Game live streaming system and program
The game live streaming system enhances viewer engagement by allowing interaction and influence over gameplay outcomes, addressing the lack of unity and excitement in conventional systems through competitive gameplay mechanics and viewer interaction.
Patent Information
- Application Number
- JP2024002309
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-11
- Publication Date
- 2025-07-24
- Estimated Expiration
- 2044-01-11
AI Technical Summary
Conventional online competitive games and live streaming services lack the ability to enhance the sense of unity and excitement between broadcasters and viewers, as viewers often lack engagement beyond commenting and gifting, especially when ability disparities lead to predictable outcomes.
A game live streaming system that includes a game providing unit for a competitive game where players can steal items by defeating others, and a game control unit that adjusts gameplay to favor the broadcaster based on viewer interaction, incorporating elements like virtual board games and viewer assistance to increase engagement.
Enhances the sense of unity and excitement in live game streaming by allowing viewers to actively participate and influence the game outcome, thereby increasing broadcaster motivation and viewer engagement.
Smart Images

Figure 2025108854000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game live distribution system and a program. [Background technology]
[0002] Conventionally, online games that are games played via a communication network are known. One such online game is a competitive game in which a player can seize an item owned by another player by defeating the other player.
[0003] Meanwhile, online games that provide players with a memory game are also known (see, for example, Patent Document 1). In such games, players reveal face-down cards in the game space, and if the revealed cards form a pair, the player is awarded a prize. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2017-000343 A Summary of the Invention [Problem to be solved by the invention]
[0005] In recent years, with the increasing performance and functionality of various devices such as smartphones and the increasing speed of communication via the Internet, live game streaming services have been provided that stream live gameplay videos in which streamers play and comment on the game to viewers in real time. These live game streaming services allow viewers to communicate with streamers through comments (chats) and allow viewers to send gifts (support gifts) to streamers on the live game streaming service.
[0006] In conventional online competitive games, if a player's ability value is higher than that of another player, the player can basically win against the other player, which often makes the game less interesting. In particular, when such competitive games are provided on a game live streaming service, the distributor simply plays the competitive game and the viewers simply post comments and give gifts, making it difficult to increase the sense of unity between the distributor and the viewers in the competitive game, and there is room for improvement in terms of creating excitement in game live streaming.
[0007] Therefore, an object of the present invention is to provide a game live streaming system and program that can enhance the sense of unity between broadcasters and viewers in a competitive game, thereby creating excitement in the game live streaming. [Means for solving the problem]
[0008] A game live-streaming system according to a first aspect is a system for live-streaming a live video of a game by a broadcaster to viewers. The game live-streaming system includes a game providing unit that provides a competitive game in which a player can steal an item owned by another player by defeating the other player, and a game control unit that controls the competitive game so that the broadcaster is more likely to win, based on a situation of the viewer watching the live video of the competitive game in which the broadcaster plays as the player.
[0009] A program according to a second aspect is a program for live streaming a live video of a game by a distributor to viewers. The program causes a computer to function as a game providing unit that provides a competitive game in which a player can steal an item owned by another player by defeating the other player, and a game control unit that controls the competitive game so that the distributor is more likely to win, based on a situation of the viewer watching the live video of the competitive game in which the distributor plays as the player.
Advantages of the Invention
[0010] According to one aspect of the present invention, it is possible to provide a game live distribution system and a program that can enhance the sense of unity between the distributor and the viewer in a battle game and create excitement for game live distribution.
Brief Description of the Drawings
[0011]
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Mode for Carrying Out the Invention
[0012] The game live distribution system according to the embodiment will be described with reference to the drawings. The game live distribution system is a system for performing game live distribution among a plurality of users including broadcasters and viewers. In the description of the drawings, the same or similar parts are denoted by the same or similar reference numerals.
[0013] (1) System Configuration FIG. 1 is a diagram showing the configuration of a game live distribution system 1 according to the present embodiment.
[0014] The game live distribution system 1 realizes a game live distribution service that provides a viewer with a live video, which is a play video that the broadcaster plays and broadcasts, in real time. In the illustrated example, there is one viewer who watches the live video by the broadcaster, but there may be a plurality of viewers who watch the live video by the broadcaster. When the broadcaster and the viewer are not distinguished, these are simply referred to as "users". A user is a user of the game live distribution service. It is assumed that the user has an account for the game live distribution service.
[0015] The game live distribution system 1 includes a distribution server 100 and a plurality of terminals 200. The distribution server 100 and the terminals 200 are communicably connected to each other via a communication network 10. The communication network 10 includes the Internet. The communication network 10 may include a LAN (Local Area Network).
[0016] The distribution server 100 is an information processing device of an operator that is composed of one or more computers and provides a game live distribution service. The distribution server 100 may also be referred to as a game live distribution server. The distribution server 100 may be a general-purpose computer such as a workstation or a PC (Personal Computer), or may be logically realized by cloud computing (distributed computing). That is, the distribution server 100 may be composed of one computer or multiple computers.
[0017] The distribution server 100 provides an online game according to this embodiment. Details of the online game according to this embodiment will be described later. A user who plays the online game according to this embodiment is also referred to as a "player". A distributor who distributes a live video of the online game according to this embodiment is also a player of the online game according to this embodiment.
[0018] The multiple terminals 200 include the terminal 200a of the distributor (Player A), the terminal 200b of the viewer, and the terminal 200c of Player B. In the game live distribution service, a user becomes a distributor by selecting a game to play and starting the distribution of the live video. On the other hand, a user becomes a viewer by selecting a distributor and starting to watch the live video. That is, one user can become either a distributor or a viewer. However, it is assumed that one user cannot become a distributor and a viewer at the same time. The distribution server 100 receives access from each terminal 200 and distributes the game live video (including audio) provided by the distributor's terminal 200a to the viewer's terminal 200b.
[0019] The terminal 200 is, for example, a PC, a smartphone, a tablet terminal, a wearable terminal, or the like. The terminal 200 has an interface with the user and an interface with the communication network 10. The interface with the user includes, for example, at least one of a display, a keyboard, a mouse, a touchpad, a touch panel display, a microphone, and a speaker. The interface with the communication network 10 includes at least one of a wired communication interface and a wireless communication interface. In the following description of the embodiments, it is mainly assumed that each terminal 200 is a smartphone. It is assumed that an application program for using the game live distribution service is installed in each terminal 200. However, each terminal 200 may be able to use the game live distribution service provided as a web service by a general-purpose web browser. The terminal 200 can play various games provided by the distribution server 100 and distribute or view the live video by accessing the distribution server 100 via the installed application program.
[0020] In the game live distribution system 1, a live video of a game (specifically, video data and audio data) is transmitted from the terminal 200a of the distributor to the distribution server 100. The distribution server 100 performs various information processes on the live video and transmits (distributes) the live video to the terminal 200b of the viewer. The terminal 200b of the viewer displays the live video received from the distribution server 100.
[0021] In such a game live distribution system 1, various communication functions are implemented to enable communication between a distributor who distributes a live video of a game and a viewer who watches the live video. For example, in the game live distribution system 1, the terminal 200 is caused to display a live video of a game and a chat area, enabling the viewer to communicate with the distributor by means of comments (chat). Furthermore, it has become possible for a viewer to give a gift to the distributor on the game live distribution service. By purchasing such a gift and giving it to the distributor, the viewer can support a favorite distributor or use it as an opportunity to communicate. In the game live distribution service, the distributor distributes a live video of the game being played to the viewer, and the viewer provides comments and gifts to the distributor while watching the live video.
[0022] In the game live distribution system 1, a viewer can register (follow) a favorite distributor. Generally, a viewer forms a fan of the distributor they follow and has the motivation to support their favorite distributor. The distributor has the motivation to conduct a live distribution to increase their fans. Also, in the game live distribution system 1, a distribution reward may be given to the distributor according to the amount of gifts obtained by the distributor and the total viewing time (number of viewers × viewing time). The distribution reward may be given to distributors who meet certain conditions, and the amount obtained by multiplying the distribution hourly wage determined according to the amount of gifts and the total viewing time by the distribution time may be given as the distribution reward. Such a distribution reward can further enhance the motivation of the distributor to distribute.
[0023] (2) Distribution server FIG. 2 is a diagram showing the configuration of the distribution server 100 according to the present embodiment. The distribution server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130.
[0024] The communication unit 110 is a network interface connected to the communication network 10. The communication by the communication unit 110 may be wired communication or may include wireless communication. Under the control of the processing unit 130, the communication unit 110 communicates with each terminal 200 via the communication network 10.
[0025] The storage unit 120 is configured to include various memories such as, for example, a ROM (Read Only Memory) and an auxiliary storage device. Programs (game live distribution programs) executed by the processing unit 130 are stored, for example, in the ROM and / or the auxiliary storage device of the storage unit 120. The storage unit 120 stores various databases related to the game live distribution service. In the present embodiment, the databases stored in the storage unit 120 include a user information database 121, a game information database 122, and a gift information database 123.
[0026] The user information database 121 stores, for each user of the game live distribution service, a user ID, a nickname, and coin possession information. The user ID constitutes the user's account information and includes a unique ID in the game live distribution service and / or a unique ID within an online game. The nickname is the name by which the user is called in the game live distribution service and / or the online game. The coin possession information is the value available for use in each game provided by the game live distribution service and is information on the game currency possessed by the user. The coins are non-convertible. The coins include free coins obtained when predetermined conditions are met in the game live distribution service (for example, logging in to the service) and paid coins that can be purchased on the game live distribution service. A general gift given in the game live distribution service is made by a viewer purchasing the gift by consuming coins. Also, the coins may be available for purchasing an avatar and / or its clothing used on the game live distribution service.
[0027] The game information database 122 stores information related to the online game according to this embodiment. For example, the game information database 122 stores rendering data of each game object, information related to each player, and the like.
[0028] The gift information database 123 stores information about various gifts given by viewers to support broadcasters. That is, viewers can give gifts to broadcasters by spending their own coins.
[0029] The processing unit 130 is configured with one or more processors and a RAM (Random Access Memory) used as a work area for the processor. In this embodiment, the processing unit 130 functions as a game providing unit 131, a distribution unit 132, and a game control unit 133 by expanding a program stored in the storage unit 120 into the RAM and executing it. Each of the game providing unit 131, the distribution unit 132, and the game control unit 133 performs information processing using information stored in the storage unit 120.
[0030] The game providing unit 131 provides the online game according to this embodiment. Fig. 3 is a diagram showing an example of the game structure of the online game according to this embodiment.
[0031] As shown in FIG. 3, the online game according to this embodiment includes a battle game (G4) in which a player (e.g., player A) can seize an item owned by another player (e.g., player B) by defeating the other player. The item owned by the other player is an in-game item acquired by the other player in the online game according to this embodiment, and is an item that has a rare value within the online game. In the following description of the embodiment, such an in-game item is also referred to as "treasure" or "treasure item." Each player can acquire a treasure item when a condition is met, such as winning a battle against a boss (G3).
[0032] In the battle game (G4) according to this embodiment, a player who wins a battle between players can seize treasure items owned by the player who lost the battle. In other words, players can compete to seize treasure items. Each player can enjoy the game by utilizing the battle game (G4) and aiming to acquire as many treasure items as possible, for example, to acquire all types of treasure items, i.e., to complete the treasure collection (G5). Each player can also enjoy the game by aiming to increase their rank in the ranking (G6) based on their game progress and battle (battle) results.
[0033] The competitive game (G4) according to this embodiment may be a game constituting a part of the online game according to this embodiment. For example, the online game according to this embodiment includes a main game (also called an "in-game") and a sub-game (also called an "out-game"). The competitive game (G4) according to this embodiment may be an out-game.
[0034] In the game, for example, each player trains (G2) their own character through battle (G1), then challenges the boss battle (G3) of each stage with the trained character, and if they win the boss battle (G3), they can acquire a treasure item and proceed to the next stage (G1).
[0035] In contrast, in the outgame (the competitive game (G4) in this embodiment), each player can select another player who possesses the treasure item he or she desires, and by winning a match against that player, can acquire (steal) that other player's treasure item.
[0036] In this embodiment, the out-game (battle game (G4)) is provided in the form of pseudo PvP (Player versus Player). Pseudo PvP is a game that mimics a battle with another player, and the other player does not have to be in the actual game-playing state. For example, the other player may be in an offline state, or may be playing a game different from the online game according to this embodiment. In pseudo PvP, a battle of simple operations (for example, an operation of just tapping an option) based on the ability values of each player is performed.
[0037] Returning to FIG. 2, the distribution unit 132 distributes a live video of an online game by the distributor to the viewer. A user becomes a distributor by selecting an online game by himself / herself and starting the distribution of the live video. On the other hand, a user becomes a viewer by selecting any distributor and starting to view the live video. The distribution unit 132 acquires a live video (video data and audio data) of an online game from the terminal 200a of the distributor, performs various information processes on the live video, and distributes the live video to the terminal 200b of the viewer.
[0038] Based on the situation of the viewer who views the live video of the battle game (G4) in which the distributor plays as a player (for example, player A), the game control unit 133 controls the battle game (G4) provided by the game providing unit 131 so that the distributor is more likely to win. Thereby, it becomes possible to enhance the sense of unity between the distributor and the viewer in the battle game (G4), and it becomes easy to create a lively atmosphere for the game live distribution.
[0039] As shown in FIG. 3, the battle game (G4) according to this embodiment includes a board game mode (M1). The board game mode (M1) is a mode in which the distributor selects a target object arranged in the game space and plays a virtual board game in which a set of the same kind of target objects is aligned. By including the board game mode (M1) in the battle game (G4), the battle game (G4) can be made more interesting compared to the case where only battles are performed.
[0040] The virtual board game according to this embodiment is a card game, specifically, a concentration game. In that case, the target object is a card object. Such a concentration game is a game that requires the player's memory. The player opens the face-down cards in the game space, and when the opened cards are a pair of the same kind of cards, a privilege corresponding to the pair is given to the player. Note that the shape of the card object is not limited to a rectangle, and may be, for example, a polygonal shape or a circular shape.
[0041] In the board game mode (M1), the game control unit 133 may receive a comment from a viewer for posting a comment to assist the distributor in selecting a target object, and present the comment to the distributor. For example, the game control unit 133 acquires the comment input by the viewer from the terminal 200b, and causes the terminal 200a of the distributor to display the acquired comment. The concentration game is a game that requires the memory of the player (distributor), but it becomes possible for the viewer to give advice to the distributor relying on the viewer's memory, and it becomes possible to enhance the sense of unity between the distributor and the viewer.
[0042] The game control unit 133 may receive from a viewer a desire to give a cheering gift that produces an advantageous effect on the distributor in the virtual board game (in this embodiment, the concentration game). In that case, the game control unit 133 produces an advantageous effect corresponding to the cheering gift. The advantageous effect may be an effect of increasing the remaining number of turns and / or the remaining time of the distributor in the concentration game. Thereby, since the distributor can increase the remaining number of turns and / or the remaining time in the concentration game with the assistance of the viewer, it becomes possible to enhance the sense of unity between the distributor and the viewer.
[0043] The advantageous effect may be that the broadcaster obtains a trap item that can be used when accepting a match (challenge) from another player. The broadcaster may be able to randomly obtain any one of a plurality of types of trap cards with different penalties. The trap item may be associated with the broadcaster's card object. If another player selects a card object associated with the trap item, the other player will receive a penalty. The penalty may be a forced termination of the board game mode, a shuffling of the card object, or a reduction in an acquired key item used to steal a possessed item.
[0044] In the board game mode (M1), the game providing unit 131 may associate a first item (key item) used by the broadcaster to seize an item (treasure item) owned by another player with a card object. When the broadcaster selects and collects a set of card objects with which the first item (key item) is associated, the game providing unit 131 may grant the first item (key item) to the broadcaster.
[0045] After that, in the result mode (M3) shown in FIG. 3, the gaming providing unit 131 accepts an operation from the broadcaster to select one of a plurality of options associated with a plurality of benefits including an item (treasure item) owned by another player using a first item (key item). Then, the gaming providing unit 131 grants the broadcaster a benefit associated with the option selected using the first item (key item). Furthermore, the gaming providing unit 131 may grant a benefit to the broadcaster as well as to the viewer in addition to granting the benefit associated with the option selected using the first item (key item). The benefit granted to the viewer may be a benefit other than an item (treasure item) owned by another player, for example, an in-game item. This can further enhance the sense of unity between the broadcaster and the viewer.
[0046] For example, a plurality of options associated with a plurality of benefits are each a treasure box that stores a benefit. The distributor opens one of the plurality of treasure boxes using a first item (key item) and obtains the benefit stored in the opened treasure box. The benefit obtained may be an item (treasure item) possessed by another player. The distributor can open the treasure box by the number of first items (key items) obtained in the board game mode (M1).
[0047] Alternatively, in the board game mode (M1), the game providing unit 131 may associate an item (treasure item) possessed by another player with a card object. In that case, when the distributor selects and aligns a set of card objects associated with an item (treasure item) possessed by another player, the game providing unit 131 grants the distributor the item (treasure item).
[0048] As shown in FIG. 3, the battle game (G4) according to the present embodiment further includes a battle mode (M2) in which a battle is conducted between the distributor and another player. The battle mode (M2) is a mode in which a battle (simulated PvP battle) between the distributor and another player is conducted based on the result of the board game mode (M1), a first ability value corresponding to the distributor (hereinafter, also simply referred to as "first ability value"), and a second ability value corresponding to another player (hereinafter, also simply referred to as "second ability value"). Here, the ability value is a parameter that affects the strength of the player or the character used by the player, and is, for example, at least one of hit points (HP) indicating remaining physical strength, attack power indicating the height of the attack ability, defense power indicating the height of the defense ability, the probability of a critical attack (critical rate) that exhibits a higher attack power than normal, and the power of the critical attack.
[0049] In the board game mode (M1), the game providing unit 131 may associate a second item (assist item) that produces an auxiliary effect of increasing the first ability value or decreasing the second ability value with a card object. When the distributor selects and aligns a set of card objects associated with the second item (assist item), the game providing unit 131 may grant the second item (assist item) to the distributor. Thereby, not only the ability value alone affects the outcome in the battle mode (M2), but also the result of the board game mode (M1) affects the outcome in the battle mode (M2), making it possible to add interest to the battle game.
[0050] The game control unit 133 may associate a viewer with a card object associated with the second item (assist item). When the distributor selects and aligns a set of card objects associated with the second item (assist item) and the viewer, the game providing unit 131 grants the second item (assist item) to the distributor, and the game control unit 133 may increase the auxiliary effect of the second item (assist item) according to the rank of the viewer. The rank of the viewer may be the rank (ranking order) of the viewer as a player in the online game according to this embodiment. Thereby, a distributor supported by a viewer with a high game proficiency can increase the auxiliary effect by the second item (assist item). Also, for the viewer, the motivation to play the online game as a player can be enhanced. Further, the game control unit 133 may increase the auxiliary effect according to the number of viewers. For example, the game control unit 133 may control so that the auxiliary effect becomes larger as the number of viewers increases. Thereby, it becomes easier to give the distributor the motivation to gather more viewers, and the game is more likely to be enlivened by a large number of viewers.
[0051] In the case where the distributor wins in the battle mode (M2), the game providing unit 131 may grant the distributor a first item (key item) used to seize another player's possessed item (treasure item). After that, in the result mode (M3), the game providing unit 131 may accept from the distributor an operation of selecting any one of a plurality of options (a plurality of treasure chests) associated with a plurality of benefits including the possessed item (treasure item) using the first item (key item), and may grant the distributor a benefit associated with the option (treasure chest) selected using the first item (key item).
[0052] The game control unit 133 may accept from viewers a desire to give a cheering gift that produces an auxiliary effect of increasing the first ability value or decreasing the second ability value to the distributor. In the battle mode (M2), the game control unit 133 may produce an auxiliary effect corresponding to the cheering gift. For example, during the battle mode (M2), viewers can give the cheering gift to the distributor to cheer for the distributor, making it easier for the distributor to win in the battle mode (M2) and making it possible to enhance the sense of unity between the distributor and the viewers. Also, the game control unit 133 may adjust the auxiliary effect corresponding to the cheering gift according to the number of viewers. For example, the game control unit 133 may control the auxiliary effect to become larger as the number of viewers increases. This makes it easier to give the distributor the motivation to gather more viewers and makes the game more likely to become lively with a large number of viewers.
[0053] When the distributor conducts a live stream, the game providing unit 131 may increase the first ability value or decrease the second ability value compared to the case where the distributor does not conduct a live stream. The distributor has the option of simply playing an online game as a player without live streaming the gameplay video. However, when the distributor conducts a live stream, by granting the distributor a privilege such as increasing the first ability value or decreasing the second ability value, the motivation of the distributor to live stream the gameplay video can be enhanced.
[0054] The game providing unit 131 may manage a group (sometimes called an "alliance" or "guild") formed by multiple players. The game control unit 133 controls the support effect on the broadcaster by viewers who belong to the same group as the broadcaster to be higher than the support effect on the broadcaster by viewers who belong to a different group from the broadcaster. In other words, the support effect (so-called buff) during viewing is strengthened between users who belong to the same group (same alliance).
[0055] In the board game mode (M1), the game providing unit 131 may associate a third item (trap item) that causes an adverse effect on the broadcaster and is set by another player, with the card object. When the broadcaster selects a card object with which the third item (trap item) is associated, the game providing unit 131 may cause an adverse effect on the broadcaster. For example, the adverse effect may be at least one of forced termination of the board game mode (M1), shuffling of the card object, reduction in the number of remaining moves or remaining time in the board game mode (M1), and reduction in the number of acquired first items (key items).
[0056] The game providing unit 131 may present each player with an opponent candidate display screen (opponent list screen) that shows each player in association with the item (treasure item) that the player possesses. The game providing unit 131 may perform control so that other players cannot select a distributor who is live streaming on the candidate display screen (opponent list screen). This prevents the distributor from appearing as an option in the pseudo PvP at least during the live streaming, and allows the distributor to protect his / her possessed items (treasure items).
[0057] (3) An example of a fighting game An example of the operation of the fighting game (G4) according to this embodiment will be described with reference to FIGS.
[0058] (3.1) An example of pre-action First, an example of the pre-operation in the battle game (G4) according to this embodiment will be described. This pre-operation is an operation performed prior to the board game mode (M1).
[0059] FIG. 4 is a diagram showing an example of a treasure series screen displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer). The distribution server 100 causes such a screen to be displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer).
[0060] The screen shown in FIG. 4 has a chat bar A1 on which comments posted by viewers are displayed, an in-game display area A2, and areas A3 to A5 for selecting the treasure series which is out of the game. In the treasure series, a plurality of treasures (seven treasures in the illustrated example) are prepared, and the player plays each treasure series with the aim of obtaining (i.e., completing) all the treasures in each treasure series.
[0061] In the illustrated example, three areas A3 to A5 corresponding to three treasure series are displayed. Area A3 is an area corresponding to the "Treasure AAA Series", and "complete" indicating that all the treasures in the series have been obtained is displayed. Area A4 is an area corresponding to the "Treasure BBB Series", and it is shown that "5 / 7" of the treasures in the series have been obtained. Area A5 is an area corresponding to the "Treasure CCC Series", and it is shown that "1 / 7" of the treasures in the series have been obtained. Here, the description will proceed assuming that the distributor has selected (tapped) the "Treasure BBB Series" in area A4.
[0062] FIG. 5 is a diagram showing an example of a treasure list screen displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer). The distribution server 100 causes such a screen to be displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer).
[0063] When the distributor selects (taps) the "Treasure BBB Series" in Figure 4, the screen shown in Figure 5 will be transitioned to. The screen shown in Figure 5 has an area B1 that displays a treasure list consisting of icons representing each treasure in the "Treasure BBB Series". The numbers "1" or "0" attached to each icon represent the number of treasures the self-player (distributor) possesses. Here, it is assumed that the distributor has selected (tapped) the icon with "1" attached (i.e., the possessed treasure).
[0064] Figure 6 is a diagram showing an example of the individual treasure screen displayed on the distributor's terminal 200a (and the viewer's terminal 200b). The distribution server 100 causes such a screen to be displayed on the distributor's terminal 200a (and the viewer's terminal 200b).
[0065] When the distributor selects the icon with "1" attached (i.e., the treasure the distributor possesses) in Figure 5, the screen shown in Figure 6 will be transitioned to. The screen shown in Figure 6 has an area C1 for displaying the selected treasure. On this screen, the distributor can set a trap (trap item) to prevent the treasure from being snatched by another player.
[0066] In the illustrated example, two types of traps, "Trap 1" and "Trap 2", are prepared, and the distributor can individually select and set (ON / OFF) each trap. The number of each trap in stock is "99", and when the distributor sets the trap or the trap is actually used, the trap will be consumed. "Trap 1" may impose a stronger penalty than "Trap 2". For example, "Trap 1" may force the end of the memory game (board game mode). "Trap 2" may randomly cause any of the following penalties: shuffling of card objects, reduction of the number of moves, reduction of the remaining time, or loss of one key (key item).
[0067] FIG. 7 is a diagram showing another example of a treasure list screen displayed on the distributor's terminal 200a (and the viewer's terminal 200b). The distribution server 100 causes such a screen to be displayed on the distributor's terminal 200a (and the viewer's terminal 200b). The screen shown in FIG. 7 has an area D1 that displays a treasure list made up of icons representing each treasure in the "Treasure BBB Series." Here, it is assumed that the distributor has selected (tapped) an icon marked with "0" (i.e., a treasure that the distributor does not own).
[0068] 8 is a diagram showing an example of a player list screen displayed on the broadcaster's terminal 200a (and the viewer's terminal 200b). The distribution server 100 causes such a screen to be displayed on the broadcaster's terminal 200a (and the viewer's terminal 200b).
[0069] If the broadcaster selects an icon marked with "0" in FIG. 7 (i.e., a treasure that the broadcaster does not own), the screen shown in FIG. 8 will be displayed. The screen shown in FIG. 8 has an area E1 that displays a list of multiple other players who own the treasure. Area E1 displays information about the other players who own the treasure in order of their strength (strong, normal, weak). Here, the explanation will proceed assuming that the broadcaster has selected (tapped) "opponent name B." In that case, the screen will transition to board game mode (M1) where "opponent name B" is the opponent.
[0070] It should be noted that the distribution server 100 does not display another player who is live-distributing a competitive game (G4) on the opponent list screen shown in FIG. 8, thereby making it impossible to select that other player.
[0071] (3.2) An example of how board game mode works Next, an example of the operation of the board game mode (M1) in the battle game (G4) according to this embodiment will be described.
[0072] FIG. 9 is a diagram showing an example of a concentration game screen displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer). The distribution server 100 causes such a screen to be displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer).
[0073] The screen shown in FIG. 9 has an area F1 for displaying a plurality of card objects. In the illustrated example, there are a total of 15 card objects arranged vertically 3 by horizontally 5. At the start of the concentration game, all the card objects are in a face-down state (closed state), but for the sake of explanation, a state where all the card objects are open (open state) is illustrated.
[0074] In the illustrated example, the number of moves in the concentration game is "10", and the remaining time (time limit) is "60 seconds". The number of moves is counted as one move when the player selects and opens two card objects. However, if a trap or a Joker is selected and opened, the game ends even if it is the first card, and it is counted as one move. When the time limit expires or the remaining number of moves becomes zero, the "Battle" button is displayed, and when the "Battle" button is selected (tapped), the game transitions to the battle mode (M2).
[0075] The card objects are of the following four types 1) to 4), but each card object is randomly arranged.
[0076] 1) A card object associated with a key item (key card): In the illustrated example, there are three types of key items, namely "Key 1" to "Key 3". Therefore, the total number of card objects associated with key items can be six.
[0077] 2) A card object associated with an auxiliary item (auxiliary card): There are six types of auxiliary items as shown in FIG. 10. Among these six types, for example, three or four types of auxiliary items are associated with the card objects. Therefore, the total number of card objects associated with auxiliary items can be six or eight.
[0078] 3) Card object (trap card) associated with a trap item: As trap items, for example, there are two types: the above-mentioned "Trap 1" and "Trap 2". "Trap 1" may be something that forcibly ends the Concentration game (board game mode). "Trap 2" may be something that randomly causes any of the following penalties: shuffling of card objects, reduction of the number of moves, reduction of the remaining time, and loss of one key (key item). The number of card objects associated with trap items can be anywhere from 0 to 2 in total.
[0079] 4) Card object with nothing associated (SC): The number of card objects with nothing associated (SC) can be anywhere from 0 to 1 in total.
[0080] The distributor (player) opens the face-down card objects according to the general Concentration game. When the opened cards are a pair of the same type of cards, the player can obtain a privilege corresponding to the pair (that is, a key item or an auxiliary item).
[0081] The distribution server 100 may receive comments from viewers for posting comments to assist the distributor in selecting target objects, and present the comments to the distributor in area F2. The Concentration game requires the memory of the player (distributor), but it is possible for viewers to give advice to the distributor relying on their confident memory.
[0082] The distribution server 100 may receive from viewers a desire to give a cheering gift that produces an advantageous effect on the distributor in the Concentration game, and cause an advantageous effect corresponding to the cheering gift. The advantageous effect may be an effect that increases the remaining number of moves and / or the remaining time of the distributor in the Concentration game.
[0083] In this way, when the distributor selects and aligns a set of card objects associated with key items in the insomnia game, the distribution server 100 grants the key items to the distributor.
[0084] Also, in the insomnia game, the distribution server 100 associates an auxiliary item that produces an auxiliary effect of increasing the first ability value or decreasing the second ability value with the card object. When the distributor selects and aligns a set of card objects associated with the auxiliary item, the distribution server 100 grants the auxiliary item to the distributor.
[0085] FIG. 11 is a diagram showing another example of the insomnia screen displayed on the distributor's terminal 200a (and the viewer's terminal 200b). The distribution server 100 causes such a screen to be displayed on the distributor's terminal 200a (and the viewer's terminal 200b).
[0086] On the premise that there are viewers who watch the distributor's live video, the distribution server 100 randomly selects three viewers from among the viewers at the start of the insomnia game. Then, the distribution server 100 associates (assigns) the selected viewers with any three of the auxiliary cards and attaches an icon representing the viewer to the auxiliary card.
[0087] Note that the display mode of the icon may be different according to the rank of the corresponding viewer. For example, for viewers with a high rank, they may be displayed with a luxurious frame or with an effect. This can enhance the motivation for viewers to raise their rankings.
[0088] When the distributor selects and aligns a set (pair) of auxiliary cards including the viewer's icon, the distribution server 100 grants the auxiliary item to the distributor and increases the auxiliary effect of the auxiliary item according to the rank of the viewer. Specifically, as shown in FIG. 12, the higher the rank of the viewer, the greater the increase in the auxiliary effect of the auxiliary item.
[0089] (3.3) An example of the operation in the battle mode Next, an example of the operation of the battle mode (M2) in the battle game (G4) according to this embodiment will be described.
[0090] FIG. 13 is a diagram showing an example of a battle screen displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer). The distribution server 100 causes such a screen to be displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer).
[0091] The screen shown in FIG. 13 has an area H1 for displaying the battle situation between the distributor and another player, and an area H2 for displaying the auxiliary effects by the acquired auxiliary cards and the auxiliary effects by the support gifts.
[0092] In the battle mode (M2), the distribution server 100 advances the battle (simulated PvP battle) between the distributor and another player based on the result of the memory game, the first ability value (the ability value corresponding to the attacker, the distributor), and the second ability value (the ability value corresponding to the other player on the defense side). In the illustrated example, the battle time (time limit) is 30 seconds, and the player with zero HP within this time or with less HP at the end of the time limit loses. The distributor can obtain one key by becoming the winner.
[0093] In the area H2, prior to the start of the battle, the distribution server 100 causes an auxiliary effect to occur according to the auxiliary item acquired by the distributor in the memory game, and increases the first ability value and / or decreases the second ability value.
[0094] In addition, when a viewer gives a cheering gift, the distribution server 100 displays, in area H2, the auxiliary effect of the cheering gift and causes an auxiliary effect (increasing the first ability value and / or decreasing the second ability value) according to the cheering gift. The cheering gift may cause at least one of the following auxiliary effects, for example: an auxiliary effect of increasing the attack power of the distributor who is the attacker, an auxiliary effect of giving 10% fixed damage to the HP of another player who is the defender, an auxiliary effect of extending the time limit, and an auxiliary effect of recovering the HP of the distributor side. For example, when the situation of the battle is neck and neck, if the viewer gives a cheering gift, the distributor is more likely to win.
[0095] (3.4) An example of the operation of the result mode Next, an example of the operation of the result mode (M3) in the battle game (G4) according to the present embodiment will be described. As described above, when the distributor has assembled a set of key cards in the board game mode (M1), the distribution server 100 gives a key item to the distributor. In addition, when the distributor wins in the battle mode (M2), the distribution server 100 gives a key item to the distributor. When the distributor wins in the battle mode (M2), the game transitions to the result mode (M3), and the distributor can acquire (seize) the treasure item held by another player who participated in the battle.
[0096] FIG. 14 is a diagram showing an example of a battle result screen displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer). The distribution server 100 causes such a screen to be displayed on the terminal 200a of the distributor (and the terminal 200b of the viewer).
[0097] The screen shown in FIG. 14 has an area J1 that displays a plurality of treasure chests containing bonuses including treasure items held by other players against whom the distributor has played. In the illustrated example, four treasure chests (safes) are shown. In the board game mode (M1), the distributor can acquire up to three keys, and by winning in the battle mode (M2), the distributor can acquire one key. Therefore, the distributor can acquire up to four keys, and in that case, can open all the treasure chests. The contents of each treasure chest may be the target treasure, enhancement materials, or coins. The distribution server 100 grants the distributor the bonus stored in the treasure chest opened by the distributor using the key.
[0098] (4) Other Embodiments In the above-described embodiment, an example in which the virtual board game in the board game mode (M1) is a concentration game has been described. However, the virtual board game may be a card game different from the concentration game, for example, a poker game. In that case, cards are randomly distributed to the player, and when there is a set of the same type of card objects among the distributed card objects, a bonus corresponding to the set may be granted to the player. Alternatively, the virtual board game may be a board game other than a card game. For example, the virtual board game may be a bingo game. The player selects and opens the object corresponding to the randomly selected number among the objects arranged in a matrix and each assigned a number, and when all the objects in the same row (horizontal direction) or the same column (vertical direction) are opened and aligned, or when all the objects in the diagonal direction are opened and aligned, a bonus may be granted to the player. Alternatively, the virtual board game may be a slot game. The player may turn the virtual slot machine a predetermined number of times, and when the same type of objects are aligned, a bonus may be granted to the player.
[0099] The operation flows and operation examples in the above embodiments do not necessarily have to be executed in chronological order along the order described in the flowcharts or sequence diagrams. For example, the steps in the operations may be executed in an order different from the order described as a flowchart or sequence diagram, or may be executed in parallel. Also, some of the steps in the operations may be deleted, and additional steps may be added to the process. Further, the operation flows and operation examples in the above embodiments may be implemented separately and independently, or may be implemented by combining two or more operation flows and operation examples. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow.
[0100] A program for causing a computer to execute the operations according to the above embodiments may be provided. The program may be recorded on a computer-readable medium. By using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transitory recording medium. The non-transitory recording medium is not particularly limited, but may be, for example, a recording medium such as a CD-ROM or a DVD-ROM.
[0101] As used in this disclosure, the terms "based on" and "depending on / in response to" do not mean "only based on" or "only in response to" unless otherwise specified. The term "based on" means both "only based on" and "at least partially based on". Similarly, the term "depending on" means both "only depending on" and "at least partially depending on". The terms "include", "comprise", and their variants do not mean including only the listed items, but may include only the listed items or may further include additional items in addition to the listed items. Also, the term "or" used in this disclosure is not intended to be an exclusive disjunction. Furthermore, any reference to elements using designations such as "first", "second", etc. used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient way to distinguish between two or more elements. Therefore, a reference to a first and a second element does not mean that only two elements can be employed there or that the first element must precede the second element in some form. In this disclosure, for example, when articles are added by translation, such as a, an, and the in English, these articles shall be construed to include plural ones unless the context clearly indicates otherwise.
[0102] As described above in detail with reference to the drawings, the specific configuration is not limited to the above, and various design changes and the like can be made without departing from the gist.
[0103] (5) Supplementary Note The features regarding the above-described embodiments are noted.
[0104] (Supplementary Note 1) A game live distribution system for live-distributing a live video of a game by a distributor to viewers, a game providing section that provides a competitive game in which a player can seize an item owned by another player by defeating the other player; and a game control unit that performs control so that the distributor is more likely to win the competitive game based on a situation of the viewer watching a live video of the competitive game in which the distributor plays as the player. Game live streaming system.
[0105] (Appendix 2) The competitive game includes a board game mode in which the broadcaster plays a virtual board game in which the broadcaster selects target objects arranged in a game space and creates a set of the same type of target objects. 2. A game live streaming system as described in appendix 1.
[0106] (Appendix 3) The game control unit: receiving, from the viewer, a request to give to the broadcaster a support gift that produces an advantageous effect for the broadcaster in the virtual board game; Producing the advantageous effect according to the support gift 3. A game live streaming system as described in appendix 2.
[0107] (Appendix 4) The game control unit, in the board game mode, accepting comments posted by the viewer to assist the distributor in selecting the target object; Present the comment to the distributor 4. A game live streaming system according to claim 2 or 3.
[0108] (Appendix 5) The game providing unit, in the board game mode, Corresponding a first item used by the distributor to seize the owned item to a target object; When the distributor selects and collects a set of target objects to which the first item is associated, the first item is granted to the distributor. A game live streaming system according to any one of appendix 2 to 4.
[0109] (Appendix 6) The game providing unit includes: receiving, from the distributor, an operation of selecting, using the first item, one of a plurality of options to which a plurality of benefits including the owned item are associated; A privilege associated with the option selected using the first item is granted to the distributor. 6. A game live streaming system as described in appendix 5.
[0110] (Appendix 7) The game providing unit grants a benefit associated with the option selected using the first item to the distributor, and also grants a benefit to the viewer. 7. A game live streaming system as described in appendix 6.
[0111] (Appendix 8) The game providing unit, in the board game mode, Associating the held item with a target object; When the distributor selects and collects a set of target objects to which the owned item is associated, the owned item is granted to the distributor. A game live streaming system according to any one of appendix 2 to 4.
[0112] (Appendix 9) The competitive game further includes a competitive mode in which the broadcaster and the other player compete against each other based on a result of the board game mode, a first ability value corresponding to the broadcaster, and a second ability value corresponding to the other player. A game live streaming system according to any one of appendix 2 to 8.
[0113] (Appendix 10) The game providing unit, in the board game mode, A second item that produces an auxiliary effect of increasing the first ability value or decreasing the second ability value is associated with the target object; When the distributor selects and collects a set of target objects to which the second item is associated, the second item is granted to the distributor. 10. A game live streaming system as described in Appendix 9.
[0114] (Appendix 11) the game control unit associates the viewer with a target object to which the second item is associated; When the broadcaster selects and collects a set of the second item and the target object associated with the viewer, the game providing unit grants the second item to the broadcaster, and the game control unit increases the auxiliary effect according to the rank of the viewer. 11. A game live streaming system as described in appended claim 10.
[0115] (Appendix 12) The game control unit increases the auxiliary effect in accordance with the number of viewers. 12. The game live streaming system according to claim 10 or 11.
[0116] (Appendix 13) The game providing unit includes: granting the distributor a first item that the distributor uses to seize the held item in response to the distributor winning in the battle mode; receiving, from the distributor, an operation of selecting, using the first item, one of a plurality of options to which a plurality of benefits including the owned item are associated; A privilege associated with the option selected using the first item is granted to the distributor. A game live streaming system according to any one of appendix 9 to 12.
[0117] (Appendix 14) The game control unit: Receiving from the viewer a desire to give a cheering gift that produces an auxiliary effect of increasing the first ability value or decreasing the second ability value to the distributor of the cheering gift, In the battle mode, producing the auxiliary effect corresponding to the cheering gift The game live distribution system according to any one of Appendices 9 to 13.
[0118] (Appendix 15) The game control unit adjusts the auxiliary effect corresponding to the cheering gift according to the number of viewers. The game live distribution system according to Appendix 14.
[0119] (Appendix 16) When the game provider performs the live distribution, the first ability value is increased or the second ability value is decreased as compared with the case where the distributor does not perform the live distribution. The game live distribution system according to any one of Appendices 9 to 15.
[0120] (Appendix 17) The game provider manages a group formed by a plurality of players, The game control unit controls so that the auxiliary effect on the distributor by the viewer belonging to the same group as the distributor is higher than the auxiliary effect on the distributor by the viewer belonging to a different group from the distributor. The game live distribution system according to any one of Appendices 9 to 16.
[0121] (Appendix 18) The game provider is in the board game mode, An item that produces an adverse effect on the distributor, and associates a third item set by the other player with a target object, When the distributor selects the target object associated with the third item, it produces an adverse effect on the distributor. A game live streaming system according to any one of appendix 2 to 17.
[0122] (Appendix 19) The adverse effect is at least one of a forced termination of the board game mode, a shuffling of the target object, a reduction in the number of remaining moves or remaining time in the board game mode, and a reduction in the number of acquired first items used by the distributor to seize the held items. 19. A game live streaming system as described in appendix 18.
[0123] (Appendix 20) The game providing unit includes: presenting each player with a screen showing opponent candidates in association with the items possessed by each player; Control is performed so that the distributor who is currently live streaming cannot be selected by other players on the candidate display screen. A game live streaming system according to any one of appendix 1 to 19.
[0124] (Appendix 21) A program for live streaming a game commentary video by a distributor to viewers, the program comprising: a game providing section that provides a competitive game in which a player can seize an item owned by another player by defeating the other player; and a game control unit that performs control so that the distributor is more likely to win the competitive game based on the situation of the viewer watching a live video of the competitive game in which the distributor plays as the player. program. [Explanation of symbols]
[0125] 1: Game live streaming system 10: Communication Network 100: Distribution server 110: Communications Department 120: Storage section 121: User Information Database 122: Game Information Database 123: Gift Information Database 130: Processing Unit 131: Game Provision Unit 132: Distribution Unit 133: Game Control Unit 200: Terminal
Claims
1. A game live streaming system for live streaming a game commentary video by a distributor to viewers, comprising: a game providing section that provides a competitive game in which a player can seize an item owned by another player by defeating the other player; and a game control unit that performs control so that the distributor is more likely to win the competitive game based on a situation of the viewer watching a live video of the competitive game in which the distributor plays as the player. Game live streaming system.
2. The competitive game includes a board game mode in which the broadcaster plays a virtual board game in which the broadcaster selects target objects arranged in a game space and creates a set of the same type of target objects. The game live distribution system according to claim 1 .
3. The game control unit: receiving, from the viewer, a request to give to the broadcaster a support gift that produces an advantageous effect for the broadcaster in the virtual board game; Producing the advantageous effect according to the support gift The game live distribution system according to claim 2.
4. The game control unit, in the board game mode, accepting comments posted by the viewer to assist the distributor in selecting the target object; Present the comment to the distributor The game live distribution system according to claim 2 or 3.
5. The game providing unit, in the board game mode, Corresponding a first item used by the distributor to seize the owned item to a target object; When the distributor selects and collects a set of target objects to which the first item is associated, the first item is granted to the distributor. The game live distribution system according to claim 2.
6. The game providing unit includes: receiving, from the distributor, an operation of selecting, using the first item, one of a plurality of options to which a plurality of benefits including the owned item are associated; A privilege associated with the option selected using the first item is granted to the distributor. The game live distribution system according to claim 5.
7. The game providing unit grants a benefit associated with the option selected using the first item to the distributor, and also grants a benefit to the viewer. The game live distribution system according to claim 6.
8. The game providing unit, in the board game mode, Associating the held item with a target object; When the distributor selects and collects a set of target objects to which the owned item is associated, the owned item is granted to the distributor. The game live distribution system according to claim 2.
9. The competitive game further includes a competitive mode in which the broadcaster and the other player compete against each other based on a result of the board game mode, a first ability value corresponding to the broadcaster, and a second ability value corresponding to the other player. The game live distribution system according to claim 2.
10. The game providing unit, in the board game mode, a second item that generates an auxiliary effect of increasing the first ability value or decreasing the second ability value is associated with the target object; When the distributor selects and collects a set of target objects to which the second item is associated, the second item is granted to the distributor. The game live distribution system according to claim 9.
11. the game control unit associates the viewer with a target object to which the second item is associated; When the distributor selects and collects a set of target objects associated with the second item and the viewer, the game providing unit grants the second item to the distributor, and the game control unit increases the auxiliary effect according to the rank of the viewer. The game live distribution system according to claim 10.
12. The game control unit increases the auxiliary effect in accordance with the number of viewers. The game live distribution system according to claim 10 or 11.
13. The game providing unit includes: granting the broadcaster a first item that the broadcaster uses to seize the held item in response to the broadcaster winning in the battle mode; receiving, from the distributor, an operation of selecting, using the first item, one of a plurality of options to which a plurality of benefits including the owned item are associated; A privilege associated with the option selected using the first item is granted to the distributor. The game live distribution system according to claim 9.
14. The game control unit: receiving, from the viewer, a wish to give to the distributor a support gift that produces an auxiliary effect of increasing the first ability value or decreasing the second ability value; In the battle mode, the auxiliary effect corresponding to the support gift is generated. The game live distribution system according to claim 9.
15. The game control unit adjusts the auxiliary effect according to the support gift in accordance with the number of viewers. The game live distribution system according to claim 14.
16. The game providing unit increases the first ability value or decreases the second ability value when the distributor performs the live distribution, compared to when the distributor does not perform the live distribution. The game live distribution system according to claim 9.
17. The game providing unit manages a group formed by a plurality of players, The game control unit controls the support effect on the distributor by the viewers who belong to the same group as the distributor to be higher than the support effect on the distributor by the viewers who belong to a different group from the distributor. The game live distribution system according to claim 9.
18. The game providing unit, in the board game mode, associate a third item, which is an item that causes an adverse effect on the distributor and is set by the other player, with the target object; When the distributor selects a target object to which the third item is associated, a detrimental effect is caused to the distributor. The game live distribution system according to claim 2.
19. The adverse effect is at least one of a forced termination of the board game mode, a shuffling of the target object, a reduction in the number of remaining moves or remaining time in the board game mode, and a reduction in the number of acquired first items used by the distributor to seize the held items. The game live distribution system according to claim 18.
20. The game providing unit includes: presenting each player with a screen showing opponent candidates in association with the items possessed by each player; Control is performed so that the distributor who is currently live streaming cannot be selected by other players on the candidate display screen. The game live distribution system according to claim 1 .
21. A program for live streaming a game commentary video by a distributor to viewers, the program comprising: a game providing section that provides a competitive game in which a player can seize an item owned by another player by defeating the other player; A game control unit that functions to control the battle game so that the distributor is more likely to win in the battle game based on the situation of the viewer who watches the live video of the battle game in which the distributor plays as the player. Program.
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