Game live distribution server and program

The game live streaming server and program address unequal matches by integrating viewer support actions and performance metrics to ensure balanced competition, enhancing the streaming experience.

JP2025018863APending Publication Date: 2025-02-06MIRATIV CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023173699
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-05
Publication Date
2025-02-06

AI Technical Summary

Technical Problem

Traditional game live streaming services fail to consider viewer support actions, leading to unequal matches between streamers, despite viewer responses having an impact on the game, creating a sense of inequality.

Method used

A game live streaming server and program that manages streamer match performance, viewer count, cheering history, and viewer support actions to match streamers based on viewer support and performance metrics, ensuring equal matches.

Benefits of technology

Enables truly equal matches by incorporating viewer support effects and performance metrics, enhancing the competitive experience for streamers and viewers.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025018863000001_ABST
    Figure 2025018863000001_ABST
Patent Text Reader

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
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] In recent years, various devices such as smartphones have become more powerful and functional, and the Internet has become more and more popular. As the speed of communication increases, various video distribution services are becoming more and more popular. Live game streaming, where the gameplay is broadcast to a large number of viewers in real time The service is being carried out.

[0003] An example of a game that is broadcast live in this way is a soccer game, where users face each other. There is a game where players can compete against each other, and the players who compete become broadcasters, and viewers can watch the matches. There are games where you can watch the game. And as a competitive game, you can see the opponents' abilities. By matching similar users, everyone from beginners to advanced users can enjoy the game. There is a device that allows this (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] By the way, in conventional live game distribution services, players who play against each other during matching are In recent years, however, live streaming has become more and more popular, and the response from viewers has become more and more important. Some supportive behaviors can give the streamer an advantage in the game. In a battle game, if support from viewers is adopted, the Even if the players are all equally skilled, the match may not be evenly matched, and a sense of inequality may arise.

[0006] Therefore, the present invention has been made in consideration of the above-mentioned problems, and is a method for competing against other broadcasters. Live game streaming that allows for match-ups that allow for truly evenly matched matches The purpose is to provide a server and a program. [Means for solving the problem]

[0007] The present invention relates to a game rapper who live-streams a video of a competitive game played by a broadcaster to viewers. A live distribution server that manages the distribution party's battle records in the battle game. A management unit, the match record, the number of viewers who watch the broadcast of the broadcaster, and the broadcasts performed by the viewers. At least one of the cheering history, which is a history of cheering actions, and the broadcast that becomes an opponent depending on the cheering history. A live game distribution server that includes a matching unit that matches users with each other. It is characterized by:

[0008] a viewer number measurement unit that measures the number of viewers in the live streaming server of the game; a cheering effect granting section that grants an advantageous effect in the game to the distributor in response to the cheering action; It is preferable that the device further comprises:

[0009] In addition, in the live distribution server of the game, a live broadcast of the game is performed in front of the broadcaster in response to the cheering action. a cheering effect granting unit for granting advantageous effects in the game; and a cheering history managing unit for managing the cheering history. It is preferable that the device further comprises a management unit.

[0010] In addition, in the live distribution server of the game, the support is a gift that is given for a fee. The support history management unit calculates the amount of the gift by the viewer. The matching unit manages the match record and the billing amount of the viewer as a support history. It is preferable to match the broadcasters who will become opponents according to the above-mentioned conditions.

[0011] In addition, in the live distribution server of the game, the matching unit The broadcasters are matched up against each other according to the total amount of the charges made by the viewers. It is preferable to carry out the above steps.

[0012] In addition, in the live distribution server of the game, the total amount of the charge by the viewer is The amount is the amount charged to the distributor who is distributing the play video that the viewer is watching. It is preferable that the amount charged be the sum of the amount charged to the distributor and the amount charged to another distributor different from the distributor.

[0013] In addition, in the live distribution server of the game, the total amount of the charge by the viewer is The sum is the viewing rate for all games provided by the live distribution server of the game. It is preferable that the amount of the charge be the total amount of the charges by the users.

[0014] a viewer number measurement unit that measures the number of viewers in the live streaming server of the game; Calculate the average amount of the charges by all viewers who watch the broadcast of the broadcaster and a payment calculation unit, wherein the matching unit calculates the payment amount based on the match record and the number of viewers. It is preferable to match the distributors who will become opponents according to the value multiplied by the average amount. I wish.

[0015] In addition, in the live distribution server of the game, the competitive game is distributed to two or more of the distribution The players can form groups and play against each other in the matchmaking mode. The group is a group of all the broadcasters forming the group, and the viewers The groups are matched against each other according to at least one of the number of players and the cheering history. It is preferable to perform the above-mentioned process.

[0016] In addition, in the live distribution server of the game, the match record management unit The battle record is a prize awarded according to the broadcaster's battle record in the battle game. It is preferable to control the year rank.

[0017] In addition, in the live distribution server of the game, the match record management unit Manage points acquired by the distributor in the game as the battle record; The matching unit selects the player who will become an opponent according to the rate of increase in the points within a predetermined period. It is preferable to match distributors with each other.

[0018] In addition, in the live distribution server of the game, the match record management unit managing points acquired by the distributor in the game as the battle record; In addition, the player rank of the distributor is set according to the total number of points acquired, and the The switching unit is configured to switch between the broadcaster and the broadcaster whose point increase rate within a predetermined period is equal to or greater than a first threshold value. , the player rank is higher than that of the distributor and the number of points within the specified period It is preferable to match with the distributor whose increase rate is equal to or less than a second threshold.

[0019] The present invention also provides a game that allows a distributor to live-stream a gameplay video of a competitive game to viewers. A program for live distribution of a game, the program managing the broadcaster's battle record in the battle game, A match record management process for managing the match record and the number of viewers who watch the broadcast of the broadcaster. At least one of the cheering histories, which are the history of cheering actions performed by the viewers, and the opponent A matching step of matching the relevant distributors with each other. The present invention is characterized in that it is a program for Effect of the Invention

[0020] According to the present invention having the above-mentioned configuration, in addition to the skill of the distributors, This allows for the matching of opponents to take into account the cheering behavior of viewers, creating a truly competitive environment. This makes it possible to realize a battle with a sense of equality. [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, with reference to the drawings, a live distribution server for a game according to an embodiment of the present invention will be described. This article explains the live streaming system for games.

[0023] FIG. 1 shows a game live distribution server 2 according to an embodiment of the present invention. FIG. 1 is a schematic diagram showing an eve distribution system 1. As shown in FIG. The live distribution system 1 includes a game live distribution server 2 (hereinafter, simply referred to as “server 2”). 3) and a plurality of distributor terminals 3 (3A, 3B) connected to the server 2 via a network N. , 3N) and a plurality of viewer terminals 4 (4A, 4B, . . . , 4N). .

[0024] In this embodiment, the live game distribution system 1 is a system in which a user who is a distributor distributes a game. Providing a video of the game being played in real time to one or more viewers It is a system that makes this possible.

[0025] Specifically, in a game live distribution system 1, a server 2 provides one or more games. Each user accesses the server 2 from his / her own terminal (distributor terminal 3 or viewer terminal 4). By accessing the terminal, the terminal transmits game operation information to the server 2, and the server 2 receives the operation information. Based on the game information, various in-game information processing is performed and the results of the information processing are sent to the user's device. The user's device then displays the gameplay video based on the results of the information processing. The user's device only generates and transmits game operation information and draws gameplay animation. All other game-related information processing is performed by the server 2.

[0026] In addition, users who play the game may wish to live stream their gameplay videos. In this case, the server 2 transmits the play video to the viewer terminal 4 of the viewer who wishes to receive the video. provide.

[0027] The distributor terminal 3 and the viewer terminal 4 are equipped with a communication function, a voice call function, a recording and video recording function, and an operating function. Terminals equipped with functions such as a smartphone, tablet, etc. By accessing server 2 via a program installed on a PC, etc., You can play the games and stream or watch the gameplay videos. The distributor terminal 3 and the viewer terminal 4 are terminals that can be used for chatting and calling. The distributor terminal 3 and the viewer terminal 4 are basically the same terminal, and When a user who wants to live stream a game starts streaming via their device, the device starts streaming. While it functions as a follower terminal 3, users who want to watch the distributed videos can also use the terminal When a viewing start operation is performed, the terminal functions as the viewer terminal 4.

[0028] FIG. 2 is a configuration block diagram of the live game distribution server 2 according to the embodiment of the present invention. As shown in FIG. 2, the server 2 includes a control unit 21 that controls the entire server 2, and a storage unit 2. 5 and a communication unit 26.

[0029] The control unit 21 includes a CPU 22 that controls the entire control unit 21 and a control unit that operates on the CPU 22. ROM 23 for storing programs, etc., and RAM 24 for temporarily storing various data. The present invention is configured to include the following.

[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 executes a program stored in the ROM 23 by a CPU 22. The program is expanded in the RAM 24 and executed, whereby a game providing unit 221, a video distribution unit 222, , match record management unit 223, viewer number measurement unit 224, cheering effect granting unit 225, cheering history management The filtering unit 226 and the matching unit 227 function as a filtering unit.

[0031] The game providing unit 221 provides at least one or more battle games stored in the storage means 25. Based on the game data including the game, the game is provided to the distributor terminal 3 and the viewer terminal 4. As described above, the distributor terminal 3 and the viewer terminal 4 generate, transmit, and play game operation information. Only the rendering of the video is performed, and all other information processing related to the game is performed by the game providing unit 221. That is, the game providing unit 221 receives the game data transmitted from the distributor terminal 3 and the viewer terminal 4. Based on the operation information received, various information processing is performed within the game, and the results of the information processing are transmitted to the distributor. The distributor terminal 3 and the viewer terminal 4 then transmit the received game data to the distributor terminal 3 and the viewer terminal 4. The gameplay video is displayed based on the result of information processing by the game providing unit 221.

[0032] The video distribution unit 222 receives information from the distributor terminal 3 indicating that live distribution of the game is to begin. Then, among the broadcaster terminals 3 that access the server 2, those who wish to watch the gameplay video of the game are We will distribute gameplay videos to those who wish to do so. The unit 222 may distribute the video data as is, or may process the video data in a predetermined manner before distributing it. The gameplay videos are distributed by each distributor, and viewers can watch the gameplay videos of each distributor. conduct.

[0033] The match record management unit 223 manages the match records of the distributor in the match game. Section 223 specifies points to be acquired in the game as a battle achievement in the battle game, e.g. For example, a win gives you 3 points, a loss gives you 1 point, and a draw gives you 1 point. The points will be awarded to the streamer as 2 points, and the streamer's rank will be increased according to the total number of points earned. Specifically, the battle record management unit 223 sets and manages the rank of the broadcaster. If the total number of points is 0-9, the player rank is D. If the total number of points is 11-29, the player rank is D. If the total points are between 30 and 59, the player rank is C. If the total points are between 60 and 99, the player rank is A. If the rank is 100 or more, the player rank is managed as S. The points as the battle record and the player rank corresponding thereto are stored in the storage means 25. The game results are managed in an updatable manner using the game results database DB1 (see FIG. 4). In the present invention, the correspondence between the total number of points and each player rank is not limited to this. The relationship between the total number of players and each player rank, and the number of player ranks may be changed. stomach.

[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 granting unit 225 grants the distributor an in-game cheering action in response to the cheering action performed by the viewer. In this embodiment, the cheering action is performed by using the following in-game actions: Gifts that can be used to grant advantageous effects in the game (Gift Coins) The gift is a gift of gift content (not shown) stored in the storage means 25. The gift is managed using a content database. This is done for a fee.

[0036] The cheering history management unit 226 manages the cheering history, which is a history of cheering actions performed by viewers. The support history is the amount charged when a viewer gives a paid gift to a broadcaster, and the support history management The unit 226 converts this charge amount into the support history database DB2( The data is managed in an updatable manner using the .

[0037] The matching unit 227 is a unit that matches the match results of each distributor managed by the match result management unit 223. The opponent is selected according to the results and the amount of money charged by the viewers measured by the cheering history management unit 226. We match streamers who are interested in becoming a part of the platform.

[0038] Specifically, the matching unit 227 performs a match-up based on the player rank of each distributor. The first matching standard value is the amount of content charged by viewers to each distributor. The second matching standard value is the amount of content charged by viewers to each distributor. Match opponents based on the metric.

[0039] In this embodiment, the matching unit 227 selects the first match when the player rank is D. The first matching standard value for players with a rank of C is 20. If the layer rank is B, the first matching standard value is 50. If the player rank is A, The first matching standard value is 100, and the first matching when the player rank is S The standard value is set to 200. In this invention, the player rank and the corresponding The rate of the first matching reference value to be used is not limited to this, and other rates may be adopted.

[0040] In addition, the matching unit 227 determines whether or not a gift is provided by a viewer to the distributor. The second matching standard value is the total amount divided by 100. For example, If the total amount of money spent by all viewers watching the gameplay video is 4,000 yen, then The result of dividing by 00 is 40, which is the second matching reference value. The method of calculating the reference value is not limited to this, and other calculation methods may be adopted.

[0041] Then, the matching unit 227 calculates the sum of the first matching reference value and the second matching reference value. The closest broadcasters are matched as opponents. The broadcaster terminal 3 of each follower displays the broadcasters who will be his / her opponents, and each broadcaster The actual battle begins when the player agrees to the battle through screen operations in the battle game.

[0042] FIG. 4 shows the content of the game stored in the storage unit 25 of the live distribution server 2 of the game according to the embodiment of the present invention. FIG. 1 is a schematic diagram showing a specific example of a database that is used in the game. (a) is a schematic diagram showing a specific example of the cheering history database DB2. be.

[0043] As shown in FIG. 4(a), the match record database DB1 contains the users of the broadcasters who will compete against each other. The ID, number of wins, losses, draws, points and player rank as match records Specifically, the data is stored in an updateable state in the form shown in Figure 4(a). In the example shown, the broadcaster with user ID 0001 has 5 wins and 5 losses. There was one injury and one draw, and the points based on these wins, losses and draws were 18, The player's rank corresponding to the points is then recorded as C in the match record database DB1. It is retained.

[0044] In addition, as shown in FIG. 4(b), the support history database DB2 contains the support history of the viewer user I Along with D, the number of gifts you have given to the streamer as your support history and the total amount of money you have spent on gifts will be They are related to each other and are stored in an updateable state. In this example, for a viewer with user ID 0021, the number of gifts given as support history is The total amount of the donations is 3,300 yen. It is held in the database DB2.

[0045] Returning to FIG. 2, the server 2 includes a storage unit 25 and a communication unit 26 in addition to the control unit 21. is.

[0046] The storage means 25 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The storage means 25 stores various game-related information required for the server 2 to function. Data, match record database DB1, support history database DB2, and other data Remember the base.

[0047] The communication unit 26 is a network interface and communicates with a distributor via a network N. The communication unit 26 communicates with the distributor terminal 3 and the viewer terminal 4. The received various data are passed to the control unit 21, and the data generated by the control unit 21 is sent to the distributor terminal. The data is then transmitted to the terminal 3 and the viewer terminal 4.

[0048] Next, the live distribution of the game by the live distribution system 1 having the above-mentioned configuration will be described. FIG. 5 shows a system for communicating with a live distribution server 2 of a game according to an embodiment of the present invention. FIG. 5 is a schematic diagram showing a specific example of a screen displayed on a viewer terminal 4 for performing distribution. A live broadcast of a tennis game is being held in which fans compete against each other. During live streaming, the viewer terminal 4 has a video window V, a chat window C, and a chat window D. The chat input window I, the avatar window A, the gift icon G, and various operation menus The menu button M, which brings up the menu, is displayed.

[0049] The video window V displays the playlist of a competitive game by a distributor, which is distributed from the video distribution unit 222. This is the window where the Ray video is displayed. The video window V shows the broadcaster ( Distributing characters corresponding to the characters "Honoka" and "Kenichi" and gameplay videos of fighting games A heart-shaped thumbs-up button allows viewers to thumbs-up streamers who are watching. The like button L will be displayed. By touching this like button L, viewers can give the streamer a like. The total number of likes given to a broadcaster by viewers is calculated by the like vote. It is displayed to the right of Tan L. In the example in Figure 6, the total number of likes is displayed as 21.

[0050] The chat window C is a window in which the chat contents are displayed. The chat window C is managed by the chat management section. The name of the viewer who is the speaker is displayed in the chat window C. The previous ("Hinata", "Aoi") and the comments by each speaker ("Nice to meet you!" and "Chi These contents are displayed on all the viewer terminals 4A, 4B, ..., 4N. As shown.

[0051] In addition, when a viewer starts watching a broadcast by a broadcaster, a chat window C appears. At the same time, a notification that the viewer has started watching is displayed in chat window C. (For example, if the viewer's name is Aoi, as shown in Figure 6, you can see the following: Aoi has started watching! " (not shown) is displayed. The viewing start notification is sent to the broadcaster as well as to the broadcasting All viewers will be notified.

[0052] The chat input window I is used to enter comments that will be displayed in the chat window C. The viewer who wishes to speak can enter the chat window I. The user inputs characters using the character input function of the user terminal 4 and transmits the character data to the server 2. As a result, the text is displayed in the chat window C of the viewer terminal 4. The contents of the broadcast are also displayed on the broadcaster terminal 3.

[0053] Avatar window A shows the avatar a of the broadcaster of the competitive game that the viewer is watching, and the broadcaster This is a window that displays the name of the person (Honoka).

[0054] The gift icon G is used when a viewer gives a gift (gift content) to a streamer. By selecting the icon, a gift A list of gift contents that can be given is displayed based on a gift database (not shown). When a listener selects the gift content they want to give from the list of gift contents, A gift request is transmitted from the customer terminal 4 to the server 2, and the server 2 generates gift data in response to the gift request. Extract the specified gift content from the base and provide it to the distributor. This gift content can be given to the streamer in the battle game. Gift content is an item or special effect that gives you a beneficial effect in the game. The charge for gift content is based on the The support history is managed 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 shows a process performed by the live game distribution server 2 according to an embodiment of the present invention. 6 is a flowchart.

[0056] As shown in FIG. 6, first, a broadcaster operates the broadcaster terminal 3 to play a battle game against the server 2. A request to join the team and play a match is sent (step S1).

[0057] Next, the viewer operates the viewer terminal 4 to play a match game by a predetermined distributor on the server 2. Then, the user transmits a request to view the live broadcast of the game (step S2).

[0058] Next, the video distribution unit 222 starts distributing the play video of the distributor to the viewer terminal 4. The distributed video data is stored in the video window of the viewer terminal 4 as shown in FIG. When the gameplay video starts, the video window V will first display the distribution It takes time to complete matching with other streamers who will be opponents in response to the followers' match requests. The standby screen appears.

[0059] Next, the match record management unit 223 records the match records of each broadcaster who has made a match request. The results are extracted from the performance 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 Step S5).

[0061] In addition, the support history management unit 226 stores the support history of each viewer who is watching the video of the distributor. The amount of money charged for the gift given to the broadcaster is stored in the support history database DB2. (Step S6).

[0062] Next, the matching unit 227 checks the match record of the distributor and the number of people who have watched the video of this distributor. Opponents are matched up against each other based on the total amount of money that viewers have paid to the streamers. Specifically, the matching unit 227 performs matching based on the match history of the distributor. The first matching standard value is set according to the player rank, and the viewership of each streamer is set according to the first matching standard value. The total amount of the charges is divided by 100 to calculate the second matching reference value. The other streamer who has the closest sum of the matching standard value and the second matching standard value will be selected as the opponent. This completes the process of matching streamers together as opponents. do.

[0063] According to the above-described live distribution server 2 of the game according to the present embodiment, In this case, in addition to the ability of the distributor, the beneficial effect caused by the support of the viewers will also be taken into consideration. It is possible to match opponents, allowing for a truly equal and competitive match. It will be possible to do this.

[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 who will compete against each other, The total amount of money that viewers paid for gifts to the streamer was taken into consideration as the streamer's support record, but The present invention is not limited to this, and may take into account the number of viewers who watch the broadcasts by each broadcaster. Good. Even if the number of viewers is taken into consideration when matching opponents, it is still based on the ability of the original streamer alone. Compared to matching that takes into account the above, it is possible to achieve a more evenly matched battle. In addition, the matching is performed taking into account both the amount charged by the viewer and the number of viewers. may be also possible.

[0066] In the present invention, the matching unit 227 performs a process of determining whether or not a match has been made for a predetermined period (for example, one week, one month, etc.). ) will match up streamers who will be opponents according to the increase rate of points as a stream performance. Specifically, the matching unit 227 may match the points within a predetermined period. For streamers whose points have increased by more than three times, we matched streamers with the closest increase in points. This allows you to match up two streamers who have been winning consecutive matches and are on a roll, for example. By combining these features, it will be possible to create even more exciting battles.

[0067] In addition, the matching unit 227 calculates the number of points within a predetermined period (for example, one week, one month, etc.). A streamer whose increase rate is equal to or higher than the first threshold and a streamer who has a higher player rank than the streamer for a certain period of time The matching may be performed with a distributor whose point increase rate within a certain period is equal to or less than a second threshold. Specifically, the matching unit 227 selects a distributor whose points have increased by three times or more within a predetermined period. If you have a higher player rank than this streamer (for example, one player rank higher), Match with streamers whose points have increased by less than 1.5 times during the specified period. This allows viewers to see a streamer with a lower player rank as a player rank. This raised expectations that Nku might defeat the above streamers and pull off a giant killing. This will allow players to play more games together, making for more exciting matches.

[0068] In the above embodiment, a one-on-one match game is performed as shown in FIG. Although the above description is given taking a singles tennis game as an example, the present invention is not limited to this example. For example, in a doubles tennis game or soccer game, two or more streamers form a group. The game may be a battle game in which groups compete against each other.

[0069] In this case, the matching unit 227 performs the following for each of all the distributors who form the group: The match will be decided based on the match record and the support history of viewers who watch the videos of each broadcaster. This method also matches groups of people who want to play against each other. Compared to matching based solely on skill, this allows for a more evenly matched and fair match. In addition, even if groups compete against each other, only the support record will be counted, and the number of viewers will be counted. Alternatively, the present invention may be an embodiment that takes into consideration only the above-mentioned factors, or both.

[0070] In the above embodiment, the paid gift given by the viewer to the distributor is Although the above description is given using an example of an item that provides an advantageous effect in the game, the present invention is not limited to this. However, paid gifts may be in the form of currency, virtual currency, or in-game currency that can only be used within the game. When these are donated to the distributor, the viewers will receive beneficial effects (e.g. speed, The embodiment may be such that a certain amount of power is generated (e.g., a power-up or a power-up in stamina).

[0071] In addition, the total amount of charges by viewers that is taken into consideration when matching is Not only for the specific streamer who is streaming the gameplay video you are watching, but also for other streamers The total amount of the charge may include the amount of the charge made by the server 2. The total amount of money spent by the viewer on all games offered by the .

[0072] In the above embodiment, the distributor terminal 3 and the viewer terminal 4 are Generates and transmits information, and only draws gameplay videos, and processes other game-related information In the above, all of the above steps are performed by the server 2, but the present invention is not limited to this. and the viewer terminal 4 performs the above operations other than generating and transmitting game operation information and drawing gameplay video. It may perform at least a part of the information processing performed by the server 2 in the above-described embodiment. . [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 streaming service where streamers broadcast gameplay videos to viewers. It is a server, A match record management unit that manages the match records of the distributor in the match game; The match record, the number of viewers watching the broadcast of the broadcaster, and the cheering actions taken by the viewers At least one of the support histories, which is a history for the purpose of the game, and the broadcasters who will become opponents according to the support histories are selected. A matching part that matches; A live game streaming server equipped with

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

3. A cheering effect granting step of granting an advantageous effect to the distributor in the game in response to the cheering action. Department and 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 stores the amount charged by the viewer for the gift as the support history. Manage, The matching unit matches an opponent according to the match record and the charge amount of the viewer. The live game distribution server according to claim 3, which matches the distributors who are the same as each other.

5. The matching unit, depending on the total amount of the charges by the viewer within a predetermined period, The live game distribution service according to claim 4, wherein the distributors who will become opponents are matched with each other. -ba.

6. The total amount of the charge by the viewer is determined based on the distribution of the play video that the viewer is viewing. The amount charged to the distributor that the user is currently receiving and the amount charged to other distributors different from the distributor in question. The live game distribution server according to claim 5, wherein the total value of the

7. The total amount of the charges by the viewers is provided by a live distribution server of the game.

6. The method according to claim 5, wherein the total amount of the charges made by the viewer for all games played is the total amount of the charges made by the viewer for all games played. A live streaming server for the games listed above.

8. A viewer number measurement unit that measures the number of viewers; Calculate the average amount of the charges by all the viewers who watch the broadcast of the broadcaster. An average amount calculation unit; Further equipped with The matching unit, in response to the match record and a value obtained by multiplying the number of viewers by the average price, 5. The method of claim 4, wherein the broadcasters are matched with each other to become opponents in the game. Communication server.

9. In the competitive game, two or more of the distributors form a group and the groups compete against each other. It is possible to The matching unit is configured to match all the broadcasters who form the group. The opponent is determined based on the track record, the number of viewers, and / or the cheering history. The live game distribution server according to claim 1, which matches groups together.

10. The match record management unit stores the match game of the distributor as the match record of the distributor.

10. The method according to claim 1, wherein the player rank is given according to the battle record in the game. A live distribution server for the game according to claim 1.

11. The match record management unit records the game by the distributor as the match record of the distributor. Manage the points earned within The matching unit selects a player as an opponent according to the rate of increase in the points within a predetermined period. The game live broadcasting system according to any one of claims 1 to 9, further comprising: a matchmaking function for matching the broadcasters who are in a matchmaking mode with each other; Distribution server.

12. The match record management unit records the game by the distributor as the match record of the distributor. Manage the points earned within the app and distribute them according to the total number of points earned. Set the player rank of the The matching unit is configured to match the user who has a rate of increase in the points within a predetermined period that is equal to or greater than a first threshold value. A distributor and a player who has a higher player rank than the distributor and has a higher player rank within the predetermined period 10. Any one of claims 1 to 9, wherein the match is made with the distributor whose point increase rate is equal to or less than a second threshold. A live distribution server for the game according to claim 1.

13. For live streaming of games, where streamers broadcast gameplay videos to viewers A program of A match record management step of managing the match record of the distributor in the match game; The match record, the number of viewers watching the broadcast of the broadcaster, and the cheering actions taken by the viewers At least one of the support histories, which is a history for the purpose of the game, and the broadcasters who will become opponents according to the support histories are selected. a matching step of matching; A program for causing a computer to execute the following.

Citation Information

Patent Citations

  • Program, game control method, game control device and game system

    JP2021040828A