Program and information processing device

The program and device synchronize virtual character actions with real-time performer movements and adjust display modes to enhance immersion in live venue simulations, addressing the lack of realism in existing games.

JP7798558B2Active Publication Date: 2026-01-14SEGA CORP +1
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Patent Information

Application Number
JP2021207490
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-21
Publication Date
2026-01-14
Estimated Expiration
2041-12-21

AI Technical Summary

Technical Problem

Existing games that display virtual characters at live venues lack immersion, as the virtual environment deviates from a real live venue, failing to replicate the feeling of actually participating in a live performance.

Method used

A program and information processing device that control virtual performer, player, and non-player characters to perform actions in sync with real-time performer movements, adjust display modes based on player operations, and manage venue displays to enhance immersion.

Benefits of technology

Provides players with a sense of immersion similar to participating in a real live venue by synchronizing character actions and adjusting display modes to match player interactions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program and an information processing apparatus for providing players with a feeling of immersion similar to that of participating in a live performance in a real live venue.SOLUTION: In a game system, a server device 10 capable of communicating with a plurality of terminal devices of players participating in a live venue where a predetermined performance or recital is to be performed, functions as executing means 60 for causing a performer character corresponding to a performer performing the performance or recital to perform an action in response to the movement or sound of the performer, causing a player character corresponding to a player to perform an action in response to an operation in a terminal device of the player, causing a non-player character different from the player character to perform actions by automatic control with a computer; and functions as changing means 62 for changing the action of the player character in response to actions of the performer character or the player character.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are known games that display an image in which a virtual character representing a player participates as an audience member at a performance venue or a show venue.

[0003] Regarding such games, for example, Patent Document 1 below discloses a game in which a first virtual character representing a player and second virtual characters representing surrounding audience members are displayed as images of the first virtual character participating as an audience member at a virtual live venue. In this game, the first virtual character is made to perform predetermined actions such as clapping hands or waving a penlight based on the player's operations. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-206267 Summary of the Invention [Problem to be solved by the invention]

[0005] The technology disclosed in Patent Document 1 displays a predetermined image as a live video of the performers, and the second virtual characters representing the surrounding audience only move in a predetermined manner to match the live video. As a result, the virtual live venue recreated by this technology may deviate from a real live venue, making it difficult to give the player the same immersive feeling as if they were actually participating in a live performance at a real live venue.

[0006] The present invention has been made in consideration of such problems, and aims to provide a program and an information processing device that can give players a sense of immersion that is similar to that of participating in a live performance at a real live venue. [Means for solving the problem]

[0007] A program according to a first aspect of the present invention is a program for causing a computer capable of communicating with terminal devices of players participating in a venue where a predetermined performance or presentation is to be held to function as: execution means for causing a virtual performer character corresponding to the performer performing the performance or presentation to perform an action in accordance with the movements or voice of the performer; for causing a first virtual character corresponding to the player to perform an action in accordance with an operation on the player's terminal device; and for causing a second virtual character different from the first virtual character to perform an action through automatic control by the computer; display control means for displaying and controlling the venue on the player's terminal device, and displaying and controlling the virtual performer character, the first virtual character, and the second virtual character, as well as the action performed by the execution means for each of the characters, at the venue; and change means for changing the action of the second virtual character in accordance with the action of the virtual performer character or the first virtual character.

[0008] A program according to a second aspect of the present invention causes the computer to further function as display control means for controlling the display of the venue on the terminal device of the player, and for displaying, in the venue, the virtual performer character, the first virtual character, and the second virtual character, and the action executed by the execution means for each of the characters, wherein the execution means causes the first virtual character to execute an action to present, in the venue, a virtual object associated with the first virtual character in a display mode selected in response to an operation on the terminal device of the player, and causes the second virtual character to execute an action to present, in the venue, a virtual object associated with the second virtual character in a display mode selected by automatic control by the computer, and the change means changes the display mode of the virtual object associated with the second virtual character in response to the display mode selected for the first virtual character in response to the operation.

[0009] In a program according to a third aspect of the present invention, the display control means controls the display of a plurality of first virtual characters corresponding to the plurality of players, the execution means executes an action of presenting a virtual object associated with each of the plurality of first virtual characters in the venue in a display mode selected in response to an operation on a terminal device of each player, and the change means changes the display mode of the virtual object associated with the second virtual character in response to a total number or a ratio of the display modes selected in response to the operation for the plurality of first virtual characters.

[0010] In the program according to a fourth aspect of the present invention, the display control means hides the second virtual character when the second virtual character is located within a predetermined range with respect to the first virtual character.

[0011] In a program according to a fifth aspect of the present invention, the display control means controls the display of the virtual performer character in a stage area of ​​the venue, and controls the display of the first and second virtual characters in an audience seating area of ​​the venue, and when the second virtual character is located in an area between the first virtual character corresponding to a single player and the stage area along a direction from the first virtual character toward the stage area, the set predetermined range is larger than when the second virtual character is located in an area other than that area in the audience seating area.

[0012] In a program according to a sixth aspect of the present invention, when the predetermined range is a first predetermined range, the display control means controls the display of a plurality of first virtual characters corresponding to a plurality of players including one player and other players other than the one player, and when a first virtual character among the plurality of first virtual characters corresponding to the other player is located within a second predetermined range smaller than the first predetermined range relative to a first virtual character among the plurality of first virtual characters corresponding to the one player, the display control means hides the first virtual character corresponding to the other player.

[0013] In a program according to a seventh aspect of the present invention, the execution means executes an action of moving the second virtual character within a predetermined movement range in the audience seating area of ​​the venue before the performance or the show starts, and, once the performance or the show starts, executes an action of stopping the movement and turning the second virtual character toward the stage area of ​​the venue.

[0014] In the program according to an eighth aspect of the present invention, when the seating area of ​​the venue is divided into a plurality of regions, the display control means controls the display of a plurality of second virtual characters so that the density of characters including the first virtual character and the second virtual character in each of the regions is equal to or greater than a predetermined value.

[0015] In the program according to a ninth aspect of the present invention, when the action of the virtual actor character or the first virtual character changes, the change means changes the action of the second virtual character to match the action after the change.

[0016] An information processing device according to a tenth aspect of the present invention is an information processing device capable of communicating with a terminal device of a player participating in a venue where a predetermined performance or presentation is to be held, and comprises: execution means for causing a virtual performer character corresponding to a performer performing the performance or presentation to perform an action in accordance with the movement or sound of the performer; causing a first virtual character corresponding to the player to perform an action in accordance with an operation on the player's terminal device; and causing a second virtual character different from the first virtual character to perform an action by automatic control by a computer; and change means for changing the action of the second virtual character in accordance with the action of the virtual performer character or the first virtual character. [Effects of the Invention]

[0017] According to the present invention, it is possible to give the player a sense of immersion that is similar to that of participating in a live performance at a real live venue. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] 2 is a block diagram showing an example of a hardware configuration of a server device shown in FIG. 1. FIG. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 4] FIG. 1 is a diagram showing an example of an overview of a live music venue. [Figure 5] 10 is a flowchart showing an example of the flow of game processing in the game system according to the present embodiment. [Figure 6]7 is a flowchart showing an example of the flow of the virtual live processing shown in step SP34 of FIG. 5. [Figure 7] 7 is a flowchart showing an example of the process of non-display control shown in step SP74 of FIG. 6. [Figure 8] 7 is a flowchart showing an example of the process of emergency shutdown shown in step SP84 of FIG. 6. [Figure 9] 7 is a flowchart showing an example of the process of penlight talk shown in step SP98 of FIG. [Figure 10] FIG. 5 is a diagram showing an example of a virtual live screen that can be viewed from the field of view of a player operating the player's own player character shown in FIG. 4. [Figure 11] FIG. 5 is a diagram showing an example of a virtual live screen that can be viewed when the field of view of the player operating the player character shown in FIG. 4 is directed to the left side of the player. [Figure 12] FIG. 5 is a diagram showing an example of a virtual live screen during MC performance that can be viewed when the field of view shown in FIG. 4 is zoomed in toward the stage area. [Figure 13] FIG. 10 is a diagram showing an example of a virtual live screen at the time of an emergency stop. [Figure 14] FIG. 13 is a diagram showing an example of a virtual live screen that has been switched from the MC screen in FIG. 12 to the performance screen. [Figure 15] FIG. 10 is a diagram showing an example of a comment management screen displayed on a terminal device of an administrator. [Figure 16] FIG. 10 is a diagram showing an example of a management screen displayed on a terminal device of an administrator during an emergency shutdown. [Figure 17] FIG. 10 is a flowchart showing a flow of processing by a changing means according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0019] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0020] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0021] 1, the game system 1 includes a server device 10 and a plurality of terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as the Internet, an intranet, or a telephone line.

[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to users of the terminal devices 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to users of the terminal devices 12.

[0023] The multiple terminal devices 12 include a terminal device 12 of an administrator who manages a predetermined performance or show, and terminal devices 12 of players who participate in the venue where the performance or show is held. Each terminal device 12 is an information processing device operated by the administrator or player. For example, each terminal device 12 installs a game program 14 received from the server device 10 and then executes the program to provide an operation management app for executing the predetermined performance or show, a game for participating in the venue where the performance or show is held, etc. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers. In this embodiment, a case will be described in which the player's terminal device 12 is a smartphone equipped with a gyro sensor (angular velocity sensor) capable of measuring angular velocity.

[0024] <Hardware configuration> FIG. 2 is a block diagram showing an example of a hardware configuration of the server device 10 shown in FIG.

[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0026] The control device 20 functions as various functional components by the CPU 22 executing predetermined programs stored in the memory 24 or the storage device 28. Details of these functional components will be described later.

[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. This communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0028] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0029] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also include other components that are generally included in a server. The configuration of the terminal device 12 is similar to that of the server device 10, except that it includes an operation means and a display means. A head-mounted display or the like equipped with a position detection means such as a gyro sensor (angular velocity sensor) and an attitude detection means may also be used as the display means.

[0030] <Game Overview> Games according to this embodiment include, but are not limited to, music games, role-playing games, shooting games, action games, and the like. The following describes a case where the game is, for example, a rhythm game among music games, in which players enjoy playing musical instruments or performing performances. In such games, in this embodiment, a musical instrument or a performance is performed at a predetermined timing during the game. In the venue (performance venue or performance venue) where the musical instrument or performance is performed, multiple first virtual characters corresponding to multiple players and capable of performing actions in response to the operations of the multiple players are displayed, thereby allowing multiple players to participate in the same venue approximately simultaneously. While the following describes only musical instruments, this embodiment can also be applied to performances.

[0031] <Functional configuration> FIG. 3 is a block diagram schematically illustrating an example of the functional configuration of the server device 10. As shown in FIG.

[0032] As shown in FIG. 3 , the server device 10 includes, as functional components, a storage means 50, a progression means 52, a payment processing means 54, a matching means 56, a display control means 58, an execution means 60, and a change means 62. The storage means 50 is implemented by the storage device 28. The other functional components are implemented by the control device 20 executing a program corresponding to the game program 14. Some of the functional components may be provided in the terminal device 12. For example, the progression means 52, the execution means 60, etc. may be provided in the terminal device 12 instead of the server device 10.

[0033] The storage means 50 has a function of storing, for example, play data 50A, performance venue data 50B, performance schedule 50C, and performance data 50D. Note that some of the data stored in the storage means 50 may be stored in the terminal device 12. For example, the performance data 50D may be stored in the terminal device 12. The play data 50A is provided for each of a plurality of players. The play data 50A describes the progress of the game, the player character that the player can use in the main game, the status of the player character, a first virtual character that can be controlled at a concert venue or the like, items, in-game currency (coins), free crystals, paid crystals, cheer points, and the like. Paid crystals are a type of item that the player can acquire through a purchasing procedure (payment with cash, electronic money, credit card payment, etc.). Such paid crystals are sometimes referred to as paid stones, for example. The free crystals are a type of item that the player can acquire through gameplay (playing various games). For example, free crystals can be acquired as a reward for logging in, completing a quest, completing a mission, interacting with friends, etc. The free crystals are sometimes referred to as free stones, for example. The cheer points indicate how much the player has cheered for the performance. When the player performs a predetermined action, the cheer points are added to the player's account as a parameter (cheering points) with a value corresponding to the action. The performance venue data 50B is display data for displaying the performance venue where the virtual performer character will perform, its waiting area, etc. Note that this performance includes not only playing an instrument but also singing. In this embodiment, the performance is a virtual live performance in which the performer's motion data and audio data, recorded in real time, are reflected in real time on the virtual performer character, making it appear as if the virtual performer character is dancing and singing. "Reflecting" refers to receiving motion data and audio data using technology such as real-time motion capture and having the virtual performer character perform actions corresponding to the received data. Note that the motion data may also include data on facial expression movements, and the performer's facial movements may be reflected in real time on the virtual performer character. Hereinafter, the performance venue will be referred to as the "live venue." The performance schedule 50C describes the dates and times when the performances will be performed. The performance data 50D includes data for outputting performance sounds, data of the virtual performer character who performs the performance, and the like.

[0034] The progression means 52 has a function of progressing the game.

[0035] The payment processing means 54 has a function of making predetermined items available to the player based on the player's payment for charges or game content.

[0036] The matching means 56 has a function of matching a plurality of players with any one of a plurality of live venues where the same performance is being performed simultaneously.

[0037] The display control means 58 has a function of controlling the display of one live venue. For example, the display control means 58 controls the display of one live venue matched by the matching means 56 on the terminal devices 12 of two or more players.

[0038] The display control means 58 also has a function of displaying and controlling the virtual performer character, the first virtual character, and the second virtual character, as well as the actions executed by the execution means 60 for each of these characters, at the live venue. The second virtual character is a character separate from the first virtual character, and is a so-called non-player character (NPC) that executes actions automatically controlled by a computer without being directly operated by a player. Hereinafter, the virtual performer character will be referred to as the "performer character," the first virtual character will be referred to as the "player character," and the second virtual character will be referred to as the "non-player character." The appearance and shape of the non-player character may be the same as or different from the player character.

[0039] FIG. 4 is a diagram showing an example of an overall overview of the live music venue 100. As shown in FIG.

[0040] As shown in Fig. 4, the live performance venue 100 is set up with a stage area A1 and an audience area A2. The audience area A2 surrounds the stage area A1 360 degrees and is made up of areas A2(1) to A2(8). In Fig. 4, performer characters P are indicated by white circles, player characters C1 are indicated by black circles, and non-player characters C2 are indicated by hatched circles.

[0041] The display control means 58 controls the display of one or more performer characters P in the stage area A1, and also controls the display of one or more player characters C1 and non-player characters C2 in the audience area A2. The player characters C1 and non-player characters C2 are movable within the range of the audience area A2. As the player character C1 moves, the viewpoint from the audience area A2 toward the stage area A1 moves. In other words, the player can view the stage area A1 from any direction within 360 degrees. The player's viewpoint is moved using gyro operation or the like.

[0042] For example, if the total capacity of the live venue 100 is approximately 1,000 people, the number of player characters C1 is approximately 100, and the number of non-player characters C2 is the remaining approximately 900, and it is preferable that the number of non-player characters C2 is greater than the number of player characters C1. The multiple player characters C1 correspond to multiple players including the self-player (one player) and other players (other players) other than the self-player. Hereinafter, of the multiple player characters C1, the one corresponding to the self-player will be referred to as the "self-player character C1," and the one corresponding to the other players will be referred to as the "other player character C1." In FIG. 4, the field of view V of the self-player who controls the self-player character C1 is indicated by a dashed dotted line.

[0043] Furthermore, when the audience area A2 is divided into a plurality of areas A2(1) to A2(8), the display control means 58 controls the display of non-player characters C2 so that the density of characters, including player characters C1 and non-player characters C2, in each of the areas A2(1) to A2(8) is equal to or greater than a predetermined value. Hereinafter, characters including player characters C1 and non-player characters C2 are referred to as "audience characters." The display control means 58 displays approximately the same number of audience characters in each of the areas A2(1) to A2(8) so that there is no imbalance in the density of audience characters in each of the areas A2(1) to A2(8). For example, the display position of the player character C1 may move due to a player operation, but the display control means 58 positions and controls the display of non-player characters C2 so that there is no imbalance in the density of audience characters in each of the areas A2(1) to A2(8) even with this movement.

[0044] For example, the display control means 58 controls the display of a sufficient number of non-player characters C2, close to the capacity of the live venue 100, by arranging them evenly in advance in the audience seating area A2. The display control means 58 arranges a predetermined number or more of non-player characters C2 so as to substantially fill each of the areas A2(1) to A2(8) without any gaps, and when a non-player character C2 is located within a predetermined range of a player character C1 that has entered the live venue 100, the non-player character C2 is hidden. The predetermined range is set, for example, to a distance that does not interfere with the actions of the player character C1, or a distance that does not overlap with each other.

[0045] Furthermore, when a non-player character C2 is located within the field of view A3 of the player's character C1, the predetermined range is set larger than when the non-player character C2 is located in a region of the audience area A2 other than the field of view A3. The field of view A3 is the region between the player's character C1 and the stage area A1, extending in a direction from the player's character C1 toward the stage area A1. In other words, the field of view A3 is the region in which, when a non-player character C2 is present in the field of view A3, the player's field of view is obstructed by the player's character C1, making it difficult to see the stage area A1. By applying different predetermined ranges depending on whether the non-player character C2 is located within the field of view A3, a non-player character C2 located within the field of view A3 is more likely to be hidden than a non-player character C2 not located within the field of view A3. Note that all non-player characters C2 located within the field of view A3 may be hidden.

[0046] Furthermore, when the predetermined range is set as a first predetermined range, the display control means 58 hides the other player character C1 when the own player character C1 is located within a second predetermined range relative to the other player character C1. The second predetermined range is set smaller than the first predetermined range. By setting the first and second predetermined ranges in this manner, the other player character C1 is less likely to be hidden compared to the non-player character C2, even if it approaches the own player character C1 closer.

[0047] Furthermore, when the virtual live performance needs to be stopped urgently, the display control means 58 executes emergency stop processing, which transitions the screen of the player's terminal device 12 and displays an error message on the player's terminal device 12. Examples of situations in which the virtual live performance needs to be stopped urgently include when a failure occurs before or during the virtual live performance that indicates a situation in which processing cannot be continued, or when a problem occurs on the administrator's side. Examples of transitioning the screen of the player's terminal device 12 include switching from a screen displaying the live venue 100 to a screen displaying the waiting area, or switching from a screen displaying the waiting area to a home screen. When the virtual live performance needs to be stopped urgently, the display control means 58 may perform display control such as turning off the lights of the live venue 100, turning off the music sounds and background music, or hiding the performer character P, as a process for darkening the live venue 100.

[0048] Returning to FIG. 3 , the execution means 60 has the function of causing each of the performer character P, the player character C1, and the non-player character C2 to perform multiple actions at the live venue 100. The execution means 60 causes the performer character P to perform actions in accordance with the performer's actual actions, such as the performer's movements or voice. Specifically, the execution means 60 receives the performer's motion data and voice data in real time from the administrator's terminal device 12, etc., and causes the performer character P to perform actions in real time, such as moving in accordance with the performer's motion data or emitting voice in accordance with the performer's voice data. Examples of movements in accordance with the performer's motion data include keeping rhythm, moving the body, dancing, waving, jumping, moving, changing direction, stopping, and posing. Examples of voices in accordance with the performer's voice data include singing, talking, and speaking.

[0049] The execution means 60 causes the player character C1 to perform multiple actions in response to the player's operation on the terminal device 12, and causes the non-player character C2 to perform multiple actions through automatic computer control. Automatic computer control refers to automatic computer control without player operation. Examples of actions that the player character C1 or the non-player character C2 may perform include moving, jumping, keeping rhythm, moving their body, dancing, waving, changing direction, stopping, posing, posting a comment or message, presenting a virtual object at the live venue 100, changing the display mode of the virtual object, stamping (displaying) a stamp, using an item, throwing an item toward the stage area A1 or placing (displaying) an item in the stage area A1, and outputting sounds such as cheers and clapping. An action of presenting a virtual object at the live venue 100 refers to holding out, holding up, waving, moving, etc. the virtual object within the live venue 100.

[0050] The virtual objects are associated with each character C1, C2, and include, for example, items held by each character C1, C2, such as penlights and fans, items worn by each character C1, C2, such as clothing including T-shirts, and elements related to the appearance of each character C1, C2, such as eyes and hairstyle. When a player character C1 performs an action to present a virtual object at the live venue 100, the virtual object associated with the player is presented at the live venue 100 in a display mode selected in response to an operation of the player's terminal device 12. In contrast, when a non-player character C2 performs the action, the virtual object associated with the non-player character C2 is presented at the live venue 100 in a display mode selected by automatic computer control. Examples of display modes include color, shape, size, and the like. Specific examples of actions to present a virtual object at the live venue 100 in a selected display mode include holding out, holding up, waving, or moving a penlight or fan of a selected color. Furthermore, the action is not limited to such a penlight action, but may also include wearing (displaying) a costume of a selected color or shape, or equipping (displaying) eyes or a hairstyle of a selected color or shape. Hereinafter, the virtual object will be described as a "penlight" as an example, and the display mode will be described as a "color" as an example. Furthermore, the action of presenting the virtual object in the selected display mode at the live venue will be described as a "penlight action" indicating waving a penlight in the selected color as an example.

[0051] The execution means 60 also has a function of causing the non-player character C2 to execute different actions depending on the status of the virtual live performance. For example, before the start of a performance, the execution means 60 causes the non-player character C2 to execute an action of moving the non-player character C2 within a predetermined movement range in the audience area A2. Here, the predetermined movement range is a range in which the non-player character C2 moves, for example, a few steps from its initial position before the non-player character C2 moves. In other words, the execution means 60 moves the non-player character C2 within a range in which the density of audience characters in the live venue 100 remains substantially unchanged from its initial position even after the non-player character C2 moves. Then, when the performance starts, the execution means 60 causes the non-player character C2 to stop the movement and execute an action of turning the non-player character C2 toward the stage area A1. In other words, the execution means 60 turns the face of the non-player character C2 toward the stage area A1. At this time, the execution means 60 may change the orientation of the non-player character C2 at the position where the non-player character C2 was at the start of performance, or may return the non-player character C2 to its initial position and then change the orientation of the non-player character C2. Furthermore, the execution means 60 does not necessarily have to cause the orientation of the non-player character C2 to face the stage area A1 when performance starts, and may execute only an action to stop the movement of the non-player character C2.

[0052] The change means 62 has a function of changing the action of the non-player character C2 in accordance with the action of the player character C1. The actions of the characters C1 and C2 here are not limited to actions whose display is controlled by the display control means 58, but may also be actions that output sounds such as cheers or applause, for example. In this embodiment, an example of changing an action whose display is controlled by the display control means 58 will be described in detail.

[0053] In this embodiment, when the player character C1 performs a light action, the change means 62 changes the color of the light of the non-player character C2 performing the light action, depending on the light color selected for the player character C1 in response to a player operation. For example, the change means 62 changes the color of the light of the non-player character C2 so that the colors correspond to the light color selected by the player, for example, to the color of the light selected by the player. Furthermore, when the light colors of the self-player character C1 and the other player character C1 are different, the change means 62 may change the color of the light of the non-player character C2 by comprehensively determining these factors. For example, the change means 62 may change the color of the light of the non-player character C2 to prioritize matching it with the light color of the self-player character C1 rather than the other player character C1, or may change the color of the light of the non-player character C2 to match the most common color of the light colors of all player characters C1, including the self-player character C1 and the other player character C1.

[0054] In addition, in this embodiment, the change means 62 changes the color of the penlight associated with the non-player character C2 according to the total number or ratio of penlight colors selected for multiple player characters C1 in accordance with player operation.

[0055] Specifically, the change means 62 tallies the total number or ratio of colors selected by multiple player characters C1 in penlight actions in response to operations by each player over a predetermined period of time. Then, the change means 62 changes the color of the penlight used by the non-player character C2 in the penlight action in response to the tallying result. For example, the change means 62 changes the color of the penlight of the non-player character C2 so that the total number or ratio of penlight colors selected in response to operations by each player at the live venue 100 does not change significantly depending on the color of the penlight of the non-player character C2.

[0056] <Game Processing> 5 is a flowchart showing an example of the flow of game processing in the game system 1 according to this embodiment. The following processing is started, for example, when the game program 14 is executed on the terminal device 12. Note that the order or content of the following processing can be changed as appropriate.

[0057] (Step SP10) The player's terminal device 12 transmits a menu screen request for requesting a menu screen to the server device 10. This menu screen request includes the player's player ID. Then, the process proceeds to step SP12.

[0058] (Step SP12) The server device 10 receives the menu screen request transmitted in the processing of step SP10. In response to this, the server device 10 acquires from the storage means 50 the play data 50A corresponding to the player ID included in the menu screen request. Next, the progression means 52 of the server device 10 reflects the acquired play data 50A in game data such as menu screen data. Then, the processing proceeds to the processing of step SP14. Note that in the processing of step SP12, the server device 10 may perform login authentication.

[0059] (Step SP14) The server device 10 controls the display of the menu screen by transmitting the menu screen data reflecting the play data 50A in the processing of step SP12 to the requesting terminal device 12. Then, the processing proceeds to the processing of step SP16.

[0060] (Step SP16) The player's terminal device 12 receives the menu screen data transmitted in the processing of step SP14. In response, the terminal device 12 displays a menu screen based on the received menu screen data. This menu screen may include, for example, a main game button, a virtual live button, and one or more other buttons (not shown). Then, the processing proceeds to the processing of step SP18.

[0061] (Step SP18) The player's terminal device 12 determines whether the main game button has been pressed on the menu screen. If the determination is affirmative, the process proceeds to step SP20, and if the determination is negative, the process proceeds to step SP22.

[0062] (Step SP20) The player's terminal device 12 executes main game processing while communicating with the server device 10. In this embodiment, rhythm game processing is executed as the main game processing. When this main game processing ends, the terminal device 12 displays a menu screen. Then, the processing proceeds to step SP22.

[0063] (Step SP22) The player's terminal device 12 determines whether the virtual live button has been pressed on the menu screen, and if the determination is affirmative, the process proceeds to step SP24, whereas if the determination is negative, the process proceeds to step SP40.

[0064] (Step SP24) The player's terminal device 12 transmits a request for a list of virtual live shows to the server device 10. Then, the process proceeds to step SP26.

[0065] (Step SP26) The server device 10 receives the list request sent in the process of step SP24. In response to this, the server device 10 acquires today's performance schedule 50C from the storage means 50. Next, the server device 10 generates live performance list data based on the acquired performance schedule 50C and transmits it to the player's terminal device 12, thereby controlling the display of the live performance list. Then, the process proceeds to the process of step SP28.

[0066] (Step SP28) The player's terminal device 12 receives the live show list data transmitted in the processing of step SP26. In response, the terminal device 12 displays a live show list of one or more virtual live shows being held today based on the received live show list data. The processing then proceeds to the processing of step SP30. The live show list may display the date and time, start time, end time, and reception start time of each virtual live show. Also, selectable virtual live shows and unselectable virtual live shows may be displayed in different formats. For example, virtual live shows that are not yet selectable because the reception start time has not yet arrived may be displayed grayed out.

[0067] (Step SP30) The player's terminal device 12 accepts the selection of a virtual live show from the live show list based on the player's operation. The terminal device 12 then transmits a matching request to the server device 10, including the live show ID and player ID of the selected virtual live show, to match the player with one of multiple live show venues where the selected virtual live show will be held substantially simultaneously. When the selection of a virtual live show is accepted, the server device 10 may also determine whether the player possesses a ticket for the virtual live show. If the determination is affirmative, the player is determined to be a paying player who can view the entire virtual live show. If the determination is negative, the player is determined to be a non-paying player who can view a portion of the virtual live show (free viewing range). The free viewing range may be preset to a predetermined range, such as one-third of the entire virtual live show duration, or may be specified by an administrator depending on the status of the virtual live show. The process then proceeds to step SP32.

[0068] (Step SP32) The server device 10 receives the matching request transmitted in step SP30. In response, the matching means 56 of the server device 10 matches the player ID included in the matching request with the live venue ID of one of multiple live venues where the same live performance is being held simultaneously, which corresponds to the live performance ID included in the matching request. Here, each of the multiple live venues can accommodate at least two or more players, such as 10 or 20 players. Then, the process proceeds to step SP34.

[0069] (Step SP34) The server device 10 executes virtual live processing for progressing the virtual live while communicating with the players and the administrator's terminal devices 12. Details of the virtual live processing will be described later with reference to Fig. 6. Then, the processing proceeds to step SP36.

[0070] (Step SP36) The server device 10 controls the display of the menu screen by transmitting the menu screen data to the requesting terminal device 12. Then, the process proceeds to step SP38.

[0071] (Step SP38) The player's terminal device 12 receives the menu screen data transmitted in the processing of step SP36. In response, the terminal device 12 displays a menu screen based on the received menu screen data. Then, the processing proceeds to the processing of step SP40.

[0072] (Step SP40) The player's terminal device 12 determines whether or not another button has been pressed on the menu screen. If the determination is affirmative, the process proceeds to step SP42, and if the determination is negative, the process returns to step SP18.

[0073] (Step SP42) The player's terminal device 12 executes a corresponding process corresponding to the other buttons while communicating with the server device 10. Examples of this corresponding process include a process for displaying a list of possessed items, a process for displaying a list of possessed characters, and a lottery process for game content. After the corresponding process is completed, the terminal device 12 displays a menu screen. Then, the process returns to step SP18.

[0074] Virtual Live Processing Figure 6 is a flowchart showing an example of the flow of the virtual live processing shown in step SP34 of Figure 5. The order or content of the following processing can be changed as appropriate. Also, in Figure 6, to avoid complexity, the processing of the terminal device 12 is omitted. Also, this virtual live processing may be executed simultaneously for multiple live venues, and the server device 10 that executes the following processing may be different for each live venue.

[0075] (Step SP60) The display control means 58 of the server device 10 controls the display of the waiting area of ​​the live venue matched to the player and the player character C1 corresponding to the player on the terminal devices 12 of the two or more matched players based on the play data 50A and the performance venue data 50B. Since two or more players are matched to one live venue, the player characters C1 corresponding to the two or more players are displayed in the live venue and the corresponding waiting area. In this waiting area, players can interact with other players' player characters C1, purchase items and costumes, set their own player character C1's color, costume, accessories, penlight, actions, and the like, and view the rankings of each player's cheering points. Interactions with other players' player characters C1 can be performed using actions such as stamps or chat. This interaction may take place not only in the waiting area but also within the live venue 100. In this embodiment, a virtual shop button is provided in the waiting area for purchasing items, costumes, and the like. Then, the process proceeds to step SP62.

[0076] (Step SP62) The display control means 58 determines whether or not the virtual shop button has been pressed in the waiting area. If the determination is affirmative, the process proceeds to step SP64, and if the determination is negative, the process proceeds to step SP68.

[0077] (Step SP64) The display control means 58 controls the display of a shop screen on the terminal device 12 of the player who pressed the virtual shop button, and then the process proceeds to step SP66.

[0078] (Step SP66) When the player selects an outfit, accessory, or the like for the player character C1 on the shop screen, the payment processing means 54 of the server device 10 executes payment processing. Specifically, the payment processing means 54 provides the player with the selected item by paying one of three game contents in the player's play data 50A: coins, free crystals, or paid crystals. Note that when the player purchases goods in the real world, the player character C1 may receive and use items corresponding to the goods in the main game or at the live venue 100. Then, the process proceeds to step SP68.

[0079] (Step SP68) The display control means 58 determines whether or not the live venue 100 corresponding to the waiting area is open based on the performance schedule 50C. If the determination is affirmative, the process proceeds to step SP70, and if the determination is negative, the process returns to step SP62.

[0080] (Step SP70) The display control means 58 controls the display of the entrance to the corresponding live venue 100 in the waiting area on each player's terminal device 12. Next, when an entrance is selected by the player, the display control means 58 controls the display of the live venue 100 corresponding to that waiting area on the player's terminal device 12, instead of the waiting area. The display control means 58 also controls the display of the player character C1 and the non-player character C2 on the player's terminal device 12. Note that in this step, the display control means 58 controls the display of the live venue 100 when an entrance is selected by the player, but the display of the live venue 100 may also be automatic. Furthermore, when it is determined in the processing of step SP30 that the player is a free-to-play player, the display of a live venue 100 exclusively for trial viewing, which is different from that of a paid player, may also be controlled for free players.

[0081] FIG. 10 is a diagram showing an example of a virtual live screen 110 that can be viewed from the field of view V of the player operating the player's own player character C1 shown in FIG.

[0082] As shown in FIG. 10 , the virtual live screen 110 displays, for example, a stage area A1 and an audience area A2. A penlight 114a of the player's own player character C1, operated by the player himself, is displayed in the foreground of the virtual live screen 110. Hereinafter, the penlight of the player's own player character C1 will be denoted by the reference symbol 114a, and penlights other than the player's own player character C1, i.e., penlights of other player characters and non-player characters, will be denoted by the reference symbol 114b. The virtual live screen 110 also displays a scene in which multiple other player characters C1 and multiple non-player characters C2 are waiting for the live performance to begin in the audience area A2. Before the virtual live performance begins, the light intensity of the lighting illuminating the stage area A1 and the audience area A2 is reduced, just as it is before the start of a real live performance. While the player character C1 and the non-player character C2 appear to have similar appearances in FIG. 10 , the player character C1 and the non-player character C2 may have different appearances.

[0083] The virtual live screen 110 also displays icons 116a, 116b, 116c, and 116d, which are execution buttons for causing the player's own player character C1 to perform an action. The icon 116a is an execution button for performing a penlight action. The icon 116b is an execution button for performing an action such as using an item, throwing it toward the stage area A1, or placing it in the stage area A1. The icon 116c is an execution button for performing a predetermined action such as moving, jumping, keeping rhythm, moving the body, dancing, changing direction, stopping, posing, or outputting sounds such as cheering or clapping. The icon 116d is an execution button for performing an action such as stamping. The icons 116a to 116d are displayed or hidden at predetermined times.

[0084] Returning to FIG. 6, the process proceeds to step SP72.

[0085] (Step SP72) The execution means 60 of the server device 10 moves the non-player character C2 within a predetermined movement range in the audience seating area A2. At this time, the non-player character C2 may move within a range of a few steps from its initial position while holding, for example, a penlight 114b in its hand. Note that the penlight 114b does not have to be stationary at this time, and may be waving at a regular rhythm. Then, the processing proceeds to step SP74.

[0086] (Step SP74) The display control means 58 executes a non-display control process. Details of this non-display control process will be described later with reference to FIG. 7. This non-display control process may be executed not only before the start of the live performance, but also during or after the live performance. In this non-display control process, when a non-player character C2 is within the viewing area A3, a non-player character C2 that is farther away from the player character C1 is hidden than when the non-player character C2 is in an area of ​​the audience seating area A2 other than the viewing area A3.

[0087] FIG. 11 is a diagram showing an example of a virtual live screen 110 that can be viewed when the field of view V of the player operating the player's own player character C1 shown in FIG. 4 is directed to the left side of the player.

[0088] 11, non-player characters C2 located within the viewing area A3 (see FIG. 4) of the player's own player character C1, i.e., non-player characters C2 located between the player's own player character C1 and the stage area A1 and close to the player's own player character C1, are not displayed on the virtual live screen 110. In contrast, non-player characters C2 located outside the viewing area A3 and immediately to the left of the player's own player character C1 are displayed.

[0089] Returning to FIG. 6, the process proceeds to step SP76.

[0090] (Step SP76) The progression means 52 of the server device 10 determines whether it is time for the virtual live performance to start based on the performance schedule 50C. If the determination is affirmative, the process proceeds to step SP78, and if the determination is negative, the process returns to step SP72. Note that the execution means 60 may play predetermined background music (BGM) or sound effects (SE) at the live performance venue 100 from the time entry into the live performance venue 100 begins until the start of the virtual live performance.

[0091] (Step SP78) The execution means 60 stops the movement of the non-player character C2 and turns the non-player character C2 toward the stage area A1. At this time, the penlight 114b of the non-player character C2 does not have to be stationary, and may be waving at a regular rhythm. Then, the processing proceeds to step SP80.

[0092] (Step SP80) The display control means 58 controls the display of the performer character P on the player's terminal device 12. Then, the execution means 60 receives the performer's motion data and voice data in real time from the administrator's terminal device 12, etc., and reflects them on the performer character P, causing the performer character P to perform MC (Master of Ceremonies). MC refers to the performer's chatting or hosting the proceedings before and after a performance. At this time, the execution means 60 may play background music, sound effects, etc., that have been set in advance for the MC, based on the performance data 50D. Note that the MC execution process may be omitted as appropriate. Then, the process proceeds to step SP82.

[0093] (Step SP82) When the execution means 60 receives operation information transmitted from the terminal device 12 of a player participating in the live venue 100, it causes the player character C1 to perform an action corresponding to the operation information. When an action using a predetermined item is executed as an action, the payment processing means 54 makes the item available to the player based on the player's payment of a fee or game content (in-game currency, crystals, etc.) before the execution. When the item is purchased in the waiting area, payment such as a fee may not be required before using the item.

[0094] After the action of the player character C1 is executed in the processing of step SP82, the performer may take an actual action in real time in response to the action, and then the processing may return to the processing of step SP80. In this case, in the processing of step SP80 after returning, the execution means 60 receives data on the performer action performed in response to the action of the player character C1 in real time from the administrator's terminal device 12 or the like, and reflects the performer's action on the performer character P. Note that, for example, the administrator's terminal device 12 may display and control one or more selected live venues 100 among the live venues 100 displayed and controlled on the terminal devices 12 of multiple players, so that the actions of the player character C1 are visible to the performer. In this way, a virtual live performance with interactive interaction between the performer and the player can be experienced.

[0095] FIG. 12 is a diagram showing an example of a virtual live screen 110 during MC performance that can be viewed when the field of view V shown in FIG. 4 is zoomed in on the stage area A1 side.

[0096] As shown in FIG. 12, a performer character P is displayed in the stage area A1 on the virtual live screen 110 during MC performance. At this time, the lighting (brightness) of the live venue 100 may be controlled in real time according to the MC's situation, etc. Furthermore, effects such as spotlights may be controlled to follow the moving performer character P. Furthermore, on this virtual live screen 110, a plurality of non-player characters C2 are displayed in the audience area A2 behind the performer character P.

[0097] Also displayed on the virtual live screen 110 are stamps 120A and 120B used by the player. The stamp 120A is a heart stamp, and the stamp 120B is a fan stamp. When a predetermined item such as a bouquet of flowers or a letter is used by the player, the item may be displayed in the stage area A1 on the virtual live screen 110. Also, a comment or message directed to the performer character P input by the player's operation may be displayed on the virtual live screen 110. Although not shown in FIG. 12, when the player's own player character C1 is performing a flashlight action, a flashlight 114a may be displayed in the foreground of the screen on the virtual live screen 110, as in FIG. 10.

[0098] Returning to FIG. 6, the process proceeds to step SP84.

[0099] (Step SP84) The display control means 58 executes emergency stop processing. Details of this emergency stop processing will be described later with reference to Fig. 8. This emergency stop processing may be executed not only during MC execution but also at a predetermined timing in virtual live processing.

[0100] FIG. 13 is a diagram showing an example of the virtual live screen 110 at the time of an emergency stop.

[0101] As shown in FIG. 13, an error message 130 and a mark 132 indicating that the connection is in progress are displayed on the virtual live screen 110 during an emergency stop.

[0102] Returning to FIG. 6, the process proceeds to step SP86.

[0103] (Step SP86) The progression means 52 determines whether a first predetermined time has elapsed. If the determination is affirmative, the process proceeds to step SP88, and if the determination is negative, the process returns to step SP80. This first predetermined time is a time (timing) previously determined as the MC execution time before performance, and there may be one or more first predetermined times. Alternatively, instead of determining whether the first predetermined time has elapsed, the progression means 52 may determine whether the administrator has performed a predetermined operation on the terminal device 12 to switch from MC execution to performance execution.

[0104] (Step SP88) Based on the performance data 50D, the execution means 60 plays pre-set performance sounds associated with the performers, the schedule of the virtual live performance, etc., and executes effects at the live venue 100 linked to the performance sounds. For example, the execution means 60 may execute effects set for each performance sound, such as performance sound A, performance sound B, and performance sound C, and change the effects for each performance sound. Furthermore, the execution means 60 may change the effects for each performance sound, based on the timing, volume, tempo, etc., of the performance sound. Examples of effects at the live venue 100 linked to the performance sounds include lighting on the stage area A1 and the audience area A2, cheers and applause generated within the live venue 100, decorations on the stage area A1, movement of the stage area A1, and the appearance of a vehicle such as a gondola that the performer character P can ride. Furthermore, the execution means 60 receives the performer's motion data and audio data in real time from the administrator's terminal device 12, etc., and reflects them on the performer character P, causing the performer character P to perform actions such as dancing and singing in time with the performance sounds. Then, the process proceeds to step SP90.

[0105] (Step SP90) The execution means 60 causes the player character C1 to perform an action in the same manner as in the processing of step SP82. At this time, for example, when the player performs an operation on the terminal device 12 to perform an action in sync with the musical sound or the rhythm of the dance or song of the performer character P executed in the processing of step SP98, the execution means 60 causes the player character C1 to perform an action in sync with the rhythm. Examples of such actions include waving the penlight 114b, keeping to the rhythm, moving the body, dancing, and moving around. For example, through the player's operation, the player character C1 may cause the player character C1 to wave the penlights 114a, 114b in sync with the musical sound or the rhythm of the dance or song of the performer character P, or may increase or decrease the size of the waving motion.

[0106] Furthermore, the execution means 60 changes the action of the non-player character C2 in conjunction with the music played in step SP89. For example, the execution means 60 changes the action of the non-player character C2 at a preset timing to match the rhythm of the music, i.e., the volume and tempo. Examples of such actions include waving the penlight 114b, keeping to the rhythm, moving, dancing, and moving around. For example, the execution means 60 increases or increases the intensity of these actions when the volume or tempo of the music increases. Furthermore, the execution means 60 may change the action of the non-player character C2 in conjunction with not only the music played but also the performance effects of the live venue 100, which are executed in step SP89. For example, the execution means 60 may increase or decrease the intensity of these actions when the cheers or applause increase or the tempo increases, at a preset timing to match the cheers or applause occurring in the live venue 100. Then, the processing proceeds to step SP92.

[0107] FIG. 14 is a diagram showing an example of the virtual live screen 110 that has switched from the MC screen of FIG. 12 to the performance screen.

[0108] 14, this virtual live screen 110 displays a state in which multiple other player characters C1 located in front of the stage area A1 as viewed from the player's own player character C1 and multiple non-player characters C2 located at the back of the stage area A1 are waving penlights 114b in time with the music and the dance and singing of the performer character P in response to operations by the other players. Note that the non-player character C2 may be located in front of the stage area A1, and the other player character C1 may be located at the back of the stage area A1. Also, in this virtual live screen 110, stamps 120A, 120B or items used by the player's operations, or comments or messages directed to the performer character P entered by the player's operations, may be displayed, as in the virtual live screen 110 during MC performance in FIG. 12.

[0109] Although not shown in the drawings, a tap button for indicating the timing of a predetermined action may be displayed at a predetermined timing associated with the musical sound, and when the player taps this tap button, the predetermined action may be executed. Although not shown in the drawings, a tap button for causing applause or cheers to flow around the player may be displayed at a predetermined timing associated with the musical sound, and when the player operates this tap button, applause or cheers may flow around the player. Although not shown in FIG. 14, when the player's own player character C1 performs a penlight action, a penlight 114a may be displayed in the foreground of the screen on the virtual live screen 110, as in FIG. 10. When the player's viewpoint moves, the stage area A1 and the performer character P are displayed on the virtual live screen 110 in a corresponding orientation. At this time, the display may be controlled so that effects such as the direction, position, and brightness of a spotlight change in real time according to the player's viewpoint. The player may also be able to take a screenshot of the virtual live screen 110 corresponding to a predetermined viewpoint and save it on the player's terminal device 12.

[0110] Returning to FIG. 6, the process proceeds to step SP92.

[0111] (Step SP92) The progression means 52 determines whether a second predetermined time has elapsed. If the determination is affirmative, the process proceeds to step SP94, and if the determination is negative, the process returns to step SP80. This second predetermined time is a predetermined time (timing) from the start of performance to the start of MC after performance, and there may be one or more second predetermined times. Alternatively, instead of determining whether the second predetermined time has elapsed, the progression means 52 may determine whether the administrator has performed a predetermined operation on the terminal device 12 to switch from performance execution to MC execution.

[0112] (Step SP94) The execution means 60 receives the performer's motion data and voice data in real time from the administrator's terminal device 12, etc., and reflects them on the performer character P, causing the performer character P to perform the MC. At this time, the execution means 60 may play background music, sound effects, etc. that have been set in advance for the MC based on the performance data 50D. Note that the MC execution process may be omitted as appropriate. Then, the process proceeds to step SP96.

[0113] (Step SP96) The progression means 52 determines whether or not to start a penlight talk. For example, when the manager inputs an operation to start a penlight talk into the terminal device 12 and receives the operation information from the terminal device 12, the progression means 52 makes a positive determination. If the determination is positive, the process proceeds to step SP98, and if the determination is negative, the process proceeds to step SP100. Penlight talk is a performance in which the performer's response, such as what to talk about (talk topic) from among multiple topics during the MC performance, is determined by the total number or ratio of penlight colors selected by operations of multiple players participating in the live venue 100.

[0114] (Step SP98) The change means 62 of the server device 10 executes a penlight talk process. Details of this penlight talk process will be described later with reference to FIG. 9. This penlight talk process is not limited to being executed during MC after the performance has ended, but may also be executed during MC before the performance begins, etc. Then, the process proceeds to step SP100.

[0115] (Step SP100) The progression means 52 determines whether the virtual live has ended. If the determination is affirmative, the series of processes shown in Fig. 6 ends, and if the determination is negative, the process returns to step SP80.

[0116] <Hide control process> Fig. 7 is a flowchart showing an example of the process flow for controlling non-display shown in step SP74 of Fig. 6. The order or content of the following processes can be changed as appropriate.

[0117] (Step SP110) The display control means 58 determines whether or not a non-player character C2 is present in the field of view A3 (see FIG. 4). If the determination is affirmative, the process proceeds to step SP112, and if the determination is negative, the process proceeds to step SP114.

[0118] (Step SP112) The display control means 58 determines whether or not the non-player character C2 in the field of view A3 is within a predetermined range A relative to the player character C1. If the determination is affirmative, the process proceeds to step SP116, and if the determination is negative, the process proceeds to step SP118.

[0119] (Step SP114) The display control means 58 determines whether or not a non-player character C2 in an area other than the viewing area A3 in the audience area A2 is within a predetermined range B of the player character C1. This predetermined range B is set to a range smaller than the predetermined range A. If the determination is affirmative, the process proceeds to step SP116, and if the determination is negative, the process proceeds to step SP118.

[0120] (Step SP116) The display control means 58 hides the non-player character C2 for which a positive decision is made in the processing of step SP112 or step SP114. Then, the processing proceeds to the processing of step SP118.

[0121] (Step SP118) The display control means 58 determines whether the other player character C1 is within a predetermined range C of the player character C1. This predetermined range C is set to be at least larger than the predetermined range B. If the determination is affirmative, the process proceeds to step SP120, and if the determination is negative, the series of processes shown in FIG. 7 is terminated.

[0122] (Step SP120) The display control means 58 hides the other player character C1 for which a positive decision has been made in the processing of step SP118, and then ends the series of processing shown in FIG.

[0123] <Emergency stop processing>

[0124] Fig. 8 is a flowchart showing an example of the emergency stop process shown in step SP84 in Fig. 6. The order or content of the following processes can be changed as appropriate.

[0125] (Step SP130) The progress means 52 determines whether or not a failure or trouble has occurred. If the determination is affirmative, the process proceeds to step SP132, and if the determination is negative, the series of processes shown in FIG. 8 is terminated.

[0126] (Step SP132) The progression means 52 determines whether or not there are any free players among the players participating in the live venue 100. If the determination is affirmative, the process proceeds to step SP134, and if the determination is negative, the series of processes shown in FIG. 8 is terminated.

[0127] (Step SP134) The display control means 58 performs display control to forcibly expel the free player for whom a positive determination has been made in the processing of step SP132 from the live venue 100 to a designated location. The designated location may be, for example, a waiting area. That is, the display control means 58 transitions the screen for displaying and controlling the live venue 100 to a screen for displaying and controlling the waiting area. Then, the processing proceeds to the processing of step SP136.

[0128] (Step SP136) The display control means 58 controls the display of an error message to inform the player of what has happened. The error message may be set in advance, or may be input from the terminal device 12 of the administrator on the management side, for example.

[0129] While the flow shown in FIG. 8 illustrates the case where only free players are forcibly kicked out, this is not limiting. For example, if the determination in step SP130 is affirmative, all selected or all players, regardless of whether they are paid or free, may be forcibly kicked out. While the above description illustrates an example in which a player at the live venue 100 is kicked out to a waiting area, the destination to which the player is kicked may vary depending on the player's location. For example, if the player is in the waiting area, the display control means 58 may transition from a screen that displays and controls the waiting area to a home screen or the like. Furthermore, the kickout process for free players, as shown in step SP134, may be performed not only in the case of an emergency stop but also when, for example, a condition for ending the free viewing range is met. Examples of conditions for ending the free viewing range include the lapse of a predetermined time set in the administrator's terminal device 12, or an instruction to end (terminate) the free viewing range from the administrator's terminal device 12, etc. That is, the process of expelling free players may be performed when a predetermined time period set in advance as a condition for ending the free viewing period has elapsed or when an instruction to end (terminate) the free viewing period has been given.

[0130] <Penlight Talk Processing> Fig. 9 is a flowchart showing an example of the flow of the penlight talk process shown in step SP98 of Fig. 6. The order or content of the following processes can be changed as appropriate.

[0131] (Step SP140) The changing means 62 acquires color selection information indicating the penlight colors selected by the multiple players through operation of the terminal devices 12, by transmission from each of the terminal devices 12. Then, the processing proceeds to step SP142.

[0132] (Step SP142) The changing means 62 tally up the color selection information acquired in the processing of step SP140. The tallying up method may be manual or automatic. Then, the processing proceeds to the processing of step SP144.

[0133] (Step SP144) The changing means 62 determines whether it is time to transmit the tally information compiled in the processing of step SP142 to the player's terminal device 12. This timing is set to, for example, 5 seconds after the start of tallying. If the determination is affirmative, the processing proceeds to the processing of step SP146, and if the determination is negative, the processing returns to the processing of step SP140.

[0134] (Step SP146) The change means 62 transmits the tally information compiled in the processing of step SP142 to the player's terminal device 12. The tally information is also transmitted to the manager's terminal device 12, and the performer can decide the talk theme during the MC performance based on the color ratio indicated by the transmitted tally information. Note that the tally information may not be transmitted to the manager's terminal device 12, and the performer may decide the talk theme by visually observing the colors of the penlights in the live venue 100 and judging the color ratio. In other words, the performer changes the talk theme adopted during the MC performance based on the tally information on the penlight colors. Then, the processing proceeds to the processing of step SP148.

[0135] (Step SP148) The change means 62 changes the color of the penlight of the non-player character C2 in accordance with the tally information transmitted to the player's terminal device 12 in the processing of step SP146. For example, if the tally information indicates that the ratio of blue to red penlight colors is 2:3, the change means 62 changes the color of the penlight of the non-player character C2 so that the blue to red ratio of the penlight colors of the entire live performance venue 100, including the penlights of the player character C1 and the penlights of the non-player character C2, maintains this ratio of 2:3. The change means 62 changes the color of the penlight of the non-player character C2 at each predetermined transmission timing in the processing of step SP144, thereby enabling the color to change gradually rather than all at once. Furthermore, the change means 62 may change the performance sounds output during the virtual live performance, as well as the effects during the virtual live performance, including lighting effects and stage effects, in accordance with the tally information transmitted to the player's terminal device 12 in the processing of step SP146. Then, the processing proceeds to the processing of step SP150.

[0136] (Step SP150) The changing means 62 increments the number of transmissions m (initial value is 1) for transmitting the tally information to the player's terminal device 12. Then, the processing proceeds to step SP152.

[0137] (Step SP152) The change means 62 determines whether the number of transmissions m has exceeded a preset number of times (for example, 6 times). If the determination is affirmative, the process ends the series of steps in FIG. 9 and proceeds to the process of step SP146, and if the determination is negative, the process returns to the process of step SP140. After the penlight talk process is completed, the change means 62 maintains the color of the penlight of the non-player character C2 for a certain period of time before returning to the normal mode control.

[0138] <Action and effect> As described above, in this embodiment, the program causes the server device 10, which is a computer capable of communicating with the terminal devices 12 of players participating in the live venue 100 where a specified performance or show is being held, to function as an execution means 60 that causes the performer character P to perform an action in accordance with the performer's movements or voice, causes the player character C1 to perform an action in accordance with the player's operation on the terminal device 12, and causes the non-player character C2 to perform an action by automatic control by the computer, and a change means 62 that changes the action of the non-player character C2 in accordance with the action of the player character C1. According to this configuration, the actions of the non-player character C2 can be changed according to the actions of the player character C1, so that even if the player character C1 performs an unpredictable action that is unique to a live performance, the non-player character C2 can behave in accordance with the player's action, making the virtual live venue 100 closer to the appearance of a real live venue. This allows the player to feel immersed in the experience, as if they were participating in a live performance at a real live venue.

[0139] Furthermore, in this embodiment, the server device 10 as a computer controls the display of the live venue 100 on the player's terminal device 12, and also functions as display control means 58 that displays and controls the performer character P, player character C1, and non-player character C2, as well as actions executed by execution means 60 for each of the characters P, C1, and C2, at the live venue 100, and the execution means 60 causes the player character C1 to execute an action of presenting to the live venue 100 a penlight as a virtual object associated with the player character C1 in a color selected in response to an operation on the player's terminal device 12, and causes the non-player character C2 to execute an action of presenting to the live venue 100 a penlight as a virtual object associated with the non-player character C2 in a color selected by automatic control by the computer, and the change means 62 changes the color of the penlight associated with the non-player character C2 in response to the color selected in response to an operation for the player character C1. According to this configuration, the color of the penlight presented by the non-player character C2 can be changed to correspond to the color of the penlight presented by the player character C1. This prevents the non-player character C2 from behaving in a way that does not correspond to the behavior of the player character C1, who behaves in accordance with the mood at the live venue 100, and prevents the player from losing their sense of immersion in the virtual live performance.

[0140] Furthermore, in this embodiment, the display control means 58 controls the display of a plurality of player characters C1 corresponding to a plurality of players, the execution means 60 executes an action of presenting a penlight as a virtual object associated with each of the plurality of player characters C1 at the live venue 100 in a color selected in accordance with an operation on the terminal device 12 of each player, and the change means 62 changes the color of the penlight as a virtual object associated with a non-player character C2 in accordance with the total number or ratio of colors selected in accordance with the operation for the plurality of player characters C1. According to this configuration, the color ratio of all penlights at the live venue 100, including the penlights of the player character C1 and the non-player character C2, can be made the same as the color ratio of the penlights of the player character C1. This prevents the color ratio of all penlights that appears at the venue from deviating from the color ratio of the penlights selected by the player to determine the performer's response, for example, when a performer performs a penlight talk performance, thereby preventing players from feeling uncomfortable. Furthermore, for example, if the total number of penlights of a certain color for the player character C1 is greater than or equal to a predetermined value, the penlights of the non-player character C2 can also be made the same color, preventing the penlights of the non-player character C2 from standing out.

[0141] Furthermore, in this embodiment, when the non-player character C2 is located within a predetermined range relative to the player character C1, the display control means 58 hides the non-player character C2. According to this configuration, by hiding the non-player character C2 that is near the player character C1, it is possible to prevent the player from losing their sense of immersion in the virtual live performance due to the non-player character C2 that is near the player character C1 being distracting or getting in the way.

[0142] Furthermore, in this embodiment, the display control means 58 controls the display of the performer character P in the stage area A1 of the live venue 100, and also controls the display of each character C1, C2 in the audience area A2 of the live venue 100, and when the non-player character C2 is located in the field of view area A3, which is the area between the player character C1 and the stage area A1 and along the direction from the player character C1 to the stage area A1, the set predetermined range is larger than when the non-player character C2 is located in an area other than the field of view area A3 in the audience area A2. According to this configuration, non-player characters C2 located in the viewing area A3 are more likely to be hidden than non-player characters C2 located outside the viewing area A3. In other words, non-player characters C2 located in the direction in which the player's own player character C1 faces the stage area and obstruct the player's view are hidden, even if they are located farther from the player character C1, compared to non-player characters C2 not located in the viewing area A3 and not obstructing the view. This allows non-player characters C2 that obstruct the player's view to be more proactively removed from the player's view, thereby preventing the player's immersion in the virtual live performance from being appropriately impaired. Furthermore, non-player characters C2 that do not obstruct the view are displayed even if they are, for example, right next to the player character C1, giving the player the feeling that other spectators are nearby, allowing for a more realistic experience closer to a real live performance.

[0143] Furthermore, in this embodiment, when the above-mentioned predetermined range is set as a first predetermined range, the display control means 58 controls the display of multiple player characters C1 corresponding to multiple players including one player and other players other than the one player, and hides the other player character C1 when the other player character C1 among the multiple player characters C1 is located within a second predetermined range that is smaller than the first predetermined range relative to the own player character C1 among the multiple player characters C1. According to this configuration, the other player character C1 is not hidden even if it is positioned closer to the player character C1 than the non-player character C2. Therefore, the other player character C1 is hidden so as not to get in the way of the player character C1, but is less likely to be hidden than the non-player characters, so that opportunities for communication between players can be maintained as much as possible.

[0144] Furthermore, in this embodiment, before the performance or show begins, the execution means 60 executes an action of moving the non-player character C2 within a predetermined movement range in the audience area A2 of the live venue 100, and when the performance or show begins, executes an action of stopping the movement and turning the non-player character C2 toward the stage area A1 of the live venue 100. According to this configuration, the non-player character C2 can be made to perform actions that match the status before and after the start of the virtual live performance, thereby providing the player with an experience that is closer to a real live performance.

[0145] Furthermore, in this embodiment, when the audience area A2 of the live venue 100 is divided into a plurality of areas A2(1) to A2(8), the display control means 58 controls the display of a plurality of non-player characters C2 so that the density of audience characters, including player characters C1 and non-player characters C2, in each of the areas A2(1) to A2(8) is equal to or greater than a predetermined value. With this configuration, the audience characters in the audience area A2 can be displayed densely and evenly, making it appear as if the audience seats are filled with a large number of spectators evenly, just like in a popular real-life live concert venue.

[0146] <Modification> The present invention is not limited to the above-described embodiments. In other words, variations on the above-described embodiments, which are appropriately modified by a person skilled in the art, are also included within the scope of the present invention as long as they incorporate the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they incorporate the features of the present invention.

[0147] For example, the display control means 58 of the server device 10 may control the display on the manager's terminal device 12 of a management screen for managing comments, messages, etc. sent by players to performers together with amounts.

[0148] FIG. 15 is a diagram showing an example of a comment management screen 140 displayed on the terminal device 12 of the administrator.

[0149] As shown in FIG. 15 , the comment management screen 140 displays a display field 142 for low-price comments, a display field 144 for high-price comments, and a display field 146 for comments to which a response is planned. The display control means 58 classifies comments from players into low-price and high-price comments based on their price, and controls the display of the comments in the display field 142 and the display field 144. Comments from players are displayed in real time in the display fields 142 and 144, respectively. Furthermore, the display control means 58 pins and displays comments selected by an administrator or the like as comments to which a performer is expected to respond in the display field 146. This configuration facilitates the administrator's extraction work, for example, when extracting low-price and high-price comments in a predetermined ratio, such as 2:3. Furthermore, the comments to which a response is planned are individually and pinned, making them easy to notice, and performers can easily respond to the comments by reading out the comments to which a response is planned.

[0150] Note that the screen for managing player comments is not limited to the screen shown in Fig. 15. Other screens include, for example, a screen that displays a list of the names of players who have commented during a virtual live performance and allows performers to read out the names of those players. Furthermore, if any inappropriate comments are found among the comments collected in real time, the player who made the inappropriate comment may be kicked out of the live performance venue 100 or have their game account suspended.

[0151] The display control means 58 may also control the display of a management screen 160 for managing error messages in the event of an emergency stop on the terminal device 12 of the manager.

[0152] FIG. 16 is a diagram showing an example of a management screen 150 displayed on the manager's terminal device 12 during an emergency shutdown.

[0153] As shown in FIG. 16 , an emergency stop management screen 150 displays an error message preview 152, a comment input field 154, a display time input field 156, a check box 158, and an apply button 159. At the time of an emergency stop, the administrator inputs or selects predetermined text in the comment input field 154, inputs or selects a predetermined value in the display time input field 156, and checks an area in the check box 158 where the error message should be displayed. When the administrator presses the apply button 159, the error message is displayed in the checked area in the specified check box 158. With this configuration, the error message and the display time, etc., that are displayed on the player's terminal device 12 at the time of an emergency stop, can be changed as needed by the administrator's operation.

[0154] Furthermore, in the above embodiment, an example has been described in which the change means 62 changes the action of the non-player character C2 in accordance with the action of the player character C1, but this is not limiting, and the action of the non-player character C2 may be changed in accordance with the action of the performer character P, for example. Furthermore, when the action of the performer character P or the player character C1 changes, the change means 62 may change the action of the non-player character C2 in accordance with the action after the change.

[0155] 17 is a flowchart showing the flow of processing by the changing means 62 according to the modified example. The order or content of the following processing can be changed as appropriate.

[0156] (Step SP160) The change means 62 determines whether the player character C1 has started waving a penlight. That is, the change means 62 determines whether the action of the player character C1 has changed from another action other than waving a penlight, including a stopped state, to an action of waving a penlight. The player character C1 here may be the player's own player character C1 or another player character C1. Alternatively, the change means 62 may determine whether a predetermined number or more of the multiple player characters C1 have started waving penlights. If the determination is affirmative, the process proceeds to step S162; if the determination is negative, the process of step SP160 is repeated until the determination is affirmative.

[0157] (Step SP162) The change means 62 causes the non-player character C2 to perform an action of waving a penlight. That is, the change means 62 changes the action of the non-player character C2 from an action other than waving a penlight, including a stopped state, to the action of waving a penlight. The change means 62 extracts a non-player character C2 from the multiple non-player characters C2 that is performing an action other than waving a penlight, and causes that non-player character C2 to wave a penlight. At this time, the non-player characters C2 may be made to wave penlights for the same number of player characters C1 that started waving penlights in step SP160, or the colors of the penlights of the player characters C1 and non-player characters C2 may be made the same. Then, the processing proceeds to the processing of step SP164.

[0158] (Step SP164) The changing means 62 acquires and tallys the color selection information of the player character C1 participating in the live performance venue 100, thereby acquiring the ratio of the penlight colors of the player character C1 at the live performance venue 100. Then, the processing proceeds to the processing of step SP166.

[0159] (Step SP166) The change means 62 changes the color of the penlight of the non-player character C2 in accordance with the color ratio acquired in the processing of step SP164. For example, the change means 62 changes the color of the penlight of the non-player character C2 so that the color ratio of the penlights of the entire live venue 100, including the penlights of the player character C1 and the penlights of the non-player character C2, becomes the same as the color ratio acquired in the processing of step SP164. The change means 62 may also change the color of the penlight of the non-player character C2 so that the total number of each color of penlights in the live venue 100 is approximately the same. Then, the processing proceeds to the processing of step SP168.

[0160] (Step SP168) The change means 62 determines whether the performer character P has executed a predetermined response. Examples of predetermined responses include responses that require some kind of response from the audience, such as asking the audience to cheer, making a predetermined movement to excite the audience, such as raising one's arms or shaking one's head, or striking a pose toward the audience. If the determination is affirmative, the process proceeds to step S170, and if the determination is negative, the process proceeds to step SP172.

[0161] (Step SP170) The change means 62 changes the action of the non-player character C2 in accordance with the response of the performer character P for which a positive determination was made in the processing of step SP168. For example, the change means 62 changes the action of the non-player character C2 to an action of cheering with applause or a penlight, etc., in accordance with the response of the performer character P requesting cheers. Furthermore, the change means 62 changes the action of the non-player character C2 to an action that matches the movement of the performer character P in accordance with the response of the performer character P making a predetermined movement to excite the audience. Furthermore, the change means 62 changes the action of the non-player character C2 to an action of making a movement as if taking a photo in accordance with the response of the performer character P making a pose toward the audience. Then, the processing proceeds to the processing of step SP172.

[0162] (Step SP172) The change means 62 determines whether the performer character P or the player character C1 has moved a predetermined distance or more in a predetermined direction (for example, to the right) from the current position. If the determination is affirmative, the process proceeds to step S174, and if the determination is negative, the process ends the series of steps shown in FIG. 17.

[0163] (Step SP174) The change means 62 moves the non-player character C2 in the opposite direction (for example, to the left) to the direction in which it moved in the processing of step SP172, and then ends the series of processing shown in FIG.

[0164] According to the above-described modified example, for example, when the player character C1 starts waving a penlight, the non-player character C2 can also start waving a penlight. Furthermore, the actions of the non-player character C2 can be changed appropriately in accordance with changes in the actions, such as the movements of the performer character P and the player character C1. Thus, the non-player character C2 can change its actions in accordance with the mood, etc., that can only be predicted in a live concert, providing the player with a feeling closer to that of a real live concert than when actions are performed at predetermined timings controlled by a computer.

[0165] Furthermore, in the above embodiment, an example was described in which the action of the non-player character C2 is changed according to the action of the player character C1 corresponding to each player, including the self-player and other players, but the action of the non-player character C2 may also be changed according to the action of the other player character C1 corresponding only to other players excluding the self-player.

[0166] Furthermore, changing the action of the non-player character C2 in response to the action of the performer character P or the player character C1 does not necessarily mean changing the action of the non-player character C2 to an action that is the same as or similar to the action of the performer character P or the player character C1, but may also mean changing the action to, for example, an action with an opposite meaning. For example, if the player character C1 performs an action that lowers the performer's mood, the action of the non-player character C2 may be changed to, conversely, to lift the performer's mood. Furthermore, the change means 62 is not limited to the actions whose display is controlled by the display control means 58, and may also change an action that outputs sounds such as cheers or applause. That is, the change means 62 may change the action of the non-player character C2 from a predetermined action to an action that outputs sounds such as cheers or applause in response to the action of the performer character P or the player character C1.

[0167] Furthermore, in the above embodiment, an example was described in which a sufficient number of non-player characters C2 were uniformly arranged in the audience area A2 and displayed. However, this is not limiting. For example, the non-player characters C2 may be displayed at predetermined positions other than the positions where the player characters C1 are expected to be located. In this case, even if the density of audience characters in the audience area A2 is equal to or greater than a predetermined value at the start of the virtual live performance, the density may change due to the movement of the player characters C1 in the audience area A2 or the entry and exit of the player characters C1 from the live performance venue 100, causing the density to fall below the predetermined value and creating a sparse area (gap) in the live performance venue 100. In such a case, non-player characters C2 may be displayed after the fact to fill the sparse area. This makes it possible to deal with cases in which a sparse area that cannot be filled by the non-player characters arranged at the start of the virtual live performance is created after the fact due to the influence of a live performance or the like.

[0168] Furthermore, it is not necessary to match two or more of the multiple players with any one of the multiple live venues 100. Multiple players do not necessarily have to participate in a live venue 100, and only one player may participate.

[0169] The actions of the performer character P do not necessarily have to be performed by reflecting motion data and voice data in real time; for example, they may be performed by reflecting pre-recorded motion data or voice data in part or in whole. Furthermore, the game system 1 may provide players with not only real-time streaming of the virtual live performance, but also archive streaming of the virtual live performance during or after the performance, which players can view at their convenience. This archive streaming can be viewed including the actions of the player character C1 and non-player character C2, as well as the performer character P's responses to those actions.

[0170] The various screens that are controlled to be displayed on the terminal device 12 are not limited to those described in the above embodiment. For example, other screens include a screen that confirms with the player whether to enter or exit the live venue 100, a screen that sets the number of other players C1 and non-character players C2 that are controlled to be displayed within the live venue 100, and a screen that sets how to prevent camera shake when a player moves in the virtual live performance.

[0171] Furthermore, various other effects may be used to make the virtual live performance more similar to a real live venue or to liven up the virtual live performance. For example, a wall monitor installed in the live venue 100 may display the performer character P in the stage area A1 and the player character C1 and non-player characters C2 in the audience area A2. Also, advertisements for sponsoring companies may be displayed in the waiting area or the live venue 100. Furthermore, predetermined content distributed in the game, such as items used by other player characters C1 or performer characters P at the live venue 100 but not possessed by the player himself, or rare items, may be sold for a fee.

[0172] The server device 10 may also have functional configurations other than those described above. For example, the server device 10 may include a granting means for granting cheer points to a player who has performed an action in accordance with the action. Specifically, the granting means adds cheer points corresponding to the action to the cheer points recorded in the play data 50A of the player who has performed the action. For example, the granting means adds "1" cheer point if the performed action is waving a penlight, and adds "3" cheer points if the performed action is posting a comment or message. Furthermore, the granting means adds "2" cheer points if the performed action is jumping, and adds "4" cheer points if the performed action is using an item. Furthermore, the granting means may change the cheer points to be added depending on the item. For example, if the item requires payment, such as a fee, for use, the added cheer points may be higher, and if the item does not require payment, such as a fee, for use, the added cheer points may be lower. Note that the above-mentioned added cheer point values ​​are merely examples and are not particularly limited. Furthermore, when the cheering point threshold is reached, the granting means may not add cheering points except for actions such as using an item. The cheering points may be used, for example, to purchase items or costumes to be used in the main game or a virtual live show, to participate in a limited-time virtual live show, or to train a character. Furthermore, for example, the actions available to a player may be varied depending on the cheering points, and the execution means 60 may be able to cause the player character C1 to perform a rare action that can only be used by a player with a large number of cheering points, in response to an operation by the player. Furthermore, the cheering points may be exchangeable with other players. [Explanation of symbols]

[0173] 10: Server device (computer, information processing device), 12: Terminal device, 58: Display control means, 60: Execution means, 62: Change means

Claims

1. A computer capable of communicating with terminal devices of players participating in a venue where a predetermined performance or show is to be held, an execution means for causing a virtual performer character corresponding to a performer performing said performance or said show to perform an action in accordance with the movement or sound of said performer, causing a first virtual character corresponding to said player to perform an action in accordance with an operation on a terminal device of said player, and causing a second virtual character different from said first virtual character to perform an action by automatic control by said computer; a change means for changing the action of the second virtual character in response to the action of the virtual actor character or the first virtual character; a display control means for controlling the display of the venue on the terminal device of the player, and for controlling the display of the virtual performer character, the first virtual character, the second virtual character, and the action executed by the execution means for each of the characters in the venue, and for hiding the second virtual character when the second virtual character is located within a predetermined range of the first virtual character; A program to function as a

2. The execution means causes the first virtual character to perform an action of presenting a virtual object associated with the first virtual character in the venue in a display mode selected in response to an operation on the terminal device of the player, and causes the second virtual character to perform an action of presenting a virtual object associated with the second virtual character in the venue in a display mode selected by automatic control by the computer, the changing means changes a display mode of a virtual object associated with the second virtual character in accordance with a display mode selected in response to the operation for the first virtual character. The program according to claim 1.

3. the display control means controls the display of a plurality of first virtual characters corresponding to a plurality of the players; the execution means executes an action of presenting a virtual object associated with each of the plurality of first virtual characters in the venue in a display mode selected in response to an operation on a terminal device of each player; the changing means changes the display mode of the virtual object associated with the second virtual character in accordance with a total number or a ratio of display modes selected in accordance with the operation for the plurality of first virtual characters. The program according to claim 2.

4. the display control means controls the display of the virtual performer character in a stage area of ​​the venue, and controls the display of the first virtual character and the second virtual character in an audience seating area of ​​the venue; When the second virtual character is located in an area between the first virtual character corresponding to one player and the stage area and along a direction from the first virtual character toward the stage area, the set predetermined range is larger than when the second virtual character is located in an area other than the area in the audience seating area. The program according to claim 1.

5. When the predetermined range is a first predetermined range, the display control means controls the display of a plurality of first virtual characters corresponding to a plurality of players including one player and other players other than the one player, and when a first virtual character among the plurality of first virtual characters corresponding to the other player is located within a second predetermined range that is smaller than the first predetermined range with respect to a first virtual character among the plurality of first virtual characters corresponding to the one player, the display control means hides the first virtual character corresponding to the other player; The program according to any one of claims 1 to 4.

6. the execution means executes an action of moving the second virtual character within a predetermined movement range in an audience seating area of ​​the venue before the performance or the show starts, and executes an action of stopping the movement and turning the second virtual character toward a stage area of ​​the venue when the performance or the show starts. The program according to any one of claims 1 to 5.

7. the display control means controls the display of the second virtual characters so that, when an audience seating area of ​​the venue is divided into a plurality of regions, the density of characters including the first virtual character and the second virtual character in each of the regions is equal to or greater than a predetermined value. The program according to any one of claims 1 to 6.

8. When an action of the virtual actor character or the first virtual character changes, the change means changes the action of the second virtual character in accordance with the changed action. The program according to any one of claims 1 to 7.

9. An information processing device capable of communicating with terminal devices of players participating in a venue where a predetermined performance or show is to be held, an execution means for causing a virtual performer character corresponding to the performer performing the performance or the show to perform an action in accordance with the movement or sound of the performer, causing a first virtual character corresponding to the player to perform an action in accordance with an operation on a terminal device by the player, and causing a second virtual character different from the first virtual character to perform an action by automatic control by a computer; a change means for changing the action of the second virtual character in response to the action of the virtual actor character or the first virtual character; a display control means for controlling the display of the venue on the terminal device of the player, and for controlling the display of the virtual performer character, the first virtual character, the second virtual character, and the action executed by the execution means for each of the characters in the venue, and for hiding the second virtual character when the second virtual character is located within a predetermined range relative to the first virtual character; An information processing device comprising:

Citation Information

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