Gameplay video distribution system and gameplay video viewing system

By adjusting the amount of viewers donated and performance control in real time, and according to changes in the game situation, the problem of lack of novelty of the audience's interaction mechanism in the live video streaming platform has been solved, and the interest in interaction and the sense of support of the anchor has been enhanced.

JP7628025B2Active Publication Date: 2025-02-07BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021029048
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-25
Publication Date
2025-02-07
Estimated Expiration
2041-02-25

AI Technical Summary

Technical Problem

In the existing live video streaming platforms, the audience's interaction mechanism lacks novelty, resulting in insufficient support and interaction interest in anchors.

Method used

By accepting the audience's interactive behavior in real time in the live video streaming platform, such as donations, dynamically adjust the donation amount according to changes in the game situation, and perform corresponding performance control on the audience's screen, increasing the novelty of interaction and the support of the anchor.

Benefits of technology

It improves the audience's interest in interaction and the anchor's sense of support, and increases the attractiveness and interactivity of live video streams.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology to bring about new amusement by using a viewer action such as tipping executed by viewers for the distribution by a distributor.SOLUTION: In a server system 1100, a corresponding processing execution control unit 251 executes: 1) control to execute performance control based on an action content of the viewer action for a viewer screen of a game play video, and 2) support processing for a distributor based on the action content of the viewer action, as viewer action corresponding processing corresponding to a given viewer action. A determination unit 249 determines a difference between a game play status of the distributor at a reception timing at which the viewer action is received and a game play status of the distributor at a determination timing after the reception timing. A change control unit 253 changes the action content of the viewer action on the basis of the result of the determination by the determination unit 249 when the determination timing comes.SELECTED DRAWING: Figure 14
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Description

[Technical field]

[0001] The present invention relates to a gameplay video distribution system that distributes gameplay video of a distributor to a viewer terminal. [Background technology]

[0002] Known live video distribution technologies allow viewers (viewing users) to send communication information by commenting on a video to praise the video or support the distributor (distributor), or by providing monetary rewards to the distributor (see, for example, Patent Document 1). In particular, the provision of rewards from viewers to distributors is called "tipping," or "gifts," after donations from spectators to street performers. Hereinafter, these will be collectively referred to as "tipping."

[0003] This tipping system gives streamers an income according to the amount of tipping they put in, which encourages them to continue streaming. For viewers, it also brings joy to self-expression by publicly expressing their will and position to other viewers through praise and support, and is expected to have the effect of livening up the atmosphere by inviting more tips. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-74789 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the system itself for viewer actions such as tipping was nothing particularly special and not very interesting. The problem that the present invention aims to solve is to provide a technology that brings about new interest by utilizing viewer actions, such as tipping, that viewers make in response to a broadcaster's broadcast. [Means for solving the problem]

[0006] A first invention for solving the above problem is a gameplay video distribution system that distributes gameplay video of a distributor to a viewer terminal of each viewer, comprising: reception control means (e.g., reception control unit 243 in FIG. 14) that accepts viewer actions from the viewer through the viewer terminal; response process execution control means (e.g., response process execution control unit 251 in FIG. 14) that executes, as viewer action response processes corresponding to a given viewer action, at least one of 1) control of applying presentation control based on the action content of the viewer action to a viewer screen of the gameplay video, and 2) cheering process for the distributor based on the action content of the viewer action; and a reception timing at which the viewer action is accepted by the reception control means, and the action content of the viewer action. a viewer action storage control means (e.g., the transmission status storage control unit 245 of FIG. 14) that controls the correspondence between the viewer action and the viewer related to the viewer action and stores the corresponding viewer action; and a judgment means (e.g., the judgment unit 249 of FIG. 14) that judges the difference between the game play status of the distributor at the reception timing and the game play status of the distributor at a judgment timing after the reception timing, wherein the response processing execution control means has a change control means (e.g., the change control unit 253 of FIG. 14) that changes the action content of the viewer action stored by the viewer action storage control means based on the judgment result of the judgment means when the judgment timing arrives, and executes the viewer action response processing based on the changed action content.

[0007] According to the first aspect of the present invention, a viewer action by a viewer is accepted during distribution of a gameplay video. Then, a difference between the gameplay status of the distributor at the acceptance timing and the gameplay status of the distributor at a judgment timing after the acceptance timing is judged, and the action content of the viewer action is changed based on the judgment result, and then, a control for performing a production control based on the action content is performed on the viewer screen of the gameplay video, or a cheering process for the distributor based on the action content is performed. According to this, it is possible to perform a production control on the viewer screen with an action content different from that actually performed by the viewer, or to perform a cheering process for the distributor, according to the change in the gameplay status of the distributor from the time the viewer action is accepted to the time of judgment. Therefore, the viewer can enjoy watching the gameplay status of the distributor after performing the viewer action. On the other hand, the cheering process is performed on the distributor based on the action content changed according to the change in the gameplay status of the distributor after the viewer action is performed, rather than the cheering process based on the action content performed by the viewer. Thus, when distributing a gameplay video, a new interest can be provided by using the viewer action of the viewer.

[0008] In addition, a second invention is a gameplay video distribution system of the first invention, in which the change control means changes the degree to which the action content of the viewer action is changed when the difference determined by the determination means satisfies a predetermined large difference condition, different from the degree to which the difference does not satisfy the large difference condition.

[0009] According to the second invention, for example, when the large difference condition is satisfied, the action content can be changed to a larger extent than when the large difference condition is not satisfied.

[0010] Further, a third invention is a gameplay video distribution system of the first or second invention, wherein the action content is a parameter value indicating the content of the viewer action, and the change control means changes the parameter value based on the judgment result of the judgment means.

[0011] According to the third aspect of the present invention, a parameter value indicating the content of a viewer action is set as the action content. The parameter value of the accepted viewer action can be changed based on the determination result related to the game play status of the distributor, and the performance control based on the changed parameter value or the support process for the distributor based on the parameter value can be executed.

[0012] Further, a fourth invention is a gameplay video distribution system of the third invention, in which the parameter value is a value indicating a monetary value, and the reception control means has a payment control means (e.g., the billing processing unit 220 of FIG. 14) that pays a monetary value indicating the content of the action to the viewer related to the viewer action through a predetermined payment means at the reception timing.

[0013] According to the fourth aspect of the present invention, a monetary value is set for a viewer action as a parameter value that is the content of the action, and when the viewer action is accepted, the monetary value is paid to the viewer. The monetary value of the accepted viewer action can be changed based on the determination result related to the game play status of the distributor, and performance control based on the changed monetary value or support processing for the distributor based on the monetary value can be executed.

[0014] Further, a fifth invention is a gameplay video distribution system of the fourth invention, in which the response processing execution control means executes, as the viewer action response processing, the support processing of granting monetary value or a benefit to the distributor based on the monetary value changed by the change control means.

[0015] According to the fifth aspect of the present invention, a support process can be executed to grant a monetary value to the distributor based on the changed monetary value. Alternatively, a support process can be executed to grant a privilege to the distributor based on the changed monetary value.

[0016] In addition, a sixth invention is a gameplay video distribution system of any of the first to fifth inventions, further comprising a judgment timing determination means (e.g., the judgment timing determination unit 247 in FIG. 14) for determining, as the judgment timing, the arrival of a timing when the distributor's gameplay progress satisfies a given progress condition.

[0017] According to the sixth aspect of the present invention, it is possible to determine whether the determination timing has arrived based on the progress of the game played by the distributor.

[0018] A seventh invention is the game play video distribution system according to any one of the first to fifth inventions, further comprising a determination timing setting means for setting the determination timing based on a setting operation of the distributor.

[0019] According to the seventh aspect of the present invention, the distributor can set the determination timing.

[0020] In addition, an eighth invention is a gameplay video distribution system of any of the first to seventh inventions, further comprising an acceptance period setting means for setting a period during which acceptance is permitted by the acceptance control means based on a setting operation of the distributor.

[0021] According to the eighth aspect of the present invention, the distributor can set a period during which viewer actions from viewers can be accepted.

[0022] Further, a 9th invention is a gameplay video distribution system of any of the 1st to 8th inventions, wherein the viewer action includes a selection or designation by the viewer of a game object that the broadcaster can use in game play, the viewer action storage control means controls to further associate and store the selection or designation, and the change control means changes the content of the action based on whether or not the broadcaster has used the selected or designated game object between the acceptance timing and the judgment timing.

[0023] According to the ninth aspect of the present invention, a viewer can select and designate a game object that the broadcaster can use in game play when making a viewer action. Then, the broadcaster can change the content of the action taking into consideration whether the broadcaster has used the game object in game play after the timing of receiving the viewer action.

[0024] Further, a tenth invention is a gameplay video distribution system of the ninth invention, in which the change control means changes the action content based on at least one of: 1) the type of game object used by the distributor, 2) the manner in which the distributor used the game object, and 3) the results of using the game object used.

[0025] According to the tenth aspect of the invention, when a distributor uses a game object selected and designated by a viewer, the content of the action can be changed based on the type, method of use, and results of use.

[0026] An eleventh invention is a gameplay video distribution system of either the ninth or tenth invention, wherein the change control means changes the action content when the selected game object satisfies a given condition, regardless of whether the judgment timing has arrived or not.

[0027] According to the eleventh aspect of the invention, when a game object selected and designated by a viewer satisfies a given condition, it is possible to change the action content without waiting for the arrival of the determination timing.

[0028] In addition, a twelfth invention is a gameplay video distribution system of any of the ninth to eleventh inventions, wherein the change control means changes the action content based on the usage history of the selected and specified game object in the past by the distributor.

[0029] According to the twelfth aspect of the present invention, when a viewer selects and designates a game object, the action content can be changed according to the use history of the game object by the distributor. For example, it is possible to change the amount of change in the action content depending on whether the distributor has used the game object in the past or has used it frequently, or has never used it or has used it only a few times.

[0030] A thirteenth invention is the game play video distribution system according to any one of the ninth to twelfth inventions, wherein the game object is a player character operated by the distributor, or a game item.

[0031] According to the thirteenth aspect, a viewer can select and designate a player character or a game item operated by a distributor when performing a viewer action.

[0032] In addition, a 14th invention is a gameplay video distribution system of any of the 1st to 13th inventions, further comprising a viewer introduction control means (e.g., a viewer introduction control unit 257 in Figure 14) that displays, on the viewer screen, introduction information introducing a viewer whose change amount of the action content changed by the change control means satisfies a predetermined maximum condition.

[0033] According to the fourteenth aspect of the present invention, introduction information introducing a viewer whose action content has been significantly changed can be displayed on the viewer screen.

[0034] A fifteenth invention is a gameplay video distribution system according to any one of the first to fourteenth inventions, wherein the change control means controls an amount of change in action content of the viewer action based on the acceptance timing.

[0035] According to the fifteenth aspect of the present invention, for example, it is possible to change the amount of change in the action content depending on whether a viewer action is received at the beginning of gameplay by a distributor or at any other time.

[0036] Further, a 16th invention is a gameplay video distribution system of the 15th invention, in which the change control means controls the amount of change to the action content of the viewer action based on the number of viewer actions whose acceptance timing satisfies a predetermined concurrency condition.

[0037] According to the sixteenth aspect of the present invention, for example, when the number of viewing actions performed in the same period is small, it is possible to increase the amount of change in the action content compared to when the number of viewing actions performed in the same period is large.

[0038] In addition, a 17th invention is a gameplay video distribution system of any of the 1st to 16th inventions, further comprising a user information management means (e.g., the user management unit 210 of FIG. 14) for managing user information for each viewer, and the change control means controls the amount of change to the action content for each viewer based on the user information.

[0039] According to the seventeenth aspect, the amount of change in the content of a viewer action can be changed according to the user information of the viewer who performed the action.

[0040] In addition, an 18th invention is a gameplay video distribution system of any of the 1st to 17th inventions, wherein the change control means determines the action content of the viewer action based on whether the distributor satisfies a given condition.

[0041] According to the eighteenth aspect of the present invention, it becomes possible for a distributor to change the content of an action depending on whether or not a given condition is satisfied.

[0042] Further, a 19th invention is a gameplay video distribution system of any of the 1st to 17th inventions, wherein the change control means determines the action content of the viewer action based on whether or not the distributor will pay compensation for changing the action content of the viewer action.

[0043] According to the nineteenth aspect of the present invention, it becomes possible to change the content of the action depending on whether or not the distributor pays the fee.

[0044] In addition, a 20th invention is a gameplay video distribution system of any of the 1st to 19th inventions, further comprising a bonus-granting control means (e.g., the bonus-granting control unit 255 of Figure 14) that grants a given bonus to a viewer who is associated and stored by the viewer action storage control means.

[0045] According to the twentieth aspect, a privilege can be given to a viewer who has performed a viewer action.

[0046] In addition, a 21st invention is a gameplay video distribution system of any of the 1st to 20th inventions, in which the response process execution control means executes at least control to apply presentation control based on the action content to a viewer screen of the gameplay video as the viewer action response process, and includes an archive video management means (e.g., a distribution control unit 241) that manages the distributed gameplay video as archive video, and an archive video distribution means (e.g., an archive distribution control unit 259 in Figure 14) that distributes the archive video to the viewer terminal, editing the archive video based on a result of execution of the presentation control by the response process execution control means and distributing it to the viewer terminal.

[0047] According to the twenty-first aspect of the present invention, the distributed gameplay video can be managed as an archive video and distributed to a viewer terminal as an archive video. In this case, the archive video can be edited and distributed based on the execution result of the performance control performed in response to the viewer action at the time of the initial distribution.

[0048] In addition, a 22nd invention is a gameplay video viewing system (e.g., gameplay video viewing system 1000 of FIG. 1) in which a server system (e.g., server system 1100 of FIG. 1), which is a gameplay video distribution system of any of the 1st to 21st inventions, and a viewer terminal (e.g., viewer terminal 1500 of FIG. 1) are communicatively connected.

[0049] According to the twenty-second aspect of the invention, it is possible to realize a game play video viewing system that exhibits the same effects as any one of the first to twenty-first aspects of the invention. [Brief description of the drawings]

[0050] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game play video viewing system. [Diagram 2] FIG. 2 is a diagram showing an example of the device configuration of a viewer terminal. [Diagram 3] A diagram explaining distribution of gameplay videos. [Figure 4] Another diagram illustrating distribution of gameplay videos. [Diagram 5] FIG. 4 is a diagram showing an example of a screen configuration of a viewer screen. [Figure 6] FIG. 13 is a diagram showing an example of a screen transition related to a tipping execution operation. [Figure 7] A schematic diagram showing the flow of the knockout tournament and the principle behind changing the tip amount. [Figure 8] FIG. 13 is a diagram showing an example of a data configuration of tip data. [Figure 9] FIG. 11 is a diagram showing an example of a first coefficient. [Figure 10] FIG. 11 is a diagram showing an example of a second coefficient. [Figure 11] FIG. 11 is a diagram showing an example of a third coefficient. [Figure 12] FIG. 13 is a diagram showing an example of the data configuration of a performance control content table. [Figure 13] FIG. 13 is a diagram showing an example of the screen configuration of an introduction screen. [Figure 14] FIG. 2 is a block diagram showing an example of the functional configuration of the server system. [Figure 15] FIG. 13 is a diagram showing an example of a data configuration of tip item definition data. [Figure 16] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 17] FIG. 4 is a diagram showing an example of the data structure of distribution management data. [Figure 18] FIG. 2 is a block diagram showing an example of the functional configuration of a viewer terminal. [Figure 19] 6 is a flowchart showing a process flow in the server system. [Figure 20] 13A and 13B are diagrams for explaining changes in action content in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0051] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.

[0052] [Overall configuration] Fig. 1 is a diagram showing an example of the configuration of a gameplay video viewing system 1000 according to this embodiment. As shown in Fig. 1, the gameplay video viewing system 1000 includes a server system 1100, which is a gameplay video distribution system, and a viewer terminal 1500 owned by a user 2, which are connected to each other via a network N so as to be able to communicate data with each other.

[0053] The network N refers to a communication path that allows data communication. In other words, the network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.

[0054] The server system 1100 includes, for example, a keyboard 1106 , a touch panel 1108 , and a storage 1140 , and the main unit 1101 is equipped with a control board 1150 .

[0055] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0056] The server system 1100 realizes, by the control board 1150 performing calculations based on predetermined programs and data, (1) a user management function for registering users 2 and managing information about registered users 2, (2) a game provision function for enabling online games to be played on the viewer terminal 1500, (3) a live streaming function for providing gameplay footage of the online game (hereinafter referred to as "gameplay video") by live streaming to the viewer terminal 1500, and (4) an archive distribution function for providing an archived gameplay video that has completed live streaming (already distributed) to the viewer terminal 1500.

[0057] The server system 1100 manages a public site for gameplay videos to realize each distribution function. However, the public site may be managed using an external video public management server 1200. The video public management server 1200 is an external server for operating and managing an existing video public site (a website that accepts video submissions from an unspecified number of distributors via the Internet, etc., and provides the submitted videos to an unspecified number of viewers in a streaming format). In this case, the server system 1100 communicates with the video public management server 1200 to automatically submit gameplay videos, thereby realizing the publication of the videos.

[0058] In addition, the server system 1100, through calculation processing based on predetermined programs and data, realizes (5) a viewer action function that enables a user (hereinafter also referred to as a "viewing user") 2 of a gameplay video being live-streamed to send a "tip" as a given viewer action, and (6) a payment function that settles the amount sent when the tip is sent.

[0059] According to the viewer action function, the user 2 can send a tip in exchange for spending virtual currency equivalent points (hereinafter simply referred to as "currency points"), which are a monetary value that the user possesses. In this embodiment, the user 2 sends a tip using a tip item 4, exemplified in FIG. 6 and the like. Various tip items 4 with different sending amounts are prepared, and the user can select the tip item to use for sending and perform a sending operation to send a tip of that sending amount.

[0060] When the viewing user 2 transmits a tip, which is a viewer action, the server system 1100 executes, as a corresponding viewer action response process, a control (a performance control process) for applying performance control based on the action content of the tip to the viewer screen of the gameplay video, and a support process for the user (hereinafter also referred to as the "distribution user") 2 of the distributor (which can also be said to be the poster of the gameplay video) based on the action content of the tip. For this purpose, a transmission amount is preset for each tip item 4 as a parameter value (i.e., the action content of the tip) indicating the content of the tip using the tip item 4. In addition, the transmission amount and the amount that can be set as the support amount described later are divided into a plurality of price ranges, and the content of the performance control to be applied to the viewer screen in the performance control process is preset for each price range (see the performance control content table 509 in FIG. 12).

[0061] The settlement function is a function by which User 2 purchases currency points, and cooperates with an external electronic settlement server 1300 operated by an electronic settlement service provider or the like in response to a request from the viewer terminal 1500 to carry out a procedure for purchasing currency points (billing process). During the billing process, the electronic settlement server 1300 responds to an inquiry from the server system 1100 and settles the purchase amount of the currency points with User 2's credit card, prepaid card, or the like. Then, the server system 1100 grants User 2 currency points equivalent to the purchase amount settled by the electronic settlement server 1300.

[0062] In FIG. 1, the server system 1100 is depicted as a single server device, but multiple server devices connected online may share one or more of the functions of user management, game provision, live distribution, archive distribution, viewer action, and payment. The server system 1100 may also be configured to include multiple blade servers sharing each function and connected to each other via an internal bus so that data communication is possible. A configuration in which multiple independent server devices installed at separate locations communicate data via a network N to function as the server system 1100 as a whole may also be used.

[0063] 1 shows two viewer terminals 1500 for user 2, in actual operation, there will be a plurality of distributor users (distributor users) 2, each of which operates a viewer terminal 1500 to access server system 1100. Similarly, in actual operation, there will be a plurality of viewer users (viewing users) 2, each of which uses a viewer terminal 1500 to access server system 1100.

[0064] Here, the viewer terminal 1500 is a computer system that is used individually by the user 2 to play online games and watch the gameplay videos, and is an electronic device that can access the server system 1100 via the network N. The viewer terminal 1500 in this embodiment is a device called a smartphone, but may also be a portable game device, a tablet computer, a personal computer, etc.

[0065] Fig. 2 is a front view showing an example of the configuration of a viewer terminal 1500 in this embodiment. As shown in Fig. 2, the viewer terminal 1500 includes a direction input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, and the like that are not shown in the figure are also provided. An IC card reader or the like that can read and write data contactlessly from an IC card-type credit card or prepaid card that can be used to pay for playing games, etc. may be provided.

[0066] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as a VRAM, a RAM, and a ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless communication base station connected to the network N, and an interface circuit 1557. The interface circuit 1557 includes a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting an audio signal to the speaker 1510, an audio signal generating circuit for generating an audio signal collected by the microphone 1512, a circuit for inputting image data of an image captured by the camera 1520, and a signal input / output circuit for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected to each other via a bus circuit or the like, and is connected so as to be able to read and write data and transmit and receive signals. Note that a part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.

[0067] In this control board 1550, the IC memory 1552 stores a game client program and various setting data required to execute this game client program. The game client program and the like are downloaded from the server system 1100 at an appropriate timing. Alternatively, they may be read from a separately obtained storage medium such as a memory card 1540. The CPU 1551 etc. executes the game client program to perform calculation processing, and controls each part of the viewer terminal 1500 in response to operational inputs made to the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling user 2 to play the game.

[0068] [About gameplay video distribution] 3 and 4 are diagrams for explaining the distribution of gameplay videos. In this embodiment, gameplay videos of a distributor user are distributed to viewing users. As described above, the game played by user 2 on viewer terminal 1500 is an online game executed in a client-server system in which server system 1100 is the game server.

[0069] 3, information related to the progress of the game and information related to the display of the game screen W1 is generated by the server system 1100 and provided to the viewer terminal 1500 as appropriate. The viewer terminal 1500 functions as a terminal for operation input and game screen display. That is, the viewer terminal 1500 displays the game screen W1 based on the information provided by the server system 1100, and transmits the operation input information to the server system 1100 one by one. The server system 1100 progresses the game based on the operation input information transmitted from the viewer terminal 1500.

[0070] The server system 1100 also generates and stores play data 520 while controlling the progress of the game. The play data 520 is generated for each game play and is constantly updated during play to describe the latest status of the game. For example, one piece of play data 520 stores time-series data (operation input time-series data) 525 of operation input information transmitted from the viewer terminal 1500 during the game, and time-series data (progress time-series data) 526 of progress status information indicating the progress status of the game at each point in time, together with a game play ID 521, play date and time 522, a user account 523 of the user playing the game, etc.

[0071] The operation input time series data 525 stores operation input information from the viewer terminal 1500 (for example, various information describing the operation input, such as the type, position, direction, amount of operation, force, and input time) in association with time information indicating the time when the operation input was made (for example, date and time, elapsed time from the start of game play, number of frames drawn on the game screen, etc.).The progress status time series data 526 stores game progress information at each point during the game (for example, the stage number being played, the battle round, the win / loss results for each round, the type of player character, the position and posture of the player character, parameter values ​​indicating the status, etc.) in association with time information.

[0072] The server system 1100 also generates and stores play replay data 530 based on the play data 520. The play replay data 530 is also generated for each game play. The play replay data 530 is a data group that stores various data constituting the play data 520 in chronological order. Therefore, the original game play can be reproduced by reading out the data stored in the play replay data 530 in chronological order. The game play can be reproduced in real time in parallel with the generation of the play replay data 530 (in this case, it is a "live" reproduction), or even after the game play has ended. In the sense of reproduction after the game play has ended, the play replay data 530 can also be called "replay data". The server system 1100 generates and stores the play data 520 and also generates and stores the play replay data 530 in parallel.

[0073] When user 2 live-distributes a gameplay video as a distributor (distributing user), the server system 1100 generates a gameplay video 10 reproducing the gameplay as a distributed gameplay video 597 (see FIG. 17) based on gameplay reproduction data 530 relating to the gameplay of the user 2, as shown in FIG. 4. The generated gameplay video 10 is then live-distributed to a viewer terminal 1500 of a viewing user (viewing user) 2. In the live distribution, the server system 1100 generates and stores an archive video 620 (see FIG. 17), which will be described later. When distributing in response to a request from user 2 after the live distribution, archive distribution is performed to distribute the archive video 620 to the viewer terminal 1500 of the viewing user.

[0074] 5 is a diagram showing an example of the screen configuration of a viewer screen for viewing gameplay videos distributed as described above. The viewer screen is displayed when a viewing user accesses the public site with the viewer terminal 1500 and selects a gameplay video to view. As shown in FIG. 5, the viewer screen includes a gameplay video display section 31 on which the selected gameplay video is displayed, a tipping icon 33 for sending a tip, a purchase icon 35 for purchasing currency points, and a sending display section 37 for displaying a tipping item 4 used to send a tip.

[0075] When the tipping icon 33 is touched on the viewer screen, the tipping item selection screen W41 shown in the upper part of FIG. 6 is popped up. The tipping item selection screen W41 displays a list of multiple tipping items 4 (4a, 4b, 4c, . . . ) prepared in advance. Each tipping item 4 is displayed in a form in which the transmission amount is written. More specifically, on the tipping item selection screen W41, only tipping items 4 (tipping items 4a and 4b in the example of FIG. 6) that the viewing user possesses and can use because of the currency points equal to or greater than the transmission amount are displayed in a selectable state among the tipping items 4 prepared in advance. For tipping items 4 with insufficient balance (tipping item 4c in the example of FIG. 6), the tipping item 4 becomes selectable when the purchase icon 35 is touched on the viewer screen of FIG. 5 to purchase currency points. In this way, when transmitting a tip, the viewing user who transmits it is requested to settle the transmission amount through the electronic settlement server 1300.

[0076] The tip item selection screen W41 may display all tip items 4 in a selectable state, and when the send execution button B45 described later is selected, the balance may be checked, and if insufficient, the user may be prompted to purchase currency points. Also, the configuration is not limited to a configuration in which a tip is sent after purchasing currency points for the sending amount, but may be a configuration in which a tip item 4 can be obtained (purchased) in advance in exchange for consuming currency points, and a tip item 4 in hand may be used for sending. In that case, for example, when the purchase icon 35 is touched, a sales screen showing a list of tip items 4 for sale is displayed, and the items are sold for the respective sending amounts.

[0077] When the viewing user wishes to send a tip, the viewing user selects the tip item 4 to be used in the tip item selection screen W41, and touches the Next button B41 to select and specify a character as appropriate. That is, when the Next button B41 is touched on the tip item selection screen W41, the selection specification screen W43 shown in the middle of FIG. 6 is displayed, and a list of characters 6 (6a, 6b, 6c, . . .) that can be selected and specified is displayed. As will be described in detail later, in this embodiment, the broadcasting user selects a character to be used (operated) in playing the game related to the gameplay video to be distributed. The selection specification screen W43 displays a list of characters that can be selected by the broadcasting user at that time (i.e., that the broadcasting user can use in the game), and accepts the selection specification. For example, when the viewing user wishes to select and specify a character that the broadcasting user wants to use in gameplay, the viewing user selects the character 6 on the selection specification screen W43 and then touches the Next button B43. It is also possible to proceed by touching the Next button B43 without selecting any character (without selecting and specifying).

[0078] That is, when the Next button B43 is touched on the selection designation screen W43, a transmission confirmation screen W45 is displayed as shown in the lower part of FIG. 6. The viewing user performs a transmission execution operation by touching the Transmission Execution button B45 on this transmission confirmation screen W45. Then, in exchange for consuming currency points for the transmission amount, a tip using the tip item is sent from the viewing user. When a character is selected on the selection designation screen W43, the tip is sent together with the selection designation of the character. Therefore, while watching the game play video displayed on the game play video display unit 31, the viewing user can send a tip including appropriate selection designation of a character at a desired timing during the viewing.

[0079] Returning to FIG. 5, the outgoing display unit 37 displays the tip items 4 used in the outgoing transmissions in the order of transmission as a history of tip transmissions made by each viewing user who is viewing the live broadcast of the same gameplay video. For example, when any viewing user performs an outgoing transmission operation, the display content of the outgoing display unit 37 scrolls leftward, and the tip item 4 used by that viewing user in the outgoing transmission is added to the right end of the outgoing display unit 37. Each tip item 4 is accompanied by the user name of the viewing user who is the sender, a character selected and designated by that viewing user when making the transmission, etc.

[0080] [detail] In this embodiment, the amount of the tip, which is the monetary value of the tip, is changed according to changes in the game play situation of the broadcast user after the tip is sent. Then, based on the changed amount of the tip, a viewer action response process corresponding to the tip is executed.

[0081] 7 is a schematic diagram showing the principle of changing the tip amount along with the flow of the game played by the broadcasting user in this embodiment. First, in this embodiment, a case where a broadcasting user plays a knockout tournament by repeating multiple rounds of a competitive game and live-broadcasts the gameplay video is illustrated. The opponent is a computer-controlled character, but a player-to-player match against a character operated by another player may also be performed.

[0082] Specifically, as shown in FIG. 7, a knockout tournament is made up of, for example, 10 rounds, and if the broadcasting user wins all 10 matches, the game ends with the broadcasting user as the winner. If the broadcasting user loses along the way, he or she is eliminated, and the game ends at that point. Each battle round is made up of a character selection step and a battle step, as shown representatively for the second round in the upper part of FIG. 5. Therefore, the broadcasting user can select a character to use (operate) for each battle round. The selection is made by choosing one from a list of selectable characters that is displayed in advance.

[0083] Here, assume that the broadcasting user advances to the 10th round and wins. As shown in FIG. 7, assume that there is a viewing user M who sends a tip of 1000 yen during the first round, and a viewing user J who sends a tip of the same amount during the 9th round. First, looking at the tip of viewing user M, when the broadcasting user accepted the tip, he still had 0 wins, but by the end of the game, he had 10 wins, and the game play situation has changed significantly. In contrast, in the case of viewing user J's tip, the broadcasting user only won one game from the time of accepting the tip to the end of the game, and the change in the game play situation is smaller than the former.

[0084] In this embodiment, the amount of each tip is changed based on the difference between the game play status of the broadcasting user at the time when such a tip is received and the time when a given progress condition such as the end of the game is satisfied (judgment timing; in this example, the end of the game). In the example of FIG. 7, the tip of the viewing user M is significantly increased, while the increase in the amount of the tip of the viewing user J is small. Note that the amount after the change shown in the figure is an example, and is actually determined as the support amount according to formula (1) in the change control process described later. Then, as will be described in detail later, the amount of the tip can be decreased. The amount of the tip is also increased or decreased depending on whether or not a character is selected on the selection specification screen W43.

[0085] For this purpose, the server system 1100 performs the following for each gameplay video being live-streamed: an acceptance control process for accepting tips as a viewer action; a transmission status storage control process for managing the transmission status of tips; a judgment timing judgment process for judging the arrival of a judgment timing after the acceptance timing at which tips were accepted; a judgment process for judging a difference between the gameplay status of the broadcasting user at the acceptance timing and the gameplay status of the broadcasting user at the judgment timing; a response process execution control process for executing the performance control process and the cheering process described above as a viewer action response process; a reward granting control process for granting a reward to the viewing user at the end of the live stream; and a viewer introduction control process for introducing a viewing user who has made a large change in the amount of money sent (amount change amount). Then, in the response process execution control process, the server system 1100 performs a change control of the amount of money sent based on the judgment result of the judgment process (change control process). Below, each process will be described by focusing on one gameplay video being live-streamed (hereinafter referred to as the "interesting gameplay video").

[0086] 1. Admission control process When starting live distribution of a noteworthy play video, the server system 1100 starts a reception control process related to the noteworthy play video and accepts tips from viewing users who are watching the live video. Specifically, when a tipping item used to send a tip is selected on the tipping item selection screen W41 on the viewer terminal 1500 of any viewing user, a character is appropriately selected and designated on the selection designation screen W43, and then the transmission execution button B45 is touched to perform a transmission execution operation, the server system 1100 collects currency points for the transmission amount and then accepts the tip of the transmission amount from the viewing user.

[0087] 2. Call status storage control process In the sending status storage control process, the server system 1100 controls to store the timing of the tip received in the reception control process, the sending amount which is the action content, the viewing user who sent the tip, and the character selected and specified when sending the tip in association with each other. The control here is performed by generating and storing tip data related to the tip every time a tip is sent by any viewing user.

[0088] For example, as shown in FIG. 8, one tip data 600 includes, as data set at the time of receiving a tip, a transmission ID 601, a tip item ID (used tip item ID) 603 of the tip item used for the transmission, a user account (transmitting user account) 605 of the viewing user who transmitted the tip, a reception timing 607 of the tip, a transmission amount 609 of the tip, and a type of character selected and designated (selected character type) 611. The reception timing 607 is determined, for example, by the elapsed time from the start of game play (hereinafter also referred to as "play elapsed time"). The transmission amount 609 stores the transmission amount 513 (see FIG. 15) of the tip item used for the tip (the tip item of the used tip item ID 603).

[0089] The tip data 600 includes a support amount 613 determined by changing the transmission amount in the change control process, and an amount change amount 615 indicating the increase or decrease of the transmission amount, as data set at the time of the determination timing described later. The amount change amount 615 is calculated as the difference between the support amount 613 and the transmission amount 609.

[0090] 3. Timing of decision In the determination timing determination process, the server system 1100 determines, as the determination timing, the arrival of a timing when the game play progress of the broadcasting user of the attention play video satisfies a given progress condition. In this embodiment, the server system 1100 sets the given progress condition as "the game has ended" and monitors the game play progress of the broadcasting user. Then, the server system 1100 determines the arrival of the determination timing by setting the timing when the progress condition is satisfied as the determination timing. In other words, it determines that the determination timing has arrived at the time when the broadcasting user wins all 10 rounds and is confirmed as the winner, or the time when the broadcasting user loses midway and is confirmed as being eliminated.

[0091] 4. Judgment process In the determination process, the server system 1100 determines the difference between the game play status of the broadcast user at the reception timing of the tip received in the reception control process and the game play status of the broadcast user at the judgment timing whose arrival is determined in the judgment timing determination process. In this embodiment, all tips received up to the judgment timing are sequentially treated as target tips, and the "number of wins" of the broadcast user from the reception timing to the judgment timing (hereinafter also referred to as the "reception determination period") is determined as the difference in the game play status related to the target tip.

[0092] Specifically, first, the reception timing 607 is read from the tip data 600 of the target tip. Next, the progress time-series data 526 is referenced to obtain the battle round at the read reception timing 607 and the battle round at that time, which is the judgment timing. Then, the round numbers of each battle round are compared to obtain the number of wins of the broadcasting user during the reception judgment period. In the example game of FIG. 7, the number of wins is a maximum of "10" and a minimum of "0". That is, when the tip is sent during the first round and the judgment timing arrives because the broadcasting user's victory is confirmed, the number of wins is "10". On the other hand, if the battle round is the same at the reception timing and the judgment timing, the number of wins is "0".

[0093] 5. Response processing execution control processing In the response process execution control process, the server system 1100 performs viewer action response process corresponding to the tip accepted in the acceptance control process. In this embodiment, when the determination timing arrives, the above-mentioned performance control process and support process are executed for all accepted tips.

[0094] More specifically, in the corresponding process execution control process, first, the accepted tip is sequentially treated as a target tip, and a change control process is performed to change the transmission amount. Then, a performance control process is performed based on the support amount, which is the changed transmission amount, and a support process is performed based on the support amount. Each process will be explained below, focusing on one target tip.

[0095] 5-1. Change control processing In the change control process, the server system 1100 reads the transmission amount 609 (see FIG. 8) from the tip data 600 of the target tip and changes it. For example, the transmission amount is changed by multiplying it by the first to third coefficients K1, K2, and K3 according to the following formula (1), and the changed transmission amount is determined as the support amount. Support amount = transmission amount × K1 × K2 × K3 (1)

[0096] The first coefficient K1 is a coefficient based on the difference in the game play situation determined in the determination process, and the more the number of wins determined as the difference, the larger the value is set. In this embodiment, as illustrated in FIG. 9, a calculation formula for the first coefficient K1 is prepared in advance for each number of wins ("0" to "10" in the game example of FIG. 7). Then, the first coefficient K1 for the target tip is set using the calculation formula according to the determined number of wins.

[0097] More specifically, the calculation formula of the first coefficient K1 for each winning number is a calculation formula that outputs a larger first coefficient K1 as the number of tips whose acceptance timing satisfies a predetermined contemporaneous condition (hereinafter also referred to as the "contemporaneous transmission number") is smaller, and outputs a smaller first coefficient K1 as the number is larger, and is determined so that the upper limit value 1, T13, T23, . . . , T93, T103 and the lower limit value T10, T11, T21, . . . , T91, T101 increase in that order as the winning number increases. For example, the server system 1100 counts the number of tips that correspond to the acceptance timing 607 of all accepted tips as the contemporaneous transmission number, assuming that the contemporaneous condition is "transmitted during the same battle round as the acceptance timing of the target tip". Then, the first coefficient K1 for the target tip is set from the winning number and the counted contemporaneous transmission number.

[0098] Therefore, the first coefficient K1 means that the value of tips sent in the early stage after the start of gameplay increases the more the distributor of the gameplay video advances through each round (the support amount is determined by a larger increase in the sent amount). In other words, if a viewing user sends a tip in the early stage of the game when the distributors are not so far ahead in the game and it is difficult to predict the outcome of the game (whether the distributor will win, how far the distributor will advance, etc.), the increase in the sent amount will be greater in the former case than if the viewing user waits to see how the game progresses until a certain amount of progress has been made before sending a tip.

[0099] Furthermore, the first coefficient K1 is set to a larger value the smaller the number of other tips (concurrent sendings) sent at the same time (e.g., during the same match round), so that tips sent at the beginning of the game, when the number of viewing users is small and the number of tips sent is also small, are more likely to be increased.

[0100] On the other hand, in the example of Figure 9, the first coefficient K1 can take a positive decimal value, so if there are few winnings or many tips are sent at the same time, the sending amount may be reduced. In that case, the support amount is determined by subtracting the sending amount from the actual amount.

[0101] The second coefficient K2 is a coefficient based on the viewing level 553 (see FIG. 16) of the viewing user who sent the target tip. For example, the second coefficient K2 is set to a value greater than 1 as exemplified in FIG. 10, and is basically set to become larger (closer to T2) as the viewing level 553 becomes higher. It can be set by preparing a calculation formula for the second coefficient K2 shown in FIG. 10. Therefore, according to the second coefficient K2, the higher the viewing level 553 of the viewing user who sent the tip, the greater the increase in the sent amount can be.

[0102] In addition, the second coefficient K2 may be configured to be set to a larger value as the viewing level 553 is lower, as opposed to FIG. 10, so that the amount of tip sent by a viewing user with a lower viewing level 553 is increased by a larger amount. In addition, in cases where friend settings and follower settings are separately made in addition to the viewing level 553, a coefficient according to the number of friends and followers may be set as the second coefficient K2. For example, it is possible to make it easier for tip sent by a popular viewing user with a large number of followers to be increased, or conversely, to make it easier for tip sent by a viewing user with a small number of followers to be increased.

[0103] The third coefficient K3 is a coefficient based on the presence or absence of a selection designation, and is set by predefining the setting procedure shown in FIG.

[0104] Specifically, as shown in FIG. 11, if a character is not selected and designated when a target tip is sent, the server system 1100 sets the third coefficient K3 to a fixed value (1 in the example of FIG. 11).

[0105] On the other hand, if a selection is specified (when the selected character type 611 is set), the server system 1100 reads out the characters used by the broadcast user in each battle round within the acceptance judgment period from the progress status time series data 526, and obtains the number of times the selected character was used (number of times used within the period) and the battle results of the battle round in which the selected character was used. The game in this embodiment is a knockout tournament, and one loss means defeat, so the battle results will be either all wins or one loss.

[0106] Then, as shown in FIG. 11, the server system 1100 first determines a reference value from the number of times of use within the period and the battle results obtained. For example, the reference value is set to a larger value as the number of times of use within the period increases and the battle results improve. Next, the server system 1100 refers to the character-specific use history data 546 (see FIG. 16) of the broadcast user, reads out the frequency of use of the selected character in past game plays, and determines the level of the frequency of use based on a threshold. Then, the reference value is adjusted according to the determined level and set as the third coefficient K3. As a result, when the frequency of use of the selected character is low (i.e., when the character is a character that the broadcast user does not usually use), the reference value is adjusted to a larger value compared to when the character is frequently used and is often used by the broadcast user, and the third coefficient K3 is set.

[0107] Therefore, according to the third coefficient K3, the tip amount for which the viewing user has selected a character when sending the tip is likely to be increased if the broadcasting user uses the character in the game play related to the live broadcast. Furthermore, if the character has been used infrequently in past game plays, the increase amount will be greater. In addition, since the reference value can be a positive decimal value in the example of FIG. 11, if the broadcasting user does not use the selected character, or if the broadcasting user uses the character but has a poor match record, the amount of the tip may be reduced.

[0108] The server system 1100 then determines the support amount for each accepted tip by changing the transmission amount according to formula (1) using the first to third coefficients K1, K2, and K3 set in the above manner. At this time, the server system 1100 calculates the difference obtained by subtracting the transmission amount from the support amount as the amount change amount, and stores this difference in the tip data 600 as the support amount 613 and the amount change amount 615.

[0109] 5-2.Performance control processing Once the server system 1100 has determined the support amount in the change control process, it executes a performance control process, which is one of the viewer action response processes, for each accepted tip (i.e., tip that has been the subject of the change control process). In this embodiment, for example, as shown in Fig. 12, a performance control content table 509 is prepared in which performance control content is defined in advance for each price range. Therefore, the server system 1100 executes the performance control process by reading the performance control content for the price range to which the support amount belongs from this performance control content table 509 and applying performance control to the viewer screen.

[0110] The content of the production control is not particularly limited, but it is advisable to set the content so that, for example, the more expensive the price range, the more glamorous or showy the production control is. Specifically, production control such as flower petals dancing on the viewer screen, fireworks exploding, or characters appearing and dancing is set for each price range.

[0111] 5-3. Support process Once the server system 1100 has determined the support amount in the change control process, it executes a support process, which is another viewer action response process, in addition to the performance control process. This support process is a process of granting monetary value to the broadcast user based on the support amount, which is the changed outgoing amount. For example, the support process executes a process of granting the full amount of the support amount to the broadcast user for each accepted tip.

[0112] The configuration is not limited to the one in which a monetary value (support amount) is given, but may be a configuration in which a benefit equivalent to the support amount is given. The content of the benefit to be given is not particularly limited, and may be set appropriately. For example, a game object such as a character or a game item that can be used in the game may be given.

[0113] 6.Benefit Granting Control Processing In the reward granting control process, the server system 1100 performs control to grant a given reward to the viewing user who has sent the accepted tip (the tip that was the subject of the change control process) when the game of the broadcasting user ends and the live broadcast ends. The same reward may be granted to the corresponding viewing user, or a reward may be granted according to the number of times the tip is sent. Also, a configuration is possible in which the reward to be granted is variably set using the amount of change in the amount of the transmission (the amount of increase or decrease in the amount of the transmission) in addition to the number of transmissions. In that case, the server system 1100 refers to the tip data 600 and specifies, for example, the maximum value (maximum change amount) of the amount change amount 615 for each viewing user. Then, the reward to be granted is variably set for each viewing user, for example, by making the reward more luxurious for a viewing user who has sent a large number of tips and a large maximum change amount.

[0114] The contents of the rewards to be given here are not particularly limited. For example, rewards can include viewing points that can be accumulated by repeatedly watching gameplay videos, and support points and fan points that can be accumulated for each broadcasting user of the watched gameplay videos. If rewards are given according to the number of times of tipping or the maximum change amount, it is preferable to give more support points, etc., the more the number of times of tipping and the larger the maximum change amount.

[0115] 7. Viewer introduction control processing In the viewer introduction control process, when the game of the broadcasting user ends and the live broadcast ends, the server system 1100 refers to the tipping data 600 and generates introduction information to introduce a viewing user whose amount change amount 615 satisfies a predetermined maximum condition. The maximum condition can be set, for example, as "the viewing user who sent the tip with the largest amount change amount." Thereafter, control is performed to display the generated introduction information on the viewer screen of the viewer terminal 1500 of each viewing user. For example, as shown in FIG. 13, an introduction screen W5 listing the user name and amount change amount of the viewing user who satisfies the maximum condition is displayed in a pop-up on the viewer screen.

[0116] The maximum condition may be, for example, "a viewing user who has sent each tip in the top 1 to 5 amount of change." Then, introduction information that introduces viewing users who satisfy the maximum condition in a ranking format of amount of change may be generated and displayed on the viewer screen of the viewer terminal 1500 of each viewing user. Of course, the order of the ranking display is not limited to the top 5 and may be set as appropriate.

[0117] 8. About archive distribution When the server system 1100 finishes the live distribution of the gameplay video, the server system 1100 manages the distributed gameplay video 597 as an archive video 620 (see FIG. 17). When the archive video 620 is distributed, the server system 1100 controls the distribution of the archive video 620 to the viewer terminal 1500 after editing the archive video 620 based on tip data 600 related to the tip sent during the live distribution (archive distribution control process). Specifically, when the archive video is distributed, editing is performed to apply performance control based on the support amount 613 to the viewer screen at the elapsed play time recorded as the reception timing 607. As a result, the performance control based on the support amount is applied to the viewer screen of the archive video at the timing (reception timing) when the tip was sent by the viewing user during the live distribution.

[0118] [Function configuration] 1. Server system Fig. 14 is a block diagram showing an example of a functional configuration of the server system 1100. As shown in Fig. 14, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.

[0119] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG.

[0120] The server processing unit 200s can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, FPGA, or other electronic components such as an IC memory, and controls input and output of data between each unit of the device including the operation input unit 100s and the server storage unit 500s. Then, it performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the viewer terminal 1500, and the like, and generally controls the operation of the server system 1100. In FIG. 1, this corresponds to the control board 1150 and its CPU 1151.

[0121] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a distribution control unit 241, a reception control unit 243, a call status memory control unit 245, a judgment timing judgment unit 247, a judgment unit 249, a response processing execution control unit 251, a bonus granting control unit 255, a viewer introduction control unit 257, an archive distribution control unit 259, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.

[0122] The user management unit 210 performs processes related to user registration and manages the data of each registered user linked to the user account. For example, it can execute processes such as granting a unique user account to a registered user, registration information management processes for registering and managing personal information for each user account, and usage history management processes for managing login and logout history. Of course, it can also appropriately include management processes for other data linked to user accounts.

[0123] The billing processor 220 performs billing processing in response to a user's purchase operation of currency points, and grants the user currency points equivalent to the purchase amount.

[0124] The game management unit 230 performs various controls for executing the online game on the viewer terminal 1500. Since the multiplayer game of this embodiment is a client-server type online game, the game management unit 230 performs control for providing data necessary for game play while communicating with the viewer terminal 1500. The game management unit 230 also generates and manages the storage of play data 520, and generates and manages the storage of play reproduction data 530 based on the play data 520.

[0125] The distribution control unit 241 performs various processes for realizing live distribution of gameplay videos. In this embodiment, the distribution control unit 241 generates gameplay videos from play reproduction data 530 generated and stored by the game management unit 230 at any time, and controls the generation of the gameplay videos as distributed gameplay videos 597, which are then live-distributed to the viewer terminals 1500 of the viewing users. In addition, the distribution control unit 241 also manages the distribution schedule, viewing users, archived videos (distributed gameplay videos), and the like.

[0126] The reception control unit 243 is a functional unit that performs reception control processing, detects an operation to send a tip using a tip item at the viewer terminal 1500, and controls the reception of tips from the viewing user. In this embodiment, a selection of a character is accepted when sending a tip. At that time, the reception control unit 243 also requests payment via the electronic payment server 1300 as appropriate via the billing processing unit 220. As a result, currency points equivalent to the sending amount are collected from the viewing user.

[0127] The transmission status storage control unit 245 is a functional unit that performs a transmission status storage control process, and performs control to generate and store tip data 600 related to tips received by the reception control unit 243 as needed.

[0128] The judgment timing judgment unit 247 is a functional unit that performs judgment timing judgment processing, and judges, as the judgment timing, the arrival of the timing at which the distributor user's game play progress satisfies a given progress condition.

[0129] The determination unit 249 is a functional unit that performs a determination process, and for each tip accepted in the acceptance control process, determines the difference between the broadcast user's game play status at the time of acceptance and the broadcast user's game play status at the determination time.

[0130] The response process execution control unit 251 is a functional unit that performs a response process execution control process, and executes a performance control process and a cheering process as viewer action response processes corresponding to the tip accepted in the acceptance control process. The response process execution control unit 251 includes a change control unit 253.

[0131] The change control unit 253 is a functional unit that performs change control processing, and determines the support amount for each tip by changing the transmission amount according to the above formula (1).

[0132] The reward-granting control unit 255 is a functional unit that performs reward-granting control processing, and performs control to grant rewards to viewing users who have transmitted tips accepted in the acceptance control processing.

[0133] The viewer introduction control unit 257 is a functional unit that performs viewer introduction control processing, and performs control to display on the viewer screen introduction information introducing viewing users related to tips whose amount change amount satisfies the maximum condition, among the viewing users who have sent tips accepted in the acceptance control processing.

[0134] The archive distribution control unit 259 is a functional unit that performs archive distribution control processing, and edits the archive video to be archived, applying performance control based on the support amount at the timing of accepting tips during the live distribution, and then archives and distributes the video to the viewer terminal 1500.

[0135] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.

[0136] The image generating unit 290s generates images relating to system management of the server system 1100 and outputs them to the image display unit 390s.

[0137] The sound generation unit 292s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and BGM related to the system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.

[0138] The communication control unit 294s performs communication connection and data processing for data communication with an external device (eg, the viewer terminal 1500) via the communication unit 394s, and realizes data exchange with the external device.

[0139] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head mounted display. In FIG. 1, this corresponds to the touch panel 1108.

[0140] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In FIG. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.

[0141] The communication unit 394s realizes communication by connecting to the network N. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.

[0142] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions of the server system 1100, data used during execution of the programs, etc. are stored in advance or temporarily stored each time processing is performed. For example, it can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, etc. In FIG. 1, this corresponds to the IC memory 1152 and the storage 1140.

[0143] The server storage unit 500s also stores a server program 501, a game client program for distribution 503, game setting data 507, a performance control content table 509 described with reference to Fig. 12, tip item definition data 510, play data for each game play 520, play reproduction data for each game play 530, user management data 540, and distribution management data 580. In addition, necessary data such as timers, counters, various tables, thresholds, and flags are appropriately stored.

[0144] The server program 501 is a program for causing the server processing unit 200s to function as the user management unit 210, the billing processing unit 220, the game management unit 230, the delivery control unit 241, the reception control unit 243, the call status storage control unit 245, the determination timing determination unit 247, the determination unit 249, the response process execution control unit 251, the privilege granting control unit 255, the viewer introduction control unit 257, and the archive delivery control unit 259. Note that the server program 501 may also include programs for causing the server processing unit 200s to function as the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s, as appropriate.

[0145] The distribution game client program 503 is the original of the game client program 502 (see FIG. 18) that is downloaded to the viewer terminal 1500.

[0146] Game setting data 507 stores various setting data necessary for executing the online game of this embodiment, such as character setting data that defines the type of each character appearing in the game, various ability parameter values, model data, motion data used for movement control, object definition data related to various game objects such as game items that the player can obtain during the game, and stage setting data related to the setting of the game stage.

[0147] The tipping item definition data 510 is prepared for each type of tipping item and stores various setting data for the tipping item. For example, one tipping item definition data 510 includes a tipping item ID 511, a transmission amount 513, and display data 515 of the corresponding tipping item, as shown in FIG.

[0148] User management data 540 is prepared for each user who has completed user registration, and stores various data for management related to the user. Specifically, one user management data 540 includes a user account (player ID) 541 of the corresponding user, payment medium ledger data 543, play history data 545, distribution data 547, and viewing data 550, as shown in Fig. 16. In addition, the data includes save data related to the play status of the online game, personal information such as age, sex, and birthday, etc.

[0149] The payment medium ledger data 543 stores information on the income and expenditure of the electronic payment medium (currency points in this embodiment) linked to the user, such as the history of the purchase date and time and number of currency points purchased (charged amount), the history of the consumption date and time and number of currency points consumed, etc.

[0150] Play history data 545 stores the play date and time, play time, play level, etc. of the user in the online game. Play history data 545 also includes character use history data 546. This character use history data 546 stores, for each type of character that can be used (operated) as a player character in the online game, the use date and time, the number of times used, the frequency of use, etc., that the user used in the game. The frequency of use may be set as a frequency based on all use history since user registration, or may be set as a frequency of use in a calculation period such as the most recent month or six months.

[0151] The distribution data 547 stores a distribution history such as a distribution ID and distribution date and time of the gameplay video distributed by the user, a distribution level, etc. The distribution level indicates the experience value of the user as a distributor, and is updated from time to time according to the number of live distributions since becoming a distributor, etc.

[0152] The viewing data 550 stores viewing history data 551 and viewing level 553.

[0153] The viewing history data 551 is generated every time the user views a gameplay video as a viewing user. Specifically, one piece of viewing history data 551 stores the broadcast ID of the corresponding gameplay video, the type of broadcast indicating whether it is a live broadcast or an archive broadcast, the viewing date and time, the viewing time, the number of tips sent during the live broadcast of the gameplay video (number of in-broadcast broadcasts), the total amount of each tip sent (total in-broadcast tip amount), and the like.

[0154] The viewing level 553 indicates the experience level of the user as a viewer, and is updated from time to time according to the number of times the user has watched gameplay videos as a viewing user, the total viewing time, the total number of transmissions, the total amount of tips, etc.

[0155] The distribution management data 580 is generated for each live distribution, and stores various data describing the latest state of the distribution. For example, as shown in Fig. 17, one distribution management data 580 includes a distribution ID 581, a distribution schedule 585, a distribution in progress flag 587 (ON: live distribution in progress / OFF: provided) indicating whether or not live distribution is in progress, a distribution user account 589, a viewing user account list 591, a viewer count 593, a play ID (distribution play ID) 595 of the online game related to the live distribution, a distribution game play video 597, tipping data 600 described with reference to Fig. 8, and archive video 620.

[0156] 2. Viewer terminal Fig. 18 is a block diagram showing an example of a functional configuration of a viewer terminal 1500. As shown in Fig. 18, the viewer terminal 1500 includes an operation input unit 100, a device processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.

[0157] The operation input unit 100 is for the user to input various operations, and can be realized by, for example, a button switch, a joystick, a touch pad, a track ball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 2, this corresponds to the direction input key 1502, the home key 1504, and the touch panel 1506.

[0158] The device processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an electronic component such as an IC memory, and controls input and output of data between each unit of the device including the operation input unit 100 and the terminal storage unit 500. Then, it performs various arithmetic processing based on predetermined programs and data, an operation input signal from the operation input unit 100, data received from the server system 1100, etc., and generally controls the operation of the viewer terminal 1500. In FIG. 2, this corresponds to the control board 1550 and its CPU 1551. And, the device processing unit 200 in this embodiment includes a viewer terminal arithmetic unit 270, a video viewing control unit 275, a timer unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.

[0159] The viewer terminal calculation unit 270 executes various calculation processes for causing the viewer terminal 1500 to function as a terminal for a user to play a game. For example, the viewer terminal calculation unit 270 includes an operation signal transmission control unit 271 and an image display control unit 273.

[0160] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100 .

[0161] The image display control unit 273 performs control for displaying a game screen, a viewer screen, etc., based on various data received from the server system 1100. In this embodiment, images of various screens such as a game screen and a viewer screen are generated by the server system 1100, but it is also possible to generate them by the viewer terminal 1500. In this case, the image display control unit 273 performs control of objects arranged in a virtual three-dimensional space for generating 3DCG, for example, and the image generation unit 290 renders the 3DCG and executes various controls for generating a game screen. Regarding the display of the content display unit 20 showing the game play content, the operation input time series data 525 and the play reproduction data 530 are received from the server system 1100, and a game program (game client program 502) is executed based on these data, thereby generating a game play video.

[0162] The video viewing control unit 275 performs control for accessing a public site and viewing / viewing game play videos, that is, control for realizing a function as a so-called web browser.

[0163] The image generating unit 290 cooperates with the image display control unit 273 to generate various image data, and controls the generation and output of image signals for displaying those images on the image display unit 390, etc. In FIG. 2, the GPU mounted on the control board 1550 corresponds to this.

[0164] The sound generation unit 292 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for playing audio files, etc., and generates audio signals such as sound effects, operation sounds, background music, etc., and outputs them to the sound output unit 392.

[0165] The communication control unit 294 performs communication connection and data processing for data communication with an external device (eg, the server system 1100) via the communication unit 394, and realizes data exchange with the external device.

[0166] The image display unit 390 displays various screens such as a game screen and a viewer screen based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head mounted display. In FIG. 2, this corresponds to the touch panel 1506.

[0167] The sound output unit 392 is realized by a device that outputs (emits) sound based on the audio signal input from the sound generation unit 292. In FIG.

[0168] The communication unit 394 realizes communication by connecting to the network N. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.

[0169] The terminal storage unit 500 stores in advance or temporarily stores each time processing is performed programs for operating the viewer terminal 1500 and realizing the functions of the viewer terminal 1500 and data used during execution of the programs. For example, this can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In Fig. 2, this corresponds to the IC memory 1552 and the memory card 1540. A configuration using online storage is also possible.

[0170] The terminal storage unit 500 also stores a game client program 502 for causing the terminal processing unit 200 to function as the viewer terminal calculation unit 270, a web browser program 504 for causing the terminal processing unit 200 to function as the video viewing control unit 275, and operation input data 506. The game client program 502 may be a dedicated client program according to the technical method for realizing the online game, or may be composed of a web browser program and a plug-in for realizing interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see FIG. 14) provided by the server system 1100.

[0171] [Processing flow] 19 is a flowchart showing the flow of processing related to live distribution of gameplay videos performed by the server system 1100, focusing on one live distribution. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. Prior to the processing here, a distribution schedule 585 is set. Then, in accordance with the set distribution schedule 585, the game management unit 230 starts controlling the game progress related to the gameplay of the distributor user, saves necessary data in the play data 520, rewrites it, and starts accumulating it as play reproduction data 530.

[0172] Then, as shown in FIG. 19, the distribution control unit 241 starts generating the distributed game play video 597 based on the play reproduction data 530, and starts live distribution (step S1).

[0173] During live distribution, the reception control unit 243 performs reception control processing and monitors the call execution operation on the viewer terminal 1500. If a call execution operation is detected (step S3: YES), control is performed to accept tips (step S5). Then, the call status storage control unit 245 performs a call status storage control process to generate and store tip data 600 related to the tip accepted in step S5 (step S7).

[0174] Thereafter, the judgment timing judgment unit 247 performs judgment timing judgment processing to judge the arrival of the timing when the distributor user's game play progress satisfies the progress condition. In this embodiment, when the game ends, it is determined that the progress condition is satisfied (step S9: YES), and it is judged that the judgment timing has arrived (step S11).

[0175] Then, when the determination timing arrives, all tips received in step S5 up until the determination timing are sequentially treated as target tips, and the process of loop A is executed (steps S13 to S23). That is, in loop A, first, the determination unit 249 performs a determination process on the target tips. In this embodiment, the number of wins of the broadcast user during the reception determination period from the reception timing of the target tip to the determination timing is determined as the difference in the game play status of the broadcast user at each timing (step S15).

[0176] Next, the change control unit 253 performs a change control process to change the transmission amount of the target tip according to the above formula (1), thereby determining the changed transmission amount as the support amount (step S17).

[0177] Next, the response process execution control unit 251 executes a performance control process based on the support amount determined in step S17 (step S19), and the response process execution control unit 251 executes a support process based on the support amount determined in step S17 (step S21).

[0178] After the loop A process has been executed for all accepted tips, the reward granting control unit 255 then performs a reward granting control process to control the granting of rewards to the viewing user who sent the tip (step S25). In addition, the viewer introduction control unit 257 performs a viewer introduction control process to generate introduction information for the viewing user who sent the tip whose amount change amount satisfies the maximum condition, and controls the display of the information on the viewer screen (step S27).

[0179] After that, when the live distribution ends, the distribution control unit 241 stores the distributed game play video 597 as archive video 620 (step S29), and ends this process.

[0180] As described above, according to this embodiment, the transmission amount is increased or decreased depending on the change in the game play status of the broadcasting user from when the tip is accepted until the determination timing, and the performance control process and the support process are performed based on the changed transmission amount (support amount). This motivates the viewing user to send a tip from the beginning of the live broadcast, and the live broadcast can be livened up. Meanwhile, the broadcasting user does not receive the tip transmission amount as it is, but receives a support amount that has been changed depending on the change in the broadcasting user's game play status thereafter. This makes it possible to provide a new interest by utilizing tipping by the viewing user when broadcasting a game play video.

[0181] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.

[0182] [Variation 1] For example, in the above embodiment, the progress condition for determining the arrival of the judgment timing is exemplified as "the game has ended", but the content is not particularly limited as long as it is a condition related to the progress of the game play of the broadcasting user. For example, in the example of the game in the above embodiment, it may be "the fifth round has been won", which is the middle of the 10th round. In addition, it may be a condition that occurs when the transmission amount is not changed. For example, it may be set as "the game has ended with the broadcasting user winning". In that case, the transmission amount of the tip is changed only when the broadcasting user wins. If the game ends due to the broadcasting user's defeat, the transmission amount is not changed and remains the original transmission amount.

[0183] [Variation 2] In the above embodiment, a knockout game in which a competitive game is repeated is exemplified as a game played by a distributor user, but the genre of the game to which the invention is applied is not particularly limited. For example, the invention may be applied to a stage-clearing type game in which the game progresses by clearing a plurality of stages in order. In this case, the arrival of the judgment timing is determined using the progress condition of "the game has ended" or "the boss stage has been cleared". Then, the number of stages cleared during the acceptance judgment period, the number of boss stages cleared, the number of predetermined game items collected during the acceptance judgment period, the number of enemies defeated, etc. may be determined as differences in the game play situation.

[0184] It may also be applied to a game called a battle royale game, in which multiple players fight until only one remains. In that case, the number of players who have reached game over during the reception judgment period (the difference between the number of surviving players at the reception timing and the number of surviving players at the judgment timing) is determined as the difference in the game play situation. Alternatively, the number of enemy characters defeated by the distributor user during the reception judgment period may be determined as the difference in the game play situation.

[0185] In addition, the present invention can be applied to, for example, 12-round boxing games and tournament-style sports games, as well as to games such as racing games, action games, and rhythm games, which are competitive games in which players compete for time or score, in which players compete repeatedly to win.

[0186] [Variation 3] In the above embodiment, an example was shown in which the broadcasting user accepted the selection of a character that can be used in a game as a selection that can be made when sending a tip. However, a configuration may be adopted in which the broadcasting user accepted the selection of other game objects, such as game items. For example, when applied to a game in which a player character is equipped with a weapon, the selection of a weapon item may be accepted. In that case, the transmission amount is changed taking into account whether the broadcasting user used the game object that was selected during the reception determination period.

[0187] In addition, when a tip including a selection of a game object such as a character or a game item is received, the broadcasting user may be notified of the type of the selected game object as well as the fact that the game object has been selected. In this way, the broadcasting user can select a character or weapon in game play while referring to the notification.

[0188] [Variation 4] In the above embodiment, a change control process is performed to change the transmission amount to determine the support amount, and the total support amount is given to the broadcasting user. In contrast, in a configuration in which a portion of the transmission amount transmitted as a tip is distributed to the broadcasting user as a distribution amount, the distribution ratio may be changed for each tip. Specifically, for example, a standard distribution ratio is changed based on the number of wins, etc., and a distribution ratio to be applied to each tip is determined. Then, the determined distribution ratio may be multiplied by the transmission amount to determine a distribution amount for each tip, and the distribution amount may be given to the broadcasting user.

[0189] Alternatively, if the transmission amount is converted into evaluation points and a distribution user is given a share based on the evaluation points, the conversion ratio of the evaluation points may be changed for each tip. Specifically, for example, the standard conversion ratio may be changed based on the number of wins, etc., and the conversion ratio to be applied for each tip may be determined. Then, the transmission amount may be converted into evaluation points for each tip using the determined conversion ratio.

[0190] In addition, the increase in the transmission fee resulting from the change control process may be borne by the distribution company, sponsor company, etc. Also, if the transmission fee is reduced after the change, the amount of the reduction may be used to compensate for the increase.

[0191] [Variation 5] In the above embodiment, both the performance control process and the cheering process are executed as the viewer action response process, but either one of them may be executed. For example, this can be realized by preparing a type of tipping item that executes only the performance control process when used for transmission, or a type of tipping item that executes only the cheering process.

[0192] In addition, the performance control process may be executed not only when the determination timing arrives, but also when a tip is received. In that case, for example, at the reception timing, the performance control content of the price range to which the sending amount belongs is read from the performance control content table 509, and performance control is applied to the viewer screen according to the performance control content. On the other hand, when the determination timing arrives, as in the above embodiment, the performance control content of the price range to which the support amount, which is the changed sending amount, belongs is read from the performance control content table 509, and performance control is applied to the viewer screen according to the performance control content.

[0193] [Variation 6] In addition, the change in the amount of tipping by the change control process may be performed on the condition that the viewing user who is the sender has watched the live broadcast to the end (until the game ends), and the amount of tipping sent by a viewing user who stopped watching midway may not be changed. Similarly, the awarding of a bonus in the bonus awarding control process may be configured to award a bonus only to a viewing user who satisfies the condition.

[0194] [Variation 7] In addition, in the above embodiment, an example was given of sending a tip using a tip item with a preset sending amount, but a configuration in which a viewer inputs a sending amount and sends a tip of the input amount may also be used.

[0195] [Variation 8] Also, the degree to which the action content (e.g., the amount of money to be sent) is changed may be varied depending on whether or not the difference in the game play situation (e.g., the number of eliminations) determined in the determination process satisfies a predetermined large difference condition. In the case of playing a 10-round elimination tournament as in the above embodiment, for example, the amount of money to be sent is set separately for the case where the game ends with less than "8" eliminations and the case where the number of eliminations is "8" or more. For example, the amount of money to be changed when the number of eliminations is less than 8 is set to a 5% increase, and when the number of eliminations is 8 or more is set to a 25% increase.

[0196] In the change control process of this modified example, the server system 1100 determines whether the large difference condition is "the number of eliminations is 8 or more" and whether the number of eliminations of the distribution user satisfies the large difference condition. If the number of eliminations of the distribution user is 8 or more, the large difference condition is met and the transmission amount is increased by 30%. If it is less than 8, the transmission amount is increased by 5%. This is one example, and the amount of change in the transmission amount can also be changed depending on the win rate, number of wins, or ranking in a league-style competitive game, or the time ranking in a time trial game.

[0197] [Variation 9] In the above embodiment, the reception control process is started at the start of live streaming, and tips from viewing users are accepted until the game ends. Alternatively, the broadcasting user may be allowed to set a period during which tips can be accepted. In that case, the server system 1100, for example, first accepts a setting operation of the timing at which tips are accepted by the broadcasting user as an acceptable period setting means before live streaming. Then, the period from the acceptance start timing related to the setting operation to the determination timing is set as the acceptable period, and tips from viewing users are accepted only within the acceptable period. For example, if the broadcasting user sets the start of the third round as the acceptance start timing, the viewing user will be able to send tips if the broadcasting user advances to the third round.

[0198] Also, the broadcasting user may be allowed to set the judgment timing. A configuration may be adopted in which only the judgment timing can be set, or both may be set in addition to the above-mentioned reception acceptable period. In that case, the server system 1100, for example, before live broadcasting, first accepts a setting operation of the judgment timing by the broadcasting user as a judgment timing setting means. Then, in the judgment timing determination process, it determines whether the judgment timing has arrived. For example, if the broadcasting user has set the end of the fifth round as the judgment timing, it determines that the judgment timing has arrived at the time when the fifth round has ended.

[0199] [Variation 10] In the above embodiment, when a character is selected and designated when sending a tip, the sending amount is changed (the support amount is determined) taking into account the number of times the character is used by the broadcast user and the match results, but the sending amount may also be changed taking into account the way the character is used (the content of use) and the operation method (the content of operation). For example, the progress status time series data 526 is referenced to obtain the number of successful combos (the maximum number) in the round in which the character was used. Meanwhile, in a similar manner to the second coefficient K2, etc., a formula for calculating the fourth coefficient K4 is prepared so that the value increases as the maximum number of combos increases. Then, the fourth coefficient K4 is determined from the obtained maximum number, and the support amount is determined by further multiplying it by the sending amount.

[0200] In addition to the number of successful combos, the type of specific technique that is the subject of change control and the number of times it is used may be determined in advance, and the amount of money sent may be increased when that type of technique is used, or the support amount may be determined by increasing the amount of money sent the more times that technique is used in a manner similar to the maximum combo coefficient.

[0201] [Variation 11] In the above embodiment, when the determination timing arrives, the transmission amount is changed using the play status of the broadcasting user at the determination timing. In contrast, for tips that include the selection and designation of a game object such as a character, when the game object satisfies a given condition, the transmission amount may be changed regardless of whether the determination timing arrives or not. This can be achieved by setting in advance the contents of the condition and the amount of change in the transmission amount when the condition is satisfied. The contents of the condition can include, for example, the disappearance of the selected game object, the change in the state of the selected game object, the change of the game object to another game object, etc.

[0202] For example, if the broadcasting user is playing a role-playing game (RPG), the condition is that "the player character has reached a certain level." Then, when the condition is met during game play, the sending amount of the tip corresponding to that time may be changed to determine the support amount of the tip.

[0203] [Variation 12] In the above embodiment, the transmission amount is changed using the first coefficient K1 based on the number of eliminations (see formula (1) above). In contrast, the amount of change in the transmission amount may be determined in advance for each number of eliminations, and the transmission amount may be changed according to the amount of change in the amount according to the number of eliminations of the broadcast user.

[0204] In that case, as shown in FIG. 20, a configuration is also possible in which multiple change contents are prepared as options for each number of eliminations. Then, for each option for each number of eliminations, a selection condition for that option may be set. The selection condition is set, for example, as the level of the broadcast user, the amount of the compensation paid by the broadcast user, or a combination thereof. In addition, the level difference with the opponent (for example, if the opponent is a player, the level difference with the player) may be included and set as a selection condition. However, at least one option for which no selection condition is set (selectable unconditionally) is included for each number of eliminations. In addition, the amount of change in amount is set to be larger as the game level related to the corresponding selection condition is higher and the amount of compensation paid is higher.

[0205] In the change control process of this modified example, first, options corresponding to the number of wins of the broadcast user determined in the previous determination process are displayed and presented on the viewer terminal 1500 of the broadcast user. Options for which the broadcast user does not satisfy the selection conditions are displayed in an unselectable state. A configuration in which only those options that satisfy the selection conditions and are selectable are displayed may also be used. In addition, when presenting, a payment button is provided for selectable options that require payment of a fee, and a decision button is provided for options that do not require payment. Then, when the broadcast user touches the payment button or decision button for any option, or pays the amount of the fee if the broadcast user touches the payment button, the transmission amount is changed according to the changes made to that option, and the support amount is decided.

[0206] For example, in the example of FIG. 20, if the broadcast user's number of wins is 8, all options are displayed as selectable if the broadcast user's game level is 100 or higher. On the other hand, if the broadcast user's game level is, for example, 30, two options R91 and R92 become selectable. Then, for example, if the broadcast user selects option R92 and pays the requested amount of currency points (500pt) as compensation, the transmission amount is changed by increasing it by 15%, and the changed amount is set as the support amount. Note that the numerical values ​​shown in FIG. 20 as the game level, compensation amount, and amount change amount are merely examples, and may be set as appropriate.

[0207] 20 shows an example of the amount of change, but similarly, multiple change options may be prepared for each number of wins for the content of control of effects, and the content of control of effects may be selected by the broadcasting user. In that case, the higher the game level related to the corresponding selection condition and the higher the amount of the payment, the more flashy or showy the content of control of effects may be set.

[0208] [Variation 13] The game play status to be judged may also be set appropriately depending on the game to be applied. For example, in a game in which points acquired during the game are competed for, the number of points acquired may be used as the game play status to judge the difference, and in a game in which progress is made by accomplishing given tasks, the number of tasks accomplished may be used as the game play status to judge the difference. [Explanation of symbols]

[0209] 1000…Game System 1100...Server system 100s…Operation input section 200s…Server processing section 210...User Management Department 220...Charge processing unit 230…Game Management Department 241...Distribution control unit 243…Reception control unit 245...Call status memory control unit 247...Decision timing determination unit 249…Judgment section 251... Response processing execution control unit 253...Change control section 255...Benefit granting control unit 257... Viewer introduction control section 259…Archive distribution control unit 290s…Image generation section 292s…sound generation section 294s…Communication control section 390s...Image display section 392s…Sound output section 394s…Communication Department 500s…Server storage 501...Server program 503...Streaming game client program 507...Game setting data 509...Performance control content table 510…Tipping item definition data 513…Amount of money sent 520...Play data 530...Play replay data 540...User management data 543: Payment medium ledger data 545...Play history data 546…Character usage history data 547…Distribution data 550…Viewing data 551... Viewing history data 553... Viewing level 580…Distribution management data 597...Streaming gameplay video 600…Tipping data 605...Calling user account 607…Reception timing 609…Amount of money sent 611...Selection character type 613…Support amount 615…Amount of change 620…Archive footage 1500…Viewer terminal 100...Operation input section 200...Terminal processing section 270... Viewer terminal calculation unit 271...Operation signal transmission control unit 273...Image display control unit 275...Video viewing control unit 290...Image generation unit 292...Sound generation section 294…Communication control unit 390...Image display section 392…Sound output section 394…Communications Department 500…Device memory section 502 - Game client program 504...Web browser program 506...Operation input data N…Network 1200: Video publishing management server 1300: Electronic payment server 2. User

Claims

1. A gameplay video distribution system that distributes gameplay video of a distributor to each viewer terminal of the viewer, A reception control means for receiving tips or gifts (hereinafter collectively referred to as "tips") from the viewers through the viewer terminals; A response process execution control means for executing at least one of the following viewer action response processes corresponding to a given tip: 1) control for applying a performance control based on the tip to a viewer screen of the game play video; and 2) a support process for the distributor based on the tip. A viewer action storage control means for controlling the association and storage of the reception timing at which the tip is received by the reception control means, a parameter value related to the tip, and a viewer related to the tip; A determination means for determining a difference between a game play status of the distributor at the reception timing and a game play status of the distributor at a determination timing after the reception timing; Equipped with The corresponding process execution control means a change control means for changing the parameter value based on a result of the judgment by the judgment means when the judgment timing arrives; having Gameplay video distribution system.

2. when the difference determined by the determination means satisfies a predetermined large difference condition, the change control means changes the parameter value by a degree different from that when the difference determined by the determination means does not satisfy the large difference condition. The game play video distribution system according to claim 1 .

3. the response process execution control means executes, as the viewer action response process, the support process of granting a monetary value or a special benefit to the distributor based on the parameter value after the change by the change control means.

3. The game play video distribution system according to claim 1 or 2.

4. a determination timing determination means for determining, as the determination timing, a timing at which the progress of the game play of the distributor satisfies a given progress condition; The game play video distribution system according to any one of claims 1 to 3, further comprising:

5. a determination timing setting means for setting the determination timing based on a setting operation of the distributor; The game play video distribution system according to any one of claims 1 to 4, further comprising:

6. an acceptance period setting means for setting a period during which acceptance is permitted by the acceptance control means based on a setting operation of the distributor; The game play video distribution system according to any one of claims 1 to 5, further comprising:

7. The reception control means, when accepting tips, receives a selection designation by the viewer of a game object that the broadcaster can use in game play, the viewer action storage control means controls so as to store the selection designation in further correspondence with the selection designation; the change control means changes the parameter value based on whether or not the distributor has used the selected and designated game object during the period from the acceptance timing to the determination timing. A game play video distribution system according to any one of claims 1 to 6.

8. the change control means changes the parameter value based on at least one of: 1) the type of game object used by the distributor; 2) the method of using the game object by the distributor; and 3) the result of using the game object used. The game play video distribution system according to claim 7.

9. the change control means changes the parameter value when the selected game object satisfies a given condition, regardless of whether the determination timing has arrived or not.

9. The game play video distribution system according to claim 7 or 8.

10. the change control means changes the parameter value based on a usage history of the selected and specified game object in the past used by the distributor. A game play video distribution system according to any one of claims 7 to 9.

11. The game object is a player character or a game item operated by the distributor. A game play video distribution system according to any one of claims 7 to 10.

12. A viewer introduction control means for displaying, on the viewer screen, introduction information introducing a viewer whose parameter value change amount satisfies a predetermined maximum condition; The game play video distribution system according to any one of claims 1 to 11, further comprising:

13. The change control means controls the amount of change in the parameter value based on the reception timing. A game play video distribution system according to any one of claims 1 to 12.

14. The change control means controls the change amount of the parameter value based on the number of tips whose acceptance timing satisfies a predetermined contemporaneous condition. The game play video distribution system according to claim 13.

15. a user information management means for managing user information for each of the viewers; Further comprising: the change control means controls the amount of change in the parameter value for each viewer based on the user information. A game play video distribution system according to any one of claims 1 to 14.

16. the change control means changes the parameter value based on whether the distributor satisfies a given condition. A game play video distribution system according to any one of claims 1 to 15.

17. the change control means changes the parameter value based on whether or not the distributor will pay a fee for the change of the parameter value. A game play video distribution system according to any one of claims 1 to 15.

18. a privilege giving control means for giving a given privilege to the viewer stored in association with the viewer action by the viewer action storage control means; The game play video distribution system according to any one of claims 1 to 17, further comprising:

19. the response process execution control means executes, as the viewer action response process, at least a control of applying a performance control based on a tip to a viewer screen of the game play video; an archive video management means for managing the distributed gameplay video as an archive video; an archive video distribution means for distributing the archive video to the viewer terminal, the archive video distribution means editing the archive video based on the execution result of the performance control by the corresponding process execution control means and distributing the edited archive video to the viewer terminal; The game play video distribution system according to any one of claims 1 to 18, comprising:

20. A gameplay video distribution system that distributes gameplay video of a distributor to each viewer terminal of the viewer, a reception control means for receiving a viewer action from the viewer through the viewer terminal; a response process execution control means for executing at least one of the following viewer action response processes corresponding to a given viewer action: 1) control for applying presentation control based on a parameter value related to a monetary value of the viewer action to a viewer screen of the game play video; and 2) support process for the distributor based on the parameter value; a viewer action storage control means for controlling the storage of a timing at which the viewer action is accepted by the acceptance control means, a parameter value related to the viewer action, and a viewer related to the viewer action in association with each other; A determination means for determining a difference between a game play status of the distributor at the reception timing and a game play status of the distributor at a determination timing after the reception timing; Equipped with the reception control means includes a payment control means for performing payment to a viewer related to the viewer action at the reception timing based on the parameter value related to the viewer action, The corresponding process execution control means a change control means for changing the parameter value stored by the viewer action storage control means based on a result of the judgment by the judgment means when the judgment timing arrives; having Gameplay video distribution system.

21. A server system which is the game play video distribution system according to any one of claims 1 to 20; The viewer terminal; A gameplay video viewing system connected so as to be capable of communicating with the gameplay video viewing system.

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