Program, System
The system addresses viewer disengagement by enabling multiple prediction games with conditions for re-provision, maintaining interest through additional prediction chances and rewards.
Patent Information
- Application Number
- JP2021143330
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-02
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2041-09-02
AI Technical Summary
Conventional game systems provide viewers with only one chance to predict the outcome of a game, leading to loss of interest if the outcome differs from their prediction during the game.
A system that allows viewers to participate in multiple prediction games with conditions for re-provision, enabling sustained engagement by providing additional chances to make predictions.
Maintains viewer interest by allowing multiple prediction opportunities, enhancing engagement and rewarding correct predictions.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, and System in the Regarding. [Background technology]
[0002] Patent Document 1 discloses a game system configured to allow viewers to watch videos of competitive games. In this game system, viewers can participate in a prediction game in which they predict the outcome of the game. After predicting the outcome of the game, viewers can watch the video of the game. If their prediction is correct, viewers can win a reward. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-141163 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional game systems, viewers are only given one chance to predict the outcome of the game, which can lead to viewers losing interest in watching the game if it becomes clear that the outcome will be different from their prediction, even during the game. [Means for solving the problem]
[0005] A program according to an aspect of the present disclosure includes a program for causing a computer to transmit distribution information to viewing terminals corresponding to a plurality of viewers, operate on an object placed in the virtual space Prescribed games to Play perform a viewing control means for controlling the video so that the video can be viewed using the viewing terminal; and a control means for controlling the video so that the video can be viewed using the viewing terminal when a first condition is satisfied. withinA first game that asks whether a first event occurs is provided to one or more viewers among the plurality of viewers by a first providing means that functions as follows. When a second condition is satisfied, the first game is provided to the one or more viewers who have provided the first game when the first condition is satisfied. The first providing means functions to re-provide the first game to one or more first viewers who satisfy a predetermined condition. in the predetermined game in the predetermined game in the predetermined game
Advantages of the Invention
[0006] According to the present disclosure, the desire to watch the game can be sustained.
Brief Description of the Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] The game system according to the present disclosure will be described with reference to the drawings. [Overview of the Game System] As shown in FIG. 1, the game system 10 includes a network 90, a plurality of terminals 100, and one or more servers 200. The game system 10 is provided as a home system or as a business system. The plurality of terminals 100 are configured to communicate with the server 200 via the network 90. As an example, the game system 10 provides a multiplayer game. In the following description, when simply referred to as "game", it means the game provided by the game system 10. The plurality of terminals 100 are an example of a computer. The one or more servers 200 are an example of a computer.
[0009] [Network] As an example, the network 90 is composed of the Internet and a mobile communication system including a radio base station. As an example, the mobile communication system can be realized as a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet by an access point.
[0010] [Hardware Configuration of the Terminal] A plurality of terminals 100 can be used as game terminals for playing games. The terminal 100 used as a game terminal provides a user with a game function for playing a game provided by the game system 10. Some terminals 100 can be used as general terminals 100A. The general terminal 100A can be used as a game terminal. The general terminal 100A is used by general users other than distribution users and viewing users.
[0011] Some terminals 100 can be used as distribution terminals 100B. The distribution terminal 100B provides a user with a distribution function for distributing viewing content. The viewing content includes a video corresponding to the game play by the distribution user. The distribution terminal 100B is used by the distribution user who is the distributor. The distribution user is a player of the game. That is, the distribution terminal 100B is also a game terminal. Some terminals 100 can be used as viewing terminals 100C. The viewing terminal 100C provides a user with a viewing function for viewing the viewing content distributed by the distribution user. The viewing terminal 100C is used by the viewing user who is the viewer. When based on one viewing user, the user who distributes the viewing content being viewed by the viewing user is the distribution user being viewed.
[0012] As an example, the terminal 100 is a smartphone. The terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. The terminal 100 may also be a fixed terminal device such as a personal computer (PC) or a workstation. For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may further include a communication interface (IF) 140 and an input / output IF 150. The terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164. Each of the plurality of components included in the terminal 100 is connected to a communication bus 180.
[0013] The processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130 in response to a signal given to the terminal 100 or in response to a predetermined condition being satisfied. For example, the processor 110 is implemented as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other arithmetic device.
[0014] The memory 120 temporarily stores programs and data. As an example, the program is read from the storage 130. The data may include data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 is implemented as a RAM (Random Access Memory) or other volatile memory.
[0015] Storage 130 permanently stores programs and data. For example, Storage 130 is implemented as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. Storage 130 may be implemented as a removable storage device, such as a memory card.
[0016] The programs stored in Storage 130 include game programs, distribution programs, viewing programs, and communication programs. The game program realizes a game function that provides a game space, which is one of the virtual spaces, and game play in the game space. As an example, game play includes operating an object placed in the game space. As an example, the object operated using Terminal 100 is a character corresponding to the user who uses Terminal 100. This character is the avatar of the user who uses Terminal 100.
[0017] The distribution program realizes a distribution function that distributes viewing content including a video (hereinafter referred to as a play video) according to the play status of the game in the game space. While realizing this distribution function, Terminal 100 becomes the distribution terminal 100B. The viewing program realizes a viewing function that provides a viewing space, which is one of the virtual spaces, and viewing of viewing content using the viewing space. While realizing this viewing function, Terminal 100 becomes the viewing terminal 100C. As an example, viewing of the viewing content includes viewing the play video. The communication program realizes a function of communicating with other computers (for example, Server 200). The programs stored in Storage 130 may include an operating system, a simulation program, a user authentication program, and other programs.
[0018] For example, the data stored in the storage 130 includes the definition data of the virtual space and the object data that defines various objects arranged in the virtual space. In terminals 100A to 100C, the virtual space uses the same object data to arrange one or more objects. That is, terminals 100A to 100C can share some or all of the events in the virtual space. The virtual space is not limited to a space represented in three dimensions. For example, the virtual space may be a space represented in two dimensions, or a space represented by a still image. For example, the virtual space may be a space represented by input data such as sound, voice, or character data.
[0019] The communication IF 140 is connected to the network 90. The communication IF 140 communicates with other computers (for example, the server 200) connected to the network 90. For example, the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF. For example, the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF. The communication IF 140 is not limited to the above.
[0020] The input / output IF 150 communicates with an external input / output device 190. For example, the input / output IF 150 is realized as a USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (registered trademark) (High-Definition Multimedia Interface), or other wired communication IF. For example, the input / output IF 150 is realized as Bluetooth (registered trademark) or other wireless communication IF.
[0021] As an example, the input / output device 190 is a controller. For example, the input / output IF 150 transmits the instructions output from the processor 110 to the controller. These instructions direct the controller to vibrate, output sound, or emit light. When the controller receives the instructions, it executes vibration, sound output, or light emission according to these instructions. The controller has one or more operating parts. For example, the one or more operating parts may include buttons, keys, switches, handles, bars, touch pads, or sticks. The controller transmits an output value based on the user's operation on the operating part to the terminal 100. As an example, the controller may be provided with a motion sensor such as an acceleration sensor or an angular velocity sensor. The controller may be configured to transmit the output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0022] The input / output device 190 is not limited to the above. For example, the input / output device 190 may be a camera. The camera may be configured to transmit a captured image of the user to the terminal 100. For example, the input / output device 190 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on the detection of the user's hand or a marker or the like to the terminal 100.
[0023] The microphone 160 converts the user's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 162 converts the audio signal into sound and outputs it to the user. Each terminal 100 may be provided with earphones or an earphone jack to which earphones can be connected in addition to or instead of the speaker 162.
[0024] The touch screen 164 may include a monitor 166 and a touch sensor 167. The monitor 166 is realized as a transmissive or non - transmissive display device. For example, the monitor 166 is realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or other display devices. The monitor 166 displays various images. The images displayed on the monitor 166 include various objects such as a background, the user's avatar, other characters, obstacles, windows, buttons, menus, lists, and icons. The monitor 166 is not limited to the above - mentioned ones. For example, the monitor 166 may be a 3D monitor including a sub - monitor for displaying an image for the left eye and a sub - monitor for displaying an image for the right eye.
[0025] The touch sensor 167 transmits an output value based on the user's operation on the monitor 166 to the processor 110. As an example, the touch sensor 167 is realized as a capacitive touch sensor, a resistive film touch sensor (pressure - sensitive touch sensor), an ultrasonic touch sensor, or other touch sensors. As an example, the input surface of the touch sensor 167 is part or all of the display surface of the monitor 166. The touch sensor 167 can be used as an operation unit configured to receive the user's input operation. For example, when the operation unit is the touch sensor 167, the processor 110 receives the user's physical contact operation on the input surface of the touch sensor 167 as the user's input operation. For example, the user's input operation on the touch sensor 167 may include touch operations, slide operations, swipe operations, tap operations, drag operations, and operations in other modes.
[0026] The operation unit is not limited to the above-described configuration. For example, when the operation unit is the communication IF 140, the processor 110 receives, as a user input operation, a signal transmitted from an operating device (not shown) connected via the network 90. For example, when the operation unit is the input / output IF 150, the processor 110 receives, as a user input operation, a signal transmitted from the external input / output device 190. For example, when the input / output device 190 is a camera and a distance measuring sensor, when a user's hand is detected from the received captured image, the processor 110 receives, as a user input operation, a gesture (a series of movements of the user's hand) detected based on the captured image and the output value. For example, when the input / output device 190 is a controller, the processor 110 receives, as a user input operation, an output value transmitted from the controller.
[0027] [Hardware Configuration of Server] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250. Each of the plurality of components included in the server 200 is connected to the communication bus 280.
[0028] The processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230 in response to a signal given to the server 200 or in response to a predetermined condition being satisfied. For example, the processor 210 is realized as a CPU, a GPU, an MPU, an FPGA, or other arithmetic device.
[0029] The memory 220 temporarily stores programs and data. As an example, the program is read from the storage 230. The data may include data transmitted to the server 200 and data generated by the processor 210. For example, the memory 220 is realized as a RAM or other volatile memory.
[0030] Storage 230 permanently stores programs and data. For example, Storage 230 is implemented as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. Storage 230 may be implemented as a removable storage device such as a memory card. Server 200 may use programs stored in an external storage device instead of Storage 230. For example, in a scenario where multiple game systems 10 are used, such as in an amusement facility, programs and data can be updated collectively.
[0031] The programs stored in Storage 230 include game programs, distribution programs, and communication programs. The game program realizes the function of providing a game space in game system 10 and providing a game play in which the game space is shared by multiple users. The distribution program realizes the function of providing a viewing space in game system 10 and enabling multiple viewing users to view events in the game space using the viewing space. That is, the distribution program realizes the function of distributing viewing content including the play video of the distribution user to viewing terminal 100C. The communication program realizes the function of communicating with other computers (for example, terminals 100A to 100C). The programs stored in Storage 230 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in Storage 130 may include data defining a virtual space and object data defining various objects arranged in the virtual space.
[0032] Communication IF 240 is connected to network 90. Communication IF 240 communicates with other computers (for example, terminals 100A to 100C) connected to network 90. For example, Communication IF 240 is implemented as a LAN or other wired communication IF. For example, Communication IF 240 is implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication IF. Communication IF 240 is not limited to the above.
[0033] The input / output IF 250 communicates with external input / output devices. For example, the input / output IF 250 is implemented as a USB, DVI, HDMI, or other wired communication IF. For example, the input / output IF 250 is implemented as Bluetooth (registered trademark), or other wireless communication IF.
[0034] The server 200 is not limited to the above-described configuration. For example, the server 200 may include a game server 200A for providing games in a game space, and a distribution server 200B for distributing viewing content. The game program is stored in the storage 230 of the game server 200A. The game program is executed by the processor 210 of the game server 200A. The distribution program is stored in the storage 230 of the distribution server 200B. The distribution program is executed by the processor 210 of the distribution server 200B. The game server 200A transmits and receives various information and various requests to and from the distribution server 200B via the communication IF 240. The game server 200A transmits and receives various information and various requests to and from the terminals 100A and 100B via the communication IF 240. The distribution server 200B transmits and receives various information and various requests to and from the viewing terminal 100C via the communication IF 240.
[0035] [Module Configuration of Terminal] As shown in FIG. 2, the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input / output module 107. The control module 101 includes a game module 101A, a distribution module 101B, and a viewing module 101C.
[0036] The game module 101A, the distribution module 101B, the viewing module 101C, and the rendering module 104 are realized by the processor 110. The memory module 105 is realized by the memory 120 and the storage 130. The communication module 106 is realized by the communication IF 140. The input / output module 107 is realized by the processor 110, the touch sensor 167, and the input / output IF 150.
[0037] The input / output module 107 detects and accepts a user's input operation on the touch sensor 167 and a user's input operation on an external operating device via the input / output IF 150. As an example, when the input / output module 107 accepts a user's input operation on the touch sensor 167, it identifies the type of the input operation by detecting the coordinates of the input position. For example, the types of input operations that the input / output module 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other forms. When the continuously detected input operation is interrupted, the input / output module 107 detects that the contact input has been released from the touch sensor 167.
[0038] The communication module 106 receives various information and various requests from one or more servers 200. As an example, the information received by the communication module 106 from the server 200 may include progress information, distribution information, and user information. As an example, the progress information indicates the progress of the game in the game space. As an example, the progress information may include type information of one or more avatars arranged in the game space, coordinate information of the avatars, action information of the avatars, and other information. An avatar is an object that the user operates in the game space. An avatar is a character that serves as the user's alter ego. As an example, the coordinate information of the avatar indicates the position in the game space. As an example, the action information indicates the action content of the avatar. As an example, the actions of the avatar may include the avatar's posture, use of items, use of skills, attacks, defenses, evasions, or jumps, etc. The progress information may include setting information regarding the settings of the avatar. As an example, the settings of the avatar can be changed by the user in the game space or at a stage prior to moving into the game space. As an example, the settings of the avatar may include the type of the avatar, the equipment of the avatar, or the appearance of the avatar, etc.
[0039] As an example, the distribution information includes information for reproducing an event in the game space in the viewing space. As an example, the distribution information includes some or all of the information included in the progress information. As an example, the distribution information may include, as information for reproducing the progress of the game in the game space in the viewing space, type information of one or more avatars arranged in the game space, coordinate information of the avatars, action information of the avatars, and other information. The distribution information may also include setting information regarding the settings of the avatar. As an example, the user information may include the user name, account ID, gender, age, and address, etc.
[0040] The game module 101A performs processes for advancing the game. The game module 101A reads the definition data of the game space from the memory module 105. The game module 101A defines the game space according to the read definition data. The game module 101A reads the object data from the memory module 105. The game module 101A arranges objects in the game space according to the read object data. The game module 101A identifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of the input operation, and the progress information of the game (the progress status of the game).
[0041] The progress information of the game may include the type information, coordinate information, and action information of one's own avatar in the game space. The progress information of the game may include the type information, coordinate information, and action information of other users' avatars in the game space. The progress information of the game may include the setting information of one's own avatar. The progress information of the game may include the setting information of other users' avatars.
[0042] The game module 101A makes various determinations regarding the progress of the game. The game module 101A conducts various lotteries regarding the progress of the game. The game module 101A generates various requests and play information according to the user's instruction, various determination results, and various lottery results. The various requests and play information generated by the game module 101A are transmitted to the server 200 by the communication module 106.
[0043] The distribution module 101B performs processes for distributing viewing content (play video). The distribution module 101B identifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of input operation, and the progress status (progress information) of the game. The distribution module 101B can generate a request to start or end the distribution of the viewing content according to the instruction content of the user. The distribution module 101B can generate a request to change the distribution content of the viewing content according to the user's instruction. Various requests generated by the distribution module 101B are sent to the server 200 by the communication module 106.
[0044] The viewing module 101C performs processes for viewing the viewing content (play video) distributed by the distributing user. The viewing module 101C reads the definition data of the viewing space from the memory module 105. The viewing module 101C defines the viewing space according to the read definition data. The viewing module 101C reads the object data from the memory module 105. The viewing module 101C arranges the object in the viewing space according to the read object data. As an example, the definition data and the object data have the same content in the game space and the viewing space. The game space and the viewing space may be configured to be used as one virtual space.
[0045] The viewing module 101C identifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of input operation, and the distribution information (progress status of the game). The viewing module 101C generates a request to start or end the viewing of the viewing content according to the user's instruction. The viewing module 101C generates a request to change the distribution content of the viewing content according to the user's instruction. Various requests generated by the viewing module 101C are sent to the server 200 by the communication module 106.
[0046] The rendering module 104 creates a predetermined screen image. The rendering module 104 creates a predetermined screen image according to the progress information, distribution information, and various requests received by the communication module 106. The rendering module 104 creates a predetermined screen image according to the play information generated by the game module 101A and various requests. The rendering module 104 creates a predetermined screen image according to the information generated by the viewing module 101C and various requests.
[0047] The rendering module 104 displays the created screen image on the monitor 166. The rendering module 104 may be configured to display the screen image on an external display device via the input / output IF 150. The rendering module 104 may be configured to display the screen image on an external display device via the communication IF 140. The screen image is an image that controls and draws 2D or 3D objects. As described above, the objects drawn as the screen image may include an avatar (character), background, obstacles, and the like.
[0048] The rendering module 104 may control and draw 2D or 3D game objects (UI objects) for constructing a UI (User Interface). The rendering module 104 creates a screen image including UI objects necessary for user input operations such as icons, buttons, lists, panels, windows, and menus. The UI objects assist user input operations necessary for advancing the game. Also, the UI objects assist user input operations necessary for obtaining information generated during the progress of the game from the terminal 100. All the various UI objects shown in the present disclosure are merely examples and are not limited to those aspects.
[0049] The various processes in the terminal 100 are realized by hardware and software executed by the processor 110. Such software may be pre-stored in a memory module 105 such as a hard disk. The software may be stored in a non-volatile data recording medium readable by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a program product that can be downloaded by a data provider body connected to a network such as the Internet. Such software is read from the data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as the server 200 via the communication module 106, and then temporarily stored in the memory module. The software is read out from the memory module by the processor 110 and stored in a RAM or the like in an executable program format. The processor 110 executes the program.
[0050] [Server Module Configuration] As shown in FIG. 3, the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input / output module 207. The control module 201 includes a game module 201A and a distribution module 201B. The game module 201A and the distribution module 201B are realized by the processor 210. The memory module 205 is realized by a memory 220 and a storage 230. The communication module 206 is realized by a communication IF 240. The input / output module 207 is realized by the processor 210 and an input / output IF 250.
[0051] The communication module 206 receives various information and various requests from each terminal 100. As an example, the information received by the communication module 206 from each terminal 100 may include play information and user information. The communication module 206 transmits various information or various requests to each terminal 100. As an example, the information transmitted by the communication module 206 to each terminal 100 may include progress information, distribution information, and user information. The input / output module 107 detects and accepts a user's input operation on an external operation device via the input / output IF 250.
[0052] The game module 201A performs processing to provide an environment in which one game space is directly or indirectly shared by a plurality of users. The game module 201A reads definition data of the game space from the memory module 205. The game module 201A defines the game space according to the read definition data. The game module 201A reads object data from the memory module 205. The game module 201A arranges various objects in the game space according to the read object data.
[0053] The game module 201A arranges or moves an avatar corresponding to each of the plurality of users in the game space according to the coordinate information included in the play information received by the communication module 206 from the plurality of terminals 100. The game module 201A determines the interaction between the avatars according to the action information and the avatar setting information included in the play information received by the communication module 206 from the plurality of terminals 100. The interaction is the influence received by another avatar when one avatar performs an action. The game module 201A generates progress information according to the results of these processes. The communication module 206 transmits the progress information to one or more terminals 100. The game module 201A transmits the generated progress information to the distribution module 201B.
[0054] The distribution module 201B performs processes for providing an environment in which a plurality of users can view the state of gameplay in the game space. The distribution module 201B reads the definition data of the viewing space from the memory module 205. The distribution module 201B defines the viewing space according to the read definition data. As an example, the distribution module 201B reads object data from the memory module 205. As an example, the distribution module 201B arranges various objects in the viewing space according to the read object data.
[0055] The distribution module 201B generates distribution information according to the progress information generated by the game module 201A. The communication module 206 transmits the distribution information to one or more terminals 100. As an example, the distribution information may include the same information as part or all of the progress information. As an example, the distribution information may be the progress information itself. The distribution module 201B transmits various requests to the game module 201A according to various requests received by the communication module 206 from the viewing terminal 100C. The distribution module 201B transmits various information to the game module 201A according to various information received by the communication module 206 from the terminal 100.
[0056] The server 200 is not limited to the above-described module configuration. For example, the game module 201A may be provided in the game server 200A. For example, the distribution module 201B may be provided in the distribution server 200B. The game module 201A transmits and receives various information or various requests to and from the distribution module 201B via the communication module 206.
[0057] The processing in server 200 is realized by hardware and software executed by processor 210. Such software may be pre-stored in memory module 205 such as a hard disk. The software may be stored in a non-volatile data recording medium readable by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a program product downloadable by a data provider connected to a network such as the Internet. Such software is read from the data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as an external storage device via communication module 206, and then temporarily stored in the memory module. The software is read from the memory module by processor 210 and stored in a memory such as RAM in a form of an executable program. Processor 210 executes the program.
[0058] [Overview of the Game] As an example, the game according to the present disclosure includes a plurality of parts with different natures. As an example, the plurality of parts include a first part and a second part. In the first part, the general user and the distribution user can prepare for the second part. In the first part, the viewing user can view the viewing content distributed by the distribution user. The viewing content may include a play video of the game in at least the second part among the first part and the second part.
[0059] As an example, the second part is a part where a plurality of camps determine victory or defeat based on some criteria. The plurality of camps may each include a plurality of users. What the plurality of users belong to is not limited to a camp, and may be a party, a group, a team, or a group, etc. As an example, the second part may be a part where a plurality of parties determine victory or defeat based on some criteria. As an example, the second part may be a part where a plurality of users determine victory or defeat based on some criteria.
[0060] In the second part, ordinary users and distribution users can participate in the main game in the game space. The main game includes moving an avatar. When a viewing user is watching a play video of the main game, the viewing user can participate in a sub-game different from the main game. The sub-game for the viewing user does not include moving an avatar. An event in the game space can be reproduced in real time in the viewing space. That is, the sub-game for the viewing user is executed in parallel with the main game.
[0061] As an example, the plurality of camps include a first camp and a second camp. Each camp belongs to one or both of one or more ordinary users participating in the main game and one or more distribution users participating in the main game. Belonging to the first camp is an example of being the first attribute. Belonging to the second camp is an example of being the second attribute. Not limited to this, the attribute may be whether a friend registration has been made, whether guilds to which a plurality of users can belong are the same, or whether unions to which a plurality of parties can belong are the same.
[0062] As an example, the second part of the game has the following specifications. An example of the main game will be described. The main game is a battle-type game in which a plurality of camps compete for victory or defeat. The main game is a battle game in which one's own avatar battles with the avatars of enemy users. One or both of ordinary users and distribution users form one party and participate in the battle game. That is, each of the plurality of camps includes one or more parties participating in the battle game. The plurality of camps may each include a plurality of parties.
[0063] In the main game, the maximum number of users who can belong to one party is determined. As an example, the maximum number of users who can belong to one party is six. The maximum number of users who can belong to one party may be two to five, or may be seven or more. As an example, in the main game, a party can also belong to a small group formed in another part or a small group composed of those who have a relationship such as friends. It may be configured as a party with a maximum of six people by combining a certain two-person group, a three-person group, and an individual user, or it may be configured as a party by having six individual users belong to it.
[0064] In the main game in the second part, the criterion for determining victory or defeat is that one camp satisfies the predetermined victory conditions earlier than the opposing enemy camp. The victory conditions include, in the main game, that the states of all avatars of the enemy camp are changed from the first state to the second state in the main game. The state of the avatar is changed from the first state to the second state when the predetermined change conditions are met. As an example, the change condition is that the hit points of the avatar become zero. In this case, the first state is the survival state. The second state is the dead state. That is, the victory condition is to annihilate all the avatars of the enemy camp. In the battle game, each user can move their own avatar or attack the avatars of the enemy camp. The hit points of one's own avatar decrease when attacked by the avatars of the enemy camp. The hit points of the avatars of the enemy camp decrease when attacked by the avatars of the friendly camp.
[0065] The main game in the second part ends when the predetermined time limit has elapsed even if not all the avatars of the enemy camp have been annihilated. The victory conditions include that at the time when the time limit of the second part has elapsed, one camp has obtained more scores than the enemy camp. The score can be obtained by collecting special objects placed in the game space in the main game.
[0066] The main game in the second part is not limited to the specifications described above. For example, the main game may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the main game may be a race such as a car race, a yacht race, a ski race, or a flight race.
[0067] An example of a sub-game for viewing users will be described. The sub-game for viewing users is a game in which the viewing user predicts whether or not a specific event will occur in the main game. The sub-game for viewing users is a game in which the viewing user guesses whether or not a specific event will occur in the main game. The sub-game for viewing users can also be said to be a game in which the viewing user guesses an event that occurs in the main game. Hereinafter, the sub-game for viewing users will be referred to as a "prediction game". In the following description, in the prediction game, a specific event that the viewer tries to guess whether or not it will occur is referred to as a "target event". The result of the prediction game includes "a hit" where the prediction of the viewing user is correct and "a miss" where the prediction of the viewing user is incorrect. As an example, the prediction game can be provided to all viewing users who are watching the play video of the main game. Not limited to this, the prediction game may be provided to some viewing users selected by lottery among one or more viewing users who are watching the play video of the main game.
[0068] As timings when the prediction game can be executed in the main game, a first timing and a second timing are set. The first timing and the second timing can also be said to be the timings when the viewing user makes a prediction in the prediction game. Also, the prediction game includes a first prediction game and a second prediction game. The target event in the second prediction game is partially or entirely different from the target event in the first prediction game.
[0069] The first prediction game can be provided to the viewing user when the first condition is satisfied at the first timing. As an example, the first condition may be satisfied when the first timing in the main game arrives. The first condition may include something different from the arrival of the first timing. In the following description, the first prediction game that can be provided at the first timing is referred to as the "first first prediction game".
[0070] The first prediction game can be re-provided to the viewing user when the second condition is not satisfied at the second timing. In the following description, the first prediction game that can be re-provided at the second timing is referred to as the "second first prediction game". The second prediction game can be provided to the viewing user when the second condition is satisfied at the second timing. As an example, the second condition includes the arrival of the second timing in the main game. As an example, the second condition includes that the prediction in the first first prediction game has a possibility of being a "win". That is, the second condition includes that it is not determined that the prediction in the first first prediction game is a "loss".
[0071] Here, the result of the prediction game may be known before the end of the main game or at the end of the main game. That is, whether the prediction by the viewing user is a win or a loss may be determined before the end of the main game or not determined before the end of the main game. For example, at the second timing, the result of the first first prediction game may be determined to be a loss or not determined to be a loss. That is, at the second timing, the result of the first first prediction game may be determined not to be a win or there may be a possibility of being a win.
[0072] The result of the prediction game does not affect the result of the main game. In the prediction game, rewards may be given according to whether the prediction made by the viewing user is correct or not. As an example, the reward is the reward point P that can be consumed in the first part or the second part. The user may be able to obtain items, weapons, armors, currencies, titles, or characters by consuming the reward point P. Not limited to this, the reward may be an item, weapon, armor, currency, title, or the character itself that can be used in the game.
[0073] As an example, the first part of the game has the following specifications. In the first part, general users and distribution users prepare for the battle game included in the second part. The preparation for the battle game includes selecting a character to be used in the battle game as one's own avatar from among the characters possessed by the user. The preparation for the battle game includes equipping the avatar, the skills of the avatar, and the addition, exchange, and deletion of the items possessed by the avatar. The preparation for the battle game may include changing the appearance of the avatar. For example, the appearance of the avatar includes race, gender, body shape, hairstyle, or expression. The preparation for the battle game is to change the settings of the avatar.
[0074] [Overview of Screen Transition on the Terminal] As shown in FIG. 4, as an example, the display screen on each terminal 100 may include a first home screen 40A, a second home screen 40B, a matching screen 45, a first battle screen 50A, and a second battle screen 50B. As an example, the display screen on each terminal 100 may include a first result screen 55, a second result screen 60, a list screen 65, and a viewing screen 70. Here, the overview of the screen transition will be described. A specific example of each display screen will be described later.
[0075] The first home screen 40A is displayed when the game is in the first part and the terminal 100 is in the initial state. The initial state is a state that is neither the distribution state nor the viewing state. When in the initial state, the terminal 100 becomes the general terminal 100A. When in the distribution state, the terminal 100 becomes the distribution terminal 100B. When in the viewing state, the terminal 100 becomes the viewing terminal 100C. The second home screen 40B is displayed when the game is in the first part and the terminal 100 is in the distribution state.
[0076] The matching screen 45 is displayed when the game transitions from the first part to the battle game in the second part. The first battle screen 50A is displayed when the game is the battle game in the second part and the terminal 100 is in the initial state. The second battle screen 50B is displayed when the game is the battle game in the second part and the terminal 100 is in the distribution state. The first result screen 55 is displayed when the game transitions from the battle game in the second part to the first part. Note that on the first result screen 55, when an operation is performed to instruct to continue executing the battle game in the second part, the matching screen 45 may be displayed without going through the home screens 40A and 40B.
[0077] The list screen 65 is displayed when the screen transitions from the first home screen 40A to the viewing screen 70. The list screen 65 includes a list of one or more viewing contents that can be viewed at that time. The user can view the selected viewing content from the list.
[0078] The viewing screen 70 is displayed when the game is in the first part and the terminal 100 is in the viewing state. The viewing content that can be viewed on the viewing screen 70 is the viewing content selected by the user on the list screen 65. The viewing content that can be viewed on the viewing screen 70 may include a play video according to the game situation in the distribution terminal 100B that distributes the viewing content.
[0079] On the viewing screen 70, the viewing user can view the game play of the distribution user in the first part of the game. On the viewing screen 70, the viewing user can view the game play of the distribution user in the second part of the battle game. That is, the viewing screen 70 can view the play video of the battle game. The second result screen 60 is displayed when the game played by the distribution user transitions from the second part to the first part. After the second result screen 60 is displayed, by transitioning to the viewing screen 70, the viewing user can continue to view the game play of the distribution user in the first part.
[0080] [Flow of processing for distributing and viewing viewing content] An example of the flow of processing for distributing viewing content and the flow of processing for viewing viewing content will be described.
[0081] As shown in FIG. 5, in step S100, when the processor 110 of the distribution terminal 100B receives an operation instructing the start of distribution as the distribution module 101B, it transmits a distribution start request to the server 200.
[0082] In step S102, when the game is in the first part, the processor 110 of the distribution terminal 100B transmits play information to the server 200 as the game module 101A. The play information may include avatar type information, coordinate information, action information, setting information, and other information.
[0083] In step S104, the processor 210 of the server 200 receives the distribution start request as the distribution module 201B. In step S106, the processor 210 of the server 200 receives the play information as the game module 201A. That is, the server 200 receives the play information corresponding to the game play performed by the distribution user on the distribution terminal 100B from the distribution terminal 100B. Not limited to this, the processor 210 of the server 200 may receive the play information as the distribution module 201B.
[0084] In step S108, the processor 210 of the server 200 generates distribution information as the distribution module 201B. In step S108, the processor 210 generates distribution information based on various information including progress information. Step S108 is an example of generating distribution information according to the game play of the distributor.
[0085] In step S110, the processor 210 of the server 200 generates a distribution list as the distribution module 201B. As an example, the distribution list is a list of content for viewing that is being distributed. As an example, the distribution list may be a list of distribution users who are distributing content for viewing.
[0086] In step S114, when the processor 110 of the viewing terminal 100C receives a list display operation instructing the display of the distribution list as the viewing module 101C, it sends a distribution list request to the server 200.
[0087] In step S116, the processor 210 of the server 200 receives the distribution list request as the distribution module 201B. In step S118, the processor 210 of the server 200 sends the distribution list to the viewing terminal 100C as the distribution module 201B.
[0088] In step S120, the processor 110 of the viewing terminal 100C receives the distribution list as the viewing module 101C. In step S122, the processor 110 of the viewing terminal 100C displays the distribution list on the monitor 166 as the rendering module 104.
[0089] In step S124, when the processor 110 of the viewing terminal 100C, as the viewing module 101C, receives a distribution start operation instructing viewing content for starting viewing, it sends a viewing start request to the server 200. As an example, the viewing start request includes information indicating the viewing content for which distribution to the viewing terminal 100C is requested.
[0090] In step S126, the processor 210 of the server 200, as the distribution module 201B, receives the viewing start request. In step S128, the processor 210 of the server 200, as the distribution module 201B, sends distribution information to the viewing terminal 100C. Step S128 is an example of enabling each viewing terminal 100C used by each of a plurality of viewers to view a video including game play by sending the distribution information to each viewing terminal 100C.
[0091] In step S130, the processor 110 of the viewing terminal 100C, as the viewing module 101C, receives the distribution information. In step S132, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the viewing screen 70 on the monitor 166 according to the distribution information.
[0092] When the game in the distribution terminal 100B is the first part, the processor 110 of the viewing terminal 100C, as the viewing module 101C, displays the viewing screen 70 including the play video in the first part on the monitor 166. When the game in the distribution terminal 100B is the main game of the second part, the processor 110 of the viewing terminal 100C, as the viewing module 101C, displays the viewing screen 70 including the play video of the main game in the second part on the monitor 166. The viewing screen 70 is an example of viewing content including the play video of the game by the distributing user.
[0093] When the game on the distribution terminal 100B migrates from the second part to the first part, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the second result screen 60 on the monitor 166. That is, the distribution information may include information indicating the end of the second part. Thereafter, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the viewing screen 70 including the game play in the first part on the monitor 166.
[0094] [Flow of processing for executing a battle game] An example of the flow of processing for executing a battle game will be described. In the following description, unless otherwise specified, when referring to a general user or a distribution user, it is intended to refer to each user participating in the same battle game. Also, unless otherwise specified, when referring to a viewing user, it is intended to refer to a user viewing the viewing content distributed by the same distribution user. A viewing user may be a user participating in a prediction game.
[0095] As shown in FIG. 6, in step S200, when the game is in the first part, the processor 110 of the terminal 100, as the rendering module 104, displays the first home screen 40A or the second home screen 40B on the monitor 166. When in the initial state, the processor 110 displays the first home screen 40A on the monitor 166. When in the distribution state, the processor 110 displays the second home screen 40B on the monitor 166.
[0096] In step S202, when processor 110 of terminal 100, as game module 101A, receives a start operation instructing the start of the second part, it transmits a matching start request to server 200. As an example, processor 110 receives the start operation when a predetermined number of users belong to the party to which the user of terminal 100 belongs. In other words, processor 110 does not receive the start operation when the predetermined number of users do not belong to the party to which the user of terminal 100 belongs. The predetermined number is the maximum number of users that can belong to one party (for example, six users), but is not limited to this. As an example, the predetermined number may be one user, or may be a number less than the predetermined number. When the matching start request is transmitted, processor 110, as rendering module 104, displays matching screen 45 on monitor 166.
[0097] In step S204, processor 210 of server 200, functioning as game module 101A, receives a request to start matching. In step S206, processor 210 of server 200 performs matching processing. In the matching processing, processor 210, functioning as game module 201A, searches for a party that meets the conditions for competing against a party to which the user using terminal 100 belongs, from among one or more parties waiting for matching. The waiting for matching state is a state in which a request to start matching has been received, but the party to be the opponent has not yet been determined.
[0098] In step S208, processor 210 of server 200, as game module 201A, determines parties that meet the conditions as parties on the enemy camp, and then completes matching. That is, processor 210 determines multiple parties that will participate in one second part game. These multiple parties may include one or more friendly parties that belong to the friendly camp and one or more enemy parties that belong to the enemy camp. In the following description, multiple parties that participate in one main game will be referred to as "participating parties."
[0099] In step S210, the processor 210 of the server 200 defines a game space as the game module 201A. In step S212, the processor 210 of the server 200 places one or more objects in the game space as the game module 201A. The one or more objects include the avatars of users belonging to each of the plurality of participating parties. Users belonging to the same camp are ally users having the same attributes. Users belonging to different camps that are divided into a plurality of opposing camps are enemy users having different attributes.
[0100] In step S212, when viewed from one user, the avatar of this one user, the avatars of ally users, and the avatars of enemy users are placed in the game space. As an example, the one or more objects may include field objects that constitute the stage of a battle game. That is, the game space may include a field that allows or restricts the movement of avatars. As an example, the one or more objects may include enemy characters common to a plurality of camps. As an example, the one or more objects may include obstacles or traps that are common to a plurality of camps.
[0101] In step S214, the processor 210 of the server 200 transmits a second part start request to the terminal 100 as the game module 201A. The processor 210 transmits the second part start request to all terminals 100A, 100B used by the users belonging to the participating party.
[0102] In step S216, the processor 110 of the terminal 100 receives a second part start request as the game module 101A. In step S218, the processor 110 of the terminal 100 displays the first battle screen 50A or the second battle screen 50B on the monitor 166 as the rendering module 104. When in the initial state, the processor 110 displays the first battle screen 50A on the monitor 166. When in the distribution state, the processor 110 displays the second battle screen 50B on the monitor 166. That is, in one or more terminals 100 used for the second part of the game, the game transitions from the first part to the second part. Steps S216 and S218 are executed on the general terminal 100A or the distribution terminal 100B.
[0103] In step S220, the processor 110 of the terminal 100 performs terminal-side game processing as the game module 101A. As an example, when the processor 110 of the general terminal 100A or the distribution terminal 100B receives an operation instruction to move its own avatar, an operation instruction to attack another avatar, or an operation instruction to attack a predetermined object as the game module 101A, it transmits play information indicating the content of each operation to the server 200.
[0104] As an example, the processor 110 of the general terminal 100A or the distribution terminal 100B receives progress information from the server 200. The processor 110 of the general terminal 100A displays the first battle screen 50A on the monitor 166 according to the progress information as the rendering module 104. The processor 110 of the distribution terminal 100B displays the second battle screen 50B on the monitor 166 according to the progress information as the rendering module 104.
[0105] In step S222, the processor 210 of the server 200 performs server-side game processing as the game module 201A. In step S222, the processor 210 of the server 200 can receive play information from one or more general terminals 100A and one or more distribution terminals 100B as the game module 201A.
[0106] As an example, in step S222, the processor 210 of the server 200, as the game module 201A, manages the movement operation of the avatar in the game space according to the play information. When the avatar is in the second state, the processor 210 does not move the avatar according to the play information. When the avatar is in the first state, the processor 210 moves the avatar according to the play information. Without being limited thereto, when the avatar is in the second state, the processors 110 of the general terminal 100A and the distribution terminal 100B may be configured not to accept an operation for instructing the movement of the avatar. When the avatar is in the second state, even if the processors 110 of the general terminal 100A and the distribution terminal 100B accept an operation for instructing the movement of the avatar, they may be configured not to transmit play information for instructing the movement of the avatar.
[0107] As an example, in step S222, the processor 210 of the server 200, as the game module 201A, manages the attack operation of the avatar in the game space according to the play information. When the avatar is in the second state, the processor 210 does not cause the attack operation to be performed according to the play information. When the avatar is in the first state, the processor 210 causes the attack operation to be performed according to the play information. Without being limited thereto, when the avatar is in the second state, the processors 110 of the general terminal 100A and the distribution terminal 100B may be configured not to accept an operation for instructing an attack. When the avatar is in the second state, even if the processors 110 of the general terminal 100A and the distribution terminal 100B accept an operation for instructing an attack, they may be configured not to transmit play information for instructing an attack.
[0108] As an example, the processor 210 determines whether an attack has hit the avatar of an enemy user. When the processor 210 determines that an attack has hit the avatar of an enemy user, it decreases the hit points of that avatar. That is, the processor 210 manages the hit points corresponding to the avatar of the user, the avatars of ally users, and the avatars of enemy users, respectively, as seen by one user. An attack by an avatar may hit a field object. Also, the effect of a field object may be exerted on an avatar.
[0109] In this way, the processor 210 of the server 200, as the game module 201A, manages the movement actions and attack actions of avatars according to play information, thereby identifying the interactions between avatars. Then, the processor 210 generates progress information according to the identification result. The processor 210 transmits the generated progress information to the general terminal 100A and the distribution terminal 100B. Step S222 is an example of allowing a distributor to participate in a predetermined game. A battle game is an example of a predetermined game. Note that the processor 210 of the server 200 uses the progress information generated in step S222 to generate distribution information in step S108. The processor 210 of the server 200 may transmit the distribution information to the viewing terminal 100C in step S128 as the distribution module 201B.
[0110] In step S224, when the end condition of the second part is satisfied, the processor 210 of the server 200, as the game module 201A, sends a second part end request to all the terminals 100 used by the users participating in the game of the same second part respectively. As an example, the end condition of the second part is established when one or more camps satisfy the victory condition before the time limit of the second part elapses, or when the time limit of the second part elapses. Note that when the end condition of the second part is satisfied, the processor 210 of the server 200, as the distribution module 201B, may generate distribution information including information indicating the end of the second part in step S108. The processor 210 of the server 200, as the distribution module 201B, may send the distribution information to the viewing terminal 100C in step S128.
[0111] In step S226, the processor 110 of the terminal 100, as the game module 101A, receives the second part end request. In step S228, the processor 110 of the general terminal 100A, as the rendering module 104, ends the display of the first battle screen 50A and displays the first result screen 55 on the monitor 166. Then, the processor 110 of the general terminal 100A, as the rendering module 104, displays the first home screen 40A on the monitor 166. In step S228, the processor 110 of the distribution terminal 100B, as the rendering module 104, ends the display of the second battle screen 50B and displays the first result screen 55 on the monitor 166. Then, the processor 110 of the distribution terminal 100B, as the rendering module 104, displays the second home screen 40B on the monitor 166. That is, in the terminals 100A and 100B, the game transitions from the second part to the first part.
[0112] [Flow of processing for executing the prediction game] An example of the flow of processing for executing the prediction game will be described. It is assumed that one or more distribution users are participating in the battle game.
[0113] As shown in FIG. 7, in step S300, the processor 210 of the server 200, as the distribution module 201B, determines whether the first timing has arrived. As an example, the processor 210 measures the elapsed time since the start of the battle game. The processor 210 may determine step S300 as affirmative when the measured elapsed time reaches the first hour. However, the processor 210 may not be limited to this, and may execute the determination of step S300 according to whether the elapsed time since the start of the distribution of the play video of the battle game has reached the first hour. When the determination result of step S300 is negative, the processor 210 repeats step S300. That is, the processor 210 waits until the first timing arrives. When the determination result of step S300 is affirmative, the processor 210 proceeds to step S302.
[0114] In step S302, the processor 210 of the server 200, as the distribution module 201B, executes normal server-side processing. The normal server-side processing is processing for executing a predicted game according to the first timing. In step S302, the processor 210 transmits and receives various information and various requests to and from the viewing terminal 100C. In step S304, the processor 110 of the viewing terminal 100C, as the viewing module 101C, executes normal terminal-side processing. The normal terminal-side processing is processing for executing a predicted game according to the first timing. In step S304, the processor 110 of the viewing terminal 100C transmits and receives various information and various requests to and from the server 200. When the first condition is satisfied, processing for executing the first predicted game is executed as the normal server-side processing and the normal terminal-side processing. Step S302 is an example of providing, to one or more viewers among a plurality of viewers, a first predicted game for guessing whether a first event occurs in a predetermined game when the first condition is satisfied. As an example, the first condition is satisfied by the arrival of the first timing. The first predicted game is an example of the first game. Details of the processing for executing the first predicted game will be described later. When step S302 ends, the processor 210 proceeds to step S306.
[0115] In step S306, the processor 210 of the server 200, as the distribution module 201B, determines whether the second timing has arrived. As an example, the processor 210 may determine step S300 as affirmative when the elapsed time since the start of the battle game reaches the second hour. Not limited to this, the processor 210 may execute the determination of step S306 according to whether the elapsed time since the start of the distribution of the play video of the battle game has reached the second hour. When the determination result of step S306 is negative, the processor 210 repeats step S306. That is, the processor 210 waits until the second timing arrives. When the determination result of step S306 is affirmative, the processor 210 proceeds to step S308.
[0116] In step S308, the processor 210 of the server 200, as the distribution module 201B, determines whether a specific situation has occurred. For example, the specific situation may be that the number related to viewing (hereinafter referred to as the viewing-related number) of the content for viewing reaches a specified number. In step S308, the processor 210 determines affirmatively when the viewing-related number is equal to or greater than the specified number. When the determination result in step S308 is affirmative, the processor 210 proceeds to step S310. In step S308, the processor 210 determines negatively when the viewing-related number is less than the specified number. When the determination result in step S308 is negative, the processor 210 proceeds to step S316.
[0117] As an example, the viewing-related number may be the number of viewing users aggregated for each content for viewing. That is, whether a specific situation has occurred can be determined for each one or more viewing users who view the same content for viewing. As an example, the viewing-related number may be the number of viewing users aggregated for each battle game. That is, the viewing-related number may be the total number of the number of viewing users of the content for viewing distributed by each distribution user when a plurality of distribution users are participating in a battle game.
[0118] In step S310, the processor 210 of the server 200, as the distribution module 201B, specifies whether it is determined that the result of the first predicted game is off (incorrect).
[0119] In step S312, the processor 210 of the server 200, as the distribution module 201B, executes additional processing on the server side according to the specific result in step S310. The additional processing on the server side is processing for executing a prediction game according to the second timing. In step S312, the processor 210 transmits and receives various information and various requests to and from the viewing terminal 100C. In step S314, the processor 110 of the viewing terminal 100C, as the viewing module 101C, executes additional processing on the terminal side. The additional processing on the terminal side is processing for executing a prediction game according to the second timing. In step S314, the processor 110 of the viewing terminal 100C transmits and receives various information and various requests to and from the server 200.
[0120] As an example, when it is determined that the result of the first prediction game of the first time is incorrect, the processing for executing the first prediction game is executed as the additional processing on the server side and the additional processing on the terminal side. Step S312 is an example of re-providing the first prediction game to one or more first viewers among the viewers who have been provided with the first prediction game, and for whom it has been found that the result of the first prediction game is incorrect, when the second condition is satisfied. As an example, the second condition is satisfied by the arrival of the second timing and the occurrence of a specific situation. Also, the second condition may be satisfied in a predetermined game and may not be satisfied in a predetermined game.
[0121] As an example, when it is not confirmed that the result of the first prediction game is incorrect (when there is a possibility of winning), as additional processing on the server side and additional processing on the terminal side, processing for executing a second prediction game is executed. Details of the processing for executing the second prediction game will be described later. That is, the processor 210 executes the first prediction game or the second prediction game according to whether it is confirmed that the result of the first prediction game is incorrect (whether there is a possibility of winning). Step S312 is an example of providing a second prediction game different from the first prediction game to one or more second viewers among the one or more viewers to whom the first prediction game was provided when the second condition is satisfied and the result of the first prediction game is not known. Also, when the determination result in step S308 is affirmative, the processor 210 executes step S312. Therefore, the second prediction game and the second first prediction game can be provided to the viewing user only when a specific situation occurs. When step S312 ends, the processor 210 proceeds to step S316.
[0122] In step S316, the processor 210 of the server 200, as the distribution module 201B, gives a reward corresponding to the result of the prediction game to the viewing user. As an example, the processor 210 increases the reward points P held by the viewing user according to the result of the prediction game. As an example, when the battle game ends, the processor 210 identifies the viewing user whose reward points P are to be increased and the increase amount of the reward points P. The processor 210 increases the reward points P held by the identified viewing user according to the identified increase amount. Note that the memory 220 of the server 200, as the memory module 205, stores the reward points P separately for each user. The processor 210 of the server 200 may transmit, as the distribution module 201B, distribution information including information indicating the reward points P to the viewing terminal 100C. Thereafter, the processing for executing the prediction game ends.
[0123] As shown in FIG. 8, the reward points P to be given change according to the result of the prediction game. The result of the prediction game is determined based on when the battle game ends. As an example, the reward points P can change according to whether the result of the first first prediction game is a hit (correct). When the second condition is satisfied, the second prediction game, or the second first prediction game, is provided to the viewing user. The reward points P can change according to whether the result of the second first prediction game is a hit (correct). The reward points P can change according to whether the result of the second prediction game is a hit (correct). Step S316 is an example of giving a reward according to whether the result of the first prediction game is a hit and whether the result of the second prediction game is a hit.
[0124] As an example, when the first first prediction game is executed and the second prediction game and the second first prediction game are not executed, the reward points P may be more when the result of the first first prediction game is a hit than when it is a miss. As an example, when the first first prediction game is executed and the second first prediction game is executed, the reward points P may be more when the result of the second first prediction game is a hit than when it is a miss. Note that the second first prediction game can be executed when the result of the first first prediction game is a miss.
[0125] As an example, when the first first prediction game is executed and the second prediction game is executed, the reward point P may be more when the result of the first first prediction game is a hit than when it is a miss. As an example, when the first first prediction game is executed and the second prediction game is executed, the reward point P may be more when the result of the second prediction game is a hit than when it is a miss. As an example, the reward point P may be the most when both the first prediction game and the second prediction game are hits. As an example, the amount of the reward point P given is the value of the reward. As an example, the value of the reward is higher when the result of the first first prediction game is a hit by the execution of providing the first prediction game than when the result of the second first prediction game is a hit by the execution of re-providing the first prediction game.
[0126] Note that the game system 10 may be configured not to execute the prediction game according to the second timing while executing the prediction game according to the first timing. In this case, the processor 210 of the server 200 may be configured such that the processing from step S306 to step S312 is not performed. Also, although the processing from step S306 to step S310 of the processor 210 of the server 200 is performed, it is also possible to perform additional processing on the server side so that no prediction game is executed in step S312.
[0127] [Flow of processing for executing the first prediction game] An example of the flow of processing for executing the first prediction game will be described. As shown in FIG. 9, in step S400, the processor 210 of the server 200 transmits a first prediction start request to the viewing terminal 100C as the distribution module 201B. As an example, the first prediction start request includes information indicating the start of the first prediction game. In step S402, the processor 110 of the viewing terminal 100C receives the first prediction start request as the viewing module 101C.
[0128] In step S404, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays, on the monitor 166, information indicating what is to be requested of the viewing user to predict (hereinafter referred to as prediction target information). As an example, the prediction target information is displayed as a question (query) to the viewing user.
[0129] In step S404, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays, on the monitor 166, first option information. As an example, the first option information indicates a plurality of options (hereinafter referred to as first options) that the viewing user can select in the first prediction game. The plurality of first options indicate content corresponding to the question indicated by the prediction target information. It can also be said that the plurality of first options indicate target events that can occur in the battle game. The viewing user selects one option from the plurality of first options to select the target event predicted to occur in the battle game. That is, the viewing user predicts whether a specific event will occur in the battle game. In the following description, an operation of selecting one or more options from a plurality of options is referred to as a "prediction operation". The first prediction game is a game of guessing whether a first event will occur as a specific event.
[0130] As shown in FIG. 10, the prediction target information in the first prediction game may include causing the user to predict a user whose avatar is in the first state (surviving state) at the end of the battle game, such as the character string "Who will survive?". In this case, the first option may indicate, as an option for the question "Who will survive?", the user who survives until the end among the ally users belonging to the same party as the distributing user. The prediction target information in the first prediction game may include causing the user to predict a user who has the most acquired score at the end of the battle game, such as the character string "Who will acquire the most score?". In this case, the first option may indicate, as an option for the question "Who will acquire the most score?", the user who acquires the most score during the period until the battle game ends among the users belonging to the same party as the distributing user.
[0131] Note that the prediction target information for the first prediction game is not limited to questions regarding the situation at the end of the battle game. That is, the prediction target information for the first prediction game is not limited to questions that do not focus on a single participating user, and may also be questions that focus on any one of the participating users. As an example, the prediction target information in the first prediction game may include making the viewer predict the result of the distribution user's battle game, such as "How many runes does the distributor who is currently distributing the game being watched by the viewer have at the end of the battle game?" In this case, the viewing user may be presented with options such as a binary choice or a three-way choice to answer. Thus, it is also possible to include information regarding the individual performance of the distributor in the prediction target information in the first prediction game.
[0132] The question shown in the prediction target information is the same for the first time the first prediction game is played and the second time the first prediction game is played. That is, the content of the first option is the same for the first time the first prediction game is played and the second time the first prediction game is played. When six users belong to one party, the number of options for the first time is "6". In the second first prediction game, the first option for which "loss" has already been determined is not presented. That is, the number of first options is less in the case of the second first prediction game compared to when it is the first first prediction game.
[0133] As an example, assume that the question in the first first prediction game is "Who will survive?". Suppose that six users belong to one party, and among them, the avatars of n users have entered the second state before the second timing arrives. In this case, the number of first options in the second first prediction game is "6 - n". Also, assume that the question in the first first prediction game is "Who will obtain the most score?". When the second timing arrives, if the number of users whose avatars are in the second state and whose obtained scores are not the highest is n, the number of first options in the second first prediction game is "6 - n". Thus, the first prediction game has a plurality of options that can be selected by one or more viewers. And as an example, the number of the plurality of options in re-providing the first prediction game is less than the number of the plurality of options in providing the first prediction game.
[0134] As shown in FIG. 9, in step S406, when the processor 110 of the viewing terminal 100C receives a prediction operation as the viewing module 101C, it transmits a first prediction selection request to the server 200. The first prediction selection request indicates the first option selected by the prediction operation of the viewing user. That is, when it occurs in the battle game, the first prediction selection request indicates the target event predicted by the viewing user.
[0135] In step S408, the processor 210 of the server 200 receives the first prediction selection request as the distribution module 201B. In step S408, the processor 210 stores the information indicating the first option indicated in the first prediction selection request in the memory 220. The processor 210 of the server 200 ends the process for executing the first prediction game.
[0136] [Flow of processing for executing the second prediction game] An example of the flow of processing for executing the second prediction game will be described. As shown in FIG. 11, in step S500, the processor 210 of the server 200, as the distribution module 201B, transmits a second predicted start request to the viewing terminal 100C. As an example, the second predicted start request includes information indicating the start of the second predicted game. In step S502, the processor 110 of the viewing terminal 100C, as the viewing module 101C, receives the second predicted start request.
[0137] In step S504, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the prediction target information on the monitor 166. In step S504, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the second option information on the monitor 166. As an example, the second option information indicates a plurality of options (hereinafter referred to as the second options) that can be selected by the viewing user in the second predicted game. It can also be said that the plurality of second options indicate target events that can occur in the battle game. The viewing user selects a target event predicted to occur in the battle game by selecting one option from the plurality of second options. That is, the viewing user predicts whether a specific event will occur in the battle game. The second option is different from the first option in terms of the target event. The second predicted game is a game of guessing whether a second event different from the first event will occur as a specific event. The second predicted game is an example of the second game.
[0138] As shown in FIG. 10, the prediction target information in the second prediction game may include causing a prediction of which camp will win, such as the character string "Which team will win?". In this case, the plurality of second options may indicate the camp (party) that wins in the battle game. The prediction target information in the second prediction game may include causing a prediction of whether the victory condition of the second part is satisfied by either annihilating all of the enemy user's avatars or having a higher score at the time when the time limit of the second part elapses, such as the character string "Will the game end with all avatars being annihilated or with the score?". In this case, the plurality of second options may indicate either annihilating all of the enemy user's avatars or having a higher score at the time when the time limit of the second part elapses. The number of second options (for example, a two-way selection) is less than the number of first options (for example, a six-way selection) presented to the viewing user in the first prediction game of the first time.
[0139] As shown in FIG. 11, in step S506, when the processor 110 of the viewing terminal 100C receives a prediction operation as the viewing module 101C, it transmits a second prediction selection request to the server 200. The second prediction selection request indicates the second option selected by the prediction operation of the viewing user. That is, when it occurs in the battle game, the second prediction selection request indicates the target event predicted by the viewing user.
[0140] In step S508, the processor 210 of the server 200 receives the second prediction selection request as the distribution module 201B. In step S508, the processor 210 stores information indicating the second option shown in the second prediction selection request in the memory 220. The processor 210 of the server 200 ends the process for executing the second prediction game.
[0141] [An example of the display screen on the terminal and the flow of processing related to display] [Overview of the virtual space] As shown in FIG. 12, events in the game space 80A defined by the server 200 (game module 201A) can be reproduced in real time in the game space 80A defined by each of the terminals 100A and 100B. Each of the terminals 100A and 100B is a terminal used by a user participating in the same battle game.
[0142] Events in the game space 80A managed by the server 200 are updated according to the play information received from each of the terminals 100A and 100B. The server 200 transmits progress information to each of the terminals 100A and 100B according to the result of updating the events in the game space 80A. Events in the game space 80A managed by each of the terminals 100A and 100B can be updated each time according to the progress information received from the server 200.
[0143] Events in the game space 80A defined by the server 200 (game module 201A) can be reproduced in real time in the viewing space 80B defined by the server 200 (distribution module 201B). Events in the viewing space 80B defined by the server 200 can be reproduced in real time in the viewing space 80B defined by each of the viewing terminals 100C. Each of the viewing terminals 100C is a terminal used for viewing the play video of the same battle game.
[0144] Events in the viewing space 80B managed by the server 200 are updated according to the generated progress information. The server 200 transmits distribution information generated according to the progress information to the viewing terminals 100C. Events in the viewing space 80B managed by the viewing terminals 100C can be updated each time according to the distribution information received from the server 200.
[0145] As described above, in the virtual space 80, some or all of the events in the virtual space 80 are shared by the server 200 and the terminals 100A to 100C. In the following description, when simply referred to as "virtual space 80", it is intended not to distinguish between the game space 80A and the viewing space 80B.
[0146] Various objects that can be arranged in the virtual space 80 include the user's avatar 81. As an example, the plurality of avatars 81 may include an avatar 811A as a character corresponding to one or more users belonging to the first camp. For example, the avatar 811A is a character corresponding to the distributing user. As an example, the plurality of avatars 81 may include one or more avatars 812A as characters corresponding to one or more users belonging to the second camp. Various objects that can be arranged in the virtual space 80 may include a tombstone object 81D as an example of an object indicating the avatar 81 in the second state.
[0147]
[0148] [Home screen] As shown in FIG. 13, in the first part of the game, a first home screen 40A is displayed on the monitor 166 of the general terminal 100A. In the first part of the game, a second home screen 40B is displayed on the monitor 166 of the distribution terminal 100B. The home screens 40A and 40B may include various objects. As an example, the home screens 40A and 40B may include an avatar window 401, a battle icon 404, and a character icon 406. The home screens 40A and 40B may include a distribution start icon 407 used when distributing a play video. The second home screen 40B may include a distribution end icon used when ending the distribution of a play video and a distribution in-progress icon indicating that a play video is being distributed.
[0149] As an example, one's own avatar 81 is displayed in the avatar window 401. The appearance of the avatar 81 changes according to changes in the avatar settings. As an example, by tapping on the part where the battle icon 404 is displayed, a start operation for instructing the start of the second part can be performed. As an example, by tapping on the part where the character icon 406 is displayed, an operation for instructing the display of a preparation window (not shown) for preparing for a battle game can be performed. When the processor 110 of each terminal 100A and 100B receives an operation on the preparation window (not shown), it changes the settings of the avatar 81 according to the operation. As described above, the settings of the avatar 81 may include the type of avatar, the equipment of the avatar, or the appearance of the avatar. As an example, by tapping on the part where the distribution start icon 407 is displayed, an operation for instructing the start of distribution can be performed.
[0150] [Matching Screen] As shown in FIG. 14, when the server 200 is executing the matching process (step S206), a matching screen 45 is displayed on the monitors 166 of the terminals 100A and 100B. The matching screen 45 may include various objects. The matching screen 45 includes an avatar window 451 that displays the user's avatar 81. As an example, the user's own avatar 81 is displayed in the avatar window 451. The matching screen 45 includes information such as character data indicating that matching is in progress.
[0151] [Battle Screen] As shown in FIG. 15, in the second part of the battle game, a first battle screen 50A is displayed on the monitor 166 of the general terminal 100A. In the second part of the battle game, a second battle screen 50B is displayed on the monitor 166 of the distribution terminal 100B. The battle screens 50A and 50B include various objects. As an example, the battle screens 50A and 50B may each include the avatar 81 of the user using the terminals 100A and 100B. As an example, the battle screens 50A and 50B may include a score display column for the camp to which the user belongs, an HP bar 61 indicating the hit points of the user's own avatar, and an HP bar 62 indicating the hit points of another user's avatar. The first battle screen 50A may include a distribution start icon (not shown) used when distributing a play video. The second battle screen 50B may include a distribution end icon (not shown) used when ending the distribution of the play video and a distribution in progress icon (not shown) indicating that the play video is being distributed.
[0152] As an example, in step S220, the processor 110 of the general terminal 100A or the distribution terminal 100B, as the rendering module 104, displays the avatar 81 of the user using the terminal 100 at the center of the monitor 166. The processor 110 of the general terminal 100A or the distribution terminal 100B arranges the virtual camera 85 behind and above the head of the avatar 81 in the game space 80A, and displays on the monitor 166 the range that is within the shooting range 85D of the virtual camera 85. Not limited to this, the virtual camera 85 in the battle screens 50A and 50B may be at a position with a first-person perspective looking at the field 82A from the head of the avatar 81, or at a position with an aerial perspective looking at the field 82A centered on the avatar 81.
[0153] The processor 110 of the general terminal 100A or the distribution terminal 100B arranges the avatars 81 of the friendly users and the avatars 81 of the enemy users in the game space 80A according to the progress information received from the server 200. When the avatars 81 of other users are within the shooting range 85D of the virtual camera 85, the processor 110 of the general terminal 100A or the distribution terminal 100B can display those avatars 81 on the monitor 166. When those avatars 81 are displayed on the monitor 166, they are accompanied by actions according to the action information. Also, when the processor 110 of the general terminal 100A or the distribution terminal 100B, as the rendering module 104, displays the avatar 81 of the enemy user, it displays the HP bar 62 indicating the hit points of that avatar on the monitor 166. As an example, the HP bar 62 is arranged above the head of the avatar 81 of the enemy user. The HP bar 62 may be arranged above the head of the avatar 81 of the friendly user.
[0154] [Viewing Screen] As shown in FIG. 16, the viewing screen 70 is displayed on the monitor 166 of the viewing terminal 100C. The viewing screen 70 may include various objects. As an example, the viewing screen 70 includes a viewing window 701. As an example, the viewing screen 70 may include member icons 703, a chat window 704, and a back button 705.
[0155] As an example, the chat window 704 may display character data transmitted and received among viewing users. As an example, the processor 110 of the viewing terminal 100C receives character data transmitted from another viewing terminal 100C via the server 200, and displays the received character data on the monitor 166 in chronological order. As an example, the processor 110 of the viewing terminal 100C transmits character data instructed by an input operation of the viewing user to another viewing terminal 100C via the server 200.
[0156] A play video of the game may be displayed on the viewing window 701. As an example, when the game being viewed is in the first part, the avatar 81 of the distribution user is displayed on the viewing window 701. When the game being viewed is a battle game in the second part, the state of the battle in the game space 80A is displayed on the viewing window 701.
[0157] The processor 110 of the viewing terminal 100C arranges the field object 82 in the viewing space 80B according to the distribution information received from the server 200 (distribution module 201B). That is, the viewing space 80B includes a field 82A, similar to the game space 80A. The processor 110 of the viewing terminal 100C arranges the avatar 81 of the general user and the avatar 81 of the distribution user in the viewing space 80B according to the distribution information received from the server 200. That is, the viewing space 80B includes the avatar 81 of each user, similar to the game space 80A. The processor 110 of the viewing terminal 100C arranges the virtual camera 85 at the initial position corresponding to the reference character in the viewing space 80B, and displays the range included in the shooting range 85D of the virtual camera 85 on the monitor 166. As an example, the initial position of the virtual camera 85 may be behind the head of the avatar 81 as the reference character.
[0158] As an example, the member icon 703 may indicate each user belonging to the same party as the distributing user. By performing a tap operation on the portion where the member icon 703 is displayed, an operation to change the avatar 81 set as the reference character (hereinafter referred to as a character change operation) can be performed. When the processor 110 of the viewing terminal 100C receives the character change operation, it sets the avatar 81 of the user specified by the operation as the reference character. The processor 110 of the viewing terminal 100C arranges the virtual camera 85 at the initial position corresponding to the changed reference character.
[0159] As an example, when the processor 110 of the viewing terminal 100C receives a camera operation, it moves the virtual camera 85 so as to revolve around the reference character in accordance with the camera operation (shown by the arrow 85A in FIG. 12). The processor 110 of the viewing terminal 100C maintains the direction of the virtual camera 85 in the direction toward the reference character. Therefore, the reference character is displayed at the center of the viewing window 701.
[0160] When one or more avatars 81 fit within the shooting range 85D of the virtual camera 85, the processor 110 of the viewing terminal 100C can display the one or more avatars on the monitor 166. When the one or more avatars 81 are displayed on the monitor 166, they are accompanied by an action according to the action information included in the distribution information. That is, a play video of the game performed by the distributing user can be displayed in the viewing window 701. In the game system 10, a portion of the virtual space 80 that falls within the field of view of the virtual camera 85 arranged in the virtual space 80 is displayed on the viewing terminal 100C as a play video.
[0161] As shown in FIG. 17, the viewing screen 70 may include a first prediction game object 710 for executing a first prediction game. As an example, the first prediction game object 710 is a window or panel displayed on the viewing screen 70. As an example, the first prediction game object 710 does not overlap with the viewing window 701, or only partially overlaps. That is, the play video in the viewing window 701 can be visually recognized even when the first prediction game object 710 is displayed. The viewing user can participate in the first prediction game while viewing the play video.
[0162] As an example, the first prediction game object 710 includes information indicating that the first prediction game is in progress, such as the character string "First Prediction Game". As an example, the first prediction game object 710 includes a remaining time gauge 712 indicating the remaining time for receiving a prediction operation by the viewing user. The remaining time gauge 712 can also be said to be information indicating that a prediction operation by the viewing user is being received. As an example, the first prediction game object 710 includes a question object 711 as an example of prediction target information. The question object 711 may be a character string indicating the content of the question (query) in the first prediction game.
[0163] As an example, the first prediction game object 710 includes a plurality of first option objects 715. The plurality of first option objects 715 are an example of first option information. The plurality of first option objects 715 each indicate a first option. As an example, by tapping on the portion where each first option object 715 is displayed, a prediction operation can be performed to indicate the target event indicated by the tapped first option object 715 as a prediction result.
[0164] The first first prediction game and the second first prediction game are the same except that the number of first options is different. That is, the number of first option objects 715 that can be displayed on the monitor 166 is different. Not limited to this, the first first prediction game and the second second prediction game may have the same number of first option objects 715, but may be configured not to accept a prediction operation using the first option object 715 indicating the first option for which the loss has been determined. Further, when it is the second first prediction game, the viewing screen 70 may include information indicating that it is the re-provided first prediction game separately from the first first prediction game.
[0165] As shown in FIG. 18, the viewing screen 70 may include a second prediction game object 720 for executing the second prediction game. As an example, the second prediction game object 720 is a window or panel displayed on the viewing screen 70. As an example, the second prediction game object 720 does not overlap, or only partially overlaps, with the viewing window 701. That is, the play video in the viewing window 701 can be visually recognized even when the second prediction game object 720 is displayed. The viewing user can participate in the second prediction game while viewing the play video.
[0166] As an example, the second prediction game object 720 includes information indicating that the second prediction game is in progress, such as a character string of "second prediction game". As an example, the second prediction game object 720 includes a remaining time gauge 722 indicating the remaining time for accepting a prediction operation by the viewing user. The remaining time gauge 722 can also be said to be information indicating that a prediction operation by the viewing user is being accepted. As an example, the second prediction game object 720 includes a question object 721 as an example of prediction target information. The question object 721 may be a character string indicating the content of the question (query) in the second prediction game.
[0167] As an example, the second prediction game object 720 includes a plurality of second option objects 725. The plurality of second option objects 725 are an example of second option information. The plurality of second option objects 725 each indicate a second option. As an example, by tapping on the portion where each second option object 725 is displayed, a prediction operation can be performed to indicate, as a prediction result, the target event indicated by the tapped second option object 725.
[0168] [Result screen] When the second part ends and the transition to the first part occurs, on the monitors 166 of the respective terminals 100A and 100B, the first result screen 55 is respectively displayed. The first result screen 55 may include various objects. The first result screen 55 may include information such as an icon indicating the camp or party that won the battle game in the second part, an icon indicating the user with the largest number of score acquisitions, or an icon indicating the user with the largest number of avatar exterminations.
[0169] As shown in FIG. 19, when the battle game in the second part ends and the transition to the first part occurs, on the monitor 166 of the viewing terminal 100C, the second result screen 60 is displayed. The second result screen 60 may include various objects. The second result screen 60 may include information such as an icon indicating the camp or party that won the battle game in the second part, an icon indicating the user with the largest number of score acquisitions, or an icon indicating the user with the largest number of avatar exterminations.
[0170] As shown in FIG. 20, the second result screen 60 may include an acquired point panel 605. The acquired point panel 605 is an example of information that enables a viewer user to recognize the reward points P acquired by the viewer user through the current prediction game. When the processor 110 of the viewing terminal 100C receives distribution information indicating the end of the second part, the second result screen 60 is displayed on the monitor 166 as the rendering module 104. The distribution information may include the reward points P acquired by the viewer user according to the result of the prediction game. The processor 110 of the viewing terminal 100C displays the acquired point panel 605 on the monitor 166 according to the reward points P indicated in the distribution information.
[0171] Next, the effects will be described. (1-1) When it is determined that the prediction result in the first prediction game is incorrect (wrong answer), the first prediction game is re-provided. When it is not determined that the prediction result in the first prediction game is incorrect, the second prediction game is provided. Therefore, whether or not the viewer has failed to predict whether or not the first event will occur, the state where the correctness of the prediction result is not known can be continued. As a result, the viewer will continue to pay attention to the video. Therefore, the motivation to watch the game can be sustained.
[0172] (1-2) Since the case where the second condition is not satisfied may occur, the re-provision of the first prediction game or the provision of the second prediction game is not always available. For this reason, the viewer also pays attention to whether or not the second condition is satisfied. Therefore, the enjoyment of the viewer can be increased.
[0173] (1-3) The viewer obtains a reward according to whether the prediction result in each prediction game is correct (correct answer). For this reason, the viewer will carefully make a prediction in order to obtain a reward. And the more carefully the viewer makes a prediction, the more the viewer pays attention to the video of the game. Therefore, the motivation to watch the game can be further sustained.
[0174] (1-4) When the first prediction game is re-provided, viewers are more likely to guess correctly than when the first prediction game was provided for the first time. Therefore, viewers are more likely to be interested in the development of the game.
[0175] (1-5) The value of the reward is higher when the first prediction game was provided for the first time than when the first prediction game is re-provided. Therefore, in the first first prediction game, viewers will predict more carefully in order to guess correctly. Therefore, the desire to watch the game can be further sustained.
[0176] (1-6) The result of the prediction game does not affect the result of the battle game. Therefore, it is possible to suppress the play of the distribution user participating in the battle game from being inhibited. (1-7) The prediction result of each viewing user in the prediction game is not notified to the distribution user and the general user. Therefore, it is possible to suppress the user participating in the battle game from changing their behavior according to the prediction result of a specific viewing user.
[0177] (1-8) The viewing user can change the reference character from among the avatars of the ally users. Therefore, the viewing user can observe the play of each user from various viewpoints. For this reason, the viewing user can collect materials for the prediction in the prediction game.
[0178] The above embodiment can be implemented with the following modifications. The above embodiment and the following modification examples can be implemented in combination with each other as long as they do not technically conflict. · The specific situations included in the second condition are not limited to the number of viewing-related numbers being equal to or greater than a specified number. For example, the specific situation may be that a specific viewer is included among the viewing users. As an example, the specific viewer may be a user selected by lottery by the processor 210 of the server 200 from among all users. The specific situation may be that a predetermined event has occurred according to the game play of the distribution user or the general user in a battle game. As an example, the predetermined event may be that the number of avatars of the enemy users defeated by the distribution user exceeds a specified number, or at the second timing, a specific parameter may be a specified value. The specific situation may be that the total score obtained by each user belonging to the camp of the distribution user is equal to or greater than a specified value, or may be less than the specified value. The specific situation may be that the remaining number of special objects is equal to or greater than a specified number, or may be less than the specified number.
[0179] · The first prediction game and the second prediction game may be executed by displaying a screen different from the viewing screen 70 on the monitor 166. That is, the prediction game may be executed in a state where the play video is not displayed.
[0180] · The prediction game may further include one or more prediction games in which the questions and options are different from those of the first prediction game and the second prediction game. · The prediction game may be configured such that a part of the viewing users selected by lottery among the viewing users can participate. The viewing users allowed to participate may be determined by lottery by the processor 210 of the server 200.
[0181] · The second result screen 60 may include information indicating the ranking of the viewing users according to the reward points P. The viewing screen 70 may also include information indicating the ranking of the viewing users according to the reward points P.
[0182] ·The reference character does not necessarily have to be selected from among the avatars of the users belonging to the party of the distribution user when the avatar of the distribution user who is the viewing target is in the second state. In this modification example, the reference character may be fixed to the tombstone object 81D indicating the avatar 81 of the distribution user in the second state. In this modification example, the reference character may be selected from among the special objects arranged by the distribution user in the virtual space 80.
[0183] ·The reward points P may be increased when the distribution user is a specific user as compared to when the distribution user is not a specific user. As an example, when the processor 210 of the server 200 determines that the distribution user is a specific user, it increases the reward points P given according to the result of the predicted game as compared to when it determines that the user is not a specific user. The processor 210 of the server 200 may determine one or more specific users by lottery from among a plurality of distribution users.
[0184] ·The general terminal 100A, the distribution terminal 100B, and the viewing terminal 100C may be realized as computers having different configurations from each other. ·The processor 210 of the server 200 may be configured as a distribution module 201B to generate a play video of the game according to the received play information and perform streaming distribution. The processor 110 of the viewing terminal 100C may be configured as a viewing module 101C to display the play video of the game that is streaming-distributed in the viewing window 701.
[0185] ·The viewing content may include the voice of the distribution user. The processor 110 of the distribution terminal 100B, as a distribution module 101B, converts the voice signal received from the microphone 160 into voice data and transmits the voice data to the server 200. The processor 210 of the server 200, as a distribution module 201B, generates distribution information according to the received voice data. The processor 110 of the viewing terminal 100C, as a viewing module 101C, outputs the voice corresponding to the distribution information from the speaker 162.
[0186] · The content for viewing may include the voice of a general user. The processor 110 of the general terminal 100A, as the distribution module 101B, converts the voice signal received from the microphone 160 into voice data and transmits the voice data to the server 200. The processor 210 of the server 200, as the distribution module 201B, generates distribution information according to the voice data received from the general terminal 100A.
[0187] · The content for viewing may include character data. When the processor 110 of the distribution terminal 100B, as the distribution module 101B, receives an input operation of character data, it transmits the character data indicated by the input operation to the server 200. The processor 210 of the server 200, as the distribution module 201B, transmits the received character data to the viewing terminal 100C. The processor 110 of the viewing terminal 100C, as the viewing module 101C, displays the received character data on the monitor 166.
[0188] · One or more modules included in the control modules 101 and 201 may be implemented by circuits such as ASIC, PLD, FPGA, and MCU. · One or more modules included in the control modules 101 and 201 may be implemented by software using a processor. A computer including at least one of the control modules 101 and 201 includes a processor, a memory, and a storage. The above program and various data are recorded in the storage so that the processor can read them. The program is expanded in the memory. Then, when the processor reads and executes the above program from the storage, the operations of the present disclosure are realized. The storage can be realized as a non-volatile storage device as described above.
[0189] · The program may be supplied to the above computer via any transmission medium (such as a communication network or a broadcast wave) capable of transmitting this program. · The program may be recorded on a recording medium such as a magnetic disk (e.g., a floppy (registered trademark) disk, a hard disk, etc.), an optical disk (e.g., a CD-ROM, a DVD, an MO, etc.), or a semiconductor memory (e.g., a ROM, a RAM, a flash memory, etc.).
[0190] This disclosure includes the following examples. Component reference numerals of the embodiments are provided for assistance in understanding, not for limitation. (Appendix 1) A program for causing a computer (200) to: cause a distributor to participate in a predetermined game (S222); generate distribution information according to the gameplay of the distributor (S108); transmit the distribution information to viewing terminals used by each of a plurality of viewers, so that each viewing terminal can view a video including the gameplay (S128); provide a first game for one or more of the plurality of viewers to guess whether a first event occurs in the predetermined game when a first condition is satisfied (S302); re-provide the first game to one or more first viewers among the one or more viewers to whom the first game has been provided, for whom it has been determined that the result of the first game is incorrect, when a second condition is satisfied (S312); and provide a second game different from the first game to one or more second viewers among the one or more viewers to whom the first game has been provided, for whom the result of the first game has not been determined, when the second condition is satisfied, where the second game is a game for guessing whether a second event different from the first event occurs (S312).
[0191] (Appendix 2) The program according to Appendix 1, wherein the second condition may be satisfied or not satisfied in the predetermined game. (Appendix 3) The program according to Appendix 1 or Appendix 2, further causing to give a reward according to whether the result of the first game is correct and whether the result of the second game is correct (S316).
[0192] (Appendix 4) The first game has a plurality of options that can be selected by the one or more viewers, and the number of the plurality of options in re-providing the first game is less than the number of the plurality of options in providing the first game. The program according to any one of Appendices 1 to 3.
[0193] (Appendix 5) The value of the reward is higher when the result of the first game by executing the provision of the first game is a win than when the result of the first game by executing the re-provision of the first game is a win. The program according to any one of Appendices 1 to 4.
[0194] (Appendix 6) A computer (200) comprising a storage device storing the program according to any one of Appendices 1 to 5, and a processor executing the program stored in the storage device.
[0195] (Appendix 7) A system (10) comprising the computer (200) according to Appendix 6. (Appended Note 8) A computer (200) causes a distributor to participate in a predetermined game (S222), generates distribution information according to the gameplay of the distributor (S108), and transmits the distribution information to viewing terminals used by each of a plurality of viewers, so that each viewing terminal can view a video including the gameplay (S128); provides a first game for one or more of the plurality of viewers to guess whether a first event occurs in the predetermined game when a first condition is satisfied (S302); when a second condition is satisfied, re-provides the first game to one or more first viewers among the one or more viewers to whom the first game has been provided and for whom it has been determined that the result of the first game is incorrect (S312); and when the second condition is satisfied, provides a second game different from the first game to one or more second viewers among the one or more viewers to whom the first game has been provided and for whom the result of the first game has not been determined, the second game being a game for guessing whether a second event different from the first event occurs (S312). A method of execution.
[0196] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical spirit. For example, some of the components described in the embodiments (or one or more aspects thereof) may be omitted, or some components may be combined. The scope of the present invention should be determined with reference to the appended claims, together with the full scope of equivalents to which the claims are entitled.
Explanation of Reference Numerals
[0197] 10…Game system, 40A…First home screen, 40B…Second home screen, 45…Matching screen, 50A…First battle screen, 50B…Second battle screen, 55…First result screen, 60…Second result screen, 61…HP bar, 62…HP bar, 65…List screen, 70…Viewing screen, 80…Virtual space, 80A…Game space, 80B…Viewing space, 81…Avatar, 81D…Tombstone object, 82…Field object, 82A…Field, 85…Virtual camera, 85D…Shooting range, 90…Network, 100…Terminal, 100A…General terminal, 100B…Distribution terminal, 100C…Viewing terminal, 101…Control module, 101A…Game module, 101B…Distribution module, 101C…Viewing module, 104…Rendering module, 105…Memory module, 106…Communication module, 107…Input / output module, 110…Processor, 120…Memory, 130…Storage, 140…Communication interface, 150…Input / output interface, 160…Microphone, 162…Speaker, 164…Touch screen, 166…Monitor, 167…Touch sensor, 180…Communication bus, 190…Input / output device, 200…Server, 200A…Game server, 200B…Distribution server, 201…Control module, 201A…Game module, 201B…Distribution module, 205…Memory module, 206…Communication module, 207…Input / output module, 210…Processor, 220…Memory, 230…Storage, 240…Communication interface, 250…Input / output interface, 280…Communication bus, 401…Avatar window, 404…Battle icon, 406…Character icon, 407…Distribution start icon, 451…Avatar window, 605…Acquired point panel, 701…Viewing window, 703…Member icon, 704…Chat window, 705…Button, 710…First prediction game object, 711…Question object, 712…Remaining time gauge, 715…First option object, 720…Second prediction game object, 721…Question object, 722…Remaining time gauge, 725…Second option object, 811A…Avatar, 812A…Avatar.
Claims
1. A computer, is controlled to make a video of a predetermined game in which a distributor operates an object placed in a virtual space and which can be viewed using the viewing terminal to transmit distribution information to viewing terminals corresponding to a plurality of viewers, and in the predetermined game, a plurality of battle games can be executed, and each of the plurality of battle games ends when a win or loss is determined, and a viewing control means; a first providing means for providing a first game that asks whether a first event occurs within one of the plurality of battle games when a first condition is satisfied, to one or more viewers among the plurality of viewers within the one battle game; functioning as, when the second condition is satisfied, the first providing means functions to re-provide the first game within the one battle game before the end of the one battle game in which the first game was provided when the first condition was satisfied, to one or more first viewers who are the one or more viewers to whom the first game was provided when the first condition was satisfied and who satisfy a predetermined condition; a program.
2. A computer, is controlled by a viewing control means to make a video of a predetermined game in which a distributor operates an object placed in a virtual space and which can be viewed using the viewing terminal to transmit distribution information to viewing terminals corresponding to a plurality of viewers; a first providing means for providing a first game that asks whether a first event occurs within the predetermined game when a first condition is satisfied, to one or more viewers among the plurality of viewers within the predetermined game; a second providing means for providing a second game that asks whether a second event different from the first event occurs within the predetermined game, to one or more viewers among the plurality of viewers; functioning as, when the second condition is satisfied, the first providing means functions to re-provide the first game within the predetermined game to one or more first viewers who are the one or more viewers to whom the first game was provided when the first condition was satisfied and who satisfy a predetermined condition; When the second condition is satisfied, the second providing means functions to provide the second game to one or more second viewers who satisfy a specific condition among the one or more viewers to whom the first game was provided when the first condition was satisfied. The specific condition is a condition satisfied by the fact that the result of the first game provided when the first condition was satisfied is not known. Program. **Claim 3** A computer is caused to function as: viewing control means for transmitting distribution information to viewing terminals corresponding to a plurality of viewers and controlling so that a video of playing a predetermined game in which a distributor operates an object arranged in a virtual space can be viewed using the viewing terminals; first providing means for providing a first game that asks whether a first event occurs in the predetermined game to one or more viewers among the plurality of viewers in the predetermined game when a first condition is satisfied; function as The first providing means, when a second condition is satisfied, functions to re-provide the first game in the predetermined game to one or more first viewers who are the one or more viewers to whom the first game was provided when the first condition was satisfied and who satisfy a predetermined condition. The first game has a plurality of options that can be selected by the one or more viewers. The number of the plurality of options in the first game re-provided when the second condition is satisfied is smaller than the number of the plurality of options in the first game provided when the first condition is satisfied. Program. **Claim 4** A computer is caused to function as: viewing control means for transmitting distribution information to viewing terminals corresponding to a plurality of viewers and controlling so that a video of playing a predetermined game in which a distributor operates an object arranged in a virtual space can be viewed using the viewing terminals; first providing means for providing a first game that asks whether a first event occurs in the predetermined game to one or more viewers among the plurality of viewers in the predetermined game when a first condition is satisfied; reward giving means for giving a reward; function as The first provision means functions to re-provide the first game within the predetermined game to one or more first viewers who satisfy a predetermined condition, where the first viewers are among the one or more viewers to whom the first game was provided when the first condition was satisfied and when a second condition is satisfied. The value of the reward is higher when the result of the first game re-provided when the second condition is satisfied is a winning result compared to when the result of the first game provided when the first condition is satisfied is a winning result. Program.
5. A viewing control means that controls to enable viewing, using the viewing terminal, of a video in which distribution information is transmitted to viewing terminals corresponding to a plurality of viewers and a predetermined game in which a distributor operates an object placed in a virtual space, and in which a plurality of battle games can be executed, and each of the plurality of battle games ends when a win or loss is determined. A first provision means that provides, to one or more viewers among the plurality of viewers within one of the plurality of battle games, a first game that asks whether a first event occurs within one of the plurality of battle games when a first condition is satisfied. Comprising: The first provision means functions to re-provide the first game within the one battle game before the end of the one battle game in which the first game was provided when the first condition was satisfied, to one or more first viewers who are among the one or more viewers to whom the first game was provided when the first condition was satisfied and who satisfy a predetermined condition, when a second condition is satisfied. System.
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