Computer system, entertainment system, and program
The computer system addresses the need for innovative gameplay element usage by integrating game and viewing parts, allowing users to interactively utilize acquired elements within viewing content, thereby enhancing user experience and content dynamics.
Patent Information
- Application Number
- JP2021084149
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-18
- Publication Date
- 2025-06-20
- Estimated Expiration
- 2041-05-18
AI Technical Summary
Existing entertainment content systems lack innovative methods for utilizing gameplay elements, particularly items, beyond their initial acquisition in video games and similar interactive content.
A computer system that integrates game and viewing parts, allowing users to acquire game elements through participation in game parts and use these elements interactively within viewing parts, influencing the content based on relationships between participating characters and appearing characters.
This system enables new and engaging usage methods for game elements, enhancing user experience by providing interactive and dynamic viewing content that changes based on user actions and element usage.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a computer system and the like that controls the progress of content including a plurality of progress parts.
Background Art
[0002] In the content of video games, which are representative examples of entertainment content, there are those in which various gameplay elements are given according to the play results. Examples of gameplay elements include items, in-game currency, ability improvements such as skill grants to player characters, the right to play new content (for example, the right to play a new game stage), the right to draw lots, and the like. The same applies to other entertainment content such as content that allows interactive operations, regardless of the video game. Since how to use gameplay elements, especially how to use items, is one of the important interests of that entertainment content, various ideas have been made conventionally.
[0003] For example, Patent Document 1 discloses a technique in which a user who views video content can use an item purchased separately in a way corresponding to a gift or a congratulatory gift to an actor or a performer in the content.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Regardless of the genre of entertainment content, the creation of new ways to use gameplay elements is always required.
[0006] The problem to be solved by the present invention is to provide a technology that realizes a new usage related to game elements given according to the progress of entertainment content.
Means for Solving the Problem
[0007] A first invention for solving the above-described problem is a computer system that controls the progress of content including a plurality of progress parts and in which a plurality of characters appear, As one of the progress parts, there is a game part control means (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 15, the game part control unit 212, the game part management data 703 in FIG. 24, the step S8 in FIG. 28) that controls the progress of a game part in which a user acquires game elements by the participation of a participating character, As one of the progress parts, there is a viewing part control means (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 15, the viewing part control unit 220, the step S120 in FIG. 30, the user terminal 1500 in FIG. 1, the viewing part control unit 263 in FIG. 25, the step S126 in FIG. 32, the steps S190 to S198 in FIG. 33, the step S222) that controls the progress of viewing content in which an appearing character appears for the user, The viewing part control means has an interactive processing means (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 15, the interactive processing unit 223s, the user terminal 1500 in FIG. 1, the interactive processing unit 223t in FIG. 25, the interactive processing definition data 600 in FIG. 16, the steps S190 to S198 in FIG. 33) that performs interactive processing corresponding to the action operation on the viewing content based on the relationship between the participating character and the appearing character of the viewing content when an action operation by the user is received during viewing. This is a computer system.
[0008] According to the first invention, a user can acquire game elements in a game part and use the acquired game elements as viewer actions in a viewing part towards the characters appearing in the viewing content. A participating character involved in the situation of acquiring the game element is associated as the participating character of the game element, and an interactive change occurs in the viewing content based on the relationship between the participating character of the game element used in the action operation and the character appearing as the target of the action operation.
[0009] Entertainment content that realizes such a usage method of game elements and the interactive processing as a result of the usage is unprecedented and can bring a completely new user experience.
[0010] According to the second invention, the viewing content includes viewing content with different characters appearing, and the viewing part control means selects the viewing content to be viewed by the user based on the selection operation of the user (for example, steps S108 to S110 in FIG. 30), which is a computer system of the first invention.
[0011] According to the second invention, a user can view the viewing content selected by himself / herself in the viewing part. Therefore, the quality of the user experience can be improved.
[0012] According to the third invention, a plurality of characters appear in the viewing content, and when the interactive processing means receives an action operation targeting a specific one of the characters, the interactive processing is performed by changing any one of the display mode, action, parameter value, and possessed items of the character targeted by the instruction (for example, steps S194 to S198 in FIG. 33), which is a computer system of the first or second invention.
[0013] According to the third invention, as an interactive process, the computer system changes the display mode, actions, parameter values, possessed items, etc. of the character selected as the target of instruction by the user. Therefore, by selecting a favorite character, the user can enjoy watching the audiovisual content while changing the character in various ways.
[0014] The fourth invention is a computer system according to any one of the first to third inventions, wherein the interactive processing means controls whether to accept the action operation based on the relationship (for example, application requirement 610, target instruction character condition 620, character relationship condition 624 in FIG. 21, step S194 in FIG. 33).
[0015] According to the fourth invention, the game elements acquired by the user can or cannot be used according to the relationship between the target instruction character and the participating characters of the game elements. Therefore, it brings diversity to the usage of game elements and improves the interestingness.
[0016] The fifth invention is a computer system according to any one of the first to fourth inventions, further comprising first interactive processing content variable control means (for example, first interactive processing content variable control unit 224 in FIG. 25, step S196 in FIG. 33) for variably controlling the content of the interactive process based on the relationship by the viewing part control means.
[0017] According to the fifth invention, since the content of the interactive process changes according to the relationship, the interestingness related to the usage of new game elements is further improved.
[0018] The sixth invention is a computer system according to any one of the second to fifth inventions, wherein the game part control means controls the progress of the game part by executing growth content for growing the participating characters based on the operation of the user, and variably controls the game elements that can be acquired by the user based on the growth status of the participating characters.
[0019] According to the sixth invention, the participating character can be grown in growth content (for example, a growth game), and the game elements that can be obtained by the user change based on the growth status of the participating character. Therefore, the interestingness related to the usage of new game elements can be further enhanced.
[0020] The seventh invention is a computer system according to any one of the first to sixth inventions, wherein the game part control means performs control to select the participating character based on the operation of the user (for example, steps S16 to S28 in FIG. 29).
[0021] According to the seventh invention, the participating character associated with the game element can be selected based on the operation input of the user in the game part.
[0022] The eighth invention is a computer system according to any one of the first to seventh inventions, wherein the game part control means performs control to obtain the game element based on the operation input of the user with respect to the participating character (for example, steps S16 to S28 in FIG. 29).
[0023] According to the eighth invention, as a result of the user operating the game target character in the game part, the situation in the game part changes, and various game elements can be obtained according to the situation.
[0024] The ninth invention is a computer system according to any one of the first to fifth inventions, wherein the game part control means executes game mission content in which the participating character presents a given game mission and the game element can be obtained by achieving the game mission based on the operation of the user, thereby controlling the progress of the game part (see FIG. 5 for example).
[0025] According to the ninth invention, the user can play the game part as a game aiming to achieve a game mission.
[0026] The 10th invention is a computer system according to any one of the 1st to 9th inventions, in which the content includes one or more sets of the progress part including the play part one or more times and the viewing part one or more times.
[0027] According to the 10th invention, in order to advance the content, it is possible to realize a play that combines a play part and a viewing part as a set.
[0028] The 11th invention is a computer system according to the 10th invention, wherein the game element is selected and operated by the user during the action operation, and the viewing part control means is based on the time interval between the play part in which the game element used during the action operation is acquired and the viewing part in which the action operation is performed, and variably controls the content of the interactive process (for example, the second interactive process content variable control unit 225 in FIG. 25, the application requirement 610 in FIG. 21, the time condition 626).
[0029] According to the 11th invention, the time interval between the play part in which the game element used in the action operation is acquired and the viewing part in which the action operation is performed can realize entertainment content with a new interest that changes the content of the viewing content of the viewing part.
[0030] The 12th invention is a computer system of the 10th or 11th invention, wherein the game element is associated with the viewing part that can be selected by the user during the action operation (for example, the setting of the available viewing part by the available situation 533 of the usage restriction setting data 530 in FIG. 17, the acquired game element data 720 in FIG. 24, and the available situation in the usage restriction setting 725), and the interactive processing means controls whether to accept an action operation using the game element based on whether the current viewing part is the viewing part associated with the game element (for example, step S194 in FIG. 33).
[0031] According to the 12th invention, a game element is associated with a viewing part where an action operation using the game element is possible, and the available game elements change according to the current viewing part. Therefore, the variety of ways to use the game elements is increased, and the interestingness is improved.
[0032] The 13th invention is an entertainment system including a server system that is a computer system of any one of the 1st to 12th inventions, and a user terminal of the user that communicates with the server system and undertakes the function of a man-machine interface.
[0033] According to the 13th invention, an entertainment system that exhibits the same operational effects as the 1st invention can be realized.
[0034] The 14th invention is a program for causing a computer system to control the progress of content that includes a plurality of progress parts and in which a plurality of characters appear. As one of the progress parts, there is a game part control means for controlling the progress of a game part in which a participating character participates and the user acquires a game element, and as one of the progress parts, there is a viewing part control means for controlling the progress of a viewing part in which a character appearing in the viewing content appears and is viewed by the user. The computer system is made to function as such, and the viewing part control means has an interactive processing means for performing interactive processing corresponding to the action operation on the viewing content based on the relationship between the participating character and the character appearing in the viewing content when an action operation by the user is received during viewing. It is a program.
[0035] According to the 14th invention, it is possible to realize a program that causes a computer system to exhibit the same operational effects as the 1st invention.
Brief Description of the Drawings
[0036]
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MODE FOR CARRYING OUT THE INVENTION
[0037] Hereinafter, examples of embodiments of the present invention will be described. However, it goes without saying that the forms to which the present invention is applicable are not limited to the following embodiments.
[0038] FIG. 1 is a diagram showing a configuration example of an entertainment system. The entertainment system 1000 includes a server system 1100 and user terminals 1500 of each user capable of communicating with the server system 1100, and is a system for realizing the play of entertainment content on the user terminals 1500. In FIG. 1, only two user terminals 1500 are drawn, but in actual system operation, one or three or more user terminals 1500 can participate in the entertainment system 1000.
[0039] In the entertainment system 1000, the server system 1100 and the user terminals 1500 are connected so as to be capable of data communication via a network 9, and the user terminals 1500 are also connected so as to be capable of data communication via the network 9.
[0040] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), a communication network such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0041] User 2 (2a, 2b, …) uses user terminal 1500 (1500a, 1500b, …) to access server system 1100 or a predetermined website managed by server system 1100, and becomes a registered user, i.e., a member, through a predetermined user registration procedure. Then, by going through a predetermined sign-in procedure using the unique user account (sign name) set at the time of registration, user terminal 1500 is incorporated into entertainment system 1000 and becomes system online. Also, by going through a predetermined sign-out procedure, the user withdraws from the system and becomes system offline.
[0042] Server system 1100 is a computer system that has, for example, a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and has a control board 1150 mounted on main body device 1101.
[0043] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).
[0044] Then, the server system 1100 realizes, by performing arithmetic processing by the control board 1150 based on a predetermined program and data, (1) a user management function for managing information related to user registration and the like, (2) an entertainment management function for allowing a user to play entertainment content, and (3) a member service providing function for providing member services other than playing entertainment content (for example, posting and viewing play videos, providing a chat space, online shopping for items used within entertainment content, etc.).
[0045] Although the server system 1100 is depicted as if it were a single server device, it may be configured to be realized by a plurality of devices. For example, the server system 1100 may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate data with each other via an internal bus. Also, the installation location of the hardware constituting the server system 1100 is not limited. A configuration may be such that a plurality of independent servers installed at remote locations communicate data via the network 9 and function as the server system 1100 as a whole.
[0046] The user terminal 1500 is a computer system used by the user 2 who has undergone the registration procedure to utilize the entertainment system 1000 of the present embodiment, and is an electronic device (electronic apparatus) that can access the server system 1100 and other user terminals 1500 via the network 9.
[0047] FIG. 2 is a front view showing a configuration example of the user terminal 1500. The user terminal 1500 includes a direction input key 1502, a button switch 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 capable of reading and writing data from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided. Also, an IC card reader capable of non-contact data reading and writing for an IC card type credit card or prepaid card for which payment of the usage fee of the entertainment system 1000 and the like can be made may be provided.
[0048] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and a DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with a mobile phone base station, a wireless LAN base station, etc. connected to the network 9, (4) an interface circuit 1557, etc.
[0049] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, (2) a circuit for receiving signals from the direction input key 1502 and the button switch 1504, (3) an output amplifier circuit for outputting an audio signal to the speaker 1510, (4) an input signal generation circuit for generating a signal of the sound collected by the microphone 1512, (5) a circuit for inputting image data of the image captured by the camera 1520, (6) a signal input / output circuit to the memory card reader 1542, etc.
[0050] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like and are connected so as to enable data reading and writing and signal transmission and reception. Part or all of the control board 1550 may be configured with an ASIC, an FPGA, or a SoC. And the control board 1550 stores a program and various data for realizing the functions as a user terminal in the IC memory 1552.
[0051] In this embodiment, the user terminal 1500 is configured to download programs and various setting data from the server system 1100, but it may also be configured to read from a storage medium such as a separately obtained memory card 1540.
[0052] Also, the user terminal 1500 shown in FIG. 2 is a device called a so-called smartphone, but if it is a computer system, it may be a wearable computer such as a smartwatch or smart glasses, a portable game device, a home game device, a tablet computer, a personal computer, etc. When a plurality of electronic devices, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, perform one function by being communicatively connected, these plurality of electronic devices can be regarded as one user terminal 1500.
[0053] FIG. 3 is a diagram for explaining an example of the part configuration of entertainment content. The entertainment content is composed of a series of a plurality of progressive parts. The progressive parts include a first progressive part 11 that is essential for play and a second progressive part 12 that can be executed after the first progressive part 11. Whether to play the second progressive part 12 or not is left to the player. The entertainment content repeats a plurality of sets with the first progressive part 11 and the subsequent second progressive part 12 as one set. As a whole, the story as entertainment progresses and unfolds along the time axis. Note that in FIG. 3, only two sets are drawn, but of course, the entertainment content may be composed of only one set or three or more sets.
[0054] In the first progress part 11, executable periods TA and TB (for example, six days from Monday to Saturday) are set respectively, and a user who is a player has one or more game parts 13 in which the user plays a game using a character. The plurality of game parts 13 (13a, 13b, …) may have a series of story flows as a whole, or the situation may be completed in each of them. As an example of the former, cases such as the first day, the second day, … of the story correspond in the order of the game parts 13. As an example of the latter, each game part 13 depicts a training item or a situation by learning subject, or cases where they are prepared as different game genres (the first is action, the second is shooting, the third is puzzle, etc.) are applicable.
[0055] The second progress part 12 (12a, 12b, …) is a viewing part 15 (15a, 15b, …) in which one or more viewing contents 16 can be viewed. The second progress part 12 can be executed within a predetermined period after the end of the period of the same set of the first progress part 11. That is, viewing periods VA and VB are set respectively for the second progress part 12. In the example of FIG. 3, one second progress part 12 is depicted as one viewing part 15, but it may be composed of a series of viewing parts 15 with different executable periods.
[0056] One viewing part 15 has one or more viewing contents 16 (16a, 16b, …). Each viewing content 16 is video content that depicts a story that continues temporally with the story developed in the game part 13 of the first progress part 11 set immediately before, and the user who is a player is set to view the distribution of the video content as a viewer.
[0057] One or more characters appear in the viewing content 16. Among the characters that appear, the main character is selected from among the candidate characters that are candidates for the user to select a player character (game target character) in the game part 13.
[0058] In each viewing content 16, the situations depicted using the appearing characters may be common or separate. For example, the viewing content 16 may have a common setting of holding a "singing live show where the appearing characters sing and dance to a predetermined song" as a venue for demonstrating the singing ability and dance ability improved in the previous game part 13, and a plurality of viewing contents 16 may be prepared with different combinations of the appearing characters.
[0059] Of course, in one viewing part 15, viewing contents 16 with different situations may be mixed. For example, a plurality of viewing contents 16 with different combinations of the appearing characters depicting a "singing live show where the appearing characters sing and dance to a predetermined song" and a plurality of viewing contents 16 with different combinations of the appearing characters depicting the situation of "the appearing characters appear on a variety show and form teams to play a team battle" may be mixed.
[0060] The information on the part configuration of such entertainment content is preset as the progress part configuration data 511.
[0061] Figure 4 is a diagram for explaining the game part 13. In one game part 13, the user as a player includes a selection phase 21 in which one or more game target characters 60 are selected from a plurality of candidate characters before the start of play, a play phase 22 in which the game is played using the selected game target characters 60, and an acquisition phase 23 in which game elements are acquired according to the play result of the game, including one set or a plurality of sets.
[0062] The genre and content of the game in the play phase 22 can be set as appropriate. The game content can be appropriately selected from various game genres such as action games, breeding games, puzzle games, role-playing games, and tactical simulation games. The game genres may be different for each game part 13.
[0063] For example, the game target character 60 aims to become an idol. Taking a cultivation game where the user assumes the position of a nurturer as an example, in the play phase 22, the game target character 60 is made to undergo various trainings to improve its idol capabilities. Also, by using items, the game target character 60 is made to eat, sometimes go shopping together, and be given presents to boost its mood while being nurtured. A part of the play score includes a relationship parameter value between the user and the game target character 60 (in the case of a cultivation game, a value equivalent to intimacy), and in addition to improving the ability parameter value of the game target character 60, improving this relationship parameter value is one of the purposes of the game.
[0064] Note that the relationship parameter value is not limited to the case where the content of the game part 13 is a cultivation game. It is prepared, and depending on the game content, its name is not limited to a value equivalent to intimacy, and can be reliability, loyalty, friendliness, hostility, similarity, etc.
[0065] The content of the game play includes content in the form of a game mission from the game target character 60. FIG. 5 is a diagram for explaining an example of a game mission. The game mission is in the form of a game. In the example of FIG. 5, while referring to the score 17 displayed on the game screen W6 along with music playback, the user inputs a predetermined operation in accordance with the rhythm of the music, and the play score is determined according to the timing match. Then, according to the play score, the ability of the game target character 60 is improved, the relationship parameter value changes, and by achieving the game mission, the game element 8 can be obtained.
[0066] Returning to FIG. 4, when the play phase 22 ends, it transitions to the acquisition phase 23, and the game element 8 is given to the user according to the play score in the play phase 22.
[0067] The way of showing the acquisition of game element 8 (the situation where game element 8 is acquired) can be appropriately set according to the game content. For example, after the game play, it can be shown in such a way that the player goes shopping with the target game character 60 and uses a lottery machine at a store they visit to acquire it. It can also be produced in such a way that the lottery machine appears and the lottery is conducted, and game element 8 is acquired. Or, it can be shown in such a way that the target game character 60 presents it as a gift as a thank-you for the coaching in play phase 22. Anyway, the basis for it is the play result in play phase 22, and based on the operation input of user 2 to the target game character 60, control will be performed so that the user acquires game element 8. Note that play phase 22 and acquisition phase 23 may appear to be integrated. In that case, acquisition phase 23 may be included as an event contained in play phase 22.
[0068] Game element 8 is an element that can be used in game part 13 or viewing part 15. As shown in FIG. 6, a plurality of types of game elements 8 (8a, 8b,...) are prepared. Information such as game element type, game element category, corresponding character, rarity, attribute, usage restriction, etc. is associated with one type of game element 8.
[0069] For example, as an example of the category of game element 8 that can be used within game part 13, (1) character items that can be used for the target game character 60 within game part 13, (2) rights to improve the ability related to at least any one of the player, the target game character 60, and the acquired items. and so on can be mentioned.
[0070] The character items can be appropriately set according to the game genre of game part 13. For example, in a breeding game, items equipped and held by the character (such as clothing, weapons, etc.), food for the target game character, gift items preferred by the target game character, support NPCs, etc. may be used as game element 8.
[0071] When the ability improvement right is activated / used, the content of the ability improvement includes, for example, level up, skill grant, level up of the granted skill, ability grant, improvement of ability parameter values, distribution of ability points, evolution, synthesis, etc., and the name and content can be set as appropriate according to the content of game part 13. In game part 13, it is preferable to make settings such that new action patterns are added to or abilities are released for the game target character 60 as appropriate according to such ability improvement.
[0072] Also, for example, as an example of the category of the game element 8 that can be used in the viewing content 16 of the viewing part 15, (1) Character items that can change the display mode of the appearing characters, (2) Character items that can be held by the appearing characters (3) Action patterns that can change various actions including the expressions of the appearing characters, (4) Ability improvement rights that can change the ability parameter values of the appearing characters, (5) Background objects, background images, and effects that can change the background of the viewing content 16, (6) Viewing action items that can be used in the viewer actions (actions performed by the user in the viewing part 15 with the intention of cheering for the appearing characters in the viewing content 16, such as "throwing money", "commenting", "evaluating") (7) Cheering goods used by the user avatar that appears in the viewing part 15, (8) Special cheering motions applied to the user avatar, etc. are included. Note that the way of showing the game element 8 to the user can be set as appropriate, but for example, it may be in the form of a game card.
[0073] The corresponding character is a character associated with each game element 8 and is one or more of the characters that appear in game part 13. FIG. 7 is a diagram for explaining an example of the association of characters with the game element 8. For example, as shown in Fig. 7(1), when the item 5 is a dedicated item for the character with the game element 8, the character associated with the game element 8 becomes the dedicated character 71. The item 5 and the dedicated character 71 are represented by a common visual (e.g., the pattern of the game card) related to one game element 8. On the other hand, the general-purpose item 5 that can be used without being restricted to a specific character or situation is represented by the visual of one game element 8 with the item alone, excluding the dedicated character 71.
[0074] Also, as shown in Figs. 7(2) to 7(4), for general-purpose items, the participating character 7 involved in obtaining the item is associated. For example, as shown in Fig. 7(2), if the item 5(5d) of the game element 8(8d) is a gift from the game target character 60, the game target character 60 who is the giver is associated as the participating character 7. Since the game target character 60 is selected by the user himself / herself at the start of the game part 13, if we focus on the setting of the participating character 7, based on the selection operation of the game target character 60 of user 2, it means that the participating character 7 (strictly speaking, the character that can become the participating character 7) has been selected.
[0075] For example, like the item 5(5f) of the game element 8(8f) in Fig. 7(3) or the item 5(5g) of the game element 8(8g) in Fig. 7(4), if it is an item obtained when the user and the game target character 60 go shopping together, the game target character 60 who is the companion is associated as the participating character 7. As another example, there may be a situation where the user purchases a dedicated item of another appearing character 6 in a shopping event that occurs in the game part 13. In this case, the appearing character 6 corresponding to the purchased game element 8 becomes the character associated with the game element 8. That is, the character with a high degree of involvement in the situation where the game element 8 is obtained becomes the participating character 7.
[0076] As elements for describing the application requirements to be satisfied for the application of usage restrictions and the content of the usage restrictions applied when the said application requirements are satisfied, (1) The date and time when the game element 8 was acquired (either the date and time in the real world or the game world is acceptable). (2) The situation in which the game element 8 was acquired. (3) The type and number of participating characters involved in the acquisition of the game element 8. (4) The type of character for which the game element 8 is used. (5) The relationship between the character for which the game element 8 is used and the participating characters. (6) Skills and ability parameter values required for the character for which the game element 8 is used. (7) Available situations. (8) Expiration date. (9) Types, degrees, and durations of effects. (10) Relationship settings between the characters involved in the acquisition of the game element 8 and the character for which the game element 8 is used. Any one of the above can be appropriately selected and used. Note that for the specific settings of these elements, a substantial "unrestricted" is also possible.
[0077] By appropriately setting the "date and time when the game element 8 was acquired", usage restrictions can be set only for the game element 8 acquired during a specific time period or within a specific period.
[0078] By appropriately setting the "situation in which the game element 8 was acquired", different usage restrictions can be set according to the acquired situation.
[0079] By appropriately setting the "type and number of participating characters involved in the acquisition of the game element 8", even for the same game element 8, it is possible to set different usage restriction contents depending on which character was involved in the acquisition situation.
[0080] By appropriately setting the "type of character for which the game element 8 is used", a game element 8 that limits the usage target can be set.
[0081] The "relationship between the character using game element 8 and the participating character involved in the acquisition of game element 8" can be, for example, unrestricted, limited to the participating character, limited when the friendship parameter value between the character using the game element and the participating character is equal to or greater than a threshold value, limited when the character using the game element and the participating character 7 belong to the same team, and so on.
[0082] By appropriately combining the "relationship between the character using game element 8 and the participating character involved in the acquisition of game element 8" with the "type, degree, and duration of the effect", it becomes possible to set different usage restrictions with different effects for the same game element 8 according to the relationship between the character using the game element 8 and the participating character involved in the acquisition of the game element.
[0083] As the setting of the "usable situation", it may be limited to game part 13, limited to viewing part 15, limited to a specific period during viewing part 15 (for example, during the interlude of a piece of music), limited to the category of viewing content 16, and so on.
[0084] The "expiration date" is such that the game element 8 cannot be used after it has passed. Note that it may be possible for the user to extend / renew the expiration date by separately paying a consideration (for example, charging, consuming an item, etc.). By appropriately combining the expiration date with the setting of the type, degree, and duration of the effect, it becomes possible to set the effect to decrease or disappear as the elapsed time from acquisition or after a predetermined date has passed.
[0085] FIG. 8 is a diagram for explaining the relationship between the user and the game target character 60, that is, the appearance character 6 appearing in the viewing content 16.
[0086] The overall relationship between the user and the characters appearing in the viewing content 16 is represented by the relationship expressed as a relationship parameter value based on the play results in the play part 13 and the relationship determined from the acquisition status of the play elements 8. The acquisition status of the play elements 8 includes the character-by-character acquisition status in which the play elements 8 already acquired by the user 2 are classified according to the associated characters (by the characters for which the play elements 8 are usable). Then, as described below, a group of users who view the same viewing content 16 in the viewing part 15 is determined based on this overall relationship.
[0087] FIG. 9 is a diagram for explaining the determination of the viewer group 3 of users who view the same viewing content 16. When the first progress part 11 ends, the same set of second progress parts 12 becomes executable. The second progress part 12 is the viewing part 15, and a plurality of types of viewing contents 16 with different combinations of appearing characters are prepared, and the user selects and views at least one of them.
[0088] In the viewing part 15, a predetermined viewing start date and time are set by the operator of the entertainment system 1000 respectively. The viewing start date and time are notified to the user through public release on a predetermined website, a predetermined schedule confirmation function realized by entertainment content, or the like.
[0089] For example, it is in the form of "The 1st talk show: May 5th, 18:00~19:00". Before the start of the viewing start date and time, the user selects the viewing desire of the viewing content 16 to be viewed in the viewing part 15 and makes a play reservation. It may also be referred to as a viewing application.
[0090] The viewing desire selection options are determined by selecting the viewing content 16 in which the characters whose overall relationship with the user satisfies a given criterion appear as the appearing characters 6 (6a, 6b,...) among the viewing contents 16 prepared in the executable viewing part 15.
[0091] For example, a plurality of types of viewing contents 16 are prepared for the "First Talk Show". These viewing contents 16 share the same talk show genre and the same topic related to memories of "Children's Day" from childhood, but the number of performers and the character 6 appearing as a performer vary depending on the viewing content 16.
[0092] In the example of FIG. 9, in the example of the overall relevance of user 2 (2a), the overall relevance with character 6e among the five types of characters 6 (6a, 6b,...) satisfies the criteria. That is, for this user, character 6e corresponds to a favorite character, so-called "ooshi".
[0093] Therefore, for the user 2 (2a), viewing contents 16 (16a, 16b) that include character 6e as the main character are selected and used as options for viewing desire selection. For the user 2 (2a), since viewing contents 16 in which the favorite character 6e appears are automatically presented as options, then, depending on which character other than the favorite character 6e appears and what kind of situation the content is, the user selects and inputs their viewing desire.
[0094] In this way, by presenting options for viewing desires to be presented to the user based on the overall relevance, as a result, the user composition of the viewer group 3 can be adjusted. For example, when focusing on a certain viewing content 16, a viewer group 3 can be formed in which users with a high viewing motivation who regard the character 6 appearing in the viewing content as their "ooshi" gather. Conversely, it can be said that, substantially, users who regard the character 6 as their "ooshi" are extracted to form the viewer group 3 and are matched.
[0095] Of course, the viewer group 3 is not necessarily composed entirely of users who "support" the characters appearing in the content. For example, like user 2 (2b), when there are few differences in the overall relationship and there are no particular favorite characters, there is no superiority or inferiority due to the different characters appearing in the viewing content 16. Therefore, all the viewing content 16 (16a, 16b, …) prepared is presented to user 2 (2b) as viewing options. The selection depends on the mood of user 2 (2b). To some extent, the viewer group 3 may include users who have thus become viewers of the viewing content 16.
[0096] Still, the excitement when viewing the viewing content 16 (manifested in the number and content of viewer actions during viewing) is significantly higher than in cases where the viewer group 3 is mainly composed of users who do not "support" the character 6 appearing in the content, or in cases where there are few users who "support" the character as a result of randomly grouping users.
[0097] Note that the process of presenting the viewing content 16 selection options to user 2 who wishes to play the viewing part 15 and allowing user 2 to make a selection can be omitted, and the server system 1100 may be configured to substantially specify the viewing content 16. Only one selection option of the viewing content 16 is selected, and at the stage when user 2 wishes to play the viewing part 15, it can be assumed that the viewing content 16 is selected and determined. Looking at it from a different perspective centered on the viewing content 16, it can also be said that users 2 who are highly likely to be interested in the content of each viewing content 16 and have a high viewing motivation are extracted based on the overall relationship to form the viewer group 3 for the corresponding viewing content 16.
[0098] In addition, the viewing content 16 prepared for one viewing part 15 does not necessarily have the same situation in terms of its content. That is, the viewing content 16 associated with one viewing part 15 may have different characters 6 and situations. For example, it may be "The First Talk Show: 18:00 - 19:00 on May 5th" and "The First Dance Competition: 18:00 - 19:00 on May 5th". The latter serves as a place to reveal the cultivation results in the previous play part 13.
[0099] In this case, even for the same viewing part 15, since the content viewed by user 2 is different, it will become a topic in the user community of user 2 after viewing. And it can activate the user community and enhance the charm of the entertainment content. Also, it is possible to incorporate a so-called "addictive" element that makes user 2 want to play the entertainment content again.
[0100] Figure 10 is a diagram for explaining the viewing part 15. The viewing of the viewing content 16 in the viewing part 15 adopts a form in which the users 2 in the viewer group 3 view the same viewing content 16 simultaneously. That is, for the user terminal 1500 of user 2 who wishes to view a certain viewing content 16, data (content data) for executing the viewing of the viewing content 16 desired to be viewed is distributed from the server system 1100. Then, with the arrival of the announced viewing start date and time, the stage of the viewing content 16 is formed in the virtual three-dimensional space on each user terminal 1500, and the characters are arranged there. Objects in the virtual three-dimensional space, starting from the actions of the characters, are controlled according to a predetermined scenario. The situation is photographed and rendered by a virtual camera arranged in the virtual three-dimensional space, and the image becomes the original video of the viewing screen W10 (W10a, W10b) of the viewing content 16.
[0101] During viewing, when the user 2 (user 2b in the example of FIG. 10), who is the viewer, performs viewer actions such as "throwing money", "commenting", and "evaluating", the information is shared within the same viewer group 3. Then, on each user terminal 1500, a display body corresponding to the viewer action (for example, a display body 30 corresponding to "comment" that displays comment text, a display body 31 corresponding to "throwing money" that imitates coin insertion, etc.) is interactively displayed. Collectively, these are referred to as "shared interactive processing". Through the shared interactive processing, the user 2 in the same viewer group 3 can obtain a user experience as if watching the same live distribution together with other users (members of the viewer group).
[0102] On the other hand, the display mode, actions, ability parameter values, and items held by the character 6 appearing in the virtual three-dimensional space controlled by each user terminal 1500 change interactively locally (at each user terminal 1500). That is, the basic content of the viewing content 16 is common among the members of the viewer group 3, but the details such as the display mode of the character 6 appearing are different for each user.
[0103] The local interactive changes are those reflected in the content of the viewing content 16 as a result of the execution of manual interactive processing and automatic interactive processing.
[0104] FIG. 11 is a diagram for explaining the manual interactive processing. The manual interactive processing is an interactive viewer action in which, during the viewing of the viewing content 16, the user 2 performs a predetermined operation using the acquired game element 8 as a price, thereby affecting the content of the viewing content 16 according to the game element 8 used as the price.
[0105] Specifically, when the user 2 detects that any one of the appearing characters 6 has been touched on the viewing screen W11bf, the character is set as the "target character 32 to be instructed". Alternatively, when a predetermined viewer action start operation is detected, a list of the appearing characters 6 may be displayed, and the target character 32 to be instructed may be selected by a touch operation from the list.
[0106] Next, a list 34 of the acquired playable elements 8 available for the target character 32 to be instructed is presented to the user 2, and a selection of which playable element 8 to use is accepted. Note that the conditions for selecting the playable elements 8 to be displayed in the list 34 are not only available for the target character 32 to be instructed, but also additional conditions can be appropriately added. For example, the participating character 7 being the same as the target character 32 to be instructed, the participating character 7 and the target character 32 belonging to the same idol production, the same idol team, etc. in the fictional world of the gameplay part 13 may also be included in the selection conditions.
[0107] The acquired playable elements 8 displayed in the list 34 are first searched for the playable elements 8 associated with the currently viewed viewing content 16 or the currently running viewing part 15 among all the acquired playable elements owned by the user 2, and then the playable elements 8 available for the target character 32 to be instructed are secondarily searched from the results of the first search and determined. Then, the playable element 8 selected by the user from the list 34 is set as the "instruction playable element" that is the price for the viewer action to be realized from now on, and the content of the interactive process determined based on the instruction playable element is reflected in the content of the currently viewed viewing content 16.
[0108] For example, in the example of FIG. 11, on the viewing screen W11bf before reflection, the appearing character 6e is selected as the target character 32. When the user 2 selects the play element 8 of "muffler" from the list 34 as the target play element 80, on the viewing screen W11af after reflection, the appearing character 6e holds the "muffler", and the display mode is changed to that of wearing the "muffler" (indicated by the upper white arrow among the two white arrows in FIG. 11). That is, the target character 32 will equip the play element 8 provided by the user 2.
[0109] Also, when the user avatar 36 of the user 2 appears on the viewing screen W11bf before reflection, the user 2 can also select the user avatar 36 as the target character 32. In that case, when a play element 8 available for the user avatar is selected from the list 34 as the target play element 80, on the viewing screen W11af after reflection, the interactive process associated with the selected play element 8 is executed. In the example of FIG. 11, the user avatar 36 is performing the action of "shaking with a flashlight" (indicated by the lower white arrow among the two white arrows in FIG. 11).
[0110] Similarly, if the content of the acquired play element 8 selected from the list 34 is an emote, the target character 32 is reflected to perform the emote. If the acquired play element 8 selected from the list 34 is an action (for example, throwing a kiss while jumping, etc.), the target character 32 is reflected to perform the action. If the acquired play element 8 selected from the list 34 is a change in ability parameter value (for example, an improvement in the dance ability level), the motion data applied to the motion control of the target character 32 is changed from the initial state data to motion data for performing a better dance, and it is reflected as if the dance level of the target character has improved.
[0111] However, even if the acquired game element 8 presented in the list 34 is available for the designated character 32, the degree of influence on the content of the audiovisual content 16 by the game element may vary depending on the relationship between the participating character 7 of the game element and the designated character 32.
[0112] Figure 12 is a diagram for explaining the difference in the degree of influence on the content of the audiovisual content 16 depending on the relationship between the participating character 7 and the designated character 32.
[0113] Figures 12(1) and 12(2) show examples of differences in the relationship of whether the participating character 7 and the designated character 32 are the same (of the same type). The game element 8 used in the example is an item that improves the ability parameter value of the designated character 32, and it is assumed that the participating character 7 is set.
[0114] As shown in Figure 12(1), if the designated character 32 and the participating character 7 are the same or of the same type, both are regarded as compatible, and the effect of the game element 8 is fully exerted. As shown in Figure 12(2), if the designated character 32 and the participating character 7 are not the same or of the same type, both are regarded as incompatible, and the effect of the game element 8 is suppressed.
[0115] Figures 12(2) and 12(3) show examples of differences in the relationship of the connection between people in the fictional world of the game part 13 or the audiovisual content 16 between the participating character 7 and the designated character 32.
[0116] The relationship parameter values (for example, intimacy, attachment, friendliness, etc.) between the designated character 32 and the participating character 7 in Figure 12(2) are shown to be higher than those in Figure 12(3). Alternatively, it may be set that the designated character 32 in Figure 12(2) belongs to the same idol team in the fictional world of the game part 13 or the audiovisual content 16, while the designated character 32 in Figure 12(3) belongs to a different team. In addition, relationships between people such as enemy or ally, parent-child relationship, superior-subordinate relationship, etc. may be used. Moreover, the higher the degree of relevance, the higher the effect of the gameplay element 8.
[0117] As other examples of differences in the degree of influence, if the gameplay element 8 is used as an item given to the target character 32, specific differences such as setting a difference in the grade of the item to be given, setting a difference in the number of items to be given, or setting a difference in the expiration date of the item to be given may be made. Also, differences may be made in the appearance of the item on the screen display.
[0118] FIG. 13 and FIG. 14 are diagrams for explaining the automatic interactive process. The manual interactive process required manual operations such as the selection of the target character 32 by the user 2 and the selection of the instructed gameplay element. However, the automatic interactive process is automatically executed without such user operations, and gives an influence according to the acquisition status of the gameplay element 8 to the content of the viewing content 16.
[0119] The content of the automatic interactive process is variously set according to the acquisition status of the gameplay element 8. The "acquisition status" is represented by (1) the current possession status indicating what combination of the acquired gameplay elements 8 is, and (2) the additional status indicating how many and what types of gameplay elements 8 have been newly acquired by playing the previous gameplay part 13.
[0120] And the content of the automatic interactive process can be roughly divided into a direct reflection on the content of the viewing content 16 as shown in FIG. 13 and an indirect reflection as shown in FIG. 14.
[0121] FIG. 13(1) and FIG. 13(2) show examples of the content of the automatic interactive process in which a direct reflection is made due to the difference in the current possession acquisition status of the acquired gameplay elements 8. In the example of Fig. 13(1), in the possession status, "having a predetermined number or more of game elements 8 with different versions that share the participating character 7" is established. In the example of Fig. 13(1), the participating character 7 is common as the "brow rabbit", and an example is shown where there are 3 acquired game elements 8 that are "muffler" items but have different versions. And as the content of the interactive process, for the character among the characters 6 appearing in the audiovisual content 16 that matches the participating character 7, the "muffler" item 40 is additionally equipped, and a new motion is automatically added. In the example of Fig. 13(1), it is a motion of jumping high.
[0122] The example of Fig. 13(2) is such that in the possession status, "having a predetermined number or more of game elements 8 with common items and different participating characters 7" is established. In the example of Fig. 13(2), it shows an example where the 5 game elements 8 are common as "muffler" items and the settings of the participating characters 7 are different. And as the content of the interactive process, for the character among the characters 6 appearing in the audiovisual content 16 that matches the participating character 7, a new motion different from the example of Fig. 13(1) is automatically added, the common "muffler" item 41 is additionally equipped, and the jumping ability is further improved.
[0123] Note that in either Fig. 13(1) or Fig. 13(2), even if the details of the motion change further according to the number of game elements 8 related to the establishment of the combination, it may be acceptable.
[0124] Also, regarding Fig. 13(2), the acquisition status for each character other than the combination of characters (dedicated characters or participating characters 7) associated with the game element 8 can also be used in the description of the application requirements of the interactive process.
[0125] For example, it is also possible to set application requirements such as "acquisition ratio of game element 8 for each character", "type of character with the maximum number of acquisitions", "all versions of game element 8 for a certain character have been acquired", and "a certain character has not acquired the game element 8 associated with it". Then, by varying the content of the interactive processing for each application requirement including such descriptions, the content of the viewing content 16 can be made more diverse according to the acquisition status for each character.
[0126] FIG. 13(3) and FIG. 13(4) are diagrams for explaining an example of an automatic interactive process in which a direct reflection based on the possession status and addition status focusing on the rarity of game element 8 is made.
[0127] In FIG. 13(3), in the possession status, "among the acquired game elements 8, there are two game elements 8 with the same target character for use and set to the rarity 'S Rare' (in the example of FIG. 13(3), the 'full body tights' item and the 'glittering muffler' item)", and in the addition status, "at least one of them has been newly acquired in the immediately preceding game part 13" holds. The possession status and addition status of game element 8 viewed by rarity satisfy the application requirements of the automatic interactive process. And as the content of the interactive process, the content of the viewing content 16 is changed such that "the user avatar 36 makes an action of waving the support gate flag item 42 towards the corresponding appearing character 6d".
[0128] In Fig. 13(4), in the possession status, "among the acquired game elements 8, there are two types of game elements 8 of a specific type (for example, the "bodysuit" item) set to the rarity "S rare" and a specific type (for example, the "shining muffler" item) set to the rarity "A rare". In the addition status, "the latter has been newly acquired in the immediately preceding game part 13" holds true. The possession status and addition status of the game elements 8 viewed by rarity satisfy application requirements different from those in Fig. 13(3). And as the content of the interactive process, the content of the audiovisual content 16 is changed such that "the user avatar 36 makes an action of waving the gate flag item 43 towards the corresponding character 6c on the stage".
[0129] Even outside the examples of Fig. 13(3) and Fig. 13(4), the acquisition status of the game elements 8 by rarity can also be used in the description of the application requirements for the interactive process. For example, "the acquisition ratio of the game elements 8 by rarity", "the type of rarity of the maximum number of acquisitions", "owning or acquiring a predetermined number or more of the game elements 8 of the highest rarity related to a certain character", "not having acquired the game elements 8 of the highest rarity", etc. can also be set as application requirements. And by varying the content of the interactive process for each application requirement including such descriptions, the changes in the content of the audiovisual content 16 according to the acquisition status by rarity can be made more diverse.
[0130] In Fig. 13(5), in the possession status, "among the acquired game elements 8, there is a specific type set to the attribute "light". In the addition status, "two game elements 8 of the attribute "light" have been acquired" holds true. And as the content of the interactive process, the display mode of the display body 31 corresponding to the viewer action of "throwing money" is changed. In the example of Fig. 13(5), the movement trajectory changes and a glittering effect is added. The type of the movement trajectory and the type of the added effect are variously set according to the specific type in the possession status, the added number in the addition status, the type and combination of the attributes, etc. That is, even according to the acquisition status of the acquired game elements 8 by rarity, the content of the automatic interactive processing that is directly reflected varies.
[0131] Even outside the example of Fig. 13(5), the acquisition status of the game elements 8 by attribute can also be used as an application requirement for the interactive processing. For example, "acquisition ratio of game elements 8 by attribute", "number of acquired game elements 8 of a specific attribute", "acquisition of all attributes of game elements 8 related to a certain character", "not having acquired game elements 8 of a specific attribute", etc. can also be set as application requirements. And by varying the content of the interactive processing for each application requirement including such conditions, the content of the viewing content 16 can be changed more diversely according to the acquisition status by attribute.
[0132] The content of the automatic interactive processing that is indirectly reflected includes replacing the acquired game elements 8 with another type of game elements 8 that can be used in the manual interactive processing.
[0133] In the example of Fig. 14(1), in the possession status, "there are a predetermined number or more of the same type of game elements 8", and in the addition status, "one of them was acquired by playing the previous game part 13" holds, satisfying the application requirements of the interactive processing. In the example of Fig. 14(1), there are 3 or more "carrot" items in possession, and one of them is newly added. And as the content of the interactive processing, the game elements 8 related to these application requirements are replaced with another type of game elements 8 (in the example of Fig. 14(1), the game elements 8m of the "muffler" item that does not limit the character to be used). It can also be paraphrased as making the game elements 8 related to the application requirements non-owned and having another type of game elements 8 owned instead.
[0134] In the example of Fig. 14(2), in the possession status, "there are 5 or more play elements 8 of the same type", and in the addition status, "more than half of them are acquired by playing the previous play part 13", which satisfies the application requirements for interactive processing. In the example of Fig. 14(2), 7 or more "carrot" items are possessed, and 5 of them are newly added. And as the content of the interactive processing, instead of the play elements 8 related to these application requirements, the participating character 7 is the same as the participating character 7 of these play elements 8, and is replaced by a different type of play element 8 (play element 8n of the "butterfly necktie" item restricted for use by the appearing character 6d).
[0135] Note that in replacements such as those in Fig. 14(1) and Fig. 14(2), the usage restrictions of the replaced play elements 8 (8m, 8n) basically follow the definitions preset according to the types of the play elements, but it is also possible to inherit some or all of the usage restrictions set for the play elements 8 before replacement.
[0136] In the example of Fig. 14(3), in the possession status, "possessing 3 or more types of play elements 8 with version differences", and in the addition status, "acquiring 3 or more types of play elements 8 by playing the previous play part 13" holds, which satisfies the application requirements for interactive processing. In the example of Fig. 14(3), 4 "carrot" items with version differences are possessed, and 3 of them are newly added and acquired. And as the content of the interactive processing, instead of the play elements 8 related to these application requirements, it is replaced by a different type of play element 8 (play element 8p of the "spotlight effect" item).
[0137] The content of the automatic interactive processing that is indirectly reflected, specifically, the types of play elements 8 to be replaced (including differences in rarity settings and usage restriction settings), and the number of replacements can be appropriately changed according to the numbers and combinations of play element types in the possession status and addition status. Also, the way of showing the replacement can be things like synthesis or enhancement of the play elements 8.
[0138] Next, the functional configuration will be described. FIG. 15 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0139] The operation input unit 100s is a means for inputting various operations for server management. The keyboard 1106 in FIG. 1 corresponds to this.
[0140] The server processing unit 200s is realized by, for example, a processor that is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, and other electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100s and the server storage unit 500s. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the user terminal 1500, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.
[0141] The server processing unit 200s includes a user management unit 202, a membership service providing unit 204, an entertainment management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be appropriately included.
[0142] The user management unit 202 performs processing related to user registration procedures and storage management of various information associated with user accounts. Specifically, the user management unit 202 performs (1) granting a unique user account to a registered user, (2) storage management of personal information for each user account, (3) management of sign-in / sign-out, (4) storage management of save data related to playing entertainment content, (5) management of points used as consideration for online shopping and membership services, etc.
[0143] The membership service providing unit 204 controls the provision of membership services other than entertainment (for example, posting and viewing of play videos, provision of chat spaces, online shopping for items that can be used in playing entertainment content, etc.).
[0144] The entertainment management unit 210 performs various controls for causing the user terminal 1500 to play given entertainment content. Specifically, the entertainment management unit 210 includes a game play part control unit 212 and a viewing part control unit 220.
[0145] The game play part control unit 212 controls a game play part 13 in which the user can acquire a game element 8 as one of the progress parts of entertainment content including a plurality of progress parts. And in the present embodiment, since the game play part 13 includes game play, the game play part control unit 212 has a play information management unit 214.
[0146] The play information management unit 214 manages the play information 705 (see FIG. 24) of each user, and updates the play information 705 of the user based on the game play of the user in the game play part 13. Specifically, the play information management unit 214 manages by including information on the game element 8 acquired by each user in the play information 705, and reduces the information on the game element 8 used in the action operation during viewing. That is, it manages as if the game element 8 is consumed according to the action operation.
[0147] Since the participating character 7 can be the game target character 60 of the game play part 13, speaking with an eye on the participating character 7, it can also be said that the game play part control unit 212 controls the progress of the game play part in which the participating character 7 participates in the acquisition of the game element by the user 2. Furthermore, focusing on the cultivation elements of the game in the game part 13, since the game elements 8 given to the user 2 change according to the cultivation status, the game part control unit 212 performs control to acquire the game elements 8 based on the user's operation input for the participating character 7, and variably controls the game elements that can be acquired by the user based on the cultivation status of the participating character 7.
[0148] The viewing part control unit 220 controls the viewing part 15 in which the user views the viewing content 16 in which the appearing character 6 appears as one of the progress parts of the entertainment content including a plurality of progress parts, based on the acquisition status of the user's game elements 8. Specifically, the viewing part control unit 220 distributes the data of the given viewing content 16 to a plurality of user terminals 1500, and controls the progress of the viewing part 15 by having the plurality of users 2 view the common viewing content 16.
[0149] And the viewing part control unit 220 includes a viewing content variable control unit 221s, an interactive processing unit 223s, a viewing price collection unit 226, and a matching processing unit 228.
[0150] The viewing content variable control unit 221s variably controls the viewing content 16 based on the acquisition status of the game elements 8. In this embodiment, the combinations of the appearing characters 6 are different for each viewing content 16. Prior to the start of viewing in the viewing part 15, the "favorite" character is determined based on the play result of the game part 13 and the acquisition status of the user's game elements 8 (see FIG. 8), and the viewing content 16 in which the "favorite" character appears as the appearing character is selected and presented as an option for viewing desire, thereby substantially variably controlling the viewing content 16 based on the acquisition status of the game elements 8 (see FIG. 9). It can also be said that the composition of the viewer group 3 that views the viewing content 16 is adjusted.
[0151] The interactive processing unit 223s receives an action operation on the viewing content 16 by the user 2 and performs interactive processing according to the action operation on the viewing content 16. For example, the shared interactive processing (see FIG. 10), the manual interactive processing using the game element 8 (see FIGS. 11 and 12), and the automatic interactive processing based on the acquired game element 8 (see FIGS. 13 and 14) correspond to this. In particular, for the shared interactive processing, since the information of the shared type viewer action is shared within the viewer group 3, it can be said that the server system 1100 undertakes a part of the interactive processing according to the action operation on the viewing content 16. For the manual interactive processing and the automatic interactive processing, by managing the definition data of the interactive processing and providing it to the user terminal 1500, it can be said that they undertake a part of these interactive processes.
[0152] The viewing charge collection unit 226 receives an operation of using any of the game elements 8 owned by the user 2 as a charge game element as a charge for the viewing control of the viewing part 15, and de-owns the charge game element.
[0153] The matching processing unit 228 creates a plurality of viewer groups 3 by performing matching of users related to the viewing of the viewing content 16 in the viewing part 15 based on the play information of the game play in the game part 13 (see FIG. 9).
[0154] The timing unit 280s uses the system clock to measure the current date and time, limited time, etc.
[0155] The sound generation unit 290s is realized by the execution of an IC or software for generating and decoding audio data, and generates or decodes audio data such as operation sounds, effect sounds, BGM, voice calls, etc. related to the system management of the server system 1100, the provision of membership services, and the provision of entertainment content. Then, the audio signal related to the system management is output to the audio output unit 390s.
[0156] The sound output unit 390s outputs an audio signal. In the example of FIG. 1, the speaker (not shown) provided in the main body device or the touch panel 1108 corresponds to this.
[0157] The image generation unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. A part of the function of generating various screens related to the system management of the server system 1100, the provision of membership services, the provision of entertainment content, etc. (or data for displaying them on the user terminal 1500) corresponds to this.
[0158] The image display unit 392s is realized by a device for displaying an image, such as a flat panel display, a head-mounted display, or a projector. In the example of FIG. 1, the touch panel 1108 corresponds to this.
[0159] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s.
[0160] The communication unit 394s connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.
[0161] The server storage unit 500s stores programs and various data for realizing various functions for integrally controlling the server system 1100 by the server processing unit 200s. Further, it is used as a work area of the server processing unit 200s and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. This function is realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, etc. In the example of FIG. 1, the storage media such as the IC memory 1152 and the hard disk mounted on the main body device 1101, and the storage 1140 correspond to this.
[0162] FIG. 16 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in the present embodiment stores a server program 501, a distribution client program 503, entertainment content initial setting data 510, user management data 650, entertainment management data 700, matching management data 770, and the current date and time 900. The server storage unit 500s also appropriately stores other programs and data (such as timers, counters, various flags, etc.).
[0163] The server program 501 is a program for realizing the functions as the user management unit 202, the membership service providing unit 204, and the entertainment management unit 210 when read and executed by the server processing unit 200s.
[0164] The distribution client program 503 is the original of the program provided to and executed on the user terminal 1500.
[0165] The entertainment content initial setting data 510 stores various initial setting data related to the entertainment content. For example, the entertainment content initial setting data 510 includes progress part configuration data 511 (see FIG. 3), game element definition data 520, game part definition data 540, viewing part definition data 560, viewing content initial setting data 570, additional content data 590, and interactive processing definition data 600. Of course, other data can also be appropriately included.
[0166] The game element definition data 520 is prepared separately for each game element 8 and stores various initial setting data related to the game element 8. For example, as shown in FIG. 17, one game element definition data 520 includes a unique game element type 521, icon data 522, a dedicated character type 523, a rarity 524, an attribute 525, a game element category 526, game element content data 527, and usage restriction setting data 530. Of course, other data can also be included as appropriate.
[0167] The icon data 522 is data of the icon when presenting the acquired game element 8 to the user 2 in a list 34 or the like. The image depicted by the icon includes an image explaining the game element 8, and may also include an image showing the appearance character 6 (dedicated character) that the game element 8 is limited to use.
[0168] The dedicated character type 523 is set when the game element 8 is dedicatedly used for a specific appearance character 6. It indicates the type of character depicted in the icon.
[0169] The game element content data 527 stores data for realizing the content and effects of the game element 8. More specifically, it stores various data for what happens related to the viewing content 16 and for realizing its content.
[0170] For example, if it is a game element 8 of an item that changes the display mode of the appearance character 6, the model data and texture data of the item (or the model data and texture data of the appearance character 6 with a muffler attached) are stored.
[0171] For example, if it is a game element 8 that changes the ability parameter value, the type and change amount of the ability parameter value to be changed are stored.
[0172] For example, in the case of the game element 8 that changes the actions of the character 6 that appears, additional motion data and motion change instruction data that specify where to insert or replace in the initial motion script are stored.
[0173] For example, in the case of the game element 8 that adds an effect, additional effect data and effect change instruction data that specify where to insert or replace in the initial event script are stored.
[0174] The usage restriction setting data 530 stores the content of the usage restriction in association with the application requirements to which it applies. In the example of FIG. 17, the acquisition situation 531 is taken as an example of the application requirements, and the expiration date 532, the usable situation 533, and the usable character 534 are exemplified as the content of the usage restriction.
[0175] Of course, the application requirements are not limited to the example of FIG. 17. It can be described using the date and time when the game element 8 was acquired, the type and number of participating characters involved in the acquisition of the game element 8, the type of character for which the game element 8 is used, and the relationship between the character for which the game element 8 is used and the participating characters.
[0176] The content of the usage restriction is also not limited to the example of FIG. 17. In addition to these, it may be described using skills and ability parameter values that are essential for the character for which the game element 8 is used, the type, degree, and duration of the action effects, and the like.
[0177] The acquisition situation 531 covers the situations that provide a chance to acquire the game element 8 in the game part 13. The expiration date 532 indicates the time limit from acquisition or a specific viewing part 15. Also, "no setting", which means unlimited, can be set.
[0178] The available situation 533 is set with the identification information of a specific viewing part 15 that the game element 8 can be used for, the identification information of a specific viewing content 16, and the category of the content of the specific viewing content 16. Of course, "no setting" which means unlimited is also settable. The available character 534 is data that designates the characters 6 that can be used by the game element 8. For example, "all types" which means unlimited, or dedicated characters, participating characters 7, user avatars 36, etc. can be set.
[0179] FIG. 18 is a diagram showing an example of the data configuration of the game part definition data 540. The game part definition data 540 is prepared for each game part 13 and stores various initial setting data related to the part. One game part definition data 540 includes a unique game part ID 541, available requirements 542, game part content data 548, and lottery set definition data 550. Of course, other data can also be appropriately included.
[0180] The available requirements 542 are the conditions that should be satisfied for the game part 13 to be playable, and are described by combining one sub-condition or a plurality of sub-conditions with AND or OR. As sub-conditions, a period condition 543, a game part history condition 544, and a viewing part history condition 545 can be used. Note that any of these conditions can be set to "no setting".
[0181] The period condition 543 is a condition regarding the date and time or the elapsed time from a specific date. The game part history condition 544 is a condition regarding the play history of the past game part 13. The viewing part history condition 545 is a condition regarding the viewing history of the past viewing part 15.
[0182] The game part history condition 544 is described by combining one or more of the conditions 544a for the type of character to be played, the condition 544b for the play result, the condition 544c for the acquisition status of the game element 8, etc. using AND or OR. Note that any of these conditions can be set to "none".
[0183] The game part content data 548 stores various data for realizing the game part 13, such as game initial setting data for realizing gameplay and the relational parameter value change definition data 549. The relational parameter value change definition data 549 defines how the relational parameter value is to be changed depending on the game progress situation.
[0184] The lottery set definition data 550 is prepared for each lottery set used when determining the game element 8 given to the user 2 within the game part 13. One lottery set definition data 550 includes, for example, a unique lottery set ID 551 and a set use permission condition 552. The set use permission condition 552 is described by combining one or more of the game target character type condition 553, the relational condition 554 regarding the relationship between the user and the game target character 60, and the play result condition 555 using AND or OR. Note that any of these conditions can be set to "none".
[0185] FIG. 19 is a diagram showing an example of the data configuration of the viewing part definition data 560. The viewing part definition data 560 is prepared separately for each viewing part 15 and stores various setting data related to the viewing part 15. One viewing part definition data 560 includes a unique viewing part ID 561, a viewable requirement 562, a viewing content ID list 565, and a viewing start date and time 566. Of course, other data can also be included as appropriate.
[0186] The viewable requirement 562 includes a viewable period 563 and a list 564 of IDs of pre-play essential game parts. The viewable period 563 is described by a specific date and time on the real-world calendar, a specific period, or the elapsed time from the play date and time of the game part 13 played immediately before. The list 564 of IDs of pre-play essential game parts specifies the game parts 13 that must be played in order to view the view part 15, but it can be set to "none specified".
[0187] The list 565 of view content IDs indicates the view content 16 available in the view part 15.
[0188] Figure 20 is a diagram showing an example of the data configuration of the initial view content setting data 570. The initial view content setting data 570 is created separately for each view content 16 and stores various data for viewing the content. One initial view content setting data 570 includes a unique view content ID 571, a view content category 572, a list 573 of appearing characters, a viewable requirement 574, and view content data 580. Of course, other data can also be included as appropriate.
[0189] Both the view content ID 571 and the view content category 572 are information regarding the setting of the type of the view content 16.
[0190] The view content category 572 indicates a category regarding the content of the view content 16. The types of categories can be set as appropriate, for example, singing live, musical instrument performance, drama, talk show, variety show, travelogue, food report, sports, etc.
[0191] The viewable requirement 574 describes the content that should be satisfied in order to view the viewing content 16. The viewable requirement 574 is described by combining one or more sub-conditions with AND or OR. Note that any of these sub-conditions can be set to "not set". As the sub-conditions, a relationship condition 575 and a game element acquisition status condition 576, which is a condition regarding the possession status and addition status of the acquired game elements 8, are used for description.
[0192] The relationship condition 575 is a condition regarding the relationship between the user 2 and the appearing character 6. For example, it is described by the range of the relationship parameter value with each appearing character 6, the threshold value to be reached, the number of appearing characters 6 that satisfy the threshold value to be reached, and the like.
[0193] The viewing content data 580 defines the content of the viewing content 16 and stores various data for enabling the viewing of the viewing content 16. For example, the viewing content data 580 includes content script data 581, music data 582, appearing character initial setting data 583, initial effect data 585, initial background setting data 586, and initial acceptable viewer action type list 587. Of course, other data can also be included as appropriate.
[0194] The content script data 581 is the data of the scenario throughout the viewing content 16. It describes which data to use at which timing. The music data 582, the appearing character initial setting data 583, and the initial effect data 585 correspond to the materials.
[0195] The character initial setting data 583 is prepared separately for each character 6 in the viewing content 16, and defines what actions to take and when within the viewing content 16. One piece of character initial setting data 583 includes a character type 583a and character data 583b. The character data 583b includes initial display mode data, initial ability parameter value data, and initial action data. The initial action data includes a motion script and motion data.
[0196] The initial background setting data 586 defines the stage on which the content of the viewing content 16 unfolds. That is, it includes data of various background objects arranged in a virtual three-dimensional space.
[0197] The initial list of viewer action types 587 that can be received indicates the types of viewer actions that the user 2 can perform during the viewing of the viewing content 16.
[0198] Returning to FIG. 16, the additional content data 590 is data of "bonus" content that becomes additionally viewable along with the viewing of the viewing content 16 as one of the contents of the interactive process. The additional content data 590 is basically pre-prepared video content, but it can also be other content.
[0199] The interactive process definition data 600 is prepared separately for each content of the interactive process and stores various data for realizing the content of the interactive process. One piece of interactive process definition data 600 includes a unique interactive ID 601, one of the types 602 of shared / auto / manual, application requirements 610, and process content data 630. Of course, other data can also be included as appropriate.
[0200] FIG. 21 is a diagram showing an example of the data configuration of the application requirements 610. The application requirement 610 defines the content that should be satisfied for the content of the interactive process to be executed, and is described by combining one or more sub-conditions with AND or OR. Note that any of these sub-conditions can be set to "not set".
[0201] As sub-conditions, a user relationship condition 611, an ownership status condition 612 of the game element 8, an addition status condition 614 of the game element 8, a target character condition 620, an instructed game element designation condition 622, a character relationship condition 624, a time condition 626, and a shared viewer action type condition 628 can be used.
[0202] The user relationship condition 611 is a condition regarding the relationship between the user 2 and the appearing character 6. For example, it is described by the range of relationship parameter values with all appearing characters 6, the threshold value to be reached, the number of appearing characters 6 that satisfy the threshold value to be reached, and the like.
[0203] The ownership status condition 612 and the addition status condition 614 are sub-conditions regarding the ownership status and addition status (the status of how many game elements 8 were acquired in the immediately preceding played game part 13) of the acquired game element 8, and both are conditions regarding the acquisition status of the acquired game element 8.
[0204] The ownership status condition 612 is described by combining one or more of a character-specific ownership status condition 612a, a rarity-specific ownership status condition 612b, and an attribute-specific ownership status condition 612c with AND or OR. Note that any of these conditions can be set to "not set". The rarity-specific ownership status condition 612b and the attribute-specific ownership status condition 612c may be the ownership status of a character identical to the target character 32, or may be the ownership status regardless of the target character 32.
[0205] The additional status condition 614 is described by combining one or more of the additional status conditions 614a by character, the additional status conditions 614b by rarity, and the additional status conditions 614c by attribute using AND or OR. Note that any of these conditions can be set to "not set". The additional status conditions 614b by rarity and the additional status conditions 614c by attribute may be additional statuses for the same character as the target character 32 to be instructed, or may be additional statuses not related to the target character 32 to be instructed.
[0206] The target character condition 620 relates to manual interactive processing and is a condition regarding which of the appearing characters 6 the user 2 designated as the target character 32. It can also be set to "not specified", which is virtually unrestricted.
[0207] The designated gameplay element specification condition 622 relates to manual interactive processing and defines what should be satisfied for the gameplay element 8 selected and instructed by the user 2 as the gameplay element 8 to be used from among the acquired gameplay elements 8 presented in the list 34 (see FIG. 11).
[0208] For example, it is described by combining one or more of the gameplay element type 521 (see FIG. 17) of a specific gameplay element 8, the rarity 524, the attribute 525, the type of the associated character (dedicated character or participating character 7), the setting of usage restrictions, etc.
[0209] If conditions are described in terms of game element type 521, the designated condition for the instructed game element 622 includes a list of types. If conditions are described in terms of rarity 524, the designated condition for the instructed game element 622 includes a rarity range as a criterion for determination of conformity / non - conformity. If conditions are described in terms of attribute 525, the designated condition for the instructed game element 622 includes a list of attributes to be satisfied. If conditions are described in terms of character type, the designated condition for the instructed game element 622 includes a list of character types. If conditions are described using usage restrictions, the designated condition for the instructed game element 622 includes, as a criterion for determination of conformity / non - conformity, (1) a range of available dates or a list of days of the week corresponding to the expiration date 532, (2) a list of viewing part IDs of viewing part 15 or a list of viewing content IDs of viewing content 16 corresponding to the available situation 533, and (3) a list of categories of viewing content 16, etc.
[0210] The character relationship condition 624 is a condition regarding the relationship between the participating character 7 of the instructed game element and the designated target character 32. For example, it is set as a condition that the two are either "the same / of the same kind", "different", or "not set". Also, the range or threshold of the relationship parameter values of the two, or the relationship as the connection between characters 6 appearing in game part 13 or viewing content 16 as a person - to - person connection may be described as a condition.
[0211] The time condition 626 is a condition regarding the time element related to the game element 8 (instructed game element) to be used. For example, it is described as the elapsed time from the date and time when the game element 8 was obtained until it is used.
[0212] The shared - type viewer action type condition 628 is a condition regarding the type of viewer action (shared - type viewer action; "tipping", "comment", "evaluation") shared within the viewer group 3 (see FIG. 9).
[0213] By setting these sub-conditions in different ways, various application requirements 610 can be described in any of shared interactive processing, manual interactive processing, and automatic interactive processing. Incidentally, the application requirements 610 for shared interactive processing are described only by the shared viewer action type condition 628. The application requirements 610 for manual interactive processing are described using sub-conditions other than the shared viewer action type condition 628. The application requirements 610 for automatic interactive processing are described using the user relationship condition 611, the holding status condition 612, and the additional status condition 614.
[0214] Figure 22 is a diagram showing an example of the data configuration of the processing content data 630. The processing content data 630 defines what is to be done as the content of the interactive processing in the situation described by the application requirements 610.
[0215] For example, the processing content data 630 includes character-related change data 631, background change data 640, effect change data 641, acceptable viewer action type change data 642, service point grant amount 643, and content change data 644. These define what and how to change from the initial settings of the viewing content 16.
[0216] The character-related change data 631 is prepared for each appearance character 6 to be changed. One piece of character-related change data 631 includes a change target character type 632, a display mode change data 633, an action change data 634, and an ability parameter value change data 635.
[0217] In the case of manual interactive processing, since the game element content data 527 of the instructed game element 8 is necessarily applied, the character-related change data 631, the background change data 640, the effect change data 641, and the acceptable viewer action type change data 642 may not be set. In automatic interactive processing, these settings are crucial.
[0218] The service point grant amount 643 specifies the service points to be granted to the viewed user 2. The service points are used as the consideration for receiving various membership services.
[0219] The content change data 644 specifies the "bonus" content that can be viewed in addition to the viewed content 16.
[0220] Returning to FIG. 16, the user management data 650 is created for each registered user and stores various data associated with the user. For example, one user management data 650 stores a unique user account, the remaining service point balance, and various save data.
[0221] The entertainment management data 700 is created for each provision of entertainment content and stores various data related to the provision control. One entertainment management data 700 includes, for example, as shown in FIG. 23, a player account 701, game part management data 703, game part play history data 740, and viewing part history data 768. Of course, other data can also be included as appropriate.
[0222] The game part management data 703 stores various data related to the play of the game part 13. As shown in FIG. 24, the game part management data 703 includes play information 705 and game element acquisition status data 730.
[0223] The play information 705 includes a game part ID 707 of the game part 13 being played, a game target character type 709, play result data 710, and acquired game element data 720. Of course, other data can also be included as appropriate.
[0224] The play result data 710 includes cultivation result data 711 for each character to be cultivated and relationship data 713.
[0225] The breeding result data 711 is prepared for each character to be bred in the game part 13, and stores the type of the character to be bred, the breeding parameter value at the start of play, and the latest breeding parameter value. Of course, other data can also be included as appropriate. The breeding parameter value is the breeding level, the ability parameter value of the character to be bred, the level for each skill, and the like.
[0226] The relationship data 713 is prepared for each character playable in the game part 13, and stores the relationship parameter value between the character and the user who is the player.
[0227] The acquired game element data 720 is created every time the user 2 acquires a new game element 8, and is deleted when the game element 8 is de-owned and consumed. One acquired game element data 720 includes a unique game element ID 721, a game element type 722, an acquisition date and time 723, a corresponding character type 724, a usage restriction setting 725, and the like. Of course, other data can also be included as appropriate.
[0228] The game element acquisition status data 730 is various statistical data indicating the acquisition status of the acquired game element 8. For example, it includes the acquisition status data 732 by character, the acquisition status data 734 by rarity, and the acquisition status data 736 by attribute. It stores the number of holdings and the additional number newly acquired in the immediately previous game part 13, respectively, by character, rarity, and attribute. The values indicated by these acquisition status data represent the acquisition status (holding status, additional status) of the acquired game element 8.
[0229] Figure 25 is a functional block diagram showing an example of the functional configuration of the user terminal 1500. The user terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
[0230] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the terminal processing unit 200. For example, it can be realized by a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, etc. The direction input key 1502, the button switch 1504, the touch panel 1506, etc. in FIG. 2 correspond to this.
[0231] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or a GPU, and an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, and various data received from the server system 1100, it executes various arithmetic processes to control the operation of the user terminal 1500. The control board 1550 in FIG. 2 corresponds to this.
[0232] And the terminal processing unit 200 in the present embodiment includes a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
[0233] The client control unit 260 performs control for receiving the membership service of the entertainment system 1000 and various controls for playing entertainment content. Specifically, the client control unit 260 includes a game part client control unit 261 that performs various controls for playing the game part 13, and a viewing part client control unit 262 that performs various controls for viewing in the viewing part 15.
[0234] The viewing part client control unit 262 generates a virtual three-dimensional space that is the source of the video of the viewing content 16, and controls the actions of the characters 6 appearing therein. The image captured by the virtual camera arranged in the virtual three-dimensional space is rendered by the image generation unit 292, and various displays are added thereto to create a viewing screen of the viewing content 16.
[0235] That is, it undertakes part of the function as the viewing part control unit 263 that controls the viewing part 15 for allowing the user to view the viewing content 16 in which the appearance character 6 appears as one of the progress parts of the entertainment content including a plurality of progress parts, based on the acquisition status of the user's game element 8.
[0236] The viewing part client control unit 262 includes a viewing content variable control unit 221t, an appearance character control change unit 222, an interactive processing unit 223t, a first interactive processing content variable control unit 224, and a second interactive processing content variable control unit 225.
[0237] The appearance character control change unit 222 variably controls any one of the display mode, actions, parameter values, and possessed items of the appearance character 6 based on the acquisition status of the game element 8. Also, the appearance character control change unit 222 controls the appearance character based on the character-specific acquisition status obtained by classifying the game elements 8 already acquired by the user 2 according to the associated characters. This corresponds to changing the display mode, actions, ability parameter values, possessed items, etc. of the appearance character 6 in the viewing content 16 as manual interactive processing (see FIG. 11) or automatic interactive processing (see FIGS. 13 and 14).
[0238] Therefore, regarding the manual interactive processing, when the appearance character control change unit 222 receives an action operation targeting the appearance character 6, it changes any one of the display mode, actions, parameter values, and possessed items of the appearance character 6 targeted by the instruction.
[0239] The interactive processing unit 223t receives an action operation by the user 2 on the viewing content 16, and performs interactive processing according to the action operation on the viewing content 16. For example, the shared interactive processing (see FIG. 10), the manual interactive processing using the game element 8 (see FIGS. 11 and 12), and the automatic interactive processing based on the acquired game element 8 (see FIGS. 13 and 14) correspond to this.
[0240] Focusing on the character relationship condition 624 of the application requirement 610 of the interactive processing definition data 600, it can be described as follows. That is, when the interactive processing unit 223t receives an action operation using the game element 8 during viewing, based on the relationship between the participating character 7 related to the game element 8 used in the action operation and the character 6 appearing in the viewing content 16, it can also be said that the interactive processing according to the action operation is performed.
[0241] Also, in the manual interactive processing (see FIG. 11), the available game elements 8 are presented to the user 2 in the list 34. Therefore, it can also be said that the interactive processing unit 223t controls whether to receive an action operation using the game element 8 based on the relationship between the participating character 7 related to the game element 8 used in the action operation and the character 6 appearing in the viewing content 16.
[0242] In addition, the game element 8 is associated with a viewing part 15 in which an action operation using the game element 8 is possible according to the setting of the available situation 533 of the use restriction setting data 530. Therefore, it can also be said that the interactive processing unit 223t controls whether to receive an action operation using the game element based on whether the current viewing part 15 is the viewing part 15 associated with the game element 8.
[0243] The first interactive processing content variable control unit 224 variably controls the content of executable interactive processing based on the acquisition status of the game elements 8. Specifically, based on the acquisition status of the game elements 8 associated with the same character as the character 6 (designated target character 32) that is the target of the action operation instruction among the game elements 8 already acquired by the user 2, the content of executable interactive processing is variably controlled.
[0244] For example, this corresponds to changing the content of the viewing content 16 by the game element 8 depending on whether the participating character 7 set in the game element 8 used in the manual interactive processing matches the designated target character 32 that uses the game element (see FIG. 12).
[0245] In addition, the first interactive processing content variable control unit 224 variably controls the content of executable interactive processing based on the acquisition status according to the rarity of the game elements 8 associated with the same character. For example, this corresponds to the content of the automatic interactive processing in FIG. 13(3) being reflected.
[0246] In addition, the first interactive processing content variable control unit 224 variably controls the content of executable interactive processing based on the acquisition status for each character obtained by classifying the game elements 8 already acquired by the user 2 according to the associated characters. Specifically, the application requirements of the interactive processing (corresponding to the activation conditions) include conditions regarding the overall relationship between the user 2 and the character 6. The integrated relationship includes the acquisition status for each character classified according to the character (for example, a specific character that can use the game element 8 or the participating character 7) associated with the game element 8. Therefore, substantially, the content of the interactive processing is variably controlled based on the acquisition status for each character.
[0247] Also, the first interactive processing content variable control unit 224 variably controls the content of the executable interactive processing based on the acquisition status by attribute obtained by the user 2 for the game elements 8 divided by the associated attributes. Specifically, the application requirements of the interactive processing include conditions regarding the overall relationship between the user 2 and the character 6 appearing in the game. The integrated relationship includes the acquisition status divided by the attributes of the game elements 8. Therefore, substantially, the content of the interactive processing is variably controlled based on the acquisition status by attribute.
[0248] Also, the first interactive processing content variable control unit 224 controls the content of the executable interactive processing by changing the types of acceptable action operations. For example, in the case of manual interactive processing, when the user selects the target character 32 to be instructed, the game elements 8 available for use with the character are selected and presented in the list 34, and the user designates the exchange game elements from there. This also substantially corresponds to a change in the types of acceptable action operations (see FIG. 11).
[0249] Also, the first interactive processing content variable control unit 224 changes the types of action operations acceptable as the action operation based on the acquisition status of the game elements 8 obtained by the user 2 for the game elements 8 associated with the same character as the character that is the target of the action operation instruction. Thereby, the content of the executable interactive processing is controlled. For example, selecting the game elements 8 available for use with the target character 32 in the list 34 (see FIG. 11) and having the user 2 select them corresponds to this. It is also possible to include in the conditions for selecting the game elements 8 displayed in the list 34 that the participating character 7 is the same as the target character 32.
[0250] Also, focusing on the character relationship condition 624 of the application requirement 610 of the interactive processing definition data 600, it can be said that the first interactive processing content variable control unit 224 variably controls the content of the interactive processing based on the relationship between the participating character 7 related to the game element 8 used in the action operation and the character 6 appearing in the audiovisual content 16.
[0251] The second interactive processing content variable control unit 225 variably controls the content of the interactive processing based on the time interval between the game part 13 where the game element 8 used in the action operation is acquired and the audiovisual part 15 where the action operation is performed.
[0252] The timing unit 280 performs timing of the current date and time, limit time, etc. using the system clock.
[0253] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back an audio file, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390.
[0254] The sound output unit 390 is realized by a device that outputs (plays) sound based on the sound signal input from the sound generation unit 290. The speaker 1510 in FIG. 2 corresponds to this.
[0255] The image generation unit 292 generates various images based on the control of the client control unit 260, and generates a play screen in the game part 13 and a viewing screen in the audiovisual part 15 based on that. Then, it outputs an image signal for displaying them on the image display unit 392. In the example of FIG. 2, the GPU (Graphics Processing Unit) and the graphic controller mounted on the control board 1550 correspond to this.
[0256] The image display unit 392 is implemented by a device that displays images, such as a flat panel display, a head-mounted display, a projector, etc. In the example of FIG. 2, the touch panel 1506 corresponds to this.
[0257] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394.
[0258] The communication unit 394 connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.
[0259] FIG. 26 is a diagram showing an example of programs and data stored in the terminal storage unit 500. The terminal storage unit 500 stores programs for realizing given functions in the terminal processing unit 200, various data, etc. Also, it is used as a work area for the terminal processing unit 200 and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, etc. Such functions are realized by, for example, an IC memory such as a RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD. In the example of FIG. 2, the IC memory 1552 and the memory card 1540 mounted on the control board 1550 correspond to this. A configuration using online storage is also possible.
[0260] Specifically, the terminal storage unit 500 stores a client program 502 (application program) for causing the terminal processing unit 200 to function as the client control unit 260, client control data 790, and the current date and time 900. Of course, other data can also be stored as appropriate.
[0261] The client control data 790 includes viewing part management data 800, viewing content data (write) 840, play performance data (write) 842, acquired game element data (write) 844, game element acquisition status data (write) 846, interactive processing definition data (write) 848, viewing start date and time (write) 850, and additional content data (write) 852. Of course, other data can also be included as appropriate.
[0262] The viewing content data (write) 840, play performance data (write) 842, acquired game element data (write) 844, game element acquisition status data (write) 846, interactive processing definition data (write) 848, and viewing start date and time (write) 850 are data provided from the server system 1100 before the user starts viewing the viewing content 16 that the user wishes to view as viewing part 15. They are respectively copies of the viewing content data 580 (see FIG. 20), play performance data 710 (see FIG. 24), acquired game element data 720, game element acquisition status data 730, interactive processing definition data 600 (see FIG. 16), and viewing start date and time 566 (see FIG. 19) that the server system 1100 stores and manages.
[0263] The additional content data (write) 852 is a copy of the additional content data 590 (see FIG. 16) requested from the user terminal 1500 to the server system 1100 and provided as a result of interactive processing.
[0264] FIG. 27 is a diagram showing an example of the data configuration of the viewing part management data 800. The viewing part management data 800 stores various data for realizing the viewing of the viewing content 16. Specifically, the viewing part management data 800 includes a viewing content ID 801 of the viewing content 16 to be viewed, applicable content script data 802, virtual three-dimensional space control data 803, effect control data 804, appearing character management data 810, an acceptable viewer action type list 820, an instructed target character type 822, a price designation operation 824, an additional content ID 826, and a service point to be granted 828. Of course, data other than these can also be included as appropriate.
[0265] The applicable content script data 802 is copied from the content script data 581 of the initial settings of the viewing content 16 indicated by the viewing content ID 801 and is changed by interactive processing.
[0266] The virtual three-dimensional space control data 803 stores various data for describing the arrangement and state of various objects such as background objects, character objects of the appearing characters 6, and virtual cameras. When the interactive processing is to change the background, the control data is changed.
[0267] The appearing character management data 810 is prepared for each appearing character 6 and stores the latest various setting data related to the control of the character. One appearing character management data 810 includes, for example, an appearing character type 811, display mode management data 812, action management data 813, and ability management data 818.
[0268] The display mode management data 812 is added by interactive processing for changing the display mode of the character. For example, when a play element 8 of an item worn by the appearing character 6 such as equipment is used in manual interactive processing, the display mode management data 812 stores the item data and the state parameter values of the item data. When a play element 8 for changing the color scheme of the appearing character 6 is used, the changed color scheme pattern data is stored.
[0269] The action management data 813 stores the setting data of the actions of the character 6. For example, it includes the applied motion script data 814 (which may be included in the applied content script data 802) and the motion data 815.
[0270] The applied motion script data 814 is copied from the initial setting motion script data in the viewing content 16 and changed by the interactive process. The motion data 815 stores the initial setting motion data in the viewing content 16 as the data in the initial state, but it is replaced or added by the interactive process.
[0271] The ability management data 818 stores the setting data about the abilities of the character 6. The initial setting ability parameter values of the character 6 in the viewing content 16 are copied to be in the initial state, but each time the ability is changed by the interactive process, the stored ability parameter values are changed.
[0272] Next, the operation of the entertainment system 1000 will be described. FIG. 28 is a flowchart for explaining the flow of processes executed by the server system 1100 and the user terminal 1500 related to the execution of one entertainment content. The dashed arrows in the figure represent the communication between the server system 1100 and the user terminal 1500. In the following description of the operations, for ease of understanding, the description will be given for one user who plays the entertainment content. However, in reality, many users play the entertainment content simultaneously in parallel, so the same processes will be executed in parallel for the number of users.
[0273] As shown in FIG. 28, the server system 1100 executes game part processing (step S8). Correspondingly, the user terminal 1500 executes game part client processing and executes processing related to the game play of game part 13 in the same manner as a client-server type online game (step S10).
[0274] FIG. 29 is a flowchart for explaining the flow of processing executed by the server system 1100 in game part processing. In game part processing, the server system 1100 initializes game part management data 703 (see FIG. 24) and selects game part 13 to be played according to progress part configuration data 511 (step S12). The selection result is stored as game part ID 707 in game part management data 703 (see FIG. 24).
[0275] Next, the server system 1100 accepts a selection operation for selecting a game target character 60 (a character to be nurtured in this embodiment of a nurturing game; the player character) from among the appearing characters 6 (step S14).
[0276] The server system 1100 starts game progress control based on game part content data 548 (see FIG. 18) (step S16). According to the play result, play score data 710 is changed (see FIG. 24). Relationship data 713 increases or decreases by a predetermined value when it reaches a predetermined game progress situation according to relationship parameter value change definition data 549. Note that since the nurturing elements can be realized in the same way as in the prior art, the description here is omitted.
[0277] Then, if the acquisition chance of game element 8 arrives during the game progress (YES in step S20), the server system 1100 selects a lottery set that satisfies lottery set use permission condition 552 from among lottery set definition data 550 (step S22) and executes the lottery the number of times according to the play score (step S24). It is preferable to set the number of times so that it increases as the play score up to that point is better.
[0278] Next, the server system 1100 determines a corresponding character (such as the participating character 7; see FIG. 7) associated with the new game element 8 that is the lottery result, and determines its usage restriction according to the game element definition data 520 (see FIG. 17) of the new game element 8 (step S26). Then, this new game element 8 is given to the user 2 (step S28). As a result, new acquired game element data 720 is added to the play information 705 (see FIG. 24).
[0279] Steps S20 to S28 are repeated until the game play ends. When the game play ends (YES in step S30), the server system 1100 gives a new game element 8 to the user according to the current play result and play score (step S32). The selection and giving of the new game element 8 here may be determined and given by lottery in the same manner as in steps S22 to S28.
[0280] Then, the server system 1100 adds the game part play history data 740 for this time to the entertainment management data 700 (see FIG. 23) (step S34). Also, save data is saved in the user management data 650.
[0281] When the server system 1100 detects a selection operation by the user 2 to continue playing the game part 13 (continue in step S36), and if there is still an executable period remaining for the currently played game part 13 (NO in step S38; see FIG. 3), it returns to step S12 and proceeds to the process related to the play of the next game part 13.
[0282] On the other hand, when the server system 1100 detects an operation by the user 2 to end the play of the game part 13 (end in step S36), or when the playable period of the currently played game part 13 ends (YES in step S38), the server system 1100 ends the game part process.
[0283] Returning to FIG. 28, the server system 1100 extracts the expired game elements 8 among the acquired game elements 8, displays them in a list on the user terminal 1500, and asks the user to select whether to extend the expiration date or delete each of them (step S50).
[0284] Then, the server system 1100 charges the extension price for the game elements 8 for which the expiration date extension has been selected (step S52), and deletes the game elements 8 for which the expiration date extension has not been selected (step S54). The charging for the period extension may be performed, for example, by charging with virtual currency or a credit card, or by consuming items or game points previously purchased in an online shopping and charging.
[0285] The viewing part 15 discloses the period start date and time (corresponding to the live distribution start date and time of the pseudo live) to the user 2 by means of an information providing function on a website or in the game. Based on the disclosed information, if the user 2 has a viewing part 15 that will reach the expiration start date and time after a predetermined time and wishes to view it, the user inputs a viewing request operation on the user terminal 1500. When the user terminal 1500 detects this (YES in step S60), it sends a predetermined viewing request to the server system 1100 (step S62).
[0286] When the server system 1100 receives a viewing request related to the viewing part 15 whose viewing start date and time will be reached after a predetermined time (YES in step S64), it executes viewing part processing (step S66). Correspondingly, the user terminal 1500 executes viewing part client processing (step S68).
[0287] FIGS. 30 to 31 are flowcharts for explaining the flow of processing executed by the server system 1100 in the viewing part processing. In the viewing part process, the server system 1100 updates to the latest state the game element acquisition status data 730 (see FIG. 24) related to the game part 13 executed in the immediate past for the user of the user terminal 1500 that has made a viewing request (step S100).
[0288] Next, the server system 1100 receives the viewing request of user 2 regarding which viewing content 16 (for example, a virtual singing live) to view in the viewing part 15 (steps S102 to S110). From the perspective of the server system 1100, this process can also be said to extract and match users who view the same viewing content.
[0289] Specifically, the server system 1100 first extracts the viewing content 16 that satisfies the viewable requirements (step S102). More specifically, the server system 1100 searches for the viewing part 15 in the viewing part definition data 560 (see FIG. 19) where the viewable requirements 562 are satisfied, and uses the viewing content 16 registered in the viewing content ID list 565 as the population for receiving viewing requests. Then, the server system 1100 first extracts the viewing content that satisfies the viewable requirements 574 (see FIG. 20) from among the viewing content 16 that constitutes the population.
[0290] Next, the server system 1100 second extracts the viewing content 16 in which the appearance character 6 whose relationship with the user satisfies a given criterion appears from among the first-extracted viewing content (step S104). Specifically, it refers to the relationship data 713 by character type stored in the play information 705 of the game part management data 703 (see FIG. 24). Then, it searches for a character whose relationship parameter value has reached a predetermined reference value (for example, since the game in this embodiment is a cultivation game, a high value that is regarded as having a sufficiently high intimacy), and second extracts the viewing content 16 in which the character is included in the appearance character list 573 of the viewing content initial setting data 570 (see FIG. 20).
[0291] The secondarily extracted viewing content 16 is content in which the so-called "favorite character" of user 2 appears. Therefore, if user 2 views the viewing content 16, it is certain that the viewer will actively take actions.
[0292] Then, the server system 1100 causes the user terminal 1500 to display a list of the secondarily extracted viewing content 16 (step S106), and accepts viewing requests from the list (step S108; see FIG. 9).
[0293] The user terminal 1500 transmits the selection result of the viewing content 16 that the user wishes to view to the server system 1100. Based on the selection result, the server system 1100 sets user 2 to the viewer group 3 of the selected viewing content 16 and stores and manages it as matching management data 770 (step S110; see FIG. 16).
[0294] Assume that the content of the viewing content 16 is, for example, a pseudo-singing live stage that progresses according to a script. Then, the content includes not only the appearance character 6 dancing and singing, but also the emcee progress by the appearance character 6 and the service talk with the audience, etc. Of course, the content of the viewing content 16 is not limited to the singing live stage. Appropriate settings can be made for content in the form of talk shows, variety shows, travel show-like content where the appearance character 6 takes an imaginary trip, action show-like content where the appearance character 6 challenges the limits of physical strength, etc. Despite the differences in content, the appearance character 6 is fixed, and what the appearance character 6 does is also predetermined.
[0295] Then, the viewing part 15 is provided in a live distribution-like manner. That is, the same content data of the same viewing content 16 is provided to the user terminals 1500 of a plurality of users 2 at the same time, and viewing is started simultaneously, and a part of the information on the viewers' actions of each other is shared, so as to provide a pseudo-experience as if a plurality of users are simultaneously viewing a live distribution.
[0296] From the perspective of the user who is the viewer, in other words, steps S102 to S106 can also be said to substantially variably set the character 6 appearing in the viewing content 16. Furthermore, since steps S102 to S110 are executed for each user before the start date and time when the viewing part 15 starts, it can also be said that users 2 who view the same viewing content are pre-matched.
[0297] Now, the server system 1100 provides data for realizing viewing to the user terminal 1500 of the user who has received the selection of the viewing content 16 that the user wishes to view (step S120). That is, (1) the viewing content data 580 of the viewing content 16 that the user wishes to view (see FIG. 20), (2) as information related to the game part 13 played immediately before the received user, three data of play result data 710 (see FIG. 24), acquired game element data 720, and game element acquisition status data 730, (3) the interactive processing definition data 600 (see FIG. 16), and (4) the viewing start date and time 566 (see FIG. 19) are transmitted and provided in advance before the viewing starts.
[0298] FIGS. 32 to 33 are flowcharts for explaining the processing flow after the selection of the viewing content 16 in the viewing part client processing executed by the user terminal 1500. When the user terminal 1500 receives data for realizing the viewing of the desired viewing content 16 from the server system 1100, it saves them (step S122). These data are viewing content data (write) 840, play result data (write) 842, acquired game element data (write) 844, game element acquisition status data (write) 846, interactive processing definition data (write) 848, and viewing start date and time (write) 850 (see FIG. 26).
[0299] Next, the user terminal 1500 creates and initializes a virtual three-dimensional space that serves as the background and stage for the video of the viewing content 16 according to the stored viewing content data (copy) 840 (step S124). That is, various background objects are arranged in the virtual three-dimensional space according to the initial background setting data 586 to construct the stage of the viewing content 16, and the object of the character 6 making an appearance and the virtual camera are arranged and initialized there.
[0300] Next, the user terminal 1500 executes automatic interactive processing (step S126). That is, among the interactive processing definition data (copy) 848 (600; see FIG. 16), the definition data in which the type 602 is set to "automatic" is searched first, and then the ones whose application requirements 610 are satisfied are searched second. Then, the content of the processing content data 630 of the secondarily searched interactive processing definition data (copy) 848 is applied to the initialized virtual three-dimensional space. Also, the list of acceptable viewer action types 820, the additional content ID 826, and the service points to be granted 828 are changed.
[0301] In the application requirements 610 of the interactive processing definition data (copy) 848 (600) of the "automatic" type, the target character condition 620, the designated play element condition 622, the character relationship condition 624, and the time condition 626 are not set, so the content of the processing content data 630 according to the relationship between the user and the character 6 making an appearance and the acquisition status of the play element 8 will be applied to the initialized virtual three-dimensional space and the like.
[0302] Next, the user terminal 1500 displays a list of predetermined types of play elements 8 that can be paid as the viewing price of the viewing content 16 among the acquired play elements 8, and accepts a selection input from the user for the play elements 8 to be paid as the price play elements. Then, the selection result is transmitted to the server system 1100 (step S130). And the collection process of the price play elements is performed (step S132). Specifically, the data of the price play elements is deleted from the acquired play element data 844, and the play element acquisition status data 846 is updated.
[0303] Also, referring to FIG. 30, when the server system 1100 receives the selection result of the counter game element, it performs the collection process of the counter game element from the user using the source user terminal 1500 (step S134). That is, the data of the counter game element is deleted from the acquired game element data 720 of the game part management data 703 (see FIG. 24), and the game element acquisition status data 730 is updated.
[0304] Returning to FIG. 32, when the user terminal 1500 reaches the viewing start date and time 850 of the viewing content 16 that the user wishes to view (corresponding to the pseudo live distribution start date and time) (YES in step S150), it starts viewing control (step S152). That is, an image obtained by photographing the state of the appearing character 6 with a virtual camera arranged in the virtual three-dimensional space is rendered, and a viewing video based on the viewing content 16 is generated from the image and displayed. If there is music data or voice data of the registered character, this is also reproduced at a predetermined timing.
[0305] When the user terminal 1500 detects the start operation of the shared viewer action after starting the viewing control, that is, while the user 2 is viewing the viewing content 16 (YES in step S154), based on the setting of the acceptable viewer action type list 820 (see FIG. 27), it presents the options of the acceptable shared viewer action, and accepts the selection / setting of the desired shared viewer action (such as "post", "comment", "evaluation", etc.) from among the presented options (step S156). Then, a shared viewer action request is sent to the server system 1100 (step S158).
[0306] Moving on to FIG. 31, when the server system 1100 receives a shared viewer action request from the user terminal 1500 (YES in step S160), it distributes an execution instruction (including information such as the type of viewer action and the content of the comment) to cause the user terminals 1500 of other users belonging to the same viewer group 3 as the user of the user terminal 1500 that is the source to execute the requested shared viewer action (step S162). Then, the server system 1100 performs a charging process for the consideration of the requested shared viewer action (step S164). For example, it performs a charging process for the amount of "tipping". That is, through steps S162 to S164, the server system 1100 undertakes part of the shared interactive process.
[0307] Returning to FIG. 32, when the user terminal 1500 receives an execution instruction for a shared viewer action (YES in step S170), it reflects and displays a display body corresponding to the shared viewing content instructed to be executed (the display body 30 of "comment", the display body 31 of "tipping", the notification display of the number of evaluations, etc.; see FIG. 10) (step S172). That is, through step S172, the user terminal 1500 undertakes part of the shared interactive process.
[0308] Moving on to FIG. 33, when the user terminal 1500 detects an instruction operation on the instruction target character 32 (YES in step S190; see FIG. 11), it sets the instruction target character type 822 (step S192; see FIG. 27), searches for the acquired playable elements 8 that can be used for the instruction target character 32, presents the search results to the user 2 as candidates for the instruction playable elements in the list 34, and accepts the selection of the instruction playable element (the playable element 8 to be used) (step S194).
[0309] Specifically, when searching for available acquired game elements 8, among the usage restriction settings 725 of the acquired game element data 720, search for the acquired game element data 720 that conforms to the character indicated by the instructed target character type 822 in the setting of available characters. In the search, it is also necessary that other usage restriction items in the usage restriction setting 725, for example, the settings of the usage period and available situations, do not conflict with the usage restrictions indicated by them in the same way.
[0310] When the instructed target character 32 is determined and the instructed game element is determined, manual interactive processing is executed. That is, the user terminal 1500 searches for the definition data in which the type 602 in the interactive processing definition data (copy) 848 (600) is "manual" and the application requirements 610 (see FIG. 21) are satisfied (step S196), and applies the content set in the processing content data 630 (see FIG. 22) thereof (step S198). Then, the user terminal 1500 de-owns (for example, consumes) the instructed game element (step S200). De-owning can be realized by deleting the data of the instructed game element, setting a flag indicating de-owned / used, etc.
[0311] In addition, the user terminal 1500 monitors whether the application requirements 610 of the interactive processing definition data (copy) 848 in which the type 602 is "automatic" are satisfied during viewing. If there is corresponding interactive processing definition data (copy) 848 (YES in step S220), the user terminal 1500 executes automatic interactive processing and applies the content indicated by the processing content data 630 of the definition data (step S222).
[0312] That is, steps S190 to S222 control the content of the viewing content 16 being viewed in a completely different form from the additional display of the display body by the shared viewer actions of "tipping", "commenting", and "evaluating" to be variable. Moreover, shared viewer actions, that is, shared interactive processes such as "tipping", "commenting", and "evaluating" are shared by the user terminals 1500 of the users 2 belonging to the same viewer group 3. However, for manual interactive processes and automatic interactive processes, changes are made only to the virtual three-dimensional space and the management data of the viewing content 16 that are managed and controlled for each user terminal 1500. Therefore, the reflection of the content of the interactive process is local.
[0313] Therefore, while there is a sense of unity among the viewers who are watching the live broadcast by multiple users 2, a new entertainment experience is provided where various changes according to the efforts of each user 2 in the game part 13 and changes in cheering using the acquired game elements 8 for each user's appearing character 6 can be enjoyed.
[0314] If the server system 1100 attempts to reflect the content of the three types of interactive processes in exactly the same way to all the user terminals 1500 of the users 2 belonging to the same viewer group 3, the interactive processes by all the users 2 belonging to the same viewer group 3 will be reflected. In this case, the server system 1100 will be subjected to a corresponding processing load. Also, since items of the game elements 8 used by multiple users 2 for the appearing character 6 will be applied, there is a risk that the application processes will conflict. However, such a situation does not occur in the present embodiment.
[0315] Now, when the viewing content ends (YES in step S240), if the user terminal 1500 has a setting of the additional content ID 826 as additional content in the viewing part management data 800 (see FIG. 27) (step S242), it transmits the additional content ID 826 to the server system 1100 together with an additional content request (step S244).
[0316] Moving on to FIG. 31, when the server system 1100 receives an additional content request (YES in step S246), it requests the viewing content data 580 of the viewing content initial setting data 570 (see FIG. 20) that matches the received additional content ID 826, and transmits it as additional content data to the user terminal 1500 that has made the request (step S248).
[0317] Returning to FIG. 33, when the user terminal 1500 receives this additional content data, it saves it and executes the additional content based on the data (step S250). Note that the viewing content 16 is the "main story", and the additional content added as interactive processing is positioned as its "bonus", and is basically a pre-prepared video.
[0318] Next, the user terminal 1500 transmits the planned service point 828 (see FIG. 27) to the server system 1100 together with a predetermined service point granting request (step S252), and transmits a signal of predetermined viewing end to the server system 1100 (step S254).
[0319] Moving on to FIG. 31, when the server system 1100 receives a service point granting request (step S260), it grants the service point to user 2 of the requested user terminal 1500 by the value indicated by the received planned service point 828 (step S262).
[0320] Also, when the server system 1100 receives a viewing end signal (YES in step S264), it generates and saves new viewing part history data 768 in the entertainment management data 700 (see FIG. 23) related to user 2 who has ended viewing (step S266).
[0321] Then, when all users belonging to the group reach the end of viewing (YES in step S270), the viewing part process ends.
[0322] Returning to FIG. 28, the server system 1100 then determines whether the entertainment content has ended. If not (NO in step S290), it returns to step S8 to enable the play of the remaining game part 13. If it has ended (YES in step S290), the series of processes ends. Similarly, if the entertainment content has ended (YES in step S292), the user terminal 1500 also ends the series of processes.
[0323] As described above, according to the present embodiment, the user 2 can acquire the game element 8 in the game part 13 and use the acquired game element 8 as a viewer action in the viewing part 15 towards the character 6 appearing in the viewing content 16. The game element 8 is associated with the participating character 7 involved in the acquisition of the game element 8. Interactive processing based on the relationship between the participating character 7 of the game element 8 used for the action operation and the character 6 for which it is used is executed in the viewing content. The entertainment content that realizes such a usage of the game element 8 and the interactive processing as a result is unprecedented and provides a completely new user experience.
[0324] In addition, the entertainment system 1000 can give the game element 8 to the user 2 in the game part 13 and control the viewing part 15 according to the acquisition status of the game element 8. That is, from the perspective of the user 2, if the user succeeds in acquiring the game element 8 in the game part 13, the user can experience various changes in the viewing content 16 in the viewing part 15 accordingly. Therefore, a new interest related to the game element 8 given according to the progress of the entertainment content can be realized. Also, this can improve the user's motivation for the game element 8 and the quality of the user experience in playing the game part 13. The charm of the entertainment content is comprehensively enhanced.
[0325] In addition, the entertainment system 1000 can provide a place for the user 2 to play games in the game part 13 and manage the play information 705 for each user. Then, by matching users who watch the same video content 16 based on the play information 705, the composition of the viewer group can be adjusted. And within the same viewer group, the interactive influence of the action operations performed by the viewers on the video content can be shared.
[0326] By appropriately performing the adjustment, it becomes possible to match users with high motivation for the video content 16 into the same viewer group. Also, through the adjustment, a viewer group can be created according to the tendency of viewers to perform / not perform viewer actions, so that situations such as viewers refraining from actions and the atmosphere of viewing not being enlivened can be avoided. Moreover, since the group of users who become viewers can be adjusted, it helps to analyze the evaluation of each viewer for the video content.
[0327] 〔Second Embodiment〕 Next, the second embodiment will be described. The second embodiment has a configuration common to the first embodiment, but is different in that the functions of the entertainment management data 700 are realized only by the server system 1100. Note that mainly the differences from the first embodiment will be described, and the same reference numerals as those in the first embodiment will be given to the same components as in the first embodiment, and duplicate explanations will be omitted.
[0328] FIG. 34 is a block diagram showing a functional configuration example of the server system 1100B in the second embodiment. The video part control unit 220B of the server system 1100B includes a video content variable control unit 221, a character appearance control change unit 222, an interactive processing unit 223, a first interactive processing content variable control unit 224, a second interactive processing content variable control unit 225, a video price collection unit 226, and a matching processing unit 228.
[0329] The video content variable control unit 221 undertakes the functions of both the video content variable control unit 221s of the server system 1100 in the first embodiment and the video content variable control unit 221t in the first embodiment.
[0330] The interactive processing unit 223 undertakes the functions of both the interactive processing unit 223s of the server system 1100 in the first embodiment and the interactive processing unit 223t in the first embodiment.
[0331] That is, the server system 1100B unifies the control of the virtual three-dimensional space for realizing the viewing of the video content 16, which was controlled by the user terminal 1500 in the first embodiment, and the control of changing the content of the video content 16 according to the acquisition status of the game element 8.
[0332] Therefore, the programs and data stored in the server storage unit 500s of the server system 1100B are basically the same as those in the first embodiment (see FIG. 16). However, as shown in FIG. 35, in this embodiment, the entertainment management data 700B includes the viewing part management data 800, which was stored and managed by the user terminal 1500 in the first embodiment.
[0333] FIG. 36 is a block diagram showing a functional configuration example of the user terminal 1500B in the second embodiment. In the viewing part client control unit 262B of the user terminal 1500B, the video content variable control unit 221t, the appearance character control change unit 222, the interactive processing unit 223t, the first interactive processing content variable control unit 224, and the second interactive processing content variable control unit 225 in the viewing part client control unit 2262 are omitted. Accordingly, the terminal storage unit 500 of the user terminal 1500B does not store the client control data 790 (see FIG. 25).
[0334] The operation of the entertainment system 1000 in this embodiment is realized by the server system 1100B executing the control related to the viewing of the viewing content 16 that the user terminal 1500 in the first embodiment was executing.
[0335] According to this embodiment, although the processing load on the server system 1100B increases compared to the first embodiment, the same effect as the first embodiment can be obtained. On the other hand, since the processing load borne by the user terminal 1500B is reduced compared to the processing load of the first embodiment, the hardware specifications required for the user terminal 1500B can be suppressed to be considerably lower than those of the first embodiment. Therefore, even a user who uses a computer (for example, a low-performance smartphone) that has to be suppressed to relatively low specifications as the user terminal 1500B can use the entertainment system 1000.
[0336] 〔Third Embodiment〕 Next, the third embodiment will be described. The third embodiment has a configuration common to the first embodiment, but is different in that the control related to the game part 13 is executed by the user terminal 1500. Note that mainly the differences from the first embodiment will be described, and for the same components as those in the first embodiment and the second embodiment, the same reference numerals as those in the first embodiment and the second embodiment will be given and duplicate explanations will be omitted.
[0337] FIG. 37 is a block diagram showing a functional configuration example of the server system 1100C in the third embodiment. The viewing part control unit 220C of the server system 1100C includes a viewing content variable control unit 221s, a viewing price collection unit 226, and a matching processing unit 228.
[0338] FIG. 38 is a diagram showing an example of programs and data stored in the server storage unit 500s of the server system 1100C. The server storage unit 500s stores a server program 501C. This program causes the server processing unit 200s to realize the function as the viewing part control unit 220C. The entertainment management data 700 is omitted and is managed by the user terminal 1500C.
[0339] FIG. 39 is a block diagram showing a functional configuration example of the user terminal 1500C in the third embodiment. The user terminal 1500C includes a viewing part client control unit 262C, a viewing content variable control unit 221, a character appearance control change unit 222, an interactive processing unit 223, a first interactive processing content variable control unit 224, and a second interactive processing content variable control unit 225.
[0340] FIG. 40 is a diagram showing an example of programs and data stored in the terminal storage unit 500 of the user terminal 1500C. The client program 502C is a program for realizing the functions of the viewing content variable control unit 221, the character appearance control change unit 222, the interactive processing unit 223, the first interactive processing content variable control unit 224, and the second interactive processing content variable control unit 225 in the terminal processing unit 200.
[0341] The entertainment content initial setting data 510C is stored by previously downloading the original entertainment content initial setting data 510 held by the server system 1100.
[0342] The entertainment management data 700B includes both the game part management data 703 and the viewing part management data 800, similar to that in the second embodiment (see FIG. 35).
[0343] In the third embodiment as well, the same operational effects as those in the first embodiment can be obtained.
[0344] 〔Modification Example〕 Although the examples of the embodiments to which the present invention is applied have been described above, the applicable forms of the present invention are not limited to the above forms, and components can be added, omitted, or changed as appropriate.
[0345] (Modification Example 1) For example, in the above-described embodiment, a process of appropriately dividing the viewer group into a plurality of groups according to the number of viewers or the like may be added. For example, if the number of users who are viewers of the same viewing content 16 becomes too large, it cannot be denied that the display body of the viewer action may fill the viewing screen and hinder viewing. There is also a possibility that the viewer action may concentrate on a specific character 6 that appears, giving a dull mood to some of the viewers. In that case, the viewer group 3 can be divided into a plurality of groups, the information sharing of the viewer action can be limited within the divided groups, and the viewers can be allocated based on the substantial overall relevance.
[0346] When allocating, for example, when there are two characters 6 that appear, the groups may be divided so as to adjust the ratio within the group of users who "support" each of them. Specifically, a group for selecting users may be created so that the ratio of the number of users who "support" each of the characters 6 that appear is as close as possible to each other, and the remaining users may be grouped. In this case, in the former group, the users who "support" each of the characters that appear compete with each other so as not to lose in the cheering battle, viewer actions are induced, and the user experience during viewing becomes more exciting.
[0347] (Modification Example 2) In the above-described embodiment, the game element 8 acquired by the user 2 is regarded as an instruction response game element related to the manual interactive process, and is non-owned along with the viewer action operation, and is managed as if it were consumed by executing the action operation. The other acquired game elements 8 remain after the viewing of the viewing part 15 is completed and can be carried over to the next play with the game element 8.
[0348] When the second progress part 12 ends, all the information of the game elements 8 owned by each user 2 may be reset. Specifically, a reset step may be added between step S66 and step S290. Alternatively, a reset step may be added after the negative determination in step S290.
[0349] In this configuration, user 2 cannot carry over the acquired game elements 8 across sets of progress parts. Every time a new set starts, the user 2 has to acquire the game elements 8 from scratch in the game part 13. Therefore, it is possible to always encourage user 2 to approach the game play with a positive purpose consciousness, and always keep the motivation of user 2 high.
[0350] (Modification Example 3) Also, the content of the shared interactive process is not limited to the examples of the above embodiments and can be set as appropriate. For example, count the amount of money "thrown in" or the total number of items from the start of the viewing part. Each time "money is thrown in", the display body 31 is displayed. When the count value reaches a predetermined value, the appearing character 6 performs an action showing gratitude to the viewers (for example, winking, bowing and saying thank you). A special shared interactive process may be executed. Of course, the content of the special shared interactive process can be set as appropriate. For example, a display congratulating the achievement of the predetermined value may be shown within the viewing screen, or an effect such as flower petals fluttering may be displayed. Additional content such as a dance for gratitude may be made available for additional viewing, or a special item may be given to the appearing character.
[0351] (Modification Example 4) In addition, elements of synthesis and evolution of the game element 8 may be appropriately added to the above-described embodiments and modified examples. Synthesis is a mechanism for replacing a plurality of game elements 8 serving as synthesis materials with one synthesized game element 8. Basically, the synthesized game element 8 has higher performance than the game elements 8 of the synthesis materials. Evolution is a mechanism for consuming one or more game elements 8 serving as evolution materials and replacing the game element 8 to be evolved with a predetermined ability improvement pedigree setting so as to gradually improve the ability and appearance.
[0352] When adding a synthesis element based on the first embodiment, synthesis definition data 860 as shown in FIG. 41 is prepared and stored in the server system 1100. When a predetermined synthesis operation (including, for example, a selection operation of synthesis materials and an execution operation) by a user who is a player is performed on the user terminal 1500, the server system 1100 changes the acquired game element data 720 (see FIG. 24) associated with the account of the user according to the synthesis definition data 860.
[0353] The synthesis definition data 860 includes a synthesis material game element type combination 861, a synthesized game element type 862, and a usage restriction change setting 863. The synthesis pattern defined by the synthesis definition data 860 is determined by the synthesis material game element type combination 861 and the synthesized game element type 862. The usage restriction change setting 863 is set in place of the usage restriction setting data 530 (see FIG. 17) when changing the usage restriction set for the synthesized game element 8 to a definition other than that of the usage restriction setting data 530.
[0354] The usage restriction change setting 863 is prepared for each change pattern. One usage restriction change setting 863 includes a change requirement and a changed usage restriction content.
[0355] The change requirement may be described using a combination of the types of participating characters 7 of the game elements 8 of the synthesis materials and a combination of the usage restriction settings. In addition, if the game elements 8 of the synthesis materials have level or rarity settings, those combinations may also be included in the description of the change requirement.
[0356] Specifically, for example, as an example of synthesis using the game elements 8 of two synthetic materials, the change requirement is that the usage restriction related to the game element 8 of the first synthetic material is "usable character = character A", and the usage restriction related to the game element 8 of the second synthetic material is "usable character = character B". And the usage restriction related to the game element 8 after synthesis may be "usable character = character A or character B".
[0357] As another example, the change requirement is set such that the usage restrictions of all synthetic materials are common, i.e., "usable character = character A". And the usage restriction related to the game element 8 after synthesis is maintained as "usable character = character A", and the usage restriction may be changed to relax it, such as making the expiration date X times that of the synthetic material (X is a numerical value determined by a given function in a positive relationship with the number of synthetic materials), or increasing the available situations.
[0358] When adding an evolution element, the game element 8 before evolution and the game element 8 after evolution are set to have a relationship so as to make the existence of the evolutionary lineage felt in the settings such as design and ability. However, it is preferably treated as a different type of game element 8 in terms of data.
[0359] Then, evolution definition data 870 as shown in FIG. 42 is prepared and stored in the server system 1100. When a predetermined evolution operation (including, for example, an operation of selecting an evolution material and an evolution target and an operation of executing evolution) is performed by a user who is a player on the user terminal 1500, the server system 1100 changes the acquired game element data 720 (see FIG. 24) associated with the user's account according to the evolution definition data 870.
[0360] The evolution definition data 870 includes an evolution material game element type 871, an evolution target game element type 872, an evolved game element type 873, and an evolved usage restriction setting 874. The evolution pattern defined by the definition data is determined by the evolution material game element type 871, the evolution target game element type 872, and the evolved game element type 873. The evolved usage restriction setting 874 is appropriately set when changing the usage restriction of the evolved game element 8 beyond the definition of the usage restriction setting data 530 (see FIG. 17).
[0361] The evolved usage restriction setting 874 is prepared for each change pattern. One evolved usage restriction setting 874 includes a change requirement and changed usage restriction details. The change requirement and the changed usage restriction details can be set in the same manner as those of the usage restriction change setting 863.
[0362] (Modification Example 5) In the above embodiment, the progress part configuration data 511 is exemplified as a straight part configuration as if the story is a single path without branching, but a part configuration with branching can also be used.
[0363] For example, when providing a branch at the end of the second progress part 12, the viewing actions of the viewers and the execution results of the interactive processing in the viewing part 15 are recorded and managed by the server system 1100 or the user terminal 1500. Specifically, the number of times for each type of viewing action, the total amount of money inserted, the types of executed interactive processing, the number of executed interactive processing, etc. are recorded and managed. In addition, for the second progress part 12 with a branch after the part ends, a branching condition using the execution results of the viewer actions and the interactive processing, and which game part 13 of the first progress part 11 to execute next when the branching condition is satisfied or not satisfied are preset and associated in advance.
[0364] After the second progress part 12 with a branch after the part ends, a branch determination based on the corresponding branch condition is performed to determine which game part 13 of the first progress part 11 to be executed next. There may be multiple different endings as a result of the branch, and it may be a multi-ending.
[0365] Note that depending on the story configuration and the setting of the viewable period VA of the second progress part, the branch destination may be set as the game part 13 of the first progress part 11 that is executed before the second progress part 12 with a branch after the part ends.
[0366] In this case, based on the result (such as the amount of submissions and the action situation) in a certain second progress part 12, in the first progress part 11 that is carried out before the second progress part 12, a different game part 13 from the previous time can be rematched and repeatedly played, so that the story development becomes more complex and profound, and the interest is improved.
Explanation of symbols
[0367] 2…User 3…Viewer group 5…Item 6…Appearing character 7…Involved character 8…Game element 11…First progress part 12…Second progress part 13…Game part 15…Viewing part 16…Viewing content 32…Designated target character 60…Game target character 71…Dedicated character 80…Paid game element 200s…Server processing unit 210…Entertainment management unit 212…Game part control unit 214…Play information management unit 220, 220B, 220C…Viewing part control unit 221, 221s, 221t... Variable control unit for viewing content 222... Character control change unit 223, 223s, 223t... Interactive processing unit 224... Variable control unit for the first interactive processing content 225... Variable control unit for the second interactive processing content 226... Viewing price collection unit 228... Matching processing unit 260... Client control unit 261... Game part client control unit 262, 262B, 262C... Viewing part client control unit 263... Viewing part control unit 500... Terminal memory unit 500s... Server memory unit 501, 501C... Server program 502, 502C... Client program 510, 510C... Entertainment content initial setting data 511... Progress part composition data 520... Game element definition data 521... Game element type 524... Rarity 525... Attribute 527... Game element content data 530... Usage restriction setting data 532... Expiration date 533... Usable situation 534... Usable character 540... Game part definition data 560... Viewing part definition data 562... Viewing requirement 570... Viewing content initial setting data 572... Viewing content category 573... List of characters appearing 574... Viewing requirement 575... Relationship condition 576... Game element acquisition status condition 580... Viewing content data 583… Initial setting data of characters making an appearance 587… List of types of actions of initial acceptable viewers 600… Interactive processing definition data 602… Type 610… Application requirements 611… User relationship conditions 612… Ownership status conditions 614… Additional status conditions 620… Conditions for characters to be targeted for instructions 622… Conditions for specifying elements of the game to be instructed 624… Character relationship conditions 626… Time conditions 630… Processing content data 633… Display mode change data 634… Action change data 635… Data for changing ability parameter values 642… Data for changing types of actions of acceptable viewers 643… Amount of service points awarded 644… Content change data 700, 700B… Entertainment management data 703… Game part management data 705… Play information 709… Types of characters to be played 710… Play performance data 711… Breeding performance data 713… Relationship data 720… Data on acquired game elements 722… Types of game elements 724… Types of corresponding characters 725… Usage restriction settings 730… Data on the acquisition status of game elements 732… Acquisition status data by character 734… Acquisition status data by rarity 736… Acquisition status data by attribute 770… Matching management data 800… Viewing part management data 810… Management data of characters making an appearance 812…Presentation mode management data 813…Action management data 818…Capability management data 820…List of acceptable viewer action types 822…Type of character to be instructed 824…Type of game element to be instructed 840…Viewing content data (copy) 852…Additional content data (copy) 1000…Entertainment system 1100, 1100B, 1100C…Server system 1500, 1500B, 1500C…User terminal TA…Executable period VA…Viewable period
Claims
1. A computer system for controlling the progression of content that includes a plurality of progression parts and in which a plurality of characters appear, As one of the progression parts, there is a game part control means for controlling the progression of a game part in which the user obtains a play element by the participation of the participating character, As one of the progression parts, there is a viewing part control means for controlling the progression of a viewing part for allowing the user to view viewing content in which the appearing character appears, comprising The game part control means performs control to select the participating character based on an operation of the user, The viewing part control means When an action operation by the user is received during viewing, based on the relationship between the participating character and the appearing character of the viewing content, interactive processing means for performing interactive processing corresponding to the action operation on the viewing content, having A computer system.
2. The viewing content includes viewing content with different appearing characters, The viewing part control means selects the viewing content to be viewed by the user based on a selection operation of the user, The computer system according to claim 1.
3. The viewing content has a plurality of appearing characters, When the interactive processing means receives an action operation targeting a specific one of the appearing characters, the interactive processing is performed by changing any one of the display mode, action, parameter value, and possessed item of the appearing character targeted by the instruction. The computer system according to claim 1 or 2.
4. The interactive processing means controls whether to accept the action operation based on the relationship. The computer system according to any one of claims 1 to 3.
5. The viewing part control means First interactive processing content variable control means for variably controlling the content of the interactive processing based on the relationship having The computer system according to any one of claims 1 to 4.
6. The game part control means controls the progress of the game part by executing cultivation content for cultivating the participating character based on the operation of the user, and variably controls the game elements that can be acquired by the user based on the cultivation status of the participating character. The computer system according to any one of claims 1 to 5.
7. The game part control means performs control to acquire the game elements based on the operation input of the user with respect to the participating character. The computer system according to any one of claims 1 to 6.
8. A computer system for controlling the progress of content including a plurality of progress parts and in which a plurality of characters appear, As one of the progress parts, game part control means for controlling the progress of a game part in which a user acquires game elements by the participation of a participating character, As one of the progress parts, viewing part control means for controlling the progress of a viewing part for causing the user to view viewing content in which the appearing characters appear, comprising The viewing part control means Interactive processing means for performing interactive processing corresponding to the action operation on the viewing content based on the relationship between the participating character and the character appearing in the viewing content when the action operation by the user is received during viewing. It has In the content, one or more sets of the progress part including the play part one or more times and the progress part including the viewing part one or more times are included. Computer system.
9. The game element is selected and operated by the user during the action operation. The viewing part control means Second interactive processing content variable control means for variably controlling the content of the interactive processing based on the time interval between the play part in which the game element used during the action operation is acquired and the viewing part where the action operation is performed. It has The computer system according to claim 8.
10. The game element is associated with the viewing part that can be selected and operated by the user during the action operation. The interactive processing means controls whether to accept an action operation using the game element based on whether the current viewing part is the viewing part associated with the game element. The computer system according to claim 8 or 9.
11. A server system that is the computer system according to any one of claims 1 to 10, A user terminal of the user that communicates with the server system and undertakes the function of the man-machine interface, An entertainment system comprising.
12. A program for causing a computer system to control the progress of content that includes a plurality of progress parts and in which a plurality of characters appear, As one of the progress parts, play part control means for controlling the progress of a play part in which a user acquires a play element when a participating character participates, As one of the progress parts, viewing part control means for controlling the progress of a viewing part for causing the user to view viewing content in which an appearing character appears, Functioning the computer system as, The play part control means performs control to select the participating character based on an operation of the user, The viewing part control means, When an action operation by the user is received during viewing, based on the relationship between the participating character and the appearing character of the viewing content, interactive processing means for performing interactive processing corresponding to the action operation on the viewing content, Having, Program.
13. A program for causing a computer system to control the progress of content that includes a plurality of progress parts and in which a plurality of characters appear, As one of the progress parts, play part control means for controlling the progress of a play part in which a user acquires a play element when a participating character participates, As one of the progress parts, viewing part control means for controlling the progress of a viewing part for causing the user to view viewing content in which an appearing character appears, Functioning the computer system as, The viewing part control means, When an action operation by the user is received during viewing, based on the relationship between the participating character and the appearing character of the viewing content, interactive processing means for performing interactive processing corresponding to the action operation on the viewing content, Having, The content includes one or more sets of the progress part including the game part one or more times and the progress part including the viewing part one or more times. Program.
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