Server and computer program

JP2025027349AActive Publication Date: 2025-02-2717LIVE JAPAN INC

Patent Information

Application Number
JP2023132089
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-14
Publication Date
2025-02-27
Estimated Expiration
2043-08-14

AI Technical Summary

Benefits of technology

【0012】 本発明によれば、対戦型のライブ配信の魅力を十分に引き出すことができる。

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Abstract

To fully bring out the appeal of live distribution of a competitive game.SOLUTION: A server 10 of a live distribution system 1 via a network NW includes means for receiving first operation information for a first game generated on the basis of an input by a first distributor LV1 of a first live distribution, means for receiving second game operation information generated on the basis of input by a second distributor LV2 of a second live distribution, means for advancing the first game on the basis of the first operation information and the second game on the basis of the second operation information, means for combining video data of the first live distribution, data of the first game, video data of the second live distribution, and data of the second game to transmit to a first viewer AU1's first viewer terminal 30a for the first live distribution and a second viewer AU2's second viewer terminal 30b for the second live distribution, means for receiving a signal indicating that the first viewer has used a gift from the first viewer's terminal, and means for performing processing to have a negative effect on the result of the second game in response to the reception of the signal.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to a server and a computer program. [Background technology]

[0002] With the development of IT technology, the way information is exchanged has also changed. In the Showa era, one-way information transmission such as newspapers and television was the norm. In the Heisei era, mobile phones and personal computers became widespread and Internet communication speeds improved significantly, leading to the rise of instant two-way communication services such as chat services, and on-demand video distribution services became more popular as storage costs decreased. Now, in the Reiwa era, with the increasing functionality of smartphones and further improvements in network speeds such as 5G, services that enable real-time communication through video, especially live streaming services, are rapidly gaining recognition. Live streaming services are seeing an increase in users, especially among young people, as they allow everyone to share the same fun time even when they are far apart.

[0003] Patent Document 1 discloses a live broadcast in which two broadcasters compete against each other through singing. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-057686 [Non-patent literature]

[0005] [Non-Patent Document 1] 17LIVE Co., Ltd., "New racing game "17GoKart" is here!", URL: https: / / prtimes.jp / main / html / rd / p / 000000419.000030133.html [Non-Patent Document 2] "How to use the VS function!", 17LIVE, Inc., URL: https: / / jp.17.live / userguide / 19206 / Summary of the Invention [Problem to be solved by the invention]

[0006] A competitive live stream by multiple streamers as described in Patent Document 1 is an attractive content that can be expected to generate excitement through the competition. However, in conventional competitive live streams, the methods for viewers to support the stream are limited, so the appeal of the competitive stream is not fully realized.

[0007] The present disclosure has been made in consideration of these problems, and its purpose is to provide technology that can fully bring out the appeal of competitive live streaming. [Means for solving the problem]

[0008] One aspect of the present invention relates to a server, comprising: means for receiving, via a network from a first broadcaster terminal, first operation information of a first game provided in a first live broadcast, which is generated based on an input by a first broadcaster of the first live broadcast; means for receiving, via a network from a second broadcaster terminal, second operation information of a second game provided in a second live broadcast, which is generated based on an input by a second broadcaster of the second live broadcast; means for progressing the first game based on the first operation information and progressing the second game based on the second operation information; means for combining video data of the first live broadcast, data of the first game, and video data of the second live broadcast, and data of the second game, and transmitting the combined data to a first viewer terminal of a first viewer of the first live broadcast and a second viewer terminal of a second viewer of the second live broadcast, via the network; means for receiving, via the network from the first viewer terminal, a signal indicating the use of a gift by the first viewer; and means for performing processing to negatively affect an outcome of the second game in response to receiving the signal.

[0009] Another embodiment of the present invention is a computer program that realizes the following functions on a terminal of a viewer of the first live stream: displaying, on a display, a stream screen including a first area displaying a video of the first live stream with an interface of the first game superimposed thereon, a second area displaying a video of the second live stream with an interface of the second game superimposed thereon, a first object for accepting the use of a gift, and a second object indicating a current value of a parameter that is updated by the use of the gift, and displaying, in the second area, an effect corresponding to a negative effect on the second game that is activated when the value of the parameter reaches a threshold value.

[0010] Yet another embodiment of the present invention is a computer program, which realizes a function of causing a terminal of a broadcaster of a first live stream to display a broadcast screen including a first area displaying a video image of the first live stream with an interface of the first game superimposed thereon, and a function of starting to display an object for receiving an instruction to exercise a negative influence on a second game provided in a second live stream associated with the first live stream when a value of a parameter updated by use of a gift by a viewer of the first live stream reaches a threshold value.

[0011] In addition, any combination of the above components, or mutual substitution of the components or expressions of the present invention between an apparatus, a method, a system, a computer program, a recording medium storing a computer program, etc., are also valid aspects of the present invention. Effect of the Invention

[0012] According to the present invention, it is possible to fully bring out the appeal of competitive live streaming. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is a schematic diagram showing a configuration of a live distribution system according to an embodiment. [Diagram 2]2 is a block diagram showing the functions and configuration of the user terminal of FIG. 1. [Diagram 3] 2 is a block diagram showing the functions and configuration of the server in FIG. 1. [Figure 4] 4 is a data structure diagram showing an example of a stream DB in FIG. 3. [Diagram 5] 4 is a data structure diagram showing an example of a user DB in FIG. 3. [Figure 6] 4 is a data structure diagram showing an example of a gift DB in FIG. 3. [Figure 7] 4 is a data structure diagram showing an example of a VS distribution DB in FIG. 3. [Figure 8] 11 is a chart showing the flow of processing from the start to the end of VS live streaming. [Figure 9] 9 is a flowchart showing a process flow relating to the use of a gift in the VS game distribution step of FIG. 8. [Figure 10] FIG. 13 is a representative screen diagram of a VS Game distribution screen displayed on the display of a user terminal of a viewer of the VS Game distribution. [Figure 11] FIG. 13 is a representative screen diagram of a VS game distribution screen displayed on the display of the user terminal of the first viewer who sent the obstacle gift. [Figure 12] FIG. 13 is a representative screen diagram of a VS Game distribution screen displayed on the display of the user terminal of the first viewer who sent the Bilibili Gift. [Figure 13] FIG. 13 is a representative screen diagram of the VS game operation screen displayed on the display of the user terminal of the first broadcaster when the Bilibili meter is full. [Figure 14] FIG. 13 is a representative screen image of a VS Game distribution screen displayed on the display of the user terminal of the first viewer when the first distributor instructs activation of Bilibili. [Figure 15] 1 is a block diagram showing an example of a hardware configuration of an information processing device according to an embodiment of the present invention; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] Hereinafter, the same or equivalent components, members, processes, and signals shown in each drawing will be given the same reference numerals, and duplicated explanations will be omitted as appropriate. Also, some of the members that are not important for the explanation will be omitted in each drawing.

[0015] In the live distribution system according to the embodiment, a VS game distribution is provided in which distributors compete against each other based on the results of games played in the live distribution. Two distributors participating in the VS game distribution each play their own game in their own live distribution. That is, the two distributors do not appear in the same game space or virtual space and compete directly against each other, but the game played by one distributor is basically independent from the game played by the other distributor. One distributor never appears in the game of the other distributor, and vice versa. In the VS game distribution, the winner of the match is determined by comparing the results of the games played by each distributor.

[0016] In the system, viewers of a VS Game broadcast are viewers of a live broadcast provided by one of the two broadcasters participating in the VS Game broadcast. Therefore, in a VS Game broadcast, the broadcaster and its viewers are friends or a team, and together they form a community to defeat the opposing broadcaster.

[0017] In the live distribution system according to the embodiment, viewers can give gifts to the broadcaster in the VS game distribution in the same way as in a normal live distribution. Gifts that can be used in the VS game distribution include gifts that can have a positive effect on the outcome of the game played by the broadcaster of the live distribution that the giver is watching (hereinafter referred to as a help gift), and gifts that can have a negative effect on the outcome of the game played by the opponent broadcaster (hereinafter referred to as an attack gift). In this way, by making attack gifts available in addition to help gifts, the number of ways that viewers can support the broadcaster in the VS game distribution increases, making the VS game distribution more varied and enjoyable.

[0018] FIG. 1 is a schematic diagram showing a configuration of a live distribution system 1 according to an embodiment. The live distribution system 1 provides an interactive live distribution service in which distributors (also called Livers or Streamers) LV (LV1, LV2, ...) and viewers (also called Audiences) AU (AU1, AU2, ...) can interact in real time. As shown in FIG. 1, the live distribution system 1 includes a server 10, a distributor-side user terminal 20 (20a, 20b, ...), and a viewer-side user terminal 30 (30a, 30b, ...). In addition to distributors who distribute live distribution and viewers who watch live distribution, there are also users who log in to the live distribution platform but do not distribute or watch. Such users are called active users. Distributors, viewers, and active users may be collectively called users. The server 10 may be configured by one or more information processing devices connected to a network NW. The user terminals 20 and 30 may be, for example, mobile terminals such as smartphones, tablet terminals, laptop PCs, recorders, portable game consoles, and wearable devices, or may be stationary devices such as desktop PCs. The server 10, the user terminals 20, and the user terminals 30 are connected to each other so as to be able to communicate with each other via various wired or wireless networks NW.

[0019] The live distribution system 1 involves a distributor LV, a viewer AU, and an administrator (not shown) who manages the server 10. The distributor LV is a person who transmits content in real time by recording and filming his / her own songs, talks, performances, fortune telling, game commentary, etc. on his / her own user terminal 20 and uploading the content to the server 10 as is. The administrator provides a platform for live distribution of content on the server 10, and also mediates or manages real-time exchanges between the distributor LV and the viewer AU. The viewer AU accesses the platform with the user terminal 30, selects desired content, and views it. During the live distribution of this content, the viewer AU performs operations to make comments, cheer, or request fortune telling through the user terminal 30, and the distributor LV providing the content responds to such comments, cheers, or requests, and the reactions are transmitted to the viewer AU by video and / or audio, thereby establishing two-way communication.

[0020] In this specification, "live distribution" may mean a data transmission mode that realizes a state in which content recorded on a user terminal 20 of a distributor LV is played back and made viewable on a user terminal 30 of a viewer AU in substantially real time, or may mean distribution itself realized by such a transmission mode. Live distribution may be realized using existing live distribution technologies such as HTTP Live Streaming, Common Media Application Format, Web Real-Time Communications, Real-Time Messaging Protocol, and MPEG DASH. Live distribution includes a transmission mode in which a viewer AU can view content with a predetermined delay while a distributor LV is recording the content. The amount of delay is at least as large as the amount of communication between the distributor LV and the viewer AU. However, live distribution is distinguished from so-called on-demand distribution in which the entire recorded data of the content is temporarily stored on a server, and the data is provided to a user from the server at any time thereafter in response to a request from the user.

[0021] In this specification, "moving image data" refers to data including image data (also called video data) generated by the imaging function of the user terminals 20 and 30, and audio data (also called audio data) generated by the audio input function of the user terminals 20 and 30. The moving image data is played back on the user terminals 20 and 30, allowing users to watch live distribution. In this embodiment, it is assumed that processing such as compression, decompression, encoding, decoding, transcoding, and other processing is performed to change the format, size, and specifications of the data from when the moving image data is generated on the distributor's user terminal to when it is played back on the viewer's user terminal. Since the contents (e.g., moving images and audio) represented by the moving image data before and after such processing are substantially unchanged, in this embodiment, the moving image data after such processing is performed is described as being the same as the moving image data before such processing is performed. In other words, when moving image data is generated on the distributor's user terminal and then played back on the viewer's user terminal via the server 10, the moving image data generated on the distributor's user terminal, the moving image data passing through the server 10, and the moving image data received and played on the viewer's user terminal are all the same moving image data.

[0022] In this embodiment, multiple live broadcasts, each performed by a different broadcaster via a different user terminal, are simultaneously provided to viewers through the same single VS game broadcast screen. Furthermore, each broadcaster plays a game within the live broadcast. This broadcast form is of the nature of competing for game results among participating broadcasters, and is referred to as a VS game broadcast in this specification. In this embodiment, each broadcaster participating in the VS game broadcast plays a single player game simultaneously in their own live broadcast, and the winner is determined by the score obtained within a predetermined period. Note that in other embodiments, when one of the broadcasters achieves a predetermined victory condition, such as reaching a predetermined score, the broadcaster who achieved the condition may be declared the winner.

[0023] In this embodiment, the game is a single-player game that can be supported by viewers, and the score of the game is increased or decreased by the operation of the broadcaster, who is the player. By sending gifts to the broadcaster, viewers can give the broadcaster an effect that gives the broadcaster an advantage in the game. The game is, for example, a game similar to 17GoKart described in Non-Patent Document 1.

[0024] In the example of FIG. 1, broadcasters LV1 and LV2 are participating in a VS game broadcast. Broadcaster LV1 is broadcasting live, during which he plays a game provided through game interface GA1. The user terminal 20a of broadcaster LV1 records an image and audio of broadcaster LV1 to generate video data, and transmits the video data to the server 10 via the network NW. Broadcaster LV2 is broadcasting live, during which he plays a game provided through game interface GA2. The user terminal 20b of broadcaster LV2 records an image and audio of broadcaster LV2 to generate video data, and transmits the video data to the server 10 via the network NW.

[0025] The user terminal 30a of the viewer AU1 of the live distribution of the distributor LV1 and the user terminal 30b of the viewer AU2 of the live distribution of the distributor LV2 receive the video data related to the live distribution of the distributor LV1, the data of the game interface GA1, and the data of the video data and the game interface GA2 related to the live distribution of the distributor LV2 via the network NW, and display the video images VD1 and VD2 on the display and output the sound from the speaker by playing the received data. The video images VD1 and VD2 displayed on each user terminal 30a and 30b are substantially the same, and have an area for displaying the video image VDA and the game interface GA1 captured by the user terminal 20a of the distributor LV1, and an area for displaying the video image VDB and the game interface GA2 captured by the user terminal 20b of the distributor LV2. The video images VDA and the video images VDB are simultaneously played on the viewer's user terminal 30 and displayed on the same VS game distribution screen on the display. The audio output from each of the user terminals 30a, 30b is substantially the same, and includes the audio acquired by the user terminal 20a of the distributor LV1 and the audio acquired by the user terminal 20b of the distributor LV2.

[0026] The user terminal 20a of the distributor LV1 receives the data of the video image VDB and the game interface GA2 of the distributor LV2 via the network NW, and displays them on the display together with the video image VDA of the distributor LV1. The user terminal 20a of the distributor LV1 displays the video image VDB and the game interface GA2 of the distributor LV2 in the small area RG1 in the picture-in-picture format. This allows the distributor LV1 to check the content of his / her own broadcast, and also to grasp the content of his / her opponent's broadcast and the progress of the game. The user terminal 20b of the distributor LV2 receives the data of the video image VDA and the game interface GA1 of the distributor LV1 via the network NW, and displays them on the display together with the video image VDB of the distributor LV2. The user terminal 20b of the distributor LV2 displays the video image VDA and the game interface GA1 of the distributor LV1 in the small area RG2 in the picture-in-picture format.

[0027] A gift icon 616 is superimposed on the video images VD1, VD2 displayed on the user terminals 30a, 30b of the viewers to receive instructions from the viewers AU1, AU2 to use a gift for the corresponding broadcasters LV1, LV2. Each viewer AU1, AU2 can give a gift to the corresponding broadcaster LV1, LV2 by tapping the gift icon 616 during the VS game broadcast.

[0028] The recording and recording in the user terminal 20 of the distributor LV and the playback of the video data in the user terminal 30 of the viewer AU are performed substantially simultaneously. When the viewer AU1 inputs a comment to the user terminal 30a in response to the impression of the game given by the distributor LV1, the server 10 displays the comment in real time on the user terminal 20a of the distributor LV1, and also on the user terminal 20b of the other distributor LV2 and the user terminals 30a, 30b of each viewer AU1, AU2. When the distributor LV1 reads the comment and develops a talk over the content, the video and audio of the talk are output on the user terminal 20b of the distributor LV2 and the user terminals 30a, 30b of each viewer AU1, AU2, and it is recognized that a conversation between the distributor LV1 and the viewer AU1 has been established. In this way, the live distribution system 1 realizes live distribution that enables two-way communication, not one-way.

[0029] Fig. 2 is a block diagram showing the functions and configuration of the user terminal 20 in Fig. 1. The user terminal 30 has the same functions and configuration as the user terminal 20. Each block shown in Fig. 2 and the following block diagrams can be realized in hardware terms by elements and mechanical devices such as a computer CPU, and in software terms by a computer program, etc., but here, functional blocks realized by the cooperation of these are depicted. Therefore, those skilled in the art who have read this specification will understand that these functional blocks can be realized in various ways by combining hardware and software.

[0030] The distributor LV and the viewer AU download and install a live distribution application program (hereinafter, referred to as a live distribution app) according to this embodiment from a download site to the user terminals 20 and 30 via the network NW. Alternatively, the live distribution app may be pre-installed in the user terminals 20 and 30. When the live distribution app is executed by the user terminals 20 and 30, the user terminals 20 and 30 communicate with the server 10 via the network NW to realize various functions. Hereinafter, functions realized by the user terminals 20 and 30 (processors such as CPUs) executing the live distribution app will be described as functions of the user terminals 20 and 30. These functions are actually functions that the live distribution app causes the user terminals 20 and 30 to realize. Note that in other embodiments, these functions may be realized by a computer program written in a programming language such as HTML (HyperText Markup Language), which is transmitted from the server 10 to a web browser of the user terminals 20 and 30 via the network NW and executed by the web browser.

[0031] The user terminal 20 includes a distribution unit 100 that generates video data recording the user's image and voice and provides it to the server 10, a viewing unit 200 that acquires the video data from the server 10 and plays it, and a non-distribution processing unit 400 that processes requests from active users. The user activates the distribution unit 100 when distributing, the viewing unit 200 when viewing, and the non-distribution processing unit 400 when searching for a live broadcast to watch, viewing a distributor's profile, or viewing an archive. A user terminal on which the distribution unit 100 is active is a user terminal on the distributor side, that is, a user terminal on the generating side of video data, a user terminal on which the viewing unit 200 is active is a user terminal on the viewer side, that is, a user terminal on the playing side of video data, and a user terminal on which the non-distribution processing unit 400 is active is a user terminal of an active user.

[0032] The delivery unit 100 includes an imaging control unit 102, an audio control unit 104, a video transmission unit 106, a delivery-side UI control unit 108, and a delivery-side communication unit 110. The imaging control unit 102 is connected to a camera (not shown in FIG. 2) and controls imaging by the camera. The imaging control unit 102 acquires image data from the camera. The audio control unit 104 is connected to a microphone (not shown in FIG. 2) and controls audio input by the microphone. The audio control unit 104 acquires audio data from the microphone. The video transmission unit 106 transmits video data including the image data acquired by the imaging control unit 102 and the audio data acquired by the audio control unit 104 to the server 10 via the network NW. The video transmission unit 106 transmits the video data in real time. That is, the generation of video data by the imaging control unit 102 and the audio control unit 104 and the transmission of the generated video data by the video transmission unit 106 are substantially performed simultaneously.

[0033] The distribution-side UI control unit 108 controls the UI for distributors. The distribution-side UI control unit 108 is connected to a display (not shown in FIG. 2), and displays a moving image on the display by playing back the moving image data to be transmitted by the moving image transmission unit 106. The distribution-side UI control unit 108 superimposes a predetermined frame image on the moving image. The frame image includes various user interface objects (hereinafter simply referred to as objects) for receiving input from the distributor, comments input by viewers, and information acquired from the server 10. The distribution-side UI control unit 108 superimposes a game interface and a small area on the moving image.

[0034] The delivery-side UI control unit 108 is connected to input means such as a touch panel, keyboard, and display (not shown in Fig. 2) and acquires input from the distributor via these input means. The delivery-side UI control unit 108 accepts tap input on an object by the distributor. The delivery-side UI control unit 108 accepts tap input and swipe input on the game interface by the distributor.

[0035] The delivery side communication unit 110 controls communication with the server 10 during live delivery. The delivery side communication unit 110 transmits the contents of the input by the deliverer acquired by the delivery side UI control unit 108 to the server 10 via the network NW. The delivery side communication unit 110 transmits game operation information generated based on various inputs by the deliverer to the game interface to the server 10 via the network NW. The delivery side communication unit 110 receives various information associated with the live delivery from the server 10 via the network NW. The delivery side communication unit 110 receives video data of an opponent in a VS game delivery and data of the game interface.

[0036] The viewing unit 200 includes a viewing side UI control unit 202 and a viewing side communication unit 204. The viewing side communication unit 204 controls communication with the server 10 during live distribution. The viewing side communication unit 204 receives data related to the VS game distribution from the server 10 via the network NW.

[0037] The viewer-side UI control unit 202 controls the UI for the viewer. The viewer-side UI control unit 202 is connected to a display and a speaker, not shown in FIG. 2, and plays the received video data to display a video image on the display and output audio from the speaker. The output of an image on the display and audio from the speaker can be collectively referred to as "video data being played". The viewer-side UI control unit 202 superimposes a predetermined frame image on the image of the video data acquired from the server 10. The frame image includes various objects (including a gift icon 616) for receiving input from the viewer, comments input by the viewer, and information acquired from the server 10. The viewer-side UI control unit 202 superimposes a game interface on the video image of the distributor.

[0038] The viewer-side UI control unit 202 is connected to input means such as a touch panel, a keyboard, and a display, which are not shown in Fig. 2, and acquires input from the viewer via these input means. The viewer-side communication unit 204 transmits the contents of the viewer's input acquired by the viewer-side UI control unit 202 to the server 10 via the network NW.

[0039] The non-broadcast processing unit 400 includes a non-broadcast UI control unit 402 and a non-broadcast communication unit 404. The non-broadcast UI control unit 402 controls a UI for active users. For example, the non-broadcast UI control unit 402 generates a live broadcast selection screen that displays a list of live broadcasts that can currently be joined and accepts the selection of a live broadcast by an active user, and displays it on the display. The non-broadcast UI control unit 402 generates a profile screen of an arbitrary user and displays it on the display. The non-broadcast UI control unit 402 plays back an archive generated by recording and filming past live broadcasts.

[0040] The non-broadcast communication unit 404 controls communication with the server 10 outside of live broadcasting. The non-broadcast communication unit 404 receives information for generating a live broadcast selection screen, information for generating a profile screen, and archive data from the server 10 via the network NW. The non-broadcast communication unit 404 transmits the contents of input by active users to the server 10 via the network NW.

[0041] Fig. 3 is a block diagram showing the functions and configuration of the server 10 in Fig. 1. The server 10 includes a distribution information providing unit 302, a relay unit 304, a gift processing unit 308, a payment processing unit 310, a game processing unit 312, a VS processing unit 316, a stream DB 314, a user DB 318, a gift DB 320, and a VS distribution DB 322.

[0042] Fig. 4 is a data structure diagram showing an example of the stream DB 314 in Fig. 3. The stream DB 314 holds information on live streaming currently being performed on a live streaming platform provided by the live streaming system 1. The stream DB 314 holds, in association with each other, a stream ID that identifies a live streaming on the live streaming platform provided by the live streaming system 1, a broadcaster ID that is a user ID that identifies a broadcaster of the live streaming, and a viewer ID that is a user ID that identifies a viewer of the live streaming.

[0043] In the live streaming platform provided by the live streaming system 1 according to the present embodiment, when a user performs live streaming, the user becomes a streamer, and when the same user watches a live stream by another user, the user becomes a viewer. Therefore, the distinction between streamer and viewer is not fixed, and a user ID registered as a streamer ID at one time may be registered as a viewer ID at another time.

[0044] Fig. 5 is a data structure diagram showing an example of the user DB 318 in Fig. 3. The user DB 318 holds information about users. The user DB 318 holds a user ID for identifying a user, points owned by the user, rewards given to the user, and the number of times the user has won in VS game broadcasts, in association with each other.

[0045] Points are electronic value circulated within the live streaming platform. Users purchase points by credit card or other payment methods. Rewards are electronic value defined within the live streaming platform and are an indicator for determining the amount of money that a broadcaster receives from the administrator of the live streaming platform. On the live streaming platform, when a viewer gives a gift to a broadcaster during or outside of a live streaming, the viewer's points are consumed and the broadcaster's reward increases accordingly.

[0046] Fig. 6 is a data structure diagram showing an example of the gift DB 320 in Fig. 3. The gift DB 320 holds information about gifts that can be used by viewers in live broadcasts. A gift is a digital item or electronic data that has the following characteristics. -Can be purchased with points or money, or given free of charge. Something that viewers can give to the streamer. Giving a gift to a streamer is also called using a gift or throwing a gift. In some cases, the purchase and use of the gift occur simultaneously as a set, while in other cases the viewer can use the gift at any time after purchasing it. When a viewer gives a gift to a streamer, the streamer will receive a corresponding reward. When a gift is used, an effect associated with the gift may occur. For example, an effect corresponding to the gift may appear on the live streaming room screen.

[0047] The gift DB320 holds a gift ID that identifies a gift, a given reward that is given to a distributor when the gift is given to the distributor, a reward point that is a reward to be paid when the gift is used, and a type of the gift, in association with each other. A viewer can give a gift to a distributor by paying the reward points of a desired gift while watching a live broadcast. The payment of the reward points may be made by an appropriate electronic payment means, for example, the viewer may pay the reward points to the administrator. Alternatively, payment by bank transfer or credit card may be used. The relationship between the given reward and the reward points can be arbitrarily set by the administrator. For example, the given reward may be set to the reward points. Alternatively, the reward points may be set to points obtained by multiplying the given reward by a predetermined coefficient such as 1.2, or the reward points may be set to points obtained by adding a predetermined commission point to the given reward.

[0048] In this embodiment, there are four types of gifts: normal, speed up, obstacle, and bilibili. Normal gifts can be used in VS game distribution and other normal live distribution, and can be used when the distributor is playing the game or not. Speed ​​up gifts are help gifts and can be used in VS game distribution and other normal live distribution, but can be used only when the distributor is playing the game. When a speed up gift is used, the speed of the car operated by the distributor in the game temporarily increases. This allows the distributor to obtain more scores within a given period of time.

[0049] Both obstacle gifts and bilibili gifts are attack gifts exclusive to VS game distribution and can only be used in VS game distribution. When an obstacle gift is used by a viewer in a VS game distribution, it has a negative effect on the outcome of the game of the opponent streamer of the streamer of the live distribution being watched by the viewer. When an obstacle gift is used by a viewer, it affects the game of the opponent streamer. In other words, the effect of the obstacle gift is activated without the need for operation by the streamer of the live distribution being watched by the viewer. Therefore, by giving an obstacle gift, a viewer can disturb the game of the opponent streamer while making the streamer concentrate on operating his / her own game. When a bilibili gift is used by a viewer in a VS game distribution, it increases a parameter (hereinafter referred to as a bilibili meter) associated with the streamer of the live distribution being watched by the viewer by a predetermined amount. When the bilibili meter reaches a threshold value (hereinafter referred to as being full), the streamer can have a negative effect on the game of the opponent streamer. Specifically, an object for receiving instructions to use Bilibili (hereinafter referred to as the FIRE button) appears in the streamer's game interface, i.e., the display of the object begins. When the streamer taps the object, the opponent streamer's operations are disabled for a certain period of time. The streamer can activate Bilibili at the timing he or she desires, which allows the streamer to advance the VS Game stream with an even greater advantage.

[0050] FIG. 7 is a data structure diagram showing an example of the VS distribution DB 322 in FIG. 3. The VS distribution DB 322 holds information on the VS game distribution currently being performed on the live distribution platform provided by the live distribution system 1. The VS distribution DB 322 holds a VS distribution ID that identifies the VS game distribution, a first stream ID that identifies the live distribution of one of the two distributors participating in the VS game distribution, a second stream ID that identifies the live distribution of the other of the two distributors participating in the VS game distribution, a game score of one distributor, a game score of the other distributor, a Bilibilimeter value of one distributor, a Bilibilimeter value of the other distributor, and a remaining time of the VS game distribution, in association with each other. In this embodiment, a period of implementation is set for the VS game distribution, and the remaining time indicates the time remaining until the VS game distribution ends. If the implementation period is 5 minutes and the VS game distribution has been continuing for 3 minutes and 30 seconds at the present time, the remaining time is 1 minute and 30 seconds, which is 5 minutes minus 3 minutes and 30 seconds.

[0051] In the VS game distribution, the viewer is recognized in the server 10 as a viewer of one of the distributors participating in the VS game distribution. In the example of FIG. 1, the first viewer AU1 watches both the live distribution of the first distributor LV1 and the live distribution of the second distributor LV2 in the VS game distribution, but is recognized as a viewer of the first distributor LV1 and is not recognized as a viewer of the second distributor LV2. This recognition in the server 10 is realized by the VS distribution DB322 associating two stream IDs with each VS game distribution. That is, in the VS distribution DB322, two stream IDs are associated with the same VS distribution ID, which means that two distributors (corresponding to the two stream IDs) will compete in the VS game distribution. Furthermore, in the stream DB314, at least one viewer ID is associated with each of the two stream IDs. As a result, in the stream DB314, the viewer is associated with one of the distributors competing in the VS game distribution, which means that the viewer is recognized in the server 10 as a viewer of the live distribution of the one distributor.

[0052] Returning to FIG. 3, when the distribution information providing unit 302 receives a notification from the user terminal 20 of the distributor via the network NW that live distribution will begin, it registers a stream ID that identifies the live distribution and a distributor ID of the distributor of the live distribution in the stream DB 314. When the distribution information providing unit 302 receives a request for providing information about live distribution from the non-distribution communication unit 404 of the user terminal of an active user via the network NW, it refers to the stream DB 314 and generates a list of live distributions that can be currently viewed. The distribution information providing unit 302 transmits the generated list to the user terminal that made the request via the network NW. The non-distribution UI control unit 402 of the user terminal that made the request generates a live distribution selection screen based on the received list, and displays it on the display of the user terminal.

[0053] When the non-delivery UI control unit 402 of the user terminal accepts the selection of live streaming by the active user on the live streaming selection screen, it generates a delivery request including the stream ID of the selected live streaming and transmits it to the server 10 via the network NW. The delivery information providing unit 302 starts providing the live streaming identified by the stream ID included in the received delivery request to the requesting user terminal. The delivery information providing unit 302 updates the stream DB 314 so that the viewer ID of the stream ID includes the user ID of the active user of the requesting user terminal. As a result, the active user becomes a viewer of the selected live streaming.

[0054] The relay unit 304 relays the transmission of video data from the user terminal 20 of the distributor to the user terminal 30 of the viewer in the live distribution started by the distribution information providing unit 302. The relay unit 304 receives a signal indicating a user input by the viewer during the live distribution, i.e., during the playback of the video data, from the viewing side communication unit 204. The signal indicating the user input may be an object designation signal indicating the designation of an object displayed on the display of the user terminal 30, and the object designation signal includes the viewer ID of the viewer, the distributor ID of the distributor performing the live distribution that the viewer is viewing, and an object ID that identifies the object. If the object is a gift icon, the object ID is a gift ID. In that case, the object designation signal is a gift use signal indicating the use of a gift by the viewer for the distributor. Similarly, the relay unit 304 receives a signal indicating a user input by the distributor during the playback of the video data, for example, an object designation signal, from the distribution side communication unit 110 of the distribution unit 100 of the user terminal 20.

[0055] The gift processing unit 308 updates the user DB 318 so as to increase the distributor's reward according to the reward for the gift specified by the gift ID included in the gift use signal. The gift processing unit 308 refers to the gift DB 320 and specifies the reward corresponding to the gift ID included in the received gift use signal. The gift processing unit 308 updates the user DB 318 so as to add the specified reward to the reward corresponding to the distributor ID included in the gift use signal.

[0056] In response to receiving the gift use signal, the payment processing unit 310 processes the payment of the value of the gift by the viewer. The payment processing unit 310 refers to the gift DB 320 and identifies the value points of the gift identified by the gift ID included in the gift use signal. The payment processing unit 310 updates the user DB 318 so as to subtract the identified value points from the points of the viewer identified by the viewer ID included in the gift use signal.

[0057] The game processing unit 312 performs processing related to providing a game in a live distribution. The game processing unit 312 performs processing related to a game played by a distributor in a currently ongoing live distribution. The game processing unit 312 generates data for displaying a game interface and transmits it to the distributor's user terminal 20 and the viewer's user terminal 30. The game processing unit 312 receives operation information of the distributor on the game interface. The game processing unit 312 progresses the game based on the investigation information.

[0058] In the case of VS game distribution, the game processing unit 312 receives first operation information of the first game provided in the first live distribution, which is generated based on an input by the first distributor LV1 of the first live distribution, from the user terminal 20a of the first distributor LV1 via the network NW. The game processing unit 312 receives second operation information of the second game provided in the second live distribution, which is generated based on an input by the second distributor LV2 of the second live distribution, from the user terminal 20b of the second distributor LV2 via the network NW. The game processing unit 312 progresses the first game based on the received first operation information, and progresses the second game based on the received second operation information. The provision of the first game by the game processing unit 312 may be realized by, for example, a technique described in Non-Patent Document 1. The provision of the second game by the game processing unit 312 may be realized by, for example, a technique described in Non-Patent Document 1.

[0059] The game processing unit 312 at least partially advances the first game and the second game simultaneously. When a VS game broadcast between the first broadcaster LV1 and the second broadcaster LV2 is set, the game processing unit 312 synchronizes the start of the first game and the second game, that is, starts the first game and the second game simultaneously. The game processing unit 312 sets a common implementation period for the first game and the second game. When the implementation period has elapsed, the game processing unit 312 ends the first game and the second game simultaneously. Note that in other embodiments, the game processing unit 312 may end the first game and the second game when either the first broadcaster LV1 or the second broadcaster LV2 achieves the victory condition. Alternatively, in still other embodiments, both a common implementation period and a common victory condition may be adopted. In this case, if either one of the broadcasters achieves the victory condition during the implementation period, that broadcaster wins, and the first game and the second game end at that point. If neither streamer meets the victory conditions within the implementation period, the first and second games will end when the implementation period has elapsed, and the winner will be determined by the highest score at that time.

[0060] The game processing unit 312 performs processing to negatively affect the outcome of the second game played by the second broadcaster LV2 in response to receiving a gift use signal including the gift ID of the attack gift from the user terminal 30a of the first viewer AU1 of the first live streaming. The game processing unit 312 performs processing to negatively affect the outcome of the first game played by the first broadcaster LV1 in response to receiving a gift use signal including the gift ID of the attack gift from the user terminal 30b of the second viewer AU2 of the second live streaming. The processing of the attack gift by the game processing unit 312 will be described later.

[0061] When the VS processing unit 316 receives a VS game start request from the user terminal 20 of the broadcaster via the network NW, which requests the setting of the VS game broadcast, the VS processing unit 316 issues a new VS broadcast ID. The VS game start request is a request to send an invitation to a specified or randomly selected opponent to broadcast live on the same screen together with the broadcaster who made the request. The VS processing unit 316 sends a VS game invitation to broadcast a VS game to the user terminal 20 of the broadcaster specified by the broadcaster ID of the opponent selected by the broadcaster who made the request, which is included in the VS game start request. Alternatively, the VS processing unit 316 may randomly select an opponent if the broadcaster does not select an opponent.

[0062] The invitation to the VS game broadcast in the VS processing unit 316 and the start, maintenance, and control of the VS game broadcast may be realized by using, for example, the technology of the VS function described in Non-Patent Document 2. When the invitation is accepted, the VS processing unit 316 registers the stream ID of the live broadcast of the requesting broadcaster and the stream ID of the live broadcast of the opponent broadcaster who accepted the invitation in the VS broadcast DB 322 in association with the above VS broadcast ID. During the VS game broadcast, the VS processing unit 316 transmits (1) video data of the live broadcast of one of the participating broadcasters, (2) data of the game being played by one of the broadcasters, (3) video data of the live broadcast of the other of the participating broadcasters, and (4) data of the game being played by the other of the broadcasters, to the user terminal of the viewer of the one of the broadcasters and the user terminal of the viewer of the other of the broadcasters via the network NW. During the VS game broadcast, the VS processing unit 316 appropriately updates the game score, the bilibilimeter, and the remaining time in the VS broadcast DB 322.

[0063] When the implementation period of the VS game distribution has elapsed and the game has ended, the VS processing unit 316 compares the results of the game of one distributor with the results of the game of the other distributor to determine one of the distributors as the winner. When the implementation period has elapsed since the start of the VS game distribution and the games of the participating distributors have ended simultaneously, the VS processing unit 316 refers to the VS distribution DB 322, identifies the scores of each distributor at the time of the end, and compares them. The VS processing unit 316 determines the distributor with the higher score as the winner of the VS game distribution. The VS processing unit 316 updates the user DB 318 so that the number of VS game wins of the distributor who became the winner is incremented.

[0064] The operation of the live distribution system 1 configured as above will now be described. FIG. 8 is a chart showing the flow of processing from the start to the end of VS live streaming. FIG. 8 corresponds to the example of FIG. 1. As a premise, the first broadcaster LV1 has already started the first live streaming before the start of the VS game streaming, and the first viewer AU1 is participating in and watching the first live streaming. The server 10 relays the transmission of video data from the user terminal 20a of the first broadcaster LV1 to the user terminal 30a of the first viewer AU1, and receives comments and gift use signals from the user terminal 30a (S202). While the processing described in FIG. 8 is progressing, the exchange of data related to the first live streaming continues. In addition, the second broadcaster LV2 has already started the second live streaming before the start of the VS game streaming, and the second viewer AU2 is participating in and watching the second live streaming. The server 10 relays the transmission of video data from the user terminal 20b of the second broadcaster LV2 to the user terminal 30b of the second viewer AU2, and receives comments and gift use signals from the user terminal 30b (S204). While the process shown in FIG. 8 is being performed, data related to the second live distribution continues to be exchanged.

[0065] When the user terminal 20a receives a setting instruction for VS game distribution from the first broadcaster LV1, it generates a VS game start request and transmits it to the server 10 via the network NW (S206). When the VS processing unit 316 receives the VS game start request, it performs a VS matching process to determine a candidate opponent for the first broadcaster LV1 (S208). In this example, the second broadcaster LV2 is determined as the first candidate. The VS processing unit 316 transmits a VS game invitation to the user terminal 20b of the second broadcaster LV2, who is the determined first candidate, via the network NW (S210). The second broadcaster LV2 performs an operation to accept the invitation on the user terminal 20b. The user terminal 20b of the second broadcaster LV2 generates a VS game response indicating the acceptance of the invitation and transmits it to the server 10 via the network NW (S212). If the second broadcaster LV2 rejects the invitation, a VS game response indicating the rejection of the invitation is generated. In this case, the VS processing unit 316 selects another candidate and performs the same invitation process.

[0066] When the VS processing unit 316 and game processing unit 312 receive the VS game response indicating acceptance, they generate a new VS game distribution entry in the VS distribution DB 322 and control the VS game distribution as described above (S214). The viewer's user terminal displays a VS game distribution screen described below and accepts instructions to use gifts from the viewer. The distributor's user terminal displays a VS game operation screen described below and accepts game operation information from the distributor. The game processing unit 312 progresses the game based on the operation information and gift usage information. The game processing unit 312 accesses the VS distribution DB 322 and updates the score, the Bilibilimeter value, and the remaining time.

[0067] The game processing unit 312 detects that the end condition of the game in the VS game distribution is satisfied (S216). The end condition is satisfied when the implementation period has elapsed. The VS processing unit 316 determines the outcome by comparing the result of the first game of the first distributor with the result of the second game of the second distributor (S218). The VS processing unit 316 records the outcome in the user DB 318 (S220). The VS processing unit 316 notifies the first distributor LV1 and its first viewer AU1, as well as the second distributor LV2 and its second viewer AU2, who participated in the VS game distribution, of the outcome (S222). The VS processing unit 316 transmits information indicating the outcome to the user terminals 20a, 20b, 30a, and 30b via the network NW. After that, the VS processing unit 316 ends the VS game distribution. The VS processing unit 316 deletes the entry corresponding to the ended VS game distribution from the VS distribution DB 322. Even after the VS Game broadcast ends, the first broadcaster LV1 continues the original first live broadcast, the first viewer AU1 remains a viewer of the first live broadcast, the second broadcaster LV2 continues the original second live broadcast, and the second viewer AU2 remains a viewer of the second live broadcast. This is achieved by keeping information related to each live broadcast in the stream DB314 even after the VS Game broadcast ends.

[0068] Fig. 9 is a flowchart showing the flow of processing related to the use of a gift in the VS game distribution step S214 in Fig. 8. The VS processing unit 316 judges whether or not a gift has been used in the VS game distribution (S302). When the VS processing unit 316 receives a gift use signal from a user terminal of any of the viewers watching the VS game distribution, it judges that the gift has been used. If it is judged that the gift has not been used (N in S302), the VS processing unit 316 judges whether or not the end condition of the game has been met (S304). If it is judged that the end condition has been met (Y in S304, corresponding to step S216 in Fig. 8), the processing proceeds to step S218 in Fig. 8.

[0069] If it is determined in step S302 that the gift has been used (Y in S302), i.e., if a gift use signal has been received, the payment processing unit 310 processes the payment of the value of the gift by the viewer who used the gift (S306). The gift processing unit 308 gives the distributor a reward according to the gift used (S308). The gift processing unit 308 identifies the type of gift used (S310). The gift processing unit 308 refers to the gift DB 320 and identifies the type of gift identified by the gift ID included in the gift use signal received in step S302.

[0070] If the type of gift specified in step S310 is "normal" ("normal gift" in S310), the gift processing unit 308 transmits a display request for the effect corresponding to the specified normal gift to the user terminal of the distributor specified by the distributor ID included in the gift use signal and to the user terminals of the viewers of the live distribution of the distributor via the network NW (S312). After that, the process returns to step S302.

[0071] If the type of gift specified in step S310 is "speed up" ("speed up gift" in S310), the game processing unit 312 performs processing to temporarily increase the speed of the car operated by the streamer who received the speed up gift (S314). This has a positive effect on the outcome of the game played by the streamer, such as allowing the streamer to get a higher score in the game or reach the goal faster. Then, the processing returns to step S302.

[0072] If the type of gift specified in step S310 is an "obstacle" ("obstacle gift" in S310), the game processing unit 312 places an obstacle in front of the car operated by the streamer competing against the streamer who received the obstacle gift (S316). This negatively affects the results of the game played by the streamer of the opponent, such as reducing the score the streamer of the opponent gets in the game or slowing down the goal. Then, the process returns to step S302.

[0073] If the type of gift specified in step S310 is "Bilibili" ("Bilibili gift" in S310), the game processing unit 312 updates the value of the Bilibili meter. More specifically, the game processing unit 312 increases the Bilibili meter of the streamer who received the Bilibili gift by a predetermined value (S318). The game processing unit 312 determines whether the Bilibili meter has reached a predetermined upper limit value or is full (S320). If the upper limit value has not been reached (N in S320), the process returns to step S302. If the upper limit has been reached (Y in S320), the game processing unit 312 negatively affects the game result of the streamer who is the opponent of the streamer who received the Bilibili gift. More specifically, the game processing unit 312 transmits a request to display a FIRE button for receiving an instruction to activate Bilibili to the user terminal of the broadcaster who received the Bilibili gift (the broadcaster identified by the broadcaster ID included in the gift use signal received in step S302) via the network NW (S322). As a result, the game processing unit 312 starts waiting for an instruction to exercise influence from the broadcaster who received the Bilibili gift.

[0074] The game processing unit 312 receives a Bilibili activation request generated by tapping the FIRE button on the user terminal of the distributor via the network NW from the user terminal of the distributor (S324). The game processing unit 312 accepts the Bilibili activation request as an instruction for the distributor to exercise a negative influence. When the game processing unit 312 accepts the Bilibili activation request, it temporarily disables the operation of the car by the distributor competing against the distributor who tapped the FIRE button (S326). This causes a negative influence on the result of the game played by the opponent distributor, such as a decrease in the score obtained in the game by the opponent distributor or a delay in reaching the goal. Then, the process returns to step S302.

[0075] FIG. 10 is a representative screen diagram of a VS game distribution screen 600 displayed on the display of a user terminal of a viewer of a VS game distribution. FIG. 10 corresponds to the example of FIG. 1. When a viewer taps the gift icon 616 in FIG. 1, the VS game distribution screen 600 of FIG. 10 is displayed on the display of the user terminal of the viewer. The VS game distribution screen 600 of FIG. 10 may be displayed on the display of the user terminal 30a of the first viewer AU1, or may be displayed on the display of the user terminal 30b of the second viewer AU2. In the following, the VS game distribution screen 600 will be described as being displayed on the display of the user terminal 30a of the first viewer AU1. The VS game distribution screen 600 displays the video images VDA and VDB generated by the user terminals 20a and 20b of the respective broadcasters LV1 and LV2 competing in the VS game distribution on the same screen in real time, and also displays the game interfaces GA1 and GA2 of the respective games played by the respective broadcasters LV1 and LV2.

[0076] The VS game distribution screen 600 has a first video display area 602 in which a game interface GA1 of a first game played by a first distributor LV1 participating in the VS game distribution is superimposed on a video image VDA of a live distribution of the first distributor LV1 participating in the VS game distribution, a second video display area 604 in which a game interface GA2 of a second game played by a second distributor LV2 participating in the VS game distribution is superimposed on a video image VDB of a live distribution of the second distributor LV2 participating in the VS game distribution, and a gift display area 606 in which gift objects of various gifts that can be used in the VS game distribution are displayed. The gift object is an object for accepting the use of the corresponding gift. The video image VDA is obtained by playing video data of the live distribution of the first distributor LV1 received from the server 10. The video image VDB is obtained by playing video data of the live distribution of the second distributor LV2 received from the server 10.

[0077] The game interface GA1 includes a first vilibilimeter display area BM1 that shows the current value of the vilibilimeter of the first broadcaster LV1. The game interface GA2 includes a second vilibilimeter display area BM2 that shows the current value of the vilibilimeter of the second broadcaster LV2. The vilibilimeter value of the first broadcaster LV1 is updated or increased by the use of a bilibili gift by a viewer of the live broadcast of the first broadcaster LV1 (e.g., the first viewer AU1). The vilibilimeter value of the second broadcaster LV2 is updated or increased by the use of a bilibili gift by a viewer of the live broadcast of the second broadcaster LV2 (e.g., the second viewer AU2).

[0078] The gift display area 606 has a normal gift object 608 representing a normal gift, a speed-up gift object 610 representing a speed-up gift, an obstacle gift object 612 representing an obstacle gift, and a Bilibili gift object 614 representing a Bilibili gift. When a tap on the gift object is detected, the user terminal 30a generates a corresponding gift use signal and transmits it to the server 10 via the network NW. The viewer ID included in this gift use signal is the user ID of the first viewer AU1, and the broadcaster ID is the user ID of the first broadcaster LV1. Here, since the first viewer AU1 of the user terminal 30a displaying the VS game broadcast screen 600 is a viewer of the first live broadcast of the first broadcaster LV1, it is not necessary to inquire "to whom" to give the gift. Thus, in this embodiment, when a gift is used during a VS game broadcast, the viewer is not asked which broadcaster to give the gift to.

[0079] When the first viewer AU1 taps the obstacle gift object 612 in the gift display area 606 on the VS game distribution screen 600 in FIG. 10, the viewer-side UI control unit 202 of the user terminal 30a accepts the designation of the obstacle gift object 612 by the first viewer AU1. The viewer-side communication unit 204 of the user terminal 30a generates a gift use signal including the gift ID of the obstacle gift represented by the designated obstacle gift object 612 and transmits it to the server 10. The gift processing unit 308 and the payment processing unit 310 perform the payment process for the obstacle gift and the reward granting process as described above. The game processing unit 312 places an obstacle in front of the car operated by the second broadcaster LV2 in the second game played by the second broadcaster LV2. The game interface GA2 of the VS game operation screen displayed on the user terminal 20b of the second broadcaster LV2 displays the placed obstacle. The second broadcaster LV2 tries to avoid the obstacle by operating the car. If the avoidance fails and the car touches an obstacle, the car's speed will decrease, the car will stop, or the score of the second broadcaster LV2 in the second game will decrease. This state is also reflected in the game interface GA2 in the second moving image display area 604 of the VS game broadcast screen 600, so both the first viewer AU1 who is the giver of the obstacle gift and the second viewer AU2 who is the viewer of the second broadcaster LV2 can see the second broadcaster LV2's reaction to the obstacle.

[0080] Fig. 11 is a representative screen diagram of a VS game distribution screen 600 displayed on the display of the user terminal 30a of the first viewer AU1 who sent the obstacle gift. When the first viewer AU1 taps the obstacle gift object 612 on the VS game distribution screen 600 of Fig. 10, the VS game distribution screen 600 of Fig. 11 is displayed. In response to the first viewer AU1 sending an obstacle gift to the first broadcaster LV1, an obstacle object 618 is displayed on the game interface GA2 of the second game played by the opponent second broadcaster LV2.

[0081] When the first viewer AU1 taps the Bilibili gift object 614 in the gift display area 606 on the VS game distribution screen 600 in FIG. 10, the viewer-side UI control unit 202 of the user terminal 30a accepts the designation of the Bilibili gift object 614 by the first viewer AU1. The viewer-side communication unit 204 of the user terminal 30a generates a gift use signal including the gift ID of the Bilibili gift represented by the designated Bilibili gift object 614 and transmits it to the server 10. The gift processing unit 308 and the payment processing unit 310 perform the payment process for the Bilibili gift and the reward granting process as described above. The game processing unit 312 updates the VS distribution DB322 so that the value of the Bilibili meter of the first broadcaster LV1 increases. In the game interface GA1 of the VS game operation screen displayed on the user terminal 20a of the first broadcaster LV1, the first Bilibili meter display area BM1 is updated to indicate an increase in the Bilibili meter. Moreover, the first vilibilimeter display area BM1 is similarly updated in the game interface GA1 in the first moving image display area 602 of the VS game distribution screen 600. This allows participants in the VS game distribution to recognize the increase in the vilibilimeter of the first distributor LV1.

[0082] Fig. 12 is a representative screen diagram of a VS game distribution screen 600 displayed on the display of the user terminal 30a of the first viewer AU1 who sent the Bilibili gift. When the first viewer AU1 taps the Bilibili gift object 614 on the VS game distribution screen 600 in Fig. 10, the VS game distribution screen 600 in Fig. 12 is displayed. In response to the first viewer AU1 sending a Bilibili gift to the first broadcaster LV1, the Bilibili meter of the first broadcaster LV1 increases, and this is reflected in the display of the first Bilibili meter display area BM1.

[0083] 13 is a representative screen diagram of the VS game operation screen 620 displayed on the display of the user terminal 20a of the first broadcaster LV1 when the bilibili meter is full. The VS game operation screen 620 has a third moving image display area 622 in which a game interface GA1 of the first game played by the first broadcaster LV1 participating in the VS game distribution is superimposed on a moving image VDA of the live distribution of the first broadcaster LV1, and a small area RG1 in which a reduced version of an image in which a game interface GA2 of the second game played by the second broadcaster LV2 participating in the VS game distribution is superimposed on a moving image VDB of the live distribution of the second broadcaster LV2. When the bilibili meter of the first broadcaster LV1 is full, the user terminal 20a starts displaying a FIRE button 624 in the game interface GA1 to receive an instruction to activate the bilibili.

[0084] FIG. 14 is a representative screen diagram of the VS game distribution screen 600 displayed on the display of the user terminal 30a of the first viewer AU1 when the first broadcaster LV1 instructs activation of the Bilibili. When the first broadcaster LV1 taps the FIRE button 624 on the VS game operation screen 620 of FIG. 13, the user terminal 30a generates a Bilibili activation request and transmits it to the server 10. The game processing unit 312 activates a negative effect corresponding to the received Bilibili activation request, that is, temporary disabling of the operation of the car by the second broadcaster LV2, and generates a Bilibili effect display request and transmits it to the user terminals of each participant of the VS game distribution. When the user terminal 30a of the first viewer AU1 receives the Bilibili effect display request, it displays the Bilibili effect 630 on the game interface GA2 of the VS game distribution screen 600. The Bilibili effect 630 is an effect corresponding to disabling the operation of the car. By seeing this trembling effect 630, the first viewer AU1 can recognize that the first broadcaster LV1 has activated trembling and that the second broadcaster LV2 has been hit by a trembling attack.

[0085] In the above-mentioned embodiment, examples of the storage unit are a hard disk and a semiconductor memory. Furthermore, based on the description in this specification, it will be understood by those skilled in the art who have read this specification that each unit can be realized by a CPU (not shown), an installed application program module, a system program module, a semiconductor memory that temporarily stores the contents of data read from a hard disk, or the like.

[0086] According to the live distribution system 1 of the present embodiment, in a VS game distribution, a viewer can contribute to the victory of the broadcaster by using help gifts and attack gifts. This strengthens the sense of unity between the viewer and the broadcaster, and can liven up the live distribution. In addition, the introduction of attack gifts increases the variety of contributions that the viewer can make, which can add depth to the battle, which can be considered a strategy.

[0087] In a conventional VS distribution as described in Patent Document 1, the viewers are viewers of the VS distribution, not viewers specific to each of the distributors competing in the VS distribution. Therefore, even if it is possible to vote for which is better, the concept of interfering with or attacking the game of the other distributor does not arise. The content of such a conventional VS distribution becomes monotonous. In contrast, in a VS game distribution according to the present embodiment, the viewers are viewers of one of the two distributors competing in the VS game distribution. Each distributor and its viewers are friends, and together they form a team, forming a community that defeats the opponent distributor. In the present embodiment, as a means therefor, help gifts and attack gifts are provided. The viewers of one distributor work together, some supporting the one distributor with help gifts, and others interfering with the opponent with attack gifts, thereby contributing to the victory of the one distributor as a whole. This allows for fun and depth of strategy not found in conventional VS distribution.

[0088] The hardware configuration of an information processing device according to this embodiment will be described with reference to Fig. 15. Fig. 15 is a block diagram showing an example of the hardware configuration of an information processing device according to this embodiment. The illustrated information processing device 900 can realize, for example, each of the server 10 and the user terminals 20 and 30 in this embodiment.

[0089] The information processing device 900 includes a CPU 901, a ROM (Read Only Memory) 902, and a RAM (Random Access Memory) 903. The information processing device 900 may also include a host bus 907, a bridge 909, an external bus 911, an interface 913, an input device 915, an output device 917, a storage device 919, a drive 921, a connection port 925, and a communication device 929. The information processing device 900 further includes an imaging device (not shown) such as a camera. The information processing device 900 may also have a processing circuit such as a DSP (Digital Signal Processor) or an ASIC (Application Specific Integrated Circuit) instead of or in addition to the CPU 901.

[0090] The CPU 901 functions as an arithmetic processing device and a control device, and controls the overall operation or a part of the operation in the information processing device 900 according to various programs recorded in the ROM 902, the RAM 903, the storage device 919, or the removable recording medium 923. For example, the CPU 901 controls the overall operation of each functional unit included in the server 10 and the user terminals 20 and 30 in this embodiment. The ROM 902 stores programs and arithmetic parameters used by the CPU 901. The RAM 903 temporarily stores programs used in the execution of the CPU 901 and parameters that change appropriately during the execution. The CPU 901, the ROM 902, and the RAM 903 are mutually connected by a host bus 907 constituted by an internal bus such as a CPU bus. Furthermore, the host bus 907 is connected to an external bus 911 such as a PCI (Peripheral Component Interconnect / Interface) bus via a bridge 909.

[0091] The input device 915 may be, for example, a device operated by a user, such as a mouse, a keyboard, a touch panel, a button, a switch, or a lever, or may be a device that converts a physical quantity into an electric signal, such as a sound sensor such as a microphone, an acceleration sensor, a tilt sensor, an infrared sensor, a depth sensor, a temperature sensor, or a humidity sensor. The input device 915 may be, for example, a remote control device that uses infrared or other radio waves, or an external connection device 927 such as a mobile phone that supports the operation of the information processing device 900. The input device 915 includes an input control circuit that generates an input signal based on information input by the user or a sensed physical quantity and outputs the input signal to the CPU 901. The user operates the input device 915 to input various data to the information processing device 900 or to instruct a processing operation.

[0092] The output device 917 is configured with a device capable of visually or audibly notifying the user of acquired information. The output device 917 can be, for example, a display such as an LCD, a PDP, or an OELD, an audio output device such as a speaker or a headphone, or a printer device. The output device 917 outputs the results obtained by the processing of the information processing device 900 as a video such as text or an image, or as a sound such as audio.

[0093] The storage device 919 is a data storage device configured as an example of a storage unit of the information processing device 900. The storage device 919 is configured, for example, with a magnetic storage device such as a hard disk drive (HDD), a semiconductor storage device, an optical storage device, or a magneto-optical storage device. The storage device 919 stores programs and various data executed by the CPU 901, and various data acquired from the outside.

[0094] The drive 921 is a reader / writer for a removable recording medium 923 such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, and is built into or externally attached to the information processing device 900. The drive 921 reads out information recorded on the attached removable recording medium 923 and outputs the information to the RAM 903. The drive 921 also writes information to the attached removable recording medium 923.

[0095] The connection port 925 is a port for directly connecting a device to the information processing device 900. The connection port 925 can be, for example, a Universal Serial Bus (USB) port, an IEEE 1394 port, a Small Computer System Interface (SCSI) port, or the like. The connection port 925 can also be an RS-232C port, an optical audio terminal, a High-Definition Multimedia Interface (HDMI) (registered trademark) port, or the like. By connecting an external connection device 927 to the connection port 925, various types of data can be exchanged between the information processing device 900 and the external connection device 927.

[0096] The communication device 929 is, for example, a communication interface configured with a communication device for connecting to a network NW. The communication device 929 can be, for example, a communication card for a wired or wireless LAN (Local Area Network), Bluetooth (registered trademark), or WUSB (Wireless USB). The communication device 929 may also be a router for optical communication, a router for ADSL (Asymmetric Digital Subscriber Line), or a modem for various communications. The communication device 929 transmits and receives signals, for example, between the Internet and other communication devices using a predetermined protocol such as TCP / IP. The communication network NW connected to the communication device 929 is a network connected by wire or wirelessly, for example, the Internet, a home LAN, infrared communication, radio wave communication, or satellite communication. The communication device 929 realizes a function as a communication unit.

[0097] An imaging device (not shown) such as a camera is a device that captures real space and generates a captured image using an imaging element such as a CCD (Charge Coupled Device) or a CMOS (Complementary Metal Oxide Semiconductor) and various members such as a lens for controlling the formation of a subject image on the imaging element. The imaging device may capture a still image or a moving image.

[0098] The above describes the configuration and operation of the live streaming system 1 according to the embodiment. This embodiment is merely an example, and it will be understood by those skilled in the art that various modifications are possible in the combination of each component and each process, and that such modifications are also within the scope of the present disclosure.

[0099] In the embodiment, a case where each broadcaster plays a single player game in the VS live broadcast has been described, but the present invention is not limited to this, and the technical idea according to the embodiment can be applied to a case where other types of games are played. For example, a battle game or a multiplayer game may be provided in the VS live broadcast. Examples of such games are blackjack, poker, rock-paper-scissors, etc. In addition, in the embodiment, a car racing game is adopted as the single player game, but the present invention is not limited to this, and for example, a rhythm game in which a score is awarded according to the accuracy of the tempo, a quiz game, a game in which the broadcaster imitates a model, a falling object game, etc. may be adopted.

[0100] In an embodiment, the server 10 may generate a ranking of users based on the number of VS game wins stored in the user DB 318. The server 10 may provide the generated ranking to the user, or may provide the user with a reward according to the ranking.

[0101] In an embodiment, the server 10 may perform a process for increasing the negative impact of an attacking gift as the value of the attacking gift increases. In the example of FIG. 6, the gift "BS1" is an obstacle gift with a value of 1000 points, and the gift "BS2" is an obstacle gift with a value of 3000 points. The gift "BS2" may generate an obstacle that is larger than the gift "BS1", that is, that is, more difficult to avoid. Alternatively, the gift "BS2" may have a longer effect time than the gift "BS1". Similarly, for the Bilibili gift, the value of the Bilibili meter that increases may be increased as the value of the Bilibili gift increases.

[0102] In the embodiment, a case has been described in which two broadcasters compete against each other in a VS Game broadcast, but this is not limited to this, and the technical ideas of this embodiment can also be applied to a VS Game broadcast in which three or more broadcasters compete against each other.

[0103] The conversion rates from gift points to given rewards in the embodiments are merely examples, and may be set appropriately by, for example, an administrator of the live distribution system.

[0104] The technical ideas of the embodiments may be applied to virtual live streaming and live commerce, in which an avatar that moves in sync with the streamer's movements is used instead of an image of the streamer.

[0105] In the processing procedures described in this specification, particularly in the processing procedures described using flow diagrams and flowcharts, it is possible to omit some of the steps that make up the processing procedures, to add steps that are not explicitly stated as steps that make up the processing procedures, and / or to rearrange the order of the steps, and processing procedures in which such omissions, additions, or changes in order have been made are included within the scope of this disclosure as long as they do not deviate from the spirit of this disclosure.

[0106] At least a part of the functions realized by the server 10 may be realized by a device other than the server 10, for example, the user terminals 20 and 30. At least a part of the functions realized by the user terminals 20 and 30 may be realized by a device other than the user terminals 20 and 30, for example, the server 10. For example, the superimposition of a predetermined frame image onto an image of video data performed at a viewer's user terminal may be performed at the server 10 or at a distributor's user terminal. Alternatively, the generation of video data may be performed at the server 10.

Claims

1. a means for receiving, via a network, from a first broadcaster terminal, first operation information of a first game to be provided in a first live broadcast, the first operation information being generated based on an input by a first broadcaster of the first live broadcast; a means for receiving, via a network, from a second broadcaster terminal, second operation information of a second game to be provided in the second live broadcast, the second operation information being generated based on an input by a second broadcaster of the second live broadcast; means for progressing a first game based on first operation information and progressing a second game based on second operation information; a means for transmitting, via a network, the video data of the first live streaming, the data of the first game, and the video data of the second live streaming, and the data of the second game, to a first viewer terminal of a first viewer of the first live streaming and a second viewer terminal of a second viewer of the second live streaming; means for receiving, via a network, from the first viewer terminal, a signal indicating use of the gift by the first viewer; and means for performing processing in response to receiving the signal to negatively affect an outcome of the second game.

2. The server of claim 1 , further comprising: means for effecting payment of a value for the gift by the first viewer in response to receiving the signal.

3. 2. The server of claim 1, further comprising means for determining either the first broadcaster or the second broadcaster as the winner by comparing the results of the first game and the results of the second game.

4. The processing means updates a value of a parameter in response to receiving a signal; 2. The server of claim 1, wherein the means for performing processing negatively affects the outcome of the second game when the value of the parameter reaches a threshold value.

5. The means for performing the processing starts waiting for an instruction to exercise influence from the first distributor when the value of the parameter reaches a threshold value; The server according to claim 4 , wherein the means for performing the process, when receiving an instruction from the first distributor, negatively affects an outcome of the second game.

6. 3. The server according to claim 2, wherein the means for performing the processing performs processing for inflicting a greater negative impact on the greater the value of the gift.

7. the first game and the second game proceed at least partially concurrently; 2. The server according to claim 1, wherein the first game and the second game end when a predetermined period common to both games has elapsed, or when the first distributor or the second distributor achieves a predetermined condition.

8. On the device of the viewer of the first live broadcast, a first area displaying a video of a first live broadcast with an interface of the first game superimposed thereon; a second area displaying a video of the second live broadcast with an interface of the second game superimposed thereon; a first object for accepting use of the gift; a second object indicating a current value of the parameter that is updated by using the gift; and a computer program for realizing a function of displaying in the second area an effect corresponding to a negative impact on the second game that is activated when the parameter value reaches a threshold value;

9. On the device of the first live stream distributor, a function of displaying on a display a distribution screen including a first area displaying a video image of a first live distribution on which an interface of the first game is superimposed; A computer program for realizing a function of starting to display an object for accepting instructions to exercise a negative influence on a second game provided in a second live stream associated with the first live stream when the value of a parameter updated by the use of gifts by viewers of the first live stream reaches a threshold value.

Citation Information

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