Game system and device
The system addresses the lack of excitement conveyance in game replays by incorporating operation and evaluation information to recreate the gameplay experience for spectators, enhancing the replay experience.
Patent Information
- Application Number
- JP2024176638
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-08
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2039-03-22
AI Technical Summary
Conventional systems for replaying game content fail to convey the excitement experienced by users during gameplay to spectators who watch the replay later.
A system and device that includes a server and terminal devices to acquire operation, evaluation, and performance information during gameplay, creating history information associated with player operations and evaluations, and sending this information to terminals for replay, allowing spectators to experience the excitement of the gameplay through reproduced evaluations and actions.
Enables spectators to relive the excitement of the gameplay by reproducing operation and evaluation information, ensuring that the thrill of the game is conveyed effectively during replay.
Smart Images

Figure 2024177518000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a system and device for game replay. [Background technology]
[0002] As a technique for replaying the content of a user's game play, a method is known in which, as disclosed in Patent Document 1, information on processing related to the progress of a game is stored and the game play content is reproduced based on the stored information.
[0003] Recent games have implemented a spectating function that allows users to watch gameplay in real time, and an evaluation function that allows users who are spectating to evaluate the gameplay and users who are playing. The evaluation function is realized, for example, by a function called tipping (hereinafter referred to as "tipping") that transfers free points or paid points to a transferee. When a tip was made, a display process corresponding to the tip was performed on the screen of the user playing the game and on the spectating screen of the user watching the game. By performing the display process in response to the tip in this way, the game was made more exciting, and it was possible to entertain the users playing and the spectators. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-137106 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, conventional systems that replay (reproduce) gameplay content reproduce gameplay content (game progress) based on processing information related to the game progress. Therefore, users who watch the gameplay later may not be able to understand the excitement of the game at the time.
[0006] Therefore, an object of the present invention is to provide a system and device that can convey the excitement of playing a game or the like when reproducing the play contents. [Means for solving the problem]
[0007] According to one aspect of the present invention, there is provided a system for reproducing game content, comprising a server device and at least one terminal device, The server device, an operation information acquisition means for acquiring operation information which is information on operations performed by one or more players while playing a game; an evaluation information acquisition means for acquiring evaluation information representing evaluations made by spectating users of the game to the play or the player while the game is being played; a history information creating means for creating history information of an evaluation associated with an operation of the player based on the operation information and the evaluation information; a sending means for sending the operation information and the history information to a terminal which has requested the reproduction of the play in response to the request for reproduction of the content of the play; having The terminal device, There is provided a system having a processing means for reproducing the play and the evaluation based on the received history information and operation information.
[0008] In the present invention, the server device further has a performance information acquisition means for acquiring performance information, which is information about in-game performance based on operations by the player, and the history information creation means can also create history information of performance and evaluation associated with the player's operation based on the evaluation information, the performance information, and the operation information.
[0009] In addition, in the present invention, the evaluation information acquisition means can also acquire the evaluation information based on one or more evaluations made by the spectating user to the play or the player within a predetermined time range based on the user's operation.
[0010] In addition, in the present invention, the evaluation information acquisition means can also acquire, as the evaluation information, evaluations made by the spectating users to the play or the player within a predetermined time range based on the performance.
[0011] In addition, in the present invention, the evaluation information can be configured to be set based on the number of evaluations.
[0012] In the present invention, the history information creating means may create the history information by inserting the evaluation information at a timing following the corresponding performance information.
[0013] In addition, in the present invention, the operation information may have time information associated with the operation content of the player, and the history information creation means may include associating the evaluation information with the time information of the operation information.
[0014] According to another aspect of the present invention, an operation information acquisition means for acquiring operation information which is information on operations performed by one or more players while playing a game; an evaluation information acquisition means for acquiring evaluation information representing evaluations made by spectating users of the game to the play or the player while the game is being played; a history information creating means for creating history information of an evaluation associated with an operation of the player based on the operation information and the evaluation information; a sending means for sending the operation information and the history information to a terminal which has requested the reproduction of the play in response to the request for reproduction of the content of the play; An information processing device comprising:
[0015] According to yet another aspect of the present invention, a computer is provided with: an operation information acquiring step of acquiring operation information which is information on operations performed by one or more players while playing the game; an evaluation information acquisition step of acquiring evaluation information representing evaluations made by spectating users watching the game during the play of the game or the player; a history information creating step of creating history information of an evaluation associated with an operation of the player based on the operation information and the evaluation information; a sending step of sending the operation information and the history information to a terminal that has requested the replay of the play in response to the request to replay the content of the play; A program for executing the above is provided. Effect of the Invention
[0016] The present invention makes it possible to provide an apparatus and system that can convey the excitement of game play when reproducing the game play content. [Brief description of the drawings]
[0017] [Figure 1(a)] 1 shows a system configuration of a reproduction system according to an embodiment of the present invention. [Figure 1(b)] FIG. 1 shows a functional block diagram of a reproduction system according to one embodiment of the present invention. [Diagram 2] 1 shows a process flow during play according to one embodiment of the present invention. [Diagram 3] 1 shows a process flow during replay (reproduction) according to an embodiment of the present invention. [Figure 4] 2 shows a chronological order of events occurring during play according to the first embodiment of the present invention. [Diagram 5] 2 shows a chronological order of events during replay (reproduction) according to a first embodiment of the present invention. [Figure 6] 6 shows a chronological order of events occurring during play according to a second embodiment of the present invention. [Figure 7] 10 shows a chronological order of events during replay (reproduction) according to a second embodiment of the present invention. [Figure 8] 13 shows a chronological order of events occurring during play according to a third embodiment of the present invention. [Figure 9] 13 shows a chronological order of events during replay (reproduction) according to a third embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] [System configuration overview] Fig. 1(a) shows a system configuration of a game play replay system 100 according to an embodiment of the present invention. Fig. 1(b) shows a functional block diagram of the game play replay system 100 according to an embodiment of the present invention.
[0019] 1(a), the reproduction system 100 includes a server device (information processing device) 110, one or more player user terminals 160, one or more spectator user terminals 161, and one or more viewer user terminals 162. The viewer user terminals 162 may be the same as the player user terminals 160 and the spectator user terminals 161.
[0020] The server device 110 has a processor 115, a storage device 120 such as a main storage device or an auxiliary storage device, and a communication device 125. The processor 115 executes processes defined in a computer program based on the computer program stored in the storage device 120. The server device 110 is connected to a communication line 150 such as the Internet via the communication device 125. The connection between the communication device 125 and the communication line 150 is realized by a wireless line and / or a wired line. The server device 110 may be connected to the database 130 via a wireless line and / or a wired line. By using the database 130, a game system using a large amount of information can be constructed.
[0021] The user terminals 160, 161, and 162 each have a processor 165, a storage device 170 such as a main storage device or an auxiliary storage device, a display 175, an input device 180, and a communication device 185. The processor 165 executes processing defined in a computer program based on the computer program stored in the storage device 170. The user terminals 160, 161, and 162 are connected to a communication line 150 such as the Internet via the communication device 185. The connection between the communication device 185 and the communication line 150 is realized by a wireless line and / or a wired line. The user terminals 160, 161, and 162 display game images and / or videos on the display 175. The display 175 may be realized by, for example, a liquid crystal display or an organic EL (Electronic Luminescent) display. The user terminals 160, 161, and 162 receive input from a player via the input device 180. The input device 180 may be realized by, for example, a physical keyboard, a touch panel keyboard and touch panel input displayed on the display 175, or the like. In this embodiment, the user terminals 160, 161, and 162 may be mobile phones, televisions, feature phones, smartphones, tablets, laptop computers, desktop computers, or the like. In another embodiment, the user terminals 160, 161, and 162 may be portable game machines. In yet another embodiment, the user terminal 160 may be a device including a stationary game machine and a display. In yet another embodiment, the user terminals 160, 161, and 162 may be arcade game machines.
[0022] In the above embodiment, the server device 110 and the user terminals 160, 161, and 162 communicate with each other via the communication devices 125, 185 and the communication line 150. The server device 110 mainly processes game control, and the user terminals 160, 161, and 162 can process control related to game display and input from users. This is one example, and game processing may be performed in any part of the game system 100. In other words, it will be understood by those skilled in the art that the server device 110 and the user terminals 160, 161, and 162 cooperate to perform game processing. In the above embodiment, the server device 110 has been described as being physically one server, but may be composed of two or more servers.
[0023] As shown in FIG. 1( b ), the functional blocks of the reproduction system 100 include a server device 110 having an operation information acquisition means 143 , an evaluation information acquisition means 144 , a performance information acquisition means 145 , a history information creation means 146 , and a sending means 147 . During game play, the operation information acquiring means 143 acquires operation information 140 and the like relating to the play content (game progress) from the player's user terminal 160 via a communication line 150 such as the Internet. The evaluation information acquisition means 144 acquires evaluation information 142 such as the play content and tips given to players from the user terminals 161 of spectators via the communication line 150. The effect information acquisition means 145 acquires various event (effect) information 141, such as the player's operation, the character's action effect based on the operation, victory effects, and enemy defeats, via the communication line 150. The history information creation means 146 creates history information regarding play content and evaluation based on operation information 140 acquired by operation information acquisition means 143, evaluation information 142 acquired by evaluation information acquisition means 144, and event (performance) information 141 acquired by performance information acquisition means 145. The sending means 147 sends the history information relating to the play details and evaluations created by the history information creating means 146 to the user terminal 162 of the viewer via the communication line 150.
[0024] The user terminal 162 of the viewer is equipped with a processing means 148, and when the game content is reproduced, it can receive the history information on the play content and the evaluation sent from the server device 110 and perform a replay (reproduction) process. The viewer of the user terminal 162 can experience the excitement of the game play by watching the reproduction of the evaluations of the spectators along with the reproduction of the game play content.
[0025] [Processing during play] FIG. 2 illustrates a process flow at play 200 according to one embodiment of the present invention.
[0026] Game play is started on one or more user terminals of players (step S210). The user terminals of the players accept player operations and various events (effects) such as character action effects based on the operations, victory effects, and enemy defeats, and transmit operation information and event (effect) information associated with time information to the server device (step S220). The user terminals of the players may transmit additional information such as critical hits and damage together with the operation information.
[0027] On the other hand, one or more spectators' user terminals start watching the game being played on the player's user terminal (step S230). The spectator's user terminals accept the play contents and evaluations of the players from the spectating users, and transmit them to the server device as evaluation information associated with time information (step S240).
[0028] The evaluation information may be gifts (tips, contributions, etc.) or messages of support that are sent in response to the play of the game player by input from the spectator on the spectator's user terminal, or gifts (votes, accessories, etc.) for the player or the character being operated.
[0029] The evaluation information may be, for example, the number of evaluations received within a predetermined threshold time at the user terminal of the spectator, the number of presents, a value based on a predetermined criterion, the number of votes, etc. Furthermore, the evaluation information data may be image content related to the presents.
[0030] The server device receives the operation information and event (performance) information sent from the user terminal of the player, and the evaluation information sent from the user terminal of the spectator (step S250). At this time, the user terminal of the player may be configured to send a play ID that identifies the play content of the player in association with the operation information.
[0031] Next, the server device creates evaluation history information (evaluation history information) in association with the player's operation information from the received operation information, event (effect) information, and evaluation information (step S260). In this case, the history information may be created by further adding event (effect) history information (effect history information) associated with the operation information to the evaluation history information.
[0032] Next, the server device stores the performance history information and the performance history information associated with the operation information history (operation history information) in a database or the like (step S270). In addition, the server device may be configured to store the history information in association with the play ID.
[0033] In the above steps, when the operation information is transmitted from the user terminal of the player in association with time information, the server device stores the received operation information in association with the time information as operation history information.
[0034] When the event (effect) information is transmitted from the player's user terminal in association with time information, the server device stores the received event (effect) information in association with the time information as event (effect) history information, and may further be configured to store the event (effect) history information in association with the corresponding operation history information. By storing the operation history information and the event (effect) history information in association with each other in this way, it becomes possible to display the contents of the player's operation and the in-game effects based on them in a linked manner during a replay (reproduction) as described below.
[0035] When the evaluation information is transmitted from the user terminal of the spectator in association with time information, the server device stores the received evaluation information in association with the time information as evaluation history information.
[0036] In addition, since the operation history information is stored in association with time information, the evaluation history information may be configured to be stored in association with the operation history information instead of the time information. In this case, the evaluation history information may be stored in association with the number of evaluations made within a predetermined time range based on the operation timing of the player.
[0037] In addition, since the event (performance) history information is stored in association with time information, the evaluation history information may be configured to be stored in association with the event (performance) history information instead of the time information. In this case, the evaluation history information may be stored in association with the number of evaluations made within a predetermined time range based on the performance timing.
[0038] As described above, by using the number of evaluations as the evaluation history information, it is possible to reduce the amount of information to be stored compared to the case where the evaluations of all spectating users are stored.
[0039] Furthermore, the evaluation history information may be stored as separate information with a scale corresponding to the number of evaluations (for example, by changing the size of the image content or increasing the number of image contents according to the number of evaluations). This not only reduces the amount of information compared to storing the evaluations of all spectating users as image data, but also makes it possible to express a digest of the evaluations at the time of play during replay (reproduction), which is useful for conveying the excitement of the performance at the time of play to users who did not watch the play.
[0040] As described above, the server device stores the information on effects and evaluations associated with the player's operations as history information in a storage device such as a database. This history information is stored in association with an ID corresponding to the game play, and during replay (reproduction) (described later), the information on effects and evaluations associated with the player's operations can be read out via the ID and replayed.
[0041] The time information may be real time or relative time information within the game play.
[0042] [Processing during replay] FIG. 3 illustrates a process flow during replay 300 according to one embodiment of the present invention.
[0043] The user terminal of the viewer accepts the selection of the play ID of the replay content that the viewer wishes to view (step S310). The user terminal of the viewer transmits a request signal specifying the replay content to the server device (step S320). The server device receives the request signal for the replay (step S330).
[0044] At this time, the server device refers to the database using the play ID corresponding to the replay request signal, and reads out the history information corresponding to the replay request signal from the storage device (step S340).
[0045] The server device then transmits the corresponding operation history information, event (performance) history information, and evaluation history information to the user terminal of the viewer (step S350).
[0046] The user terminal of the viewer receives the operation history information, the event (performance) history information, and the evaluation history information (step S360), and displays replay information based on the received history information (step S370).
[0047] The history information includes evaluation information as well as production information, and when replayed, the evaluations from spectators during the gameplay can be reproduced as further production, allowing users who watch the replay later to experience the excitement of the time.
[0048] In the case where the evaluation information is associated with the history information as the number of evaluations made within a predetermined time range based on the performance timing, the evaluation specified by the evaluation information can be displayed after the performance specified by the event (performance) information during replay. In other words, by displaying the evaluations scattered around the timing during which the performance was performed after the performance, it is possible to avoid overlapping with the display timing of other performances and prevent the performances and evaluations from becoming difficult to see.
[0049] [Example 1] (When playing) FIG. 4 shows a timeline of events occurring during play 400 according to the first embodiment of the present invention.
[0050] In this embodiment, in a play situation in which one player performs operations A, B, and C, between operations B and C, a watching user A inputs an evaluation 410 from a user terminal, and a watching user B inputs evaluations 420 and 440 from another user terminal. At this time, the evaluations 410 and 420 are input by different watching users, but at the same time. When the evaluation information of the evaluations 410 and 420 is sent to the server device, the server device associates them together with the operation information of operation B and stores them in a database as evaluation history information.
[0051] The rating 440 is made after the rating 410 and the rating 420, and is sent to the server device as rating information separate from the rating 410 and the rating 420, and is stored in the database of the server device as information on a timing after the rating 410 and the rating 420. Note that the rating 440 may be configured to be stored in the database of the server device as rating history information together with the rating information of the rating 410 and the rating 420, as a rating that falls within a predetermined time range from the timing of the operation B.
[0052] As described above, when the ratings 410, 420, and 440 are stored together in the database of the server device, the rating information may be stored as the number of ratings. By storing the rating information as the number of ratings, the amount of information to be stored can be reduced compared to the case where the ratings of all spectating users are stored.
[0053] After the player's operation C, the evaluation 460 from the watching user A and the evaluations 450, 470, and 480 from the watching user B are performed. At this time, the evaluations 460 and 470 are performed by different watching users, but at the same time. Therefore, when the evaluation information of the evaluations 460 and 470 is sent to the server device, similar to the evaluations 410 and 420, the evaluation information is collectively associated with the operation information of the operation C in the server device and stored in the database as evaluation history information. Note that the timing of the evaluations 450 and 480 is different from that of the evaluation 470, so they may be stored as separate evaluation information, but the evaluations 450 and 480 may be configured to be stored together with the evaluation 470 based on the association with the evaluation 470.
[0054] In addition, the operation history information is generated by associating the operation information with time information, and each piece of evaluation history information is associated with the operation history information and then linked to a predetermined ID and stored in the database of the server device.
[0055] The evaluation history information may be stored in association with each of the multiple spectating users who performed the evaluation, or may be stored without association with the spectating users. By storing the evaluation history information without association with the spectating users, the storage capacity can be reduced.
[0056] In this embodiment, the player is described as one, however, in a game in which multiple players participate, such as a competitive game, the evaluation information can be stored in association with time information and operation information as an evaluation related to multiple players.
[0057] (When replaying) FIG. 5 shows a timeline of events during a replay 500 according to a first embodiment of the present invention.
[0058] When a viewer selects a replay he or she wishes to view and sends a request to the server device using a specific ID, the server device responds by referring to the database using the ID. The server device transmits rating history information from ratings 510 to 550 corresponding to the ID to the viewer's user terminal together with related operation history information.
[0059] Here, rating 510 is rating history information combining ratings 410 and 420 during play in Fig. 4. Rating 540 is rating history information combining ratings 460 and 470 during play in Fig. 4. In this way, by configuring the replay to display rating history information summarizing ratings during play, the amount of information displayed can be reduced.
[0060] In the user terminal of the viewer, the evaluations included in the received evaluation history information can be displayed using image content of the evaluations during play together with the details of each operation included in the operation history information. If the evaluation information is the number of evaluations, the number of evaluations during play itself may be displayed, or the display of the evaluations may be made stronger or weaker as information according to the number of evaluations during play.
[0061] In this way, by reproducing not only the operation details of the play but also the evaluations from spectating users during the replay, users who watch later can also experience the excitement of the time.
[0062] [Example 2] (When playing) FIG. 6 shows a timeline of events occurring during play 600 according to a second embodiment of the present invention.
[0063] This embodiment is different from the embodiment of FIG. 5 in that it is further configured to store information on effects to be produced during play.
[0064] In this embodiment, in a play situation in which one player performs operations A, B, and C, between operations B and C, a watching user A inputs an evaluation 610 from a user terminal, and a watching user B inputs evaluations 620 and 630 from another user terminal. In this example, the evaluations 610 and 620 are respectively made by different watching users, but are made at the same timing as for the technique performance 615 in the game. Also, in this example, the evaluation 630 is made at a timing after the evaluations 610 and 620, but is made in relation to the technique performance 615. In this case, when the evaluations 610, 620, and 630 are sent to the server device, the server device stores these three pieces of evaluation information together in a database as evaluation history information associated with the performance history information of the technique performance 615.
[0065] As described above, the ratings 610, 620, and 630 are stored together in the database of the server device, and in this case, the rating information may be stored as the number of ratings. By storing the rating information as the number of ratings, the amount of information stored can be reduced compared to the case where the ratings of all spectating users are stored.
[0066] Furthermore, after the player's operation C, in response to the in-game technique performance 625, an evaluation 640 from a spectating user B and an evaluation 650 from a spectating user A are made. At this time, the evaluations 640 and 650 are made by different spectating users, and are made at different times. However, in this example, the evaluations 640 and 650 are both evaluations related to the technique performance 625, and when they are sent to the server device as evaluation information, the server device associates these together with the performance history information of the technique performance 625 and stores them in the database as evaluation history information.
[0067] In addition, when a winning performance or a performance in which the opponent falls is inserted as performance information by the technique performance 635, evaluations from spectating users may be performed multiple times. In this example, four evaluations, 660, 670, 680, and 690, are performed as evaluations related to the technique performance 635. In this case, when these four evaluations are sent to the server device as evaluation information, the server device can store the evaluation history information in the database as the evaluation number itself or information according to the scale of the evaluation number with the evaluation number set to "4". In this case, the evaluation information may store the number of evaluations performed within a predetermined time range based on the timing of the technique performance 635 as an evaluation related to the technique performance 635.
[0068] Furthermore, the evaluation information can be configured to be stored as data that is inserted chronologically at a predetermined timing after the performance information. With such a configuration, during replay (reproduction), the evaluation information can be displayed so as not to overlap with the victory performance or other performances, thereby avoiding situations where the performances become difficult to see.
[0069] Furthermore, the evaluation history information is associated with the performance history information, linked to a specific ID, and stored in the database of the server device.
[0070] In this embodiment, the performance information of the technique performances 605 and 615 is associated with time information and stored as performance history information, so that the real-time timing of the performance information of the technique performance can be grasped on the viewer's user terminal during a replay (reproduction) as described below.
[0071] (When replaying) FIG. 7 shows a timeline of events during a replay 700 according to a second embodiment of the present invention.
[0072] When a viewer selects a replay he or she wishes to view and sends a request to the server device using a specific ID, the server device responds by referring to the database using the ID. The server device transmits to the viewer's user terminal the skill performances 705 and 715 and the ratings 710 to 730 stored as history information corresponding to the ID.
[0073] Here, the technique performance 715 corresponds to the performance history information of the technique performance 615 during play in FIG. 6, and the evaluation 710 corresponds to the evaluation history information combining the evaluations 610, 620, and 630 during play in FIG. 6. Also, the technique performance 725 corresponds to the performance history information of the technique performance 625 during play in FIG. 6, and the evaluation 720 corresponds to the evaluation history information of the evaluations 640 and 650 during play in FIG. 4. Also, the technique performance 735 corresponds to the performance history information of the technique performance 635 during play in FIG. 6, and the evaluation 730 corresponds to the evaluation history information combining the evaluations 660 to 690 during play in FIG. 6. In this way, by configuring the display to display evaluation history information that summarizes the evaluations during play during replay, the amount of information can be reduced and displayed.
[0074] Furthermore, when the evaluation history information of the evaluations 710, 720, and 730 is stored in the database during play, it is stored as data to be inserted at a predetermined timing after the corresponding technique performances 715, 724, and 735, respectively.
[0075] Therefore, on the viewer's user terminal, the evaluations 710, 720, and 730 included in the history information can be displayed at a predetermined timing after the corresponding technique performances 715, 724, and 735, respectively.
[0076] The evaluation information can be displayed using image content of the evaluation during play. If the evaluation information is the number of evaluations, the number of evaluations during play itself may be displayed, or the display of the evaluation may be made stronger or weaker according to the number of evaluations during play.
[0077] In this way, during replay, not only the game's controls and in-game effects are reproduced, but also the evaluations from spectating users, allowing users watching at a later time to experience the excitement of the time.
[0078] [Example 3] A third embodiment of the present invention is, for example, intended to replay (reproduce) a sporting event such as an actual soccer game held at a stadium, rather than a game using a computer. In this case, during play, spectators evaluate the players themselves and their play on their user terminals, and information related to the evaluation is transmitted to and stored in a server device. During replay, the evaluation is replayed (reproduced) on the viewer's user terminal in synchronization with a predetermined scene of the actual game.
[0079] For simplicity, the following description will be given of a case in which spectators' evaluations of high-priority scenes, such as a goal scene in a soccer game and the subsequent kickoff, are included in digest information during replay (reproduction).
[0080] (When playing) FIG. 8 shows a timeline of events occurring during play 800 according to the third embodiment of the present invention.
[0081] Specifically, this embodiment relates to a situation in which a watching user A and a watching user B are watching a soccer match between team A and team B.
[0082] In the game, suppose that an event (performance) occurs in which player A makes a pass 805, and then player B, who receives the pass, makes a dribble 815 and shoots 825, resulting in a goal 835. At this time, for example, spectator user A inputs a rating 810 from a user terminal, and spectator user B inputs ratings 820, 830, and 840 from another user terminal.
[0083] Furthermore, after the event (effect) of goal 835 being scored, at the timing of the event (effect) of kickoff 845, for example, spectator user B inputs rating 850 from the user terminal as an afterglow of the goal scene.
[0084] In this case, the ratings 810, 820, 830, and 840 are sent to the server device collectively as rating information associated with the production information of the event (production) goal 835, associated with, for example, real time information, and the server device stores the rating information in the database as rating history information associated with the production history information of goal 835. Rating 850 is the timing of the event (production) kick-off 845, but is rating information input as an afterglow of the goal scene, and is stored as rating information associated with the production information of goal 835.
[0085] This is achieved by setting the period from goal 835 to kickoff 845 as a single piece of event (production) information and storing it together with time information, so that the above evaluation information corresponding to that event (production) information can be stored together in association with each other.
[0086] In this regard, the server device stores recorded data of various scenes of an actual match associated with real-time time information as event (performance) information. As a result, when the server device stores the evaluation information associated with the performance information of the goal 835, both the evaluation information and the performance information (recorded data, etc.) are associated with time information, and it becomes possible to store the evaluation information in a synchronized manner by inserting it after the performance information.
[0087] (When replaying) FIG. 9 shows a timeline of events during a highlight event 900 according to a third embodiment of the present invention.
[0088] When a viewer selects a replay he / she wants to view on a user terminal and requests the replay using the ID of a specific match from the server device, the server device responds by referring to the database using the ID. The server device transmits to the viewer's user terminal the performance history information and evaluation history information 910 of the goal 935 stored as history information corresponding to the ID.
[0089] Here, the evaluation history information 910 corresponds to the five pieces of evaluation information, ie, evaluations 810 to 850 during play in Fig. 8. When the evaluation history information 910 is stored in the database during play, it is stored as data to be inserted at a predetermined timing after the performance history information of the corresponding goal 935.
[0090] Therefore, on the user terminal of the viewer, the evaluation history information 910 included in the history information can be displayed at a predetermined timing after the performance history information of the corresponding goal 935.
[0091] In this way, in an actual soccer match, by storing spectator evaluation information relating to high priority events (productions) from the goal scene to the next kick-off during actual play in a server device, a viewer can replay the goal scene and evaluation information such as the spectators' applause inserted as related information on a user terminal at any time thereafter.
[0092] For example, in a soccer match, high-priority events (performances) may include goal scenes, penalty kick scenes that did not result in a goal, shooting scenes, etc. By making it possible to replay the spectator ratings corresponding to these important high-priority scenes in sync with later actual scenes such as video, users who missed those scenes can experience the excitement of the time.
[0093] As described above, according to this embodiment, for example, specifically in the case of a soccer match, even if a viewer is unable to watch the match as a spectator in real time, he or she can later experience the excitement of the match at the time through a digest of the goal scenes and their aftertaste.
[0094] As described above, one embodiment and an example of the replay (reproduction) system according to the present invention have been described, but it is easily understood that the present invention is not limited to the above-mentioned example, and various modifications can be made thereto. As long as they are within the scope of the matters described in the claims and equivalent matters, they are naturally included in the technical scope of the present invention. The above-mentioned example is for a specific game or an actual sporting event, but this is merely an example, and the present invention is not limited to this specific example. [Explanation of symbols]
[0095] 100: Game System 110: Server device 115: Processor 120: Storage device 125: Communication equipment 130: Database 140: Operation information 141: Event (performance) information 142: Evaluation information 143: Operation information acquisition means 144: Evaluation information acquisition means 145: Direction information acquisition means 146: History information creation means 147: Delivery method 150: Communication lines 160: User terminal (player) 161: User terminal (spectator) 162: User terminal (viewer) 165: Processor 170: Storage device 175: Display 180: Input device 185: Communication equipment
Claims
1. A system for reproducing game content, comprising a server device and at least one terminal device, The server device, an operation information acquisition means for acquiring operation information which is information on operations performed by one or more players while playing the game; an evaluation information acquisition means for acquiring evaluation information representing evaluations made by spectating users of the game to the play or the player while the game is being played; a history information creating means for creating history information of an evaluation associated with an operation of the player based on the operation information and the evaluation information; a sending means for sending the operation information and the history information to a terminal which has requested the reproduction of the play in response to the request for reproduction of the content of the play; having The terminal device, A processing means for reproducing the play and the evaluation based on the received history information and operation information. system.
2. The server device, The device further includes a performance information acquisition means for acquiring performance information, which is information on performance within the game based on an operation by the player, the history information creation means creates history information of effects and evaluations associated with the operation of the player based on the evaluation information, the effect information, and the operation information. The system of claim 1 .
3. the evaluation information acquisition means acquires the evaluation information based on one or more evaluations made by the watching user to the play or the player within a predetermined time range based on an operation of the user; 3. A system according to claim 1 or 2.
4. the evaluation information acquisition means acquires, as the evaluation information, evaluations made by the spectating users to the play or the player within a predetermined time range based on the performance; The system of claim 2.
5. The evaluation information is set based on the number of evaluations. A system according to any one of claims 1 to 4.
6. The history information creating means 5. The system according to claim 2, further comprising creating the history information by inserting the evaluation information at a timing following the corresponding performance information.
7. the operation information has time information associated with the operation content of the player, 6. The system according to claim 1, wherein the history information creating means associates the evaluation information with the time information of the operation information.
8. an operation information acquisition means for acquiring operation information which is information on operations performed by one or more players while playing the game; an evaluation information acquisition means for acquiring evaluation information representing evaluations made by spectating users of the game to the play or the player while the game is being played; a history information creating means for creating history information of an evaluation associated with an operation of the player based on the operation information and the evaluation information; a sending means for sending the operation information and the history information to a terminal which has requested the reproduction of the play in response to the request for reproduction of the content of the play; An information processing device comprising:
9. On the computer, an operation information acquiring step of acquiring operation information which is information on operations performed by one or more players while playing the game; an evaluation information acquisition step of acquiring evaluation information representing evaluations made by spectating users watching the game during the play of the game or the player; a history information creating step of creating history information of an evaluation associated with an operation of the player based on the operation information and the evaluation information; a sending step of sending the operation information and the history information to a terminal that has requested the replay of the play in response to the request to replay the content of the play; A program that executes the following.
Citation Information
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