Programs, Systems

The program addresses the lack of variations in value distribution by delivering gameplay videos, granting distribution points, and executing lotteries to award in-game values, thereby increasing user engagement and motivation.

JP7675877B2Active Publication Date: 2025-05-13COLOPL
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Patent Information

Application Number
JP2024016210
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-06
Publication Date
2025-05-13
Estimated Expiration
2042-01-28

AI Technical Summary

Technical Problem

Existing systems for distributing video and providing in-game values lack variations in value distribution, leading to limited engagement and motivation for users.

Method used

A program that enables the delivery of gameplay videos, grants distribution points, executes lotteries to determine in-game values, and awards these values to users, increasing variation and engagement.

Benefits of technology

The system increases the variety of value distribution, motivating users through the potential acquisition of in-game values and distribution points, thereby enhancing user engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase variations that add value.SOLUTION: A computer functions as: distribution means for distributing a video including a game play by a first user to a terminal of a second user different from the first user; distribution point imparting means for imparting distribution points to the first user; value determination means for executing a lottery on the basis of input information by the first user and determining one or more values from a plurality of values that can be used in a game; and value imparting means for imparting one or more values determined by the lottery to the first user or the second user.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present disclosure relates to a program and a system. [Background technology]

[0002] Patent Documents 1 and 2 disclose systems configured to be able to distribute videos. The systems disclosed in these patent documents are configured to be able to determine a rank based on distribution points. The distribution points are calculated based on data such as the distribution time, the number of viewers, and the number of comments.

[0003] Patent Document 3 discloses a system configured to allow a user to obtain a value determined by lottery from among multiple values. This granting of value according to the result of a lottery is called gacha (registered trademark), gasha (registered trademark), lottery, summoning, etc. As an example, the value granted according to the result of the lottery is a character or an item that can be used in a game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2020-21445 A [Patent Document 2] JP 2020-170283 A [Patent Document 3] JP 2020-32239 A Summary of the Invention [Problem to be solved by the invention]

[0005] Conventional technology offers little variation in value. [Means for solving the problem]

[0006] A program according to one embodiment of the present disclosure causes a computer to function as a distribution means for distributing a video including gameplay by a first user to a terminal of a second user different from the first user, a distribution point granting means for granting distribution points to the first user, a value determination means for conducting a lottery based on information input by the first user and determining one or more values ​​from among a plurality of values ​​that can be used in the game, and a value granting means for granting the one or more values ​​determined by the lottery to the first user or the second user. Effect of the Invention

[0007] According to the present disclosure, it is possible to increase the variety of value imparted compared to a case where this configuration is not included. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing an overview of a game system. [Diagram 2] 2 is a diagram showing an example of a module configuration of a terminal included in the game system of FIG. 1. [Diagram 3] 2 is a diagram showing an example of a module configuration of a server included in the game system of FIG. 1. [Figure 4] 3A to 3C are diagrams illustrating an example of a screen transition in the terminal of FIG. 2. [Diagram 5] FIG. 4 is a diagram showing an example of a data structure of the server in FIG. [Figure 6] FIG. 4 is a diagram showing an example of a data structure of the server in FIG. [Figure 7] FIG. 4 is a diagram showing an example of a data structure of the server in FIG. [Figure 8] FIG. 2 is a diagram showing an example of a process flow for delivering and viewing content for viewing. [Figure 9] FIG. 13 is a diagram showing an example of a process flow for executing a first game. [Figure 10] FIG. 13 is a diagram showing an example of a process flow for executing a second game. [Figure 11] FIG. 11 is a diagram showing an example of a process flow for displaying rankings. [Figure 12] FIG. 3 is a diagram showing an example of a first game screen (home screen) displayed on the terminal of FIG. 2. [Figure 13] FIG. 3 is a diagram showing an example of a list screen displayed on the terminal of FIG. 2. [Figure 14] FIG. 3 is a diagram showing an example of a weekly ranking screen displayed on the terminal of FIG. 2. [Figure 15] FIG. 3 is a diagram showing an example of a monthly ranking screen displayed on the terminal of FIG. 2. [Figure 16] 3A to 3C are diagrams illustrating an example of a screen transition in the terminal of FIG. 2. [Figure 17] 3A to 3C are diagrams illustrating an example of a screen transition in the terminal of FIG. 2. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] The game system according to the present disclosure will be described with reference to the drawings. [Game system overview] As shown in FIG. 1, the game system 10 includes a network 90, a plurality of terminals 100, and one or more servers 200. The game system 10 is provided as a home system or a business system. The plurality of terminals 100 are configured to communicate with the server 200 via the network 90. ​​The game system 10 provides a game. In the following description, when simply referring to a "game", it means a game provided by the game system 10. As an example, the game system 10 provides a multiplayer game. Each terminal 100 is an example of a computer. The server 200 is an example of a computer.

[0010] [network] As an example, the network 90 is configured with the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network that can be connected to the Internet via an access point.

[0011] [Device hardware configuration] Some of the terminals 100 may be used as game terminals for playing games. The terminals 100 used as game terminals provide the user with a game function for playing a game provided by the game system 10. Some of the terminals 100 may be used as broadcasting terminals 100B. The broadcasting terminals 100B provide the user with a broadcasting function for broadcasting viewing content including at least the game play of a broadcasting user who is a broadcaster in real time. The broadcasting terminals 100B are used by the broadcasting users. The broadcasting users are game players. In other words, the broadcasting terminals 100B are also game terminals. The viewing content may include moving images or still images that are the game play of the broadcasting user. The viewing content may include at least one of audio and text data. As an example, the viewing content may include the audio of the broadcasting user.

[0012] Some terminals 100 may be used as viewing terminals 100C. The viewing terminals 100C provide users with a viewing function for viewing viewing content distributed by a distribution user. The viewing terminals 100C are used by viewing users who are viewers. The terminals 100 other than the distribution terminals 100B and the viewing terminals 100C are general terminals 100A. The general terminals 100A may be used as game terminals. The general terminals 100A are used by general users other than the distribution users and the viewing users. The general users may participate in the same game as the distribution users. In the following description, one or more users among the multiple users may be referred to as first users, and one or more users different from the first users may be referred to as second users. The first user may be a general user and a distribution user. The first user may be a viewing user. The second user may be a general user and a viewing user. The second user may be a distribution user.

[0013] As an example, the terminal 100 is a smartphone. The terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation. For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may further include a communication interface (IF) 140 and an input / output IF 150. The terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164. Each of the components included in the terminal 100 is connected to a communication bus 180.

[0014] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 is realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other arithmetic device.

[0015] The memory 120 temporarily stores programs and data. As an example, the programs are read from the storage 130. The data may include data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 is realized as a random access memory (RAM) or other volatile memory.

[0016] The storage 130 permanently holds programs and data. For example, the storage 130 is realized as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may be realized as a removable storage device, such as a memory card.

[0017] The programs stored in storage 130 include a first game program, a second game program, a distribution program, a viewing program, and a communication program. As an example, the first game program realizes a first game function of providing a first game among games. As an example, the first game is a game in which a plurality of users compete in a game space. The game space is an example of a virtual space. The first game program realizes a function of providing the game space and operating objects (e.g., avatars) placed in the game space. In other words, the first game program realizes a function of providing an environment for the first user to play a game.

[0018] As an example, the second game program realizes a second game function of providing the second game of the games. As an example, the second game includes granting one or more values ​​determined by a grant lottery to the user. The grant lottery is to determine one or more values ​​from among a plurality of values ​​that can be used in a specific scene in the game. In the following description, the value that can be used in a specific scene in the game is referred to as an "in-game value". Also, the value that can be provided to the user in the second game is referred to as an "provided value". As an example, the specific scene in the game is a scene in which the first game is being executed. Not limited to this, the specific scene may be a scene in which the second game is being executed, or may be the entire game. The right to the second game can be acquired by paying an in-game currency. The in-game currency is an example of an in-game value. The in-game currency may be a value that is granted to the user by charging, or may be a value that can be granted to the user without charging. Paying the in-game currency is consuming the in-game currency. As an example, the second game program realizes a function of executing a grant lottery and a function of granting the provided value won in the grant lottery to the user. In other words, the second game program realizes the function of providing an environment for the first user to play a game.

[0019] The distribution program realizes a distribution function that distributes viewing content including at least game play. While this distribution function is realized, the terminal 100 becomes a distribution terminal 100B. The viewing program realizes a viewing function that provides viewing of viewing content. While this viewing function is realized, the terminal 100 becomes a viewing terminal 100C. In the following description, a state in which the terminal 100 realizes the distribution function is indicated as a "distribution state", and a state in which the terminal 100 realizes the viewing function is indicated as a "viewing state". That is, when the terminal 100 is in the distribution state, it becomes a distribution terminal 100B, and when the terminal 100 is in the viewing state, it becomes a viewing terminal 100C. A state in which the terminal 100 is not in the distribution state and is not in the viewing state is an initial state. When the terminal 100 is in the initial state, it becomes a general terminal 100A.

[0020] The communication program realizes a function of communicating with other computers (e.g., server 200). The programs stored in storage 130 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in storage 130 includes definition data for a virtual space (game space), object data for various objects placed in the virtual space, and user data. As an example, the user data may include a user name, an account ID, in-game value held by the user, gender, age, address, and the like. The in-game value held by the user may include in-game currency held by the user.

[0021] The communication IF 140 is connected to the network 90. ​​The communication IF 140 communicates with other computers (e.g., the server 200) connected to the network 90. ​​For example, the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF. For example, the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF. The communication IF 140 is not limited to those described above.

[0022] The input / output IF 150 communicates with an external input / output device 190. For example, the input / output IF 150 is realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication IF. For example, the input / output IF 150 is realized as a Bluetooth (registered trademark) or other wireless communication IF.

[0023] As an example, the input / output device 190 is a controller. For example, the input / output IF 150 transmits an instruction output from the processor 110 to the controller. The instruction instructs the controller to vibrate, output sound, or emit light. When the controller receives the instruction, it executes vibration, output sound, or emit light in response to the instruction. The controller has one or more operation parts. For example, the one or more operation parts include a button, a key, a switch, a handle, a bar, a touch pad, or a stick. The controller transmits an output value based on a user's operation on the operation part to the terminal 100. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attached to and detached from the terminal 100.

[0024] The input / output device 190 is not limited to the above. For example, the input / output device 190 may be a camera. The camera may be configured to transmit a captured image of the user to the terminal 100. For example, the input / output device 190 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the user's hand, a marker, or the like to the terminal 100.

[0025] The microphone 160 converts the user's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 162 converts the audio signal into sound and outputs it to the user. In addition to or instead of the speaker 162, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0026] The touch screen 164 includes a monitor 166 and a touch sensor 167. The monitor 166 is realized as a transmissive or non-transmissive display device. For example, the monitor 166 is realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or other display device. The monitor 166 displays various images. The images displayed on the monitor 166 include various objects such as backgrounds, user avatars, obstacles, characters, windows, buttons, menus, lists, and icons. The monitor 166 is not limited to those described above. For example, the monitor 166 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0027] The touch sensor 167 transmits an output value based on a user's operation on the monitor 166 to the processor 110. As an example, the touch sensor 167 is realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensors. The input surface of the touch sensor 167 is a part or the whole of the display surface of the monitor 166. The touch sensor 167 can be used as an operation unit configured to accept a user's input operation. For example, when the operation unit is the touch sensor 167, the processor 110 accepts a user's physical contact operation on the input surface of the touch sensor 167 as the user's input operation. For example, the user's input operation on the touch sensor 167 can include a touch operation, a slide operation, a swipe operation, a tap operation, and operations in other modes.

[0028] The operation unit is not limited to the above-mentioned configuration. For example, when the operation unit is the communication IF 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 90 as a user's input operation. For example, when the operation unit is the input / output IF 150, the processor 110 accepts a signal transmitted from an external input / output device 190 as a user's input operation. For example, when the input / output device 190 is a camera and a distance measuring sensor, when the processor 110 detects a user's hand from a received captured image, the processor 110 accepts a gesture (a series of movements of the user's hand) detected based on the captured image and an output value as a user's input operation. For example, when the input / output device 190 is a controller, the processor 110 accepts an output value transmitted from the controller as a user's input operation.

[0029] [Server hardware configuration] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250. Each of the components included in the server 200 is connected to a communication bus 280.

[0030] In response to a signal provided to the server 200 or in response to a predetermined condition being satisfied, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 is realized as a CPU, a GPU, an MPU, an FPGA, or other arithmetic device.

[0031] The memory 220 temporarily stores programs and data. As an example, the programs are read from the storage 230. The data may include data transmitted to the server 200 and data generated by the processor 210. For example, the memory 220 is realized as a RAM or other volatile memory.

[0032] The storage 230 permanently holds the programs and data. For example, the storage 130 is realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may be realized as a removable storage device such as a memory card. The server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scene where a plurality of game systems 10 are used, such as an amusement facility, the programs and data can be updated collectively.

[0033] The programs stored in the storage 230 include a first game program, a second game program, a distribution program, and a communication program. As an example, the first game program realizes a first game function of providing a first game. As an example, the first game program realizes a function of providing a game space in the game system 10 and a function of operating an object (e.g., an avatar) placed in the game space. As an example, the second game program realizes a second game function of providing a second game. As an example, the second game program realizes a function of executing a provision lottery and a function of granting a provision value won in the provision lottery to a user. In other words, the first game program and the second game program realize a function of providing an environment for a first user to play a game.

[0034] The distribution program realizes a function of distributing viewing content to the viewing terminal 100C. The communication program realizes a function of communicating with other computers (e.g., the general terminal 100A, the distribution terminal 100B, and the viewing terminal 100C). The programs stored in the storage 230 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in the storage 230 may include data defining a game space, object data for various objects placed in the game space, and user data.

[0035] The communication IF 240 is connected to the network 90. ​​The communication IF 240 communicates with other computers (e.g., the general terminal 100A, the distribution terminal 100B, and the viewing terminal 100C) connected to the network 90. ​​For example, the communication IF 240 is realized as a LAN or other wired communication IF. For example, the communication IF 240 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication IF. The communication IF 240 is not limited to those described above.

[0036] The input / output IF 250 communicates with an external input / output device (not shown). For example, the input / output IF 250 is realized as a USB, DVI, HDMI, or other wired communication IF. For example, the input / output IF 250 is realized as a Bluetooth (registered trademark) or other wireless communication IF.

[0037] The server 200 is not limited to the above-mentioned configuration. For example, the server 200 may include a game server 200A for providing a game and a distribution server 200B for distributing viewing content. The game program is stored in the storage 230 of the game server 200A. The first game program and the second game program are executed by the processor 210 of the game server 200A. The distribution program is stored in the storage 230 of the distribution server 200B. The distribution program is executed by the processor 210 of the distribution server 200B. The game server 200A transmits and receives various information and various requests to and from the distribution server 200B via the communication IF 240. The game server 200A transmits and receives various information and various requests to and from the general terminal 100A and the distribution terminal 100B via the communication IF 240. The distribution server 200B transmits and receives various information and various requests to and from the viewing terminal 100C via the communication IF 240.

[0038] [Device module configuration] 2, the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input / output module 107. The control module 101 includes a game module 101A, a distribution module 101B, and a viewing module 101C.

[0039] The game module 101A, the distribution module 101B, the viewing module 101C, and the rendering module 104 are realized by the processor 110. The memory module 105 is realized by the memory 120 and the storage 130. The communication module 106 is realized by the communication IF 140. The input / output module 107 is realized by the processor 110, the touch sensor 167, and the input / output IF 150.

[0040] The input / output module 107 detects and accepts a user's input operation on the touch sensor 167 and a user's input operation on an external operating device via the input / output IF 150. As an example, when the input / output module 107 accepts a user's input operation on the touch sensor 167, it detects the coordinates of the input position and identifies the type of the input operation. For example, the types of input operations that the input / output module 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, and operations in other modes. When a continuous input operation that has been detected is interrupted, the input / output module 107 detects that the contact input from the touch sensor 167 has been released.

[0041] The communication module 106 receives various information and various requests from one or more servers 200. As an example, the information that the communication module 106 receives from the server 200 may include progress information and user information. The progress information is information for controlling the progress of a game. As an example, the progress information includes first progress information related to a first game and second progress information related to a second game.

[0042] The first progress information may include one or more types of avatars to be placed in the game space, avatar coordinate information, avatar action information, and other information. An avatar is an object that is operated by a user in the game space, and is a character that represents the user. As an example, the avatar coordinate information is information that indicates a position in the game space. As an example, the action information is information related to the avatar's action. As an example, the avatar's action may include the avatar's posture, use of an item, use of a skill, attack, defense, evasion, support (recovery), or jump.

[0043] The first progress information may include setting information regarding avatar settings. As an example, the avatar settings may be changed by the user in the game space or before moving to the game space. As an example, the avatar settings may include equipment items, consumable items, magic, skills, etc. that the avatar possesses. From another perspective, the avatar settings may be various parameters (hereinafter, referred to as ability parameters) that quantify the abilities of the avatar. The avatar settings may include the type of character to be used as the avatar.

[0044] As an example, the second progress information may include a grant notification as an example of information indicating the type of provided value won in a provision lottery in the second game. The grant notification is an example of information indicating in-game value granted to the user in the second game. The second progress information may include a consumption notification as an example of information indicating that in-game currency has been consumed as payment for the second game. As an example, the user information may include a user name, an account ID, in-game value (in-game currency) owned by the user, gender, age, address, etc.

[0045] The communication module 106 transmits various information and various requests to one or more servers 200. As an example, the information transmitted by the communication module 106 to the server 200 may include play information and user information. The play information is information for controlling the progress of the game. As an example, the play information includes first play information related to the first game and second play information related to the second game. Each piece of play information is output in response to an input operation received by the input / output module 107. As an example, the first play information may include avatar coordinate information, action information, and other information as the operation content of the avatar. As an example, the first play information may include avatar setting information. As an example, the first play information is generated by the game module 101A. As an example, the second play information may include a consumption request and a lottery request. The consumption request is an example of a request to consume in-game currency held by the user as a consideration for the second game, etc. The lottery request is an example of a request to execute a supply lottery. As an example, the second play information is generated by the game module 101A.

[0046] The game module 101A performs processing for progressing the first game. The game module 101A reads definition data of a game space from the memory module 105. The game module 101A defines the game space according to the read definition data. The game module 101A reads object data from the memory module 105. The game module 101A places an object in the game space according to the read object data. The game module 101A identifies a user's instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the first game.

[0047] The progress of the first game may include the coordinates of the user's own avatar in the game space and actions. The progress of the first game may include the coordinates of the avatars of other users and actions. The progress of the first game may include the settings of the user's own avatar. The progress of the first game may include the settings of the avatars of other users. The game module 101A makes various determinations regarding the progress of the first game. The game module 101A makes various lotteries regarding the progress of the first game. The game module 101A generates various requests and play information according to the user's instructions, various determination results, and various lottery results. The various requests and play information generated by the game module 101A are transmitted to the server 200 by the communication module 106.

[0048] The game module 101A performs a process for progressing the second game. The game module 101A identifies a user's instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the second game. The progress of the second game may include the consumption status of the in-game currency, the progress of the supply lottery, and the type of supply value won in the supply lottery. The game module 101A performs various determinations regarding the progress of the second game. The game module 101A performs various lotteries regarding the progress of the second game. The game module 101A generates various requests according to the user's instruction, various determination results, and various lottery results. As an example, the various requests generated by the game module 101A include a consumption request and a lottery request. The various requests generated by the game module 101A are transmitted to the server 200 by the communication module 106.

[0049] The distribution module 101B performs processing for distributing viewing content including game play. The distribution module 101B identifies a user's instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game. The distribution module 101B may generate a request to start distribution of viewing content and a request to end distribution according to the user's instruction. The distribution module 101B may generate a request to change the distribution content of the viewing content according to the user's instruction. Various requests generated by the distribution module 101B are transmitted to the server 200 by the communication module 106.

[0050] The viewing module 101C performs processing for viewing viewing content distributed by a distribution user. The viewing module 101C identifies a user's instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game. The viewing module 101C generates a request to start viewing the viewing content and a request to end viewing the viewing content according to the user's instruction. The viewing module 101C generates a request to change the distribution content of the viewing content according to the user's instruction. The various requests generated by the viewing module 101C are transmitted to the server 200 by the communication module 106.

[0051] The rendering module 104 creates an image of the game screen. The rendering module 104 creates an image of the game screen in response to progress information received via the communication module 106 and various requests. The rendering module 104 creates an image of the game screen in response to play information generated by the game module 101A and various requests. The rendering module 104 creates an image of the game screen in response to information generated by the viewing module 101C and various requests.

[0052] The rendering module 104 displays the created image of the game screen on the monitor 166. The rendering module 104 may be configured to display the image of the game screen on an external display device via the input / output IF 150. The rendering module 104 may be configured to display the image of the game screen on an external display device via the communication IF 140. The game screen is an image in which 2D or 3D objects are controlled and drawn. As described above, the objects drawn on the game screen may include avatars (characters), backgrounds, obstacles, and the like.

[0053] The rendering module 104 may control and draw 2D or 3D game objects (UI objects) for constructing a UI (User Interface). The rendering module 104 creates a game screen including UI objects necessary for a user's input operation, such as icons, buttons, lists, windows, and menus. The UI objects are information that assists a user's input operation necessary for progressing through a game. The UI objects are also information that assists a user's input operation necessary for obtaining data generated during the progress of a game from the terminal 100. The various UI objects shown in the present disclosure are merely examples and are not limited to these aspects.

[0054] The processing in the terminal 100 is realized by hardware and software executed by the processor 110. Such software may be stored in advance in a memory module 105 such as a hard disk. The software may be stored in a non-volatile data recording medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. Such software is read from a data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as the server 200 via the communication module 106, and then temporarily stored in the memory module. The software is read from the memory module by the processor 110 and stored in a RAM or the like in the form of an executable program. The processor 110 executes the program.

[0055] [Server module configuration] 3, the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input / output module 207. The control module 201 includes a game module 201A and a distribution module 201B. The game module 201A and the distribution module 201B are realized by a processor 210. The memory module 205 is realized by a memory 220 and a storage 230. The communication module 206 is realized by a communication IF 240. The input / output module 207 is realized by the processor 210 and an input / output IF 250.

[0056] The communication module 206 receives various information and various requests from each terminal 100. As an example, the information that the communication module 206 receives from each terminal 100 may include play information and user information. The communication module 206 transmits various information and various requests to each terminal 100. As an example, the information that the communication module 206 transmits to each terminal 100 may include progress information and user information. The input / output module 107 detects and accepts user input operations on an external operating device via the input / output IF 250.

[0057] The game module 201A performs a process for providing an environment for playing a first game. As an example, the game module 201A performs a process for providing an environment for changing avatar settings. In response to first play information received by the communication module 206 from the terminal 100, the game module 201A updates the setting information of the avatar of the user who uses the terminal 100.

[0058] As an example, the game module 201A performs processing for providing an environment in which a game space, which is an example of a virtual space, is shared by a plurality of users. The game module 201A reads definition data of the game space from the memory module 205. The game module 201A defines the game space according to the read definition data. The game module 201A reads object data from the memory module 205. The game module 201A places various objects in the game space according to the read object data.

[0059] The game module 201A arranges the avatars of each of the multiple players according to the coordinate information included in the first play information received by the communication module 206 from the multiple terminals 100. The game module 201A determines the interaction between the avatars according to the action information included in the first play information received by the communication module 206 from the multiple terminals 100 and the setting information of the avatars. The interaction is the effect that another avatar receives when one avatar performs an action. The game module 201A makes various determinations regarding the progress of the first game. The game module 201A performs various lotteries regarding the progress of the first game. The game module 201A generates first progress information according to the results of these processes. The first progress information is transmitted to each terminal 100 (100A, 100C) by the communication module 206. The game module 201A transmits the generated first progress information to the distribution module 201B.

[0060] The game module 201A performs a process for providing an environment for playing the second game. The game module 201A performs various judgments and various lotteries regarding the progress of the second game in response to various requests received by the communication module 206 from the terminal 100. The game module 201A generates second progress information in response to the results of these processes. The second progress information is transmitted to each terminal 100 (100A, 100B) by the communication module 206. The game module 201A transmits the generated second progress information to the distribution module 201B. As an example, the game module 201A consumes in-game currency held by the user in response to a consumption request. In this case, the game module 201A generates a consumption notification, which is one of the second progress information. The game module 201A executes a provision lottery in response to a lottery request. In this case, the game module 201A generates a grant notification, which is one of the second progress information, in response to a result of the provision lottery.

[0061] The distribution module 201B generates distribution information. As an example, the distribution information includes first distribution information and second distribution information. As an example, the first distribution information is generated according to the first progress information generated by the game module 201A. As an example, the first distribution information is generated according to various requests generated by the game module 201A. As an example, the second distribution information is generated according to the second progress information generated by the game module 201A. As an example, the second distribution information is generated according to various requests generated by the game module 201A. Each of the first distribution information and the second distribution information is transmitted to one or more terminals 100 (100C) by the communication module 206. The first distribution information may include the first progress information. The first distribution information may be the first progress information itself. The second distribution information may include the second progress information. The second distribution information may be the second progress information itself.

[0062] The server 200 is not limited to the above-mentioned module configuration. For example, the game module 201A may be included in the game server 200A. For example, the distribution module 201B may be included in the distribution server 200B. In this case, the game module 201A may transmit and receive various information and various requests to and from the distribution module 201B via the communication module 206.

[0063] The processing in the server 200 is realized by hardware and software executed by the processor 210. Such software may be stored in advance in a memory module 205 such as a hard disk. The software may be stored in a non-volatile data recording medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. Such software is read from a data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as an external storage device via the communication module 206, and then temporarily stored in the memory module. The software is read from the memory module by the processor 210 and stored in a memory such as a RAM in the form of an executable program. The processor 210 executes the program.

[0064] [Game 1 Overview] As an example, the first game includes multiple parts having different characteristics. As an example, the multiple parts include a first part and a second part. As an example, the first part is a part for preparing for the second part. As an example, the second part is a part for multiple users to compete against each other and determine the winner based on some criteria. In the second part, the broadcast user and the general user each operate their own avatar.

[0065] As an example, the first part is specified as follows: In the first part, the broadcasting user and the general user prepare for the second part. The preparation for the second part includes changing the settings of the avatar. As an example, in the first part, it is possible to change the character used as the avatar. As an example, in the first part, it is possible to change the equipment items and consumable items possessed by the avatar. The change of these items may include addition, deletion, and replacement. As an example, the equipment items are weapons, armor, accessories, etc. The equipment items increase the ability parameter values ​​of the avatar. The consumable items can be used in the second part when possessed by the avatar. As an example, the consumable items are healing potions, magic potions, and strengthening potions. The healing potions recover hit points, which are one of the ability parameter values. The magic potions recover magic points, which are one of the ability parameter values. The strengthening potions temporarily increase the ability parameter values ​​by a certain value.

[0066] In the first part, some consumable items may be available. The consumable items may include a growth item that permanently increases an ability parameter value by a certain value. The consumable items may include a skill item that allows the avatar to learn a skill or magic. The consumable items may include a change item that grants the right to change the avatar's race, sex, body shape, hairstyle, or facial expression. Without being limited thereto, the first part may be configured to allow the avatar's settings to be changed without consuming items.

[0067] As an example, the second part of the first game has the following specifications: The second part is a battle type game (hereinafter referred to as a battle game) in which two users battle one-on-one. In a battle game, multiple users operate their own avatars in a field constructed in a game space. In the second part, the criterion for determining victory or defeat is whether one user meets a predetermined victory condition before the opposing enemy user does. One of the victory conditions is for the enemy user's avatar to be incapacitated. As an example, an avatar becomes incapacitated when its hit points reach 0. Hit points are one of the ability parameter values.

[0068] The second part ends when a predetermined time limit (match time) has elapsed, even if the opposing user does not become unable to fight. One of the conditions for victory is to have acquired a higher score than the opposing user at the time when the time limit of the second part has elapsed. In the second part, each user can increase their score by collecting designated objects placed in the game space.

[0069] The first game is not limited to the above-mentioned configuration. For example, the second part may be a battle game in which a plurality of users are divided into a plurality of camps and battle. A plurality of users may belong to each camp. One or more parties may belong to each camp. A plurality of users may belong to one party. An upper limit may be set for the number of members that can belong to one party. As an example, the upper limit of the number of members in one party is six people. The upper limit of the number of members in one party may be two to five people, or seven or more people. As an example, a small group formed in another part or a small group formed by people who have had a relationship such as friends may belong to a party. A party with a maximum of six people may be formed by combining a group of two people and a group of three people with an individual user, or a party may be formed by having six individual users belong to the party.

[0070] For example, the second part may be a competitive game in which a plurality of users play sports such as soccer, tennis, table tennis, boxing, or basketball. For example, the second part may be a competitive game in which a plurality of users play races such as car races, yacht races, ski races, or flight races.

[0071] [Overview of the Second Game] As an example, the second game has the following specifications. The second game is a game (hereinafter referred to as a lottery game) in which a user can obtain one or more in-game values selected by a lottery from among a plurality of offered values.

[0072] As an example, the offered value may include a character (hereinafter referred to as an offered character) that can be used as an avatar in the first game. As an example, the offered value may include an item (hereinafter referred to as an offered item) that can be used in the first game. The offered item may include any one or more of equipment items and consumable items that can be used in the first game. As an example, in addition to the offered character and the offered item, the offered value may further include in-game currency.

[0073] As an example, the plurality of types of offered values can be classified into a plurality of scarcities. Scarcity indicates the difficulty of obtaining throughout the game. As an example, the scarcity may be defined by the winning probability P in the lottery. As an example, the plurality of types of offered values can be classified into two types: a first scarcity with a winning probability P of a first probability P1 and a second scarcity with a winning probability P of a second probability P2. However, P2 < P1. In the following description, the offered value of the second scarcity is referred to as a "rare offered value". The offered value of the first scarcity is referred to as a "normal offered value".

[0074] For each rarity level, multiple types of offered values are classified. Note that the winning probability P for distinguishing between the first rarity level and the second rarity level can be arbitrarily changed. As an example, the winning probability P for each offered value is equal to the offering probability (offering ratio) in a lottery game. Not limited to the above configuration, multiple types of in-game values may be classified into three or more rarity levels.

[0075] As an example, the lottery game includes a "single-draw lottery game" that executes the offering draw only once, and a "continuous lottery game" that continuously executes the offering draw n times (where n is a natural number of 2 or more). As an example, the number of times n of the offering draw in the continuous lottery game is 10. As an example, for each offering draw, the sum of the winning probabilities P of each offered value is 1. In this case, in the lottery game, the user can obtain the same number of in-game values as the number of times the offering draw is executed. That is, in the single-draw lottery game, the user can obtain one in-game value. In the continuous lottery game, the user can obtain multiple in-game values. Not limited to this, the sum of the winning probabilities P of each offered value may be less than 1. That is, the offering draw may result in a non-winning situation (hereinafter referred to as a miss) where none of the offered values are won. In the case of a miss, the user cannot obtain any in-game value.

[0076] As an example, the winning probability Pa of the rare offered value in the single-draw lottery game is different from the winning probability Pb of the rare offered value in a special offering draw that is a part of the multiple offering draws included in the continuous lottery game. The number of times of the special offering draw may be 1 or multiple. As an example, Pa < Pb. That is, in the continuous lottery game, in at least one offering draw, the winning probability of the rare offered value is higher than that in the single-draw lottery game. Note that the winning probability Pb may be 1 where the offering of the rare offered value is determined.

[0077] A user can acquire the right to play a lottery game by spending in-game currency as a compensation. The amount of in-game currency required to acquire the right to play a continuous lottery game is higher than the amount of in-game currency required to acquire the right to play a single lottery game. As an example, the amount of in-game currency required to acquire the right to play a lottery game is calculated by multiplying the number of times the provided lottery is executed by the unit price. Without being limited to this, the in-game currency required to acquire the right to play a lottery game may be configured so that the unit price becomes cheaper the more times the provided lottery is executed.

[0078] In the following description, a user who has acquired the right to play a lottery game by spending in-game currency is referred to as a "rights-holding user." The lottery game is played by the rights-holding user (hereinafter referred to as a normal mode). When the rights-holding user plays the lottery game, one or more provided values ​​won by the rights-holding user are provided to the rights-holding user. Without being limited to this, the lottery game may be played by another user (hereinafter referred to as a proxy user) requested by the rights-holding user (hereinafter referred to as a proxy mode). In this case, when the proxy user plays the lottery game, one or more provided values ​​won by the proxy user may be provided to the rights-holding user who requested the lottery game (hereinafter referred to as a represented user).

[0079] The lottery game can be executed when terminal 100 is in an initial state and the first game is in the first part. That is, a general user can become a right-holding user. A general user can execute the lottery game by himself / herself as a right-holding user. In this way, a general user can execute the lottery game by himself / herself by paying a fee. The lottery game can be executed when terminal 100 is in a broadcasting state and the first game is in the first part. That is, a broadcasting user can become a right-holding user. A broadcasting user can execute the lottery game by himself / herself as a right-holding user. In this way, a broadcasting user can execute the lottery game by himself / herself by paying a fee. The lottery game is not executed when terminal 100 is in a viewing state. That is, a viewing user cannot become a right-holding user. A viewing user cannot execute the lottery game.

[0080] [Delivery Point Overview] A user can earn distribution points by distributing viewing content. The distribution points are tallied for each distribution of viewing content. The distribution points are information on the distribution record of the viewing content. As an example, the distribution points are information that quantifies the distribution record of the viewing content. As an example, the distribution points can be added according to the distribution record of the viewing content. In the following description, points added to the distribution points according to the distribution record are referred to as "achievement points". Adding achievement points can be said to be giving distribution points. As an example, the achievement points may change according to the distribution time and the number of viewers. The achievement points may change according to the number of inputs of specific information from the viewing terminal 100C. The achievement points may be added based on a specific play behavior of the distributor during the game, such as winning a battle during distribution by the distributor, defeating an enemy, or clearing a mission. As an example, the input of specific information may occur by a specific operation on the viewing terminal 100C. As an example, the specific operation is an operation of inputting character data such as a comment, and a tap operation on a specific object displayed on the monitor 166.

[0081] As an example, the distribution points are accumulated over an accumulation period. In the following description, the distribution points accumulated over the accumulation period are simply referred to as "accumulated points". As an example, the accumulation period may be one week and one month. In the following description, accumulated points for an accumulation period of one week are referred to as "weekly accumulated points", and accumulated points for an accumulation period of one month are referred to as "monthly accumulated points". Without being limited thereto, the accumulation period may be any of one day, multiple days, multiple weeks, multiple months, one year, and multiple years. The accumulation period may be the period during which an event is held in the game.

[0082] As an example, the distribution points and accumulated points may be added according to the results of the lottery game execution. In the following description, points added to the distribution points according to the results of the lottery game execution are referred to as "special points". Distribution points include achievement points and special points. Thus, accumulated points include achievement points and special points. As will be described in more detail later, special points may also be tallied as special accumulated points separate from distribution points each time viewing content is distributed. Special accumulated points are an example of the total of distribution points awarded in response to the execution of a supply lottery. Adding special points can be said to be awarding distribution points.

[0083] [Overview of screen transitions on devices] An overview of screen transitions on the terminal 100 will now be described. 4, as an example, the display screen of each terminal 100 includes a first game screen 40, a second game screen 50, and a viewing screen 60. As an example, the first game screen 40 may include a home screen 41, a matching screen 42, a battle game screen 43, and a result screen 44. As an example, the second game screen 50 includes a lottery game screen 51.

[0084] The first game screen 40 and the second game screen 50 are displayed when the terminal 100 is in a distribution state or when the terminal 100 is in an initial state. The first game screen 40 is displayed when the first game is being executed. The second game screen 50 is displayed when the second game is being executed.

[0085] The home screen 41 is displayed when the first part of the first game is being executed. The home screen 41 may include a distribution list screen 45 and a ranking screen 46. The matching screen 42 is displayed when the first game is transitioning from the first part to the second part. The battle game screen 43 is displayed when the second part of the first game is being executed. The result screen 44 is displayed when the second part of the first game is ending. The result screen 44 may be displayed when the first game is transitioning from the second part to the first part. The result screen 44 may be displayed every time the second part is ending when the second part is repeatedly executed in the first game.

[0086] Viewing screen 60 is displayed when terminal 100 is in a viewing state. Viewing screen 60 is displayed when the game on distribution terminal 100B that distributes the viewing content to be viewed is a first game. Viewing screen 60 is displayed when the game on distribution terminal 100B that distributes the viewing content to be viewed is a second game.

[0087] [Data Structure] 5, the memory 220 and storage 230 in the server 200 store user information related to users as the memory module 205. As an example, the distribution information has the following data structure.

[0088] As an example, a user ID is assigned to each of the multiple users as information for identifying the user. The user ID is associated with accumulated points. As an example, the accumulated points may include weekly accumulated points and monthly accumulated points. The user ID may be associated with information indicating an in-game currency owned by the user. The user ID may be associated with information indicating an owned character that the user can use as an avatar. The user ID may be associated with information indicating an owned item that the user can use in the first game. The owned items may include weapons, armor, accessories, etc., as items that can be equipped to an avatar.

[0089] 6, the memory 220 and storage 230 in the server 200 store information related to viewing content as the memory module 205. As an example, the information related to viewing content has the following data structure.

[0090] As an example, a content ID is assigned to each of a plurality of viewing contents as information for identifying the viewing content. A user ID (hereinafter, referred to as a distribution user ID) indicating a distribution user is associated with the content ID. A distribution point is associated with the content ID. The distribution points may include achievement points that are added according to the distribution results of the viewing content. The distribution points may include special points that are added according to the execution results of a lottery game in the viewing content.

[0091] The content ID is associated with the time that has elapsed since the start of distribution of the viewing content (hereinafter referred to as distribution time). The content ID is associated with the number of viewing users who are viewing the viewing content (hereinafter referred to as viewing count). The content ID is associated with the increase rate of the viewing count relative to the viewing count in the immediately preceding unit time (hereinafter referred to as viewing increase rate). The content ID may be associated with a user ID indicating the viewing user (hereinafter referred to as viewing user ID).

[0092] 7, the memory 220 and the storage 230 in the server 200 store information about characters, which are an example of the provided value, as the memory module 205. As an example, the information about characters has the following data structure.

[0093] As an example, for a plurality of types of characters, a character ID is assigned as information that can identify the character. To the character ID, a name, a rarity, and special points are associated. The rarity indicates the difficulty of obtaining that character. As an example, the plurality of types of characters include character C as the normal offering value of the first rarity, and characters A and B as the rare offering values of the second rarity. Rarity R is an example of the first rarity. Rarity SSS and rarity SS are examples of the second rarity.

[0094] The special points indicate points that can be added to the distribution points or cumulative points when winning that character in a lottery game. As an example, it is preferable that the special points Ps1 for the normal offering value and the special points Ps2 for the rare offering value have the relationship of Ps1 < Ps2. However, it is not limited to this, and the special points may have the relationship of Ps1 = Ps2 or Ps1 > Ps2.

[0095] [Flow of processing for distributing and viewing content for viewing] An example of the process for distributing content for viewing and the flow of the process for viewing content for viewing will be described.

[0096] As shown in FIG. 8, in step S100, when the processor 110 of the distribution terminal 100B receives an operation instructing the start of distribution as the distribution module 101B, it transmits a distribution start request to the server 200. As an example, the operation instructing the start of distribution can be received in the first game or the second game.

[0097] In step S102, processor 110 of broadcasting terminal 100B, as game module 101A, transmits play information to server 200. If it is the second part of the first game, the first play information may be transmitted in step S210, which will be described later. The first play information may include avatar type information, coordinate information, action information, setting information, and other information. If it is the second game, the second play information may be transmitted in steps S301 and S306, which will be described later. The second play information may include a consumption request and a lottery request.

[0098] In step S104, processor 210 of server 200 receives a distribution start request as distribution module 201B. In step S106, processor 210 of server 200 receives first play information and second play information as game module 201A. That is, server 200 receives play information corresponding to game play performed by the distribution user on distribution terminal 100B from distribution terminal 100B. Not limited to this, processor 210 of server 200 may receive the first play information and second play information as distribution module 201B.

[0099] In step S108, the processor 210 of the server 200, as the distribution module 201B, generates distribution information. As an example, the processor 210, as the distribution module 201B, generates first distribution information in response to the first progress information. As an example, the processor 210, as the distribution module 201B, generates second distribution information in response to the second progress information. Step S108 is an example of generating distribution information in response to the game play of the distribution user.

[0100] In step S110, the processor 210 of the server 200 generates a distribution list as the distribution module 201B. As an example, the distribution list is a list of viewing contents that are being distributed. That is, the distribution list is an example of a list of videos that are being distributed. As an example, in the distribution list, the multiple viewing contents are sorted according to sorting conditions. The sorting conditions are criteria for sorting the multiple viewing contents. There may be multiple sorting conditions. That is, the processor 210 may generate multiple types of distribution lists with different sorting conditions.

[0101] As an example, the sorting condition is to sort the viewing contents in descending order of distribution points. Without being limited thereto, the sorting condition may be to sort the viewing contents in descending order of distribution points. The sorting condition may be to sort the viewing contents in descending or descending order of the number of views. The sorting condition may be to sort the viewing contents in descending or descending order of the distribution time. The sorting condition may be to sort the viewing contents in descending or descending order of the viewing increase rate. The sorting condition may be to sort the viewing contents in descending or descending order of the accumulated points held by the distribution user. The sorting condition may be to sort the viewing contents in descending order of the special accumulated points.

[0102] As an example, the distribution list includes viewing contents from the first place to the specified order in the sorting conditions among the multiple viewing contents. In other words, the distribution list does not include viewing contents lower than the specified order in the sorting conditions among the multiple viewing contents. In this way, the distribution list includes information (hereinafter referred to as order information) that can specify the order of the viewing contents in the sorting conditions. In the distribution list, the distribution points that can be added from the first place to the specified order are an example of first points. Step S110 is an example of specifying a first user whose total distribution points is equal to or greater than the first point as a first specified user.

[0103] In step S110, the processor 210 of the server 200, serving as the distribution module 201B, updates the distribution list in accordance with the rearrangement condition when the first update condition is met. As an example, the first update condition is met every time a certain update time elapses. Without being limited to this, the first update condition may be receiving a distribution list request from the viewing terminal 100C. As will be described in detail later, the parameter value that is the criterion for rearranging the multiple viewing contents may vary depending on the distribution of the viewing contents and the execution of the lottery game. In other words, the arrangement of the viewing contents in the distribution list may vary every time the first update condition is met.

[0104] As an example, the distribution list includes information indicating a specific content among a plurality of viewing contents (hereinafter, referred to as specific instruction information). The specific content is distributed by a specific user among the distribution users. The specific user is determined according to the special accumulated points. As an example, the processor 210 of the server 200 determines the distribution user with the most special accumulated points among the distribution users currently distributing viewing contents as the specific user. Without being limited to this, the processor 210 may determine one or more specific users by lottery from among the distribution users with the most special accumulated points, from the first place to the specified rank. The special accumulated points required to be determined as the specific user are an example of the second points. Step S110 is an example of specifying the first user, whose total distribution points granted in response to the execution of the provision lottery is equal to or greater than the second point, as the second specific user.

[0105] In step S110, the processor 210 of the server 200, as the distribution module 201B, updates the specific instruction information when the second update condition is satisfied. As an example, the second update condition is satisfied every time a certain update time elapses. Without being limited to this, the second update condition may be receiving a distribution list request from the viewing terminal 100C. As will be described in detail later, the special accumulated points may change depending on the execution of the lottery game. In other words, the specific content and the specific user may change every time the second update condition is satisfied.

[0106] In step S112, when the result addition condition is satisfied, the processor 210 of the server 200, as the distribution module 201B, executes a process for adding the result points (hereinafter, referred to as the result addition process). The processor 210 of the server 200 executes the result addition process for each user from when the distribution start request is received until when the distribution end request is received. The distribution end request is transmitted from the distribution terminal 100B to the server 200 when the distribution terminal 100B accepts a distribution end operation. That is, the processor 210 of the server 200 executes the result addition process only for the distribution user who is currently distributing the content for viewing. The result points can be added when the content for viewing is being distributed. When the processor 210 of the server 200, as the distribution module 201B, receives the distribution end request, it adds the distribution points at that time to the accumulated points. As an example, the distribution points are added to the weekly accumulated points and the monthly accumulated points. The processor 210 of the server 200, as the distribution module 201B, initializes the weekly accumulated points to zero once a week. The processor 210 of the server 200, as the distribution module 201B, initializes the monthly accumulated points to zero once a month.

[0107] In the achievement addition process, the processor 210 of the server 200, as the distribution module 201B, determines the achievement points to be added to the distribution points. The processor 210, as the distribution module 201B, adds the determined achievement points to the distribution points. As an example, the processor 210, as the distribution module 201B, updates the user data of the distribution user stored in the memory 220 (memory module 205) so that the achievement points are added to the distribution points. As an example, the number of achievement points may be determined according to the number of viewers of the viewing content. Not limited to this, the number of achievement points may be determined according to the distribution time of the viewing content. The number of achievement points may be determined according to the number of inputs of the specific information from the viewing terminal 100C. Step S112 is an example of granting distribution points to the first user. And granting distribution points includes granting distribution points according to the distribution of the video.

[0108] In step S114, the processor 110 of the audio-visual terminal 100C, functioning as the audio-visual module 101C, transmits a distribution list request to the server 200 when a list display operation instructing display of the distribution list is received.

[0109] In step S116, the processor 210 of the server 200 receives the distribution list request as the distribution module 201B. In step S118, the processor 210 of the server 200 transmits the distribution list to the viewing terminal 100C as the distribution module 201B. Step S118 is an example of transmitting a request to the terminal of the second user to display a list of videos whose distributor is the first user identified as the first specified user. It can be said that the request to display the list of videos includes displaying the list of videos so as to include videos whose distributor is the first user identified as the second specified user, even if the first user identified as the second specified user is not identified as the first specified user.

[0110] In step S120, the processor 110 of the audiovisual terminal 100C, functioning as the audiovisual module 101C, receives the distribution list. In step S122, the processor 110 of the audiovisual terminal 100C, functioning as the rendering module 104, displays on the monitor 166 a distribution list screen 45 including the distribution list.

[0111] In step S124, when the processor 110 of the viewing terminal 100C as the viewing module 101C receives a distribution start operation for instructing the viewing content to start viewing, the processor 110 transmits a viewing start request to the server 200. As an example, the viewing start request includes information specifying the viewing content requested to be distributed to the viewing terminal 100C.

[0112] In step S126, the processor 210 of the server 200, functioning as the distribution module 201B, receives a viewing start request. In step S128, the processor 210 of the server 200, functioning as the distribution module 201B, transmits distribution information of the designated viewing content to the viewing terminal 100C. As an example, the processor 210 transmits the first distribution information when a first game is being distributed. As an example, the processor 210 transmits the second distribution information when a second game is being distributed. Step S128 is an example of distributing a video including a gameplay by a first user to a terminal of a second user different from the first user.

[0113] In step S130, the processor 110 of the viewing terminal 100C, functioning as the viewing module 101C, receives the first distribution information or the second distribution information. In step S132, the processor 110 of the viewing terminal 100C, functioning as the rendering module 104, displays the viewing screen 60 on the monitor 166 in accordance with the distribution information.

[0114] As an example, when the game on the distribution terminal 100B is the first part of the first game, the processor 110 of the viewing terminal 100C displays the viewing screen 60 including the play video of the first part on the monitor 166. When the game on the distribution terminal 100B is the second part of the first game, the processor 110 of the viewing terminal 100C displays the viewing screen 60 including the play video of the second part on the monitor 166. When the game on the distribution terminal 100B is the second game, the processor 110 of the viewing terminal 100C displays the viewing screen 60 including the play video of the second game on the monitor 166. The viewing screen 60 is an example of viewing content including a play video of a game by a distribution user.

[0115] [Process flow for running the first game] The flow of processing for executing the first game will be described below. It is assumed that viewing content including game play of a first part of a first game is being distributed from distribution terminal 100B to viewing terminal 100C. Home screen 41 is displayed on monitor 166 of distribution terminal 100B. Viewing screen 60 is displayed on monitor 166 of viewing terminal 100C.

[0116] As shown in FIG. 9, in step S200, processor 110 of streaming terminal 100B, as game module 101A, accepts a match start operation instructing the start of the second part of the first game. In step S201, processor 110 of streaming terminal 100B, as game module 101A, transmits a match start request to server 200. That is, in step S201, the first game transitions from the first part to the second part. As an example, the match start request may include avatar setting information. Processor 110 of streaming terminal 100B, as rendering module 104, displays matching screen 42 on monitor 166.

[0117] In step S202, processor 210 of server 200, as game module 201A, receives a match start request. Processor 210 stores avatar setting information included in the match start request in memory 220 (memory module 205). In step S203, processor 210 of server 200, as game module 201A, matches the distributor user with an opponent user who will play against the broadcast user. When matching is complete, processor 210 proceeds to step S204.

[0118] In step S204, the processor 210 of the server 200 defines a game space as the game module 201A. In step S205, the processor 210 of the server 200 places various objects in the game space as the game module 201A. The various objects include an avatar of the broadcasting user and an avatar of an opponent user who is an opponent. The various objects may include a common opponent character, an obstacle, or a trap.

[0119] In step S206, the processor 210 of the server 200, as the game module 201A, transmits a match start notification to the distribution terminal 100B. In this case, the processor 210 also transmits a match start notification to the terminal 100 of the opponent user. In step S206, the processor 210 of the server 200, as the distribution module 201B, transmits a match start notification to the viewing terminal 100C. In step S207, the processor 110 of the distribution terminal 100B receives the match start notification as the game module 101A. The processor 110 of the terminal 100 of the opponent user also receives the match start notification as the game module 101A. In step S208, the processor 110 of the viewing terminal 100C receives the match start notification as the viewing module 101C.

[0120] In step S209, the processor 210 of the server 200 performs a battle process as the game module 201A. In the battle process, the processor 210 may receive first play information from multiple terminals 100 used by multiple users participating in the second part of the same first game. The processor 210 generates first progress information in response to the first play information received from these terminals 100. The processor 210 transmits the generated first progress information to the distribution terminal 100B. The processor 210 also transmits the generated first progress information to the terminal 100 of the opposing user. The processor 210 of the server 200 generates first distribution information in response to the first progress information as the distribution module 201B. The processor 210 transmits the first distribution information to the viewing terminal 100C.

[0121] In step S210, the processor 110 of the distribution terminal 100B, as the game module 101A, receives the first progress information. The processor 110, as the rendering module 104, displays the battle game screen 43 according to the received first progress information on the monitor 166. The processor 110 generates the first play information and transmits it to the server 200. The processor 110 of the opponent user's terminal 100 also receives the first progress information, displays the battle game screen 43, generates the first play information, and transmits the first play information. In step S211, the processor 110 of the viewing terminal 100C, as the viewing module 101C, receives the first distribution information. The processor 110, as the rendering module 104, displays the viewing screen 60 according to the first distribution information on the monitor 166.

[0122] In step S212, when the end condition of the second part of the first game is satisfied, processor 210 of server 200, as game module 201A, transmits a match end notification to distribution terminal 100B. Processor 210 also transmits a match end notification to the opponent user's terminal 100. In step S212, processor 210 of server 200, as distribution module 201B, transmits a match end notification to viewing terminal 100C. As an example, the end condition of the second part of the first game is satisfied when a party satisfies a victory condition before the time limit for the second part has elapsed, or when the time limit for the second part has elapsed.

[0123] In step S213, processor 110 of streaming terminal 100B receives the match end notification as game module 101A. Processor 110 of streaming terminal 100B displays result screen 44 on monitor 166 as rendering module 104. Processor 110 of the opponent user's terminal 100 also receives the match end notification as game module 101A. In step S214, processor 110 of viewing terminal 100C receives the match end notification as viewing module 101C. This ends the second part of one round in the first game. As an example, when the second part of the first game ends, the first game transitions to the first part. Steps S204 to S206 and S209 are an example of providing an environment for the first user to play a game.

[0124] [Processing flow for running the second game] The flow of processing for executing the second game will now be described. It is assumed that viewing content including gameplay of a second game is being distributed from streaming terminal 100B to viewing terminal 100C. On monitor 166 of streaming terminal 100B, second game screen 50 is being displayed, following switching from first game screen 40. On monitor 166 of viewing terminal 100C, viewing screen 60 is being displayed.

[0125] As shown in FIG. 10, in step S300, processor 110 of broadcasting terminal 100B, as game module 101A, accepts a lottery start operation. The lottery start operation is an operation to instruct the start of a second game (lottery game). As an example, the lottery start operation includes an operation to instruct the start of a single lottery game and an operation to instruct the start of a continuous lottery game. As an example, processor 110 of broadcasting terminal 100B, as game module 101A, can accept a lottery start operation when the in-game currency held by the broadcasting user is equal to or greater than a specified amount. As an example, the specified amount is equal to the amount of in-game currency required to acquire the right to a lottery game. In other words, the specified amount differs depending on the type of lottery game that the broadcasting user intends to execute. In step S301, processor 110 of broadcasting terminal 100B, as game module 101A, transmits a consumption request to server 200. The consumption request in step S301 is a request to consume the in-game value held by the broadcasting user. The consumption request is an example of second play information.

[0126] In step S302, processor 210 of server 200, as game module 201A, receives a consumption request. In step S303, processor 210 of server 200, as game module 201A, consumes a prescribed amount of in-game currency held by the broadcasting user. That is, processor 210, as game module 201A, updates the user data of the broadcasting user stored in memory 220 (memory module 205) so that the in-game currency held by the broadcasting user is reduced by a prescribed amount. In step S304, processor 210 of server 200, as game module 201A, transmits a consumption notification to broadcasting terminal 100B. The consumption notification is an example of second progress information.

[0127] In step S305, processor 110 of broadcasting terminal 100B, as game module 101A, receives a consumption notification. In step S306, processor 110 of broadcasting terminal 100B, as game module 101A, transmits a lottery request to server 200. The lottery request in step S306 is a request from a user to execute a provided lottery. As an example, the lottery request includes information indicating the type of lottery game. The lottery request is an example of second play information.

[0128] In step S307, processor 210 of server 200 receives a lottery request as game module 201A. In step S308, processor 210 of server 200 executes a provision lottery as game module 201A. That is, processor 210 determines the type of in-game value to be granted to the broadcast user. As an example, processor 210 executes a provision lottery as game module 201A so that the winning probability P and the number of executions correspond to the type of lottery game indicated in the lottery request. Step S308 is an example of executing a lottery based on information input by the first user and determining one or more values ​​from among multiple values ​​that can be used in the game. The lottery request is an example of information input by the first user.

[0129] In step S309, the processor 210 of the server 200, as the game module 201A, transmits a lottery completion notification to the distribution terminal 100B. In step S309, the processor 210 of the server 200, as the distribution module 201B, transmits a lottery completion notification to the viewing terminal 100C. As an example, the lottery completion notification includes information indicating the type of in-game value won in the lottery game. The lottery completion notification is an example of the second progress information. As an example, the lottery completion notification is also a piece of the second distribution information.

[0130] In step S310, processor 110 of streaming terminal 100B, as game module 101A, receives a lottery completion notification. In step S311, processor 110 of streaming terminal 100B, as rendering module 104, displays the lottery result on monitor 166 in accordance with the received second progress information. That is, as an example, processor 110, as rendering module 104, displays an object (hereinafter, referred to as an acquired object) that notifies the in-game value indicated in the lottery completion notification on monitor 166. Processor 110, as rendering module 104, may display the lottery process on monitor 166 before the lottery result.

[0131] In step S312, the processor 110 of the viewing terminal 100C, as the viewing module 101C, receives the lottery completion notification. In step S313, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the lottery result on the monitor 166 in accordance with the received second distribution information. That is, as an example, the processor 110, as the rendering module 104, displays on the monitor 166 an acquired object that indicates the in-game value indicated in the lottery completion notification. The processor 110, as the rendering module 104, may display the lottery process on the monitor 166 before the lottery result.

[0132] In step S314, processor 210 of server 200, as game module 201A, grants the in-game value won in the provision lottery to the broadcast user. As one example, processor 210, as game module 201A, updates the user data of the broadcast user stored in memory 220 (memory module 205) so that the won in-game value is added. Step S314 is an example of granting one or more values ​​determined by the provision lottery to the first user.

[0133] In step S315, the processor 210 of the server 200, as the game module 201A, adds the special points to the distribution points and the special accumulated points. Step S315 is an example of granting distribution points to the first user. That is, granting distribution points in step S315 includes granting distribution points to the first user in response to execution of a distribution lottery. As an example, the processor 210, as the game module 201A, updates the user data of the distribution user stored in the memory 220 (memory module 205) so that the special points are added to the distribution points. As an example, the processor 210, as the game module 201A, updates the user data of the distribution user stored in the memory 220 (memory module 205) so that the special points are added to the special accumulated points.

[0134] As an example, the number of special points added to the distribution points and the special cumulative points varies depending on the lottery parameters. Step S315 is an example of managing the lottery parameters so that the lottery parameters vary depending on the execution of the lottery for each first user. Also, granting the distribution points in step S315 is an example of changing the amount of distribution points granted to the first user depending on the lottery parameters.

[0135] As an example, the lottery parameter may be the type of lottery game. That is, the special points added to the distribution points and the special cumulative points differ depending on the type of lottery game. As an example, the special points Pm when a continuous lottery game is executed may be more than the special points Ps when a single lottery game is executed. As an example, the special points Pm may exceed Ps×n. In this way, in step S315, giving the distribution points includes changing the amount of distribution points to be given to the broadcast user according to the number of times the lottery is executed. Then, in step S315, when the number of times the lottery is continuously executed is the first number, the distribution points given to the broadcast user are less than when the number of times is the second number, which is greater than the first number. Not limited to this, in step S315, when the number of times the lottery is continuously executed is the first number, the distribution points given to the broadcast user may be more than or the same as when the number of times the lottery is continuously executed is the second number.

[0136] As an example, the lottery parameter may be the content of the in-game value won in the lottery. That is, the special points added to each distribution point differ depending on the content of the in-game value won in the lottery game. As an example, the special points when winning character A or character B are more than when winning character C. That is, in step S315, granting distribution points includes changing the amount of distribution points granted to the distribution user according to one or more values ​​determined by the lottery. As described above, the rarity of the provided value is higher for character B and character A than for character C. That is, in step S315, granting distribution points includes changing the amount of distribution points granted to the distribution user according to the rarity of one or more values ​​determined by the lottery. And, in step S315, when the rarity of the provided value is the second rarity, it can be said that the distribution points granted to the distribution user are more than when the rarity is the first rarity. Without being limited thereto, in step S315, when the rarity of the provided value is the second rarity, the number of distribution points granted to the distribution user may be less than or the same as when the rarity is the first rarity.

[0137] In step S316, processor 210 of server 200, as game module 201A, transmits a grant notification to broadcasting terminal 100B. The grant notification is an example of second progress information. In step S317, processor 110 of broadcasting terminal 100B, as game module 101A, receives the grant notification. As a result, the broadcasting user acquires the in-game value selected by the provision lottery, and one round of the second game ends. Steps S302 to S304 and S307 to S309 are an example of providing an environment for the first user to play the game.

[0138] Next, a process flow for executing the second game will be described when the second game is executed on general terminal 100A. Note that only differences between the case where the second game is executed on general terminal 100A and the case where the second game is executed on distribution terminal 100B will be described, and descriptions of similar contents will be omitted.

[0139] The processor 110 of the general terminal 100A and the processor 210 of the server 200 execute the process for executing the second game described above, with the "distribution terminal 100B" replaced with "general terminal 100A". Then, in step S309, the processor 210 of the server 200 does not transmit a lottery completion notification to the viewing terminal 100C. Also, in step S315, the processor 210 of the server 200 adds the special points to the cumulative points as the game module 101A. That is, when the first user is not distributing content for viewing, the special points are added to the cumulative points, not to the distribution points. Not limited to this, when the first user is not distributing content for viewing, the special points may not be added to either the distribution points or the cumulative points. Also, when the first user is not distributing content for viewing, the special points may be added to the cumulative points with an upper limit set for the addition of the special points.

[0140] [Processing flow for displaying rankings] The flow of processing for displaying the rankings will be described. 11, in step S400, it is assumed that processor 110 of general terminal 100A or broadcasting terminal 100B receives a ranking display operation as game module 101A. The ranking display operation is an operation to instruct the display of a ranking screen. As an example, the ranking display operation includes an operation to instruct the display of a weekly ranking (hereinafter referred to as a weekly ranking display operation) and an operation to instruct the display of a monthly ranking (hereinafter referred to as a monthly ranking display operation).

[0141] In step S401, processor 110 of general terminal 100A or distribution terminal 100B, as game module 101A, transmits a ranking information request to server 200. The ranking information request is a request for information indicating rankings based on distribution points (hereinafter referred to as ranking information). As an example, the ranking information includes information indicating weekly rankings (hereinafter referred to as weekly ranking information) and information indicating monthly rankings (hereinafter referred to as monthly ranking information).

[0142] In step S402, the processor 210 of the server 200 receives a ranking information request as the distribution module 201B. In step S403, the processor 210 of the server 200 generates a ranking as the distribution module 201B. As an example, the processor 210 generates a weekly ranking when weekly ranking information is requested by the ranking information request. As an example, the processor 210, as the distribution module 201B, creates a weekly ranking in which multiple users are arranged in descending order based on weekly accumulated points. The weekly ranking includes users from the first place to a specified rank. As an example, the processor 210 generates a monthly ranking when monthly ranking information is requested by the ranking information request. As an example, the processor 210, as the distribution module 201B, creates a monthly ranking in which multiple users are arranged in descending order based on monthly accumulated points. The monthly ranking includes users from the first place to a specified rank.

[0143] In step S404, the processor 210 of the server 200, as the distribution module 201B, transmits a request to the general terminal 100A to display the generated rankings on the terminal 100 (hereinafter, referred to as a ranking display request). The ranking display request includes ranking information according to the generated rankings. Step S404 is an example of transmitting a request to display rankings based on distribution points on the terminal of the second user. In addition, the rankings displayed on the monitor 166 of the terminal 100 include distribution points, which will be described in detail later. Therefore, step S404 is an example of transmitting a request to display distribution points on the terminal of the second user.

[0144] In step S405, processor 110 of general terminal 100A or streaming terminal 100B receives a ranking display request as game module 101A. In step S406, processor 110 of general terminal 100A or streaming terminal 100B displays the rankings on monitor 166 in response to the ranking display request as rendering module 104. As an example, when the ranking display request includes weekly ranking information, processor 110 displays the weekly rankings on monitor 166 as rendering module 104. As an example, when the ranking display request includes monthly ranking information, processor 110 displays the monthly rankings on monitor 166 as rendering module 104.

[0145] [An example of the display screen on a device and the process flow for displaying it] In the first game, when the terminal 100 is in the initial state or in the broadcasting state, the first game screen 40 is displayed on the monitor 166 of the terminal 100. As described above, the terminal 100 in the initial state is the general terminal 100A. The terminal 100 in the broadcasting state is the broadcasting terminal 100B. The first game screen 40 includes various objects.

[0146] [Home screen] 12, as an example, of the first game screen 40, the home screen 41 includes an avatar window 411, a fighting game start button 412, and a ranking display button 413. As an example, the home screen 41 includes a profile edit button 414 and a character setting button 415. As an example, the home screen 41 includes a home button 416, a lottery game start button 417, and a viewing button 418. As an example, the home screen 41 of the general terminal 100A includes a distribution start button 419A. As an example, the home screen 41 of the distribution terminal 100B includes a distribution end button 419B.

[0147] As an example, avatar 80A of the user is displayed in avatar window 411. The appearance of avatar 80A changes as the avatar settings are changed through gameplay of the first game. As an example, a match start operation that instructs a transition from the first part of the first game to the second part of the first game can be performed by tapping the portion where match game start button 412 is displayed. As an example, processor 110 of general terminal 100A or distribution terminal 100B, as rendering module 104, displays matching screen 42 on monitor 166 when it receives a match start operation while displaying home screen 41.

[0148] As one example, a ranking display operation can be performed by tapping on a portion where the ranking display button 413 is displayed. As one example, when the processor 110 of the general terminal 100A or the broadcasting terminal 100B, as the rendering module 104, displays the ranking screen 46 on the monitor 166 upon receiving a ranking display operation while displaying the home screen 41.

[0149] As one example, an operation to instruct the display of an edit window (not shown) for editing one's own profile may be performed by tapping on a portion where the profile edit button 414 is displayed. As one example, an operation to instruct the display of a preparation window (not shown) for making preparations for the second part may be performed by tapping on a portion where the character setting button 415 is displayed. As one example, an operation to instruct the display of the home screen 41 (hereinafter referred to as a home display operation) can be performed by tapping on a portion where the home button 416 is displayed.

[0150] As an example, an operation to instruct switching of the game from the first game to the second game (hereinafter, referred to as a first switching operation) can be performed by tapping the portion where the lottery game start button 417 is displayed. In other words, the first switching operation can also be said to be an operation to switch the display screen from the first game screen 40 to the second game screen 50. As an example, when the processor 110 of the general terminal 100A or the broadcasting terminal 100B, as the rendering module 104, displays the lottery game screen 51 on the monitor 166 when the first switching operation is received while the home screen 41 is being displayed.

[0151] As one example, a list display operation for instructing display of a distribution list can be performed by tapping on a portion where the watch button 418 is displayed. As one example, when the processor 110 of the general terminal 100A as the rendering module 104 displays the distribution list screen 45 on the monitor 166 upon receiving a list display operation while displaying the home screen 41.

[0152] As an example, in general terminal 100A, a distribution start operation that instructs the start of distribution of content for viewing can be performed by tapping on a portion where distribution start button 419A is displayed. As an example, in distribution terminal 100B, a distribution end operation that instructs the end of distribution of content for viewing can be performed by tapping on a portion where distribution end button 419B is displayed. Distribution end button 419B may also be used as information indicating that the user's gameplay is being distributed.

[0153] [Matching screen, match game screen, and result screen] Although not specifically shown, among the first game screen 40, the matching screen 42, the battle game screen 43, and the result screen 44 include various objects. As an example, the battle game screen 43 in the second part includes an avatar of a user who uses the terminal 100. As an example, the avatar performs an action according to the action information. As an example, the battle game screen 43 in the second part may include an HP bar indicating the avatar's hit points, an MP bar indicating magic points, a skill bar indicating skill points, skill icons, and item icons.

[0154] As an example, when the processor 110 of the general terminal 100A or the streaming terminal 100B, as the rendering module 104, is displaying the matching screen 42, upon receiving a battle start notification, the processor 110 displays the battle game screen 43 on the monitor 166. As an example, when the processor 110 of the general terminal 100A or the streaming terminal 100B, as the rendering module 104, is displaying the battle game screen 43, upon receiving a battle end notification, the processor 110 displays the result screen 44 on the monitor 166. Thereafter, the processor 110 of the general terminal 100A or the streaming terminal 100B, as the rendering module 104, displays the home screen 41 on the monitor 166.

[0155] [Distribution list screen] Of the first game screen 40, the distribution list screen 45 includes various objects. 13, as an example, the distribution list screen 45 includes a home button 416, a lottery game start button 417, and a view button 418. The functions of these buttons 416 to 418 may be the same as those of the home screen 41.

[0156] As an example, distribution list screen 45 includes a plurality of content display frames 451 as areas for displaying information indicating viewing content currently being distributed (hereinafter referred to as content information). As an example, the plurality of content display frames 451 include a first display frame 451A, a second display frame 451B, a third display frame 451C, a fourth display frame 451D, and a specific display frame 451E. As an example, content information that may be displayed in content display frame 451 may be an avatar 80 of a distributor user who is distributing the viewing content. Without being limited to this, content information may be any information that allows a user to identify the viewing content, such as a character string, icon, or symbol indicating the distributor user.

[0157] As an example, the processor 110 of the general terminal 100A, as the rendering module 104, controls the monitor 166 to display content information in the content display frame 451 in accordance with the ranking information included in the distribution list and the specific instruction information. As an example, the first display frame 451A, the second display frame 451B, the third display frame 451C, and the fourth display frame 451D each display content information indicating the viewing contents ranked from the first to the fourth in the distribution list. As an example, the specific display frame 451E displays content information indicating the specific content indicated in the specific instruction information (hereinafter referred to as specific content information).

[0158] As an example, a distribution start operation for instructing viewing content to be started can be performed by tapping the portion where the first display frame 451A, the second display frame 451B, the third display frame 451C, the fourth display frame 451D, and the specific display frame 451E are displayed. In other words, a distribution start operation for instructing to start viewing the viewing content can be performed by tapping the content information displayed in the first display frame 451A, the second display frame 451B, the third display frame 451C, the fourth display frame 451D, and the specific display frame 451E.

[0159] As an example, first display frame 451A has a larger area than other display frames 451B to 451E. On monitor 166, first display frame 451A is disposed on the upper side as viewed from the user operating terminal 100, compared to other display frames 451B to 451E. Therefore, the viewing content ranked first in the distribution list is more likely to catch the user's eye than the other viewing contents.

[0160] The specific display frame 451E is disposed at the same height as the second display frame 451B when viewed from the user operating the terminal 100. The specific display frame 451E is disposed higher than the third display frame 451C and the fourth display frame 451D when viewed from the user operating the terminal 100. Therefore, the specific content delivered by the specific user is likely to catch the user's eye, like the second most popular viewing content. The specific content delivered by the specific user is likely to catch the user's eye, compared to the third most popular viewing content and the fourth most popular viewing content.

[0161] [Ranking screen] Among the first game images 40, the ranking image 46 includes various objects. The ranking image 46 includes a weekly ranking image 46w and a monthly ranking image 46m.

[0162] 14 and 15, as an example, the ranking screen 46 includes a home button 416, a lottery game start button 417, and a view button 418. The functions of these buttons 416 to 418 may be the same as those of the home screen 41.

[0163] As an example, the ranking screen 46 includes a ranking object 461 in which a plurality of users are arranged in descending order based on accumulated points. As an example, the ranking object 461 may include information indicating a position in the ranking, information indicating the user, and information indicating distribution points (shown as "XXXXXpt" in the drawing). The ranking screen 46 is capable of displaying viewing contents up to a specified rank. The ranking screen 46 may display content information up to a specified rank within one screen. The ranking screen 46 may be configured to display all content information by scrolling.

[0164] The ranking screen 46 includes a weekly ranking display button 462 and a monthly ranking display button 463. As one example, a weekly ranking display operation can be performed by tapping on the portion where the weekly ranking display button 462 is displayed. As one example, a monthly ranking display operation can be performed by tapping on the portion where the monthly ranking display button 463 is displayed.

[0165] As described above, in steps S400 and S401, when processor 110 of general terminal 100A or distribution terminal 100B, as game module 101A, receives a ranking display operation, it transmits a ranking information request to server 200. In steps S402 and S403, when processor 210 of server 200 receives a ranking information request, it generates a monthly or weekly ranking based on accumulated points, as distribution module 201B. Each ranking includes users from 1st place to a specified rank.

[0166] In step S404, the processor 210 of the server 200, as the distribution module 201B, transmits a ranking display request including the ranking information to the general terminal 100A or the distribution terminal 100B. In steps S405 and S406, when the processor 110 of the general terminal 100A or the distribution terminal 100B, as the game module 101A, receives the ranking information, it displays a ranking object 461 on the monitor 166 according to the ranking information. That is, the monthly or weekly ranking is displayed on the monitor 166 of the general terminal 100A. The ranking object 461 includes distribution points.

[0167] [Lottery game screen] 16, when the second game is in an initial state or a distribution state, a second game screen 50 is displayed on the monitor 166 of the terminal 100. The second game screen 50 may include various objects.

[0168] As one example, of the second game screen 50, the lottery game screen 51 includes a game window 501 and a lottery execution button 503. As one example, the lottery game screen 51 includes a provided information button 504 and a switch button 505. As one example, the lottery game screen 51 includes a home button 416, a lottery game start button 417, and a view button 418. As one example, the lottery game screen 51 of the general terminal 100A includes a distribution start button 419A. As one example, the lottery game screen 51 of the distribution terminal 100B includes a distribution end button 419B.

[0169] As an example, a lottery device 510 is displayed in the game window 501. As an example, the lottery device 510 is an object imitating a capsule toy. As an example, a distribution end operation for instructing the end of distribution of the viewing content can be performed by tapping on the portion where the distribution end button 419B is displayed. As an example, an operation for instructing the start of distribution of the viewing content can be performed by tapping on the portion where the distribution start button 419A is displayed.

[0170] As one example, an operation to instruct the display of a provided ratio window (not shown) may be performed by tapping on the portion where the provided information button 504 is displayed. As one example, the provided ratio window may include information indicating the type of provided value and the winning probability P of each provided value. As one example, an operation to instruct the switching of the provided value group to be the subject of the lottery game may be performed by tapping on the portion where the switching button 505 is displayed. As one example, the multiple provided value groups may differ from each other in some or all of the provided values.

[0171] As an example, an operation to instruct switching of the game from the second game to the first game (hereinafter, referred to as a second switching operation) can be performed by tapping the portion where the home button 416 is displayed. In other words, the second switching operation can also be said to be an operation to switch the display screen from the second game screen 50 to the first game screen 40. As an example, when the lottery game screen 51 is displayed, the processor 110 of the terminal 100, as the rendering module 104, displays the home screen 41 on the monitor 166 upon receiving the second switching operation.

[0172] As shown in FIG. 17, for example, a lottery start operation can be performed by tapping the portion where the lottery execution button 503 is displayed. When the provision lottery is executed, the lottery process and the lottery result are displayed in the game window 501. As an example, the lottery process and the lottery result are expressed as a series of moving images as if the provision value was determined by the operation of the lottery device 510. As a more specific example, the lottery process is a state in which a capsule 511 is discharged from a capsule toy serving as the lottery device 510. Also, the lottery result is a state in which the discharged capsule 511 is broken and an acquired object 512 indicating the in-game value enclosed in the capsule 511 is displayed. In the case of a single lottery game, the lottery progress and the lottery result are displayed only once. In the case of a continuous lottery game, the lottery progress and the lottery result are displayed the number of times the provision lottery is executed. In this way, the game window 501 displays the game play of the broadcast user and the general user in the second game.

[0173] [Viewing screen] 16, when in a viewing state, a viewing screen 60 is displayed on the monitor 166 of the terminal 100. The viewing screen 60 may include various objects. As an example, the viewing screen 60 includes a viewing window 601. As an example, the viewing screen 60 includes a chat window 604 and a back button 605.

[0174] As an example, when the first part of the first game is being viewed, the avatar of the broadcast user is displayed in the viewing window 601. As an example, avatar 80A of the broadcast user is displayed in the viewing window 601. When the avatar settings are changed in response to the broadcast user's operation, the appearance of the broadcast user's avatar displayed in the viewing window 601 is changed in response to the change in settings. In other words, when the first game to be viewed is the first part, the broadcast user's gameplay in the first part of the first game is displayed as a video in the viewing window 601.

[0175] Although not specifically illustrated, when the viewing target is the second part of the first game, the avatar of the broadcasting user and the avatar of the opposing user are displayed in the viewing window 601. As an example, when each avatar performs an action in response to the operation of each user, the avatar of each user displayed in the viewing window 601 performs the same action. In other words, when the first game to be viewed is the second part, the gameplay of the broadcasting user in the second part of the first game is displayed as a video in the viewing window 601.

[0176] As an example, when the viewing target is the second game, a lottery device 510 is displayed in the viewing window 601. When the progress of the second game changes in response to the game play of the broadcast user, the lottery device 510 changes in response to the change in the progress. As an example, when the lottery process and lottery result are displayed in the broadcast terminal 100B, the lottery process and lottery result are also displayed in the viewing terminal 100C. In other words, when the viewing target is the second game, the game play of the broadcast user in the second game is displayed as a video in the viewing window 601.

[0177] As one example, text data transmitted between viewing users may be displayed in the chat window 604. As one example, the processor 110 of the viewing terminal 100C receives text data transmitted from another viewing terminal 100C via the server 200, and displays the received text data in chronological order on the monitor 166. As one example, an operation to instruct returning to the distribution list screen by tapping the back button 605 may be possible.

[0178] [An example of screen transition when a lottery game is being played] An example of a screen transition when a lottery game is executed will be described. As shown in FIG. 16, it is assumed that the first game has been switched to the second game in the broadcasting terminal 100B used by the first user. In this case, a lottery game screen 51 is displayed as the second game screen on the monitor 166 of the broadcasting terminal 100B. In addition, a viewing screen 60 is displayed on the monitor 166 of the viewing terminal 100C used by the second user. This viewing screen 60 includes a video of the broadcasting user playing the second game.

[0179] As shown in FIG. 17, the first user, who is a broadcasting user, performs a lottery start operation by tapping on a portion of monitor 166 of broadcasting terminal 100B where lottery execution button 503 is displayed. As described above, in step S300, processor 110 of broadcasting terminal 100B, as game module 101A, accepts the lottery start operation. As an example, in step S311, processor 110 of broadcasting terminal 100B, as rendering module 104, displays the lottery process and the lottery result in game window 501 of monitor 166 in response to second progress information (lottery completion notification). That is, processor 110, as rendering module 104, may display the in-game value selected by the provision lottery as the lottery result on monitor 166.

[0180] In the above-mentioned step S313, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the lottery process and the lottery result on the monitor 166 in response to the second distribution information (lottery completion notification). As an example, the processor 110, as the rendering module 104, displays the in-game value selected by the provision lottery as the lottery result in the viewing window 601 of the monitor 166. That is, the viewing window 601 displays the in-game value acquired by the distribution user. The viewing window 601 displays the gameplay of the first user in the second game. Thus, the second user, as a viewing user, can watch the gameplay of the first user.

[0181] The effects of this embodiment will be described. (1) The provided value granted according to the result of the provision lottery can be used in the game. The first user feels happy just by being granted in-game value according to the result of the provision lottery. The first user can also earn distribution points in addition to being granted in-game value according to the result of the provision lottery. Therefore, the variety of value granted can be increased compared to a case not having the configuration as disclosed herein.

[0182] (2) The first user can earn distribution points by playing the lottery game. The ability to earn distribution points motivates the first user to play the lottery game. (3) There are more options for earning distribution points. This increases the fun of earning distribution points.

[0183] (4) The amount of distribution points awarded by the lottery varies depending on the in-game value to be awarded. Thus, the first user can enjoy not only the quality of the in-game value awarded according to the result of the lottery, but also the amount of distribution points.

[0184] (5) The amount of distribution points granted by the lottery varies depending on the rarity of the in-game value granted. Thus, the first user can enjoy not only the rarity of the in-game value granted according to the result of the lottery, but also the amount of distribution points.

[0185] (6) The distribution points can be displayed as accumulated points on the terminal of the second user. There are first users who want to stand out from other users. Therefore, the fun of earning distribution points can be increased.

[0186] (7) The ranking based on the distribution points can be displayed on the terminal of the second user. There are first users who want to stand out from other users. Therefore, it is possible to increase the fun of earning distribution points.

[0187] (8) The videos of the first user whose total distribution points are equal to or greater than the first point are included in the list of videos that can be displayed on the terminal of the second user. There are first users who want many second users to watch their videos. This increases the fun of earning distribution points.

[0188] (9) A video of a first user for which the total number of distribution points (special accumulated points) awarded in response to execution of the provision lottery is equal to or greater than the second point is included in the list of videos that can be displayed on the terminal of the second user, even if the total number of distribution points is less than the first point. There are first users who want many second users to watch their videos. Such first users try to earn distribution points by executing the provision lottery. This increases the fun of earning distribution points.

[0189] (10) The first user can earn distribution points not only by streaming videos, but also by other actions (such as participating in a lottery) that are different from streaming videos. This increases the fun of earning distribution points.

[0190] (11) The amount of distribution points awarded by the lottery is changed according to lottery parameters that may vary depending on the execution of the lottery. Thus, the first user can enjoy not only the outcome of the lottery but also the amount of distribution points awarded.

[0191] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. In step S315 shown in FIG. 10, the granting of distribution points may include changing the amount of distribution points granted to the user according to the number of times the provision lottery is executed. As an example, the processor 210 of the server 200 counts the number of times the provision lottery is executed for each user. The processor 210 may change the amount of special points added to the distribution points or the accumulated points when the number of times the provision lottery is executed is the first number of times and when the number of times the provision lottery is executed is the second number of times, which is greater than the first number of times. That is, when the number of times the provision lottery is executed is the first number of times, the amount of special points may be greater or less than when the number of times the provision lottery is executed is the second number of times. In this modification example, the amount of distribution points is changed according to the number of times the provision lottery is executed. Thus, the user can enjoy the amount of distribution points in association with the number of times the provision lottery is executed.

[0192] The special points may also be increased each time the number of times the provision lottery is executed increases by a specific number (for example, n number of executions). In this case, the special points may be configured not to change even if the number of times the provision lottery is executed increases after the number of times the provision lottery is executed reaches a specified number. As one example, the special points may be increased each day until the number of times the provision lottery is executed reaches a predetermined number, compared to after the number of times the provision lottery is executed reaches the predetermined number.

[0193] In step S314 shown in FIG. 10, the processor 210 of the server 200 may manage a specific parameter for each user as the game module 201A. The processor 210 may vary the specific parameter in response to execution of the provision lottery. As an example, the specific parameter may be one or more of the number of times the provision lottery is executed, the frequency of execution of the provision lottery, and the time when the provision lottery is executed, which can be arbitrarily selected. As an example, the time when the provision lottery is executed may be whether or not an event is held in the game. Step S314 is an example of managing a specific parameter for each first user so as to vary in response to execution of the provision lottery.

[0194] In step S110 shown in FIG. 8, the processor 210 of the server 200 may generate a distribution list including information indicating a distributor user whose specific parameter has a specific value (hereinafter, referred to as specific parameter information) as the distribution module 201B. Then, in step S122, the processor 110 of the general terminal 100A may display specific information on the monitor 166 according to the specific parameter information included in the distribution list when displaying content information in the content display frame 451 as the rendering module 104. As an example, when there is a distributor user whose specific parameter has a specific value, the processor 110 of the general terminal 100A adds specific information to the content information indicating the viewing content distributed by the distributor user. As an example, the specific information may be a character string of "Featured". In this way, the request to display the list of videos in step S118 may include adding specific information to some or all of the videos in the list of videos. Then, the specific information may be information according to a specific parameter for each first user who is a distributor of the video to which the specific information is added.

[0195] In this way, in the list of videos, some or all of the videos may be given specific information according to specific parameters that vary depending on the execution of the distribution lottery. There is a second user who predicts how the first user will execute the distribution lottery based on the specific information. The first user tries to earn distribution points by executing the distribution lottery in anticipation of the second user watching the video. This increases the fun of earning distribution points.

[0196] In the above embodiment, the lottery parameters that may affect the special points are the rarity of the content of the provided value and the type of lottery game, but are not limited thereto. The lottery parameters may be the type of in-game value won in the provision lottery and the number of in-game values ​​won in the provision lottery among the content of the in-game value won in the provision lottery. The lottery parameter may be whether or not the in-game value won in the provision lottery is an in-game value that is not possessed by the first user. The lottery parameter may be whether or not the in-game value won in the provision lottery is a specific in-game value whose winning probability P is increased for a certain period of time.

[0197] The lottery parameter may be a type of compensation required to acquire the right to play the lottery game. As an example, the type of compensation may be either an in-game currency that the user can acquire free of charge or an in-game currency that the user can acquire for a fee. As an example, the amount of special points may be greater when paid in-game currency is consumed as compensation than when free in-game currency is consumed as compensation. The type of compensation may be an auxiliary value, such as a ticket that can be exchanged for the right to play the lottery game by collecting a predetermined number of tickets. In this case, the amount of special points may be greater when paid or free in-game currency is consumed as compensation than when auxiliary value is consumed.

[0198] The lottery parameter may be the time when the provision lottery is executed. As an example, the time when the provision lottery is executed may be whether or not an event is being held in the game, and whether or not a specified period of time has passed since the last provision lottery was executed. As an example, when the provision lottery is executed in a specific time period, the special points may be greater than when the provision lottery is executed in a time period different from the specific time period. Here, the specific time period may be a time period common to all users, or may be a time period different for each user.

[0199] The lottery parameter may be the frequency with which the offer lottery is executed. As an example, the special points may be greater when the offer lottery is executed n or more times within a certain period of time than when the offer lottery is executed less than n times within a certain period of time. The lottery parameter may be the content of a gift given to the broadcasting user by the viewing user. The lottery parameter may be the type or amount of in-game value consumed by the viewing user in exchange for the gift. The lottery parameter may be the number of times a gift has been given to the broadcasting user by the viewing user.

[0200] The lottery parameter may be whether or not game play of the second game is being broadcast. As an example, in step S315, the processor 210 of the server 200 as the game module 201A may change the amount of special points between when the terminal 100 is in a broadcasting state and when the terminal 100 is not in a broadcasting state. As an example, the amount of special points may be greater when the terminal 100 is in a broadcasting state than when the terminal 100 is not in a broadcasting state.

[0201] In step S314 shown in FIG. 10, the processor 210 of the server 200 as the game module 201A may be configured to award one or more in-game values ​​determined by the award lottery to the viewing user.

[0202] In this case, the viewing user can acquire the right to play the lottery game by consuming in-game currency as compensation. As an example, the processor 110 of the viewing terminal 100C, as the viewing module 101C, accepts a lottery request operation by the viewing user. The processor 110 of the viewing terminal 100C, as the viewing module 101C, transmits a lottery request request to the server 200. The processor 210 of the server 200, as the game module 201A, consumes a specified amount of in-game currency held by the viewing user, as in steps S302 and S303.

[0203] The broadcasting user can execute the provision lottery on behalf of the viewing user upon receiving a request from the viewing user. As an example, the processor 210 of the server 200 receives a lottery request request as the broadcasting module 201B. The processor 210 of the server 200 transmits a lottery request notice to the broadcasting terminal 100B as the game module 201A. The processor 110 of the broadcasting terminal 100B receives the lottery request notice as the game module 101A. Thereafter, steps S306 to S317 are executed. However, in step S314, the processor 210 of the server 200 grants the won in-game value to the viewing user as the game module 101A. In this modified example, step S314 is an example of granting one or more values ​​determined by the provision lottery to the second user.

[0204] The processor 210 of the server 200 may be configured as the distribution module 201B to grant in-game value to the user according to the special accumulated points. For example, the in-game value that can be granted according to the special accumulated points may be an item or character that can be used in the game, or may be a badge or a title.

[0205] The game system 10 may be configured to display a ranking based on special accumulated points (hereinafter, referred to as special ranking). As an example, in step S403 shown in FIG. 11, the processor 210 of the server 200 as the distribution module 201B generates ranking information based on the special accumulated points. The processor 210 as the distribution module 201B creates a special ranking in which a plurality of users are arranged in descending order based on the special accumulated points. The special ranking includes users from 1st place to a specified rank.

[0206] In step S404, the processor 210 of the server 200, as the distribution module 201B, transmits a ranking display request to the general terminal 100A. The ranking display request includes ranking information corresponding to the special ranking. The ranking information includes information indicating the special accumulated points of each user. In step S406, the processor 110 of the general terminal 100A or the distribution terminal 100B, as the rendering module 104, displays the ranking object 461 on the monitor 166 in response to the ranking display request. That is, the monitor 166 of the general terminal 100A or the distribution terminal 100B displays the special ranking. In this case, the ranking object 461 includes the special accumulated points. That is, step S404 is an example of transmitting a request to display the special accumulated points on the terminal of the second user.

[0207] The game system 10 may be configured to search for viewing contents that meet specific conditions from among the viewing contents being distributed. As an example, the processor 110 of the terminal 100, as the rendering module 104, displays a content search screen on the monitor 166. The content search screen includes a search object for a user to input search conditions. The game system 10 may be configured to allow a user to input search conditions by performing a predetermined operation on the portion where the search object is displayed. As an example, it is assumed that an input operation is performed with the search condition being that the user is a broadcast user who has been awarded special points. In this case, the processor 110 of the terminal 100 transmits the input search conditions to the server 200. The processor 210 of the server 200, as the distribution module 201B, searches for a plurality of viewing contents based on the received search conditions. The processor 210 of the server 200, as the distribution module 201B, transmits information indicating the searched viewing contents to the terminal 100. The processor 110 of the terminal 100, as the rendering module 104, displays content information on the monitor 166 based on the information received from the server 200. That is, monitor 166 of terminal 100 displays the viewing content of the broadcast user who has been awarded special points.

[0208] The game system 10 may be configured to change the screen displayed on the monitor 166 of the terminal 100 in response to the special accumulated points. As an example, the processor 210 of the server 200, as the game module 101A, transmits an instruction to change the screen to the terminal 100 in response to the special accumulated points. The processor 110 of the terminal 100, as the rendering module 104, displays on the monitor 166 a screen that is different from a screen displayed when no change instruction has been received. As an example, the processor 110 of the terminal 100 may change the background of the home screen 41 or the fighting game screen 43.

[0209] On the distribution list screen 45, the content information displayed in the content display frame 451 may include distribution points. The distribution points may be displayed on the terminal of the second user. There may be a first user who wants to stand out more than other users. This can increase the fun of acquiring distribution points.

[0210] The viewing screen 60 may include a specific object for performing a specific operation by a tap operation. The processor 110 of the viewing terminal 100C, as the viewing module 101C, may transmit specific information to the server 200 when the specific operation is received. Then, in step S112, the processor 210 of the server 200, as the distribution module 201B, may change the achievement points according to the number of times the specific information is input from the viewing terminal 100C.

[0211] Although a battle game has been given as an example of the first game, the present invention is not limited to this. For example, the first game may be a game in which the objective is to collect in-game value, or a game in which the objective is to develop a character such as an avatar.

[0212] The lottery game may employ one or more of a random item provision method, a BOX lottery game method, a complete lottery game method, and a treasure box method. In proxy game play of a lottery game using a BOX lottery game method, the type of in-game value may be drawn by lottery from the represented user's box, or the type of in-game value may be drawn by lottery from the broadcasting user's box. In proxy game play of a lottery game using a complete lottery game method, the in-game value acquired by the represented user may also be considered to have been acquired by the broadcasting user. In proxy game play of a lottery game using a treasure box method, the type of in-game value may be drawn by lottery on the condition that a key held by the represented user is consumed. A key is an example of an in-game currency.

[0213] In the process for executing the second game, the transmission and reception of the consumption request may be omitted. In this case, as an example, when the processor 210 of the server 200 as the game module 101A receives a lottery request, the processor 210 may consume the in-game currency held by the user and then draw a lottery for the type of in-game value to be granted to the user.

[0214] The lottery game may allow a user to skip a part or all of the display of the lottery process. As an example, while the lottery process is being displayed, the lottery game screen 51 may include a skip icon, and by tapping on the part where the skip icon is displayed, a part or all of the display of the lottery process may be skipped. As an example, while the lottery process is being displayed, by tapping on a part of the lottery game screen 51 other than the part where a predetermined icon or button is displayed, a part or all of the display of the lottery process may be skipped. When the lottery game is configured to allow a user to skip a part or all of the display of the lottery process, the display of the lottery process may not be skipped when another user requested by the right-holding user plays the game. When the lottery game is configured to allow a user to skip a part or all of the display of the lottery process, the skip period may be shorter when another user requested by the right-holding user plays the game compared to when the right-holding user plays the game himself.

[0215] The processor 110 of the server 200 may be configured as a distribution module 201B to generate game play videos in response to the received play information and distribute the game play videos by streaming. The processor 110 of the viewing terminal 100C may be configured as a viewing module 101C to display the game play videos that are distributed by streaming in the viewing window 601.

[0216] The viewing content may include text data. When the processor 110 of the distribution terminal 100B, as the distribution module 101B, accepts an input operation of text data, it transmits the text data specified by the input operation to the server 200. The processor 210 of the server 200, as the distribution module 201B, transmits the received text data to the viewing terminal 100C. The processor 110 of the viewing terminal 100C, as the viewing module 101C, displays the received text data on the monitor 166.

[0217] One or more modules included in the control modules 101, 201 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0218] The processor 110 of the distribution terminal 100B may be configured to generate the first distribution information and the second distribution information as the distribution module 101B, and transmit the generated distribution information to the viewing terminal 100C via the server 200. That is, the processor 110 of the distribution terminal 100B may execute the execution of distributing a video including a game play by a first user to a terminal of a second user different from the first user. Also, the distribution points may be stored in the memory 120 (memory module 105) of the terminal 100. Then, the processor 110 of the terminal 100 may execute the execution of granting the distribution points to the first user as the game module 101A. Also, the processor 110 of the terminal 100 may execute the provision lottery as the game module 101A. That is, the processor 110 of the terminal 100 may execute the execution of executing a lottery based on input information by the first user and determining one or more values ​​from among a plurality of values ​​that can be used in the game as the game module 101A. In this case, the first input information is to accept a lottery start operation. Furthermore, the information indicating the owned characters and the information indicating the owned items may be stored in the memory 120 (memory module 105) of the terminal 100. Then, the processor 110 of the terminal 100 may execute, as the game module 101A, granting one or more values ​​determined by the provision lottery to the first user or the second user. In this case, granting the distribution points may include granting the distribution points to the first user in response to the execution of the provision lottery.

[0219] One or more modules included in the control module 101, 201 may be realized by software using a processor. A computer including at least one of the control modules 101, 201 includes a processor, a memory, and a storage. The above programs and various data are recorded in the storage so that the processor can read them. The programs are deployed in the memory. The processor then reads the programs from the storage and executes them to realize the functions of the present disclosure. As already explained, the storage may be realized as a non-volatile storage device.

[0220] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a recording medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0221] This disclosure includes the following examples, in which elements of the embodiments are numbered as an aid to understanding and not by way of limitation. (Supplementary Note 1) A program that causes a computer (100, 200) to execute the following operations: provide an environment for a first user to play a game (S204-S206, S209, S302-S304, S307-S309); distribute a video including the game play by the first user to a terminal (100C) of a second user different from the first user (S128); grant distribution points to the first user (S112, S315); conduct a lottery based on information input by the first user to determine one or more values ​​from among a plurality of values ​​that can be used in the game (S308); and grant the one or more values ​​determined by the lottery to the first user or the second user (S314), wherein granting the distribution points includes granting the distribution points to the first user in response to the execution of the lottery.

[0222] (Appendix 2) The program described in Appendix 1, wherein the granting of the distribution points (S112, S315) includes changing the amount of the distribution points to be granted to the first user according to one or more values ​​determined by the lottery.

[0223] (Appendix 3) The program described in Appendix 1 or Appendix 2, wherein the granting of the distribution points (S112, S315) includes changing the amount of the distribution points to be granted to the first user depending on the rarity of one or more values ​​determined by the lottery.

[0224] (Appendix 4) The program described in any one of Appendices 1 to 3, wherein the granting of the distribution points (S112, S315) includes changing the amount of the distribution points granted to the first user depending on the number of times the lottery is held.

[0225] (Supplementary Note 5) The program according to any one of Supplementary Note 1 to Supplementary Note 4, further causing the program to execute the step of transmitting a request to display the distribution point on a terminal of the second user (S404). (Supplementary Note 6) The program according to any one of Supplementary Note 1 to Supplementary Note 5, further comprising transmitting a request to display a ranking based on the distribution points on a terminal of the second user (S404).

[0226] (Appendix 7) The program described in any one of Appendices 1 to 6, further executing the steps of identifying the first user, whose total distribution points is equal to or greater than a first point, as a first specific user (S110), and sending a request to a terminal of the second user to display a list of the videos for which the first user identified as the first specific user is a distributor (S118).

[0227] (Appendix 8) The program described in Appendix 7 further includes identifying the first user, whose total distribution points awarded in response to the execution of the lottery is equal to or greater than second points, as a second specified user (S110), and displaying the list of videos so that the request to display the list of videos includes videos in which the first user identified as the second specified user is a distributor, even if the first user identified as the second specified user is not identified as the first specified user.

[0228] (Appendix 9) The program described in Appendix 7 or Appendix 8, further comprising managing (S314) a specific parameter for each first user so that it varies depending on the execution of the lottery, and the request to display the list of videos includes assigning specific information to some or all of the videos in the list of videos, the specific information being information corresponding to the specific parameter for each first user who is the distributor of the video to which the specific information is assigned.

[0229] (Supplementary Note 10) A computer (100, 200) comprising: a storage device (230) that stores the program according to any one of Supplementary Notes 1 to 9; and a processor (210) that executes the program stored in the storage device.

[0230] (Supplementary Note 11) A system (10) comprising the computer (100, 200) according to Supplementary Note 10. (Appendix 12) A method in which a computer (100, 200) executes the following steps: providing an environment for a first user to play a game (S204-S206, S209, S302-S304, S307-S309); distributing a video including the game play by the first user to a terminal (100C) of a second user different from the first user (S128); granting distribution points to the first user (S112, S315); conducting a lottery based on information input by the first user to determine one or more values ​​from among a plurality of values ​​that can be used in the game (S308); and granting the one or more values ​​determined by the lottery to the first user or the second user (S314), wherein granting the distribution points includes granting the distribution points to the first user in response to the execution of the lottery.

[0231] (Addendum 13) A program that causes a computer to function as: a providing means for providing an environment for a first user to play a game; a distribution means for distributing a video including the game play by the first user to a terminal of a second user different from the first user; a distribution point granting means for granting distribution points to the first user; a value determination means for conducting a lottery based on information input by the first user and determining one or more values ​​from among a plurality of values ​​that can be used in the game; and a value granting means for granting the one or more values ​​determined by the lottery to the first user or the second user, wherein the distribution point granting means can grant the distribution points to the first user in response to the execution of the lottery.

[0232] (Supplementary Note 14) The program according to Supplementary Note 13, wherein the distribution point granting means can change the amount of distribution points to be granted to the first user according to one or more values ​​determined by the lottery.

[0233] (Appendix 15) The program described in Appendix 13 or Appendix 14, wherein the distribution point granting means can change the amount of distribution points to be granted to the first user depending on the rarity of one or more values ​​determined by the lottery.

[0234] (Supplementary Note 16) The program according to any one of Supplementary Notes 13 to 15, wherein the distribution point granting means can change the amount of the distribution points granted to the first user depending on the number of times the lottery has been held.

[0235] (Supplementary Note 17) The program according to any one of Supplementary Note 13 to Supplementary Note 16, further causing the computer to function as a first request sending means for sending a request to display the distribution point on the terminal of the second user.

[0236] (Supplementary Note 18) The program described in any one of Supplementary Notes 13 to 15, further causing the computer to function as a second request sending means for sending a request to display a ranking based on the distribution points on the terminal of the second user.

[0237] (Supplementary Note 19) The program described in any one of Supplementary Notes 13 to 18, further causing the computer to function as a first user identification means for identifying the first user whose total distribution points is equal to or greater than first points as a first specified user, and a third request sending means for sending a request to the terminal of the second user to display a list of videos for which the first user identified as the first specified user is the distributor.

[0238] (Supplementary Note 20) The program described in Supplementary Note 19 further causes the computer to function as a second user identification means for identifying the first user, whose total distribution points awarded in response to the execution of the lottery is equal to or greater than second points, as a second specified user, and the request to display the list of videos includes displaying the list of videos so that it includes videos in which the first user identified as the second specified user is a distributor, even if the first user identified as the second specified user is not identified as the first specified user.

[0239] (Appendix 21) The computer further functions as a parameter management means for managing a specific parameter for each of the first users so that the specific parameter varies in response to execution of the lottery; The program described in Appendix 19 or Appendix 20, wherein the request to display the list of videos includes assigning specific information to some or all of the videos in the list of videos, the specific information being information corresponding to the specific parameters for each of the first users who are distributors of the videos to which the specific information is assigned.

[0240] (Appendix 22) A system comprising: a providing means for providing an environment for a first user to play a game; a distribution means for distributing a video including the gameplay by the first user to a terminal of a second user different from the first user; a distribution point granting means for granting distribution points to the first user; a value determination means for conducting a lottery based on input information by the first user and determining one or more values ​​from among a plurality of values ​​that can be used in the game; and a value granting means for granting the one or more values ​​determined by the lottery to the first user or the second user, wherein the distribution point granting means can grant the distribution points to the first user in response to the execution of the lottery.

[0241] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the technical spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which the claims are entitled. [Explanation of symbols]

[0242] 10...Game system 40...First game screen 41...Home screen 42...Matching screen 43...Match game screen 44...Result screen 45...Distribution list screen 46...Ranking screen 46m...Monthly ranking 46w...Weekly ranking screen 50...Second game screen 51...Lottery game screen 60...Viewing screen 80...Avatar 80A...Avatar 90...Network 100...Terminal 100A...General terminal 100B...Distribution terminal 100C...Viewing terminal 101...Control module 101A...Game module 101B...Distribution module 101C...Viewing module 104...Rendering module 105...Memory module 106...Communication module 107...Input / output module 110...Processor 120...Memory 130...Storage 140...Communication interface 150...Input / output interface 160...Microphone 162...Speaker 164...touch screen 166...monitor 167...touch sensor 180...communication bus 190...input / output device 200...server 200A...game server 200B...distribution server 201...control module 201A...game module 201B...distribution module 205...memory module 206...communication module 207...input / output module 210...processor 220...memory 230...storage 240...communication interface 250...input / output interface 280...communication bus 411...avatar window 412...battle game start button 413...ranking display button 414...profile editing button 415...character setting button 416...home button 417...lottery game start button 418...view button 419A...distribution start button 419B...distribution end button 451...content display frame 451A...first display frame 451B...Second display frame 451C...Third display frame 451D...Fourth display frame 451E...Specific display frame 461...Ranking object 462...Weekly ranking display button 463...Monthly ranking display button 501...Game window 503...Lottery execution button 504...Provided information button 505...Switching button 510...Lottery machine 511...Capsule 512...Acquired object 601...Viewing window 604...Chat window 605...Back button

Claims

1. Computer, A distribution means for distributing a video including a game play by a first user to a terminal of a second user different from the first user; a distribution point granting means for granting distribution points to the first user; a value determination means for performing a lottery based on input information by the first user and determining one or more values ​​from among a plurality of values ​​that can be used in a game; a value granting means for granting one or more values ​​determined by the lottery to the first user or the second user; The distribution points are granted to the first user based on input information by the first user.

2. The program described in claim 1, causing the computer to function as an information transmitting means for transmitting information for displaying the ranking of the distribution point in a first period on the terminal of the second user, and information for displaying the ranking of the distribution point in a second period longer than the first period on the terminal of the second user.

3. A distribution means for distributing a video including a game play by a first user to a terminal of a second user different from the first user; a distribution point granting means for granting distribution points to the first user; a value determination means for performing a lottery based on input information by the first user and determining one or more values ​​from among a plurality of values ​​that can be used in a game; and a value granting means for granting one or more values ​​determined by the lottery to the first user or the second user, The system, wherein the distribution points are granted to the first user based on input information by the first user.

Citation Information

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