Information processing program, information processing method, and information processing system
The information processing system facilitates interaction between host and guest players by allowing designated component input and execution, improving social engagement and enjoyment in multiplayer games.
Patent Information
- Application Number
- JP2024028271
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-28
- Publication Date
- 2025-09-09
- Estimated Expiration
- 2044-02-28
AI Technical Summary
Existing game systems do not effectively promote interaction between host players and guest players, limiting the social engagement and enjoyment of shared gaming experiences.
An information processing system that allows host players to designate game components and associate them with predetermined information, enabling guest players to input content information, which is then executed on their terminals based on the host's specifications, with visible input and execution results displayed to both parties.
Enhances interaction and unity among players by allowing coordinated gameplay and shared experiences, increasing the enjoyment of multiplayer gaming sessions.
Smart Images

Figure 2025130899000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Patent Document 1 discloses a function that allows a host player's game screen to be shared with a guest player who is in the same chat room as the host player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7069249 Summary of the Invention [Problem to be solved by the invention]
[0004] The above game did not promote interaction between the host player and the guest player, and there was room for improvement.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can promote interaction between a host player and a guest player. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting a specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of determining the content of the second component linked to the predetermined information based on the content information input by the guest player; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component determined based on the content information; The computer performs the following.
[0007] In order to solve the above problem, an information processing program A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting a specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of displaying the content information input by the guest player in a manner that is recognizable to the host player; a process of accepting the designation operation of the host player to designate the content of the second component; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player; The computer performs the following.
[0008] a process of displaying the type of the second component linked with the predetermined information in a manner that is identifiable to the guest player; a process of displaying to the guest player a period during which the content information of the second component element associated with the predetermined information can be input in a manner that is recognizable to the guest player; a process of displaying a counting result based on the content information input by the guest player in a manner that can be identified by the guest player; may be further performed by a computer.
[0009] The process of enabling input of content information includes: The guest player participating in the predetermined content may be allowed to select one of a plurality of selection candidates for the second component linked to the predetermined information and input the content information.
[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting a specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of determining the content of the second component linked to the predetermined information based on the content information input by the guest player; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component determined based on the content information; Includes.
[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting a specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of displaying the content information input by the guest player in a manner that is recognizable to the host player; a process of accepting the designation operation of the host player to designate the content of the second component; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player; Includes.
[0012] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting a specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of determining the content of the second component linked to the predetermined information based on the content information input by the guest player; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component determined based on the content information; Carry out the following.
[0013] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting a specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of displaying the content information input by the guest player in a manner that is recognizable to the host player; a process of accepting the designation operation of the host player to designate the content of the second component; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player; Carry out the following. [Effects of the Invention]
[0014] According to the present invention, it is possible to promote interaction between the host player and the guest player. [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a first diagram illustrating an example of a concert top screen, and Fig. 3C is a diagram illustrating an example of a group creation dialog. [Figure 4] Fig. 4A is a second diagram illustrating an example of a concert top screen. Fig. 4B is a third diagram illustrating an example of a concert top screen. Fig. 4C is a diagram illustrating an example of a group participation dialogue. [Figure 5] FIG. 5 is a fourth diagram illustrating an example of the concert top screen. [Figure 6] FIG. 6 is a first diagram illustrating an example of group information. [Figure 7] Fig. 7A is a diagram illustrating an example of a standby screen for a host player, and Fig. 7B is a diagram illustrating an example of a standby screen for a guest player. [Figure 8] Fig. 8A is a diagram illustrating an example of a drawer window for a host player, and Fig. 8B is a diagram illustrating an example of a drawer window for a guest player. [Figure 9] Fig. 9A is a diagram illustrating an example of music information, and Fig. 9B is a diagram illustrating an example of a recommended music selection screen. [Figure 10] Fig. 10A is a diagram illustrating an example of character information, and Fig. 10B is a diagram illustrating an example of a recommended character selection screen. [Figure 11] Fig. 11A is a diagram illustrating an example of costume information, and Fig. 11B is a diagram illustrating an example of a recommended costume selection screen. [Figure 12] FIG. 12 is a diagram illustrating an example of the recommendation result confirmation screen. [Figure 13] Fig. 13A is a diagram illustrating an example of a song selection screen, and Fig. 13B is a second diagram illustrating an example of group information. [Figure 14] Fig. 14A is a diagram illustrating an example of a character selection screen, and Fig. 14B is a third diagram illustrating an example of group information. [Figure 15] Fig. 15A is a diagram illustrating an example of a costume selection screen, and Fig. 15B is a fourth diagram illustrating an example of group information. [Figure 16] Fig. 16A is a diagram illustrating an example of a preparation screen, and Fig. 16B is a diagram illustrating an example of a music information display screen. [Figure 17] Fig. 17A is a first diagram illustrating an example of a music playback screen, and Fig. 17B is a second diagram illustrating an example of a music playback screen. [Figure 18] FIG. 18 is a diagram illustrating an example of a stamp list. [Figure 19] FIG. 19 is a diagram illustrating a case where a guest player joins a group midway through playback of a music video. [Figure 20] FIG. 20 is a diagram illustrating the configuration of a storage device in a player terminal and its functions as a computer. [Figure 21] FIG. 21 is a diagram illustrating the configuration of a storage device in a server and its functions as a computer. [Figure 22] FIG. 22 is a flowchart illustrating the terminal-side concert function management process in the player terminal. [Figure 23] FIG. 23 is a flowchart illustrating the group creation and management process in the player terminal. [Figure 24] FIG. 24 is a flowchart illustrating the group participation management process in the player terminal. [Figure 25] FIG. 25 is a flowchart illustrating the group participation management process in the player terminal. [Figure 26]FIG. 26 is a flowchart illustrating the host player processing in the player terminal of the host player. [Figure 27] FIG. 27 is a flowchart illustrating guest player processing in the player terminal of the guest player. [Figure 28] FIG. 28 is a flowchart illustrating the terminal-side stamp management process in the player terminal. [Figure 29] FIG. 29 is a flowchart illustrating the server-side concert function management process in the server. [Figure 30] FIG. 30 is a flowchart illustrating the server-side stamp management process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0017] [Overall configuration of information processing system S] 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0019] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player playing a game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.
[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0021] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0022] [Hardware Configuration of Player Terminal 1 and Server 1000] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of a server 1000. As shown in Fig. 2A, the player terminal 1 is configured to include one or more CPUs (Central Processing Units) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0023] As shown in FIG. 2B, the server 1000 includes one or more CPUs 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0024] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0025] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0027] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24. The touch panel 26 also functions as a display unit that displays images or videos.
[0031] [Game Contents] Before starting the game, the player downloads a dedicated application from the server 1000 to the player terminal 1 and registers the player ID with the server 1000. When the application is launched, the player terminal 1 receives information stored in the server 1000, such as play history information, and displays a game screen on the touch panel 26. Although a detailed description will be omitted, in this embodiment, multiple characters are provided by the operator.
[0032] A player can acquire and possess a character by winning a lottery called a gacha. In this embodiment, costumes are provided for the characters to wear on the game screen. A player can possess the costumes by fulfilling predetermined conditions.
[0033] Each player is assigned a player ID, and information about each player is stored in association with the player ID. Character possession information indicating whether or not the player owns each character is associated with the player ID. Furthermore, costume possession information indicating whether or not the player owns each costume for each character is associated with the player ID. Players can play the rhythm game using the characters they own.
[0034] During the rhythm game, a music video is displayed in sync with the music being played. The music video is a game screen generated by either the server 1000 or the player terminal 1. The music video includes background objects that match the worldview and image of the music, characters that move in accordance with the worldview and image of the music, text information such as lyrics, and various music information related to the title of the music and the lyricist and composer.
[0035] Note that music video data includes a variety of data. For example, music video data includes background object data that matches the worldview and image of the song, object data that depicts characters, motion data that represents the character's movements, virtual camera operation data that defines the position and movement of the virtual camera, effect data that sets the display content of the entire game screen (for example, data related to filter images and stamp images, which will be described later), and sound effect data other than the song. Here, the background objects and characters are configured in 3D. However, one or both of the background objects and characters may also be configured in 2D.
[0036] When playing the rhythm game, players can organize units. A unit includes a character and a costume. That is, players can select the character that appears in the music video played during the rhythm game and the costume that the character will wear.
[0037] In addition, in this embodiment, a concert function is provided to players that allows multiple players to simultaneously watch a common music video without playing a rhythm game. The concert function in this embodiment allows guest players to join a group created (joined) by a host player. The host player and guest players participating in the group can then simultaneously watch a common music video. In this way, multiple players simultaneously watching a common music video can encourage interaction and a sense of unity among players participating in the same group, thereby increasing the enjoyment of the game. The concert function will be described in detail below.
[0038] When the application is launched, a home screen shown in FIG. 3A is displayed on the touch panel 26. That is, the home screen shown in FIG. 3A corresponds to the initial screen. As shown in FIG. 3A, a menu bar 30 consisting of multiple tabs is displayed on the home screen. The player can switch the display screen of the touch panel 26 by tapping the tabs on the menu bar 30.
[0039] When the first tab 30a of the menu bar 30 is tapped, a home screen shown in FIG. 3A is displayed. When the second tab 30b is tapped, a unit organization screen (not shown) is displayed. Although a detailed description is omitted, the unit organization screen (not shown) allows the player to organize units to be used when playing the rhythm game. When the third tab 30c is tapped, a game selection screen (not shown) is displayed. Although a detailed description is omitted, the game selection screen (not shown) allows the player to select the game type of the rhythm game. When the fourth tab 30d is tapped, a menu screen (not shown) is displayed. Although a detailed description is omitted, the menu screen (not shown) allows the player to check game settings and various information.
[0040] 3A, the home screen has a concert operation section 32 labeled "concert." When the concert operation section 32 is tapped, the concert top screen shown in FIG.
[0041] 3B is a first diagram illustrating an example of a concert top screen. The concert top screen is a screen for a player to select whether to create a group as a host player or to join a group created by another player as a guest player. In this embodiment, the number of host players who can join one group is one, and the number of guest players who can join one group is several thousand (5,175 in this embodiment, as will be described in more detail later).
[0042] In this embodiment, five groups are normally provided, namely, Group 1 to Group 5. Note that, as will be described in detail later, during a preset period (hereinafter also referred to as an event period), a special group is provided in addition to Groups 1 to 5.
[0043] Outside of the event period, the concert top screen has a group selection area 40 that displays a plurality of group selection operation sections 40a-40e that can be selected by the player, as shown in FIG. 3B. The player can select a desired group by tapping any of the group selection operation sections 40a-40e. For example, when the group selection operation section 40a is tapped, the first group is selected and the group selection operation section 40a is highlighted.
[0044] 3B, the touch panel 26 is provided with a selected group display area 42. Various information corresponding to the group selected by the player is displayed in the selected group display area 42. In FIG. 3B, a host player has not yet joined the first group, so an image displaying "Preparing" is displayed.
[0045] In this embodiment, a player can join as a host player in a group in which no host player has yet joined. However, in order to join a group as a host player, the player must satisfy certain conditions. In this embodiment, the certain conditions are set to include a condition that a certain parameter associated with the player exceeds a specified value.
[0046] If the player does not satisfy the predetermined conditions, a notification bar 42a notifying the player that the predetermined conditions have not been satisfied is displayed below the selected group display area 42, as shown in Fig. 3B, and the player is notified that he or she cannot join the group as the host player. Note that if the player does not satisfy the predetermined conditions and the host player has not yet joined the group selected by the player, operations on the selected group display area 42 are treated as invalid.
[0047] Furthermore, if a player satisfies a predetermined condition and the host player has not yet joined the group selected by the player, the notification band 42a is not displayed in the selected group display area 42, and operations on the selected group display area 42 are treated as valid. In this case, when the selected group display area 42 is tapped, a group creation dialog shown in FIG. 3C is displayed on the touch panel 26.
[0048] FIG. 3C is a diagram illustrating an example of the group creation dialog. As shown in FIG. 3C, the group creation dialog displays a message requesting permission to become the host player of the selected group. Also, as shown in FIG. 3C, the group creation dialog is provided with a cancel operation unit 50a marked "Cancel" and an OK operation unit 50b marked "OK." Tapping the cancel operation unit 50a cancels becoming the host player of the selected group. Tapping the OK operation unit 50b determines that the player will participate in the selected group as the host player. When it is determined that the player will participate in the group as the host player, a standby screen for the host player (FIG. 7A) is displayed on the touch panel 26. The standby screen for the host player will be described in detail later.
[0049] FIG. 4A is a second diagram illustrating an example of a concert top screen. FIG. 4B is a third diagram illustrating an example of a concert top screen. FIGS. 4A and 4B illustrate a case where a host player has already joined the first group. For example, when a music video (described in detail below) is being played in the first group, various information is displayed in the selected group display area 42, as shown in FIG. 4A. Specifically, as shown in FIG. 4A, a message reading "Now Playing" indicating that a song is being played is displayed at the top of the selected group display area 42. An image 42b indicating the type of song being played is displayed in the center of the selected group display area 42. Information indicating the current playback time of the song being played is displayed below the image 42b. At the bottom of the selected group display area 42, attendance rate information 42c indicating the attendance rate, which is the ratio of the number of guest players currently participating in the group to the number of guest players who can join the group, is displayed.
[0050] Furthermore, in the first group, when the music video is in a playback standby state, an image 42d labeled "Interval in progress" is displayed in the selected group display area 42, as shown in FIG. 4B.
[0051] If the mobilization rate of the group selected by the player is less than 100%, i.e., if the number of guest players currently participating in the group is less than the number of guest players who can join the group, when the selected group display area 42 is tapped, the group joining dialog shown in Figure 4C is displayed on the touch panel 26.
[0052] FIG. 4C is a diagram illustrating an example of the group participation dialog. As shown in FIG. 4C, the group participation dialog displays a message requesting permission to participate in the selected group as a guest player. Also, as shown in FIG. 4C, the group participation dialog is provided with a cancel operation unit 50a and an OK operation unit 50b. When the cancel operation unit 50a is tapped, participation in the selected group as a guest player is canceled. Also, when the OK operation unit 50b is tapped, participation in the selected group as a guest player is decided. When participation in the group as a guest player is decided, a standby screen for guest players (FIG. 7B) is displayed on the touch panel 26. The standby screen for guest players will be described in detail later.
[0053] 5 is a fourth diagram illustrating an example of a concert top screen. Although details are omitted, in this embodiment, only a player with a specific player ID designated by the organizers can participate in a special group as a host player during the event period. When a player with a specific player ID designated by the organizers participates in a special group as a host player, guest players can participate. In this case, as shown in FIG. 5, a special operation section 40f corresponding to the special group is displayed in the group selection area 40.
[0054] As shown in Fig. 5, a predetermined icon image (a star-shaped icon in Fig. 5) is attached to the special operation unit 40f. The predetermined icon image attached to the special operation unit 40f makes it possible to notify that an event is currently being held and that participation in a special group as a guest player is possible. Note that the screen transitions when participating in a special group are basically the same as when participating in a group other than the special group, and therefore a description thereof will be omitted.
[0055] 6 is a first diagram illustrating an example of group information. The storage unit 1018 of the server 1000 and the storage unit 18 of the player terminal 1 store group information for each type of group. In this embodiment, in addition to the group information shown in FIG. 6, group information shown in FIGS. 13B, 14B, and 15B, which will be described later, is stored in the storage unit 1018 of the server 1000 and the storage unit 18 of the player terminal 1. As shown in FIG. 6, the group information includes the player ID of the host player participating in the group and the time at which the host player joined the group (room entry time).
[0056] As described above, the number of guest players who can join one group is several thousand. In this embodiment, each group is provided with a plurality of waiting spaces (115 in this embodiment) to which guest players can belong. Each waiting space is set with a maximum number of guest players who can belong (45 in this embodiment). That is, in this embodiment, the number of guest players who can join one group is 45 x 115 = 5,175. However, the number of waiting spaces provided in one group and the number of guest players who can belong to one waiting space are not limited to the above example.
[0057] A guest player who newly joins a group will be assigned to one of the waiting spaces in the order of the time they joined. As shown in Fig. 6, the player ID of the guest player who is joining the group and the time when the guest player joined the group (entry time) are linked to the type of waiting space and stored as group information.
[0058] Furthermore, in this embodiment, the host player and guest players who have joined the group are able to use a recommendation function, which will be described in detail later. When the recommendation function is used, the content of the used recommendation function (hereinafter referred to as "recommendation content") is linked to the player ID and stored as group information. Note that, although this embodiment illustrates a case in which both the host player and guest player are able to use the recommendation function, it is sufficient that at least the guest player is able to use the recommendation function. In other words, the host player does not have to be able to use the recommendation function. Furthermore, this embodiment illustrates a case in which all guest players who have joined the group are able to use the recommendation function, but it is also possible that, among the guest players who have joined the group, only the guest player designated by the host player is able to use the recommendation function.
[0059] Fig. 7A is a diagram illustrating an example of a standby screen for a host player. The standby screen for a host player is displayed on the touch panel 26 when the host player joins a group as a host player. Fig. 7B is a diagram illustrating an example of a standby screen for a guest player. The standby screen for a guest player is displayed on the touch panel 26 when the guest player joins a group as a guest player.
[0060] 7A and 7B, the standby screen is provided with a drawer window 52. The drawer window 52 is initially displayed in a closed state. When the drawer window 52 displayed in a closed state is tapped, the drawer window 52 changes to an open state.
[0061] 8A is a diagram illustrating an example of the drawer window 52 for the host player. When the drawer window 52 displayed in a closed state on the standby screen for the host player is tapped, the drawer window 52 for the host player is displayed as shown in FIG. 8A.
[0062] Fig. 8B is a diagram illustrating an example of the drawer window 52 for the guest player. When the drawer window 52 displayed in a closed state on the standby screen for the guest player is tapped, the drawer window 52 for the guest player is displayed as shown in Fig. 8B.
[0063] As shown in Fig. 8A, the drawer window 52 for the host player is provided with a setting operation section 52a, a recommendation result confirmation operation section 52b, and a group disbanding operation section 52c. Also, as shown in Fig. 8B, the drawer window 52 for the guest player is provided with a setting operation section 52a and a recommendation result confirmation operation section 52b. In other words, the drawer window 52 for the guest player is not provided with the group disbanding operation section 52c.
[0064] When the setting operation unit 52a is tapped, a setting screen (not shown) is displayed. On the setting screen (not shown), various settings related to the playback of music videos can be made. Furthermore, when the recommendation result confirmation operation unit 52b is tapped, a recommendation result confirmation screen (FIG. 12) is displayed. The recommendation result confirmation screen will be described in detail later. Furthermore, when the host player taps the group disbanding operation unit 52c, a disbanding confirmation screen (not shown) is displayed. When a confirm operation is performed on the disbanding confirmation screen (not shown), the group is disbanded. When the group is disbanded, the group information shown in FIG. 6 is cleared, and the participation of the host player and guest player in the group is canceled.
[0065] 8A and 8B, a recommended music display section 52d, a recommended character display section 52e, and a recommended costume display section 52f are provided in the drawer window 52. The recommended music display section 52d, the recommended character display section 52e, and the recommended costume display section 52f each function as an operable operation section.
[0066] When the recommended song display section 52d is tapped, a recommended song selection screen shown in FIG. 9B (to be described later) is displayed on the touch panel 26. This recommended song selection screen will be described in detail later. Furthermore, when the recommended character display section 52e is tapped, a recommended character selection screen shown in FIG. 10B (to be described later) is displayed on the touch panel 26. This character selection screen will be described in detail later. Furthermore, when the recommended costume display section 52f is tapped, a recommended costume selection screen shown in FIG. 11B (to be described later) is displayed on the touch panel 26. This costume selection screen will be described in detail later.
[0067] 9A is a diagram illustrating an example of music information. The storage unit 1018 of the server 1000 and the storage unit 18 of the player terminal 1 store player information linked to a player ID. The player information includes music information. As shown in FIG. 9A, the music information includes various information linked to each music ID.
[0068] A song ID is identification information assigned to each type of song. A player can possess a song by receiving it from the operator, purchasing it with in-game currency, winning a lottery, progressing through the game, etc. As shown in FIG. 9A, song IDs are linked to possession information. Here, the song IDs of all provided songs are linked to possession information indicating whether the player owns the song or whether the player does not own it, and these information is stored.
[0069] Furthermore, unit information is linked to the song ID. The unit information includes information indicating the type of unit that can be organized. Specifically, as shown in FIG. 9A, the unit information linked to the song ID is any of the following: solo information indicating that one character can be organized, duo information indicating that two characters can be organized, trio information indicating that three characters can be organized, regular unit information indicating that five characters can be organized, and grand unit information indicating that fifteen characters can be organized. However, any of multiple pieces of unit information may be linked to one song ID. For example, regular unit information and grand unit information may be linked to one song ID.
[0070] In this embodiment, a recommendation function is provided. In this embodiment, the recommendation function is broadly divided into three types: a song recommendation function, a character recommendation function, and a costume recommendation function. The song recommendation function is a function that allows each player participating in a group to set a song (hereinafter also referred to as a recommended song) that they would like to see used in a music video played within the group. The character recommendation function is a function that allows each player participating in a group to set a character (hereinafter also referred to as a recommended character) that they would like to see appear in a music video played within the group. The costume recommendation function is a function that allows each player participating in a group to set a costume (hereinafter also referred to as a recommended costume) that they would like a character appearing in a music video played within the group to wear. First, the song recommendation function will be described in detail below.
[0071] Fig. 9B is a diagram illustrating an example of a recommended song selection screen. As described above, when the player taps the recommended song display section 52d, the recommended song selection screen shown in Fig. 9B is displayed on the touch panel 26. As shown in Fig. 9B, the recommended song selection screen has a recommended song selection area 100. The recommended song selection area 100 has a non-recommended song operation section 100a for specifying not to use the song recommendation function, i.e., not to set recommended songs.
[0072] 9A, the recommended song selection area 100 displays recommended song selection operation units 100b corresponding to the songs owned by the player. The recommended song selection operation unit 100b functions as an operation unit for selecting a desired song to be set as a recommended song from the songs owned by the player.
[0073] 9B, a narrowing operation section 102 for narrowing down the songs displayed in the recommended song selection area 100 is provided at the top of the recommended song selection screen. When the narrowing operation section 102 is tapped, a narrowing setting screen (not shown) is displayed. When settings are made on the narrowing setting screen (not shown), the songs displayed in the recommended song selection area 100 are narrowed down and displayed according to the settings. This improves convenience when a player searches for recommended songs.
[0074] 9B, a sorting operation unit 104 for sorting and displaying the songs displayed in the recommended song selection area 100 is provided at the top of the recommended song selection screen. When the sorting operation unit 104 is tapped, a sorting setting screen (not shown) is displayed. Then, when settings are made on the sorting setting screen (not shown), the songs displayed in the recommended song selection area 100 are sorted and displayed according to the settings. This improves convenience when the player searches for recommended songs.
[0075] When the non-recommended song operation section 100a in the recommended song selection area 100 is tapped, the non-recommended song operation section 100a is highlighted and a selected icon 100c labeled "selected" is superimposed on the non-recommended song operation section 100a, as shown in Fig. 9B. When each player first joins the group, the non-recommended song operation section 100a is initially selected.
[0076] Furthermore, when the recommended song selection operation section 100b in the recommended song selection area 100 is tapped, the tapped recommended song selection operation section 100b is highlighted, and a selected icon 100c is superimposed on the tapped recommended song selection operation section 100b.
[0077] This makes it possible to easily identify the type of the non-recommended music operation section 100a or the recommended music selection operation section 100b that has been tapped and is now selected, thereby improving convenience for the player.
[0078] 9B, the recommended song selection screen is provided with a cancel operation section 106a marked "Cancel" and an OK operation section 106b marked "OK." When the cancel operation section 106a is tapped, the settings related to the song recommendation function are interrupted.
[0079] 9B, when the OK operation unit 106b is tapped while the non-recommendation operation unit 100a is selected, it is determined that the song recommendation function will not be used, i.e., that a recommended song will not be set. When it is determined that the song recommendation function will not be used, the group information shown in FIG. 6 is updated. Specifically, information indicating that the song recommendation function will not be used (ID 9999 in the figure) is stored in the group information, linked to the player ID of the player who operated the OK operation unit 106b.
[0080] 9B, when the recommended song selection operation unit 100b is selected, tapping the OK operation unit 106b determines that the song corresponding to the selected recommended song selection operation unit 100b is set as the recommended song. When it is determined that the song recommendation function is to be used, the group information shown in FIG. 6 is updated. Specifically, the song ID corresponding to the recommended song is stored in the group information, linked to the player ID of the player who operated the OK operation unit 106b.
[0081] Note that, in this embodiment, a case has been described in which each player can set a maximum of one song as a recommended song, but the number of songs that can be set as recommended songs is not limited to this. For example, each player may be able to set two or more songs as recommended songs. Alternatively, the number of recommended songs that the host player can set may be different from the number of recommended songs that the guest player can set. Furthermore, the number of recommended songs that can be set may be different based on a predetermined parameter such as a player level associated with the player. Furthermore, in this embodiment, a case has been described in which both the host player and the guest player can set recommended songs, but it is also possible for only the guest player to be able to set recommended songs.
[0082] Next, the character recommendation function will be described in detail. Fig. 10A is a diagram illustrating an example of character information. The storage unit 1018 of the server 1000 and the storage unit 18 of the player terminal 1 store player information linked to a player ID. The player information includes character information. As shown in Fig. 10A, the character information includes various types of information linked to each character ID.
[0083] A character ID is identification information assigned to each type of character. Players can acquire characters by receiving them from the operator, purchasing them using in-game currency, winning a lottery, or the like. As shown in FIG. 10A, a character ID is associated with multiple parameters (only one is shown in FIG. 10A). A rarity, or degree of scarcity, is also assigned to the character ID. Here, there are three levels of rarity: SSR, SR, and R, with SSR being the highest rarity and R being the lowest. Note that the parameters are set so that the higher the rarity of a character, the more advantageous it is when used in a rhythm game.
[0084] Furthermore, the character ID is associated with possession information. Here, possession information indicating whether the character ID of every character provided is possessed by the player or not possessed by the player is associated with and stored.
[0085] In this embodiment, the player can set a desired representative character from among the characters he or she owns. The character ID of the character set by the player as the representative character (in the example of FIG. 10A, the character with the character ID 0000) is linked to representative character information, as shown in FIG. 10A.
[0086] Fig. 10B is a diagram illustrating an example of a recommended character selection screen. As described above, when the player taps recommended character display section 52e, the recommended character selection screen shown in Fig. 10B is displayed on touch panel 26. As shown in Fig. 10B, the recommended character selection screen has a recommended character selection area 112. The recommended character selection area 112 has a non-recommended character operation section 112a for specifying not to use the character recommendation function, i.e., not to set a recommended character.
[0087] 10A, recommended character selection operation units 112b corresponding to the characters owned by the player are displayed in the recommended character selection area 112. The recommended character selection operation units 112b function as operation units for selecting a desired character to be set as a recommended character from among the characters owned by the player.
[0088] 10B, a search operation unit 114 is provided at the top of the recommended character selection screen for searching, sorting, narrowing down, and displaying characters displayed in the recommended character selection area 112. When the search operation unit 114 is tapped, a search screen (not shown) is displayed. Then, when settings are made on the search screen (not shown), the display in the recommended character selection area 112 changes according to the settings. This improves convenience when the player searches for a character to recommend.
[0089] When the recommended character selection operation section 112b in the recommended character selection area 112 is tapped, the tapped recommended character selection operation section 112b is highlighted, and a selected icon 112c with the word "selected" written on it is superimposed on the tapped recommended character selection operation section 112b, as shown in FIG. 10B.
[0090] Furthermore, when the non-recommended character operation section 112a in the recommended character selection area 112 is tapped, the non-recommended character operation section 112a is highlighted, and the selected icon 112c is superimposed on the non-recommended character operation section 112a. When each player first joins the group, the non-recommended character operation section 112a is selected as the initial state.
[0091] This makes it possible to easily identify the type of the non-recommended character operation section 112a or the recommended character selection operation section 112b that has been tapped and is now selected, thereby improving convenience for the player.
[0092] 10B, the recommended character selection screen is provided with a cancel operation section 116a marked "Cancel" and an OK operation section 116b marked "OK." When the cancel operation section 116a is tapped, the settings related to the character recommendation function are interrupted.
[0093] 10B, when the OK operation unit 116b is tapped while the character non-recommendation operation unit 112a is selected, it is determined that the character recommendation function will not be used, that is, that a recommended character will not be set. When it is determined that the character recommendation function will not be used, the group information shown in FIG. 6 is updated. Specifically, information indicating that the character recommendation function will not be used (ID 9999 in the figure) is stored in the group information, linked to the player ID of the player who operated the OK operation unit 116b.
[0094] 10B, when the recommended character selection operation unit 112b is selected, tapping the OK operation unit 116b determines that the character corresponding to the selected recommended character selection operation unit 112b is set as the recommended character. When it is determined that the character recommendation function is to be used, the group information shown in FIG. 6 is updated. Specifically, the character ID corresponding to the recommended character is stored in the group information in association with the player ID of the player who operated the OK operation unit 116b.
[0095] Next, the costume recommendation function will be described in detail. Fig. 11A is a diagram illustrating an example of costume information. The storage unit 1018 of the server 1000 and the storage unit 18 of the player terminal 1 store player information linked to a player ID. The player information includes costume information. As shown in Fig. 11A, the costume information includes various information linked to each costume ID.
[0096] A costume ID is identification information assigned to each costume worn by a character. A player can possess a costume by receiving it from the operator, purchasing it using in-game currency, winning a lottery, or the like. As shown in FIG. 11A, a rarity, or degree of scarcity, is set for each costume ID. Possession information is also linked to each costume ID. Here, possession information indicating whether the player possesses the costume or whether the player does not possess the costume ID is linked and stored for each costume ID provided. Note that each character ID may be linked to a costume ID indicating a costume that can be worn by a character with that character ID. Alternatively, each costume ID may be linked to a character ID indicating a character that can wear the costume with that costume ID.
[0097] 11B is a diagram illustrating an example of a recommended costume selection screen. As described above, when the player taps recommended costume display section 52f, the recommended costume selection screen shown in FIG. 11B is displayed on touch panel 26. As shown in FIG. 11B, the recommended costume selection screen includes a recommended costume selection area 130. Recommended costume selection area 130 includes a non-recommended costume operation section 130a for specifying not to use the costume recommendation function, i.e., not to set a recommended costume.
[0098] 11A, recommended costume selection operation units 130b corresponding to the costumes owned by the player are displayed in the recommended costume selection area 130. The recommended costume selection operation units 130b function as operation units for selecting a desired costume to be set as a recommended costume from among the costumes owned by the player.
[0099] When the recommended costume selection operation section 130b in the recommended costume selection area 130 is tapped, the tapped recommended costume selection operation section 130b is highlighted, and a selected icon 130c with the word "selected" written on it is superimposed on the tapped recommended costume selection operation section 130b, as shown in FIG. 11B.
[0100] When the non-recommended costume operation section 130a in the recommended costume selection area 130 is tapped, the non-recommended costume operation section 130a is highlighted and a selected icon 130c is superimposed on the non-recommended costume operation section 130a. When each player first joins a group, the non-recommended costume operation section 130a is initially selected.
[0101] This makes it possible to easily identify the type of the tapped selected non-recommended costume operation section 130a or recommended costume selection operation section 130b, thereby improving convenience for the player.
[0102] 11B, the recommended costume selection screen is provided with a cancel operation section 134a marked "Cancel" and an OK operation section 134b marked "OK." When the cancel operation section 134a is tapped, the settings related to the costume recommendation function are interrupted.
[0103] 11B, if the OK operation section 134b is tapped while the costume non-recommendation operation section 130a is selected, it is determined that the costume recommendation function will not be used, i.e., that a recommended costume will not be set. If it is determined that the costume recommendation function will not be used, the group information shown in FIG. 6 is updated. Specifically, information indicating that the costume recommendation function will not be used (ID9999 in the figure) is stored in the group information, linked to the player ID of the player who operated the OK operation section 134b.
[0104] 11B, if the recommended costume selection operation section 130b is selected and the OK operation section 134b is tapped, it is decided that the costume corresponding to the selected recommended costume selection operation section 130b will be set as the recommended costume. If it is decided to use the costume recommendation function, the group information shown in FIG. 6 is updated. Specifically, the costume ID corresponding to the recommended costume is stored in the group information, linked to the player ID of the player who operated the OK operation section 134b.
[0105] FIG. 12 is a diagram illustrating an example of a recommendation result confirmation screen. As described above, when the recommendation result confirmation operation unit 52b in FIGS. 8A and 8B is tapped, the recommendation result confirmation screen shown in FIG. 12 is displayed on the touch panel 26. The recommendation result confirmation screen displays the result of tallying the recommended songs and the details of the recommended characters set by each player as described above (hereinafter also referred to as the tally result). The tally result is derived by the server 1000. Specifically, the server 1000 derives the tally result based on the recommended songs and the details of the recommended characters set by each player, and sets the derived tally result so that it can be acquired by each player terminal 1. Then, when the recommendation result confirmation operation unit 52b is tapped, the player terminal 1 acquires the tally result from the server 1000, and displays the recommendation result confirmation screen based on the acquired tally result. Note that, in the present embodiment, a case is described in which the player terminal 1 acquires the tallying result from the server 1000 at the timing when the recommendation result confirmation operation unit 52b is tapped, but the timing at which the player terminal 1 acquires the tallying result from the server 1000 is not limited to this. For example, the player terminal 1 may acquire the tallying result from the server 1000 at the timing when regular communication is performed between the player terminal 1 and the server 1000.
[0106] Specifically, on the recommendation result screen, as shown in Fig. 12, characters set as recommended characters by each player are displayed in a ranking format from 1st to 5th place. Also, as shown in Fig. 12, songs set as recommended songs by each player are displayed in a ranking format from 1st to 5th place. Note that in this embodiment, recommended characters and recommended songs with high rankings are displayed, but recommended characters and recommended songs with low rankings may also be displayed. Note that on the recommendation result confirmation screen, costumes set as recommended costumes by each player may also be displayed in a ranking format.
[0107] 12, the recommendation result confirmation screen has an OK operation section 140 marked "OK." When the OK operation section 140 is tapped, the display of the recommendation result confirmation screen ends.
[0108] 7A and 7B, the standby screen has a host player display area 62. A character icon 64a corresponding to the representative character of the host player is displayed in the host player display area 62. In addition, the standby screen also displays a character icon 64b corresponding to the representative character of the guest player who has joined the group.
[0109] A standby screen is provided for each standby space (FIG. 6). That is, the standby screen for a guest player displays a character icon 64b corresponding to the representative character of the guest player, as well as character icons 64b corresponding to the representative characters of other guest players who belong to the same standby space as the guest player.
[0110] Note that a standby screen corresponding to a predetermined standby space may be displayed as the standby screen for the host player, or the host player may select a desired standby space, and a standby screen corresponding to the selected standby space may be displayed.
[0111] 7A and 7B, the standby screen also has a stamp selection area 66. A plurality of stamp operation sections 66a are displayed in the stamp selection area 66. As shown in FIGS. 7A and 7B, in this embodiment, stamp operation sections 66a corresponding to a plurality of preset types of stamps are displayed.
[0112] For example, suppose the host player taps the stamp operation unit 66a. In this case, a stamp image 67 corresponding to the type of the tapped stamp operation unit 66a is displayed near the character icon 64a corresponding to the host player's representative character on the standby screen of the host player. Furthermore, on the standby screen of each guest player, the stamp image 67 is displayed near the character icon 64a corresponding to the host player's representative character.
[0113] Also, for example, suppose that a guest player taps the stamp operation unit 66a. In this case, a stamp image 67 corresponding to the type of the tapped stamp operation unit 66a is displayed near the character icon 64a corresponding to the representative character of the guest player on the standby screen of the guest player. Furthermore, the stamp image 67 is also displayed near the character icon 64a corresponding to the representative character of the guest player on the standby screen of another guest player who belongs to the same standby space as the guest player. Furthermore, if a standby screen corresponding to the same standby space as the guest player is displayed as the standby screen of the host player, the stamp image 67 is also displayed near the character icon 64a corresponding to the representative character of the guest player on the standby screen of the host player.
[0114] The stamp image 67 is intended to promote communication between players (host player and guest players) participating in a group. The types of stamp operation units 66a selectable by players may be the same for all players. The types of stamp operation units 66a selectable by the host player may be different from the types of stamp operation units 66a selectable by guest players. Alternatively, the stamp operation units 66a corresponding to the stamp images 67 possessed by players by being distributed by the management, purchased using in-game currency, winning a lottery, etc. may be displayed. In this case, the types of stamp operation units 66a selectable by each player may be different.
[0115] Alternatively, the player may be allowed to select one of a plurality of preset types of fixed messages, and the selected fixed message may be displayed on the standby screen in place of the stamp image 67. Alternatively, the player may be allowed to select one of a plurality of preset types of movement patterns, and the character icon 64a or the character icon 64b may move in the selected movement pattern.
[0116] Furthermore, in this embodiment, while the standby screen is displayed, the host player can set information about the next or subsequent songs to be played. As shown in FIGS. 7A and 7B, the standby screen is provided with an information display section 68 that displays information about the next song set by the host player. Note that the information display section 68 may be displayed only on the standby screen of the player terminal 1 of the host player, and not on the standby screen of the player terminal 1 of the guest player.
[0117] In this embodiment, the host player can set the type of music, the composition of characters appearing in the music video, and the costumes to be worn by each character. The type of music that the host player can set can be selected from among the music that the host player owns in the game. The characters that the host player can set can be selected from among the characters that the host player owns in the game. The costumes that the host player can set can be selected from among the costumes that the host player owns in the game.
[0118] In this embodiment, the host player can use a song lottery function to determine by lottery some or all of the settings for the song to be played next based on the details of the recommended songs set by each player. The host player can also use a character lottery function to determine by lottery some or all of the settings for the characters appearing in the music video based on the details of the recommended characters set by each player. The host player can also use a costume lottery function to determine by lottery some or all of the costumes to be worn by each character appearing in the music video based on the details of the recommended costumes set by each player.
[0119] 7A and 7B, the information display unit 68 is provided with a song information display area 68a showing the settings of the song to be played next, a lineup information display area 68b showing the settings of the characters appearing in the music video, and a costume information display area 68c showing the settings of the costumes to be worn by each character. When the host player first joins a group, the initial state is set so that the lottery functions are used for all of the information about the song to be played next.
[0120] 7A shows a case where the lottery functions are set for all of the information about the next song to be played. In this case, icon images resembling ballot boxes are displayed in the song information display area 68a, the lineup information display area 68b, and the costume information display area 68c, as shown in FIG.
[0121] Furthermore, on the standby screen for the host player, the song information display area 68a, the formation information display area 68b, and the costume information display area 68c each function as an operable operation unit. When the host player taps the song information display area 68a, a song selection screen shown in FIG. 13A (to be described later) is displayed on the touch panel 26. This song selection screen will be described in detail later. When the host player taps the formation information display area 68b, a character selection screen shown in FIG. 14A (to be described later) is displayed on the touch panel 26. This character selection screen will be described in detail later. When the host player taps the costume information display area 68c, a costume selection screen shown in FIG. 15A (to be described later) is displayed on the touch panel 26. This costume selection screen will be described in detail later.
[0122] FIG. 13A is a diagram illustrating an example of a song selection screen. FIG. 13B is a second diagram illustrating an example of group information. As described above, when the host player taps the song information display area 68a, the song selection screen shown in FIG. 13A is displayed on the touch panel 26. As shown in FIG. 13A, the song selection screen has a song selection area 150. The song selection area 150 displays a song lottery operation unit 150a for determining the next song to be played by a song lottery function.
[0123] 9A, song selection operation units 150b corresponding to the songs owned by the host player are displayed in the song selection area 150. The song selection operation unit 150b functions as an operation unit for selecting a desired song from the songs owned by the host player as the song to be played next.
[0124] 13A, a narrowing operation unit 152 is provided at the top of the song selection screen for narrowing down the songs owned by the host player and displayed in the song selection area 150. When the narrowing operation unit 152 is tapped, a narrowing setting screen (not shown) is displayed. Then, when settings are made on the narrowing setting screen (not shown), the songs owned by the host player are narrowed down according to the settings and displayed in the song selection area 150. This improves convenience for the host player when searching for the next song to be played.
[0125] Furthermore, a sorting operation unit 154 is provided at the top of the song selection screen for sorting and displaying songs owned by the host player and displayed in the song selection area 150. When the sorting operation unit 154 is tapped, a sorting setting screen (not shown) is displayed. Then, when settings are made on the sorting setting screen (not shown), the songs owned by the host player are sorted according to the settings and displayed in the song selection area 150. This improves convenience for the host player when searching for the next song to be played.
[0126] 13A, when the song lottery operation unit 150a of the song selection area 150 is tapped, the song lottery operation unit 150a is highlighted, and a selected icon 150c marked "selected" is superimposed on the song lottery operation unit 150a. Furthermore, when the song selection operation unit 150b of the song selection area 150 is tapped, the tapped song selection operation unit 150b is highlighted, and the selected icon 150c is superimposed on the tapped song selection operation unit 150b. This makes it easy to identify the type of song lottery operation unit 150a or song selection operation unit 150b that has been tapped and is now selected, improving convenience.
[0127] As shown in FIG. 13A, the song selection screen is also provided with a cancel operation section 156a marked "Cancel" and an OK operation section 156b marked "OK." When the cancel operation section 156a is tapped, the setting for the next song to be played is interrupted. When the song lottery operation section 150a is selected in FIG. 13A and the OK operation section 156b is tapped, the setting is made so that the next song to be played will be determined by the song lottery function. When it is decided to use the song lottery function, information indicating that the song lottery function will be used is stored, and the group information is updated, as shown in FIG. 13B.
[0128] 13A, when the OK operation unit 156b is tapped while the song selection operation unit 150b is selected, it is decided that the song corresponding to the selected song selection operation unit 150b will be set as the song to be played next. In this case, the song ID of the song corresponding to the selected song selection operation unit 150b and information indicating that the song lottery function will not be used are stored, and the group information shown in FIG. 13B is updated. That is, as shown in FIG. 13B, the group information stores the song ID of the song to be played next, set by the host player, and information indicating whether the song lottery function will be used (lottery function information).
[0129] In this embodiment, the host player can select the next song to be played by referring to the recommendation result confirmation screen shown in Fig. 12. For example, the host player can select the most popular song among the songs set as recommended songs by each player as the next song to be played. This makes it possible to play songs based on the preferences of the players participating in the group, thereby promoting interaction between the players participating in the group.
[0130] Although details will be described later, if information indicating that the song lottery function is to be used is stored in the group information shown in FIG. 13B, a predetermined lottery process will be executed in the server 1000.
[0131] Fig. 14A is a diagram illustrating an example of a character selection screen. Fig. 14B is a third diagram illustrating an example of group information. As described above, when the host player taps the formation information display area 68b, the character selection screen shown in Fig. 14A is displayed on the touch panel 26.
[0132] 14A, the character selection screen displays multiple character display frames 160. When the song selection screen is set to determine the next song to be played by a song lottery function, the song to which the grand unit information is linked, that is, the song that can be organized into a maximum of 15 characters, can be determined, and therefore, 15 character display frames 160 are displayed.
[0133] Furthermore, when a song corresponding to the song selection operation unit 150b is set as the song to be played next on the song selection screen, the number of character display frames 160 displayed corresponds to the type of unit that can be organized for the set song. Specifically, the number of character display frames 160 to be displayed can be determined based on the unit information linked to the song ID of the set song, with reference to the song information shown in FIG. 9A. Specifically, for example, when solo information is linked as the unit information, one character display frame 160 can be displayed. When duo information is linked as the unit information, two character display frames 160 can be displayed. When trio information is linked as the unit information, three character display frames 160 can be displayed. When normal unit information is linked as the unit information, five character display frames 160 can be displayed. When grand unit information is linked as the unit information, fifteen character display frames 160 can be displayed.
[0134] When any of the character display frames 160 is tapped, the tapped character display frame 160 is highlighted as shown in FIG. 14A. This makes it possible to easily identify the character display frame 160 that has been tapped and is now selected, thereby improving convenience. Note that the character display frames 160 may correspond to the positions of each unit. In a music video, the singing part of a song differs depending on the character's position. Therefore, even if the same character is set for the same song, the output audio and video will differ depending on the character's position arrangement. However, the character's position may be set randomly.
[0135] Furthermore, a character selection area 162 is displayed on the character selection screen. A character lottery operation unit 162a and a character selection operation unit 162b are displayed in the character selection area 162. The host player can set the use of the character lottery function for the selected character display frame 160 by tapping the character lottery operation unit 162a while selecting one of the character display frames 160. Furthermore, the host player can set a desired character from among the characters owned by the host player for the selected character display frame 160 by tapping the character selection operation unit 162b while selecting one of the character display frames 160. Note that different characters can be set for each character display frame 160. In other words, the same character cannot be set for multiple character display frames 160.
[0136] 14A, a search operation unit 164 is provided at the top of the character selection screen for searching for, rearranging, and narrowing down the display of characters displayed in the character selection area 162. When the search operation unit 164 is tapped, a search screen (not shown) is displayed. When settings are made on the search screen (not shown), the display in the character selection area 162 changes according to the settings. This improves convenience when the host player searches for characters to appear in the music video.
[0137] 14A, when character selection operation unit 162b of character selection area 162 is tapped, the tapped character selection operation unit 162b is highlighted, and a selected icon 162c marked "selected" is superimposed on the tapped character selection operation unit 162b. When character lottery operation unit 162a of character selection area 162 is tapped, character lottery operation unit 162a is highlighted, and selected icon 162c is superimposed on character lottery operation unit 162a. This makes it possible to easily identify the type of character lottery operation unit 162a or character selection operation unit 162b that has been tapped and is now selected, thereby improving convenience.
[0138] 14A, the character selection screen is provided with a cancel operation section 166a marked "Cancel" and an OK operation section 166b marked "OK." When the cancel operation section 166a is tapped, the settings related to the characters to appear in the music video are interrupted.
[0139] Furthermore, when the OK operation unit 166b is tapped, the content set for each character display frame 160 is confirmed. Specifically, when it is decided to use the character lottery function, information indicating that the character lottery function will be used is stored, and the group information is updated, as shown in FIG. 14B. When a character to appear in the music video is decided, a character ID corresponding to the character to appear in the music video set by the host player is stored, and the group information is updated, as shown in FIG. 14B. That is, as shown in FIG. 14B, the group information stores a character ID corresponding to the character to appear in the music video set by the host player, and information indicating whether or not the character lottery function will be used (lottery function information).
[0140] Although details will be described later, if information indicating that the character lottery function is to be used is stored in the group information shown in FIG. 14B, a predetermined lottery process will be executed in the server 1000.
[0141] In addition, in this embodiment, the host player can select characters to appear in the music video by referring to the recommendation result confirmation screen shown in Fig. 12. For example, the host player can select a popular character from among the characters set as recommended characters by each player as the character to appear in the music video. This makes it possible to have characters based on the preferences of the players participating in the group appear in the music video, thereby promoting interaction between the players participating in the group.
[0142] FIG. 15A is a diagram illustrating an example of a costume selection screen. FIG. 15B is a fourth diagram illustrating an example of group information. As described above, when the costume information display area 68c is tapped by the host player, the costume selection screen shown in FIG. 15A is displayed on the touch panel 26. In this embodiment, when the host sets a character to appear in the music video in FIG. 14A, it is possible to set a costume to be worn by the character. That is, for a character display frame 160 in FIG. 14A for which the use of the character lottery function is set, the use of the costume lottery function is forcibly determined.
[0143] 15A, the costume selection screen has a costume selection area 170. In the costume selection area 170, a costume lottery operation unit 170a is displayed for determining, by a costume lottery function, the costume to be worn by one character that has been set by the host player to appear in the music video.
[0144] 11A, a costume selection operation unit 170b corresponding to each costume owned by the host player is displayed in the costume selection area 170. The costume selection operation unit 170b functions as an operation unit for selecting a desired costume from among the costumes owned by the host player as a costume to be worn by one character set by the host player to appear in the music video.
[0145] 15A, when the costume selection operation unit 170b in the costume selection area 170 is tapped, the tapped costume selection operation unit 170b is highlighted, and a selected icon 170c marked "selected" is superimposed on the tapped costume selection operation unit 170b. When the costume lottery operation unit 170a in the costume selection area 170 is tapped, the costume lottery operation unit 170a is highlighted, and the selected icon 170c is superimposed on the costume lottery operation unit 170a. This makes it easy to identify the type of costume lottery operation unit 170a or costume selection operation unit 170b that has been tapped and is now selected, improving convenience.
[0146] 15A, the costume selection screen is provided with a checkbox 172 marked "Apply to other characters." Also, as shown in FIG. 15A, the costume selection screen is provided with a cancel operation section 174a marked "Cancel" and an OK operation section 174b marked "OK." When cancel operation section 174a is tapped, the settings related to the costumes to be worn by the characters appearing in the music video are interrupted.
[0147] 15A, when costume lottery operation unit 170a is selected but check box 172 is not selected, tapping OK operation unit 174b sets the costume lottery function to be used for the character to be set. When costume lottery operation unit 170a is selected but check box 172 is selected in Fig. 15A, tapping OK operation unit 174b sets the costume lottery function to be used for all characters.
[0148] Also, in FIG. 15A, when the costume selection operation section 170b is selected but the check box 172 is not selected, tapping the OK operation section 174b sets the character to be set to wear the costume corresponding to the selected costume selection operation section 170b.
[0149] Furthermore, as described above, in this embodiment, the use of the costume lottery function is forcibly determined for a character display frame 160 for which the use of the character lottery function is set. Therefore, if the costume selection operation unit 170b is selected in Fig. 15A and the check box 172 is selected, tapping the OK operation unit 174b sets the characters in other character display frames 160 for which the use of the character lottery function is not set to wear the costume corresponding to the selected costume selection operation unit 170b.
[0150] Then, the group information shown in Fig. 15B is updated according to the settings. That is, as shown in Fig. 15B, the group information stores costume IDs corresponding to the costumes to be worn by the characters appearing in the music video set by the host player, and information indicating whether or not the costume lottery function is used (lottery function information).
[0151] Although details will be described later, if information indicating that the costume lottery function is to be used is stored in the group information shown in FIG. 15B, a predetermined lottery process will be executed in the server 1000.
[0152] When the host player sets information about the next song as described above, the display contents of the song information display area 68a, organization information display area 68b, and costume information display area 68c of the information display section 68 in Figures 7A and 7B will be updated.
[0153] In this embodiment, a time limit (for example, 90 seconds) is set before the next song starts to play, and when the time limit has elapsed, the next song is forcibly started to play.
[0154] 7A, a start operation unit 70 labeled "LIVE START" is displayed on the standby screen of the host player. As shown in FIGS. 7A and 7B, a countdown display unit 72 indicating the time until the standby screen display ends and playback of the next song begins is displayed on the standby screens of the host player and guest player. When the time displayed on the countdown display unit 72 reaches 0 or when the host player taps the start operation unit 70, preparations for playback of the next song begin.
[0155] Note that, in this embodiment, when the start operation unit 70 is tapped by the host player, preparation for playing the next song is immediately started. However, when the host player taps the start operation unit 70, the time displayed on the countdown display unit 72 may be forcibly set to a predetermined time (for example, 2 seconds remaining). In this case, when the host player taps the start operation unit 70, the time displayed on the countdown display unit 72 displayed on the player terminal 1 of the guest player may also be forcibly set to a predetermined time (for example, 2 seconds remaining). Furthermore, when the time displayed on the countdown display unit 72 is equal to or shorter than the predetermined time, the start operation unit 70 on the standby screen of the host player may be hidden. Furthermore, when the time displayed on the countdown display unit 72 is equal to or shorter than the predetermined time, the start operation unit 70 on the standby screen of the host player may be displayed in an inoperable manner.
[0156] When the time displayed on the countdown display unit 72 reaches 0, or when the host player taps the start operation unit 70, start information is transmitted from the player terminal 1 of the host player to the server 1000. Upon receiving the start information, the server 1000 refers to the group information, and if the use of various lottery functions is set, executes a predetermined lottery process.
[0157] In this embodiment, as described above, the lottery functions include a music lottery function, a character lottery function, and a costume lottery function. The server 1000 executes the lottery process related to the music lottery function with priority over the lottery process related to the character lottery function. The server 1000 also executes the lottery process related to the character lottery function with priority over the lottery process related to the costume lottery function.
[0158] The server 1000 refers to the group information shown in Fig. 13B, and if information indicating that the song lottery function will be used is stored, the server 1000 executes a lottery process related to the song lottery function. Also, if information indicating that the song lottery function will not be used is stored, the server 1000 refers to the group information shown in Fig. 13B, and if information indicating that the song lottery function will not be used is stored, the server 1000 determines the song with the song ID stored in the group information as the song to be played next.
[0159] When executing the lottery process related to the music lottery function, the server 1000 refers to the group information shown in FIG. 6 and determines by lottery one song from among the songs set as recommended songs by each player.
[0160] The server 1000 may execute the lottery process by setting the winning probability of each song set as a recommended song by each player to be equal. For example, if a first song, a second song, and a third song are set as recommended songs, the winning probability of each song may be set to 1 / 3 and the lottery process may be executed.
[0161] Furthermore, the server 1000 may set the winning probability of each song set as a recommended song by each player based on the tallying result, and execute the lottery process. That is, the server 1000 may weight the winning probability of each song set as a recommended song by each player, taking into account the tallying result. The server 1000 may then execute the lottery process based on the weighted winning probabilities. For example, if 10 players have recommended a first song, 5 players have recommended a second song, and 1 player has recommended a third song, the server 1000 may execute the lottery process by setting the winning probability of the first song higher than the winning probability of the second song, and the winning probability of the second song higher than the winning probability of the third song.
[0162] Furthermore, the server 1000 may select one song by lottery from among all songs that are provided, regardless of the song that has been set as a recommended song.
[0163] In addition, the server 1000 may refer to the group information shown in Figure 6 and execute the lottery process by setting the recommended songs set by players who enter the room earlier so that the winning rate is higher than the recommended songs set by players who enter the room later.
[0164] The server 1000 may also refer to the group information shown in Fig. 6 and adopt recommended songs in order of the player who entered the room earliest. The server 1000 may also refer to the group information shown in Fig. 6 and adopt recommended songs in order of the player with the smallest player ID. In other words, the recommended songs to be adopted may be determined in a predetermined order without drawing lots.
[0165] When executing the lottery process related to the character lottery function, the server 1000 first checks the unit information (FIG. 9A) linked to the song ID of the song determined to be the next song to be played, and identifies the types of units that can be organized. Then, the server 1000 references the group information shown in FIG. 14B and identifies the number of characters to be determined using the character lottery function based on the types of units that can be organized. For example, if normal unit information is linked to the song ID of the song determined to be the next song to be played, and three characters have been specified by the host player as shown in FIG. 14B, the number of characters to be determined using the character lottery function will be two.
[0166] When executing the lottery process related to the character lottery function, the server 1000 refers to the group information shown in Fig. 6 and selects one or more characters from among the characters set as recommended characters by each player, so that they do not overlap with the characters designated by the host player. In other words, if multiple characters appear in the music video, the server 1000 executes the lottery process so that all the characters that appear are different. The server 1000 also determines the position of each character.
[0167] The server 1000 may execute the lottery process by setting the winning probability of each character set as a recommended character by each player to be equal.
[0168] Furthermore, the server 1000 may set the winning probability of each character set as a recommended character by each player based on the tallying result, and execute the lottery process. That is, the server 1000 may weight the winning probability of each character set as a recommended character by each player, taking into account the tallying result. Then, the server 1000 may execute the lottery process based on the weighted winning probability.
[0169] Furthermore, the server 1000 may determine one or more characters by lottery from among all characters provided, regardless of the character set as the recommended character.
[0170] In addition, the server 1000 may refer to the group information shown in Figure 6 and execute the lottery process by setting the recommended character set by a player who enters the room earlier so that the winning rate is higher than that of the recommended character set by a player who enters the room later.
[0171] The server 1000 may also refer to the group information shown in Fig. 6 and adopt recommended characters in order of the player who entered the room earliest. The server 1000 may also refer to the group information shown in Fig. 6 and adopt recommended characters in order of the player who has the smallest player ID. In other words, the recommended characters to be adopted may be determined in a predetermined order without drawing lots.
[0172] Furthermore, the server 1000 refers to the composition of characters appearing in the music video determined as described above and the group information shown in Fig. 14B to specify the number of characters to be determined using the costume lottery function. For example, if normal unit information is linked to the song ID of the song determined to be the next song to be played, and costumes corresponding to two characters are specified by the host player as shown in Fig. 15B, the number of costumes to be determined using the costume lottery function will be three.
[0173] When executing the lottery process related to the costume lottery function, the server 1000 determines by lottery one or more costumes from among the costumes set as recommended costumes by each player, with reference to the group information shown in Fig. 6. Note that when determining costumes for multiple characters using the costume lottery function, the server 1000 may determine that the costumes for the multiple characters are common costumes.
[0174] Furthermore, the server 1000 may execute the lottery process by setting the probability of winning each costume set as a recommended costume by each player to be equal.
[0175] The server 1000 may also set the winning probability of each costume set as a recommended costume by each player based on the tallying results, and then execute the lottery process. That is, the server 1000 may weight the winning probability of each costume set as a recommended costume by each player, taking into account the tallying results. The server 1000 may then execute the lottery process based on the weighted winning probability.
[0176] Furthermore, the server 1000 may select one or more costumes by lottery from among all the costumes provided, regardless of the costumes that are set as recommended costumes.
[0177] In addition, the server 1000 may refer to the group information shown in Figure 6 and execute the lottery process by setting the recommended costume set by a player who enters the room earlier so that the winning rate is higher than the recommended costume set by a player who enters the room later.
[0178] The server 1000 may also refer to the group information shown in Fig. 6 and adopt recommended costumes in order of the player who entered the room earliest. The server 1000 may also refer to the group information shown in Fig. 6 and adopt recommended costumes in order of the player with the smallest player ID. In other words, the recommended costumes to be adopted may be determined in a predetermined order without drawing lots.
[0179] Once the various details have been determined in the server 1000 as described above, the server 1000 sets detailed information indicating that the details of the song to be played next have been determined so that it can be acquired by the player terminal 1. The detailed information includes information indicating the song ID of the song to be played next, information indicating the lineup of characters appearing in the music video, information indicating the costumes of the characters appearing in the music video, information indicating the lyrics of the song, and various information regarding the song title, lyricist, and composer.
[0180] When each player terminal 1 receives the detailed information set in the server 1000, it acquires various data necessary to play the music video from the server 1000 based on the received detailed information. Furthermore, each player terminal 1 generates video data of the music video to be played based on the various data acquired from the server 1000.
[0181] When the generation of the video data of the music video to be played is completed in the player terminal 1 of the host player, the player terminal 1 of the host player transmits completion information to the server 1000 indicating that the generation of the video data is completed.
[0182] Upon receiving the completion information, the server 1000 determines the time (hereinafter also referred to as the playback start time) at which each player terminal 1 starts playing the music video. For example, the server 1000 determines the playback start time to be a predetermined time (e.g., 10 seconds) after receiving the completion information. The server 1000 sets playback start time information indicating the determined playback start time so that it can be acquired by the player terminals 1 of the host player and guest players.
[0183] Upon receiving the playback start time information, each player terminal 1 stores the playback start time based on the received playback start time information. Also, each player terminal 1 determines and stores the music information display time based on the playback start time. Note that each player terminal 1 determines the music information display time to be a predetermined time (for example, 5 seconds) before the playback start time.
[0184] Fig. 16A is a diagram illustrating an example of a preparation screen. Fig. 16B is a diagram illustrating an example of a song information display screen. On the touch panel 26 of each player terminal 1, when the time displayed in the countdown display section 72 reaches 0, the preparation screen shown in Fig. 16A is displayed until the song information display time described above is reached. On the preparation screen, a message image reading "Preparing" is displayed in the center of the screen, notifying the user that preparations are being made to play the music video.
[0185] Then, when the song information display time described above arrives, the song information display screen shown in Fig. 16B is displayed on the touch panel 26 of each player terminal 1. The song information display screen displays the title of the song in the music video that is about to start playing, as well as various information about the lyricist and composer.
[0186] FIG. 17A is a first diagram illustrating an example of a music playback screen. FIG. 17B is a second diagram illustrating an example of a music playback screen. When the playback start time described above arrives, the music playback screen shown in FIG. 17A is displayed on the touch panel 26 of each player terminal 1, and playback of the music begins. Furthermore, a music video displaying character video 180 is played on the music playback screen. Furthermore, lyrics 181 of the music are displayed on the music playback screen. That is, in this embodiment, the timing at which the music video playback starts is synchronized on the player terminals 1 of the players participating in the group.
[0187] The time required to generate video data varies depending on the specifications of each player terminal 1 and the communication environment. As described above, in this embodiment, the playback start time is determined based on the timing of video data generation at the player terminal 1 of the host player. Therefore, it is possible that the generation of video data at the player terminal 1 of a guest player is completed significantly earlier than the playback start time. In this case, the player terminal 1 of the guest player who completed the generation of video data earlier waits for the playback start time to be determined and starts playing the music video from the determined playback start time. This makes it possible to synchronize the playback start timing of the music video. In the player terminal 1 of the guest player who completed the generation of video data earlier, if the playback start time is not determined even after a predetermined waiting time (e.g., 60 seconds) has elapsed, it may be determined that a timeout has occurred. In this case, the guest player may be removed from the group, and a concert top screen may be displayed on the touch panel 26.
[0188] Furthermore, it may happen that the generation of video data on the player terminal 1 of a guest player is completed later than the playback start time. In this case, the player terminal 1 of the guest player for which the completion of video data generation is delayed can resume playback of the music video as soon as the generation of the video data is completed, thereby enabling synchronization of the timing of the start of playback of the music video. Specifically, the elapsed time is derived from the difference between the playback start time of the music video and the time the generation of the video data is completed. Then, the player terminal 1 of the guest player advances the playback time of the video data of the music video based on the derived elapsed time, and resumes playback of the music video from the middle.
[0189] Furthermore, when the touch panel 26 is tapped while the music playback screen shown in Fig. 17A is displayed, the display switches to the music playback screen shown in Fig. 17B. The music playback screen shown in Fig. 17B has a stamp display area 182. Furthermore, the stamp display area 182 has a stamp selection area 184. A plurality of stamp operation units 184a are displayed in the stamp selection area 184. As shown in Fig. 17B, in this embodiment, stamp operation units 184a corresponding to a plurality of types of stamps set in advance are displayed.
[0190] In this embodiment, each player terminal 1 accepts a tap on the stamp operation unit 184a at most once per predetermined period (for example, every two seconds). When the player terminal 1 accepts a tap on the stamp operation unit 184a, a stamp image 185 corresponding to the type of the tapped stamp operation unit 184a is displayed in the stamp display area 182. Furthermore, when the player terminal 1 accepts a tap on the stamp operation unit 184a, it transmits stamp information to the server 1000. The stamp information includes information for identifying the type of the tapped stamp operation unit 184a and the player ID of the player. The stamp information may also include time information regarding the elapsed time from the start of playback of the music.
[0191] The server 1000 creates a stamp list based on the stamp information acquired from each player terminal 1 at predetermined intervals (for example, every two seconds).
[0192] FIG. 18 is a diagram illustrating an example of a stamp list. As shown in FIG. 18, the stamp list stores the number of stamps acquired for each type based on stamp information acquired from the player terminal 1 of the guest player. The stamp list may or may not include time information corresponding to each stamp. Also, as shown in FIG. 18, if stamp information has been acquired from the player terminal 1 of the host player, the stamp list stores the type of stamp and the number of stamps acquired based on the acquired stamp information. After creating the stamp list, the server 1000 sets the stamp list so that each player terminal 1 can acquire it.
[0193] Each player terminal 1 acquires a stamp list from the server 1000 at predetermined intervals (for example, 2 seconds), and determines details of stamps to be displayed in the stamp display area 182 based on the acquired stamp list. In this embodiment, each player terminal 1 displays a maximum of a predetermined number (for example, 40) of stamp images 185 in the stamp display area 182 at predetermined intervals (for example, 2 seconds) based on the stamp list. At this time, if the stamp list includes stamp information corresponding to the host player, the stamp image 185 based on the stamp information corresponding to the host player is preferentially displayed in the stamp display area 182.
[0194] Here, as an example, a case will be described where the player terminal 1 acquires the stamp list shown in Fig. 18. Fig. 18 shows a case where the stamp list includes 200 pieces of stamp information corresponding to guest players and 1 piece of stamp information corresponding to the host player. In this case, since the predetermined number of stamp images 185 that can be displayed is exceeded, the player terminal 1 first determines to display the stamp image 185 based on the stamp information corresponding to the host player.
[0195] Then, an adjustment process is performed to adjust the number of stamp images 185 displayed corresponding to the guest player so that the number of stamp information items corresponding to the guest player is a predetermined number (for example, 40) minus 1 (here, 39).
[0196] In the adjustment process, for example, based on the stamp list, the number of stamp images 185 to be displayed for each type is determined according to the ratio of the number of stamp images 185 acquired for each type corresponding to the guest player. For example, the number of stamp images 185 to be displayed for type A is determined to be 20, the number of stamp images 185 to be displayed for type B is determined to be 10, the number of stamp images 185 to be displayed for type C is determined to be 5, the number of stamp images 185 to be displayed for type D is determined to be 4, and the number of stamp images 185 to be displayed for type E is determined to be 0. In other words, the number of stamp images 185 to be displayed for each type is determined so that the total number of stamp images 185 to be displayed for the guest player is a predetermined number (for example, 40) minus 1 (here, 39).
[0197] In this embodiment, a case has been described in which a maximum predetermined number (e.g., 40) of stamp images 185 can be displayed in the stamp display area 182 in a predetermined period (e.g., 2 seconds) based on the stamp list, but the stamp image 185 corresponding to the host player does not need to be included in the predetermined number. That is, in both cases where the stamp list includes stamp information corresponding to the host player and where the stamp list does not include stamp information corresponding to the host player, an adjustment process may be executed to adjust the number of stamp images 185 displayed corresponding to the guest player to a predetermined number (e.g., 40).
[0198] In any case, if the stamp list includes stamp information corresponding to the host player, it may be determined that the stamp image 185 based on the stamp information corresponding to the host player is to be displayed.
[0199] Then, in each player terminal 1, the stamp image 185 determined to be displayed as described above is displayed at a random location within the stamp display area 182 every predetermined unit time (for example, 0.1 seconds).
[0200] As a result, stamp images 185 based on the operation of the host player are displayed on all player terminals 1. Furthermore, by limiting the number of stamp images 185 displayed in the stamp display area 182, it is possible to prevent the stamp display area 182 from being filled with stamp images 185, which would deteriorate the appearance. Furthermore, in this embodiment, the playback timing of the music video is synchronized on the player terminals 1 of the players participating in the group, and stamp images 185 with substantially the same content are displayed on each player terminal 1. This makes it possible to improve the sense of unity among the players belonging to the same group, and to improve the dramatic effect.
[0201] The stamp image 185 based on the operation of the host player and the stamp image 185 based on the operation of the guest player may be displayed in a distinguishable manner.
[0202] Note that if the total number of stamp information items corresponding to the guest player and the host player included in the stamp list is less than a predetermined number (e.g., 40), the adjustment process is not executed. In this case, it is determined that the stamp images 185 are to be displayed based on all the stamp information items included in the stamp list. Then, based on the stamp information items included in the stamp list, the stamp images 185 may be displayed one after another at random locations in the stamp display area 182 at predetermined unit time intervals (e.g., 0.1 seconds).
[0203] Returning to FIG. 17B, the music playback screen shown in FIG. 17B is provided with a first operation unit 186 and a second operation unit 188. When the first operation unit 186 is tapped, the stamp selection area 184, the stamp image 185, the first operation unit 186, and the second operation unit 188 are hidden, and the music playback screen shown in FIG. 17A is displayed. That is, a player who wants to focus on the music video can concentrate on the displayed content of the character image 180 and the music lyrics 181 by displaying the music playback screen shown in FIG. 17A. Furthermore, a player who wants to interact with other players can enjoy interacting with other players through sending and receiving stamps by displaying the music playback screen shown in FIG. 17B.
[0204] When the second operation unit 188 is operated by the host player, the playback of the music video is stopped, and a standby screen is displayed on the touch panel 26. In this case, the playback of the music video on the player terminal 1 of the guest player is also stopped, and a standby screen is displayed on the touch panel 26.
[0205] However, when the second operation unit 188 is operated by the host player, playback of the music video on the player terminal 1 of the host player may be stopped, while playback of the music video on the player terminal 1 of the guest player may continue without being stopped. In this case, while the music video is being played on the player terminal 1 of the guest player, the host player may make various settings for the next song on the standby screen, thereby improving convenience for the host player.
[0206] Furthermore, when the second operation unit 188 is operated by a guest player, playback of the music video is stopped on the player terminal 1 of the guest player. Furthermore, the guest player is removed from the group, and the concert top screen is displayed on the touch panel 26.
[0207] 19 is a diagram illustrating a case where a guest player joins a group midway while a music video is being played. As shown in FIG. 19, when a guest player joins a group midway while a music video is being played, that is, after the playback start time, the player terminal 1 of the guest player acquires detailed information about the music video being played from the server 1000. Then, the player terminal 1 of the guest player acquires various data necessary for playing the music video from the server 1000 based on the acquired detailed information.
[0208] Furthermore, the player terminal 1 of the guest player generates video data of the music video to be played based on various data acquired from the server 1000. Then, when the generation of the video data is completed, the player terminal 1 of the guest player acquires the playback start time of the music video being played from the server 1000, and derives the elapsed time from the start of playback of the music video being played to the present from the difference between that time and the current time. Then, the player terminal 1 of the guest player advances the playback time of the video data of the music video based on the derived elapsed time, and plays the music video from the middle. This makes it possible to synchronize the playback timing of the music videos.
[0209] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000. Note that, here, the characteristic configuration of the functional configuration of the player terminal 1 and the server 1000 will be described.
[0210] (Functional configuration of player terminal 1) 20 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0211] The terminal-side game control program includes a game execution program 300 and a display control program 302. Note that the programs listed in Figure 20 are just examples, and the terminal-side game control program includes many other programs.
[0212] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution unit 300a and a display control unit 302a.
[0213] Specifically, the CPU 10 runs a game execution program 300, causing the computer to function as a game execution unit 300a, and also runs a display control program 302, causing the computer to function as a display control unit 302a.
[0214] The game execution unit 300a is responsible for controlling the concert function that allows multiple players to simultaneously watch the same music video.
[0215] The display control unit 302a generates a screen to be displayed on the touch panel 26, and causes the generated image to be displayed on the touch panel 26.
[0216] The data storage area 12b is provided with a game information storage area 310 and a player information storage area 312 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b is provided with many other storage areas in addition to these.
[0217] (Functional configuration of server 1000) 21 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0218] The server-side game control program includes a game execution program 1300 and a lottery program 1304. Note that the programs listed in Figure 21 are just examples, and the server-side game control program includes many other programs.
[0219] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each memory unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution unit 1300a and a lottery unit 1304a.
[0220] Specifically, the CPU 1010 runs a game execution program 1300, causing the computer to function as a game execution unit 1300a, and also runs a lottery program 1304, causing the computer to function as a lottery unit 1304a.
[0221] The game execution unit 1300a, like the game execution unit 300a of the player terminal 1, is responsible for control of the concert function.
[0222] The lottery unit 1304a executes lottery processes relating to various lottery functions (music lottery function, character lottery function, costume lottery function).
[0223] The data storage area 1012b is provided with a game information storage area 1310 and a player information storage area 1312 as storage areas for storing data. Note that the above storage areas are examples, and the data storage area 1012b is provided with many other storage areas.
[0224] Next, a description will be given of the processing of the player terminal 1 and the server 1000. Note that, here, characteristic processing of the processing of the player terminal 1 and the server 1000 will be described.
[0225] (Processing of player terminal 1) FIG. 22 is a flowchart illustrating the terminal-side concert function management process in the player terminal 1. The game execution unit 300a of the player terminal 1 determines whether a predetermined operation has been detected (P1-1). The predetermined operation includes operation of the concert operation unit 32, operation of the group selection operation units 40a to 40e, and operation of the special operation unit 40f. If a predetermined operation has been detected (YES in P1-1), the game execution unit 300a acquires group information (FIG. 6) from the server 1000. The game execution unit 300a also determines whether an event period is currently in progress (P1-3). If it is not currently in progress (NO in P1-3), the display control unit 302a displays a concert top screen for use outside of the event period (FIG. 3B, etc.) on the touch panel 26 based on the group information acquired in step P1-2.
[0226] If the event is currently in progress (YES in P1-3), the game execution unit 300a determines whether the player's player ID is a specific player ID designated by the organizers (P1-5). If the player's player ID is not a specific player ID designated by the organizers (NO in P1-5), the display control unit 302a displays a concert top screen for the event period (FIG. 5) on the touch panel 26 based on the group information acquired in step P1-2. If the player's player ID is a specific player ID designated by the organizers (YES in P1-5), the display control unit 302a displays a concert top screen for the specific player ID on the touch panel 26 based on the group information acquired in step P1-2. The concert top screen for the specific player ID allows the player to participate in a special group as a host.
[0227] The game execution unit 300a also executes a group creation management process (P2) which will be described in detail later, a group participation management process (P3) which will be described in detail later, and a group participation management process (P4) which will be described in detail later.
[0228] 23 is a flowchart illustrating group creation management processing in the player terminal 1. The game execution unit 300a determines whether or not a group creation operation for joining a group as a host player has been input (P2-1). Note that the group creation operation includes an operation in the selected group display area 42 (FIG. 3B) for a group in which the host player has not yet joined, and an operation of the OK operation unit 50b in the group creation dialog (FIG. 3C).
[0229] If a group creation operation is input (YES in step P2-1), the game execution unit 300a transmits group information (creation information) including the player ID of the player and information indicating the type of group in which the player will participate as the host player to the server 1000 (P2-2). The game execution unit 300a also acquires group information (FIG. 6) corresponding to the group in which the player will participate as the host player from the server 1000 (P2-3). The display control unit 302a also displays a standby screen based on the group information acquired in step P2-3 (P2-4).
[0230] 24 is a flowchart illustrating group participation management processing in the player terminal 1. The game execution unit 300a determines whether a group participation operation has been input to join a group as a guest player (P3-1). Note that the group participation operation includes an operation in the selected group display area 42 (FIG. 4A) of a group in which the host player has already joined, and an operation of the OK operation unit 50b in the group participation dialog (FIG. 4C).
[0231] If a group joining operation is input (YES in P3-1), the game executing unit 300a transmits group information (participation information) including the player's player ID and information indicating the type of group in which the player will join as a guest player to the server 1000 (P3-2). The game executing unit 300a also acquires group information (FIG. 6) corresponding to the group in which the player has joined as a guest player from the server 1000 (P3-3). The display control unit 302a also displays a standby screen based on the group information acquired in step P3-3 (P3-4). Note that if a player joins as a guest player to a group in the middle of playing a music video, the display control unit 302a does not display the standby screen and continues playing the music video from the middle, as shown in FIG. 19.
[0232] FIG. 25 is a flowchart illustrating group participation management processing in the player terminal 1. The game execution unit 300a determines whether a recommendation operation has been input (P4-1). Recommendation operations include an operation to set a recommended song, an operation to set a recommended character, and an operation to set a recommended costume. If a recommendation operation has been input (YES in P4-1), the game execution unit 300a transmits recommendation information corresponding to the input operation to the server 1000 (P4-2). If an operation to set a recommended song has been input as the recommendation operation, the recommendation information includes the player ID of the player and the song ID of the recommended song. If an operation to set a recommended character has been input as the recommendation operation, the recommendation information includes the player ID of the player and the character ID of the recommended character. If an operation to set a recommended costume has been input as the recommendation operation, the recommendation information includes the player ID of the player and the costume ID of the recommended costume.
[0233] The game executing unit 300a determines whether a recommendation result confirmation operation including operation of the recommendation result confirmation operation unit 52b of the drawer window 52 has been input (P4-3). As a result, if a recommendation result confirmation operation has been input (YES in P4-3), the game executing unit 300a acquires recommendation result information from the server 1000 (P4-4). The recommendation result information includes a result of tallying up the recommended music and recommended character details set by each player based on the recommendation information acquired by the server 1000 from each player terminal 1 (tallying up result). The display control unit 302a displays a recommendation result confirmation screen (FIG. 12) on the touch panel 26 based on the recommendation result information acquired in step P4-4.
[0234] The game execution unit 300a determines whether the player is participating in the group as a host player (P4-6). If the player is participating in the group as a host player (YES in P4-6), the game execution unit 300a executes a process for the host player (P5) described below.
[0235] The game execution unit 300a also determines whether the player is participating in the group as a guest player (P4-7). If the result shows that the player is participating in the group as a guest player (YES in P4-7), the game execution unit 300a executes guest player processing (P6), which will be described later.
[0236] 26 is a flowchart illustrating host player processing in the player terminal 1 of the host player. The game execution unit 300a of the player terminal 1 of the host player determines whether or not a next song setting operation has been input (P5-1). The next song setting operation includes various operations for setting various information related to the song to be played next on the song selection screen (FIG. 13A), character selection screen (FIG. 14A), and costume selection screen (FIG. 15A).
[0237] As a result, when a next song setting operation is input (P5-1), the game executing unit 300a updates the group information (FIGS. 13B, 14B, and 15B) based on the input next song setting operation, and transmits the updated group information to the server 1000. Specifically, when a setting operation is performed on the song selection screen (FIG. 13A), the game executing unit 300a transmits the group information shown in FIG. 13B to the server 1000. When a setting operation is performed on the character selection screen (FIG. 14A), the game executing unit 300a transmits the group information shown in FIG. 14B to the server 1000. When a setting operation is performed on the costume selection screen (FIG. 15A), the game executing unit 300a transmits the group information shown in FIG. 15B to the server 1000.
[0238] The display control unit 302a updates the value of the timer of the countdown display unit 72 (P5-3). The game executing unit 300a determines whether the value of the timer of the countdown display unit 72 updated in step P5-3 has reached 0 (P5-4). If the value of the timer of the countdown display unit 72 is not 0 (NO in P5-4), the game executing unit 300a determines whether the start operating unit 70 has been operated (P5-5).
[0239] When the value of the timer on the countdown display unit 72 reaches 0 (YES in P5-4) or when the start operation unit 70 is operated (YES in P5-5), the game executing unit 300a transmits start information to the server 1000 (P5-6). When the start operation unit 70 is not operated (NO in P5-5), the game executing unit 300a waits until the value of the timer on the countdown display unit 72 reaches 0.
[0240] The game executing unit 300a determines whether detailed information has been received from the server 1000 (P5-7). As a result, if detailed information has been received (YES in P5-7), the game executing unit 300a acquires various data necessary for playing the music video from the server 1000 based on the received detailed information (P5-8). Furthermore, the game executing unit 300a executes a playback preparation process to generate video data of the music video to be played based on the various data acquired from the server 1000 (P5-9). If detailed information has not been received (NO in P5-7), the game executing unit 300a waits until detailed information is received.
[0241] The game executing unit 300a determines whether the playback preparation process is complete (P5-10). If the playback preparation process is complete (YES in P5-10), the game executing unit 300a transmits completion information to the server 1000 (P5-11). If the playback preparation process is not complete (NO in P5-10), the game executing unit 300a waits until the playback preparation process is complete.
[0242] The game executing unit 300a determines whether playback start time information has been received from the server 1000 (P5-12). If playback start time information has been received (YES in P5-12), the game executing unit 300a stores the playback start time (P5-13). The game executing unit 300a also determines and stores the music information display time based on the playback start time (P5-14). The game executing unit 300a determines the music information display time to be a predetermined time (e.g., 5 seconds) before the playback start time. If playback start time information has not been received (NO in P5-12), the game executing unit 300a waits until playback start time information is received.
[0243] The game execution unit 300a determines whether the song information display time has arrived (P5-15). As a result, if the song information display time has arrived (YES in P5-15), the display control unit 302a displays the song information display screen shown in Fig. 16B on the touch panel 26 for a predetermined time (e.g., 5 seconds) (P5-16). If the song information display time has not arrived (NO in P5-15), the display control unit 302a waits until the song information display time arrives.
[0244] The game execution unit 300a determines whether the display end timing of the music information display screen has arrived (P5-17). If the display end timing of the music information display screen has not arrived (NO in P5-17), the game execution unit 300a waits until the display end timing arrives. If the display end timing of the music information display screen has arrived (YES in P5-17) and the current timing is delayed relative to the music playback start time, the game execution unit 300a executes a predetermined correction process (P5-18). As the correction process, the display control unit 302a adjusts the playback time of the music video video data taking into account the delay relative to the music playback start time. For example, if there is a one-second delay, the display control unit 302a executes a correction process to advance the playback time of the music video video data by one second. The display control unit 302a executes a playback start process to start playback of the music video video data prepared for playback in step P5-9 above (P5-19).
[0245] The game executing unit 300a determines whether or not a music video is being played (P5-20). If it is determined that a music video is being played, the game executing unit 300a executes a terminal-side stamp management process (P7), which will be described later.
[0246] The game executing unit 300a determines whether the host player has input a disbanding operation to disband the group (P5-21). If a disbanding operation has been input (YES in P5-21), the game executing unit 300a transmits group information (disbanding information) including information indicating the type of group to be disbanded to the server 1000 (P5-22). In addition, the display control unit 302a displays the concert top screen (FIG. 3B) on the touch panel 26 (P5-23).
[0247] 27 is a flowchart illustrating guest player processing in the player terminal 1 of a guest player. The game executing unit 300a of the player terminal 1 of the guest player determines whether or not detailed information has been received from the server 1000 (P6-1). If detailed information has not been received (NO in P6-1), the game executing unit 300a waits until detailed information is received.
[0248] Furthermore, if detailed information has been received (YES in P6-1), the game execution unit 300a acquires various data necessary for playing the music video from the server 1000 based on the received detailed information (P6-2). Furthermore, the game execution unit 300a executes a playback preparation process to generate video data of the music video to be played based on the various data acquired from the server 1000 (P6-3).
[0249] The game executing unit 300a determines (P6-4) whether or not playback start time information has been received from the server 1000. If playback start time information has not been received (NO in P6-4), the game executing unit 300a waits until playback start time information is received.
[0250] Furthermore, if playback start time information is received (YES in P6-4), the game executing unit 300a stores the playback start time (P6-5). The game executing unit 300a also determines and stores the music information display time based on the playback start time (P6-6). The game executing unit 300a determines the music information display time to be a predetermined time (e.g., 5 seconds) before the playback start time.
[0251] The game execution unit 300a determines whether the music information display time has arrived (P6-7). If the music information display time has not arrived (NO in P6-7), the display control unit 302a waits until the music information display time arrives.
[0252] Furthermore, if the music information display time has arrived (YES in P6-7), the display control unit 302a displays the music information display screen shown in FIG. 16B on the touch panel 26 for a predetermined time (for example, 5 seconds) (P6-8).
[0253] The game executing unit 300a determines whether the timing for ending the display of the music information display screen has arrived (P6-9). If the timing for ending the display of the music information display screen has not arrived (NO in P6-9), the game executing unit 300a waits until the timing for ending the display of the music information display screen arrives.
[0254] Furthermore, if the timing for ending the display of the music information display screen has arrived (YES in P6-9) and the current timing is delayed relative to the music playback start time, the game execution unit 300a executes a predetermined correction process (P6-10). As the correction process, the display control unit 302a adjusts the playback time of the music video video data, taking into account the delay relative to the music playback start time. For example, if there is a one-second delay, the display control unit 302a executes a correction process to advance the playback time of the music video video data by one second. The display control unit 302a executes a playback start process to start playback of the music video video data prepared for playback in step P6-3 above (P6-11).
[0255] The game execution unit 300a determines whether a music video is currently being played (P6-12). If the music video is currently being played (YES in P6-12), the game execution unit 300a executes the terminal-side stamp management process (P7), which will be described later.
[0256] The game executing unit 300a determines whether the player has input a group exit operation to terminate their affiliation with the group (P6-13). If a group exit operation has been input (YES in P6-13), the game executing unit 300a transmits group information (exit information) including the player's player ID and information indicating the type of group to which the player is being terminated to the server 1000 (P6-14). In addition, the display control unit 302a displays the concert top screen (FIG. 3B) on the touch panel 26 (P6-15).
[0257] 28 is a flowchart illustrating the terminal-side stamp management process in the player terminal 1. The game executing unit 300a determines whether it is time to acquire a stamp list (P7-1). If it is time to acquire a stamp list (YES in P7-1), the game executing unit 300a acquires the stamp list (FIG. 18) from the server 1000 (P7-2).
[0258] The game executing unit 300a determines whether the total number of stamp information corresponding to the guest player and the host player included in the acquired stamp list is less than or equal to a predetermined number (e.g., 40) (P7-3). If the total number is less than or equal to the predetermined number (e.g., 40) (YES in P7-3), the game executing unit 300a determines to display the stamp images 185 corresponding to all stamp information included in the stamp list (P7-4).
[0259] If the number is greater than a predetermined number (e.g., 40) (NO in P7-3) and the acquired stamp list includes stamp information corresponding to the host player, the game executing unit 300a executes host player priority processing to determine whether to display the stamp image 185 based on the stamp information corresponding to the host player (P7-5). Note that if the acquired stamp list does not include stamp information corresponding to the host player, the game executing unit 300a does not execute host player priority processing.
[0260] The game executing unit 300a executes an adjustment process to adjust the number of stamp images 185 to be displayed (P7-6). Specifically, if the acquired stamp list includes stamp information corresponding to the host player, the game executing unit 300a adjusts the number of stamp images 185 to be displayed corresponding to the guest player to a predetermined number (e.g., 40) minus 1 (here, 39). If the acquired stamp list does not include stamp information corresponding to the host player, the game executing unit 300a adjusts the number of stamp images 185 to be displayed corresponding to the guest player to a predetermined number (e.g., 40). Furthermore, the game executing unit 300a determines the number of stamp images 185 to be displayed for each type of stamp image 185 based on the stamp list, in accordance with the proportion of the number of stamp images 185 obtained for each type corresponding to the guest player.
[0261] The game executing unit 300a determines the timing and location of displaying the stamp images 185 that have been determined to be displayed in steps P7-4, P7-5, and P7-6 (P7-7).
[0262] The display control unit 302a executes stamp display processing (P7-8) to display the stamp images 185 one after another at random locations within the stamp display area 182 every predetermined unit time (e.g., 0.1 seconds) in accordance with the determination made in step P7-7.
[0263] The game executing unit 300a determines whether the stamp operating unit 184a (FIG. 17B) has been operated (P7-9). As a result, if the stamp operating unit 184a has been operated (YES in P7-9), the display control unit 302a executes stamp display processing to display a stamp image 185 corresponding to the type of the operated stamp operating unit 184a in the stamp display area 182 (P7-10). In addition, the game executing unit 300a transmits to the server 1000 stamp information including information for identifying the type of the operated stamp operating unit 184a and the player's player ID (P7-11).
[0264] (Processing on Server 1000) 29 is a flowchart illustrating the server-side concert function management process in the server 1000. The game execution unit 1300a of the server 1000 determines whether or not various group information has been received from the player terminal 1 (S1-1). If various group information has been received (YES in S1-1), the game execution unit 1300a updates the group information stored in the game information storage unit 1310 (FIGS. 6, 13B, 14B, 15B) based on the received various group information (S1-2).
[0265] The game executing unit 1300a of the server 1000 determines whether recommendation information has been received from the player terminal 1 (S1-3). If recommendation information has been received (YES in S1-3), the game executing unit 1300a updates the recommendation result information stored in the game information storage unit 1310 based on the received recommendation information (S1-4). That is, the game executing unit 1300a of the server 1000 derives a compilation result (recommendation result information) of the recommended music and recommended character content set by each player. The recommendation result information updated in step S1-4 is set so that it can be acquired by each player terminal 1.
[0266] The game execution unit 1300a of the server 1000 determines whether start information has been received from the player terminal 1 of the host player (S1-5). If start information has been received (YES in S1-5), the game execution unit 1300a references the group information stored in the game information storage unit 1310 and determines whether use of various lottery functions is set (S1-6). If use of various lottery functions is set (YES in S1-6), the lottery unit 1304a executes lottery processing (S1-7). At this time, the lottery unit 1304a executes lottery processing related to the music lottery function with priority over lottery processing related to the character lottery function. Furthermore, the lottery unit 1304a executes lottery processing related to the character lottery function with priority over lottery processing related to the costume lottery function.
[0267] The game executing unit 1300a determines the details of the song to be played next (S1-8) by referring to the result of the lottery in step S1-7 and the group information stored in the game information storage unit 1310. The game executing unit 1300a also sets detailed information, including information indicating the song ID of the song to be played next, information indicating the lineup of characters appearing in the music video, information indicating the costumes of the characters appearing in the music video, information indicating the lyrics of the song, and various information regarding the song title, lyricist, and composer, so that it can be acquired by the player terminal 1 (S1-9).
[0268] The game execution unit 1300a of the server 1000 determines whether completion information has been received from the player terminal 1 of the host player (S1-10). If completion information has been received (YES in S1-10), the game execution unit 1300a determines the playback start time at which to start playing the music video (S1-11). The game execution unit 1300a also sets playback start time information indicating the determined playback start time so that it can be acquired by the player terminal 1 (S1-12). The game execution unit 1300a also executes a server-side stamp management process (S2), which will be described later.
[0269] 30 is a flowchart illustrating the server-side stamp management process in the server 1000. The game execution unit 1300a determines whether or not stamp information has been received from the player terminal 1 (S2-1). As a result, if stamp information has been received (YES in S2-1), the game execution unit 1300a stores the received stamp information (S2-2).
[0270] The game executing unit 1300a also determines whether it is time to generate a stamp list, which occurs every predetermined period (e.g., every two seconds) (S2-3). If it is time to generate a stamp list (YES in S2-3), the game executing unit 1300a creates a stamp list (FIG. 18) based on the stamp information stored in step S2-2 (S2-4). The game executing unit 1300a also sets the created stamp list so that it can be acquired by the player terminal 1.
[0271] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0272] Furthermore, in the above embodiment, the concert function has been described as playing a music video of one song, but music videos of multiple songs may be played in a medley format. In this case, player recommendations may be accepted for some or all of the elements constituting the multiple songs that make up the medley (the type of song, the composition of the characters appearing in the music video, and the costumes worn by each character). Some or all of the elements constituting the multiple songs that make up the medley may then be determined by lottery based on the recommendation results. Note that when music videos of multiple songs are played in a medley format, the composition of the characters appearing in the music video and the costumes worn by each character may be different for each song.
[0273] In the above embodiment, as shown in Fig. 13B, the group information stores the song ID of the song to be played next, which is set by the host player, and information indicating whether or not the song lottery function is to be used (lottery function information). However, the song lottery function may be used when a specific song ID (such as 9999) is stored as the song ID of the song to be played next, which is set by the host player, without using the information indicating whether or not the song lottery function is to be used.
[0274] In the above embodiment, as shown in Fig. 14B, the group information stores the character IDs of the characters appearing in the music video set by the host player and information indicating whether or not the character lottery function is used (lottery function information). However, the character lottery function may be used when a specific character ID (such as 9999) is stored as the character ID of a character appearing in the music video, without using the information indicating whether or not the character lottery function is used.
[0275] In the above embodiment, as shown in Fig. 15B, the group information stores a costume ID corresponding to the costume to be worn by the character and information indicating whether or not the costume lottery function is to be used (lottery function information). However, the costume lottery function may be used when a specific costume ID (such as 9999) is stored as the costume ID corresponding to the costume to be worn by the character, without using information indicating whether or not the costume lottery function is to be used.
[0276] Furthermore, in the above embodiment, the stamp list (FIG. 18) includes information about the stamp of the host player, but this is not limiting. The stamp information transmitted from the player terminal 1 of the host player to the server 1000 may be transmitted independently to the player terminal 1 of the guest player without being included in the stamp list. In this case, time information indicating the time at which the stamp operation unit 184a (FIG. 17B) was operated in the player terminal of the host player may be included in the stamp information. For example, when the server 1000 has acquired stamp information including time information from the player terminal 1 of the host player, the server 1000 may set the stamp information including the time information to the player terminal 1 of the guest player so that it can be acquired. Then, the player terminal 1 of the guest player may display the stamp corresponding to the host player based on the stamp information including the time information set in the server 1000.
[0277] Furthermore, in the above embodiment, a case has been shown in which a music video is played on both the player terminal 1 of the host player and the player terminal 1 of the guest player, but it is also possible that the music video is not played on the player terminal 1 of the host player, but is played only on the player terminal 1 of the guest player.
[0278] In the above embodiment, the concert function is described as being applied to the playback of music videos. However, the genre of content to which the concert function is applied is not particularly limited. The above functions can be applied to content of any genre, such as RPGs, action games, simulation games, puzzle games, training games, sports games, games in which players compete against other CPUs, and games in which a host player competes against a CPU.
[0279] In the above embodiment, the host player can input a next song setting operation, including various operations for setting various information about the song to be played next, on the song selection screen (FIG. 13A), character selection screen (FIG. 14A), and costume selection screen (FIG. 15A), during the display period of the standby screen. However, the period during which the next song setting operation can be input may include periods other than the display period of the standby screen. For example, the next song setting operation may be input while the preparation screen (FIG. 16A) is displayed, while the song information display screen (FIG. 16B) is displayed, and while a music video is being played. This allows various settings about the next song to be made while the music video is being played, thereby improving convenience for the host player. Note that the display modes of the various screens (song selection screen (FIG. 13A), character selection screen (FIG. 14A), and costume selection screen (FIG. 15A)) for inputting the next song setting operation may be different during the display period of the standby screen from those during the display period of the standby screen. If the host player inputs an operation to set the next song while the music video is being played, the information in the information display section 68 on the standby screen of the player terminal 1 of the guest player will be updated when the music video playback ends and the standby screen is restored.
[0280] Furthermore, each player terminal 1 may be capable of displaying a lottery result confirmation screen (not shown) that includes the type of music, the character lineup appearing in the music video, and the costumes to be worn by each character, based on the detailed information set in the server 1000. The lottery result confirmation screen may additionally display a predetermined icon that identifies the content determined by each lottery function (music lottery function, character lottery function, costume lottery function). The lottery result confirmation screen may also additionally display a predetermined icon that identifies the content designated (set) by the host player. A predetermined icon may also be additionally displayed for any of the various contents displayed on the lottery result confirmation screen that match the various contents recommended by the player. Players can set recommended music, recommended characters, and recommended costumes by referring to the content displayed on the lottery result confirmation screen. For example, a guest player can set recommended music, recommended characters, and recommended costumes to the music, characters, and costumes designated by the host player by referring to the content displayed on the lottery result confirmation screen. For example, even if the music, character, or costume designated by the host player is changed, the guest player can set a recommended music, character, or costume with the same content as the music, character, or costume previously designated by the host player, thereby leaving open the possibility that the music, character, or costume previously designated by the host player will be selected by lottery.
[0281] The lottery result confirmation screen may be displayed while the preparation screen (FIG. 16A) is being displayed, while the song information display screen (FIG. 16B) is being displayed, and while the music video is being played. The lottery result confirmation screen may also be displayed while the standby screen is being displayed. The lottery result confirmation screen may also be displayed when the music video playback has finished. The lottery result confirmation screen may also be displayed on the player terminals 1 of both the guest player and the host player. Alternatively, the lottery result confirmation screen may also be displayed on the player terminal 1 of either the guest player or the host player.
[0282] Furthermore, if a character that appeared in the previous music video determined by the character lottery function is included among the recommended characters ranked high on the recommendation result confirmation screen (FIG. 12), a predetermined icon may be added to and displayed on the image corresponding to the character. Furthermore, if a character that appeared in the previous music video is included among the recommended characters ranked high on the recommendation result confirmation screen (FIG. 12), a predetermined icon may be added to and displayed on the image corresponding to the character. Furthermore, if a song that was played in the previous music video determined by the song lottery function is included among the recommended songs ranked high on the recommendation result confirmation screen (FIG. 12), a predetermined icon may be added to and displayed on the image corresponding to the song. Furthermore, if a song that was played in the previous music video is included among the recommended songs ranked high on the recommendation result confirmation screen (FIG. 12), a predetermined icon may be added to and displayed on the image corresponding to the song.
[0283] Furthermore, when a recommendation result confirmation screen (Figure 12) is displayed on the player terminal 1 of the host player, when an image corresponding to a recommended song or recommended character that is ranked high and displayed on the recommendation result confirmation screen (Figure 12) is tapped, the tapped recommended song or recommended character that is ranked high may be reflected in the settings of the song to be played next.
[0284] Furthermore, a recommendation completion operation unit functioning as an operation unit may be provided on the standby screen of the player terminal 1 of the guest player. Then, based on operation of the recommendation completion operation unit by the guest player, the player terminal 1 may transmit recommendation completion information indicating that setting of the recommendation function has been completed to the server 1000. Upon receiving the recommendation completion information, the server 1000 may update the group information so that the recommendation completion information is stored in association with the player ID of the guest player. Furthermore, the player terminal 1 of the host player may be configured to display the number and percentage of guest players associated with the recommendation completion information. For example, the host player can determine to operate the start operation unit 70 to start playback of the music video without waiting for the time limit to elapse, referring to the number and percentage of guest players associated with the recommendation completion information, thereby improving convenience for the host player.
[0285] In the above embodiment, a case has been described in which, when a recommendation operation is input, recommendation information corresponding to the recommendation operation is transmitted from the player terminal 1 to the server 1000. However, if the recommendation completion operation unit is provided, the player terminal 1 may transmit the recommendation completion information and the recommendation information to the server 1000 based on the recommendation completion operation unit being tapped. However, a configuration may also be adopted in which, when a recommendation operation is input, the recommendation information is transmitted from the player terminal 1 to the server 1000, and when the recommendation completion operation unit is tapped, the recommendation completion information is transmitted from the player terminal 1 to the server 1000. Alternatively, a recommendation completion operation unit may not be provided, and the player terminal 1 may transmit the recommendation completion information and the recommendation information to the server 1000 when a recommendation operation is input.
[0286] Furthermore, when the narrowing operation unit 102, narrowing operation unit 152, sorting operation unit 104, sorting operation unit 154, or search operation unit 114 in the above embodiment is tapped, it may be possible to perform search, sorting, narrowing display, etc. of characters and songs based on the content displayed on the above-mentioned lottery result confirmation screen or recommendation result confirmation screen (Figure 12).
[0287] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. Part of the processing in the player terminal 1 described above may be executed in the server 1000. Also, for example, part of the processing in the server 1000 described above may be executed in the player terminal 1. In any case, the information processing program may cause a computer to perform the following processing.
[0288] (Computer-implemented processing) A process of accepting the participation of one or more guest players in a predetermined content (a group, in the above embodiment, as an example) set by the host player (the process of step P3, in the above embodiment, as an example). A process (in the above embodiment, step P5-1 is an example) of accepting a designation operation by a host player to designate the contents of one or more first components (in the above embodiment, as an example, the type of song, the composition of characters appearing in the music video, and the contents of the costumes to be worn by each character) that make up specific content (in the above embodiment, as an example, a music video). A process of linking predetermined information (in the above embodiment, one example is lottery function information) to one or more second components that make up specific content (in the above embodiment, one example is the type of song, the composition of characters appearing in the music video, and the details of the costumes worn by each character) based on the host player's operation (in the above embodiment, one example is steps P5-2 and S1-2). A process that enables a guest player participating in the specified content to input content information indicating the content of the second component linked to the specified information (in the above embodiment, steps P4-1, P4-2, S1-3, and S1-4 are taken as an example). A process of determining the content of the second component linked with the predetermined information based on the content information input by the guest player (in the above embodiment, steps S1-7 and S1-8 as an example). A process of executing specific content on the terminal of a guest player based on the content of a first component specified by the host player and the content of a second component determined based on content information (in the above embodiment, step P6 is an example).
[0289] A process of accepting the participation of one or more guest players in a predetermined content (a group, in the above embodiment, as an example) set by the host player (the process of step P3, in the above embodiment, as an example). A process (in the above embodiment, step P5-1 is an example) of accepting a designation operation by a host player to designate the contents of one or more first components (in the above embodiment, as an example, the type of song, the composition of characters appearing in the music video, and the contents of the costumes to be worn by each character) that make up specific content (in the above embodiment, as an example, a music video). A process of linking predetermined information (in the above embodiment, one example is lottery function information) to one or more second components that make up specific content (in the above embodiment, one example is the type of song, the composition of characters appearing in the music video, and the details of the costumes worn by each character) based on the host player's operation (in the above embodiment, one example is steps P5-2 and S1-2). A process that enables a guest player participating in the specified content to input content information indicating the content of the second component linked to the specified information (in the above embodiment, steps P4-1, P4-2, S1-3, and S1-4 are taken as an example). A process of displaying content information input by a guest player in a manner that is recognizable to the host player (in the above embodiment, steps P4-3 to P4-5 as an example). A process of accepting a designation operation by the host player to designate the content of the second component (in the above embodiment, step P5-1 as an example). A process of executing specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player (in the above embodiment, step P6 is an example).
[0290] The computer may further perform a process (in the above embodiment, as an example, step P2-4) of displaying the type of second component linked to the specified information in a manner that is identifiable to the guest player (in the above embodiment, as an example, the song information display area 68a, the organization information display area 68b, and the costume information display area 68c in the information display unit 68). The computer may further perform a process of displaying to the guest player (in the above embodiment, as an example, the countdown display unit 72) the period during which content information of the second component linked to the predetermined information can be input in a manner that is recognizable to the guest player. The computer may further perform a process of displaying the tally result based on the content information input by the guest player in a manner that is recognizable to the guest player (in the above embodiment, steps P4-3 to P4-5 as an example).
[0291] The process of enabling input of content information may allow a guest player participating in a specified content to select one of a plurality of selection candidates for a second component linked to the specified information and input content information (in the above embodiment, as an example, Figures 9B, 10B, and 11B).
[0292] The information processing program in the above embodiment may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]
[0293] 1. Player terminal 300 Game execution program 300a Game Execution Unit 302 Display Control Program 302a Display control unit 1000 servers 1300 Game execution program 1300a Game Execution Unit 1304 Lottery Program 1304a Lottery Section S Information Processing System
Claims
1. A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of determining the content of the second component linked to the predetermined information based on the content information input by the guest player; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component determined based on the content information; An information processing program that causes a computer to carry out the above.
2. A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of displaying the content information input by the guest player in a manner that is recognizable to the host player; a process of accepting the designation operation of the host player to designate the content of the second component; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player; An information processing program that causes a computer to carry out the above.
3. a process of displaying the type of the second component linked with the predetermined information in a manner that is identifiable to the guest player; a process of displaying to the guest player a period during which the content information of the second component element associated with the predetermined information can be input in a manner that is recognizable to the guest player; a process of displaying a counting result based on the content information input by the guest player in a manner that can be identified by the guest player; 3. The information processing program according to claim 1, further causing a computer to execute the above steps.
4. The process of enabling input of the content information includes:
3. The information processing program according to claim 1, wherein the guest player participating in the specified content is enabled to input the content information by selecting one of a plurality of selection candidates for the second component linked to the specified information.
5. 1. An information processing method performed by one or more computers, comprising: A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of determining the content of the second component linked to the predetermined information based on the content information input by the guest player; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component determined based on the content information; An information processing method including:
6. 1. An information processing method performed by one or more computers, comprising: A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of displaying the content information input by the guest player in a manner that is recognizable to the host player; a process of accepting the designation operation of the host player to designate the content of the second component; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player; An information processing method including:
7. An information processing system comprising one or more computers, The computer A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of determining the content of the second component linked to the predetermined information based on the content information input by the guest player; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component determined based on the content information; An information processing system that carries out the above.
8. An information processing system comprising one or more computers, The computer A process of accepting participation of one or more guest players in predetermined content set by a host player; a process of accepting a designation operation by the host player to designate the contents of one or more first components constituting specific content; a process of associating predetermined information with one or more second components constituting the specific content based on an operation by the host player; a process of enabling the guest player participating in the predetermined content to input content information indicating the content of the second component linked to the predetermined information; a process of displaying the content information input by the guest player in a manner that is recognizable to the host player; a process of accepting the designation operation of the host player to designate the content of the second component; a process of executing the specific content on the terminal of the guest player based on the content of the first component specified by the host player and the content of the second component specified by the host player; An information processing system that carries out the above.
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