Entertainment systems, programs, and servers

The entertainment system enhances user engagement by executing event controls based on message conditions, addressing the underutilization of communication tools in events.

JP7744186B2Active Publication Date: 2025-09-25COLOPL +1
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Patent Information

Application Number
JP2021148312
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-13
Publication Date
2025-09-25
Estimated Expiration
2041-09-13

AI Technical Summary

Technical Problem

Existing event organizers face challenges in effectively utilizing communication tools during events, leading to underutilization by users.

Method used

An entertainment system that includes a progression unit, an acquisition unit, a determination unit, and a control execution unit to execute predetermined controls based on messages sent during events that satisfy specific conditions, encouraging users to use the message sending tool.

Benefits of technology

The system effectively encourages users to use the message sending tool by triggering event controls when specific conditions are met, enhancing user engagement and interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To promote use of a message transmission tool by a user participating in an event through a user terminal.SOLUTION: An entertainment system includes: a progress unit for progressing an event in which a user can participate by accessing a server though a user terminal; an acquisition unit for acquiring a message that the user transmits to the server through the user terminal; a determination unit for determining whether or not a message acquired in a predetermined period while the event is progressing of the messages acquired by the acquisition unit satisfies a predetermined condition; and a control execution unit for executing predetermined control in the event when the message is determined to satisfy the predetermined condition.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] FIELD Embodiments of the present invention relate to an entertainment system, a program, a server, and a control method. [Background technology]

[0002] Events in which users can participate via user terminals are known. Such events include various online events, such as online games or video streaming events. Users can participate in the events via their user terminals as players, spectators, performers, viewers, or the like. Such online events often utilize communication tools to support communication between users and event providers or between users themselves.

[0003] In a competitive game in which multiple game devices are connected to one another and compete against each other, a game device has been proposed that is provided with a tool for cheering or heckling players during the competition so that players watching the competitive game can also participate in the game (see, for example, Patent Document 1). In the game device of Patent Document 1, when a player receives cheers or heckling from spectating players, a gauge indicating the ability value of the character of the player who received the cheers or heckling increases or decreases.

[0004] Furthermore, as a tool for users to interact with each other in electronic games, a game device has been proposed in which each user is assigned a user page that can be viewed by other users (see, for example, Patent Document 2). The game device in Patent Document 2 allows stamp images and comments to be displayed on the user page. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-175283 [Patent Document 2] Patent No. 5613857 Summary of the Invention [Problem to be solved by the invention]

[0006] Even if event organizers take the time and expense to provide communication tools, they often do not use them enough at events. Therefore, a better mechanism is needed to encourage users to use communication tools.

[0007] An object of the present invention is to provide an entertainment system, a program, a server, and a control method that promote the use of a message sending tool by users participating in an event via user terminals. [Means for solving the problem]

[0008] In order to solve the above problems, a first aspect of the present invention is an entertainment system comprising: a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires messages that the user sends to the server via the user terminal; a determination unit that determines whether or not a message acquired by the acquisition unit during a predetermined period while the event is in progress satisfies a predetermined condition; and a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied. [Effects of the Invention]

[0009] According to a first aspect of the present invention, an entertainment system executes a predetermined control in an event when a message satisfying a predetermined condition is sent from a user terminal to a server during a predetermined period of time while the event is in progress. By using the transmission of a message satisfying the predetermined condition as a trigger for the execution of the predetermined control in the event, it is possible to encourage users to use the message sending tool.

[0010] According to a first aspect of the present invention, there is provided a technique for encouraging users participating in an event via user terminals to use a message sending tool. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of an entertainment system according to an embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of a server according to an embodiment. [Figure 3] FIG. 3 is a diagram illustrating an example of a functional configuration of a user terminal according to an embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a game image related to stamp transmission according to an embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a game image related to creating a text message according to one embodiment. [Figure 6] FIG. 6 is a flowchart illustrating an example of processing by a server according to an embodiment. [Figure 7] FIG. 7 is a diagram illustrating an example of an adjustment table according to an embodiment. [Figure 8] FIG. 8 is a diagram illustrating an example of a temporal condition management table according to an embodiment. [Figure 9] FIG. 9 is a diagram illustrating an example of a content condition management table according to an embodiment. [Figure 10] FIG. 10 is a flowchart showing the details of the process related to the execution of predetermined control among the processes shown in FIG. [Figure 11] FIG. 11 is a diagram illustrating an example of an effect management table according to an embodiment. [Figure 12] FIG. 12 is a diagram showing an example of a game image related to a predetermined control according to one embodiment. [Figure 13] FIG. 13 is a flowchart illustrating an example of message processing by a server according to an embodiment. [Figure 14]FIG. 14 is a diagram illustrating an example of a game image related to a message exchange according to one embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Hereinafter, elements that are identical or similar to elements already described will be designated by the same or similar reference numerals, and duplicate descriptions will generally be omitted. For example, when there are multiple identical or similar elements, a common reference numeral may be used to describe each element without distinguishing between them, or a subnumber may be used in addition to the common reference numeral to describe each element distinctly.

[0013] [One embodiment] (1) Composition (1-1) Entertainment System FIG. 1 shows an example of the overall configuration of an entertainment system 1 according to an embodiment. The entertainment system 1 includes a plurality of user terminals 100A, 100B, 100C, etc. (hereinafter, these will be collectively referred to as "user terminals 100" without distinguishing between them individually) and a server 200. Each user terminal 100 can communicate with the server 200 via a network NW. Any number of user terminals 100 can be connected to the server 200, but for simplicity, the detailed configuration of only one user terminal 100 will be illustrated and described here.

[0014] The network NW is, for example, the Internet, and may include access networks such as a LAN (Local Area Network), a WAN (Wide Area Network), a mobile communication network, a wired telephone network, FTTH (Fiber To The Home), and a CATV (Cable Television) network.

[0015] The user terminal 100 is an example of a user terminal according to an embodiment and is used by a user. The user terminal 100 is, for example, a computer such as a smartphone, a tablet terminal, or a notebook personal computer. The user terminal 100 may be a stationary computer such as a desktop personal computer. The user terminal 100 may also be a terminal for playing video games, such as a commercial or home game console. In the following, as an example, the user terminal 100 will be described as being a smartphone equipped with a touch screen.

[0016] The server 200 is an example of a server according to an embodiment, and is, for example, a computer operated and managed by an event provider. The server 200 may be a general-purpose computer such as a workstation or a personal computer. For example, the server 200 receives user or user terminal identification information and various requests from the user terminal 100 via the network NW, and transmits programs, related data, etc. to the user terminal 100 via the network NW. The server 200 can simultaneously send and receive information to and from multiple user terminals 100. The server 200 does not need to be a single device, but may be realized by multiple devices capable of mutual data communication.

[0017] In one embodiment, the event is realized as an online event using a so-called client-server system. An entertainment system according to one embodiment may be an entertainment system 1 or a part of the entertainment system 1. The entertainment system 1 according to one embodiment includes: a progression unit that progresses an event in which users can participate by accessing a server 200 via a user terminal 100; an acquisition unit that acquires messages that users send to the server 200 via the user terminal 100; a determination unit that determines whether or not a message acquired within a predetermined period while the event is in progress, among the messages acquired by the acquisition unit, satisfies a predetermined condition; and a control execution unit that executes predetermined control in the event when it is determined that the predetermined condition is satisfied.

[0018] (1-2) Hardware configuration (1-2-1) Server As shown in FIG. 1, the server 200 includes, as hardware, a processor 2001, a memory 2002, a storage 2003, a communication interface (communication I / F) 2004, and an input / output interface (input / output I / F) 2005, which are electrically connected to each other via a bus 2006.

[0019] The processor 2001 controls the overall operation of the server 200. The processor 2001 includes, for example, a general-purpose processor such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The processor 2001 is not limited to a general-purpose processor, and may be a dedicated processor such as an application specific integrated circuit (ASIC) or a field-programmable gate array (FPGA). The memory 2002 is a main storage device and includes a ROM (Read Only Memory) and a RAM (Random Access Memory). The storage 2003 is an auxiliary storage device and includes a nonvolatile storage device such as a hard disk drive (HDD) or a solid state drive (SSD). The storage 2003 stores programs executed by the processor 2001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.

[0020] The processor 2001 can implement the processing functions described below by reading a program from the storage 2003, loading it into the memory 2002, and interpreting and executing the loaded program.

[0021] The communication interface (communication I / F) 2004 is a module for communicating with external devices such as the user terminal 100 via the network NW, and includes a signal processing circuit for transmission and reception, an optical connector, etc. The communication interface 2004 may include, for example, an optical communication module.

[0022] An input / output interface (input / output I / F) 2005 takes in operation data input by an operator via input devices such as a keyboard or mouse, and outputs output data to output devices such as a liquid crystal or organic EL (Electro Luminescence) display or speaker.

[0023] (1-2-2) User terminal As shown in FIG. 1, the user terminal 100 includes, as hardware, a processor 1001, a memory 1002, a storage 1003, a sensor 1004, a communication interface (communication I / F) 1005, an input / output interface (input / output I / F) 1006, and a touch screen 1007, which are electrically connected to each other via a bus 1008.

[0024] The processor 1001 controls the overall operation of the user terminal 100. The processor 1001 includes, for example, a general-purpose processor such as a CPU, an MPU, or a GPU. The processor 1001 is also not limited to a general-purpose processor, and may be a dedicated processor such as an ASIC or an FPGA. The memory 1002 is a main storage device and includes a ROM, a RAM, and the like. The storage 1003 is an auxiliary storage device and includes an internal or external semiconductor memory (for example, a flash memory), etc. The storage 1003 stores programs executed by the processor 1001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM. The processor 1001 can implement the processing functions described below by reading a program from the storage 1003, loading it into the memory 1002, and interpreting and executing the loaded program.

[0025] The sensor 1004 is, for example, an image sensor, a sound sensor, an acceleration sensor, an angular velocity sensor, a geomagnetic sensor, a GPS sensor, a proximity sensor, an ambient light sensor, etc. The sensor 1004 converts various sensed information into electrical signals and outputs them.

[0026] The communication interface (communication I / F) 1005 is a module for communicating with external devices such as the server 200 via the network NW, and includes a signal processing circuit for transmission and reception, an antenna, a LAN terminal, etc. The communication interface 1005 may include a module for mobile communication, a module for wireless / wired LAN, a module for short-range wireless communication, etc.

[0027] The input / output interface (input / output I / F) 1006 receives input data from an external device and outputs output data to an external device. The input / output interface 1006 may include, for example, physical buttons on the user terminal 100, a speaker built into the user terminal 100, a USB (Universal Serial Bus) port, etc.

[0028] The touch screen 1007 includes an input unit 1071 and a display unit 1072, and has the function of accepting input operations from the user and displaying various images to the user. The input unit 1071 is, for example, a capacitive or resistive touch panel. The input unit 1071 detects the contact position of the user's finger or touch pen (stylus pen), and generates coordinate information of the contact position. The display unit 1072 is, for example, a liquid crystal display or an organic EL display, and displays various images based on display data.

[0029] The user terminal 100 can also accept user operations from external input devices such as a keyboard, mouse, or controller connected via the input / output interface 1006. The user terminal 100 can also acquire programs and related data from external storage devices such as memory cards connected via the input / output interface 1006. The user terminal 100 can also output display information to external output devices such as displays and speakers connected via the input / output interface 1006. The user terminal 100 can also use external storage devices such as memory cards connected via the input / output interface 1006 as storage 1003. The user terminal 100 can also accept signals from sensors 1004 as user operations.

[0030] (1-3) Functional configuration (1-3-1) Server 2 shows an example of the functional configuration of the server 200 according to an embodiment. Note that detailed illustration and description of the functional configuration of a general computer will be omitted here.

[0031] The server 200 includes a control unit 210 and a storage unit 220. The storage unit 220 is mainly realized by the storage 2003. A part of the storage unit 220 may be realized by the memory 2002. The storage unit 220 includes a program storage unit 221, a data storage unit 222, and a predetermined control information storage unit 223.

[0032] The program storage unit 221 stores a program for the server 200 that controls the entire server 200. The program storage unit 221 may further store a game program for the user terminal 100.

[0033] The data storage unit 222 stores various related data that are referenced when the program is executed. The data storage unit 222 can store data for the server 200 and data for the user terminal 100.

[0034] The predetermined control information storage unit 223 stores various information related to predetermined controls. For example, the predetermined control information storage unit 223 stores a predetermined condition that triggers the execution of a predetermined control and the content of the predetermined control that is executed when the predetermined condition is satisfied, in association with each other. The predetermined condition and the content of the predetermined control are managed, for example, in a correspondence table. In one embodiment, the predetermined condition includes a condition that a message transmitted from the user terminal 100 during a predetermined period during the progress of an event matches the predetermined condition. The predetermined condition may also be described as including a time condition and a content condition. In this case, the time condition includes a condition that a message is transmitted from the user terminal 100 during a predetermined period during the progress of an event, and the content condition includes a condition that the message matches predetermined content. The predetermined control information storage unit 223 stores, for example, an adjustment table 2231, a time condition management table 2232, a content condition management table 2233, and an effect management table 2234, which will be described later.

[0035] The control unit 210 is mainly realized by the processor 2001 and the memory 2002. The control unit 210 controls the overall functions of the server 200. The control unit 210 can function as an event progression unit 211, a message acquisition unit 212, a determination unit 213, a predetermined control execution unit 214, and an adjustment unit 215 by executing a server program stored in the program storage unit 221.

[0036] The event progression unit 211 progresses an event in which a user can participate by accessing the server 200 via the user terminal 100. The event may include various events. The event may be an event related to a virtual space, an event related to a real space, or an event related to a combination of these. For example, the event may be an online game, and users can participate in the event via the user terminal 100 as players of a competitive game or a cooperative game, or as spectators. For example, the event progression unit 211 places objects that each user can control in a virtual space and progresses the online game based on a program and operation information transmitted from the user terminal 100. The event may be a video distribution event such as a live music concert, a play, a sporting event, a workshop, a panel discussion, a talk, a lecture, or a presentation. The event progression unit 211 generates and encodes video data and audio data captured in a virtual space or a real space, and distributes the data to the user terminal 100 to progress the event. Users can participate in the event in a variety of roles via the user terminal 100, such as as a player, performer, spectator, judge, viewer, commentator, or evaluator. The event progression unit 211 also reads out necessary programs and related data from the storage unit 220 and transmits them to the user terminal 100 in response to a request received from the user terminal 100. The event progression unit 211 is an example of a progression unit according to one embodiment.

[0037] The message acquisition unit 212 acquires messages sent from the user terminal 100. Here, a "message" generally refers to information that somehow conveys the sender's intention or purpose. A message may include text (letters, numbers, symbols, etc.) or images. Images include, for example, small images called stamps (hereinafter referred to as "stamp images" or simply "stamps"). "Stamp images" may include sound-emitting objects and moving objects such as animations and moving images. Images may also include other images stored in the user terminal 100. Messages include emails, instant messages, chats, comments, or posts on bulletin boards. Messages also include information indicating reactions such as "likes," tips, donations, and gifts. The message acquisition unit 212 then processes the acquired messages. For example, the message acquisition unit 212 may forward the message to its destination, notify the destination that the message has been received, reflect the message in a virtual space, reflect the message in video data, update the bulletin board, or perform other processes. Known techniques may be used for these processes. The message acquisition unit 212 passes the message to the determination unit 213. The message acquisition unit 212 is an example of an acquisition unit according to an embodiment.

[0038] The determination unit 213 determines whether a message received from the message acquisition unit 212 satisfies a predetermined condition. In one embodiment, the determination unit 213 first determines whether a time condition is satisfied, and if the time condition is satisfied, further determines whether a content condition is satisfied. For example, with regard to the time condition, the determination unit 213 first determines whether the message was sent during a predetermined period during the progress of an event. The predetermined period may be set as any time frame or period. The predetermined period may be a certain amount of time (e.g., 10 seconds, 1 minute, or 10 minutes) from the start of the event, or a predetermined time frame such as from 8:00 p.m. to 10:00 p.m. The predetermined period may be the period of a cooperative battle in an online game in which multiple users cooperate to fight an enemy, or a portion of the cooperative battle, such as during the player's turn, the ally's turn, or the enemy's turn in a turn-based battle. The predetermined period may be the period of a sub-event in an online event, or the period during which the number of event participants (e.g., the number of viewers) is equal to or exceeds a threshold. Multiple predetermined periods may be set within an event. If the message is a message sent during a predetermined period, the determination unit 213 further determines whether the message satisfies a content condition. The content condition may be arbitrarily set as a wide variety of conditions. The content condition (that the message matches a predetermined content) may include, for example, whether the message contains a specific phrase, whether the message contains a stamp image, whether the message contains a limited-time stamp, or whether the message is related to a money transfer or a paid gift. The content condition may include a condition related to the number or order of messages sent during a predetermined period. The content condition may also include a condition related to the sender or recipient. Multiple content conditions may also be set. A combination of a time condition and a content condition may be set, such as condition X for messages sent during period A and condition Y for messages sent during period B. The determination unit 213 may determine only one of the time condition and the content condition. If the determination unit 213 determines that the acquired message satisfies a predetermined condition, it notifies the predetermined control execution unit 214 of this fact. The determination unit 213 is an example of a determination unit according to an embodiment.

[0039] The predetermined control execution unit 214 executes predetermined control in the event when it is determined that the acquired message satisfies a predetermined condition. The predetermined control may be rephrased as control for activating a predetermined effect related to the event in the user terminal 100. The predetermined effect includes an effect that is attractive to at least one user participating in the event (e.g., the sender of the message that meets the predetermined condition). For example, when it is determined that the message includes a specific phrase, the predetermined control execution unit 214 executes control to change the parameters of an object placed in the virtual space. Changing the parameters of the object includes, for example, changing the appearance (display) of the object, changing the ability values ​​(strength, speed, durability, etc.) of the object, or adding a new object. The object includes a character or an avatar. The predetermined control execution unit 214 can change parameters such as the character's attack power. The predetermined control execution unit 214 can also cause a character placed in the virtual space to perform a predetermined action when the message includes a time-limited stamp. The predetermined action includes, for example, laughing, waving, jumping, dancing, attacking, or using a special technique.

[0040] In one embodiment, the predetermined control execution unit 214 includes a notification generation unit 2141 and an effect activation unit 2142. The notification generation unit 2141 performs processing to notify at least one user terminal 100 that a predetermined condition has been satisfied or about an effect to be activated. The notification is presented to the user on the user terminal 100 before, during, or after the effect is activated. The effect activation unit 2142 generates a command to activate the effect described above and transmits it to the user terminal 100. The type of notification and the type of effect to be activated when a predetermined condition is satisfied are managed by a correspondence table or the like stored in the predetermined control information storage unit 223. The notification generation unit 2141 may be omitted. The predetermined control execution unit 214 may execute only the activation of the effect without issuing a notification. The predetermined control execution unit 214 is an example of a control execution unit according to one embodiment.

[0041] The adjustment unit 215 adjusts the time conditions or content conditions used by the determination unit 213 and the content of the predetermined control used by the predetermined control execution unit 214 according to the status of the event. The adjustment target and adjustment method of the adjustment unit 215 may be set arbitrarily. For example, the adjustment unit 215 adjusts the number of times or probability that the determination unit 213 determines that the predetermined condition is satisfied for each event so that it falls within a predetermined range. The adjustment unit 215 is configured to change the length of the predetermined period or the predetermined conditions (e.g., the type of phrases or stamps in the message used for the determination) according to, for example, sub-events occurring during the event or changes in the number of event participants. For example, the adjustment unit 215 adjusts the length of the predetermined period by shortening it if the number of participants exceeds a certain number. The adjustment unit 215 may adjust the length of the predetermined period or the predetermined conditions according to the type and fighting power of the enemy character that appears. For example, if the fighting power of the enemy character is high, the adjustment unit 215 lengthens the "predetermined period" or simplifies the "predetermined conditions" (e.g., changes the type / number of phrases or stamps required to satisfy the conditions). The adjustment unit 215 is an example of a period adjustment unit or a condition adjustment unit according to an embodiment. The adjustment unit 215 can also adjust "predetermined control." For example, the adjustment unit 215 adjusts the effect to be activated in response to sub-events occurring during the event, changes in the number of event participants, or the type and fighting power of enemy characters that appear. For example, the adjustment unit 215 can add additional points to the value of the internal parameter to be changed in the case of a specific type of enemy character, or further increase the value of the reward that can be obtained in the case of an enemy character with high fighting power. These adjustments can be performed using a correspondence table or relational expression stored in the predetermined control information storage unit 223.

[0042] (1-3-2) User terminal 3 shows an example of the functional configuration of the user terminal 100 according to an embodiment. Note that detailed illustration and description of the functional configuration of a general computer will be omitted here.

[0043] The user terminal 100 includes a control unit 110 and a storage unit 120 . The storage unit 120 is mainly realized by the storage 1003. A part of the storage unit 120 may be realized by the memory 1002. The storage unit 120 includes a program storage unit 121, a data storage unit 122, and a message-related data storage unit 123.

[0044] The program storage unit 121 stores a program for the user terminal that controls the user terminal 100. The program for the user terminal can be received from the server 200 at any timing, such as when creating a user account, when logging in, or when participating in an event.

[0045] The data storage unit 122 stores various related data that are referenced when a program is executed. The data storage unit 122 mainly stores setting data for the user terminal that is related to the progress of an event. The setting data can also be received from the server 200 at any time.

[0046] The message-related data storage unit 123 stores various data related to messages, such as information about stamps that can be sent as messages.

[0047] The control unit 110 is mainly realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. By executing a game program stored in the program storage unit 121, the control unit 110 can function as an event processing unit 111, an operation receiving unit 112, a message processing unit 113, a predetermined control processing unit 114, and a display control unit 115.

[0048] The event processing unit 111 performs processing related to the progress of an event in the user terminal 100 in accordance with the program and setting data received from the server 200. For example, if the event is an online game, the event processing unit 111 progresses the game in response to user operations while constantly exchanging the latest data with the server 200.

[0049] The operation reception unit 112 has a function of receiving a user operation input via the input unit 1071. Hereinafter, "user operation" refers to a user operation input via the input unit 1071. The user operation includes various types of operations via the input unit 1071, such as a tap operation and a swipe operation. The operation reception unit 112 can detect the start of a user operation based on detection of a contact position by the input unit 1071. The operation reception unit 112 may determine the user operation using a known method. The operation reception unit 112 passes the content of the received user operation to the event processing unit 111, the message processing unit 113, or the like.

[0050] In response to a user operation, the message processing unit 113 performs processing to create a message and transmit the created message to the server 200. The message processing unit 113 may add additional information about the message, such as information that the stamp is a limited-time stamp or that a paid item is included, to the message.

[0051] The predetermined control processing unit 114 receives commands related to predetermined control from the server 200 and activates an effect in accordance with the commands. For example, the predetermined control processing unit 114 changes parameters of setting data related to the progress of an event in accordance with the commands. Furthermore, when the predetermined control processing unit 114 receives a notification from the server 200, it presents the content of the notification in a form that can be perceived by the user.

[0052] The display control unit 115 generates image or video data according to the progress of the event and displays it on the display unit 1072. The display control unit 115 may also generate audio data and output it to a speaker or the like. If the event is an online game, the display control unit 115 generates game images that depict the game space. The display control unit 115 may also add UI (User Interface) components and other displays to the game images. If the event is a video distribution event, the display control unit 115 decodes encoded video data and audio data received from the server 200, for example, and outputs it to the display unit 1072 or a speaker. The display control unit 115 may add UI components and other displays to the decoded video data.

[0053] A part of the functions of the user terminal 100 may be provided in the server 200. Conversely, a part of the functions of the server 200 may be provided in the user terminal 100.

[0054] (1-4) Events and Messages Events realized by the entertainment system 1 according to one embodiment include any event in which users can participate via the user terminal 100. Hereinafter, as a mere example, the event realized by the entertainment system 1 will be described as an online game event (hereinafter also referred to as a "game event" or simply an "event") that allows multiple users to play cooperatively. For example, the server 200, via the event progression unit 211, creates member management units such as "rooms" and "sessions" for cooperative play, manages members of the cooperative play on a room-by-room basis, and progresses the cooperative play. A game event includes a battle part in which one or more users each control a player character and cooperate to fight an enemy character that is an NPC (Non-Player Character). NPCs may be included as members of the cooperative play. A game event may also include a "lobby," which serves as a anteroom for the battle part. The battle part is an example of a "predetermined period during the progress of the event."

[0055] In the entertainment system 1, the server 200 can receive and process messages from the user terminal 100 in parallel with the progress of an event. Users can create and send messages via the user terminal 100 at any time during the battle part and lobby. For example, a user can send a message addressed to all room members during the battle part. Messages that users can send are not limited to room-specific messages, but may also be messages addressed to all users participating in the online game, such as in a so-called "world chat" or electronic bulletin board. Furthermore, in the entertainment system 1, even during game parts other than when an event is in progress, users can send messages via the server 200, for example, to specific users registered as "friends" or to multiple users belonging to an in-game community (such as a so-called "guild"). Regardless of whether an event is in progress, message exchange via the server 200 may be realized using any method, such as a chat function, an email function, or a bulletin board function.

[0056] 4 shows an example of a game image related to stamp transmission according to one embodiment. The game image is displayed on the display unit 1072 of the user terminal 100 and forms a game screen. The game image 51 on the left is an example of a game image when a battle part is in progress. In the illustrated example, the game image 51 includes a first player character 61, a second player character 62, an enemy character 91, HP gauges 71, 72, and 92, and UI components such as a stamp selection button 81 and a message creation button 82, all of which are arranged in a virtual space (field) that resembles a grassland.

[0057] The first player character 61 is a player character that can be controlled by a user via a user terminal 100 (for example, the user terminal 100A) that displays the game image 51. The user can make the first player character 61 perform an action such as attack or defense by performing an operation such as tapping on a touch panel around the first player character 61.

[0058] The second player character 62 is a player character that can be controlled by another user who is a member of the cooperative play. In the user terminal 100 (e.g., the user terminal 100B) of the user who controls the second player character 62, for example, the first player character 61 and the second player character 62 are swapped, and the second player character 62 is displayed larger. The first player character 61 and the second player character 62 may be displayed side by side in similar sizes. The second player character 62 may also be an NPC. The number of player characters displayed in the game image 51 may be increased or decreased depending on the number of users participating in the cooperative play.

[0059] The enemy character 91 is an NPC, and performs actions such as attacking the first player character 61 or the second player character 62.

[0060] HP gauges 71, 72, and 92 each indicate the remaining value relative to the maximum value of the health (HP) of the associated character. HP gauge 71 is associated with the first player character 61, HP gauge 72 is associated with the second player character 62, and HP gauge 92 is associated with the enemy character 91. When an associated character receives damage, the remaining values ​​of the HP gauges 71, 72, and 92 decrease by the amount of the damage received. When an associated character uses magic or an item that restores health, the remaining values ​​of the HP gauges 71, 72, and 92 increase. When the remaining value of the HP gauge 92 of the enemy character 91 reaches zero, the player side wins. When the remaining value of the HP gauge 71 of the first player character 61 or the HP gauge 72 of the second player character 62 reaches zero, that player character becomes unable to act, and when all player characters become unable to act, the player side loses.

[0061] The stamp selection button 81 is a UI component that functions as an operation button for starting / ending the selection of stamps to be included in a message that the user will send. For example, when the user taps the stamp selection button 81 in the game image 51, the screen transitions to a stamp selection screen, which will be described later.

[0062] The message creation button 82 is a UI component that functions as an operation button for the user to create a text message. For example, when the user taps the message creation button 82 in the game image 51, the screen transitions to a text input screen, which will be described later.

[0063] 4 shows a game image corresponding to a stamp selection screen that is displayed when, for example, the user taps the stamp selection button 81 in the game image 51. In the example shown, the game image 52 includes the stamp selection button 81 and a stamp list 83 superimposed on an image similar to the game image 51. The stamp selection button 81 has the same function as that described for the game image 51, and when, for example, the user taps the stamp selection button 81 in the game image 52, the stamp selection screen is closed.

[0064] The stamp list 83 shows a list of stamps that the user can send. In the illustrated example, the stamp list 83 includes stamps 83A, 83B, 83C, 83D, and so on. Stamp 83A includes a smiling image and a star mark, stamp 83B includes a confused expression and a question mark, stamp 83C includes a smiling image and the words "Hang in there!", and stamp 83D includes a sad expression and the words "Sorry...." The star mark indicates to the user that the stamp is a rare stamp, such as a limited-time stamp. Stamps are created by an event provider or the like. Stamp information is stored, for example, in the message-related data storage unit 123 and is read by the display control unit 115 when generating an image for the stamp selection screen. When the user taps any of stamps 83A, 83B, 83C, 83D, and so on, the tapped stamp is transmitted to the server 200 as a message. The server 200 transmits the received stamp information to the user terminals 100 of the members participating in the same room (which may or may not include the user terminal 100 that is the sender).

[0065] 4 shows an example of an image that is displayed when, for example, a user taps stamp 83A in game image 52 and sends stamp 83A as a message to server 200. In the example shown, game image 53 includes a message display 84 superimposed on an image similar to game image 51.

[0066] The message display 84 includes an image of the stamp 83A sent by the user terminal 100. Here, the message display 84 has an appearance resembling a speech bubble emerging from the first player character 61, indicating that the user operating the first player character 61 is the message sender. The display may be changed as appropriate in the user terminal 100 of the user operating the second player character 62. For example, in the user terminal 100 of the user operating the second player character 62, the second player character 62 is displayed large in the center, and the message display 84 is displayed near the first player character 61, which is displayed small on the left side. Other users who see the message display 84 can sense from the smiling image of the stamp that the sending user is enjoying cooperative play. Furthermore, a user who sees the message display 84 can know from the star mark in the stamp image that a rare stamp has been sent. The message display 84 may be hidden after a predetermined time has elapsed. The time from when the message display 84 is displayed until it is hidden may be set arbitrarily, for example, 1 second, 3 seconds, or 5 seconds.

[0067] Stamps are generally easy to send and intuitively convey the sender's intentions through images and text. Therefore, they are a useful communication tool for both senders and receivers, especially during cooperative battles when players are busy performing action operations. Some users prefer to use only free stamps, while others are willing to pay for attractive stamps. Other users also desire rare stamps, such as stamps available for a limited time. It is desirable to provide users with additional motivation to acquire and use stamps. In one embodiment, when a stamp is sent as a message during the battle part described above, a predetermined control is performed to activate an effect beneficial to users participating in cooperative play. This promotes communication between users and provides incentives for users to acquire and use stamps.

[0068] 5 shows an example of a game image related to creating a text message according to one embodiment. The game image is displayed on the display unit 1072 of the user terminal 100, and forms a game screen. The game image 54 on the left side of Fig. 5 is an example of a game image when a battle part is in progress, similar to the game image 51 illustrated in Fig. 4. In the example shown, the game image 54 further includes a message display 73 in addition to the first player character 61, second player character 62, enemy character 91, HP gauges 71, 72, and 92, stamp selection button 81, and message creation button 82 described with respect to the game image 51.

[0069] The message display 73 displays a message sent by the user operating the second player character 62. In this example, the message display 73 includes the text "Nice to meet you!" The message display 73 may be erased after a predetermined time has elapsed. If the second player character 62 is an NPC, the message display 73 includes a message created in accordance with a program in the server 200 or the user terminal 100. The message display 73 may include a stamp image as described above.

[0070] 5 shows a game image corresponding to a text input screen that is displayed when, for example, the user taps the message creation button 82 in the game image 54. In other words, the game image 55 may be referred to as a game image corresponding to a text input screen that is displayed when the user taps the message creation button 82 in the game image 51 in FIG. 4. In the illustrated example, the game image 55 includes a message creation field 85, a send button 86, and a software keyboard 87 that are superimposed on an image similar to the game image 54. Here, it is assumed that the message display 73 that was displayed in the game image 54 has disappeared over time.

[0071] The message creation field 85 is a UI widget that displays a message that the user is creating. In the illustrated example, the message creation field 85 contains the text "Good luck!"

[0072] The send button 86 is a UI component that functions as an operation button for sending the text displayed in the message creation field 85 as a message.

[0073] The software keyboard 87 is a UI component that enables the user to input text. The input text is displayed in the message creation field 85. Another UI may be used instead of the software keyboard 87. A voice recognition tool may be used for text input. The game image 55 may further include a UI component for canceling message creation. An image may be included in a message instead of or in addition to text. A limit may be set on the length (maximum number of characters) of text that can be sent.

[0074] 5 shows an example of an image that is displayed when, for example, the user taps send button 86 in game image 55. In the example shown, game image 56 includes a message display 88 superimposed on an image similar to game image 51 or game image 54.

[0075] The message display 88 includes text sent by the user terminal 100. Here, the message display 88 has the appearance of a speech bubble emerging from the first player character 61, indicating that the user operating the first player character 61 is the message sender, similar to the description of the message display 84 in the game image 53 of FIG. 4 . Similarly, the display may be changed as appropriate in the user terminal 100 of the user operating the second player character 62. For example, in the user terminal 100 of the user operating the second player character 62, the second player character 62 is displayed large in the center, and the message display 88 is displayed near the first player character 61, which is displayed small on the left side. Other users who see the message display 88 can sense from the displayed text that the sending user is cheering on other users. The message display 88 may be hidden after a predetermined time has elapsed.

[0076] Text messages are a useful communication tool for both senders and receivers because they allow senders to directly communicate what they want to say in language. In an entertainment system 1 according to an embodiment, when a message containing a specific phrase is sent during the battle part described above, for example, a predetermined control is performed to activate an effect beneficial to users participating in cooperative play. This promotes communication between users and encourages users to send messages containing text. Note that in the entertainment system 1 according to an embodiment, users can send messages outside of the battle part, but the effect is not activated.

[0077] (2) Operation Next, the operation of the server 200 according to the embodiment configured as described above will be described. The operation of the server 200 can be rephrased as the operation of the entertainment system 1 according to the embodiment. Whenever the term "server" is used below, it may be read as "entertainment system" as appropriate.

[0078] 6 is a flowchart showing an example of processing by the server 200. As a premise for the operation, it is assumed that communication between the server 200 and at least one user terminal 100 has been established, and that, as an example of an event progressed by the entertainment system 1, a battle part of cooperative play related to a room in which at least one user participates has started.

[0079] In step S11, the server 200 causes the event progression unit 211 to progress the event according to a predetermined procedure. As an example, the server 200 progresses the battle part on a room-by-room basis in accordance with program code related to the battle part while communicating with the user terminal 100.

[0080] In step S12, while the event is progressing, the server 200 monitors whether or not a message has been received from a user terminal 100 participating in cooperative play using the message acquisition unit 212. If a message has been received (YES), the process proceeds to step S13. If a message has not been received (NO), the process proceeds to step S19.

[0081] In step S13, the server 200 causes the message acquisition unit 212 to acquire the received message.

[0082] In step S14, the server 200 performs normal message processing on the acquired message by the message acquisition unit 212. For example, the message acquisition unit 212 reads information indicating the sender and destination of the message and forwards it to the destination. For example, if the acquired message is a message sent during the battle part, the message acquisition unit 212 determines that the message is addressed to a member of the cooperative play and transmits the message information along with the identification information of the sender user to the user terminal 100 of each member. Each user terminal 100 generates and displays a game image such as that shown in FIG. 4 or 5 based on the received information. The message acquisition unit 212 also passes the message to the determination unit 213.

[0083] In step S15, an adjustment process is performed by the adjustment unit 215 as an optional process. The adjustment unit 215 adjusts various conditions according to the status of the event. The adjustment unit 215 performs the adjustment according to an adjustment table 2231 that is arbitrarily set by an event provider or the like and stored in the predetermined control information storage unit 223, for example.

[0084] FIG. 7 shows an example of the adjustment table 2231 according to an embodiment. The adjustment table 2231 includes record identification information (Adjustment 1, Adjustment 2, Adjustment 3, etc.), an adjustment condition, and an adjustment target. Here, the adjustment condition indicates a trigger condition for executing the adjustment, and the adjustment target indicates the content of the adjustment. For "Adjustment 1," the adjustment condition is "Number of players > 2," and the adjustment target is "halve the time." If Adjustment 1 is enabled, the adjustment unit 215 checks the number of players (number of members of cooperative play) in step S15, and adjusts the length of the time condition by halving it when there are three or more players. As an example, when there are two or fewer players, the predetermined period is set to the default setting of "20 seconds after the start of play," and when there are three or more players, the adjustment unit 215 adjusts it to "10 seconds after the start of play." For "Adjustment 2," the adjustment condition is "Fighting power of enemy character > 100," and the adjustment target is "Double the time." If Adjustment 2 is enabled, the adjustment unit 215 checks the fighting power of an enemy character that is appearing or is scheduled to appear in step S15, and if the fighting power of the enemy character exceeds a threshold of 100, adjusts the length of time of the temporal condition to double. For Adjustment 3, the adjustment condition is "sub-event P occurring," and the adjustment target is "doubling the effect." If Adjustment 3 is enabled, the adjustment unit 215 monitors the occurrence of sub-event P in step S15, and adjusts the effect to double while sub-event P is occurring.

[0085] FIG. 7 is merely an example, and a wide variety of adjustment conditions and adjustment targets may be set. For example, the adjustment unit 215 may adjust the time condition according to the parameters of the enemy character (e.g., level, attack power, maximum HP, etc.), the parameters of the room members (e.g., total level, total attack power, total HP, etc.), the difficulty level of the game stage (e.g., a quest) currently in progress, etc. In addition to the time condition, the adjustment unit 215 may also adjust the content condition. For example, the adjustment unit 215 may set the content condition that either time-limited stamp A or B is sent when there are two or fewer players, and set the content condition that time-limited stamp A is sent when there are three or more players. The adjustment unit 215 may also adjust the effect parameters. For example, the adjustment unit 215 may increase the effect according to the number of players, such as tripling the attack power for a certain period of time when there are three players, and doubling the attack power for a certain period of time when there are two or fewer players. Conversely, the adjustment unit 215 may perform adjustment to reduce the effect according to the number of players. Furthermore, the adjustment unit 215 may adjust the effect according to the number of messages that satisfy the content condition and are sent within a predetermined period (for example, in proportion to the number of messages). The adjustment unit 215 determines whether the adjustment condition is satisfied, and if the adjustment condition is satisfied, instructs the determination unit 213 or the predetermined control execution unit 214 on the content of the adjustment. Which adjustment condition is to be enabled may be set as appropriate by the event provider or the like. Multiple adjustment conditions may be enabled simultaneously. A relational expression or the like may be set instead of the adjustment table 2231.

[0086] Next, in step S16, the server 200 determines, by the determination unit 213, whether or not the acquired message is a message sent during a predetermined period while the event is in progress. The determination unit 213 reads the setting of the "predetermined period" according to the temporal condition management table 2232, which is arbitrarily set by the event provider or the like and stored in the predetermined control information storage unit 223, and makes the determination. When an adjustment instruction is received from the adjustment unit 215, the determination unit 213 makes the determination using the adjusted setting.

[0087] FIG. 8 shows an example of a temporal condition management table 2232 according to an embodiment. The temporal condition management table 2232 includes record identification information (temporal conditions "T1," "T2," "T3," etc.) and content. The content of T1 is "10 seconds from an encounter with an enemy." If T1 is enabled, 10 seconds from the encounter between the player character and the enemy character in the battle part is set as the predetermined period. The content of T2 is "1 minute from the start of play." If T2 is enabled, 1 minute from the start of the battle part is set as the predetermined period. The content of T3 is "1 minute from the occurrence of sub-event P." If T3 is enabled, 1 minute from the occurrence of sub-event P is set as the predetermined period. Which temporal condition is enabled is arbitrarily set by an event provider or the like, for example, via the effect management table 2234 described below. Multiple temporal conditions may be enabled simultaneously. FIG. 8 is merely an example, and a wide variety of temporal conditions may be set as described above. The "predetermined period" may be a fixed time after the start of the battle part, during the player's turn, during the ally's turn, or during the enemy's turn, or a fixed time after winning a battle. The "predetermined period" may also be a period related to the progress of the game, such as when the player character is using a special technique, when the player character's remaining HP is less than half of its maximum value, or when the enemy character's remaining HP is equal to or greater than a fixed value. These time conditions may be used in combination. If it is determined in step S16 that the message has been received within the fixed period (YES), the process proceeds to step S17. If it is determined that the message has not been received within the fixed period (NO), the process proceeds to step S19.

[0088] In step S17, the server 200 determines whether the acquired message satisfies the content conditions using the determination unit 213. The determination unit 213 reads the content condition settings and makes the determination in accordance with the content condition management table 2233 that is arbitrarily set by an event provider or the like and stored in the predetermined control information storage unit 223. When an adjustment instruction is received from the adjustment unit 215, the determination unit 213 makes the determination using the adjusted settings.

[0089] FIG. 9 shows an example of the content condition management table 2233 according to an embodiment. The content condition management table 2233 includes record identification information (content conditions "C1," "C2," "C3," "C4," etc.) and content. The content of C1 is "limited-time stamp A." When C1 is valid, the determination unit 213 determines that a message satisfies a predetermined condition if the message includes the limited-time stamp A. The content of C2 is "paid stamp B." When C2 is valid, the determination unit 213 determines that a message satisfies a predetermined condition if the message includes the paid stamp B. The content of C3 is "message-attached stamp C." When C3 is valid, the determination unit 213 determines that a message satisfies a predetermined condition if the message includes the message-attached stamp C. An example of the message-attached stamp C is a stamp including the characters ("Hang on" or "Sorry...") shown in 83C or 83D in FIG. 4. The content of C4 is "phrase D." When C4 is valid, the determination unit 213 determines that a message (text message or stamp) satisfies a predetermined condition if the message contains phrase D (for example, the characters "Ganbare" (do your best) as in the message display 88 of FIG. 5). Which content condition to enable is arbitrarily set by the event provider or the like via, for example, the effect management table 2234 described later. FIG. 9 is merely an example, and a wide variety of content conditions may be set. The content condition may be that any stamp, regardless of its type, is sent as a message. The content condition may be that any "limited-time stamp" (for example, a star-marked stamp as illustrated in 83A of FIG. 4) is acceptable. The content condition may be that a stamp containing a predetermined cheering message such as "Ganbare" (do your best) or "Don't give up" or a stamp containing an image of a player character is sent. The content condition may be that the message (text message or stamp) contains any of a plurality of phrases (for example, phrase D, phrase E, or phrase F, etc.).

[0090] The content condition may be a condition related to the number or order of messages. For example, the content condition may be that a message is transmitted a predetermined number of times within a predetermined period of time, or that a stamp is transmitted a predetermined number of times within a predetermined period of time. The content condition may be a condition combined with a time condition. For example, the content condition may be that multiple limited-time stamps are transmitted while a player character is using a special technique, or that multiple cheering messages (e.g., a message including the phrase "Go for it!") are transmitted while an enemy character is attacking. Alternatively, the content condition may be that the attributes of the multiple stamps transmitted satisfy a predetermined order. For example, the content condition may be that stamps are transmitted in the order of red stamps, blue stamps, and yellow stamps, or that stamps are transmitted in order from the user operating the player character with the highest level in the room to the user operating the player character with a lower level. The order may take into account the order in which players enter the lobby (the order in which players express their intention to participate in cooperative play).

[0091] In step S17, if it is determined that the acquired message satisfies the content condition (YES), the process proceeds to step S18. If it is determined that the acquired message does not satisfy the predetermined condition (NO), the process proceeds to step S19.

[0092] In step S18, the server 200 executes predetermined control via the predetermined control execution unit 214. In one embodiment, the predetermined control includes notifying the user terminal 100 and activating an effect that creates an advantageous situation for the user.

[0093] FIG. 10 shows details of the predetermined control execution process in step S18 of the process shown in FIG. In step S1801, the server 200 generates and outputs a notification via the notification generation unit 2141. In one embodiment, the notification includes a notification that a predetermined condition has been met. The notification may simply notify that the condition has been met (e.g., by displaying the text "Effect Activated"), or may notify the specific condition that has been met (e.g., by displaying the text "Limited Stamp Effect Activated"). In one embodiment, the notification is output to the sender of the message, the recipient of the message, or both the sender and the recipient. The notification may include information regarding what effect will be activated or what effect has been activated. The processing of step S1801 may be omitted. Whether to issue a notification, the timing of the notification, the output destination of the notification, and the information included in the notification may be set appropriately by the event provider, etc.

[0094] In step S1802, the server 200 causes the effect invocation unit 2142 to generate a command to invoke an effect and transmit it to the user terminal 100. The effect includes, for example, an effect that creates a situation advantageous to players in cooperative play. The effect includes, for example, an effect that changes internal parameters related to cooperative play. Effects that change internal parameters include, for example, an effect that restores the stamina of allied characters (all player characters in the room) or a specific player character by a certain value or fully restores it to its maximum value, an effect that temporarily increases the attack power, defense power, or movement speed of an allied character or a specific player character, an effect that makes an allied character invincible for a certain period of time, an effect that revives an allied character that has become unable to fight, an effect that reduces the attack power or defense power of an enemy character, or an effect that stops the movement of an enemy character. Such effects may also be arbitrarily set by the event provider, etc. Conditions and effects are managed, for example, in the effect management table 2234 in the server 200. The predetermined control execution unit 214 reads necessary information from the effect management table 2234 stored in the predetermined control information storage unit 223 of the server 200, and generates a command for notification or effect activation. When an adjustment instruction is received from the adjustment unit 215, the predetermined control execution unit 214 executes predetermined control using the adjusted settings.

[0095] FIG. 11 shows an example of an effect management table 2234 according to an embodiment. In the illustrated example, the effect management table 2234 includes identification information for each record ("Condition 1," "Condition 2," "Condition 3," "Condition 4," etc.) and information indicating the time condition, content condition, notification, effect, and restriction. The time condition and content condition correspond to the identification information shown in the time condition management table 2232 and the content condition management table 2233. The notification indicates the notification target. "Room members" indicates that all members in the room will be notified, and "sender" indicates that only the sender of a message that meets the conditions will be notified. The notification condition may include a designation of the notification timing, such as before the effect is activated, simultaneously with the effect activation, or after the effect is activated. The effect indicates the specific content of the effect to be activated. Condition 1 activates the effect of "fully restoring the HP of an ally character," condition 2 activates the effect of "reviving the ally character," condition 3 activates the effect of "increasing the attack power of an ally character for M seconds," and condition 4 activates the effect of "stopping the movement of an enemy character for N seconds." The "restriction" indicates restriction information regarding the activation of each condition. Condition 1 is limited to a maximum of "L times" for a predetermined period. The restriction may be set for each room, for each predetermined period, or for each game (event). Similarly, an upper limit may be set for the number of messages considered for each predetermined period. For example, even if the upper limit is exceeded, messages can be sent and received, but no effect may be generated. Furthermore, for example, if a type of stamp is associated with an ability that increases (e.g., sending stamp A increases attack power), and the ability value increases as more stamps are sent, an upper limit may be set for the ability.

[0096] In addition, as with the effect of condition 2, "reviving an ally character," if there is no ally character to be revived and the effect cannot be activated, it may be replaced with another effect, such as restoring stamina. As with the effect of condition 4, an effect may be activated on the parameters of an enemy character or the virtual space. An effect such as changing the season or time of day in the virtual space may also be set. The effect activated when a specific condition is met may relate to multiple types of parameters (e.g., restoring stamina + increasing attack power). Condition 4 is an effect that is activated when a message or stamp contains "phrase D" as content condition C4. However, an effect corresponding to the meaning of the phrase may be set, such as "Stop." For example, an effect corresponding to the characters may be set, such as restoring the stamina of an ally character when a stamp containing the characters "do your best" is sent, or putting an enemy character to sleep for a certain period of time when a stamp containing the characters "sleepy" is sent. The detailed settings of each condition and which conditions are enabled may be set arbitrarily by the event provider, etc. Each condition may be set for each event (for example, commonly for each online game), for each room, or for each predetermined period such as every month.

[0097] The correspondence between conditions and effects as shown in effect management table 2234 may or may not be made clear to users who are event participants. Not making the correspondence between conditions and effects clear and letting users send messages that activate effects by trial and error can add to the excitement.

[0098] Each condition, for example, a time condition and a content condition, may be set in any combination using AND or OR. For example, the same effect may be activated when a message sent within a predetermined period during the event contains a predetermined phrase D or a predetermined stamp A. Alternatively, one of the effects may be activated when at least one message containing a predetermined phrase D and at least one limited-time stamp is sent within a predetermined period during the event. The condition for activating an effect may be that multiple limited-time stamps of different types are sent within a predetermined period during the event. Alternatively, the condition for activating an effect may be that a predetermined number or more stamps containing an image of a specific character are sent within a predetermined period during the event.

[0099] Each condition may further include conditions such as the number of times a message is sent or the order in which it is sent, as described above. For example, a condition may be set such that if "Limited Time Stamp A" is sent three times within a specified period, a special move can be used for a certain period of time. Alternatively, a condition may be set such that if two of "Paid Stamp B1," "Paid Stamp B2," and so on, "Paid Stamp BX," are sent within a specified period of time, the attack parameter of an ally character will increase by 10% for a certain period of time.

[0100] If the destination of the message can be specified when sending a message, for example, if a stamp can be sent to a specific user (or player character), the effect may be activated only for that destination character. Also, if the stamp includes an image of a player character, the effect may be activated only for the character corresponding to the sent stamp. The effect may be activated only for the character (the user's own character) operated by the user who sent the message.

[0101] Each condition may include a condition regarding the manner in which stamps can be obtained. Stamps are configured to be available in a variety of ways. For example, stamps may include stamps with various rarity values, such as stamps provided by the system by default, stamps available through a paid gacha (a paid lottery system), stamps available for a limited time by purchasing a limited-time pass, stamps available only to users who meet special conditions, stamps available as rewards for completing limited-time quests, stamps available as hidden items in quests, and paid stamps that can be selected and purchased. As another example, a condition may include stamps with usage restrictions, such as stamps with a limited usage period or a limited number of times they can be sent. If a system is configured to activate advantageous effects when highly rare stamps are sent, users can be motivated to pay for or play games to obtain highly rare stamps. Stamps may also be gifted between friend users. If a system is configured to activate advantageous effects when a stamp given by a friend is used, users can be motivated to gift stamps to each other, thereby stimulating communication between users. A stamp sent from a friend may be configured to have a stronger effect on that friend if that friend is participating in cooperative play. A stamp sent from a friend may also be configured to have an effect only on that friend. For example, sending a low-value stamp provided by the system in the default settings may slightly restore the stamina of the character controlled by the user, while sending a more expensive stamp may cause a parameter change twice as large as when a cheaper stamp is sent. In this way, the effect may vary depending on the amount of the stamp. This can encourage users to pay and increase revenue opportunities for event providers.

[0102] When the manner in which a stamp was acquired is taken into consideration, information identifying the manner in which the stamp was acquired may be added to each stamp in each user terminal 100. For example, each user terminal 100 associates an acquired stamp with information identifying the manner in which the stamp was acquired and stores the associated stamp in the message-related data storage unit 123. When the stamp is sent, the stamp information is sent to the server 200 together with additional information identifying the manner in which the stamp was acquired.

[0103] After step S1802, the process proceeds to step S19 in FIG. In step S19, the server 200 determines, via the event progression unit 211, whether or not the event should end. The end of the event is determined based on whether or not a predetermined end condition has been achieved, such as a victory for an ally character, a defeat for an ally character, or the achievement of another clear condition. If it is determined that the event should end (YES), the event is ended. If it is determined that the event should not end (NO), the process returns to step S11, and the event continues to progress.

[0104] FIG. 12 shows an example of a game image related to a predetermined control according to one embodiment. Game image 57, like game image 51, is an example of a game image when a battle part is in progress. Game image 57 is an example of a game image when a limited stamp is sent by one of the members during the battle part, and an effect that is activated when the sending of the limited stamp is activated. Detailed explanations of configurations similar to game image 51 will be omitted. In the illustrated example, game image 57 includes a notification display 89, an HP gauge 74, and a performance display 75.

[0105] The notification display 89 includes the text "Limited Stamp Effect Activated!" This indicates that some effect will be activated when the limited stamp is sent by the user. The notification display 89 may be displayed, for example, only on the user terminal 100 of the user who sent the limited stamp, or on the user terminals 100 of all users participating in cooperative play. By displaying the notification display 89 only to the sender, the sender knows that the stamp they sent met the effect activation conditions. This provides an incentive for the sender to send stamps that meet the effect activation conditions in the same cooperative play or in another cooperative play. It may also provide an incentive for the sender to purchase new limited stamps. By displaying the notification display 89 to all users participating in cooperative play, a similar effect is expected for all users. Furthermore, if multiple stamps have been sent in the room before the notification display 89 is displayed, users may try to deduce which stamp contributed to the activation of the effect. This may also provide an incentive for users to send or purchase stamps. The notification display 89 may be hidden after a predetermined time.

[0106] As an example of an effect activation, the HP gauge 74 indicates a state in which the HP (stamina) of all ally characters is fully restored and full. The HP gauge 74 may be displayed with an effect display in which the remaining amount of the gauge increases.

[0107] The effect display 75 includes, as an additional effect example of the activation of an effect, the display of a sparkling light around the HP gauge 74, which is the target of the effect activation. This may indicate that an effect has been activated on the HP gauge 74. As another example of the effect display, a sparkling aura may appear around the character to indicate that an effect has been activated on the character. Alternatively, the entire game screen may light up, which may be shown as an effect on the virtual space. The effect display 75 may also be turned off after a predetermined time.

[0108] In the case of an effect that increases the attack power of an ally character, a display such as an upward arrow may be used around the ally character, or the effect may be displayed in text, such as by displaying the words "ATK POWER UP" around the ally character.

[0109] The notification display 89 is an optional display. The notification display 89 may be displayed simultaneously with the effect display 75, before the effect display 75, or after the effect display 75. The notification display 89 may include a notification (for example, text such as "HP recovered") indicating what effect will occur before the effect is activated. The notification display 89 may include a notification (for example, text such as "HP recovered") indicating what effect has been activated after the effect is activated.

[0110] In an entertainment system 1 according to an embodiment, messages can be sent via the user terminal 100 even when an event is not in progress. For example, a user can exchange messages with other users who have registered them as friends at any time. Furthermore, for example, a user can exchange chat-style messages with participating users in a chat room. In these cases, messages sent via the user terminal 100 are once received and processed by the server 200. However, the server 200 does not make a determination regarding messages sent from the user terminal 100 when an event is not in progress. Similarly, messages can be sent via the user terminal 100 in a lobby, but no determination is made thereon. In one embodiment, the server 200 processes messages during the battle part according to the flow shown in FIG. 6, and processes messages during game parts other than the battle part according to the flow shown in FIG. 13.

[0111] 13 is a flowchart showing an example of operation related to message processing by server 200. In step S21, server 200 monitors the reception of a message using message acquisition unit 212. An event may or may not be in progress. If a message is received (YES), the process proceeds to step S22. If a message is not received (NO), the process ends or continues monitoring.

[0112] In step S22, the server 200 causes the message acquisition unit 212 to acquire the received message.

[0113] In step S23, the server 200 performs normal message processing on the acquired message using the message acquisition unit 212. For example, the message acquisition unit 212 reads information indicating the sender and destination of the message, and transfers the message to the destination.

[0114] 14 shows an example of a game image related to a message exchange according to one embodiment. Game image 58 corresponds to a so-called "lobby" screen before the battle part, where participation in cooperative play is solicited or members are confirmed. From this screen, for example, the host user can perform some operation to transition to the battle part described above.

[0115] In the illustrated example, the game image 58 includes a lobby display 93, member displays 63A, 63B, 63C, . . . , message displays 94 and 95, a stamp selection button 81, and a message creation button .

[0116] The stamp selection button 81 and message creation button 82 have the same functions as those described with reference to FIG. 4 or FIG. The lobby display 93 includes the word "Lobby" and the characters "Room ID: XXXX" that identify the room.

[0117] The member displays 63A, 63B, 63C, etc. include images of the player characters of users who have declared their participation in the current lobby, and the nicknames of the users, such as "Mr. A," "Mr. B," "Mr. C," etc. Here, message display 94 displays the message "Nice to meet you!" sent by "Mr. A" 63A. Message display 95 displays the stamp sent by "Mr. B" 63B. At this time, "Mr. C" 63C has not sent a message.

[0118] The game image 58 may be configured so that a display such as message display 94 or 95 disappears after a certain time and a new message is sent and then displayed superimposed, or may employ a display in which sent messages are displayed in chronological order and the oldest messages are deleted in order, as in a chat room. Needless to say, other message display formats may also be employed.

[0119] In this way, even in a lobby or the like, a user can communicate with other users by sending a message to the server 200 via the user terminal 100. However, as described above, the entertainment system 1 is configured so that the determination unit 213 does not make a determination in game parts other than the battle part. In other words, the entertainment system 1 is configured so that it does not perform a predetermined control or activate a predetermined effect in game parts other than the battle part.

[0120] (3) Effects As described above in detail, in one embodiment of the present invention, the entertainment system 1 comprises a progression unit that progresses an event in which users can participate by accessing the server 200 via the user terminal 100, an acquisition unit that acquires messages that users send to the server 200 via the user terminal 100 during a predetermined period while the event is in progress, a determination unit that determines whether the acquired messages satisfy predetermined conditions, and a control execution unit that executes predetermined control in the event if it is determined that the predetermined conditions are satisfied.

[0121] In this way, by using the transmission of a message that satisfies a predetermined condition during a predetermined period while an event is in progress as a trigger for executing a predetermined control, it is possible to encourage users participating in the event to use the message transmission tool. As an example, the entertainment system 1 executes the predetermined control when a message that satisfies a predetermined condition is sent by a user participating in an online game during a predetermined period while an online game is in progress. By appropriately setting the predetermined condition, such as the period, number, or type of message, it is possible to activate the effect related to the event at an appropriate frequency that does not interfere with the progress of the event.

[0122] In the entertainment system 1, the predetermined control can be to change the parameters of an object placed in a virtual space during an event. The entertainment system 1 can notify the user who sent the message that a predetermined condition has been met, or can output a notification regarding the predetermined control before or after the execution of the predetermined control. The user who receives the notification knows that the transmission of the message that meets the predetermined condition will be triggered by the server 200 to execute the predetermined control. Even if no notification is given, the user can sense that the predetermined control has been executed by the change in the object's parameters.

[0123] The entertainment system 1 may also be configured to activate, as a predetermined control, an effect associated with a stamp image sent as a message or an effect associated with a manner in which the stamp image sent as a message is obtained. This can diversify the value of stamps, and provide an added interest in obtaining stamps with higher value.

[0124] The entertainment system 1 may also set predetermined conditions, such as a condition that the transmitted message contains a specific word, a condition that the transmitted message contains a stamp image, a condition that the transmitted message contains a specific stamp image, or a condition that the message is transmitted a predetermined number of times within a predetermined period of time. Each of these predetermined conditions may be associated with a condition that is activated when the condition is met. These predetermined conditions may also be combined using AND or OR to be used for determination. By managing these conditions, for example, in a table that associates the conditions with control content, developers or the like can set these conditions as desired or change them in real time, enabling flexible responses to, for example, the purpose of the event, the number of participants in the event, the duration of the event, etc.

[0125] By notifying the user who sent the message when a certain condition is met, the user can know that the message they sent will activate some kind of effect. This is expected to increase the user's motivation to send messages. Furthermore, by notifying the user of what effect will be activated or has been activated, the motivation to send messages can be further increased. By providing similar notifications not only to the user who sent the message but also to users participating in cooperative play, the motivation to send messages for room members can also be increased. Furthermore, such notifications allow users to guess which message caused the effect to be activated, even without the explicit correspondence between the condition and the effect. This kind of guessing can also increase the interest of the event.

[0126] For example, in cooperative play where multiple users cooperate to fight a common enemy, one of the attractions is communication between users during battle, such as greeting each other, calling out to each other, sharing strategies, and cheering each other on. However, some users are so focused on battle operations during battle that they are unable to fully utilize the chat function. Therefore, as described above, in one embodiment, sending a message during battle activates a beneficial effect, thereby increasing motivation to use the chat function and stimulating communication.

[0127] The above embodiment also has the effect of increasing users' motivation to obtain and use rare stamps. For example, using stamps that can only be obtained by paying may result in boasting about being a paying user, which may cause conflict. However, by allowing everyone to benefit from using such stamps, unnecessary conflict can be alleviated. At the same time, it also encourages users to pay, leading to increased revenue. Similarly, users can now use stamps that are only available to a limited number of users, such as high-level users, users who play for a long time, or users who are proficient in the game, without any fear of danger.

[0128] In this way, according to one embodiment, it is possible to encourage the use of message sending tools by users participating in an event via user terminals.

[0129] (Variation) As described above, users can participate in various roles in an event progressed by the entertainment system 1. For example, users participating in an event can include an event organizer (also referred to as an "organizer user") who can input operations to directly control the progress of the event, and viewers (also referred to as "non-organizer users") who cannot input operations to directly control the progress of the event. A modified example will be described below, assuming a situation in which the entertainment system 1 progresses an event in which at least one event organizer and multiple viewers can participate.

[0130] The event executor is, for example, a user who provides game commentary while playing a game, or a user who controls a character in a virtual space (for example, a so-called virtual YouTuber (Vtuber)) via the user terminal 100. The viewer is, for example, a user who views a game commentary video or a live video by a Vtuber via the user terminal 100, and participates in the event by sending a message to the server 200. The message may include messages exchanged between viewers, messages from viewers to the event executor, or messages from viewers to characters in a virtual space (for example, a Vtuber).

[0131] In this modified example, as in the above embodiment, the server 200 can evaluate the message sent from the user terminal 100 and activate an effect. For example, according to the entertainment system 1, when an event organizer is playing an online game provided by the server 200 and commenting on the game, and a viewer sends a message to the server 200 that satisfies a predetermined condition, an effect can be activated, such as changing the parameters of a character appearing in the game or changing the appearance of a game object. Alternatively, when a viewer sends a message, an effect can be activated in which the game screen viewed by the event organizer remains unchanged, and only the screen viewed by the viewer changes. In this case, the screens viewed by all viewers may change in the same way, or the screen may change in a different manner for the viewer who sent the message and the other viewers.

[0132] For example, according to the entertainment system 1, when an event organizer is operating a Vtuber via the server 200 and a viewer sends a comment that meets certain conditions as a message to the server 200, it is possible to activate effects such as the Vtuber responding with an action according to the comment, the Vtuber's costume changing, or an object appearing in the virtual space.

[0133] In such a modified example, the event organizer may be allowed to set the period, conditions, effects, etc. For example, the server 200 may accept settings from the event organizer, such as the period for accepting messages, the timing at which message acceptance begins, users who can participate in the event, the types of messages to be accepted, or the contents of the messages, and store the settings for each event or each event organizer in the predetermined control information storage unit 223. When a message that satisfies the set conditions is sent by a viewer or the like, an effect may be activated, such as the viewer being awarded a special benefit or points, a special effect event appearing, the event organizer being awarded a special benefit or points, or a special effect event being set.

[0134] Alternatively, the period, conditions, effects, etc. may be set (adjusted) in the server 200 depending on other setting information related to the event executor (e.g., the attributes of the character being controlled, the number of years of experience as the event executor, the type of event), etc.

[0135] Furthermore, even in this modified example, the server 200 can notify both the event organizer and viewers that a predetermined condition has been met. The notification may include, for example, the condition that has been met, the number of messages that have met the condition, the type of messages that have met the condition, or information about the users who sent the messages that have met the condition. The notification may be sent to all users including the event organizer and viewers, or may be sent to either the viewer who sent the message that met the condition, all viewers, or the event organizer.

[0136] Furthermore, the notification may be set to have different display modes on the user terminal 100 of the event producer and the user terminal 100 of the viewer. Generally, the event producer and the viewer have different purposes for participating in the event and different operation authorities (for example, the event producer can operate a game character or a Vtuber, but the viewer cannot directly operate a game character or a Vtuber). Therefore, the screen viewed by the event producer and the viewer via the user terminal 100 and the information required for processing may differ. Therefore, the server 200 can set different settings for the notification to be sent to the user terminal 100 of the event producer and the notification to be sent to the user terminal 100 of the viewer. Furthermore, the notification to be sent to the user terminal 100 of the viewer may be set to be different for each viewer. For example, the user terminal 100 of the event organizer may display the total number of messages sent by viewers, the messages or the number of messages that meet the conditions set by the event organizer, and the effect display or notification that was activated as an effect, while the user terminal 100 of the viewer may display information related to the viewer himself / herself, such as whether the message he / she sent met the condition that activated the effect, and how many benefits or points will be awarded for the message he / she sent. Needless to say, the user terminals 100 of the event organizer and the viewer may employ the same or similar displays.

[0137] [Other embodiments] It should be noted that the present invention is not limited to the above-described embodiment. For example, the game event may be an event related to a wide variety of games. For example, the game event may be an event related to a wide variety of games, such as an action game, an action role-playing game (action RPG), a puzzle game, a quiz game, an adventure game, a shooting game, a simulation game, a training game, a shooting game, a sports game, or a casino game. As described above, the events conducted by the entertainment system 1 are not limited to game events and may include a wide variety of online events.

[0138] Messages that activate a predetermined effect when sent during a predetermined period during the event are not limited to chats or emails between users. The message may also be a message sent by a user with the intention of expressing their intention to an event provider (e.g., a system administrator, server operator, game developer, video streamer, organizer, or virtual character). Examples of such messages include so-called "tipping" or tapping a "Like" button. Such expressions of intention may be displayed only on the user terminal 100 of the user who sent the message, or may also be displayed on the user terminals 100 of other users participating in the event. For example, when a certain amount of tipping or a certain number of "Likes" are sent within a predetermined period during the event, effects may be activated, such as a change in the appearance of a character placed in the virtual space, a character performing a predetermined action, a new object appearing in the virtual space, flowers blooming in the background of the virtual space or the streamed video, fireworks, or an effect of tipping the event provider. The above-described embodiment is also applicable to single-player game events. For example, if a user sends a stamp to the server 200 during single play with the intention of supporting a favorite character or highlighting a favorite game scene, the message can be judged and an effect can be activated.

[0139] The message that activates the predetermined effect may be a message sent by a spectator of the game, a viewer of the event, etc. For example, the predetermined effect may be activated when a predetermined condition is satisfied in a comment from a spectator or viewer to an event provider, or in a chat between spectators or viewers.

[0140] The adjustment of the predetermined period, the predetermined condition, or the predetermined control by the adjustment unit 215 may be performed using a wide variety of adjustment methods depending on the status of the event. The status of the event may include, in addition to the content and time of sub-events that occur during the progress of the event and changes in the number of event participants, information about the performer user, information about non-performer users (viewers, etc.), the cumulative number of participants in the event, and the message transmission status by participants up until the start of the event (type of message sent, number of messages sent, etc.). User information may include, for example, the cumulative login time, level, cumulative number of participations in cooperative play, in-game money, or possessed items of users participating in the event.

[0141] In an embodiment, each functional unit of server 200 may be distributed across multiple devices, and these devices may perform processing in cooperation with each other. Each functional unit may also be realized using a circuit. The circuit may be a dedicated circuit for realizing a specific function, or a general-purpose circuit such as a processor.

[0142] Furthermore, the flow of each process described above is not limited to the procedures described, and the order of some steps may be changed, or some steps may be performed simultaneously in parallel. Also, the series of processes described above do not need to be performed consecutively, and each step may be performed at any timing. Some of the operations of the server 200 may be performed in the user terminal 100.

[0143] The above-described method can be stored as a program (software means) that can be executed by a computer on a recording medium (storage medium), such as a magnetic disk (floppy disk, hard disk, etc.), optical disk (CD-ROM, DVD, MO, etc.), or semiconductor memory (ROM, RAM, flash memory, etc.), or can be transmitted and distributed via a communication medium. The program stored on the medium also includes a configuration program that configures the software means (including not only execution programs but also tables and data structures) that the computer executes. The computer that realizes the above-described device reads the program stored on the recording medium and, in some cases, configures the software means using the configuration program, and executes the above-described processing by having the operation controlled by this software means. The term "recording medium" as used herein is not limited to a storage medium for distribution, but also includes a storage medium such as a magnetic disk or semiconductor memory installed inside the computer or in a device connected via a network.

[0144] It should be noted that this invention is not limited to the above-described embodiments, and various modifications can be made in the implementation stage without departing from the spirit of the invention. Furthermore, the embodiments may be implemented in appropriate combinations, in which case the combined effects can be obtained. Furthermore, the above-described embodiments include various inventions, and various inventions can be extracted by combining selected elements from the disclosed elements. For example, if the problem can be solved and the desired effect can be obtained even if some elements are deleted from all elements shown in the embodiments, the configuration from which these elements are deleted can be extracted as an invention. [Explanation of symbols]

[0145] 1...Entertainment system, 100...User terminal, 200...Server, 1001...Processor, 1002...Memory, 1003...Storage, 1004...Sensor, 1005...Communication interface, 1006...Input / output interface, 1007...Touch screen, 1071...Input unit, 1072...Display unit, 1008...Bus, 2001...Processor, 2002...Memory, 2003...Storage, 2004...Communication interface, 2005...Input / output interface, 2006...Bus, 110...Control unit, 111...Input Event processing unit, 112...operation reception unit, 113...message processing unit, 114...predetermined control processing unit, 115...display control unit, 120...memory unit, 121...program memory unit, 122...data memory unit, 123...message-related data memory unit, 210...control unit, 211...event progression unit, 212...message acquisition unit, 213...judgment unit, 214...predetermined control execution, 2141...notification generation unit, 2142...effect activation unit, 215...adjustment unit, 220...memory unit, 221...program memory unit, 222...data memory unit, 223...predetermined control information memory unit.

Claims

1. a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires a message that the user transmits to the server via the user terminal; a determination unit that determines whether or not a message acquired during a predetermined period during the progress of the event, among the messages acquired by the acquisition unit, satisfies a predetermined condition; a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied; Equipped with the predetermined condition includes that the message is acquired during a predetermined period after the start of the event, a predetermined period after the start of play, or a predetermined period during which the number of users participating in the event is equal to or greater than a threshold; Entertainment system.

2. a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires a message that the user transmits to the server via the user terminal; a determination unit that determines whether a combination of a message acquired during a predetermined period during the progress of the event and the timing of receipt of the message satisfies a predetermined condition; and a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied; An entertainment system equipped with.

3. a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires a message that the user transmits to the server via the user terminal; a determination unit that determines whether or not a message acquired during a predetermined period during the progress of the event, among the messages acquired by the acquisition unit, satisfies a predetermined condition; an adjustment unit that determines the content of the determination or the length of the predetermined period according to the status of the event; a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied; An entertainment system equipped with.

4. a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires a message that the user transmits to the server via the user terminal; a determination unit that determines whether or not a message acquired during a predetermined period during the progress of the event, among the messages acquired by the acquisition unit, satisfies a predetermined condition; an adjustment unit that adjusts the number of times the determination unit makes a determination during the predetermined period or the probability of whether or not a determination is made; a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied; An entertainment system equipped with.

5. a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires a message that the user transmits to the server via the user terminal; a determination unit that determines whether or not a message acquired during a predetermined period during the progress of the event, among the messages acquired by the acquisition unit, satisfies a predetermined condition; a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied; Equipped with the predetermined condition includes a time condition or a content condition, The event management system further includes an adjustment unit that changes the time condition and the content condition according to the number of users participating in the event. Entertainment system.

6. a progression unit that progresses an event in which a user can participate by accessing a server via a user terminal; an acquisition unit that acquires a text message that the user transmits to the server via the user terminal; a determination unit that determines whether a text message acquired during a predetermined period during the progress of the event among the text messages acquired by the acquisition unit satisfies a predetermined condition; and a control execution unit that executes a predetermined control in the event when it is determined that the text message satisfies the predetermined condition. An entertainment system equipped with.

7. 2. The entertainment system according to claim 1, wherein the control execution unit changes a parameter of an object placed in the virtual space during the event as the predetermined control.

8. 10. The entertainment system according to claim 1, wherein the control execution unit further notifies the user who sent the message that the predetermined condition has been met.

9. The entertainment system according to claim 1 , wherein the control execution unit executes, as the predetermined control, invoking an effect related to the event and outputting a notification regarding the invocation of the effect.

10. the predetermined condition includes that the message is a message including a predetermined stamp image; the predetermined control includes activating a predetermined effect associated with the stamp image in advance.

6. An entertainment system according to any one of claims 1 to 5.

11. The entertainment system of claim 1 , wherein the predetermined condition includes a predetermined number of messages being sent by users participating in the event within the predetermined period of time.

12. the determination unit does not determine whether or not a message acquired by the acquisition unit, the message being acquired at a timing other than when the event is in progress or at a timing other than the predetermined period, satisfies the predetermined condition.

12. An entertainment system according to any one of claims 1 to 11.

13. the progression unit progresses an event in which at least one participant user who can input operations to directly control the progress of the event and a plurality of non-participant users who cannot input operations to directly control the progress of the event can participate; the acquisition unit acquires a message transmitted by the non-performer user to the server via the user terminal; the determination unit uses information set in relation to the executor user as the predetermined period or the predetermined condition.

13. An entertainment system according to any one of claims 1 to 12.

14. The entertainment system according to claim 1 , further comprising a period adjustment unit that adjusts the length of the predetermined period depending on the status of the event.

15. 7. The entertainment system according to claim 1, further comprising a condition adjustment unit that adjusts the predetermined condition depending on the status of the event.

16. A server computer that can communicate with multiple user terminals Proceeding an event in which users can participate via the user terminal; Obtaining a message sent by the user to the server via the user terminal; determining whether or not a message among the messages acquired during a predetermined period during the progress of the event satisfies a predetermined condition; and executing a predetermined control in the event when it is determined that the predetermined condition is satisfied, the predetermined condition includes that the message is acquired during a predetermined period after the start of the event, a predetermined period after the start of play, or a predetermined period during which the number of users participating in the event is equal to or greater than a threshold; program.

17. A server capable of communicating with a plurality of user terminals, a progress unit that progresses an event in which users can participate via a user terminal; an acquisition unit that acquires a message that the user transmits to the server via the user terminal; a determination unit that determines whether or not a message acquired during a predetermined period during the progress of the event, among the messages acquired by the acquisition unit, satisfies a predetermined condition; a control execution unit that executes a predetermined control in the event when it is determined that the predetermined condition is satisfied; the predetermined condition includes that the message is acquired during a predetermined period after the start of the event, a predetermined period after the start of play, or a predetermined period during which the number of users participating in the event is equal to or greater than a threshold; server.

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