Game live distribution system and program

The game live streaming system addresses the challenge of group betting by providing a system for predicting competition outcomes and displaying voting status, enhancing engagement and excitement through non-monetary rewards.

JP2025169036AActive Publication Date: 2025-11-12MIRATIV CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2024073994
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

Smart Images

  • Figure 2025169036000001_ABST
    Figure 2025169036000001_ABST
Patent Text Reader

Abstract

To enable a group of multiple users to enjoy a betting game.MEANS FOR SOLVING THE PROBLEM: A game live distribution system for performing game live distribution between multiple users including a distributor and viewers includes: a game providing unit that provides a game in which, if votes made by users who have predicted the outcome of a competition performed by a virtual competitor in a game space satisfy winning conditions, the payout according to a payout ratio is imparted to the user; a distribution unit that provides a live distribution that distributes a live video of the game played by the distributor to one or more viewers' devices; and a display control unit that performs control for displaying, on a display screen of the live video, a voting status object indicating which users in a group consisting of the distributor and the one or more viewers have voted for which virtual competitors.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

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") in which users predict and vote on the results of a competition allow users to enjoy the service individually, but it is difficult for users to enjoy betting in groups consisting of multiple users.

[0005] Furthermore, when enjoying betting in a group, users may forget which athlete they have bet on, or may not know which athlete other users are betting on, making it difficult to create excitement in the group betting game.

[0006] 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]

[0007] 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 users predict the outcome of a competition performed by virtual athletes in a game space and, if their bets satisfy a winning condition, award the users a payout according to a payout multiplier; a distribution unit that provides live streaming by distributing a live video of the game played by the broadcaster to one or more viewer devices; and a display control unit that controls the display of a voting status object on a display screen of the live video, which indicates which users within a group consisting of the broadcaster and the one or more viewers have voted for which virtual athletes.

[0008] The program according to the second aspect causes a computer for live streaming of a game between multiple users, including broadcasters and viewers, to function as: a game providing unit that provides a game in which a user predicts the outcome of a competition between virtual athletes in a game space and, if the user's vote fulfills a winning condition, awards the user a payout according to a payout multiplier; a distribution unit that provides live streaming of a live video of the game played by the broadcaster to one or more viewer devices; and a display control unit that controls the display of a voting status object indicating which user voted for which virtual athlete in the game on a display screen of the live video. [Effects of the Invention]

[0009] 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]

[0010] [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. 2 is a diagram showing an example of a display screen on a viewer's terminal according to the embodiment; DETAILED DESCRIPTION OF THE INVENTION

[0011] 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.

[0012] (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.

[0013] 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).

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] (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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] (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 .

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] The gift information database 123 stores information about gifts to support broadcasters.

[0038] 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.

[0039] 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, a fever processing unit 134, and a display control unit 135. Each of these units performs information processing using information stored in the storage unit 120.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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 (subgroup divided) into a subgroup consisting of streamer A and viewers B1 and B2, and another subgroup consisting of streamer A and viewers B3 and B4. This allows a game to progress 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.

[0046] 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.

[0047] 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.

[0048] 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).

[0049] 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.

[0050] 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).

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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).

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] The display control unit 135 controls the display of a voting status object indicating which users in a group consisting of the broadcaster and one or more viewers have voted (bent) on which virtual athlete (in this embodiment, monster) on the display screen of the live video. The voting status object may include information indicating the amount of value (number of medals) that the corresponding user has cast in their vote for the corresponding monster. The display screen of the live video is the display screen on the broadcaster's terminal 200a and / or the display screen on each viewer's terminal 200b. This makes it easy for each user, when enjoying betting in a group, to know which monster they have bet on and which other users are betting on which monster. This makes it possible to create excitement in the betting game in a group. For example, by visually displaying which monster each user has bet on and how many users have bet on the remaining monsters / how much they have bet, each user will be motivated to watch the battle until the end and enjoy the excitement.

[0061] The display control unit 135 may control the display of the voting status object on the display screen of the live video during the voting acceptance period (STEP 1) before the competition (battle) is held. This allows each user to decide which monster to bet on and how many medals to bet, taking into account the betting status of other users in the group.

[0062] The display control unit 135 may control the display of the voting status object on the display screen of the live video during the period when the competition (battle) is being held (STEP 2). This allows each user to cheer on the monster they have bet on and to know how many people / how much they have bet on the remaining monsters, which motivates each user to watch the battle until the end and get excited.

[0063] The display control unit 135 may perform control to display information on a predetermined number of users in a group in descending order of hit rate as voting reference information on the display screen of the live video during the voting acceptance period (STEP 1) before the competition (battle) is held. This allows each user to decide which monster to bet on and how many medals to bet, taking into consideration the betting status of other users in the group with high hit rates.

[0064] When a user selects a monster during the voting acceptance period (STEP 1) before the competition (battle) begins, the display control unit 135 may display on the user's terminal 200 a selection screen for the amount of value (number of medals) to be bet in the vote for that monster, and may also display on the selection screen a voting status object that is information about other users who voted for that monster and includes the success rate of those other users. This allows each user to determine the number of medals to bet, taking into account the success rate of other users who selected the same monster as the user.

[0065] When the number of users who voted for one monster exceeds a threshold, the display control unit 135 may perform control to display, on the display screen of the live video, a voting status object including information on a predetermined number of users in descending order of the amount of value (number of medals bet) they cast in that vote and information indicating the number of remaining users, in association with that monster. When a large number of users voted for one monster, it may be difficult to display information about all of these users (user identification information and number of medals bet) due to size constraints on the display screen. Therefore, an efficient display can be achieved by preferentially displaying information about a predetermined number of users in descending order of the amount of value (number of medals bet) they cast in that vote, and displaying only the number of users for the remaining users.

[0066] The display control unit 135 may display a voting status object including information about users who have voted (bet) on the monster, at least partially overlapping with or around the display position of the monster object. This allows the positional relationship between the monster object and the voting status object to make the voting status object and the corresponding monster visually easy to understand.

[0067] The gaming providing unit 131 may display a state observation area including a monster object (monster image) on the display screen during a voting acceptance period (STEP 1) before the competition (battle) is held. The display control unit 135 may change the appearance and / or behavior of the monster object in the state observation area according to parameters representing the monster's good form. This allows each user to understand the monster's good form based on the monster object's appearance and / or behavior, and to determine the monster and number of medals to bet on based on the good form. Note that a monster in good form may be set with higher parameters than a monster in a normal state, or may be set to be more likely to activate skills that make it easier to win the competition (battle).

[0068] The display control unit 135 may change the appearance and / or behavior of the monster object according to a parameter representing the monster's good form and a random parameter during the voting period (STEP 1) before the competition (battle) is held. Because the monster's good form significantly affects the outcome of the competition (battle), it is expected that many users will bet on monsters that are in good form. However, if monsters in good form are always more likely to win, the betting game will become less interesting. Therefore, by introducing a random parameter (e.g., a random number) to change the appearance and / or behavior of the monster object, it becomes possible to provide a random element that causes the monster's appearance and / or behavior to change regardless of the monster's good form, thereby preventing the betting game from becoming less interesting.

[0069] The display control unit 135 may perform control to display information indicating the performance of each monster in the last few matches (last few battles) on the display screen of the live video during the voting acceptance period (STEP 1) before the competition (battle) is held. This allows each user to decide which monster to bet on and how many medals to bet, taking into account the performance of each monster.

[0070] In this embodiment, the competition held in the game space is a competition in which monsters automatically battle each other to reduce the hit points (HP) of each monster. The display control unit 135 may control the display of a remaining hit point object indicating the remaining hit points (remaining HP) of each monster on the display screen of the live video during the period in which the competition (battle) is being held (STEP 2). This allows each user to understand the remaining hit points of each monster based on the remaining hit point object, and allows them to enjoy battling monsters.

[0071] The display control unit 135 may perform control to display information indicating the number of consecutive wins of users in the group who have won during the result display period (STEP 3) after the competition (battle) is completed on the display screen of the live video. This makes it easier for each user to become absorbed in the betting game so as to increase their own number of consecutive wins, and allows users who have not won to use users with a large number of consecutive wins as a reference for future betting.

[0072] (4) Screen display example 4 to 10 are diagrams showing examples of display screens on the viewer's terminal 200b according to this embodiment.

[0073] FIG. 4 is a diagram showing an example of a broadcast list screen SC0 for selecting a broadcaster currently broadcasting live.

[0074] 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.

[0075] 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.

[0076] FIG. 5 is a diagram showing an example of a voting reception screen (monster selection screen, betting screen) SC1 among the viewing screens.

[0077] The voting reception screen SC1 has a gauge area B1 that shows the accumulated status of fever points, a status observation area B2 for observing the status of monsters participating in the competition (battle), an area B3 that displays voting reference information showing the hit status of users within the group, and an area (object) B4 for each monster participating in the competition (battle).

[0078] 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.

[0079] The state 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 "normal." 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 representing good condition. On the other hand, a monster in poor condition is depicted with an expression and / or behavior representing poor condition. This allows each user to understand the state of each monster object based on the monster objects displayed in the state observation area B2 and select a monster that is likely to win the competition (battle).

[0080] However, since the monster's condition has a significant impact on the outcome of the competition (battle), it is expected that many users will bet on monsters that are in good form. However, if monsters that are in good form are always more likely to win, the interest of the betting game will decrease. Therefore, a parameter with randomness (e.g., random numbers) is also introduced to change the appearance and / or behavior of the monster object. This makes it possible to provide a random effect that changes the appearance and / or behavior of the monster object regardless of the condition, thereby preventing the interest of the betting game from decreasing.

[0081] 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.

[0082] Each area (object) 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." Each area B4 also has a "BET" button that allows the streamer to place a bet.

[0083] Partially overlapping the area B4 (object) for each monster (on the left side in the illustrated example) is a voting status object B5 that indicates 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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 (voting status object) for each user who voted for the corresponding monster, and a fixed object D4 (voting status object) for displaying the voting status.

[0090] 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.

[0091] Object D3 (voting status object) is drawn around the corresponding monster and includes an avatar (icon) as identification information of the user who bet on that monster, and a numerical value indicating the number of medals (value) bet by that user. This allows each user to easily understand which monsters they and other users have bet on.

[0092] 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, object D4 (voting status object) 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.

[0093] For object D3 (voting status object) and / or object D4 (voting status object), if there are a large number of users who voted for one monster, it may be difficult to display information about all of these users (user identification information and number of medals bet) due to the size constraints of the display screen. Therefore, an efficient display may be achieved by preferentially displaying information about a predetermined number of users in descending order of the amount of value cast in the vote (number of medals bet), and displaying only the number of users (for example, "+1") for the remaining users.

[0094] 9 and 10 are diagrams showing an example of a result screen SC3 that displays the competition results and predicted results according to this embodiment.

[0095] As shown in Figure 9, 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, hits are indicated by white circles and misses are indicated by black circles).

[0096] As shown in Fig. 10, the result screen SC3 may display information indicating the number of consecutive wins of users in the group who have won. In the example shown, the number of consecutive wins of users who are on a winning streak and the identification information (avatar icon) of the users are displayed. The hit rate of the users may also be displayed.

[0097] (5) 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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]

[0102] 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: Display control 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 in which virtual athletes compete in a game space satisfies a winning 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 display control unit that controls the display of a voting status object, which indicates which user in a group consisting of the distributor and the one or more viewers voted for which virtual athlete, on a display screen of the live video; Equipped with Game live streaming system.

2. The display control unit controls the display of the voting status object on the display screen during a voting acceptance period before the competition is held. The game live distribution system according to claim 1 .

3. The display control unit controls the display of the voting status object on the display screen during the period in which the competition is being held. The game live distribution system according to claim 1 .

4. The display control unit controls to display, on the display screen as voting reference information, information of a predetermined number of users in the group in descending order of hit rate during a voting acceptance period before the competition is held. The game live distribution system according to claim 1 .

5. When a user selects one of the virtual athletes during the voting period, the display control unit displays on the user's terminal a selection screen for selecting the amount of value to be cast in a vote for that virtual athlete, and also displays on the selection screen the voting status object, which is information about other users who voted for that virtual athlete and includes the hit rate of those other users. The game live distribution system according to claim 2 .

6. The voting status object includes information indicating the amount of value the user has cast in their vote for the virtual contestant. The game live distribution system according to any one of claims 1 to 5.

7. When the number of users who voted for one virtual athlete exceeds a threshold, the display control unit controls the display of the voting status object, which includes information on a predetermined number of users in descending order of the amount of value cast in the vote and information indicating the number of remaining users, in association with the one virtual athlete. The game live distribution system according to any one of claims 1 to 5.

8. The display control unit displays the voting status object, which includes information about users who voted for the virtual athlete, so as to at least partially overlap with or around the display position of the virtual athlete object. The game live distribution system according to any one of claims 1 to 5.

9. the gaming providing unit displays a state observation area including an object of the virtual athlete on the display screen during a voting period before the competition is held; The display control unit changes the appearance and / or movement of the object of the virtual athlete in the state observation area in accordance with a parameter that indicates the good form of the virtual athlete. The game live distribution system according to claim 1 .

10. The display control unit changes the appearance and / or the operation according to a parameter representing the good performance and a parameter having randomness during the voting acceptance period. The game live distribution system according to claim 9.

11. The display control unit controls the display of information indicating the results of each virtual athlete in the most recent few games on the display screen during a voting acceptance period before the competition is held. The game live distribution system according to claim 1 .

12. the competition held in the game space is a competition in which virtual athletes compete against each other automatically to reduce the hit points of each virtual athlete, The display control unit controls the display of a remaining hit point object indicating the remaining hit points of each virtual athlete on the display screen during the period in which the competition is being held. The game live distribution system according to claim 1 .

13. The display control unit controls to display, on the display screen, information indicating the number of consecutive hits by the users in the group within a result display period after the competition is held. The game live distribution system according to claim 1 .

14. 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 in which virtual athletes compete in a game space satisfies a winning 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 display control unit that controls the display of a voting status object indicating which user has voted for which virtual athlete in the game on the display screen of the live video; to function as program.

Citation Information

Patent Citations

  • Program and server

    JP2018128789A

  • Information processing device, dividend execution program, and dividend execution method

    JP2021086419A

  • Method and system for providing betting services utilizing game logs

    JP2022174297A

  • Information processing device, information processing method, and program

    JP2022190287A

  • Program, computer, system, method

    JP2023036337A