Program, game device, and control method of game device
The game device dynamically links cheering to game progression by initiating a cheering period and adjusting abilities based on spectator input, enhancing engagement and excitement in competitive games.
Patent Information
- Application Number
- JP2025093897
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-05
- Publication Date
- 2025-08-15
AI Technical Summary
In competitive games where player character abilities are influenced by spectator cheering, the predetermined nature of cheering targets and timing can diminish spectators' sense of participation and excitement.
A game device processor functions as a progression unit to initiate a cheering period based on game situations, acquires cheering information from connected terminals, and adjusts abilities associated with specific targets accordingly.
Enhances spectators' engagement by dynamically linking cheering to game progression, thereby maintaining and increasing their sense of participation and excitement.
Smart Images

Figure 2025120294000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a game device, and a method for controlling a game device. [Background technology]
[0002] In a communication game system, a game has been proposed in which the abilities of a player character change depending on the number of spectators of the game (see, for example, Patent Document 1). Also, in a competitive game, a mechanism has been proposed in which the abilities of a player character are increased by the support of spectators of the competitive game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-167172 Summary of the Invention [Problem to be solved by the invention]
[0004] In a system in which the abilities of a player character are improved by the cheering of spectators of a competitive game, the target and timing of cheering are predetermined, which may weaken the spectators' sense of participation in the competitive game, resulting in a lack of excitement in watching the competitive game.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and one of the problems to be solved is to provide a technology that can prevent spectators from losing their sense of participation in a competitive game. [Means for solving the problem]
[0006] In order to solve the above problems, one aspect of the present invention provides a program that causes a processor of a game device to function as a progression unit that progresses the game, a period setting unit that starts a cheering period during which cheering can be accepted for a specific target related to the game when the situation of the game that has progressed based on user operation reaches a specific situation, an acquisition unit that acquires cheering information corresponding to specific operations on a terminal device from a terminal device that is communicatively connected to the game during the cheering period, and an ability setting unit that changes the ability associated with the specific target based on the cheering information. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is an explanatory diagram for explaining an overview of a game system according to an embodiment; [Figure 2] FIG. 2 is an explanatory diagram for explaining an outline of a game video generated by the game terminal shown in FIG. [Figure 3] 2 is a functional block diagram showing an example of the configuration of the game terminal shown in FIG. 1. [Figure 4] 4 is a diagram illustrating an example of a hardware configuration of the game terminal illustrated in FIG. 3. [Figure 5] 2 is a functional block diagram showing an example of the configuration of a distribution server shown in FIG. 1. [Figure 6] FIG. 6 is a diagram illustrating an example of a hardware configuration of the distribution server illustrated in FIG. 5. [Figure 7] 2 is a functional block diagram showing an example of the configuration of the game management server shown in FIG. 1. [Figure 8] 8 is a diagram illustrating an example of a hardware configuration of the game management server illustrated in FIG. 7. [Figure 9] 2 is a functional block diagram showing an example of the configuration of the support terminal shown in FIG. 1. [Figure 10] 10 is a diagram illustrating an example of a hardware configuration of the support terminal illustrated in FIG. 9. [Figure 11] 2 is a functional block diagram showing an example of the configuration of the viewing terminal shown in FIG. 1. FIG. [Figure 12]FIG. 12 is a diagram illustrating an example of a hardware configuration of the viewing terminal illustrated in FIG. [Figure 13] FIG. 10 is a diagram illustrating an example of the data configuration of a match management table. [Figure 14] FIG. 4 is an explanatory diagram illustrating an outline of the operation of the game terminal shown in FIG. [Figure 15] 15 is an explanatory diagram illustrating the continuation of the outline of the operation of the game terminal shown in FIG. 14. FIG. [Figure 16] 2 is a sequence chart showing an example of the operation of the game system shown in FIG. 1. [Figure 17] 4 is a flowchart showing an example of the operation of the game terminal shown in FIG. 3. [Figure 18] FIG. 10 is an explanatory diagram illustrating an outline of the operation of a game terminal according to Modification 1. [Figure 19] FIG. 10 is an explanatory diagram illustrating an outline of the operation of a game terminal according to Modification 2. [Figure 20] FIG. 13 is a diagram showing an example of a display image displayed on a display unit of a support terminal according to Modification 5. [Figure 21] FIG. 13 is an explanatory diagram showing an overview of a game system according to Modification 8. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that in each drawing, the dimensions and scale of each part are appropriately different from those of the actual parts. Furthermore, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are applied. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0009] [1. Embodiment] First, an example of an overview of a game system 1 according to an embodiment will be described with reference to FIG.
[0010] FIG. 1 is an explanatory diagram for explaining an overview of a game system 1 according to an embodiment.
[0011] The game system 1 shown in FIG. 1 includes two game terminals 10 (10-1 and 10-2) capable of running a predetermined game, two display devices 20 (20-1 and 20-2) provided corresponding to the two game terminals 10, a distribution server 30, and a game management server 50. Furthermore, the game system 1 includes M cheering terminals 70 (70-1 to 70-M), M viewing terminals 80 (80-1 to 80-M), and M display devices 90 (90-1 to 90-M) provided corresponding to the M viewing terminals 80 (M is a natural number equal to or greater than 1). For example, the game terminals 10, the distribution server 30, the game management server 50, the cheering terminals 70, and the viewing terminals 80 are connected to each other via a network NW so as to be able to communicate with each other. The game terminal 10 is an example of a "game device." Hereinafter, the m-th support terminal 70 among the M support terminals 70-1 to 70-M may be referred to as support terminal 70-m (m is a natural number satisfying 1≦m≦M). Similarly, the m-th view terminal 80 among the M view terminals 80-1 to 80-M may be referred to as view terminal 80-m, and the m-th display device 90 among the display devices 90-1 to 90-M may be referred to as display device 90-m.
[0012] In this embodiment, it is assumed as an example that the game terminal 10 is a home game device. However, any information processing device may be used as the game terminal 10. For example, the game terminal 10 may be a commercial game device installed in a store or amusement facility, a mobile device such as a mobile phone or smartphone, or a stationary information device such as a personal computer.
[0013] For example, game terminal 10-1 transmits information about a predetermined game being executed on game terminal 10-1 to game terminal 10-2 via game management server 50. Furthermore, game terminal 10-2 transmits information about a predetermined game being executed on game terminal 10-2 to game terminal 10-1 via game management server 50. This allows information about the predetermined game being executed on each game terminal 10 to be shared between game terminals 10-1 and 10-2. This allows, for example, a user operating game terminal 10-1 and a user operating game terminal 10-2 to cooperate with each other to complete a mission in the predetermined game or to play against each other in the predetermined game. Communication between multiple game terminals 10 may be performed without going through game management server 50. In this embodiment, it is assumed that a user of game terminal 10-1 and a user of game terminal 10-2 are playing against each other in a baseball game (an example of a "game").
[0014] The game terminal 10-1 can communicate with a display device 20-1 provided corresponding to the game terminal 10-1, and the game terminal 10-2 can communicate with a display device 20-2 provided corresponding to the game terminal 10-2. Each game terminal 10 can display a game video of a baseball game being played on the game terminal 10 on a display unit 220 (an example of a "display unit") provided in the display device 20 provided corresponding to the game terminal 10. Examples of the display device 20 include a liquid crystal display, a television set, and a touch panel display. The display device 20 may be included in the game terminal 10. The number of game terminals 10 included in the game system 1 is not limited to two. For example, the number of game terminals 10 included in the game system 1 may be one, or three or more.
[0015] Furthermore, for example, game terminal 10 can supply distribution server 30 with game video relating to a baseball game being executed on game terminal 10. Note that in this embodiment, it is assumed that the game video displayed on display unit 220-1 corresponding to game terminal 10-1 and the game video displayed on display unit 220-2 corresponding to game terminal 10-2 are the same. For example, one of game terminals 10-1 and 10-2 supplies distribution server 30 with the same game video as the game video to be displayed on display unit 220. In this embodiment, it is assumed that the game video supplied to distribution server 30 is the same game video as the game video displayed on display unit 220, but the present invention is not limited to this example. For example, the game video supplied to distribution server 30 may be a video with a lower resolution than the game video displayed on display unit 220.
[0016] When the distribution server 30 receives a game video from the game terminal 10 and a game video distribution request from the viewing terminal 80-m, the distribution server 30 distributes the game video supplied from the game terminal 10 to the viewing terminal 80-m.
[0017] When a game video is distributed from the distribution server 30, the viewing terminal 80-m displays the game video on a display unit 920-m provided in a display device 90-m provided corresponding to the viewing terminal 80-m. The viewing terminal 80-m may be any information processing device that can connect to the Internet, such as a smartphone, a mobile phone, or a personal computer. The display device 90-m may be, for example, a liquid crystal display, a television set, or a touch panel display. The display device 90-m may be included in the viewing terminal 80-m.
[0018] The cheering terminal 70-m accepts a cheering operation (an example of a "specific operation") to cheer for a specific target related to the baseball game during a cheering period in which cheering for the specific target related to the baseball game can be accepted, and transmits cheering information corresponding to the accepted cheering operation to the game management server 50. The specific target may be, for example, an object operated by a user playing the baseball game (a user of the game terminal 10). Also, for example, the specific target may be one of a plurality of characters related to the baseball game, or one of a plurality of teams.
[0019] Hereinafter, the user of one of the game terminals 10-1 and 10-2 may be referred to as a player, and the user of the other of the game terminals 10-1 and 10-2 may be referred to as a competing player. The user of the cheering terminal 70-m may be referred to as a spectator. In this embodiment, it is assumed that the user of the cheering terminal 70-m is the same person as the user of the viewing terminal 80-m. For example, a spectator who owns the cheering terminal 70-m watches a game video displayed on a display unit 920-m provided in a display device 90-m provided corresponding to the viewing terminal 80-m. The spectator who owns the cheering terminal 70-m then performs a cheering operation on the cheering terminal 70-m during a cheering period, for example. The cheering terminal 70-m may be any information processing device that can connect to the Internet, such as a smartphone, a mobile phone, or a personal computer. The cheering terminal 70 may have a function for watching a game video. That is, the cheering terminal 70-m and the viewing terminal 80-m may be implemented by the same terminal device.
[0020] The game management server 50 controls, for example, communication between the multiple game terminals 10 as described above. Furthermore, the game management server 50 controls communication between each game terminal 10 and each cheering terminal 70. For example, the game management server 50 transmits cheering information received from a cheering terminal 70-m to each game terminal 10. That is, in the example shown in FIG. 1, each cheering terminal 70 is connected to each game terminal 10 via the network NW and the game management server 50 so as to be able to communicate with them. Next, an overview of the game video generated by the game terminal 10 will be described with reference to FIG. 2.
[0021] FIG. 2 is an explanatory diagram for explaining an outline of the game video image MV generated by the game terminal 10 shown in FIG.
[0022] The game video MV according to this embodiment is a video showing the progress of a baseball game in a virtual space FD such as a virtual baseball stadium. The progress of a baseball game in the virtual space FD is an example of a "game situation." The game situation may be, for example, the situation of the virtual space FD related to the game. The situation of the virtual space FD may be, for example, part or all of the situation related to game elements present in the virtual space FD, or part or all of the situation related to sounds present in the virtual space FD. Furthermore, the situation of the virtual space FD may be part or all of the situation including the situation related to game elements present in the virtual space FD and the situation related to sounds present in the virtual space FD.
[0023] For example, a still image showing the situation in the virtual space FD may be displayed as a game image G on the display unit 220, and the game image G displayed on the display unit 220 may be updated every unit period. As a result, a game video MV showing the situation in the virtual space FD that changes as the baseball game progresses is displayed on the display unit 220.
[0024] In the example shown in FIG. 2, the game video MV shows a pitcher character CR1 pitching a ball object OB1 in the virtual space FD, and a batter character CR2 hitting back the ball object OB1 pitched by the pitcher character CR1 with a bat object OB2. Furthermore, for example, the game video MV shows a spectator character CR3 watching a baseball game in the virtual space FD. Furthermore, the game video MV according to this embodiment may include an image showing the amount of cheering based on the cheering information. Next, the functions of the game terminal 10, the distribution server 30, the game management server 50, the cheering terminal 70, and the viewing terminal 80 will be described with reference to FIGS. 3 to 12. First, the configuration of the game terminal 10 will be described with reference to FIGS. 3 and 4.
[0025] Figure 3 is a functional block diagram showing an example of the configuration of game terminal 10 shown in Figure 1. Below, the configuration, operation, etc. of one game terminal 10 out of game terminals 10-1 and 10-2 will be described. Therefore, below, unless otherwise specified, "user" and "user of game terminal 10" refer to the user of one game terminal 10 being described.
[0026] Game terminal 10 has a control unit 110, a storage unit 130 that stores various information such as a game program PRg (an example of a "program") and a control program PRcg, a communication unit 150 that executes communication with external devices such as distribution server 30 and game management server 50, and an operation unit 170 that accepts operations by the user of game terminal 10. Game program PRg is, for example, an application program that causes game terminal 10 to execute a baseball game. Furthermore, control program PRcg is, for example, an operation system program that causes control unit 110 to control each part of game terminal 10.
[0027] The control unit 110 controls each unit of the game terminal 10. Furthermore, the control unit 110 controls the progress of the baseball game executed on the game terminal 10. For example, the control unit 110 has a game progression unit 111 (an example of a "progression unit"), a cheering period setting unit 112 (an example of a "period setting unit"), a cheering information acquisition unit 113 (an example of an "acquisition unit"), and an ability setting unit 114 (an example of an "ability setting unit").
[0028] The game progression unit 111, for example, progresses a game and displays a game video MV indicating the status of the game as it progresses on the display unit 220. For example, the game progression unit 111 progresses the game based on operations by the user of the game terminal 10, etc. The game progression unit 111 then generates progress status information indicating the status of the game as it progresses, and generates game video information for playing the game video MV based on the generated progress status information. As a result, for example, the display unit 220 displays the game video MV based on the game video information generated by the game progression unit 111. Furthermore, when distributing a game video MV, the game progression unit 111 transmits the game video information to the distribution server 30 via the communication unit 150. As a result, a game video MV based on the game video information is distributed to the viewing terminal 80-m, etc.
[0029] The progress status information is information for managing the states of various game elements present in the virtual space FD and sounds in the virtual space FD when the situation in the virtual space FD changes as the game progresses. Specifically, in this embodiment, the progress status information is information that includes, for example, some or all of the position, shape, posture, orientation, color, pattern, movement speed, and movement direction of the game elements in the virtual space FD, and sounds present in the virtual space FD.
[0030] Furthermore, the game video information may be information indicating a game image G updated every unit period (information indicating the game image G updated every unit period in real time), or information indicating a collection of multiple game images G that correspond one-to-one to multiple unit periods (information indicating a collection of multiple game images G accumulated over multiple unit periods). Furthermore, the game video information may be information in which information indicating sounds in the virtual space FD is added to information indicating a game image G updated every unit period or a collection of multiple game images G.
[0031] When the game situation progresses based on the operation of the user of the game terminal 10, the cheering period setting unit 112 starts a cheering period during which cheering for a specific target related to the game can be accepted. The cheering period setting unit 112 then ends the cheering period after a predetermined time has elapsed since the start of the cheering period. The specific situation may be, for example, a situation whose occurrence is uncertain at the start of the game. The situation whose occurrence is uncertain at the start of the game may be, for example, an event that occurs as the game progresses. Specifically, the situation whose occurrence is uncertain at the start of the game may be, for example, a batter hitting a home run, a runner stealing a base, or a catcher preventing a steal. In a baseball game, for example, the end of the third inning is already determined to occur at the start of the game, and therefore does not fall under the category of a situation whose occurrence is uncertain at the start of the game. Other specific examples of specific situations will be described after the description of the ability setting unit 114.
[0032] The cheering information acquisition unit 113 acquires cheering information corresponding to cheering operations performed on the cheering terminal 70 from the cheering terminal 70 during the cheering period via the game management server 50. The cheering information corresponding to the cheering operation may be, for example, information indicating the amount of cheering quantified by the cheering operation. The amount of cheering may be an index indicating the level of cheering.
[0033] The ability setting unit 114 changes the ability associated with the specific target based on the cheering information acquired by the cheering information acquisition unit 113. The ability associated with the specific target may be, for example, a parameter associated with the specific target. Furthermore, the ability associated with the specific target may be, for example, an ability value that provides the specific target with an advantageous effect in the game. Furthermore, the ability associated with the specific target may be, for example, the athletic ability of the specific target, the intelligence of the specific target, or an ability related to the willpower of the specific target. Furthermore, if the specific target is a team, the ability associated with the specific target may be, for example, the teamwork ability and tactical understanding of the players on the team.
[0034] Furthermore, the abilities associated with a specific target may change linearly according to the amount of cheering based on the cheering information, or may change stepwise according to the amount of cheering based on the cheering information. Alternatively, if there are multiple abilities associated with a specific target, the number of abilities that change based on the cheering information may increase according to the amount of cheering based on the cheering information. For example, if the specific target is a relief pitcher and the abilities associated with the specific target are control, pitch speed, and abilities related to left-handed batters that are associated with the relief pitcher, the abilities related to control, pitch speed, and abilities related to left-handed batters may improve in sequence according to an increase in the amount of cheering based on the cheering information. Furthermore, if the specific target is a batter and the abilities associated with the specific target are abilities related to smash percentage and batted ball distance that are associated with the batter, the abilities related to smash percentage and batted ball distance may improve in sequence according to an increase in the amount of cheering based on the cheering information.
[0035] Furthermore, among the abilities associated with a specific target, the abilities that change based on the cheering information may be different for each character, even if the characters are of the same type. Furthermore, among the abilities associated with a specific target, the abilities that change based on the cheering information may be selectable by the user of the game terminal 10. Furthermore, the effect (change in ability) based on the cheering information may be maintained until the end of the baseball game, or may disappear at a predetermined timing (for example, when one inning ends).
[0036] Here, a specific situation that triggers the start of a cheering period in a baseball game will be described.
[0037] As described above, the specific situation may be a situation whose occurrence is uncertain at the start of the game. Furthermore, the specific situation may be, for example, a situation in which a specific change occurs in the progress (flow, development) of the game. A situation in which a specific change occurs in the progress of the game may be, for example, a situation in which an event occurs that has a specific effect on the progress of the game, or a situation that may have a specific effect on the progress of the game.
[0038] The event that has a particular effect on the progress of the game may be an event that occurs as the game progresses and improves or worsens the game situation. Alternatively, the event that has a particular effect on the progress of the game may be, for example, an event that occurs based on an operation by a player of the game that determines a subsequent change in the progress of the game. The event that occurs based on an operation that determines a subsequent change in the progress of the game may be, for example, an event that changes a character related to the game. Specifically, the event that changes a character may be a player substitution event such as an event in which a relief pitcher takes the mound or an event in which a pinch hitter appears.
[0039] Furthermore, a situation that may have a particular effect on the progress of the game may be, for example, a situation that has a certain degree of effect on the progress of the game or the outcome of the game (e.g., win or loss). A situation that has a certain degree of effect on the progress of the game may be a situation that improves or worsens the game situation. A situation that improves the game situation may be, for example, a situation in which a runner advances into scoring position during an attack. A situation that worsens the game situation may be, for example, a situation in which a runner advances into scoring position during a defense.
[0040] Furthermore, a situation that has a certain degree of influence on the outcome of a game may be, for example, a situation in which there is a higher than normal possibility that the outcome of the match will be reversed. A situation in which there is a higher than normal possibility that the outcome of the match will be reversed may be, for example, a situation in which there is a chance for a one-hit turnaround, or a pinch situation in which the match may be reversed. A situation that has a certain degree of influence on the outcome of a game may be, for example, a situation that is the last chance, or a situation in which a match is being played that will decide whether to win or go into extra innings (for example, a situation in which the pitcher of the winning team takes the field in the bottom of the ninth inning). A situation that has a certain degree of influence on the outcome of a game may be, for example, a situation in which the bases are loaded in the bottom of the ninth inning.
[0041] Furthermore, the specific situation may be, for example, a situation in which the ability of a specific character related to the game has changed within a predetermined range. The specific character may be, for example, a character controlled by a player. The ability of the specific character may be, for example, an ability that affects the outcome of a match. The ability that affects the outcome of a match may be, for example, the athletic ability of the character controlled by the player, such as physical strength and running ability, or a willpower-related ability, such as concentration, of the character controlled by the player, or the intelligence of the character controlled by the player. For example, when concentration is high, the probability of achieving a good result in an opportunity may be higher than when concentration is low. Alternatively, when motivation is low, the probability of making a mistake may be higher than when motivation is high. Furthermore, a character with high intelligence may be better able to understand tactics than a character with low intelligence. A tactic may be, for example, changing defensive positions depending on the batter in baseball defense.
[0042] Furthermore, a situation in which a specific character's ability has changed into a predetermined range may be, for example, a situation in which the character's stamina has fallen below a predetermined value, or a situation in which the character's running speed has fallen below a predetermined value. A situation in which a specific character's ability has changed into a predetermined range may be, for example, a situation in which the character's concentration has fallen below a predetermined value, or a situation in which the character's motivation has fallen below a predetermined value. A situation in which a specific character's ability has changed into a predetermined range may be, for example, a situation in which the average value of the abilities (e.g., stamina) of multiple characters (players) participating in a game among multiple characters belonging to a team controlled by a player falls below a predetermined value. For example, when the stamina of multiple characters is below the average value, the probability of a poor outcome in a critical situation may be higher than when the stamina of multiple characters exceeds the average value.
[0043] Furthermore, the specific situation may be, for example, a situation that occurs when a player or an opposing player performs a predetermined operation. The predetermined operation may be, for example, an operation performed by a player to request spectators to cheer for the player. Note that, when the predetermined operation is an operation performed by a player to request spectators to cheer for the player, for example, the number of times the predetermined operation can be performed in one match may be limited.
[0044] Furthermore, the specific situation may be a situation in which the character operated by the player is playing against a specific enemy character. The specific enemy character may be, for example, a character identified based on a past match history. The character identified based on a past match history may be, for example, a character with whom a feud has arisen due to a past match. The specific enemy character may be, for example, a character identified based on a preset match combination. The character identified based on a preset match combination may be, for example, a character corresponding to an opponent based on a past famous match in the real world. Furthermore, for example, if the batter before the current batter is walked, the pitcher who walked the previous batter may be the specific enemy character of the current batter.
[0045] The configuration of game terminal 10 is not limited to the example shown in Fig. 3. For example, if game terminal 10 includes display device 20 shown in Fig. 1, game terminal 10 may have a display unit 220 capable of displaying various images such as game videos. Next, the hardware configuration of game terminal 10 will be described with reference to Fig. 4.
[0046] FIG. 4 is a diagram showing an example of the hardware configuration of game terminal 10 shown in FIG.
[0047] Game terminal 10 has processor 11 (an example of a "game device processor") that controls each part of game terminal 10, memory 13 that stores various information, communication device 15, and input operation device 17.
[0048] The memory 13 includes, for example, one or both of a volatile memory such as a random access memory (RAM) that functions as a work area for the processor 11 and a non-volatile memory such as an electrically erasable programmable read-only memory (EEPROM) that stores various information such as the game program PRg and the control program PRcg, and functions as the storage unit 130. The memory 13 may be detachable from the game terminal 10. Specifically, the memory 13 may be a storage medium such as a memory card that is detachable from the game terminal 10. The memory 13 may also be, for example, a storage device (e.g., online storage) that is communicably connected to the game terminal 10 via a network NW or the like.
[0049] The processor 11 is configured to include, for example, one or more CPUs (Central Processing Units). The processor 11 executes, for example, a control program PRcg stored in the memory 13 and operates in accordance with the control program PRcg, thereby functioning as a control unit 110 that controls each unit of the game terminal 10. Furthermore, the processor 11 executes, for example, a game program PRg stored in the memory 13 and operates in accordance with the game program PRg, thereby functioning as a control unit 110 for executing a baseball game. For example, the processor 11 operating in accordance with the game program PRg stored in the memory 13 functions as a control unit 110 that includes a game progression unit 111, a cheering period setting unit 112, a cheering information acquisition unit 113, and an ability setting unit 114.
[0050] For example, if the processor 11 is configured to include multiple CPUs, some or all of the functions of the control unit 110 may be realized by the multiple CPUs operating cooperatively in accordance with programs such as the control program PRcg and the game program PRg. Furthermore, the processor 11 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to one or more CPUs, or instead of some or all of the one or more CPUs. In this case, some or all of the control unit 110 realized by the processor 11 may be realized by hardware such as a DSP.
[0051] Communication device 15 is hardware for communicating with an external device located outside game terminal 10 via one or both of a wired network and a wireless network, and functions as communication section 150.
[0052] Input operation device 17 is hardware for accepting operations by the user of game terminal 10, and functions as operation unit 170. For example, input operation device 17 may be configured from one or more devices including some or all of an operation button, a touch panel, a keyboard, a joystick, and a pointing device such as a mouse. Next, the configuration of distribution server 30 will be described with reference to FIGS. 5 and 6.
[0053] FIG. 5 is a functional block diagram showing an example of the configuration of distribution server 30 shown in FIG.
[0054] The distribution server 30 includes a control unit 310 that controls each unit of the distribution server 30, a memory unit 330 that stores various information, and a communication unit 350 that executes communication between the game terminal 10 and external devices such as the viewing terminal 80-m. The control unit 310 includes a video acquisition unit 311 that acquires game video information from the game terminal 10 via the communication unit 350, and a video distribution unit 312 that distributes game video MVs to the viewing terminal 80-m. The video distribution unit 312 distributes game video MVs based on the game video information to the viewing terminal 80-m, for example, by transmitting the game video information to the viewing terminal 80-m via the communication unit 350. The memory unit 330 stores a control program PRcd for controlling each unit of the distribution server 30. Next, the hardware configuration of the distribution server 30 will be described with reference to FIG. 6.
[0055] FIG. 6 is a diagram illustrating an example of the hardware configuration of distribution server 30 shown in FIG.
[0056] The distribution server 30 includes a processor 31 that controls each unit of the distribution server 30, a memory 33 that stores various information, and a communication device 35 for communicating with an external device located outside the distribution server 30.
[0057] The memory 33 includes, for example, one or both of a volatile memory such as a RAM that functions as a work area for the processor 31 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRcd, and functions as a storage unit 330. The processor 31 includes, for example, one or more CPUs. The processor 31 executes the control program PRcd stored in the memory 33 and operates in accordance with the control program PRcd, thereby functioning as a control unit 310. The communication device 35 is hardware for communicating with an external device located outside the distribution server 30, and functions as a communication unit 350.
[0058] The configuration of the distribution server 30 is not limited to the examples shown in Figures 5 and 6. For example, the distribution server 30 may have an input operation device that functions as an operation unit for accepting operations by an administrator of the distribution server 30. Next, the configuration of the game management server 50 will be described with reference to Figures 7 and 8.
[0059] FIG. 7 is a functional block diagram showing an example of the configuration of the game management server 50 shown in FIG.
[0060] The game management server 50 includes a control unit 510 that controls each unit of the game management server 50, a memory unit 530 that stores various information, and a communication unit 550 that executes communication between the game terminal 10 and external devices such as the cheering terminal 70. The control unit 510 includes a collection unit 511 that collects cheering information from the cheering terminal 70 via the communication unit 550 and transmits the collected cheering information to the game terminal 10 via the communication unit 550. The memory unit 530 stores various information, such as a control program PRcc for controlling each unit of the game management server 50 and a match management table TBLpl that stores match information related to baseball games scheduled to be played or currently being played. A scheduled baseball game is, for example, a baseball game that will be played in the future by a game terminal 10 that has sent a start request REQpl shown in FIG. 16 to the game management server 50. The data structure of the match management table TBLpl will be described later with reference to FIG. 13. Next, the hardware structure of the game management server 50 will be described with reference to FIG. 8.
[0061] FIG. 8 is a diagram showing an example of the hardware configuration of the game management server 50 shown in FIG.
[0062] The game management server 50 has a processor 51 that controls each part of the game management server 50, a memory 53 that stores various information, and a communication device 55 for communicating with external devices outside the game management server 50.
[0063] The memory 53 includes, for example, one or both of a volatile memory such as RAM that functions as a work area for the processor 51 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRcc and the battle management table TBLpl, and functions as a storage unit 530. The processor 51 includes, for example, one or more CPUs. The processor 51 executes the control program PRcc stored in the memory 53 and operates in accordance with the control program PRcc, thereby functioning as a control unit 510. The communication device 55 is hardware for communicating with an external device located outside the game management server 50, and functions as a communication unit 550.
[0064] The configuration of the game management server 50 is not limited to the examples shown in Figures 7 and 8. For example, the game management server 50 may have an input operation device that functions as an operation unit for accepting operations by an administrator or the like of the game management server 50. Next, the configuration of the support terminal 70 will be described with reference to Figures 9 and 10.
[0065] FIG. 9 is a functional block diagram showing an example of the configuration of the support terminal 70 shown in FIG.
[0066] The support terminal 70 has a control unit 710 that controls each part of the support terminal 70, a display unit 720 that can display various images, a memory unit 730 that stores various information, a communication unit 750 for performing communication with external devices such as the game management server 50, and an operation unit 770 for accepting operations by the user of the support terminal 70.
[0067] The control unit 710 has an operation information acquisition unit 711 that acquires information indicating the content of an operation by the user of the support terminal 70. For example, when the user of the support terminal 70 performs a support operation on the operation unit 770 during the support period, the operation information acquisition unit 711 acquires support information based on the support operation. That is, the operation information acquisition unit 711 accepts the support operation by the user of the support terminal 70 via the operation unit 770 during the support period. Furthermore, the control unit 710 transmits, for example, the support information based on the support operation to the game management server 50 via the communication unit 750.
[0068] For example, if the functions of the display unit 720 and the operation unit 770 are realized by a touch panel, the cheering operation may be an operation of tapping on any area or a specific area on the touch panel during the cheering period. Also, for example, the cheering operation may be an operation of clicking on any area or a specific area on the display screen of the display unit 720 of the cheering terminal 70 with a pointing device such as a mouse during the cheering period. The specific area may be, for example, an operation area assigned to a cheering button that accepts the cheering operation.
[0069] Furthermore, for example, if the operation unit 770 has one or more operation buttons, the cheering operation may be an operation of pressing a specific operation button (for example, an operation button assigned to the cheering button). Furthermore, if the cheering terminal 70 supports voice input, the cheering operation may be a voice input operation of sending cheers to the cheering terminal 70. Furthermore, for example, the cheering operation may include an operation of using points associated with the user of the cheering terminal 70 for cheering.
[0070] The storage unit 730 stores a control program PRct for controlling each unit of the support terminal 70. Next, the hardware configuration of the support terminal 70 will be described with reference to FIG.
[0071] FIG. 10 is a diagram illustrating an example of the hardware configuration of the support terminal 70 shown in FIG.
[0072] The support terminal 70 has a processor 71 that controls each part of the support terminal 70, a memory 73 that stores various information, a communication device 75 for communicating with external devices outside the support terminal 70, and an input operation device 77 for accepting operations by the user of the support terminal 70.
[0073] The memory 73 includes, for example, one or both of a volatile memory such as RAM that functions as a work area for the processor 71 and a non-volatile memory such as EEPROM that stores various information such as the control program PRct, and functions as a storage unit 730. The processor 71 includes, for example, one or more CPUs. The processor 71 executes the control program PRct stored in the memory 73 and operates in accordance with the control program PRct, thereby functioning as a control unit 710. The communication device 75 is hardware for communicating with an external device located outside the support terminal 70, and functions as a communication unit 750.
[0074] The input operation device 77 functions as an operation unit 770 that accepts operations by the user of the support terminal 70. For example, the input operation device 77 may be configured with one or more devices including some or all of a touch panel, operation buttons, a keyboard, a joystick, and a pointing device such as a mouse. In this embodiment, a touch panel with a display function (i.e., a touch panel display) is assumed as the input operation device 77. In this case, the input operation device 77 shown in FIG. 10 functions as the operation unit 770 and also as a display unit 720 that displays various images. Next, the configuration of the viewing terminal 80 will be described with reference to FIGS. 11 and 12.
[0075] FIG. 11 is a functional block diagram showing an example of the configuration of the audiovisual terminal 80 shown in FIG.
[0076] The viewing terminal 80 has a control unit 810 that controls each unit of the viewing terminal 80, a memory unit 830 that stores various information, a communication unit 850 for performing communication with an external device such as the distribution server 30, and an operation unit 870 for accepting operations by the user of the viewing terminal 80.
[0077] The control unit 810 has a video acquisition unit 811 that acquires game video information from the distribution server 30 via the communication unit 850. The video acquisition unit 811 acquires the game video information from the distribution server 30 via the communication unit 850, and displays a game video MV based on the acquired game video information on a display unit 920 included in a display device 90 provided corresponding to the viewing terminal 80.
[0078] The storage unit 830 stores a control program PRcv for controlling each unit of the audiovisual terminal 80. Next, the hardware configuration of the audiovisual terminal 80 will be described with reference to FIG.
[0079] FIG. 12 is a diagram showing an example of the hardware configuration of the audiovisual terminal 80 shown in FIG.
[0080] The viewing terminal 80 has a processor 81 that controls each part of the viewing terminal 80, a memory 83 that stores various information, a communication device 85 for communicating with external devices outside the viewing terminal 80, and an input operation device 87 for accepting operations by the user of the viewing terminal 80.
[0081] The memory 83 includes, for example, one or both of a volatile memory such as a RAM that functions as a work area for the processor 81 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRcv, and functions as a storage unit 830. The processor 81 is configured to include, for example, one or more CPUs. The processor 81 executes the control program PRcv stored in the memory 83 and operates in accordance with the control program PRcv, thereby functioning as a control unit 810. The communication device 85 is hardware for communicating with an external device located outside the viewing terminal 80, and functions as a communication unit 850.
[0082] The input operation device 87 is hardware for accepting operations by the user of the viewing terminal 80, and functions as an operation unit 870. For example, the input operation device 87 may be composed of one or more devices including some or all of an operation button, a touch panel, a keyboard, a joystick, and a pointing device such as a mouse. Next, the battle management table TBLpl stored in the memory unit 530 of the game management server 50 will be described with reference to FIG. 13.
[0083] FIG. 13 is a diagram showing an example of the data configuration of the match management table TBLpl. The match management table TBLpl has records corresponding to, for example, matchups (games) of baseball games that are scheduled to be executed or are currently being executed. In the example shown in FIG. 13, the match management table TBLpl has multiple records that correspond one-to-one to multiple matchups of baseball games that are scheduled to be executed or are currently being executed. Each record of the match management table TBLpl stores, for example, a match ID for identifying multiple matchups that are scheduled to be executed or are currently being executed, and match information that is information about the match. The match information is information that includes, for example, player information about users who are executing the match and spectator information about users who are watching the match.
[0084] The player information includes first user information about one of two users (hereinafter also referred to as the first user) who is playing a match, and second user information about the other of the two users (hereinafter also referred to as the second user). For example, the first user information includes a user ID for identifying the first user, information indicating the name (user name) of the first user, and information indicating the address of the game terminal 10 of the first user. Similarly, the second user information includes a user ID for identifying the second user, information indicating the name (user name) of the second user, and information indicating the address of the game terminal 10 of the second user. Note that the information indicating the address of the game terminal 10 may be, for example, the Internet Protocol (IP) address of the game terminal 10.
[0085] The spectator information includes, for example, information indicating the address of the support terminal 70 of the user who is watching the match. The information indicating the address of the support terminal 70 may be, for example, the IP address of the support terminal 70.
[0086] In the match management table TBLpl shown in FIG. 13 , "virtual user" in the user ID column of the second user information indicates that the first user is playing against a virtual user controlled by the game system 1 or the game program PRg. Also, "-" in the user ID column of the second user information indicates that the first user's opponent has not yet been decided. In the record with the match ID "p003," the address of the game terminal 10 is the same for the first user and the second user ("qwe345"), indicating that the first user and the second user are operating a single game terminal 10, and thus the two users operating a single game terminal 10 are playing against each other. That is, in this embodiment, the operation of the game system 1 is described mainly in the case where each game terminal 10 is operated by a single user. However, multiple users may operate a single game terminal 10, allowing multiple users operating a single game terminal 10 to play against (or cooperate with) each other.
[0087] The data configuration of the match management table TBLpl is not limited to the example shown in FIG. 13. For example, the spectator information may include a user ID for identifying the spectator, information indicating the name (user name) of the spectator, etc. The match information may also include information indicating the title of a game video video (MV) related to the match. The match information may also include information indicating whether or not users (e.g., spectators) other than the player performing the match are permitted to participate in cheering. Next, an overview of the operation of game terminal 10 during the cheering period will be described with reference to FIGS. 14 and 15.
[0088] Figure 14 is an explanatory diagram outlining the operation of game terminal 10 shown in Figure 3. Below, an overview of the operation of game terminal 10 will be explained using as an example a case where the user of game terminal 10-1 controls a defensive character such as pitcher character CR1 corresponding to a player on the defensive side. When the user of game terminal 10-1 controls a defensive character, the user of game terminal 10-2 controls an offensive character such as batter character CR2 corresponding to a player on the offensive side.
[0089] Game image G1 shows the game situation that has progressed based on the operation of the user of game terminal 10-1 to change pitchers. For example, based on the operation of the user of game terminal 10-1 to change pitchers, the game progression unit 111 progresses the game situation to a situation in which a relief pitcher character CR1r takes the mound (an example of a "specific situation"). Then, the game progression unit 111 displays a game image G1 showing the relief pitcher character CR1r taking the mound on the display unit 220. For example, the game image G1 shown in FIG. 14 is an image that focuses on the relief pitcher character CR1r taking the mound. Furthermore, in the example shown in FIG. 14, the game image G1 includes an image IMG10 that shows information about the relief pitcher character CR1r, in addition to images that show game elements such as the relief pitcher character CR1r that exist in the virtual space FD.
[0090] Furthermore, because the situation of the game that has progressed based on the operation of the user of game terminal 10-1 has reached a specific situation, the cheering period setting unit 112 starts a cheering period in which cheering for the relief pitcher character CR1r (an example of a "specific target") can be accepted. Therefore, the game progression unit 111 updates the game image G1 displayed on the display unit 220 to a game image G2 that includes an image IMG20 indicating that the cheering period is in progress (in the example shown in FIG. 14 , an image including the text "Cheers Accepting!") and a gauge image IMG21 indicating the amount of cheering based on the cheering information. As a result, the game image G2 including the gauge image IMG21 is also displayed on the display unit 920 corresponding to the viewing terminal 80 of a spectator watching the game video MV related to the baseball game being executed on game terminals 10-1 and 10-2. Therefore, for example, a spectator who is cheering for the baseball team of the user of game terminal 10-1 can participate in cheering for the relief pitcher character CR1r by operating the cheering terminal 70.
[0091] Spectators cheering for the baseball team of the user of the game terminal 10-2 do not have to participate in cheering for the relief pitcher character CR1r. For example, a cheering period for the batter character CR2 may start before the relief pitcher character CR1r takes the mound. In this case, spectators cheering for the baseball team of the user of the game terminal 10-2 can participate in cheering for the batter character CR2 by operating the cheering terminal 70 during the cheering period for the batter character CR2. The cheering period for the batter character CR2 may end, for example, before the cheering period for the relief pitcher character CR1r starts. In other words, the cheering period setting unit 112 of the game terminal 10 may set the cheering period so that the cheering period for the relief pitcher character CR1r and the cheering period for the batter character CR2 do not overlap. In this case, for example, the ability setting unit 114 of the game terminal 10 can easily determine, based on the cheering period, whether the cheering based on the cheering information acquired by the cheering information acquisition unit 113 is for the relief pitcher character CR1r or the batter character CR2. Next, an overview of the operation of game terminal 10 during the support period will be described with reference to FIG.
[0092] FIG. 15 is an explanatory diagram illustrating the continuation of the outline of the operation of game terminal 10 shown in FIG.
[0093] Game image G3 shows how the cheering amount for the relief pitcher character CR1r is being accumulated as a result of spectators watching the game video MV performing cheering operations on the cheering terminals 70. The shaded scale in gauge image IMG21 indicates the total amount of cheering by spectators during the cheering period. That is, the game progression unit 111 updates the game image G2 displayed on the display unit 220 to a game image G3 that includes gauge image IMG21 and the like that shows how the cheering amount for the relief pitcher character CR1r is being accumulated. In this way, the game progression unit 111 causes the display unit 220 to display the cheering amount based on the cheering information during the cheering period. In addition, game image G3 includes image IMG30 that indicates cheering (an image showing the word "Furf" in the example shown in FIG. 15).
[0094] Game image G4 shows that the amount of cheering for relief pitcher character CR1r has increased over time since game image G3 was displayed on display unit 220. In the example shown in FIG. 15, the amount of cheering has accumulated up to the upper limit of the scale in gauge image IMG21 due to cheering by spectators watching the game video MV (cheer operations on cheering terminals 70). For ease of explanation, the example shown in FIG. 15 assumes that the amount of cheering corresponding to the upper limit of the scale in gauge image IMG21 is "10000."
[0095] Game image G4 includes image IMG32, which indicates that the cheering level, indicating the level of cheering from spectators, has reached "10,000" (in the example shown in FIG. 15, an image including the text "Cheering Level Exceeds 10,000"), indicating that a certain amount of cheering has occurred, and image IMG31, which indicates the sound of a drum (in the example shown in FIG. 15, an image including the text "C, C, C"). Game image G4 also includes image IMG30, which is larger in size than image IMG30 included in game image G3. Game image G4 indicates, through images IMG30 and IMG31, that the cheering has increased compared to when game image G3 was displayed on the display unit 220. In other words, game image G4 indicates that the cheering is more enthusiastic than when game image G3 was displayed on the display unit 220. The game progression unit 111 may indicate that the cheering is more enthusiastic by, for example, performing an effect such as making the spectator character CR3 present in the virtual space FD wave in accordance with the cheering information.
[0096] In this way, the game progression unit 111 changes the game image G2 that shows the situation in the virtual space FD to a game image G3 or G4 that includes an image IMG30 that shows cheering, etc., in accordance with the cheering information. The game progression unit 111 may also add information that indicates sounds, such as cheers, that correspond to the cheering information to game video information for playing a game video MV that includes a game image G4 that shows the situation in the virtual space FD, etc. In other words, the game progression unit 111 may change one or both of the game images G and sounds that show the situation in the virtual space FD related to the game in accordance with the cheering information.
[0097] Here, the cheering amount may change according to the number of cheering operations performed. In this case, a spectator can increase the cheering amount by repeatedly tapping an operation area assigned to the cheering button on the display screen of the display unit 720 of the cheering terminal 70. In this way, by giving a gamification-like quality to the operation of increasing the cheering amount, it is possible to prevent the spectators from losing their sense of participation in the game. Furthermore, the cheering amount may increase according to the amount of points associated with the spectator operating the cheering terminal 70 consumed by the cheering operation. In this case, the cheering amount increases in exchange for points associated with the spectator, so it is possible to prevent the spectators from losing their sense of participation in the game. Note that points may be a game value in a baseball game. Furthermore, points may be obtained by charging a fee.
[0098] The cheering period setting unit 112 ends the cheering period when a predetermined time has elapsed since the cheering period began. The predetermined time may be constant regardless of a specific situation, or may be a time determined in accordance with a specific situation. Although a game image G after the cheering period ends is not shown in FIG. 15 , when the cheering period ends, the ability setting unit 114 changes the ability associated with the relief pitcher character CR1r based on the cheering information acquired by the cheering information acquisition unit 113 during the cheering period. For example, the ability setting unit 114 improves the abilities related to control, pitch speed, etc. associated with the relief pitcher character CR1r in accordance with the amount of cheering based on the cheering information acquired by the cheering information acquisition unit 113 during the cheering period. Next, an overview of the operation of the game system 1 will be described with reference to FIG. 16 .
[0099] FIG. 16 is a sequence chart showing an example of the operation of game system 1 shown in FIG. 1. In FIG. 16, the operation of game system 1 will be described using as an example a case where game terminal 10-1, of game terminals 10-1 and 10-2, supplies a game video image MV to distribution server 30. The operation of game terminal 10-2 is the same as that of game terminal 10-1, except that game terminal 10-1 supplies a game video image MV to distribution server 30. For this reason, game terminal 10-2 is not shown in FIG. 16. Furthermore, to make the drawing easier to understand, FIG. 16 does not show the operation of game terminal 10-1 transmitting operation information indicating the content of an operation on game terminal 10-1 to game terminal 10-2 and the operation of game terminal 10-1 receiving operation information indicating the content of an operation on game terminal 10-2 from game terminal 10-2. 16, for ease of viewing, only one cheering terminal 70-m out of the M cheering terminals 70 and one viewing terminal 80-m out of the M viewing terminals 80 are shown, but spectators who participate in the cheering are not limited to users of the cheering terminals 70-m. Also, the star symbols shown in FIG. 16 indicate that the game situation has reached a specific situation.
[0100] First, the control unit 110 of the game terminal 10-1 controls each unit of the game terminal 10 so that a start request REQpl to start a baseball game match (match) in which spectators can participate in cheering is sent to the game management server 50 (S100).
[0101] When the game management server 50 receives the start request REQpl, the control unit 510 of the game management server 50 stores match information related to the baseball game being executed on the game terminal 10-1 that transmitted the start request REQpl in the match management table TBLpl, thereby managing the baseball games that are scheduled to be executed and those currently being executed in an identifiable manner. For example, the control unit 510 of the game management server 50 registers match information including the user names of the game terminals 10-1 and 10-2 and the IP addresses of the game terminals 10-1 and 10-2 in the match management table TBLpl stored in the storage unit 530. The control unit 510 of the game management server 50 then controls the various units of the game management server 50 so that an acknowledgement response ACKpl in response to the start request REQpl is transmitted to the game terminal 10-1 (S502).
[0102] Control unit 110 of game terminal 10-1 acquires, via communication unit 150, an acknowledgement response ACKpl transmitted from game management server 50 as a response to start request REQpl (S102).
[0103] Furthermore, control unit 110 of game terminal 10-1 controls each unit of game terminal 10 so that a distribution request REQup is sent to distribution server 30 (S104). Here, the distribution request REQup is, for example, information indicating that game terminal 10 will start supplying a game video image MV to distribution server 30.
[0104] When distribution server 30 receives distribution request REQup, control unit 310 of distribution server 30 controls each unit of distribution server 30 so that an acknowledge response ACKup in response to distribution request REQup is transmitted to game terminal 10-1 (S306). Then, control unit 110 of game terminal 10-1 acquires, via communication unit 150, the acknowledge response ACKup transmitted from distribution server 30 as a response to distribution request REQup (S106).
[0105] Furthermore, the control unit 710 of the cheering terminal 70-m controls each unit of the cheering terminal 70-m so that a cheering participation request REQch is sent to the game management server 50 (S700). Here, the cheering participation request REQch is, for example, information indicating that the user (spectator) of the cheering terminal 70-m will participate in cheering for a baseball game. When the control unit 510 of the game management server 50 permits the user of the cheering terminal 70-m to participate in cheering for a baseball game, the control unit 510 of the game management server 50 controls each unit of the game management server 50 so that match list information LSTinf indicating a list of baseball games that are scheduled to be played and are currently being played is sent to the cheering terminal 70-m (S504). The match list information LSTinf is generated, for example, based on match information stored in the match management table TBLpl.
[0106] When the supporter terminal 70-m receives the match list information LSTinf, the control unit 710 of the supporter terminal 70-m causes the display unit 720 to display a match list screen based on the match list information LSTinf. Then, the control unit 710 of the supporter terminal 70-m controls each unit of the supporter terminal 70-m so that match selection information SELiNF indicating the match selected by a user operation on the supporter terminal 70-m is transmitted to the game management server 50 (S702). Note that the control unit 510 of the game management server 50 may update the match management table TBLpl stored in the storage unit 530 by including identification information for identifying the supporter terminal 70-m (for example, the IP address of the supporter terminal 70-m) in the match information corresponding to the game terminal 10-1.
[0107] 16, it is assumed that a baseball game in which the user of the cheering terminal 70-m participates in cheering is a baseball game in which the user of the game terminal 10-1 and the user of the game terminal 10-2 play against each other, selected by a user operation on the cheering terminal 70-m. Also, in the example shown in FIG. 16, it is assumed that before the processing of step S144 described below is executed, the state of the viewing terminal 80-m is in a state in which a game video MV related to the baseball game in which the user of the game terminal 10-1 and the user of the game terminal 10-2 play against each other is available for viewing. For example, the state in which a game video MV is available for viewing may be a state in which the viewing terminal 80-m is accessing a website provided for playing a game video MV related to a baseball game managed by the game management server 50. Alternatively, the state in which a game video MV is available for viewing may be a state in which the viewing terminal 80-m is executing an application program for playing a game video MV related to a baseball game. Then, for example, the user of supporter terminal 70-m (i.e., the user of viewing terminal 80-m) selects the game video MV corresponding to the match selected in step S702 by referring to the title, user name, etc. of the game video MV displayed on display unit 920-m. As a result, the state of viewing terminal 80-m becomes a state in which it is possible to view a game video MV related to a baseball game in which the user of game terminal 10-1 and the user of game terminal 10-2 are playing against each other. In this case, when the baseball game starts on game terminal 10-1, the game video MV is displayed on display unit 920-m.
[0108] For example, game terminals 10-1 and 10-2 start a baseball game after game terminal 10-1 receives the permission response ACKup. Then, control unit 110 of game terminal 10-1 controls each unit of game terminal 10 so that game video information MVinf for playing a game video MV related to the baseball game is transmitted to distribution server 30 (S144).
[0109] When distribution server 30 receives game video information MVinf, control unit 310 of distribution server 30 controls each unit of distribution server 30 so that game video information MVinf received from game terminal 10-1 is transmitted to viewing terminal 80-m (S344). When viewing terminal 80-m receives game video information MVinf, control unit 810 of viewing terminal 80-m displays game video MV based on game video information MVinf received from distribution server 30 on display unit 920-m.
[0110] In addition, when the situation of the game that has been progressed based on the operations of one or both of the user of game terminal 10-1 and the user of game terminal 10-2 reaches a specific situation (star in Figure 16), the control unit 110 of game terminal 10-1 controls each unit of game terminal 10 so that cheer start information STtch indicating the start of the cheer period Tch is sent to the game management server 50 (S120).
[0111] When the game management server 50 receives the cheering start information STtch, the control unit 510 of the game management server 50 controls each unit of the game management server 50 to transmit the cheering start information STtch to the cheering terminal 70-m (S520). This allows, for example, the cheering terminal 70-m to recognize that the cheering period Tch has started. Then, the control unit 710 of the cheering terminal 70-m controls each unit of the cheering terminal 70-m to transmit cheering information CHinf to the game management server 50 based on a cheering operation received after the cheering period Tch has started (S726). Note that the cheering start information STtch may also be transmitted from the game management server 50 to the cheering terminals 70 of other spectators watching the match between the user of game terminal 10-1 and the user of game terminal 10-2. Similarly, cheering information CHinf may also be transmitted to the game management server 50 from the cheering terminals 70 of other spectators watching the match between the user of game terminal 10-1 and the user of game terminal 10-2.
[0112] When game management server 50 receives support information CHinf, control unit 510 of game management server 50 controls each unit of game management server 50 so that support information CHinf is transmitted to game terminals 10-1 and 10-2 (S526). Then, control unit 110 of game terminal 10-1 acquires support information CHinf transmitted from game management server 50 via communication unit 150 (S126). Upon acquiring support information CHinf, control unit 110 of game terminal 10-1 causes display unit 220-1 to display the amount of support based on support information CHinf, as described with reference to FIG. 14.
[0113] In addition, the control unit 110 of the game terminal 10-1 controls each unit of the game terminal 10 so that, when a predetermined time has elapsed since the start of the support period Tch, support end information ENotch indicating the end of the support period Tch is sent to the game management server 50 (S130).
[0114] When the game management server 50 receives the cheering end information ENotch, the control unit 510 of the game management server 50 controls each unit of the game management server 50 so that the cheering end information ENotch is transmitted to the cheering terminal 70-m (S530). This allows, for example, the cheering terminal 70-m to recognize that the cheering period Tch has ended. After the cheering period Tch has ended, the cheering terminal 70-m does not accept any cheering operations until the next cheering period Tch begins. Note that the cheering end information ENotch may also be transmitted from the game management server 50 to the cheering terminals 70 of other spectators who are watching the match between the user of game terminal 10-1 and the user of game terminal 10-2.
[0115] Although not particularly shown, when the cheering period Tch ends, the control unit 110 of the game terminal 10-1 improves the abilities associated with the cheering target based on the cheering information CHinf received during the cheering period Tch. For example, if the cheering target is the batter character CR2, the control unit 110 of the game terminal 10-1 improves the abilities related to the smash rate and the distance of the hit ball, etc., associated with the batter character CR2, in accordance with the amount of cheering based on the cheering information CHinf acquired by the cheering information acquisition unit 113 during the cheering period Tch.
[0116] The control unit 110 of the game terminal 10-1 controls each unit of the game terminal 10 so that when the match between the user of the game terminal 10-1 and the user of the game terminal 10-2 ends, an end notification ENDpl indicating the end of the match is sent to the game management server 50 (S160).
[0117] Note that the operation of the game system 1 is not limited to the operation shown in Fig. 16. For example, the distribution server 30 and the game management server 50 may manage multiple game video MVs using video IDs for identifying the game video MVs. In this case, for example, the game management server 50 may transmit the video ID to the game terminal 10-1 together with the authorization response ACKpl, and the game terminal 10-1 may transmit the video ID received from the game management server 50 together with the distribution request REQup to the distribution server 30. Note that the game management server 50 may transmit a battle ID for identifying multiple battles to the game terminal 10-1 as the video ID.
[0118] Furthermore, for example, game terminal 10-1 may select whether or not to include match information regarding a match between the user of game terminal 10-1 and the user of game terminal 10-2 in match list information LSTinf transmitted to supporter terminal 70-m from game management server 50. Specifically, game terminal 10-1 may transmit information indicating whether or not to include the match information in match list information LSTinf to game management server 50 together with start request REQpl.
[0119] Furthermore, for example, information (e.g., a QR code (registered trademark) or the like) for transmitting match selection information SELiNF indicating participation in cheering for a match to the game management server 50 together with the title or the like of a game video MV of a match between the user of game terminal 10-1 and the user of game terminal 10-2 may be displayed on the display unit 920-m or the like. In this case, the spectator may select a match to cheer for by referring to the list of game video MVs or the like displayed on the display unit 920-m, without referring to a match list screen based on the match list information LSTinf transmitted from the game management server 50 to the cheering terminal 70-m. Therefore, when information for transmitting match selection information SELiNF to the game management server 50 together with the title or the like of the game video MV is displayed on the display unit 920-m or the like, the above-described steps S700 and S504 may be omitted.
[0120] Furthermore, for example, control unit 110 of game terminal 10-1 does not have to transmit cheer start information STtch and cheer end information ENotch to game management server 50. In other words, the cheering terminal 70 does not necessarily need to know the start and end of the cheering period Tch. For example, if control unit 110 of game terminal 10-1 does not transmit cheer start information STtch and cheer end information ENotch to game management server 50, it may not accept and discard cheer information CHinf transmitted from game management server 50 outside the cheering period Tch. Next, an operational flow of game terminal 10 will be described with reference to FIG. 17.
[0121] FIG. 17 is a flowchart showing an example of the operation of the game terminal 10 shown in FIG. 3. Note that FIG. 17 shows an example of the operation of the game terminal 10 after the series of processes of steps S100, S102, S104, and S106 shown in FIG. 16 (sending a start request REQpl, obtaining an acknowledgement response ACKpl, sending a distribution request REQup, and obtaining an acknowledgement response ACKup) have been executed. Therefore, the process of step S110 in FIG. 17 is executed after the series of processes of steps S100, S102, S104, and S106 shown in FIG. 16 have been executed. In FIG. 17, the operation of the game terminal 10-1 will be mainly described using an example in which a match is being played between a user of game terminal 10-1 and a user of game terminal 10-2. Therefore, in the description of FIG. 17, unless otherwise specified, functional blocks such as the control unit 110 refer to functional blocks included in the game terminal 10-1.
[0122] In step S110, the game progression unit 111 acquires operation information indicating the content of the operation performed by each of the users of game terminals 10-1 and 10-2. For example, if the operation unit 170 accepts a user operation, the game progression unit 111 acquires operation information indicating the content of the operation accepted by the operation unit 170. Furthermore, if the communication unit 150 receives operation information indicating the content of the operation accepted by the operation unit 170 of game terminal 10-2, the game progression unit 111 acquires the operation information received by the communication unit 150. Note that if no operation is performed by the user, the game progression unit 111 may acquire operation information indicating that no operation is performed by the user.
[0123] Next, in step S112, the game progression unit 111 progresses the game based on the operation information acquired in step S110. That is, the game progression unit 111 progresses the game based on user operations. Note that in step S112, the game progression unit 111 may generate progress status information that indicates the status of the game that has been progressed based on the operation information.
[0124] Next, in step S114, the cheering period setting unit 112 determines whether or not the period flag is set to a value indicating that the period during which the game is progressing is not the cheering period Tch, for example, "0." The period flag is initialized to, for example, "0" at the start of the baseball game. If the result of the determination in step S114 is positive, the cheering period setting unit 112 proceeds to the process in step S116. On the other hand, if the result of the determination in step S114 is negative, the cheering period setting unit 112 proceeds to the process in step S124.
[0125] In step S116, the support period setting unit 112 determines whether the game situation that has progressed in step S112 (i.e., the game situation that has progressed based on the user's operation) is a specific situation. The specific situation has been described in FIG. 3, so description thereof will be omitted in FIG. 17. If the result of the determination in step S116 is positive, the support period setting unit 112 proceeds to the process of step S120. On the other hand, if the result of the determination in step S116 is negative, the support period setting unit 112 proceeds to the process of step S140.
[0126] In step S120, the support period setting unit 112 starts a support period Tch during which support for a specific target related to the game can be accepted. That is, the support period setting unit 112 starts the support period Tch because the situation of the game that has progressed based on the operation of the user of the game terminal 10 has reached a specific situation. Furthermore, in step S120, the support period setting unit 112 may control the communication unit 150, etc., to send support start information STtch, which indicates the start of the support period Tch, to the game management server 50.
[0127] Next, in step S122, the support period setting unit 112 sets the period flag to a value indicating that the period during which the game is progressing is the support period Tch, for example, to "1." Then, the support period setting unit 112 proceeds to the process at step S124.
[0128] In step S124, the support period setting unit 112 determines whether the support period Tch has ended. For example, if a predetermined time has passed since the support period Tch started, the support period setting unit 112 determines that the support period Tch has ended. If the result of the determination in step S124 is positive, the support period setting unit 112 proceeds to step S130. On the other hand, if the result of the determination in step S124 is negative, the support period setting unit 112 proceeds to step S126.
[0129] In step S126, the cheering information acquisition unit 113 acquires cheering information CHinf based on cheering operations by spectators on the cheering terminals 70. For example, if the communication unit 150 receives cheering information CHinf from one or more cheering terminals 70 via the game management server 50, the cheering information acquisition unit 113 acquires the cheering information CHinf received by the communication unit 150. Then, the cheering information acquisition unit 113 proceeds to step S140. In this way, during the cheering period Tch, the cheering information acquisition unit 113 acquires the cheering information CHinf, and then proceeds to step S140. On the other hand, as described above, if it is determined in step S124 that the cheering period Tch has ended, the process proceeds to step S130.
[0130] In step S130, the support period setting unit 112 ends the support period Tch. In addition, in step S130, the support period setting unit 112 may control the communication unit 150, etc., to send support end information ENotch indicating the end of the support period Tch to the game management server 50. Next, in step S132, the support period setting unit 112 sets the period flag to "0". Then, the support period setting unit 112 proceeds to the process at step S134.
[0131] In step S134, ability setting unit 114 improves the ability value associated with the specific target according to the total amount of support based on support information CHinf acquired by support information acquisition unit 113 during support period Tch. Note that if support period Tch that ended in step S130 was, for example, a period during which support was accepted for a specific character operated by the user of game terminal 10-2, the ability value associated with the specific character operated by the user of game terminal 10-2 is improved by the processing of step S134. After executing the processing of step S134, ability setting unit 114 proceeds to the processing of step S140.
[0132] In step S140, the game progression unit 111 generates game video information MVinf for playing a game video MV that indicates the status of the game that has been progressed in step S112. For example, the game progression unit 111 may generate game video information MVinf for playing a game video MV based on progress status information that indicates the status of the game that has been progressed in step S112.
[0133] Note that the game video information MVinf generated in step S140 may differ depending on whether the period during which the game is progressing is the cheering period Tch. For example, in step S140 after the processing of step S126 has been executed (i.e., step S140 during the cheering period Tch), the game progression unit 111 may include information for displaying the amount of cheering based on the cheering information CHinf (e.g., gauge image IMG21) in the game video information MVinf. In this case, the amount of cheering based on the cheering information CHinf is displayed on the display unit 220. Note that even when the period during which the game is progressing is the cheering period Tch, the game progression unit 111 does not have to display the amount of cheering based on the cheering information CHinf on the display unit 220.
[0134] Next, in step S142, the game progression unit 111 displays the game video MV on the display unit 220 based on the game video information MVinf generated in step S140. Furthermore, in step S144, the game progression unit 111 controls the communication unit 150 and the like to send the game video information MVinf to the distribution server 30.
[0135] Next, in step S150, the game progression unit 111 determines whether a predetermined ending condition has been satisfied, such as the end of a baseball game match. If the result of the determination in step S150 is negative, the game progression unit 111 returns the processing to step S110. On the other hand, if the result of the determination in step S150 is positive, the game progression unit 111 proceeds to step S160.
[0136] In step S160, the game progression unit 111 controls the communication unit 150 etc. to send an end notification ENDpl to the game management server 50, indicating that the baseball game match has ended, and ends the processing shown in Figure 17. Upon receiving the end notification ENDpl, the game management server 50 may delete the record of the match corresponding to the end notification ENDpl from the match management table TBLpl.
[0137] Note that the operation of game terminal 10 is not limited to the example shown in Fig. 17. For example, some or all of the processing of steps S114 and S116 may be executed by a functional block other than the support period setting unit 112, such as the game progression unit 111. Also, for example, the processing of step S144 (transmission of game video image information MVinf) may be executed before the processing of step S142 (display of game video image MV), or may be executed in parallel with the processing of step S142.
[0138] Furthermore, for example, in step S122, support period setting unit 112 may set a period flag to distinguish whether support period Tch is a period during which support for the team of the user of game terminal 10-1 is accepted or a period during which support for the team of the user of game terminal 10-2 is accepted. For example, if support period Tch started in step S120 is a period during which support for the team of the user of game terminal 10-1 is accepted, support period setting unit 112 may set the period flag to, for example, "1." Then, if support period Tch started in step S120 is a period during which support for the team of the user of game terminal 10-2 is accepted, support period setting unit 112 may set the period flag to, for example, "3."
[0139] As described above, in this embodiment, when the game situation progressed by the game progression unit 111 based on user operation reaches a specific situation, the support period setting unit 112 starts a support period Tch during which support for a specific target related to the game can be accepted. Furthermore, the support information acquisition unit 113 acquires, during the support period Tch, support information CHinf corresponding to a specific operation on the support terminal 70 from the support terminal 70 that is communicatively connected to the game device 10. Then, the ability setting unit 114 changes the ability associated with the specific target based on the support information CHinf acquired by the support information acquisition unit 113 during the support period Tch.
[0140] As described above, in this embodiment, the cheering period Tch does not start at a predetermined timing (for example, 10 minutes after the start of the game). For example, if the cheering period Tch starts at a predetermined timing, the cheering period Tch may be set to a period during which spectators are not excited about the game. In this case, spectators may not feel excited even if they participate in cheering.
[0141] In contrast, in this embodiment, as described above, the cheering period Tch starts when the game situation that has progressed based on the user's operation reaches a specific situation. For example, a situation in which a specific change occurs in the progress of the game is considered to be a situation in which spectators will find the game exciting. Therefore, for example, in this embodiment, when a situation in which a specific change occurs in the progress of the game is a specific situation, spectators of the game can participate in cheering in a situation in which spectators will find the game exciting. As a result, spectators can feel the excitement by participating in cheering during the cheering period Tch.
[0142] Furthermore, in this embodiment, the team that spectators will support is not predetermined, so spectators can support their favorite opponent or team. In this way, in this embodiment, spectators can join in cheering for their favorite opponent or team when the excitement of the game is building. Note that in this embodiment, spectators can also cheer for both teams. That is, in this embodiment, spectators can join in cheering at any moment they like when the excitement of the game is building. As a result, this embodiment can prevent spectators from losing their sense of participation in the game.
[0143] Furthermore, for example, if a particular situation is one that is uncertain at the start of the game, spectators are expected to watch the game intently so as not to miss an opportunity to join in cheering. In other words, this embodiment can prevent spectators from losing their sense of participation in the game.
[0144] Furthermore, for example, in a specific situation where an event that has a specific effect on the progress of the game occurs, spectators of the game can join in cheering in a situation where an event that will excite the spectators (for example, an event of a player substitution) occurs. As a result, in this embodiment, it is possible to prevent spectators from becoming less involved in the game.
[0145] Furthermore, for example, if the specific situation is one in which the ability of a specific character related to the game has changed into a predetermined range, the cheering period Tch begins when the ability of the specific character has changed into the predetermined range. A situation in which the ability of a specific character has changed into the predetermined range is considered to be, for example, a situation in which the ability of the specific character has declined and encouragement by cheering is necessary. Therefore, if the specific situation is one in which the ability of a specific character related to the game has changed into a predetermined range, spectators of the game can participate in cheering in a situation in which encouragement by cheering is necessary. As a result, in this embodiment, it is possible to prevent spectators from losing their sense of participation in the game.
[0146] Furthermore, for example, the game progression unit 111 may cause the display unit 220 to display the amount of cheering based on the cheering information CHinf during the cheering period Tch. In this case, the amount of cheering based on the cheering information CHinf is displayed on the display unit 220 and the display unit 920 corresponding to the viewing terminal 80 of the spectator. This allows spectators of the game to visually recognize the excitement of the cheering. As a result, in this embodiment, it is possible to prevent spectators from becoming less involved in the game.
[0147] Furthermore, for example, the game progression unit 111 may change one or both of the game images G and sounds that indicate the status of the virtual space FD related to the game in accordance with the cheering information CHinf. In this case, a game video MV that reflects the cheering state in accordance with the cheering information CHinf is played on the display unit 220 and the display unit 920 corresponding to the viewing terminal 80 of the spectator. This allows spectators of the game to feel the excitement of the cheering. As a result, in this embodiment, it is possible to prevent spectators from losing their sense of participation in the game.
[0148] Furthermore, for example, the cheering amount based on the cheering information CHinf may increase according to the amount of points consumed by the cheering operation associated with the spectator operating the cheering terminal 70. In this case, the cheering amount increases in exchange for the points associated with the spectator, which can prevent the spectator from becoming less involved in the game.
[0149] [2. Modifications] Each of the above embodiments can be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples can be combined as appropriate within a range that does not contradict each other. In the modified examples exemplified below, elements whose actions and functions are equivalent to those of the embodiments will be designated by the same reference numerals as in the above description, and detailed descriptions of each will be omitted as appropriate.
[0150] [Variation 1] In the above-described embodiment, no particular description is given regarding the display of the amount of support required to improve an ability associated with a specific target, but the amount of support required to improve an ability associated with a specific target may be displayed on the display unit 220, as shown in FIG. 18.
[0151] Fig. 18 is an explanatory diagram outlining the operation of the game terminal 10 according to Modification 1. Note that Fig. 18 assumes that the specific target is a relief pitcher character CR1r. Also, Fig. 18 assumes that the abilities associated with the specific target are the control, pitch speed, and abilities against left-handed batters associated with the relief pitcher character CR1r.
[0152] 18, an image IMG22a including the text "Control +10" is displayed at a position on the gauge image IMG21 that corresponds to the amount of support needed to improve control. Furthermore, an image IMG22b including the text "Ball Speed +5km / h" is displayed at a position on the gauge image IMG21 that corresponds to the amount of support needed to improve ball speed. Furthermore, an image IMG22c including the text "Against Lefty Batters +10" is displayed at a position on the gauge image IMG21 that corresponds to the amount of support needed to improve ability against lefty batters.
[0153] As such, in Modification 1, during the cheering period Tch, the game progression unit 111 associates the amount of cheering based on the cheering information CHinf with the amount of cheering required to improve the ability associated with a specific target, and displays this on the display unit 220. This allows spectators to visually recognize the extent to which the ability will change as a result of cheering during the cheering period Tch.
[0154] In the example shown in FIG. 18, the cheering amount displayed on the gauge image IMG21 exceeds both the position indicated by image IMG22a containing the text "Control +10" and the position indicated by image IMG22b containing the text "Pitch Speed +5 km / h." Therefore, the control and pitch speed of the relief pitcher character CR1r are already determined to be abilities that will improve. Meanwhile, the cheering amount displayed on the gauge image IMG21 has not yet reached the position indicated by image IMG22c containing the text "Against Lefty Batters +10." Therefore, at this point, it is unclear whether the relief pitcher character CR1r's ability against lefty batters will improve. If the cheering amount based on the cheering information CHinf reaches the position indicated by image IMG22c containing the text "Against Lefty Batters +10" during the remaining time of the cheering period Tch, the relief pitcher character CR1r's ability against lefty batters will improve. In the example shown in FIG. 18, an image IMG23 including information indicating the remaining time of the cheering period Tch (for example, "3 seconds remaining") is displayed next to the image IMG20.
[0155] The same effects as those of the above-described embodiment can be obtained in Modification 1. Furthermore, in Modification 1, the cheering amount based on the cheering information CHinf is displayed on the display unit 220 in association with the cheering amount required to improve the ability, which changes depending on the cheering amount, so that spectators can visually recognize how much the ability changes due to cheering during the cheering period Tch.
[0156] [Variation 2] In the above-described embodiment and variant example 1, no particular explanation is given regarding the display of the effects obtained by the support information CHinf obtained during the support period Tch (abilities changed by the support information CHinf), but the effects obtained by the support information CHinf may be displayed on the display unit 220 as shown in FIG. 19.
[0157] FIG. 19 is an explanatory diagram outlining the operation of the game terminal 10 according to Modification 2. Note that FIG. 19 assumes that the specific target is a relief pitcher character CR1r. In the game image G6 shown in FIG. 19, an image IMG40 indicating the ability obtained based on the cheering information CHinf is displayed in the upper right corner of the screen. That is, in Modification 2, the game progression unit 111 displays the ability that has changed based on the cheering information CHinf on the display unit 220. As a result, in Modification 2, spectators can visually recognize the ability that has changed due to cheering. In Modification 2, the same effects as those of the above-described embodiment and Modification 1 can be obtained.
[0158] [Variation 3] Although the above-described embodiment, Modification 1, and Modification 2 do not particularly describe limitations on participation in cheering, limitations may be placed on participation in cheering. For example, the number of cheering periods Tch during which participation in cheering can be made from the start to the end of the game may be limited. Alternatively, the total time during which cheering operations can be made on the cheering terminal 70 from the start to the end of the game (total time during which participation in cheering can be made) may be limited. Furthermore, the number of times cheering operations can be made on the cheering terminal 70 from the start to the end of the game may be limited.
[0159] Modification 3 can also achieve the same effects as the above-described embodiment, Modification 1, and Modification 2. Furthermore, in Modification 3, there is a limit to the number of cheers per game, so it is expected that spectators will watch the game enthusiastically in order to join in the cheering at the most important moments.
[0160] [Variation 4] In the above-described third modification, the relationship between the amount of support based on the support information CHinf and the number of people who participated in support during the support period Tch is not particularly described. However, the amount of support based on the support information CHinf may increase according to the number of people who participated in support during the support period Tch (hereinafter also referred to as the number of supporters). For example, in one support period Tch, when the number of supporters is less than a predetermined number (e.g., 100 people), the amount of support may increase by "1" according to one support operation, and when the number of supporters is equal to or greater than the predetermined number, the amount of support may increase by "3" according to one support operation. Note that the relationship between the amount of support for one support operation when the number of supporters is less than the predetermined number and the amount of support for one support operation when the number of supporters is equal to or greater than the predetermined number is not limited to the above example ("1" and "3"). Furthermore, the increase in the amount of support according to the number of supporters during the support period Tch may be applied to support operations after the time when the number of supporters reaches or exceeds the predetermined number, or may be applied to all support operations during the support period Tch going back to the start of the support period Tch.
[0161] In Modification 4, the same effect as in Modification 3 described above can be obtained. Furthermore, in Modification 4, the amount of cheering based on the cheering information CHinf increases according to the number of cheerers during the cheering period Tch, so that one spectator among the multiple spectators can cheer while taking into consideration where the other spectators will be cheering (for example, which situation is considered to be the most important cheering situation, etc.). In other words, in Modification 4, one spectator among the multiple spectators can cheer while taking into consideration the other spectators.
[0162] [Variation 5] In the above-described embodiment and the modified examples from Modification Example 1 to Modification Example 4, examples have been given in which the cheering terminal 70 and the viewing terminal 80 are implemented by different terminal devices. However, the cheering terminal 70 and the viewing terminal 80 may be implemented by the same terminal device. For example, a single terminal device may implement the functions of the cheering terminal 70 and the viewing terminal 80 by executing both a cheering application program (e.g., a program corresponding to the control program PRct shown in FIG. 9) and a viewing application program (e.g., a program corresponding to the control program PRcv shown in FIG. 11). In this case, the single terminal device may execute a viewing application program (e.g., a web browser) to play a game video MV on the display screen, while executing the cheering application program to send cheering information CHinf. Alternatively, the cheering application program and the viewing application program may be integrated into a single application program.
[0163] Furthermore, a cheering application program and a viewing application program may be integrated into the game program PRg. That is, the functions realized by a single terminal device executing the game program PRg may include a viewing function for viewing a game video MV and a cheering function for accepting cheering operations and transmitting cheering information CHinf in accordance with the accepted cheering operations. Next, with reference to FIG. 20 , an example of a display image VW displayed on the display unit 720 of the cheering terminal 70 that has executed an application program in which a cheering application program and a viewing application program are integrated will be described.
[0164] FIG. 20 is a diagram showing an example of a display image VW displayed on the display unit 720 of the cheering device 70 according to Modification 5. FIG. 20 shows an example of a display image VW displayed on the display unit 720 of the cheering device 70 that executes an application program in which a cheering application program and a viewing application program are integrated. The display image VW includes a game video MV, an operation area including a playback start button BTst and a full-screen display button BTfs, and an area in which the cheering button BTch assigned to the cheering operation is located. For example, the game video MV is played when the playback start button BTst is pressed. Furthermore, when the full-screen display button BTfs is pressed, the game video MV is enlarged to fill the entire display unit 720. When the game video MV is displayed over the entire display unit 720, the cheering button BTch may be displayed visibly or may be located in a predetermined position on the display unit 720 (for example, the position in FIG. 20 where the cheering button BTch is located) in an invisible manner.
[0165] [Variation 6] In the above-described embodiment and the modified examples 1 to 5, examples have been given in which the game system 1 includes the distribution server 30 and the game management server 50, but the present invention is not limited to such an embodiment. For example, one or both of the distribution server 30 and the game management server 50 may be omitted from the game system 1. When the distribution server 30 is omitted from the game system 1, the game terminal 10 may distribute the game video MV to the viewing terminal 80 or the like. Furthermore, when the game management server 50 is omitted from the game system 1, information indicating a method for transmitting the support information CHinf to the game terminal 10 (for example, a QR code (registered trademark) or the like) may be displayed on the display unit 920 corresponding to the viewing terminal 80.
[0166] [Variation 7] In the above-described embodiment and the modified examples 1 to 6, a "baseball game" has been described as an example of a "game," but the present invention is not limited to such an embodiment. Any game may be adopted as a "game" in the present invention.
[0167] For example, the predetermined game executed by game terminal 10 may be a soccer game (another example of a "game"). If the predetermined game is a soccer game, the specific situation may be, for example, a situation in which a penalty kick is awarded or a situation in which a free kick is awarded in front of a goal. Penalty kicks and free kicks in front of a goal are examples of events that provide a chance to score (hereinafter also referred to as a scoring chance). An event that provides a scoring chance is an example of an event that improves the game situation, and an event that provides an opposing player with a scoring chance is an example of an event that worsens the game situation. An event that improves or worsens the game situation is an example of an event that has a specific effect on the progress of the game.
[0168] Furthermore, in a soccer game, for example, a situation in which a team is winning and a game enters additional time may be a specific situation. A situation in which a team is winning and a game enters additional time is an example of a situation in which a match is played in which a decision is made as to whether the match will be won or whether the game will go into extra time. Note that in a soccer game, for example, the end of the first half is already determined to occur at the start of the game, and therefore does not fall under the "situation whose occurrence is not determined at the start of the game" described above in FIG. 3 as an example of a specific situation.
[0169] Furthermore, for example, the predetermined game may be a basketball game (another example of a "game"). If the predetermined game is a basketball game, the specific situation may be, for example, a situation in which a free throw is awarded. A situation in which a free throw is awarded is an example of an event in which a scoring opportunity is given. Furthermore, the specific situation may be, for example, an event in which an opposing player is given a scoring opportunity. Note that in a basketball game, for example, the end of the first quarter is already determined to occur at the start of the game, and therefore does not fall under the "situation in which it is not determined whether it will occur at the start of the game" described above as an example of a specific situation in FIG. 3.
[0170] Furthermore, for example, the predetermined game may be a fighting game (another example of a "game"). If the predetermined game is a fighting game, the specific situation may be, for example, a situation in which a character operated by a player is knocked down, or a situation in which a character operated by a player is knocked unconscious. For example, if a character is knocked down, the character will have received greater damage than if the character is not knocked down. Furthermore, if a character is knocked unconscious, the character will have received greater damage than if the character were knocked down. Note that situations in which a character operated by a player is knocked down and situations in which a character operated by a player is knocked unconscious are examples of situations that have a certain level of influence on the outcome of the game. Furthermore, a situation that has a certain level of influence on the outcome of the game may be a situation in which a character operated by an opposing player is knocked down, or a situation in which a character operated by an opposing player is knocked unconscious.
[0171] Here, specific examples of specific situations for the baseball game, soccer game, basketball game, and fighting game exemplified in the above-described embodiment and modification example 7 will be described below.
[0172] First, in a baseball game, specific situations include, for example, when the next batter comes on the scene when a runner has advanced into scoring position, when a pinch hitter comes on the scene when there is a chance of a comeback, when the pitcher comes on the scene in the bottom of the ninth inning when the team is winning, and when a specific batter comes up to bat against a specific pitcher (when facing a rival).
[0173] In a soccer game, specific situations include, for example, a situation where a player's movements become sluggish due to exhaustion of physical strength, a player substitution, a penalty kick, a free kick in front of the goal, etc. In a basketball game, specific situations include, for example, a situation where a player's movements become sluggish due to exhaustion of physical strength, a player substitution, a free throw, etc.
[0174] In addition, in fighting games, specific situations include, for example, a situation where there is little stamina remaining (a situation where the outcome is about to be decided), a situation where there is a high possibility of receiving major damage such as fainting or being knocked down, and a situation where major damage such as fainting or being knocked down has been received.
[0175] [Variation 8] In the above-described embodiment and the modified examples 1 to 7, the predetermined game is executed on the user's game terminal 10, but the present invention is not limited to such an embodiment. For example, the predetermined game may be executed on a game management server 50A, as shown in FIG.
[0176] FIG. 21 is an explanatory diagram showing an overview of a game system 1A according to Modification 8. The game system 1A shown in FIG. 21 has a game management server 50A instead of the game management server 50 shown in FIG. 1, and has a game terminal 10A instead of the game terminal 10 shown in FIG. 1. The other configurations of the game system 1A are the same as those of the game system 1 shown in FIG. 1. For example, the game system 1A has a game management server 50A capable of executing a predetermined game, multiple game terminals 10A (10A-1 and 10A-2), multiple display devices 20 (20-1 and 20-2) provided corresponding to the multiple game terminals 10A, and a distribution server 30. Furthermore, the game system 1 has M supporter terminals 70 (70-1 to 70-M), M viewing terminals 80 (80-1 to 80-M), and M display devices 90 (90-1 to 90-M) provided corresponding to the M viewing terminals 80 (M is a natural number equal to or greater than 1). Each game terminal 10A, distribution server 30, game management server 50A, each supporter terminal 70, and each viewing terminal 80 are connected to each other so that they can communicate with each other via network NW. Note that, in order to make the drawing easier to understand, Figure 21 shows the functional blocks of only game terminal 10A-1 out of the multiple game terminals 10A.
[0177] The game management server 50A (another example of a "game device") can execute a predetermined game. The game management server 50A also controls communications between a plurality of game terminals 10A. The game management server 50A also controls communications between each game terminal 10A and each supporter terminal 70. Specifically, the game management server 50A has a control unit 510A that controls each unit of the game management server 50A, a memory unit 530 that stores various information, a communication unit 550 that executes communications between external devices such as the game terminal 10A, the distribution server 30, and the supporter terminal 70, and an operation unit 570 that accepts operations by an administrator of the game management server 50A, for example. The memory unit 530 stores, for example, a game program PRgA (an example of a "program") for executing the predetermined game, a control program PRccA that controls each unit of the game management server 50A, and a match management table TBLpl.
[0178] The control unit 510A has, for example, the game progression unit 111, support period setting unit 112, support information acquisition unit 113, and ability setting unit 114 described in Fig. 3 etc. Furthermore, the control unit 510A has, for example, the collection unit 511 described in Fig. 7 etc.
[0179] Game terminal 10A has control unit 110A, storage unit 130 that stores control program PRcgA and the like for game terminal 10A, communication unit 150 for executing communication with external devices such as distribution server 30 and game management server 50A, and operation unit 170 for accepting operations by the user of game terminal 10A. Control unit 110A displays a game video MV related to a predetermined game on display unit 220 of display device 20 provided corresponding to game terminal 10A, based on game video information generated by game management server 50A. Variation 8 can also achieve the same effects as the above-described embodiment and the variations from Variation 1 to Variation 7.
[0180] [3. Notes] From the above description, the present invention can be understood, for example, as follows.
[0181] [Appendix 1] A program according to one embodiment of the present invention causes a processor of a game device (e.g., game terminal 10) to function as: a progression unit (e.g., game progression unit 111) that progresses the game; a period setting unit (e.g., cheering period setting unit 112) that starts a cheering period during which cheering can be accepted for a specific target related to the game when the situation of the game that has progressed based on user operation reaches a specific situation; an acquisition unit (e.g., cheering information acquisition unit 113) that acquires cheering information corresponding to a specific operation on a terminal device (e.g., cheering terminal 70) that is communicatively connected to the game device during the cheering period; and an ability setting unit (e.g., ability setting unit 114) that changes an ability associated with the specific target based on the cheering information.
[0182] According to this aspect, when the game situation reaches a specific situation (for example, when the spectators are excited), a cheering period is started in which cheering for a specific target is accepted. Therefore, in this aspect, users who own terminal devices (hereinafter also referred to as spectators) can join in cheering for their favorite team when the spectators are excited. As a result, this aspect can prevent spectators from losing their sense of participation in the game.
[0183] In the above aspect, the "game situation" may be, for example, the situation of a virtual space related to the game. The "virtual space situation" may be, for example, a part or all of the situation related to game elements present in the virtual space, or a part or all of the situation related to sounds present in the virtual space. Furthermore, the "virtual space situation" may be a part or all of the situation including the situation related to game elements present in the virtual space and the situation related to sounds present in the virtual space.
[0184] In the above aspect, the "specific target" may be, for example, an object operated by a user (hereinafter also referred to as a player) playing a game. The "specific target" may be, for example, one of a plurality of characters involved in a game. The "specific target" may be, for example, one of a plurality of teams in a competitive game in which a plurality of teams compete.
[0185] In the above aspect, the "specific operation" may be, for example, an operation performed by a user of the terminal device using the terminal device during the cheering period. The "operation performed using the terminal device" may be, for example, an operation of tapping on any area or a specific area on the display screen of the terminal device. The "operation performed using the terminal device" may be, for example, an operation of clicking on any area or a specific area on the display screen of the terminal device with a pointing device such as a mouse. The "operation performed using the terminal device" may be, for example, an operation of pressing a specific operation button on an operation device such as a game controller connected to the terminal device. The "operation performed using the terminal device" may be, for example, an audio input operation of cheering toward the terminal device if the terminal device supports audio input. The "operation performed using the terminal device" may be an operation of using points associated with the spectator for cheering.
[0186] In the above aspect, the "support information according to a specific operation" may be information indicating a support amount obtained by quantifying the support provided by the specific operation. The "support amount" may be an index indicating the degree of support.
[0187] Furthermore, in the above-described aspect, a "specific situation" may be, for example, a situation whose occurrence is uncertain at the start of the game. A "specific situation" may also be, for example, a situation in which a specific change occurs in the progress (flow, development) of the game. A "situation in which a specific change occurs in the progress of the game" may be, for example, a situation in which an event occurs that has a specific effect on the progress of the game, or a situation that may have a specific effect on the progress of the game.
[0188] Note that an "event that has a specific effect on the progress of the game" may be, for example, an event that occurs based on an operation of a player of the game. An "event that occurs based on an operation of a player" may be, for example, an event that changes a character related to the game. For example, an "event that changes a character" may be a player substitution event in a team sport game such as baseball or soccer in which teams each having multiple players compete against each other. Furthermore, for example, an "event that changes a player" may be an event in a baseball game in which a relief pitcher takes the mound or an event in which a pinch hitter appears.
[0189] Furthermore, an "event that has a specific effect on the progress of the game" may be, for example, an event that occurs as the game progresses and that improves or worsens the game situation. An "event that improves the game situation" may be, for example, an event that provides a chance to score points (hereinafter also referred to as a scoring chance) in a competitive game in which the team that scores the most points wins. An "event that provides a chance to score points" may be, for example, a penalty kick or a free kick in front of the goal in a soccer game. An "event that provides a chance to score points" may be, for example, a free throw in a basketball game. An "event that worsens the game situation" may be, for example, an event that provides a chance to score points to a user competing against a player (hereinafter also referred to as an opposing player) in a competitive game in which the team that scores the most points wins.
[0190] Furthermore, a "situation that may have a specific effect on the progress of the game" may be, for example, a situation that has a certain or greater effect on the progress of the game, or a situation that has a certain or greater effect on the outcome of the game (e.g., win or loss).
[0191] A "situation that has a certain degree of influence on the progress of the game" may be a situation that improves or worsens the game situation. For example, a "situation that improves the game situation" may be a situation in a baseball game where a runner advances into scoring position during an attack. Also, a "situation that worsens the game situation" may be a situation in a baseball game where a runner advances into scoring position during a defense.
[0192] Furthermore, "a situation that will have a certain degree of influence on the outcome of the game" may be, for example, in a baseball game, a situation where there is a chance for a one-hit comeback, or a pinch situation where the game could be overturned. Furthermore, "a situation that will have a certain degree of influence on the outcome of the game" may be, for example, in a baseball game, a situation where the bases are loaded in the bottom of the ninth inning. Furthermore, "a situation that will have a certain degree of influence on the outcome of the game" may be, for example, a situation where a game is being played that will determine whether the team will win or go into extra innings. For example, in a baseball game, "a situation where a game is being played that will determine whether the team will win or go into extra innings" may be, for example, when the pitcher comes on the court in the bottom of the ninth inning when the team is winning. Alternatively, "a situation where a game is being played that will determine whether the team will win or go into extra innings" may be, for example, when the team is winning in a soccer game and the game is entering additional time.
[0193] Furthermore, "a situation that has a certain degree of influence on the outcome of the game" may be, for example, in a fighting game, a situation in which the character controlled by the player is knocked down or stunned. Alternatively, "a situation that has a certain degree of influence on the outcome of the game" may be, for example, in a fighting game, a situation in which the character controlled by the opposing player is knocked down or stunned.
[0194] Furthermore, a "specific situation" may be, for example, a situation in which the ability of a specific character related to the game has changed into a predetermined range. The "specific character" may be, for example, a character controlled by a player. The "ability of a specific character" may be, for example, the athletic ability of the character controlled by the player, such as stamina and running ability, or the mental ability of the character controlled by the player, such as concentration, or the intelligence of the character controlled by the player. Furthermore, a "situation in which the ability of a specific character has changed into a predetermined range" may be, for example, a situation in which the stamina of the character has fallen below a predetermined value, or a situation in which the running ability of the character has fallen below a predetermined value. Furthermore, a "situation in which the ability of a specific character has changed into a predetermined range" may be, for example, a situation in which the concentration of the character has fallen below a predetermined value, or a situation in which the motivation of the character has fallen below a predetermined value. Furthermore, a "situation in which the ability of a specific character has changed into a predetermined range" may be, for example, a situation in which the average value of the abilities (e.g., stamina) of multiple characters (players) controlled by the player in a team sports game has fallen below a predetermined value.
[0195] Furthermore, the "specific situation" may be, for example, a situation that occurs when a player or an opposing player performs a predetermined operation. The "predetermined operation" may be, for example, an operation performed by a player to request support from spectators.
[0196] Furthermore, a "specific situation" may be a situation in which a character controlled by a player faces a specific enemy character. A "specific enemy character" may be, for example, an enemy character with which a feud has arisen due to a past match. A "specific enemy character" may also be, for example, in a sports game, an enemy character corresponding to an opponent based on a past famous match in the real world. For example, in a baseball game, if the batter before the current batter is walked, the pitcher who walked the previous batter may be the "specific enemy character" of the current batter.
[0197] In the above-described aspect, the "ability associated with a specific target" may be, for example, a parameter associated with the specific target. Also, the "ability associated with a specific target" may be, for example, an ability value that provides an advantageous effect to the specific target in the game.
[0198] Furthermore, the "ability associated with a specific target" may be, for example, the ability of the specific target, or the ability of a game object used by the specific target. The "ability of a specific target" may be, for example, the athletic ability of the specific target, the intelligence of the specific target, or an ability related to the willpower of the specific target. Furthermore, if the specific target is a team, the "ability of a specific target" may be, for example, the teamwork and tactical understanding of players on the team. The "ability of a game object" may be, for example, an ability according to the purpose of the game object. For example, if the game object is an object used for attacking, the "ability according to the purpose of the game object" may be an ability related to attack, or if the game object is an object used for defense, the "ability according to the purpose of the game object" may be, for example, a running speed or horsepower if the game object is a moving object such as a car.
[0199] In the above aspect, "changing the ability" may mean, for example, improving the ability.
[0200] [Appendix 2] A program according to another aspect of the present invention is a program described in Appendix 1, characterized in that the progress unit causes a display unit to display the amount of support based on the support information during the support period.
[0201] According to this aspect, the amount of cheering based on the cheering information is displayed on the display unit, so that spectators of the game can visually recognize the excitement of the cheering.
[0202] [Appendix 3] A program according to another aspect of the present invention is a program described in Appendix 2, characterized in that the progress unit, during the support period, causes the display unit to display the amount of support based on the support information in association with the amount of support required to improve the ability associated with the specific target.
[0203] According to this aspect, the amount of support based on the support information is displayed on the display unit in association with the amount of support required to improve abilities, which changes depending on the amount of support, so that spectators of the game can visually see how much abilities change due to support during the support period.
[0204] [Appendix 4] A program according to another aspect of the present invention is a program as described in Supplementary Note 1, characterized in that the progression unit causes a display unit to display the ability that has changed due to the support information.
[0205] According to this aspect, the ability that has changed due to the cheering information is displayed on the display unit, so that spectators of the game can visually recognize the ability that has changed due to the cheering.
[0206] [Appendix 5] A program according to another aspect of the present invention is a program described in Appendix 1, characterized in that the progression unit changes one or both of images and sounds indicating the situation of the virtual space related to the game in accordance with the support information.
[0207] According to this aspect, one or both of an image and sound that reflects the cheering state according to the cheering information is displayed on the display unit, so that spectators of the game can feel the excitement of the cheering.
[0208] In the above aspect, the "image showing the situation in the virtual space" may be, for example, an image showing a game element present in the virtual space. The "image showing the situation in the virtual space" may also include, for example, an image showing a sound present in the virtual space (for example, an image showing cheers such as "Fah!" and "Wah!" and the sound of a drum such as "Do, Do, Do"). The "sound present in the virtual space" may be, for example, a sound emitted from a game element present in the virtual space. The "sound present in the virtual space" is an example of a "sound showing the situation in the virtual space."
[0209] [Appendix 6] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 5, characterized in that the amount of support based on the support information increases according to the amount of points consumed by the specific operation associated with the user operating the terminal device.
[0210] According to this aspect, for example, the amount of cheering increases in exchange for points associated with spectators of the game, so it is possible to prevent spectators from becoming less involved in the game.
[0211] [Appendix 7] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 6, characterized in that restrictions are placed on participation in cheering using the specific operations during the period from the start to the end of the game.
[0212] According to this aspect, since restrictions are placed on participation in cheering, it is expected that spectators of the game will watch the game enthusiastically in order to join in cheering at the most crucial moments.
[0213] In the above aspect, the "restriction on participation" may be, for example, a restriction on the number of cheering periods in which a player can participate in cheering from the start to the end of the game, or a restriction on the total time in which a player can participate in cheering from the start to the end of the game. Furthermore, the "restriction on participation" may be a restriction on the number of times a specific operation can be performed from the start to the end of the game.
[0214] [Appendix 8] A program according to another aspect of the present invention is a program described in Appendix 7, characterized in that the acquisition unit is capable of acquiring multiple pieces of cheering information corresponding to the specific operations on multiple terminal devices from multiple terminal devices connected to the game so that they can communicate with the game, the ability setting unit changes the ability associated with the specific target based on the multiple pieces of cheering information, and the amount of cheering based on the multiple pieces of cheering information increases according to the number of people who participate in the cheering during the cheering period.
[0215] According to this aspect, the amount of cheering based on the cheering information increases according to the number of people who participated in the cheering during the cheering period, so one of the multiple spectators can cheer while taking into consideration where the other spectators will be cheering (for example, which situation they consider to be the best cheering situation). In other words, according to this aspect, one of the multiple spectators can cheer while taking into consideration the other spectators.
[0216] [Appendix 9] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 8, characterized in that the specific situation is a situation in which an event occurs that has a specific effect on the progress of the game.
[0217] According to this aspect, spectators of the game can participate in cheering in a situation where an event that has a specific effect on the progress of the game occurs. A situation where an event that has a specific effect on the progress of the game occurs is considered to be a situation where the spectators will be excited. Therefore, according to this aspect, spectators of the game can participate in cheering in a situation where the spectators will be excited.
[0218] [Appendix 10] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 8, characterized in that the specific situation is a situation in which the ability of a specific character related to the game has changed within a predetermined range.
[0219] According to this aspect, spectators of the game can participate in cheering when the ability of a specific character related to the game has changed within a predetermined range. For example, if the situation in which the ability of a specific character related to the game has changed within a predetermined range means that the ability of the specific character has declined and encouragement by cheering is necessary, spectators of the game can participate in cheering when encouragement by cheering is necessary.
[0220] [Appendix 11] A game device according to one aspect of the present invention is characterized by comprising: a progression unit that progresses the game; a period setting unit that starts a cheering period during which cheering can be accepted for a specific target related to the game when the game situation that has progressed based on operations of a user playing the game reaches a specific situation; an acquisition unit that acquires cheering information corresponding to specific operations on a terminal device from a terminal device that is communicatively connected to the game device during the cheering period; and an ability setting unit that changes an ability associated with the specific target based on the cheering information.
[0221] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0222] [Appendix 12] In one aspect of the present invention, a control method for a game device includes a processor of the game device that progresses a game, and when the game situation progresses based on operations of a user playing the game and reaches a specific situation, starts a cheering period in which cheering can be accepted for a specific target related to the game, and during the cheering period, obtains cheering information corresponding to a specific operation on a terminal device from a terminal device that is communicatively connected to the game device, and changes an ability associated with the specific target based on the cheering information.
[0223] According to this aspect, the same effect as in Supplementary Note 1 can be obtained. [Explanation of symbols]
[0224] 1, 1A...game system, 10, 10A...game terminal, 11...processor, 13...memory, 15...communication device, 17...input operation device, 20...display device, 30...distribution server, 31...processor, 33...memory, 35...communication device, 50, 50A...game management server, 51...processor, 53...memory, 55...communication device, 70...support terminal, 71...processor, 73...memory, 75...communication device, 77...input operation device, 80...viewing terminal, 81...processor, 83...memory, 85...communication device, 87...input operation device, 90...display device, 110...control unit, 112...response Support period setting unit, 113...support information acquisition unit, 114...ability setting unit, 130...memory unit, 150...communication unit, 170...operation unit, 220...display unit, 310...control unit, 311...video acquisition unit, 312...video distribution unit, 330...memory unit, 350...communication unit, 370...operation unit, 510...control unit, 511...collection unit, 530...memory unit, 550...communication unit, 710...control unit, 711...operation information acquisition unit, 720...display unit, 730...memory unit, 750...communication unit, 770...operation unit, 810...control unit, 811...video acquisition unit, 830...memory unit, 850...communication unit, 870...operation unit, 920...display unit.
Claims
1. The processor of the game device A progression section that progresses the game, a period setting unit that starts a cheering period during which cheering for a specific target related to the game can be accepted when a situation of the game that has progressed based on a user's operation reaches a specific situation; an acquisition unit that acquires, during the cheering period, cheering information corresponding to a specific operation on a terminal device from a terminal device communicably connected to the game device; an ability setting unit that changes an ability associated with the specific target based on the support information; and make it function, A program characterized by:
2. The progression section during the support period, displaying the support amount based on the support information on a display unit; 2. The program according to claim 1 .
3. The progression section during the support period, displaying on the display unit the amount of support based on the support information in association with the amount of support required to improve the ability associated with the specific target; 3. The program according to claim 2.
4. The progression section displaying the ability that has changed due to the support information on a display unit; 2. The program according to claim 1 .
5. The progression section changing one or both of an image and a sound showing the situation of the virtual space related to the game in accordance with the support information; 2. The program according to claim 1 .
6. the support amount based on the support information increases according to the amount of points consumed by the specific operation of the user operating the terminal device, the points being associated with the user operating the terminal device; 6. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
7. There is a restriction on participation in cheering by the specific operation during the period from the start to the end of the game.
7. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
8. the acquisition unit is capable of acquiring, from a plurality of terminal devices communicably connected to the game, a plurality of pieces of cheering information corresponding to the specific operations on the plurality of terminal devices; the ability setting unit changes the ability associated with the specific target based on the plurality of pieces of support information; the amount of support based on the plurality of pieces of support information increases according to the number of people who participated in the support during the support period; 8. The program according to claim 7.
9. The specific situation is a situation in which an event occurs that has a specific effect on the progress of the game.
9. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
10. the specific situation is a situation in which the ability of a specific character related to the game has changed within a predetermined range; 9. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
11. A progression section that progresses the game, a period setting unit that starts a cheering period during which cheering for a specific target related to the game can be accepted when a situation of the game that has progressed based on an operation of a user playing the game reaches a specific situation; an acquisition unit that acquires, during the cheering period, cheering information corresponding to a specific operation on a terminal device from a terminal device communicably connected to the game device; an ability setting unit that changes an ability associated with the specific target based on the support information; Equipped with A game device characterized by:
12. The processor of the game device Progress the game, When a situation of the game that has progressed based on an operation of a user playing the game reaches a specific situation, a cheering period is started during which cheering for a specific target related to the game can be accepted; during the support period, support information corresponding to a specific operation on a terminal device that is communicably connected to the game device is acquired; changing the ability associated with the specific target based on the support information; 10. A method for controlling a game device, comprising:
Citation Information
Patent Citations
Program and game system
JP2013063296A
Game management device, game system, game management method and program
JP2013233372A
Computer system, viewer terminal, and program
JP2018171282A
Communication game system, record medium and program
JP2004167172A