Information processor, information processing method, and program

JP2023127533A5Active Publication Date: 2025-03-06MIXI INC
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2022167023
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-10-18
Publication Date
2025-03-06
Estimated Expiration
2042-03-01

AI Technical Summary

Technical Problem

Existing systems for supporting game participants in e-sports face conflicts between users, making cooperative communication difficult.

Method used

An information processing device that includes a reception unit for designating game participants, a group setting unit to form groups of supporting users, and a service control unit to manage services such as communication, joint gaming, and value provision to participants.

Benefits of technology

Activates communication and cooperative engagement among users supporting common game participants through group formation and service execution, enhancing user experience and interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide an information processor, an information processing method, and a program capable of activating communication among users who support participants.MEANS FOR SOLVING THE PROBLEM: An information processor includes: a reception part for receiving designation of a participant of a game supported by users; a group setting part for setting a group of users who support a common participant; and a service control part for executably controlling predetermined services for users who belong to a group.SELECTED DRAWING: Figure 7
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]

[0002] Conventionally, systems that allow users to watch game tournaments such as e-sports have been known. For example, Patent Document 1 discloses that users can watch tournaments in which players compete for the highest game scores, and that spectators (users) can cheer on contestants (participants) in the tournament, and if the participant they cheered for wins, the users are given rewards such as game items or in-game currency. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-194893 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in a system such as that disclosed in Patent Document 1, if users support different participants, there is a risk of conflict between them, and it may be difficult to stimulate cooperative communication between users even though they are watching the same tournament.

[0005] Therefore, one of the objects of the present invention is to stimulate communication between users who support participants in a game. [Means for solving the problem]

[0006] An information processing device according to one aspect of the present invention includes a reception unit that receives designation of a participant in a game that a user supports, a group setting unit that sets a group of users who support a common participant, and a service control unit that controls the execution of specified services for users belonging to the group. [Effects of the Invention]

[0007] According to one aspect of the present invention, communication between users who support participants in a game can be stimulated. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of a participant designation screen. [Figure 3] FIG. 10 is a diagram illustrating an example of a group chat screen. [Figure 4] FIG. 10 is a diagram illustrating an example of a game selection screen. [Figure 5] FIG. 10 is a diagram showing an example of a first notification screen. [Figure 6] FIG. 10 is a diagram showing an example of a second notification screen. [Figure 7] FIG. 2 is an explanatory diagram of functions of the information processing device according to the first embodiment of the present invention. [Figure 8] FIG. 10 is a diagram illustrating an example of game tournament information. [Figure 9] FIG. 10 is a diagram illustrating an example of game information. [Figure 10] FIG. 10 is a diagram illustrating an example of participant information. [Figure 11] FIG. 10 is a diagram illustrating an example of user information. [Figure 12] FIG. 10 is a diagram illustrating an example of group information. [Figure 13] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 14] 10 is a flowchart showing the flow of a communication service providing process. [Figure 15] 10 is a flowchart showing the flow of a predetermined game service providing process. DETAILED DESCRIPTION OF THE INVENTION

[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof.

[0010] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can also be changed as appropriate.

[0011] <About the game according to this embodiment> The communication system shown in Fig. 1 (hereinafter referred to as information processing system S) is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention. The information processing system S is a computer system that handles all operations related to the implementation of a game, and provides games and other game-related services to participants (individuals or teams) who play the game and users who watch (view) the participants' gameplay. Specifically, it provides participants with an environment for playing the game, and users with an environment for watching the game.

[0012] A game is a competition in which participants compete against each other according to certain rules, such as a computer game or sport, to determine the superiority of their skills or abilities. It also includes a competition (game tournament) in which one or more matches are scheduled. When multiple matches are scheduled, the winner or ranking may be determined by a tournament (knockout), a league (round-robin), a combination of the tournament and league, or a derivative of these, or by other methods. Furthermore, when multiple matches are scheduled, the game is not limited to multiple matches of a single sport, but may also combine multiple sports of different sports. Furthermore, a game may consist of a final and a qualifying round (qualifying tournament) for selecting participants for the final. In games, participants are typically awarded rewards based on the game results, such as the final ranking, the results of each match, or the content of each match.

[0013] In this embodiment, an e-sports (electronic sports) tournament in which participants compete against each other in a computer game will be described as an example of a game. The game genre of the e-sports is not particularly limited and may be any game genre. For example, it may be a fighting game, a sports game, a shooting game, a racing game, a puzzle game, a word game, a card game, a board game, a role-playing game, or a simulation game. Furthermore, the e-sports may be an individual game or a team game. Furthermore, it may be a game in which humans compete against each other as players, or a game in which a human competes against a computer (for example, an AI or a robot).

[0014] The e-sports of this embodiment is an online game provided using the information processing system S. Specifically, when a participant, such as a professional gamer, participating in the game as a player performs game play operations on the player terminal 11, the player terminal 11 receives data for game progression distributed from a server computer (hereinafter referred to as server 10) of the game provider. The player terminal 11 outputs video and audio corresponding to the received data, and the participant progresses through the game while checking the output video and audio. The player terminal 11 also transmits data indicating the player's operations, such as game play operations, to the server 10, and the server 10 transmits game progression data corresponding to the participant's operations to the player terminal 11. Such data transmission and reception between the server 10 and the player terminal 11 is repeated until the participant finishes playing the game or until the game tournament ends.

[0015] On the other hand, users who are spectators (audiences) of the game do not participate in the game tournament and actually play the game like participants do, but rather watch and view on the user terminal 12 video images or the like that show the participants playing the game. Specifically, the user terminal 12 receives data for game progression distributed from the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user views the output video and audio. The user terminal 12 also transmits data indicating the user's operation, such as a participant designation operation that designates a participant to support, to the server 10, and the server 10 transmits game progression data corresponding to the user's operation, to the user terminal 12. This type of data transmission and reception between the server 10 and the user terminal 12 is repeated until the participants finish playing the game or until the game tournament ends.

[0016] In this embodiment, users can not only watch the games played by the participants, but also specify any participant to cheer for before the start of the game tournament or each match, or during the game tournament or each match, and a group is set up of users who have specified the same participant as a common target to cheer for. A predetermined service is then provided to users belonging to the same group, i.e., users who specify a common participant to cheer for.

[0017] The term "designation" refers to the user selecting one or more participants to support from among a plurality of participants in a game tournament or match, and the designation of participants is performed on a participant designation screen G1 as shown in FIG. 2. In this embodiment, the user If there are still matches available to play for reasons such as the participant (first participant) who accepted the designation from (first user) still remaining in the tournament, the first user cannot change the designation from that first participant to another participant.

[0018] As shown in FIG. 2, the participant designation screen G1 is a screen on which a user can arbitrarily select a participant to support, and displays information about the participants participating in the game tournament or match. The participant designation screen G1 has a participant display area 41 that identifiably displays participants that can be designated. The participant display area 41 displays the participant's name (or team name), their profile including their track record, and information about the fee required for designation. The participant display area 41 also identifiably displays participants designated by other users who have a friendship relationship with the user and who have mutually approved each other (hereinafter referred to as friends) and other participants not designated by friends. For example, a friend mark F is displayed on participants designated by a friend. If there are multiple friends, information such as how many friends have designated which participant (the "3" on the friend mark F in the figure indicates that three friends have designated each participant) or which of the multiple friends has designated which participant may also be displayed.

[0019] The content that can be consumed as compensation includes money as well as items equivalent to the value described below. The amount of compensation (money) is determined according to the timing when the user designates the participant, and the amount of compensation is set low at times when the excitement is low, such as before the start of the game tournament, immediately after the start of the game tournament, such as during the preliminary rounds or the first round, before the participant has advanced, or after the participant has already lost but there are still matches left to play. The amount of compensation is also set low when the number of users cheering for the participant, i.e., when there are still few fans and the number of users belonging to the group is small. Conversely, the amount of compensation is set high when a participant has advanced to the finals and is close to winning, or when the participant is a famous participant with many fans and a large number of users belonging to the group.

[0020] Furthermore, when a user designates a participant to be supported or after designating the participant (after joining a group), the user can send some kind of value to the designated participant. The content of the value sent (given) by the user to a participant includes, for example, money, in-game currency, game media, support messages such as cheers or applause (including stamps), support slips, or bets on the outcome of a competition with money or other bets. The content and amount of the value may be determined by the user's selection, or may be determined automatically or randomly regardless of the user's intention, or the content and amount of the value that can be sent for each game tournament or match or for each participant may be set in advance.

[0021] Predetermined services that can be enjoyed by users belonging to the same group include, for example, the following exemplary services. (a) Communication Services (b) Prescribed Game Services (c) Participant and Benefit Services (d) Dedicated video streaming service (e) Match result notification service

[0022] (a) Communication Services Users belonging to a group can communicate with each other, such as by exchanging information, through group chat or the like. For example, a group chat screen G2 as shown in FIG. 3 is a screen for communication, such as conversation, between users belonging to the same group or between users and participants, and includes a member display area 42 and a message display area 43. The member display area 42 displays information for identifying users and participants belonging to the group. Note that the users and participants displayed here may be limited to users or participants who are online in the group chat. The message display area 43 is an area for communication, such as exchanging messages between users belonging to the group or between users and participants, and displays messages such as text, emoticons, stamps, images, and sounds posted by users or participants.

[0023] Note that access (posting and viewing) to the group chat screen G2 is limited to users and participants belonging to the group. For example, if there are multiple groups, such as a first group to which a user who has designated a first participant belongs and a second group to which a user who has designated a second participant belongs, communication services are possible between users in the first group (including the first participant) and between users in the second group (including the second participant), but communication services are not possible between users in the first group and the second group.

[0024] During a group chat, when the start time of a match designated by a user belonging to the group approaches and it is a predetermined time before the start of the match (for example, one minute before), a notification banner such as a toast appears in the message display area 43 of the group chat screen G2 to notify the user that the match of the participant they are supporting will soon start (start notification). Similar to the first notification screen G4 (FIG. 5) described below, the start notification includes a link to a location where the user can watch gameplay video of the match in which the participant is participating. A user in the group chat who receives the start notification can leave the group chat and watch the gameplay video of the participant's match by tapping the start notification banner or the like.

[0025] Furthermore, when matching for a predetermined game, which will be described later, begins during a group chat, a notification banner such as a toast is displayed in the message display area 43 of the group chat screen G2 to announce a call for participation in joint play of the predetermined game (call notification). Users in the group chat can enter the call for participation in the call for participation in the predetermined game to which they have been invited by tapping the call for participation banner or the like.

[0026] (b) Prescribed Game Services Users belonging to a group can play a predetermined game together. The predetermined game is content that users play by operating the user terminal 12 while viewing the game screen on the user terminal 12 for gameplay. In this embodiment, the predetermined game is an online game (electronic game) provided using the information processing system S. 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). The genre (classification) of the predetermined game is not particularly limited. It may be the same as the game played by participants in a game tournament, or it may be a game of an entirely different genre, including games provided by different operators or games distributed from sources other than the server 10.

[0027] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives game progress data for a predetermined game distributed from the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the predetermined game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits game progress data for the predetermined game corresponding to the user's operation.

[0028] In addition, in the predetermined game of this embodiment, a user may be able to play alone. However, so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple users simultaneously operate their respective user terminals 12 to play a common quest or the like. Cooperative play is performed through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of play is synchronized between the users playing cooperatively. Cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which players compete against each other. Members playing cooperatively may be limited to users belonging to the same group, or may be limited to friends belonging to the same group. Furthermore, cooperative play may also be possible with users belonging to other groups, such as in a group competition between a user belonging to a first group and a user belonging to a second group. Furthermore, for example, when a first player and a second player compete in a game tournament, a group competition may be held between a first group supporting the first player and a second group supporting the second player. In this case, a group competition may be held before the match between the first player and the second player, and the result of the group competition may affect the match between the first player and the second player. Specifically, if the first group wins against the second group, the game parameters of the first player may be set to be more advantageous than those of the second player.

[0029] Users can acquire (obtain) game media and own (possess) them as assets, and can use or consume the owned game media in a predetermined game. Game media are game objects that users can use to progress through a predetermined game, including playing the predetermined game. Examples of such game media include characters, items, cards, and avatars used in the predetermined game. Game media also include in-game currency, such as coins, medals, tickets, gold, or stones, which can be exchanged for other game media such as items or characters, or consumed to play quests, which are the building blocks of a predetermined game, lotteries that provide random items known as gacha, or other events. In-game currency includes paid in-game currency that can be obtained by paying a fee, and free in-game currency that can be obtained without paying a fee. Users can acquire game media by purchasing them from a shop, playing or clearing events such as quests, participating in lotteries, or other means. Game media may also be used as payment for designating participants, or as value sent by users to participants.

[0030] Characters include both playable characters that can be controlled by the user and sub-characters (e.g., enemy characters or support characters) that act automatically without user control according to game settings. Each character (including enemy characters) has its own unique personality, and each character has its own name, attributes, appearance, and various parameters that indicate its abilities (such as levels, stamina, attack power, or special abilities). These parameters are indicators that affect the progress of the game and include those expressed numerically, those expressed as ranks using letters such as "A, B, C, etc.", and those expressed by indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and unchanging regardless of the progress of the game. For example, a character's parameters may increase, decrease, or be newly set depending on the number of times the character is used, the type of quest cleared using the character, and the number of times it has been cleared. Hereinafter, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.

[0031] Here, the flow from the start to the end of a predetermined game service will be described. First, when playing a predetermined game jointly, the user who will be the host (hereinafter referred to as the host) selects the predetermined game to play on a game selection screen G3 as shown in Fig. 4. For example, the game selection screen G3 as shown in Fig. 4 has a game display area 44 in which information about selectable games is identifiably displayed. In addition, the game display area 44 also identifiably displays, for each game selectable by the host, information about the game play history of users belonging to the same group (whether or not they have played, the number of times they have played, whether or not they have cleared the game or the number of times they have cleared the game, etc.).

[0032] After the host selects a predetermined game to play, a matching process is performed to find users who will play the selected predetermined game together with the host. Specifically, the host recruits users who will play together from among other users belonging to the same group, and determines the members who will play together (for example, a group consisting of one host and three guests) by adding other users who respond to the recruitment (hereinafter, "guests"). During matching, the host can select the users to be recruited or the group to which the users to be recruited belong, and a notification inviting users to play the predetermined game together is displayed on the group chat screen G2 of the user or group selected by the host. Once the members to play together are determined, the predetermined game begins. Note that the host of a multiplayer game may be able to select users who are within a predetermined distance and users who belong to a predetermined room as targets for multiplayer play, as well as a group supporting participants in a common game tournament.

[0033] At the start of a predetermined game, game parameters at the start of joint play of the predetermined game are set according to the game results (match results) of participants designated by all users in the group before matching. For example, if a participant has won a match or achieved a high score in a match, joint play of the predetermined game will start in a state advantageous to the user, such as special items becoming available, the parameters of the playing character becoming high, or the parameters of the enemy character becoming low.

[0034] Furthermore, during cooperative play of a predetermined game, when the start time of a match designated by a user belonging to a group approaches and a predetermined time (e.g., one minute) before the start of the match, cooperative play of the predetermined game is interrupted, and a notification banner such as a toast is displayed on the play screen of the predetermined game (not shown) to notify the user that the match of the participant being supported will soon begin (start notification). For example, a first notification screen G4 as shown in FIG. 5 is displayed as a notification banner on the game play screen. The first notification screen G4 includes a link to a location where gameplay video of the match in which the participant is participating can be viewed. A user who is playing a predetermined game cooperatively and receives the start notification can switch the screen to the participant's gameplay screen (match video) by tapping the first notification screen G4, for example, and watch the gameplay video of the participant's match. After the participant's match ends, the screen switches from the participant's gameplay screen to the play screen of the predetermined game again, and cooperative play of the predetermined game is resumed. At this time, game parameters for when cooperative play of the predetermined game is resumed are set according to the participant's game result (match result) during the interruption of cooperative play of the predetermined game. For example, if a participant wins a match or gets a high score in a match, the cooperative play of the predetermined game is resumed in a state advantageous to the user, similar to when play of the predetermined game was started.

[0035] (c) Participant and Benefit Services Users who belong to a group and are selected based on the amount of value they have provided to participants, such as users whose amount of value provided exceeds a predetermined threshold, or users whose amount of value provided is in the top 10 or top 10 percent of users belonging to the group, will be able to communicate directly with participants, such as through direct messages, and will be able to play a specified game together with participants or lend and borrow game media.

[0036] (d) Dedicated video streaming service Users who belong to a group can watch a dedicated video (live video) tailored to the designated participant, with a position and angle that makes it easy to focus on the designated participant. They can also input information such as comments, effects such as stamps, and audio to the dedicated video.

[0037] (e) Match result notification service Users belonging to the group can view information specific to the specified participant, such as the match results of the specified participant, for example, highlight videos, and detailed analysis of the match content, such as the reasons for victory or defeat.

[0038] For undesignated users who have not yet designated participants, the undesignated users to be notified are determined for each participant or group based on the undesignated users' attributes, such as their past support history, and a notification is sent to the determined undesignated users to prompt them to designate participants. For example, a second notification screen G5 as shown in FIG. 6 is displayed as a notification banner on the screen of the user terminal 12. The second notification screen G5 contains information about participants who match the preferences of the undesignated users or groups to which the users who designate those participants belong, or links to locations where that information can be obtained. The undesignated users can switch to the participant designation screen G1 (FIG. 2) by tapping the second notification screen G5, for example, and designate participants.

[0039] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device and various terminals according to one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of player terminals 11 and user terminals 12 via a network 14, and together with the player terminals 11 and user terminals 12, forms an information processing system S. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, etc.

[0040] In the information processing system S of this embodiment, with the above configuration, the server 10, the player terminal 11, and the user terminal 12 cooperate to progress a game or a game tournament. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphics processing and the like is executed on the player terminal 11 and the user terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the player terminal 11 and the user terminal 12 side synchronize with the server 10 and progress the game according to the same rules, logic, and algorithms as the program executed on the server 10. Note that hereinafter, the term "game" includes a predetermined game unless otherwise specified.

[0041] The server 10 is an example of an "information processing device" of the present invention, and is a computer that executes various information processing related to the progress of the game, such as generating and transmitting and receiving data necessary for the progress of the game. More specifically, in this embodiment, the server 10 is an SNS server. The server 10 may be configured with a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of the game (excluding input and display of information) are executed by the server 10, and therefore, the player terminals 11 and the user terminals 12 only need to input information to be transferred to the server 10 and display information distributed from the server 10.

[0042] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The server 10 also has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the program, the server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 14 such as the Internet or an intranet.

[0043] The processor 21 may be configured by 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.

[0044] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0045] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0046] Storage24 supports flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD The storage 24 may be configured by a Compact Disc (CD), a Digital Versatile Disc (DVD), a Secure Digital card (SD card), a Universal Serial Bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured by an external computer (for example, a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0047] The server 10 distributes information necessary for the progress of the game to each participant and each user, and also collects and stores information from each participant and each user. The information stored by the server 10 includes information about each participant, information about each user, information about each set group, information about the game, etc. The server 10 also performs various other information processing related to the progress of the game.

[0048] The player terminal 11 is a client terminal operated by a participant to play a game. The user terminal 12 is a client terminal operated by a user to watch a game or play a predetermined game. The player terminal 11 and the user terminal 12 are configured by, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television set capable of inputting information, a wearable terminal, etc. Note that, for convenience of illustration, FIG. 1 shows two player terminals 11 and three user terminals 12, but of course, in reality, there are as many player terminals 11 and user terminals 12 as there are participants and users.

[0049] The player terminal 11 and the user terminal 12 receive data for game progression from the server 10, and display images (video) represented by the data on the display of the player terminal 11 or the user terminal 12 or on a display device such as a TV connected to the player terminal 11 or the user terminal 12, and output audio from a speaker or the like. That is, in this embodiment, the player terminal 11 and the user terminal 12 function as a display unit and an audio output unit. For example, the player terminal 11 displays a game play screen (not shown) as well as a group chat screen G2 (FIG. 3) and the like. The user terminal 12 displays a game play screen (not shown) as well as a group chat screen G2 (FIG. 3), a game selection screen G3 (FIG. 4), a first notification screen G4 (FIG. 5), a second notification screen G5 (FIG. 6), and the like.

[0050] Furthermore, the player terminal 11 and the user terminal 12 accept operations of participants or users performed while playing the game, and transmit information corresponding to the operation content to the server 10. For example, a participant performs game play operations and the like to play the game on the player terminal 11, and transmits information based on these operations to the server 10. Meanwhile, a user performs a participant designation operation to designate a participant to support from among multiple participants participating in the game, a value provision operation to provide value to the designated participant, a chat operation such as entering a message in a group chat, a predetermined game selection operation to select a predetermined game to play, and a predetermined game play operation to play a predetermined game on the user terminal 12, and transmits information based on these operations to the server 10. In addition to the above operations, participants and users appropriately perform operations required to enjoy the services provided by the information processing system S of this embodiment on the player terminal 11 or the user terminal 12.

[0051] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in FIG. 7, the server 10 includes a memory unit 30, an information acquisition unit 31, a display control unit 32, a group setting unit 33, a service control unit 34, a notification unit 35 (a first notification unit 36 ​​and a second notification unit 37), and a game processing unit 38. Of these, the memory unit 30 is implemented by the memory 22 or the storage 24, and the other functional units are implemented by cooperation between the hardware devices constituting the server 10 and programs installed on the server 10. Note that when the server 10 is configured by multiple computers, the above functions may be distributed, with each of the multiple computers performing a different function. Each functional unit will be described in detail below.

[0052] (Storage part) The storage unit 30 stores information necessary for the game to proceed and various information necessary for playing the game. Specifically, it stores information about the game tournament, information about the game, information about participants, information about users, information about groups, etc. It also stores various other information.

[0053] As shown in FIG. 8, information related to game tournaments (game tournament information) is stored for each game tournament, with various types of information linked to identification information (such as an identification ID) that identifies each game tournament. For example, game tournament information items include information indicating the name (title), duration, participation conditions, prize money, game content, participants, and game tournament results. Information indicating game content includes information for identifying the games played in the game tournament. Information indicating participants includes information for identifying participants taking part in the game tournament. Information indicating results includes information such as the winner of the game tournament, the winners and losers of each match, and the scores of each match (including progress).

[0054] As shown in FIG. 9, information about games (game information) is stored for each game, with various types of information linked to identification information (such as an identification ID) that identifies each game. For example, game information items include information indicating the name (title), attributes such as the game genre, difficulty level indicating the game rank, play conditions, and game content. Information indicating game content includes information indicating the game rules, playing characters (P characters), enemy characters (E characters), gimmicks, clearing conditions, clearing rewards, etc. Parameters are set for each of the playing characters, enemy characters, gimmicks, etc.

[0055] As shown in FIG. 10 , information about participants (participant information) is stored for each participant, with various pieces of information linked to identification information (such as an identification ID or a game account name) that identifies each participant. For example, the participant information items include information indicating the participant's name, the participant's rank, attributes such as affiliation, game media owned, game play history, compensation, and group. The information indicating game media includes information indicating the type and number of game media owned, such as characters, items, and coins. The information indicating game play history includes information indicating past performance, such as the number of tournaments participated in, the number of matches, tournament results, match results, and game media usage history. The information indicating compensation includes information indicating the current amount of compensation consumed to specify a participant. The information indicating a group includes information for identifying a group associated with the participant (a group to which the user who specified the participant belongs). Note that the participant information may also include information other than the above, such as the participant's personal information, such as contact information.

[0056] As shown in FIG. 11 , information about users (user information) is stored for each user, with various pieces of information linked to identification information (such as an identification ID or a game account name) that identifies each user. For example, items in the user information include information indicating the user's level, the group to which the user belongs, the selection history, the game contents owned, the game play history, the chat history, and friends. The information indicating the group includes information for identifying the group to which the user belongs. The information indicating the selection history includes information for identifying the designated participant, i.e., the participant being supported, as well as information indicating the amount of consideration spent to select the participant and the amount of value invested in the designated participant. The information indicating the game contents includes information indicating the type and number of game contents owned, such as characters, items, and coins. The information indicating the game play history includes information indicating whether or not a specific game has been played, the date and time of play, the play time, the number of times the game has been played, the number of times the game contents have been cleared, and the number of times the game contents have been used. The information indicating the chat history includes information indicating the content sent in group chat. The information indicating friends includes information for identifying other users with whom the user has a friend relationship. The user information may also include information other than the above, such as the user's personal information, such as contact details, and a billing history indicating the number of times and amounts of charges made to the game.

[0057] As shown in Fig. 12, information about groups (group information) is stored for each group, with various information linked to identification information (such as an identification ID) that identifies each group. For example, items in the group information include the name (group name), associated participants, the number of users belonging, and information indicating the users belonging. The information indicating participants includes information for identifying participants associated with the group, i.e., common participants designated by users belonging to the group. The information indicating users includes information for identifying users belonging to the group.

[0058] (Information acquisition department) The information acquisition unit 31 corresponds to the reception unit of the present invention, and acquires information (data) based on operations performed by participants and users on the player terminal 11 or the user terminal 12 by communicating with the player terminal 11 or the user terminal 12. The information acquired by the information acquisition unit 31 includes, for example, information based on game play operations, information based on participant designation operations, information based on value provision operations, information based on chat operations, information based on predetermined game selection operations, and information based on predetermined game play operations. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by participants or users at various scenes during the game.

[0059] Furthermore, when accepting a participant designation operation from a user, if there are still games remaining in which the first participant designated by the first user can play, the information acquisition unit 31 does not accept a participant designation operation to change the designation from the first user to a participant other than the first participant. Furthermore, when accepting a participant designation operation from a user on the condition that a fee is consumed, the information acquisition unit 31 causes the user to consume the amount of the fee determined depending on the timing at which the user designates a participant. In other words, the information acquisition unit 31 charges the user an amount equivalent to the fee before accepting the participant designation operation.

[0060] (Display control unit) The display control unit 32 controls the player terminal 11 or the user terminal 12 to display information for game progress on the screen of the player terminal 11 or the user terminal 12. Specifically, the display control unit 32 generates display data for displaying results of information processing by the group setting unit 33, the service control unit 34, the notification unit 35, the game processing unit 38, etc. (described later), and transmits the generated display data to the user terminal 12 via the network 14. For example, the display control unit 32 displays a game play screen or the like reflecting the results of information processing by the game processing unit 38 on the player terminal 11, and displays a participant designation screen G1 (FIG. 2), a group chat screen G2 (FIG. 3), a game selection screen G3 (FIG. 4), a first notification screen G4 (FIG. 5), a second notification screen G5 (FIG. 6), and a game play screen (including a video of participants' game play) reflecting the results of information processing by the game processing unit 38 on the user terminal 12. In particular, the display control unit 32 displays participants designated by the user's friends and other participants in a distinguishable manner on the participant designation screen G1 (FIG. 2). Also, on the game selection screen G3 (FIG. 3), information regarding the game play history (whether or not a game has been played, the number of times it has been played, whether or not the game has been cleared or the number of times it has been cleared, etc.) of users belonging to the same group is displayed in a distinguishable manner for each selectable game.

[0061] (Group Settings) The group setting unit 33 sets a group of users who support a common participant. Specifically, a participant (or a group previously set for each participant) is associated with a user who designated the participant through a participant designation operation and stored in the storage unit 30, thereby causing users who designated the same participant to belong to the same group. Alternatively, multiple users who designated the same participant through a participant designation operation may simply be associated with each other and stored in the storage unit 30. Note that when it is no longer necessary to maintain the group after the game has ended, for example, the group setting unit 33 disbands the group by canceling the association between the users who were set.

[0062] Furthermore, the group setting unit 33 may specify a participant through a participant specification operation and control whether or not a user is allowed to join a group based on information about the user (such as a past specification history) who wishes to join the group. In this case, whether or not a user is allowed to join may be determined automatically, or based on the permission (agreement) of users belonging to the group, for example, the permission of the group leader if a group leader is specified among the users, a majority vote, or the permission of x or more users in the group. Furthermore, in order to join a group, an introduction or invitation by a participant or a user belonging to the group may be required.

[0063] (Service Control Unit) The service control unit 34 controls the execution of predetermined services for users belonging to the group, such as communication such as group chat (communication service), playing a predetermined game (predetermined game service), distribution of dedicated videos or distribution of match results, etc. Furthermore, when a value is provided to a participant from a user belonging to the group, the service control unit 34 selects a user according to the amount of value provided by the value providing operation, and controls the execution of predetermined services between the selected user and the participant.

[0064] For example, the service control unit 34 transmits messages posted by users to other users in the same group based on chat information acquired from users belonging to the group, and promotes communication such as conversations between users. Specifically, the service control unit 34 generates a group chat room that can be accessed only by users and participants in the same group, and enables the exchange of messages within the group chat room.

[0065] The service control unit 34 also controls the system so that users in the same group can play a predetermined game together. Specifically, the system matches users based on a predetermined game selection operation received from a user belonging to the group, and enables the matched users to play the selected predetermined game together. At this time, parameters for the start of the predetermined game's joint play are set according to the game results of the participants (participants commonly designated by users belonging to the group) before matching for the predetermined game's joint play. For example, if a participant has won a match or achieved a high score in a match, the system starts the predetermined game's joint play in an advantageous state for the user. Furthermore, when a match of a designated participant starts during the predetermined game's joint play, the service control unit 34 suspends the predetermined game's joint play and switches the screen from the play screen of the predetermined game to the participant's game play screen (match video). After the participant's match ends, the service control unit 34 switches from the participant's game play screen to the play screen of the predetermined game again, allowing the joint play of the predetermined game to be resumed. At this time, parameters for the restart of the predetermined game's joint play are set according to the participant's game results during the suspension of the predetermined game's joint play. For example, if a participant wins a match or achieves a high score in a match, the cooperative play of the predetermined game is resumed in a state advantageous to the user.

[0066] In addition, when the service control unit 34 receives a provision of value from a user belonging to a group to a participant, the service control unit 34 enables direct communication with the participant, such as direct messages, for users whose amount of value provided exceeds a predetermined threshold, or users whose amount of value provided is in the top 10 or top 10 percent of users belonging to the group, and enables joint play in a predetermined game and the lending and borrowing of game media, etc.

[0067] Furthermore, the service control unit 34 cooperates with the display control unit 32 to distribute a dedicated video (play-by-play video) specialized for the specified participant, such as a position and angle that make it easy to focus on the specified participant. Note that the dedicated video may allow input of information such as comments, effects such as stamps, and audio, limited to users belonging to the same group. Furthermore, the service control unit 34 cooperates with the display control unit 32 or the notification unit 35 to distribute information (including highlight videos) specialized for the specified participant, such as the match results of the specified participant.

[0068] (Notification Department) The notification unit 35 notifies participants and users of various information at appropriate times, such as notification of the start of a match, notification of the end of a match (including the match result), or notification prompting them to specify a participant, by communicating with the player terminal 11 or the user terminal 12. As shown in FIG. 7 , the notification unit 35 has a first notification unit 36 ​​and a second notification unit 37.

[0069] The first notification unit 36 ​​notifies users belonging to the group of the start of a match at the start of a match of a participant commonly designated by the users belonging to the group or a predetermined time (e.g., one minute) before the start of the match. Specifically, the first notification unit 36 ​​generates notification data including a link to a location where gameplay videos of the match in which the participants are participating can be viewed, and transmits the generated notification data to the user terminals 12 of the users belonging to the group via the network 14. The notification by the first notification unit 36 ​​is also sent to users who are currently providing a predetermined service. For example, when a user is using a communication service such as group chat, the first notification unit 36 ​​notifies the users by displaying a notification banner such as a toast in the message display area 43 of the group chat screen G2 in accordance with the timing of the start of the participant's match. Furthermore, when users are playing a predetermined game together, the first notification unit 36 ​​temporarily pauses play of the predetermined game and then notifies the users playing the predetermined game by displaying a notification banner such as a toast on the play screen of the predetermined game with predetermined information including a link to gameplay videos of the participants.

[0070] The second notification unit 37 notifies undesignated users who have not yet designated participants to prompt them to designate participants. Specifically, the second notification unit 37 determines users to be notified for each participant or group based on the attributes of the undesignated users, generates notification data including information on the participants or the groups to which the users who designate the participants belong, or a link to a location where the information can be obtained, and transmits the generated notification data via the network 14 to the user terminals 12 of the determined undesignated users.

[0071] (Game Processing Unit) The game processing unit 38 executes information processing necessary for the progression of the game and progresses the game in accordance with various information acquired by the information acquisition unit 31. Specifically, the game processing unit 38 performs effects in accordance with operations, such as moving game media such as characters in accordance with operations performed by a participant or user. The game processing unit 38 also changes the parameter settings of the game media in accordance with the progress of the game, etc. For example, in the case of a competitive fighting game, the game processing unit 38 controls the character operated by the participant or user to move or attack other characters based on the information acquired by the information acquisition unit 31. When an attack by a character hits another character, parameters such as stamina associated with the other character are reduced based on parameters such as the character's attack power and the other character's defense power.

[0072] The above has described the configurations of the server 10, the player terminal 11, and the user terminal 12. Generally, the server 10, the player terminal 11, and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0073] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 13 to 15. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0074] (Information processing flow) This information processing flow is the core of the present invention, including communication service provision processing and predetermined game service provision processing, and starts when a game tournament is held, and progresses, for example, along the flow shown in FIG.

[0075] 13, first, the server 10, which is a computer, generates display data for displaying information for designating a participant to be supported among the participants of the game, and transmits the generated display data to the user terminal 12 of the user, thereby displaying a participant designation screen G1 (FIG. 2) on the user terminal 12 (S101). Then, the server 10 acquires information based on the participant designation operation performed by the user through communication with the user terminal 12 and accepts the designation of the participant (S102), and then associates the participant (or a group previously set for each participant) with the user who designated the participant, thereby setting a group of users who will support the common participant (S103).

[0076] Next, if the server 10 determines that a communication service should be provided as a predetermined service to users belonging to the group (S104: YES), it executes a communication service providing process (S105). On the other hand, if the server 10 determines that a communication service should not be provided (S104: NO), it proceeds to the next process without executing the communication service providing process. Details of the communication service providing process will be described later.

[0077] Furthermore, if the server 10 determines that a predetermined game service should be provided as a predetermined service to the users belonging to the group (S106: YES), it executes a predetermined game service providing process (S107). On the other hand, if the server 10 determines that a predetermined game service should not be provided (S106: NO), it proceeds to the next process without providing the predetermined game service. Details of the predetermined game service providing process will be described later.

[0078] Then, when the server 10 determines that the game has ended because the game tournament has ended or a participant associated with the group being supported has been eliminated and there are no more matches remaining, If the server 10 determines that the game is not yet over (S108: NO), such as when a game tournament is being held or the participant being supported still has a match remaining, the server 10 returns to the process of S104. The above is an example of the information processing flow of the present invention.

[0079] (Communication service provision processing) Next, an example of a communication service providing process will be described with reference to FIG. The communication service providing process is a procedure executed by the server 10 (mainly the service control unit 34), and is the process executed in step S105 of the above information processing flow. Specifically, it is a process that enables users belonging to a group of users who support a common participant to communicate with each other as a predetermined service.

[0080] 14, first, server 10, which is a computer, generates a group chat room where users belonging to the same group can communicate with each other (S201), generates display data for displaying the group chat room, and transmits the generated display data to user terminals 12 of users belonging to the group, thereby displaying group chat screen G2 (FIG. 3) on user terminals 12 (S202). Note that if a group chat room has already been generated for the target group, the processing of S201 is omitted.

[0081] Next, when the server 10 acquires information based on the chat operation performed by the user through communication with the user terminal 12 and determines that it has accepted the input (posting) of a message (S203: YES), it generates display data for displaying the message on the group chat screen G2 and transmits the generated display data to the user terminals 12 of the users who belong to the group (strictly speaking, the users who are currently in the group chat room), thereby displaying the message on the user terminals 12 (S204).On the other hand, when the server 10 determines that it has not accepted the input (posting) of a message (S203: NO), it proceeds to the next process without displaying the message.

[0082] Then, after acquiring information based on the predetermined game selection operation performed by the user (host) through communication with the user terminal 12, if the server 10 determines that the host has started recruiting users to play the predetermined game together, that is, that matching for the predetermined game has begun (S205: YES), the server 10 generates notification data for displaying and notifying information about the predetermined game including a notification of the invitation to play together on the group chat screen G2, and transmits the generated notification data to the user terminals 12 of the users belonging to the group (strictly speaking, users currently in the group chat room), thereby notifying the user terminals 12 of the information about the predetermined game (S206). On the other hand, if the server 10 determines that matching for the predetermined game has not started (S205: NO), the server 10 proceeds to the next process without notifying the user terminals 12 of the predetermined game information.

[0083] Furthermore, when the server 10 determines that the start time of the match of a participant designated by a user belonging to the group is approaching (e.g., one minute before the start) (S207: YES), the server 10 displays predetermined information including a link to a location where a gameplay video of the match in which the participant is participating can be viewed on the group chat screen G2, generates notification data for notifying the user of the start of the match of the participant being supported, and transmits the generated notification data to the user terminals 12 of the users belonging to the group (strictly speaking, users currently in the group chat room), thereby notifying the user terminals 12 of the predetermined information (S208). Then, triggered by a user in the group chat who received the notification accessing the link, the server 10 switches from the group chat screen G2 to display the gameplay video of the participant on the user terminal 12 by transmitting distribution data of the gameplay video of the participant's match to the user terminal 12 (S209). The server 10 displays the participant's gameplay video (S209) until the participant's match ends (S210: NO), and ends the process when the participant's match ends (S210: YES).On the other hand, if the server 10 determines that the start time of the participant's match has not yet arrived (S207: NO), it ends the process. The above is an example of the communication service providing process.

[0084] (Prescribed game service provision processing) Next, an example of the predetermined game service providing process will be described with reference to FIG. The predetermined game service provision process is a procedure executed by the server 10 (mainly the service control unit 34), and is the process executed in step S107 of the above information processing flow. Specifically, it is a process that enables users belonging to a group of users who support a common participant to play a predetermined game together as a predetermined service.

[0085] As shown in FIG. 15, first, the server 10, which is a computer, generates display data for displaying information for specifying a predetermined game from among playable games, and transmits the generated display data to the user terminals 12 of the users belonging to the group, thereby displaying a game selection screen G3 (FIG. 4) on the user terminals 12 (S301). The server 10 then acquires information based on a predetermined game selection operation performed by the user (host) through communication with the user terminal 12 and accepts the selection of the predetermined game (S302). The server 10 then matches the host with other users (guests) belonging to the group by associating them with each other (S303), sets game parameters according to the game results (match results) of the participants before matching, and starts play of the predetermined game through communication with the user terminals 12 (S304). Note that the specific processing and processing flow during play of the predetermined game are well known, and therefore will not be described in detail here.

[0086] Then, when the server 10 determines that the start time of the match of the participant designated by the user belonging to the group is approaching (e.g., one minute before the start) (S305: YES), it temporarily stores the state of the game parameters of the predetermined game at that time and then suspends play of the predetermined game (S306), displays predetermined information including a link to a location where gameplay video of the match in which the participant is participating can be viewed on a play screen of the predetermined game (not shown), generates notification data for notifying the user of the start of the match of the participant being supported, and transmits the generated notification data to the user terminal 12 of the user currently playing the predetermined game, thereby causing the user terminal 12 to display a first notification screen G4 ( FIG. 5 ) including the predetermined information (S307). Furthermore, when the user currently playing the predetermined game who received the notification accesses the link, the server 10 transmits distribution data of the gameplay video of the participant's match to the user terminal 12, thereby switching from the play screen of the predetermined game to display the gameplay video of the participant on the user terminal 12 (S308). The server 10 displays the video of the participant's gameplay (S308) until the participant's match ends (S309: NO). On the other hand, if the server 10 determines that the start time of the participant's match has not yet arrived (S305: NO), the server 10 continues the predetermined game.

[0087] Then, when the match of the participant is finished (S309: YES), the server 10 calculates the game results of the participant during the interruption of the predetermined game based on the stored game parameters at the time of interruption. The server 10 sets game parameters according to the match result (S310), and through communication with the user terminal 12, switches the game play video of the participants displayed on the user terminal 12 from the play screen of the predetermined game, and resumes play of the predetermined game based on the newly set game parameters (S311). If the server 10 determines that the predetermined game has ended because the user has cleared the predetermined game or the game is over (S311), it ends the processing. On the other hand, if the server 10 determines that the predetermined game has not yet ended (S311: NO), it continues the predetermined game. The above is an example of the predetermined game service providing process.

[0088] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0089] In the above embodiment, the server 10 functions as the information processing device of the present invention, but this is not limited thereto, and some of the functions of the server 10 may be provided in the user terminal 12. For example, some or all of the functions of the group setting unit 33, the service control unit 34, the notification unit 35, or the game processing unit 38 may be provided in the player terminal 11 or the user terminal 12.

[0090] In the above embodiment, participant information, user information, group information, etc. are stored in the server 10, but it is also possible to provide a separate database server (not shown) and store all of the information in that database server, or to store the information on the user terminal 12 side.

[0091] In the above embodiment, users can generally enjoy all functions free of charge, but some functions can be restricted and can be used by paying a specified usage fee. Furthermore, various other conditions may be set for paying users who have paid a specified usage fee to give them an advantage when watching a game or playing a specified game. For example, paying users may be able to obtain game content that is difficult to obtain in accordance with the amount of their fees. This usage fee may be a pay-as-you-go system, or it may be a subscription-like system in which a one-time payment is valid for the user for a certain period of time (e.g., one month or one year).

[0092] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0093] [1] The information processing device according to this embodiment includes a reception unit that receives the designation of a participant in a game that a user supports, a group setting unit that sets a group of users who support a common participant, and a service control unit that controls the execution of predetermined services for users belonging to the group. According to the information processing device, users who support a common participant can belong to the same group and enjoy predetermined services, and can spend meaningful time together with other users who support the common participant. This can stimulate cooperative communication among users who support participants in a game.

[0094] [2] In the information processing device, the service control unit controls to enable execution of a predetermined service that enables communication between users belonging to a group. This allows users belonging to the same group to exchange information within the group through communication means such as chat, further stimulating cooperative communication among users who support participants in the game.

[0095] [3] In the above-mentioned information processing device, if there are matches remaining that the first participant designated by the first user can play among the multiple participants participating in the game, the reception unit does not accept a change in the designation from the first participant to another participant from the first user among the multiple participants. As a result, the first user cannot move to another group until the first participant is eliminated, and so within the group to which the first user who supports the first participant belongs, information can be exchanged freely, even about things that should not be leaked to the outside, such as strategies, etc. This can further stimulate cooperative communication between users who support the participants in the game.

[0096] [4] In the information processing device, the reception unit allows the user to designate participants on the condition that a fee is consumed, and the fee is determined according to the timing at which the user designates the participants. This allows users to be encouraged to select participants at a time when the price is low, for example, when the number of users in the group is still small and the group is not very lively. This further stimulates cooperative communication between users who support participants in the game.

[0097] [5] The information processing device further includes a display control unit that displays participants designated by a user who has a predetermined relationship with the user in a distinguishable manner from other participants on a designation screen for the user to designate participants. This allows users to recognize participants designated by users who have a predetermined relationship with them, i.e., groups to which the predetermined relationship users belong, and can use this information as a reference when designating participants, thereby further stimulating cooperative communication among users who support participants in the game.

[0098] [6] In the above-mentioned information processing device, the service control unit sends a predetermined notification to a message display area for exchanging messages between users belonging to the group, depending on the start timing of the match between participants in the game corresponding to the group. This allows users who are currently exchanging messages within a group to communicate with each other without missing the start of a designated participant's match, even during breaks in the match, etc. This further stimulates cooperative communication among users who are cheering on participants in the game.

[0099] [7] In the information processing device, the service control unit enables users belonging to the same group to play a predetermined game together. This allows users who belong to the same group to enjoy playing a predetermined game together and spend their time between matches meaningfully, further stimulating cooperative communication among users who support participants in the game.

[0100] [8] In the above-mentioned information processing device, the service control unit accepts a selection of a predetermined game from among the games selectable on the game selection screen from a user belonging to the group, and the game selection screen displays information based on the game play history information of the users belonging to the group for each selectable game. This allows users to recognize the game play history of users in the same group and use it as a reference when selecting a specific game to play together, thereby further stimulating cooperative communication among users who support participants in the game.

[0101] [9] The above information processing device further includes a first notification unit that notifies the user playing the specified game of specified information when a match between participants designated by the user playing the specified game jointly begins. This allows users who are playing a predetermined game together to enjoy the predetermined game without missing the start of the match of a designated participant, even in between matches, etc. This further stimulates cooperative communication between users who are cheering on participants in the game.

[0102]

[10] In the above-mentioned information processing device, the service control unit suspends the collaborative play of the specified game when displaying a video of the game of a specified participant during collaborative play of the specified game, and controls the collaborative play of the specified game to be resumed after the match of the specified participant has ended. This allows users who are playing a predetermined game together to enjoy the predetermined game without missing the start of the match of a designated participant, i.e., the timing of the distribution of the game video, even during intervals between matches, etc. This further stimulates cooperative communication between users who are cheering on participants in the game.

[0103]

[11] In the information processing device, the service control unit sets game parameters for the joint play of the predetermined game in accordance with the game results of the participants before matching for the joint play of the predetermined game. This allows users participating in cooperative play to have different conditions set at the start of a predetermined game depending on the game results of the designated participant, which makes them more enthusiastic about cheering on the participant and allows them to enjoy the predetermined game even more. This further stimulates cooperative communication between users cheering on participants in the game.

[0104]

[12] In the information processing device, the service control unit sets game parameters at the time of resuming cooperative play of a predetermined game according to the game results of the participants. This allows users participating in cooperative play to have different conditions set when the predetermined game is resumed depending on the game results of the designated participant, which allows users to enthusiastically cheer for the participant when the predetermined game was interrupted and enjoy the predetermined game even more after it is resumed. This further stimulates cooperative communication between users cheering on participants in the game.

[0105]

[13] In the above-mentioned information processing device, the service control unit enables a specified participant to be provided with value by users belonging to a group supporting the participant, and the service control unit enables the execution of a specified service between the participant and a user selected from the users belonging to the group based on the amount of value provided to the participant. This motivates users to provide value to participants, increasing the opportunities for participants to acquire more value, and also stimulates cooperative communication between users who support game participants, as well as communication between users and participants.

[0106]

[14] The above information processing device further includes a second notification unit that notifies undesignated users who have not designated participants to encourage them to designate participants, and the second notification unit determines users to be notified based on the attributes of the undesignated users. This increases the opportunities for undesignated users to belong to groups that match their preferences, further stimulating cooperative communication among users who support participants in the game.

[0107]

[15] In the information processing method of this embodiment, a computer accepts a designation of a participant in a game that a user supports, the computer sets up a group of users who support the common participant, and the computer controls the users belonging to the group so that they can execute specified services. According to the above information processing method, users who support a common participant can belong to the same group and enjoy predetermined services, and can spend meaningful time together with other users who support the common participant, thereby stimulating cooperative communication among users who support participants in the game.

[0108]

[16] The program of this embodiment causes a computer to accept the designation of a participant in a game that a user supports, set up a group of users who support a common participant, and control the users belonging to the group so that they can execute specified services. According to the program, users who support the same participant can belong to the same group and enjoy certain services, allowing them to spend meaningful time together, thereby stimulating cooperative communication among users who support the participants in the game. [Explanation of symbols]

[0109] 10 Server 11 Player terminal 12 User terminal 14 Network 21 Processor 22 Memory 23 Communication interface 24 Storage 25 Bus 30 Memory unit 31 Information acquisition unit 32 Display control unit 33 Group setting unit 34 Service control unit 35 Notification unit 36 ​​First notification unit 37 Second notification unit 38 Game processing unit 41 Participant display area 42 Member display area 43 Message display area 44 Game display area G1 Participant designation screen G2 Group chat screen G3 Game selection screen G4 First notification screen G5 Second notification screen S Information processing system

Claims

1. A processor, the processor comprising: displaying a participant designation screen for allowing the user to designate a game player to be supported; the participant designation screen has a participant display area showing information of game players that the user can support for each game player, and in the participant display area of ​​a game player designated by a predetermined relationship user who has a predetermined relationship with the user, at least one of the number of the predetermined relationship users or information that can identify the designated predetermined relationship user is displayed; accepting a game player designation operation from the user on the participant designation screen; Information processing device.

2. A processor displays a participant designation screen for a user to designate a game player to be supported, the participant designation screen having a participant display area showing information of game players that the user can support for each game player; a processor causes at least one of the number of predetermined relationship users or information capable of identifying the predetermined relationship user being designated in the participant display area of ​​a game player designated by a predetermined relationship user having a predetermined relationship with the user; The processor accepts a game player designation operation from the user on the participant designation screen. Information processing methods.

3. A processor comprising: displaying a participant designation screen for allowing the user to designate a game player to be supported; the participant designation screen has a participant display area showing information of game players that the user can support for each game player, and in the participant display area of ​​a game player designated by a predetermined relationship user who has a predetermined relationship with the user, at least one of the number of the predetermined relationship users or information that can identify the designated predetermined relationship user is displayed; accepting a game player designation operation from the user on the participant designation screen; A program that executes a process.

4. A system including a server and a user terminal, the server comprising: displaying a participant designation screen on the user terminal for allowing the user to designate a game player that he or she supports; the participant designation screen has a participant display area showing information of game players that the user can support for each game player, and in the participant display area of ​​a game player designated by a predetermined relationship user who has a predetermined relationship with the user, at least one of the number of the predetermined relationship users or information that can identify the designated predetermined relationship user is displayed; accepting a game player designation operation from the user on a participant designation screen of the user terminal; Information processing system.