Program, system, and method
The program addresses the issue of player privacy in online gaming by allowing players to control the visibility of their avatars and chats in distributed game images, enhancing their awareness and control within the gaming environment.
Patent Information
- Application Number
- JP2023152323
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-20
- Publication Date
- 2025-04-02
- Estimated Expiration
- 2043-09-20
AI Technical Summary
Some online game players do not want their avatars or chats to be included in game images distributed to other players, and existing systems do not adequately inform or allow players to control this.
A program that functions as a game progression means, a distribution means, and a notification means, allowing players to recognize and control the inclusion of their avatars and chats in game images distributed to other terminals.
Enables players to be aware and manage the visibility of their game elements in distributed images, enhancing player privacy and control within online gaming environments.
Smart Images

Figure 2025044629000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a system, and a method. [Background technology]
[0002] In recent years, in online games that progress synchronously across multiple play terminals, game distribution systems that allow viewers to view images of online games played by players on play terminals (hereinafter referred to as "game images") are becoming more common (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7060818 Summary of the Invention [Problem to be solved by the invention]
[0004] However, some online game players do not want the avatars they control or the chat messages (voice or text) they send to be included in other people's game images and distributed to an unspecified number of people.
[0005] The present invention has been made in consideration of the above circumstances, and its object is to provide a program that can make a player of a game aware that there is a possibility that he or she will appear in a distributed game image. [Means for solving the problem]
[0006] In order to solve the above problem, the program of the present invention causes a processor to function as a game progression means for progressing a game played on a plurality of terminals, a distribution means for distributing game images of the game progressing on a first terminal among the plurality of terminals to other terminals, and a notification means for notifying a user that the game images may be being distributed to a second terminal different from the first terminal in response to the distribution means starting distribution of the game images. Effect of the Invention
[0007] According to the present invention, it is possible to make a player of a game aware that there is a possibility that he or she will appear in a distributed game image. [Brief description of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a system according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a hardware configuration diagram of a game server. [Diagram 3] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 4] FIG. 2 is a functional block diagram of a game server. [Diagram 5] 13 is a flowchart of a distribution control process. [Figure 6] 13 is an example of a home screen displayed on a distribution terminal. [Figure 7] FIG. 13 is a diagram showing the state transition caused by tapping the [Distribution] icon. [Figure 8] 13 is an example of a team matching screen (A) and a party microphone setting screen (B) displayed on a streaming device. [Figure 9] 13 is a flowchart of a cooperative player process. [Figure 10] 13 shows examples of the party microphone setting screen (A), the distribution confirmation screen (B), and the team matching screen (C) displayed on a collaborating device. [Figure 11] 13 is an example of a battle matching screen (A) and a matching result screen (B) displayed on a cooperating device. [Figure 12] 13 is an example of a play screen displayed on a partner terminal. [Figure 13] 13 shows examples of the winning / losing screen (A) and the ranking screen (B) displayed on the partner device. [Figure 14] 13 is a flowchart of a competing player process. [Figure 15] 13 is an example of a play screen displayed on an opponent terminal. [Figure 16] 13 is an example of a chat lobby screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The system 1 according to the embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention is embodied, and the scope of the present invention is not limited to the scope of the embodiment. Therefore, the present invention can be implemented by making various changes to the embodiment.
[0010] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are illustrated in FIG. 1, examples of the user terminals 20 included in the system 1 are not limited to these. The game server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. Specific examples of the communication network 2 are not particularly limited, and may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.
[0011] The system 1 is an online game system that provides an online game realized on a user terminal 20 by mutual communication between a game server 10 and a plurality of user terminals 20. As one example, the game is a cooperative game in which users (players) of a plurality of user terminals 20 cooperate with each other. As another example, the game is a competitive game in which users (players) of a plurality of user terminals 20 compete against each other. The competition may be, for example, a battle between players, or a competition to see who can obtain the most items.
[0012] The system 1 according to the present embodiment provides a so-called "GvG (group match)" in which multiple players (e.g., 12 players) belong to one of two groups and play against each other (i.e., 6 players vs. 6 players). In other words, the system 1 according to the present embodiment provides an online game in which multiple players belonging to the same group cooperate to play against multiple players belonging to another group. That is, the online game according to the present embodiment includes a cooperative element and a competitive element. The online game according to the present embodiment may also include a portrait screen (e.g., FIG. 6) and a landscape screen (e.g., FIG. 12).
[0013] In group battles, a group to which multiple players belong is referred to as a "team." Multiple players belonging to a team may be randomly matched by the game server 10, or may be selected from a party, which will be described later. Meanwhile, a "party" refers to a group (sometimes called a circle, guild, etc.) formed by an agreement between players (so-called friend registration).
[0014] However, specific examples of online games are not limited to the above examples. As another example, the online game may be a Massively Multiplayer Online Role-Playing Game (MMORPG). In addition, the online game is not limited to one in which an avatar moves on a map (field) according to the operation of a player on a user terminal. Furthermore, the game according to this embodiment is not limited to being online, and is not limited to being progressed synchronously.
[0015] Moreover, the online game according to this embodiment includes a conversation space (so-called chat lobby) in which multiple players can send and receive messages to each other. Players can enter and leave the chat lobby at any time. That is, an unspecified number of players can enter the chat lobby. Furthermore, a message input to a user terminal 20 by a player who has entered the chat lobby is output to the user terminals 20 of all players who have entered the chat lobby. The message may be in text format (so-called text chat) or audio format (so-called voice chat).
[0016] Furthermore, the system 1 is a game distribution system that provides so-called "game distribution" in which images of an online game being executed on a user terminal 20 (hereinafter referred to as "game images") are viewed by users (viewers) of other user terminals 20. Game distribution includes, for example, "real-time distribution" in which game images are viewed in parallel with the execution of an online game, and "recorded distribution" in which images recorded after the online game is finished are viewed.
[0017] Hereinafter, user terminals 20A, 20B, 20C that play an online game may be referred to as "play terminals 20A, 20B, 20C," and users operating play terminals 20A to 20C may be referred to as "players A, B, C." Additionally, avatars that act (for example, move, fight, obtain items) in the online game according to operations of players A to C via play terminals 20A to 20C may be referred to as "avatars A, B, C."
[0018] Among play terminals 20A-20C, play terminal 20A that distributes game images may be referred to as "distribution terminal 20A (first terminal)" and a user that operates distribution terminal 20A may be referred to as "distribution player A." Furthermore, user terminal 20D that views game images from distribution terminal 20A may be referred to as "viewing terminal 20D" and a user that operates viewing terminal 20D may be referred to as "viewer D."
[0019] In addition, a player B who cooperates with a distribution player A in an online game (i.e., who belongs to the same team as the distribution player A) may be referred to as a "cooperating player B", and a play terminal 20B operated by the cooperating player B may be referred to as a "cooperation terminal 20B (second terminal)". In addition, a player C who competes with a distribution player A in an online game (i.e., who belongs to a different team from the distribution player A) may be referred to as a "competition player C", and a play terminal 20C operated by the competition player C may be referred to as a "competition terminal 20C (second terminal)". Furthermore, a team to which the distribution player A and the cooperation player B belong may be referred to as a "team A", and a team to which the competition player C belongs may be referred to as a "team B". The system 1 may include one or more distribution terminals 20A, one or more cooperation terminals 20B, and one or more competition terminals 20C.
[0020] [Game Server 10 Configuration] Game server 10 realizes an online game by synchronizing game data of each of multiple play terminals 20A to 20C. Game server 10 also realizes game distribution by acquiring game images from distribution terminal 20A and providing the acquired game images to viewing terminal 20D. Note that the server realizing the online game and the server realizing the game distribution are not limited to operating on the same hardware, and may operate on different hardware. However, the server realizing the online game and the server realizing the game distribution operate in cooperation with each other, as described below.
[0021] Fig. 2 is a hardware configuration diagram of the game server 10. The game server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in Fig. 2, the game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the game server 10 is connected to a communication bus 19.
[0022] The processor 11 realizes processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.
[0023] The memory 12 temporarily holds a server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0024] The storage 13 permanently holds the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the game server 10 as an external storage device instead of being built into the game server 10. With this configuration, for example, in a scene where a plurality of user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.
[0025] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, a sensor, etc. to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI, registered trademark), or other terminals.
[0026] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a Local Area Network (LAN) or a wireless communication interface such as Wireless Fidelity (Wi-Fi), Bluetooth (registered trademark), or Near Field Communication (NFC).
[0027] [Configuration of user terminal 20] The user terminal 20 is realized, for example, as an HMD (Head Mounted Display) set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, as shown in FIG. 1, an example of the user terminal 20 as a tablet terminal will be described.
[0028] Fig. 3 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0029] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the game server 10. The storage 23 also stores a terminal program 23P.
[0030] The monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1 for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing the monitor 31. The camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and captures an image of the surroundings.
[0031] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into voice and outputs it to the user. Note that the user terminal 20 may include an earphone instead of the speaker 36.
[0032] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0033] The operation device 42 accepts input (operation) of commands by the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. As another example, the user terminal 20 may include, as the operation device 42, a controller equipped with buttons, an operation stick, and the like.
[0034] [Game Server 10 Functional Block Diagram] Fig. 4 is a functional block diagram of the game server 10. As shown in Fig. 4, the server program 13P loaded into the memory 12 causes the game server 10 (processor 11) to function as game progression means 110, distribution means 120, notification means 130, first switching means 140, and second switching means 150.
[0035] Game progression means 110 synchronizes and progresses the online game among the multiple play terminals 20A-20C. More specifically, game progression means 110 transmits data necessary for the progress of the online game to all play terminals 20A-20C participating in the online game. Furthermore, game progression means 110 causes the multiple play terminals 20A-20C participating in the online game to share the game data. In other words, game progression means 110 transmits game data received from one play terminal 20 to all other play terminals 20. As a result, the online game synchronizes and progresses among all play terminals 20A-20C. The process executed by game progression means 110 is an example of a game progression step.
[0036] Game progression means 110 synchronously displays various game screens shown in, for example, Figures 6 to 8, 10 to 13, and 15 to 16 on monitor 31 of each of play terminals 20A to 20C. Note that the screens displayed on monitor 31 of play terminals 20A to 20C are not necessarily the same. That is, a screen is displayed on monitor 31 of each of play terminals 20A to 20C, in which a virtual space (e.g., a map, a field) constituting an online game is imaged from a viewpoint centered on avatars A to C of corresponding players A to C.
[0037] Here, "the game progression means 110 causes the play terminal 20 to display a screen" refers to the game progression means 110 instructing the terminal program 23P of the play terminal 20 to display a screen. Instructing to display a screen may refer to, for example, sending screen data for a screen to be displayed on the monitor 31, or sending information to be displayed on the screen (for example, numerical values, icons, images). In the following, these processes will be omitted. The same applies to the other control means.
[0038] Furthermore, the game progression means 110 can transmit and receive messages (e.g., text messages, voice messages) between a plurality of play terminals 20. The game progression means 110 may, for example, enable transmission and reception of messages between players belonging to the same party (so-called party chat), or may enable transmission and reception of messages between players belonging to the same team (so-called team chat).
[0039] As one example, the game progression means 110 displays text input by the cooperating player B through the operation device 42 of the cooperating terminal 20B on the monitors 31 of the distribution terminal 20A and the other cooperating terminals 20 (so-called text chat). As another example, the game progression means 110 outputs voice input by the cooperating player B through the microphone 35 of the cooperating terminal 20B from the speakers 36 of the distribution terminal 20A and the other cooperating terminals 20 (so-called voice chat). The same is also true from the distribution terminal 20A to the cooperating terminals 20. Furthermore, the same is true between the play terminals 20 of players who have entered the chat lobby.
[0040] The distribution means 120 distributes game images of an online game being executed on the distribution terminal 20A to the viewing terminal 20D (hereinafter referred to as "game distribution"). As one example, the distribution means 120 may receive game images from the distribution terminal 20A through the communication IF 15, and transmit the game images to the viewing terminal 20D through the communication IF 15. As another example, the distribution means 120 may generate image data for the distribution terminal 20A based on game data collected by the game progression means 110, and transmit the generated image data to the viewing terminal 20D through the communication IF 15. The process executed by the distribution means 120 is an example of a distribution step.
[0041] For example, the distribution means 120 starts game distribution when a [Start distribution] icon 61 displayed on the monitor 31 of the distribution terminal 20A is tapped. Also, the distribution means 120 stops game distribution when a [Stop distribution] icon 62 displayed on the monitor 31 of the play terminal 20A is tapped. Furthermore, the distribution means 120 stops game distribution when the connection (e.g., TCP connection) between the game server 10 and the distribution terminal 20A is disconnected.
[0042] Here, the terminal program 23P of the user terminal 20 accepts a user operation of tapping an icon displayed on the monitor 31 through the operation device 42. Then, the terminal program 23P transmits information indicating the icon tapped through the operation device 42 to the game server 10 through the communication IF 25. As a result, the distribution means 120 recognizes that the [Start distribution] icon 61 or the [Stop distribution] icon 62 has been tapped. In the following, these processes will be omitted. The same applies to the other control means.
[0043] The game images are still images or moving images (video) displayed on the monitor 31 of the play terminal 20A. The game images may also include images captured by the cameras 33 and 34 of the play terminal 20A. Furthermore, the game images may also include sound picked up by the microphone 35 of the play terminal 20A and sound output from the speaker 36 of the play terminal.
[0044] In response to distribution means 120 starting distribution of a game image, notification means 130 notifies that a game image may be distributed to play terminals 20B and 20C different from distribution terminal 20A. More specifically, notification means 130 notifies that a game image including images of avatars B and C and messages (text format, audio format) input by players B and C may be distributed.
[0045] The notification means 130, for example, displays notification marks 79, 80 on the monitors 31 of the play terminals 20B, 20C. The notification marks 79, 80 are images that notify that a game image may be distributed. However, the notification method is not limited to displaying the notification marks 79, 80. The process executed by the notification means 130 is an example of a notification step.
[0046] Note that the "possibility of game images including avatars B and C being distributed" does not require that the game images are actually being received by viewing terminal 20D. In other words, a state in which no one is viewing the game images distributed by distribution terminal 20A is included in the "possibility of game images being distributed." Also, a state in which avatars A to C are on the same map (field) and avatars B and C are not included in the angle of view of distribution terminal 20A is included in the "possibility of game images including avatars B and C being distributed."
[0047] The first switching means 140 causes the distribution player A to switch whether or not to include in the game image a message transmitted and received between the distribution terminal 20A and the cooperation terminal 20B (so-called ON / OFF of the party microphone). The first switching means 140 also causes the distribution player A to switch whether or not to include in the game image a sound for the viewers input through the microphone 35 of the distribution terminal 20A (so-called ON / OFF of the distribution microphone). The process executed by the first switching means 140 is an example of a first switching step.
[0048] The second switching means 150 causes the cooperating player B to switch whether or not to permit transmission of a message from the cooperating terminal 20B to the distribution terminal 20A (so-called ON / OFF of the party microphone) in response to the distribution means 120 starting distribution of a game image. The process executed by the second switching means 150 is an example of a second switching step.
[0049] [Game progress processing] An online game that progresses synchronously on the play terminals 20A to 20C will be described with reference to Figs. 6, 8, 10 to 13, and 15. Fig. 6 is an example of a home screen displayed on the distribution terminal 20A. Fig. 8 is an example of a team matching screen (A) and a party microphone setting screen (B) displayed on the distribution terminal 20A. Fig. 10 is an example of a party microphone setting screen (A), a distribution confirmation screen (B), and a team matching screen (C) displayed on the cooperation terminal 20B. Fig. 11 is an example of a battle matching screen (A) and a matching result screen (B) displayed on the cooperation terminal 20B. Fig. 12 is an example of a play screen displayed on the cooperation terminal 20B. Fig. 13 is an example of a win / lose screen (A) and a ranking screen (B) displayed on the cooperation terminal 20B. Fig. 15 is an example of a play screen displayed on the competition terminal 20C.
[0050] First, when an online game starts (for example, an application is launched), the game progression means 110 displays a terms of use screen on the monitors 31 of the play terminals 20A to 20C. The terms of use screen includes, for example, the rules that players A to C who play the online game must comply with, the privacy policy of the company that operates the online game, and a message indicating that game images of the online game may be distributed (for example, "Your avatar and chat may be distributed by other players").
[0051] Next, the game progression means 110 causes the monitor 31 of the broadcasting terminal 20A to display the home screen shown in Fig. 6. As shown in Fig. 6, the home screen includes at least avatar A, a [start broadcasting] icon 61 or a [stop broadcasting] icon 62, and a [battle] icon 63. The [start broadcasting] icon 61 is an icon that accepts an operation by player A to instruct the start of broadcasting of game images, which will be described later. The [stop broadcasting] icon 62 is an icon that accepts an operation by player A to instruct the stop of broadcasting of game images, which will be described later. The [battle] icon 63 is an icon that accepts an operation by player A to instruct participation in an online game (joining a team).
[0052] Next, when the [Battle] icon 63 is tapped, the game progression means 110 displays a team matching screen shown in FIG. 8(A) on the monitor 31 of the distribution terminal 20A. As shown in FIG. 8(A), the team matching screen includes at least avatar A, a [Start distribution] icon 61 or a [Stop distribution] icon 62, player slots 64A-64E, and a [Party chat] icon 65. The player slots 64A-64E display the avatars of other players who belong to the same team A as player A. The [Party chat] icon 65 is an icon that accepts an operation by player A to instruct the display of the party microphone setting screen shown in FIG. 8(B).
[0053] In Fig. 8(A), the player slots 64A to 64C display images of the faces of the avatars of players who already belong to team A (i.e., have been matched). On the other hand, the player slots 64D and 64E, which do not display images of the faces of avatars, indicate that a player who belongs to team A has not yet been determined (i.e., is waiting to be matched). Then, in response to, for example, tapping on the player slot 64A, the game progression means 110 displays a details screen that displays details (e.g., level, occupation, equipment, status) of the avatar displayed in the player slot 64A.
[0054] In addition, the game progression means 110 displays a terms of use screen, a home screen, and a team matching screen (FIG. 10(C)) on the monitor 31 of the cooperation terminal 20B. The basic layout of each screen is the same as that of the distribution terminal 20A. However, as shown in FIG. 10(C), avatar B is displayed on the team matching screen displayed on the cooperation terminal 20B, and images of the faces of avatars other than player B belonging to team A are displayed in the player slots 64A to 64C. The terms of use screen, the home screen, and the team matching screen are similarly displayed on all competition terminals, including other cooperation terminals and the competition terminal 20C.
[0055] Next, in response to the determination of the six players belonging to team A, the game progression means 110 displays a battle matching screen shown in FIG. 11(A) on the monitor 31 of the cooperation terminal 20B. The battle matching screen displays a list of six avatars A to F belonging to team A. Next, in response to the completion of matching with team B, the game progression means 110 displays a matching result screen shown in FIG. 11(B) on the monitor 31 of the cooperation terminal 20B. The matching result screen displays a list of avatars and names of the twelve players belonging to teams A and B. The battle matching screen and the matching result screen are similarly displayed on other cooperation terminals including the distribution terminal 20A and all battle terminals including the battle terminal 20C.
[0056] Next, in response to the completion of all matching, the game progression means 110 displays the play screen shown in FIG. 12 on the monitor 31 of the cooperating terminal 20B. The play screen includes at least avatar B, player icons 66A to 66F, player icons 67A to 67F, and a [chat] icon 68. The player icons 66A to 66F are icons indicating the six players belonging to team A, respectively. The player icons 67A to 67F are icons indicating the six players belonging to team B, respectively. The [chat] icon 68 is an icon that accepts an operation of the cooperating player B to instruct the transmission of a party chat. In addition, the play screen may or may not include an avatar X other than avatar B, as shown in FIG. 12.
[0057] Then, the game progression means 110 causes avatar B to act (for example, move, fight, obtain an item) within the play screen in accordance with the operation of cooperating player B on the operation device 42 of the cooperating terminal 20B. Furthermore, in response to a tap on the [Chat] icon 68, the game progression means 110 causes text subsequently input by cooperating player B via the operation device 42 to be displayed on a play terminal 20 belonging to the same party. Furthermore, the game progression means 110 causes voice input by cooperating player B via the microphone 35 to be output to a play terminal 20 belonging to the same party.
[0058] Furthermore, the game progression means 110 displays the play screen shown in FIG. 15 on the monitor 31 of the opponent terminal 20C. The basic layout of the play screen is the same as that of the cooperation terminal 20B. However, the play screen of the opponent terminal 20C includes the avatar C of the opponent player C, and may or may not include an avatar Y other than the avatar C. Furthermore, the positions of the player icons 66A to 66F and the player icons 67A to 67F are swapped between the play screen of the cooperation terminal 20B (FIG. 12) and the play screen of the opponent terminal 20C (FIG. 15). Furthermore, the play screen is similarly displayed on other cooperation terminals including the distribution terminal 20A, and other opponent terminals.
[0059] Next, in response to the end of the match between teams A and B, the game progression means 110 sequentially displays a win / loss screen shown in FIG. 13(A) and a ranking screen (B) shown in FIG. 13(B) on the monitor 31 of the cooperation terminal 20B. The win / loss screen is a screen showing the result of the match between teams A and B. The ranking screen is a screen showing a ranking of the contributions of the 12 players in the match between teams A and B. The win / loss screen and the ranking screen are similarly displayed on other cooperation terminals including the distribution terminal 20A and all competition terminals including the competition terminal 20.
[0060] The play screens shown in Fig. 12 and Fig. 15 are screens for achieving the main objective of the online game (i.e., in-game). On the other hand, Fig. 6, Fig. 8, Fig. 10 to Fig. 11, and Fig. 13 are screens for showing preparations for executing the in-game and results of executing the in-game (i.e., out-game).
[0061] [Distribution control processing] The distribution control process will be described with reference to Figs. 5 to 8. Fig. 5 is a flowchart of the distribution control process. Fig. 7 is a diagram showing state transitions caused by tapping on the [Distribution in progress] icon 69. The distribution control process is a process for controlling distribution of a game image of the distribution terminal 20A to the viewing terminal 20D. The game server 10 starts the distribution control process shown in Fig. 5 in response to, for example, distribution player A tapping on the [Start distribution] icon 61 on the home screen (Fig. 6(A)) displayed on the monitor 31 of the distribution terminal 20A.
[0062] First, the distribution means 120 distributes a game image of the distribution terminal 20A to the viewing terminal 20D (S11). Furthermore, the distribution means 120 displays a [Distribution in progress] icon 69 in a predetermined position (e.g., the upper left corner) of the monitor 31 of the distribution terminal 20A as shown in Fig. 6(B). Furthermore, the distribution means 120 replaces the [Distribution start] icon 61 shown in Fig. 6(A) with the [Distribution end] icon 62 shown in Fig. 6(B). The [Distribution in progress] icon 69 is an icon indicating that game distribution is currently being performed.
[0063] The [Streaming] icon 69 continues to be displayed on all screens displayed on the streaming terminal 20A (for example, the team matching screen in FIG. 8(A)) until the [Stop streaming] icon 62 is tapped by streaming player A. Furthermore, on each screen displayed on the streaming terminal 20A, the [Stop streaming] icon 62 is displayed while the game is being streamed, and the [Start streaming] icon 61 is displayed while the game stream is stopped. The specific forms of the [Start streaming] icon 61 and the [Stop streaming] icon 62 may be changed as appropriate depending on the screen.
[0064] The first switching means 140 allows the broadcasting player A to switch whether or not to include in the game image the audio for the viewers input through the microphone 35 of the broadcasting terminal 20A (i.e., the broadcasting microphone is ON / OFF) through the [Broadcasting] icon 69. The display mode of the [Broadcasting] icon 69 shown in FIG. 7(A) is an example of the first mode indicating that the audio for the viewers input through the microphone 35 of the broadcasting terminal 20A is to be included in the game image (i.e., the broadcasting microphone is ON).
[0065] Next, when the [Streaming] icon 69 shown in Fig. 7(A) is tapped by streaming player A, the first switching means 140 displays a streaming microphone OFF dialogue 70 shown in Fig. 7(B) on the monitor 31 of the streaming terminal 20A. The streaming microphone OFF dialogue 70 is a dialogue notifying that audio for the viewers input through the microphone 35 of the streaming terminal 20A will not be included in the game image (so-called streaming microphone OFF). When the streaming microphone is turned OFF, a game image not including the audio input by streaming player A through the microphone 35 is distributed to the viewing terminal 20D.
[0066] Then, the first switching means 140 switches the display mode of the [Streaming] icon 69 from the first mode to the second mode, as shown in Fig. 7(C). The display mode of the [Streaming] icon 69 shown in Fig. 7(C) is an example of the second mode indicating that audio for the viewers input through the microphone 35 of the streaming terminal 20A is not included in the game image (i.e., streaming microphone OFF). The first mode and the second mode are not limited to the examples of Fig. 7(A) and Fig. 7(C) as long as they are modes that can be visually distinguished by the streaming player A (i.e., different modes).
[0067] Next, when the [Streaming] icon 69 shown in Fig. 7(C) is tapped by the streaming player A, the first switching means 140 displays the streaming microphone ON dialog 71 shown in Fig. 7(D) on the monitor 31 of the streaming terminal 20A. The streaming microphone ON dialog 71 is a dialog notifying the viewer that audio inputted through the microphone 35 of the streaming terminal 20A will be included in the game image (so-called streaming microphone ON). When the streaming microphone is turned ON, a game image including the audio inputted by the streaming player A through the microphone 35 is streamed to the viewing terminal 20D.
[0068] 7(A), the first switching means 140 switches the display mode of the [Streaming] icon 69 from the second mode to the first mode. That is, the first switching means 140 switches the streaming microphone between ON and OFF (S13) every time the [Streaming] icon 69 is tapped by streaming player A (S12: Yes).
[0069] Furthermore, when the [Party Chat] icon 65 in Fig. 8(A) is tapped by the distributing player A (S14: Yes), the first switching means 140 causes the distributing player A to switch whether or not messages transmitted and received between the distributing terminal 20A and the co-operating terminal 20B are included in the game image (S15). More specifically, the first switching means 140 causes the monitor 31 of the distributing terminal 20A to display a party microphone setting screen shown in Fig. 8(B). The party microphone setting screen is a screen for setting the volume of audio messages transmitted and received between play terminals 20 belonging to the same party (so-called party microphone).
[0070] The party microphone setting screen includes, for example, slide bars 72A-72D for setting the microphone volumes of avatars A, B, C, and D, respectively, and a [Settings] icon 73. The party microphone setting screen may display, for example, avatars of players who belong to the same party, avatars of players who belong to the same party and to the same team A, or avatars of players who belong to the same team A.
[0071] The first switching means 140 switches so that the voice input by the distribution player A through the microphone 35 of the distribution terminal 20A (i.e., voice chat) is not transmitted to other user terminals 20 (i.e., voice chat OFF) when the distribution player A operates the slide bar 72A to turn the microphone volume of avatar A OFF. Also, the first switching means 140 switches so that the voice input by the distribution player A through the microphone 35 of the distribution terminal 20A is transmitted to other user terminals 20 (i.e., voice chat ON) when the distribution player A operates the slide bar 72A to turn the microphone volume of avatar A ON.
[0072] Similarly, when the distributing player A operates the slide bar 72B to turn the microphone volume of avatar B OFF, the first switching means 140 switches so that the voice input by the cooperating player B through the microphone 35 of the cooperating terminal 20B (i.e., voice chat) is not output from the speaker 36 of the distributing terminal 20A (i.e., voice chat OFF). Also, when the distributing player A operates the slide bar 72B to turn the microphone volume of avatar B ON, the first switching means 140 switches so that the voice input by the cooperating player B through the microphone 35 of the cooperating terminal 20B is output from the speaker 36 of the distributing terminal 20A (i.e., voice chat ON).
[0073] Then, when the [Setting] icon 73 is tapped by the distribution player A, the distribution means 120 switches whether or not to include voice chat in the game image according to the settings of the slide bars 72A to 72D. However, the [Setting] icon 73 may be omitted and the operation results of the slide bars 72A to 72D may be immediately reflected.
[0074] That is, when the microphone volume of avatar A is turned ON, the distribution means 120 distributes a game image including the voice chat of distribution player A to the viewing terminal 20D. Also, when the microphone volume of avatar A is turned OFF, the distribution means 120 distributes a game image not including the voice chat of distribution player A to the viewing terminal 20D. Similarly, when the microphone volume of avatar B is turned ON, the distribution means 120 distributes a game image including the voice chat of cooperating player B to the viewing terminal 20D. On the other hand, when the microphone volume of avatar B is turned OFF, the distribution means 120 distributes a game image not including the voice chat of cooperating player B to the viewing terminal 20D.
[0075] Furthermore, when the [Stop distribution] icon is tapped by distributing player A (S16: Yes), distributing means 120 stops distribution of the game image of distributing terminal 20A (S17). Also, distributing means 120 deletes [Distributing] icon 69 from monitor 31 of distributing terminal 20A. Furthermore, distributing means 120 replaces [Stop distribution] icon 62 of distributing terminal 20A with [Start distribution] icon 61.
[0076] [Cooperative player processing] The cooperating player process will be described with reference to Fig. 9 to Fig. 13. Fig. 9 is a flowchart of the cooperating player process. The cooperating player process is a process for notifying the cooperating terminal 20B that game distribution has been started or stopped at the distribution terminal 20A. The game server 10 executes the cooperating player process shown in Fig. 9 in response to, for example, the cooperating player B joining team A through the cooperating terminal 20B.
[0077] In response to the distribution means 120 starting distribution of the game image of the distribution terminal 20A (S21: Yes), the second switching means 150 causes the cooperating player B to switch whether or not to permit the transmission of a message from the cooperative terminal 20B to the distribution terminal 20A (S22). More specifically, the second switching means 150 causes the monitor 31 of the cooperative terminal 20B to display a party microphone setting screen shown in FIG. 10(A). The party microphone setting screen is a screen that causes the cooperating player B to set whether or not to transmit the voice input by the cooperating player B through the microphone 35 of the cooperative terminal 20B to other user terminals 20 including the distribution terminal 20A. The party microphone setting screen includes, for example, a slide bar 74 for setting the microphone volume of the cooperative terminal 20B, a slide bar 75 for setting the game volume output from the cooperative terminal 20B, and an [OK] icon 76.
[0078] The second switching means 150 switches the voice input by the cooperating player B through the microphone 35 of the cooperating terminal 20B (i.e., voice chat) not to be transmitted to other user terminals 20 including the distribution terminal 20A (i.e., voice chat OFF) when the cooperating player B operates the slide bar 74 to turn the microphone volume of avatar B OFF. Also, the second switching means 150 switches the voice input by the cooperating player B through the microphone 35 of the cooperating terminal 20B to be transmitted to user terminals 20 including the distribution terminal 20A (i.e., voice chat ON) when the cooperating player B operates the slide bar 74 to turn the microphone volume of avatar B ON.
[0079] Next, when the [OK] icon 76 is tapped by cooperating player B with the microphone volume of avatar B turned ON, the second switching means 150 displays the delivery confirmation screen shown in FIG. 10(B) on the monitor 31 of the cooperating terminal 20B. The delivery confirmation screen is a screen for confirming with cooperating player B whether or not to include the voice chat of cooperating player B in the game image. The delivery confirmation screen includes, for example, a message saying "Turn voice chat ON?", a [No] icon 77, and a [Yes] icon 78.
[0080] Next, when the [No] icon 77 is tapped by the cooperating player B, the second switching means 150 switches the voice chat of the cooperating player B to OFF and displays the team matching screen shown in FIG. 10(C) on the monitor 31. Also, when the [Yes] icon 78 is tapped by the cooperating player B, the second switching means 150 keeps the voice chat of the cooperating player B ON and displays the team matching screen on the monitor 31. Furthermore, when the [OK] icon 76 is tapped by the cooperating player B with the microphone volume of the avatar B turned OFF, the second switching means 150 skips the display of the delivery confirmation screen shown in FIG. 10(B) and displays the team matching screen on the monitor 31.
[0081] Then, when voice chat is turned OFF on the cooperation terminal 20B, the voice input by the cooperation player B through the microphone 35 of the cooperation terminal 20B does not reach the distribution terminal 20A, and therefore the voice of the cooperation player B is not included in the game image. On the other hand, when voice chat is turned ON on the cooperation terminal 20B, the voice input by the cooperation player B through the microphone 35 of the cooperation terminal 20B reaches the distribution terminal 20A, and therefore the distribution means 120 distributes the voice chat of the cooperation player B received by the distribution terminal 20A to the viewing terminal 20D, including it in the game image.
[0082] The party microphone setting screen and the distribution confirmation screen may be displayed on, for example, the user terminal 20 of a player who belongs to the same party as the distribution player A, the user terminal 20 of a player who belongs to the same party as the distribution player A and the same team, or the user terminal 20 of a player who belongs to the same team as the distribution player A. The reachable range of the voice chat set via the party microphone setting screen and the distribution confirmation screen may be the user terminal 20 of a player who belongs to the same party, the user terminal 20 of a player who belongs to the same party as the distribution player A and the same team, or the user terminal 20 of a player who belongs to the same team as the distribution player A.
[0083] Next, the notification means 130 displays a notification mark 79 on the team matching screen displayed on the monitor 31 of the cooperation terminal 20B (S23), as shown in Fig. 10(C). More specifically, the notification means 130 displays the notification mark 79 in association with the face of the avatar A displayed in the player slot 64C, thereby notifying the cooperation terminal 20B that a game image may be distributed.
[0084] Also, as shown in Figs. 11 to 13, the notification means 130 continues to display the notification mark 79 even if the screen displayed on the monitor 31 of the cooperating terminal 20B is switched. More specifically, the notification means 130 displays the notification mark 79 in association with the avatar A (Figs. 11(A) and 13(A)), the face of the avatar A (Fig. 11(B)), the player icon 66D of the avatar A (Fig. 12), and the name of the avatar A (Fig. 13(B)). In this way, the notification means 130 displays the notification mark 79 on each screen displayed on the monitor 31 of the cooperating terminal 20B regardless of whether it is in-game or out-of-game. Also, the display mode of the notification mark 79 shown in Figs. 10(C) to 13(B) is an example of a mode in which the distribution player A can be identified.
[0085] Meanwhile, in response to the distribution means 120 stopping distribution of the game image of the distribution terminal 20A (S24: Yes), the notification means 130 deletes the notification mark 79 associated with the distribution player from the monitor 31 of the cooperating terminal 20B (S25). Then, the game server 10 repeatedly executes the processes of steps S21 to S25 until the cooperating player B leaves team A (S26: No). Also, in response to the cooperating player B leaving team A (S26: Yes), the game server 10 deletes the notification mark 79 and ends the cooperating player process.
[0086] [Match player processing] The opponent player process will be described with reference to Fig. 14 and Fig. 15. Fig. 14 is a flowchart of the opponent player process. The opponent player process is a process for notifying the opponent terminal 20C that game distribution has started at the distribution terminal 20A. The game server 10 executes the opponent player process shown in Fig. 14 in response to, for example, the opponent player C joining team B through the opponent terminal 20C.
[0087] In response to the distribution means 120 starting distribution of the game image of the distribution terminal 20A (S31: Yes), the notification means 130 displays the notification mark 80 on the play screen displayed on the monitor 31 of the opponent terminal 20C (S32), as shown in FIG. 15. The notification means 130 notifies the opponent terminal 20C that the game image may be distributed, for example, by displaying the notification mark 80 at a fixed position in the left corner of the play screen. Such a display mode of the notification mark 80 is an example of a mode in which the distribution player A cannot be identified. However, the display position of the notification mark 80 is not limited to the example of FIG. 15. Although not shown, the notification means 130 continues to display the notification mark 80 even if the screen (for example, the matching result screen to the ranking screen) displayed on the monitor 31 of the opponent terminal 20C is switched.
[0088] On the other hand, even if the distribution means 120 stops distribution of the game image of the distribution terminal 20A while the match between teams A and B is in progress (S33: Yes), the notification means 130 continues to display the notification mark 80 (S34). Although not shown in the figure, the notification means 130 continues to display the notification mark 80 even if the distribution terminal 20A ends the match between teams A and B midway (for example, communication between the game server 10 and the distribution terminal 20A is interrupted).
[0089] Then, the notification means 130 repeatedly executes the processing of steps S31 to S34 until the opponent player C leaves team B (S35: No). Furthermore, in response to the opponent player C leaving team B (S35: Yes), the notification means 130 deletes the notification mark 80 (S36) and ends the opponent player processing. Similarly, in response to the end of the match between teams A and B, the notification means 130 deletes the notification mark 80 and ends the opponent player processing.
[0090] [Chat Lobby Processing] The chat lobby process will be described with reference to Fig. 16. Fig. 16 is an example of a chat lobby screen. The game server 10 starts the chat lobby process in response to the play terminal 20B entering the chat lobby. The chat lobby may include one or both of a common lobby that can be entered by an unspecified number of players playing the online game, and a party lobby that can be entered only by players belonging to the same party.
[0091] In response to player B entering the chat lobby through the play terminal 20B, the game progression means 110 causes the monitor 31 of the play terminal 20B to display a chat lobby screen shown in Fig. 16. The chat lobby screen includes at least player icons 81A-81D of the players who have entered the chat lobby, and a chat input box 82. In the example of Fig. 16, player icon 81A corresponds to distribution player A, and player icon 81A corresponds to player B.
[0092] When one of the multiple players who have entered the chat lobby inputs text through the chat input box 82 of his / her play terminal 20, the game progression means 110 displays the text on the play terminals 20 of all players who have entered the chat lobby. For example, the text "Yay!" is displayed in association with the player icon 81C of the player who input the text. Similarly, when one of the multiple players who have entered the chat lobby inputs voice through the microphone 35 of his / her play terminal 20, the game progression means 110 outputs the voice from the speakers 36 of the play terminals 20 of all players who have entered the chat lobby. This allows conversation between the multiple players who have entered the chat lobby.
[0093] Furthermore, as shown in FIG. 16, the notification means 130 displays notification marks 83 and 84 on the monitor 31 of the play terminal 20B in response to player B's entry into the chat lobby. As an example, as shown in FIG. 16(A), the notification means 130 may display the notification mark 83 at a fixed position (e.g., the upper left corner) on the monitor 31 of the play terminal 20B regardless of whether the distribution means 120 is distributing the game image of the distribution terminal 20A. As another example, as shown in FIG. 16(B), the notification means 130 may display the notification mark 84 in association with the player icon 81A of player A on the monitor 31 of the play terminal 20B when the distribution means 120 is distributing the game image of the distribution terminal 20A. Then, the notification means 130 may delete the notification mark 84 when the distribution means 120 stops distributing the game image of the distribution terminal 20A.
[0094] [Effects of the embodiment] According to the above embodiment, when distribution means 120 is distributing a game image of distribution terminal 20A, notification marks 79, 80, 83, 84 are displayed on monitors 31 of other play terminals 20B, 20C. This allows players B, C of play terminals 20B, 20C to recognize that avatars B, C, voice chat, and text chat may be included in the game image.
[0095] However, a specific method of notifying that a game image may be distributed is not limited to displaying the notification marks 79, 80, 83, and 84. As another example, the notification means 130 may cause the display mode of avatar A (or player icon) of distribution player A to differ from the display mode of other avatars (or other player icons). As yet another example, the notification means 130 may periodically output a notification sound from the speakers of the play terminals 20B and 20C.
[0096] Furthermore, the targets of the notification that game images may be distributed are not limited to the play terminals 20B and 20C. As another example, the notification that game images may be distributed may be sent to the spectator terminals of spectators who are watching the game through avatars placed in the game field.
[0097] Furthermore, according to the above embodiment, the notification mark 79 is displayed on the monitor 31 of the cooperating terminal 20B in a manner that allows the distributing player A to be identified, so that the cooperating player B can clearly recognize the distributing player A. This allows the cooperating player B who wants to appear in the game image to play near the distributing player A. On the other hand, the cooperating player B who does not want to appear in the game image to play at a position away from the distributing player A. Furthermore, the cooperating player B may assist the distributing player A so that he or she stands out.
[0098] Furthermore, according to the above embodiment, the audio to be included in the game images can be appropriately set by having the streaming player A switch the streaming microphone and the party microphone of each cooperating player ON and OFF. For example, by turning the streaming microphone ON and turning all players' party microphones OFF, streaming player A can broadcast game images in which he / she gives a live commentary on the progress of the game, etc. On the other hand, by turning the streaming microphone OFF and turning all players' party microphones ON, a realistic game image can be broadcast.
[0099] Also, according to the above embodiment, it is possible to appropriately set whether or not one's voice is included in the game image by having cooperating player B switch one's own party microphone ON and OFF. Note that the first switching means 140 and the second switching means 150 may switch whether or not to include transmission and reception of text chat in the game image via the [Chat] icon 68, instead of voice chat.
[0100] Furthermore, according to the above embodiment, by displaying the notification mark 80 on the monitor 31 of the opponent terminal 20C in a manner that does not allow the distribution player A to be identified, the opponent player C can recognize the possibility that a game image is being distributed, and cannot identify the distribution player A. This makes it possible to prevent concentrated attacks on the distribution player A during the match between teams A and B.
[0101] The specific method of displaying the notification marks 79 and 80 is not limited to the above example. That is, the notification mark 80 may be displayed on the monitor 31 of the cooperation terminal 20B in a manner that does not allow the distribution player A to be identified. The notification mark 79 may be displayed on the monitor 31 of the competition terminal 20C in a manner that allows the distribution player A to be identified.
[0102] Furthermore, according to the above embodiment, even if the broadcasting terminal 20A leaves during the match between teams A and B, or the broadcasting terminal 20A stops broadcasting of game images during the match between teams A and B, the broadcasting player A can be prevented from being identified by the opponent player C by continuing to display the notification mark 80 on the opponent terminal 20C. This makes it possible to prevent a concentrated attack on the broadcasting player A during the match between teams A and B. However, if the broadcasting terminal 20A leaves during the match between teams A and B, or the broadcasting terminal 20A stops broadcasting of game images during the match between teams A and B, the notification mark 80 may be deleted from the opponent terminal 20C.
[0103] Furthermore, according to the above embodiment, when player B enters a chat lobby, notification mark 83 is displayed on playing terminal 20B regardless of whether or not distribution terminal 20A is distributing game images. This makes it possible to avoid a situation in which, in a chat lobby where many players frequently enter and exit, detection of the game distribution is delayed, causing player B to be unable to recognize that game images are being distributed. However, in a chat lobby where only specific players (for example, players who have joined a party, circle, or guild) can enter, notification mark 84 may be displayed by the method described with reference to FIG. 16(B).
[0104] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles between the game server 10 and the user terminal 20 is not limited to the above example. That is, part of the processing of the game server 10 may be executed by the user terminal 20, and part of the processing of the user terminal 20 may be executed by the game server 10.
[0105] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium that can be read by a computer. Examples of the recording medium include a hard disk, an SD card, a DVD, and a server on the Internet. [Explanation of symbols]
[0106] 1...system, 2...communication network, 10...game server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 19,29...communication bus, 20...user terminal, 20A...distribution terminal, 20B...cooperation terminal, 20C...battle terminal, 20D...viewing terminal, 23P...terminal program, 31...monitor, 33...camera, 34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...operation device, 61...[start distribution] icon, 62...[stop distribution] icon, 63...[battle ] icon, 64...player slot, 65...[Party chat] icon, 66,67,81...player icon, 68...[Chat] icon, 69...[Streaming] icon, 70...Streaming microphone OFF dialog, 71...Streaming microphone ON dialog, 72,74,75...slide bar, 73...[Settings] icon, 76...[OK] icon, 77...[No] icon, 78...[Yes] icon, 79,80,83,84...notification mark, 82...chat input box, 110...game progression means, 120...streaming means, 130...notification means, 140...first switching means, 150...second switching means
Claims
1. The processor, A game progression means for progressing a game played on a plurality of terminals; a distribution means for distributing a game image of the game being played on a first terminal among the plurality of terminals to the other terminals; a program that causes the program to function as a notification means for notifying a second terminal different from the first terminal that the game image may be being distributed to the second terminal in response to the distribution means starting distribution of the game image.
2. The program according to claim 1, The game is a cooperative game in which multiple players cooperate with each other, The notification means is a program that notifies the second terminal of a cooperating player who is cooperating with the distribution player of the first terminal that the game image including the avatar of the cooperating player may be distributed.
3. The program according to claim 2, The notification means is a program that causes the second terminal to display a notification mark notifying that the game image may be being distributed, in a manner that allows the distribution player to be identified.
4. The program according to claim 2, A program that causes the processor to function as a first switching means that causes the distribution player to switch whether or not a message transmitted and received between the first terminal and the second terminal is to be included in the game image.
5. The program according to claim 2, A program that causes the processor to function as a second switching means that causes the cooperating player to switch whether or not to allow a message to be sent from the second terminal to the first terminal in response to the distribution means starting distribution of the game image.
6. The program according to claim 1, The game is a competitive game in which multiple players compete against each other, The notification means is a program that notifies the second terminal of a competing player who is competing against the distribution player of the first terminal that the game image including the avatar of the competing player may be distributed.
7. The program according to claim 6, The notification means is a program that causes the second terminal to display a notification mark notifying that the game image may be being distributed, in a manner that does not allow the distribution player to be identified.
8. The program according to claim 7, The notification means is a program that continues displaying the notification mark on the second terminal even if the first terminal ends the competitive game midway through, or even if the first terminal stops delivering the game images while the competitive game is in progress.
9. The program according to claim 1, the game includes an interaction space in which multiple players can send and receive messages to each other; The notification means is a program that notifies the terminal of a player who has entered the conversation space that the game image may be being distributed, regardless of whether the distribution means is distributing the game image.
10. A game progression means for progressing a game played on a plurality of terminals; a distribution means for distributing a game image of the game being played on a first terminal among the plurality of terminals to the other terminals; The system further comprises a notification means for notifying a second terminal different from the first terminal that the game image may be being distributed in response to the distribution means starting distribution of the game image.
11. A game progress step for progressing a game played on a plurality of terminals; a distribution step of distributing a game image of the game being progressed on a first terminal among the plurality of terminals to other terminals; The method includes a notification step of notifying a second terminal different from the first terminal that the game image may be being distributed in response to starting distribution of the game image in the distribution step.
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