Systems, methods, and programs for providing live streaming services.

By incorporating a game into the live streaming service where viewers can participate and influence parameters, the system addresses monotony in conventional services, enhancing communication and engagement.

JP2026083425APending Publication Date: 2026-05-19DENA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DENA CO LTD
Filing Date
2026-03-17
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Conventional live distribution services face monotony due to repetitive viewer interactions, such as inputting items or comments, which hinder effective communication between distributors and viewers.

Method used

A system that integrates a game into the live streaming service, allowing viewers to participate in the streamer's game progress and updates parameters like rank and item possession based on the game's progression, enhancing interaction and engagement.

Benefits of technology

Facilitates dynamic communication and increased viewer participation through game integration, promoting a more engaging and lively live streaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To facilitate communication between broadcasters and viewers in live streaming services. [Solution] A live streaming service provider server 10 according to one embodiment of the present invention is connected to a user terminal 30 via a communication network 20, and provides a live streaming service for distributing and viewing live video to the user via the user terminal 30. The server 10 controls the progress of a game that is played by the live video streamer and in which the viewer can participate, thereby promoting communication between the streamer and the viewer through the game. Furthermore, the server 10 updates the values ​​of parameters for the live streaming service associated with the streamer or viewer, at least based on the progress of the game, thereby improving the appeal of the game, and as a result, further promotion of communication is expected.
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Description

Technical Field

[0001] The present invention relates to a system, method, and program for providing a live distribution service.

Background Art

[0002] Conventionally, live distribution services that enable users to distribute and view live videos have been provided (see, for example, Patent Document 1 below). In such live distribution services, various mechanisms for promoting communication between the distributor (liver) and the viewer (listener) have been introduced. For example, communication is achieved through the input of items and comments by the viewer. Such communication can support the liveliness of the live distribution and activate the entire service.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional live distribution services, if communication through the input of items or the like is only repeated, the live distribution may become monotonous. Therefore, the realization of a new mechanism for promoting communication between the distributor and the viewer is desired.

[0005] One object of an embodiment of the present invention is to promote communication between a distributor and a viewer in a live distribution service. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification.

Means for Solving the Problems

[0006] A system according to one embodiment of the present invention is a system for providing a live streaming service that distributes a streamer's live video to multiple viewers, wherein the one or more computer processors perform the following in response to the execution of a readable instruction: a process to control the provision of the live streaming service; a process to control the progress of a game played by the streamer, in which at least some of the multiple viewers can participate; and a process to update the value of a first parameter associated with the streamer and / or the viewers participating in the game, which is used in the live streaming service, based at least on the progress of the game.

[0007] A method according to one embodiment of the present invention is a method for providing a live streaming service that is performed by one or more computers and delivers a live video of a broadcaster to multiple viewers, comprising the steps of: controlling the provision of the live streaming service; controlling the progress of a game played by the broadcaster, in which at least some of the multiple viewers can participate; and updating the value of a first parameter associated with the broadcaster and / or viewers participating in the game, which is used in the live streaming service, based at least on the progress of the game.

[0008] A program according to one embodiment of the present invention is a program for providing a live streaming service that distributes a streamer's live video to multiple viewers, and causes a computer to perform the following: a process for controlling the provision of the live streaming service; a process for controlling the progress of a game played by the streamer, in which at least some of the multiple viewers can participate; and a process for updating the value of a first parameter associated with the streamer and / or the viewers participating in the game, which is used in the live streaming service, based at least on the progress of the game. [Effects of the Invention]

[0009] Various embodiments of the present invention facilitate communication between broadcasters and viewers in live streaming services. [Brief explanation of the drawing]

[0010] [Figure 1] A schematic diagram showing the configuration of a network including a live streaming service provider server 10 according to one embodiment of the present invention. [Figure 2] A diagram illustrating the information managed in user information table 151. [Figure 3] A diagram to explain the ranking system. [Figure 4] A diagram illustrating the information managed in the distribution management table 153. [Figure 5] A diagram illustrating the top screen 60. [Figure 6] A diagram illustrating the display content of individual display area 641. [Figure 7] A diagram illustrating the distribution preparation screen 100. [Figure 8] A diagram illustrating the streaming screen 70. [Figure 9] A diagram illustrating viewing screen 80. [Figure 10] A flowchart illustrating the processes that Server 10 executes when providing a competitive association game. [Figure 11] A diagram illustrating the top screen 300 for streamers. [Figure 12] An example diagram of the game preparation screen 310 for streamers. [Figure 13] A diagram illustrating the top screen 400 for viewers. [Figure 14] A diagram illustrating the game screen 410 for viewers. [Figure 15] An example diagram showing game screen 320 for streamers. [Figure 16] This diagram illustrates the game screen 320 shown to the streamer after the consultation time has begun. [Figure 17] This diagram illustrates the game screen 320 displayed to the streamer after the answer time has started. [Figure 18] A diagram illustrating a game screen 320 for the broadcaster after the start of the conversation time in the second turn. [Figure 19] A flowchart illustrating the process executed by the server 10 when updating the rank. [Figure 20] A diagram for explaining the update rule of the rank meter value. [Figure 21] A flowchart illustrating the process executed by the server 10 when awarding diamonds.

Mode for Carrying Out the Invention

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same or similar components may be assigned the same reference numerals.

[0012] FIG. 1 is a configuration diagram schematically showing the configuration of a network including a live distribution service providing server 10 according to an embodiment of the present invention. As shown in the figure, the server 10 is communicably connected to a user terminal 30 via a communication network 20 such as the Internet. In FIG. 1, only one user terminal 30 is shown, but the server 10 is communicably connected to a plurality of user terminals 30. The server 10 provides a live distribution service for distributing and viewing live videos to users via the user terminal 30. In the present embodiment, a user operating the user terminal 30 can distribute a live video as a broadcaster and can also view a live video of another user as a viewer. The live distribution service providing server 10 is an example of a device that implements part or all of the system of the present invention.

[0013] First, the hardware configuration of the live streaming service server 10 will be described. The live streaming service server 10 is configured as a general-purpose computer and, as shown in Figure 1, includes a computer processor 11, main memory 12, input / output interface 13, communication interface 14, and storage (memory device) 15. These components are electrically connected via buses and the like (not shown).

[0014] The computer processor 11 is configured as a CPU or GPU, and loads various programs stored in storage 15, etc., into the main memory 12 and executes various instructions contained in those programs. The main memory 12 is configured as, for example, DRAM.

[0015] The input / output interface 13 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 13 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 13 includes image output devices such as displays and audio output devices such as speakers.

[0016] The communication interface 14 is implemented as hardware such as a network adapter, various communication software, and a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.

[0017] The storage 15 is composed of, for example, a magnetic disk, flash memory, etc. The storage 15 stores various programs, including the operating system, and various data. For example, as shown in Figure 1, the storage 15 has a user information table 151 that manages information about users of the live streaming service, and a distribution management table 153 that manages information about the distribution of individual live videos. Also, for example, the storage 15 stores a server-side program 40 according to one embodiment of the present invention. This program 40 is a program that causes the server 10 to function as all or part of a system for providing live streaming services. At least a part of the server-side program 40 may be configured to be executed on the user terminal 30 side via a terminal-side program 42, which will be described later.

[0018] In this embodiment, the live streaming service provider server 10 may be configured using multiple computers, each having the hardware configuration described above. For example, the live streaming service provider server 10 may be configured using one or more server devices.

[0019] The live streaming service provider server 10 configured in this way can be configured to function as both a web server and an application server. In this case, it performs various processes in response to requests from terminal-side programs 42 installed on the user terminal 30, and sends screen data (e.g., HTML data) and control data, etc., to the user terminal 30 according to the results of those processes. The user terminal 30 may then output a web page or other screen based on the received data.

[0020] Next, the hardware configuration of the user terminal 30 will be described. The user terminal 30 is configured as a general-purpose computer and, as shown in Figure 1, includes a computer processor 31, main memory 32, input / output interface 33, communication interface 34, and storage (memory device) 35. These components are electrically connected via buses and the like (not shown).

[0021] The computer processor 31 is configured as a CPU or GPU, and loads various programs stored in storage 35, etc., into the main memory 32 and executes various instructions contained in those programs. The main memory 32 is configured as, for example, DRAM.

[0022] The input / output interface 33 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 33 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 33 includes image output devices such as displays and audio output devices such as speakers.

[0023] The communication interface 34 is implemented as hardware such as a network adapter, various communication software, and a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.

[0024] The storage 35 is composed of, for example, a magnetic disk or flash memory. The storage 35 stores various programs, including the operating system, and various data. The programs stored in the storage 35 can be downloaded and installed from an application market or the like. The storage 35 also stores the terminal-side program 42. This program 42 is configured as a web browser or other application (for example, an application for a live streaming service), and as described above, it may be configured to execute at least a part of the server-side program 40.

[0025] In this embodiment, the user terminal 30 may be configured as a smartphone, tablet device, personal computer, wearable device, etc.

[0026] A user operating the user terminal 30 configured in this way can use the live streaming service provided by the server 10 (stream and view live video) by communicating with the server 10 via the terminal-side program 42 installed on the storage 35, etc.

[0027] Next, the functions of the live streaming service provider server 10 configured in this way will be described. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111, a live streaming service control unit 112, and a game progress control unit 113 by executing instructions contained in a program loaded into the main memory 12 (for example, at least a part of the server-side program 40).

[0028] The management function control unit 111 is configured to perform various processes related to the control of the management functions of the live streaming service. For example, the management function control unit 111 transmits screen data and control data for various screens related to the management functions to the user terminal 30, performs various processes in response to user input via the screens output by the user terminal 30, and transmits screen data and control data corresponding to the results of those processes to the user terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and user account management.

[0029] The live streaming service control unit 112 is configured to perform various processes related to the control of the live streaming service. For example, the live streaming service control unit 112 is configured to distribute live video provided by a broadcaster to multiple viewers. For example, the live streaming service control unit 112 receives real-time video transmitted from the broadcaster's user terminal 30 (hereinafter sometimes referred to as "broadcaster terminal 30") and transmits the video to each of the multiple viewers' user terminals 30 (hereinafter sometimes referred to as "viewer terminals 30"). On the viewer terminals 30, for example, a viewing screen for watching the live video is displayed, and the live video is displayed (played) on that screen. The real-time video consists of, for example, images input via the camera of the broadcaster terminal 30 and audio input via the microphone of the broadcaster terminal 30. Such live video distribution is performed using a streaming method that uses a protocol such as HTTP Live Streaming (HLS).

[0030] Furthermore, the live streaming service control unit 112 manages the execution of actions by viewers. For example, in response to comments, items, and other information input by viewers, the live streaming service control unit 112 displays objects on the live video corresponding to the input information.

[0031] The game progress control unit 113 is configured to perform various processes related to controlling the progress of the game. For example, the game progress control unit 113 sends screen data and control data for various screens necessary for advancing the game to the user terminal 30, performs various processes in response to user input via the screens output by the user terminal 30, and sends screen data and control data corresponding to the results of those processes back to the user terminal 30.

[0032] The game in this embodiment is a game played by a live video streamer and is configured to allow participation from at least some of the multiple viewers of the live video. For example, the game progress control unit 113 transmits screen data and control data for the streamer's screen of the game to the streamer's terminal 30 of the streamer playing the game, while also transmitting screen data and control data for the viewer's screen of the game to the viewer's terminal 30 of the viewers participating in the game.

[0033] The game in this embodiment includes, but is not limited to, various types of games, such as RPGs, puzzle games, action games, and card games. Furthermore, the game includes various types of mini-games, missions, or events.

[0034] Furthermore, the game progress control unit 113 is configured to update the values ​​of parameters for the live streaming service associated with the streamer playing the game and / or the viewers participating in the game, at least based on the progress of the game. For example, the game progress control unit 113 updates the values ​​of the parameters based on the results of the game.

[0035] In this embodiment, the parameters for the live streaming service include various types of parameters used in the live streaming service. These parameters include, for example, the user's rank and level. They also include, for example, the user's possession status (including the number of items held) of items (including points and coins, etc.) (i.e., updating the values ​​of these parameters includes granting items for the live streaming service). Furthermore, if the values ​​of these parameters are updated to be advantageous to the user, such updates can also be considered as granting rewards to the user.

[0036] Thus, the live streaming service provider server 10 in this embodiment controls the progress of a game that is played by the live video streamer and in which the viewers can participate, thereby promoting communication between the streamer and the viewers through the game. Furthermore, the server 10 updates the values ​​of parameters for the live streaming service associated with the streamer or viewers, at least based on the progress of the game, thereby improving the appeal of the game, and as a result, further promotion of communication is expected.

[0037] The game in this embodiment may be configured to be played during (while live video is being streamed). In this case, for example, the streamer may stream (transmit) live video via the first streamer terminal 30 while playing the game via the second streamer terminal 30. Alternatively, for example, the streamer may stream (transmit) live video via the first terminal-side program 42 (e.g., a web browser or an application for a live streaming service) installed on the streamer terminal 30 while playing the game via the second terminal-side program 42 (e.g., a web browser or a game application) also installed on the streamer terminal 30. Similarly, for example, viewers may watch live video via the first viewer terminal 30 while participating in the game via the second viewer terminal 30, or they may watch live video via the first terminal-side program 42 installed on the viewer terminal 30 while participating in the game via the second terminal-side program 42 also installed on the viewer terminal 30. Such configurations enable the game and live streaming to proceed in parallel.

[0038] In this embodiment, the parameters whose values ​​are updated based on the progress of the game may be parameters associated with the live video being streamed (these can also be said to be parameters associated with the stream, the streaming slot, or the streaming program). Such parameters may also be parameters that affect the live video being streamed, and may include, for example, parameters for controlling special effects (filters) applied to the live video. This configuration enables the updating of parameters associated with the live video based on the progress of the game.

[0039] Furthermore, in this embodiment, the status of the live video stream may also affect the progress of the game. That is, the game progress control unit 113 may be configured to control the progress of the game at least based on the status of the live video stream. The status of the live video stream includes, for example, the duration of the live video stream, the number of viewers (current value or maximum value, etc.), and the status of actions performed by the streamer and / or viewers (including inputting items, comments, and "likes," etc.). Such a configuration can further enhance the appeal of the game because the status of the live video stream affects the progress of the game.

[0040] Furthermore, in this embodiment, the values ​​of parameters for the live streaming service may influence the progress of the game. That is, the game progress control unit 113 may be configured to control the progress of the game at least based on the values ​​of parameters for the live streaming service associated with the streamer playing the game and / or the viewers participating in the game (these may be the same parameters as the above-mentioned parameters whose values ​​are updated based on the progress of the game, or they may be different parameters). For example, the game progress may be more advantageous to the user as their level in the live streaming service increases. Such a configuration can further enhance the appeal of the game because the values ​​of the parameters for the live streaming service influence the progress of the game.

[0041] The game in this embodiment may be configured as a competitive association game in which the streamer and the viewer communicate with each other to guess the opponent's topic. In this case, the game progress control unit 113 may be configured to present the streamer's topic to the streamer, while also presenting the viewer's topic to the viewers participating in the game. These topics are displayed, for example, on the screens output to the streamer terminal 30 and the viewer terminal 30, respectively. Furthermore, communication between the streamer and the viewers can be conducted via live streaming, specifically through the streamer's speech included in the live video and comments entered by the viewers. This configuration enables a competitive association game using a live streaming service.

[0042] Furthermore, the live streaming service control unit 112 may be configured to present information to viewers for participating in the game. This information may be displayed, for example, on the viewing screen for watching the live video, and may include links, URLs, and codes for participating in the game. This configuration helps viewers participate in the game.

[0043] Next, a specific example of a live streaming service provider server 10 of this embodiment having such functions will be described. In this example, the live streaming service is configured as a service for distributing and viewing live video consisting of images input via the camera of the broadcaster terminal 30 and audio input via the microphone of the broadcaster terminal 30. First, the information managed by each table in this example will be described.

[0044] Figure 2 illustrates the information managed in the user information table 151 in this example. The user information table 151 manages information about users of the live streaming service and, as shown in the figure, associates with a "user account" that identifies an individual user, and manages information such as "basic information" including account name, age, and gender, "broadcast history information" which is information about the broadcast history as a broadcaster, "viewing history information" which is information about the viewing history as a viewer, "followed user information" which is information about other users that this user follows, "follower information" which is information about other users (followers) that follow this user, "family information" which is information about families that this user belongs to as a family member, "rank" which indicates the rank of the user as a broadcaster, "rank meter value" which is a parameter value for determining rank up / down, "coin holdings" which indicates the number of virtual coins that can be used in the live streaming service, "diamond holdings" which similarly indicates the number of virtual diamonds that the user holds, and "classification text" which is the classification of the broadcaster set by the user themselves.

[0045] In this example, a family is a community of fans who support a streamer. Members can join upon invitation from the streamer or family administrator, or upon approval by the streamer or family administrator after submitting a membership application. In this example, there is an upper limit on the number of members in a family (e.g., 100). Additionally, a user's level of fandom towards a streamer may be set and managed based on factors such as their viewing history of the streamer's live videos.

[0046] Furthermore, in this example, coins are awarded to users both free of charge and for a fee under various circumstances. For example, users can acquire coins for free as rewards such as login bonuses. Also, for example, users can purchase coins for a fee (with real currency).

[0047] Figure 3 is a diagram illustrating the "ranks" of the streamers in this example. As shown in the diagram, in this example there are six rank tiers: "S", "A", "B", "C", "D", and "E". The "S" rank tier consists of six ranks from "S1" to "S6", and each of the four rank tiers, "A", "B", "C", and "D", consists of three ranks (for example, "A1" to "A3"). The "E" rank tier consists of one rank, "E1". In other words, in this example there are 19 ranks (6 + 3 × 4 + 1 = 19).

[0048] Furthermore, the rank tiers are such that "S" is the highest and "E" is the lowest. Within the same rank tier, a higher number attached to the tier indicates a higher rank, and a lower number indicates a lower rank. In this example, the user's rank is initially set to "D1".

[0049] Figure 4 illustrates the information managed in the distribution management table 153 in this example. The distribution management table 153 manages information related to individual live video distributions, and as shown in the figure, it manages information such as the "distributor user account" that identifies the distributor, the "distribution start date and time", the "distribution duration" that indicates the duration from the start time of the distribution, the "number of viewers (current value and maximum value)", the "number of comments" which is the number of comments entered by viewers, the "number of likes" which is the number of "likes" entered by viewers, the "number of item points" which increases according to the number of items entered by viewers, the "number of distribution points" which is the points that are awarded for this distribution, and the "distribution tag information" which is information related to the distribution tags that have been assigned to this distribution.

[0050] The above explains the information managed by each table. Next, we will explain the processes executed by the live streaming service provider server 10 in this example, and the screens displayed on the user terminal 30.

[0051] Figure 5 illustrates the top screen 60 of a live streaming service displayed on a user terminal 30. This screen 60 is the starting point for users of the live streaming service and, as shown in the figure, has a selection area 62 labeled "Follow," "Popular," "Trending," and "All," a list display area 64 located below the area 62, and a circular streaming button 66 located in the upper right corner of the screen.

[0052] The selection area 62 is an area for selecting the content to be displayed in the list display area 64. Specifically, if "Follow" is selected in the selection area 62, the list display area 64 will display a list of broadcasts (live videos currently being broadcast) from other users that the user is following. Similarly, if "Popular" is selected in the selection area 62, the list display area 64 will display a list of broadcasts that have been extracted according to predetermined extraction conditions for extracting popular broadcasts (for example, broadcasts with a current number of viewers above a threshold). Also, if "Trending" is selected in the selection area 62, the list display area 64 will display a list of broadcast tags attached to broadcasts, along with the corresponding broadcasts, in chronological order (in order of when the tags were attached). Furthermore, if "All" is selected in the selection area 62, all broadcasts will be included in the list display area 64.

[0053] As shown in the figure, the list display area 64 has multiple individual display areas 641 arranged vertically in two columns, each displaying information about an individual broadcast. The individual display areas 641 are configured so that, depending on the user's selection, viewing of the corresponding broadcast can be started (playback of the corresponding live video begins). The list display area 64 is configured so that the displayed individual display areas 641 can be switched by flicking or sliding operations in the vertical direction.

[0054] Figure 6 illustrates the display content of the individual display area 641. The individual display area 641 displays an image pre-set by the live video broadcaster, the broadcaster's account name, and the number of viewers (current value), and as shown in the figure, the first tag object 6411 and the second tag object 6412 are arranged side by side at its lower end. The first tag object 6411 displays the classification text (managed in the user information table 151), which is the broadcaster's classification set by the broadcaster themselves, in hashtag format (a format in which "#" is added to the beginning of the string) (in the example in Figure 6, it displays "#eatingchallenge"). The second tag object 6412 also displays the latest broadcast tag assigned by viewers to the corresponding broadcast in hashtag format (in the example in Figure 6, it displays "#curry").

[0055] The broadcast button 66 on the top screen 60 is an object that allows the user to broadcast live video as a broadcaster. When the broadcast button 66 is selected by the user, the broadcast preparation screen 100, as illustrated in Figure 7, is displayed overlaid on the top screen 60. As shown in the figure, the screen 100 has a broadcast title input area 102 for entering a broadcast title, a secret broadcast setting switch 104 for setting the secret broadcast mode, a tweet setting button 106 for setting up tweets (posting messages to SNS) that are automatically performed during broadcasting, and a broadcast start button 108 that displays "Start!". Secret broadcasting is a live video broadcasting mode that can only be viewed by new viewers (specifically, viewers whose total viewing time for the corresponding broadcaster over a predetermined period is less than a predetermined value).

[0056] When the "Start Streaming" button 108 is selected, live video streaming begins. Specifically, the server 10 starts sending a video to the server consisting of images input via the camera of the user terminal 30 and audio input via the microphone of the user terminal 30. In addition, a new record is created in the streaming management table 153 in response to the start of live video streaming.

[0057] Figure 8 illustrates a distribution screen 70 that is output on the broadcaster terminal 30 in response to the selection of the broadcast start button 108 (i.e., the start of live video distribution). As shown in the figure, the screen 70 has a video display area 71 that covers the entire screen, a basic information display area 72 located in the upper left corner of the screen, a comment display area 73 located in the lower left corner of the screen, a tag display area 74 located above the area 73, a viewer information display area 75 located in the upper right corner of the screen, and a circular broadcast stop button 76 located in the center of the bottom edge of the screen.

[0058] The video display area 71 displays the live video being streamed, that is, the image input via the camera of the streamer terminal 30. Since the streamer usually uses the front camera of the streamer terminal 30 as the subject, the streamed video includes the streamer's own image.

[0059] The basic information display area 72 displays the basic information of this broadcast, specifically the broadcaster's information (profile picture, etc.), the number of viewers of this broadcast (current value), and the number of "likes" given by viewers for this broadcast.

[0060] The comment display area 73 is an area for displaying user comments entered by viewers or system comments automatically entered by the server 10. Specifically, multiple comment objects 731, each corresponding to an individual comment, are arranged vertically within the area 73. The comment display area 73 is configured such that when a new comment is entered, a corresponding comment object 731 is added to the bottom, and the existing comment objects 731 move upwards in sequence. The comment display area 73 is configured so that the displayed comment objects 731 can be switched by flicking or sliding operations in the vertical direction.

[0061] The tag display area 74 displays information about the distribution tags assigned to this distribution. Specifically, the area 74 contains multiple tag objects 741, each corresponding to an individual tag, arranged side by side in a horizontal direction.

[0062] The viewer information display area 75 displays information about multiple viewers who are currently watching the corresponding broadcast. Specifically, the area 75 contains multiple icon objects 751, each corresponding to a viewer, arranged horizontally. Each object 751 has a circular shape and displays the profile image of the corresponding viewer. The multiple icon objects 751 are arranged in an order that follows a predetermined rule.

[0063] The stop streaming button 76 is an object used by the streamer to stop streaming live video. When the stop streaming button 76 is selected by the streamer, the live video streaming (sending of video from the streamer's terminal 30 to the server 10) is stopped.

[0064] Figure 9 illustrates a viewing screen 80 output on the viewer terminal 30. For example, when a viewer selects a broadcast via the list display area 64 of the top screen 60, a viewing screen 80 for viewing the selected broadcast is output on the viewer terminal 30. As shown in the figure, the screen 80, like the broadcast screen 70 described above, has a video display area 81, a basic information display area 82, a comment display area 83, a tag display area 84, and a viewer information display area 85. The viewing screen 80 also has an input mode switching button 86, a comment input area 87, a "Like" button 88 with a heart mark displayed, and an item input button 89 with a gift design displayed at the bottom of the screen.

[0065] The comment input area 87 is an area for viewers to enter comments or tags for distribution. While the input mode switching button 86 is not selected, the comment input area 87 is in normal comment input mode. In comment input mode, when the transmission object 871 located at the right end of the comment input area 87 is selected, the string entered in area 87 is sent as a user comment, and comment objects 731 and 831 corresponding to the user comment are added to the comment display areas 73 and 83 of the distribution screen 70 and viewing screen 80 on the corresponding broadcaster terminal 30 (the user terminal 30 of the broadcaster of the live video being viewed) and each viewer terminal 30 (each user terminal 30 of multiple viewers of the live video being viewed). The comment objects 731 and 831 corresponding to the user comment display the content of the comment (string) along with the account name of the viewer who entered the comment. Also, when a user comment is sent, the server 10 updates the number of comments for the corresponding distribution in the distribution management table 153 (incrementing by 1).

[0066] Furthermore, when the input mode switching button 86 is selected, the comment input area 87 switches to tag input mode. In tag input mode, when the transmission object 871 is selected, the string entered in the comment input area 87 is sent as a distribution tag, and that tag is attached to the distribution. In this example, viewers who can enter tags are limited to family members of the corresponding broadcaster. Specifically, the input mode switching button 86 on the viewing screen 80 becomes selectable (enabled) if the viewer is a family member of the broadcaster, while it becomes unavailable (disabled) if the viewer is not a family member of the broadcaster. Also, in this example, the number of tags that can be attached to a single distribution within a predetermined period is limited; specifically, the number of tags that can be attached in 5 minutes is limited to 3.

[0067] When a distribution tag is assigned, corresponding tag objects 741 and 841 are added to the tag display areas 74 and 84 of the corresponding distribution screen 70 and viewing screen 80. In the tag display areas 74 and 84, the tag objects 741 and 841 are arranged horizontally so that the left side is newer (later assigned time). Therefore, the tag objects 741 and 841 corresponding to newly assigned tags are added to the leftmost part of the tag display areas 74 and 84. Tag objects 741 and 841 corresponding to tags that have been assigned for 5 minutes or more are deleted (for example, they disappear with an animation effect moving to the right).

[0068] In this example, tag objects 741 and 841 display the tag content in hashtag format, with a "#" prefix added to the beginning of the string. For example, if the tag content is "Tokyo sightseeing," tag objects 741 and 841 will display "#Tokyo sightseeing." The horizontal length of tag objects 741 and 841 is automatically adjusted according to the length of the string to be displayed.

[0069] Furthermore, when a tag is added, comment objects 731 and 831 corresponding to the system comment notifying the addition of the tag are added to the comment display areas 73 and 83 of the corresponding streaming screen 70 and viewing screen 80. The comment objects 731 and 831 corresponding to the system comment display the content of the tag along with the account name of the viewer who added (entered) the tag. For example, a comment such as "xx tagged the stream with "#TokyoTourism"" will be displayed. Also, when a tag is added, the tag information for the corresponding stream is updated in the streaming management table 153.

[0070] The "Like" button 88 is an object that allows viewers to input a "Like" for a broadcaster (live video). When the button 88 is selected by a viewer, a "Like" is input, and comment objects 731 and 831 corresponding to a system comment notifying the input of a "Like" are added to the comment display areas 73 and 83 of the corresponding broadcast screen 70 and viewing screen 80. The comment objects 731 and 831 corresponding to the system comment display the account name of the viewer who input the "Like," along with text indicating that a "Like" has been input. In addition, when a "Like" is input, a corresponding visual effect (for example, an animation effect in which heart-shaped objects are displayed flowing from the bottom to the top of the screen) is added to the video display areas 71 and 81 of the broadcast screen 70 and viewing screen 80. Furthermore, when a "Like" is input, the server 10 updates (adds 1) the "Like Count" of the corresponding broadcast in the broadcast management table 153.

[0071] The item input button 89 is an object for viewers to input items. When the button 89 is selected by a viewer, a screen (not shown) is displayed for selecting an item to input, and the user can input an item selected from several items via this screen.

[0072] When an item is entered, comment objects 731 and 831 corresponding to the system comment notifying the entry of the item are added to the comment display areas 73 and 83 of the corresponding streaming screen 70 and viewing screen 80. The comment objects 731 and 831 corresponding to the system comment display the name of the entered item along with the account name of the viewer who entered the item. When an item is entered, a visual effect (video effect) corresponding to the entered item is added to the video display areas 71 and 81 of the corresponding streaming screen 70 and viewing screen 80. When an item is entered, the server 10 also assigns a quantity of item points to the stream corresponding to the number of coins for the entered item (for example, the more coins, the more points are awarded). Specifically, in the streaming management table 153, the number of points corresponding to the number of coins is added to the item points for the corresponding stream. When an item is entered, the server 10 also subtracts the required number of coins (price) for the entered item from the number of coins held by the corresponding user (viewer who entered the item) in the user information table 151.

[0073] Here, we will describe the game provided in this example. In this example, a game that can be played while live streaming is provided, and this game is offered as a reward in a limited-time event. For example, it is offered to a predetermined number of streamers who rank highly in the number of streaming points earned during the event period. Specifically, these streamers are notified of a game URL and a streamer code to play the game, and users can play the game by accessing the website corresponding to the URL and entering the code. The game URL is common to multiple users, while the streamer code is set to a different value for each user.

[0074] The game offered is a competitive association game. In this game, a topic is set for the streamer and a topic for the viewers, and the streamer and viewers try to guess the other person's topic through conversation.

[0075] Figure 10 is a flowchart illustrating the processes performed by Server 10 when providing a competitive association game. First, Server 10 accepts the selection of the game difficulty level, as shown in the figure (step S100). The acceptance of the difficulty level selection is done via a screen displayed on the broadcaster terminal 30.

[0076] Figure 11 illustrates the top screen 300 for a competitive association game streamer, which is displayed on the streamer terminal 30. This screen 300 is displayed when accessing the website corresponding to the game URL mentioned above. In this example, the streamer accesses the game website using a different streamer terminal 30 (hereinafter sometimes referred to as the "streamer game terminal 30") than the streamer terminal 30 used for live streaming.

[0077] The streamer's top screen 300, as shown in the figure, has an account input area 301 for entering a user account, a code input area 302 for entering a streamer code, and a difficulty selection area 303 for selecting the game difficulty. Area 303 has a first button 3031 labeled "Easy," a second button 3032 labeled "Normal," and a third button 3033 labeled "Hard." These first to third buttons 3031 to 3033 each correspond to multiple different difficulty levels. The user enters their user account for the live streaming service in the account input area 301 and their streamer code in the code input area 302, and then selects the button corresponding to the desired difficulty level from the first to third buttons 3031 to 3033. The selection of the corresponding difficulty level is accepted according to the button selected. If the entered user account or streamer code is an invalid value, a predetermined error handling procedure is performed.

[0078] Returning to the flowchart in Figure 10, Server 10 then determines the topic for the competitive association game (Step S105). Specifically, a topic is selected from several pre-set topics of varying difficulty levels according to predetermined rules (for example, randomly). The topic is set as a combination of a topic for the broadcaster and a topic for the viewers.

[0079] Figure 12 illustrates a game preparation screen 310 for streamers, which is displayed in place of the streamer's top screen 300 depending on the selection of a theme (i.e., depending on the selection of any of the first to third buttons 3031 to 3033). As shown in the figure, the screen 310 has a theme display area 311 that displays the theme selected for the streamer, a viewer URL display area 312 that displays the game URL for viewers, a viewer code display area 313 that displays a viewer code, and a game start button 315. The viewer code is set to a different value for each streamer and is a code that each viewer enters when participating in the game. This code is shared by multiple viewers.

[0080] The streamer informs multiple viewers of their game URL and viewer code via the live video stream (for example, by pointing the streamer's game preparation screen 310, which is displayed on the streamer's game terminal 30, towards the camera of the streamer's terminal 30 used for the live stream). Each viewer accesses the viewer website using the URL provided by the streamer.

[0081] Figure 13 illustrates the viewer-facing top screen 400 of a competitive association game, which is displayed on the viewer terminal 30. This screen 400 is displayed when the viewer accesses the viewer website mentioned above. In this example, the viewer accesses the viewer website using a different viewer terminal 30 (hereinafter sometimes referred to as the "viewer game terminal 30") than the viewer terminal 30 used to watch the live video.

[0082] The viewer-facing top screen 400, as shown in the figure, has an account input area 401 for entering a user account, a code input area 402 for entering a viewer code, and a confirmation button 403. The user enters their user account for the live streaming service in the account input area 401, enters their viewer code (a code provided by the streamer) in the code input area 402, and then selects the confirmation button 403. If the entered user account or viewer code is an invalid value, a predetermined error handling procedure is performed.

[0083] Figure 14 illustrates a viewer-facing game screen 410 that is displayed in place of the viewer-facing top screen 400, depending on the selection of the confirmation button 403. As shown in the figure, the screen 410 has a topic display area 411 for displaying topics for viewers and a chat area 413 for group chat among viewers. The area 413 has a message display area 4131 for displaying messages entered by each viewer, a message input area 4133 for entering messages, and a send button 4135. When the button 4135 is selected, the string entered in the message input area 4133 is sent as a message and added to each viewer's message display area 4131. Viewers can conduct group chats with other viewers (multiple viewers with the same entered viewer code value) participating in the same game (a game played by the same streamer) via the chat area 413.

[0084] Returning to the streamer's game preparation screen 310 in Figure 12, the game start button 315 on this screen 310 is the object used to start the game. When this button 315 is selected, the game starts.

[0085] Returning to the flowchart in Figure 10, when the game is started (YES in step S110), the server 10 starts the association game conversation time (step S115). Figure 15 illustrates the streamer game screen 320, which is displayed in place of the streamer game preparation screen 310 in response to the start of the game (i.e., the selection of the game start button 315). As shown in the figure, the screen 320 has a topic display area 321 that displays the topic for the streamer, a category display area 323 that displays the category of the topic, a progress information display area 325 that displays information regarding the progress of the association game, a remaining time display area 327 that displays the remaining time for the current stage (conversation time), and a stop button 329 that displays "Stop Game". The topic categories are categories common to the topic for the streamer and the topic for the viewers, and are pre-set for combinations of these topics. For example, the category "Foodstuffs" is set for the combination of topics "apple" and "pear".

[0086] The progress information display area 325 displays text indicating the current stage (in the example in Figure 15, "Conversation Time for Turn 1") and text regarding how to proceed in this stage (in the example in Figure 15, "Let's try to guess the other person's topic"). Conversation time is the phase in which the broadcaster and viewers converse in order to guess the other person's topic. The broadcaster informs the viewers of the category displayed in the category display area 323 and then proceeds with the conversation with the viewers. This conversation takes place via live streaming and is specifically advanced by the broadcaster's speech and the viewers' input of comments. The remaining time display area 327 displays the remaining time for the current stage in a countdown format.

[0087] Returning to the flowchart in Figure 10, after a predetermined time (e.g., 180 seconds) has elapsed since the start of the conversation time (YES in step S120), the server 10 then starts the consultation time (step S125). Alternatively, after the predetermined time for the conversation time has elapsed, the consultation time may be started after waiting for instructions from the broadcaster (e.g., in response to instructions via the broadcaster's game screen 320).

[0088] Figure 16 illustrates the game screen 320 for the streamer after the consultation time has begun. In this state, the progress information display area 325 shows the text "Consultation Time Turn 1" as the current stage, and the text "Let's narrow down the viewer's answer to one" as the way to proceed in this stage. Consultation time is a phase in which multiple viewers consult with each other to decide on an answer. The streamer encourages viewers to narrow down the answer to one. Consultations among viewers take place via group chat using the chat area 413 of the viewer-facing game screen 410 described above, and are not visible to the streamer.

[0089] Returning to the flowchart in Figure 10, after a specified time (for example, 60 seconds) has elapsed since the start of the consultation time (YES in step S130), the server 10 then starts the response time and accepts the response results (steps S135, S140). Alternatively, the response time may be started after the specified consultation time has elapsed and the server waits for instructions from the broadcaster.

[0090] Figure 17 illustrates the game screen 320 for the streamer after the answer time has started. In this state, the progress information display area 325 displays the text "Answer time for turn 1" as the current stage, and the text "Let's exchange answers" as the way to proceed in this stage. Also, in this state, the remaining time display area 327 has been replaced with a result input area 328 for entering the answer results. This area 328 has a first button 3281 with the text "Both incorrect", a second button 3282 with the text "Streamer correct", a third button 3283 with the text "Viewer correct", and a fourth button 3284 with the text "Both correct".

[0091] The streamer communicates the procedure for answering to viewers via live streaming, and both the streamer and viewers exchange answers (the topic of the person they are trying to deduce). The streamer then inputs the results of each other's answers via the result input area 328 on the streamer's game screen 320, specifically by selecting one of the first to fourth buttons 3281 to 3284.

[0092] Returning to the flowchart in Figure 10, if there is a correct answer (i.e., the answer is "the streamer is correct", "the viewer is correct", or "both are correct") (YES in step S145), the server 10 displays a game end animation (step S155). This animation is displayed on the streamer's game terminal 30 and the viewer's game terminal 30.

[0093] On the other hand, if there are no correct answers (i.e., the answer result is "both incorrect") (NO in step S145) and it is not the final turn (NO in step S150), server 10 restarts the conversation time (step S115). In this example, the final turn is the 5th turn.

[0094] Figure 18 illustrates the game screen 320 for the broadcaster after the start of the second turn's conversation time. In this state, the progress information display area 325 displays the text "Second turn's answer time" as the current stage. Also in this state, the hint theme display area 324 is added between the category display area 323 and the progress information display area 325. This area 324 displays the conversation theme during the conversation time, which can serve as a hint to help the other person deduce the topic (in the example in Figure 18, "Where can I get it?"). In this example, four hint themes are pre-set for each topic, and these four hint themes correspond to the four turns from the second to the fifth turn. The hint theme display area 324 displays the hint theme corresponding to the current turn. The broadcaster informs the viewers of the hint theme displayed in the hint theme display area 324 and then proceeds with the conversation with the viewers in accordance with that theme.

[0095] Returning to the flowchart in Figure 10, after the allotted time for conversation has elapsed, the second round of consultation time and answer time takes place, followed by the acceptance of the answer results (steps S120-S140). If there is a correct answer, the game end animation is displayed (step S155). If there is no correct answer and it is not the final turn, the conversation time starts again. This process is repeated until the final turn (5th turn), and in the final turn (YES in step S150), even if there is no correct answer, the game end animation is displayed (step S155).

[0096] After displaying the game end animation, the server 10 then awards a predetermined number of coins to the streamer and the viewers who participated in the game (step S160). Specifically, for the user accounts of the streamer and the viewers who participated in the game (entered via the streamer's top screen 300 or the viewer's top screen 400), the value of the number of coins held in the user information table 151 is updated (increased by a predetermined number).

[0097] In this way, streamers can enjoy a competitive association game with their viewers and can also use the association game as a topic of discussion during their live streams. Furthermore, both streamers and viewers who participate in the game can earn coins upon completion of the game, thus encouraging viewer participation.

[0098] The above describes the game provided in this example. Next, we will explain the process when a streamer ends a live video broadcast. As mentioned above, when a streamer selects the stop broadcast button 76 on the broadcast screen 70, the live video broadcast ends. When the broadcast ends, the server 10 calculates and sets the number of broadcast points for that broadcast. In this example, the number of broadcast points is calculated based on the number of viewers (maximum value), the number of likes, the number of comments, and the number of item points. The number of broadcast points increases as the number of viewers (maximum value), the number of likes, the number of comments, and the number of item points increases. The calculated number of broadcast points is set for the corresponding broadcast in the broadcast management table 153.

[0099] The above explains the process when a streamer ends a live video broadcast. Next, we will explain the process for determining a streamer's rank. In this example, the user's rank for the day is determined (updated) based on the number of streaming points earned the previous day. Figure 19 is a flowchart illustrating the processes that server 10 executes when updating each user's rank. These processes are executed every night (for example, at 3 a.m. every day).

[0100] Server 10 first calculates the number of distribution points earned by each user the previous day, as shown in the diagram (step S200). The number of distribution points earned by a particular user the previous day is calculated by referring to the distributor user account, distribution start date and time, and number of distribution points in the distribution management table 153. If a user has made multiple distributions in one day, the number of distribution points earned from each distribution are added together.

[0101] After calculating the number of distribution points for each broadcaster from the previous day, the server 10 then updates the rank meter value for each user (step S210). Figure 20 is a diagram illustrating the rules for updating the rank meter value. As shown in the diagram, in this example, the rank meter value changes based on the ranking of each user within the rank tier to which they belong, based on the number of distribution points from the previous day.

[0102] The rules for updating the rank meter value are as follows, as shown in Figure 20: First, if the ranking in the number of distribution points within the rank range falls within the top 10%, the rank meter value changes by "+2" (an increase of 2 points). Similarly, if the ranking falls within the top 11-30% (the remaining 20% ​​after subtracting the top 10% from the top 30%), the change is "+1". If the ranking falls within the middle 30% (top 31-60%), the change is "±0" (no change). If the ranking falls within the bottom 40%, the change is "-1" (a decrease of 1 point). Note that if no distribution took place the previous day, the rank meter value changes by "-1" regardless of the ranking within the rank range.

[0103] In step S210, each user's rank meter value is updated according to the update rule illustrated in Figure 20.

[0104] Returning to the flowchart in Figure 19, after updating each user's rank meter value, the server 10 then updates the rank based on the updated rank meter value (step S220). In this example, the rank meter value required to rank up is +3, and the rank meter value required to rank down is -3. When the rank meter value reaches these values, the user ranks up / down. The rank meter value of the user whose rank has been updated (the user who has experienced a rank up / down) is cleared to 0. In other examples of this embodiment, in order to suppress rapid rank up / down in a short period of time, the absolute value of the required rank meter value may be made larger (for example, +6 / -6) in the case of rank up / down across rank ranges compared to rank up / down within the same rank range.

[0105] The above explains the process for determining a streamer's rank. Next, we will explain the process for awarding diamonds to users. In this example, diamonds, which are the reward for a streamer, are awarded to the user based on their streaming time and rank (rank on the previous day). Figure 21 is a flowchart illustrating the processes that server 10 executes when awarding diamonds to each streamer. These processes are executed every night, at an earlier time (for example, at midnight every day) than the process executed when updating each user's rank as illustrated in Figure 19.

[0106] Server 10 first calculates the delivery time for each user the previous day, as shown in the diagram (step S300). Specifically, the delivery time for a particular user the previous day is calculated by referring to the sender user account, delivery start date and time, and delivery duration in the delivery management table 153. If a user makes multiple deliveries in a day, the delivery durations of each of the deliveries are added together.

[0107] Next, server 10 grants each user a number of diamonds based on the calculated delivery time and the base number of diamonds (step S310). Specifically, each user is granted a number of diamonds equal to the calculated delivery time multiplied by the base number of diamonds. The base number of diamonds is predetermined for each rank, with higher ranks receiving more diamonds, and the base number of diamonds corresponding to each user's rank on the previous day is applied. When diamonds are granted to a user, the corresponding number of diamonds held by that user is updated in user information table 151. In this example, diamonds can be exchanged for coins or real currency.

[0108] In the example described above, viewers accessed a website for viewers using a URL provided by the streamer when joining the game. However, this URL (and viewer code) may also be displayed on the viewing screen 80 (for example, as instructed by the streamer).

[0109] In the example above, coins usable on the live streaming service were awarded to the streamer who played the game and the viewers who participated in the game, but items other than coins may also be awarded. Furthermore, items may be awarded to only one of the streamers or viewers. In addition, it is not limited to awarding such items, but other parameters associated with the user (e.g., rank or rank meter value) may also be changed. Furthermore, parameters associated with the live stream (live video being streamed) may also be changed, for example, the number of streaming points may increase (e.g., by 1.1 times).

[0110] In the example described above, the association game may be configured to progress based on the status of the live video stream. For example, when the number of "likes" or the number of viewers in the live stream reaches a threshold, additional hints for viewers may be displayed on the viewer game screen 410. In this case, the additional hints may be presented, for example, to viewers who have entered a viewer code corresponding to the broadcaster user account of the live stream.

[0111] In the example described above, the association game may be configured to progress based on user parameters in the live streaming service. For example, the selectable difficulty level may change depending on the streamer's rank. Alternatively, for example, when the number of family members of the streamer participating in the game reaches a threshold, additional hints may be presented to the viewers.

[0112] In the example above, a competitive association game was provided, but various other types of games could be offered. For example, the games offered could be other types of games that involve communication via live streaming, or games that do not involve communication via live streaming. Furthermore, the games do not have to be in a format where the streamer and viewers compete against each other; they could be in a format where the streamer and viewers cooperate to achieve the game's objectives.

[0113] As described above, the live streaming service provider server 10 of this embodiment controls the progress of a game (for example, a competitive association game) that is played by the live video streamer and in which the viewers can participate, thereby promoting communication between the streamer and the viewers through the game. Furthermore, the server 10 updates the values ​​of parameters for the live streaming service associated with the streamer or viewers (for example, by awarding coins) at least based on the progress of the game, thereby improving the appeal of the game, and as a result, further promotion of communication is expected.

[0114] In another embodiment of the present invention, some or all of the functions of the live streaming service provider server 10 in the above-described embodiment may be realized by the cooperation of the server 10 and the user terminal 30, or by the user terminal 30 alone.

[0115] In another embodiment of the present invention, the functions of the game progress control unit 113 of the live streaming service provider server 10 may be implemented by a server other than the server 10. In other words, a separate server for providing games may be provided in addition to the server that provides the live streaming service.

[0116] The processes and procedures described herein can be implemented by software, hardware, or any combination thereof, in addition to those explicitly described herein. For example, the processes and procedures described herein can be implemented by implementing the logic corresponding to those processes and procedures on a medium such as an integrated circuit, volatile memory, non-volatile memory, or magnetic disk. Furthermore, the processes and procedures described herein can be implemented as computer programs corresponding to those processes and procedures and executed by various types of computers.

[0117] Even if a process or procedure described herein is described as being performed by a single device, software, component, or module, such process or procedure may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Furthermore, the software and hardware elements described herein can also be realized by integrating them into fewer components or by decomposing them into more components.

[0118] In this specification, where a component of the invention is described as either one or more, or without limitation to either one or more, such component may be either one or more, unless the context should be otherwise interpreted. [Explanation of symbols]

[0119] 10 Live streaming service provider servers 11 Computer Processors 111 Management Function Control Unit 112 Live Streaming Service Control Unit 113 Game Progression Control Unit 15. Storage (mechanisms) 151 User Information Table 153 Distribution Management Table 20 Communication Networks 30 User terminals 40 Server-side programs 42 Terminal-side programs 60 Top screen 70 Streaming screen 80 Viewing screen 100 Streaming preparation screen Top screen for 300 streamers 310 Game preparation screen for streamers 320 Game screen for streamers Top screen for 400 viewers 410 Game screen for viewers

Claims

1. A system for providing a live streaming service that distributes a streamer's live video to multiple viewers, comprising one or more computer processors, wherein the one or more computer processors, in response to the execution of a readable instruction, A process that controls the provision of the aforementioned live streaming service, A process for controlling the progress of a game played by the aforementioned streamer, in which at least some of the aforementioned multiple viewers can participate, Based at least on the progress of the game, the system performs a process to update the value of a first parameter associated with the streamer and / or the viewers participating in the game, which is used in the live streaming service. system.

2. The process for controlling the progress of the game includes controlling the progress of the game during the live video streaming. The system according to claim 1.

3. The first parameter is a parameter associated with the live video being streamed. The system according to claim 2.

4. The process for controlling the progress of the game includes controlling the progress of the game at least based on the streaming status of the live video being streamed. The system according to claim 2.

5. The aforementioned distribution status includes the status of actions performed by the distributionr and / or the multiple viewers, The system according to claim 4.

6. The aforementioned game involves communication between the streamer and the viewers participating in the game, in which they try to guess the other person's topic. The process that controls the progress of the aforementioned game is: To present the aforementioned broadcaster with a topic from the broadcaster's side, and, This includes presenting themes to viewers participating in the aforementioned game, The system according to claim 2.

7. The process for controlling the progress of the game includes controlling the progress of the game based at least on a second parameter associated with the broadcaster and / or viewers participating in the game, the value of which the second parameter is used in the live streaming service. The system according to claim 1.

8. The process for controlling the provision of the live streaming service includes presenting information for participating in the game to at least some of the multiple viewers. The system according to claim 1.

9. A method for providing a live streaming service that is executed by one or more computers and delivers a streamer's live video to multiple viewers, The steps include controlling the provision of the aforementioned live streaming service, The steps include controlling the progress of a game played by the aforementioned streamer, in which at least some of the aforementioned multiple viewers can participate, The process includes, at least based on the progress of the game, updating the value of a first parameter associated with the streamer and / or the viewers participating in the game, which is used in the live streaming service. method.

10. A program for providing a live streaming service that distributes a streamer's live video to multiple viewers, and which is installed on a computer. A process that controls the provision of the aforementioned live streaming service, A process for controlling the progress of a game played by the aforementioned streamer, in which at least some of the aforementioned multiple viewers can participate, Based at least on the progress of the game, the system performs a process to update the value of a first parameter associated with the streamer and / or the viewers participating in the game, which is used in the live streaming service. program.