Game live distribution server and program

The live streaming server and program address the inequality in traditional services by incorporating viewer support metrics to ensure fair competition through a system that considers viewer interactions and streamer performance.

JP2025018785AActive Publication Date: 2025-02-06MIRATIV CO LTD
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Patent Information

Application Number
JP2023122785
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

Technical Problem

Traditional game live streaming services fail to consider the impact of viewer support on streamer abilities, leading to potential inequality in matches between streamers with comparable skills.

Method used

A live streaming server and program that takes into account viewer support, such as cheering actions and monetary gifts, to match streamers fairly by integrating a viewer number measuring unit, cheering effect granting unit, and a matching section that considers viewer support history and streamer performance to ensure balanced competition.

Benefits of technology

Enables fair and balanced matches by considering both streamer abilities and viewer support, promoting a sense of equality among competitors.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game live distribution server and a program capable of matching for realizing a really rivaling match in a match between distributors.SOLUTION: A game live distribution server 2 for lively distributing a moving image of playing of a matching game by distributors to viewers comprises: a match result management unit 223 which manages a match result within a matching game of the distributors; and a matching unit 227 which matches distributors to match with each other in accordance with the match result and at least one of the number of viewers viewing a distribution by the distributors and a support history being a history of a supporting behavior performed by the viewers.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 increasing performance and functionality of various devices such as smartphones and the increasing speed of communication via the Internet. In particular, live game distribution services have become available, in which a distributor broadcasts a game play to a large number of viewers' terminals in real time.

[0003] Games that are distributed live in this way include, for example, soccer games, in which users can compete against each other, and the users competing become broadcasters, with viewers able to watch the matches. Some of these competitive games match users with similar abilities as opponents, allowing players of all levels from beginners to advanced players to enjoy the game (see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-040828 Summary of the Invention [Problem to be solved by the invention]

[0005] In the past, live game distribution services considered only the skills of the users who competed in the game when matching them. However, in recent live distributions, cheering from viewers can give the distributor an advantageous effect in the game. Therefore, in the above-mentioned competitive game, if cheering from viewers is adopted, even if the distributors competing are made to have equal skills, the match will not be even, and a sense of inequality may arise.

[0006] 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 perform matching to ensure a truly even match when broadcasters compete against each other. [Means for solving the problem]

[0007] The present invention is characterized in that the live game streaming server live-streams video of broadcasters playing a competitive game to viewers, comprising a match record management unit that manages the broadcasters' match records in the competitive game, and a matching unit that matches broadcasters to become opponents based on the match records and at least one of the number of viewers watching the broadcasts of the broadcasters and the cheering history, which is a history of cheering actions performed by the viewers.

[0008] It is preferable that the live streaming server for the above game further comprises a viewer number measuring unit that measures the number of viewers, and a cheering effect granting unit that grants advantageous effects within the game to the broadcaster in response to the cheering action.

[0009] In addition, it is preferable that the live streaming server of the above game further comprises a cheering effect granting unit that grants advantageous effects within the game to the broadcaster in response to the cheering action, and a cheering history management unit that manages the cheering history.

[0010] In addition, in the live streaming server of the above game, it is preferable that the cheering act is the giving of a gift that is paid for, the cheering history management unit manages the amount charged by the viewer for the gift as the cheering history, and the matching unit matches the broadcasters who will become opponents with each other based on the match history and the amount charged by the viewer.

[0011] In addition, in the live distribution server of the game, it is preferable that the matching unit matches the distributors who will become opponents with each other based on the total amount of charges made by the viewers within a predetermined period of time.

[0012] In addition, in the live streaming server of the above game, it is preferable that the total amount charged by the viewer is the sum of the amount charged to the broadcaster who is streaming the gameplay video that the viewer is watching and the amount charged to other broadcasters other than the broadcaster.

[0013] In addition, in the above-mentioned live streaming server for the game, it is preferable that the sum of the amounts charged by the viewers is a total value of the amounts charged by the viewers for all games provided by the live streaming server for the game.

[0014] It is preferable that the live streaming server of the above game further includes a viewer number measurement unit that measures the number of viewers, and an average amount calculation unit that calculates the average amount charged by all the viewers who watch the broadcaster's broadcast, and the matching unit matches the broadcasters who will be opponents based on the match history and the value obtained by multiplying the number of viewers by the average amount.

[0015] Furthermore, in the live streaming server for the above game, it is preferable that the competitive game allows two or more of the broadcasters to form groups and the groups to compete against each other, and that the matching unit matches the groups to become opponents based on the competition history of all of the broadcasters forming the group and at least one of the number of viewers and the support history.

[0016] In addition, in the live distribution server for the game, it is preferable that the match record management unit manages a player rank that is assigned according to the broadcaster's performance in the match game as the match record of the broadcaster.

[0017] In addition, in the live streaming server of the above game, it is preferable that the match record management unit manages points earned by the broadcaster in the game as the broadcaster's match record, and the matching unit matches the broadcasters who will become opponents according to the rate of increase in the points within a specified period of time.

[0018] Furthermore, in the live streaming server of the above game, it is preferable that the match history management unit manages the points earned by the broadcaster in the game as the broadcaster's match history, and sets the broadcaster's player rank according to the total number of points earned, and the matching unit matches the broadcaster whose point increase rate within a specified period is equal to or greater than a first threshold with the broadcaster whose player rank is higher than the broadcaster and whose point increase rate within the specified period is equal to or less than a second threshold.

[0019] The present invention is also characterized in that it is a program for live streaming of a game in which a broadcaster live-streams a gameplay video of a competitive game to viewers, the program causing a computer to execute a match history management process for managing the broadcaster's match history in the competitive game, and a matching process for matching broadcasters who will become opponents based on the match history and at least one of the number of viewers watching the broadcast of the broadcaster and the cheering history, which is a history of cheering actions performed by the viewers. Effect of the Invention

[0020] According to the present invention having the above-mentioned configuration, when broadcasters compete against each other, opponents can be matched taking into consideration not only the broadcaster's skill but also the cheering actions of viewers, making it possible to realize a truly close and equal match. [Brief description of the drawings]

[0021] [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] 1A and 1B are schematic diagrams showing specific examples of databases stored in a storage means of a live streaming server for a game according to an embodiment of the present invention, where (a) is a schematic diagram showing a specific example of a match record database, and (b) is a schematic diagram showing a specific example of a support history database. [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

[0022] 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.

[0023] 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 is configured with a live game distribution server 2 (hereinafter also simply referred to as "server 2"), a plurality of distributor terminals 3 (3A, 3B, ..., 3N) connected to the server 2 via a network N, and a plurality of viewer terminals 4 (4A, 4B, ..., 4N).

[0024] 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.

[0025] Specifically, in a game live distribution system 1, a server 2 provides one or more games, and each user accesses the server 2 from their own terminal (a distributor terminal 3 or a viewer terminal 4) to transmit 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. In other words, the user's terminal only generates and transmits game operation information 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 play various games and distribute or view the gameplay videos by accessing the server 2 via installed programs. The distributor terminal 3 and the viewer terminal 4 are also equipped with chat functions and call functions. The distributor terminal 3 and the viewer terminal 4 are basically the same terminal, and when a user who wants to distribute starts live game distribution through the terminal, the terminal functions as the distributor terminal 3, while when a user who wants to view the distributed video starts viewing through the terminal, the terminal functions as the viewer terminal 4.

[0028] 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.

[0029] 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.

[0030] Fig. 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 match record management unit 223, a viewer number measurement unit 224, a cheering effect granting unit 225, a cheering history management unit 226, and a matching unit 227 by the CPU 22 expanding a program stored in the ROM 23 into the RAM 24 and executing it.

[0031] The game providing unit 221 provides games to the broadcaster terminal 3 and the viewer terminal 4 based on game data including at least one or more fighting games stored in the storage means 25. As described above, 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 game providing unit 221. In other words, 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. The broadcaster terminal 3 and the viewer terminal 4 then display gameplay videos based on the results of the information processing received by the game providing unit 221.

[0032] When the video distribution unit 222 receives information from the distributor terminal 3 indicating that live distribution of the game is to begin, the video distribution unit 222 distributes the gameplay video to those distributor terminals 3 accessing the server 2 that wish to view the gameplay video of the game. 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. The distribution of gameplay videos is performed for each distributor, and viewers view the gameplay videos for each distributor.

[0033] The match record management unit 223 manages the match record of the distributor in the match game. The match record management unit 223 specifies points acquired in the game as the match record in the match game, and grants the distributor, for example, 3 points for a win in the match, 1 point for a loss, and 2 points for a draw, and sets and manages the player rank of the distributor according to the total number of points acquired. Specifically, the match record management unit 223 manages the player rank as D when the total number of points of the distributor is 0 to 9, as C when the total number of points is 11 to 29, as B when the total number of points is 30 to 59, as A when the total number of points is 60 to 99, and as S when the total number of points is 100 or more. The match record management unit 223 manages the points as the match record and the corresponding player rank in an updatable manner using the match record database DB1 (see FIG. 4) stored in the storage means 25. It should be noted that in the present invention, the correspondence relationship between the total number of points and each player rank is not limited to this, and the correspondence relationship between the total number of points and each player rank and the player rank numbers may be in other modes.

[0034] The viewer number measurement unit 224 measures, for each distributor, the number of viewers who view the broadcasts of the distributor.

[0035] The cheering effect imparting unit 225 imparts advantageous effects to the distributor in the game in response to cheering actions performed by the viewer. In this embodiment, the cheering action is the giving of a gift (gift content) that can be used in the game and imparts advantageous effects in the game when used. The gift is managed using a gift content database (not shown) stored in the storage means 25. In this embodiment, the giving of the gift is done for a fee.

[0036] The support history management unit 226 manages the support history, which is a history of support actions performed by a viewer. The support history is the amount charged when a viewer gives a gift for which a fee is paid to a distributor, and the support history management unit 226 manages this amount in an updatable manner using the support history database DB2 (see FIG. 4) stored in the storage means 25.

[0037] The matching unit 227 matches broadcasters who will be opponents with each other according to the battle records of each broadcaster managed by the battle record management unit 223 and the amount of money charged by the viewer measured by the support history management unit 226.

[0038] Specifically, the matching unit 227 performs matching of opponents based on a first matching reference value related to a player rank, which is the match record of each distributor, and a second matching reference value related to the amount of money charged by viewers for each distributor.

[0039] In this embodiment, the matching unit 227 specifies that the first matching reference value is 10 when the player rank is D, 20 when the player rank is C, 50 when the player rank is B, 100 when the player rank is A, and 200 when the player rank is S. Note that in the present invention, the rates between the player ranks and the corresponding first matching reference values ​​are not limited to these, and other rates may be adopted.

[0040] Furthermore, the matching unit 227 sets the second matching reference value to the total amount of charges for gifts from viewers to the distributor divided by 100. For example, if the total amount of charges from all viewers who watch a certain distributor's gameplay video is 4,000 yen, then this is divided by 100 to obtain 40, which is the second matching reference value. Note that in the present invention, the method of calculating the second matching reference value is not limited to this, and other calculation methods may be adopted.

[0041] Then, the matching unit 227 matches the broadcasters whose sums of the first matching reference value and the second matching reference value are closest to each other as opponents. The broadcasters who will be the opponents are displayed on the broadcaster terminals 3 of the matched broadcasters, and the actual battle begins when each broadcaster agrees to the battle by operating the screen of the battle game.

[0042] FIG. 4 is a schematic diagram showing specific examples of databases stored in the storage means 25 of the live streaming server 2 of the game according to an embodiment of the present invention, where (a) is a schematic diagram showing a specific example of the match record database DB1, and (b) is a schematic diagram showing a specific example of the support history database DB2.

[0043] As shown in Fig. 4(a), the match record database DB1 stores the user IDs of broadcasters who will compete in matches, the number of wins, losses, and draws as the match records, and the points and player ranks in an updateable state in association with each other. Specifically, in the example shown in Fig. 4(a), for a broadcaster with a user ID of 0001, the match record includes 5 wins, 1 loss, and 1 draw, and the points based on these wins, losses, and draws are 18, and the player rank corresponding to the points is C, which are stored in the match record database DB1.

[0044] As shown in Fig. 4(b), the support history database DB2 stores the number of gifts given to the broadcaster as the support history, together with the viewer's user ID, and the total amount charged for the gifts, which are associated with each other and can be updated. Specifically, in the example shown in Fig. 4(b), for a viewer with a user ID of 0021, the number of gifts given as the support history is 11, and the total amount charged for these gifts is 3,300 yen, which are stored in the support history database DB2.

[0045] Returning to FIG. 2, the server 2 includes, in addition to the control unit 21, a storage unit 25 and a communication unit .

[0046] 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 game-related data required for the server 2 to function, as well as various databases such as a match record database DB1 and a support history database DB2.

[0047] 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.

[0048] Next, a description will be given of live streaming by the live game streaming system 1 having the above-mentioned configuration. Fig. 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. In the example shown in Fig. 5, a live game of tennis is being streamed as a game in which streamers play against each other, and during the live streaming, a video window V, a chat window C, 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.

[0049] The video window V is a window in which video of the distributors playing the competitive game, distributed from the video distribution unit 222, is displayed. Within the video window V, characters corresponding to the distributors competing in the match ("Honoka" and "Kenichi") and a heart-shaped like button L that allows viewers to give a high rating to the distributor who is distributing the video of the competitive game being played, are displayed. Viewers can give a high rating to the distributor by touching this like button L. The total number of likes given to the distributor by viewers is displayed to the right of the like button L. In the example of FIG. 6, the total number of likes is displayed as 21.

[0050] The chat window C is a window in which the contents of the chat are displayed, and is managed by a chat management unit (not shown). The chat window C displays the names of the viewers who have made comments ("Hinata", "Aoi") and comments made by each commenter ("Nice to meet you!" and "Chance!"). These contents are displayed on all viewer terminals 4A, 4B, ..., 4N.

[0051] Furthermore, when a viewer starts viewing a broadcast by a broadcaster, a chat window C is displayed, and a viewing start notification indicating that the viewer has started viewing is displayed in the chat window C (for example, if the viewer's name is Aoi as shown in FIG. 6, "Aoi has started viewing!" or the like (not shown)). The viewing start notification is notified to the broadcaster, as well as to all viewers viewing the broadcast by that broadcaster.

[0052] The chat input window I is a window for inputting comments to be displayed in the chat window C. A viewer who wishes to make a comment can input characters into this chat input window I using the character input function of the viewer terminal 4 and transmit the character data to the server 2, whereupon the characters are displayed in the chat window C of the viewer terminal 4. The contents of the chat are also displayed on the distributor terminal 3.

[0053] The avatar window A is a window that displays the avatar a of the broadcaster of the competitive game that the viewer is watching, and the broadcaster's name (Honoka).

[0054] The gift icon G is an icon selected when a viewer gives a gift (gift content) to a broadcaster, and by selecting this icon, a list of gift contents that can be given based on a gift database (not shown) is displayed on the viewer terminal 4. When a viewer selects the gift content they wish to give from the list of gift contents, a gift request is transmitted from the viewer terminal 4 to the server 2, and the server 2 extracts the specified gift content from the gift database in response to the gift request and provides it to the broadcaster. This gift content can be given for a fee. This gift content is an item or special effect that gives the broadcaster an advantageous effect in a competitive game. The amount charged for the gift content is managed as a support history using the support history database DB2.

[0055] 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.

[0056] As shown in FIG. 6, first, a distributor operates the distributor terminal 3 to transmit a request to the server 2 to the effect that the distributor wishes to participate in a competitive game and compete in a match (step S1).

[0057] Next, the viewer operates the viewer terminal 4 to transmit a request to the server 2 to view the live distribution of the competitive game by a predetermined distributor (step S2).

[0058] Next, the video distribution unit 222 starts distributing the gameplay video of the distributor to the viewer terminal 4 (step S3). The distributed video data is displayed in a video window V of the viewer terminal 4 as shown in Fig. 5. When the distribution of the gameplay video starts, a standby screen is first displayed in the video window V until matching is completed with another distributor who will be the opponent in response to the distributor's battle request.

[0059] Next, the match record management unit 223 extracts the match records of each distributor who has made a match request from the match record database DB1 (step S4).

[0060] Next, the viewer number measurement unit 224 counts the number of distributors who are watching the video of the distributor (step S5).

[0061] In addition, the support history management unit 226 extracts the charge amount for the gift given to the distributor from the support history database DB2 as the support history of each viewer who is watching the video of the distributor (step S6).

[0062] Next, the matching unit 227 matches the broadcasters to become opponents according to the broadcasters' match records and the total amount of charges to the broadcasters by viewers who watch the broadcasters' videos (step S7). Specifically, the matching unit 227 calculates a first matching reference value set according to the broadcasters' player rank, which is the broadcasters' match records, and a second matching reference value, which is the total amount of charges by viewers for each broadcaster divided by 100, and matches another broadcaster with the closest sum of the first matching reference value and the second matching reference value as an opponent. In this way, a series of processes for matching broadcasters to become opponents is completed.

[0063] According to the live streaming server 2 of the game according to the present embodiment described above, when streamers compete against each other, opponents can be matched taking into consideration not only the skill of the streamer but also the advantageous effect that arises from the cheering actions of viewers, making it possible to realize a truly close and equal match.

[0064] The present invention is not limited to the above-described embodiment, and various modifications can be made.

[0065] For example, in the above-described embodiment, when matching broadcasters to compete against each other, the total amount of money charged for gifts given by viewers to broadcasters as the viewers' support records was taken into consideration, but the present invention is not limited to this, and the number of viewers watching broadcasts by each broadcaster may also be taken into consideration. Even when opponents are matched in consideration of the number of viewers, it is possible to realize a more evenly matched and equal match compared to conventional matching that takes only the skills of the broadcasters into consideration. In addition, matching may be performed in consideration of both the amount charged by the viewers and the number of viewers.

[0066] Furthermore, in the present invention, the matching unit 227 may match broadcasters who will become opponents according to the rate of increase in points as broadcast performance within a predetermined period (e.g., one week, one month, etc.). Specifically, the matching unit 227 may match broadcasters whose points have increased by three times or more within a predetermined period with broadcasters whose point increase rate is the closest. This makes it possible to realize a more exciting battle by matching and having broadcasters who are on a winning streak compete against each other.

[0067] Furthermore, the matching unit 227 may match a broadcaster whose point increase rate within a predetermined period (e.g., one week, one month, etc.) is equal to or greater than a first threshold value with a broadcaster whose player rank is higher than the broadcaster and whose point increase rate within the predetermined period is equal to or less than a second threshold value. Specifically, the matching unit 227 may match a broadcaster whose points have increased by three times or more within a predetermined period with a broadcaster whose player rank is higher than the broadcaster (e.g., one player rank higher) and whose points have increased by less than 1.5 times within the predetermined period. This creates a sense of expectation among viewers that a broadcaster with a lower player rank will defeat a broadcaster with a higher player rank and pull off a giant-killing, making it possible to realize a more exciting match.

[0068] In addition, in the above-described embodiment, a one-on-one singles tennis game as shown in FIG. 5 has been given as an example of a competitive game, but the present invention is not limited to this, and may also be a competitive game in which two or more broadcasters form groups and the groups compete against each other, such as a doubles tennis game or a soccer game.

[0069] In this case, the matching unit 227 matches groups that will become opponents according to the match records of all the distributors that form the group and the support history of the viewers who watch the videos of each distributor. This type of aspect also makes it possible to realize a more evenly matched and equal match compared to the conventional matching that considers only the skills of the distributors. Note that even when groups compete against each other, it is also possible to consider only the support records, only the number of viewers, or both.

[0070] In addition, in the above-described embodiment, a paid gift given by a viewer to a broadcaster is an item that provides an advantageous effect in the game, but the present invention is not limited to this. Paid gifts may be currency, virtual currency, or in-game currency that can only be used in the game, and when these are given to a broadcaster, an advantageous effect (such as a speed boost or stamina boost) is provided to the viewer depending on the amount of the gift.

[0071] In addition, the total amount of charges made by a viewer to be considered in matching may include not only charges made to the specific distributor who is distributing the gameplay video that the viewer is watching, but also charges made to other distributors. Furthermore, the total amount of charges may include the sum of charges made by the viewer to all games provided by the server 2.

[0072] Furthermore, 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. [Explanation of symbols]

[0073] 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: Match Record Management Department 224: Viewer Count Measurement Department 225: Cheering effect granting section 226: Support History Management Department 227: Matching section A:Avatar Window a:Avatar C: Chat window DB1: Match Record Database DB2: Cheering history database G: Gift icon I: Chat input window L: Like button M: Menu button V: Video window

Claims

1. A live game distribution server that distributes live gameplay videos of distributors of competitive games to viewers, A match record management unit that manages the match records of the distributor in the match game; a matching unit that matches the broadcasters to become opponents according to the match record and at least one of the number of viewers watching the broadcasts of the broadcasters and a cheering history that is a history of cheering actions performed by the viewers; A live game streaming server equipped with

2. A viewer number measurement unit that measures the number of viewers; The live game distribution server according to claim 1 , further comprising: a cheering effect granting unit that grants an advantageous effect in the game to the distributor in response to the cheering action.

3. a cheering effect granting unit that grants an advantageous effect to the distributor in the game in response to the cheering action; A support history management unit for managing the support history; The live game distribution server according to claim 1 , further comprising:

4. The support is a gift given for a fee, The support history management unit manages the amount charged by the viewer for the gift as the support history, The live game distribution server according to claim 3 , wherein the matching unit matches the distributors who will become opponents with each other according to the match records and the amount of charge of the viewer.

5. The live game distribution server according to claim 4 , wherein the matching unit matches the distributors who will become opponents with each other according to the total amount of the charges made by the viewers within a predetermined period.

6. A live game streaming server as described in claim 5, wherein the total amount charged by the viewer is the sum of the amount charged to the broadcaster who is streaming the gameplay video being watched by the viewer and the amount charged to other broadcasters other than the broadcaster.

7. The live game distribution server according to claim 5 , wherein the total amount charged by the viewers is a sum of the amounts charged by the viewers for all games provided by the live game distribution server of the game.

8. A viewer number measurement unit that measures the number of viewers; an average amount calculation unit that calculates an average amount of the charges for all viewers who watch the broadcast of the broadcaster; Further equipped with The live game distribution server according to claim 4 , wherein the matching unit matches the distributors who will become opponents with each other according to the match records and a value obtained by multiplying the number of viewers by the average amount.

9. In the competitive game, two or more of the distributors can form a group and the groups can compete against each other; The live streaming server of a game as described in claim 1, wherein the matching unit matches the groups to become opponents based on the match history of all the broadcasters that form the group and at least one of the number of viewers and the support history.

10. The live game streaming server according to any one of claims 1 to 9, wherein the match record management unit manages a player rank that is assigned to the distributor as the match record of the distributor according to the distributor's performance in the match game.

11. the match record management unit manages points acquired by the distributor in the game as the match record of the distributor; The live game distribution server according to claim 1 , wherein the matching unit matches the distributors who will become opponents according to an increase rate of the points within a predetermined period.

12. the match record management unit manages points acquired by the distributor in the game as the match record of the distributor, and sets a player rank of the distributor in accordance with the total number of points acquired; A live streaming server for a game as described in any one of claims 1 to 9, wherein the matching unit matches a broadcaster whose point increase rate within a specified period is equal to or greater than a first threshold with a broadcaster whose player rank is higher than the broadcaster and whose point increase rate within the specified period is equal to or less than a second threshold.

13. A program for live streaming of a game in which a broadcaster broadcasts a gameplay video of a competitive game to viewers, A match record management step of managing the match record of the distributor in the match game; a matching step of matching the broadcasters to become opponents according to the match record and at least one of the number of viewers who watch the broadcasts of the broadcasters and the cheering history, which is a history of cheering actions performed by the viewers; A program for causing a computer to execute the following.

Citation Information

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