Game live distribution system and program
The game live streaming system and program create excitement among multiple users by enabling real-time betting and interaction within a group, addressing the lack of group engagement in conventional betting services.
Patent Information
- Application Number
- JP2024073873
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-30
- Publication Date
- 2025-11-12
- Estimated Expiration
- 2044-04-30
AI Technical Summary
Conventional betting services lack the ability to create excitement among a group of multiple users.
A game live streaming system and program that allows users to participate in a betting game through live streaming, where users can predict the outcome of a competition, receive payouts based on correct predictions, and engage in real-time commentary and gift-giving within a group of viewers and broadcasters.
Enhances the sense of unity and excitement among a group of users by allowing real-time interaction and non-monetary betting, fostering a sense of community and motivation through group participation.
Smart Images

Figure 2025168963000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game live streaming system and a program. [Background technology]
[0002] Conventionally, services have been provided that allow betting on publicly managed competitions such as horse racing, boat racing, and bicycle racing via a communication network (see, for example, Patent Document 1). Users of such services predict the outcome of the competition and place their bets (also called "bet") by placing monetary or other value on their predictions. The votes are accepted by a server, and once the results of the competition are determined, a payout (payout) according to the winning bet is awarded to the user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-000686 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional services (also called "betting") that involve predicting and voting on the outcome of a competition allow users to enjoy the service individually, but it is difficult to create excitement about betting among a group of multiple users.
[0005] Therefore, an object of the present invention is to provide a live game distribution system and program that can create excitement for a betting game among a group of multiple users. [Means for solving the problem]
[0006] The game live streaming system according to the first aspect is a game live streaming system for live streaming games between multiple users including broadcasters and viewers, and includes: a game providing unit that provides a game in which a user predicts the outcome of a competition held in a game space and, if the user's vote meets a winning condition, awards the user a payout according to a payout multiplier; a distribution unit that provides live streaming by streaming a live video of the game played by the broadcaster to one or more viewer devices; and a group processing unit that, during the live streaming of the live video, allows viewers to post and view comments only within a group consisting of the broadcaster and the one or more viewers watching the broadcaster's live video.
[0007] The program of the second aspect causes a computer for live streaming of a game between multiple users, including a broadcaster and viewers, to function as: a game providing unit that provides a game in which a user predicts the outcome of a competition held in a game space and, if the user's vote meets a winning condition, awards the user a payout according to a payout multiplier; a distribution unit that provides live streaming that distributes a live video of the game played by the broadcaster to one or more viewer devices; and a group processing unit that, during the live streaming of the live video, allows viewers to post and view comments only within a group consisting of the broadcaster and the one or more viewers watching the broadcaster's live video. [Effects of the Invention]
[0008] According to one aspect of the present invention, it is possible to provide a live game distribution system and program that can create excitement for a betting game among a group of multiple users. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram illustrating a configuration of a game live streaming system according to an embodiment. [Figure 2] FIG. 10 is a diagram for explaining an outline of the operation of a betting game provided by a distribution server according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating a configuration of a distribution server according to the embodiment. [Figure 4] FIG. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; [Figure 5] FIG. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; [Figure 6] FIG. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; [Figure 7] FIG. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; [Figure 8] FIG. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; [Figure 9] FIG. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; [Figure 10] FIG. 10 is a diagram illustrating a configuration of a distribution server according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0010] A game live streaming system according to an embodiment will be described with reference to the drawings. The game live streaming system is a system for live streaming games between multiple users, including broadcasters and viewers. In the drawings, identical or similar parts are denoted by identical or similar reference numerals.
[0011] (1) System configuration FIG. 1 is a diagram showing the configuration of a game live streaming system 1 according to this embodiment. The game live streaming system 1 realizes a game live streaming service that provides viewers with live gameplay videos in real time, which are gameplay videos in which a streamer provides commentary while playing the game. In the example shown in the figure, there is one viewer watching the live gameplay video by the streamer, but there may be multiple viewers watching the live gameplay video by the streamer. When there is no need to distinguish between the streamer and the viewer, they are also simply referred to as "users." A user is a user of the game live streaming service. It is assumed that a user has an account with the game live streaming service.
[0012] The game live streaming system 1 includes a streaming server 100 and a plurality of terminals 200. The streaming server 100 and the terminals 200 are connected to each other so as to be able to communicate with each other via a communication network 10. The communication network 10 includes the Internet. The communication network 10 may also include a LAN (Local Area Network).
[0013] The distribution server 100 is configured with one or more computers and is an information processing device of a business providing a live game streaming service. The distribution server 100 may also be referred to as a game live streaming server. The distribution server 100 may be a general-purpose computer such as a workstation or a PC (Personal Computer), or may be logically realized using cloud computing (distributed computing). In other words, the distribution server 100 may be configured with one computer or multiple computers.
[0014] The multiple terminals 200 include a broadcaster terminal 200a and a viewer terminal 200b. In a game live streaming service, a user becomes a broadcaster by selecting a game and starting live streaming of a commentary video. On the other hand, a user becomes a viewer by selecting a broadcaster and starting watching the commentary video. In other words, one user can be both a broadcaster and a viewer. One user does not have to be able to be both a broadcaster and a viewer at the same time. The distribution server 100 accepts access from each terminal 200 and distributes the game commentary video (including audio) provided by the broadcaster terminal 200a to the viewer terminal 200b.
[0015] A user can independently enjoy an online game provided by the game live streaming system 1. Meanwhile, during live streaming of a commentary video, a group consisting of multiple users is formed by the broadcaster and one or more viewers watching the broadcaster's commentary video.
[0016] The terminal 200 may be, for example, a PC, a smartphone, a tablet device, or a wearable device. The terminal 200 has an interface with a user and an interface with the communication network 10. The interface with the user may include, for example, at least one of a display, a keyboard, a mouse, a touchpad, a touch panel display, a microphone, and a speaker. The interface with the communication network 10 may include at least one of a wired communication interface and a wireless communication interface. In the following description of the embodiment, it is mainly assumed that each terminal 200 is a smartphone. An application program for using a game live streaming service is installed on each terminal 200. However, each terminal 200 may also use a game live streaming service provided as a web service via a general-purpose web browser. By accessing the distribution server 100 via the installed application program, the terminal 200 can play various games provided by the distribution server 100 and can stream or watch the game commentary videos.
[0017] In the game live streaming system 1, a live video of the game (specifically, video data and audio data) is sent from the broadcaster's terminal 200a to the distribution server 100, and the distribution server 100 performs various information processing on the live video and sends (distributes) the live video to the viewer's terminal 200b, and the viewer's terminal 200b displays the live video received from the distribution server 100.
[0018] The game live streaming system 1 is equipped with various communication functions to enable communication between broadcasters who broadcast game play videos and viewers who watch the play videos. For example, the game live streaming system 1 displays a comment area (chat area) along with a game play video on the terminal 200, allowing viewers to communicate with the broadcaster through comments (chats). Furthermore, viewers can send gifts (also called "support gifts") to broadcasters via the game live streaming service. Viewers can purchase and send such gifts to broadcasters to support their favorite broadcasters or as an opportunity to communicate with them. In the game live streaming service, broadcasters broadcast play videos of games they are playing to viewers, and viewers provide comments and gifts to the broadcasters while watching the play videos.
[0019] In the game live streaming system 1, viewers can register (follow) their favorite broadcasters. Generally, viewers become fans of the broadcasters they follow and are motivated to support their favorite broadcasters. Broadcasters are motivated to broadcast live in order to increase their fan base.
[0020] (2) Betting games The distribution server 100 according to this embodiment provides a game in which a user predicts the outcome of a competition held in a game space and, if the user's bets fulfill a winning condition, the user is awarded a payout. In the following description of the embodiment, such a game is also referred to as a "betting game." In particular, the betting game according to this embodiment does not involve the use of assets or other items for betting or payouts, and does not have a gambling element. Such a betting game may also be referred to as a "social betting" game.
[0021] The competition held in the game space may be any game in which victory or defeat or ranking is determined, but may also be, for example, a competition in which a race or battle is automatically conducted between virtual athletes (virtual players). The virtual athletes may be characters (human-like characters), vehicles, robots, animals, or monsters. In the following description of the embodiment, arena-style competitions in which monsters battle each other are mainly assumed.
[0022] FIG. 2 is a diagram for explaining an outline of the operation of the betting game provided by the distribution server 100 according to this embodiment.
[0023] STEP 1: First, when a broadcaster starts (hosts) a betting game, each user (broadcaster, viewer) in the group predicts the outcome of the competition held in the game space and votes (bet). The prediction may be for the one remaining monster, or for monsters up to a predetermined rank (for example, the first and second place monsters and their ranks, or the first to third place monsters and their ranks). In the following description of the embodiment, the case of predicting the one remaining monster is mainly assumed. In this case, the hit condition is that the prediction of the one remaining monster is correct.
[0024] Users vote for predictions using (by investing) voting value. In this embodiment, the voting value is points (which may be referred to as "medals") that are used exclusively for betting games. For example, points have no monetary value and cannot be exchanged for cash. Points may be free points that can be obtained by satisfying a predetermined condition in the game live streaming service (or betting game) (for example, by logging in to the service). Points may also be points that can be obtained by sending a support gift for a fee. Points may also be paid points that can be purchased on the game live streaming service. In any case, points cannot be exchanged for cash and can only be used in betting games, and do not constitute property or the like, thereby avoiding the gambling aspect. This allows a wide range of users to enjoy betting games.
[0025] Each monster is assigned a payout rate (odds) according to its characteristics (strength, etc.), and generally, the stronger the monster, the lower the payout rate (odds). The betting details of each user in the betting game may be made public to other users in the group.
[0026] STEP 2: After voting, a competition takes place in the game space. In this embodiment, an automatic battle between monsters takes place. Users in the group (broadcaster, viewers) can watch the monsters battle, and the broadcaster can comment on the battle. For example, as each monster attacks the other monsters, the other monsters' stamina (hit points) decreases, and when their stamina reaches zero, they become the loser, and the last monster remaining is the winner. The broadcaster can comment on the battle, cheering on the monster they voted for and / or the monster voted for by the viewers. Viewers can post comments cheering on the monster they voted for and / or the monster the broadcaster voted for.
[0027] STEP 3: Depending on the results of the competition, users (broadcasters, viewers) are awarded payouts according to the payout multiplier. Specifically, users who correctly predict the results of the competition are awarded payouts according to the payout multiplier of their correct predictions. In this embodiment, the payouts are points used exclusively for betting games. As described above, points have no monetary value and cannot be converted into cash. The points thus obtained as payouts can be used to vote (STEP 1) for the competition (monster battle) to be held thereafter.
[0028] In this way, in the betting game according to this embodiment, viewers in a group can also participate in voting, which can enhance the sense of unity between the broadcaster and viewers in the live game broadcast and create excitement for the live game broadcast. Furthermore, because both voting and payouts are made using points that do not correspond to property or the like, gambling aspects can be avoided, and the betting game can be enjoyed by a wide range of users.
[0029] (3) Distribution server configuration 3 is a diagram showing the configuration of the distribution server 100 according to this embodiment. The distribution server 100 includes a communication unit 110, a storage unit 120, and a processing unit .
[0030] The communication unit 110 is a network interface connected to the communication network 10. The communication by the communication unit 110 may be wired communication or may include wireless communication. The communication unit 110 communicates with the terminal 200 via the communication network 10 under the control of the processing unit 130.
[0031] The storage unit 120 includes various memories such as a ROM (Read Only Memory) and an auxiliary storage device. The program (game live streaming program) executed by the processing unit 130 is stored in the ROM and / or the auxiliary storage device of the storage unit 120, for example. The storage unit 120 stores various databases related to the game live streaming service. In this embodiment, the databases stored in the storage unit 120 include a user information database 121, a game information database 122, a gift information database 123, and a prediction result database 124.
[0032] The user information database 121 stores a user ID, nickname, owned points information, and owned game currency information for each user of the game live streaming service. The user ID constitutes the user's account information and includes an ID unique to the game live streaming service and / or an ID unique to the betting game. The nickname is the name used to refer to the user in the game live streaming service.
[0033] The owned point information is information about points owned by a user, which have value that can only be used in betting games. Points have no monetary value and cannot be exchanged for cash. Points may be free points that can be obtained by fulfilling certain conditions in the game live streaming service (or betting game) (for example, by logging in to the service). Alternatively, points may be paid points that can be purchased on the game live streaming service.
[0034] The owned game currency information is information about the game currency owned by the user, which is a value that can be used in betting games and other games (especially other games on the game live streaming service). Hereinafter, such game currency will also be referred to as "coins." Coins cannot be exchanged for cash. There are free coins that can be obtained by fulfilling certain conditions on the game live streaming service (e.g., logging in to the service), and paid coins that can be purchased with money on the game live streaming service. Gifts typically given on game live streaming services are purchased by viewers using coins. Coins may also be used to purchase avatars and / or costumes to be used on the game live streaming service.
[0035] The game information database 122 stores information about betting games. For example, the game information database 122 stores drawing data, parameters such as characteristics, and payout multiplier information for each monster, as well as the ID of each game and information about participating users. The game information database 122 may also store information about monsters previously trained by each user (broadcaster, viewer) in association with the user ID. Training refers to a user increasing the parameters of their monster by training their own monster in the game. Parameters include a monster's hit points, attack power, defense power, speed, etc. Basically, the higher the parameter, the more likely a monster is to win a battle, and the payout multiplier is set lower. The parameters may include behavioral characteristics and skills. Behavioral characteristics include, for example, the ability to easily attack strong monsters or weak monsters. Skills include, for example, skills that increase a monster's own hit points, attack power, defense power, or speed, or skills that decrease the attack power, defense power, or speed of other monsters.
[0036] The gift information database 123 stores information about gifts to support broadcasters.
[0037] The prediction result database 124 stores, for example, for each race held in a betting game, information on each user who placed a vote, the content of each user's vote (prediction content), information on whether each user's prediction was correct or not, and information on each user's payout.
[0038] The processing unit 130 is configured with one or more processors and a RAM (Random Access Memory) used as a work area for the processor. In this embodiment, the processing unit 130 loads a program (a game live distribution program) stored in the storage unit 120 into the RAM and executes it, thereby functioning as a game providing unit 131, a distribution unit 132, a group processing unit 133, and a fever processing unit 134. Each of these units performs information processing using information stored in the storage unit 120.
[0039] The game providing unit 131 provides a betting game (social betting game) as described above to a user. A betting game is a game in which a payout is awarded to a user (a broadcaster or a viewer) when the user (a broadcaster or a viewer) predicts the outcome of a competition held in a game space and the user's vote satisfies a hit condition. In a betting game, betting processing, competition processing, and payout processing are performed in accordance with the procedures of STEP 1 to STEP 3 shown in FIG. 2.
[0040] The gaming providing unit 131 accepts votes (bets) from the broadcaster and / or viewers in the betting game. For example, the gaming providing unit 131 accepts from the broadcaster on the broadcast screen an operation to select a monster predicted by the broadcaster, and also accepts from the broadcaster on the broadcast screen an operation to select the amount of value to be bet on the monster. The gaming providing unit 131 also accepts votes from viewers. Specifically, the gaming providing unit 131 accepts from the viewer on the viewing screen an operation to select a winning monster predicted by the viewer, and also accepts from the viewer on the viewing screen an operation to select the amount of value to be cast in the vote for the monster.
[0041] Here, the gaming providing unit 131 accepts votes from broadcasters and / or viewers using points (virtual medals, hereinafter also simply referred to as "medals") exclusively used in betting games. Points can be purchased by broadcasters and viewers using coins (game currency). Coins (game currency) include free coins (free game currency) and paid coins (paid game currency). In this way, the gaming providing unit 131 accepts votes from broadcasters and also votes from viewers. Furthermore, the gaming providing unit 131 accepts votes from broadcasters and viewers using points, which are a value exclusively used in games and cannot be converted into cash. The gaming providing unit 131 awards points as a payout determined according to the points used for the bet and a payout multiplier.
[0042] The distribution unit 132 provides live streaming, in which live video of a game played by a broadcaster is distributed to viewers. A user becomes a broadcaster by selecting a game and starting to distribute the live video. Meanwhile, a user becomes a viewer by selecting a broadcaster and starting to watch the live video. In this embodiment, the distribution unit 132 distributes live video of a betting game played by a broadcaster to viewers. Specifically, the broadcaster transmits live video (video data and audio data) of the betting game from the broadcaster's terminal 200a to the distribution server 100, the distribution server 100 performs various information processing on the live video and transmits (distributes) the live video to the viewer's terminal 200b, and the viewer's terminal 200b displays the live video received from the distribution server 100. In addition to displaying the live video, the viewing screen displayed on the viewer's terminal 200b displays buttons for accepting comments and for accepting requests to give gifts to the broadcaster.
[0043] The group processing unit 133 has a comment processing unit 133a that allows comments from viewers to be posted and viewed only within a group consisting of the broadcaster and one or more viewers watching the broadcaster's live video during live streaming of the live video. By allowing comments to be posted and viewed only within the group during live streaming of the live video in this way, it is possible to enhance the sense of unity within the group consisting of the broadcaster and viewers, and to create excitement about betting among a group consisting of multiple users.
[0044] The comment processor 133a may divide multiple viewers who watch a streamer's live video into multiple subgroups, each of which includes the streamer, and allow viewers to post and view comments only within the subgroup. For example, if there is a group including streamer A and viewers B1, B2, B3, and B4, the group may be divided into two subgroups (subgroup division): one consisting of streamer A and viewers B1 and B2, and another consisting of streamer A and viewers B3 and B4. This allows a game progression in which the subgroups compete with each other. Such subgroup division may be performed by the streamer specifying the viewers to be classified into each subgroup, or may be performed based on the results of a random drawing.
[0045] The comment processing unit 133a may allow comments to be posted and viewed only within the group during the period when the competition (STEP 2) is being held and during the voting period (STEP 1) before the competition is held. The comments made by viewers during the competition (STEP 2) may be comments of support for the monster for which they voted. The comments made by viewers during the voting period (STEP 1) may be comments expressing the viewers' enthusiasm. The broadcaster reacts to these comments and provides commentary. By allowing such comments to be posted and viewed, the excitement of the betting game can be fostered. The comment processing unit 133a may also allow comments to be posted and viewed only within the group during the period when the result display (STEP 3) is being held. The comments made by viewers during the period when the result display (STEP 3) is being held may be comments expressing joy or sadness depending on whether they won or not.
[0046] The group processing unit 133 has a gift processing unit 133b that enables viewers to give support gifts to the broadcaster only within the group during live streaming of the commentary video. By enabling viewers to give support gifts to the broadcaster only within the group during live streaming of the commentary video in this way, it is possible to enhance the sense of unity within the group consisting of the broadcaster and viewers, and to create excitement about betting in a group consisting of multiple users.
[0047] The gift processing unit 133b may allow gifts to be given only within a group during the period when the competition (STEP 2) is being held and during the voting period (STEP 1) before the competition is being held. The gift processing unit 133b may also allow gifts to be given only within a group during the period when the results are displayed (STEP 3).
[0048] The gift processor 133b may divide multiple viewers who watch a streamer's live video into multiple subgroups, each subgroup including the streamer, and allow viewers to give support gifts to the streamer only within the subgroup. For example, if a group includes streamer A and viewers B1, B2, B3, and B4, the group may be divided into two subgroups (subgroup division): one consisting of streamer A and viewers B1 and B2, and another consisting of streamer A and viewers B3 and B4. This allows the subgroups to compete against each other in a game. Such subgroup division may be performed by the streamer specifying the viewers to be classified into each subgroup, or may be performed based on the results of a random drawing.
[0049] The gift processing unit 133b may accept a viewer's request to give a dedicated gift (support gift) to a broadcaster, which is used exclusively for a game. For example, a viewer can select a gift using a gift button displayed on the viewing screen of a betting game played by the broadcaster and give the selected gift. A process may be performed to provide a monetary or exchangeable reward to the broadcaster in response to the gift of the dedicated gift. For example, in the game live streaming system 1, a reward may be provided to the broadcaster based on the amount of gifts the broadcaster has received. Such a reward may be provided to broadcasters who meet certain conditions, and may be calculated by multiplying the broadcast hourly wage, which is determined based on the amount of gifts and the total viewing time, by the broadcast time. Such a reward may increase the broadcaster's motivation to broadcast. Gifts can be purchased by viewers using coins (game currency). Paid gifts, which are gifts purchased with paid coins (paid game currency), may be set to provide a larger reward to the broadcaster than free gifts purchased with free coins (free game currency).
[0050] The dedicated gift may be a gift that grants points to both the broadcaster and the viewer to be used for voting. The gift processing unit 133b grants points to both the broadcaster and the viewer to be used exclusively for the betting game in response to the viewer's desire to give the gift. For example, the gift may be given by the viewer spending their own coins (free coins or paid coins), and one coin may be equivalent to one point, or one coin may be exchanged for a value greater than one point. By granting points to the broadcaster through the gift, the broadcaster can use the points for their own voting. Furthermore, by granting points to the viewer through the gift, the viewer can use the points for their own voting. Here, the amount of points granted to the viewer may be the same as the amount of points granted to the broadcaster. Note that viewers may feel embarrassed about giving gifts to the broadcaster, but granting points to the viewer as well can alleviate such embarrassment and encourage gift giving. If the gift is a paid gift, the gift processing unit 133b may award more points to both the broadcaster and the viewer than if the gift is a free gift. For example, a free gift worth one coin may award one point to both the broadcaster and the viewer, and a paid gift worth one coin may award two points to both the broadcaster and the viewer. This allows viewers to choose between gifts (free gifts and paid gifts) depending on how much they want to support the broadcaster.
[0051] The dedicated gift may be a gift that increases the payout rate in a betting game. Specifically, the payout rate for a battle (competition) when the gift is given is higher than when the gift is not given. For example, when the gift is given, the payout rate is increased by N times (N≧2) the payout rate when the gift is not given. When the gift is a paid gift, the gift processing unit 133b may increase the payout rate by a larger amount than when the gift is a free gift. For example, the payout rate may be set to double for a free gift worth one coin, and triple for a paid gift worth one coin. This allows viewers to choose gifts (free gifts and paid gifts) depending on how much they want to support the streamer.
[0052] The dedicated gift may be a gift that facilitates the activation of Fever Time, which provides advantageous effects to broadcasters and viewers in a betting game. For example, the rate of increase of the "X+Y" value may be increased by N times, or the threshold value may be changed to be lower than normal, so that the gauge indicating the "X+Y" value fills more easily. Alternatively, the gift may forcibly activate Fever Time. When the gift is a paid gift, the gift processing unit 133b may increase the effect of facilitating the activation of Fever Time compared to when the gift is a free gift. For example, when the gift is a paid gift, the rate of increase of the "X+Y" value may be greater than when the gift is a free gift. Alternatively, when the gift is a paid gift, the amount of decrease in the threshold may be greater than when the gift is a free gift.
[0053] The group processing unit 133 may permit only viewers in a group who meet conditions specified by the broadcaster to vote (bet). In other words, the group processing unit 133 may prohibit viewers in a group who do not meet the conditions specified by the broadcaster from voting (betting). The conditions specified by the broadcaster may be, for example, a condition that a rank (also referred to as a "cheer rank") determined according to the broadcaster's support record is equal to or higher than a certain rank. When a viewer follows a specific broadcaster, watches the broadcaster's live broadcast, or sends a support gift to the specific broadcaster, the viewer's cheer rank for the specific broadcaster increases. A broadcaster may want to play a betting game only with their own fans, which makes the live broadcast even more exciting. Specifically, the number of users who can participate (bet) in a betting game may be limited to, for example, 20. Since a large number of viewers may wish to participate in a betting game in which a popular broadcaster broadcasts live videos, the broadcaster can limit the betting game to their own fans by specifying conditions for permitting voting (betting).
[0054] The fever processing unit 134 activates a fever time that generates an advantageous effect in the game within the group. The fever processing unit 134 may activate the fever time in response to the result of counting the payout status and / or the winning status within the group satisfying a threshold condition. This makes it easier for each user in the group to continue the betting game, motivated by the activation of the fever time. The fever processing unit 134 may activate the fever time in response to the result of counting the giving status of the support gifts within the group satisfying a threshold condition. This encourages the giving of support gifts and also increases the motivation of the broadcaster in broadcasting. The fever processing unit 134 may activate the fever time in response to the result of counting both the winning status and the giving status of the support gifts within the group satisfying a threshold condition.
[0055] Activating such a fever time can create excitement in the betting game. The length of the fever time may be a predetermined fixed length of time, or may be a variable length of time corresponding to a stepwise threshold. Alternatively, the length of the fever time may be a variable length of time corresponding to a specified number of battles (competitions) (for example, one battle). During the fever time, information indicating the remaining fever time may be displayed on the broadcaster's broadcast screen and each viewer's viewing screen.
[0056] The gaming providing unit 131 may increase the payout rate during fever time compared to that during non-fever time. For example, during fever time, the payout rate is increased by multiplying the payout rate during non-fever time (i.e., the normal payout rate) by N. To give a specific example, if the normal payout rates for monster A are 2x and for monster B are 3x, then during fever time these are doubled, and the payout rates for monster A are 4x and for monster B are 6x. Note that the fever processing unit 134 may determine the degree of increase in the payout rate by random lottery. For example, there are options such as "2x," "3x," and "4x," and when fever time is activated, one of these options is randomly selected and applied.
[0057] The fever processing unit 134 may activate Fever Time when the cumulative value of points awarded as dividends to each of the broadcaster and the viewers (and / or the amount of support gifts given within the group) exceeds a threshold. For example, if a broadcaster is broadcasting a betting game live, and the cumulative points earned by the broadcaster as dividends during the broadcast are X points, and the cumulative points earned by each viewer as dividends during the broadcast are Y points, and the threshold is Z points, the fever processing unit 134 will activate Fever Time when the condition "X+Y>Z" is met. The values of X, Y, and / or Z may be displayed on the broadcaster's broadcast screen and on each viewer's viewing screen. A gauge showing the value of "X+Y" may be displayed together with the threshold, and Fever Time may be activated when the gauge reaches the threshold.
[0058] As described above, a betting game can be played by a user alone (so-called single-player mode). That is, the gaming providing unit 131 allows a user to play a betting game alone. This can provide a practice opportunity as a preliminary step before joining a group and playing a betting game. However, the gaming providing unit 131 sets a higher payout multiplier applied to a group during live streaming compared to the payout multiplier set when the user plays the game alone. This can motivate users to join a group that is being live streamed. For example, if the payout multipliers for single-player mode are 2x for Monster A and 3x for Monster B, these will be doubled in the group during live streaming, and the payout multipliers will be 4x for Monster A and 6x for Monster B.
[0059] (4) Screen display example 4 to 9 are diagrams showing examples of display screens on the viewer's terminal 200b according to this embodiment.
[0060] FIG. 4 is a diagram showing an example of a broadcast list screen SC0 for selecting a broadcaster currently broadcasting live.
[0061] Prior to the broadcast list screen SC0, the viewer selects the game for which they wish to watch live broadcast of the commentary video using the game live broadcast app on the terminal 200b, and when they select a betting game, the screen transitions to the broadcast list screen SC0.
[0062] The broadcast list screen SC0 displays a list of broadcasters currently live streaming betting games. The broadcast list screen SC0 includes display areas A1, A2, A3, ... for each broadcaster. Each display area A displays a preview of the live video, the broadcaster's avatar icon, the broadcaster's name (nickname), the number of participants (number of people in the group excluding the broadcaster), and information about the betting participation conditions. Viewers can select (tap) area A corresponding to the broadcaster whose live video they want to watch from the broadcast list screen SC0, and be taken to a viewing screen where they can watch that broadcaster's live video.
[0063] FIG. 5 is a diagram showing an example of a voting acceptance screen (monster selection screen) SC1 among the viewing screens.
[0064] The voting reception screen SC1 has a gauge area B1 that shows the accumulated status of fever points, an observation area B2 for observing the status of the monsters participating in the competition (battle), an area B3 that displays voting reference information showing the winning status of users within the group, and an area B4 for each monster participating in the competition (battle).
[0065] In the gauge area B1, the hit status within the group (for example, the total number of medals awarded) and / or the gift status of support gifts within the group (for example, the total number of gifts and the amount of gauge increase due to gifts) are counted and accumulated as fever points, and the results are displayed on a gauge. When the fever points are full (when the threshold condition is met), the above-mentioned fever time is activated.
[0066] The observation area B2 displays objects (monster objects, characters) of each monster participating in the competition (battle). In the illustrated example, three monsters are shown, but the number may be two, four, or more. Here, the appearance and / or behavior of each monster object changes according to a parameter representing its own state of good condition. The parameter representing the state of good condition may be of three types: "good condition," "bad condition," and "average condition." The state of good condition of each monster may change regularly (e.g., periodically) according to a predetermined rule, or may change irregularly (e.g., non-periodically). For example, a monster in good condition is depicted with an expression and / or behavior that indicates good condition. On the other hand, a monster in poor condition is depicted with an expression and / or behavior that indicates poor condition. This allows each user to understand the state of each monster object based on the monster objects displayed in the observation area B2 and select a monster that is likely to win the competition (battle).
[0067] Area B3, which displays voting reference information showing the hit rates of users in the group, displays information on a predetermined number of users in the group in descending order of hit rate. For example, area B3 displays the user name (nickname) and hit rate for each user ranked 1st to 3rd. This allows users to determine which other users they should use as a reference for their vote (monster selection) based on the information displayed in area B3.
[0068] Each area B4 (B4a to B4c) for each monster participating in the competition (battle) displays the monster's name, payout ratio, monster image, the results of the last few matches (the last three matches in the illustrated example), and each parameter. For example, area B4a displays the monster's name "Monster A," the payout ratio "5.1x," the monster image, the results "3rd place → 1st place → 3rd place," and each parameter "attributes, hit points (HP), attack power, defense power." Area B4 also has a "BET" button that allows the broadcaster to place a bet.
[0069] Around each monster's area B4 (object) (on the left side in the illustrated example), a voting status object B5 is displayed, indicating which users have voted for that monster. For example, three users have voted for monster A, and three voting status objects B5a to B5c corresponding to those three users are displayed. Each voting status object B5 includes an avatar (icon) as identification information for the corresponding user and a numerical value indicating the number of medals (value) bet by that user. This allows users to understand which users have bet on which monster based on each voting status object B5, and can use this information as a reference when deciding which monster and how many medals to bet on.
[0070] The voting reception screen SC1 further includes a button B6 that viewers select (tap) to place a bet, and a button B7 that the broadcaster selects (tap) to start a monster battle. The battle start button B7 can only be selected (tapped) by the broadcaster, and the broadcaster starts the battle after confirming that each viewer has placed a bet.
[0071] The voting reception screen SC1 further includes a comment posting area B8 where viewers can post comments, a button B9 that viewers can use to give support gifts, and an area B10 that displays the viewer's own avatar (icon). Viewers can post comments by selecting (tapping) button B9, entering the comment string, and tapping the send button. As shown in FIG. 6, only a predetermined number of comments B11 posted by each viewer (three in the illustrated example) are displayed in chronological order for a predetermined period of time.
[0072] When a viewer selects (tap) button B6 in FIG. 5, the screen transitions to a monster list screen. When a viewer selects one of the monsters on this screen, a medal count selection area C1, as shown in FIG. 7, is displayed. The illustrated example shows a display example when "Monster B" is selected. The medal count selection area C1 displays the number of medals to be bet, various buttons for selecting the number of medals to bet, and a button C2 for confirming the number of medals to bet. Furthermore, the medal count selection area C1 displays objects C3 of other users who have bet on the selected monster. This allows the user to select the number of medals to bet, taking into consideration the objects C3. The object C3 includes an avatar (icon) as identification information for the corresponding user, a numerical value indicating the number of medals (value) bet by the user, and information indicating the hit rate of the user.
[0073] FIG. 8 is a diagram showing an example of a battle screen SC2 as an example of a screen during a competition according to this embodiment.
[0074] After voting is complete, an automatic battle between monsters takes place on the battle screen SC2. Users (broadcasters and viewers) can watch the monsters battle (and viewer comments), the broadcaster can report on the battle, and viewers can post comments. On the battle screen SC2, for example, as each monster attacks other monsters, the other monsters' stamina (hit points) decreases, and when their stamina reaches zero, they become the loser, and the last monster remaining is declared the winner.
[0075] The battle screen SC2 has a monster object D1 that moves according to the battle situation, an object D2 that displays the remaining hit points of the corresponding monster, an object D3 for each user who voted for the corresponding monster, and a fixed object D4 for displaying the voting situation.
[0076] The monster object D1 disappears from the battle screen SC2 when its hit points reach 0. The object D2 is drawn at a position around the corresponding monster, and the remaining hit points of the monster are displayed as a gauge and a numerical value.
[0077] The object D3 (voting status object) includes an avatar (icon) as identification information of the corresponding user and a numerical value indicating the number of medals (value) bet by the user, allowing the user to know which monsters the user and other users have bet on.
[0078] When it is each monster's turn to attack, the monster object is enlarged and displayed, or both the monster object and the monster object being attacked are enlarged and displayed. Therefore, each monster is not always displayed on the battle screen SC2. Therefore, the object D4 is displayed fixedly regardless of the actions of each monster, and includes the icon of each monster and the avatar icon of the user who bet on that monster.
[0079] FIG. 9 is a diagram showing an example of a result screen SC3 that displays the competition results and predicted results according to this embodiment.
[0080] The results screen SC3 displays information for each broadcaster and broadcaster's viewer showing the balance of the current battle or the total balance of multiple battles, as well as information showing whether the predictions for each battle were correct or not (in the example shown, a white circle indicates a hit, and a black circle indicates a miss).
[0081] (5) Example of change In this modified example, users (broadcasters, viewers) can have monsters that they have raised in advance participate in battles. Fig. 10 is a diagram showing the configuration of distribution server 100 according to this modified example.
[0082] In this modified example, the game providing unit 131 acquires information about monsters that have been raised in advance by the broadcaster or the viewer from the game information database 122, and controls the progress of the betting game by having the monsters participate in battles that take place in the game space. This allows users who have their own monsters raised to participate in battles to increase their motivation to support the monsters.
[0083] The distribution server 100 according to this modified example further includes a reward processing unit 135 that performs processing to grant a reward to the user (broadcaster or viewer) who has raised a monster in response to the monster winning in a battle. This can increase the motivation of the user to raise their own monster. Such a reward may be granted separately from a payout. Alternatively, when a user who has entered a monster they have raised into a battle bets on the monster and wins, a higher payout multiplier than usual may be applied, allowing the user to receive more payouts (medals).
[0084] (6) Other embodiments In the above-described embodiment, a function may be introduced in which the points bet by users (broadcasters and viewers) in a battle in which the predictions of both users are incorrect are accumulated, and a user who predicts correctly in a subsequent battle can take all of the accumulated points. Such a take-all function may be provided during the above-described fever time.
[0085] The operational flows and operational examples in the above-described embodiments do not necessarily have to be executed in chronological order according to the order depicted in the flow diagrams or sequence diagrams. For example, steps in the operations may be executed in an order different from that depicted in the flow diagrams or sequence diagrams, or may be executed in parallel. Some steps in the operations may be deleted, or additional steps may be added to the processing. The operational flows and operational examples in the above-described embodiments may be executed independently, or two or more operational flows and operational examples may be combined and executed. For example, some steps in one operational flow may be added to another operational flow, or some steps in one operational flow may be replaced with some steps in another operational flow.
[0086] A program may be provided that causes a computer to execute the operations according to the above-described embodiments. The program may be recorded on a computer-readable medium. The computer-readable medium can be used to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a CD-ROM or a DVD-ROM.
[0087] As used in this disclosure, the terms "based on" and "depending on" do not mean "based only on" or "depending only on," unless expressly stated otherwise. The term "based on" means both "based only on" and "based at least in part on." Similarly, the term "depending on" means both "depending only on" and "depending at least in part on." Furthermore, the terms "include," "comprise," and variations thereof do not mean including only the listed items, but may include only the listed items, or may include additional items in addition to the listed items. Furthermore, the term "or" as used in this disclosure is not intended to mean an exclusive or. In this disclosure, when articles are added by translation, such as a, an, and the in English, these articles are intended to include the plural unless the context clearly indicates otherwise.
[0088] The above describes the embodiments in detail with reference to the drawings, but the specific configuration is not limited to that described above, and various design changes can be made within the scope that does not deviate from the gist of the invention. [Explanation of symbols]
[0089] 1: Game live streaming system 10: Communication Network 100: Distribution server 110: Communications Department 120: Storage section 121: User information database 122: Game Information Database 123: Gift Information Database 124: Predicted results database 130: Processing section 131: Game Provider 132: Distribution Department 133: Group processing unit 133a: Comment processing section 133b: Gift Processing Department 134: Fever processing unit 135: Reward processing unit 200: Terminal
Claims
1. A game live streaming system for live streaming a game among a plurality of users including a broadcaster and viewers, a game providing unit that provides a game in which a user is awarded a payout according to a payout multiplier when a user's bet on the outcome of a competition held in a game space satisfies a hit condition; a distribution unit that provides live distribution of a live video of the game played by the distributor to one or more viewers' terminals; a group processing unit that allows comments from viewers to be posted and viewed only within a group consisting of the distributor and the one or more viewers watching the live video of the distributor during live streaming of the live video; Equipped with Game live streaming system.
2. The group processing unit allows the comments to be posted and viewed only within the group during the period when the competition is being held and during a voting period before the competition is being held. The game live distribution system according to claim 1 .
3. The group processing unit enables the viewers to give support gifts to the broadcaster only within the group during the live broadcast of the live video. The game live distribution system according to claim 1 .
4. The group processing unit enables the viewers to give the support gift to the distributor only within the group during the period when the competition is being held and during a voting period before the competition is being held. The game live distribution system according to claim 3 .
5. The group processing unit divides a plurality of viewers who watch the live video of the distributor into a plurality of subgroups each including the distributor, and allows the viewers to post and view comments only within the subgroup. The game live distribution system according to claim 1 .
6. The group processing unit allows only viewers in the group who satisfy a condition specified by the distributor to vote. The game live distribution system according to claim 1 .
7. The group processing unit disables the vote for viewers who do not satisfy the conditions, while allowing the viewers to watch the live video and give support gifts to the broadcaster. The game live distribution system according to claim 6.
8. The game device further includes a fever processing unit that activates a fever time that generates an advantageous effect in the game within the group when a result of counting the status of support gifts given from viewers to the streamer within the group satisfies a threshold condition. The game live distribution system according to claim 1 .
9. The game device further includes a fever processing unit that activates a fever time that generates an advantageous effect in the game within the group in response to a result of counting the payout status and / or the winning status within the group satisfying a threshold condition. The game live distribution system according to claim 1 .
10. The gaming providing unit increases the payout rate during the fever time compared to during a non-fever time. The game live distribution system according to claim 8 or 9.
11. The fever processing unit determines the degree of increase of the payout rate by random drawing. The game live distribution system according to claim 10.
12. the game can be played by a single user; The game providing unit sets the payout rate applied to the group during the live distribution higher than the payout rate set when the user plays the game alone. The game live distribution system according to claim 1 .
13. the competition held in the game space is an automatic competition or match between virtual athletes, The game providing unit acquires information about virtual athletes trained in advance by the distributor or the viewer, and controls the progress of the game by having the virtual athletes participate in the competition held in the game space. The game live distribution system according to claim 1 .
14. The system further includes a reward processing unit that performs processing to award a reward to the distributor or the viewer who trained the virtual athlete in advance when the virtual athlete, trained by the distributor or the viewer, wins the race or the match. The game live distribution system according to claim 13.
15. A computer for live streaming a game between multiple users including a streamer and viewers, a game providing unit that provides a game in which a user is awarded a payout according to a payout multiplier when a user's bet on the outcome of a competition held in a game space satisfies a hit condition; a distribution unit that provides live distribution of a live video of the game played by the distributor to one or more viewers' terminals; a group processing unit that allows comments from viewers to be posted and viewed only within a group consisting of the distributor and the one or more viewers watching the live video of the distributor during live streaming of the live video; to function as program.
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