Game live streaming system and program

The game live distribution system enhances group excitement by allowing live streaming and non-monetary point-based voting in betting games, addressing the lack of group interaction in conventional betting services.

JP7610313B1Active Publication Date: 2025-01-08MIRATIV CO LTD
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Patent Information

Application Number
JP2024073873
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-30
Publication Date
2025-01-08
Estimated Expiration
2044-04-30

AI Technical Summary

Technical Problem

Conventional betting services lack the ability to create excitement among multiple users, as they primarily focus on individual participation rather than group interaction.

Method used

A game live distribution system and program that facilitates live streaming of betting games among multiple users, allowing for group interactions through live video distribution, comment posting within the group, and the use of non-monetary points for voting and payouts, enhancing unity and excitement.

Benefits of technology

The system effectively creates excitement and unity among a group of users by enabling live streaming, comment sharing, and non-monetary point-based voting, ensuring a wide range of users can participate without the gambling nature of traditional betting.

✦ Generated by Eureka AI based on patent content.

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Abstract

To make it possible to create excitement in a betting game among a group of a plurality of users. [Problem Means] A game live streaming system for live streaming a game between multiple users including a broadcaster and viewers includes 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 vote for the outcome of a competition held in a game space satisfies a hit condition, a distribution unit that provides live streaming that distributes a live video of the game played by the broadcaster to one or more viewers' terminals, and a group processing unit that enables comments to be posted and viewed from a viewer only within a group consisting of the broadcaster and the one or more viewers watching the broadcaster's live video during the live streaming of the live video.
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Description

[Technical field]

[0001] The present invention relates to a game live distribution system and a program. [Background technology]

[0002] Conventionally, there have been services provided that allow users to place bets on public races such as horse races, boat races, and bicycle races via a communication network (see, for example, Patent Document 1). Users of such services predict the outcome of a race and place bets (also called "bet") by investing a monetary or other value on their prediction. The votes are accepted by a server, and once the race results are finalized, a dividend (payout) according to the winning bet is awarded to the user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2023-000686 A Summary of the Invention [Problem to be solved by the invention]

[0004] Conventional services involving predicting and voting on the outcome of a competition (also known as "betting") allow users to enjoy the service individually, but it is difficult to generate excitement about betting among a group of multiple users.

[0005] Therefore, an object of the present invention is to provide a game live distribution system and program capable of creating excitement for a betting game among a group of multiple users. [Means for solving the problem]

[0006] The game live streaming system according to the first aspect is a game live streaming system for live streaming a game between a plurality of users including a broadcaster and a viewer, and includes a game providing unit that provides a game in which a user is awarded a payout according to a payout multiplier when a vote made by a user predicting the outcome of a competition held in a game space satisfies a winning condition, a distribution unit that provides live streaming that distributes a live video of the game played by the broadcaster to one or more viewer terminals, and a group processing unit that enables comments to be posted and viewed from a viewer only within a group consisting of the broadcaster and the one or more viewers watching the broadcaster's live video during the live streaming of the live video.

[0007] The program of the second aspect causes a computer for live streaming of a game between multiple users including a broadcaster and viewers to function as: a game providing unit that provides a game in which a user is awarded a payout according to a payout multiplier when a vote made by a user predicting the outcome of a competition held in a game space satisfies a hit condition; a distribution unit that provides live streaming that distributes a live video of the game played by the broadcaster to one or more viewers' terminals; and a group processing unit that enables comments to be posted and viewed from a viewer only within a group consisting of the broadcaster and the one or more viewers watching the broadcaster's live video during the live streaming of the live video. Effect of the Invention

[0008] According to one aspect of the present invention, it is possible to provide a game live distribution system and program capable of creating excitement for a betting game among a group of multiple users. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating a configuration of a game live streaming system according to an embodiment. [Diagram 2] FIG. 13 is a diagram for explaining an overview of the operation of a betting game provided by a distribution server according to an embodiment. [Diagram 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; [Diagram 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. 13 is a diagram showing a configuration of a distribution server according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] A game live-streaming system according to an embodiment will be described with reference to the drawings. The game live-streaming system is a system for live-streaming games between multiple users, including broadcasters and viewers. In the drawings, identical or similar parts are denoted by identical or similar reference numerals.

[0011] (1) System Configuration FIG. 1 is a diagram showing the configuration of a game live streaming system 1 according to this embodiment. The game live streaming system 1 realizes a game live streaming service that provides viewers with a live video in real time, which is a gameplay video in which a broadcaster gives commentary while playing the game. In the illustrated example, there is one viewer watching the live video by the broadcaster, but there may be multiple viewers watching the live video by the broadcaster. When there is no need to distinguish between the broadcaster 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 for the game live streaming service.

[0012] The game live streaming system 1 includes a streaming server 100 and a plurality of terminals 200. The streaming server 100 and the terminals 200 are connected to each other so as to be able to communicate with each other via a communication network 10. The communication network 10 includes the Internet. The communication network 10 may include a LAN (Local Area Network).

[0013] The distribution server 100 is configured with one or more computers and is an information processing device of a business providing a game live distribution service. The distribution server 100 may be called a game live distribution 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 by cloud computing (distributed computing). In other words, the distribution server 100 may be configured with one computer or multiple computers.

[0014] The multiple terminals 200 include a broadcaster terminal 200a and a viewer terminal 200b. In a game live streaming service, a user becomes a broadcaster by selecting a game and starting live streaming of a commentary video. On the other hand, a user becomes a viewer by selecting any broadcaster and starting watching the commentary video. In other words, one user can be both a broadcaster and a viewer. One user does not have to be able to be both a broadcaster and a viewer at the same time. The distribution server 100 accepts access from each terminal 200 and distributes the game commentary video (including audio) provided by the broadcaster terminal 200a to the viewer terminal 200b.

[0015] A user can individually enjoy the online game provided by the game live streaming system 1. Meanwhile, during live streaming of a live video, a group consisting of multiple users is formed by a broadcaster and one or more viewers watching the broadcaster's live video.

[0016] The terminal 200 is, for example, a PC, a smartphone, a tablet terminal, or a wearable terminal. The terminal 200 has an interface with a user and an interface with the communication network 10. The interface with the user includes, 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 includes 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. It is assumed that an application program for using a game live distribution service is installed in each terminal 200. However, each terminal 200 may be able to use a game live distribution service provided as a web service through a general-purpose web browser. The terminal 200 can play various games provided by the distribution server 100 and distribute or watch the live videos by accessing the distribution server 100 via the installed application program.

[0017] In the game live streaming system 1, a live video of the game (specifically, video data and audio data) is transmitted 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 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.

[0018] In the game live streaming system 1, various communication functions are implemented to enable communication between a broadcaster who broadcasts a game commentary video and a viewer who watches the commentary video. For example, in the game live streaming system 1, a comment area (chat area) is displayed on the terminal 200 together with a game commentary video, so that a viewer can communicate with the broadcaster through comments (chats). Furthermore, a viewer can give a gift (also called a "support gift") to a broadcaster on the game live streaming service. By purchasing such a gift and giving it to a broadcaster, the viewer can support a broadcaster of his / her choice or use it as an opportunity to communicate with the broadcaster. In the game live streaming service, a broadcaster broadcasts a commentary video of a game being played to a viewer, and the viewer provides a comment or gift to the broadcaster while watching the commentary video.

[0019] In the game live streaming system 1, viewers can register (follow) their favorite broadcasters. Generally, viewers are motivated to become fans of the broadcasters they follow and support their favorite broadcasters. Broadcasters are motivated to broadcast live in order to increase their fan base.

[0020] (2) Betting games The distribution server 100 according to the present embodiment provides a game in which a payout is awarded to a user when the user's bet on the outcome of a competition held in a game space satisfies a winning condition. 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 the present embodiment does not use property or the like for betting and payout, and does not have a gambling nature. Such a betting game may be referred to as a "social betting" game.

[0021] The competition held in the game space may be any game in which victory or defeat or ranking is decided, but may also be, for example, a competition in which a race or battle is automatically held between virtual athletes (virtual players). The virtual athletes may be characters (characters modeled after humans), vehicles, robots, animals, or monsters. In the following description of the embodiment, an arena-style competition in which monsters battle each other is mainly assumed.

[0022] FIG. 2 is a diagram for explaining an outline of the operation of the betting game provided by the distribution server 100 according to the present embodiment.

[0023] STEP 1: First, when a broadcaster starts (hosts) a betting game, each user (broadcaster, viewer) in the group predicts the outcome of the competition held in the game space and votes (bet). The prediction may be for the one remaining monster, or for monsters up to a certain 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 explanation of the embodiment, the case of predicting the one remaining monster is mainly assumed. In this case, the hit condition is that the prediction for the one remaining monster is correct.

[0024] Users vote for predictions using (by investing) a voting value. In this embodiment, the voting value is points (which may be called "medals") that are used exclusively for betting games. For example, the points do not have monetary value and cannot be exchanged for cash. The points may be free points that can be obtained by satisfying a predetermined condition (for example, logging in to the service) in the game live streaming service (or betting game). The points may be points that can be obtained by sending a support gift that requires payment. The points may be paid points that can be purchased on the game live streaming service. In any case, the points cannot be exchanged for cash and can only be used in betting games, and do not fall under the category of property or the like, so that gambling characteristics can be avoided. Therefore, a wide range of users can enjoy the betting game.

[0025] Each monster is set with a payout rate (odds) according to its characteristics (strength, etc.), and generally, the stronger the monster, the lower the payout rate (odds) is set. The betting details of each user in the betting game may be made public to other users in the group.

[0026] STEP 2: After the voting, the competition takes place in the game space. In this embodiment, an automatic battle between monsters takes place. Users (broadcaster, viewers) in the group 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 the stamina reaches zero, the monster becomes the loser, and the last monster remaining becomes the winner. The broadcaster can comment on the battle, cheering on the monster for which they voted and / or the monster for which the viewers voted. The viewers can post comments cheering on the monster for which they voted and / or the monster for which the broadcaster voted.

[0027] STEP 3: Depending on the result of the competition, a payout is awarded to the user (broadcaster, viewer) according to the payout multiplier. Specifically, a user who correctly predicts the result of the competition is awarded a payout according to the payout multiplier of the correct prediction. In this embodiment, the payout is points used exclusively for the betting game. As described above, points do not have monetary value and cannot be converted into cash. The payout points obtained in this way can be used for voting (STEP 1) for the competition (monster battle) to be held thereafter.

[0028] In this way, in the betting game according to the present embodiment, viewers in a group can also participate in voting, so it is possible to enhance the sense of unity between the broadcaster and viewers in the game live broadcast, and to foster excitement in the game live broadcast. In addition, since both voting and dividends are made using points that do not correspond to property or the like, gambling can be avoided, and a wide range of users can enjoy the betting game.

[0029] (3) Distribution server configuration 3 is a diagram showing the configuration of the distribution server 100 according to this embodiment. The distribution server 100 includes a communication unit 110, a storage unit 120, and a processing unit .

[0030] The communication unit 110 is a network interface connected to the communication network 10. The communication by the communication unit 110 may be wired communication or may include wireless communication. The communication unit 110 communicates with the terminal 200 via the communication network 10 under the control of the processing unit 130.

[0031] The storage unit 120 includes various memories such as a ROM (Read Only Memory) and an auxiliary storage device. The program (game live streaming program) executed by the processing unit 130 is stored in, for example, the ROM and / or the auxiliary storage device of the storage unit 120. The storage unit 120 stores various databases related to the game live streaming service. In this embodiment, the databases stored in the storage unit 120 include a user information database 121, a game information database 122, a gift information database 123, and a prediction result database 124.

[0032] The user information database 121 stores a user ID, a 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 a name used to refer to the user in the game live streaming service.

[0033] The owned point information is information on points owned by a user, which are a value that can be used only in a betting game. Points have no monetary value and cannot be exchanged for cash. The points may be free points that can be obtained by satisfying a certain condition in the game live streaming service (or a betting game) (e.g., logging in to the service). Alternatively, the points may be paid points that can be purchased on the game live streaming service.

[0034] The owned game currency information is information on the game currency owned by the user, which is a value that can be used in betting games and other games (particularly, other games on the game live streaming service). Hereinafter, such game currency is also referred to as "coins". Coins cannot be exchanged for cash. There are free coins that can be obtained by satisfying 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. General gifts given on the game live streaming service are given by viewers purchasing gifts by spending coins. Coins may also be usable for purchasing avatars and / or costumes for use on the game live streaming service.

[0035] The game information database 122 stores information about the betting game. For example, the game information database 122 stores the drawing data, parameters such as characteristics, and payout rate information of each monster, the ID of each competition, and information about participating users. The game information database 122 may store information about monsters that have been trained in advance by each user (broadcaster, viewer) in association with the user ID. Training refers to a user increasing the parameters of his / her monster by training the monster in the game. The parameters include the monster's hit points, attack power, defense power, speed, and the like. Basically, the higher the parameters of a monster, the more likely it is to win a battle, and the payout rate is set lower. The parameters may include behavioral characteristics and skills. The behavioral characteristics are, for example, characteristics such as easily attacking strong monsters and easily attacking weak monsters. The skills are, for example, skills that increase the monster's own hit points, attack power, defense power, or speed, and skills that decrease the attack power, defense power, or speed of other monsters.

[0036] The gift information database 123 stores information about gifts to support broadcasters.

[0037] The prediction result database 124 stores, for example, for each event held in a betting game, information on each user who placed a vote, the voting details (prediction details) of each user, information on whether or not each user's prediction was correct, and information on the payout for each user.

[0038] The processing unit 130 is composed of one or more processors and a RAM (Random Access Memory) used as a work area for the processor. In this embodiment, the processing unit 130 loads a program (a game live distribution program) stored in the storage unit 120 into the RAM and executes it, thereby functioning as a game providing unit 131, a distribution unit 132, a group processing unit 133, and a fever processing unit 134. Each of these units performs information processing using information stored in the storage unit 120.

[0039] The game providing unit 131 provides a user with a betting game (social betting game) as described above. A betting game is a game in which a payout is awarded to a user (a distributor 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, a betting process, a competition process, and a payout process are performed in the procedure of STEP 1 to STEP 3 shown in FIG. 2.

[0040] The game providing unit 131 accepts votes (bets) from the broadcaster and / or the viewer in the betting game. For example, the game providing unit 131 accepts from the broadcaster an operation to select a monster predicted by the broadcaster on the broadcast screen, and also accepts from the broadcaster an operation to select the amount of value to be bet on the monster on the broadcast screen. The game providing unit 131 also accepts votes from the viewer. Specifically, the game providing unit 131 accepts from the viewer an operation to select a winning monster predicted by the viewer on the viewing screen, and also accepts from the viewer an operation to select the amount of value to be cast in the vote for the monster on the viewing screen.

[0041] Here, the game providing unit 131 accepts votes from the distributor and / or the viewer using points (virtual medals, hereinafter also simply referred to as "medals") that are exclusively used in the betting game. The points can be purchased by the distributor and the viewer using coins (game currency). The coins (game currency) include free coins (free game currency) and paid coins (paid game currency). In this way, the game providing unit 131 accepts votes from the distributor and also votes from the viewer. In addition, the game providing unit 131 accepts votes from each of the distributor and the viewer using points that are a value exclusively used in the game and cannot be converted into cash. The game providing unit 131 awards points determined according to the points used for voting and the payout rate as a payout.

[0042] The distribution unit 132 provides live distribution of a live video of a game played by a distributor to a viewer. A user becomes a distributor by selecting a game and starting distribution of the live video. Meanwhile, a user becomes a viewer by selecting any distributor and starting viewing the live video. In this embodiment, the distribution unit 132 distributes a live video of a betting game played by a distributor to a viewer. Specifically, a live video (video data and audio data) of a betting game is transmitted from the distributor'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 a button for accepting a comment post, a button for accepting a request to give a gift to the distributor, and the like.

[0043] The group processing unit 133 has a comment processing unit 133a that allows comments from viewers to be posted and viewed only within a group consisting of a distributor and one or more viewers watching the live video of the distributor during live streaming of the live video. In this way, by allowing comments to be posted and viewed only within the group during live streaming of the live video, it is possible to enhance a sense of unity within the group consisting of the distributor and the viewers, and to create excitement about betting in a group consisting of multiple users.

[0044] The comment processor 133a may divide a plurality of viewers who watch a live video of a distributor into a plurality of subgroups each including the distributor, and may allow the viewers to post and view comments only within the subgroup. For example, if there is a group including distributor A and viewers B1, B2, B3, and B4, the group may be divided (subgroup divided) into a subgroup consisting of distributor A and viewers B1 and B2, and a subgroup consisting of distributor A and viewers B3 and B4. This allows the game to progress in a competitive manner between the subgroups. Such subgroup division may be performed by the distributor specifying the viewers to be classified into each subgroup, or may be performed according to the results of a random drawing.

[0045] The comment processor 133a may enable 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 of the viewers during the period when the competition (STEP 2) is being held may be comments of support for the monster for which the viewers voted. The comments of the viewers during the voting period (STEP 1) may be comments expressing the viewers' enthusiasm. The distributor reacts to these comments and provides commentary. By enabling such comments to be posted and viewed, it is possible to create excitement in the betting game. The comment processor 133a may also enable comments to be posted and viewed only within the group during the period when the result display (STEP 3) is being held. The comments of the viewers during the period when the result display (STEP 3) is being held may be comments of joy or sadness depending on whether the viewers got the right answer or not.

[0046] The group processing unit 133 has a gift processing unit 133b that enables viewers to give support gifts to the distributor only within the group during live streaming of the commentary video. In this way, by enabling viewers to give support gifts to the distributor only within the group during live streaming of the commentary video, it is possible to enhance a sense of unity within the group consisting of the distributor and the viewers, and to create excitement about betting in a group consisting of multiple users.

[0047] The gift processing unit 133b may allow gift giving only within a group during the period when the competition (STEP 2) is being held and during the voting acceptance period (STEP 1) before the competition is held. The gift processing unit 133b may also allow gift giving only within a group during the period when the result display (STEP 3) is being held.

[0048] The gift processing unit 133b may group a plurality of viewers who watch a live video of a broadcaster into a plurality of subgroups each including the broadcaster, and may allow viewers to give support gifts to the broadcaster only within the subgroup. For example, if there is a group including broadcaster A and viewers B1, B2, B3, and B4, the group may be divided (subgroup divided) into a subgroup consisting of broadcaster A and viewers B1 and B2, and a subgroup consisting of broadcaster A and viewers B3 and B4. This allows the game to progress in a competitive manner between the subgroups. Such subgroup division may be performed by the broadcaster specifying the viewers to be classified into each subgroup, or may be performed according to the results of a random drawing.

[0049] The gift processing unit 133b may receive from a viewer a wish 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 a viewing screen of a betting game played by the broadcaster, and give the selected gift. A process may be performed to give a reward in the form of money or a cashable 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 given to the broadcaster according to the amount of gifts the broadcaster has obtained. Such a reward may be given to a broadcaster who satisfies certain conditions, and an amount obtained by multiplying a broadcast hourly wage determined according to the amount of gifts and the total viewing time by the broadcast time may be given as a broadcast reward. Such a reward can increase the broadcaster's motivation for broadcasting. Gifts can be purchased by viewers using coins (game currency). A paid gift, which is a gift purchased with paid coins (paid game currency), may be set to be a larger reward to the broadcaster than a free gift purchased with free coins (free game currency).

[0050] The dedicated gift may be a gift that grants points used for voting to both the broadcaster and the viewer. The gift processing unit 133b grants points to be used exclusively for a betting game to both the broadcaster and the viewer in response to a desire to give the gift. For example, the gift is given by the viewer consuming his / her 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 of one point or more. By granting points to the broadcaster by the gift, the broadcaster can use the points for his / her own voting. In addition, by granting points to the viewer by the gift, the viewer can use the points for his / her 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 the viewer may feel embarrassed about giving a gift to the broadcaster, but by granting points to the viewer as well, it is possible to alleviate such embarrassment and promote the giving of gifts. When the gift is a paid gift, the gift processing unit 133b may grant more points to both the broadcaster and the viewer than when the gift is a free gift. For example, a free gift worth one coin may grant one point to both the broadcaster and the viewer, and a paid gift worth one coin may grant two points to both the broadcaster and the viewer. This allows viewers to use different gifts (free gifts, paid gifts) depending on the degree to which they want to support the broadcaster.

[0051] The dedicated gift may be a gift that increases the payout rate in a betting game. Specifically, for a battle (competition) when the gift is given, the payout rate is increased compared to 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 significantly compared to when the gift is a free gift. For example, the payout rate may be set to 2 times for a free gift of 1 coin, and 3 times for a paid gift of 1 coin. This allows viewers to use different gifts (free gifts, paid gifts) depending on the degree to which they want to support the distributor.

[0052] The dedicated gift may be a gift that makes it easier to activate a fever time that gives advantageous effects to the distributor and the viewer in the betting game. For example, the rate of increase of the value of the above-mentioned "X+Y" may be N times higher, or the threshold value may be changed to be lower than normal, so that the gauge indicating the value of the above-mentioned "X+Y" is more likely to accumulate. Alternatively, the gift may be a gift that forcibly activates the fever time. When the gift is a paid gift, the gift processing unit 133b may increase the effect of making it easier to activate the 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 value of the above-mentioned "X+Y" may be larger than when the gift is a free gift. Alternatively, when the gift is a paid gift, the amount of decrease in the threshold value may be larger than when the gift is a free gift.

[0053] The group processing unit 133 may permit only viewers in the group who satisfy the conditions specified by the distributor to vote (bet). In other words, the group processing unit 133 may prohibit viewers in the group who do not satisfy the conditions specified by the distributor from voting (betting). The conditions specified by the distributor may be, for example, a condition that a rank (also called a "cheer rank") determined according to the track record of cheering for the distributor is a certain rank or higher. When a viewer follows a specific distributor, watches the live broadcast of the specific distributor, or sends a cheering gift to the specific distributor, the cheer rank of the viewer for the specific distributor increases. A distributor may want to play a betting game only with his / her own fans, which makes the live broadcast even more exciting. Specifically, the number of users who can participate (bet) in a betting game may have an upper limit, such as 20 people. Since a large number of viewers may want to participate in a betting game in which a popular distributor distributes a live video, the distributor can proceed with the betting game limited to his / her own fans by specifying the conditions for permitting voting (betting).

[0054] The fever processing unit 134 activates a fever time that generates an advantageous effect in the game within the group. The fever processing unit 134 may activate the fever time in response to the result of counting the payout situation and / or the winning situation within the group satisfying a threshold condition. This makes it easier for each user in the group to continue the betting game by being motivated by activating the fever time. The fever processing unit 134 may activate the fever time in response to the result of counting the giving situation of the support gift within the group satisfying a threshold condition. This encourages the giving of the support gift and also increases the motivation of the broadcaster in the broadcast. The fever processing unit 134 may activate the fever time in response to the result of counting both the winning situation within the group and the giving situation of the support gift within the group satisfying a threshold condition.

[0055] By activating such a fever time, it is possible to 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 according 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 time). During the fever time, information indicating the remaining fever time may be displayed on the distribution screen of the distributor and the viewing screen of each viewer.

[0056] The game 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. As a specific example, if the normal payout rates for monster A are 2 and for monster B are 3, then during fever time these are doubled, and the payout rates for monster A are 4 and for monster B are 6. The fever processing unit 134 may determine the degree of increase in the payout rate by random drawing. For example, there are options such as "2x", "3x", and "4x", and when fever time is activated, one of these options is randomly selected and applied.

[0057] The fever processing unit 134 may activate the fever time when the cumulative value of points given as dividends to each of the distributor and the viewer (and / or the amount of support gifts given within the group) exceeds a threshold. For example, when a distributor is live streaming a betting game, the cumulative points the distributor has earned as dividends during the streaming are X points, the cumulative points each viewer has earned as dividends during the streaming are Y points, and the threshold is Z points, the fever processing unit 134 activates the fever time when the condition "X+Y>Z" is satisfied. Such values ​​of X, Y, and / or Z may be displayed on the distribution screen of the distributor and the viewing screen of each viewer. A gauge showing the value of "X+Y" may be displayed together with the threshold, and the fever time may be activated when the gauge reaches the threshold.

[0058] As described above, the betting game can be played by a user alone (so-called single player play). That is, the game providing unit 131 allows the user to play the betting game alone. This can provide a place for practice as a preliminary step to joining a group and playing a betting game. However, the game providing unit 131 sets a higher payout rate applied to a group during live distribution compared to the payout rate set when the user plays the game alone. This can motivate the user to join a group that is being live distributed. As a specific example, if the payout rates for single player play are 2x for Monster A and 3x for Monster B, these are doubled in the group during live distribution, and the payout rates are 4x for Monster A and 6x for Monster B.

[0059] (4) Screen display example 4 to 9 are diagrams showing examples of display screens on the viewer's terminal 200b according to this embodiment.

[0060] FIG. 4 is a diagram showing an example of a distribution list screen SC0 for selecting a distributor who is currently live distributing content.

[0061] Prior to the broadcast list screen SC0, the viewer selects the game for which he / she wishes to watch live broadcast of the commentary video on the terminal 200b using the game live broadcast application, and when he / she selects a betting game, the screen transitions to the broadcast list screen SC0.

[0062] The broadcast list screen SC0 displays a list of broadcasters who are live broadcasting a betting game. 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 on the betting participation conditions. When a viewer selects (tap) the area A corresponding to the broadcaster whose live video they want to watch from the broadcast list screen SC0, the viewer is taken to a viewing screen where they can watch the live video of that broadcaster.

[0063] FIG. 5 is a diagram showing an example of a voting acceptance screen (monster selection screen) SC1 among the viewing screens.

[0064] The voting reception screen SC1 has a gauge area B1 that shows the accumulated status of fever points, an observation area B2 for observing the status of the monsters participating in the competition (battle), an area B3 that displays voting reference information showing the winning status of users within the group, and an area B4 for each monster participating in the competition (battle).

[0065] In the gauge area B1, the hit status within the group (for example, the total number of medals awarded) and / or the gift status of support within the group (for example, the total amount of gifts and the amount of gauge increase due to gifts) are counted and accumulated as fever points, and are displayed by a gauge. When the fever points are full (when the threshold condition is met), the above-mentioned fever time is activated.

[0066] In the observation area B2, objects (monster objects, characters) of each monster participating in the competition (battle) are displayed. In the illustrated example, an example in which three monsters participate is shown, but two monsters or four or more monsters may be used. Here, the appearance and / or behavior of each monster object changes according to a parameter representing its own good condition. The parameter representing the good condition may be, for example, of three types: "good condition", "bad condition", and "normal condition". The good condition of each monster may change regularly (for example, periodically) according to a predetermined rule, or may change irregularly (for example, non-periodically). For example, a monster in good condition is drawn to have a facial expression and / or a behavior representing good condition. On the other hand, a monster in bad condition is displayed to have a facial expression and / or a behavior representing bad condition. This allows each user to grasp the state of each monster object displayed in the observation area B2 and select a monster that is likely to win the competition (battle).

[0067] Area B3, which displays voting reference information showing the hit rates of users in the group, displays information on a predetermined number of users in the group in descending order of hit rate. For example, area B3 displays the user name (nickname) and hit rate for each user ranked 1st to 3rd. This allows users to determine which other users they should use as a reference for their vote (monster selection) based on the information displayed in area B3.

[0068] Areas B4 (B4a to B4c) for each monster participating in the competition (battle) display the monster name, payout rate, monster image, the results of the last few matches (last three matches in the illustrated example), and each parameter. For example, area B4a displays the monster name "Monster A", payout rate "5.1x", monster image, the results "3rd place → 1st place → 3rd place", and each parameter "characteristics, hit points (HP), attack power, defense power". Area B4 also has a "BET" button for the distributor to place a vote (bet).

[0069] Around the area B4 (object) for each monster (on the left side in the illustrated example), a voting status object B5 is displayed indicating which users have voted for that monster. For example, three users have voted for monster A, and three voting status objects B5a to B5c corresponding to the 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 know which users have bet on which monster based on each voting status object B5, and to use this as a reference when deciding which monster and how many medals to bet on.

[0070] The vote reception screen SC1 further includes a button B6 that the viewer selects (tap) to place a bet, and a button B7 that the broadcaster selects (tap) to start a monster battle. The battle start button B7 can only be selected (tapped) by the broadcaster, and the broadcaster starts the battle after confirming that each viewer has placed a bet.

[0071] The voting reception screen SC1 further includes a comment posting area B8 for viewers to post comments, a button B9 used by viewers to give support gifts, and an area B10 displaying the viewer's own avatar (icon). After selecting (tapping) the button B9, a viewer can post a comment by inputting a character string for the comment and tapping the send button. As shown in FIG. 6, only a predetermined number of comments B11 posted by each viewer are displayed in chronological order (three in the illustrated example) for a predetermined period of time.

[0072] When the viewer selects (tap) the button B6 in FIG. 5, the screen transitions to a monster list screen, and when any monster is selected on this screen, a medal number selection area C1 as shown in FIG. 7 is displayed. In the illustrated example, a display example when "Monster B" is selected is shown. In the medal number selection area C1, a display of the medal number to be bet, various buttons for selecting the medal number to bet, and a button C2 for confirming the medal number to bet are displayed. Furthermore, the medal number 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 by himself / herself, taking the object C3 into consideration. The object C3 includes an avatar (icon) as identification information of the corresponding user, a numerical value indicating the quantity of medals (value) bet by the user, and information indicating the hit rate of the user.

[0073] FIG. 8 is a diagram showing an example of a battle screen SC2 as an example of a screen during a competition according to the present embodiment.

[0074] After the voting is over, an automatic battle between monsters takes place on the battle screen SC2. Users (broadcasters, viewers) can watch the monsters battle (and viewers' comments), broadcasters can report on the battle, and viewers can post comments. On the battle screen SC2, for example, as each monster attacks the other monsters, the other monsters' physical strength (hit points) decreases, and when their physical strength reaches zero, they become the loser, and the last monster remaining becomes the winner.

[0075] The battle screen SC2 has a monster object D1 that behaves according to the battle situation, an object D2 that displays the remaining hit points of the corresponding monster, an object D3 for each user who voted for the corresponding monster, and a fixed object D4 for displaying the voting status.

[0076] The monster object D1 disappears from the battle screen SC2 when its own 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 shown by a gauge and a numerical value.

[0077] The object D3 (voting status object) includes an avatar (icon) as identification information of the corresponding user and a numerical value indicating the number of medals (value) bet by the user. This allows the user to know which monsters the user and other users have bet on.

[0078] When each monster's turn to attack comes around, the monster object is enlarged and displayed, or both the monster object and the monster object of the monster being attacked are enlarged and displayed. Therefore, each monster is not always displayed on the battle screen SC2. Therefore, the object D4 is displayed fixedly regardless of the actions of each monster, and includes the icon of each monster and the avatar icon of the user who bet on that monster.

[0079] FIG. 9 is a diagram showing an example of a result screen SC3 that displays the competition results and predicted results according to this embodiment.

[0080] The result 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 illustrated example, correct predictions are indicated by white circles and incorrect predictions are indicated by black circles).

[0081] (5) Example of changes In this modified example, a user (broadcaster, viewer) can have a monster that he or she has raised in advance participate in a battle. Fig. 10 is a diagram showing the configuration of distribution server 100 according to this modified example.

[0082] In this modification, the game providing unit 131 acquires information on a monster that has been raised in advance by a distributor or a viewer from the game information database 122, and controls the progress of the betting game by having the monster participate in a battle held in the game space. This allows a user who has a monster that he or she has raised to participate in a battle to increase his or her motivation to support the monster.

[0083] The distribution server 100 according to this modified example further includes a reward processing unit 135 that performs processing to grant a reward to the user (distributor or viewer) who has raised a monster in response to the monster winning in a battle. This can increase the motivation of the user to raise his or her own monster. Such a reward may be granted separately from the dividend. Alternatively, when a user who has entered a monster he or she has raised into a battle bets on the monster and wins, a higher dividend multiplier than usual may be applied, so that the user can obtain more dividends (medals).

[0084] (6) Other embodiments In the above embodiment, a function may be introduced in which the points bet on a battle in which none of the users (distributors or viewers) predict correctly are accumulated, and a user who predicts correctly in a subsequent battle can take all the accumulated points. Such a take-all function may be provided during the above-mentioned fever time.

[0085] The operation flows and operation examples in the above-mentioned embodiments do not necessarily have to be executed in chronological order according to the order described in the flow diagram or sequence diagram. For example, the steps in the operations may be executed in an order different from that described in the flow diagram or sequence diagram, or may be executed in parallel. Some of the steps in the operations may be deleted, and additional steps may be added to the process. The operation flows and operation examples in the above-mentioned embodiments may be executed separately and independently, or two or more operation flows and operation examples may be executed in combination. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow.

[0086] A program may be provided that causes a computer to execute the operations according to the above-described embodiments. The program may be recorded in a computer-readable medium. Using the computer-readable medium, it is possible to install the program in a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, and may be, for example, a storage medium such as a CD-ROM or a DVD-ROM.

[0087] As used in this disclosure, the terms "based on" and "depending on" do not mean "based only on" or "depending only on", unless otherwise specified. The term "based on" means both "based only on" and "based at least in part on". Similarly, the term "depending on" means both "based only on" and "depending at least in part on". In addition, the terms "include", "comprise", and variations thereof do not mean including only the items listed, but may include only the items listed, or may include additional items in addition to the items listed. In addition, the term "or" as used in this disclosure is not intended to be an exclusive or. In this disclosure, when articles are added by translation, such as a, an, and the in English, these articles are intended to include the plural unless the context clearly indicates otherwise.

[0088] The above describes the embodiments in detail with reference to the drawings, but the specific configuration is not limited to that described above, and various design changes, etc. are possible without departing from the spirit of the invention. [Explanation of symbols]

[0089] 1: Game live streaming system 10: Communication Network 100: Distribution server 110: Communications Department 120: Storage section 121: User information database 122: Game Information Database 123: Gift information database 124: Prediction 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 section 135: Reward Processing Unit 200: Terminal

Claims

1. A game live streaming system for live streaming a game among a plurality of users including a broadcaster and a viewer, comprising: a game providing unit that provides a game in which a payout according to a payout rate is awarded to a user when a user's vote for a result of a competition held in a game space satisfies a hit condition; A distribution unit that provides live distribution of a live video of the game played by the distributor to one or more viewers' terminals; A group processing unit that enables comments to be posted and viewed by the viewers only within a group consisting of the distributor and the one or more viewers who watch the live video of the distributor during live distribution of the live video, The group processing unit allows the vote only for viewers in the group who satisfy a condition specified by the distributor, the condition being determined according to a record of supporting the distributor. Game live streaming system.

2. The group processing unit enables the comments to be posted and viewed only within the group during a period when the competition is being held and during a voting acceptance period before the competition is being held. The game live distribution system according to claim 1 .

3. The group processing unit enables the viewers to give support gifts to the distributor only within the group during the live distribution of the live video. The game live distribution system according to claim 1 .

4. The group processing unit enables the viewers to give the support gift to the distributor only within the group during a period in which the competition is being held and during a voting acceptance period before the competition is being held. The game live distribution system according to claim 3.

5. The group processing unit divides a plurality of viewers who watch the live video of the distributor into a plurality of subgroups each including the distributor, and allows the viewers to post and view comments only within the subgroup. The game live distribution system according to claim 1 .

6. The group processing unit disables the vote for a viewer who does not satisfy the condition, while enabling the viewer to watch the live video and give a support gift to the distributor. The game live distribution system according to claim 1 .

7. The game device further includes a fever processing unit that activates a fever time that generates an advantageous effect in the game within the group in response to a result of counting the state of support gifts given from viewers to the distributor within the group satisfying a threshold condition. The game live distribution system according to claim 1 .

8. The game device further includes a fever processing unit that activates a fever time that generates an advantageous effect in the game within the group in response to a result of counting the payout status and / or the winning status within the group satisfying a threshold condition. The game live distribution system according to claim 1 .

9. The gaming unit increases the payout rate during the fever time compared to during a non-fever time. The game live distribution system according to claim 7 or 8.

10. The fever processing unit determines the degree of increase of the payout rate by random drawing. The game live distribution system according to claim 9.

11. A game live streaming system for live streaming a game among a plurality of users including a broadcaster and a viewer, comprising: a game providing unit that provides a game in which a payout according to a payout rate is awarded to a user when a user's vote for a result of a competition held in a game space satisfies a hit condition; A distribution unit that provides live distribution of a live video of the game played by the distributor to one or more viewers' terminals; A group processing unit that enables comments to be posted and viewed by the viewers only within a group consisting of the distributor and the one or more viewers who watch the live video of the distributor during live distribution of the live video, the game can be played by a single user; The game providing unit sets the payout rate applied to the group during the live distribution higher than the payout rate set when the user plays the game alone. Game live streaming system.

12. The competition held in the game space is an automatic competition or match between virtual athletes, The game providing unit acquires information on a virtual athlete that has been trained in advance by the distributor or the viewer, and controls the progress of the game by having the virtual athlete participate in the competition held in the game space. The game live distribution system according to claim 1 or 11.

13. The present invention further includes a reward processing unit that performs processing to give a reward to the distributor or the viewer who trained the virtual athlete in advance when the virtual athlete trained by the distributor or the viewer wins the race or the match. The game live distribution system according to claim 12.

14. A computer for live streaming a game among a plurality of users including a broadcaster and a viewer, a game providing unit that provides a game in which a payout according to a payout rate is awarded to a user when a user's vote for a result of a competition held in a game space satisfies a hit condition; A distribution unit that provides live distribution of a live video of the game played by the distributor to one or more viewers' terminals; and a group processing unit that enables comments to be posted and viewed by the viewers only within a group consisting of the distributor and the one or more viewers watching the live video of the distributor during the live distribution of the live video; The group processing unit allows the vote only for viewers in the group who satisfy a condition specified by the distributor, the condition being determined according to a record of supporting the distributor. program.

15. A computer for live streaming a game among a plurality of users including a streamer and a viewer, a game providing unit that provides a game in which a payout according to a payout rate is awarded to a user when a user's vote for a result of a competition held in a game space satisfies a hit condition; A distribution unit that provides live distribution of a live video of the game played by the distributor to one or more viewers' terminals; and a group processing unit that enables comments to be posted and viewed by the viewers only within a group consisting of the distributor and the one or more viewers watching the live video of the distributor during the live distribution of the live video; the game can be played by a single user; The game providing unit sets the payout rate applied to the group during the live distribution higher than the payout rate set when the user plays the game alone. program.

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