Programs, Systems
The introduction of a proxy lottery system in lottery games, where a second user selects in-game values for the first user, addresses the lack of interaction and excitement in conventional systems, thereby increasing user engagement.
Patent Information
- Application Number
- JP2021166111
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-08
- Publication Date
- 2025-10-21
- Estimated Expiration
- 2041-10-08
AI Technical Summary
Conventional lottery games lack user interaction and excitement as the user issuing the instruction to play and the user acquiring the in-game value are the same, leading to reduced user interest.
A proxy lottery operation is executed based on a proxy request from a second user viewing content based on distribution data of a first user, with the selected in-game value being granted to the second user, enhancing user interaction and excitement.
This approach increases user interest by introducing a proxy system that allows for enhanced interaction and excitement in lottery games.
Smart Images

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Abstract
Description
[Technical Field]
[0001] This disclosure relates to a program , and and system Mu Regarding. [Background technology]
[0002] Conventionally, there are systems configured to provide games in which users can acquire in-game value selected by lottery (hereinafter referred to as lottery games). As an example, lottery games are called gacha (registered trademark), gasha (registered trademark), lottery, or summon. Also, as an example, the in-game value that can be acquired in a lottery game is a character or an item that can be used in a game different from the lottery game.
[0003] Patent Document 1 discloses a system that allows a user to execute a lottery game either individually or continuously in response to a user's instruction. In this system, the user can enjoy the game depending on the rarity of the character acquired through the lottery game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6729777 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in conventional systems, the user who issues the instruction to play the lottery game and the user who acquires the in-game value are the same user. Therefore, in conventional systems, the interaction between users in the lottery game is weak and the lottery game lacks excitement. In other words, there is room for improvement in the conventional system to increase user interest. [Means for solving the problem]
[0006] A program according to one aspect of the present disclosure is provided for a computer. enabling a proxy lottery operation to be executed based on a proxy request operation from a second user who views content based on distribution data of the first user; The first of User from Based on proxy lottery operations , conducting a predetermined lottery; The aforementioned predetermined The in-game value selected by lottery will be used for the second of Granting to the user and causing them to execute. [Effects of the Invention]
[0007] According to the present disclosure, it is possible to increase the interest of users. [Brief explanation of the drawings]
[0008] [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. 10 is a diagram showing an example of the flow of a distribution process and a viewing process. [Figure 5] FIG. 10 is a diagram showing an example of a processing flow related to a first game. [Figure 6] FIG. 10 is a diagram illustrating an example of the flow of a lottery process. [Figure 7] FIG. 10 is a diagram illustrating an example of the flow of a proxy lottery process. [Figure 8] FIG. 10 is a diagram illustrating an example of the flow of a proxy lottery process. [Figure 9] 3A and 3B are diagrams showing an example of a first game screen and a first viewing screen displayed on the terminal of FIG. 2. [Figure 10] 3 is a diagram showing an example of a screen transition from a first game screen to a second game screen on the terminal of FIG. 2 and a second viewing screen displayed on the terminal of FIG. 2. FIG. [Figure 11] 3 is a diagram showing an example of a screen transition on the terminal of FIG. 2 when a broadcast user acquires in-game value selected by lottery. FIG. [Figure 12]3A to 3C are diagrams showing an example of screen transitions on the terminal of FIG. 2 when a viewing user acquires in-game value selected by lottery. [Figure 13] 3A to 3C are diagrams showing an example of screen transitions on the terminal of FIG. 2 when a viewing user acquires in-game value selected by lottery. [Figure 14] 3A to 3C are diagrams showing an example of screen transitions on the terminal of FIG. 2 when a viewing user acquires in-game value selected by lottery. [Figure 15] 3A to 3C are diagrams showing an example of screen transitions on the terminal of FIG. 2 when a viewing user acquires in-game value selected by lottery. DETAILED DESCRIPTION OF THE INVENTION
[0009] 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. The game system 10 provides a game. In the following description, when simply referring to a "game," it means a game provided by the game system 10. As an example, the game system 10 provides a multiplayer game. The plurality of terminals 100 are an example of a computer. The server 200 is an example of a computer.
[0010] [network] For example, the network 90 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may 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.
[0011] [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 broadcasting terminals 100A. Broadcasting terminals 100A provide users with a broadcasting function for broadcasting content in real time, including at least the game play of a broadcasting user who is a broadcaster. Broadcasting terminals 100A are used by broadcasting users. Broadcasting users are game players. In other words, broadcasting terminals 100A are also game terminals. The content may include moving or still images of the broadcasting user's game play. The content may include at least one of audio and text data. As an example, the content may include the broadcasting user's audio.
[0012] Some terminals 100 can be used as viewing terminals 100B. Viewing terminal 100B provides users with a viewing function for viewing content distributed by broadcasting users. Viewing terminal 100B is used by viewing users who are viewers. Terminals 100 other than broadcasting terminal 100A and viewing terminal 100B are general terminals 100C. General terminal 100C can be used as a game terminal. General terminal 100C is used by general users other than broadcasting users and viewing users. General users may participate in the same game as broadcasting users.
[0013] 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. Each 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.
[0014] 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.
[0015] 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.
[0016] 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.
[0017] The programs stored in storage 130 include a first game program, a second game program, a distribution program, a viewing program, and a communication program. As an example, the first game program realizes a first game function that provides a first game among games. As an example, the first game is a game in which multiple users compete in a game space. The game space is an example of a virtual space. The first game program provides a game space and realizes a function for operating objects (e.g., avatars) placed in the game space.
[0018] As an example, the second game program realizes a second game function that provides a second game among the games. As an example, the second game is a game that provides a user with in-game value selected by a predetermined lottery (hereinafter referred to as a "providing lottery") from among multiple types of in-game value. In the second game, the in-game value won in the providing lottery is provided to the user. In the following description, in-game value that can be provided to a user in the second game is referred to as "provided value." As an example, the provided value is a value that can be used in the first game among the in-game values. The right to play the second game can be acquired by paying in-game currency. In-game currency is an example of in-game value. The in-game currency may be a value that is granted to a user by paying, or may be a value that can be granted to a user without paying. Paying in-game currency is consuming the in-game currency. As an example, the second game program realizes a function of executing a providing lottery and a function of granting a provided value won in the providing lottery to a user.
[0019] The distribution program realizes a distribution function that distributes content that includes at least gameplay. While this distribution function is realized, the terminal 100 becomes a distribution terminal 100A. The viewing program realizes a viewing function that provides viewing of content. While this viewing function is realized, the terminal 100 becomes a viewing terminal 100B. In the following description, the state in which the terminal 100 realizes the distribution function is referred to as the "distribution state," and the state in which the terminal 100 realizes the viewing function is referred to as the "viewing state." In other words, when the terminal 100 is in the distribution state, it becomes a distribution terminal 100A, and when it is in the viewing state, it becomes a viewing terminal 100B. A state in which the terminal 100 is neither in the distribution state nor in the viewing state is the initial state. When the terminal 100 is in the initial state, it becomes a general terminal 100C.
[0020] The communication program realizes the function of communicating with other computers (e.g., server 200). The programs stored in storage 130 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in storage 130 includes definition data for a virtual space (game space), object data for various objects placed in the virtual space, and user data. As an example, the user data may include a username, an account ID, in-game value held by the user, gender, age, address, etc. The in-game value held by the user may include in-game currency held by the user.
[0021] 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.
[0022] 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.
[0023] 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 include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits an output value based on a user's operation on the operation part to the terminal 100. As an example, the controller may include motion sensors such as an acceleration sensor and 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.
[0024] 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 detection of the user's hand, a marker, or the like to the terminal 100.
[0025] 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, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
[0026] The touch screen 164 includes a monitor 166 and a touch sensor 167. The monitor 166 is realized as a transmissive or non-transmissive display device. For example, the monitor 166 is realized as a liquid crystal monitor, an organic 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, obstacles, characters, 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.
[0027] 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, an ultrasonic touch sensor, or any other type of touch sensor. 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, and operations in other modes.
[0028] 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.
[0029] [Server hardware configuration] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250. Each of the multiple components included in the server 200 is connected to a communication bus 280.
[0030] In response to a signal provided to the server 200 or in response to a predetermined condition being met, 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.
[0031] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data transmitted to the server 200 and data generated by the processor 210. For example, the memory 220 is implemented as a RAM or other volatile memory.
[0032] The storage 230 permanently stores programs and data. For example, the storage 130 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.
[0033] The programs stored in the storage 230 include a first game program, a second game program, a distribution program, and a communication program. As an example, the first game program realizes a first game function of providing a first game. As an example, the first game program realizes a function of providing a game space in the game system 10 and a function of operating objects (e.g., avatars) placed in the game space. As an example, the second game program realizes a second game function of providing a second game. As an example, the second game program realizes a function of conducting a donation lottery and a function of granting a donation value won in the donation lottery to a user.
[0034] The distribution program realizes the function of distributing content to the viewing terminal 100B. The communication program realizes the function of communicating with other computers (e.g., the distribution terminal 100A, the viewing terminal 100B, and the general terminal 100C). The programs stored in the storage 230 may include an operating system, a simulation program, a user authentication program, and other programs. For example, the data stored in the storage 230 may include data defining the game space, object data for various objects to be placed in the game space, and user data.
[0035] The communication IF 240 is connected to the network 90. The communication IF 240 communicates with other computers connected to the network 90 (for example, the distribution terminal 100A, the viewing terminal 100B, and the general terminal 100C). 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.
[0036] The input / output IF 250 communicates with an external input / output device (not shown). 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.
[0037] The server 200 is not limited to the configuration described above. For example, the server 200 may include a game server 200A for providing games and a distribution server 200B for distributing 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 distribution terminal 100A and the general terminal 100C via the communication IF 240. The distribution server 200B transmits and receives various information and requests to and from the viewing terminal 100B via the communication IF 240.
[0038] [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 first game module 101A, a second game module 101B, a distribution module 101C, and a viewing module 101D.
[0039] The first game module 101A, the second game module 101B, the distribution module 101C, the viewing module 101D, 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.
[0040] 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 detects the coordinates of the input position and identifies the type of the input operation. 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, 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.
[0041] The communication module 106 receives various types of information, various notifications, and various requests from one or more servers 200. As an example, the information that the communication module 106 receives from the server 200 may include progress information and user information. The progress information is information for controlling the progress of a game. As an example, the progress information includes first progress information related to a first game and second progress information related to a second game.
[0042] The first progress information may include one or more types of avatars to be 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, and is a character that represents the user. For example, the avatar coordinate information is information that indicates a position in the game space. For example, the action information is information about the avatar's action. For example, the avatar's action may include the avatar's posture, use of an item, use of a skill, attack, defense, evasion, support (recovery), or jump.
[0043] The first 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 equipment items, consumable items, magic, skills, etc. that the avatar will possess. From another perspective, the avatar settings may also be considered as various parameters (hereinafter referred to as ability parameters) that quantify the avatar's abilities. The avatar settings may include the type of character to be used as the avatar.
[0044] As an example, the second progress information may include a grant notification as an example of information indicating the type of provided value won in a grant lottery in the second game. The grant notification is an example of information indicating in-game value granted to the user in the second game. The second progress information may include a consumption notification as an example of information indicating that in-game currency has been consumed as consideration for the second game. As an example, the user information may include a username, an account ID, in-game value (in-game currency) held by the user, gender, age, address, etc.
[0045] The communication module 106 transmits various types of information and various requests to one or more servers 200. For example, the information transmitted by the communication module 106 to the server 200 may include play information and user information. The play information is information for controlling the progress of the game. For example, the play information includes first play information related to the first game and second play information related to the second game. Each piece of play information is output in response to an input operation received by the input / output module 107. For example, the first play information may include avatar coordinate information, action information, and other information as avatar operation details. For example, the first play information may include avatar setting information. For example, the first play information is generated by the first game module 101A. For example, the second play information may include a consumption request and a lottery request. The consumption request is an example of a request to consume in-game currency held by the user as consideration for the second game, etc. The lottery request is an example of a request to execute a game lottery. As an example, the second play information is generated by the second game module 101B.
[0046] The first game module 101A performs processing to progress the first game. The first game module 101A reads definition data for a game space from the memory module 105. The first game module 101A defines the game space according to the read definition data. The first game module 101A reads object data from the memory module 105. The first game module 101A places an object in the game space according to the read object data. The first 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 first game.
[0047] The progress of the first game may include the coordinates and actions of the user's own avatar in the game space. The progress of the first game may include the coordinates and actions of other users' avatars. The progress of the first game may include settings of the user's own avatar. The progress of the first game may include settings of other users' avatars. The first game module 101A makes various determinations regarding the progress of the first game. The first game module 101A performs various lotteries regarding the progress of the first game. The first game module 101A generates various requests and play information in response to the user's instructions, various determination results, and various lottery results. The various requests and play information generated by the first game module 101A are transmitted to the server 200 by the communication module 106.
[0048] The second game module 101B performs processing for progressing the second game. The second game module 101B identifies a 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 status of the second game. The progress status of the second game may include the consumption status of in-game currency, the progress of the offer lottery, and the type of offer value won in the offer lottery. The second game module 101B makes various determinations regarding the progress of the second game. The second game module 101B performs various lotteries regarding the progress of the second game. The second game module 101B generates various requests based on the user's instruction, various determination results, and various lottery results. As an example, the various requests generated by the second game module 101B include a consumption request and a lottery request. The various requests generated by the second game module 101B are transmitted to the server 200 by the communication module 106.
[0049] The distribution module 101C performs processing for distributing content including gameplay. The distribution module 101C identifies a 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 101C can generate a content distribution start request and a distribution end request based on the user's instruction. The distribution module 101C can generate a request to change the content distribution based on the user's instruction. The various requests generated by the distribution module 101C are transmitted to the server 200 by the communication module 106.
[0050] The viewing module 101D performs processing for viewing content distributed by a distribution user. The viewing module 101D identifies the user's instructions 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 viewing module 101D generates a request to start viewing the content and a request to end viewing the content in accordance with the user's instructions. The viewing module 101D generates a request to change the content distribution details in accordance with the user's instructions. The various requests generated by the viewing module 101D are transmitted to the server 200 by the communication module 106.
[0051] The rendering module 104 creates an image of the game screen. The rendering module 104 creates an image of the game screen in response to progress information received via the communication module 106 and various requests. The rendering module 104 creates an image of the game screen in response to play information generated by the first game module 101A and various requests. The rendering module 104 creates an image of the game screen in response to information generated by the second game module 101B and various requests. The rendering module 104 creates an image of the game screen in response to information generated by the distribution module 101C and various requests. The rendering module 104 creates an image of the game screen in response to information generated by the viewing module 101D and various requests.
[0052] The rendering module 104 displays the created image of the game screen on the monitor 166. The rendering module 104 may be configured to display the image of the game screen on an external display device via the input / output IF 150. The rendering module 104 may be configured to display the image of the game screen on an external display device via the communication IF 140. The game screen is an image in which 2D or 3D objects are controlled and drawn. As described above, the objects drawn on the game screen may include avatars (characters), backgrounds, obstacles, etc.
[0053] 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 game screen including UI objects necessary for user input operations, such as icons, buttons, lists, windows, and menus. The UI objects are information that assists the user in performing input operations necessary to progress through the game. The UI objects are also information that assists the user in performing input operations necessary to obtain data 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.
[0054] The processing in the terminal 100 is 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 be provided as a downloadable program product by an information 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.
[0055] [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 first game module 201A, a second game module 201B, and a distribution module 201C. The first game module 201A, the second game module 201B, and the distribution module 201C 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.
[0056] 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 and various requests to each terminal 100. For example, the information that the communication module 206 transmits to each terminal 100 may include progress 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.
[0057] The first game module 201A performs processing to provide an environment for playing the first game. As an example, the first game module 201A performs processing to provide an environment for changing avatar settings. The first game module 201A updates the avatar setting information of the user using the terminal 100 in accordance with first play information received by the communication module 206 from the terminal 100.
[0058] As an example, the first game module 201A performs processing to provide an environment in which a game space, which is an example of a virtual space, is shared by multiple users. The first game module 201A reads definition data of the game space from the memory module 205. The first game module 201A defines the game space according to the read definition data. The first game module 201A reads object data from the memory module 205. The first game module 201A places various objects in the game space according to the read object data.
[0059] The first game module 201A positions the avatars of each of the multiple players according to coordinate information included in the first play information received by the communication module 206 from the multiple terminals 100. The first game module 201A determines interactions between avatars according to action information and avatar setting information included in the first play information received by the communication module 206 from the multiple terminals 100. An interaction is the effect that an action performed by one avatar has on another avatar. The first game module 201A makes various determinations regarding the progress of the first game. The first game module 201A performs various lotteries regarding the progress of the first game. The first game module 201A generates first progress information according to the results of these processes. The first progress information is transmitted to each terminal 100 (100A, 100C) by the communication module 206. The first game module 201A transmits the generated first progress information to the distribution module 201C.
[0060] The second game module 201B performs processing to provide an environment for playing the second game. The second game module 201B makes various determinations and draws regarding the progress of the second game in response to various requests received by the communication module 206 from the terminal 100. The second game module 201B generates second progress information in response to the results of these processes. The second progress information is transmitted to each terminal 100 (100A, 100C) by the communication module 206. The second game module 201B transmits the generated second progress information to the distribution module 201C. As an example, the second game module 201B consumes in-game currency held by the user in response to a consumption request. In this case, the second game module 201B generates a consumption notification, which is one piece of the second progress information. The second game module 201B executes a provision lottery in response to a lottery request. In this case, the second game module 201B generates a grant notification, which is one piece of the second progress information, in response to the result of the provision lottery.
[0061] The distribution module 201C generates distribution information. For example, the distribution information includes first distribution information and second distribution information. For example, the first distribution information is generated in response to the first progress information generated by the first game module 201A. For example, the first distribution information is generated in response to various requests generated by the first game module 201A. For example, the second distribution information is generated in response to the second progress information generated by the second game module 201B. For example, the second distribution information is generated in response to various requests generated by the second game module 201B. Each of the first distribution information and the second distribution information is transmitted to one or more terminals 100 (100B) by the communication module 206. The first distribution information may include the first progress information. The first distribution information may be the first progress information itself. The second distribution information may include the second progress information. The second distribution information may be the second progress information itself.
[0062] The server 200 is not limited to the module configuration described above. For example, the first game module 201A and the second game module 201B may be provided in the game server 200A. For example, the distribution module 201C may be provided in the distribution server 200B. In this case, the first game module 201A and the second game module 201B may each transmit and receive various information and requests to and from the distribution module 201C via the communication module 206.
[0063] The processing in the server 200 is realized by hardware and software executed by the processor 210. Such software may be pre-stored in a 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 be provided as a downloadable program product by an information provider connected to a network such as the Internet. Such software is read from a data recording medium by a data reading device such as an optical disk drive, or downloaded from another computer such as an external storage device via 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.
[0064] [Game 1 Overview] As an example, the first game includes multiple parts of different natures. As an example, the multiple parts include a first part and a second part. As an example, the first part is a part for preparing for the second part. As an example, the second part is a part for competing against each other in a battle in which the winner is determined based on some criteria. In the second part, the broadcast user and the general user each control their own avatar.
[0065] As an example, the first part has the following specifications: In the first part, the broadcasting user and general users prepare for the second part. Preparing for the second part includes changing avatar settings. For example, in the first part, it is possible to change the character used as the avatar. For example, in the first part, it is possible to change the equipment items and consumable items possessed by the avatar. Changing these items can include adding, deleting, and exchanging. For example, equipment items include weapons, armor, and accessories. Equipment items increase the ability parameter values of the avatar. Consumable items can be used in the second part if possessed by the avatar. For example, consumable items include healing potions, magic potions, and strengthening potions. Healing potions restore hit points, which are one of the ability parameter values. Magic potions restore magic points, which are one of the ability parameter values. Strengthening potions temporarily increase the ability parameter values by a certain amount.
[0066] The first part may allow the use of several consumable items. The consumable items may include growth items that permanently increase ability parameter values by a certain value. The consumable items may include skill items that allow the avatar to learn skills or magic. The consumable items may include modification items that grant the right to change the avatar's race, gender, body shape, hairstyle, or facial expression. Without being limited to this, the first part may be configured to allow the avatar's settings to be changed without consuming items.
[0067] As an example, the second part of the first game has the following specifications: The second part is a competitive game (hereinafter referred to as a battle game) in which two users battle one-on-one. In a battle game, multiple users control their own avatars in a field constructed in a game space. In the second part, the criterion for determining victory is whether one user fulfills predetermined victory conditions before the opposing user fulfills the victory conditions. One of the victory conditions is for the opposing user's avatar to be in a state where it is unable to fight. For example, an avatar becomes in a state where it is unable to fight when its hit points reach 0. Hit points are one of the ability parameter values.
[0068] The second part ends when a predetermined time limit (match time) has elapsed, even if the opposing user is not in a state of being unable to fight. One of the conditions for victory is to have earned a higher score than the opposing user at the time the time limit for the second part has elapsed. In the second part, each user can increase their score by collecting designated objects placed in the game space.
[0069] The first game is not limited to the configuration described above. For example, the second part may be a battle game in which multiple users are divided into multiple camps and battle each other. Multiple users may belong to each camp. Each camp may have one or more parties. Multiple users may belong to one party. An upper limit is set for the number of members that can belong to one party. As an example, the upper limit for a party is six people. The upper limit for a party may be two to five people, or seven or more people. As an example, a party 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 people may be formed by combining a group of two people and a group of three people with an individual user, or a party may include six individual users.
[0070] For example, the second part may be a competitive game in which a plurality of users play sports such as soccer, tennis, table tennis, boxing, or basketball. For example, the second part may be a competitive game in which a plurality of users play races such as car races, yacht races, ski races, or flight races.
[0071] [Overview of the Second Game] As an example, the second game has the following specifications. The second game is a game (hereinafter referred to as a lottery game) in which a user can obtain one or more in-game values selected by a provision lottery from a plurality of provision values.
[0072] As an example, the provision values may include characters (hereinafter referred to as provided characters) that can be used as avatars in the first game. As an example, the provision values may include items (hereinafter referred to as provided items) that can be used in the first game. The provided items may include any one or more of equipment items and consumable items that can be used in the first game. As an example, in addition to the provided characters and provided items, the provision values may further include in-game currency.
[0073] As an example, the plurality of types of provision values can be classified into a plurality of scarcities. The scarcity indicates the difficulty of obtaining throughout the game. As an example, the scarcity may be defined by the winning probability P in the provision lottery. As an example, the plurality of types of provision values can be classified into two types: a first scarcity with a winning probability P of the first probability P1 and a second scarcity with a winning probability P of the second probability P2. However, P1 < P2. In the following description, the provision value of the second scarcity is referred to as a "rare provision value". The provision value of the first scarcity is referred to as a "normal provision value".
[0074] For each rarity level, a plurality of types of offered values are classified. Note that the winning probability P for distinguishing between the first rarity level and the second rarity level can be arbitrarily changed. As an example, the winning probability P for each offered value is equal to the offering probability (offering ratio) in a lottery game. Not limited to the above configuration, the plurality of types of in-game values may be classified into three or more rarity levels.
[0075] As an example, in a lottery game, there are a "single-draw lottery game" that executes the offering draw only once and a "continuous lottery game" that continuously executes the offering draw multiple times. As an example, the number of times the offering draw is executed in the continuous lottery game is 10. As an example, for each offering draw, the sum of the winning probabilities P of each offered value is 1. In this case, in the lottery game, the user can obtain the same number of in-game values as the number of times the offering draw is executed. That is, in the single-draw lottery game, the user can obtain one in-game value. In the continuous lottery game, the user can obtain a plurality of in-game values. Not limited to this, the sum of the winning probabilities P of each offered value may be less than 1. That is, the offering draw may result in not winning any of the offered values (hereinafter referred to as a miss). In the case of a miss, the user cannot obtain any in-game value.
[0076] As an example, the winning probability Pa of the rare offered value in the single-draw lottery game is different from the winning probability Pb of the rare offered value in a special offering draw, which is a part of the plurality of offering draws included in the continuous lottery game. The number of times of the special offering draw may be 1 or a plurality of times. As an example, Pa < Pb. That is, in the continuous lottery game, in at least one offering draw, the winning probability of the rare offered value is higher than that in the single-draw lottery game. Note that the winning probability Pb may be 1 where the offering of the rare offered value is determined.
[0077] A user can acquire the right to play a lottery game by spending in-game currency as payment. The amount of in-game currency required to acquire the right to play a continuous lottery game is higher than the amount of in-game currency required to acquire the right to play a single lottery game. As an example, the amount of in-game currency required to acquire the right to play a lottery game is calculated by multiplying the number of times the provided lottery is executed by the unit price. However, the in-game currency required to acquire the right to play a lottery game may be configured so that the unit price decreases the more times the provided lottery is executed.
[0078] In the following explanation, a user who has acquired the right to play a lottery game by spending in-game currency will be referred to as an "owning user." A lottery game can be played by the owning user (hereinafter referred to as a normal mode), or by another user at the request of the owning user (hereinafter referred to as a proxy mode). In the following explanation, a user who plays a lottery game at the request of the owning user will be referred to as a "proxy user." In this case, the owning user becomes a "represented user." When the owning user plays a lottery game, one or more provided values won by the owning user are provided to the owning user. When the proxy user plays a lottery game, one or more provided values won by the proxy user are provided to the owning user (represented user).
[0079] The lottery game can be executed when the terminal 100 is in the initial state and the first game is in the first part. In other words, a general user can become an owner user. As an owner user, a general user can execute the lottery game himself. A general user cannot ask another user to execute the lottery game on his behalf. In this way, a general user can execute the lottery game himself by paying the fee himself.
[0080] The lottery game can be executed when terminal 100 is in a broadcasting state and the first game is in the first part. In other words, the broadcast user can become the owning user. As the owning user, the broadcast user can execute the lottery game himself. The broadcast user cannot ask another user to play the lottery game on his behalf. In this way, the broadcast user can execute the lottery game himself by paying a fee. Furthermore, when requested by a viewing user, the broadcast user can execute the lottery game on behalf of the viewing user as a proxy user. In other words, the broadcast user can execute the lottery game himself by having the viewing user pay a fee.
[0081] The lottery game can be executed when terminal 100 is in a viewing state and the first game being viewed is in the first part. In other words, a viewing user can become an owning user. However, as an owning user, a viewing user cannot execute the lottery game themselves. As an owning user, a viewing user can request the broadcasting user to execute the lottery game on their behalf. In this way, a viewing user can have the broadcasting user execute the lottery game on their behalf by paying a fee themselves. A broadcasting user is an example of a first user. A viewing user who is a substituted user is an example of a second user. A viewing user who is not a substituted user is an example of a third user.
[0082] [Overview of screen transitions on devices] As an example, the display screen on each terminal 100 may include a first game screen 40, a second game screen 50, a first viewing screen 60A, and a second viewing screen 60B. An overview of screen transitions will be described here. Specific examples of each display screen will be described later. The first game screen 40 and the second game screen 50 are displayed when the terminal 100 is in a streaming state or when the terminal 100 is in an initial state. The first game screen 40 is displayed in the first game. The second game screen 50 is displayed in the second game. The first viewing screen 60A and the second viewing screen 60B are displayed when the terminal 100 is in a viewing state. The first viewing screen 60A is displayed when the game played on the streaming terminal 100A that delivers the content to be viewed is the first game. The second viewing screen 60B is displayed when the game played on the streaming terminal 100A that delivers the content to be viewed is the second game.
[0083] [Data Structure] The memory 220 and storage 230 in the server 200 store viewing information related to viewing users as the memory module 205. As an example, the viewing information has the following data structure.
[0084] As an example, each of a plurality of contents is assigned content information (content ID) that identifies the content. Distributor information (distributor user ID) that indicates the distribution user is associated with the content information. Viewer information (viewing user ID) that indicates the viewing user is associated with the content information. Viewer information is associated with the viewer information.
[0085] As an example, the viewing information includes various types of information that indicate the characteristics of the viewing user. As an example, this various types of information includes the number of views, continuous viewing time, and cumulative viewing time. The number of views is a parameter that indicates the number of times the viewing user has viewed the content of the distribution user. The continuous viewing time is a parameter that indicates the elapsed time since the viewing user started viewing the content. The cumulative viewing time is a parameter that indicates the total amount of time the viewing user has viewed the content of the distribution user.
[0086] [Flow of distribution and viewing processes] The flow of the distribution process and the viewing process will be described below. 4, in step S100, when processor 110 of distribution terminal 100A receives an operation to instruct the start of distribution, processor 110 functions as distribution module 101C and transmits a distribution start request to server 200. As an example, the operation to instruct the start of distribution is received in each of the first game and the second game.
[0087] In step S101, the processor 210 of the server 200, functioning as the distribution module 201C, receives a distribution start request. In step S102, the processor 210 of the server 200, functioning as the distribution module 201C, generates distribution information. As an example, the processor 210, functioning as the distribution module 201C, generates first distribution information in accordance with the first progress information. As an example, the processor 210, functioning as the distribution module 201C, generates second distribution information in accordance with the second progress information. As an example, the first distribution information and the second distribution information may include audio data. For example, the processor 110 of the distribution terminal 100A, functioning as the distribution module 101C, converts an 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, functioning as the distribution module 201C, may generate the first distribution information or the second distribution information in accordance with the received audio data. Step S102 is an example of generating distribution data based on an operation by a first user of the first terminal. The distribution terminal 100A is an example of a first terminal.
[0088] In step S103, the processor 210 of the server 200, functioning as the distribution module 201C, generates a distribution list. As an example, the distribution list is a list of content that is being distributed. As an example, the distribution list may be a list of distribution users to whom content is being distributed.
[0089] In step S104, when the processor 110 of the audio-visual terminal 100B receives a list display operation instructing display of the distribution list, the processor 110 transmits a distribution list request to the server 200 as the audio-visual module 101D.
[0090] In step S105, the processor 210 of the server 200, functioning as the distribution module 201C, receives the distribution list request. In step S106, the processor 210 of the server 200, functioning as the distribution module 201C, transmits the distribution list to the audio-visual terminal 100B.
[0091] In step S107, the processor 110 of the audiovisual terminal 100B functions as the audiovisual module 101D to receive the distribution list. In step S108, the processor 110 of the audiovisual terminal 100B functions as the rendering module 104 to display the distribution list on the monitor 166.
[0092] In step S109, when the processor 110 of the viewing terminal 100B receives a distribution start operation instructing the content to start viewing, the processor 110, as the viewing module 101D, transmits a viewing start request to the server 200. As an example, the viewing start request indicates the content to be requested to be distributed to the viewing terminal 100B.
[0093] In step S110, the processor 210 of the server 200, functioning as the distribution module 201C, receives a viewing start request. In step S111, the processor 210 of the server 200, functioning as the distribution module 201C, transmits the distribution information generated in step S102 to the viewing terminal 100B. That is, the server 200 transmits the distribution information to one or more viewing terminals 100B in accordance with the received progress information. The server 200 makes content including at least game play by the distribution user available to viewing users using one or more viewing terminals 100B.
[0094] Step S111 is an example of transmitting the generated distribution data to a second terminal used by a second user, so that content based on the distribution data can be viewed using the second terminal. Step S111 is an example of transmitting the distribution data to one or more third terminals, so that content based on the distribution data can be viewed using the third terminal. Distribution information is an example of distribution data. A viewing terminal 100B used by a viewing user as a represented user is an example of a second terminal. A viewing terminal 100B used by a viewing user other than the represented user is an example of a third terminal.
[0095] In step S112, the processor 110 of the viewing terminal 100B, functioning as the viewing module 101D, receives the distribution information. In step S113, the processor 110 of the viewing terminal 100B, functioning as the rendering module 104, displays a viewing screen including content on the monitor 166 in accordance with the distribution information. That is, when the game being viewed is the first game, the processor 110 displays a first viewing screen 60A on the monitor 166 in accordance with the first distribution information. When the game being viewed is the second game, the processor 110 displays a second viewing screen 60B on the monitor 166 in accordance with the second distribution information. As an example, in step S113, the processor 110 of the viewing terminal 100B, functioning as the viewing module 101D, may output audio in accordance with the distribution information from the speaker 162. That is, the viewing terminal 100B may be configured to reproduce the speech of the distribution user.
[0096] [Processing flow for Game 1] The flow of processing related to the first game will be explained below. As a premise, content including game play of a first part of a first game is being distributed from distribution terminal 100A to viewing terminal 100B. First game screen 40 is displayed on monitor 166 of distribution terminal 100A. First viewing screen 60A is displayed on monitor 166 of viewing terminal 100B.
[0097] 5, in step S200, processor 110 of streaming terminal 100A, as first game module 101A, accepts a match start operation instructing the start of the second part of the first game. In step S201, processor 110 of streaming terminal 100A, as first game module 101A, transmits a match start request to server 200. That is, in step S201, the first game transitions from the first part to the second part. As an example, the match start request may include avatar setting information.
[0098] In step S202, processor 210 of server 200, as first game module 201A, receives a match start request. Processor 210 stores avatar setting information included in the match start request in memory 220 (memory module 205). In step S203, processor 210 of server 200, as first game module 201A, matches the broadcasting user with an opponent user to compete against. When the matching is complete, processor 210 proceeds to step S204.
[0099] In step S204, processor 210 of server 200 defines a game space as first game module 201A. In step S205, processor 210 of server 200 places various objects in the game space as first game module 201A. The various objects include an avatar of the broadcasting user and an avatar of an opponent user who is the opponent. The various objects may include a common opponent character, an obstacle, or a trap.
[0100] In step S206, processor 210 of server 200, as first game module 201A, transmits a match start notification to streaming terminal 100A. In this case, processor 210 also transmits a match start notification to the opponent user's terminal 100. In step S206, processor 210 of server 200, as streaming module 201C, transmits a match start notification to viewing terminal 100B. In step S207, processor 110 of streaming terminal 100A receives the match start notification as first game module 101A. Note that processor 110 of the opponent user's terminal 100 also receives the match start notification as first game module 101A. In step S208, processor 110 of viewing terminal 100B receives the match start notification as viewing module 101D.
[0101] In step S209, the processor 210 of the server 200, as the first game module 201A, performs a battle process. In the battle process, the processor 210 may receive first play information from multiple terminals 100 used by multiple users participating in the second part of the same first game. The processor 210 generates first progress information in accordance with the first play information received from these terminals 100. The processor 210 transmits the generated first progress information to the distribution terminal 100A. The processor 210 also transmits the generated first progress information to the terminal 100 of the opposing user. The processor 210 of the server 200, as the distribution module 201C, generates first distribution information in accordance with the first progress information. The processor 210 transmits the first distribution information to the viewing terminal 100B.
[0102] In step S210, the processor 110 of the distribution terminal 100A, functioning as the first game module 101A, receives the first progress information. The processor 110, functioning as the rendering module 104, displays the first game screen 40 on the monitor 166 according to the received first progress information. The processor 110 generates the first play information and transmits it to the server 200. The processor 110 of the opposing user's terminal 100 also receives the first progress information, displays the first game screen 40, generates the first play information, and transmits the first play information. In step S211, the processor 110 of the viewing terminal 100B, functioning as the viewing module 101D, receives the first distribution information. The processor 110, functioning as the rendering module 104, displays the first viewing screen 60A on the monitor 166 according to the received first distribution information.
[0103] In step S212, when the end condition for the second part of the first game is satisfied, processor 210 of server 200, as first game module 201A, transmits a match end notification to distribution terminal 100A. Processor 210 also transmits a match end notification to terminal 100 of the opposing user. In step S212, processor 210 of server 200, as distribution module 201C, transmits a match end notification to viewing terminal 100B. As an example, the end condition for the second part of the first game is met when a party satisfies the victory condition before the time limit for the second part has elapsed, or when the time limit for the second part has elapsed.
[0104] In step S213, processor 110 of streaming terminal 100A receives the match end notification as first game module 101A. Processor 110 of the opposing user's terminal 100 also receives the match end notification as first game module 101A. In step S214, processor 110 of viewing terminal 100B receives the match end notification as viewing module 101D. This ends the second part of one round of the first game. As an example, when the second part of the first game ends, the first game transitions to the first part.
[0105] [Processing flow for the second game in the normal mode] The flow of processing related to the second game in the normal mode (hereinafter referred to as normal lottery processing) will be described below. As described above, the normal mode is a mode in which a user who has the right to play the lottery game himself / herself executes the provided lottery. As a premise, content including game play of the second game is being distributed from distribution terminal 100A to viewing terminal 100B. After switching from first game screen 40, second game screen 50 is displayed on monitor 166 of distribution terminal 100A. Second viewing screen 60B is displayed on monitor 166 of viewing terminal 100B.
[0106] As shown in FIG. 6, in step S300, processor 110 of broadcasting terminal 100A, as second game module 101B, accepts a lottery start operation. The lottery start operation is an operation instructing the start of a second game (lottery game). As an example, the lottery start operation includes an operation instructing the start of a single lottery game and an operation instructing the start of a continuous lottery game. As an example, processor 110 of broadcasting terminal 100A, as second game module 101B, can accept a lottery start operation when the in-game currency held by the broadcasting user is equal to or greater than a specified amount. As an example, the specified amount is equal to the amount of in-game currency required to acquire the right to play the lottery game. In other words, the specified amount differs depending on the type of lottery game that the broadcasting user wishes to play. In step S301, processor 110 of broadcasting terminal 100A, as second game module 101B, transmits a consumption request to server 200. The consumption request in step S301 is a request to consume in-game value held by the broadcasting user. The consumption request is an example of second play information.
[0107] In step S302, processor 210 of server 200, as second game module 201B, receives a consumption request. In step S303, processor 210 of server 200, as second game module 201B, consumes a specified amount of in-game currency held by the broadcasting user. That is, processor 210, as second game module 201B, updates the user data of the broadcasting user stored in memory 220 (memory module 205) so that the in-game currency held by the broadcasting user is reduced by a specified amount. The broadcasting user becomes a holding user by paying a fee. Accordingly, processor 210, as second game module 201B, generates user information according to the updated user data and transmits the generated user information to broadcasting terminal 100A. In step S304, processor 210 of server 200, as second game module 201B, transmits a consumption notification to broadcasting terminal 100A. The consumption notification is an example of second progress information.
[0108] In step S305, processor 110 of broadcasting terminal 100A receives the consumption notification as second game module 101B. In step S306, processor 110 of broadcasting terminal 100A transmits a lottery request to server 200 as second game module 101B. The lottery request in step S306 is a request from the broadcasting user to execute a lottery to provide a lottery game. As an example, the lottery request includes information indicating the type of lottery game. The lottery request is an example of second play information.
[0109] In step S307, processor 210 of server 200 receives the lottery request as second game module 201B. In step S308, processor 210 of server 200 executes the provision lottery as second game module 201B. That is, processor 210 determines the type of in-game value to be granted to the broadcast user. As an example, processor 210 executes the provision lottery as second game module 201B so that the winning probability P and the number of executions correspond to the type of lottery game indicated in the lottery request.
[0110] In step S309, processor 210 of server 200, as second game module 201B, transmits a lottery completion notification to distribution terminal 100A. In step S309, processor 210 of server 200, as distribution module 201C, transmits a lottery completion notification to viewing terminal 100B. As an example, the lottery completion notification includes information indicating the type of in-game value won in the lottery game. The lottery completion notification is an example of second progress information. As an example, the lottery completion notification is also one of the second distribution information.
[0111] In step S310, processor 110 of broadcasting terminal 100A, as second game module 101B, receives the lottery completion notification. In step S311, processor 110 of broadcasting terminal 100A, as rendering module 104, displays the lottery result on monitor 166 in accordance with the received second progress information. That is, as an example, processor 110, as rendering module 104, displays an object (hereinafter referred to as an acquired object) that indicates the in-game value indicated in the lottery completion notification on monitor 166. Processor 110, as rendering module 104, may display the lottery process on monitor 166 before the lottery result.
[0112] In step S312, the processor 110 of the viewing terminal 100B, functioning as the viewing module 101D, receives the lottery completion notification. In step S313, the processor 110 of the viewing terminal 100B, functioning as the rendering module 104, displays the lottery result on the monitor 166 in accordance with the received second distribution information. That is, as an example, the processor 110, functioning as the rendering module 104, displays on the monitor 166 an acquisition object that indicates the in-game value indicated in the lottery completion notification. The processor 110, functioning as the rendering module 104, may display the lottery process on the monitor 166 before the lottery result.
[0113] In step S314, processor 210 of server 200, as second game module 201B, grants the in-game value won in the provision lottery to the broadcast user. As an example, processor 210, as second game module 201B, updates the user data of the broadcast user stored in memory 220 (memory module 205) so that the won in-game value is added.
[0114] In step S315, processor 210 of server 200, as second game module 201B, transmits an award notification to broadcasting terminal 100A. The award notification is an example of second progress information. In step S316, processor 110 of broadcasting terminal 100A, as second game module 101B, receives the award notification. As a result, the broadcasting user acquires the in-game value selected by lottery, and one round of the second game ends.
[0115] [Processing flow for the second game using the proxy mode] Next, the flow of the process related to the second game in the proxy mode (hereinafter referred to as the proxy lottery process) will be described. As described above, the proxy mode is a mode in which a proxy user requested by an owner user executes the offering lottery on behalf of the owner user.
[0116] As an example, the proxy lottery process allows the broadcasting user to play a continuous lottery game on behalf of the viewing user. Without being limited to this, the proxy lottery process may be configured to allow the broadcasting user to play a single lottery game on behalf of the viewing user. The proxy lottery process may be configured to allow the broadcasting user to play a lottery game selected by the broadcasting user, either a single lottery game or a continuous lottery game.
[0117] As a premise, content including gameplay of a second game is being distributed from distribution terminal 100A to viewing terminal 100B. Second game screen 50 is displayed on monitor 166 of distribution terminal 100A. Second viewing screen 60B is displayed on monitor 166 of viewing terminal 100B.
[0118] As shown in FIG. 7, in step S400, when processor 110 of distribution terminal 100A receives an operation instructing proxy recruitment for a lottery game, it transmits a proxy recruitment request to server 200 as second game module 101B. The proxy recruitment request may include information indicating the type of lottery game for which the distribution user wishes to act as a proxy. As an example, the proxy recruitment request includes information indicating a continuous lottery game as the type of lottery game. The proxy recruitment request is an example of second play information.
[0119] In step S401, the processor 210 of the server 200, functioning as the distribution module 201C, receives a proxy recruitment request. In step S402, the processor 210 of the server 200, functioning as the distribution module 201C, transmits an entry recruitment request to one or more viewing terminals 100B. That is, when the server 200 receives a proxy recruitment request, it transmits an entry recruitment request to the viewing terminal 100B. The entry recruitment request is transmitted to all viewing terminals 100B that are receiving content distribution from a certain distribution terminal 100A. The entry recruitment request is not transmitted to other viewing terminals 100B that are not receiving content distribution from the distribution terminal 100A. The entry recruitment request is an example of second distribution information.
[0120] In step S403, the processor 110 of the viewing terminal 100B, functioning as the viewing module 101D, receives the entry solicitation request. In step S404, the processor 110 of the viewing terminal 100B, functioning as the rendering module 104, displays the second viewing screen 60B, including a display of the entry solicitation, on the monitor 166. As an example, the display of the entry solicitation is an example of a notification inviting a proxy request for the lottery game. As an example, the display of the entry solicitation is executed by displaying a predetermined object (a solicitation window, described later). The proxy request for the lottery game is a request for a distributor user to play the lottery game on behalf of the distributor user. In other words, the server 200 instructs one or more viewing terminals 100B to issue a notification inviting a proxy request for the lottery game.
[0121] In step S405, processor 110 of viewing terminal 100B, functioning as viewing module 101D, accepts an entry application operation. The entry application operation is an example of a proxy request operation that instructs a proxy request for game play of the second game. As one example, processor 110, functioning as viewing module 101D, can accept the entry application operation when the in-game currency held by the viewing user is equal to or greater than a specified amount. As one example, the specified amount is equal to the amount of in-game currency required to win the right to play the lottery game for which the distributor user has requested a proxy request. In step S406, processor 110 of viewing terminal 100B, functioning as viewing module 101D, transmits an entry request to server 200.
[0122] In step S407, the processor 210 of the server 200 receives an entry request as the distribution module 201C. That is, the server 200 receives information transmitted by one of the one or more viewing terminals 100B that has accepted an entry application operation by the viewing user. The entry request is an example of a proxy request request. Step S407 is an example of receiving a proxy request request transmitted by a second terminal based on a proxy request operation by a second user. Step S407 is an example of receiving a proxy request request transmitted by a third terminal based on a proxy request operation by a third user using the third terminal.
[0123] In step S408, the processor 210 of the server 200 generates an applicant list as the second game module 201B. As an example, when the server 200 receives entry requests from multiple viewing terminals 100B, it generates a list of viewing users who use each viewing terminal 100B. When the applicant list includes multiple viewing users, the processor 210 generates the applicant list in the order in which the entry requests were received. Alternatively, when the applicant list includes multiple viewing users, the processor 210 may sort the viewing users according to the history information stored in the memory 220 (memory module 205). The sorting of the viewing users is performed according to various information included in the history information. As an example, a contribution rate or priority is assigned to each type of information included in the history information. As an example, the processor 210 sorts the multiple viewing users by assigning a higher contribution rate to friend information, regular customer information, and character value than to other information. In other words, generating the applicant list may include rearranging the list in accordance with history information related to the viewing user using the viewing terminal 100B that received the participation information. As an example, the history information includes the viewing time of the content on the viewing terminal 100B that received the participation information. Step S408 is an example of generating a list of users using the terminal 100 (viewing terminal 100B) that sent the proxy request.
[0124] In step S409, processor 210 of server 200, as second game module 201B, transmits the applicant list to distribution terminal 100A. Step S409 is an example of transmitting the list generated in step S408 to the first terminal.
[0125] In step S410, processor 110 of broadcasting terminal 100A, functioning as second game module 101B, receives the applicant list. In step S411, processor 110 of broadcasting terminal 100A, functioning as rendering module 104, displays second game screen 50 including the applicant list on monitor 166.
[0126] In step S412, processor 110 of streaming terminal 100A, as second game module 101B, accepts a proxy selection operation that designates a viewing user to be selected from the applicant list. The proxy selection operation is an example of an operation for selecting a substituted user to play the second game. In step S413, processor 110 of streaming terminal 100A, as second game module 101B, transmits information specifying the substituted user selected in response to the proxy selection operation to server 200. The substituted user is the viewing user.
[0127] In step S414, processor 210 of server 200, as second game module 201B, receives information designating the represented user. In step S415, processor 210 of server 200, as second game module 201B, transmits a proxy selection notice to distribution terminal 100A. In step S415, processor 210 of server 200, as distribution module 201C, transmits a proxy selection notice to viewing terminal 100B. The proxy selection notice transmitted to distribution terminal 100A is an example of a proxy permission notice instructing that a proxy lottery operation will be accepted. Step S415 is an example of transmitting a proxy permission notice instructing that a proxy lottery operation will be accepted to the first terminal based on the reception of a proxy request request.
[0128] In step S416, processor 110 of broadcasting terminal 100A receives the proxy determination notice as second game module 101B. That is, processor 110 receives the proxy determination notice, which is an example of a proxy permission notice, as second game module 101B. In step S417, processor 110 of viewing terminal 100B receives the proxy determination notice as viewing module 101D. Processor 110 of viewing terminal 100B, as rendering module 104, displays a predetermined object on monitor 166 as an example of information indicating that the broadcast user's proxy request for the lottery game has been accepted.
[0129] Next, as shown in FIG. 8, in step S500, processor 110 of streaming terminal 100A, as second game module 101B, accepts a lottery start operation. As an example, processor 110, as second game module 101B, can accept a lottery start operation when it receives a proxy selection notification. The lottery start operation that can be accepted when it receives a proxy selection notification is an example of a proxy lottery operation. In step S501, processor 110 of streaming terminal 100A, as second game module 101B, transmits a consumption request to server 200. The consumption request in step S501 is a request to consume in-game value held by the viewing user as the represented user.
[0130] In step S502, processor 210 of server 200, functioning as second game module 201B, receives a consumption request. In step S503, processor 210 of server 200, functioning as second game module 201B, consumes a specified amount of in-game currency held by the substituted user. As an example, the specified amount is equal to the amount of in-game currency required to acquire the right to play the lottery game requested by the viewing user. Processor 210, functioning as second game module 201B, updates the user data of the substituted user stored in memory 220 (memory module 205) so that the in-game currency held by the substituted user is reduced by the specified amount. In other words, the viewing user becomes an owning user by paying a fee. Consuming the in-game currency held by the viewing user as the substituted user is an example of a condition for lottery-drawing the type of in-game value to be granted to the substituted user.
[0131] In step S504, processor 210 of server 200, as second game module 201B, transmits a consumption notification to distribution terminal 100A. In step S504, processor 210 of server 200, as distribution module 201C, transmits a consumption notification to viewing terminal 100B used by the represented user. The consumption notification is an example of second progress information. The consumption notification is an example of second distribution information.
[0132] In step S505, processor 110 of distribution terminal 100A receives the consumption notification as second game module 101B. In step S506, processor 110 of viewing terminal 100B used by the represented user receives the consumption notification as viewing module 101D. In step S507, processor 110 of distribution terminal 100A transmits a lottery request to server 200 as second game module 101B. The lottery request in step S507 is a request to hold a lottery to provide a lottery game for which the viewing user has requested proxy play. As an example, the lottery request includes information indicating the type of lottery game.
[0133] In step S508, processor 210 of server 200 receives a lottery request as second game module 201B. Step S508 is an example of receiving a proxy lottery request transmitted by the first terminal based on a proxy lottery operation by the first user. In step S509, processor 210 of server 200 executes a provision lottery as second game module 201B. That is, processor 210 determines the type of in-game value to be granted to the represented user. As an example, processor 210 executes a provision lottery as second game module 201B so that the winning probability P and the number of executions correspond to the type of lottery game indicated in the lottery request. Step S509 is an example of drawing lots for the type of in-game value based on receiving a proxy lottery request.
[0134] In step S510, processor 210 of server 200, as second game module 201B, transmits a lottery completion notification to distribution terminal 100A. In step S510, processor 210 of server 200, as distribution module 201C, transmits a lottery completion notification to viewing terminal 100B. The lottery completion notification is an example of second progress information. The lottery completion notification is an example of second distribution information.
[0135] In step S511, processor 110 of broadcasting terminal 100A receives the lottery completion notification as second game module 101B. In step S512, processor 110 of broadcasting terminal 100A displays the lottery result on monitor 166 in accordance with the received second progress information. That is, as an example, processor 110, as rendering module 104, displays on monitor 166 an acquisition object that indicates the in-game value indicated in the lottery completion notification.
[0136] In step S513, the processor 110 of the viewing terminal 100B, functioning as the viewing module 101D, receives the lottery completion notification. In step S514, the processor 110 of the viewing terminal 100B displays the lottery result on the monitor 166 in accordance with the received second distribution information. That is, as an example, the processor 110, functioning as the rendering module 104, displays on the monitor 166 an acquisition object that indicates the in-game value indicated in the lottery completion notification.
[0137] In step S515, processor 210 of server 200, as second game module 201B, grants the in-game value that the broadcasting user won in the provision lottery to the represented user. As an example, processor 210, as second game module 201B, updates the user data of the represented user stored in memory 220 (memory module 205) so that the won in-game value is added. Step S515 is an example of granting in-game value selected by lottery to the second user. In step S516, processor 210 of server 200, as second game module 201B, transmits a grant notification to viewing terminal 100B used by the represented user.
[0138] In step S517, processor 110 of viewing terminal 100B receives the award notification as second game module 101B. As a result, the represented user acquires the in-game value selected by lottery, and the distributor user's proxy play of the lottery game ends.
[0139] [Example of display screen on device and processing flow related to display] [First game screen] As shown in FIG. 9 , in the first game, when the terminal 100 is in the initial state or the broadcasting state, a first game screen 40 is displayed on the monitor 166 of the terminal 100. The first game screen 40 in the first part includes various objects. As an example, the first game screen 40 in the first part includes an avatar window 401 and a battle icon 404. As an example, the first game screen 40 in the first part includes a profile icon 405, a character icon 406, a first game icon 408, and a watch button 410. As an example, in the terminal 100 in the initial state, the first game screen 40 in the first part includes a broadcast start icon 403.
[0140] As one example, avatar window 401 displays user avatar 80A. The appearance of avatar 80A changes as the avatar settings are changed through gameplay of the first game. As one example, an operation to instruct the start of content distribution can be performed by tapping on the portion where distribution start icon 403 is displayed. As one example, on terminal 100 in a distribution state, first game screen 40 includes a distribution in progress icon 415 instead of distribution start icon 403. The distribution in progress icon 415 indicates that the user's gameplay is currently being distributed. As one example, a distribution end operation to instruct the end of content distribution can be performed by tapping on the portion where distribution in progress icon 415 is displayed.
[0141] As an example, by tapping the portion where second game icon 409 is displayed, an operation to instruct switching from the first game to the second game (hereinafter referred to as a second switching operation) can be performed. In other words, the second switching operation can also be said to be an operation to switch the display screen from first game screen 40 to second game screen 50. As an example, when processor 110 of terminal 100 is displaying first game screen 40 as rendering module 104 and receives the second switching operation, processor 110 displays second game screen 50 on monitor 166. In other words, processor 110 changes from a state functioning as first game module 101A to a state functioning as second game module 101B.
[0142] As one example, a list display operation to instruct the display of a distribution list can be performed by tapping on the portion where view button 410 is displayed. As another example, an operation to instruct the display of a preparation window (not shown) for preparing for the second part can be performed by tapping on the portion where character icon 406 is displayed.
[0143] As an example, by tapping the portion where the battle icon 404 is displayed, a battle start operation can be performed to instruct a transition from the first part of the first game to the second part of the first game. Although not specifically illustrated, the first game screen 40 in the second part includes various objects. As an example, the first game screen 40 in the second part includes an avatar of the user using the terminal 100. As an example, the avatar performs an action according to the action information. As an example, the first game screen 40 in the second part may include an HP bar indicating the avatar's hit points, a skill bar indicating skill points, skill icons, and item icons.
[0144] [1st viewing screen] When the viewing state is set to view the first game, first viewing screen 60A is displayed on monitor 166 of terminal 100. That is, when first game screen 40 is displayed on distribution terminal 100A, first viewing screen 60A is displayed on viewing terminal 100B. First viewing screen 60A may include various objects. As an example, first viewing screen 60A includes a viewing window 601. As an example, first viewing screen 60A includes a chat window 604 and a back button 605.
[0145] As an example, when the first game to be viewed is in the first part, the avatar of the broadcasting user is displayed in viewing window 601. As an example, avatar 80A of the broadcasting user is displayed in viewing window 601. When the avatar settings are changed in response to the broadcasting user's operation, the appearance of the broadcasting user's avatar displayed in viewing window 601 is changed in response to the change in settings. In other words, when the first game to be viewed is in the first part, the broadcasting user's gameplay in the first part of the first game is displayed in viewing window 601.
[0146] Although not specifically illustrated, when the first game to be viewed is in the second part, the avatar of the broadcasting user and the avatar of the opposing user are displayed in viewing window 601. As an example, when each avatar performs an action in response to the operation of each user, the avatar of each user displayed in viewing window 601 performs the same action. In other words, when the first game to be viewed is in the second part, the gameplay of the broadcasting user in the second part of the first game is displayed in viewing window 601.
[0147] As an example, text data transmitted between viewing users may be displayed in the chat window 604. As an example, the processor 110 of the viewing terminal 100B receives text data transmitted from another viewing terminal 100B via the server 200, and displays the received text data in chronological order on the monitor 166. As an example, it may be possible to perform an operation to instruct returning to the distribution list screen by tapping the back button 605.
[0148] [Second game screen] As shown in FIG. 10 , when the second game is in the initial state or the broadcasting state, a second game screen 50 is displayed on the monitor 166 of the terminal 100. The second game screen 50 may include various objects. As an example, the second game screen 50 includes a game window 501, a proxy recruitment icon 502, and a lottery icon 503. As an example, the second game screen 50 includes a provision information button 504 and a switch button 505. As an example, the second game screen 50 includes a first game icon 408 and a watch button 410. As an example, when the terminal 100 is in the broadcasting state, the second game screen 50 includes a broadcasting icon 415. When the terminal 100 is in the initial state, the second game screen 50 may include a broadcast start icon (not shown) instead of the broadcasting icon 415.
[0149] As an example, a lottery machine 510 is displayed in the game window 501. As an example, the lottery machine 510 is an object that resembles a capsule toy. As an example, by tapping on the portion where the distribution in progress icon 415 is displayed, a distribution end operation that instructs the end of distribution of content can be performed. As an example, by tapping on the portion where the distribution start icon (not shown) is displayed, an operation that instructs the start of distribution of content can be performed.
[0150] As one example, by tapping on the area where the proxy recruitment icon 502 is displayed, an operation to instruct proxy recruitment for game play of the second game can be performed. As one example, by tapping on the area where the provided information button 504 is displayed, an operation to instruct display of a provided proportion window (not shown) can be performed. As one example, the provided proportion window may include information indicating the type of provided value and the winning probability P of each provided value. As one example, by tapping on the area where the switching button 505 is displayed, an operation to instruct switching of the provided value group to be the subject of the lottery game can be performed. As one example, the multiple provided value groups may differ from each other in some or all of their provided values.
[0151] As an example, by tapping the portion where the first game icon 408 is displayed, an operation to instruct switching from the second game to the first game (hereinafter referred to as a first switching operation) can be performed. In other words, the first switching operation can also be said to be an operation to switch the display screen from the second game screen 50 to the first game screen 40. As an example, when processor 110 of terminal 100, as rendering module 104, is displaying the second game screen 50, upon receiving the first switching operation, processor 110 displays the first game screen 40 on monitor 166. In other words, processor 110 changes from a state functioning as second game module 101B to a state functioning as first game module 101A.
[0152] As shown in FIG. 11 , for example, a lottery start operation can be performed by tapping on the portion where lottery icon 503 is displayed. When a supply lottery is executed, the lottery process and lottery result are displayed in game window 501. For example, the lottery process and lottery result are expressed as a series of videos, as if the supply value were determined by the operation of lottery device 510. As a more specific example, the lottery process is a state in which capsule 511 is discharged from a capsule toy serving as lottery device 510. Furthermore, the lottery result is a state in which the discharged capsule 511 breaks and an acquired object 512 indicating the in-game value enclosed in capsule 511 is displayed. In the case of a single-shot lottery game, the lottery progress and lottery result are displayed only once. In the case of a continuous lottery game, the lottery progress and lottery result are displayed the number of times the supply lottery is executed. In this way, game play of the broadcast user and general users in the second game is displayed in game window 501.
[0153] [Second viewing screen] As shown in FIG. 10 , when the viewing state is set to view the second game, second viewing screen 60B is displayed on monitor 166 of terminal 100. Second viewing screen 60B may include various objects. As an example, second viewing screen 60B includes viewing window 601. As an example, second viewing screen 60B includes chat window 604 and back button 605. As an example, second viewing screen 60B has the same configuration as first viewing screen 60A.
[0154] As an example, when the viewing target is the second game, a lottery device 510 is displayed in the viewing window 601. When the progress of the second game changes in response to the game play of the broadcaster user, the lottery device 510 changes in response to the change in progress. As an example, when the lottery process and lottery result are displayed on the broadcasting terminal 100A, the lottery process and lottery result are also displayed on the viewing terminal 100B. In other words, when the viewing target is the second game, the broadcaster user's gameplay in the second game is displayed in the viewing window 601.
[0155] [Example of screen transition when a lottery game is executed in the normal mode] An example of the screen transition when a lottery game is executed in the normal mode with the broadcast user as the owner user will be described.
[0156] 10, it is assumed that streaming terminal 100A has switched from the first game to the second game. In this case, a second game screen is displayed on monitor 166 of streaming terminal 100A. Also, second viewing screen 60B is displayed on monitor 166 of viewing terminal 100B.
[0157] 11, the broadcasting user performs a lottery start operation by tapping on a portion of monitor 166 of broadcasting terminal 100A where lottery icon 503 is displayed. As described above, in step S300, processor 110 of broadcasting terminal 100A, as second game module 101B, accepts the lottery start operation. As an example, in step S311, processor 110 of broadcasting terminal 100A, as rendering module 104, displays the lottery process and the lottery result in game window 501 on monitor 166 in accordance with second progress information (lottery completion notification). That is, processor 110, as rendering module 104, may display the in-game value selected by the provision lottery on monitor 166 as the lottery result.
[0158] In step S313 described above, processor 110 of viewing terminal 100B, as rendering module 104, displays the lottery process and lottery results on monitor 166 in response to the second distribution information (lottery completion notification). As an example, processor 110, as rendering module 104, displays the in-game value selected by the provision lottery as the lottery result in viewing window 601 of monitor 166. That is, the in-game value acquired by the broadcaster user is displayed in viewing window 601. The broadcaster user's gameplay in the second game is displayed in viewing window 601.
[0159] [Example of screen transition when lottery game is executed by proxy mode] The following describes the screen transitions that occur when a lottery game is executed in a proxy mode when the viewing user is the owner user and the distributor user is the proxy user.
[0160] 10, it is assumed that streaming terminal 100A has switched from the first game to the second game. In this case, a second game screen is displayed on monitor 166 of streaming terminal 100A. Also, second viewing screen 60B is displayed on monitor 166 of viewing terminal 100B.
[0161] As shown in FIG. 12, it is assumed that the broadcasting user taps on a portion of monitor 166 of broadcasting terminal 100A where proxy recruitment icon 502 is displayed. In this case, processor 110 of broadcasting terminal 100A, as rendering module 104, displays recruitment window 520 on monitor 166. As an example, recruitment window 520 includes recruitment button 521 and cancel button 522. As an example, when processor 110 of broadcasting terminal 100A, as second game module 101B, receives a tap operation on the portion where recruitment button 521 is displayed, it accepts an operation to instruct proxy recruitment for the second game (lottery game). As an example, when processor 110 of broadcasting terminal 100A, as second game module 101B, receives a tap operation on the portion where cancel button 522 is displayed, it accepts an operation to instruct not to perform proxy recruitment for the second game.
[0162] As described above, in step S404, the processor 110 of the viewing terminal 100B functions as the rendering module 104 to display the solicitation window 610 on the monitor 166. As an example, the solicitation window 610 includes text data indicating that the broadcast user is soliciting proxy requests, as an example of a notification calling for proxy requests for the lottery game. As an example, the solicitation window 610 includes a proxy request button 611 and a cancel button 612. As an example, an entry application operation can be performed by tapping the area where the proxy request button 611 is displayed. As an example, an operation to instruct not to request a proxy for playing the second game can be performed by tapping the area where the cancel button 612 is displayed.
[0163] 13, in step S411, processor 110 of distribution terminal 100A, functioning as rendering module 104, displays selection window 530 on monitor 166. As an example, selection window 530 includes applicant list 531. As described above, applicant list 531 lists viewing users who wish to act as proxies for the lottery game in order according to their history information.
[0164] As an example, selection window 530 includes scroll bar 532, selection check box 533, user lottery button 534, and decision button 535. As an example, by sliding the portion where scroll bar 532 is displayed, an operation can be performed to instruct a change in the display range of applicant list 531 in selection window 530.
[0165] As one example, a temporary selection operation for temporarily selecting a viewing user to be the represented user can be performed by tapping on a portion where selection check box 533 is displayed. As one example, when processor 110 of distribution terminal 100A, as first game module 101A, receives a temporary selection operation, it may temporarily select the corresponding viewing user as the represented user.
[0166] As one example, a user lottery operation to instruct a lottery for a represented user can be performed by tapping on the portion where user lottery button 534 is displayed. As one example, when processor 110 of distribution terminal 100A as second game module 101B receives a user lottery operation, processor 110 may tentatively select one viewing user as a represented user from among the viewing users included in the applicant list by performing a user lottery.
[0167] As an example, when a substituted user is provisionally selected, a selection end operation can be performed to instruct to end the selection of the substituted user by tapping on the portion where decision button 535 is displayed. When processor 110 of distribution terminal 100A as rendering module 104 receives the selection end operation, it displays selection confirmation window 540 on monitor 166.
[0168] As an example, selection confirmation window 540 includes the user name of the substituted user temporarily selected from the applicant list. Selection confirmation window 540 includes confirm button 541 and cancel button 542. As an example, a cancel operation can be performed by tapping on the area where cancel button 542 is displayed. As an example, when processor 110 of broadcasting terminal 100A, as rendering module 104, accepts the cancel operation, it displays selection window 530 on monitor 166. That is, monitor 166 returns to the screen for temporarily selecting a substituted user. As an example, a proxy selection operation for selecting a substituted user can be performed by tapping on the area where confirm button 541 is displayed. As described above, in step S412, processor 110 of broadcasting terminal 100A, as second game module 101B, accepts the proxy selection operation.
[0169] As shown in FIG. 14 , the processor 110 of the viewing terminal 100B, functioning as the rendering module 104, displays a notification window 620 on the monitor 166 upon receiving a proxy selection notification. As an example, the notification window 620 displayed on the monitor 166 of the viewing terminal 100B used by the represented user includes text data indicating that the user has been selected as the represented user, as an example of notification that a represented user has been selected. As an example, the notification window 620 displayed on the monitor 166 of the viewing terminal 100B used by a viewing user who is not the represented user includes text data indicating that another user has been selected as the represented user, as an example of notification that a represented user has been selected. In other words, the text data included in the notification window 620 differs between the viewing terminal 100B used by the represented user and the viewing terminal 100B used by a viewing user who is not the represented user. As an example, the notification window 620 may include a confirmation button 621. As an example, by tapping on the portion where the confirmation button 621 is displayed, an operation can be performed to indicate completion of confirmation of the notification that the represented user has been selected. The notification window 620 is an example of information indicating that a proxy request for the lottery game has been accepted.
[0170] 15, in step S416, processor 110 of distribution terminal 100A functions as rendering module 104 to display proxy lottery button 506 on monitor 166. As an example, by tapping on the area where proxy lottery button 506 is displayed, a lottery start operation can be performed to instruct the viewing user, as the substituted user, to start a lottery game.
[0171] In step S512, processor 110 of broadcasting terminal 100A, as rendering module 104, displays the lottery result on monitor 166 in accordance with the received second progress information. As an example, processor 110 of broadcasting terminal 100A, as rendering module 104, displays the lottery process and the lottery result on monitor 166. That is, processor 110 of broadcasting terminal 100A displays acquired object 512 indicating the in-game value selected by lottery on monitor 166. As an example, processor 110, as rendering module 104, displays proxy notification object 513 indicating the username of the viewing user selected as the substituted user on monitor 166. Displaying proxy notification object 513 indicating the username of the viewing user selected as the substituted user on monitor 166 is an example of a notification that the broadcasting user is proxying the gameplay of the second game for the viewing user.
[0172] As described above, in step S313, the processor 110 of the viewing terminal 100B, as the rendering module 104, displays the lottery result on the monitor 166 in accordance with the received second distribution information. As an example, the processor 110 of the viewing terminal 100B, as the rendering module 104, displays the lottery process and the lottery result on the monitor 166. That is, the processor 110 of the viewing terminal 100B, as the rendering module 104, displays an acquisition object 512 indicating the in-game value selected by the lottery in the viewing window 601 of the monitor 166. That is, the viewing window 601 displays the in-game value acquired by the viewing user as the represented user. As an example, the processor 110, as the rendering module 104, displays a proxy notification object 513 indicating the user name of the viewing user selected as the represented user in the viewing window 601 of the monitor 166. Displaying proxy notification object 513 indicating the username of the viewing user selected as the substituted user in viewing window 601 of monitor 166 is an example of notification that the broadcasting user is acting on behalf of the viewing user in playing the second game. The broadcasting user's proxy gameplay in the second game is displayed in viewing window 601.
[0173] The effects of this embodiment will be described. (1) By having the broadcaster user (the broadcaster) have a computer draw the lottery on behalf of the substituted user (the viewer), the substituted user feels as if the broadcaster user has decided the type of in-game value to be acquired. This creates a sense of unity between the broadcaster user (the broadcaster) and the substituted user (the viewer). The viewer can then watch the broadcaster user (the broadcaster) play the lottery game on behalf of the substituted user. This allows the viewer to watch content that is different from their usual viewing experience. As a result, the viewer's enjoyment can be increased.
[0174] (2) The distributor user does not consume his / her own in-game currency when playing the lottery game on behalf of the distributor. This makes it easy to play the lottery game on behalf of the distributor. (3) The distributor user can select any viewing user as a represented user based on the subscriber list.
[0175] (4) The order of the applicant list is rearranged according to the history information related to the viewing user. Therefore, the distribution user can select any viewing user displayed in the applicant list as the represented user according to the history information.
[0176] (5) The history information includes the viewing time of the content, which makes it easier for a distributor user to find viewing users who are interested in the content that the distributor user is distributing. (6) The second viewing screen 60B may include a display of a proxy notification object 513. Therefore, even a viewing user who starts viewing after the substituted user has been determined can recognize that the gameplay of the lottery game by the broadcasting user is proxy gameplay.
[0177] 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. Although a competitive game has been given as an example of the first game, the first game is not limited to this. For example, the first game may be a game in which the objective is to collect in-game value or a game in which the objective is to develop a character such as an avatar.
[0178] The lottery game may employ one or more of the following methods: a random item provision method, a box lottery game method, a complete lottery game method, and a treasure box method. In proxy game play of a lottery game using the box lottery game method, the type of in-game value may be drawn by lottery from the box of the represented user, or the type of in-game value may be drawn by lottery from the box of the broadcasting user. In proxy game play of a lottery game using the complete lottery game method, the in-game value acquired by the represented user may also be considered to have been acquired by the broadcasting user. In proxy game play of a treasure box lottery game, the type of in-game value may be drawn by lottery on the condition that the represented user consumes a key held by the represented user. A key is an example of in-game currency.
[0179] The plurality of types of lottery games may include lottery games in which game play can be substituted and lottery games in which game play cannot be substituted. The type of lottery game that the broadcasting user wishes to play on behalf of may be selected by the viewing user, or the broadcasting user may select it. As an example, if the viewing user makes the selection, the type of lottery game may be determined before or when the entry application operation is accepted. In this case, the applicant list may display information indicating the type of lottery game selected by each viewing user.
[0180] The lottery game may allow a predetermined in-game value to be earned according to the number of times the game is played. In this case, when a proxy game is played, the number of times the broadcasting user has played the game may be added up, or the number of times the substituted user has played the game may be added up.
[0181] In the lottery process and the proxy lottery process, the transmission and reception of the consumption request may be omitted. In this case, as an example, when the processor 210 of the server 200 as the second game module 101B receives the lottery request, the processor 210 may consume the in-game currency held by the user and then draw lots to determine the type of in-game value to be granted to the user.
[0182] The offer window 610 may include information indicating the type of lottery game that the broadcasting user wishes to play as a proxy. In this case, the information indicating the type of lottery game that the broadcasting user wishes to play as a proxy may include a predetermined icon in the offer window 610, and may be displayed by tapping on the area where the predetermined icon is displayed. The information indicating the type of lottery game that the broadcasting user wishes to play as a proxy may include information indicating the type of provided value corresponding to the type of lottery game and the probability P of winning for each provided value. The information indicating the type of lottery game that the broadcasting user wishes to play as a proxy may include information indicating the amount of in-game currency required to acquire the right to play the lottery game. In this case, the amount of in-game currency required to acquire the right to play the lottery game may be displayed in any location on the second viewing screen 60B.
[0183] In a lottery game, the display of the lottery process may be skipped in part or in whole. As an example, while the lottery process is displayed, the second game screen 50 may include a skip icon, and by tapping on the portion where the skip icon is displayed, the display of the lottery process may be skipped in part or in whole. As an example, while the lottery process is displayed, by tapping on a portion of the second game screen 50 other than the portion where a predetermined icon or button is displayed, the display of the lottery process may be skipped in part or in whole. When the display of the lottery process is configured to be skippable in part or in whole, the display of the lottery process may not be skipped when another user requested by the owning user plays the game. When the display of the lottery process is configured to be skippable in part or in whole, when another user requested by the owning user plays the game, the skipped period may be shorter than when the owning user plays the game himself.
[0184] A lottery game may include a case where the user who consumed the in-game currency is different from the user to whom the provided value is provided. As an example, one or more provided values won in a lottery game played on behalf of the broadcasting user may be provided to the broadcasting user by the viewing user paying a fee themselves. As an example, one or more provided values won in a lottery game played by the broadcasting user may be provided to one viewing user by the viewing user paying a fee themselves. In this case, the broadcasting user may select a viewing user from the applicant list to whom one or more provided values won in the lottery game will be provided. As an example, a lottery game in which the user who consumed the in-game currency is different from the user to whom the provided value is provided may be playable by paying in-game currency granted to the user through a fee as part or all of the fee. In other words, a lottery game in which the user who consumed the in-game currency is different from the user to whom the provided value is provided may not be playable using only in-game currency, which may be granted to the user without a fee.
[0185] The processor 110 of the server 200 may be configured as a distribution module 201C to generate game play videos in accordance with the received play information and distribute them as streaming. The processor 110 of the viewing terminal 100B may be configured as a viewing module 101D to display the game play videos distributed as streaming in the viewing window 601.
[0186] The content may include text data. When processor 110 of distribution terminal 100A, as distribution module 101C, 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 201C, transmits the received text data to viewing terminal 100B. Processor 110 of viewing terminal 100B, as viewing module 101D, displays the received text data on monitor 166.
[0187] 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), or an MCU (Micro Control Unit).
[0188] 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.
[0189] 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.).
[0190] 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 computer (200) generates distribution data based on an operation of a first user using a first terminal (100A) (step S102), transmits the generated distribution data to a second terminal (100B) used by a second user, and enables the second user to view content based on the distribution data using the second terminal (100B) (step S111), receives a proxy request request transmitted by the second terminal (100B) based on a proxy request operation by the second user (step S407), and transmits the proxy request request to the second terminal (100B) based on a proxy request operation by the second user (step S408). a proxy permission notification instructing the first terminal (100A) to accept a proxy lottery operation based on receiving a proxy lottery request (step S415); a proxy lottery request sent by the first terminal based on the proxy lottery operation by the first user (step S508); a lottery for a type of in-game value based on receiving the proxy lottery request (step S509); and a granting of the in-game value selected by the lottery to the second user (step S515).
[0191] (Supplementary Note 2) The program described in Supplementary Note 1, wherein the step of drawing the type of in-game value (step S509) is executed on the condition that the second user consumes in-game currency held by the second user.
[0192] (Appendix 3) The program described in Appendix 1 or Appendix 2, further causing the computer (200) to transmit the distribution data to one or more third terminals (100B) so that content based on the distribution data can be viewed using the third terminals (100B) (step S111), and receive a proxy request request transmitted by the third terminal (100B) based on a proxy request operation by a third user using the third terminal (100B) (step S407), wherein transmitting the proxy permission notification to the first terminal includes generating a list of users using the terminal that transmitted the proxy request request (step S408) and transmitting the list to the first terminal (100A) (step S409).
[0193] (Supplementary Note 4) A computer (200) comprising: a storage device (230) that stores a program according to any one of Supplementary Notes 1 to 3; and a processor (210) that executes the program stored in the storage device (230).
[0194] (Supplementary Note 5) A system comprising the computer (200) described in Supplementary Note 4. (Supplementary Note 6) A computer (200) generates distribution data based on an operation of a first user using a first terminal (100A) (step S102), transmits the generated distribution data to a second terminal (100B) used by a second user, and enables the second user to view content based on the distribution data using the second terminal (100B) (step S111), receives a proxy request transmitted by the second terminal (100B) based on a proxy request operation by the second user (step S407), and transmits the proxy request to the second terminal (100B). a method for executing the steps of: sending a proxy permission notification to the first terminal (100A) instructing it to accept a proxy lottery operation based on receiving a proxy lottery request (step S415); receiving a proxy lottery request sent by the first terminal based on the proxy lottery operation by the first user (step S508); drawing lots for a type of in-game value based on receiving the proxy lottery request (step S509); and granting the in-game value selected by the lottery to the second user (step S515).
[0195] 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 some components may be combined. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]
[0196] 10...Game system 40...First game screen 50...Second game screen 60A...First viewing screen 60B...Second viewing screen 80A...Avatar 90...Network 100...Terminal 100A...Distribution terminal 100B...Viewing terminal 100C...General terminal 101...Control module 101A...First game module 101B...Second game module 101C...Distribution module 101D...Viewing module 104...Rendering module 105...Memory module 106...Communication module 107...Input / output module 110...Processor 120...Memory 130...Storage 140...Communication IF 150...Input / output IF 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...First game module 201B...Second game module 201C...Distribution module 205...Memory module 206...Communication module 207...Input / output module 210...Processor 220...Memory 230...Storage 240...Communication IF 250...Input / output IF 280...Communication bus 401...Avatar window 403...Start distribution icon 404...Battle icon 405...Profile icon 406...Character icon 408...First game icon 409...Second game icon 410...View button 415...Distribution in progress icon 501...Game window 502...Proxy recruitment icon 503...Lottery icon 504...Provision information button 505...Switch button 506...Proxy lottery button 510...Lottery machine 511...Capsule 512... Acquisition object 513... Proxy notification object 520... Recruitment window 521... Recruitment button 522... Cancel button 530... Selection window 531... Applicant list 532... Scroll bar 533... Selection check box 534... User lottery button 535... Decision button 540... Selection confirmation window 541... Confirmation button 542... Cancel button 601... Viewing window 604... Chat window 605... Button 610... Recruitment window 611... Proxy request button 612... Cancel button 620... Notification window621...Confirmation button P,Pa,Pb...Winning probability P1...1st probability P2...2nd probability
Claims
1. On the computer, enabling a proxy lottery operation to be executed based on a proxy request operation from a second user among a plurality of viewing users viewing content based on distribution data of a first user; Executing a predetermined lottery based on a proxy lottery operation from the first user; distributing the content of the predetermined lottery to the plurality of viewing users as the content; and granting the in-game value selected by the predetermined lottery to the second user.
2. The program according to claim 1 , wherein the predetermined lottery is executed on the condition that the second user consumes in-game currency held by the second user.
3. The program according to claim 1 or claim 2, which causes the computer to generate a list of users who performed the proxy request operation when the proxy request operation is performed by multiple second users.
4. In a system including one or more computers, The one or more computers executing a proxy lottery operation based on a proxy request operation from a second user among a plurality of viewing users who view content based on distribution data of the first user; Executing a predetermined lottery based on a proxy lottery operation from the first user; distributing the content of the predetermined lottery to the plurality of viewing users as the content; and granting the in-game value selected by the predetermined lottery to the second user.
Citation Information
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