Programs, Systems

The game system adjusts game conditions based on viewer thresholds to prevent power imbalances, ensuring consistent player engagement.

JP7746103B2Active Publication Date: 2025-09-30COLOPL
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Patent Information

Application Number
JP2021163509
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-04
Publication Date
2025-09-30
Estimated Expiration
2041-10-04

AI Technical Summary

Technical Problem

Conventional game systems imbalance the power relationship between characters based on viewer count, leading to reduced enjoyment.

Method used

A game system that adjusts game conditions based on viewer count thresholds, using a change lottery table to dynamically modify game elements.

Benefits of technology

Maintains game enjoyment by preventing power imbalances and enhancing viewer engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To suppress deterioration in amusement properties of a game.SOLUTION: A program causes a computer to execute: defining a virtual space for providing a game including an operation of a character; letting a distributor participate in the game; generating distribution information according to a game play of the distributor; viewing a moving image including a game play using each viewing terminal by transmitting the distribution information to the viewing terminal used by each of a plurality of viewers; counting the plurality of viewers (S308, S318, and S328); and changing game conditions in the virtual space according to whether the counted number of viewers is a first number of viewers or is a second number of viewers larger than the first number of viewers when a specific condition is satisfied in the game (S310, S320, and S330).SELECTED DRAWING: Figure 8
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Description

[Technical Field]

[0001] The present disclosure relates to a program, and Regarding the system. [Background technology]

[0002] Patent Document 1 discloses a game system that allows viewers to watch videos that include gameplay by a broadcaster. The game system changes the abilities of the character being played depending on whether the number of viewers is above or below a predetermined value. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-167172 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional game systems, the abilities of a character being played are changed depending on the number of viewers, which can easily lead to an imbalance in the power relationship between that character and other characters, potentially reducing the enjoyment of the game. [Means for solving the problem]

[0005] A program according to one aspect of the present disclosure includes: defining a virtual space for providing a game including operating a character on a computer; , distribution Believer's Gameplay I Watch videos containing do The game system counts a plurality of viewers, and when a specific condition is satisfied in the game, changes the game conditions in the virtual space depending on whether the counted number of viewers is a first number of viewers or a second number of viewers that is greater than the first number of viewers. [Effects of the Invention]

[0006] According to the present disclosure, the fun of the game is unlikely to decrease. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of a game system. [Figure 2] 2 is a diagram showing an example of a module configuration of a terminal included in the game system of FIG. 1. FIG. [Figure 3] 2 is a diagram showing an example of a module configuration of a server included in the game system of FIG. 1. [Figure 4] FIG. 4 is a diagram showing an example of a data structure in the server of FIG. 3. [Figure 5] 3A to 3C are diagrams showing an example of screen transitions in the terminal of FIG. 2. [Figure 6] FIG. 1 is a diagram showing an example of a processing flow for delivering or viewing content for viewing. [Figure 7] FIG. 10 is a diagram showing an example of a processing flow for executing a battle game. [Figure 8] FIG. 10 is a diagram showing an example of a processing flow for changing game conditions. [Figure 9] FIG. 10 is a diagram illustrating an example of the flow of a condition change process. [Figure 10] FIG. 10 is a diagram showing an example of conditions for selecting a change lottery table. [Figure 11] FIG. 10 is a diagram showing an example of a change lottery table. [Figure 12] FIG. 10 is a diagram showing an example of a change lottery table. [Figure 13] FIG. 10 is a diagram showing an example of a change lottery table. [Figure 14] FIG. 1 is a diagram illustrating an example of a virtual space. [Figure 15] 3 is a diagram showing an example of a home screen on the general terminal or distribution terminal of FIG. 2. FIG. [Figure 16] FIG. 3 is a diagram showing an example of a matching screen on the general terminal or distribution terminal of FIG. 2. [Figure 17]FIG. 3 is a diagram showing an example of a battle screen on the general terminal or distribution terminal of FIG. 2. [Figure 18] FIG. 3 is a diagram showing an example of a list screen on the general terminal of FIG. 2. [Figure 19] FIG. 3 is a diagram showing an example of a viewing screen on the viewing terminal of FIG. 2. [Figure 20] FIG. 3 is a diagram showing an example of a second result screen on the viewing terminal of FIG. 2. [Figure 21] FIG. 3 is a diagram showing an example of a second result screen on the viewing terminal of FIG. 2. DETAILED DESCRIPTION OF THE INVENTION

[0008] A game system according to the present disclosure will be described with reference to the drawings. [Game System Overview] As shown in FIG. 1, the game system 10 includes a network 90, a plurality of terminals 100, and one or more servers 200. The game system 10 is provided as a home system or a business system. The plurality of terminals 100 are configured to communicate with the server 200 via the network 90. ​​As an example, the game system 10 provides a multiplayer game. In the following description, when simply referring to a "game," it means a game provided by the game system 10. The plurality of terminals 100 are an example of a computer. The one or more servers 200 are an example of a computer.

[0009] [network] For example, the network 90 is configured by the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0010] [Device hardware configuration] Some terminals 100 may be used as game terminals for playing games. Terminals 100 used as game terminals provide users with game functions for playing games provided by the game system 10. Some terminals 100 may be used as general terminals 100A. General terminals 100A may be used as game terminals. General terminals 100A are used by general users other than broadcast users and viewing users.

[0011] Some terminals 100 may be used as broadcasting terminals 100B. Broadcasting terminal 100B provides users with a broadcasting function for broadcasting viewing content. The viewing content includes video of gameplay by a broadcasting user (hereinafter referred to as gameplay video). Broadcasting terminal 100B is used by a broadcasting user who is a broadcaster. A broadcasting user is a game player. In other words, broadcasting terminal 100B is also a game terminal. Some terminals 100 may be used as viewing terminals 100C. Viewing terminal 100C provides users with a viewing function for viewing viewing content broadcast by a broadcasting user. Viewing terminal 100C is used by a viewing user who is a viewer. When one viewing user is used as a reference, the user who is broadcasting the viewing content that the viewing user is viewing is the broadcasting user who is the viewing target.

[0012] As an example, the terminal 100 is a smartphone. The terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), or a tablet computer. The terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation. For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may further include a communication interface (IF) 140 and an input / output IF 150. The terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164. Each of the multiple components included in the terminal 100 is connected to a communication bus 180.

[0013] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 is realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0014] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data may include data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 is implemented as a random access memory (RAM) or other volatile memory.

[0015] The storage 130 permanently stores programs and data. For example, the storage 130 is realized as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be realized as a removable storage device such as a memory card.

[0016] The programs stored in storage 130 include game programs, distribution programs, viewing programs, and communication programs. The game programs provide a game space, which is one type of virtual space, and implement game functions that provide game play in that game space. As an example, game play includes manipulating objects placed in the game space. As an example, the object manipulated using terminal 100 is a character corresponding to the user using terminal 100. This character is an avatar of the user using terminal 100.

[0017] The distribution program realizes a distribution function of distributing viewing content including gameplay videos according to the game play status in the game space. While this distribution function is realized, the terminal 100 becomes a distribution terminal 100B. The state in which the distribution function is realized is referred to as a "distribution state." The viewing program realizes a viewing function of providing a viewing space, which is one of the virtual spaces, and providing viewing content using the viewing space. While this viewing function is realized, the terminal 100 becomes a viewing terminal 100C. The state in which the viewing function is realized is referred to as a "viewing state." As an example, viewing viewing content includes viewing gameplay videos. The communication program realizes a function of communicating with other computers (e.g., the server 200). Programs stored in the storage 130 may include an operating system, a simulation program, a user authentication program, and other programs.

[0018] For example, the data stored in storage 130 includes definition data for a virtual space and object data that defines various objects to be placed in the virtual space. In terminals 100A to 100C, one or more objects are placed in the virtual space using the same object data. In other words, terminals 100A to 100C may share some or all of the events in the virtual space. The virtual space is not limited to a space expressed in three dimensions. For example, the virtual space may be a space expressed in two dimensions or a space expressed by still images. For example, the virtual space may be a space expressed by input data such as sound, voice, or text data.

[0019] The communication IF 140 is connected to the network 90. ​​The communication IF 140 communicates with other computers (e.g., the server 200) connected to the network 90. ​​For example, the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF. For example, the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF. The communication IF 140 is not limited to those described above.

[0020] The input / output IF 150 communicates with an external input / output device 190. For example, the input / output IF 150 is realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication IF. For example, the input / output IF 150 is realized as a Bluetooth (registered trademark) or other wireless communication IF.

[0021] As an example, the input / output device 190 is a controller. For example, the input / output IF 150 transmits an instruction output from the processor 110 to the controller. The instruction instructs the controller to vibrate, output sound, or emit light. Upon receiving the instruction, the controller performs the vibration, sound output, or light emission in accordance with the instruction. The controller has one or more operation parts. For example, the one or more operation parts may include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits an output value to the terminal 100 based on a user's operation on the operation part. As an example, the controller may include a motion sensor such as an acceleration sensor or an angular velocity sensor. The controller may be configured to transmit the output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0022] The input / output device 190 is not limited to the above. For example, the input / output device 190 may be a camera. The camera may be configured to transmit an image of the user to the terminal 100. For example, the input / output device 190 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on the detection of the user's hand, a marker, or the like to the terminal 100.

[0023] The microphone 160 converts the user's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 162 converts the audio signal into sound and outputs it to the user. In addition to or instead of the speaker 162, each terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0024] The touch screen 164 may include a monitor 166 and a touch sensor 167. The monitor 166 may be realized as a transmissive or non-transmissive display device. For example, the monitor 166 may be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or other display device. The monitor 166 displays various images. The images displayed on the monitor 166 include various objects such as backgrounds, user avatars, other characters, obstacles, windows, buttons, menus, lists, and icons. The monitor 166 is not limited to those described above. For example, the monitor 166 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0025] The touch sensor 167 transmits an output value based on a user's operation on the monitor 166 to the processor 110. As an example, the touch sensor 167 is realized as a capacitive touch sensor, a resistive touch sensor (pressure-sensitive touch sensor), an ultrasonic touch sensor, or any other type of touch sensor. As an example, the input surface of the touch sensor 167 is a part or all of the display surface of the monitor 166. The touch sensor 167 can be used as an operation unit configured to accept a user's input operation. For example, when the operation unit is the touch sensor 167, the processor 110 accepts the user's physical contact operation on the input surface of the touch sensor 167 as the user's input operation. For example, the user's input operation on the touch sensor 167 can include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes.

[0026] The operation unit is not limited to the configuration described above. For example, if the operation unit is the communication IF 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 90 as a user's input operation. For example, if the operation unit is the input / output IF 150, the processor 110 accepts a signal transmitted from an external input / output device 190 as a user's input operation. For example, if the input / output device 190 is a camera and a distance measurement sensor, when the processor 110 detects a user's hand from a received captured image, the processor 110 accepts a gesture (a series of movements of the user's hand) detected based on the captured image and an output value as a user's input operation. For example, if the input / output device 190 is a controller, the processor 110 accepts an output value transmitted from the controller as a user's input operation.

[0027] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250. Each of the multiple components included in the server 200 is connected to a communication bus 280.

[0028] In response to a signal provided to the server 200 or in response to the establishment of a predetermined condition, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 is realized as a CPU, a GPU, an MPU, an FPGA, or any other computing device.

[0029] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 is implemented as a RAM or other volatile memory.

[0030] The storage 230 permanently stores programs and data. For example, the storage 230 is realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple game systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0031] The programs stored in storage 230 include a game program, a distribution program, and a communication program. The game program provides a game space in the game system 10 and provides gameplay in which multiple users share the game space. The distribution program provides a viewing space in the game system 10 and enables multiple viewing users to view events in the game space using the viewing space. In other words, the distribution program provides a function to distribute viewing content, including gameplay videos of the broadcasting user, to the viewing terminal 100C. The communication program provides a function to communicate with other computers (e.g., terminals 100A to 100C). The programs stored in storage 230 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in storage 130 may include data defining a virtual space and object data defining various objects to be placed in the virtual space.

[0032] The communication IF 240 is connected to the network 90. ​​The communication IF 240 communicates with other computers (for example, the terminals 100A to 100C) connected to the network 90. ​​For example, the communication IF 240 is realized as a LAN or other wired communication IF. For example, the communication IF 240 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication IF. The communication IF 240 is not limited to those described above.

[0033] The input / output IF 250 communicates with external input / output devices. For example, the input / output IF 250 is implemented as a USB, DVI, HDMI, or other wired communication IF. For example, the input / output IF 250 is implemented as a Bluetooth (registered trademark) or other wireless communication IF.

[0034] The server 200 is not limited to the configuration described above. For example, the server 200 may include a game server 200A for providing a game in a game space and a distribution server 200B for distributing viewing content. The game program is stored in the storage 230 of the game server 200A. The game program is executed by the processor 210 of the game server 200A. The distribution program is stored in the storage 230 of the distribution server 200B. The distribution program is executed by the processor 210 of the distribution server 200B. The game server 200A transmits and receives various information and requests to and from the distribution server 200B via the communication IF 240. The game server 200A transmits and receives various information and requests to and from the terminals 100A and 100B via the communication IF 240. The distribution server 200B transmits and receives various information and requests to and from the viewing terminal 100C via the communication IF 240.

[0035] [Device module configuration] 2, the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input / output module 107. The control module 101 includes a game module 101A, a distribution module 101B, and a viewing module 101C.

[0036] The game module 101A, the distribution module 101B, the viewing module 101C, and the rendering module 104 are realized by the processor 110. The memory module 105 is realized by the memory 120 and the storage 130. The communication module 106 is realized by the communication IF 140. The input / output module 107 is realized by the processor 110, the touch sensor 167, and the input / output IF 150.

[0037] The input / output module 107 detects and accepts a user's input operation on the touch sensor 167 and a user's input operation on an external operating device via the input / output IF 150. As an example, when the input / output module 107 accepts a user's input operation on the touch sensor 167, it identifies the type of the input operation by detecting the coordinates of the input position. For example, the types of input operations that the input / output module 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes. When a series of input operations that have been detected ceases, the input / output module 107 detects that the contact input from the touch sensor 167 has been released.

[0038] The communication module 106 receives various information and requests from one or more servers 200. For example, the information received by the communication module 106 from the server 200 may include progress information, distribution information, and user information. For example, the progress information indicates the progress of a game in the game space. For example, the progress information may include type information of one or more avatars placed in the game space, avatar coordinate information, avatar action information, and other information. An avatar is an object that a user controls in the game space. For example, the avatar coordinate information indicates a position in the game space. For example, the action information indicates the action of the avatar. For example, the avatar action may include the avatar's posture, use of an item, use of a skill, attack, defense, dodge, jump, etc. The progress information may include setting information regarding avatar settings. For example, the avatar settings may be changed by the user in the game space or before moving to the game space. For example, the avatar settings may include the avatar's type, avatar equipment, avatar appearance, etc.

[0039] As an example, the progress information may include information indicating a special event in the game space (hereinafter referred to as special information). Without being limited to this, the special information may be information transmitted and received separately from the distribution information. A special event is an event that may affect the progress of the game. As an example, a special event is a change in game conditions. In this case, the special information may include information indicating the game conditions after the change. The game conditions may be considered to be environmental elements surrounding the avatar in the game space. As an example, the game conditions include the game rules and the game difficulty level.

[0040] For example, the distribution information includes information for reproducing events in the game space in the viewing space. For example, the distribution information includes some or all of the information included in the progress information. For example, the distribution information may include type information of one or more avatars placed in the game space, avatar coordinate information, avatar action information, and other information as information for reproducing the progress of the game in the game space in the viewing space. The distribution information may include setting information related to avatar settings. For example, the user information may include a username, an account ID, gender, age, address, etc. The distribution information may also include the special information described above.

[0041] The game module 101A performs processing to progress the game. The game module 101A reads definition data of the game space from the memory module 105. The game module 101A defines the game space according to the read definition data. The game module 101A reads object data from the memory module 105. The game module 101A places an object in the game space according to the read object data. The game module 101A identifies a user instruction according to the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game indicated in the game progress information.

[0042] The game progress status may include the type, coordinates, and actions of the player's own avatar in the game space. The game progress status may include the type, coordinates, and actions of other users' avatars in the game space. The game progress status may include the settings of the player's own avatar. The game progress status may include the settings of other users' avatars. The game progress status may include changes to game conditions.

[0043] The game module 101A makes various determinations regarding the progress of the game. The game module 101A performs various lotteries regarding the progress of the game. The game module 101A generates various requests and play information in accordance with user instructions, various determination results, and various lottery results. The various requests and play information generated by the game module 101A are transmitted to the server 200 by the communication module 106.

[0044] The distribution module 101B performs processing for distributing viewing content (gameplay video). The distribution module 101B identifies the user's instruction based on the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the progress of the game. The distribution module 101B can generate a request to start distributing viewing content or a request to end distributing viewing content based on the user's instruction. The distribution module 101B can generate a request to change the distribution content of viewing content based on the user's instruction. The various requests generated by the distribution module 101B are transmitted to the server 200 by the communication module 106.

[0045] The viewing module 101C performs processing for viewing viewing content (gameplay video) distributed by a distribution user. The viewing module 101C reads definition data of the viewing space from the memory module 105. The viewing module 101C defines the viewing space according to the read definition data. The viewing module 101C reads object data from the memory module 105. The viewing module 101C places objects in the viewing space according to the read object data. As an example, the definition data and object data are the same for the game space and the viewing space. The game space and the viewing space may be configured to be used together as a single virtual space.

[0046] The viewing module 101C identifies the user's instruction based on the coordinates of the input position accepted by the input / output module 107, the type of input operation, and the distribution information (game progress status). The viewing module 101C generates a request to start viewing or stop viewing of the viewing content based on the user's instruction. The viewing module 101C generates a request to change the distribution content of the viewing content based on the user's instruction. The various requests generated by the viewing module 101C are transmitted to the server 200 by the communication module 106.

[0047] The rendering module 104 creates a predetermined screen image. The rendering module 104 creates a predetermined screen image in response to progress information (special information), distribution information, or various requests received by the communication module 106. The rendering module 104 creates a predetermined screen image in response to play information generated by the game module 101A and various requests. The rendering module 104 creates a predetermined screen image in response to information generated by the viewing module 101C and various requests.

[0048] The rendering module 104 displays the created screen image on the monitor 166. The rendering module 104 may be configured to display the screen image on an external display device via the input / output IF 150. The rendering module 104 may be configured to display the screen image on an external display device via the communication IF 140. The screen image is an image in which 2D or 3D objects are controlled and drawn. As described above, objects drawn as the screen image may include avatars (characters), backgrounds, obstacles, etc.

[0049] The rendering module 104 may control and draw 2D or 3D game objects (UI objects) for constructing a UI (User Interface). The rendering module 104 creates a screen image including UI objects necessary for user input operations, such as icons, buttons, lists, panels, windows, and menus. The UI objects assist the user in performing input operations necessary to progress through the game. The UI objects also assist the user in performing input operations necessary to obtain information generated during the progress of the game from the terminal 100. The various UI objects described in this disclosure are merely examples and are not limited to these embodiments.

[0050] Various processes in the terminal 100 are realized by hardware and software executed by the processor 110. Such software may be pre-stored in the memory module 105, such as a hard disk. The software may be stored on a computer-readable non-volatile data recording medium, such as a CD-ROM, and distributed as a program product. The software may also be provided as a downloadable program product by a data provider connected to a network, such as the Internet. Such software is read from the data recording medium by a data reader, such as an optical disk drive, or downloaded from another computer, such as the server 200, via the communication module 106, and then temporarily stored in the memory module. The software is read from the memory module by the processor 110 and stored in RAM or the like in the form of an executable program. The processor 110 executes the program.

[0051] [Server module configuration] 3, the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input / output module 207. The control module 201 includes a game module 201A and a distribution module 201B. The game module 201A and the distribution module 201B are implemented by a processor 210. The memory module 205 is implemented by a memory 220 and a storage 230. The communication module 206 is implemented by a communication IF 240. The input / output module 207 is implemented by the processor 210 and an input / output IF 250.

[0052] The communication module 206 receives various types of information and various requests from each terminal 100. For example, the information that the communication module 206 receives from each terminal 100 may include play information and user information. The communication module 206 transmits various types of information or various requests to each terminal 100. For example, the information that the communication module 206 transmits to each terminal 100 may include progress information (special information), distribution information, and user information. The input / output module 107 detects and accepts user input operations on an external operating device via the input / output IF 250.

[0053] The game module 201A performs processing to provide an environment in which one game space is shared directly or indirectly by multiple users. The game module 201A reads definition data of the game space from the memory module 205. The game module 201A defines the game space according to the read definition data. The game module 201A reads object data from the memory module 205. The game module 201A places various objects in the game space according to the read object data.

[0054] The game module 201A places or moves avatars corresponding to each of the multiple users in the game space according to coordinate information included in the play information received by the communication module 206 from the multiple terminals 100. The game module 201A determines interactions between avatars according to action information and avatar setting information included in the play information received by the communication module 206 from the multiple terminals 100. An interaction is the effect that an action taken by one avatar has on another avatar. The game module 201A determines whether to change the game conditions. If it is determined that the game conditions should be changed, the game module 201A changes the game conditions. The game module 201A generates progress information (special information) according to the results of these processes. The communication module 206 transmits the progress information to one or more terminals 100A and 100B. The game module 201A transmits the generated progress information to the distribution module 201B.

[0055] The distribution module 201B performs processing to provide an environment in which multiple users can view game play in the game space. The distribution module 201B reads definition data of the viewing space from the memory module 205. The distribution module 201B defines the viewing space according to the read definition data. As an example, the distribution module 201B reads object data from the memory module 205. As an example, the distribution module 201B arranges various objects in the viewing space according to the read object data.

[0056] The distribution module 201B generates distribution information in accordance with the progress information (special information) generated by the game module 201A. The communication module 206 transmits the distribution information to one or more viewing terminals 100C. As an example, the distribution information may include the same information as part or all of the progress information. As an example, the distribution information may be the progress information itself. The distribution module 201B transmits various requests to the game module 201A in accordance with the various requests received by the communication module 206 from the viewing terminal 100C. The distribution module 201B transmits various information to the game module 201A in accordance with the various information received by the communication module 206 from the viewing terminal 100C.

[0057] The server 200 is not limited to the module configuration described above. For example, the game module 201A may be provided in the game server 200A. For example, the distribution module 201B may be provided in the distribution server 200B. The game module 201A may transmit and receive various information or various requests to and from the distribution module 201B via the communication module 206.

[0058] The processing in the server 200 is realized by hardware and software executed by the processor 210. Such software may be pre-stored in the memory module 205, such as a hard disk. The software may be stored on a computer-readable non-volatile data recording medium, such as a CD-ROM, and distributed as a program product. The software may also be provided as a downloadable program product by a data provider connected to a network, such as the Internet. Such software is read from the data recording medium by a data reader, such as an optical disk drive, or downloaded from another computer, such as an external storage device, via the communication module 206, and then temporarily stored in the memory module. The software is read from the memory module by the processor 210 and stored in a memory, such as a RAM, in the form of an executable program. The processor 210 executes the program.

[0059] [Game Overview] As an example, a game according to the present disclosure includes multiple parts of different natures. As an example, the multiple parts include a first part and a second part. In the first part, general users and broadcasting users may prepare for the second part. In the first part, viewing users may view viewing content broadcast by the broadcasting user. The viewing content may include gameplay video of at least the second part of the first and second parts. Without being limited to this, a game may be composed of three or more parts, or may be composed of one part.

[0060] As an example, the second part is a part in which multiple camps decide who wins and who loses based on some criteria. Multiple users may belong to each of the multiple camps. The multiple users may belong to a party, group, team, or pair, etc., and may not necessarily be a camp. As an example, the second part may be a part in which multiple parties decide who wins and who loses based on some criteria. As an example, the second part may be a part in which multiple users decide who wins and who loses based on some criteria. General users and broadcasting users can participate in the second part of the game. In the following description, general users and broadcasting users participating in the second part of the game are referred to as participating users. The second part of the game includes moving an avatar.

[0061] As an example, the multiple camps include a first camp and a second camp that is hostile to the first camp. Each camp includes one or both of one or more general users who participate in the second part of the game and one or more broadcast users who participate in the second part of the game. In other words, the multiple camps may each include multiple users as multiple participants. Belonging to the first camp is an example of having a first attribute. Belonging to the second camp is an example of having a second attribute. Without being limited to this, attributes may also be whether or not friends are registered, whether or not multiple users can belong to the same guild, or whether or not multiple parties can belong to the same union, etc.

[0062] As an example, the second part of the game could look like this: The second part of the game is a competitive game in which multiple camps compete for victory. The second part of the game is a battle game in which a player's avatar battles against the avatar of an opposing user. Either or both of the general user and the broadcast user form a single party and participate in the battle game. In other words, each of the multiple camps includes one or more parties that participate in the battle game. Each of the multiple camps may include multiple parties.

[0063] In the second part of the game, the maximum number of users that can belong to one party is set. As an example, the maximum number of users that can belong to one party is six. The maximum number of users that can belong to one party may be two to five, or seven or more. As an example, a party in the second part of the game may include a small group formed in another part, or a small group formed of people who have a relationship such as friends. A party with a maximum of six members may be formed by combining a group of two and a group of three with an individual user, or a party may include six individual users.

[0064] In the second part of the game, the criterion for determining victory is whether one side fulfills a predetermined victory condition before the opposing side fulfills the victory condition. The victory condition includes the state of all avatars in the opposing side changing from a first state to a second state in the second part of the game. The state of the avatar changes from the first state to the second state when a predetermined change condition is met. For example, the change condition is that the hit points, which are one of the avatar's ability parameter values, become 0. In this case, the first state is the survival state. The second state is the death state. In other words, one of the victory conditions is to annihilate all avatars in the opposing side. In the battle game, each user can move their avatar and attack avatars in the opposing side. The hit points of their avatar decrease when an attack by an avatar in the opposing side hits. The hit points of an avatar in the opposing side decrease when an attack by an avatar in the friendly side hits.

[0065] The second part of the game ends when a predetermined time limit (match time) has elapsed, even if all of the opposing team's avatars have not been annihilated. In this case, the victory conditions include one team having earned a higher score than the opposing team at the end of the time limit for the second part of the game. Scores can be earned by collecting designated objects placed in the game space during the second part of the game.

[0066] In the second part, the game conditions may be changed. The game conditions may change when a specific condition is satisfied. For example, a specific period that is part or all of the second part may include multiple sections. For example, the multiple sections may include a total of m sections, from the first section to the mth section, where m is an integer greater than or equal to 2. For example, the specific condition is satisfied when each section starts. For example, the start condition for each section is satisfied by the passage of time. The start condition for each section may be, without limitation, that a score for one of the camps reaches a specified score, that the number of viewing users reaches a predetermined number, or that all monsters are annihilated. A monster is an example of an enemy character common to multiple camps. A monster hinders the actions of an avatar in the game space. For example, a monster may attack an avatar, prevent the avatar from moving, or hide a designated object.

[0067] As an example, the game conditions include multiple elements (hereinafter referred to as condition elements). In other words, changing the game conditions means changing some or all of the multiple condition elements. As an example, the rules of the game and the difficulty level of the game are both condition elements. An example of a condition element related to the rules and difficulty level will be described. One condition element related to the rules is the time limit (match time) of the game. According to this, participating users will need to change their behavior in accordance with changes in the remaining time in the game. One condition element related to the rules is the lower limit or upper limit of the score required to satisfy the victory condition. According to this, participating users will need to change their behavior in accordance with changes in the score required to satisfy the victory condition.

[0068] One condition element related to the rules is the state of the avatar. For example, changing the state of the avatar may include changing the avatar from a dead state to a living state, or from a living state to a dead state. Changing the state of the avatar may be limited to a certain period of time, or may be for a period until the next change condition is met. This changes the fighting strength of each camp. One condition element related to the rules is the condition for increasing the score. For example, changing the condition for increasing the score may include increasing or decreasing the score added when an enemy user's avatar is defeated. This changes the strategy for efficiently increasing the score. One condition element related to the rules is the amount of reward awarded to the participating user when the second part of the game is completed. This increases or decreases the amount of reward awarded to the participating user.

[0069] One condition element related to difficulty is the number of designated objects. The fewer the designated objects, the more difficult it is to increase the score by collecting the designated objects. One condition element related to difficulty is the time required to collect the designated objects (hereinafter referred to as collection time). As an example, the designated object is collected when the time that the avatar is in contact with the designated object reaches the collection time. The longer the collection time, the more difficult it is to increase the score by collecting the designated objects. One condition element related to difficulty is the ability parameter value of the monster. One condition element related to difficulty is whether or not a special monster appears among the monsters. Special monsters are strong enemies with high ability parameter values. The higher the ability parameter value of the monster, the more difficult it is to defeat the monster.

[0070] In this way, the game conditions are elements related to the environment surrounding the avatar in the game space. The game conditions do not include the ability parameter values ​​of the character (avatar) corresponding to the user. In the second part of the game, the ability parameter values ​​of the avatar may change in response to the occurrence of an event other than a change in the game conditions. As an example, the ability parameter values ​​of the avatar may be temporarily improved by the use of magic, skills, or items. As an example, the ability parameter values ​​of the avatar may be temporarily decreased by the use of magic, skills, or items.

[0071] The second part of the game is not limited to the above specifications. For example, the second part of the game may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the second part of the game may be a race such as a car race, a yacht race, a ski race, or an airplane race.

[0072] A viewing user who watches the battle game may earn a predetermined reward. As an example, the reward is reward points P that can be consumed in the first or second part. By consuming the reward points P, the user may be able to earn an item, weapon, armor, currency, title, or character. However, the reward may be an item, weapon, armor, currency, title, or character that can be used in the game.

[0073] As an example, the first part of the game could have the following specifications: In the first part of the game, general users and broadcast users prepare for the second part, a battle game. Preparation for the battle game includes selecting a character to use in the battle game as the user's avatar from among the characters owned by the user. Preparation for the battle game includes adding, exchanging, and deleting avatar equipment, avatar skills, and avatar items. Preparation for the battle game may also include changing the avatar's appearance. For example, the avatar's appearance includes the race, gender, body shape, hairstyle, or facial expression. Preparation for the battle game involves changing the avatar's settings.

[0074] [Data Structure] The data structure in the memory 220 (memory module 205) of the server 200 will be described.

[0075] As shown in FIG. 4, the memory 220 of the server 200 stores a broadcast ID as an example of information for identifying viewing content. The memory 220 stores a battle ID, a field ID, a user ID, the number of viewing users n, the number of game condition changes x, and a game condition change ID in association with the broadcast ID. The battle ID is an example of information for identifying the battle game to be distributed. The field ID is an example of information for identifying the type of field. The field is constructed in the game space as a stage for the battle game. The user ID is an example of information for identifying a user. For example, the memory 220 stores the user ID of a broadcast user in association with the broadcast ID. The memory 220 stores the user IDs of one or more participating users participating in one battle game in association with the broadcast ID. As described above, participating users may include broadcast users and general users. The memory 220 stores the user IDs of one or more viewing users in association with the broadcast ID.

[0076] The number of viewing users n is information for specifying the number of viewing users viewing one viewing content. As an example, the number of viewing users n may be the total number of user IDs associated with a distribution ID as viewing users. The number of changes in game conditions x is information for specifying the number of changes in game conditions. The game condition change ID is information for specifying the changes in game conditions.

[0077] Using the data structure described above, processor 210 of server 200, as game module 201A or distribution module 201B, can classify each viewing content and identify the battle game and the type of field. Similarly, processor 210 can identify the distribution user, participating user, viewing user, number of viewing users n, number of changes to game conditions x, and the changes to the game conditions.

[0078] [Overview of screen transitions on devices] 5, as an example, the display screen on each terminal 100 may include a first home screen 40A, a second home screen 40B, a matching screen 45, a first battle screen 50A, and a second battle screen 50B. As an example, the display screen on each terminal 100 may include a first result screen 55, a second result screen 60, a list screen 65, and a viewing screen 70. An overview of screen transitions will be described below. Specific examples of each display screen will be described later.

[0079] The first home screen 40A is displayed when the game is in the first part and the terminal 100 is in the initial state. The initial state is a state in which the terminal 100 is neither in the streaming state nor in the viewing state. When in the initial state, the terminal 100 becomes a general terminal 100A. When in the streaming state, the terminal 100 becomes a streaming terminal 100B. When in the viewing state, the terminal 100 becomes a viewing terminal 100C. The second home screen 40B is displayed when the game is in the first part and the terminal 100 is in the streaming state.

[0080] The matching screen 45 is displayed when the game transitions from the first part to the second part. The first battle screen 50A is displayed when the game is in the second part and the terminal 100 is in an initial state. The second battle screen 50B is displayed when the game is in the second part and the terminal 100 is in a broadcasting state. The first result screen 55 is displayed when the game transitions from the second part to the first part. Note that if an operation is performed on the first result screen 55 to instruct the player to continue playing the battle game in the second part, the matching screen 45 may be displayed without going through the home screens 40A and 40B.

[0081] The list screen 65 is displayed when the screen transitions from the first home screen 40A to the viewing screen 70. The list screen 65 includes a list of one or more viewing contents that can be viewed at that time. The user can view any viewing content by selecting that viewing content from the list.

[0082] The viewing screen 70 is displayed when the game is in the first part and the terminal 100 is in a viewing state. The viewing content that can be viewed on the viewing screen 70 is the viewing content selected by the user on the list screen 65. The viewing content that can be viewed on the viewing screen 70 may include gameplay video that corresponds to the status of the game on the distribution terminal 100B that distributes the viewing content.

[0083] On the viewing screen 70, the viewing user can watch the broadcasting user's gameplay in the first part of the game. On the viewing screen 70, the viewing user can watch the broadcasting user's gameplay in the second part of the game (battle game). In other words, on the viewing screen 70, the viewing user can watch a gameplay video of the battle game. The second result screen 60 is displayed when the game played by the broadcasting user transitions from the second part to the first part. After the second result screen 60 is displayed, the viewing user can continue to watch the broadcasting user's gameplay in the first part by transitioning to the viewing screen 70.

[0084] [Process flow for delivering or viewing content for viewing] An example of the flow of a process for delivering viewing content or a process for viewing viewing content will be described.

[0085] 6, in step S100, when processor 110 of broadcasting terminal 100B, functioning as broadcasting module 101B, receives an operation to instruct the start of broadcasting, it transmits a broadcast start request to server 200. In step S102, when the game is in the first part, processor 110 of broadcasting terminal 100B, functioning as game module 101A, transmits play information to server 200. Note that when the game is in the second part, the play information may be transmitted in step S220, which will be described later. The play information may include avatar type information, coordinate information, action information, setting information, and other information.

[0086] In step S104, processor 210 of server 200 receives the distribution start request as distribution module 201B. In step S106, processor 210 of server 200 receives play information as game module 201A. That is, server 200 receives play information from broadcasting terminal 100B according to game play performed by the broadcasting user on broadcasting terminal 100B. Without being limited to this, processor 210 of server 200 may receive play information as broadcasting module 201B.

[0087] In step S108, processor 210 of server 200 generates distribution information as distribution module 201B. In step S108, processor 210 generates distribution information based on various information including progress information. Step S108 is an example of generating distribution information in accordance with the game play of a distributor.

[0088] In step S110, the processor 210 of the server 200, functioning as the distribution module 201B, generates a distribution list. As an example, the distribution list is a list of viewing content that is currently being distributed. As an example, the distribution list may be a list of distribution users to whom viewing content is currently being distributed.

[0089] In step S114, the processor 110 of the audio-visual terminal 100C, functioning as the audio-visual module 101C, transmits a distribution list request to the server 200 when a list display operation instructing display of the distribution list is received.

[0090] In step S116, the processor 210 of the server 200, functioning as the distribution module 201B, receives the distribution list request. In step S118, the processor 210 of the server 200, functioning as the distribution module 201B, transmits the distribution list to the audio-visual terminal 100C.

[0091] In step S120, the processor 110 of the audiovisual terminal 100C, functioning as the audiovisual module 101C, receives the distribution list. In step S122, the processor 110 of the audiovisual terminal 100C, functioning as the rendering module 104, displays on the monitor 166 the list screen 65 including the distribution list.

[0092] In step S124, when the processor 110 of the viewing terminal 100C as the viewing module 101C receives a distribution start operation instructing the viewing content to start viewing, the processor 110 transmits a viewing start request to the server 200. As an example, the viewing start request includes information specifying the viewing content to be requested to be distributed to the viewing terminal 100C.

[0093] In step S126, the processor 210 of the server 200, functioning as the distribution module 201B, receives the viewing start request. In step S128, the processor 210 of the server 200, functioning as the distribution module 201B, transmits distribution information for the specified viewing content to the viewing terminal 100C. Step S128 is an example of transmitting distribution information to the viewing terminal 100C used by each of multiple viewers, thereby enabling the viewing of a video including gameplay using each viewing terminal 100C.

[0094] In step S130, the processor 110 of the viewing terminal 100C functions as the viewing module 101C to receive the distribution information. In step S132, the processor 110 of the viewing terminal 100C functions as the rendering module 104 to display the viewing screen 70 on the monitor 166 in accordance with the distribution information.

[0095] When the game on distribution terminal 100B is in the first part, processor 110 of viewing terminal 100C displays viewing screen 70 including gameplay video of the first part on monitor 166. When the game on distribution terminal 100B is in the second part, processor 110 of viewing terminal 100C displays viewing screen 70 including gameplay video of the second part on monitor 166. Viewing screen 70 is an example of viewing content including a video of the distribution user playing the game.

[0096] When the game on distribution terminal 100B transitions from the second part to the first part, processor 110 of viewing terminal 100C functions as rendering module 104 to display second result screen 60 on monitor 166. In other words, the distribution information may include information indicating the end of the second part. Thereafter, processor 110 of viewing terminal 100C functions as rendering module 104 to display viewing screen 70 including game play in the first part on monitor 166.

[0097] [Processing flow for running a battle game] An example of the flow of processing for executing a battle game will be described. In the following description, unless otherwise specified, when referring to a general user or a broadcast user, it refers to each user participating in the same battle game. Furthermore, unless otherwise specified, when referring to a viewing user, it refers to a user viewing viewing content broadcast by the same broadcast user.

[0098] 7, in step S200, when the game is in the first part, the processor 110 of the terminal 100 functions as the rendering module 104 to display the first home screen 40A or the second home screen 40B on the monitor 166. When the terminal 100 is in the initial state, the processor 110 displays the first home screen 40A on the monitor 166. When the terminal 100 is in the distribution state, the processor 110 displays the second home screen 40B on the monitor 166.

[0099] In step S202, when processor 110 of terminal 100, as game module 101A, receives a start operation instructing the start of the second part, it transmits a matching start request to server 200. As an example, processor 110 receives the start operation when a predetermined number of users belong to the party to which the user of terminal 100 belongs. In other words, processor 110 does not receive the start operation when the predetermined number of users do not belong to the party to which the user of terminal 100 belongs. The predetermined number is the maximum number of users that can belong to one party (for example, six users), but is not limited to this. As an example, the predetermined number may be one user, or may be a number less than the predetermined number. When the matching start request is transmitted, processor 110, as rendering module 104, displays matching screen 45 on monitor 166.

[0100] In step S204, processor 210 of server 200, functioning as game module 101A, receives a request to start matching. In step S206, processor 210 of server 200 performs matching processing. In the matching processing, processor 210, functioning as game module 201A, searches for a party that meets the conditions for competing against a party to which the user using terminal 100 belongs, from among one or more parties waiting for matching. The waiting for matching state is a state in which a request to start matching has been received, but the party to be the opponent has not yet been determined.

[0101] In step S208, processor 210 of server 200, as game module 201A, determines parties that meet the conditions as parties on the enemy camp, and then completes matching. That is, processor 210 determines multiple parties that will participate in one second part of the game. These multiple parties may include one or more friendly parties that belong to the friendly camp and one or more enemy parties that belong to the enemy camp. In the following description, multiple parties that will participate in one game will be referred to as "participating parties."

[0102] In step S210, processor 210 of server 200 defines a game space as game module 201A. Step S210 is an example of defining a virtual space for providing a game that includes controlling a character. In step S212, processor 210 of server 200 places one or more objects in the game space as game module 201A. The one or more objects include avatars of users belonging to each of multiple participating parties. Users belonging to the same camp are friendly users with the same attributes. Users belonging to multiple opposing camps are enemy users with different attributes. In step S212, as seen from a single user's perspective, the avatar of that single user, the avatars of friendly users, and the avatars of enemy users are placed in the game space. In step S212, the avatar of the single user, the avatar of the friendly users, and the avatars of enemy users may also be placed in the game space. In step S212, the avatar of the broadcasting user may also be placed in the game space.

[0103] For example, the one or more objects may include a field object that constitutes the stage of a battle game. In other words, the game space may include a field that allows or restricts the movement of avatars. For example, the one or more objects may include an enemy character that is common to multiple camps. For example, the one or more objects may include an obstacle or a trap that is common to multiple camps.

[0104] In step S214, processor 210 of server 200, functioning as game module 201A, transmits a second part start request to terminal 100. Processor 210 transmits the second part start request to all terminals 100A and 100B used by users belonging to the participating party.

[0105] In step S216, processor 110 of terminal 100, functioning as game module 101A, receives a request to start the second part. In step S218, processor 110 of terminal 100, functioning as rendering module 104, displays first battle screen 50A or second battle screen 50B on monitor 166. When in the initial state, processor 110 displays first battle screen 50A on monitor 166. When in the broadcasting state, processor 110 displays second battle screen 50B on monitor 166. That is, in one or more terminals 100 used for the game in the second part, the game transitions from the first part to the second part. Steps S216 and S218 are executed by general terminal 100A or broadcasting terminal 100B.

[0106] In step S220, processor 110 of terminal 100 performs terminal-side game processing as game module 101A. As an example, when processor 110 of general terminal 100A or streaming terminal 100B receives an operation to instruct the player's own avatar to move, an operation to instruct the player to attack another avatar, or an operation to instruct the player to attack a predetermined object as game module 101A, processor 110 transmits play information indicating the content of each operation to server 200.

[0107] As an example, processor 110 of general terminal 100A or broadcasting terminal 100B receives progress information from server 200. Processor 110 of general terminal 100A functions as rendering module 104 and displays first battle screen 50A on monitor 166 in accordance with the progress information. Processor 110 of broadcasting terminal 100B functions as rendering module 104 and displays second battle screen 50B on monitor 166 in accordance with the progress information.

[0108] In step S222, processor 210 of server 200 performs server-side game processing as game module 201A. In step S222, processor 210 of server 200, as game module 201A, can receive play information from one or more general terminals 100A and one or more broadcasting terminals 100B.

[0109] As an example, in step S222, processor 210 of server 200, as game module 201A, manages the movement action of the avatar in the game space in accordance with the play information. When the avatar is in the second state, processor 210 does not move the avatar in accordance with the play information. When the avatar is in the first state, processor 210 moves the avatar in accordance with the play information. Without being limited to this, when the avatar is in the second state, processor 110 of general terminal 100A and broadcasting terminal 100B may be configured not to accept an operation instructing the avatar to move. When the avatar is in the second state, processor 110 of general terminal 100A and broadcasting terminal 100B may be configured not to transmit play information instructing the avatar to move, even if it accepts an operation instructing the avatar to move.

[0110] As an example, in step S222, processor 210 of server 200, as game module 201A, manages an attack action of an avatar in the game space in accordance with the play information. When the avatar is in the second state, processor 210 does not cause the avatar to perform an attack action in accordance with the play information. When the avatar is in the first state, processor 210 causes the avatar to perform an attack action in accordance with the play information. Without being limited to this, when the avatar is in the second state, processor 110 of general terminal 100A and streaming terminal 100B may be configured not to accept an operation instructing an attack. When the avatar is in the second state, processor 110 of general terminal 100A and streaming terminal 100B may be configured not to transmit play information instructing an attack even if they accept an operation instructing an attack.

[0111] As an example, processor 210 determines whether an attack by an avatar has hit an avatar of an enemy user from the perspective of the user of that avatar. If processor 210 determines that an attack has hit an avatar of an enemy user, it reduces the hit points of that avatar. In other words, processor 210 manages hit points corresponding to each of the avatar of that user, the avatar of a friendly user, and the avatar of an enemy user, as seen from the perspective of a single user. An attack by an avatar may hit a field object. Furthermore, the effect of the field object may be exerted on the avatar.

[0112] In this way, the processor 210 of the server 200, as the game module 201A, manages the movement actions and attack actions of the avatars according to the play information, thereby identifying interactions between the avatars. Then, the processor 210 generates progress information according to the identification results. The processor 210 transmits the generated progress information to the general terminal 100A and the distribution terminal 100B. Step S222 is an example of allowing a broadcaster to participate in a game. The processor 210 of the server 200 generates distribution information in step S108 using the progress information generated in step S222. The processor 210 of the server 200, as the distribution module 201B, may transmit the distribution information to the viewing terminal 100C in step S128.

[0113] In step S224, when the end condition for the second part is satisfied, the processor 210 of the server 200, as the game module 201A, transmits a second part end request to all terminals 100 used by users participating in the game of the same second part. As an example, the end condition for the second part of the game is met when one or more camps satisfy the victory condition before the time limit for the second part has elapsed, or when the time limit for the second part has elapsed. Note that when the end condition for the second part is satisfied, the processor 210 of the server 200, as the distribution module 201B, may generate distribution information including information indicating the end of the second part in step S108. The processor 210 of the server 200, as the distribution module 201B, may transmit the distribution information to the viewing terminal 100C in step S128.

[0114] In step S226, processor 110 of terminal 100, as game module 101A, receives a request to end the second part. In step S228, processor 110 of general terminal 100A, as rendering module 104, ends the display of first battle screen 50A and displays first result screen 55 on monitor 166. Thereafter, processor 110 of general terminal 100A, as rendering module 104, displays first home screen 40A on monitor 166. In step S228, processor 110 of broadcasting terminal 100B, as rendering module 104, ends the display of second battle screen 50B and displays first result screen 55 on monitor 166. Thereafter, processor 110 of broadcasting terminal 100B, as rendering module 104, displays second home screen 40B on monitor 166. That is, the game transitions from the second part to the first part in terminals 100A and 100B.

[0115] [Processing flow for changing game conditions] An example of the process flow for changing game conditions will be described. It is assumed that one or more broadcast users are participating in the battle game. As an example, a case where m is 3 or more will be described.

[0116] As shown in FIG. 8, in step S300, processor 210 of server 200 starts the battle game by processing for executing the battle game. In step S302, processor 110 of general terminal 100A and streaming terminal 100B functions as rendering module 104 to display a battle screen on monitor 166. As described above, general terminal 100A displays first battle screen 50A. Streaming terminal 100B displays second battle screen 50B. In step S304, processor 110 of viewing terminal 100C functions as rendering module 104 to display viewing screen 70 including gameplay moving images on monitor 166.

[0117] In step S306, processor 210 of server 200, as game module 201A, determines whether the first interval has started. Processor 210 waits until the start of the first interval has been determined. As an example, processor 210 measures the time that has elapsed since the start of the battle game. Processor 210 determines that the first interval has started when the measured elapsed time has reached the start time of the first interval. Processor 210 determines that the first interval has not started when the measured elapsed time has not reached the start time of the first interval.

[0118] In step S308, processor 210 of server 200, as game module 201A, identifies the number of viewing users n stored in memory 220 (memory module 205). As an example, processor 210 of server 200, as game module 201A, tallies the number of user IDs associated with the distribution ID as viewing users, and updates the number of viewing users n. That is, in step S308, processor 210 of server 200 counts the number of viewing users n.

[0119] In step S310, processor 210 of server 200 executes a condition change process as game module 201A. The first condition change process is a process for controlling the selection of game conditions according to the number n of viewing users determined in step S308. As an example, the result of the first condition change process may be that the game conditions are changed or that they are not changed.

[0120] In step S312, when the game conditions are changed, processor 110 of general terminal 100A and broadcasting terminal 100B, as rendering module 104, may display a battle screen that corresponds to the changed game conditions on monitor 166. Some or all of the objects that make up first battle screen 50A and second battle screen 50B may be changed in response to the change in game conditions. In step S312, when the game conditions are not changed, processor 110 of general terminal 100A and broadcasting terminal 100B, as rendering module 104, continues to display a battle screen that corresponds to the current game conditions on monitor 166. All of the objects that make up first battle screen 50A and second battle screen 50B are displayed based on the unchanged game conditions.

[0121] In step S314, when the game conditions are changed, the processor 210 of the viewing terminal 100C, as the rendering module 104, may display the viewing screen 70 according to the changed game conditions on the monitor 166. In step S314, when the game conditions are not changed, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the viewing screen 70 according to the game conditions at that time on the monitor 166.

[0122] In step S316, processor 210 of server 200, as game module 201A, determines whether the second interval will start. Processor 210 waits until the start of the second interval is determined. As an example, processor 210 measures the elapsed time since the start of the battle game. Processor 210 determines that the second interval will start if the measured elapsed time reaches the start time of the second interval. Processor 210 determines that the second interval will not start if the measured elapsed time has not reached the start time of the second interval.

[0123] In step S318, processor 210 of server 200, as game module 201A, identifies the number of viewing users n stored in memory 220 (memory module 205). As an example, processor 210 of server 200, as game module 201A, tallies the number of user IDs associated with the distribution ID as viewing users, and updates the number of viewing users n. That is, in step S318, processor 210 of server 200 counts the number of viewing users n.

[0124] In step S320, processor 210 of server 200 executes a second condition change process as game module 201A. The second condition change process is a process for controlling the selection of game conditions in accordance with the number n of viewing users determined in step S318. As an example, the result of the second condition change process may be that the game conditions are changed or not changed.

[0125] In step S322, when the game conditions are changed, processor 110 of general terminal 100A and streaming terminal 100B may function as rendering module 104 to display a battle screen according to the changed game conditions on monitor 166. In step S322, when the game conditions are not changed, processor 110 of general terminal 100A and streaming terminal 100B function as rendering module 104 to continue displaying a battle screen according to the game conditions at that time on monitor 166.

[0126] In step S324, when the game conditions are changed, the processor 210 of the viewing terminal 100C, as the rendering module 104, may display the viewing screen 70 according to the changed game conditions on the monitor 166. In step S324, when the game conditions are not changed, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the viewing screen 70 according to the game conditions at that time on the monitor 166.

[0127] In step S326, processor 210 of server 200, as game module 201A, determines whether or not the mth interval has started. Processor 210 waits until the start of the mth interval has been determined. As an example, processor 210 measures the time that has elapsed since the start of the battle game. Processor 210 determines that the mth interval has started when the measured elapsed time has reached the start time of the mth interval. Processor 210 determines that the mth interval has not started when the measured elapsed time has not reached the start time of the mth interval.

[0128] In step S328, processor 210 of server 200, as game module 201A, identifies the number of viewing users n stored in memory 220 (memory module 205). As an example, processor 210 of server 200, as game module 201A, tallies the number of user IDs associated with the distribution ID as viewing users, and updates the number of viewing users n. That is, in step S328, processor 210 of server 200 counts the number of viewing users n.

[0129] In step S330, processor 210 of server 200 executes the m-th condition change process as game module 201A. The m-th condition change process is a process for controlling the selection of game conditions according to the number n of viewing users determined in step S328. As an example, the result of the m-th condition change process may or may not change the game conditions.

[0130] In step S332, when the game conditions are changed, processor 110 of general terminal 100A and streaming terminal 100B may function as rendering module 104 to display a battle screen according to the changed game conditions on monitor 166. In step S332, when the game conditions are not changed, processor 110 of general terminal 100A and streaming terminal 100B function as rendering module 104 to continue displaying a battle screen according to the game conditions at that time on monitor 166.

[0131] In step S334, when the game conditions are changed, the processor 210 of the viewing terminal 100C functions as the rendering module 104 to display the viewing screen 70 according to the changed game conditions on the monitor 166. In step S334, when the game conditions are not changed, the processor 110 of the viewing terminal 100C functions as the rendering module 104 to display the viewing screen 70 according to the game conditions at that time on the monitor 166. Thereafter, the processor 210 of the server 200 functions as the distribution module 201B to end the process for changing the game conditions.

[0132] [Condition change process flow] An example of the flow of the condition change process will be described. As described above, in the process for changing game conditions, the condition change process is executed at the start of each section from the first section to the mth section. As an example, the condition change process may include the first to mth condition change processes (S310, S320, S330).

[0133] As shown in FIG. 9, the processor 210 of the server 200 identifies the change lottery conditions as the game module 201A. That is, the processor 210 selects the change lottery conditions. As an example, the change lottery conditions are defined by a table for change lottery (hereinafter referred to as a change lottery table). The change lottery table is configured to determine whether or not to change the game conditions. The change lottery table is configured to determine the changed game conditions as the change content of the game conditions. As an example, the change lottery table includes a plurality of change lottery tables TB1 to TB3.

[0134] The change lottery tables TB1 to TB3 will be explained. As shown in Figures 10 and 11, change lottery table TB1 is selected when the number of viewing users n is less than the specified number of users N in the first condition change process. In this case, the number of times x the game conditions have been changed does not matter. Change lottery table TB1 is selected when the number of viewing users n is less than the specified number of users N and the number of times x the game conditions have been changed is less than the specified number X in the second or subsequent condition change processes. As an example, the specified number X is 1. When the specified number X is 1, the game conditions can be changed only once. However, the specified number X may be 2 or more. When the specified number is 2 or more, the game conditions can be changed multiple times.

[0135] As an example, the change lottery table TB1 can determine whether the game conditions will be changed or not. No change in the game conditions occurs when the option "nothing happens" is selected. A change in the game conditions occurs when an option other than the option "nothing happens" is selected. When the change lottery table TB1 is used, the probability that no change in the game conditions will be selected (hereinafter referred to as the change probability) is P1%. When no change in the game conditions is selected, the change lottery table TB1 can determine one of multiple changes to the game conditions.

[0136] As shown in FIGS. 10 and 12, the change lottery table TB2 is selected in the first condition change process when the number of viewing users n is equal to or greater than the specified number of users N. In this case, the number of times x of changing the game conditions is not questioned. The change lottery table TB2 is selected in the condition change processes after the second time when the number of times x of changing the game conditions is less than the specified number X and the number of viewing users n is equal to or greater than the specified number of users N. As an example, in the change lottery table TB2, it can be determined whether there is a change in the game conditions or not. When the change lottery table TB2 is used, the probability that no change in the game conditions is determined is P2%. As an example, P2 < P1. That is, the scene where the change lottery table TB2 is selected has a higher probability of changing the game conditions than the scene where the change lottery table TB1 is selected. In the change lottery table TB2, when it is not determined that there is no change in the game conditions, any one of the contents of the changes in the plurality of game conditions can be determined.

[0137] As shown in FIGS. 10 and 13, the change lottery table TB3 is selected in the condition change processes after the second time when the number of times x of changing the game conditions is equal to or greater than the specified number X. In this case, the number of viewing users n is not questioned. As an example, the change lottery table TB3 cannot be selected in the first condition change process. As an example, when the change lottery table TB3 is used, only no change in the game conditions is determined. That is, when the number of times x of changing the game conditions has reached the specified number X, the game conditions are not changed. Therefore, it can be said that there is an upper limit to the number of times the game conditions can be changed.

[0138] Thus, steps S308, S318, and S328 are an example of counting multiple viewers. Steps S310, S320, and S330 are an example of changing game conditions in the virtual space depending on whether the counted number of viewers is the first number of viewers or the second number of viewers when a specific condition is satisfied in a game. Steps S310, S320, and S330 are an example of changing some or all of multiple condition elements depending on whether the counted number of viewers is the first number of viewers or the second number of viewers when a specific condition is satisfied in a game. Less than the specified number of users N is an example of the first number of viewers, and being equal to or greater than the specified number of users N is an example of the second number of viewers. In other words, it is preferable that the second number of viewers is greater than the first number of viewers. The start of each section in a game is an example of a specific condition being satisfied. In other words, it can be said that there are multiple times in a game when a specific condition can be satisfied.

[0139] As shown in FIGS. 11 to 13, there are, for example, a plurality of changes to the game conditions. For example, the changes to the game conditions include "battle time extension," which extends the time limit (match time), and "specified object additional appearance," which increases the number of specified objects. For example, the changes to the game conditions include "special monster appearance," which places a special monster in the game space. For example, the changes to the game conditions include "increase in time required to collect specified object," which increases the time required to collect the specified object. For example, the changes to the game conditions include "monster parameter increase," which increases the ability parameter value of an enemy character common to multiple camps.

[0140] 9, when processor 210 of server 200 as distribution module 201B selects the changed lottery conditions in step S400, it proceeds to step S402. In the following description, when simply referring to a "selected change lottery table," it refers to the change lottery table selected in step S400.

[0141] In step S402, the processor 210 of the server 200, as the game module 201A, uses the selected change lottery table to conduct a change lottery to make various decisions regarding the game conditions. In step S404, the processor 210 of the server 200, as the game module 201A, identifies the lottery results. That is, the processor 210 of the server 200 makes various decisions regarding the game conditions. As an example, the processor 210 determines whether or not to change the game conditions. The processor 210 determines the game conditions after the change. That is, the processor 210 determines the changes to the game conditions.

[0142] In step S406, processor 210 of server 200, as game module 201A, updates the progress information in accordance with the identified lottery result. As an example, if it is identified that the game conditions have been changed, processor 210 updates the progress information in accordance with the changed game conditions identified in step S404. Alternatively, if it is identified that the game conditions have not been changed, processor 210 may update the progress information so that the game conditions are not changed. In other words, processor 210, as game module 201A, changes the game conditions to the identified content.

[0143] Specific examples are as follows: If the change in the game conditions is "extending the battle time," processor 210 adds a predetermined time to the time limit; If the change in the game conditions is "additionally appearing designated objects," processor 210 places a predetermined number of designated objects in the game space; If the change in the game conditions is "appearing a special monster," processor 210 places a special monster in the game space; If the change in the game conditions is "increasing the time required to collect a designated object," processor 210 extends the collection time; If the change in the game conditions is "increasing the parameters of a monster," processor 210 increases the ability parameter values ​​of a monster already placed in the game space or a monster to be newly placed.

[0144] In step S108, processor 210 of server 200, as distribution module 201B, generates distribution information in accordance with the updated progress information. In step S408, processor 210 of server 200, as game module 201A, transmits the progress information to general terminal 100A and distribution terminal 100B. In step S408, processor 210 of server 200, as distribution module 201B, transmits the distribution information to viewing terminal 100C.

[0145] In step S410, processor 110 of general terminal 100A and streaming terminal 100B functions as game module 101A to receive progress information. In step S412, processor 110 of general terminal 100A and streaming terminal 100B functions as rendering module 104 to display a battle screen on monitor 166 in accordance with the progress information. In other words, when game conditions are changed, the display content on monitor 166 of general terminal 100A and streaming terminal 100B may change in accordance with the changed game conditions. On the other hand, when game conditions are not changed, the display content on monitor 166 of general terminal 100A and streaming terminal 100B may be maintained in accordance with the game conditions at that time.

[0146] In step S414, the processor 110 of the viewing terminal 100C functions as the viewing module 101C to receive the distribution information. In step S416, the processor 110 of the viewing terminal 100C functions as the rendering module 104 to display on the monitor 166 a viewing screen 70 including a gameplay video according to the distribution information. In other words, when the game conditions are changed, the viewing terminal 100C may change the display content on the monitor 166 according to the changed game conditions. On the other hand, when the game conditions are not changed, the viewing terminal 100C may maintain the display content on the monitor 166 according to the game conditions at that time.

[0147] A specific example of how the game conditions are changed will now be described. The start of the first section (first condition change process) will be described. At the start of the first interval, if the number of viewing users n is less than the specified number of users N, various decisions regarding the game conditions are made based on the change lottery table TB1. That is, the change probability p of the game conditions is [100-P1]%. At the start of the first interval, if the number of viewing users n is equal to or greater than the specified number of users N, various decisions regarding the game conditions are made based on the change lottery table TB2. That is, the change probability p of the game conditions is [100-P2]%. Therefore, the change probability p of the game conditions at the start of the first interval is higher when the number of viewing users n is equal to or greater than the specified number of users N than when it is less than the specified number of users N.

[0148] The start of the second and subsequent sections (the second and subsequent condition change processes) will be described. At the start of the second or subsequent intervals, if the number of changes x of the game conditions is equal to or greater than the specified number X, various decisions regarding the game conditions are made based on the change lottery table TB3, regardless of the number of viewing users n. In other words, the game conditions are not changed. Without being limited to this, the processor 210 of the server 200 may be configured to determine to maintain the game conditions without selecting a change lottery table, regardless of the number of viewing users n, at the start of the second or subsequent intervals, if the number of changes x of the game conditions is equal to or greater than the specified number X.

[0149] At the start of the second or subsequent interval, if the number of changes x of the game conditions is less than the specified number X and the number of viewing users n is less than the specified number N of users, various decisions regarding the game conditions are made based on change lottery table TB1. Also, at the start of the second or subsequent interval, if the number of changes x of the game conditions is less than the specified number X and the number of viewing users n is equal to or greater than the specified number N of users, various decisions regarding the game conditions are made based on change lottery table TB2. Therefore, the change probability p of the game conditions at the start of the second or subsequent interval is higher when the number of viewing users n is equal to or greater than the specified number N of users than when it is less than the specified number N of users.

[0150] [Example of display screen on device and processing flow related to display] [Outline of virtual space] 14, events in a game space 80A defined by the server 200 (game module 201A) can be reproduced in real time in game spaces 80A defined by each of the terminals 100A and 100B. Each of the terminals 100A and 100B is a terminal 100 used by a user participating in the same battle game.

[0151] Events in the game space 80A managed by the server 200 are updated in accordance with play information received from each of the terminals 100A, 100B. The server 200 transmits progress information to each of the terminals 100A, 100B in accordance with the results of updating the events in the game space 80A. Events in the game space 80A managed by each of the terminals 100A, 100B can be updated each time in accordance with the progress information received from the server 200.

[0152] Events in the game space 80A defined by the server 200 (game module 201A) can be reproduced in real time in the viewing space 80B defined by the server 200 (distribution module 201B). Events in the viewing space 80B defined by the server 200 can be reproduced in real time in the viewing spaces 80B defined by each of the viewing terminals 100C. Each viewing terminal 100C is a terminal 100 used to watch gameplay videos of the same battle game.

[0153] Events in the viewing space 80B managed by the server 200 are updated according to the generated progress information. The server 200 transmits distribution information generated according to the progress information to the viewing terminal 100C. Events in the viewing space 80B managed by the viewing terminal 100C can be updated each time according to the distribution information received from the server 200.

[0154] As described above, in virtual space 80, some or all of the events in virtual space 80 are shared by server 200 and terminals 100A to 100C. In the following description, when simply referring to "virtual space 80," no distinction is intended to be made between game space 80A and viewing space 80B.

[0155] Various objects that can be placed in virtual space 80 include user avatars 81. As an example, the multiple avatars 81 may include avatar 811A as a character corresponding to one or more users belonging to a first camp. For example, avatar 811A is a character corresponding to a broadcasting user. As an example, the multiple avatars 81 may include one or more avatars 812A as characters corresponding to one or more users belonging to a second camp. Various objects that can be placed in virtual space 80 may include a gravestone object 81D as an example of an object representing an avatar 81 that has entered the second state. As an example, various objects that can be placed in virtual space 80 include a designated object 83.

[0156] Various objects that can be placed in the virtual space 80 may include one or more field objects 82 that constitute a field 82A. As an example, the field object 82 may include a terrain object that affects the movement of the avatar 81. For example, the field object 82 may include objects that limit the movement of the avatar 81, such as trees, rocks, rivers, oceans, and mountains. For example, the field object 82 may include an object that reduces the movement speed of the avatar 81, such as a swamp. For example, the field object 82 may include an object that increases the movement speed of the avatar 81, such as an ice sheet. As an example, the field object 82 may include an object that affects the parameter values ​​of the avatar 81. For example, the field object 82 may include an object that reduces the hit points of the avatar 81, such as a poisonous swamp area. For example, the field object 82 may include an object that increases the hit points of the avatar 81, such as a recovery fountain.

[0157] [Home screen] As shown in FIG. 15 , during the first part of the game, a first home screen 40A is displayed on the monitor 166 of the general terminal 100A. During the first part of the game, a second home screen 40B is displayed on the monitor 166 of the broadcasting terminal 100B. The home screens 40A and 40B may include various objects. As an example, the home screens 40A and 40B may include an avatar window 401, a battle icon 404, a character icon 406, a home button 408, and a watch button 409. The home screens 40A and 40B may include a broadcast start icon 407 used when broadcasting a gameplay video. The second home screen 40B may include a broadcast end icon used when ending the broadcast of the gameplay video, and a broadcasting in progress icon indicating that the gameplay video is currently being broadcast. The second home screen 40B may include a viewing user number counter 410 as information indicating the number of viewing users n. The broadcasting user can ascertain the number of viewing users n by looking at the viewing user number counter 410.

[0158] As an example, the user's own avatar 81 is displayed in the avatar window 401. The appearance of the avatar 81 changes as the avatar settings are changed. As an example, a start operation to instruct the start of the second part can be performed by tapping on the area where the battle icon 404 is displayed. As an example, an operation to instruct the display of a preparation window (not shown) for preparing for the battle game can be performed by tapping on the area where the character icon 406 is displayed. When the processor 110 of each of the terminals 100A and 100B receives an operation on the preparation window (not shown), it changes the settings of the avatar 81 in accordance with the operation. As described above, the settings of the avatar 81 may include the type of avatar, the equipment of the avatar, the appearance of the avatar, etc. As an example, an operation to instruct the start of distribution can be performed by tapping on the area where the distribution start icon 407 is displayed. As an example, a list display operation to instruct the display of a distribution list can be performed by tapping on the area where the watch button 409 is displayed.

[0159] [Matching screen] As shown in FIG. 16, when the server 200 is executing the matching process (step S206), a matching screen 45 is displayed on the monitor 166 of the terminal 100A, 100B. The matching screen 45 may include various objects. The matching screen 45 includes an avatar window 451 that displays the user's avatar 81. As an example, the user's own avatar 81 is displayed in the avatar window 451. The matching screen 45 includes information such as text data indicating that matching is being performed.

[0160] [Battle screen] As shown in FIG. 17 , during the second part of the game (battle game), a first battle screen 50A is displayed on the monitor 166 of the general terminal 100A. During the second part of the game, a second battle screen 50B is displayed on the monitor 166 of the distribution terminal 100B. The battle screens 50A and 50B include various objects. As an example, the battle screens 50A and 50B may include avatars 81 of the users using the terminals 100A and 100B, respectively. As an example, the battle screens 50A and 50B may include a scoreboard 501 showing the scores of each camp, an HP bar 61 showing the hit points of the player's avatar, and an HP bar 62 showing the hit points of other players' avatars. The first battle screen 50A may include a distribution start icon (not shown) used when distributing a gameplay video. The second battle screen 50B may include a distribution end icon (not shown) used when distributing a gameplay video and a distribution in progress icon (not shown) indicating that a gameplay video is currently being distributed.

[0161] As an example, in step S220, processor 110 of general terminal 100A or streaming terminal 100B functions as rendering module 104 to display avatar 81 of the user using that terminal 100 in the center of monitor 166. Processor 110 of general terminal 100A or streaming terminal 100B places a virtual camera 85 above and behind the head of avatar 81 in game space 80A, and displays on monitor 166 the area that is captured by a shooting range 85D of the virtual camera 85 (see FIG. 15 ). Without being limited to this, virtual camera 85 on battle screens 50A and 50B may be positioned as a first-person perspective viewing field 82A from the head of avatar 81, or as a bird's-eye perspective viewing field 82A with avatar 81 at the center.

[0162] The processor 110 of the general terminal 100A or the broadcasting terminal 100B places the avatars 81 of the friendly users and the avatars 81 of the opposing users in the game space 80A in accordance with the progress information received from the server 200. The processor 110 of the general terminal 100A or the broadcasting terminal 100B may display the avatars 81 of the other users on the monitor 166 when the avatars 81 fall within the shooting range 85D of the virtual camera 85. When the avatars 81 are displayed on the monitor 166, the avatars 81 perform an action in accordance with the action information. Furthermore, when the processor 110 of the general terminal 100A or the broadcasting terminal 100B displays the avatar 81 of the opposing user on the monitor 166 as the rendering module 104, the processor 110 displays an HP bar 62 indicating the hit points of the avatar on the monitor 166. As an example, the HP bar 62 is placed above the head of the avatar 81 of the opposing user. The HP bar 62 may also be placed above the head of the avatar 81 of the opposing user.

[0163] As an example, battle screens 50A and 50B include a viewing user number counter 509 as information indicating the number n of viewing users of the viewing content. Processor 110 of general terminal 100A or distribution terminal 100B, as rendering module 104, displays viewing user number counter 509 on monitor 166 so as to indicate the number n of viewing users based on progress information in real time. General users and distribution users can grasp the number n of viewing users in real time by looking at viewing user number counter 509. As an example, battle screens 50A and 50B may include a remaining user number counter (not shown) as information indicating the number of remaining users up to the specified number N of users, based on the current number n of viewing users.

[0164] As an example, the battle screens 50A and 50B include a remaining time timer 511 as information indicating the time remaining until the time limit (match time) has elapsed. In step S220 (S412), the processor 110 of the general terminal 100A or the broadcasting terminal 100B, as the rendering module 104, displays the remaining time timer 511 on the monitor 166 so as to indicate the remaining time based on the progress information in real time. By looking at the remaining time timer 511, general users and broadcasting users can understand how much time is left of the time limit. As an example, if the change in the game conditions is "extend the battle time," the remaining time indicated on the remaining time timer 511 will increase. That is, in the broadcasting terminal 100B, the display content on the monitor 166 is changed in accordance with the changed game conditions.

[0165] As an example, the battle screens 50A, 50B may include a section notification object 513 as information indicating the current section. In step S220, the processor 110 of the general terminal 100A or the broadcasting terminal 100B, as the rendering module 104, displays the section notification object 513 on the monitor 166 so as to indicate the section based on the progress information in real time. As an example, the section notification object 513 is an Arabic numeral indicating the section. General users and broadcasting users can understand the current section by looking at the section notification object 513. General users and broadcasting users can understand that the next section has started when the number included in the section notification object 513 increases by 1. In other words, the section notification object 513 can be said to be an example of information indicating the start of a section.

[0166] As an example, if the game conditions have been changed, the battle screens 50A and 50B may include a change content object 514 as information indicating the changes to the game conditions. If the game conditions have not been changed, the battle screens 50A and 50B may not include the change content object 514. In step S412, the processor 110 of the general terminal 100A or the broadcasting terminal 100B, as the rendering module 104, may display the change content object 514 on the monitor 166 if the game conditions have been changed. By looking at the change content object 514, the general user and the broadcasting user can understand that the game conditions have been changed. By looking at the change content object 514, the general user and the broadcasting user can understand the changes to the game conditions. In other words, in the broadcasting terminal 100B, the display content on the monitor 166 is changed in accordance with the changed game conditions.

[0167] As an example, the change content object 514 may include predetermined characters as information indicating the change in the game conditions. Specific examples are as follows: If the change in the game conditions is "battle time extension," the change content object 514 may include the characters "battle time extension in progress." If the change in the game conditions is "specified object additional appearance," the change content object 514 may include the characters "specified object increase in progress." If the change in the game conditions is "special monster appearance," the change content object 514 may include the characters "special monster appearing." If the change in the game conditions is "increase in the time required to collect the specified object," the change content object 514 may include the characters "collection time extension in progress." If the change in the game conditions is "increase in the time required to collect the specified object," the change content object 514 may include the characters "monster strengthening in progress."

[0168] [List screen] As shown in FIG. 18 , the list screen 65 is configured to include a plurality of distribution panels 480. Each of the plurality of distribution panels 480 includes information related to the distributor user who distributes the corresponding viewing content. As an example, the information related to the distributor user includes the distributor user's username, the distributor user's avatar, and the current part of the game. Each distribution panel 480 includes a viewing user number 480a as a number indicating the number n of viewing users of the corresponding viewing content. The viewing user can ascertain the number n of viewing users by looking at the viewing user number 480a.

[0169] As an example, an operation to instruct display of the first home screen 40A may be performed by tapping on an area where the home button 408 is displayed. A tap on an area where a certain distribution panel 480 is displayed can be performed to perform a distribution start operation to instruct viewing content corresponding to that distribution panel 480 as the viewing content to start viewing. As described above, in step S132, the processor 110 of the viewing terminal 100C displays the viewing screen 70 on the monitor 166 in accordance with the received distribution information.

[0170] [Viewing screen] 19, the viewing screen 70 is displayed on the monitor 166 of the viewing terminal 100C. The viewing screen 70 may include various objects. As an example, the viewing screen 70 may include a viewing window 701. As an example, the viewing screen 70 may include member icons 703, a chat window 704, and a back button 705.

[0171] As an example, text data transmitted and received between viewing users may be displayed in the chat window 704. As an example, the processor 110 of the viewing terminal 100C receives text data transmitted from another viewing terminal 100C via the server 200, and displays the received text data in chronological order on the monitor 166. As an example, the processor 110 of the viewing terminal 100C transmits text data designated by an input operation of the viewing user to the other viewing terminal 100C via the server 200.

[0172] A game play video may be displayed in viewing window 701. As an example, when the game being viewed is in the first part, avatar 81 of the broadcasting user is displayed in viewing window 701. When the game being viewed is a battle game in the second part, the viewing window 701 displays a battle scene in game space 80A.

[0173] The processor 110 of the viewing terminal 100C places a field object 82 in the viewing space 80B in accordance with the distribution information received from the server 200 (distribution module 201B). That is, the viewing space 80B includes a field 82A, similar to the game space 80A. The processor 110 of the viewing terminal 100C places an avatar 81 of a general user and an avatar 81 of a broadcast user in the viewing space 80B in accordance with the distribution information received from the server 200. That is, the viewing space 80B includes an avatar 81 of each user, similar to the game space 80A. The processor 110 of the viewing terminal 100C places a virtual camera 85 in an initial position corresponding to the reference character in the viewing space 80B, and displays on the monitor 166 the area that can be captured by the shooting range 85D of the virtual camera 85. As an example, the initial position of the virtual camera 85 may be above and behind the head of the avatar 81, which serves as the reference character.

[0174] As an example, member icons 703 may indicate each user who belongs to the same party as the broadcasting user. By tapping the area where member icon 703 is displayed, an operation to change avatar 81 set as the reference character (hereinafter referred to as a character change operation) can be performed. When processor 110 of viewing terminal 100C accepts the character change operation, it sets avatar 81 of the user specified by the operation as the reference character. Processor 110 of viewing terminal 100C places virtual camera 85 at an initial position corresponding to the changed reference character.

[0175] As an example, when processor 110 of viewing terminal 100C receives a camera operation, processor 110 moves virtual camera 85 so that it revolves around the reference character (indicated by arrow 85A in FIG. 14) in accordance with the camera operation. Processor 110 of viewing terminal 100C keeps the orientation of virtual camera 85 toward the reference character. Therefore, the reference character is displayed in the center of viewing window 701.

[0176] When one or more avatars 81 fit within the shooting range 85D of the virtual camera 85, the processor 110 of the viewing terminal 100C may display the one or more avatars on the monitor 166. When the one or more avatars 81 are displayed on the monitor 166, they may perform an action according to the action information included in the distribution information. In other words, the viewing window 701 may display a gameplay video of the broadcasting user playing a game. In the game system 10, the portion of the virtual space 80 that is within the field of view of the virtual camera 85 placed in the virtual space 80 is displayed on the viewing terminal 100C as a gameplay video.

[0177] As an example, the viewing screen 70 includes a viewing user number counter 709 as information indicating the number n of viewing users of the viewing content. The processor 110 of the viewing terminal 100C, as the rendering module 104, displays the viewing user number counter 709 on the monitor 166 so as to indicate the number n of viewing users based on the distribution information in real time. By looking at the viewing user number counter 709, the viewing user can know the number n of viewing users, including themselves.

[0178] As an example, the viewing screen 70 includes a remaining time timer 711 as information indicating the time remaining until the time limit (match time) has elapsed. In step S132 (S416), the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the remaining time timer 711 on the monitor 166 so as to indicate the remaining time based on the distribution information in real time. By looking at the remaining time timer 711, the viewing user can understand how much time remains before the time limit. As an example, if the change in the game conditions is "extend the battle time," the remaining time indicated by the remaining time timer 711 will increase. That is, in the viewing terminal 100C, the display content on the monitor 166 is changed in accordance with the changed game conditions.

[0179] As an example, the viewing screen 70 may include a section report object 713 as information indicating the current section. In step S132, the processor 110 of the viewing terminal 100C, as the rendering module 104, displays the section report object 713 on the monitor 166 so as to indicate the section based on the distribution information in real time. As an example, the section report object 713 is an Arabic numeral indicating the section. By looking at the section report object 713, the viewing user can ascertain the current section. By the number included in the section report object 713 being incremented by 1, the viewing user can ascertain that the next section has started. In other words, the section report object 713 can be said to be an example of information indicating the start of a section.

[0180] As an example, if the game conditions have been changed, the viewing screen 70 may include a change content object 714 as information indicating the changes to the game conditions. If the game conditions have not been changed, the viewing screen 70 may not include the change content object 714. In step S416, the processor 110 of the viewing terminal 100C, functioning as the rendering module 104, may display the change content object 714 on the monitor 166 if the game conditions have been changed. By looking at the change content object 714, the viewing user can understand that the game conditions have been changed. By looking at the change content object 714, the viewing user can understand the changes to the game conditions. In other words, in the viewing terminal 100C, the display content on the monitor 166 may be changed depending on the changed game conditions. As an example, the change content object 714 may include predetermined text as information indicating the changes to the game conditions. A specific example is similar to the change content object 514, and therefore a description thereof will be omitted.

[0181] [Results screen] When the second part ends and the game transitions to the first part, the monitor 166 of each of the terminals 100A and 100B displays a first result screen 55. The first result screen 55 may include various objects. The first result screen 55 may include information such as an icon indicating the camp or party that won the battle game in the second part, an icon indicating the user with the most points, or an icon indicating the user whose avatar has defeated the most enemies.

[0182] 20, when the second part of the battle game ends and the game transitions to the first part, a second result screen 60 is displayed on the monitor 166 of the viewing terminal 100C. The second result screen 60 may include various objects. The second result screen 60 may include information such as an icon indicating the camp or party that won the second part of the battle game, an icon indicating the user with the most points, or an icon indicating the user whose avatar has defeated the most enemies.

[0183] As shown in FIG. 21 , the second result screen 60 may include an earned points panel 605. The earned points panel 605 is an example of information that allows the viewing user to recognize the reward points P that the viewing user has earned by watching this battle game. When the processor 110 of the viewing terminal 100C receives distribution information indicating the end of the second part, the processor 110 functions as the rendering module 104 to display the second result screen 60 on the monitor 166. The distribution information may include the reward points P that the viewing user has earned in response to the change in the game conditions. The processor 110 of the viewing terminal 100C displays the earned points panel 605 on the monitor 166 in accordance with the reward points P indicated in the distribution information. Note that the processor 210 of the server 200, as the distribution module 201B, may award the reward points P to the viewing user when the battle game ends.

[0184] Next, the effects will be described. (1) The game conditions in the virtual space are changed according to the number of viewing users n. The changes in the game conditions affect not only the character controlled by the broadcasting user, but also other characters. Therefore, the power relationship between the character controlled by the broadcasting user and other characters is unlikely to become unbalanced. As a result, the fun of the game is unlikely to decrease.

[0185] (2) In a game, there are multiple timings at which game conditions can be changed. In other words, even if a specific condition is not met, the game conditions may be changed at the next timing. This causes changes in the progress of the game. This can increase the fun of the game.

[0186] (3) There is a limit to the number of times that game conditions can be changed. This prevents excessive changes to game conditions from causing confusion in the game. (4) The probability p of changing the game conditions differs depending on whether the number of viewing users n is the first number of viewing users or the second number of viewing users. Therefore, the progress of the game changes depending on the number of viewing users n. This can make the game more interesting.

[0187] (5) Game conditions are not always subject to change. Therefore, viewers will pay attention to the video to understand how changes to game conditions will affect the game. This increases the enjoyment of the game.

[0188] (6) The viewing user can change the reference character from among the avatars of the other users. This allows the viewing user to observe the play of each user from various perspectives. This allows the viewing user to selectively view how the gameplay of the participating users changes in response to changes in the game conditions.

[0189] (7) The viewing user can grasp the number of viewing users n on the viewing screen 70. Therefore, if the number of times x the game conditions have been changed has not reached the specified number X, the viewing user can be made to pay attention to the fact that the game conditions will be changed until the start of the next section.

[0190] (8) The user can know the number n of viewing users of the viewing content on the list screen 65. Therefore, the viewing user can know whether the number is in excess or deficiency relative to the specified number N of users, and can obtain information when selecting viewing content.

[0191] (9) On the battle screen, general users and broadcast users can grasp the number of viewing users n. Therefore, if the number of times the game conditions have been changed x has not reached the specified number X, participating users can be alerted that the game conditions will be changed until the start of the next section.

[0192] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The changes to the game conditions may differ between the change lottery table TB1 and the change lottery table TB2. In other words, the changes to the game conditions may differ depending on whether the number of viewing users n is the first number of viewing users or the second number of viewing users. For example, a specific change may be included in the winning content in only one of the change lottery table TB1 and the change lottery table TB2. According to this modification, the progress of the game changes depending on the number of viewing users. This increases the fun of the game.

[0193] Furthermore, the changes to the game conditions may include a first change and a second change that has a greater impact on the game than the first change. As an example, the first change is to extend the time limit by 10 seconds. The second change is to extend the time limit by 20 seconds. As another example, the first change is to add three designated objects. The second change is to add ten designated objects.

[0194] The second change content may be included in the winning content only in the change lottery table TB2. According to this modification example, when the number of viewing users n is equal to or greater than the specified number of users N, the impact on the game is likely to be greater than when the number of viewing users n is less than the specified number of users N. As an example, the second change content may be content that increases the difficulty of the game compared to the first change content. The second change content may be content that decreases the difficulty of the game compared to the first change content.

[0195] Furthermore, in this modified example, the probability p of changing the game conditions may be the same regardless of whether the number n of viewing users is the first number of viewing users or the second number of viewing users. In other words, it is sufficient that at least one of the probability of changing the game conditions and the content of the change in the game conditions differs depending on whether the number n of viewing users is the first number of viewing users or the second number of viewing users.

[0196] The specific condition may be satisfied when a specific section that is part of multiple sections starts. In other words, the specific condition may not be satisfied when a non-specific section starts. There may be multiple specific sections. The multiple specific sections may be consecutive by not including a non-specific section. The multiple specific sections may not be consecutive by including a non-specific section. In other words, the specific condition may be satisfied multiple times in one second part game. There may also be only one specific section. In other words, the specific condition may be satisfied only once in one second part game.

[0197] The specific section may be one or more sections selected by a predetermined lottery (hereinafter referred to as section lottery) from among a plurality of sections. In this modified example, processor 210 of server 200 may execute a section lottery as game module 201A. Processor 210 of server 200 may execute a condition change process (change lottery) according to the number n of viewing users when a section selected by the section lottery starts as game module 201A. According to this modified example, even if a section starts, the condition change process (change lottery) is not necessarily executed.

[0198] The number of change lottery conditions (change lottery tables) with different change probabilities p of game conditions may be two, four, or more. In this modified example, the processor 210 of the server 200, as the game module 201A, may select different change lottery conditions (change lottery tables) depending on the number n of viewing users when a specific condition is satisfied. In this case, the probability p of changing the game conditions may be set higher or lower as the number n of viewing users increases. The larger the number n of viewing users, the more likely the changes to the game conditions are to have a greater or lesser impact on the game. Furthermore, the larger the number n of viewing users, the more likely the changes to the game conditions are to increase or decrease the difficulty of the game.

[0199] The time limit (match time) of the battle game may be extended by adding special sections that are different from the normal sections. In other words, one condition element related to the rules is the number of sections that make up the second part. For example, in special sections, compared to normal sections, the appearance rate of monsters may be higher, the ability parameter values ​​of monsters may be improved, or the number of designated objects may be increased.

[0200] When a specific condition is met, processor 210 of server 200, as game module 201A, may determine whether to change the game conditions without executing a change lottery. As an example, processor 210 of server 200 may determine whether to change the game conditions based on the score of each camp, the number of surviving avatars of each camp, the number of monsters defeated, or the remaining number of designated objects. Furthermore, processor 210 of server 200, as game module 201A, may be configured to always change the game conditions when a specific condition is met.

[0201] When a specific condition is satisfied, processor 210 of server 200 may determine the change content of the game conditions as game module 201A without executing a change lottery. As an example, processor 210 of server 200 may select one of the change content depending on the score of each camp, the number of surviving avatars of each camp, the number of monsters defeated, or the remaining number of designated objects.

[0202] When the avatar of the broadcast user being viewed enters the second state, the reference character does not have to be selectable from the avatars of users belonging to the broadcast user's party. In this modified example, the reference character may be fixed to gravestone object 81D representing avatar 81 of the broadcast user who has entered the second state. In this case, the reference character may be selectable from among the assist objects placed in virtual space 80 by the broadcast user.

[0203] Reward points P may be increased when the broadcaster user is a specified user compared to when the broadcaster user is not a specified user. As an example, when processor 210 of server 200 determines that the broadcaster user is a specified user, it may grant more reward points P to the viewing user compared to when the broadcaster user is not determined to be a specified user. Processor 210 of server 200 may determine one or more specified users by lottery from among multiple broadcaster users.

[0204] The general terminal 100A, the distribution terminal 100B, and the viewing terminal 100C may be realized as computers with different configurations. The processor 210 of the server 200 may be configured as a distribution module 201B to generate game play videos in accordance with the received play information and distribute them as streaming. The processor 110 of the viewing terminal 100C may be configured as a viewing module 101C to display the game play videos being distributed as streaming in the viewing window 701.

[0205] The viewing content may include the voice of the broadcasting user. The processor 110 of the broadcasting terminal 100B, as the broadcasting module 101B, converts the audio signal received from the microphone 160 into audio data and transmits the audio data to the server 200. The processor 210 of the server 200, as the broadcasting module 201B, generates broadcast information according to the received audio data. The processor 110 of the viewing terminal 100C, as the viewing module 101C, outputs audio according to the broadcast information from the speaker 162.

[0206] The viewing content may include the voice of a general user. The processor 110 of the general terminal 100A, as the distribution module 101B, converts the voice signal received from the microphone 160 into voice data and transmits the voice data to the server 200. The processor 210 of the server 200, as the distribution module 201B, generates distribution information according to the voice data received from the general terminal 100A.

[0207] The viewing content may include text data. When processor 110 of distribution terminal 100B, as distribution module 101B, accepts an input operation for text data, it transmits the text data specified by the input operation to server 200. Processor 210 of server 200, as distribution module 201B, transmits the received text data to viewing terminal 100C. Processor 110 of viewing terminal 100C, as viewing module 101C, displays the received text data on monitor 166.

[0208] One or more modules included in the control modules 101, 201 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), and an MCU (Micro Control Unit).

[0209] One or more modules included in the control modules 101, 201 may be implemented by software using a processor. A computer including at least one of the control modules 101, 201 includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are loaded into the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0210] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a recording medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0211] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation. (Supplementary Note 1) A program that causes a computer (200) to execute the following steps: define (S210) a virtual space (80) for providing a game including the operation of a character (81); have a broadcaster participate in the game (S212); generate distribution information according to the broadcaster's gameplay (S108); send the distribution information to a viewing terminal (100C) used by each of a plurality of viewers, thereby enabling the viewers to view a video including the gameplay using each viewing terminal (S128); count the plurality of viewers (S308, S318, S328); and, when a specific condition is met in the game, change the game conditions in the virtual space depending on whether the counted number of viewers is a first number of viewers or a second number of viewers that is greater than the first number of viewers (S310, S320, S330).

[0212] (Appendix 2) The program according to Appendix 1, wherein there are multiple times when the specific condition can be satisfied in the game. (Supplementary Note 3) The program according to Supplementary Note 1 or Supplementary Note 2, wherein there is an upper limit to the number of times the game conditions can be changed.

[0213] (Appendix 4) A program described in any one of Appendices 1 to 3, wherein the probability that the game conditions will be changed differs depending on whether the number of viewers is the first number of viewers or the second number of viewers.

[0214] (Appendix 5) A program described in any one of Appendices 1 to 4, wherein the game conditions include a plurality of condition elements, and changing the game conditions (S310, S320, S330) means changing some or all of the plurality of condition elements depending on whether the number of viewers is a first number of viewers or a second number of viewers.

[0215] (Supplementary Note 6) A computer (200) comprising: a storage device (230) that stores the program according to any one of Supplementary Notes 1 to 5; and a processor (210) that executes the program stored in the storage device.

[0216] (Supplementary Note 7) A system (10) comprising the computer (200) described in Supplementary Note 6. (Appendix 8) A method in which a computer (200) defines (S210) a virtual space (80) for providing a game including controlling a character, allows a broadcaster to participate in the game (S212), generates distribution information according to the broadcaster's gameplay (S108), transmits the distribution information to a viewing terminal (100C) used by each of a plurality of viewers, thereby enabling the viewers to watch a video including the gameplay using each viewing terminal (S128), counts the plurality of viewers (S308, S318, S328), and, when a specific condition is met in the game, changes game conditions in the virtual space depending on whether the counted number of viewers is a first number of viewers or a second number of viewers greater than the first number of viewers (S310, S320, S330).

[0217] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or several components may be combined. The scope of the present invention should be determined with reference to the appended claims, along with the full range of equivalents to which such claims are entitled. [Explanation of symbols]

[0218] TB1-TB3...Change lottery table, 10...Game system, 40A...First home screen, 40B...Second home screen, 45...Matching screen, 50A...First battle screen, 50B...Second battle screen, 55...First result screen, 60...Second result screen, 61...HP bar, 62...HP bar, 65...List screen, 70...Viewing screen, 80...Virtual space, 80A...Game space, 80B...Viewing space, 81...Avatar, 81D...Gravestone object, 82...Field object, 82A...Field, 83...Specified object, 85...Virtual camera, 85D...Shooting range, 9 0...network, 100...terminal, 100A...general terminal, 100B...distribution terminal, 100C...viewing terminal, 101...control module, 101A...game module, 101B...distribution module, 101C...viewing module, 104...rendering module, 105...memory module, 106...communication module, 107...input / output module, 110...processor, 120...memory, 130...storage, 140...communication interface, 150...input / output interface, 160...microphone, 162...speaker, 164...touch screen, 166 ...Monitor, 167...Touch sensor, 180...Communication bus, 190...Input / output device, 200...Server, 200A...Game server, 200B...Distribution server, 201...Control module, 201A...Game module, 201B...Distribution module, 205...Memory module, 206...Communication module, 207...Input / output module, 210...Processor, 220...Memory, 230...Storage, 240...Communication interface, 250...Input / output interface, 280...Communication bus, 401...Avatar window, 404...Battle icon, 406...Character Kuta icon, 407...distribution start icon, 408...home button, 409...view button, 410...viewing user number counter, 451...avatar window, 480...distribution panel, 480a...number of viewing users, 501...scoreboard, 509...viewing user number counter, 511...remaining time timer, 513...interval notification object, 514...change content object, 605...acquired points panel, 701...viewing window, 703...member icon, 704...chat window, 705...button, 709...viewing user number counter, 711...remaining time timer,713...section notification object, 714...change content object, 811A...avatar, 812A...avatar,

Claims

1. On the computer, Defining a virtual space for providing a game in which a plurality of groups compete against each other and in which characters belonging to the groups are operated; Counting viewers who watch videos that include the streamer's gameplay; when a specific condition is satisfied in the game, changing game conditions in the virtual space depending on whether the counted number of viewers is a first number of viewers or a second number of viewers that is greater than the first number of viewers; The game conditions are conditions that affect both the character operated by the distributor and characters other than the character operated by the distributor.

2. The program according to claim 1 , wherein the probability that the game condition will be changed differs depending on whether the number of viewers is the first number of viewers or the second number of viewers.

3. The game conditions include a plurality of condition elements, The program described in claim 1 or claim 2, wherein changing the game conditions means changing some or all of the plurality of condition elements depending on whether the number of viewers is the first number of viewers or the second number of viewers.

4. In a system including one or more computers, The one or more computers Defining a virtual space for providing a game in which a plurality of groups compete against each other and in which characters belonging to the groups are operated; Counting viewers who watch videos that include the streamer's gameplay; When a specific condition is satisfied in the game, changing game conditions in the virtual space depending on whether the counted number of viewers is a first number of viewers or a second number of viewers that is greater than the first number of viewers; The system, wherein the game conditions are conditions that affect both the character controlled by the broadcaster and characters other than the character controlled by the broadcaster.

Citation Information

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