Game live distribution system and program

The game live distribution system and program enhance user engagement and excitement in betting games by using virtual competitors and viewer support gifts to increase odds, addressing the lack of group excitement and high support rate issues in conventional systems.

JP7705681B1Active Publication Date: 2025-07-10MIRATIV CO LTD

Patent Information

Application Number
JP2024088306
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-30
Publication Date
2025-07-10
Estimated Expiration
2044-05-30

AI Technical Summary

Technical Problem

Conventional betting systems lack the ability to generate excitement among multiple users, and the payout ratio (odds) often decreases user interest when the support rate for a certain prediction content is high.

Method used

A game live distribution system and program that allows users to participate in a betting game with virtual competitors, where a dividend is given based on a dividend ratio determined by the virtual competitor's parameters and the user's investment, and the odds are increased through viewer support gifts during live distribution.

Benefits of technology

Enhances user engagement and excitement by creating a lively atmosphere among a group of users, while avoiding gambling elements through the use of non-monetary virtual medals and support gifts, allowing a wide range of users to enjoy the betting game.

✦ Generated by Eureka AI based on patent content.

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Abstract

It enables the excitement of a betting game to be fostered in a group consisting of multiple users. 【Problem-Solving Means】 A game live distribution system for performing game live distribution among a plurality of users including a distributor and viewers provides a game in which, when a vote cast by a user predicting the result of a competition conducted among virtual competitors in a game space satisfies the winning condition, a payout is given to the user based on the payout ratio determined according to the parameters of the virtual competitor and the quantity of the value wagered by the user in the vote. A distribution unit that provides live distribution for distributing a live video of the game played by the distributor to the terminals of the viewers, and a game control unit that increases the payout ratio in response to a support gift being given from the viewers to the distributor during the live distribution.
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Description

Technical Field

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

Background Art

[0002] Conventionally, services have been provided that enable voting on public competitions such as horse racing, boat racing, and motorcycle racing through a communication network (see, for example, Patent Document 1). Users who utilize such services predict the results of the competition and place a vote (also referred to as a "bet") by investing a value such as money in the prediction. The vote is received by the server, and when the result of the competition is determined, a payout corresponding to the winning result of the vote and the payout ratio (so-called "odds") is given to the user.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In conventional services (also referred to as "betting") where users predict the results of a competition and place a vote, although users can enjoy it alone, it is difficult to enjoy betting as a group consisting of multiple users.

[0005] Also, in general betting, the payout ratio (odds) is calculated and determined, for example, by "(payout rate (1 - deduction rate) ÷ support rate)". Here, the deduction rate is the profit of the operator, etc. The payout rate is the ratio of the total value invested in betting that is returned to the voters as a payout. The support rate is the ratio that a certain prediction content occupies among all prediction contents.

[0006] However, in such a method of determining the dividend ratio (odds), when the support rate for a certain prediction content is very high, the corresponding dividend ratio becomes very low, and the user's interest and excitement for betting decrease, making it difficult to generate excitement for betting.

[0007] Therefore, an object of the present invention is to provide a game live distribution system and a program capable of generating excitement for a betting game among a group of multiple users.

Means for Solving the Problems

[0008] A game live distribution system according to a first aspect is a game live distribution system for performing game live distribution among a plurality of users including a distributor and viewers, and when a vote made by a user predicting the result of a competition conducted among virtual competitors in a game space satisfies a winning condition, a dividend based on a dividend ratio determined according to the parameters of the virtual competitor and the quantity of value invested by the user in the vote is given to the user. A game providing unit that provides a game, a distribution unit that provides live distribution for distributing a live video of the game played by the distributor to the terminals of the viewers, and a game control unit that increases the dividend ratio in response to a support gift being given from the viewers to the distributor during the live distribution.

[0009] A program according to a second aspect causes a computer for performing game live distribution among a plurality of users including a distributor and viewers to function as a game providing unit that provides a game in which, when a vote made by a user predicting the result of a competition conducted among virtual competitors in a game space satisfies a winning condition, a dividend based on a dividend ratio determined according to the parameters of the virtual competitor and the quantity of value invested by the user in the vote is given to the user, a distribution unit that provides live distribution for distributing a live video of the game played by the distributor to the terminals of the viewers, and a game control unit that increases the dividend ratio in response to a support gift being given from the viewers to the distributor during the live distribution.

Advantages of the Invention

[0010] According to one aspect of the present invention, it is possible to provide a game live distribution system and a program that can create excitement for a betting game in a group consisting of a plurality of users.

Brief Description of the Drawings

[0011]

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Embodiments for Carrying Out the Invention

[0012] With reference to the drawings, a game live distribution system according to an embodiment will be described. The game live distribution system is a system for performing game live distribution among a plurality of users including a distributor and viewers. In the description of the drawings, the same or similar parts are denoted by the same or similar reference numerals.

[0013] (1) System Configuration FIG. 1 is a diagram showing the configuration of a game live distribution system 1 according to the present embodiment. The game live distribution system 1 realizes a game live distribution service for providing a live video, which is a play video being played and commented by a distributor, to viewers in real time. In the illustrated example, there is one viewer who watches the live video by the distributor, but there may be a plurality of viewers who watch the live video by the distributor. When the distributor and the viewers are not distinguished, they are simply also referred to as "users". A user is a user of the game live distribution service. It is assumed that the user has an account for the game live distribution service.

[0014] The game live distribution system 1 includes a distribution server 100 and a plurality of terminals 200. The distribution server 100 and the terminals 200 are communicably connected to each other via a communication network 10. The communication network 10 includes the Internet. The communication network 10 may include a LAN (Local Area Network).

[0015] The distribution server 100 is composed of one or more computers and is an information processing device of an operator that provides the game live distribution service. The distribution server 100 may be referred to as a game live distribution server. The distribution server 100 may be a general-purpose computer such as a workstation or a PC (Personal Computer), or may be logically realized by cloud computing (distributed computing). That is, the distribution server 100 may be composed of one computer or a plurality of computers.

[0016] The plurality of terminals 200 includes the distributor's terminal 200a and the terminals 200b of a plurality of viewers. In the game live distribution service, a user becomes a distributor by selecting a game by himself / herself and starting a live distribution of a commentary video. On the other hand, a user becomes a viewer by selecting any distributor and starting to view the commentary video. That is, one user can become either a distributor or a viewer. One user does not necessarily have to become a distributor and a viewer at the same time. The distribution server 100 receives access from each terminal 200 and distributes the game commentary video (including audio) provided by the distributor's terminal 200a to the viewers' terminals 200b.

[0017] The user can also enjoy the online game provided by the game live distribution system 1 alone. On the other hand, during the live distribution of the commentary video, a group consisting of a plurality of users is formed by the distributor and one or more viewers who view the distributor's commentary video.

[0018] The terminal 200 is, for example, a PC, a smartphone, a tablet terminal, a wearable terminal, or the like. The terminal 200 has an interface with the user and an interface with the communication network 10. The interface with the user includes at least one of, for example, a display, a keyboard, a mouse, a touchpad, a touch panel display, a microphone, and a speaker. The interface with the communication network 10 includes at least one of a wired communication interface and a wireless communication interface. In the following description of the embodiments, it is mainly assumed that each terminal 200 is a smartphone. It is assumed that an application program for using the game live distribution service is installed in each terminal 200. However, each terminal 200 may be able to use the game live distribution service provided as a web service by a general-purpose web browser. The terminal 200 can play various games provided by the distribution server 100 and distribute or view the commentary video by accessing the distribution server 100 via the installed application program.

[0019] In the game live distribution system 1, a live video of a game (specifically, video data and audio data) is transmitted from the terminal 200a of the distributor to the distribution server 100. The distribution server 100 performs various information processes on the live video and transmits (distributes) the live video to the terminal 200b of the viewer. The terminal 200b of the viewer displays the live video received from the distribution server 100.

[0020] In the game live distribution system 1, various communication functions are implemented to enable communication between the distributor who distributes the live video of the game and the viewer who watches the live video. For example, in the game live distribution system 1, the terminal 200 is caused to display the live video of the game and a comment area (chat area), enabling the viewer to communicate with the distributor by making comments (chatting). Furthermore, it is possible for the viewer to give a gift (also referred to as a "support gift") to the distributor on the game live distribution service. By the viewer giving such a gift to the distributor, the viewer can support their favorite distributor or use it as an opportunity to communicate. In the game live distribution service, the distributor distributes the live video of the game being played to the viewer, and the viewer provides comments and gifts to the distributor while watching the live video.

[0021] In the game live distribution system 1, a viewer can register (follow) their favorite distributor. Generally, a viewer forms a fan of the distributor they follow and has the motivation to support their favorite distributor. The distributor has the motivation to conduct live distribution to increase their fans.

[0022] (2) Betting game The distribution server 100 according to the present embodiment provides a game that awards a payout to a user when the vote made by the user predicting the result of a competition held in the game space satisfies the winning condition. Note that satisfying the winning condition is also simply referred to as "winning". In the description of the following embodiments, such a game is also referred to as a "betting game". In particular, the betting game according to the present embodiment does not use property or the like for voting and payout, and does not have a gambling nature. Such a betting game may be referred to as a "social betting" game.

[0023] The competition held in the game space may be any game in which a win / loss or ranking is determined. For example, it may be a competition in which virtual competitors (virtual players) automatically compete (race) or battle. The virtual competitor may be a character (a character imitating a human), a vehicle, a robot, an animal, or a monster. In the description of the following embodiments, a competition in the form of an arena where battles are held between monsters is mainly assumed.

[0024] FIG. 2 is a diagram for explaining an outline of the operation of the betting game provided by the distribution server 100 according to the present embodiment.

[0025] STEP 1: First, when the distributor starts (hosts) a betting game, each user (distributor, viewer) in the group predicts the result of the competition held in the game space and votes (bets). The prediction may be to predict the single monster that remains victorious, or may be to predict the monsters up to a predetermined rank (for example, the first and second monsters and their ranks, or the monsters from the first to the third and their ranks). In the description of the following embodiments, the case of predicting the single monster that remains victorious is mainly assumed. In this case, the winning condition is that the prediction of the single monster that remains victorious is correct.

[0026] The user votes on the prediction by using (betting) the value for voting. In this embodiment, the value for voting is a virtual medal (hereinafter simply referred to as "medal") dedicated for use in a betting game. The medal bet as the value for voting is also referred to as "bet medal". For example, the medal has no monetary value and cannot be exchanged for money. The medal may be a free medal obtained when a predetermined condition is satisfied in a game live distribution service (or a betting game) (for example, logging in to the service). The medal may be obtained by giving a paid or free cheering gift. The medal may be a paid medal that can be purchased on the game live distribution service. In any case, the medal cannot be exchanged for money and is only available for the betting game and does not fall under property, etc., so the gambling nature can be avoided. Therefore, a wide range of users can enjoy the betting game.

[0027] Note that for each monster, a payout ratio (hereinafter referred to as "odds") corresponding to a parameter representing its characteristics (such as strength) is set. Basically, the stronger the monster, the lower the odds are set. The voting content of each user in the betting game may be made public to other users within the group.

[0028] STEP 2: After the voting, a competition is held in the game space. In this embodiment, an automatic battle between monsters is held. The users (streamers, viewers) within the group can watch the state of the battle between the monsters, and the streamer can commentate on the battle. For example, when each monster attacks another monster, the physical strength (hit points) of the other monster decreases. When the physical strength becomes zero, it becomes the loser, and the last remaining one monster becomes the winner. The streamer can commentate in a way that supports the monster they voted for and / or the monster voted for by the viewers. The viewers can post comments to support the monster they voted for and / or the monster voted for by the streamer.

[0029] STEP 3: According to the result of the competition, a dividend corresponding to the dividend ratio is given to the user (distributor, viewer). Specifically, for a user whose prediction of the competition result is correct, a dividend corresponding to the dividend ratio of the correct prediction and the number of medals bet is given. For example, if the dividend ratio for a certain monster is 2 times, 100 medals are bet on the monster and the monster wins, 200 medals are given as a dividend. In this embodiment, the dividend is a medal dedicated to the betting game. As described above, the medal has no monetary value and cannot be exchanged for money. The medal obtained as a dividend in this way can be used for voting (STEP 1) for the subsequent competition (monster battle).

[0030] In this way, in the betting game according to this embodiment, since viewers within the group watching the betting game played by the distributor can also participate in the voting, it is possible to enhance the sense of unity between the distributor and the viewers in the game live distribution, and it is possible to create a lively atmosphere for the game live distribution. In addition, since both the voting and the dividend use medals that do not correspond to property or the like, the gambling nature can be avoided, and a wide range of users can enjoy the betting game.

[0031] (3) Configuration of the distribution server FIG. 3 is a diagram showing the configuration of the distribution server 100 according to this embodiment. The distribution server 100 has a communication unit 110, a storage unit 120, and a processing unit 130.

[0032] The communication unit 110 is a network interface connected to the communication network 10. The communication by the communication unit 110 may be wired communication or may include wireless communication. The communication unit 110 performs communication with the terminal 200 via the communication network 10 under the control of the processing unit 130.

[0033] The storage unit 120 is configured to include various memories such as a ROM (Read Only Memory) and an auxiliary storage device. The program (game live distribution program) executed by the processing unit 130 is stored, for example, in the ROM and / or the auxiliary storage device of the storage unit 120. The storage unit 120 stores various databases related to the game live distribution service. In the present embodiment, the databases stored in the storage unit 120 include a user information database 121, a game information database 122, a gift information database 123, and a prediction result database 124.

[0034] The user information database 121 stores, for each user of the game live distribution service, a user ID, a nickname, possessed medal information, and possessed game currency information. The user ID constitutes the user's account information and includes a unique ID in the game live distribution service and / or a unique ID within the betting game. The nickname is the name by which the user is called in the game live distribution service.

[0035] The possessed medal information is a value that can be used only in the betting game and is information on the medals possessed by the user. The medal has no monetary value and cannot be exchanged for money.

[0036] The game currency information held is the value available in betting games and other games (especially other games on the game live distribution service), and is the information of the game currency held by the user. Hereinafter, such game currency is also referred to as "coin". Coins cannot be cashed in. Coins include free coins obtained when predetermined conditions are met in the game live distribution service (for example, logging in to the service), and paid coins that can be purchased with money (that is, by charging) on the game live distribution service. Support gifts presented in the game live distribution service are made by viewers consuming coins to purchase gifts. Support gifts purchased by consuming free coins are called "free gifts", and support gifts purchased by consuming paid coins are called "paid gifts". Also, coins may be available for purchasing avatars and / or their costumes used on the game live distribution service.

[0037] The game information database 122 stores information related to betting games. For example, the game information database 122 stores drawing data of each monster, parameters such as characteristics of each monster, odds information, IDs of each competition, and information of participating users, etc. The game information database 122 may store the information of monsters pre-cultivated by each user (distributor, viewer) in association with the user ID. Cultivation means that the user increases the parameters by training the monsters they are confident in within the game. Note that the parameters include the physical strength (hit points), attack power, defense power, speed, skills, action characteristics (action patterns), and condition of good form of the monsters. Basically, the better the parameters of a monster, the easier it is to win in battles, and the lower the odds are set. The parameters may include action characteristics and skills. Action characteristics are, for example, characteristics such as being likely to attack strong monsters or being likely to attack weak monsters. Skills are, for example, skills that increase (or recover) one's own hit points, attack power, defense power, or speed, or skills that decrease the attack power, defense power, or speed of other monsters.

[0038] The gift information database 123 stores information about support gifts for cheering up the distributor. As described above, support gifts include free gifts purchased by consuming free coins and paid gifts purchased by consuming paid coins. The support gift may be a dedicated gift exclusively used for a betting game. Details of such a dedicated gift will be described later.

[0039] The prediction result database 124 stores, for example, for each competition conducted in the betting game, information on each user who has voted, the voting content (prediction content) of each user, information on whether each user's prediction is correct, and information on the dividends of each user.

[0040] The processing unit 130 is composed of one or more processors and a RAM (Random Access Memory) used as the working area of the processor. In this embodiment, the processing unit 130 functions as a game providing unit 131, a distribution unit 132, a group processing unit 133, a game control unit 134, and a display control unit 135 by expanding and executing the program (game live distribution program) stored in the storage unit 120 in the RAM. Each of these units performs information processing using the information stored in the storage unit 120.

[0041] The game providing unit 131 provides the user with a betting game (social betting game) as described above. The betting game is a game in which a dividend is given to the user (distributor, viewer) when the vote made by predicting the result of a competition conducted in the game space satisfies the winning condition. In the betting game, voting processing, competition processing, and dividend processing are performed in the procedures of STEP 1 to STEP 3 shown in FIG. 2.

[0042] In a betting game, the game providing unit 131 accepts votes (bets) from the distributor and / or viewers. For example, in the game providing unit 131, the distributor's selection operation of the monster predicted by the distributor (i.e., the monster on which to bet) is accepted from the distributor on the distribution screen, and the selection operation of the amount of value to bet on the monster (i.e., the number of medals to bet) is accepted from the distributor on the distribution screen.

[0043] In addition, the game providing unit 131 accepts votes from viewers. Specifically, the game providing unit 131 accepts the viewer's selection operation of the monster on which the viewer bets on the viewing screen, and the selection operation of the number of medals to bet on the monster on the viewing screen from the viewer.

[0044] Here, the game providing unit 131 accepts votes from the distributor and / or viewers using medals dedicated for use in the betting game. In this way, the game providing unit 131 accepts votes from the distributor and also accepts votes from viewers. Further, the game providing unit 131 accepts votes using medals, which are values dedicated for use in the game and cannot be exchanged for money, from each of the distributor and the viewers. The game providing unit 131 awards medals determined according to the medals used in the vote and the odds as a dividend.

[0045] The distribution unit 132 provides a live broadcast that distributes a live video of a game played by a broadcaster to viewers. A user becomes a broadcaster by selecting a game to play and starting the distribution of a live video. On the other hand, a user becomes a viewer by selecting any broadcaster and starting to watch the live video. In this embodiment, the distribution unit 132 distributes a live video of a betting game played by a broadcaster to viewers. Specifically, a live video (video data and audio data) of a betting game is transmitted from the broadcaster's terminal 200a to the distribution server 100, and the distribution server 100 performs various information processes on the live video and transmits (distributes) the live video to the viewer's terminal 200b. The viewer's terminal 200b displays the live video received from the distribution server 100. On the viewing screen displayed on the viewer's terminal 200b, in addition to displaying the live video, buttons for accepting comment posts and buttons for accepting the desire to give gifts to the broadcaster are displayed.

[0046] The group processing unit 133 has a comment processing unit 133a that enables comment posting and viewing from viewers only within a group consisting of a broadcaster and one or more viewers who watch the live video of the broadcaster during the live broadcast of the live video. In this way, by enabling comment posting and comment viewing only within the group during the live broadcast of the live video, it is possible to enhance the sense of unity within the group consisting of the broadcaster and the viewers, and it becomes possible to create a lively atmosphere regarding betting in a group consisting of multiple users.

[0047] The comment processing unit 133a may group a plurality of viewers who watch the live video of the distributor into a plurality of subgroups each including the distributor, and enable the posting and viewing of comments from the viewers only within the subgroups. For example, when there is a group including distributor A and viewers B1, B2, B3, and B4, it may be grouped (subgroup divided) into a subgroup consisting of distributor A and viewers B1 and B2, and a subgroup consisting of distributor A and viewers B3 and B4. This enables a game progression where subgroups compete with each other. Such subgroup division may be performed by the distributor designating the viewers to be classified into each subgroup, or may be performed according to the result of a random lottery.

[0048] The comment processing unit 133a may enable the posting and viewing of comments only within the group during the period when the competition (STEP 2) is being carried out and during the voting reception period (STEP 1) before the competition is carried out. The comments of the viewers during the period when the competition (STEP 2) is being carried out may be comments of support for the monster they voted for. The comments of the viewers during the voting reception period (STEP 1) may be comments of enthusiasm of the viewers. The distributor reacts to these comments and conducts the live broadcast. By enabling such comment posting and viewing, the excitement of the betting game can be enhanced. Note that the comment processing unit 133a may also enable the posting and viewing of comments only within the group during the period when the result display (STEP 3) is being carried out. The comments of the viewers during the period when the result display (STEP 3) is being carried out may be comments of joy or sadness depending on whether they won or not.

[0049] During the live distribution of the live video, the group processing unit 133 includes a gift processing unit 133b that enables viewers within the group to give support gifts to the distributor only. By enabling viewers within the group to give support gifts to the distributor only during the live distribution of the live video in this way, the sense of unity within the group consisting of the distributor and viewers can be enhanced, and it becomes possible to create excitement for betting within a group consisting of multiple users.

[0050] The gift processing unit 133b may enable gift giving only within the group during the period when the competition (STEP 2) is being carried out and during the voting reception period (STEP 1) before the competition is carried out. The gift processing unit 133b may also enable gift giving only within the group during the period when the result display (STEP 3) is being carried out.

[0051] The gift processing unit 133b may group a plurality of viewers who are watching the live video of the distributor into a plurality of sub - groups each including the distributor, and enable viewers within the sub - group to give support gifts to the distributor only. For example, when there is a group including distributor A and viewers B1, B2, B3, B4, it may be grouped (sub - group split) into a sub - group consisting of distributor A and viewers B1, B2 and a sub - group consisting of distributor A and viewers B3, B4. This enables a game progression where sub - groups compete with each other. Such sub - group splitting may be done by the distributor designating the viewers to be classified into each sub - group, or may be done according to the result of a random lottery.

[0052] The gift processing unit 133b may accept from viewers a request to give a gift (support gift) from the viewer to the distributor, which is a dedicated gift exclusively used in the game. For example, a viewer can select a gift using a gift button displayed on the viewing screen of a betting game in which the distributor is playing, and give the selected gift. In response to the giving of the dedicated gift, a process of giving the distributor a reward that can be exchanged for money or rewards may be performed. For example, in the game live distribution system 1, a reward may be given to the distributor according to the amount of gifts obtained by the distributor. Such a reward to the distributor may be targeted at distributors who meet certain conditions, and an amount obtained by multiplying the distribution hourly wage, which is determined according to the amount of gifts and the total viewing time, by the distribution time may be given as a distribution reward. Such a reward can enhance the motivation of the distributor to distribute. Gifts can be purchased by viewers using coins (game currency). A paid gift, which is a gift purchased with paid coins (paid game currency), may be set so that the reward to the distributor is greater than that of a free gift purchased with free coins (free game currency).

[0053] The dedicated gift may be a gift that gives medals used for voting to both the distributor and the viewer. The dedicated gift may be a gift that can increase the odds in a betting game. Details of such dedicated gifts will be described later.

[0054] The group processing unit 133 may permit voting (betting) only for viewers within the group who meet the conditions specified by the distributor. In other words, the group processing unit 133 may prohibit voting (betting) for viewers within the group who do not meet the conditions specified by the distributor. The conditions specified by the distributor may be, for example, that the level determined according to the track record of supporting the distributor (also referred to as the "cheer level") is above a certain level. By a viewer following a specific distributor, watching the live distribution of the specific distributor, or sending a support gift to the specific distributor, the cheer level of the viewer for the specific distributor increases. There may be cases where the distributor wants to conduct a betting game only with their fans, thereby making the live distribution even more exciting. Specifically, there may be an upper limit, for example, of 20 people, on the number of users who can participate (bet) in the betting game. Since many viewers may want to participate in a betting game where a popular distributor distributes a live-action video, by specifying the conditions for permitting voting (betting), the distributor can conduct the betting game limited to their fans.

[0055] The game control unit 134 performs odds control and the like in the betting game. Details of the game control unit 134 will be described later.

[0056] The display control unit 135 performs control to display, on the display screen of the live video, a voting status object indicating which user has voted (bet) for which virtual competitor (in this embodiment, a monster) within a group consisting of a distributor and one or more viewers. The voting status object may include information indicating the quantity (number of medals) of the value bet by the corresponding user for the vote for the corresponding monster. The display screen of the live video is the display screen on the distributor's terminal 200a and / or the display screen on each viewer's terminal 200b. Thereby, when enjoying betting in a group, it becomes easier for each user to grasp which monster they have bet on, or to grasp which other users have bet on which monsters. Thus, it becomes possible to create excitement for the betting game in the group. For example, by visually and clearly displaying which monster one has bet on, and how many people / how much have bet on the remaining monsters, it becomes a motivation for each user to watch the battle until the end and get excited.

[0057] The display control unit 135 may perform control to display the voting status object on the display screen of the live video within the voting reception period (STEP 1) before the competition (battle) is carried out. Thereby, each user can determine the monster on which they will bet and the number of medals to bet, considering the betting status of other users within the group.

[0058] The display control unit 135 may perform control to display the voting status object on the display screen of the live video within the period (STEP 2) during which the competition (battle) is being carried out. Thereby, each user can cheer for the monster on which they have bet, or grasp how many people / how much have bet on the remaining monsters, and it becomes a motivation for each user to watch the battle until the end and get excited.

[0059] The display control unit 135 may perform control to display, on the display screen of the live video, information of a predetermined number of users in descending order of their hit rates among the users in the group as voting reference information within the voting reception period (STEP 1) before the competition (battle) is carried out. Thereby, each user can determine the monster to bet on and the number of medals to bet by considering the betting status of other users with high hit rates in the group.

[0060] When a user selects any monster within the voting reception period (STEP 1) before the competition (battle) is carried out, the display control unit 135 causes the terminal 200 of the user to display a selection screen for the quantity (number of medals) of value to bet in the vote for the monster, and may also display, on the selection screen, a voting status object that is information of another user who voted for the monster and includes the hit rate of the other user. Thereby, each user can determine the number of medals to bet by considering the hit rate, etc. of another user who selected the same monster as oneself.

[0061] When the number of users who voted for one monster exceeds the threshold value, the display control unit 135 performs control to display, on the display screen of the live video, in association with the one monster, a voting status object including information of a predetermined number of users in descending order of the quantity (number of medals bet) of value bet in the vote and information indicating the number of the remaining users. When the number of users who voted for one monster is large, it may be difficult to display information (user identification information and number of medals bet) about all these users due to the size limitation of the display screen. Therefore, by preferentially displaying information of a predetermined number of users in descending order of the quantity (number of medals bet) of value bet in the vote and only displaying the number of the remaining users, efficient display is possible.

[0062] The display control unit 135 may display a voting status object including information of users who have voted (bet) on the monster, at least partially overlapping with or around the display position of the monster object. Thereby, due to the positional relationship between the monster object and the voting status object, the voting status object and the corresponding monster can be visually and easily displayed.

[0063] The game providing unit 131 may display a status observation area including a monster object (monster image) on the display screen within the voting reception period (STEP 1) before the competition (battle) is carried out. The display control unit 135 may change the appearance and / or movement of the monster object in the status observation area according to a parameter representing the degree of the monster's good condition. Thereby, each user can grasp the degree of the monster's good condition based on the appearance and / or movement of the monster object, and can determine the monster on which the user bets and the number of medals to bet based on the degree of the good condition. Note that for a monster in a good condition, the parameter may be set higher than in the normal state, or it may be set so that skills that are more likely to win in the competition (battle) are more likely to be activated.

[0064] The display control unit 135 may change the appearance and / or operation of the monster object according to a parameter representing the degree of popularity and a parameter having randomness within the vote reception period (STEP 1) before the competition (battle) is carried out. Since the degree of popularity of the monster has a great influence on the result of the competition (battle), it is assumed that many users will bet on the popular monster. However, if the popular monster always easily wins, the fun of the betting game will decrease. Therefore, by introducing a parameter with randomness (for example, a random number) and changing the appearance and / or operation of the monster object, it becomes possible to give the appearance and / or operation of the monster object randomness that changes regardless of the degree of popularity, and it is possible to suppress the decrease in the fun of the betting game.

[0065] The display control unit 135 may perform control to display, on the display screen of the live video, information indicating the battle results of each monster in the most recent several matches (the most recent several battles) within the vote reception period (STEP 1) before the competition (battle) is carried out. Thereby, each user can determine the monster on which he / she bets and the number of medals to bet in consideration of the battle results of each monster.

[0066] In this embodiment, the competition carried out in the game space is a competition in which battles are automatically conducted between monsters to reduce the hit points (HP) of each monster. The display control unit 135 may perform control to display, on the display screen of the live video, a remaining hit point object indicating the remaining hit points (remaining HP) of each monster within the period (STEP 2) during which the competition (battle) is being carried out. Thereby, each user can grasp the remaining hit points of each monster based on the remaining hit point object and enjoy the battle between the monsters.

[0067] The display control unit 135 may perform control to display, on the display screen of the live video, information indicating the consecutive winning times of the users who have hit within the group during the result display period (STEP 3) after the competition (battle) is carried out. As a result, each user is likely to be enthusiastic about the betting game so as to increase their own consecutive winning times, and the users who have not hit can refer to the users with a large number of consecutive winning times for subsequent betting.

[0068] (4) Odds control In the betting game provided by the game providing unit 131, the odds are basically determined according to the parameters of the virtual competitors (in this embodiment, monsters). Specifically, when the betting made by the user by predicting the result of the competition between the monsters in the game space satisfies the winning condition, the game providing unit 131 gives the user a payout based on the odds determined according to the parameters of the monster and the number of medals bet by the user.

[0069] Thus, in this embodiment, the game providing unit 131 determines the base odds for the monster according to the parameters of the monster, that is, the ease of victory of the monster. For example, the game providing unit 131 sets the odds lower for the monster with better parameters. In this embodiment, the game providing unit 131 sets the odds according to the parameters of the monster without considering the actual support rate of the monster, but the odds may also be adjusted considering the actual support rate of the monster. However, when considering the actual support rate of the monster, a tabulation process is required to determine the odds, which may interfere with the prompt progress of the game. Since the betting game according to this embodiment is assumed to cycle through STEP 1 to STEP 3 in a relatively short time, the actual support rate of the monster is not considered.

[0070] In the betting game according to the present embodiment, since betting is performed using medals that do not correspond to property or the like, it is not necessary to consider the deduction rate when determining the odds. Further, it is also possible to set the payback rate to a value greater than 1 and give out more medals as dividends than the total number of medals bet.

[0071] The game control unit 134 performs processing in cooperation with the gift processing unit 133b. When a viewer gives a support gift to the distributor during the live distribution of the betting game, the game control unit 134 increases the odds. Specifically, the odds are increased by multiplying the base odds determined according to the parameters of the monster by N (for example, N is a value of 2 or more). This can improve the interest and entertainment value of the users (especially viewers) in the betting and create a lively atmosphere for the betting.

[0072] The support gift, that is, the gift that can increase the odds in the betting game, may be a dedicated gift used exclusively for the betting game. Such dedicated gifts may include free gifts and paid gifts.

[0073] When a support gift (exclusive gift) is given, the game control unit 134 gives the value (medals) available for voting to the streamer and also gives the value (medals) available for voting to the viewers. That is, when a support gift (exclusive gift) is given, the game control unit 134 gives medals to both the streamer and the viewers. For example, the gift may be given by the viewer consuming their own coins (free coins or paid coins), and 1 coin may be equivalent to 1 medal, or 1 coin may be exchanged for a value of 1 medal or more. When medals are given to the streamer by the gift, the streamer can use the medals for their own voting. Also, when medals are given to the viewers by the gift, the viewers can use the medals for their own voting. Here, the amount of medals given to the viewers may be the same as the amount of medals given to the streamer. Note that viewers may feel ashamed to give gifts to the streamer, but by also giving medals to the viewers, such shame can be alleviated while promoting the giving of gifts.

[0074] When the gift is a paid gift, the gift processing unit 133b may give more medals to both the streamer and the viewers than when the gift is a free gift. For example, for a free gift worth 1 coin, 1 medal may be given to both the streamer and the viewers, and for a paid gift worth 1 coin, 2 medals may be given to both the streamer and the viewers. This enables the viewers to use the gifts (free gifts, paid gifts) appropriately according to the degree to which they want to support the streamer.

[0075] In response to the giving of a support gift (exclusive gift), the game control unit 134 may increase the odds in one competition (battle) after the support gift is given. By thus limiting the period during which the odds are increased, the rarity of the odds increase can be enhanced while creating excitement in the one competition (battle). However, in response to the giving of a support gift (exclusive gift), the game control unit 134 may increase the odds in a plurality of competitions (battles) after the support gift is given.

[0076] When a support gift (exclusive gift) is given, the game control unit 134 may increase the odds for all monsters participating in the competition (battle). Such odds control is also referred to as "odds level up". As a result, not only can the odds of monsters with low base odds be raised to a level of interest to the user, but also the odds of monsters with high base odds can be raised to an extremely high level that is normally impossible, thus brewing excitement in the betting game.

[0077] When a support gift (exclusive gift) is given, the game control unit 134 may probabilistically determine whether or not to increase the odds and / or the degree of increase in the odds. For example, when a support gift (exclusive gift) is given, the game control unit 134 may determine whether to increase the odds or not by lottery (for example, a lottery using a random number from 1 to 100 and a threshold value from 1 to 100). When the game control unit 134 determines to increase the odds, it may determine the degree of increase in the odds by lottery. This can enhance the rarity of the odds increase (odds level up) and increase the excitement during the odds increase.

[0078] When the support gift (exclusive gift) is a paid gift, the game control unit 134 may set the probability so that the odds are more likely to increase and / or the degree of increase in the odds is greater compared to when the support gift (exclusive gift) is a free gift. This enables viewers to use gifts (free gifts, paid gifts) appropriately according to the degree to which they want to support the streamer and / or liven up the betting.

[0079] For example, when the game control unit 134 gives a free gift purchased by a viewer with 100 free coins to the streamer, it awards 300 medals to the viewer and the streamer and probabilistically awards benefits as shown in Table 1.

[0080]

Table 1

[0081] Here, "raising the odds level by one level" means increasing the odds by one step with respect to the base odds. For example, doubling the base odds. "Raising the odds level by two levels" means increasing the odds by two steps with respect to the base odds. For example, tripling the base odds.

[0082] On the other hand, when a viewer gives a paid gift purchased with 100 paid coins to the broadcaster, the game control unit 134 gives 300 medals to the viewer and the broadcaster, and probabilistically gives benefits as shown in Table 2.

[0083]

Table 2

[0084] In this way, the game control unit 134 performs the process of raising the odds level in response to the giving of a cheering gift (dedicated gift). The raising of the odds level is applied to one battle, and during the raising of the odds level, the display control unit 135 displays information to that effect on the screen.

[0085] The raising of the odds level corresponds one-to-one with the giving of a cheering gift (dedicated gift). However, as another method of increasing the odds, the increase in odds may be triggered by the accumulation of points during the live broadcast. Thereby, it is possible to enhance the motivation for the broadcaster to conduct a long live broadcast and the motivation for the viewer to watch the live broadcast for a long time.

[0086] Specifically, when the point value accumulated in response to the gift of a support gift (exclusive gift) to the distributor satisfies the threshold condition, the game control unit 134 may increase the odds for all monsters. The odds increase that is activated when the point value satisfies the threshold condition in this way is also referred to as "Chance Time", and the accumulated point value is also referred to as "Chance Point". The degree of odds increase in Chance Time may be greater than that in odds level up.

[0087] When the accumulated point value satisfies the threshold condition (that is, when Chance Time is activated), the game control unit 134 may determine the degree of odds increase by lottery from among a plurality of predetermined degrees of increase. For example, the plurality of predetermined degrees of increase may be four levels: "Small", "Normal", "Super", and "Mega". For example, the degree of odds increase relative to the base odds may be 5 times for "Small", 10 times for "Normal", 50 times for "Super", and 100 times for "Mega".

[0088] When the accumulated point value satisfies the threshold condition (that is, when Chance Time is activated), the display control unit 135 may display a lottery screen. On the lottery screen, a roulette with "Small", "Normal", "Super", and "Mega" drawn may be displayed, and an effect where one of them is selected by lottery may be displayed. In that case, Chance Time may be referred to as "Roulette Chance". Note that the probability of "Small", "Normal", and "Super" being selected may be about 30% each, and the probability of "Mega" being selected may be about 10%.

[0089] When the point value accumulated according to the giving of support gifts (special gifts) to the streamer, and the hitting situation of the streamer and viewers meets the threshold condition, the game control unit 134 may increase the odds for all monsters. That is, the game control unit 134 may increase the point value not only by accumulating chance points according to the giving of support gifts (special gifts) to the streamer, but also by accumulating chance points according to the hitting situation of the streamer and viewers. For example, the game control unit 134 accumulates "the expected number of hits in the battle × 1 chance point". When the accumulated point value reaches a threshold value (for example, 500), the game control unit 134 may trigger a chance time (roulette chance).

[0090] When a support gift is given, the game control unit 134 may probabilistically determine the presence or absence of an increase in the point value and / or the degree of increase in the point value. When the support gift is a paid gift, the game control unit 134 may set the probability so that the point value is more likely to increase and / or the degree of increase in the point value is greater than when the support gift is a free gift.

[0091] For example, when the game control unit 134 gives a free gift purchased by a viewer with 100 free coins to the streamer, 300 medals are given to the viewer and the streamer, and special benefits as shown in Table 3 are probabilistically given.

[0092]

Table 3

[0093] Here, "raising the odds level by 1 level" means increasing the odds by one step relative to the base odds. For example, doubling the base odds. "Raising the odds level by 2 levels" means increasing the odds by two steps relative to the base odds. For example, tripling the base odds.

[0094] On the other hand, when a viewer gifts a paid gift purchased with 100 paid coins to the streamer, the game control unit 134 awards 300 medals to both the viewer and the streamer, and probabilistically awards benefits as shown in Table 4.

[0095]

Table 4

[0096] The display control unit 135 may display the accumulation status of the chance points on the screen. For example, the display control unit 135 may display the accumulated point value using a gauge. As a result, each user (streamer, viewer) within the group can be motivated to gift support gifts or continue participating in the betting game in order to increase the point value, thus creating a lively atmosphere for the betting game.

[0097] As described above, the group processing unit 133 (and the game providing unit 131) manages the level (cheer level) that increases according to the support actions of each viewer towards the streamer. The game control unit 134 may accept an operation from the streamer to specify the level condition for viewers who can vote during the increase of the odds (during the odds level up and / or during the chance time). For example, there are options such as "cheer level 3 or above", "cheer level 10 or above", "cheer level 15 or above", and the streamer may select any of them to specify the level condition for enabling voting during the increase of the odds. The game control unit 134 may enable voting only for viewers who meet the level condition during the increase of the odds. As a result, only viewers who perform support actions towards the streamer and have a high relationship value with the streamer can vote during the increase of the odds.

[0098] The game providing unit 131 may set an upper limit on the number of users who can participate in a single vote. For example, the upper limit may be a predetermined fixed value, for example, 20 people may be the upper limit. If the number of users who can participate in a single vote is too large, the time to wait for all votes to be completed will be long and the processing load will be high. Therefore, an upper limit is set on the number of users who can vote.

[0099] During the increase in odds, the game control unit 134 may preferentially allow the top predetermined number of users with a large amount of point value acquired during the live distribution to participate in the vote in order. During the increase in odds, especially during the chance time, many users hope to participate in betting. However, it is unreasonable that viewers who contributed to the increase in odds cannot participate in betting during the increase in odds due to the limitation of the number of users who can vote. Therefore, during the increase in odds, the game control unit 134 makes the top 10 users who have acquired a large amount of chance points during the live distribution able to vote regardless of the limitation of the number of users who can vote.

[0100] The game control unit 134 may give an item (odds increase item) associated with a specific monster to a specific user (viewer or distributor) who satisfies a predetermined condition. Even if no cheering gift is given during the live distribution, this item increases the odds only for the specific monster.

[0101] Here, the predetermined condition may be, for example, that the number of acquired medals has reached a predetermined number, winning a prize in the ranking of the number of acquired medals, the number of consecutive wins has reached a predetermined number, the number of hits has reached a predetermined number, the number of times of giving cheering gifts has reached a predetermined number, hitting during the chance time, etc.

[0102] An item (odds-increasing item) associated with a specific monster is, for example, an item such as "Monster A's hearts." The more hearts a user acquires with a certain monster, the higher the "bond level" of that monster. When a user increases the "bond level" of a certain monster, the odds of the user's bet on that monster are always higher than the base odds. Specifically, the higher the "bond level," the greater the increase in odds. This can increase the motivation of users to bet on and support a certain monster with a high "bond level," which can create excitement in the betting game.

[0103] Although such an item effect (increased odds) is an effect that is applied independently to each user, it may also be an effect that is applicable to all users in a group. For example, when a user increases the "bond level" for a certain monster, the odds for that monster (each user's odds) increase probabilistically within the group to which that user belongs. Specifically, the higher the "bond level," the higher the probability that an increase in odds will occur. This allows all users in the group to benefit from the item effect (increased odds), which can create excitement in the betting game.

[0104] In this way, the game control unit 134 awards an item associated with a specific monster to a specific user who satisfies a predetermined condition. The game control unit 134 constantly increases the odds only for the specific monster and only for the specific user, or probabilistically increases the odds only for the specific virtual athlete (the odds of each user). This allows each user to participate in a betting game with the aim of collecting items, making the betting game more interesting.

[0105] As described above, the betting game can be played by a user alone (so-called single-player play). That is, the game providing unit 131 enables the user to play the betting game alone. Thereby, a practice ground can be provided as a pre-stage for participating in a group and playing the betting game. However, the game control unit 134 increases the odds setting applied to the group during the live distribution compared to the odds setting when the user plays the game alone. Thereby, it is possible to give the user an incentive to participate in the group during the live distribution. For a specific example, when the odds for single-player play are 2 times for monster A and 3 times for monster B, these are doubled in the group during the live distribution, and the odds become 4 times for monster A and 6 times for monster B.

[0106] (5) Example of screen display FIGS. 4 to 10 are diagrams showing an example of a display screen on the viewer's terminal 200b according to the present embodiment.

[0107] FIG. 4 is a diagram showing an example of a distribution list screen SC0 for selecting a distributor during live distribution.

[0108] Prior to the distribution list screen SC0, when the viewer selects a game for which he or she wants to view a live broadcast of a real-time video on the terminal 200b using the game live broadcast application and selects the betting game, the viewer transitions to the distribution list screen SC0.

[0109] On the distribution list screen SC0, a list regarding the distributor who is live-distributing the betting game is displayed. The distribution list screen SC0 includes display areas A1, A2, A3,... for each distributor. In each display area A, a preview display of the real-time video, an icon of the distributor's avatar, the name (nickname) of the distributor, the number of participants (the number of the group excluding the distributor), and information on the participation conditions for betting are displayed. When the viewer selects (taps) the area A corresponding to the distributor whose real-time video he or she wants to view from among the distribution list screen SC0, the viewer transitions to a viewing screen for viewing the real-time video of the distributor.

[0110] FIG. 5 is a diagram showing an example of a vote reception screen (monster selection screen, betting screen) SC1 among viewing screens.

[0111] The vote reception screen SC1 has a gauge area B1 showing the accumulation status of chance points, a status observation area B2 for observing the status of monsters participating in a competition (battle), a region B3 for displaying vote reference information showing the hit status of users within a group, and a region (object) B4 for each monster participating in the competition (battle).

[0112] In the gauge area B1, the result of accumulating, as chance points, the result (count value) obtained by counting the hit status (for example, the total number of hits) within the group and / or the gift giving status of support gifts within the group is displayed by a gauge. When the chance points are full (when the threshold condition is met), the above-described chance time is activated.

[0113] During the odds level up, a display such as "Odds level 1 is leveling up" or "Odds level 2 is leveling up" may be made at a position above or below the gauge area B1.

[0114] In the state observation area B2, objects (monster objects, characters) of each monster participating in the competition (battle) are displayed. In the illustrated example, an example of three monsters participating is shown, but it may be two, or four or more. Here, each monster object changes its appearance and / or behavior according to a parameter representing its own condition. The parameter representing the condition may have, for example, three types: "good condition", "poor condition", and "normal". The condition of each monster may change regularly (for example, periodically) according to a predetermined rule, or irregularly (for example, aperiodically). For example, a monster in good condition is drawn to have an expression and / or behavior representing that it is in good condition. On the other hand, a monster in poor condition is displayed to have an expression and / or behavior representing that it is in poor condition. Thereby, each user can grasp the state based on each monster object displayed in the state observation area B2 and select a monster that is likely to win in the competition (battle).

[0115] However, since the condition of the monster has a great influence on the result of the competition (battle), it is assumed that many users will bet on the monster in good condition. However, if the monster in good condition is always more likely to win, the fun of the betting game will decrease. Therefore, a parameter with randomness (for example, a random number) is also introduced to change the appearance and / or behavior of the monster object. Thereby, it becomes possible to give the appearance and / or behavior of the monster object randomness that changes regardless of the condition, and it is possible to suppress the decrease in the fun of the betting game.

[0116] The area B3 that displays the voting reference information indicating the hit status of users within the group displays the information of a predetermined number of users in descending order of the hit rate within the group. For example, the area B3 displays the user name (nickname) and its hit rate for each of the users ranked 1st to 3rd in terms of the hit rate. Thereby, based on the information displayed in the area B3, the user can determine other users that he / she should refer to for his / her vote (monster selection).

[0117] For each area (object) B4 (B4a to B4c) corresponding to the monster participating in the competition (battle), it displays the monster name, odds, monster image, record of the most recent several matches (in the illustrated example, the most recent 3 matches), and each parameter. For example, in the area B4a, the monster name "Monster A", odds "5.1 times", monster image, record "3rd → 1st → 3rd", and each parameter "characteristics, hit points (HP), attack power, defense power" are displayed. Also, each area B4 is provided with a "BET" button for the distributor to place a vote (bet).

[0118] During the odds level-up or chance time, an object (for example, an upward arrow) indicating that the odds are increasing may be displayed around the odds displayed in each of the areas B4a to B4c. On the other hand, when the odds of a specific monster (the odds of all users) are increasing due to the item effect (bond level), the said monster may be displayed in a special color scheme (for example, gold).

[0119] Region B4 (object) for each monster partially overlaps (on the left side in the illustrated example), and a voting status object B5 indicating which users voted for the monster is displayed. For example, three users have voted for Monster A, and three voting status objects B5a to B5c corresponding to the three users are displayed. Each voting status object B5 includes an avatar (icon) as identification information of the corresponding user and a numerical value indicating the number of medals the user bet. Thus, based on each voting status object B5, users can grasp which users bet on which monsters and use it as a reference to determine the monsters and the number of medals they bet on.

[0120] The vote reception screen SC1 further has a button B6 for viewers to select (tap) to place bets and a button B7 for the distributor to select (tap) to start the monster battle. The battle start button B7 can only be selected (tapped) by the distributor, and after confirming that each viewer has placed a bet, the distributor starts the battle.

[0121] The vote reception screen SC1 further has a comment posting area B8 for viewers to post comments, a button B9 for viewers to use to give cheering gifts, and an area B10 for displaying the avatars (icons) of the viewers' confidence. Viewers can post comments by entering the comment string and tapping the send button after selecting (tapping) the button B9. As shown in FIG. 6, only a predetermined number (three in the illustrated example) of comments B11 posted by each viewer are displayed for a predetermined time in chronological order.

[0122] When the viewer selects (taps) button B6 in FIG. 5, the screen transitions to the monster list screen. When any monster is selected on this screen, a medal number selection area C1 as shown in FIG. 7 is displayed. In the illustrated example, it shows a display example when "Monster B" is selected. In the medal number selection area C1, the display of the number of medals to bet, various buttons for selecting the number of medals to bet, and a button C2 for determining the number of medals to bet are displayed. Further, the medal number selection area C1 displays an object C3 of other users who have bet on the selected monster. Thereby, the user can select the number of medals to bet considering the object C3. The object C3 includes an avatar (icon) as identification information of the corresponding user, a numerical value indicating the quantity of medals bet by the user, and information indicating the hit rate of the user. Here, when the odds (the odds of the user) increase due to an item effect (bond level) applied only to the user, an object indicating the increase in odds due to the item effect may be displayed.

[0123] FIG. 8 is a diagram showing an example of a battle screen SC2 as an example of a screen during the execution of the competition according to the present embodiment.

[0124] After the end of the voting, an automatic battle between monsters is performed on the battle screen SC2. The user (streamer, viewer) can view the state of the battle between the monsters (and the comments of the viewers), the streamer can broadcast the battle live, and the viewer can post comments. On the battle screen SC2, for example, each monster attacks another monster, reducing the physical strength (hit points) of the other monster. When the physical strength becomes zero, it becomes the loser, and the last remaining monster becomes the winner.

[0125] The battle screen SC2 has a monster object D1 that operates according to the battle situation, an object D2 that displays the remaining hit points of the corresponding monster, an object D3 (voting situation object) for each user who has voted for the corresponding monster, and a fixed object D4 (voting situation object) for displaying the voting situation.

[0126] The monster object D1 disappears from the battle screen SC2 when its own hit points reach zero. The object D2 is drawn at a position around the corresponding monster, and the remaining hit points of the monster are shown as a gauge and a numerical value.

[0127] The object D3 (voting situation object) is drawn at a position around the corresponding monster and includes an avatar (icon) as the identification information of the user who has bet on the monster and a numerical value indicating the number of medals the user has bet. Thus, each user can easily grasp which monster they and other users have bet on.

[0128] When it is its own attack turn, each monster is displayed with its own monster object enlarged or with two objects, its own monster object and the monster object of the target of the attack, enlarged. Therefore, not all monsters are always displayed on the battle screen SC2. Therefore, the object D4 (voting situation object) is fixedly displayed regardless of the actions of each monster and includes the icon of each monster and the avatar icon of the user who has bet on the monster.

[0129] Regarding the object D3 (voting status object) and / or the object D4 (voting status object), when the number of users who voted for one monster is large, due to the constraints on the size of the display screen, it may be difficult to display information about all these users (user identification information and the number of medals bet). Therefore, information about a predetermined number of users may be preferentially displayed in descending order of the quantity of value (number of medals bet) invested in the vote, and for the remaining users, only the number of people (for example, "+1", etc.) may be displayed to perform an efficient display.

[0130] FIG. 9 and FIG. 10 are diagrams showing an example of a result screen SC3 that displays the competition result and the predicted result according to the present embodiment.

[0131] As shown in FIG. 9, on the result screen SC3, for each of the distributor and the viewers of the distributor, information indicating the profit and loss of the current battle or the total profit and loss of multiple battles, and information indicating whether the prediction of each battle was successful (in the example shown in the figure, a successful prediction is indicated by a white circle and a miss is indicated by a black circle) are displayed.

[0132] As shown in FIG. 10, on the result screen SC3, information indicating the consecutive successful times of the users who were successful within the group may be displayed. In the example shown in the figure, the consecutive win count of the user who is on a winning streak and the identification information (avatar icon) of the user are displayed. Further, the hit rate of the user may be displayed.

[0133] (6) Other Embodiments In the above-described embodiment, an example of activating an odds increase by accumulating points (chance points) during live distribution (i.e., the accumulated point value) was explained. Specifically, an example was explained in which when the accumulated point value satisfies the threshold condition only once, the odds in the competition in which the point value satisfies the threshold condition once are increased. However, when a large number of support gifts are given in a short period of time, the point value can increase rapidly. For example, when the threshold condition is 500 points, and a large number of support gifts are given in a short period of time, and the point value is accumulated to 1500 points and the threshold condition is satisfied three times in a row. In such a case, the game control unit 134 stocks a plurality of chance times (roulette chances) and continuously generates chance times. Specifically, when the point value satisfies the threshold condition continuously N (N is an integer of 2 or more) times, the game control unit 134 continuously increases the odds in each of the N competitions after the point value satisfies the threshold condition. For example, when the threshold condition is satisfied three times in a row as described above, the game control unit 134 continuously increases the odds in each of the subsequent three competitions. Thereby, a further excitement of the betting game can be created.

[0134] In the above-described embodiment, an example of the existence of "odds level up" associated with a single gift giving and "chance time (roulette chance)" associated with the accumulation of point values (threshold achievement) by multiple gift givings as separate odds increase mechanisms was described. However, it may be possible to further increase the odds by using "odds level up" and "chance time (roulette chance)" in combination. Specifically, when the game control unit 134 increases the payout ratio (i.e., odds level up) in response to a support gift being given after the point value has satisfied the threshold condition (i.e., chance time has been activated), the odds (odds of all monsters) may be further increased by using in combination the odds increase due to the point value satisfying the threshold condition and the payout ratio increase due to the support gift being given. Thereby, a further excitement of the betting game can be created. For example, when chance time is activated, the game control unit 134 adds odds that are uniformly 10 times the base odds as the new base odds, and when the odds level up due to gift giving is activated in such a state, the odds may be increased by doubling or tripling the new base odds or the like.

[0135] In the above-described embodiment, for a competition (battle) in which none of the users (streamers, viewers) predicted correctly, a function may be introduced in which the points bet are accumulated, and then a user who predicts correctly in a subsequent competition can take all of the accumulated points. Such an all-taking function may be provided during the above-described chance time.

[0136] The operation flows and operation examples in the above-described embodiments do not necessarily have to be executed in chronological order along the order described in the flowchart or sequence diagram. For example, the steps in the operation may be executed in an order different from the order described as the flowchart or sequence diagram, or may be executed in parallel. Also, some of the steps in the operation may be deleted, and additional steps may be added to the process. Further, the operation flows and operation examples in the above-described embodiments may be implemented separately and independently, or may be implemented by combining two or more operation flows and operation examples. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow.

[0137] A program may be provided that causes a computer to execute the operations according to the above-described embodiments. The program may be recorded on a computer-readable medium. By using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transitory storage medium. The non-transitory storage medium is not particularly limited, but may be, for example, a storage medium such as a CD-ROM or a DVD-ROM.

[0138] As used in this disclosure, the descriptions "based on" and "responsive to" do not mean "only based on" or "only responsive to" unless otherwise specified. The description "based on" means both "only based on" and "at least partially based on". Similarly, the description "responsive to" means both "only responsive to" and "at least partially responsive to". Also, the terms "include", "comprise", and their variants do not mean to include only the listed items, but may include only the listed items or may further include additional items in addition to the listed items. Further, the term "or" used in this disclosure is not intended to be an exclusive disjunction. In this disclosure, for example, when articles are added by translation, such as a, an, and the in English, these articles are assumed to include a plurality if not otherwise indicated by the context.

[0139] As described above in detail with reference to the drawings, the specific configuration is not limited to the above, and various design changes and the like can be made without departing from the gist.

Explanation of Reference Numerals

[0140] 1: Game live distribution system 10: Communication network 100: Distribution server 110: Communication unit 120: Storage unit 121: User information database 122: Game information database 123: Gift information database 124: Prediction result database 130: Processing unit 131: Game providing unit 132: Distribution unit 133: Group processing unit 133a: Comment processing unit 133b: Gift processing unit 134: Game control unit 135: Display control unit 200: Terminal

Claims

1. A game live distribution system for performing game live distribution among a plurality of users including a distributor and viewers, comprising an information processing device that communicates with each terminal of the plurality of users and provides an online game, wherein the information processing device performs a process of providing a live distribution in which the information processing device acquires a live video of the online game played by the distributor using the distributor's terminal from the distributor's terminal and distributes the acquired live video to the viewers' terminals; a process of receiving, via the user's terminal, a vote in which the user predicts the result of a competition conducted between virtual competitors different from the distributor in the game space of the online game and the user designates a quantity of value; a process of awarding a dividend to the user based on a dividend rate determined according to the parameters of the virtual competitor and the quantity of value the user invested in the vote when it is determined that the vote satisfies a hit condition indicating that the prediction was correct; a process of receiving, during the live distribution, a request from a viewer to give a support gift to the distributor via the viewer's terminal; and a process of increasing the dividend rate in response to the support gift being given according to the request for giving. A game live distribution system.

2. The support gift is a dedicated gift exclusively used for the online game. The game live distribution system according to Claim 1.

3. When the support gift is given, the information processing device performs a process of awarding value available for the vote to the distributor and also awarding value available for the vote to the viewer. The game live distribution system according to Claim 2.

4. In response to the support gift being given, the information processing device performs a process of increasing the dividend rate in one competition after the support gift is given. The game live distribution system according to Claim 1.

5. In response to the support gift being given, the information processing device performs a process of increasing the dividend rate for all virtual competitors participating in the competition. The game live distribution system according to any one of Claims 1 to 4.

6. When the support gift is given, the information processing device performs a process of probabilistically determining the presence or absence of an increase in the dividend rate and / or the degree of increase in the dividend rate. The game live distribution system according to claim 5.

7. When the support gift is a paid gift, the information processing device performs a process of setting a probability such that the dividend rate is more likely to increase and / or the degree of increase in the dividend rate becomes larger than when the support gift is a free gift. The game live distribution system according to claim 6.

8. When the point value accumulated in response to the gift of the support gift to the distributor satisfies a threshold condition, the information processing device performs a process of increasing the dividend rate for all the virtual competitors. The game live distribution system according to claim 5.

9. When the point value satisfies the threshold condition, the information processing device performs a process of determining the degree of increase in the dividend rate by lottery from among a plurality of predetermined degrees of increase. The game live distribution system according to claim 8.

10. When the point value accumulated in response to the gift of the support gift to the distributor and the shooting situation of the distributor and the viewers satisfies the threshold condition, the information processing device performs a process of increasing the dividend rate for all the virtual competitors. The game live distribution system according to claim 8.

11. When the support gift is given, the information processing device performs a process of probabilistically determining the presence or absence of an increase in the point value and / or the degree of increase in the point value. The game live distribution system according to claim 8.

12. When the support gift is a paid gift, the information processing device performs a process of setting a probability such that the point value is more likely to increase and / or the degree of increase in the point value becomes larger than when the support gift is a free gift. The game live distribution system according to claim 11.

13. The information processing device When the point value satisfies the threshold condition only once, the information processing device performs a process of increasing the dividend rate in the competition in which the point value satisfies the threshold condition once, and When the point value satisfies the threshold condition continuously N (N is an integer of 2 or more) times, the information processing device performs a process of continuously increasing the dividend rate in each of the N competitions after the point value satisfies the threshold condition. The game live distribution system according to claim 8.

14. When the information processing device increases the dividend rate in response to the gift of the support gift after the point value satisfies the threshold condition, it combines the increase in the dividend rate due to the point value satisfying the threshold condition and the increase in the dividend rate due to the gift of the support gift to further increase the dividend rate. The game live distribution system according to claim 8.

15. The information processing device For each viewer, a process of managing a level that increases in response to the gift of a support gift to the distributor, A process of receiving from the distributor an operation of specifying a level condition of a viewer who can vote during the increase in the dividend rate via the terminal of the distributor, During the increase in the dividend rate, a process of enabling only viewers who meet the level condition to vote. The game live distribution system according to claim 8.

16. The information processing device A process of setting an upper limit on the number of users who can participate in one vote, During the increase in the dividend rate, a process of preferentially allowing the top predetermined number of users with a large acquisition amount of the point value during the live distribution to participate in the vote. The game live distribution system according to claim 8.

17. The information processing device performs a process of giving an item associated with a specific virtual competitor to a specific user who satisfies a predetermined condition in the online game, The item is during the live distribution Even if the support gift is not given, the dividend rate is constantly increased only for the specific virtual competitor and only for the specific user, or Even if the support gift is not given, the dividend rate of each user is probabilistically increased only for the specific virtual competitor. The game live distribution system according to claim 1.

18. The online game can be played by a user alone, The information processing device performs a process of setting a higher dividend rate applicable during the live distribution than the dividend rate setting when the user plays the online game alone. The game live distribution system according to claim 1.

19. A computer for communicating with the terminals of a plurality of users including the distributor and viewers and providing an online game A process of providing a live distribution that acquires a live video of the online game played by the distributor using the distributor's terminal and distributes the acquired live video to the viewer's terminal; A process of receiving, via the user's terminal, a vote in which the user predicts the result of a competition conducted among virtual competitors different from the distributor in the game space of the online game and the user designates a quantity of value; A process of awarding the user a dividend based on a dividend rate determined according to the parameters of the virtual competitor and the quantity of value the user invested in the vote when it is determined that the vote satisfies a hit condition indicating that the prediction was correct; A process of receiving, during the live distribution, a desire from the viewer to give a support gift to the distributor via the viewer's terminal; A process of increasing the dividend rate in response to the support gift being given according to the desire to give; and A program for executing the above.

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