Game system, control method for game system, and program for game device
The game system dynamically initiates support periods based on in-game situations, enhancing spectator engagement and participation awareness by allowing timely and relevant support, thus increasing excitement and influence on game outcomes.
Patent Information
- Application Number
- JP2024040148
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-14
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2039-08-06
AI Technical Summary
Existing game systems fail to maintain spectator engagement and participation awareness due to predetermined support destinations and timings, leading to a lack of excitement in battle games.
A game system that dynamically initiates support periods based on specific in-game situations, allowing spectators to provide support through terminal devices, and adjusts character abilities based on acquired support information during these periods.
Enhances spectator engagement by allowing timely and relevant support, increasing participation awareness and excitement during gameplay, as spectators can influence the game outcome in critical moments.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program, a game device, and a control method for a game device.
Background Art
[0002] In a communication game system, a game has been proposed in which the ability of a player character changes according to the number of spectators of the game (see, for example, Patent Document 1). Also, in a battle game, a mechanism has been proposed to increase the ability of a player character by the support of spectators of the battle game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a mechanism for increasing the ability of a player character by the support of spectators of a battle game, the support destination and support timing of the spectators are determined in advance. For this reason, the participation awareness of spectators for the battle game becomes weak, and there is a possibility that the viewing of the battle game will not become lively.
[0005] The present invention has been made in view of the above circumstances, and one of the problems to be solved is to provide a technology that can suppress the weakening of the participation awareness of spectators for a battle game.
Means for Solving the Problems
[0006] In order to solve the above problems, a program according to one aspect of the present invention causes a processor of a game device to function as a progress unit that progresses a game, and a period setting unit that starts a support period during which support for a specific object related to the game can be received when the situation of the game that has progressed based on a user operation becomes a specific situation, an acquisition unit that acquires support information corresponding to a specific operation on the terminal device from the terminal device communicably connected to the game during the support period, and a capability setting unit that changes the capability associated with the specific object based on the support information.
Brief Description of the Drawings
[0007]
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[0008] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. In each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, the embodiments described below are preferred specific examples of the present invention, and thus various technically preferable limitations are imposed. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to limit the present invention.
[0009] [1. Embodiment] First, with reference to FIG. 1, an example of an outline of the game system 1 according to the embodiment will be described.
[0010] FIG. 1 is an explanatory diagram for explaining an outline of the game system 1 according to the embodiment.
[0011] The game system 1 shown in FIG. 1 includes two game terminals 10 (10-1 and 10-2) capable of executing a predetermined game, two display devices 20 (20-1 and 20-2) provided corresponding to the two game terminals 10, a distribution server 30, and a game management server 50. Further, the game system 1 includes M support terminals 70 (70-1 to 70-M), M viewing terminals 80 (80-1 to 80-M), and M display devices 90 (90-1 to 90-M) provided corresponding to the M viewing terminals 80 (M is a natural number of 1 or more). For example, each game terminal 10, the distribution server 30, the game management server 50, each support terminal 70, and each viewing terminal 80 are communicably connected to each other via a network NW. Note that the game terminal 10 is an example of a "game device". Hereinafter, among the M support terminals 70-1 to 70-M, the m-th support terminal 70 may be referred to as the support terminal 70-m (m is a natural number satisfying 1 ≦ m ≦ M). Similarly, among the M viewing terminals 80-1 to 80-M, the m-th viewing terminal 80 may be referred to as the viewing terminal 80-m, and among the display devices 90-1 to 90-M, the m-th display device 90 may be referred to as the display device 90-m.
[0012] In this embodiment, it is assumed as an example that the game terminal 10 is a home game device. However, any information processing device may be adopted as the game terminal 10. For example, the game terminal 10 may be a business game device installed in a store, a game facility, or the like, may be a mobile device such as a mobile phone or a smartphone, or may be a stationary information device such as a personal computer.
[0013] The game terminal 10-1 transmits, for example, information regarding a predetermined game being executed on the game terminal 10-1 to the game terminal 10-2 via the game management server 50. Also, the game terminal 10-2 transmits information regarding a predetermined game being executed on the game terminal 10-2 to the game terminal 10-1 via the game management server 50. Therefore, information regarding the predetermined game being executed on each game terminal 10 can be shared between the game terminals 10-1 and 10-2. As a result, for example, a user operating the game terminal 10-1 and a user operating the game terminal 10-2 can clear a mission while cooperating with each other in a predetermined game, or can play against each other in a predetermined game. Communication between a plurality of game terminals 10 may be executed without going through the game management server 50. In the present embodiment, it is assumed that the user of the game terminal 10-1 and the user of the game terminal 10-2 play against each other in a baseball game (an example of a "game").
[0014] The game terminal 10-1 is communicable with a display device 20-1 provided corresponding to the game terminal 10-1, and the game terminal 10-2 is communicable with a display device 20-2 provided corresponding to the game terminal 10-2. And each game terminal 10 can display a game video related to the baseball game being executed on each game terminal 10 on a display unit 220 (an example of a "display unit") included in each display device 20 provided corresponding to each game terminal 10. As the display device 20, for example, a liquid crystal display, a television receiver, a touch panel display, or the like is applicable. Note that the display device 20 may be included in the game terminal 10. Also, the number of game terminals 10 included in the game system 1 is not limited to two. For example, the number of game terminals 10 included in the game system 1 may be one, or may be three or more.
[0015] Also, for example, the game terminal 10 can supply a game video related to the baseball game being executed on the game terminal 10 to the distribution server 30. In this embodiment, it is assumed that the game video displayed on the display unit 220-1 corresponding to the game terminal 10-1 is the same as the game video displayed on the display unit 220-2 corresponding to the game terminal 10-2. For example, one of the game terminals 10-1 and 10-2 supplies the distribution server 30 with the same game video as the game video to be displayed on the display unit 220. In this embodiment, it is assumed that the game video supplied to the distribution server 30 is the same video as the game video displayed on the display unit 220, but the present invention is not limited to such an aspect. For example, the game video supplied to the distribution server 30 may be a video with a lower resolution than the game video displayed on the display unit 220.
[0016] When the distribution server 30 is supplied with a game video from the game terminal 10 and receives a distribution request for the game video from the viewing terminal 80-m, the distribution server 30 distributes the game video supplied from the game terminal 10 to the viewing terminal 80-m.
[0017] When a game video is distributed from the distribution server 30 to the viewing terminal 80-m, the viewing terminal 80-m causes the display unit 920-m included in the display device 90-m provided corresponding to the viewing terminal 80-m to display the game video. Note that as the viewing terminal 80-m, any information processing device connectable to the Internet, such as a smartphone, a mobile phone, or a personal computer, can be adopted. As the display device 90-m, for example, a liquid crystal display, a television receiver, or a touch panel display, etc. are applicable. Note that the display device 90-m may be included in the viewing terminal 80-m.
[0018] The support terminal 70-m receives a support operation (an example of "specific operation") for supporting a specific target during a support period in which support for a specific target related to a baseball game can be received, and transmits support information corresponding to the received support operation to the game management server 50. The specific target may be, for example, an operation target of a user (a user of the game terminal 10) who plays a baseball game. Further, for example, the specific target may be one character among a plurality of characters related to the baseball game, or may be one team among a plurality of teams.
[0019] Hereinafter, in some cases, one of the users of the game terminals 10-1 and 10-2 may be referred to as a player, and the other user of the game terminals 10-1 and 10-2 may be referred to as an opponent player. Further, in some cases, the user of the support terminal 70-m may be referred to as a spectator. In the present embodiment, it is assumed that the user of the support terminal 70-m is the same person as the user of the viewing terminal 80-m. For example, a spectator who holds the support terminal 70-m views a game video displayed on a display unit 920-m provided corresponding to the viewing terminal 80-m. Then, a spectator who holds the support terminal 70-m performs a support operation on the support terminal 70-m, for example, during the support period. As the support terminal 70-m, any information processing device connectable to the Internet, such as a smartphone, a mobile phone, or a personal computer, may be adopted. Note that the support terminal 70 may have a function for viewing a game video. That is, the support terminal 70-m and the viewing terminal 80-m may be realized by the same terminal device.
[0020] The game management server 50 controls communication between a plurality of game terminals 10, for example, as described above. Further, the game management server 50 controls communication between each game terminal 10 and each support terminal 70. For example, the game management server 50 transmits the support information received from the support terminal 70-m to each game terminal 10. That is, in the example shown in FIG. 1, each support terminal 70 is communicably connected to each game terminal 10 via the network NW and the game management server 50. Next, an outline of a game video generated by the game terminal 10 will be described with reference to FIG. 2.
[0021] FIG. 2 is an explanatory diagram for explaining an overview of a game video MV generated by the game terminal 10 shown in FIG. 1.
[0022] The game video MV according to the present embodiment is a video showing how a baseball game progresses in a virtual space FD such as a virtual baseball field. How the baseball game progresses in the virtual space FD is an example of the "game situation". Note that the game situation may be, for example, the situation of the virtual space FD related to the game. The situation of the virtual space FD may be, for example, part or all of the situation regarding the game elements existing in the virtual space FD, or part or all of the situation regarding the sound existing in the virtual space FD. Further, the situation of the virtual space FD may be part or all of the situation including the situation regarding the game elements existing in the virtual space FD and the situation regarding the sound existing in the virtual space FD.
[0023] For example, a still image showing the situation of the virtual space FD may be displayed on the display unit 220 as the game image G, and the game image G displayed on the display unit 220 may be updated every unit period. Thereby, a game video MV showing the situation of the virtual space FD that changes as the baseball game progresses is displayed on the display unit 220.
[0024] In the example shown in FIG. 2, the game video MV shows, in the virtual space FD, a pitcher character CR1 pitching a ball object OB1, and a batter character CR2 hitting back the ball object OB1 pitched by the pitcher character CR1 using a bat object OB2. Further, for example, the game video MV shows the state of a spectator character CR3 watching the baseball game in the virtual space FD. In addition, the game video MV according to the present embodiment may include an image showing the amount of support based on the support information. Next, with reference to FIGS. 3 to 12, the functions of the game terminal 10, the distribution server 30, the game management server 50, the support terminal 70, and the viewing terminal 80 will be described. First, with reference to FIGS. 3 and 4, the configuration of the game terminal 10 will be described.
[0025] FIG. 3 is a functional block diagram showing an example of the configuration of the game terminal 10 shown in FIG. 1. Hereinafter, the configuration, operation, etc. of one of the game terminals 10, i.e., game terminals 10-1 and 10-2, will be described. Therefore, hereinafter, unless otherwise specified, "user" and "user of the game terminal 10" shall mean the user of one of the game terminals 10 to be described.
[0026] The game terminal 10 includes a control unit 110, a storage unit 130 that stores various information such as a game program PRg (an example of a "program") and a control program PRcg, a communication unit 150 for executing communication with external devices such as a distribution server 30 and a game management server 50, and an operation unit 170 for receiving operations by the user of the game terminal 10. The game program PRg is, for example, an application program for the game terminal 10 to execute a baseball game. The control program PRcg is, for example, an operation system program for the control unit 110 to control each part of the game terminal 10.
[0027] The control unit 110 controls each part of the game terminal 10. Further, the control unit 110 controls the progress of the baseball game executed on the game terminal 10. For example, the control unit 110 includes a game progress unit 111 (an example of a "progress unit"), a support period setting unit 112 (an example of a "period setting unit"), a support information acquisition unit 113 (an example of an "acquisition unit"), and an ability setting unit 114 (an example of an "ability setting unit").
[0028] The game progress unit 111 causes, for example, a game to progress and causes the display unit 220 to display a game video MV indicating the situation of the progressed game. For example, the game progress unit 111 causes the game to progress based on the operation of the user of the game terminal 10 or the like. Then, the game progress unit 111 generates progress status information indicating the situation of the progressed game, and generates game video information for reproducing the game video MV based on the generated progress status information. As a result, for example, the display unit 220 displays the game video MV based on the game video information generated by the game progress unit 111. Further, when the game progress unit 111 distributes the game video MV, it transmits the game video information to the distribution server 30 via the communication unit 150. As a result, the game video MV based on the game video information is distributed to the viewing terminal 80-m or the like.
[0029] The progress status information is information for managing the states of various game elements existing in the virtual space FD and the sound in the virtual space FD when the situation of the virtual space FD changes as the game progresses. Specifically, in the present embodiment, the progress status information is information including, for example, some or all of the position, shape, posture, orientation, color, pattern, moving speed, and moving direction of the game elements in the virtual space FD and the sound existing in the virtual space FD.
[0030] Further, the game video information may be information indicating a game image G updated for each unit period (information indicating the game image G updated for each unit period in real time), or information indicating a set of a plurality of game images G corresponding one-to-one to a plurality of unit periods (information indicating a set of a plurality of game images G accumulated over a plurality of unit periods). Further, the game video information may be information obtained by adding information indicating the sound in the virtual space FD to the information indicating the game image G updated for each unit period or the set of a plurality of game images G.
[0031] When the situation of the game that has progressed based on the operation of the user of the game terminal 10 becomes a specific situation, the support period setting unit 112 starts a support period during which support for a specific target related to the game can be received. Then, after a predetermined time has elapsed since the support period is started, the support period setting unit 112 ends the support period. Note that the specific situation may be, for example, a situation where it is not determined whether it occurs at the start of the game. A situation where it is not determined whether it occurs at the start of the game may be, for example, an event that occurs according to the progress of the game. Specifically, a situation where it is not determined whether it occurs at the start of the game may be, for example, a batter hitting a home run, a runner stealing a base, or a catcher preventing a stolen base. In a baseball game, for example, the end of the third inning is already determined to occur at the start of the game, so it does not fall under the situation where it is not determined whether it occurs at the start of the game. Other specific examples of the specific situation will be described after the description of the ability setting unit 114.
[0032] During the support period, the support information acquisition unit 113 acquires support information corresponding to a support operation on the support terminal 70 from the support terminal 70 via the game management server 50. The support information corresponding to the support operation may be, for example, information indicating a support amount obtained by quantifying the support by the support operation. The support amount may be an index indicating the degree of support.
[0033] The ability setting unit 114 changes the abilities associated with a specific target based on the support information acquired by the support information acquisition unit 113. The abilities associated with a specific target may be, for example, parameters associated with the specific target. Also, the abilities associated with a specific target may be, for example, ability values for the specific target to produce advantageous effects in a game. Further, the abilities associated with a specific target may be, for example, the motor abilities of the specific target, or the intellectual abilities of the specific target, or the abilities related to the stamina of the specific target. Also, when the specific target is a team, the abilities associated with the specific target may be, for example, the cooperation ability and tactical understanding ability of the players within the team.
[0034] Also, the abilities associated with a specific target may change linearly according to the amount of support based on the support information, or may change stepwise according to the amount of support based on the support information. Alternatively, when there are multiple abilities associated with a specific target, the number of abilities that change based on the support information may increase according to the amount of support based on the support information. For example, when the specific target is a relief pitcher and the abilities associated with the specific target are the control, ball speed, and abilities related to left-handed batters associated with the relief pitcher, the control, ball speed, and abilities related to left-handed batters may improve in order as the amount of support based on the support information increases. Also, when the specific target is a batter and the abilities associated with the specific target are the meet rate and abilities related to the flying distance of the hit ball associated with the batter, the meet rate and abilities related to the flying distance of the hit ball may improve in order as the amount of support based on the support information increases.
[0035] In addition, among the abilities associated with a specific target, the abilities that change based on the support information may be different for each character, even if they are of the same type. Also, among the abilities associated with a specific target, the abilities that change based on the support information may be selectable by the user of the game terminal 10. Further, the effect based on the support information (the amount of change in ability) may be maintained until the baseball game ends, or may disappear at a predetermined timing (for example, the timing when one inning ends, etc.).
[0036] Here, in the baseball game, a specific situation that triggers the start of the support period will be described.
[0037] As described above, the specific situation may be a situation where it is not certain whether it occurs at the start of the game. Also, the specific situation may be, for example, a situation where a specific change occurs in the progress (flow, development) of the game. A situation where a specific change occurs in the progress of the game may be, for example, a situation where an event that has a specific impact on the progress of the game occurs, or a situation that may have a specific impact on the progress of the game.
[0038] Note that the event that has a specific impact on the progress of the game may be an event that improves or worsens the game situation among the events that occur according to the progress of the game. Alternatively, the event that has a specific impact on the progress of the game may be, for example, an event that occurs based on an operation of the game player that determines a change in the subsequent progress of the game. An event that occurs based on an operation that determines a change in the subsequent progress of the game may be, for example, an event of changing a character related to the game. Specifically, the event of changing a character may be an event of a relief pitcher coming onto the mound, and an event of a pinch hitter appearing, etc., which are events of player substitution.
[0039] In addition, a situation that can have a specific impact on the progress of the game may be, for example, a situation that has an impact of a certain level or more on the progress of the game or the result of the game (e.g., win or loss). A situation that has an impact of a certain level or more on the progress of the game may be a situation that improves or worsens the game situation. A situation that improves the game situation may be, for example, a situation where a runner advances to the scoring position during an attack. Also, a situation that worsens the game situation may be, for example, a situation where a runner advances to the scoring position during a defense.
[0040] In addition, a situation that has an impact of a certain level or more on the result of the game may be, for example, a situation where the likelihood of the reversal of the superiority or inferiority of the confrontation is higher than usual. A situation where the likelihood of the reversal of the superiority or inferiority of the confrontation is higher than usual may be, for example, a situation of a chance for a one-hit reversal or a pinch situation where one might be reversed. Also, a situation that has an impact of a certain level or more on the result of the game may be, for example, a situation that is the last chance or a situation where a confrontation that determines whether to win or enter an extra inning is held (e.g., a scene where the pitcher of the winning team enters in the bottom of the 9th inning, etc.). A situation that is the last chance may be, for example, a situation where the bases are loaded in the bottom of the 9th inning.
[0041] Also, the specific situation may be, for example, a situation where the ability of a specific character related to the game changes within a predetermined range. The specific character may be, for example, a character operated by the player. The ability of the specific character may be, for example, an ability that affects the outcome of a battle. The ability that affects the outcome of a battle may be, for example, a motor ability such as the physical strength and running ability of the character operated by the player, or an ability related to mental strength such as the concentration of the character operated by the player, or the intelligence of the character operated by the player. For example, when the concentration is high, the probability of getting a good result may be higher in a chance situation than when the concentration is low. Or, when the motivation is low, the probability of making a mistake may be higher than when the motivation is high. Also, a character with high intelligence may have a higher understanding of tactics than a character with low intelligence. Tactics may be, for example, changing the defensive position according to the batter in baseball defense, etc.
[0042] Also, the situation where the ability of a specific character changes within a predetermined range may be, for example, a situation where the physical strength of the character becomes less than or equal to a predetermined value, or a situation where the running ability of the character becomes less than or equal to a predetermined value. Also, the situation where the ability of a specific character changes within a predetermined range may be, for example, a situation where the concentration of the character becomes less than or equal to a predetermined value, or a situation where the motivation of the character becomes less than or equal to a predetermined value. Also, the situation where the ability of a specific character changes within a predetermined range may be, for example, a situation where the average value of the abilities (e.g., physical strength) of a plurality of characters (players) belonging to the team operated by the player and participating in the game becomes less than or equal to a predetermined value. For example, when the physical strength of a plurality of characters is below the average value, the probability of getting a bad result may be higher in a pinch situation than when the physical strength of the plurality of characters exceeds the average value.
[0043] Further, the specific situation may be, for example, a situation that occurs when a player or an opponent player performs a predetermined operation. The predetermined operation may be, for example, an operation performed by a player to request support from spectators. In addition, when the predetermined operation is an operation performed by a player to request support from spectators, for example, the number of times of the predetermined operation that can be executed in one game may be limited.
[0044] Further, the specific situation may be a situation where the character operated by the player battles a specific enemy character. The specific enemy character may be, for example, a character specified based on past battle history. The character specified based on past battle history may be, for example, a character with a grudge due to past battles. Also, the specific enemy character may be, for example, a character specified based on a preset battle combination. The character specified based on the preset battle combination may be, for example, a character corresponding to an opponent based on past famous battles in the real world. Further, for example, when the batter before the current batter is ostracized, the pitcher who ostracized the previous batter may be the specific enemy character of the current batter.
[0045] Note that the configuration of the game terminal 10 is not limited to the example shown in FIG. 3. For example, when the display device 20 shown in FIG. 1 is included in the game terminal 10, the game terminal 10 may have a display unit 220 capable of displaying various images such as game videos. Next, with reference to FIG. 4, the hardware configuration of the game terminal 10 will be described.
[0046] FIG. 4 is a diagram showing an example of the hardware configuration of the game terminal 10 shown in FIG. 3.
[0047] The game terminal 10 includes a processor 11 (an example of "the processor of the game device") that controls each part of the game terminal 10, a memory 13 that stores various information, a communication device 15, and an input operation device 17.
[0048] The memory 13 includes, for example, one or both of a volatile memory such as a RAM (Random Access Memory) that functions as a working area of the processor 11 and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information such as the game program PRg and the control program PRcg, and functions as the storage unit 130. Note that the memory 13 may be detachable from the game terminal 10. Specifically, the memory 13 may be a storage medium such as a memory card that is detachable from the game terminal 10. Further, the memory 13 may be, for example, a storage device (for example, online storage) communicably connected to the game terminal 10 via a network NW or the like.
[0049] The processor 11 includes, for example, one or more CPUs (Central Processing Unit). The processor 11 functions as a control unit 110 that executes, for example, the control program PRcg stored in the memory 13 and controls each part of the game terminal 10 by operating according to the control program PRcg. Further, the processor 11 functions as a control unit 110 for executing a baseball game by executing, for example, the game program PRg stored in the memory 13 and operating according to the game program PRg. For example, the processor 11 operating according to the game program PRg stored in the memory 13 functions as a control unit 110 including a game progress unit 111, a support period setting unit 112, a support information acquisition unit 113, and an ability setting unit 114.
[0050] For example, when the processor 11 includes a plurality of CPUs, some or all of the functions of the control unit 110 may be realized by these plurality of CPUs operating in cooperation according to programs such as the control program PRcg and the game program PRg. Further, in addition to one or more CPUs, or instead of some or all of one or more CPUs, the processor 11 may include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array). In this case, some or all of the control unit 110 realized by the processor 11 may be realized by hardware such as a DSP.
[0051] The communication device 15 is hardware for communicating with an external device existing outside the game terminal 10 via one or both of a wired network and a wireless network, and functions as the communication unit 150.
[0052] The input operation device 17 is hardware for receiving an operation by a user of the game terminal 10, and functions as the operation unit 170. For example, the input operation device 17 may be composed of one or a plurality of devices including some or all of pointing devices such as operation buttons, touch panels, keyboards, joysticks, and mice. Next, the configuration of the distribution server 30 will be described with reference to FIGS. 5 and 6.
[0053] FIG. 5 is a functional block diagram showing an example of the configuration of the distribution server 30 shown in FIG. 1.
[0054] The distribution server 30 includes a control unit 310 that controls each part of the distribution server 30, a storage unit 330 that stores various information, and a communication unit 350 for executing communication with external devices such as the game terminal 10 and the viewing terminal 80-m. The control unit 310 includes a video acquisition unit 311 that acquires game video information from the game terminal 10 via the communication unit 350, and a video distribution unit 312 that distributes the game video MV to the viewing terminal 80-m. The video distribution unit 312 distributes the game video MV based on the game video information to the viewing terminal 80-m, for example, by transmitting the game video information to the viewing terminal 80-m via the communication unit 350. The storage unit 330 stores a control program PRcd for controlling each part of the distribution server 30. Next, with reference to FIG. 6, the hardware configuration of the distribution server 30 will be described.
[0055] FIG. 6 is a diagram showing an example of the hardware configuration of the distribution server 30 shown in FIG. 5.
[0056] The distribution server 30 includes a processor 31 that controls each part of the distribution server 30, a memory 33 that stores various information, and a communication device 35 for communicating with external devices existing outside the distribution server 30.
[0057] The memory 33 includes, for example, one or both of a volatile memory such as a RAM that functions as a working area of the processor 31 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRcd, and functions as the storage unit 330. The processor 31 includes, for example, one or more CPUs. The processor 31 executes the control program PRcd stored in the memory 33 and functions as the control unit 310 by operating according to the control program PRcd. The communication device 35 is hardware for communicating with external devices existing outside the distribution server 30 and functions as the communication unit 350.
[0058] Note that the configuration of the distribution server 30 is not limited to the examples shown in FIGS. 5 and 6. For example, the distribution server 30 may have an input operation device that functions as an operation unit for receiving operations by an administrator or the like of the distribution server 30. Next, the configuration of the game management server 50 will be described with reference to FIGS. 7 and 8.
[0059] FIG. 7 is a functional block diagram showing an example of the configuration of the game management server 50 shown in FIG. 1.
[0060] The game management server 50 includes a control unit 510 that controls each part of the game management server 50, a storage unit 530 that stores various information, and a communication unit 550 that executes communication with external devices such as the game terminal 10 and the support terminal 70. The control unit 510 has a collection unit 511 that collects support information from the support terminal 70 via the communication unit 550 and transmits the collected support information to the game terminal 10 via the communication unit 550. The storage unit 530 stores a control program PRcc for controlling each part of the game management server 50 and various information such as a battle management table TBLpl that stores battle information regarding a baseball game scheduled to be executed or in progress. A baseball game scheduled to be executed is, for example, a baseball game that is about to be executed in the game terminal 10 that has transmitted a start request REQpl shown in FIG. 16 described later to the game management server 50. The data configuration of the battle management table TBLpl will be described with reference to FIG. 13 described later. Next, the hardware configuration of the game management server 50 will be described with reference to FIG. 8.
[0061] FIG. 8 is a diagram showing an example of the hardware configuration of the game management server 50 shown in FIG. 7.
[0062] The game management server 50 includes a processor 51 that controls each part of the game management server 50, a memory 53 that stores various information, and a communication device 55 that communicates with external devices existing outside the game management server 50.
[0063] The memory 53 includes, for example, one or both of a volatile memory such as a RAM that functions as a working area of the processor 51 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRcc and the battle management table TBLpl, and functions as a storage unit 530. The processor 51 is configured to include, for example, one or more CPUs. The processor 51 executes the control program PRcc stored in the memory 53 and functions as a control unit 510 by operating according to the control program PRcc. The communication device 55 is hardware for communicating with an external device existing outside the game management server 50 and functions as a communication unit 550.
[0064] Note that the configuration of the game management server 50 is not limited to the examples shown in FIGS. 7 and 8. For example, the game management server 50 may have an input operation device that functions as an operation unit for receiving an operation by an administrator or the like of the game management server 50. Next, the configuration of the support terminal 70 will be described with reference to FIGS. 9 and 10.
[0065] FIG. 9 is a functional block diagram showing an example of the configuration of the support terminal 70 shown in FIG. 1.
[0066] The support terminal 70 includes a control unit 710 that controls each part of the support terminal 70, a display unit 720 that can display various images, a storage unit 730 that stores various information, a communication unit 750 that executes communication with an external device such as the game management server 50, and an operation unit 770 that receives an operation by a user of the support terminal 70.
[0067] The control unit 710 has an operation information acquisition unit 711 that acquires information indicating the content of an operation by a user of the support terminal 70. For example, when a user of the support terminal 70 performs a support operation on the operation unit 770 during the support period, the operation information acquisition unit 711 acquires support information based on the support operation. That is, the operation information acquisition unit 711 receives a support operation by a user of the support terminal 70 via the operation unit 770 during the support period. Further, the control unit 710 transmits, for example, support information based on the support operation to the game management server 50 via the communication unit 750.
[0068] The support operation may be, for example, an operation of tapping an arbitrary area or a specific area within the touch panel during the support period when the functions of the display unit 720 and the operation unit 770 are realized by the touch panel. Further, for example, the support operation may be an operation of clicking an arbitrary area or a specific area within the display screen on the display unit 720 of the support terminal 70 with a pointing device such as a mouse during the support period. The specific area may be, for example, an operation area assigned to a support button that accepts the support operation.
[0069] Further, for example, when the operation unit 770 has one or more operation buttons, the support operation may be an operation of pressing a specific operation button (for example, an operation button assigned to the support button). Also, when the support terminal 70 supports voice input, the support operation may be a voice input operation by sending cheers toward the support terminal 70. Further, for example, the support operation may include an operation of using points associated with the user of the support terminal 70 for support.
[0070] The storage unit 730 stores a control program PRct for controlling each part of the support terminal 70. Next, the hardware configuration of the support terminal 70 will be described with reference to FIG. 10.
[0071] FIG. 10 is a diagram showing an example of the hardware configuration of the support terminal 70 shown in FIG. 9.
[0072] The support terminal 70 includes a processor 71 that controls each part of the support terminal 70, a memory 73 that stores various information, a communication device 75 for communicating with an external device existing outside the support terminal 70, and an input operation device 77 for receiving operations by the user of the support terminal 70.
[0073] The memory 73 includes one or both of a volatile memory such as a RAM that functions as a working area of the processor 71 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRct, and functions as a storage unit 730. The processor 71 is configured to include, for example, one or more CPUs. The processor 71 executes the control program PRct stored in the memory 73 and functions as a control unit 710 by operating according to the control program PRct. The communication device 75 is hardware for communicating with an external device existing outside the support terminal 70 and functions as a communication unit 750.
[0074] The input operation device 77 functions as an operation unit 770 that receives operations of the user of the support terminal 70. For example, the input operation device 77 may be composed of one or more devices including part or all of a touch panel, operation buttons, a keyboard, a joystick, and a pointing device such as a mouse. In this embodiment, a touch panel having a display function (that is, a touch panel type display) is assumed as the input operation device 77. In this case, the input operation device 77 shown in FIG. 10 functions as an operation unit 770 and also functions as a display unit 720 that displays various images. Next, the configuration of the viewing terminal 80 will be described with reference to FIGS. 11 and 12.
[0075] FIG. 11 is a functional block diagram showing an example of the configuration of the viewing terminal 80 shown in FIG. 1.
[0076] The viewing terminal 80 includes a control unit 810 that controls each part of the viewing terminal 80, a storage unit 830 that stores various information, a communication unit 850 that executes communication with an external device such as the distribution server 30, and an operation unit 870 that receives operations by the user of the viewing terminal 80.
[0077] The control unit 810 includes a video acquisition unit 811 that acquires game video information from the distribution server 30 via the communication unit 850. The video acquisition unit 811 acquires game video information from the distribution server 30 via the communication unit 850, and causes a display unit 920 included in a display device 90 provided corresponding to the viewing terminal 80 to display a game video MV based on the acquired game video information.
[0078] The storage unit 830 stores a control program PRcv for controlling each part of the viewing terminal 80. Next, with reference to FIG. 12, the hardware configuration of the viewing terminal 80 will be described.
[0079] FIG. 12 is a diagram showing an example of the hardware configuration of the viewing terminal 80 shown in FIG. 11.
[0080] The viewing terminal 80 includes a processor 81 that controls each part of the viewing terminal 80, a memory 83 that stores various information, a communication device 85 for communicating with an external device existing outside the viewing terminal 80, and an input operation device 87 for receiving an operation by a user of the viewing terminal 80.
[0081] The memory 83 includes, for example, one or both of a volatile memory such as a RAM that functions as a working area of the processor 81 and a non-volatile memory such as an EEPROM that stores various information such as the control program PRcv, and functions as the storage unit 830. The processor 81 includes, for example, one or more CPUs. The processor 81 executes the control program PRcv stored in the memory 83 and functions as the control unit 810 by operating according to the control program PRcv. The communication device 85 is hardware for communicating with an external device existing outside the viewing terminal 80 and functions as the communication unit 850.
[0082] The input operation device 87 is hardware for receiving operations by the user of the viewing terminal 80, and functions as an operation unit 870. For example, the input operation device 87 may be composed of one or a plurality of devices including some or all of pointing devices such as operation buttons, touch panels, keyboards, joysticks, and mice. Next, the battle management table TBLpl stored in the storage unit 530 of the game management server 50 will be described with reference to FIG. 13.
[0083] FIG. 13 is a diagram showing an example of the data configuration of the battle management table TBLpl. The battle management table TBLpl has, for example, records corresponding to battles (games) in a baseball game scheduled to be executed or in progress. In the example shown in FIG. 13, the battle management table TBLpl has a plurality of records corresponding one-to-one to a plurality of battles in a baseball game scheduled to be executed or in progress. Each record of the battle management table TBLpl stores, for example, a battle ID for identifying a plurality of battles scheduled to be executed or in progress, and battle information which is information related to the battle. The battle information is information including, for example, player information related to the user executing the battle and viewer information related to the user watching the battle.
[0084] The player information includes first user information related to one of the two users executing the battle (hereinafter also referred to as the first user), and second user information related to the other of the two users (hereinafter also referred to as the second user). For example, the first user information includes a user ID for identifying the first user, information indicating the name (username) of the first user, and information indicating the address of the game terminal 10 of the first user. Similarly, the second user information includes a user ID for identifying the second user, information indicating the name (username) of the second user, and information indicating the address of the game terminal 10 of the second user. Note that the information indicating the address of the game terminal 10 may be, for example, the IP (Internet Protocol) address of the game terminal 10.
[0085] The spectator information includes, for example, information indicating the address of the support terminal 70 of the user who is watching the battle. The information indicating the address of the support terminal 70 may be, for example, the IP address of the support terminal 70.
[0086] In the battle management table TBLpl shown in FIG. 13, “virtual user” in the user ID column of the second user information indicates that the first user is battling against a virtual user controlled by the game system 1 or the game program PRg. Also, “-” in the user ID column of the second user information indicates that the opponent of the first user has not been determined at the current time. Also, in the record with the battle ID “p003”, the address of the game terminal 10 is the same address (“qwe345”) for the first user and the second user, which indicates that two users operating a single game terminal 10 are battling. That is, in the present embodiment, the operation of the game system 1 is mainly described in the case where each game terminal 10 is operated by a single user, but multiple users may be able to battle (or cooperate) by operating a single game terminal 10.
[0087] Note that the data configuration of the battle management table TBLpl is not limited to the example shown in FIG. 13. For example, the spectator information may include a user ID for identifying the spectator and information indicating the name (user name) of the spectator. Also, the battle information may include, for example, information indicating the title of the game video MV related to the battle. Also, the battle information may include, for example, information indicating whether to permit the support participation of users other than the player executing the battle (for example, spectators). Next, an overview of the operation of the game terminal 10 during the support period will be described with reference to FIGS. 14 and 15.
[0088] FIG. 14 is an explanatory diagram for explaining the outline of the operation of the game terminal 10 shown in FIG. 3. Hereinafter, the outline of the operation of the game terminal 10 will be described by taking as an example the case where the user of the game terminal 10-1 operates a defensive character such as a pitcher character CR1 corresponding to a defensive player. When the user of the game terminal 10-1 operates a defensive character, the user of the game terminal 10-2 operates an offensive character such as a batter character CR2 corresponding to an offensive player.
[0089] The game image G1 shows the situation of the game that has progressed based on the operation of pitcher substitution by the user of the game terminal 10-1. For example, the game progress section 111 advances the situation of the game to a situation where the relief pitcher character CR1r takes the mound (an example of a "specific situation") based on the operation of pitcher substitution by the user of the game terminal 10-1. Then, the game progress section 111 causes the display section 220 to display a game image G1 showing the appearance of the relief pitcher character CR1r taking the mound. For example, the game image G1 shown in FIG. 14 is an image focused on the relief pitcher character CR1r climbing onto the mound. Also, in the example shown in FIG. 14, in addition to the image showing game elements such as the relief pitcher character CR1r existing in the virtual space FD, the game image G1 includes an image IMG10 showing information about the relief pitcher character CR1r.
[0090] In addition, when the situation of the game that has progressed based on the operation of the user of the game terminal 10-1 reaches a specific situation, the support period setting unit 112 starts a support period during which support for the relief pitcher character CR1r (an example of "specific target") can be accepted. For this reason, the game progress unit 111 updates the game image G1 displayed on the display unit 220 to a game image G2 including an image IMG20 indicating that it is a support period (in the example shown in FIG. 14, an image including the characters "Support Accepted!") and a gauge image IMG21 indicating the amount of support based on the support information. As a result, the game image G2 including the gauge image IMG21 and the like is also displayed on the display unit 920 corresponding to the viewing terminal 80 of the viewer who is watching the game video MV related to the baseball game being executed on the game terminals 10-1 and 10-2. Therefore, for example, a viewer who is supporting the baseball team of the user of the game terminal 10-1 can participate in the support for the relief pitcher character CR1r by operating the support terminal 70.
[0091] Note that a viewer who is supporting the baseball team of the user of the game terminal 10-2 does not have to participate in the support for the relief pitcher character CR1r. For example, before the scene where the relief pitcher character CR1r takes the mound, a support period for the batter character CR2 may be started. In this case, a viewer who is supporting the baseball team of the user of the game terminal 10-2 can participate in the support for the batter character CR2 by operating the support terminal 70 during the support period for the batter character CR2. The support period for the batter character CR2 may end, for example, before the support period for the relief pitcher character CR1r is started. That is, the support period setting unit 112 of the game terminal 10 may set the support period so that the support period for the relief pitcher character CR1r and the support period for the batter character CR2 do not overlap. In this case, for example, the ability setting unit 114 of the game terminal 10 can easily determine based on the support period whether the support based on the support information acquired by the support information acquisition unit 113 is for the relief pitcher character CR1r or the batter character CR2. Next, the outline of the operation of the game terminal 10 during the support period will be described with reference to FIG. 15.
[0092] FIG. 15 is an explanatory diagram for explaining the continuation of the outline of the operation of the game terminal 10 shown in FIG. 14.
[0093] The game image G3 shows a state in which the amount of support for the relief pitcher character CR1r has been accumulated because a viewer watching the game video MV has performed a support operation on the support terminal 70. The scale indicated by the shading in the gauge image IMG21 shows the total amount of support during the support period by the viewer. That is, the game progress unit 111 updates the game image G2 displayed on the display unit 220 to a game image G3 including a gauge image IMG21 or the like showing a state in which the amount of support for the relief pitcher character CR1r is being accumulated. In this way, during the support period, the game progress unit 111 causes the display unit 220 to display the amount of support based on the support information. Further, the game image G3 includes an image IMG30 indicating cheering (in the example shown in FIG. 15, an image indicating the characters "Farr").
[0094] The game image G4 shows a state in which the amount of support for the relief pitcher character CR1r is increasing after a lapse of time since the game image G3 is displayed on the display unit 220. In the example shown in FIG. 15, due to the support of the viewer watching the game video MV (support operation on the support terminal 70), the amount of support has been accumulated up to the upper limit of the scale in the gauge image IMG21. In the example shown in FIG. 15, for the sake of explanation, it is assumed that the amount of support corresponding to the upper limit of the scale in the gauge image IMG21 is "10000".
[0095] In the game image G4, since the amount of support indicating the degree of support from the spectators reached "10000", there are images such as image IMG32 indicating that there was a certain amount of cheering (in the example shown in FIG. 15, an image including the characters "Breaking through the support amount of 10000"), and an image IMG31 indicating the sound of a drum (in the example shown in FIG. 15, an image including the characters "Do, Do, Do"). Also, in the game image G4, an image IMG30 that is larger in size than the image IMG30 included in the game image G3 is added. In the game image G4, the images IMG30 and IMG31, etc., indicate that the cheering has increased compared to when the game image G3 was displayed on the display unit 220. That is, the game image G4 indicates that the cheering is more enthusiastic compared to when the game image G3 was displayed on the display unit 220. Note that the game progress unit 111 may perform an effect such as waving the spectator character CR3 existing in the virtual space FD according to the support information to indicate that the cheering is more enthusiastic.
[0096] In this way, the game progress unit 111 changes the game image G2 indicating the situation of the virtual space FD to a game image G3 or G4, etc., including an image IMG30 indicating cheering, according to the support information. Note that the game progress unit 111 may add information indicating sounds such as cheering according to the support information to the game video information for playing a game video MV including a game image G4, etc., indicating the situation of the virtual space FD. That is, the game progress unit 111 may change one or both of the game image G and the sound indicating the situation of the virtual space FD related to the game according to the support information.
[0097] Here, the amount of support may change according to the number of times the support operation is performed. In this case, the spectator can increase the amount of support by rapidly pressing the operation area assigned to the support button in the display screen on the display unit 720 of the support terminal 70. In this way, by giving a game element to the operation of increasing the amount of support, it is possible to prevent the spectator's participation awareness in the game from becoming diluted. Also, the amount of support may increase according to the consumption amount by the support operation of the points associated with the spectator operating the support terminal 70. In this case, since the amount of support increases in exchange for the points associated with the spectator, it is possible to prevent the spectator's participation awareness in the game from becoming diluted. Note that the points may be the in-game value in a baseball game. Also, the points may be obtained by payment.
[0098] When a predetermined time has elapsed since the start of the support period, the support period setting unit 112 ends the support period. The predetermined time may be constant regardless of the specific situation, or may be a time determined corresponding to the specific situation. Although the game image G after the support period ends is not shown in FIG. 15, when the support period ends, the ability setting unit 114 changes the ability associated with the relief pitcher character CR1r based on the support information acquired by the support information acquisition unit 113 during the support period. For example, the ability setting unit 114 improves the abilities related to control and ball speed etc. associated with the relief pitcher character CR1r according to the amount of support based on the support information acquired by the support information acquisition unit 113 during the support period. Next, the outline of the operation of the game system 1 will be described with reference to FIG. 16.
[0099] FIG. 16 is a sequence chart showing an example of the operation of the game system 1 shown in FIG. 1. In FIG. 16, the operation of the game system 1 will be described by taking as an example the case where the game terminal 10-1 among the game terminals 10-1 and 10-2 supplies the game video MV to the distribution server 30. Note that the operation of the game terminal 10-2 is the same as the operation of the game terminal 10-1 except that the game terminal 10-1 supplies the game video MV to the distribution server 30. For this reason, the description of the game terminal 10-2 is omitted in FIG. 16. Further, in FIG. 16, for ease of viewing the figure, the operation of the game terminal 10-1 transmitting the operation information indicating the content of the operation on the game terminal 10-1 to the game terminal 10-2 and the operation of the game terminal 10-1 receiving the operation information indicating the content of the operation on the game terminal 10-2 from the game terminal 10-2 are omitted. Also, in FIG. 16, for ease of viewing the figure, the support terminal 70-m among the M support terminals 70 and the viewing terminal 80-m among the M viewing terminals 80 are illustrated, but the spectators participating in the support are not limited to the users of the support terminal 70-m. Further, the star marks shown in FIG. 16 indicate that the situation of the game has become a specific situation.
[0100] First, the control unit 110 of the game terminal 10-1 controls each part of the game terminal 10 so that a start request REQpl for starting a baseball game battle (match) in which spectators can participate in the support is transmitted to the game management server 50 (S100).
[0101] When the game management server 50 receives the start request REQpl, the control unit 510 of the game management server 50 stores the battle information regarding the baseball game to be executed on the game terminal 10-1 that sent the start request REQpl in the battle management table TBLpl, and manages the baseball games scheduled to be executed and in progress in an identifiable manner. For example, the control unit 510 of the game management server 50 registers the battle information including the user names of each of the game terminals 10-1 and 10-1, and the IP addresses of each of the game terminals 10-1 and 10-2 in the battle management table TBLpl stored in the storage unit 530. Then, the control unit 510 of the game management server 50 controls each part of the game management server 50 so that the permission response ACKpl for the start request REQpl is sent to the game terminal 10-1 (S502).
[0102] The control unit 110 of the game terminal 10-1 acquires, via the communication unit 150, the permission response ACKpl sent from the game management server 50 as a response to the start request REQpl (S102).
[0103] Also, the control unit 110 of the game terminal 10-1 controls each part of the game terminal 10 so that the distribution request REQup is sent to the distribution server 30 (S104). Here, the distribution request REQup is, for example, information indicating that the game terminal 10 requests the distribution server 30 to start supplying the game video MV.
[0104] When the distribution server 30 receives the distribution request REQup, the control unit 310 of the distribution server 30 controls each part of the distribution server 30 so that the permission response ACKup for the distribution request REQup is sent to the game terminal 10-1. Then, the control unit 110 of the game terminal 10-1 acquires, via the communication unit 150, the permission response ACKup sent from the distribution server 30 as a response to the distribution request REQup (S106).
[0105] Further, the control unit 710 of the support terminal 70-m controls each part of the support terminal 70-m so that the support participation request REQch is transmitted to the game management server 50 (S700). Here, the support participation request REQch is information indicating that, for example, a user (viewer) of the support terminal 70-m participates in supporting a baseball game. When the control unit 510 of the game management server 50 permits the user of the support terminal 70-m to participate in supporting the baseball game, the control unit 510 of the game management server 50 controls each part of the game management server 50 so that the game list information LSTinf showing a list of baseball games scheduled to be executed and in progress is transmitted to the support terminal 70-m (S504). The game list information LSTinf is generated based on, for example, the game information stored in the game management table TBLpl.
[0106] When the support terminal 70-m receives the game list information LSTinf, the control unit 710 of the support terminal 70-m causes the display unit 720 to display a game list screen based on the game list information LSTinf. Then, the control unit 710 of the support terminal 70-m controls each part of the support terminal 70-m so that the game selection information SELinf indicating the game selected by a user operation on the support terminal 70-m is transmitted to the game management server 50 (S702). Note that the control unit 510 of the game management server 50 may update the game management table TBLpl stored in the storage unit 530 by including identification information for identifying the support terminal 70-m (for example, the IP address of the support terminal 70-m) in the game information corresponding to the game terminal 10-1.
[0107] In the example shown in FIG. 16, assume that a baseball game in which the users of game terminals 10-1 and 10-2 play against each other is selected by a user operation on the support terminal 70-m as a baseball game in which the user of the support terminal 70-m participates in the support. Also, in the example shown in FIG. 16, assume that the state of the viewing terminal 80-m is a state in which a game video MV related to a baseball game in which the users of game terminals 10-1 and 10-2 play against each other can be viewed before the process of step S144 described later is executed. For example, the state in which the game video MV can be viewed may be a state in which the viewing terminal 80-m accesses a website prepared to play the game video MV related to the baseball game managed by the game management server 50. Alternatively, the state in which the game video MV can be viewed may be a state in which the viewing terminal 80-m executes an application program for playing the game video MV related to the baseball game. Then, for example, the user of the support terminal 70-m (that is, the user of the viewing terminal 80-m) selects the game video MV corresponding to the game selected in step S702 by referring to the title, user name, etc. of the game video MV displayed on the display unit 920-m. As a result, the state of the viewing terminal 80-m becomes a state in which the game video MV related to the baseball game in which the users of game terminals 10-1 and 10-2 play against each other can be viewed. In this case, when the baseball game is started on game terminal 10-1, the game video MV is displayed on display unit 920-m.
[0108] For example, game terminals 10-1 and 10-2 start a baseball game after game terminal 10-1 receives an approval response ACKup. Then, the control unit 110 of game terminal 10-1 controls each part of game terminal 10 so that game video information MVinf for playing the game video MV related to the baseball game is transmitted to distribution server 30 (S144).
[0109] When the distribution server 30 receives the game video information MVinf, the control unit 310 of the distribution server 30 controls each part of the distribution server 30 so that the game video information MVinf received from the game terminal 10-1 is transmitted to the viewing terminal 80-m (S344). When the viewing terminal 80-m receives the game video information MVinf, the control unit 810 of the viewing terminal 80-m causes the game video MV based on the game video information MVinf received from the distribution server 30 to be displayed on the display unit 920-m.
[0110] Also, when the situation of the game advanced based on the operation of either or both of the user of the game terminal 10-1 and the user of the game terminal 10-2 reaches a specific situation (star mark in FIG. 16), the control unit 110 of the game terminal 10 controls each part of the game terminal 10 so that the support start information STtch indicating the start of the support period Tch is transmitted to the game management server 50 (S120).
[0111] When the game management server 50 receives the support start information STtch, the control unit 510 of the game management server 50 controls each part of the game management server 50 so that the support start information STtch is transmitted to the support terminal 70-m. Thereby, for example, the support terminal 70-m can recognize that the support period Tch has started. Then, the control unit 710 of the support terminal 70-m controls each part of the support terminal 70-m so that the support information CHinf based on the support operation received after the support period Tch has started is transmitted to the game management server 50 (S726). Note that the support start information STtch may also be transmitted from the game management server 50 to the support terminals 70 of other viewers who are watching the game between the user of the game terminal 10-1 and the user of the game terminal 10-2. Similarly, the support information CHinf may also be transmitted from the support terminals 70 of other viewers who are watching the game between the user of the game terminal 10-1 and the user of the game terminal 10-2 to the game management server 50.
[0112] When the game management server 50 receives the support information CHinf, the control unit 510 of the game management server 50 controls each part of the game management server 50 so that the support information CHinf is transmitted to the game terminals 10-1 and 10-2 (S526). Then, the control unit 110 of the game terminal 10-1 acquires the support information CHinf transmitted from the game management server 50 via the communication unit 150 (S126). When the control unit 110 of the game terminal 10-1 acquires the support information CHinf, as described in FIG. 14, it causes the display unit 220-1 to display the support amount based on the support information CHinf.
[0113] Also, when a predetermined time has elapsed since the control unit 110 of the game terminal 10-1 starts the support period Tch, the control unit 110 of the game terminal 10 controls each part of the game terminal 10 so that the support end information ENtch indicating the end of the support period Tch is transmitted to the game management server 50 (S130).
[0114] When the game management server 50 receives the support end information ENtch, the control unit 510 of the game management server 50 controls each part of the game management server 50 so that the support end information ENtch is transmitted to the support terminal 70-m (S530). Thereby, for example, the support terminal 70-m can recognize that the support period Tch has ended. After the support period Tch has ended, the support terminal 70-m does not accept support operations until the next support period Tch starts. Note that the support end information ENtch can also be transmitted from the game management server 50 to the support terminals 70 of other viewers who are watching the battle between the user of the game terminal 10-1 and the user of the game terminal 10-2.
[0115] Although not particularly shown, when the support period Tch ends, the control unit 110 of the game terminal 10-1 improves the capabilities associated with the support target based on the support information CHinf received during the support period Tch. For example, when the support target is the batter character CR2, the control unit 110 of the game terminal 10-1 improves the capabilities related to the meet rate and the flying distance of the hit ball, etc. associated with the batter character CR2 according to the amount of support based on the support information CHinf acquired by the support information acquisition unit 113 during the support period Tch.
[0116] When the game between the user of the game terminal 10-1 and the user of the game terminal 10-2 ends, the control unit 110 of the game terminal 10-1 controls each part of the game terminal 10 so that an end notification ENDpl indicating the end of the game is transmitted to the game management server 50 (S160).
[0117] Note that the operation of the game system 1 is not limited to the operation shown in FIG. 16. For example, the distribution server 30 and the game management server 50 may manage a plurality of game videos MV using a video ID for identifying the game video MV. In this case, for example, the game management server 50 may transmit the video ID to the game terminal 10-1 together with the permission response ACKpl, and the game terminal 10-1 may transmit the video ID received from the game management server 50 to the distribution server 30 together with the distribution request REQup. Note that the game management server 50 may transmit a game ID for identifying a plurality of games as the video ID to the game terminal 10-1.
[0118] Also, for example, the game terminal 10-1 may select whether to include the game information regarding the game between the user of the game terminal 10-1 and the user of the game terminal 10-2 in the game list information LSTinf transmitted from the game management server 50 to the support terminal 70-m. Specifically, the game terminal 10-1 may transmit information indicating whether to include the game information in the game list information LSTinf to the game management server 50 together with the start request REQpl.
[0119] Also, for example, information (e.g., a QR code (registered trademark) or the like) for transmitting match selection information SELiNf indicating participation in cheering for the match to the game management server 50 together with the title of the game video MV of the match between the user of the game terminal 10-1 and the user of the game terminal 10-2 may be displayed on the display unit 920-m or the like. In this case, the spectator may select the match to participate in cheering for by referring to the list of game video MVs or the like displayed on the display unit 920-m, without referring to the match list screen based on the match list information LSTinf transmitted from the game management server 50 to the cheering terminal 70-m. Therefore, when information for transmitting match selection information SELiNf to the game management server 50 together with the title of the game video MV or the like is displayed on the display unit 920-m or the like, the above-mentioned steps S700 and S504 may be omitted.
[0120] Also, for example, the control unit 110 of the game terminal 10-1 may not transmit the cheering start information STtch and the cheering end information ENtch to the game management server 50. In other words, the cheering terminal 70 does not necessarily need to know the start and end of the cheering period Tch. For example, if the control unit 110 of the game terminal 10-1 does not transmit the cheering start information STtch and the cheering end information ENtch to the game management server 50, it may not accept and discard the cheering information CHinf transmitted from the game management server 50 outside the cheering period Tch. Next, an operation flow of the game terminal 10 will be described with reference to FIG. 17.
[0121] FIG. 17 is a flowchart showing an example of the operation of the game terminal 10 shown in FIG. 3. Note that FIG. 17 shows an example of the operation of the game terminal 10 after a series of processes (transmission of start request REQpl, acquisition of permission response ACKpl, transmission of distribution request REQup, and acquisition of permission response ACKup) in steps S100, S102, S104, and S106 shown in FIG. 16 are executed. Therefore, the process in step S110 of FIG. 17 is executed after the series of processes in steps S100, S102, S104, and S106 shown in FIG. 16 are executed. In FIG. 17, taking the case where a game between the user of game terminal 10-1 and the user of game terminal 10-2 is executed as an example, the operation of game terminal 10-1 will be mainly described. Therefore, in the description of FIG. 17, unless otherwise specified, functional blocks such as control unit 110 mean functional blocks included in game terminal 10-1.
[0122] In step S110, the game progress unit 111 acquires operation information indicating the content of the operations of each user of game terminals 10-1 and 10-2. For example, when the operation unit 170 receives a user's operation, the game progress unit 111 acquires operation information indicating the content of the operation received by the operation unit 170. Also, when the communication unit 150 receives operation information indicating the content of the operation received by the operation unit 170 of game terminal 10-2, the game progress unit 111 acquires the operation information received by the communication unit 150. Note that when no operation is performed by the user, the game progress unit 111 may acquire operation information indicating that no operation has been performed by the user.
[0123] Next, in step S112, the game progress unit 111 advances the game based on the operation information acquired in step S110. That is, the game progress unit 111 advances the game based on the user's operation. Note that the game progress unit 111 may generate progress status information indicating the status of the game advanced based on the operation information in step S112.
[0124] Next, in step S114, the support period setting unit 112 determines whether a value indicating that the period during which the game is in progress is not the support period Tch, for example, "0", is set in the period flag. Note that the period flag is initialized to, for example, "0" at the start of the baseball game. If the result of the determination in step S114 is affirmative, the support period setting unit 112 advances the process to step S116. On the other hand, if the result of the determination in step S114 is negative, the support period setting unit 112 advances the process to step S124.
[0125] In step S116, the support period setting unit 112 determines whether the situation of the game that progressed in step S112 (that is, the situation of the game that progressed based on the user's operation) is a specific situation. Since the specific situation has been described in FIG. 3, the description is omitted in FIG. 17. If the result of the determination in step S116 is affirmative, the support period setting unit 112 advances the process to step S120. On the other hand, if the result of the determination in step S116 is negative, the support period setting unit 112 advances the process to step S140.
[0126] In step S120, the support period setting unit 112 starts the support period Tch during which support for a specific target related to the game can be received. That is, since the situation of the game that progressed based on the operation of the user of the game terminal 10 has become a specific situation, the support period setting unit 112 starts the support period Tch. Also, in step S120, the support period setting unit 112 may control the communication unit 150 or the like to transmit support start information STtch indicating the start of the support period Tch to the game management server 50.
[0127] Next, in step S122, the support period setting unit 112 sets a value indicating that the period during which the game is in progress is the support period Tch, for example, "1", in the period flag. Then, the support period setting unit 112 advances the process to step S124.
[0128] In step S124, the support period setting unit 112 determines whether the support period Tch has ended. For example, if a predetermined time has elapsed since the start of the support period Tch, the support period setting unit 112 determines that the support period Tch has ended. If the result of the determination in step S124 is affirmative, the support period setting unit 112 advances the process to step S130. On the other hand, if the result of the determination in step S124 is negative, the support period setting unit 112 advances the process to step S126.
[0129] In step S126, the support information acquisition unit 113 acquires support information CHinf based on a support operation on the support terminal 70 by a spectator. For example, when the communication unit 150 receives support information CHinf from one or more support terminals 70 via the game management server 50, the support information acquisition unit 113 acquires the support information CHinf received by the communication unit 150. Then, the support information acquisition unit 113 advances the process to step S140. In this way, during the support period Tch, after acquiring the support information CHinf, the support information acquisition unit 113 advances the process to step S140. On the other hand, as described above, if it is determined in step S124 that the support period Tch has ended, the process advances to step S130.
[0130] In step S130, the support period setting unit 112 ends the support period Tch. Also, in step S130, the support period setting unit 112 may control the communication unit 150 or the like to transmit support end information ENtch indicating the end of the support period Tch to the game management server 50. Next, in step S132, the support period setting unit 112 sets "0" in the period flag. Then, the support period setting unit 112 advances the process to step S134.
[0131] In step S134, the ability setting unit 114 improves the ability value associated with a specific target according to the total amount of support based on the support information CHinf acquired by the support information acquisition unit 113 during the support period Tch. Note that if the support period Tch ended in step S130 was, for example, a period for receiving support for a specific character operated by the user of the game terminal 10-2, the ability value associated with the specific character operated by the user of the game terminal 10-2 is improved by the process of step S134. After executing the process of step S134, the ability setting unit 114 advances the process to step S140.
[0132] In step S140, the game progress unit 111 generates game video information MVinf for playing a game video MV indicating the situation of the game advanced in step S112. For example, the game progress unit 111 may generate game video information MVinf for playing the game video MV based on the progress situation information indicating the situation of the game advanced in step S112.
[0133] Note that the game video information MVinf generated in step S140 may vary depending on whether the period during which the game is in progress is the support period Tch. For example, in step S140 after the process of step S126 is executed (that is, step S140 during the support period Tch), the game progress unit 111 may include information (for example, gauge image IMG21) for displaying the amount of support based on the support information CHinf in the game video information MVinf. In this case, the amount of support based on the support information CHinf is displayed on the display unit 220. Note that even when the period during which the game is in progress is the support period Tch, the game progress unit 111 may not cause the amount of support based on the support information CHinf to be displayed on the display unit 220.
[0134] Next, in step S142, the game progress unit 111 causes the display unit 220 to display the game video MV based on the game video information MVinf generated in step S140. Also, in step S144, the game progress unit 111 controls the communication unit 150 and the like to transmit the game video information MVinf to the distribution server 30.
[0135] Next, in step S150, the game progress unit 111 determines whether a predetermined end condition, such as the end of the baseball game battle, is satisfied. If the result of the determination in step S150 is negative, the game progress unit 111 returns the process to step S110. On the other hand, if the result of the determination in step S150 is positive, the game progress unit 111 advances the process to step S160.
[0136] In step S160, the game progress unit 111 controls the communication unit 150 and the like to transmit an end notification ENDpl indicating that the baseball game battle has ended to the game management server 50, and ends the process shown in FIG. 17. The game management server 50 that has received the end notification ENDpl may delete the record of the battle corresponding to the end notification ENDpl from the battle management table TBLpl.
[0137] Note that the operation of the game terminal 10 is not limited to the example shown in FIG. 17. For example, part or all of the processes in steps S114 and S116 may be executed by a functional block different from the support period setting unit 112, for example, the game progress unit 111. Also, for example, the process in step S144 (transmission of the game video information MVinf) may be executed before the process in step S142 (display of the game video MV), or may be executed in parallel with the process in step S142.
[0138] Also, for example, in step S122, the support period setting unit 112 may set a period flag so that the support period Tch can identify whether it is a period for receiving support for the team of the user of the game terminal 10-1 or a period for receiving support for the team of the user of the game terminal 10-2. For example, when the support period Tch started in step S120 is a period for receiving support for the team of the user of the game terminal 10-1, the support period setting unit 112 may set, for example, "1" in the period flag. And when the support period Tch started in step S120 is a period for receiving support for the team of the user of the game terminal 10-2, the support period setting unit 112 may set, for example, "3" in the period flag.
[0139] As described above, in this embodiment, when the situation of the game in which the game progress unit 111 progresses based on the user's operation becomes a specific situation, the support period setting unit 112 starts a support period Tch during which support for a specific target related to the game can be received. Also, the support information acquisition unit 113 acquires support information CHinf corresponding to a specific operation on the support terminal 70 from the support terminal 70 communicably connected to the game terminal 10 during the support period Tch. And the ability setting unit 114 changes the ability associated with the specific target based on the support information CHinf acquired by the support information acquisition unit 113 during the support period Tch.
[0140] In this way, in this embodiment, the support period Tch does not necessarily start at a predetermined timing (for example, the timing after 10 minutes from the start of the game, etc.). For example, when the support period Tch starts at a predetermined timing, there may be a case where a period when the viewing does not get exciting is set as the support period Tch. In this case, there is a possibility that the viewers may not feel excited even if they participate in the support.
[0141] In contrast, in the present embodiment, as described above, the cheering period Tch starts when the game situation that has progressed based on the user's operation reaches a specific situation. For example, a situation where a specific change occurs in the progress of the game is considered to be a situation where the viewing becomes exciting. Therefore, for example, in the present embodiment, when a situation where a specific change occurs in the progress of the game is a specific situation, the viewers of the game can participate in cheering in a situation where the viewing becomes exciting. As a result, the viewers can feel the excitement by participating in cheering during the cheering period Tch.
[0142] Also, in the present embodiment, since the cheering target of the viewers is not predetermined, the viewers can cheer for a favorite opponent or team. Thus, in the present embodiment, the viewers can participate in cheering for a favorite opponent or team in a situation where the viewing becomes exciting. Note that in the present embodiment, it is also possible for the viewers to cheer for both teams. That is, in the present embodiment, the viewers can participate in cheering in a favorite scene in a situation where the viewing becomes exciting. As a result, in the present embodiment, it is possible to suppress the dilution of the viewers' participation awareness for the game.
[0143] Also, for example, when a situation where it is not determined whether it occurs at the start of the game is a specific situation, in order to prevent the viewers of the game from missing the opportunity to participate in cheering, it can be expected that the viewers will watch the game enthusiastically. That is, in the present embodiment, it is possible to suppress the dilution of the viewers' participation awareness for the game.
[0144] Also, for example, when a situation where an event that has a specific impact on the progress of the game occurs is a specific situation, the viewers of the game can participate in cheering in a situation where an event (for example, a player substitution event) that makes the viewing exciting occurs. As a result, in the present embodiment, it is possible to suppress the dilution of the viewers' participation awareness for the game.
[0145] Also, for example, when a situation where the ability of a specific character related to the game changes within a predetermined range is a specific situation, when the ability of the specific character changes within the predetermined range, the cheering period Tch is started. The situation where the ability of the specific character changes within the predetermined range is considered to be, for example, a situation where the ability of the specific character has decreased and a boost by cheering is required. Therefore, when a situation where the ability of a specific character related to the game changes within a predetermined range is a specific situation, the spectators of the game can participate in cheering in a situation where a boost by cheering is required. As a result, in this embodiment, it is possible to suppress the dilution of the spectators' participation awareness with respect to the game.
[0146] Also, for example, the game progress unit 111 may cause the display unit 220 to display the amount of cheering based on the cheering information CHinf during the cheering period Tch. In this case, the amount of cheering based on the cheering information CHinf is displayed on the display unit 220 and the display unit 920 corresponding to the spectators' viewing terminal 80. Therefore, the spectators of the game can visually recognize the excitement of the cheering. As a result, in this embodiment, it is possible to suppress the dilution of the spectators' participation awareness with respect to the game.
[0147] Also, for example, the game progress unit 111 may change one or both of the game image G and the sound indicating the situation of the virtual space FD related to the game according to the cheering information CHinf. In this case, on the display unit 220 and the display unit 920 corresponding to the spectators' viewing terminal 80, a game video MV in which the state of cheering according to the cheering information CHinf is reflected is played. Therefore, the spectators of the game can feel the excitement of the cheering. As a result, in this embodiment, it is possible to suppress the dilution of the spectators' participation awareness with respect to the game.
[0148] Also, for example, the amount of cheering based on the cheering information CHinf may increase according to the consumption amount by the cheering operation of the points associated with the spectators operating the cheering terminal 70. In this case, since the amount of cheering increases in exchange for the points associated with the spectators, it is possible to suppress the dilution of the spectators' participation awareness with respect to the game.
[0149] [2. Modification Example] Each of the above forms can be variously modified. Specific modification modes are exemplified below. Two or more modes arbitrarily selected from the following examples can be appropriately combined within a range where they do not conflict with each other. In the modification examples exemplified below, for elements whose actions and functions are equivalent to those of the embodiments, the reference numerals referred to in the above description are used, and the detailed descriptions thereof are appropriately omitted.
[0150] [Modification Example 1] In the above-described embodiment, no particular description is given regarding the display of the amount of support required for improving the ability associated with a specific target. However, as shown in FIG. 18, the amount of support required for improving the ability associated with a specific target may be displayed on the display unit 220.
[0151] FIG. 18 is an explanatory diagram for explaining the outline of the operation of the game terminal 10 according to Modification Example 1. In FIG. 18, it is assumed that the specific target is the relief pitcher character CR1r. Also, in FIG. 18, it is assumed that the ability associated with the specific target is the control, ball speed, and the ability regarding left-handed batters associated with the relief pitcher character CR1r.
[0152] In the game image G5 shown in FIG. 18, among the graduations of the amount of support displayed on the gauge image IMG21, an image IMG22a including the characters "Control +10" is displayed at a position indicating the graduation corresponding to the amount of support required for improving the control. Also, among the graduations of the amount of support displayed on the gauge image IMG21, an image IMG22b including the characters "Ball speed +5 km / h" is displayed at a position indicating the graduation corresponding to the amount of support required for improving the ball speed. And, among the graduations of the amount of support displayed on the gauge image IMG21, an image IMG22c including the characters "Against left-handed batters +10" is displayed at a position indicating the graduation corresponding to the amount of support required for improving the ability regarding left-handed batters.
[0153] In this way, in Modification 1, during the support period Tch, the game progress unit 111 causes the display unit 220 to display the support amount based on the support information CHinf in association with the support amount required for improving the ability associated with a specific target. As a result, the viewer can visually recognize during the support period Tch how much the ability changes due to the support.
[0154] In the example shown in FIG. 18, the support amount displayed in the gauge image IMG21 exceeds both the position indicated by the image IMG22a including the characters "Control +10" and the position indicated by the image IMG22b including the characters "Ball speed +5 km / h". For this reason, the control and ball speed of the relief pitcher character CR1r have already been determined as abilities that will improve. On the other hand, the support amount displayed in the gauge image IMG21 has not reached the position indicated by the image IMG22c including the characters "Against left-handed batters +10". For this reason, at present, it is undetermined whether the ability of the relief pitcher character CR1r regarding left-handed batters will improve. If during the remaining time of the support period Tch, the support amount based on the support information CHinf reaches the position indicated by the image IMG22c including the characters "Against left-handed batters +10", the ability of the relief pitcher character CR1r regarding left-handed batters will improve. In the example shown in FIG. 18, an image IMG23 including information indicating the remaining time of the support period Tch (for example, "3 seconds left") is displayed horizontally to the image IMG20.
[0155] In Modification 1 as well, the same effects as those of the above-described embodiment can be obtained. Further, in Modification 1, since the support amount based on the support information CHinf is displayed on the display unit 220 in association with the support amount required for improving the ability that changes according to the support amount, the viewer can visually recognize during the support period Tch how much the ability changes due to the support.
[0156] [Modification 2] In the above-described embodiments and Modification 1, although no particular description has been given regarding the display of the effects (abilities changed by the support information CHinf) obtained from the support information CHinf acquired during the support period Tch, the effects obtained from the support information CHinf may be displayed on the display unit 220 as shown in FIG. 19.
[0157] FIG. 19 is an explanatory diagram for explaining an outline of the operation of the game terminal 10 according to Modification 2. Note that in FIG. 19, a case where a specific target is the relief pitcher character CR1r is assumed. In the game image G6 shown in FIG. 19, an image IMG40 indicating the ability obtained from the support information CHinf is displayed at the upper right of the screen. That is, in Modification 2, the game progress unit 111 causes the display unit 220 to display the ability changed by the support information CHinf. Thereby, in Modification 2, the viewer can visually recognize the ability changed by the support. Also in Modification 2, the same effects as those of the above-described embodiments and Modification 1 can be obtained.
[0158] [Modification 3] In the above-described embodiments, Modification 1 and Modification 2, although no particular description has been given regarding the restrictions on participation in the support, restrictions may be provided on participation in the support. For example, the number of support periods Tch during which support can be participated in may be restricted during the period from the start to the end of the game. Alternatively, the total time of support operations on the support terminal 70 (the total time during which support can be participated in) may be restricted during the period from the start to the end of the game. Also, the number of times of execution of support operations on the support terminal 70 may be restricted during the period from the start to the end of the game.
[0159] Also in Modification 3, the same effects as those of the above-described embodiments, Modification 1 and Modification 2 can be obtained. Further, in Modification 3, since there are restrictions on the number of times of support per game, etc., it can be expected that the viewers of the game will watch the game enthusiastically in order to participate in the support in the most important scene.
[0160] [Modification 4] In the above-described Modification Example 3, the relationship between the amount of support based on the support information CHinf and the number of people who participated in the support during the support period Tch is not particularly described. However, the amount of support based on the support information CHinf may increase according to the number of people who participated in the support during the support period Tch (hereinafter also referred to as the number of supporters). For example, in a single support period Tch, when the number of supporters is less than a predetermined number (e.g., 100 people, etc.), the amount of support increases by "1" in response to a single support operation. When the number of supporters is equal to or more than the predetermined number, the amount of support may increase by "3" in response to a single support operation. Note that the relationship between the amount of support for a single support operation when the number of supporters is less than the predetermined number and the amount of support for a single support operation when the number of supporters is equal to or more than the predetermined number is not limited to the above example ("1" and "3"). In addition, the increase in the amount of support according to the number of supporters during the support period Tch may be applied to support operations after the timing when the number of supporters becomes equal to or more than the predetermined number, or may be applied to all support operations during the support period Tch retroactively from the start of the support period Tch.
[0161] In Modification Example 4 as well, the same effects as those of the above-described Modification Example 3 can be obtained. Further, in Modification Example 4, since the amount of support based on the support information CHinf increases according to the number of supporters during the support period Tch, one of a plurality of spectators can support while considering where other spectators support (e.g., which situation is considered the best support situation, etc.). That is, in Modification Example 4, one of a plurality of spectators can support while being aware of other spectators.
[0162] [Modification Example 5] In the above-described embodiments and the modification examples from modification example 1 to modification example 4, the case where the support terminal 70 and the viewing terminal 80 are realized by different terminal devices is exemplified. However, the support terminal 70 and the viewing terminal 80 may be realized by the same terminal device. For example, a single terminal device may execute both a support application program (for example, a program corresponding to the control program PRct shown in FIG. 9) and a viewing application program (for example, a program corresponding to the control program PRcv shown in FIG. 11) to realize the functions of the support terminal 70 and the viewing terminal 80. In this case, the single terminal device may reproduce the game video MV on the display screen by executing a viewing application program (for example, a web browser) and transmit the support information CHinf by executing a support application program. Alternatively, the support application program and the viewing application program may be integrated into one application program.
[0163] Furthermore, the support application program and the viewing application program may be integrated into the game program PRg. That is, the functions realized by a single terminal device executing the game program PRg may include a viewing function for viewing the game video MV and a support function for receiving a support operation and transmitting support information CHinf corresponding to the received support operation. Next, with reference to FIG. 20, an example of a display image VW displayed on the display unit 720 of the support terminal 70 that executes an application program in which the support application program and the viewing application program are integrated will be described.
[0164] FIG. 20 is a diagram showing an example of a display image VW displayed on the display unit 720 of the support terminal 70 according to Modification 5. Note that FIG. 20 shows an example of a display image VW displayed on the display unit 720 of the support terminal 70 that executes an application program in which a support application program and a viewing application program are integrated. The display image VW includes a game video MV, an operation area including a play start button BTst and a full screen display button BTfs, and an area where a support button BTch assigned to a support operation is arranged. For example, the game video MV is played when the play start button BTst is pressed. Also, when the full screen display button BTfs is pressed, the game video MV is enlarged so as to spread over the entire display unit 720. When the game video MV is displayed over the entire display unit 720, the support button BTch may be displayed in a visible manner or may be arranged at a predetermined position (for example, the position where the support button BTch in FIG. 20 is arranged) of the display unit 720 in a non-visible manner.
[0165] [Modification 6] In the above-described embodiment and the modifications from Modification 1 to Modification 5, the case where the game system 1 includes the distribution server 30 and the game management server 50 has been exemplified, but the present invention is not limited to such an aspect. For example, one or both of the distribution server 30 and the game management server 50 may be omitted from the game system 1. When the distribution server 30 is omitted from the game system 1, the game terminal 10 may distribute the game video MV to the viewing terminal 80 or the like. Also, when the game management server 50 is omitted from the game system 1, information indicating a method of transmitting the support information CHinf to the game terminal 10 (for example, a QR code (registered trademark) or the like) may be displayed on the display unit 920 corresponding to the viewing terminal 80.
[0166] [Modification 7] In the above-described embodiment and the modifications from Modification 1 to Modification 6, as an example of the "game", a "baseball game" has been exemplified and described, but the present invention is not limited to such an aspect. Any game may be adopted as the "game" in the present invention.
[0167] For example, the predetermined game executed by the game terminal 10 may be a soccer game (another example of a "game"). When the predetermined game is a soccer game, the specific situation may be, for example, a situation where a penalty kick is awarded, or a situation where a free kick in front of the goal is awarded. Note that the penalty kick and the free kick in front of the goal are examples of events that give a chance to score (hereinafter also referred to as a scoring chance). Also, an event that gives a scoring chance is an example of an event that improves the game situation, and an event that gives a scoring chance to the opposing player is an example of an event that worsens the game situation. An event that improves or worsens the game situation is an example of an event that has a specific impact on the progress of the game.
[0168] In addition, in a soccer game, for example, a situation of entering additional time while winning may be a specific situation. A situation of entering additional time while winning is an example of a situation where a game is played to determine whether to win or enter overtime. Note that in a soccer game, for example, the end of the first half is already determined to occur at the start of the game, so it does not fall under the "situation where it is not determined whether it will occur at the start of the game" described as an example of a specific situation in FIG. 3 above.
[0169] Also, for example, the predetermined game may be a basketball game (another example of a "game"). When the predetermined game is a basketball game, the specific situation may be, for example, a situation where a free throw is awarded. A situation where a free throw is awarded is an example of an event that gives a scoring chance. Also, the specific situation may be, for example, an event that gives a scoring chance to the opposing player. Note that in a basketball game, for example, the end of the first quarter is already determined to occur at the start of the game, so it does not fall under the "situation where it is not determined whether it will occur at the start of the game" described as an example of a specific situation in FIG. 3 above.
[0170] Also, for example, a predetermined game may be a fighting game (another example of a "game"). When the predetermined game is a fighting game, the specific situation may be, for example, a situation where the character operated by the player is down, or a situation where the character operated by the player is stunned. For example, when the character is down, it has received more damage than when it is not down. Also, when the character is stunned, it has received more damage than when it is down. Note that the situation where the character operated by the player is down and the situation where the character operated by the player is stunned are examples of situations that have a certain or greater impact on the result of the game. Also, the situation that has a certain or greater impact on the result of the game may be a situation where the player takes down the character operated by the opponent player, or a situation where the player stuns the character operated by the opponent player.
[0171] Here, for the baseball game, soccer game, basketball game, and fighting game exemplified in the above-described embodiments and Modification 7, extracts of specific examples of specific situations are described below.
[0172] First, in a baseball game, for example, a scene where the next batter comes to bat when a runner advances to scoring position, a scene where a pinch hitter comes to bat in a comeback chance, a scene where a pitcher comes to the mound in the bottom of the 9th inning when winning, and a scene where a specific batter stands in the batter's box against a specific pitcher (a confrontation with a fateful opponent), etc. correspond to specific situations.
[0173] Also, in a soccer game, for example, a situation where physical strength is exhausted and movement becomes sluggish, a substitution scene, a penalty kick scene, and a free kick scene in front of the goal, etc. correspond to specific situations. In a basketball game, for example, a situation where physical strength is exhausted and movement becomes sluggish, a substitution scene, a free throw scene, etc. correspond to specific situations.
[0174] In a fighting game, for example, situations where the remaining physical strength is very low (situations where the outcome of the game is about to be decided), situations where there is a high possibility of receiving significant damage such as being stunned or knocked down, and scenes where significant damage such as being stunned or knocked down has been received, etc. correspond to specific situations.
[0175] [Modification Example 8] In the above-described embodiments and the modification examples from Modification Example 1 to Modification Example 7, the case where a predetermined game is executed on the user's game terminal 10 has been exemplified, but the present invention is not limited to such an aspect. For example, as shown in FIG. 21, the predetermined game may be executed on the game management server 50A.
[0176] FIG. 21 is an explanatory diagram showing an overview of the game system 1A according to Modification Example 8. The game system 1A shown in FIG. 21 has a game management server 50A instead of the game management server 50 shown in FIG. 1, and has a game terminal 10A instead of the game terminal 10 shown in FIG. 1. Other configurations of the game system 1A are the same as those of the game system 1 shown in FIG. 1. For example, the game system 1A includes a game management server 50A capable of executing a predetermined game, a plurality of game terminals 10A (10A-1 and 10A-2), a plurality of display devices 20 (20-1 and 20-2) provided corresponding to the plurality of game terminals 10A, and a distribution server 30. Further, the game system 1 has M support terminals 70 (70-1 to 70-M), M viewing terminals 80 (80-1 to 80-M), and M display devices 90 (90-1 to 90-M) provided corresponding to the M viewing terminals 80 (M is a natural number of 1 or more). Each game terminal 10A, distribution server 30, game management server 50A, each support terminal 70, and each viewing terminal 80 are communicably connected to each other via the network NW. In FIG. 21, for ease of viewing the figure, only the functional blocks of the game terminal 10A-1 among the plurality of game terminals 10A are illustrated.
[0177] The game management server 50A (another example of a "game device") can execute a predetermined game. Further, the game management server 50A controls communication between a plurality of game terminals 10A. Also, the game management server 50A controls communication between each game terminal 10A and each support terminal 70. Specifically, the game management server 50A includes a control unit 510A that controls each part of the game management server 50A, a storage unit 530 that stores various types of information, a communication unit 550 for executing communication with external devices such as the game terminal 10A, the distribution server 30, and the support terminal 70, and an operation unit 570 for receiving operations by an administrator or the like of the game management server 50A. The storage unit 530 stores, for example, a game program PRgA (an example of a "program") for executing a predetermined game, a control program PRccA for controlling each part of the game management server 50A, and a battle management table TBLpl.
[0178] The control unit 510A includes, for example, a game progress unit 111, a support period setting unit 112, a support information acquisition unit 113, and a capability setting unit 114 described in FIG. 3 and the like. Further, the control unit 510A includes, for example, a collection unit 511 described in FIG. 7 and the like.
[0179] The game terminal 10A includes a control unit 110A, a storage unit 130 that stores a control program PRcgA of the game terminal 10A and the like, a communication unit 150 for executing communication with external devices such as the distribution server 30 and the game management server 50A, and an operation unit 170 for receiving operations by a user of the game terminal 10A. The control unit 110A causes a display unit 220 provided corresponding to the game terminal 10A of a display device 20 to display a game video MV related to a predetermined game based on game video information generated in the game management server 50A. Also in Modification 8, the same effects as those of the above-described embodiment and Modifications 1 to 7 can be obtained.
[0180] [3. Supplementary Note] From the above description, the present invention can be understood as follows, for example.
[0181] [Appendix 1] A program according to an aspect of the present invention causes a processor of a game device (for example, game terminal 10) to function as a progress unit (for example, game progress unit 111) that progresses a game, and when a situation of the game that has progressed based on a user's operation becomes a specific situation, a period setting unit (for example, support period setting unit 112) that starts a support period during which support for a specific target related to the game can be received, an acquisition unit (for example, support information acquisition unit 113) that acquires support information corresponding to a specific operation on the terminal device from a terminal device (for example, support terminal 70) communicably connected to the game device during the support period, and a capacity setting unit (for example, capacity setting unit 114) that changes a capacity associated with the specific target based on the support information.
[0182] According to this aspect, a support period during which support for a specific target is received is started when the situation of the game becomes a specific situation (for example, a situation where viewing the game becomes exciting). Therefore, in this aspect, a user who has a terminal device (hereinafter also referred to as a viewer) can participate in supporting a favorite team in a situation where viewing the game becomes exciting. As a result, in this aspect, it is possible to suppress a decrease in the viewer's participation awareness in the game.
[0183] In the above aspect, the "situation of the game" may be, for example, a situation of a virtual space related to the game. The "situation of the virtual space" may be, for example, part or all of a situation related to game elements existing in the virtual space, or part or all of a situation related to sounds existing in the virtual space. Further, the "situation of the virtual space" may be part or all of a situation including a situation related to game elements existing in the virtual space and a situation related to sounds existing in the virtual space.
[0184] Also, in the above aspect, the "specific target" may be, for example, an operation target of a user who plays a game (hereinafter also referred to as a player). Further, the "specific target" may be, for example, one of a plurality of characters related to the game. Also, the "specific target" may be, for example, one of a plurality of teams in a competitive game in which a plurality of teams compete.
[0185] Also, in the above aspect, the "specific operation" may be, for example, an operation performed by a user who holds a terminal device using the terminal device during a support period. The "operation performed using the terminal device" may be an operation of tapping an arbitrary area or a specific area within the display screen of the terminal device. Also, the "operation performed using the terminal device" may be, for example, an operation of clicking an arbitrary area or a specific area within the display screen of the terminal device with a pointing device such as a mouse. Also, the "operation performed using the terminal device" may be, for example, an operation of pressing a specific operation button of an operation device such as a game controller connected to the terminal device. Also, when the terminal device supports voice input, the "operation performed using the terminal device" may be an operation of voice input by sending support towards the terminal device. Also, the "operation performed using the terminal device" may be an operation of using points associated with a spectator for support.
[0186] Also, in the above aspect, the "support information corresponding to a specific operation" may be information indicating the amount of support obtained by quantifying the support by a specific operation. The "amount of support" may be an index indicating the degree of support.
[0187] Also, in the above aspect, the "specific situation" may be, for example, a situation where it is not certain whether it occurs at the start of the game. Also, the "specific situation" may be, for example, a situation where a specific change occurs in the progress (flow, development) of the game. The "situation where a specific change occurs in the progress of the game" may be, for example, a situation where an event that has a specific impact on the progress of the game occurs, or a situation that may have a specific impact on the progress of the game.
[0188] Note that the "event that has a specific impact on the progress of the game" may be, for example, an event that occurs based on the operation of a player of the game. The "event that occurs based on the operation of the player" may be, for example, an event that changes a character related to the game. For example, the "event that changes a character" may be an event of player substitution in a game of a team sport such as baseball or soccer in which teams having a plurality of players play against each other. Also, for example, the "event of player substitution" may be an event in which a relief pitcher enters the game or an event in which a pinch hitter appears in a baseball game.
[0189] Also, the "event that has a specific impact on the progress of the game" may be, for example, among the events that occur according to the progress of the game, an event that improves or worsens the situation of the game. The "event that improves the situation of the game" may be, for example, an event in which a chance to score (hereinafter also referred to as a scoring chance) is given in a competitive game in which the team that has scored more points wins. The "event in which a chance to score is given" may be, for example, a penalty kick or a free kick in front of the goal in a soccer game. Also, the "event in which a chance to score is given" may be, for example, a free throw in a basketball game. The "event that worsens the situation of the game" may be, for example, an event in which a scoring chance is given to a user (hereinafter also referred to as an opponent player) who plays against a player in a competitive game in which the team that has scored more points wins.
[0190] Also, the "situation that may have a specific impact on the progress of the game" may be, for example, a situation that gives a certain or greater impact on the progress of the game or a situation that gives a certain or greater impact on the result (e.g., win or loss) of the game.
[0191] "A situation that has a certain or greater impact on the progress of the game" may be a situation that improves or worsens the game situation. "A situation that improves the game situation" may be, for example, in a baseball game, a situation where a runner advances into scoring position during an offensive play. Also, "A situation that worsens the game situation" may be, for example, in a baseball game, a situation where a runner advances into scoring position during a defensive play.
[0192] Also, "A situation that has a certain or greater impact on the result of the game" may be, for example, in a baseball game, a situation of a chance to reverse a one-hit deficit, or a situation of a pinch that may be reversed. Also, "A situation that has a certain or greater impact on the result of the game" may be, for example, in a baseball game, a situation where the bases are loaded in the bottom of the ninth inning. Also, "A situation that has a certain or greater impact on the result of the game" may be, for example, a situation where a game that determines whether to win or enter extra innings is being played. "A situation where a game that determines whether to win or enter extra innings is being played" may be, for example, in a baseball game, when a pitcher enters the game in the bottom of the ninth inning when leading. Or, "A situation where a game that determines whether to win or enter extra innings is being played" may be, for example, in a soccer game, when entering additional time while leading.
[0193] Also, "A situation that has a certain or greater impact on the result of the game" may be, for example, in a fighting game, a situation where the character controlled by the player is down, or a situation where the character is stunned. Or, "A situation that has a certain or greater impact on the result of the game" may be, for example, in a fighting game, a situation where the player takes down the character controlled by the opponent, or a situation where the player stuns the character controlled by the opponent.
[0194] In addition, the "specific situation" may be, for example, a situation where the abilities of a specific character related to the game change within a predetermined range. The "specific character" may be, for example, a character operated by the player. The "abilities of the specific character" may be, for example, motor abilities such as the physical strength and running ability of the character operated by the player, or abilities related to mental strength such as the concentration of the character operated by the player, or the intelligence of the character operated by the player. Further, the "situation where the abilities of the specific character change within a predetermined range" may be, for example, a situation where the physical strength of the character becomes equal to or less than a predetermined value, or a situation where the running ability of the character becomes equal to or less than a predetermined value. Further, the "situation where the abilities of the specific character change within a predetermined range" may be, for example, a situation where the concentration of the character becomes equal to or less than a predetermined value, or a situation where the motivation of the character becomes equal to or less than a predetermined value. Further, the "situation where the abilities of the specific character change within a predetermined range" may be, for example, in a team competition game, a situation where the average value of the abilities (e.g., physical strength) of a plurality of characters (players) operated by the player becomes equal to or less than a predetermined value.
[0195] In addition, the "specific situation" may be, for example, a situation that occurs when the player or the opponent player performs a predetermined operation. The "predetermined operation" may be, for example, an operation performed by the player to request support from the spectators.
[0196] In addition, the "specific situation" may be a situation where the character operated by the player battles a specific enemy character. The "specific enemy character" may be, for example, an enemy character with which a grudge has arisen through past battles. Further, the "specific enemy character" may be, for example, in a sports game, an enemy character corresponding to an opponent based on a past famous match in the real world. Also, for example, in a baseball game, if the batter before the current batter is shunned, the pitcher who shunned the previous batter may be the "specific enemy character" of the current batter.
[0197] In the above aspect, the "ability associated with a specific object" may be, for example, a parameter associated with a specific object. Further, the "ability associated with a specific object" may be, for example, an ability value for causing a specific object to produce an advantageous effect in a game.
[0198] Further, the "ability associated with a specific object" may be, for example, the ability of a specific object, or the ability of a game object used by a specific object. The "ability of a specific object" may be, for example, the motor ability of a specific object, the intellectual ability of a specific object, or the ability related to the stamina of a specific object. Further, the "ability of a specific object" may be, for example, when the specific object is a team, the cooperation ability and tactical understanding ability of the players in the team, etc. The "ability of a game object" may be, for example, an ability corresponding to the use of the game object. The "ability corresponding to the use of a game object" may be, for example, in the case of an object used for attack, an ability related to attack, or in the case of an object used for defense, an ability related to defense. Alternatively, the "ability corresponding to the use of a game object" may be, for example, in the case of a game object that is a moving body such as a vehicle, the running ability or the horsepower.
[0199] In the above aspect, "changing the ability" may be, for example, improving the ability.
[0200] [Appendix 2] A program according to another aspect of the present invention is the program described in Appendix 1, wherein the progress part causes the display part to display the amount of support based on the support information during the support period.
[0201] According to this aspect, since the amount of support based on the support information is displayed on the display part, the spectators of the game can visually recognize the excitement of the support.
[0202] [Appendix 3] A program according to another aspect of the present invention is the program described in Appendix 2, wherein the progress unit causes the display unit to display, during the support period, the amount of support based on the support information in association with the amount of support required for improving the ability associated with the specific target.
[0203] According to this aspect, since the amount of support based on the support information is displayed on the display unit in association with the amount of support required for improving the ability that changes according to the amount of support, a viewer of the game can visually recognize during the support period how much the ability changes due to the support.
[0204] [Appendix 4] A program according to another aspect of the present invention is the program described in Appendix 1, wherein the progress unit causes the display unit to display the ability changed by the support information.
[0205] According to this aspect, since the ability changed by the support information is displayed on the display unit, a viewer of the game can visually recognize the ability changed by the support.
[0206] [Appendix 5] A program according to another aspect of the present invention is the program described in Appendix 1, wherein the progress unit changes one or both of an image and sound indicating the situation of the virtual space related to the game according to the support information.
[0207] According to this aspect, since one or both of the image and sound reflecting the state of the support according to the support information are displayed on the display unit, a viewer of the game can feel the excitement of the support.
[0208] In the above aspect, the "image showing the situation of the virtual space" may be, for example, an image showing game elements existing in the virtual space. Further, the "image showing the situation of the virtual space" may include, for example, those in which sounds existing in the virtual space are represented by images (for example, those representing cheers such as "Fah", "War", and the sounds of drums "Do, Do, Do", etc. by images). The "sound existing in the virtual space" may be, for example, a sound emitted from game elements existing in the virtual space. Note that the "sound existing in the virtual space" is an example of the "sound showing the situation of the virtual space".
[0209] [Appendix 6] The program according to another aspect of the present invention is the program described in any one of Appendices 1 to 5, wherein the amount of support based on the support information increases according to the consumption amount of the specific operation of the points associated with the user operating the terminal device.
[0210] According to this aspect, for example, since the amount of support increases in exchange for the points associated with the viewers of the game, it is possible to suppress the dilution of the participation awareness of the viewers with respect to the game.
[0211] [Appendix 7] The program according to another aspect of the present invention is the program described in any one of Appendices 1 to 6, wherein restrictions on participation are provided for the support by the specific operation during the period from the start to the end of the game.
[0212] According to this aspect, since restrictions are provided regarding participation in support, it can be expected that the viewers of the game will watch the game enthusiastically in order to participate in the support in the most exciting scene.
[0213] In the above aspect, the "restriction on participation" may be, for example, that the number of cheering periods during which one can participate in cheering is restricted during the period from the start to the end of the game, or that the total time during which one can participate in cheering is restricted during the period from the start to the end of the game. Further, the "restriction on participation" may be that the number of executions of a specific operation is restricted during the period from the start to the end of the game.
[0214] [Appendix 8] A program according to another aspect of the present invention is the program described in Appendix 7, wherein the acquisition unit can acquire a plurality of cheering information corresponding to the specific operation on the plurality of terminal devices from the plurality of terminal devices communicably connected to the game, the ability setting unit changes the ability associated with the specific target based on the plurality of cheering information, and the amount of cheering based on the plurality of cheering information increases according to the number of people who participated in cheering during the cheering period.
[0215] According to this aspect, since the amount of cheering based on the cheering information increases according to the number of people who participated in cheering during the cheering period, one spectator among a plurality of spectators can cheer while considering where other spectators cheer (for example, which situation is considered the best cheering situation). That is, according to this aspect, one spectator among a plurality of spectators can cheer while being aware of other spectators.
[0216] [Appendix 9] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 8, wherein the specific situation is a situation in which an event that has a specific influence on the progress of the game occurs.
[0217] According to this aspect, a spectator of the game can participate in cheering in a situation where an event that has a specific impact on the progress of the game occurs. The situation where an event that has a specific impact on the progress of the game occurs is considered to be a situation where the viewing becomes lively. Therefore, according to this aspect, a spectator of the game can participate in cheering in a situation where the viewing becomes lively.
[0218] [Appendix 10] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 8, wherein the specific situation is a situation where the ability of a specific character related to the game has changed within a predetermined range.
[0219] According to this aspect, a spectator of the game can participate in cheering in a situation where the ability of a specific character related to the game has changed within a predetermined range. For example, when the situation where the ability of a specific character related to the game has changed within a predetermined range is a situation where the ability of the specific character has decreased and cheering is required, a spectator of the game can participate in cheering in a situation where cheering is required.
[0220] [Appendix 11] A game device according to one aspect of the present invention includes a progress unit that progresses the game, and when the situation of the game that has progressed based on the operation of a user who plays the game becomes a specific situation, a period setting unit that starts a cheering period during which cheering for a specific target related to the game can be received, an acquisition unit that acquires cheering information corresponding to a specific operation on the terminal device from a terminal device communicably connected to the game device during the cheering period, and an ability setting unit that changes the ability associated with the specific target based on the cheering information.
[0221] According to this aspect, the same effect as that of Appendix 1 can be obtained.
[0222] [Appendix 12] In a control method for a game device according to an aspect of the present invention, when a processor of the game device advances a game and the situation of the game advanced based on an operation of a user who plays the game becomes a specific situation, a support period during which support for a specific object related to the game can be received is started. During the support period, support information corresponding to a specific operation on the terminal device is acquired from a terminal device communicably connected to the game device, and based on the support information, an ability associated with the specific object is changed.
[0223] According to this aspect, the same effect as that of Appendix 1 can be obtained.
Explanation of Reference Numerals
[0224] 1, 1A... game systems, 10, 10A... game terminals, 11... processors, 13... memories, 15... communication devices, 17... input operation devices, 20... display devices, 30... distribution servers, 31... processors, 33... memories, 35... communication devices, 50, 50A... game management servers, 51... processors, 53... memories, 55... communication devices, 70... support terminals, 71... processors, 73... memories, 75... communication devices, 77... input operation devices, 80... viewing terminals, 81... processors, 83... memories, 85... communication devices, 87... input operation devices, 90... display devices, 110... control units, 112... support period setting units, 113... support information acquisition units, 114... ability setting units, 130... storage units, 150... communication units, 170... operation units, 220... display units, 310... control units, 311... video acquisition units, 312... video distribution units, 330... storage units, 350... communication units, 370... operation units, 510... control units, 511... collection units, 530... storage units, 550... communication units, 710... control units, 711... operation information acquisition units, 720... display units, 730... storage units, 750... communication units, 770... operation units, 810... control units, 811... video acquisition units, 830... storage units, 850... communication units, 870... operation units, 920... display units.
Claims
1. A game device including a progression unit for progressing a game; a video distribution server that receives video from the game device and distributes the video to a terminal device; a game server that receives cheering information from the terminal device that reproduces the video and transmits the cheering information to the game device; Equipped with The game device comprises: a period setting unit that starts a cheering period during which cheering for a specific target related to the game can be accepted when a situation of the game that has progressed based on a user's operation reaches a situation in which an event for changing a character related to the game occurs; an acquisition unit that acquires, from the terminal device, cheering information corresponding to a specific operation on the terminal device via the game server during the cheering period; A capability setting unit that changes a capability associated with the specific target based on the support information. Game system.
2. The game device progresses the game, a video distribution server distributes the video to a terminal device; a game server receives cheering information from the terminal device that reproduces the video, and transmits the cheering information to the game device; The game device comprises: when a situation of the game that has progressed based on a user's operation reaches a situation in which an event for changing a character related to the game occurs, starting a cheering period during which cheering for a specific target related to the game can be accepted; during the support period, from the terminal device, support information corresponding to a specific operation on the terminal device is acquired via the game server; Changing the ability associated with the specific target based on the cheering information. How to control a gaming system.
3. A processor is provided. A program for a game device used in a game system including a video distribution server that distributes a video from a game device and distributes the video to a terminal device, and a game server that receives cheering information from the terminal device that plays the video and transmits the cheering information to the game device, The processor, It functions as the progression section of the game, when a situation of the game that has progressed based on a user's operation reaches a situation in which an event for changing a character related to the game occurs, functioning as a period setting unit that starts a cheering period during which cheering for a specific target related to the game can be accepted; during the cheering period, the terminal device functions as an acquisition unit that acquires, via the game server, cheering information corresponding to a specific operation on the terminal device; and functioning as an ability setting unit that changes an ability associated with the specific target based on the support information. A game device program.
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