terminal 10. In this case, the range of the target video is synchronized between the user terminals 10. To explain it simply, in the output processing on each user terminal 10, the target video that is the same timing (simultaneous) between the user terminals 10 is identified and output from the game video recorded for each user terminal 10 (see Figure 6C).
[0071] In addition, in co-op mode, output processing may be executed on each user terminal 10 if the user terminal 10 of a user who meets the relevant conditions meets the judgment conditions, and the user terminal 10 of another user playing the game with the user who meets the relevant conditions also meets the judgment conditions. In other words, output processing may be executed when the sound value detected on the user terminal 10 of the user who meets the relevant conditions meets the judgment conditions, or when the sound value detected on the user terminal 10 of the other user meets the judgment conditions within a predetermined time from that point.
[0072] (Presentation part) The presentation unit 60 performs a presentation process after the game has finished playing. In the presentation process, the presentation unit 60 displays the presentation screen shown in Figure 7, presenting the target video output by the output unit 59 during the output process to the user who played the game. As shown in Figure 7, the presentation screen displays a thumbnail image showing a scene from the target video.
[0073] Furthermore, if the output unit 59 performs output processing multiple times during gameplay, the presentation process will display multiple target videos (specifically, the same number as the number of output processing executions) in a list format. In this case, the presentation unit 60 displays each target video in an order corresponding to the sound associated with each target video. Specifically, the presentation unit 60 identifies the volume of the sound that triggered the output processing for each target video and displays them in order from the video with the loudest volume. For example, in the presentation screen of Figure 7, the louder the volume of the target video, the higher its thumbnail image will be displayed. This allows the user to compare the level of excitement at the time each target video was recorded. Furthermore, the above display screen may also show, in addition to the thumbnail image, information indicating the volume of the sound that triggered the output processing, or information determined based on the volume, for each target video. Examples of information determined based on volume include ranks or levels determined for each volume level (specifically, low, medium, high, etc.).
[0074] (Preservation Department) The storage unit 61 saves the target video output by the output unit 59 to the memory unit 54 based on the user's save operation. Accordingly, the portion of the recorded game video other than the target video is deleted from the perspective of reducing data capacity. In addition, when saving the target video, the storage unit 61 can also save the audio data (recording data) recorded by the recording unit 56 at the same time as the target video was recorded. In this case, the saved recording data may be embedded in the target video and made into the same data file as the target video, or it may be in a separate data file from the target video.
[0075] Furthermore, if the presentation unit 60 presents multiple target videos on the presentation screen, the user can specify one or more target videos to save and perform a save operation. In this case, the save unit 61 saves the one or more target videos that were specified and deletes the target videos that were not specified.
[0076] (Submission Section) The posting unit 62 posts the target video output by the output unit 59 to a social networking service or video sharing site based on the user's posting operation. If multiple target videos are displayed on the display screen by the display unit 60, the user specifies one or more target videos to be posted and performs a posting operation, and the posting unit 62 posts one or more target videos that were specified as target videos to be posted.
[0077] [Regarding the information processing flow according to the first embodiment of the present invention] As an information processing flow according to the first embodiment of the present invention, a series of information processing steps related to the recording of game videos will be described with reference to Figure 8.
[0078] The information processing flow according to the first embodiment employs the information processing method of the present invention. In other words, each step in the information processing flow shown in Figure 8 corresponds to a component of the information processing method of the present invention. Furthermore, the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps rearranged, without departing from the spirit of the present invention. In the following explanation, we will assume that two users (User A and User B) are playing the game together in co-op mode, specifically playing the same quest.
[0079] The information processing flow according to the first embodiment is executed by the processor 21 of each user terminal 10 of users A and B. At the start of the information processing flow, users A and B perform operations to start the game on their respective user terminals 10, specifically by selecting the co-op play mode and matching with other users to participate in the co-op play.
[0080] When co-op gameplay begins, the processor 21 displays the game screen on the display and records (captures) the game screen to record game video (S001). During gameplay, the game screen displayed on each user terminal 10 is different for each user terminal 10, and changes according to the gameplay operations of each user (specifically, the current position of the character controlled by the user). Therefore, the recorded game video is different for each user terminal 10.
[0081] Furthermore, the processor 21 records sounds during gameplay (S002). For example, when the user or someone around the user speaks, the processor 21 records that speech as a sound during gameplay.
[0082] Furthermore, the processor 21 detects sounds during gameplay (S003), performs a judgment process, and determines whether the values related to the detected sounds meet the judgment conditions (S004). In step S004, the determination of whether the judgment conditions are met may be made based on the sounds detected at the user terminal 10 of the user who meets the conditions, among users A and B. For example, if user A meets the conditions, the determination may be made based on whether the volume of the sounds detected at user A's user terminal 10, or the number of speakers identified from the detected sounds, is above a threshold.
[0083] In addition to the above determination, it may also be determined whether the volume of sound detected by User B's user terminal 10, or the number of speakers, is above a threshold at the time User A meets the relevant conditions, or until a predetermined time has elapsed from that point. In other words, it may be determined whether the detected sound meets the determination conditions at each of User A's and User B's user terminals 10.
[0084] Then, if the detected sound value satisfies the judgment condition (Yes in S004), the processor 21 of each user terminal 10 executes output processing (S005). In the output processing, the game video recorded during gameplay is identified as the target video for a predetermined period, and the target video is output in a state where it can be used by the user. Here, the predetermined period is the period between the time when the detected sound value satisfies the judgment condition (reference time) and a certain time before the reference time (start time). Alternatively, the predetermined period may be the period from the start time to the end time of an in-game event that was in progress at the time the detected sound value satisfies the judgment condition, or an in-game event that ended immediately before that time.
[0085] Steps S003 to S005 described above are repeated until the game is finished (S006). In other words, whenever sound is detected during gameplay and the detected sound meets the judgment conditions, the output process is executed and the target video is output.
[0086] When the game play (cooperative play) ends, the processor 21 executes a presentation process (S007). In the presentation process, the target video output in the output process is presented. Specifically, in the presentation process executed on user A's user terminal 10, the target video identified from the game video based on the play screen corresponding to user A's operations (hereinafter, for convenience, referred to as user A's game video) is presented. On the other hand, in the presentation process executed on user B's user terminal 10, the target video identified from the game video based on the play screen corresponding to user B's operations (hereinafter, for convenience, referred to as user B's game video) is presented.
[0087] Furthermore, if the output process is executed multiple times during gameplay, the presentation process will display multiple target videos (the same number as the number of output processes executed) on the presentation screen shown in Figure 7, in an order corresponding to the sound of each target video, specifically in an order corresponding to the volume.
[0088] Users A and B each view the presented target video on the screen of user terminal 10 and perform the prescribed operation if they wish to use the target video. Specifically, if each user wishes to save the target video, they perform a save operation (S008), and user terminal 10, having received the save operation, saves the target video (S009). In addition, if each user wishes to post the target video, they perform a post operation (S010), and user terminal 10, having received the post operation, posts the target video (S011). If multiple target videos are presented during the presentation process, the user selects one or more target videos from among them and performs a save or post operation. The user terminal 10, upon receiving the operation, saves or posts the one or more specified target videos.
[0089] The information processing flow according to the first embodiment ends when all the steps described above have been completed.
[0090] [Regarding the second embodiment of the present invention] In the first embodiment described above, each user's user terminal 10 constitutes the information processing device of the present invention. However, the invention is not limited to this, and a configuration in which the server 14 constitutes the information processing device of the present invention is also conceivable. Such a configuration will be referred to as the second embodiment of the present invention and will be described below with reference to Figures 9 to 12.
[0091] In the following description, we will primarily focus on the differences between the second embodiment and the first embodiment, and will simplify or omit explanations of aspects common to both embodiments. Furthermore, in Figure 9, functional parts common to both embodiments will be denoted by the same reference numerals as in Figure 5.
[0092] In the second embodiment, the server 14 communicates with the user terminal 10 during gameplay to send and receive game progress data between the server and the user terminal 10. The server 14 also receives game video data (recorded data) recorded by the user terminal 10 and sound data (recorded data) recorded by the user terminal 10 during gameplay.
[0093] Furthermore, Server 14 detects sounds during gameplay by analyzing the recorded data and determines whether the values related to the detected sounds meet the judgment criteria. If the values related to the detected sounds meet the judgment criteria, the processor 41 of Server 14 performs output processing, identifies videos from a predetermined period within the game videos as target videos, and outputs those target videos in a format that can be used by the user.
[0094] Furthermore, when multiple users play the game together in co-op mode, the processor 41 communicates with each user's user terminal 10 and executes a series of processes related to the target video, including output processing, for each user terminal 10.
[0095] The functions of the server 14 according to the second embodiment will now be described. As shown in Figure 9, the server 14 has a detection unit 57, a determination unit 58, an output unit 59, a presentation unit 60, a storage unit 61, and a posting unit 62, and further has a first identification unit 63, a second identification unit 64, a recommendation unit 65, and a notification unit 66. These functional units are realized through the cooperation of various hardware devices constituting the server 14 and a program installed on the server 14 (hereinafter referred to as the server-side program). The server-side program corresponds to the "program" of the present invention and may be acquired by reading it from a recording medium readable by the processor 41, or it may be acquired (downloaded) via a network such as the Internet or an intranet.
[0096] On the other hand, in the second embodiment, as shown in Figure 9, the user terminal 10 includes an operation reception unit 51, a game progress unit 52, a display and playback unit 53, a storage unit 54, a recording unit 55, and an audio recording unit 56, and in this respect it is the same as the first embodiment.
[0097] The following describes the functional units of the server 14, specifically the output unit 59, presentation unit 60, first identification unit 63, second identification unit 64, recommendation unit 65, and notification unit 66. Note that the detection unit 57, determination unit 58, storage unit 61, and posting unit 62 of the server 14 have functions substantially the same as those in the first embodiment, and therefore their descriptions will be omitted.
[0098] (Output section of the second embodiment) In the second embodiment, the output unit 59, similar to the first embodiment, executes output processing when the value related to the sound (sound in the real world) detected during gameplay satisfies the judgment conditions. In the output processing, the user terminal 10 identifies the target video from the game video recorded on the user terminal 10 based on the sound that satisfies the judgment conditions, and outputs the target video in a format that can be used by the user who played the game. In this case, the storage location of the target video in the second embodiment may be the server 14 or the user terminal 10.
[0099] Furthermore, in co-op mode, the play screen displayed on each user terminal 10 of multiple users playing the game together is different for each user terminal 10. However, in the second embodiment, as in the first embodiment, the output unit 59 performs output processing for each user terminal 10. In other words, in the output processing of the second embodiment, a target video identified for each user terminal 10 is output from the game video for each user terminal 10 based on the play screen displayed on each user terminal 10. As a result, a target video with a different displayed image is output for each user terminal 10 (in other words, for each user participating in co-op play). Note that the target video for each user terminal 10 is a video recorded at the same time (simultaneously) while playing the game.
[0100] Furthermore, in co-op mode, the output unit 59 can output a target video identified from a game video based on the play screen displayed on one user's user terminal 10 (hereinafter, for convenience, also referred to as "a certain user's game video"), in a state where it can be used by any user other than that user. For example, a target video identified from user A's game video can be output to the server 14 in a state where it can be used by user B. In other words, in the second embodiment, user B can save the target video identified from user A's game video or post it to an SNS or video sharing site.
[0101] (Presentation part) The presentation unit 60 of the second embodiment, like the first embodiment, performs presentation processing after the game has finished playing, but in co-op mode, it presents the target video to each of the multiple users who played the game together. As mentioned above, the target video presented to each user is a video recorded at the same time (simultaneously) while playing the game.
[0102] Furthermore, in co-op mode, if the output process is executed multiple times during gameplay and multiple target videos are output, the presentation unit 60 presents multiple target videos to each user. Specifically, if the output process is performed m times (where m is a natural number greater than or equal to 2), the presentation process will present m target videos to each user terminal 10. In addition, in the presentation process of the second embodiment, different target videos may be presented to each user. For example, user A may be presented with a target video identified from user A's game video, and user B may be presented with a target video identified from user B's game video. Alternatively, in co-op mode, target videos for all users may be presented to each of the multiple users who played the game together. For example, user A and user B may be presented with a target video identified from user A's game video and a target video identified from user B's game video, respectively.
[0103] (1st specific part) The first identification unit 63 executes the first identification process when it presents a target video identified from the game video of one user (hereinafter referred to as the first user) among multiple users playing the game together in co-op mode to the first user. In the first identification process, it identifies the selected video selected by the first user from among the target videos presented to the first user in the presentation process (i.e., the target videos identified from the first user's game video). The first user's operation to select a target video is performed, for example, through the presentation screen shown in Figure 7.
[0104] (Second Specific Part) The second identification unit 64 executes the second identification process after the first identification process is executed by the first identification unit 63. In the second identification process, the second user is identified from among multiple users who play the game together in co-op mode. The second user is a user who participated in the in-game event corresponding to the selected video identified by the first identification unit 63, for example, the user who contributed the most to the in-game event. The in-game event corresponding to the selected video is an in-game event that took place at the same time as the selected video was recorded.
[0105] More specifically, the second identification unit 64 identifies, for each user, a video based on the gameplay screen during the in-game event described above, from the game videos of each user recorded during gameplay. Subsequently, the second identification unit 64 analyzes the videos identified for each user and identifies the gameplay content of each user during the in-game event based on the analysis results. Then, the second identification unit 64 identifies the second user based on the gameplay content of each identified user. For example, if the selected video and the corresponding in-game event are battles against a boss enemy, the user controlling the character that defeated the boss enemy is identified as the second user.
[0106] (Recommended section) The recommendation unit 65 performs a recommendation process after the second identification process is performed by the second identification unit 64. In the recommendation process, the first user is recommended a target video identified from the second user's game video, specifically a target video recorded at the same time as the selected video. In the recommendation process, as shown in Figure 10, a thumbnail image of the recommended target video (hereinafter referred to as the recommended video) is displayed on the first user's user terminal 10. This allows the first user to view a video (recommended video) recorded on the second user's user terminal 10 at the same time as their selected video. As a result, for example, with respect to a certain in-game event, the first user can obtain footage not shown in the target video presented to them (for example, the scene where they defeat a boss enemy) from the video recorded on the second user's user terminal 10.
[0107] The first user can then use the recommended video by performing usage operations such as saving and posting through the recommendation screen shown in Figure 10. Specifically, the user can save the recommended video to the user terminal 10 or post the recommended video to social networking services or video sharing sites.
[0108] (Notification Department) The notification unit 66 executes a notification process when one of the multiple users playing the game together in co-op mode performs an operation on the target video presented in the presentation process. In the notification process, the notification unit 66 notifies users other than the user who performed the operation of information regarding the above operation, specifically the user who performed the operation, the target video that was used (more specifically saved or posted), and the method of use.
[0109] Next, an information processing flow according to a second embodiment of the present invention will be described with reference to Figure 11. The information processing flow according to the second embodiment employs the information processing method of the present invention, and each step in the information processing flow shown in Figure 11 corresponds to a component of the information processing method of the present invention. In the following explanation, we will assume a scenario where two users (User A and User B) play the game together in co-op mode.
[0110] Each step of the information processing flow according to the second embodiment is performed by the processor 41 of the server 14 and the processor 21 of each user terminal 10 of users A and B. Furthermore, steps S021 to S027 of the information processing flow according to the second embodiment are generally the same as steps S001 to S007 in the information processing flow according to the first embodiment shown in Figure 8, as shown in Figure 11.
[0111] Furthermore, as shown in Figure 11, steps S021, which record game video during gameplay, and S022, which record sound during gameplay, are performed by the processor 21 of each user terminal 10 of users A and B, while steps S023 onwards are performed by the processor 41 of the server 14. The processor 41 also receives the recorded game video data (recorded data) and the recorded sound data (recorded data) from each user terminal 10 as needed during gameplay.
[0112] Here, in the presentation process executed in step S027, three target videos p1, p2, and p3 are presented to users A and B, and are assumed to be videos recorded at timings t1, t2, and t3 during gameplay, respectively. Furthermore, the three target videos p1, p2, and p3 are each associated with in-game events; for example, target video p3 is a video recorded during the period in which the in-game event "battle with a boss enemy" is taking place. In the following, the three target videos presented to user A will be referred to as "target videos pa1, pa2, and pa3," and the three target videos presented to user B will be referred to as "target videos pb1, pb2, and pb3" (see Figure 12).
[0113] Users A and B each view the target videos presented during the presentation process on the screen of their user terminal 10 and perform a selection operation on the user terminal 10 to select one or more target videos. When the processor 41 of the server 14 receives the selection operation through communication with the user terminal 10 (S028), it executes a first identification process (S029). For example, if the processor 41 receives a selection operation from user A, it executes the first identification process with user A as the first user, and in this process, it identifies the selected video selected by user A. Here, the selected video is, as shown in Figure 12, video pa3, out of the three target videos pa1, pa2, and pa3 presented to user A.
[0114] Subsequently, the processor 41 performs a second identification process and identifies the user who participated in the in-game event corresponding to the selected video pa3 as the second user (S030). To explain using the case in Figure 12 as an example, the selected video pa3 selected by user A corresponds to the in-game event of a battle with a boss enemy, as mentioned above. If user B defeats the boss enemy in the above in-game event, the processor 41 identifies user B as the second user in the second identification process.
[0115] Subsequently, the processor 41 performs a recommendation process and, as shown in Figure 12, recommends to the first user, user A, a target video pb3 identified from the game video of the second user, user B, and recorded at the same time as the selected video pa3 (S031). When user A performs a save or post operation on the recommended video pb3 (S032, S034), the processor 41 accepts the operation and saves or posts the recommended video pb3 (S033, S035).
[0116] Although not shown in Figure 11, users A and B may select one or more of the three target videos p1, p2, and p3 presented during the presentation process and perform a save or post operation. In this case, the processor 41 may save the selected target video to the user terminal 10 of the user who performed the save operation, or post it to SNS, etc. The processor 41 may then perform a notification process and notify users other than the user who performed the operation of information regarding the usage operation (specifically, the save operation or post operation).
[0117] The information processing flow according to the second embodiment ends when all the steps described above have been completed.
[0118] [Regarding variations of the second embodiment] Regarding a second embodiment of the present invention, in the case described above, the target video is identified from the game videos of each of the multiple users who play the game together in co-op mode. In other words, in the case described above, the processor 41 of the server 14 identifies the target video for each user terminal 10 from the game videos recorded at each user terminal 10, but it is not limited to this. For example, the target video may be identified from the game video of any of the multiple users (hereinafter referred to as the "specific user").
[0119] In other words, in the output processing of the second embodiment, the target video identified from the game video based on the play screen displayed on the user terminal 10 of a specific user may be output in a state where it can be used by any user different from the multiple users. Here, the specific user may be a user identified based on the sound detected by the user terminal 10 during gameplay, for example, the user with the loudest detected sound volume among multiple users. Alternatively, the specific user may be a user who has performed a play that yields a predetermined result in the game, for example, a user who has cleared an in-game event such as a battle with a boss enemy, or a user who has performed a cooperative attack with another user's character.
[0120] [Other embodiments] To date, we have described the program, information processing apparatus, and information processing method of the present invention with several specific examples. However, the embodiments described above are merely examples, and other embodiments may also be conceivable.
[0121] In the embodiments described above, games that support cooperative play (multiplayer) were used as examples, but the present invention is also applicable to games that do not support cooperative play, that is, games that are played by a single user alone.
[0122] Furthermore, in the embodiment described above, the target video is identified from the game video based on the sound detected during gameplay. However, the target video may also be identified based on the user's gameplay. In that case, the presentation process will present the target video identified based on the sound and the target video identified based on the gameplay. In this case, as in the embodiment described above, it is preferable to present each target video in an order corresponding to the sound that each target video corresponds to.
[0123] Furthermore, the target video may be identified from the game video based on the sounds detected during gameplay and the user's actions in the game. Specifically, a score (equivalent to an example of a sound-related value) is assigned to the user playing the game, and the user's score (points) is increased according to the user's actions during gameplay. For example, if the user defeats a certain number of enemies or more within a set time, rescues a captured teammate character, converses at a certain volume or higher, the controlled character is surrounded by enemies, or defeats a boss enemy, points will be added accordingly. Incidentally, actions other than those listed above may also be included as actions that are eligible for point accumulation. Then, when the score exceeds a certain value, the video should be identified as the target video from a few seconds before and after that point, and the identified target video should be output after the gameplay ends (more specifically, after the quest is completed). Furthermore, the above score may be reduced over time if the actions that earn points are not performed for a certain period of time. In such cases, the target video will be identified when the actions that earn points are repeated within a short period of time, for example, when players get excited and talk loudly immediately after defeating a boss enemy. Conversely, if the excitement is only such that players occasionally chat via voice chat, the process of identifying and outputting the target video (output process) will be less likely to be executed.
[0124] Furthermore, in the embodiment described above, portions of the game video recorded during gameplay that are not the target video are deleted. However, the embodiment is not limited to this, and videos other than the target video may be retained in a lower resolution state. Furthermore, in the embodiment described above, the portion of the game video recorded during gameplay that is not the target video is deleted after the gameplay ends. However, videos that are not identified as the target video during gameplay may be deleted after a certain period of time has elapsed since their recording. In other words, during gameplay, the most recent portion of the video may be retained, and the game videos prior to that may be deleted.
[0125] [summary] The present invention is achieved by the configurations shown in [1] to
[16] below, and each configuration can produce various effects. [1] A program that causes a processor to perform an output process that, when values related to real-world sounds detected during gameplay meet predetermined conditions, outputs a target video identified from game videos associated with gameplay based on the above sounds, in a state available for use by the user who played the game. According to the program described above, the program outputs a portion of the game video that is identified based on the sound during gameplay, allowing users to, for example, use videos of exciting scenes during gameplay.
[0126] [2] In the present invention, output processing may be performed by the processor when the volume of the sound is above a threshold. With the above configuration, it is possible to accurately identify the video at the point during gameplay when the detected sound volume exceeds a predetermined value (threshold), i.e., the point when the game becomes exciting.
[0127] [3] In the present invention, output processing may be performed by the processor if the number of speakers identified from the sounds detected during gameplay is equal to or greater than a threshold. With the above configuration, it is possible to accurately identify videos of the moment when the number of speakers exceeds a predetermined number (threshold) during gameplay, i.e., the moment when the game becomes exciting.
[0128] [4] In the present invention, output processing may be performed by the processor when the sound value detected on the user terminal of a user who satisfies the relevant conditions in the game satisfies predetermined conditions. In the above configuration, the system prioritizes sound (voice) detected on the user terminal of users who meet the relevant conditions, and triggers output processing when the value of that sound meets predetermined conditions. With such a configuration, for example, if a user who participated in a specific event in a game (specifically, a user who defeated a boss enemy) lets out a loud cheer, the system can detect that sound and trigger output processing, allowing the video from that point in time to be used as the target video.
[0129] [5] In the present invention, output processing may be performed on the processor when the user playing the game satisfies the relevant conditions, or when a predetermined time has elapsed since the relevant conditions were met, and when the sound values detected on the terminals of other users who are playing the game together with the user who satisfies the relevant conditions meet the predetermined conditions. In the above configuration, output processing is executed when a user meets the specified conditions, or when, at the same time or within a predetermined period from that point, the sound values detected on another user's device meet the specified conditions. This allows, for example, when a user who meets the conditions (specifically, a user who has defeated a boss enemy) lets out a loud cheer, and other users also get excited, the video from that moment can be used as the target video.
[0130] [6] In the present invention, the output process may output a target video from among the game videos that corresponds to the timing of an in-game event, which is identified based on the point in time when the above value satisfies a predetermined condition. In the above configuration, for example, a video of an in-game event that occurred at or immediately before a particularly exciting moment in the game can be used as the target video.
[0131] [7] In the present invention, the play screen displayed on each user terminal of multiple users playing the game together may differ from one user terminal to another. In this case, the output process may output a target video identified from the game video based on the play screen displayed on the user terminal of a specific user among the multiple users, in a state that is available to any user among the multiple users other than the specific user. In the above configuration, if different game videos are recorded for each user's device, a target video identified from a specific user's game video can be used by users other than that specific user. This allows, for example, a target video identified from a user's game video who was involved in an exciting scene during gameplay (specifically, the scene where a boss enemy is defeated) to be used even by users who were not involved in that scene.
[0132] [8] In the present invention, the output processing may output a target video identified from a game video based on a play screen displayed on a user terminal of a specific user identified using the detected sound. According to the above configuration, for example, if a user shouts loudly in response to a specific event during gameplay, that user can be identified by detecting the sound. As a result, the target video identified from that user's gameplay video, specifically the video at the moment the user shouted, becomes available.
[0133] [9] In the present invention, the output process may output a target video identified from a game video based on a play screen displayed on the user terminal of a specific user who has performed a play in the game that yields a predetermined result. According to the above configuration, when a user becomes excited after achieving a predetermined result in the game, such as defeating a boss enemy or obtaining a rare item, a video of that scene can be used as the target video.
[0134]
[10] In the present invention, the processor may be made to perform a presentation process that presents the target video output in the output process to the user who played the game. Furthermore, if the output process is performed multiple times during gameplay, the presentation process may present multiple target videos in an order corresponding to the sound that corresponds to the target video. According to the above configuration, when the presentation process is executed, the user can view multiple target videos identified from the game video. In this case, the multiple target videos are presented in an order corresponding to the sound (specifically, volume, etc.) of each target video, so the user can view the multiple target videos in an order that corresponds to the excitement level during gameplay.
[0135]
[11] In the present invention, the play screen displayed on each user terminal of multiple users playing the game together may differ from one user terminal to another. In this case, the output process may output a target video that is identified for each user terminal from the game video for each user terminal based on the play screen displayed on each user terminal. With the above configuration, each user's terminal records a different game video for multiple users playing the game together. Therefore, when output processing is performed during collaborative gameplay, a different target video is output for each user, increasing the variety of available target videos.
[0136]
[12] In the present invention, the processor may be made to perform a first identification process to identify a selected video selected by the first user from among multiple users, from among target videos identified from game videos based on the play screen displayed on the first user's user terminal; a second identification process to identify a second user from among multiple users who was involved in the in-game event corresponding to the selected video; and a recommendation process to recommend a target video identified from game videos based on the second user's play screen to the first user. In the above configuration, the system identifies a second user who participated in an in-game event that took place at the same time as, or immediately before, the target video (selected video) selected by the first user, and recommends the target video identified from the second user's game video to the first user. This allows the system to recommend the target video identified from the game video of the second user who participated in the in-game event to the first user who was not able to participate in the event.
[0137]
[13] In the present invention, the second identification process may identify the second user based on the gameplay content of each of the multiple users in an in-game event within a game video based on the gameplay screen of each of the multiple users. In the above configuration, a second user is identified based on the content of gameplay in in-game events. This allows, for example, a user who played an active role in an in-game event (specifically, a user who defeated a boss enemy or a user who performed a cooperative technique with other users) to be identified as a second user, and the target video identified from that user's gameplay video can be recommended to the first user.
[0138]
[14] In the present invention, the presentation process may present the target video to each of the multiple users. Furthermore, if one of the multiple users performs an operation on the target video presented in the presentation process, the processor may be instructed to perform a notification process to notify the other users of information regarding the operation. In the above configuration, the target video is presented to each of the multiple users who play the game together, and if one user uses the presented target video, the other users can be notified. This allows each user to know that the presented target video has been used (saved or posted) and to know which user used the target video.
[0139]
[15] The information processing device of the present invention is characterized by comprising an output unit that, when a value relating to sound in the real space detected during game play satisfies predetermined conditions, outputs a target video identified from a game video associated with game play based on the sound, in a state available to the user who played the game. According to the information processing device described above, a portion of a game video identified by the sound during gameplay is output as the target video, allowing the user to, for example, access videos of exciting scenes during gameplay.
[0140]
[16] The information processing method of the present invention is characterized in that, when a value relating to sound in the real space detected during game play satisfies predetermined conditions, the processor performs output processing to output a target video identified from a game video associated with game play based on the sound, in a state available to the user who played the game. According to the above information processing method, the portion of the game video identified by the sound during gameplay is output as the target video, allowing the user to, for example, access videos of exciting scenes during gameplay. [Explanation of Symbols]
[0141] 10. User terminal (information processing device) 12 Networks 14 Servers 21 processors 22 memory 23 Communication Interfaces 24 storage 25 Input devices 26 Output device 27 bus 28 Mike 29 displays 30 speakers 41 processors 42 memory 43 Communication Interfaces 44 Storage 51 Operation reception unit 52 Game Progress Section 53 Display playback section 54 Storage section 55 Recording Section 56 Recording Section 57 Detection unit 58 Judgment section 59 Output section 60 Presentation section 61 Preservation Department 62 Submissions 63 1st Specific Part 64 Second Specific Part 65 Recommended section 66 Notification Department IC Icon
Claims
1. A processor, the processor comprising: When a value relating to sound in real space detected on a terminal of two or more of the multiple users satisfies a predetermined condition while the multiple users are playing a game, a target video identified based on a play screen displayed on a terminal of a user having the loudest volume of the detected sound in the real space is output from game videos associated with the play of the game in a state usable by at least one or more of the multiple users. Information processing device.
2. When a processor, while a game is being played by multiple users, detects values relating to sound in real space on the devices of two or more of the multiple users and satisfies a predetermined condition, outputs, from game videos associated with the play of the game, a target video identified based on the play screen displayed on the device of the user having the loudest volume of the detected sound in real space, in a state available to at least one or more of the multiple users. Information processing methods.
3. A processor, when a game is being played by multiple users and values relating to sound in real space detected on the terminals of two or more of the multiple users satisfy a predetermined condition, outputs a target video identified from game videos associated with the play of the game based on the play screen displayed on the terminal of the user having the loudest volume of the detected sound in real space in a state available to at least one or more of the multiple users. program.
4. A system comprising: a server; and a plurality of terminal devices including a first terminal device, wherein the processor of the first terminal device: When a game is being played by a plurality of users including the user using the first terminal device and another user, and values relating to sound in real space detected on the terminal devices of two or more of the plurality of users satisfy a predetermined condition, a target video identified based on a play screen displayed on the terminal device of the user having the loudest volume of the detected sound in the real space is output from game videos associated with the play of the game in a state usable by the user of the first terminal device. system.