Live distribution server and program of game

JP2025018729AActive Publication Date: 2025-02-06MIRATIV CO LTD
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Patent Information

Application Number
JP2023122706
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-27
Publication Date
2025-02-06
Estimated Expiration
2043-07-27

AI Technical Summary

Benefits of technology

【0019】 上述した構成からなる本発明によれば、配信者や視聴者がフィーバーアイテムを積極的に消費する動機を与えることにより、フィーバータイムによるゲームの盛り上げ効果を十分に発揮することが可能になる。

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Abstract

To provide a live distribution server and game capable of fully showing an effect for livening up a game by fever time by motivating a distributor and a viewer to positively consuming a fever item.SOLUTION: A live distribution server 2 of a game in which a distributor distributes a play animation of a game for acquiring a target to a viewer live includes a fever control section 223 for controlling fever processing for increasing an acquisition probability of a target by modifying at least one of a game field for acquiring a target and an appearance situation of the target for a predetermined period and a fever item management section 224 for managing a usage situation of a fever item for causing fever processing performed by at least one of the distributor and the viewer, and the fever control section 223 changes a length of the predetermined period according to a usage situation when the fever item is used during the predetermined period.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a live game distribution server and a program. [Background technology]

[0002] In recent years, various video distribution services have become widespread along with the high performance and functionality of various devices such as smartphones and the high speed of communication via the Internet. In particular, live game distribution services have become available in which a distributor distributes a game play to a large number of viewers' terminals in real time (see Patent Document 1).

[0003] Some of the various distribution systems that perform live distribution of such games are equipped with a function that allows various kinds of support actions to be taken for the game distributor.

[0004] For example, some live game distribution systems are implemented with a function that allows viewers to give gift content that can be used within the game to the distributor.

[0005] In addition, in highly speculative games such as medal games in which the objective is to win medals, players can receive in-game rankings and items according to the number of targets they win, a fever time is sometimes provided, which is a period during which it becomes easier to win targets. Some games have fever items that can be used to trigger this fever time, and some games allow the streamer to trigger fever time by using the fever item, as well as by the streamer using the fever item (see Patent Document 1).

[0006] In this way, by a viewer performing a specific cheering action for a broadcaster, the viewer can support a broadcaster that the viewer likes, liven up the game, or use it as an opportunity to communicate with the broadcaster. [Prior art documents] [Patent documents]

[0007] [Patent Document 1] JP 2019-071959 A Summary of the Invention [Problem to be solved by the invention]

[0008] However, because fever items are rare items, players tend to be hesitant to use them in conventional live game streaming systems, which means that their effect of livening up the game is not fully realized.

[0009] Therefore, the present invention has been made in consideration of the above-mentioned problems, and aims to provide a live game streaming server and program that can fully utilize the effect of livening up the game through fever time by motivating broadcasters and viewers to actively consume fever items. [Means for solving the problem]

[0010] The present invention is a live game streaming server that live-streams to viewers a gameplay video of a broadcaster playing a game in which the broadcaster acquires an objective, and is characterized in that it comprises a fever control unit that controls a fever process that modifies at least one of the game field in which the objective is acquired and the appearance status of the objective for a predetermined period of time to increase the probability of acquiring the objective, and a fever item management unit that manages the usage status of a fever item that causes the fever process, performed by at least one of the broadcaster and the viewer, and the fever control unit is a live game streaming server that changes the length of the predetermined period depending on the usage status when the fever item is used within the predetermined period.

[0011] In the live streaming server of the above game, it is preferable that the usage status includes the number of uses of the fever item used by at least one of the broadcaster and the viewer, and the fever control unit changes the length of the specified period depending on the number of uses within the specified period.

[0012] In addition, in the live streaming server for the game, it is preferable that the fever control unit increases the amount of change in the length of the specified period caused by each fever item as the number of uses within the specified period increases.

[0013] In addition, in the live streaming server for the game, it is preferable that the fever control unit improves the effect of increasing the acquisition probability by each fever item as the number of uses within the specified period increases.

[0014] In addition, it is preferable that the live streaming server of the above game further includes a viewing status management unit that manages the viewing status of the viewer's gameplay video within the specified period, and the fever control unit changes the length of the specified period depending on the usage status and the viewing status.

[0015] In addition, it is preferable that the live streaming server of the above game further includes a viewing status management unit that manages the viewing status of the viewer's gameplay video within the specified period, and the fever control unit improves the effect of increasing the probability of winning depending on the usage status and the viewing status.

[0016] In addition, in the live streaming server of the above game, it is preferable that the viewing status is at least one of the cumulative number of viewers, the number of gifts given to the broadcaster by the viewers, the cumulative viewing time by the viewers, and the amount charged by the viewers for the gifts within the specified period.

[0017] In addition, in the live distribution server for the game, it is preferable that the fever control unit performs the fever process when a predetermined number of the fever items are accumulated, and the fever item management unit manages the number of acquired fever items.

[0018] The present invention is also characterized in that it is a program for live streaming of a game in which a broadcaster live-streams to viewers a gameplay video of a game in which the broadcaster captures an objective, and causes a computer to execute a fever control process for controlling a fever process that modifies at least one of the game field in which the objective is captured and the appearance status of the objective for a predetermined period to increase the probability of capturing the objective, and a fever item use management process for managing the usage status of a fever item that causes the fever process, performed by at least one of the broadcaster and the viewer, and that the program is a live game streaming server for causing a computer to execute a process in the fever control process to change the length of the predetermined period depending on the usage status when the fever item is used within the predetermined period. Effect of the Invention

[0019] According to the present invention having the above-mentioned configuration, by motivating broadcasters and viewers to actively consume fever items, it becomes possible to fully utilize the effect of livening up the game through fever time. [Brief description of the drawings]

[0020] [Figure 1] 1 is a schematic diagram showing a live game distribution system to which a live game distribution server according to an embodiment of the present invention is applied. FIG. [Diagram 2] FIG. 2 is a configuration block diagram of a live game distribution server according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a functional block diagram of a live game distribution server according to an embodiment of the present invention. [Figure 4]1 is a schematic diagram showing a specific example of a viewing status database stored in a storage means of a live streaming server of a game according to an embodiment of the present invention. FIG. [Diagram 5] 1 is a schematic diagram showing a specific example of a screen displayed on a viewer terminal communicating with a live streaming server of a game according to an embodiment of the present invention. FIG. [Figure 6] 11 is a flowchart illustrating processing by a live game distribution server according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] Hereinafter, a live game distribution system to which a live game distribution server according to an embodiment of the present invention is applied will be described with reference to the drawings.

[0022] Fig. 1 is a schematic diagram showing a live game distribution system 1 to which a live game distribution server 2 according to an embodiment of the present invention is applied. As shown in Fig. 1, the live game distribution system 1 according to this embodiment includes a live game distribution server 2 (hereinafter also simply referred to as "server 2"), a distributor terminal 3 connected to the server 2 via a network N, and multiple viewer terminals 4 (4A, 4B, ..., 4N).

[0023] In this embodiment, the live game distribution system 1 is a system that enables a gameplay video distributed by a user who becomes a distributor to be provided to one or more users who become viewers in real time.

[0024] Specifically, in a live game distribution system 1, a server 2 provides one or more games, and each user accesses the server 2 from their own terminal (a broadcaster terminal 3 or a viewer terminal 4) and transmits game operation information from the terminal to the server 2. The server 2 performs various information processing within the game based on the operation information and transmits the results of the information processing to the user's terminal, and the user's terminal displays gameplay video based on the results of the information processing.

[0025] In other words, the user's terminal only generates and transmits game operation information, and receives and draws gameplay video, and all other information processing related to the game is performed by the server 2.

[0026] Furthermore, when a user who plays the game wishes to live-broadcast his / her gameplay video, the server 2 provides the gameplay video to the viewer terminal 4 of the viewer who wishes to receive the video.

[0027] The distributor terminal 3 and the viewer terminal 4 are terminals equipped with communication functions, voice call functions, recording and video recording functions, operation functions, and display functions, and are terminals such as smartphones, tablet terminals, and PCs that can access the server 2 via installed programs to play various games and distribute or view the gameplay videos.

[0028] In addition, the distributor terminal 3 and the viewer terminal 4 are equipped with chat and calling functions. The distributor terminal 3 and the viewer terminal 4 are basically the same terminal, and when a user who wants to distribute a video starts live distribution of a game through the terminal, the terminal functions as the distributor terminal 3, while when a user who wants to watch the distributed video starts viewing through the terminal, the terminal functions as the viewer terminal 4.

[0029] 2 is a configuration block diagram of a live game distribution server 2 according to an embodiment of the present invention. As shown in FIG. 2, the server 2 includes a control unit 21 that controls the entire server 2, a storage unit 25, and a communication unit 26.

[0030] The control unit 21 includes a CPU 22 that controls the entire control unit 21, a ROM 23 that stores control programs and the like that run on the CPU 22, and a RAM 24 for temporarily storing various data.

[0031] 3 is a functional block diagram of the live game distribution server 2 according to the embodiment of the present invention. As shown in FIG. 3, the control unit 21 functions as a game providing unit 221, a video distribution unit 222, a fever control unit 223, a fever item management unit 224, and a viewing status management unit 225 by the CPU 22 expanding a program stored in the ROM 23 into the RAM 24 and executing it.

[0032] The game providing unit 221 provides a game to the distributor terminal 3 and the viewer terminal 4 based on one or more game data stored in the storage means 25. As described above, the distributor terminal 3 and the viewer terminal 4 only generate and transmit game operation information and draw gameplay videos, and all other information processing related to the game is performed by the game providing unit 221.

[0033] That is, the game providing unit 221 performs various information processing within the game based on the operation information transmitted from the broadcaster terminal 3 and the viewer terminal 4, and transmits the results of the information processing to the broadcaster terminal 3 and the viewer terminal 4. Then, the broadcaster terminal 3 and the viewer terminal 4 display the gameplay video based on the results of the information processing received by the game providing unit 221.

[0034] The game provided by the game providing unit 221 is a game in which players compete to acquire the most number of predetermined objects, and in this embodiment, a coin game in which players compete to acquire the most number of coins as the object will be described as an example. The details of this coin game will be described later with reference to FIG.

[0035] Furthermore, in the game provided by the game providing unit 221, a fever time is provided that is started by performing a predetermined action. When this fever time starts, the game field F or the appearance state of the target is modified for a predetermined period (hereinafter also referred to as "fever time"), and the probability of acquiring the target can be increased.

[0036] In addition, in the game provided by the game providing unit 221, viewers can perform cheering actions for the distributor. In this embodiment, cheering actions include giving a gift, giving a high rating, starting a fever time using a fever item, and the like.

[0037] The gift is at least one of a fever item, an item that produces an advantageous effect when used in the game, currency, virtual currency, and in-game currency that can be used in the game. In this embodiment, the viewer obtains any of the gifts for a fee and gives them to the distributor.

[0038] A fever item is an item that, when used by a broadcaster or viewer, can cause the fever control unit 223 to modify the appearance of the game field F (see Figure 5) or the target (coin C in the example of Figure 5), making it easier to obtain the target.

[0039] When the video distribution unit 222 receives information indicating that live distribution of the game will start from the distributor terminal 3, it distributes the gameplay video to those distributor terminals 3 that wish to watch the gameplay video of the game among those that access the server 2. When distributing this gameplay video, the video distribution unit 222 may distribute the video data as is, or may distribute the video after applying a predetermined process.

[0040] The fever control unit 223 controls fever processing that modifies at least one of the game field F (see FIG. 5) where the target (coin C in this embodiment) is acquired and the appearance state of the target during fever time, thereby increasing the probability of acquiring the target. In this embodiment, the fever control unit 223 performs processing to enlarge the box B into which the coin C falls during fever time, for example, and increases the number of coins C that fall from above the game field F, thereby making it easier to acquire the coins C.

[0041] The fever item management unit 224 manages the usage status of fever items that cause fever processing by the fever control unit 223, performed by at least one of the distributor and the viewer.

[0042] This usage status includes information regarding the type of fever item used by at least one of the distributor and the viewer, and the number of uses. The fever item management unit 224 manages the usage status of the fever item in an updatable manner by using a usage status database (not shown) stored in the storage means 25, in association with the user who is the distributor or the viewer.

[0043] The fever control unit 223 then changes the length of the fever time according to the number of fever items used during the fever time. Specifically, when a fever item is used by the distributor or viewer during the fever time, the length of the fever time increases as the number of fever items used increases. This allows the distributor or viewer, once the fever time has started, to use more fever items to continue the fever time and liven up the game. This creates an incentive for the distributor or viewer to actively consume fever items, making it possible to fully utilize the effect of the fever time in livening up the game.

[0044] The fever control unit 223 increases the fever time by 3 seconds each time a fever item is used during the fever time. An upper limit may be set for the increase in the fever time.

[0045] Also, the fever control unit 223 may increase the amount of change in the length of the fever time caused by each fever item, instead of increasing the fever time by a fixed amount as the number of fever items used during the fever time increases. For example, when the first fever item is used during the fever time, the fever time may be increased by 3 seconds, when the second fever item is used, the fever time may be increased by 4 seconds, and when the third fever item is used, the fever time may be increased by 5 seconds. This makes it possible to increase the excitement of the game by using fever items in a superimposed manner during the fever time.

[0046] Also, the fever control unit 223 may improve the effect of increasing the probability of acquiring the target object by each fever item as the number of fever items used during fever time increases. For example, in the case of the coin game in this embodiment, the box B may be enlarged as the number of fever items used during fever time increases, and the opening through which the coin C falls may be enlarged, making it easier to acquire the coin C. This also makes it possible to increase the excitement of the game by using the fever items in a superimposed manner during fever time.

[0047] The fever control unit 223 may also be configured to perform fever processing when a predetermined number of fever items are collected. In this case, the fever item management unit 224 manages the number of fever items acquired. This allows the expectation of fever to increase as the fever items are collected, making it possible to further enhance the excitement during fever.

[0048] The viewing status management unit 225 manages the viewing status of the viewers. Specifically, the viewing status management unit 225 manages the cumulative number of viewers for each distributor, the number of gifts given to the distributor for each viewer, and the total amount charged for the gifts. Among these viewing statuses, the viewing status management unit 225 manages the number of gifts and the total amount charged for the gifts in an updatable manner using a viewing status database DB (see FIG. 4) stored in the storage means 25.

[0049] FIG. 4 is a schematic diagram showing a specific example of the viewing status database DB stored in the storage means 25 of the live game distribution server 2 according to the embodiment of the present invention.

[0050] As shown in FIG. 4, the viewing status database DB stores the viewer's user ID, viewer's name, number of gifts given to the distributor, and the total amount charged for the gifts, all of which are associated with each other and can be updated.

[0051] Specifically, in the example shown in FIG. 4, for a user with a user ID of 0001, the user name is “Aoi,” the number of gifts is 1, and the total amount charged for the gifts is 350 yen, which are stored in the viewing status database DB.

[0052] In addition, this viewing status database DB also stores information regarding the type of gift, information about the distributor to whom the gift was given, and information regarding the time the gift was given, but these items are not shown in the figure here.

[0053] The fever control unit 223 may change the length of the fever time according to the viewing situation of the viewer. For example, if a viewer gives a gift to the distributor in the fever time in an amount equal to or greater than a threshold, or if the amount charged for the gift exceeds a threshold, the fever control unit 223 may perform a process of lengthening the length of the fever time. By changing the fever time according to the viewing situation in this way, it is possible to motivate the viewer to try harder to watch in order to liven up the game.

[0054] In addition, the fever control unit 223 may improve the effect of increasing the probability of acquiring the target object according to the above-mentioned viewing state of the viewer. For example, in the case of the coin game in this embodiment, when a viewer gives a gift to the distributor in a fever time in an amount equal to or greater than a threshold, or when the amount charged for the gift becomes equal to or greater than a threshold, the fever control unit 223 may make it easier to acquire the coin C by gradually increasing the size of the box B. This can also motivate the viewer to try harder to watch in order to liven up the game.

[0055] Returning to FIG. 2, the server 2 includes, in addition to the control unit 21, a storage unit 25 and a communication unit .

[0056] The storage means 25 is configured using a storage device such as a magnetic hard disk, a semiconductor storage device, etc. The storage means 25 stores various databases such as data related to various games and a viewing status database DB, which are necessary for the server 2 to function.

[0057] The communication unit 26 is a network interface and communicates with the distributor terminal 3 and the viewer terminal 4 via the network N. The communication unit 26 passes various data received from the distributor terminal 3 and the viewer terminal 4 to the control unit 21, and transmits data generated by the control unit 21 to the distributor terminal 3 and the viewer terminal 4.

[0058] Next, a live distribution of a game performed by the live distribution system 1 having the above-described configuration will be described.

[0059] 5 is a schematic diagram showing a specific example of a screen displayed on a viewer terminal 4 that communicates with a live game streaming server 2 according to an embodiment of the present invention. As shown in Fig. 5, during live game streaming, a video window V, a chat window T, a chat input window I, an avatar window A, a gift icon G, and a menu button M for calling up various operation menus are displayed on the viewer terminal 4.

[0060] The video window V is a window in which a video of a distributor playing a game, distributed from the video distributor 222, is displayed.

[0061] In this embodiment, the video window V displays a coin game in which players compete with each other to see who can win the most coins as a target.

[0062] In this coin game, a coin C can be dropped onto the upper stage E2 from above a game field F, which is the virtual space in which the game is played. Then, the coin C that has dropped onto the upper stage E2 is pushed further onto the lower stage E1 as the upper stage E2 and the lower stage E1 move relative to each other in the front-to-back direction (toward the viewer and away from the paper surface in FIG. 5).

[0063] As the upper stage E2 moves forward (toward the viewer in FIG. 5), the coin C on the lower stage E1 is pushed forward from the lower stage E1 and falls into the box B. By dropping the coin C into the box B in this way, the player can win the coin C. In this coin game, players compete against each other to see who can win the most coins P.

[0064] In addition, the total number of coins acquired, P (591,481 coins), is displayed in the video window V.

[0065] Also, a like button L for giving a high rating to the distributor ("Honoka") who distributes the gameplay video is displayed in the video window V. When a viewer taps the like button L, like rating information for the distributor is sent from the viewer terminal 4 to the server 2, and a like rating management unit (not shown) counts the total number of likes for the distributor in the game, and the total number is displayed in the video window V of the distributor terminal 3 and the viewer terminal 4 as the total number of likes LS.

[0066] In the example shown in FIG. 5, the total number of likes LS for Honoka is "117", which indicates that viewers have given the distributor who distributes the game 117 times. In this embodiment, it is assumed that each viewer can give a like once, but the present invention is not limited to this, and each viewer may give a like multiple times or an unlimited number of times. Also, in this embodiment, it is assumed that a like is given free of charge, but the present invention is not limited to this, and it may be possible for a viewer to give a like for a fee. The total number of likes LS is updatable and is updated every time a like is given.

[0067] Chat window T is a window in which chat using text and emoticons is displayed, and shows the names of the viewers who are speaking ("Aoi", "Hinata") and the comments made by each speaker ("Nice to meet you!" or "This is your chance!").

[0068] The chat input window I is a window for inputting comments to be displayed in the chat window T. A viewer who wishes to make a comment inputs characters or pictograms into this chat input window I using the character input function of the viewer terminal 4 and transmits the character data to the server 2, whereupon the characters are displayed in the chat window T of the viewer terminal 4. The contents of this chat are also displayed on the distributor terminal 3.

[0069] The avatar window A displays the name of the streamer ("Honoka") along with the avatar a corresponding to the streamer. Each user can design the avatar a as they wish, and can equip it with various accessories.

[0070] The gift icon G is an icon selected when a viewer wishes to give a gift (gift content) to a broadcaster, and by selecting this icon, a list of gift contents that can be given based on the gift database is displayed on the viewer terminal 4.

[0071] When a viewer selects the gift content they wish to give from the list of gift contents for a fee, a gift request is sent from the viewer terminal 4 to the server 2, and a gift management section (not shown) of the server 2 receives this and extracts the specified gift content from a gift database (not shown) stored in the storage means 25 in accordance with the gift request, and provides it to the distributor.

[0072] Information regarding the giving of gift content from viewers to distributors is managed using the above-mentioned viewing status database DB (see FIG. 4).

[0073] Next, the operation of the server 2 having the above-mentioned configuration and functions will be described with reference to a flowchart. Fig. 6 is a flowchart showing the process performed by the live game distribution server 2 according to the embodiment of the present invention.

[0074] 6, first, the game providing unit 221 provides a game to a user (step S1), and when a user playing the game requests distribution of his / her gameplay video, the video distribution unit 222 starts distribution of the distributor's gameplay video to the viewer terminal 4 of the viewer who wishes to view the game (step S2). The distributed video data is displayed in a video window V of the viewer terminal 4 as shown in FIG.

[0075] Next, when a predetermined condition is met and fever starts, the fever control unit 223 modifies the appearance conditions of the game field F and coins C in which the target object is acquired during the fever time, thereby increasing the probability of acquiring the target object (step S3).

[0076] In the coin game of this embodiment, the predetermined condition is, for example, that the number of acquired coins C is equal to or greater than a predetermined threshold, or that a fever item is used by the distributor or a viewer.

[0077] In addition, modifications to the game field F may include, for example, increasing the size of box B as described above in this embodiment, automatically dropping a predetermined amount of coins C from above the game field F, or inserting objects other than coins to help coins C fall into box B.

[0078] In addition, examples of modifications to the appearance of coins C include increasing the number of coins C that fall from above the game field F.

[0079] Then, after the fever starts, if a fever item is used by the distributor or viewer within the fever time (step S4: YES), the fever item management unit 224 generates usage status regarding the use of the fever item and provides it to the fever control unit 223, and the fever control unit 223 further increases the started fever time (step S5), and when the increased fever time ends, the server 2 ends the series of processes related to the fever time.

[0080] Furthermore, if no fever item is used within the fever time in step S4 (step S4: NO), the fever control unit 223 does not increase the fever time, and the server 2 ends the series of processes related to the fever time.

[0081] According to the live streaming server 2 of the game of this embodiment described above, the fever effect is enhanced by the broadcaster and viewers using fever items in a redundant manner during fever time, which motivates them to actively consume fever items during fever time, making it possible to fully utilize the effect of fever time in livening up the game.

[0082] The present invention is not limited to the above-described embodiment, and various modifications can be made.

[0083] For example, in the above-described embodiment, the broadcaster terminal 3 and the viewer terminal 4 only generate and transmit game operation information and draw gameplay videos, and all other information processing related to the game is performed by the server 2. However, the present invention is not limited to this, and the broadcaster terminal 3 and the viewer terminal 4 may perform at least a part of the information processing that was performed by the server 2 in the above-described embodiment, other than generating and transmitting game operation information and drawing gameplay videos.

[0084] <Other embodiments> A program may be provided that causes a computer to execute each process performed by the server 2. The program may be recorded in a computer-readable medium. Using the computer-readable medium, it is possible to install the program in the computer. Here, the computer-readable medium on which the program is recorded may be a non-transient recording medium. The non-transient recording medium is not particularly limited, and may be, for example, a recording medium such as a CD-ROM or a DVD-ROM.

[0085] The terms "based on" and "depending on / in response to" used in this disclosure do not mean "based only on" or "only in response to" unless otherwise specified. The term "based on" means both "based only on" and "based at least in part on". Similarly, the term "in response to" means both "only in response to" and "at least in part on". The terms "include", "comprise", and variations thereof do not mean including only the items listed, but may include only the items listed, or may include additional items in addition to the items listed. In addition, the term "or" used in this disclosure is not intended to be an exclusive or. In this disclosure, when articles are added by translation, such as a, an, and the in English, these articles are intended to include the plural unless the context clearly indicates otherwise.

[0086] (Appendix 1) A live game distribution server 2 that distributes live to viewers a gameplay video of a distributor capturing an object in the game, a fever control unit (223) for controlling a fever process for increasing the probability of acquiring the target by modifying at least one of the game field in which the target is acquired and the appearance state of the target for a predetermined period of time; a fever item management unit (224) for managing the usage status of a fever item that causes the fever process, performed by at least one of the distributor and the viewer; The fever control unit 223 is a live game distribution server 2 that changes the length of the predetermined period according to the usage status when the fever item is used within the predetermined period.

[0087] (Appendix 2) The usage status includes the number of uses of the fever item used by at least one of the distributor and the viewer, The live distribution server 2 of the game according to Supplementary Note 1, wherein the fever control unit 223 changes the length of the predetermined period depending on the number of uses within the predetermined period.

[0088] (Appendix 3) The live streaming server 2 for the game described in Appendix 2, wherein the fever control unit 223 increases the amount of change in the length of the specified period caused by each fever item as the number of uses within the specified period increases.

[0089] (Appendix 4) The live streaming server 2 for the game described in Appendix 2, wherein the fever control unit 223 improves the effect of increasing the probability of acquisition by each fever item as the number of uses within the specified period increases.

[0090] (Appendix 5) Further comprising a viewing status management unit 225 for managing the viewing status of the play video of the viewer within the predetermined period, The live distribution server of a game according to any one of Supplementary Note 1 to Supplementary Note 4, wherein the fever control unit 223 changes a length of the predetermined period depending on the usage status and the viewing status.

[0091] (Appendix 6) Further comprising a viewing status management unit 225 for managing the viewing status of the play video of the viewer within the predetermined period, The live distribution server 2 of the game according to any one of Supplementary Note 1 to Supplementary Note 4, wherein the fever control unit 223 improves an effect of increasing the winning probability according to the usage status and the viewing status.

[0092] (Appendix 7) A live streaming server for a game as described in Appendix 5 or Appendix 6, wherein the viewing status is at least one of the cumulative number of viewers, the number of gifts given to the broadcaster by the viewers, the cumulative viewing time by the viewers, and the amount charged by the viewers for the gifts, within the specified period.

[0093] (Appendix 8) The fever control unit 223 performs the fever process when a predetermined number of the fever items are accumulated, The live distribution server 2 of the game described in Appendix 1, wherein the fever item management unit 224 manages the number of acquired fever items.

[0094] (Appendix 9) A program for live streaming of a game in which a streamer plays a game in which the streamer acquires an object, the program comprising: a fever control step of controlling a fever process for increasing the probability of acquiring the target by modifying at least one of a game field in which the target is acquired and an appearance state of the target for a predetermined period of time; a fever item usage management step of managing usage of a fever item that causes the fever process, the usage status being performed by at least one of the distributor and the viewer; and causing a computer to execute the above. a live game distribution server (2) for causing a computer to execute a process of changing the length of the predetermined period according to the usage status when the fever item is used within the predetermined period in the fever control step; [Explanation of symbols]

[0095] 1: Live game streaming system 2: Live game streaming server 3: Distributor terminal 4: Viewer terminal 21: Control unit 22: CPU 23:ROM 24:RAM 25: Memory means 26: Communications Department 221: Game Provider 222: Video Distribution Department 223: Fever control unit 224: Fever Item Management Department 225: Viewing status management department A:Avatar Window a:Avatar B: Box C: Coin DB: Viewing status database F: Game Field G: Gift icon I: Chat input window M: Menu button P: Total number of coins earned L: Like button LS: Total Likes E1: Lower stage E2: Upper stage T: Chat window V: Video window

Claims

1. A live game distribution server that distributes live to viewers a gameplay video of a distributor who acquires a target object, a fever control unit that controls a fever process for increasing the probability of acquiring the target by modifying at least one of a game field in which the target is acquired and an appearance state of the target for a predetermined period of time; a fever item management unit that manages the usage status of a fever item that causes the fever process, performed by at least one of the distributor and the viewer; The fever control unit is a live game distribution server that changes the length of the predetermined period depending on the usage status when the fever item is used within the predetermined period.

2. The usage status includes the number of uses of the fever item used by at least one of the distributor and the viewer, The live game distribution server according to claim 1 , wherein the fever control unit changes a length of the predetermined period depending on the number of uses within the predetermined period.

3. The game live distribution server according to claim 2 , wherein the fever control unit increases an amount of change in the length of the predetermined period caused by each of the fever items as the number of uses within the predetermined period increases.

4. The game live distribution server according to claim 2 , wherein the fever control unit improves an effect of increasing the probability of acquisition by each fever item as the number of uses within the specified period increases.

5. A viewing status management unit that manages the viewing status of the play video of the viewer within the predetermined period of time, The live game distribution server according to claim 1 , wherein the fever control unit changes the length of the predetermined period depending on the usage status and the viewing status.

6. A viewing status management unit that manages the viewing status of the play video of the viewer within the predetermined period of time, The live game distribution server according to claim 1 , wherein the fever control unit improves an effect of increasing the probability of winning according to the usage status and the viewing status.

7. The live game streaming server of claim 5 or 6, wherein the viewing status is at least one of the cumulative number of viewers, the number of gifts given to the broadcaster by the viewers, the cumulative viewing time by the viewers, and the amount charged for the gifts by the viewers within the specified period.

8. the fever control unit performs the fever process when a predetermined number of the fever items are accumulated, The live game distribution server according to claim 1 , wherein the fever item management unit manages the number of acquired fever items.

9. A program for live streaming of a game in which a streamer plays a game in which the streamer acquires an object, the program comprising: a fever control step of controlling a fever process for increasing the probability of acquiring the target by modifying at least one of a game field in which the target is acquired and an appearance state of the target for a predetermined period of time; a fever item usage management step of managing usage of a fever item that causes the fever process, the usage status being performed by at least one of the distributor and the viewer; and causing a computer to execute the above. A live game distribution server for causing a computer to execute a process of changing the length of the predetermined period according to the usage status when the fever item is used within the predetermined period in the fever control process.

Citation Information

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