Server systems and entertainment systems

The server system addresses low viewer engagement by managing interactions and adjusting viewer groups based on play information and character intimacy, enhancing motivation and engagement in video content viewing.

JP7803655B2Active Publication Date: 2026-01-21BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021084151
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-05-18
Publication Date
2026-01-21
Estimated Expiration
2041-05-18

AI Technical Summary

Technical Problem

Low-motivated viewers in video content viewing environments often fail to engage in viewer actions, leading to a decline in the value and appeal of the content due to passive behavior, which affects other viewers and creates a cycle of decreased motivation.

Method used

A server system that manages user interactions and content progression, adjusting viewer groups based on play information and intimacy with game characters, allowing interactive processing and controlling gameplay and viewing parts to enhance engagement.

Benefits of technology

The system increases viewer motivation and engagement by matching users with similar interests, ensuring active participation and maintaining a lively atmosphere, thereby enhancing the overall experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology to adjust formation of a viewer group that views a content appropriately.SOLUTION: A server system provides a game play that can select an appearing character 6 of a viewing content 16 viewed in a viewing part as a game object in a game part prior to the viewing part. The server system manages the play information user by user. The play information includes the information for determining overall relationships between a game object character that changes according to a play result and a user. The server system creates a group by a plurality of users on the basis of the play information, and distributes data on a common viewing content to user terminals of users 2 in the same group. The user terminal receives an action operation for the viewing content 16. Interactive processing according to the action operation is executed in a unit of groups that have been matched.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

[0001] The present invention relates to a server system or the like that controls the progress of content that includes multiple progression parts. [Background technology]

[0002] Video games, a typical example of entertainment content, often offer various play elements depending on the outcome of the game. Play elements include items, in-game currency, ability improvements such as granting skills to the player's character, the right to play new content (for example, the right to play a new game stage), and lottery rights. The same is true for other entertainment content, such as interactive content, not just video games. How to use play elements, and in particular how to use items, is considered one of the important aspects of entertainment content, and various innovations have been devised for a long time.

[0003] For example, Patent Document 1 discloses a technology that allows a user who watches video content to use a separately purchased item as a gift or a celebratory gift for a performer in the content. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-120098 Summary of the Invention [Problem to be solved by the invention]

[0005] Viewers' motivations for watching traditional video content vary. Low-motivated viewers rarely use features for sharing viewer actions, such as posting and commenting, even if they are available in the video content viewing environment. Their passive behavior, which involves merely watching, can affect other users who watch the same video content. For example, when viewing archived video content, trends in each user's viewer actions can become apparent in cases where multiple users simultaneously watch the same video content in real time, such as live streaming.

[0006] For example, suppose there is a live broadcast in which a small number of viewers are highly motivated, while the majority of viewers are less motivated. This can create a false sense of "maybe I should just watch quietly," as many highly motivated viewers see it as silently watching without engaging in any viewer action. This can lead to viewers wanting to actively engage in viewer action being hesitant to do so. As a result, they miss out on an opportunity to enjoy the user experience through playful elements. This can lead to an undesirable cycle in which the value of the playful elements declines, and the appeal of the entertainment content itself also declines.

[0007] The problem to be solved by the present invention is to provide a technology for appropriately adjusting the formation of a viewer group that views content. [Means for solving the problem]

[0008] A first invention for solving the above-mentioned problems is a server system that communicates with a user terminal and provides content including a plurality of progression parts to a user of the user terminal, A game part control means (for example, the server system 1100 in FIG. 1, the server processing unit 200s in FIG. 15, the entertainment management unit 210, the game part control unit 212, the game part management data 703 in FIG. 24, step S8 in FIG. 28) that controls a game part in which the user enjoys gameplay as one of the progression parts; play information management means (e.g., the server system 1100 in FIG. 1, the play information management unit 214 in FIG. 15, the play information 705 in FIG. 24, and step S16 in FIG. 29) that manages play information of each user and updates the play information of the user based on the user's game play in the play part; a viewing part control means (for example, the server system 1100 in FIG. 1, the viewing part control unit 220 in FIG. 15, or steps S64 to S66 in FIG. 28) for controlling the progress of the viewing part by distributing data of a given viewing content to a plurality of user terminals and allowing a plurality of users to view the common viewing content; The viewing part control means a matching means (for example, the server system 1100 in FIG. 1, the matching processing unit 228 in FIG. 15, or steps S102 to S110 in FIG. 30) that matches users based on the play information and creates a plurality of groups; The server system includes an interactive processing means (e.g., server system 1100 in FIG. 1, interactive processing unit 223s in FIG. 15, steps S162 to S164 in FIG. 31) that causes the user terminal to accept an action operation on the viewing content by the user and controls execution of interactive processing in accordance with the action operation on the viewing content, and controls so that the interactive processing is performed on a group basis matched by the matching means.

[0009] Furthermore, a second invention is a server system of the first invention, in which the play information includes information corresponding to the user's intimacy with each of the characters appearing in the game part (for example, relationship data 713 in FIG. 24), and the matching means matches the users using the intimacy equivalent information (for example, a relationship based on play results that forms the basis of the overall relationship in FIG. 8, a determination of a "favorite" character based on the overall relationship in FIG. 9, and selection of viewing content 16 in which the character appears as a character 6).

[0010] A third invention is a server system according to the second invention, wherein the viewing content is content in which a given character appears, and the matching means matches the user using information corresponding to the intimacy level with the character.

[0011] A fourth invention is a server system according to the third invention, wherein the viewing content includes a plurality of viewing contents each featuring different characters, and the matching means performs the matching by creating groups of users whose intimacy equivalent information with respect to each of the plurality of viewing contents satisfies a predetermined condition for each of the characters that appear in each of the plurality of viewing contents, and the viewing part control means allows groups of users whose intimacy equivalent information satisfies the predetermined condition to view the viewing content featuring the corresponding character.

[0012] In any of the first to fourth aspects of the present invention, the user can play the game in the play part, and the server system manages the play information for each user.

[0013] The play information is information for inferring the interest of the user, who is a player, in the content of the viewing content. For example, in a training game in which multiple characters appear, the user's preferences can be inferred to some extent from the type of character the user often plays. It can also be said that the type of character the user is interested in can be inferred.

[0014] If the characters appearing in the viewing content are the user's preferred type, the user's motivation to view the content will be high. Conversely, if the characters appearing in the viewing content are not the user's preferred type, the user's motivation will be low. If the characters playable in the game part are the same as the characters appearing in the viewing content in the viewing part, the accuracy of such a guess will be very high.

[0015] Therefore, the server system can adjust the composition of a viewer group by providing a viewing part in which users can view viewing content and matching users who view the same viewing content based on play information, and can share the interactive effects of actions taken by viewers on the viewing content within the same viewer group.

[0016] By making appropriate adjustments, it is possible to prevent situations in which viewers refrain from taking action out of consideration for viewers who do not take viewing action, resulting in a lack of excitement in the viewing atmosphere. In addition, since it is possible to adjust the group of users who will be viewers, it is also useful for analyzing each viewer's evaluation of the viewing content.

[0017] A fifth invention is the server system of any one of the first to third inventions, wherein the viewing part control means causes different viewing contents to be viewed in units of the groups.

[0018] According to the fifth aspect of the present invention, different viewing contents can be viewed by different groups.

[0019] A sixth invention is the server system according to any one of the first to third inventions, wherein the viewing part control means causes different groups to view the same viewing content. is.

[0020] According to the sixth aspect of the present invention, the same audiovisual content can be viewed even if the groups are different.

[0021] A seventh invention is a server system of any of the first to sixth inventions, in which each of the progression parts has a predetermined period during which it can progress (for example, the executable period TA and viewing period VA in Figure 3), and the multiple progression parts include multiple sets of one or more of the play parts and one or more of the viewing parts.

[0022] According to the seventh aspect of the present invention, a time constraint is imposed on the play of the progression part, encouraging the user to play the content actively and continuously. Furthermore, an element of a once-in-a-lifetime experience can be added to the viewing of the audiovisual content, which is expected to increase the motivation for viewing the audiovisual content.

[0023] An eighth invention is a server system of any of the first to seventh inventions, wherein the play part control means controls the play part so that the user can acquire play elements, and the interactive processing means, when receiving the action operation using the play element, performs interactive processing based on the play element (for example, manual interactive processing described in Figure 11, steps S190 to S200 of Figure 33).

[0024] According to the eighth aspect of the present invention, the user can experience a new way of enjoying the game by using the game elements acquired in the game play part to perform action operations in the viewing part. In other words, in order to perform action operations as desired in the viewing part, the user needs to work hard in the game play part, which increases the user's sense of purpose and motivation for the game play part.

[0025] A ninth invention is a server system according to the eighth invention, in which the play information management means manages information on the game elements acquired by each user by including it in the play information (for example, acquired game element data 720 in Figure 24).

[0026] According to the ninth aspect of the present invention, it becomes possible to adjust the viewer group based on information on how many of each game element a user has acquired and possesses.

[0027] A tenth invention is a server system according to the eighth or ninth invention, in which the game elements are associated with the types of viewing content that can be used for the action operation (for example, usable situation 533 of usage restriction setting data 530 in FIG. 17, usage restriction setting 725 in FIG. 24), and the interactive processing means accepts the action operation using the game elements associated with the type of viewing content that the user is viewing (for example, step S194 in FIG. 33).

[0028] According to the tenth aspect of the present invention, viewer groups can be adjusted based on information on how many play elements a user has acquired and possesses, and usage restrictions can be imposed on play elements according to the type of viewing content. This allows users who want to enjoy viewing content while performing action operations using play elements to enjoy the fun of considering which viewing content to watch based on the play elements they have acquired. Paradoxically, in order to perform action operations using play elements in viewing content, it becomes necessary to acquire the corresponding play elements in the play part. This can also be expected to give users a sense of purpose, increase their motivation in the play part, and enhance the excitement of the play part.

[0029] In an eleventh aspect of the present invention, the play elements are associated with characters that can be used in the action operations (for example, usable characters in the use restriction setting 725 of FIG. 24), and the audiovisual content is content in which a given character appears; The interactive processing means is a server system of the 8th or 9th invention, which accepts the action operation using the game element associated with the character appearing in the viewing content being viewed by the user (for example, step S194 in Figure 33).

[0030] According to the eleventh invention, it becomes possible to adjust viewer groups based on information on how many of each game element a user has acquired and possesses, and it is also possible to impose usage restrictions on game elements based on their relationship with characters appearing in the viewing content.

[0031] Therefore, users who want to enjoy viewing while performing action operations using game elements can enjoy the fun of considering which character to perform an action operation on based on the game elements they have acquired, or which character to view in the viewing content.

[0032] A twelfth invention is a server system of the seventh invention, wherein the game part control means controls the game so that the user can acquire game elements in the game part, the interactive processing means performs interactive processing based on the game elements when it receives the action operation using the game elements, and the play information management means manages information on the game elements acquired by each user by including it in the play information (for example, step S200 of Figure 33).

[0033] According to the twelfth aspect, the computer system can manage information on play elements involved in interactive processing as part of play information.

[0034] A thirteenth invention is a server system according to the twelfth invention, wherein the content includes one or more sets of a progression part including one or more play parts and a progression part including one or more viewing parts, and the play information management means resets the information of the play elements owned by each user when the set ends.

[0035] According to the thirteenth invention, the user cannot carry over acquired play elements 8 across sets of progression parts. When starting the next set, the user must start over from "0" and acquire play elements 8 in the play part 13. This encourages the user 2 to always play the game with a positive and purposeful attitude, thereby maintaining high motivation for the user 2.

[0036] A fourteenth aspect of the present invention is an entertainment system comprising the server system of any one of the first to thirteenth aspects of the present invention (for example, the server system 1100B in FIG. 34) and the user terminal.

[0037] According to the fourteenth aspect of the present invention, an entertainment system can be realized that exhibits the same effects as the first aspect of the present invention. [Brief explanation of the drawings]

[0038] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of an entertainment system. [Figure 2] FIG. 2 is a front view showing an example of the configuration of a user terminal. [Figure 3] FIG. 1 is a diagram for explaining an example of a part structure of entertainment content. [Figure 4] FIG. 10 is a diagram for explaining the game part. [Figure 5] FIG. 3 is a diagram illustrating an example of a game mission. [Figure 6] FIG. 10 is a diagram for explaining game elements. [Figure 7] FIG. 10 is a diagram for explaining an example of associating characters with game elements. [Figure 8] FIG. 10 is a diagram for explaining the relationship between a user and characters appearing in the video content. [Figure 9] FIG. 10 is a diagram for explaining how to determine a viewer group of users who view the same viewing content. [Figure 10] FIG. 10 is a diagram for explaining a viewing part. [Figure 11]FIG. 10 is a diagram for explaining manual interactive processing. [Figure 12] 10A and 10B are diagrams for explaining the difference in the degree of influence on the content of the viewing content depending on the relationship between the participating character and the instruction target character. [Figure 13] Diagram (part 1) to explain automatic interactive processing. [Figure 14] Diagram (part 2) to explain automatic interactive processing. [Figure 15] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system according to the first embodiment. [Figure 16] FIG. 3 is a diagram showing an example of programs and data stored in a server storage unit of the first embodiment. [Figure 17] FIG. 4 is a diagram showing an example of the data structure of play element definition data. [Figure 18] FIG. 10 is a diagram showing an example of the data structure of play part definition data. [Figure 19] FIG. 10 is a diagram showing an example of the data structure of viewing part definition data. [Figure 20] FIG. 4 is a diagram showing an example of the data structure of viewing content initial setting data. [Figure 21] A diagram showing an example of the data structure of application requirements included in interactive processing definition data [Figure 22] FIG. 4 is a diagram showing an example of the data configuration of processing content data included in interactive processing definition data. [Figure 23] FIG. 2 is a diagram showing an example of the data structure of entertainment management data. [Figure 24] FIG. 10 is a diagram showing an example of the data configuration of game part management data. [Figure 25] FIG. 3 is a functional block diagram showing an example of the functional configuration of a user terminal according to the first embodiment. [Figure 26] FIG. 3 is a diagram showing an example of programs and data stored in a terminal storage unit of the first embodiment. [Figure 27] FIG. 10 is a diagram showing an example of the data configuration of viewing part management data. [Figure 28]10 is a flowchart illustrating the flow of processing executed by a server system and a user terminal related to the execution of one piece of entertainment content. [Figure 29] 10 is a flowchart for explaining the flow of processing executed by the server system in the game part processing. [Figure 30] 11 is a flowchart illustrating the flow of processing executed by the server system 1100 in viewing part processing. [Figure 31] Flowchart continued from Figure 30. [Figure 32] 10 is a flowchart for explaining the flow of processing after selection of viewing content in the viewing part client processing executed by the user terminal. [Figure 33] Flowchart continued from Figure 32. [Figure 34] FIG. 10 is a functional block diagram showing an example of the functional configuration of a server system according to a second embodiment. [Figure 35] FIG. 10 is a diagram showing an example of the data configuration of entertainment management data in the second embodiment. [Figure 36] FIG. 10 is a functional block diagram showing an example of the functional configuration of a user terminal according to the second embodiment. [Figure 37] FIG. 10 is a functional block diagram showing an example of the functional configuration of a server system according to a third embodiment. [Figure 38] FIG. 11 is a diagram showing an example of programs and data stored in a server storage unit according to the third embodiment. [Figure 39] FIG. 11 is a functional block diagram showing an example of the functional configuration of a user terminal according to the third embodiment. [Figure 40] FIG. 11 is a diagram showing an example of programs and data stored in a terminal storage unit according to the third embodiment. [Figure 41] FIG. 4 is a diagram showing an example of the data structure of synthesis definition data. [Figure 42] FIG. 10 is a diagram showing an example of the data structure of evolution definition data. DETAILED DESCRIPTION OF THE INVENTION

[0039] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.

[0040] FIG. 1 is a diagram illustrating an example of the configuration of an entertainment system. The entertainment system 1000 comprises a server system 1100 and a user terminal 1500 of each user that can communicate with the server system 1100, and is a system for enabling the playing of entertainment content on the user terminal 1500. Although only two user terminals 1500 are depicted in Fig. 1, in actual system operation, one or three or more user terminals 1500 can participate in the entertainment system 1000.

[0041] In the entertainment system 1000, the server system 1100 and the user terminals 1500 are connected via a network 9 so as to be able to communicate data with each other, and the user terminals 1500 are also connected to each other via the network 9 so as to be able to communicate data with each other.

[0042] The network 9 refers to a communication path that allows data communication. That is, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method may be either wired or wireless.

[0043] A user 2 (2a, 2b, ...) uses a user terminal 1500 (1500a, 1500b, ...) to access the server system 1100 or a predetermined website managed by the server system 1100, and becomes a registered user, i.e., a member, after completing a predetermined user registration procedure. Then, by completing a predetermined sign-in procedure using a unique user account (signature name) set at the time of registration, the user terminal 1500 is incorporated into the entertainment system 1000, and the system becomes online. Furthermore, by completing a predetermined sign-out procedure, the user withdraws from the system, and the system becomes offline.

[0044] The server system 1100 is a computer system that includes, for example, a main device 1101, a keyboard 1106, a touch panel 1108, and storage 1140, and in which a control board 1150 is mounted on the main device 1101.

[0045] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0046] The server system 1100 realizes (1) a user management function that manages information related to user registration, etc., (2) an entertainment management function that allows users to play entertainment content, and (3) a member service provision function that provides member services other than playing entertainment content (for example, posting and viewing gameplay videos, providing chat spaces, online shopping for items to be used in entertainment content, etc.) by having the control board 1150 perform calculations based on predetermined programs and data.

[0047] Although the server system 1100 is depicted as if it were a single server device, it may be configured to be realized by multiple devices. For example, the server system 1100 may be configured to include multiple blade servers that share various functions and are connected to each other via an internal bus so that they can communicate data with each other. Furthermore, the location of the hardware that makes up the server system 1100 does not matter. It may also be configured so that multiple independent servers installed in remote locations communicate data with each other via the network 9, and function as the server system 1100 as a whole.

[0048] The user terminal 1500 is a computer system used by a user 2 who has completed the registration procedure to use the entertainment system 1000 of this embodiment, and is an electronic device (electronic equipment) that can access the server system 1100 and other user terminals 1500 via the network 9.

[0049] FIG. 2 is a front view showing an example of the configuration of the user terminal 1500. As shown in FIG. The user terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. Other components include a power button, a volume control button, and the like (not shown). An IC card reader that can contactlessly read and write data from an IC card-type credit card or prepaid card that can be used to pay for the use of the entertainment system 1000 may also be provided.

[0050] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the network 9, and (4) an interface circuit 1557.

[0051] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, (2) a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, (3) an output amplifier circuit for outputting audio signals to the speaker 1510, (4) an input signal generation circuit for generating audio signals collected by the microphone 1512, (5) a circuit for inputting image data of images captured by the camera 1520, and (6) a signal input / output circuit for the memory card reader 1542.

[0052] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. Part or all of the control board 1550 may be configured using an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data for realizing the functions of the user terminal in IC memory 1552.

[0053] In this embodiment, the user terminal 1500 is configured to download programs and various setting data from the server system 1100, but it may also be configured to read them from a storage medium such as a memory card 1540 obtained separately.

[0054] 2 is a device known as a smartphone, but it may also be a computer system such as a wearable computer such as a smartwatch or smart glasses, a portable game device, a home game device, a tablet computer, or a personal computer. When multiple electronic devices are communicatively connected to perform a single function, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, these multiple electronic devices can be considered as a single user terminal 1500.

[0055] FIG. 3 is a diagram illustrating an example of the part structure of entertainment content. Entertainment content is composed of a series of multiple progression parts. The progression parts include a first progression part 11, which must be played, and a second progression part 12, which becomes executable after the first progression part 11. It is up to the player whether or not to play the second progression part 12. Entertainment content is repeated in multiple sets, with the first progression part 11 and the subsequent second progression part 12 forming one set. As a whole, the entertainment story progresses and unfolds along a timeline. Note that while FIG. 3 shows only two sets, entertainment content may of course be composed of only one set or three or more sets.

[0056] Each first progression part 11 has an executable period TA, TB (for example, six days from Monday to Saturday) set therein, and has one or more play parts 13 in which the user, the player, plays the game using a character. The multiple play parts 13 (13a, 13b, ...) may have a continuous story flow as a whole, or each may have a complete situation. An example of the former would be a case where the play parts 13 are arranged in the order of the first day, second day, ... of a story. An example of the latter would be a case where each play part 13 depicts a situation for a training item or a learning subject, or is prepared as a different game genre (the first is action, the second is shooting, the third is puzzle, etc.).

[0057] The second progression part 12 (12a, 12b, . . . ) is a viewing part 15 (15a, 15b, . . . ) in which one or more viewing contents 16 can be viewed. The second progression part 12 can be executed within a predetermined period from the end of the period of the first progression part 11 of the same set. In other words, viewing periods VA and VB are set for each second progression part 12. Note that in the example of Figure 3, one second progression part 12 is depicted as one viewing part 15, but it may also be composed of a series of multiple viewing parts 15 with different executable periods.

[0058] One viewing part 15 has one or more viewing contents 16 (16a, 16b, . . . ). Each viewing content 16 is a video content depicting a story that continues on the timeline from the story that unfolded in the play part 13 of the first progression part 11 that was set immediately before, and the user, who is the player, is set to be watching the distribution of the video content as a viewer.

[0059] One or more characters appear in the audiovisual content 16. Of the characters, a main character is selected from among candidate characters that are candidates from which the user selects a player character (a character to be played) in the game part 13.

[0060] In each audiovisual content 16, the situations depicted using the characters may be the same or different. For example, the viewing content 16 may have a common setting of a "live singing show in which the characters sing and dance to a predetermined song" as a place to demonstrate the singing and dancing abilities improved in the previous game part 13, and multiple viewing contents 16 may be prepared with different combinations of the characters.

[0061] Of course, viewing content 16 with different situations may be mixed in one viewing part 15. For example, a plurality of viewing content 16 with different combinations of characters depicting "a live singing show in which the characters sing and dance to a predetermined song" may be mixed with a plurality of viewing content 16 with different combinations of characters depicting "characters appearing on a variety show and teaming up to compete in a team match."

[0062] Information on the part configuration of such entertainment content is set in advance as progress part configuration data 511.

[0063] FIG. 4 is a diagram for explaining the game part 13. In FIG. One play part 13 includes one or more sets of a selection phase 21 in which the user, the player, selects one or more playable characters 60 from among a plurality of candidate characters before starting play, a play phase 22 in which the player plays the game using the selected playable characters 60, and an acquisition phase 23 in which the player acquires play elements according to the results of playing the game.

[0064] The genre and content of the game in the play phase 22 can be set as appropriate. The game content can be selected as appropriate from various game genres such as action games, training games, puzzle games, role-playing games, and tactical simulation games. The game genre may differ for each play part 13.

[0065] For example, in a training game in which the playable character 60 aims to become an idol and the user takes on the role of the trainer, in play phase 22 the playable character 60 undergoes various training to improve the playable character 60's abilities as an idol. The playable character 60 is trained by using items to eat, occasionally going shopping with the playable character 60, and giving presents to keep the playable character 60 happy. Part of the play performance includes a relationship parameter value between the user and the playable character 60 (a value equivalent to intimacy in the case of a training game), and one of the goals of the game is to improve this relationship parameter value in addition to improving the playable character 60's ability parameter value.

[0066] In addition, relationship parameter values ​​are prepared not only when the content of game part 13 is a training game, and depending on the game content, the names can be called not only intimacy equivalent values ​​but also trust, loyalty, friendship, hostility, similarity, etc.

[0067] The content of the game play includes content in the form of a game mission from the play target character 60. FIG. 5 is a diagram illustrating an example of a game mission. The game mission is in the form of a game. In the example of FIG. 5, the user inputs predetermined operations in time with the rhythm of the music while referring to the music score 17 displayed on the game screen W6 as the music is played, and the playing result is determined by how well the timing matches. The ability of the playable character 60 improves and the relationship parameter value changes depending on the playing result, and by completing the game mission, the play element 8 can be acquired.

[0068] Returning to FIG. 4, when the play phase 22 ends, the game moves to the acquisition phase 23, and play elements 8 are awarded to the user according to the play results in the play phase 22.

[0069] The way in which the play element 8 is presented (the situation in which the play element 8 is presented) can be set appropriately depending on the content of the game. For example, after playing the game, the player may go shopping with the play character 60 and use a lottery machine at a store to present the play element 8. A lottery machine may appear and a lottery may be held to present the play element 8. Alternatively, the play character 60 may present the play element 8 as a gift in return for coaching in the play phase 22. In either case, the basis for this is the play performance in the play phase 22, and the user 2's acquisition of the play element 8 is controlled based on the operation input of the play character 60. Note that the play phase 22 and the acquisition phase 23 may appear to be one entity. In this case, the acquisition phase 23 may be included as an event in the play phase 22.

[0070] The game elements 8 are elements that can be used in the game part 13 and the viewing part 15. As shown in FIG. 6, multiple types of game elements 8 (8a, 8b, ...) are prepared. Each type of game element 8 is associated with information such as the game element type, game element category, corresponding character, rarity, attributes, and usage restrictions.

[0071] For example, examples of categories of play elements 8 that can be used in the play part 13 include: (1) character items that can be used by the play character 60 in the play part 13; (2) ability improvement rights related to at least one of the player, the play character 60, and acquired items; Examples include:

[0072] Character items can be set appropriately depending on the game genre of the game part 13. For example, in a training game, the game elements 8 may be items equipped or possessed by the character (for example, costumes, weapons, etc.), food for the target character, gifts that the target character likes, support NPCs, etc.

[0073] The content of the ability improvement when the ability improvement right is activated / used may include, for example, level up, imparting a skill, leveling up an already imparted skill, imparting an ability, improving ability parameter values, allocating ability points, evolution, synthesis, etc., and the names and contents thereof may be set appropriately according to the content of the play part 13. In the play part 13, it is preferable to set it so that, according to such ability improvement, a new movement pattern is added to the play target character 60 or an ability is released.

[0074] For example, examples of categories of play elements 8 that can be used in the viewing content 16 of the viewing part 15 are as follows: (1) Character items that can change the display mode of characters, (2) Character items that can be held by the characters (3) Movement patterns that can change various behaviors, including facial expressions, of the characters. (4) Ability improvement rights that allow you to change the ability parameter values ​​of the characters that appear; (5) Background objects, background images, and effects that can change the background of the viewing content 16; (6) Viewing action items that can be used in viewer actions (actions performed with the intention of supporting characters appearing in viewing content 16, such as “tipping,” “comments,” and “ratings”) performed by users in viewing part 15; (7) Support goods used by the user avatar appearing in Viewing Part 15, (8) Special cheering motions applied to user avatars; The way in which the play elements 8 are presented to the user can be set as appropriate, but may be in the style of game cards, for example.

[0075] The corresponding character is a character linked to each game element 8, and is one or more characters that appear in the game part 13. FIG. 7 is a diagram for explaining an example of associating characters with play elements 8. In FIG. For example, as shown in FIG. 7(1), when a play element 8 is an item 5 dedicated to a certain character, the character associated with that play element 8 is a dedicated character 71. The item 5 and the dedicated character 71 are represented by a common visual (for example, a game card design) relating to one play element 8. In contrast, an item 5 that can be used for general purposes and is not limited to use with a specific character or situation is represented by the visual of one play element 8 by that item alone, without including the dedicated character 71.

[0076] Furthermore, as shown in FIGS. 7(2) to 7(4), a general-purpose item is associated with the participating character 7 that participated in acquiring the item. For example, as shown in FIG. 7(2), if item 5 (5d) of play element 8 (8d) is a gift from play target character 60, then play target character 60, who is the giver, is associated as participating character 7. Since play target character 60 is selected by the user himself at the start of play part 13, if we focus on the setting of participating character 7, participating character 7 (strictly speaking, a character that could become participating character 7) is selected based on the selection operation of play target character 60 by user 2.

[0077] For example, if the item is obtained when the user and the play character 60 go shopping together, such as item 5 (5f) of play element 8 (8f) in FIG. 7(3) or item 5 (5g) of play element 8 (8g) in FIG. 7(4), the accompanying play character 60 is associated as the participating character 7. As another example, there may be a situation in which the user purchases an exclusive item for each featured character 6 during a shopping event that occurs in play part 13. In this case, the featured character 6 corresponding to the purchased play element 8 becomes the character associated with that play element 8. In other words, the character with the highest involvement in the situation in which that play element 8 is acquired becomes the participating character 7.

[0078] The elements that describe the application requirements that must be met for the use restrictions to be applied and the content of the use restrictions that are applied when the application requirements are met are as follows: (1) The date and time when you acquired the game element 8 (this can be in either the real world or the game world), (2) Situations where the eighth play element is acquired, (3) The type and number of characters involved in acquiring the game element 8, (4) the type of character in which the game element 8 is used; (5) The relationship between the characters in which the game element 8 is used and the participating characters; (6) Skills and ability parameter values ​​required for the character using the game element 8, (7) Usable situations, (8) Expiration date; (9) Type, degree, and duration of action and effect (10) Setting the relationship between the character involved in acquiring the play element 8 and the character using the play element 8; Any of the above can be appropriately selected and used. Note that the specific settings of these elements may be essentially "unlimited."

[0079] By appropriately setting the "date and time when the game element 8 was acquired," it is possible to set a usage restriction that limits the game elements 8 acquired during a specific time period or a specific period.

[0080] By appropriately setting the "situation in which the play element 8 is acquired," different usage restrictions can be set depending on the situation in which the play element 8 is acquired.

[0081] By appropriately setting the "type and number of characters involved in the acquisition of the play element 8," it is possible to set different usage restrictions depending on which characters were involved in the situation in which the same play element 8 was acquired.

[0082] By appropriately setting the "type of character for which the play element 8 is used," it is possible to set a play element 8 that limits the target for use.

[0083] The "relationship between the character using the play element 8 and the participating character involved in acquiring the play element 8" can be, for example, unlimited, limited to the participating character, limited when the friendship parameter value between the character used and the participating character is above a threshold, limited when the character used and the participating character 7 belong to the same team, etc.

[0084] By appropriately combining and setting the "relationship between the character using the play element 8 and the participating character involved in the acquisition of the play element 8" with the "type, degree, and duration of the effect," it becomes possible to set usage restrictions that have different effects even for the same play element 8, depending on the relationship between the character using the play element 8 and the participating character involved in the acquisition of the play element.

[0085] The "usable situations" may be set to be limited to the play part 13, the viewing part 15, a specific period within the viewing part 15 (for example, during an interlude in a song), or a category of viewing content 16.

[0086] Once the "usage period" has passed, the game element 8 can no longer be used. The user may be able to extend or renew the usage period by paying a separate fee (for example, by charging, consuming an item, etc.). By appropriately combining the usage period with the settings of the type, level, and duration of the effect, it is possible to set the effect to be reduced or eliminated after the time elapsed since acquisition or after a specified date.

[0087] FIG. 8 is a diagram for explaining the relationship between the user and the playable character 60, that is, the featured character 6 appearing in the audiovisual content 16. As shown in FIG.

[0088] The overall relationship between the user and the characters appearing in the viewing content 16 is represented by a relationship represented by a relationship parameter value based on the playing results in the play part 13, and a relationship determined from the acquisition status of the play elements 8. The acquisition status of the play elements 8 includes the character acquisition status obtained by dividing the play elements 8 acquired by the user 2 into associated characters (characters that can use the play elements 8). Then, as described below, a group of users viewing the same viewing content 16 in the viewing part 15 is determined based on this overall relationship.

[0089] FIG. 9 is a diagram for explaining how viewer groups 3 of users viewing the same viewing content 16 are determined. When the first progression part 11 ends, the second progression part 12 of the same set can be executed. The second progression part 12 is a viewing part 15, and multiple types of viewing content 16 with different combinations of characters are prepared, and the user selects at least one of them to view.

[0090] A predetermined viewing start date and time is set for each viewing part 15 by the operator of the entertainment system 1000. The viewing start date and time is notified to the user by publishing it on a predetermined website, by a predetermined schedule confirmation function realized in the entertainment content, or the like.

[0091] For example, it may be "First Talk Show: May 5th, 18:00-19:00." Before the start of the viewing start date and time, the user selects the viewing preference of the viewing content 16 to be viewed in the viewing part 15 and makes a play reservation. This may also be called a viewing application.

[0092] The viewing options are determined by selecting viewing contents 16 prepared in executable viewing parts 15, in which characters whose overall relationships with the user meet a given standard appear as appearing characters 6 (6a, 6b, ...).

[0093] For example, multiple types of viewing content 16 are prepared for the "First Talk Show." These viewing contents 16 share the same genre, that of a talk show, and a common topic, that of childhood memories related to "Children's Day." However, the number of performers and the characters 6 appearing as performers differ depending on the viewing content 16.

[0094] In the example of Figure 9, in the example of the overall relationship of user 2 (2a), the overall relationship with character 6e among the five types of characters 6 (6a, 6b, ...) satisfies the criteria. In other words, character 6e is the user's favorite character, or so-called "oshi."

[0095] Therefore, for the user 2 (2a), viewing content 16 (16a, 16b) that includes the featured character 6e as a main character is selected and made an option for the viewing preference selection. For the user 2 (2a), viewing content 16 that features the "favorite" featured character 6e is automatically presented as an option, so the user 2 (2a) selects and inputs their viewing preference based on which characters other than the "favorite" featured character 6e appear and what situation the content is set in.

[0096] In this way, by presenting the viewing preferences of the user based on the overall relationship, the user composition of the viewer group 3 can be adjusted. For example, when focusing on a certain viewing content 16, a viewer group 3 can be formed that is made up of users who are highly motivated to view and who "support" a character 6 that appears in the viewing content. Paradoxically speaking, it can be said that the viewer group 3 is essentially formed by extracting users who "support" the character 6, and matching is achieved.

[0097] Of course, viewer group 3 is not necessarily composed 100% of users who "support" a particular character. For example, in the case of user 2 (2b), who has little difference in overall relationships and does not have a favorite character, there is no difference in the superiority or inferiority of the characters appearing in viewing content 16. Therefore, user 2 (2b) is presented with all available viewing content 16 (16a, 16b, ...) as options to choose from. The choice depends on the mood of user 2 (2b). Viewer group 3 may include, to a certain extent, users who have become viewers of the viewing content 16 in this way.

[0098] Nevertheless, it is clear that the excitement when watching viewing content 16 (as reflected in the number and content of viewer actions while watching) will be much greater than in cases where viewer group 3 is formed with a majority of users who do not "favorite" character 6, or in cases where users are randomly grouped together and as a result, only a small number of users "favorite" the character.

[0099] It is also possible to omit the process of presenting options for viewing content 16 to user 2 who wishes to play viewing part 15 and having user 2 make a selection, and have server system 1100 essentially specify viewing content 16. Only one option for viewing content 16 may be selected, and user 2 may select and decide on viewing content 16 when requesting to play viewing part 15. From a perspective centered on viewing content 16, it can also be said that for each viewing content 16, users 2 who are likely to be interested in the content and have a high motivation to watch are extracted based on overall relationships, and a viewer group 3 for that viewing content 16 is formed.

[0100] Furthermore, the content of the viewing content 16 prepared in one viewing part 15 does not have to be the same situation. In other words, the viewing content 16 associated with one viewing part 15 may have different characters 6 and different situations. For example, "First Talk Show: May 5th, 18:00-19:00" and "First Dance Competition: May 5th, 18:00-19:00" may be used. The latter is a place to reveal the results of training in the previous play part 13.

[0101] In this case, even if it is the same viewing part 15, the content viewed by each user 2 will be different, and this will become a topic of conversation in the user community of user 2 after viewing. This will invigorate the user community and increase the appeal of the entertainment content. It is also possible to incorporate a so-called "replayability" element that will make user 2 want to play the entertainment content again.

[0102] FIG. 10 is a diagram for explaining the viewing part 15. In FIG. Viewing of the viewing content 16 in viewing part 15 is performed in a format in which users 2 of viewer group 3 simultaneously view the same viewing content 16. That is, data (content data) for executing viewing of the desired viewing content 16 is distributed from server system 1100 to user terminal 1500 of user 2 who wishes to view a certain viewing content 16. Then, upon arrival of the announced viewing start date and time, a stage for the viewing content 16 is formed in a virtual three-dimensional space on each user terminal 1500, and characters appearing there are positioned there. The actions of the characters and other objects in the virtual three-dimensional space are controlled according to a predetermined scenario. The scene is captured and rendered by a virtual camera placed in the virtual three-dimensional space, and the image becomes the original video for viewing screen W10 (W10a, W10b) of the viewing content 16.

[0103] When a viewer user 2 (user 2b in the example of FIG. 10) performs a viewer action such as "tipping," "commenting," or "rating" while viewing, that information is shared within the same viewer group 3. Then, a display corresponding to that viewer action (for example, a display 30 corresponding to "comment" that displays comment text, a display 31 corresponding to "tipping" that simulates inserting a coin, etc.) is interactively displayed on each user terminal 1500. These are collectively referred to as "shared interactive processing." Shared interactive processing allows user 2 of the same viewer group 3 to have a user experience as if they were watching the same live broadcast together with other users (members of the viewer group).

[0104] On the other hand, the display mode, actions, ability parameter values, possessed items, etc. of the appearing characters 6 placed in the virtual three-dimensional space controlled by each user terminal 1500 are interactively changed locally (at each user terminal 1500). In other words, the basic content of the viewing content 16 is common to all members of the viewer group 3, but the details such as the display mode of the appearing characters 6 differ for each user.

[0105] The local interactive changes are reflected in the content of the audiovisual content 16 as a result of manual interactive processing and automatic interactive processing being performed.

[0106] FIG. 11 is a diagram for explaining the manual interactive processing. Manual interactive processing is an interactive viewer action in which, while viewing the viewing content 16, the user 2 performs a predetermined operation in exchange for the acquired play elements 8, thereby affecting the content of the viewing content 16 in accordance with the play elements 8 that have been acquired.

[0107] Specifically, when it is detected that the user 2 has performed a touch operation on one of the characters 6 on the viewing screen W11bf, the character is designated as the "command target character 32." Alternatively, when a predetermined viewer action start operation is detected, a list of the characters 6 may be displayed, and the command target character 32 may be selected from the list by performing a touch operation.

[0108] Next, a list 34 of acquired play elements 8 that can be used by the instruction target character 32 is presented to the user 2, and a selection of which play element 8 to use is accepted. The conditions for selecting the play elements 8 to be displayed in the list 34 are not limited to those that can be used for the command target character 32, and additional conditions can be added as appropriate. For example, the selection conditions may include that the participating character 7 is the same as the command target character 32, or that the participating character 7 and the command target character 32 belong to the same idol production company or the same idol team in the fictional world of the game part 13.

[0109] The acquired play elements 8 displayed in the list 34 are determined by a primary search of all acquired play elements owned by the user 2 for play elements 8 associated with the currently viewed visual content 16 or the currently executed visual part 15, and then a secondary search of the results of the primary search for play elements 8 that can be used by the command target character 32. The play element 8 selected by the user from the list 34 is then considered to be a "command play element" that will be the compensation for the viewer action to be realized, and the content of the interactive processing determined based on the command play element is reflected in the content of the currently viewed visual content 16.

[0110] For example, in the example of Fig. 11, on the viewing screen W11bf before reflection, the appearing character 6e is selected as the instruction target character 32. When user 2 selects the play element 8 of "muffler" from the list 34 as the instruction target play element 80, on the viewing screen W11af after reflection, the appearing character 6e is holding the "muffler" and the display mode is changed to show the appearing character 6e wearing the "muffler" (indicated by the upper white arrow of the two white arrows in Fig. 11). In other words, the instruction target character 32 is equipped with the play element 8 provided by user 2.

[0111] Furthermore, if the user avatar 36 of user 2 appears on the viewing screen W11bf before the reflection, user 2 can select the user avatar 36 as the instruction target character 32. In this case, when a play element 8 available for the user avatar is selected from the list 34 as the instruction target play element 80, an interactive process associated with the selected play element 8 is executed on the viewing screen W11af after the reflection. In the example of FIG. 11, the user avatar 36 is performing the "action of holding and waving a penlight" (indicated by the lower white arrow of the two white arrows in FIG. 11).

[0112] Similarly, if the content of the acquired play element 8 selected from the list 34 is an emote, the instruction target character 32 is reflected to perform that emote. If the acquired play element 8 selected from the list 34 is an action (for example, blowing a kiss while jumping), the instruction target character 32 is reflected to perform that action. If the acquired play element 8 selected from the list 34 is a change in ability parameter value (for example, improvement in dance ability level), the motion data applied to the movement control of the instruction target character 32 is changed from the initial state data to motion data for performing a better dance, and it is reflected as if the target character's dance level has improved.

[0113] However, even if an acquired game element 8 is presented in the list 34 as usable by the command target character 32, the degree of influence of the game element on the content of the viewing content 16 will vary depending on the relationship between the character 7 involved in the game element and the command target character 32.

[0114] FIG. 12 is a diagram for explaining the difference in the degree of influence on the content of the audiovisual content 16 depending on the relationship between the participating character 7 and the instruction target character 32.

[0115] 12(1) and 12(2) show examples of differences in the relationship between the participating character 7 and the instruction target character 32, whether they are the same (same type) or not. The play element 8 used in the example is an item that improves the ability parameter value of the instruction target character 32, and it is assumed that the participating character 7 is set.

[0116] As shown in FIG. 12(1), if the instruction target character 32 and the participating character 7 are the same or of the same type, they are considered to be compatible, and the action and effect of the play element 8 is exerted 100%. As shown in FIG. 12(2), if the instruction target character 32 and the participating character 7 are not the same or of the same type, they are deemed to be incompatible, and the action and effect of the play element 8 is suppressed.

[0117] 12(2) and 12(3) show examples of differences in the relationship between the participating character 7 and the instruction target character 32 as a connection between people in the imaginary world of the game part 13 and the audiovisual content 16.

[0118] The relationship parameter values ​​(for example, intimacy, attachment, friendship, etc.) between the instruction target character 32 and the participating character 7 in Figure 12(2) are higher than those in Figure 12(3). Alternatively, the instruction target character 32 in Figure 12(2) may belong to the same idol team in the fictional world of the game part 13 or the audiovisual content 16, but the instruction target character 32 in Figure 12(3) may belong to a different team. Other relationships may also be used, such as whether they are friend or foe, whether they are parent and child, whether they are superior and subordinate, or other connections between people. The stronger the relationship, the stronger the effect of the play element 8.

[0119] As another example of differences in the degree of influence, if the play element 8 is used to grant an item to the instruction target character 32, specific differences may be made in the grade of the granted item, the number of granted items, the expiration date of the granted items, etc. Also, differences may be made in the appearance of the items displayed on the screen.

[0120] 13 and 14 are diagrams for explaining the automatic interactive processing. While manual interactive processing requires manual operations by the user 2, such as selecting the target character 32 and selecting the instructed play element, automatic interactive processing is performed automatically without such user operations, and affects the content of the viewing content 16 according to the acquisition status of the play element 8.

[0121] The content of the automatic interactive processing is set in various ways depending on the acquisition status of the play elements 8. The "acquisition status" is represented by (1) the current possession status, which indicates the combination of the acquired play elements 8, and (2) the additional status, which indicates how many and what types of new play elements 8 have been acquired by playing the previous play part 13.

[0122] The details of the automatic interactive processing can be roughly divided into direct reflection on the details of the audiovisual content 16 as shown in FIG. 13 and indirect reflection as shown in FIG.

[0123] 13(1) and 13(2) show examples of the contents of automatic interactive processing in which the difference in the current possession and acquisition status of acquired play elements 8 is directly reflected. In the example of Figure 13(1), the possession status indicates that "a predetermined number or more game elements 8 of different versions that are common to the participating characters 7 are possessed." The example of Figure 13(1) shows an example in which the participating characters 7 are all "eyebrow rabbits," and three game elements 8 of different versions that are the "scarf" item exist in the acquired game elements 8. Then, as the content of the interactive processing, a "scarf" item 40 is additionally equipped to a character that matches the participating character 7 among the characters 6 appearing in the audiovisual content 16, and a new motion is automatically added. In the example of Figure 13(1), it is a motion to jump high.

[0124] In the example of Figure 13(2), the possession status is such that "a predetermined number or more of play elements 8 having a common item but different participating characters 7 are possessed." The example of Figure 13(2) shows an example in which five play elements 8 have a common "scarf" item, but the settings of the participating characters 7 are different. Then, as the content of the interactive processing, a new motion different from the example of Figure 13(1) is automatically added to a character that matches the participating character 7 among the characters 6 appearing in the audiovisual content 16, and the common "scarf" item 41 is additionally equipped, further improving the jumping ability.

[0125] In both FIG. 13(1) and FIG. 13(2), the details of the motion may further change depending on the number of play elements 8 involved in the established combination.

[0126] Furthermore, with regard to Figure 13(2), the acquisition status of each character other than the combination of characters (dedicated characters and participating characters 7) associated with the play element 8 can also be used to describe the application requirements for interactive processing.

[0127] For example, application requirements can be set to "acquisition ratio of game elements 8 by character," "type of character with maximum acquisition count," "all versions of game elements 8 of a certain character have been acquired," "a certain character has not acquired its associated game element 8," etc. By varying the content of the interactive processing according to application requirements including such descriptions, it is possible to make the changes in the content of the viewing content 16 more diverse according to the acquisition status of each character.

[0128] 13(3) and 13(4) are diagrams for explaining an example of automatic interactive processing in which direct reflection is performed based on the possession status and addition status focusing on the rarity of the play elements 8.

[0129] In FIG. 13(3), the possession status indicates that "among the acquired game elements 8, there are two game elements 8 that have the same target character and are set to a rarity of "S rare" (in the example of FIG. 13(3), the "full-body tights" item and the "sparkling muffler" item)," and the addition status indicates that "at least one of them was newly acquired in the previous game part 13." The possession status and addition status of the game elements 8, as viewed by rarity, satisfy the application requirements for automatic interactive processing. Furthermore, as the content of the interactive processing, the content of the viewing content 16 has been changed so that "the user avatar 36 performs the action of waving a cheering gate flag item 42 toward the associated featured character 6d."

[0130] In FIG. 13(4), the possession status indicates that "among the acquired game elements 8, there are two game elements 8: one of a specific type (e.g., a "full-body tights" item) with a rarity of "S rare" and one of a specific type (e.g., a "shining scarf" item) with a rarity of "A rare"," and the addition status indicates that "the latter was newly acquired in the previous game part 13." The possession status and addition status of the game elements 8 by rarity satisfy application requirements different from those in FIG. 13(3). Furthermore, the content of the interactive processing has been changed so that "the user avatar 36 performs the action of waving the gate flag item 43 toward the associated featured character 6c."

[0131] In addition to the examples of FIG. 13(3) and FIG. 13(4), the acquisition status of the play elements 8 according to rarity can also be used to describe the requirements for applying interactive processing. For example, application requirements can be set to "acquisition ratio of game elements 8 by rarity," "type of rarity with maximum acquisition count," "possessing or acquiring a predetermined number or more of game elements 8 of the highest rarity related to a certain character," "not acquiring game elements 8 of the highest rarity," etc. By varying the content of the interactive processing according to application requirements including such descriptions, it is possible to make the changes in the content of the viewing content 16 more diverse according to the acquisition status by rarity.

[0132] In FIG. 13(5), the possession status indicates that "among the acquired game elements 8, there is a specific type set to the attribute "light"," and the addition status indicates that "two game elements 8 with the attribute "light" have been acquired." The interactive processing involves changing the display mode of the display 31 in response to the viewer action of "tipping." In the example of FIG. 13(5), the movement trajectory changes and a sparkling effect is added. The type of movement trajectory and the type of effect added vary depending on the specific type in the possession status, the number of additions in the addition status, the type and combination of attributes, etc. That is, the content of the automatic interactive processing that is directly reflected changes in various ways depending on the acquisition status of the acquired play elements 8 according to their rarity.

[0133] In addition to the example shown in FIG. 13(5), the acquisition status of the play elements 8 by attribute can also be used as an application requirement for interactive processing. For example, application requirements can be set to "acquisition ratio of play elements 8 by attribute," "acquisition number of play elements 8 of a specific attribute," "acquisition of play elements 8 of all attributes related to a certain character," "not acquiring play elements 8 of a specific attribute," etc. By varying the content of the interactive processing according to application requirements including these conditions, it is possible to make the changes in the content of the viewing content 16 more diverse according to the acquisition status of each attribute.

[0134] The content of the automatic interactive processing that is indirectly reflected includes replacing the acquired play element 8 with a different type of play element 8 that can be used in the manual interactive processing.

[0135] In the example of FIG. 14(1), the possession status states "there are a predetermined number or more of the same type of play elements 8" and the addition status states "one of them was acquired by playing the previous play part 13," and thus the requirements for application of interactive processing are met. In the example of FIG. 14(1), three or more "carrot" items are possessed, one of which is newly added. Then, as the content of the interactive processing, the play elements 8 related to these application requirements are replaced with a different type of play element 8 used in manual interactive processing (in the example of FIG. 14(1), a play element 8m of the "scarf" item, which does not limit the character that can be used). In other words, the play element 8 related to the application requirement is made non-possessed, and a different type of play element 8 is possessed instead.

[0136] In the example of Figure 14(2), the possession status indicates that "there are five or more game elements 8 of the same type," and the addition status indicates that "more than half of those were acquired by playing the previous game part 13," so the requirements for applying interactive processing are met. In the example of Figure 14(2), seven or more "carrot" items are possessed, of which five are newly added. Then, as the content of interactive processing, instead of the game elements 8 related to these application requirements, the participating characters 7 are replaced with game elements 8 of a different type (game element 8n of the "bow tie" item, the use of which is restricted to featured character 6d).

[0137] In addition, in replacements such as those shown in Figures 14(1) and 14(2), the usage restrictions on the replaced play element 8 (8m, 8n) basically follow the definitions previously set according to the type of play element, but it is also possible to inherit some or all of the usage restrictions set on the play element 8 before replacement.

[0138] In the example of Figure 14(3), the possession status states "the player possesses three or more different versions of game elements 8" and the addition status states "the player has acquired three or more different versions of game elements 8 by playing the previous game part 13," and the requirements for applying interactive processing are met. In the example of Figure 14(3), four different versions of the "carrot" item are possessed, three of which have been newly added and acquired. Then, in the content of interactive processing, the game elements 8 related to these application requirements are replaced with a different type of game element 8 (game element 8p of the "spotlight effect" item).

[0139] The content of the automatic interactive processing that is indirectly reflected, namely, the specific type of play element 8 to be replaced (including differences in rarity settings and use restriction settings) and the number to be replaced, can be changed as appropriate depending on the number in the possession status and addition status, and the combination of types of play elements 8. In addition, the replacement may be shown as a combination or strengthening of play elements 8.

[0140] Next, the functional configuration will be described. FIG. 15 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0141] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.

[0142] The server processing unit 200s is realized by electronic components such as a processor serving as an arithmetic circuit, such as a CPU, GPU, ASIC, or FPGA, as well as IC memory, and controls input and output of data between the server processing unit 200s and each functional unit including the operation input unit 100s and the server storage unit 500s. The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and comprehensively controls the operation of the server system 1100.

[0143] The server processing unit 200s includes a user management unit 202, a member service providing unit 204, an entertainment management unit 210, a timekeeping unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.

[0144] The user management unit 202 performs processing related to user registration procedures and manages the storage of various information linked to user accounts. Specifically, the user management unit 202 performs the following: (1) assigning unique user accounts to registered users, (2) managing the storage of personal information for each user account, (3) managing sign-in / sign-out, (4) managing the storage of save data related to playing entertainment content, and (5) managing points used as payment for online shopping and membership services.

[0145] The member service providing unit 204 controls the provision of member services other than entertainment (for example, posting and viewing gameplay videos, providing chat spaces, online shopping for items that can be used in playing entertainment content, etc.).

[0146] The entertainment management unit 210 performs various controls to play given entertainment content on the user terminal 1500. Specifically, the entertainment management unit 210 has a play part control unit 212 and a viewing part control unit 220.

[0147] The play part control unit 212 controls a play part 13 in which the user can acquire play elements 8 as one of the progression parts of the entertainment content including a plurality of progression parts. In this embodiment, the play part 13 includes game play, and therefore the play part control unit 212 has a play information management unit 214.

[0148] The play information management unit 214 manages play information 705 (see FIG. 24) of each user and updates the play information 705 of that user based on the user's game play in the play part 13. Specifically, the play information management unit 214 manages information on play elements 8 acquired by each user by including it in the play information 705, and reduces information on play elements 8 used in action operations during viewing. In other words, the play information management unit 214 manages the play elements 8 as if they were consumed in response to action operations.

[0149] Since the participating character 7 can be the play target character 60 in the play part 13, if we focus on the participating character 7, it can also be said that the play part control unit 212 controls the progress of the play part in which the participating character 7 is involved in the acquisition of play elements by the user 2. Furthermore, if we focus on the development elements of the game in the play part 13, the play elements 8 granted to the user 2 change depending on the development status, so it can be said that the play part control unit 212 controls the acquisition of play elements 8 based on the user's operational input to the participating character 7, and variably controls the play elements that the user can acquire based on the development status of the participating character 7.

[0150] The viewing part control unit 220 controls a viewing part 15 in which a user views a viewing content 16 in which a character 6 appears as one of the progression parts of entertainment content including a plurality of progression parts, based on the user's acquisition status of play elements 8. Specifically, the viewing part control unit 220 controls the progress of the viewing part 15 by distributing data of a given viewing content 16 to a plurality of user terminals 1500 and causing a plurality of users 2 to view the common viewing content 16.

[0151] The viewing part control unit 220 includes a viewing content variable control unit 221s, an interactive processing unit 223s, a viewing fee collecting unit 226, and a matching processing unit 228.

[0152] The viewing content variable control unit 221s variably controls the viewing content 16 based on the acquisition status of the game elements 8. In this embodiment, the combination of featured characters 6 differs for each viewing content 16. Prior to the start of viewing in viewing part 15, a "favorite" character is determined based on the play result of game part 13 and the acquisition status of game elements 8 of user 2 (see FIG. 8), and viewing content 16 in which the "favorite" character appears as a featured character is selected and presented as a viewing option, thereby essentially variably controlling the viewing content 16 based on the acquisition status of game elements 8 (see FIG. 9). It can also be said that the composition of the viewer group 3 viewing the viewing content 16 is adjusted.

[0153] The interactive processing unit 223s accepts an action operation performed by the user 2 on the viewing content 16, and performs interactive processing in accordance with the action operation on the viewing content 16. Examples of such processing include shared interactive processing (see FIG. 10), manual interactive processing using play elements 8 (see FIGS. 11 and 12), and automatic interactive processing based on acquired play elements 8 (see FIGS. 13 and 14). In particular, for shared interactive processing, information on shared viewer actions is shared within the viewer group 3, so it can be said that the server system 1100 is responsible for part of the interactive processing in accordance with the action operation on the viewing content 16. For manual interactive processing and automatic interactive processing, it can be said that the server system 1100 is responsible for part of these interactive processing by managing definition data for the interactive processing and providing it to the user terminal 1500.

[0154] The viewing fee collection unit 226 accepts an operation to set any one of the play elements 8 owned by the user 2 as a value play element as a value play element as a value for viewing control of the viewing part 15, and makes the value play element non-owned.

[0155] The matching processing unit 228 performs matching of users who will view the viewing content 16 in the viewing part 15 based on the play information of the game play in the game playing part 13, and creates a plurality of viewer groups 3 (see FIG. 9).

[0156] The timekeeping unit 280s uses a system clock to keep track of the current date and time, the time limit, and the like.

[0157] The sound generation unit 290s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds, sound effects, background music, and voice calls related to system management of the server system 1100, provision of membership services, and provision of entertainment content. Audio signals related to system management are output to the sound output unit 390s.

[0158] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device or the touch panel 1108.

[0159] The image generation unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. This corresponds to part of the function of generating various screens (or data for displaying them on the user terminal 1500) related to system management of the server system 1100, provision of membership services, and provision of entertainment content.

[0160] The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head-mounted display, a projector, etc. In the example of FIG.

[0161] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394s.

[0162] The communication unit 394s connects to the network 9 and realizes communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication device 1153.

[0163] The server storage unit 500s stores programs and various data for implementing various functions that allow the server processing unit 200s to comprehensively control the server system 1100. It is also used as a work area for the server processing unit 200s, temporarily storing results of calculations executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, this corresponds to storage media such as IC memory 1152 and hard disks mounted on the main device 1101, and storage 1140.

[0164] FIG. 16 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, entertainment content initial setting data 510, user management data 650, entertainment management data 700, matching management data 770, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0165] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202, the member service providing unit 204, and the entertainment management unit 210.

[0166] The delivery client program 503 is an original program that is provided to the user terminal 1500 and executed.

[0167] The entertainment content initial setting data 510 stores various initial setting data related to the entertainment content. For example, the entertainment content initial setting data 510 includes progress part configuration data 511 (see FIG. 3), play element definition data 520, play part definition data 540, viewing part definition data 560, viewing content initial setting data 570, additional content data 590, and interactive processing definition data 600. Of course, data other than these may also be included as appropriate.

[0168] The game element definition data 520 is prepared for each game element 8 and stores various initial setting data related to that game element 8. For example, as shown in Fig. 17, one game element definition data 520 includes a unique game element type 521, icon data 522, a dedicated character type 523, a rarity level 524, attributes 525, a game element category 526, game element content data 527, and use restriction setting data 530. Of course, data other than these may also be included as appropriate.

[0169] The icon data 522 is data of an icon used when presenting the acquired game element 8 to the user 2 via the list 34, etc. The image depicted by the icon includes an image explaining the game element 8, and may also include an image showing a featured character 6 (exclusive character) with which the game element 8 is used in a limited manner.

[0170] The dedicated character type 523 is set when the game element 8 is used exclusively for a specific featured character 6. It indicates the type of character depicted in the icon.

[0171] The game element content data 527 stores data for realizing the content and effects of the game element 8. More specifically, it stores various data for realizing what will happen in the audiovisual content 16.

[0172] For example, if the play element 8 is an item that changes the display mode of the character 6, the model data and texture data of the item (or the model data and texture data of the character 6 wearing a muffler) are stored.

[0173] For example, in the case of a play element 8 that changes an ability parameter value, the type of ability parameter value to be changed and the amount of change are stored.

[0174] For example, if the play element 8 changes the behavior of the featured character 6, additional motion data and motion change instruction data that specifies where in the initial setting motion script to insert or replace the additional motion data are stored.

[0175] For example, in the case of a game element 8 that adds an effect, additional effect data and effect change instruction data that specifies where in the initial setting event script to insert or replace the effect are stored.

[0176] The use restriction setting data 530 stores the content of the use restriction in association with the application requirements for applying the restriction. In the example of Fig. 17, the application requirements are exemplified by acquisition situation 531, and the content of the use restriction is exemplified by usage period 532, usable situation 533, and usable characters 534.

[0177] Of course, the application requirements are not limited to the example in Figure 17. They can be described using the date and time when the play element 8 was acquired, the type and number of participating characters involved in acquiring the play element 8, the type of character in which the play element 8 is used, and the relationship between the character in which the play element 8 is used and the participating character.

[0178] The content of the usage restrictions is not limited to the example in Fig. 17. In addition to these, the restrictions may be described using the skills and ability parameter values ​​required for the character using the play element 8, the type, degree, duration of the action effect, etc.

[0179] The acquisition situation 531 includes all situations in the game part 13 where there is a chance to acquire the game element 8 . The usage period 532 indicates the time limit that has elapsed since acquisition or a specific viewing part 15. It is also possible to set "no setting," which means unlimited usage.

[0180] The available situation 533 is set with identification information of a specific viewing part 15 in which the game element 8 can be used, identification information of a specific viewing content 16, or a category of the content of the specific viewing content 16. Of course, "no setting," which means no restrictions, can also be set. The available characters 534 are data specifying the featured characters 6 that can be used by the game element 8. For example, it is possible to set "all types," which means unlimited, or exclusive characters, participating characters 7, user avatars 36, etc.

[0181] FIG. 18 is a diagram showing an example of the data structure of the game part definition data 540. As shown in FIG. The game part definition data 540 is prepared for each game part 13 and stores various initial setting data related to that part. One game part definition data 540 includes a unique game part ID 541, usable conditions 542, game part content data 548, and lottery set definition data 550. Of course, data other than these may also be included as appropriate.

[0182] The availability requirement 542 is a condition that must be met in order for the game part 13 to become playable, and is written by combining one sub-condition or multiple sub-conditions with AND or OR. The sub-conditions that can be used are a period condition 543, a play part history condition 544, and a viewing part history condition 545. Note that any of these conditions can be set to "not set."

[0183] The period condition 543 is a condition regarding the date and time or the time elapsed since a specific date. The play part history condition 544 is a condition regarding the play history of past play parts 13. The viewing part history condition 545 is a condition regarding the viewing history of past viewing parts 15.

[0184] The game part history conditions 544 are written by combining one or more of the following with AND or OR: a condition 544a regarding the type of the character to be played, a condition 544b regarding the playing results, and a condition 544c regarding the acquisition status of the game elements 8. Note that any of these conditions can be set to "not set."

[0185] The game part content data 548 stores various data for realizing the game part 13, such as game initial setting data for realizing game play and relationship parameter value change definition data 549. The relationship parameter value change definition data 549 defines how the relationship parameter value is changed depending on the game progress status.

[0186] The lottery set definition data 550 is prepared for each lottery set used when determining the play element 8 to be assigned to the user 2 in the play part 13. One lottery set definition data 550 includes, for example, a unique lottery set ID 551 and a set use permission condition 552. The set use permission condition 552 is written by combining one or more of a play target character type condition 553, a relationship condition 554 regarding the relationship between the user and the play target character 60, and a play result condition 555 with AND or OR. Note that any of these conditions can be set to "not set."

[0187] FIG. 19 is a diagram showing an example of the data configuration of the viewing part definition data 560. As shown in FIG. Viewing part definition data 560 is prepared for each viewing part 15 and stores various setting data related to the viewing part 15. One viewing part definition data 560 includes a unique viewing part ID 561, viewing availability requirements 562, a viewing content ID list 565, and a viewing start date and time 566. Of course, data other than these may also be included as appropriate.

[0188] The viewing requirement 562 includes a viewing period 563 and a list of IDs of game parts that must be played beforehand 564. The viewing period 563 is described as a specific date and time on a calendar in the real world, a specific period, or the amount of time that has elapsed since the play date and time of the most recently played game part 13. The list of IDs of game parts that must be played beforehand 564 specifies the game parts 13 that must be played in order to view the viewing part 15 in question, but can also be set to "no specification."

[0189] The viewing content ID list 565 indicates the viewing content 16 that can be used in the viewing part 15 .

[0190] FIG. 20 is a diagram showing an example of the data configuration of the audiovisual content initial setting data 570. As shown in FIG. Viewing content initial setting data 570 is created for each viewing content 16, and stores various data for viewing the content. One viewing content initial setting data 570 includes a unique viewing content ID 571, a viewing content category 572, a featured character list 573, viewing requirements 574, and viewing content data 580. Of course, data other than these may also be included as appropriate.

[0191] The audiovisual content ID 571 and the audiovisual content category 572 are both information relating to the setting of the type of the audiovisual content 16 .

[0192] The audiovisual content category 572 indicates a category for the content of the audiovisual content 16. The types of categories can be set as appropriate, for example, live singing, musical instrument performance, theater, talk show, variety show, travelogue, food review, sports, and the like.

[0193] The viewing availability requirement 574 describes the details that must be met in order to view the viewing content 16. The viewing availability requirement 574 is written by combining one or more sub-conditions with AND or OR. Note that any of these sub-conditions can be set to "not set." The sub-conditions are written using a relationship condition 575 and a game element acquisition status condition 576, which is a condition regarding the possession status and addition status of acquired game elements 8.

[0194] The relationship condition 575 is a condition regarding the relationship between the user 2 and the characters 6. For example, it is described as the range of relationship parameter values ​​with each character 6, the threshold that should be reached, the number of characters 6 that meet the threshold that should be reached, etc.

[0195] The viewing content data 580 defines the details of the viewing content 16 and stores various data for enabling viewing of the viewing content 16. For example, the viewing content data 580 includes content script data 581, music data 582, initial character setting data 583, initial effect data 585, initial background setting data 586, and an initial acceptable viewer action type list 587. Of course, data other than these may also be included as appropriate.

[0196] The content script data 581 is data on the scenario throughout the entire audiovisual content 16. It describes which data to use and when. Music data 582, initial character setting data 583, and initial effect data 585 correspond to the materials.

[0197] Appearing character initial setting data 583 is prepared for each appearing character 6 in the viewing content 16, and defines when and what actions the character will take within the viewing content 16. One appearing character initial setting data 583 includes an appearing character type 583a and character data 583b. The character data 583b includes initial display mode data, initial ability parameter value data, and initial action data. The initial action data includes a motion script and motion data.

[0198] The initial background setting data 586 defines the stage on which the details of the audiovisual content 16 unfold, that is, it includes data on various background objects to be placed in the virtual three-dimensional space.

[0199] The initially acceptable viewer action type list 587 indicates the types of viewer actions that the user 2 can perform while viewing the viewing content 16 in question.

[0200] 16, additional content data 590 is data of "bonus" content that can be additionally viewed as part of the interactive processing in conjunction with viewing of viewing content 16. Additional content data 590 is basically video content prepared in advance, but may be other content.

[0201] Interactive process definition data 600 is prepared for each interactive process and stores various data for implementing the interactive process. One interactive process definition data 600 includes a unique interactive ID 601, a type 602 (shared, automatic, or manual), application requirements 610, and process content data 630. Of course, other data may also be included as appropriate.

[0202] FIG. 21 is a diagram showing an example of the data structure of the applicable requirement 610. As shown in FIG. The application requirement 610 defines the content that must be met in order for the interactive processing content to be executed, and is written by combining one or more sub-conditions with AND or OR. Note that any of these sub-conditions can be set to "not set."

[0203] Sub-conditions that can be used include a user relationship condition 611, a game element 8 possession status condition 612, a game element 8 addition status condition 614, a command target character condition 620, a command game element designation condition 622, a character relationship condition 624, a time condition 626, and a shared viewer action type condition 628.

[0204] The user relationship condition 611 is a condition regarding the relationship between the user 2 and the featured characters 6. For example, it is described as the range of relationship parameter values ​​with all featured characters 6, the threshold that should be reached, the number of featured characters 6 that meet the threshold that should be reached, etc.

[0205] The possession status condition 612 and the addition status condition 614 are sub-conditions for the possession status and addition status (the status of what kind of game elements 8 and how many were acquired in the game part 13 played immediately before) of the acquired game elements 8, respectively, and both are conditions for the acquisition status of the acquired game elements 8.

[0206] The possession status condition 612 is written by combining one or more of the character-specific possession status condition 612a, the rarity-specific possession status condition 612b, and the attribute-specific possession status condition 612c with AND or OR. Note that any of these conditions can be set to "not set." The rarity-specific possession status condition 612b and the attribute-specific possession status condition 612c may be possession statuses for the same character as the command target character 32, or may be possession statuses unrelated to the command target character 32.

[0207] The additional situation condition 614 is written by combining one or more of the character-specific additional situation condition 614a, rarity-specific additional situation condition 614b, and attribute-specific additional situation condition 614c with AND or OR. Note that any of these conditions can be set to "not set." The rarity-specific additional situation condition 614b and the attribute-specific additional situation condition 614c may be additional situations for the same character as the command target character 32, or may be additional situations unrelated to the command target character 32.

[0208] The instruction target character condition 620 is a condition related to manual interactive processing, and is a condition as to which of the featured characters 6 the user 2 has designated as the instruction target character 32. It can also be set to "no specification," which is effectively unlimited.

[0209] The instructed play element designation conditions 622 relate to manual interactive processing and define the conditions that must be met for the play element 8 that the user 2 selects and instructs as the play element 8 to be used from the acquired play elements 8 presented in the list 34 (see Figure 11).

[0210] For example, it is described as one or a combination of the play element type 521 (see Figure 17) of a specific play element 8, rarity 524, attribute 525, type of associated character (exclusive character or participating character 7), setting of usage restrictions, etc.

[0211] If the conditions are described using play element type 521, command play element designation condition 622 includes a list of types. If the conditions are described using rarity 524, command play element designation condition 622 includes a rarity range as a criterion for determining whether the play element is suitable or unsuitable. If the conditions are described using attribute 525, command play element designation condition 622 includes a list of attributes that must be met. If the conditions are described using character type, command play element designation condition 622 includes a list of character types. If the conditions are described using usage restriction settings, command play element designation condition 622 includes, as criteria for determining whether the play element is suitable or unsuitable, (1) a list of usable date ranges or days of the week corresponding to usage limit 532, (2) a list of viewing part IDs of viewing parts 15 or viewing content IDs of viewing content 16 corresponding to usable situation 533, and (3) a list of categories of viewing content 16.

[0212] The character relationship condition 624 is a condition regarding the relationship between the participating character 7 of the instruction play element and the instruction target character 32. For example, the condition is set such that the two are either "same / same type," "different," or "not set." The condition may also be described as a range or threshold value of the relationship parameter value between the two, or a person-to-person relationship between the characters 6 appearing in the game part 13 or the audiovisual content 16.

[0213] The time condition 626 is a condition about a time element related to the play element 8 (command play element) to be used. For example, it is written as the elapsed time from the date and time when the play element 8 is acquired until it is used.

[0214] The share-type viewer action type condition 628 is a condition regarding the type of viewer action (share-type viewer action: "tipping," "comment," or "rating") whose information is shared within viewer group 3 (see FIG. 9).

[0215] Depending on which and how these sub-conditions are set, various application requirements 610 can be written for any of shared interactive processing, manual interactive processing, and automatic interactive processing. Incidentally, the application requirement 610 for shared interactive processing is written using only the shared viewer action type condition 628. The application requirement 610 for manual interactive processing is written using sub-conditions other than the shared viewer action type condition 628. The application requirement 610 for automatic interactive processing is written using a user relationship condition 611, a holding status condition 612, and an additional status condition 614.

[0216] FIG. 22 is a diagram showing an example of the data structure of the processing content data 630. As shown in FIG. The processing content data 630 defines what is to be performed as the content of the interactive processing in the situation described in the application requirement 610 .

[0217] For example, the processing content data 630 includes character-related change data 631, background change data 640, effect change data 641, acceptable viewer action type change data 642, service point award amount 643, and content change data 644. These define what and how to change the initial settings of the viewing content 16.

[0218] Character-related change data 631 is prepared for each appearing character 6 to be changed. One character-related change data 631 includes a change target character type 632, display mode change data 633, behavior change data 634, and ability parameter value change data 635.

[0219] In the case of manual interactive processing, the play element content data 527 of the play element 8 instructed to be used is necessarily applied, so there is no need to set the character-related change data 631, background change data 640, effect change data 641, and acceptable viewer action type change data 642. In automatic interactive processing, these settings are crucial.

[0220] The amount of service points to be given 643 specifies the service points to be given to the user 2 who has viewed the content. The service points are used as compensation for receiving various member services.

[0221] The content change data 644 specifies "bonus" content that can be added to the viewing content 16 and made viewable.

[0222] 16, the user management data 650 is created for each registered user and stores various data associated with the user. For example, one user management data 650 stores a unique user account, service point balance, and various save data.

[0223] The entertainment management data 700 is created for each entertainment content provision, and stores various data relating to provision control. 23, one piece of entertainment management data 700 includes a player account 701, game part management data 703, game part play history data 740, and viewing part history data 768. Of course, data other than these may also be included as appropriate.

[0224] The game part management data 703 stores various data related to the play of the game part 13. As shown in FIG. 24, the game part management data 703 includes play information 705 and game element acquisition status data 730.

[0225] The play information 705 includes a game part ID 707 of the game part 13 being played, a game character type 709, play performance data 710, and acquired game element data 720. Of course, data other than these may also be included as appropriate.

[0226] The play result data 710 includes development result data 711 for each character to be developed, and relationship data 713.

[0227] The training performance data 711 is prepared for each character to be trained in the game part 13, and stores the type of character to be trained, training parameter values ​​at the start of play, and latest training parameter values. Of course, other data may also be included as appropriate. The training parameter values ​​include the training level, the ability parameter values ​​of the character to be trained, and the level for each skill.

[0228] The relationship data 713 is prepared for each character that can be played in the game part 13, and stores a relationship parameter value between the character and the user who is the player.

[0229] Acquired play element data 720 is created each time user 2 acquires a new play element 8, and is deleted when the play element 8 is no longer owned or consumed. One acquired play element data 720 includes a unique play element ID 721, a play element type 722, an acquisition date and time 723, a corresponding character type 724, and a use restriction setting 725. Of course, data other than these may also be included as appropriate.

[0230] The game element acquisition status data 730 is various statistical data that indicates the acquisition status of acquired game elements 8. For example, it includes character-specific acquisition status data 732, rarity-specific acquisition status data 734, and attribute-specific acquisition status data 736. Each stores the number of possessed elements by character, rarity, and attribute, as well as the number of additional elements newly acquired in the previous game part 13. The values ​​indicated by these acquisition status data represent the acquisition status (possession status, addition status) of acquired game elements 8.

[0231] FIG. 25 is a functional block diagram showing an example of the functional configuration of the user terminal 1500. The user terminal 1500 includes an operation input unit 100 , a device processing unit 200 , a sound output unit 390 , an image display unit 392 , a communication unit 394 , and a terminal storage unit 500 .

[0232] The operation input unit 100 outputs operation input signals corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, a CCD module, etc. Examples of this include the direction input keys 1502, button switches 1504, and touch panel 1506 in FIG. 2.

[0233] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls the input and output of data between the device and each functional unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 controls the operation of the user terminal 1500 by executing various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100. This corresponds to the control board 1550 in FIG. 2.

[0234] The device processing unit 200 in this embodiment includes a client control unit 260 , a clock unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .

[0235] The client control unit 260 performs various controls for receiving member services of the entertainment system 1000 and for playing entertainment content. Specifically, the client control unit 260 includes a play part client control unit 261 that performs various controls for playing the play part 13, and a viewing part client control unit 262 that performs various controls for viewing in the viewing part 15.

[0236] The viewing part client control unit 262 generates a virtual three-dimensional space that is the source of the video of the viewing content 16, and controls the movements of the appearing character 6 within the virtual three-dimensional space. An image taken by a virtual camera placed in the virtual three-dimensional space is rendered by the image generation unit 292, and various displays are added to this to create a viewing screen for the viewing content 16.

[0237] In other words, it performs part of the function of the viewing part control unit 263, which controls the viewing part 15 that allows the user to view viewing content 16 in which a character 6 appears as one of the progression parts of entertainment content that includes multiple progression parts, based on the user's acquisition status of play elements 8.

[0238] The viewing part client control unit 262 has a viewing content variable control unit 221t, a featured character control change unit 222, an interactive processing unit 223t, a first interactive processing content variable control unit 224, and a second interactive processing content variable control unit 225.

[0239] The character control change unit 222 variably controls any of the display mode, behavior, parameter values, and possessed items of the character 6 based on the acquisition status of the game elements 8. The character control change unit 222 also controls the character based on the acquisition status of each character obtained by dividing the game elements 8 already acquired by the user 2 into associated characters. This corresponds to changing the display mode, behavior, ability parameter values, possessed items, etc. of the character 6 appearing in the video content 16 as manual interactive processing (see FIG. 11) or automatic interactive processing (see FIGS. 13 and 14).

[0240] Therefore, in manual interactive processing, when the character control change unit 222 receives an action operation in which the character 6 is the target of instruction, it makes a change to any of the display mode, behavior, parameter values, and possessed items of the character 6 that is the target of instruction.

[0241] The interactive processing unit 223t accepts an action operation performed by the user 2 on the viewing content 16, and performs interactive processing according to the action operation on the viewing content 16. Examples of such processing include shared interactive processing (see FIG. 10), manual interactive processing using play elements 8 (see FIGS. 11 and 12), and automatic interactive processing based on acquired play elements 8 (see FIGS. 13 and 14).

[0242] The following can be stated by focusing on the character relationship condition 624 of the application requirement 610 of the interactive processing definition data 600. In other words, when the interactive processing unit 223t receives an action operation using a play element 8 during viewing, it performs interactive processing according to the action operation based on the relationship between the participating character 7 related to the play element 8 used in the action operation and the appearing character 6 of the viewing content 16.

[0243] Also, in the manual interactive processing (see FIG. 11), usable play elements 8 are presented to the user 2 in a list 34. Therefore, it can be said that the interactive processing unit 223t controls whether or not to accept an action operation using a play element 8 based on the relationship between the participating character 7 related to the play element 8 used in the action operation and the appearing character 6 of the audiovisual content 16.

[0244] Furthermore, a viewing part 15 in which an action operation using the play element 8 is possible is associated with the play element 8 according to the setting of the available situation 533 in the use restriction setting data 530. Therefore, it can be said that the interactive processing unit 223t controls whether or not to accept an action operation using the play element 8, based on whether or not the current viewing part 15 is the viewing part 15 associated with the play element 8.

[0245] The first interactive processing content variable control unit 224 variably controls the content of the interactive processing that can be executed based on the acquisition status of the play elements 8. Specifically, it variably controls the content of the interactive processing that can be executed based on the acquisition status of the play elements 8 that are associated with the same character as the featured character 6 (instruction target character 32) that is the instruction target of the action operation, among the play elements 8 that the user 2 has already acquired.

[0246] For example, this would involve changing the content of the viewing content 16 provided by the play element 8 depending on whether or not the participating character 7 set in the play element 8 used in manual interactive processing is compatible with the target character 32 using that play element (see Figure 12).

[0247] Furthermore, the first interactive processing content variable control unit 224 variably controls the content of executable interactive processing based on the acquisition status of the play elements 8 associated with the same character by rarity. For example, this corresponds to reflecting the content of the automatic interactive processing in Fig. 13(3).

[0248] Furthermore, the first interactive processing content variable control unit 224 variably controls the content of executable interactive processing based on the acquisition status of each character, which is obtained by dividing the play elements 8 already acquired by the user 2 into each associated character. Specifically, the application requirements (corresponding to the activation conditions) of the interactive processing include a condition regarding the overall relationship between the user 2 and the featured characters 6. The overall relationship includes the acquisition status of each character, which is divided into each character associated with the play element 8 (for example, a specific character that can use the play element 8, or a participating character 7). Therefore, the content of the interactive processing is essentially variably controlled based on the acquisition status of each character.

[0249] Furthermore, the first interactive processing content variable control unit 224 variably controls the content of the interactive processing that can be executed based on the attribute-specific acquisition status of the play elements 8 that the user 2 has acquired, which is divided into the associated attributes. Specifically, the requirements for applying the interactive processing include a condition regarding the overall relationship between the user 2 and the featured characters 6. The overall relationship includes the acquisition status of the play elements 8 divided into the attributes. Therefore, in effect, the content of the interactive processing is variably controlled based on the acquisition status of each attribute.

[0250] The first interactive processing content variable control unit 224 also controls the content of executable interactive processing by changing the type of acceptable action operation. For example, in manual interactive processing, when the user selects an instruction target character 32, play elements 8 available for that character are selected and presented in a list 34, and the user selects a reward play element from there. This also essentially corresponds to changing the type of acceptable action operation (see FIG. 11).

[0251] Furthermore, the first interactive processing content variable control unit 224 changes the type of action operation that can be accepted as the action operation based on the acquisition status of play elements 8 associated with the same character as the featured character that is the instruction target of the action operation, among the play elements 8 that the user 2 has acquired. This controls the content of the executable interactive processing. For example, this corresponds to selecting play elements 8 that can be used for the instruction target character 32 from a list 34 (see FIG. 11) and having the user 2 select one. Note that it is also possible to configure the condition for selecting the play elements 8 to be displayed on the list 34 to include the condition that the participating character 7 is the same as the instruction target character 32.

[0252] Furthermore, if we focus on the character relationship condition 624 of the application requirement 610 of the interactive processing definition data 600, it can also be said that the first interactive processing content variable control unit 224 variably controls the content of the interactive processing based on the relationship between the participating character 7 related to the play element 8 used in the action operation and the character 6 appearing in the viewing content 16.

[0253] The second interactive processing content variable control unit 225 variably controls the content of the interactive processing based on the time interval between the play part 13 in which the play element 8 used in the action operation was acquired and the viewing part 15 in which the action operation was performed.

[0254] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.

[0255] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.

[0256] The sound output unit 390 is realized by a device that outputs (emits) sound based on the sound signal input from the sound generation unit 290. This corresponds to the speaker 1510 in FIG.

[0257] The image generation unit 292 generates various images under the control of the client control unit 260, and based on these images generates a play screen for the game part 13 and a viewing screen for the viewing part 15. Then, it outputs image signals to display these on the image display unit 392. In the example of FIG. 2, this corresponds to the GPU (Graphics Processing Unit) and graphics controller mounted on the control board 1550.

[0258] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head-mounted display, a projector, etc. In the example of Fig. 2, this corresponds to the touch panel 1506.

[0259] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.

[0260] The communication unit 394 connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 2, this corresponds to the wireless communication module 1553.

[0261] FIG. 26 is a diagram showing an example of programs and data stored in the terminal storage unit 500. As shown in FIG. The device storage unit 500 stores programs for causing the device processing unit 200 to realize given functions, various data, etc. It is also used as a work area for the device processing unit 200, and temporarily stores the results of calculations executed by the device processing unit 200 in accordance with various programs, input data input from the operation input unit 100, etc. These functions are realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, etc. In the example of FIG. 2, these correspond to the IC memory 1552 and memory card 1540 mounted on the control board 1550. A configuration using online storage is also possible.

[0262] Specifically, the terminal storage unit 500 stores a client program 502 (application program) for causing the device processing unit 200 to function as the client control unit 260, client control data 790, and a current date and time 900. Of course, data other than these can also be stored as appropriate.

[0263] The client control data 790 includes viewing part management data 800, viewing content data (copy) 840, play result data (copy) 842, acquired game element data (copy) 844, game element acquisition status data (copy) 846, interactive processing definition data (copy) 848, viewing start date and time (copy) 850, and additional content data (copy) 852. Of course, data other than these may also be included as appropriate.

[0264] Viewing content data (copy) 840, play result data (copy) 842, acquired game element data (copy) 844, game element acquisition status data (copy) 846, interactive processing definition data (copy) 848, and viewing start date and time (copy) 850 are data provided by server system 1100 before the user starts viewing viewing content 16 that the user has requested to view as viewing part 15. These are copies of viewing content data 580 (see FIG. 20), play result data 710 (see FIG. 24), acquired game element data 720, game element acquisition status data 730, interactive processing definition data 600 (see FIG. 16), and viewing start date and time 566 (see FIG. 19), which are stored and managed by server system 1100, respectively.

[0265] The additional content data (copy) 852 is a copy of the additional content data 590 (see FIG. 16) that is requested from the user terminal 1500 to the server system 1100 and provided as a result of the interactive processing.

[0266] FIG. 27 is a diagram showing an example of the data structure of the viewing part management data 800. As shown in FIG. The viewing part management data 800 stores various data for realizing viewing of the viewing content 16. Specifically, the viewing part management data 800 includes a viewing content ID 801 of the viewing content 16 to be viewed, applied content script data 802, virtual 3D space control data 803, effect control data 804, featured character management data 810, an acceptable viewer action type list 820, a command target character type 822, a price specification operation 824, an additional content ID 826, and planned service points 828. Of course, data other than these may also be included as appropriate.

[0267] The applied content script data 802 is a copy of the initial setting content script data 581 of the audiovisual content 16 indicated by the audiovisual content ID 801, and is changed by interactive processing.

[0268] The virtual three-dimensional space control data 803 stores various data describing the arrangement and state of various objects such as background objects, character objects of the appearing characters 6, and virtual cameras. When the interactive processing involves making changes to the background, the control data is changed.

[0269] Character management data 810 is prepared for each character 6 and stores the latest setting data related to the control of that character. One character management data 810 includes, for example, character type 811, display mode management data 812, behavior management data 813, and ability management data 818.

[0270] The display mode management data 812 is added by interactive processing that changes the display mode of the character. For example, when a play element 8 of an item worn by the character 6, such as equipment, is used in manual interactive processing, the display mode management data 812 stores the item data and the state parameter value of the item data. When a play element 8 that changes the color scheme of the character 6 is used, the display mode management data 812 stores the color scheme pattern data after the change.

[0271] The behavior management data 813 stores setting data for the behavior of the character 6. For example, it includes applied motion script data 814 (which may be included in the applied content script data 802) and motion data 815.

[0272] The applied motion script data 814 is a copy of the default motion script data in the audiovisual content 16, and is changed by interactive processing. The motion data 815 stores the initial setting motion data for the audiovisual content 16 as the initial state data, but is replaced or added by interactive processing.

[0273] The ability management data 818 stores setting data regarding the abilities of the appearing character 6. The initial setting ability parameter values ​​of the appearing character 6 in the audiovisual content 16 are copied to set the initial state, but each time the ability is changed by interactive processing, the stored ability parameter values ​​are changed.

[0274] Next, the operation of the entertainment system 1000 will be described. 28 is a flowchart illustrating the flow of processing executed by server system 1100 and user terminal 1500 for executing one entertainment content. The dashed arrows in the figure represent communication between server system 1100 and user terminal 1500. In the following explanation of the operation, for ease of understanding, the explanation will be given for one user playing the entertainment content, but in reality, many users will play the entertainment content simultaneously in parallel, so similar processing will be executed in parallel for each user.

[0275] 28, the server system 1100 executes a game part process (step S8). In response to this, the user terminal 1500 executes a game part client process, and executes processing related to game play of the game part 13 in the same manner as in a client-server type online game (step S10).

[0276] FIG. 29 is a flowchart for explaining the flow of the processing executed by the server system 1100 in the game part processing. In the game part processing, the server system 1100 initializes the game part management data 703 (see FIG. 24) and selects the game part 13 to be played in accordance with the progress part configuration data 511 (step S12). The selection result is saved as the game part ID 707 of the game part management data 703 (see FIG. 24).

[0277] Next, the server system 1100 accepts a selection operation for selecting a playable character 60 (a character to be trained; a player character, since this embodiment is a training game) from among the featured characters 6 (step S14).

[0278] The server system 1100 starts controlling the game progress based on the game part content data 548 (see FIG. 18) (step S16). The play result data 710 is changed according to the play results (see FIG. 24). The relationship data 713 is increased or decreased by a predetermined value when a predetermined game progress state is reached according to the relationship parameter value change definition data 549. Note that the development element can be realized in the same way as before, so a description thereof will be omitted here.

[0279] Then, if a chance to acquire a play element 8 arrives during the game (YES in step S20), the server system 1100 selects a lottery set that satisfies the set use permission condition 552 from the lottery set definition data 550 (step S22), and executes the lottery a number of times according to the playing results (step S24). The number of times is preferably set so that the better the playing results up to that point, the more likely it is that the lottery will be executed.

[0280] Next, the server system 1100 determines a corresponding character (such as the participating character 7; see FIG. 7) that is associated with the new play element 8 that is the result of the lottery, and determines its usage restrictions in accordance with the play element definition data 520 (see FIG. 17) of the new play element 8 (step S26). Then, the server system 1100 grants this new play element 8 to the user 2 (step S28). As a result, new acquired play element data 720 is added to the play information 705 (see FIG. 24).

[0281] Steps S20 to S28 are repeated until the game play is completed. When the game play ends (YES in step S30), the server system 1100 grants the user new play elements 8 according to the play results and playing achievements (step S32). The selection and granting of the new play elements 8 here may be determined and granted by lottery in the same manner as in steps S22 to S28.

[0282] The server system 1100 then adds the current game part play history data 740 to the entertainment management data 700 (see FIG. 23) (step S34).

[0283] When the server system 1100 detects the user's selection operation to continue playing game part 13 (continue in step S36) and there is still time left for the currently playing game part 13 to be executed (NO in step S38; see Figure 3), it returns to step S12 and proceeds to processing related to playing the next game part 13.

[0284] On the other hand, when the server system 1100 detects an operation by the user 2 to end play of the game part 13 (end of step S36) or when the playable period for the currently played game part 13 ends (YES in step S38), the server system 1100 ends the game part processing.

[0285] Returning to Figure 28, the server system 1100 extracts game elements 8 that have expired from the acquired game elements 8, displays a list of them on the user terminal 1500, and asks the user to choose whether to extend the expiration date or delete each one (step S50).

[0286] The server system 1100 then collects the extension fee for the play elements 8 for which the extension of the expiration date has been selected (step S52), and deletes the play elements 8 for which the extension of the expiration date has not been selected (step S54). The fee for the extension of the expiration date may be collected by, for example, charging with virtual currency or a credit card, or by consuming items or game points previously purchased through online shopping.

[0287] The start date and time of the viewing part 15 (corresponding to the start date and time of the live distribution of the simulated live) is disclosed to the user 2 via the website or an information providing function within the game. Based on the disclosed information, if user 2 finds that there is a viewing part 15 whose expiration date and time will come in a predetermined time and wishes to view it, user 2 inputs a viewing request operation on user terminal 1500. When user terminal 1500 detects this (YES in step S60), it transmits a predetermined viewing request to server system 1100 (step S62).

[0288] When the server system 1100 receives a viewing request for the viewing part 15 whose viewing period starts in a predetermined time (YES in step S64), it executes a viewing part process (step S66). In response to this, the user terminal 1500 executes a viewing part client process (step S68).

[0289] 30 and 31 are flowcharts for explaining the flow of the processing executed by the server system 1100 in the viewing part processing. In the viewing part processing, the server system 1100 updates the game element acquisition status data 730 (see FIG. 24) relating to the most recent game part 13 executed for the user of the user terminal 1500 that has made the viewing request (step S100).

[0290] Next, the server system 1100 accepts the user 2's desire to view which audiovisual content 16 (e.g., a simulated live singing performance) to view in the audiovisual part 15 (steps S102 to S110). From the server system 1100's perspective, this process can also be said to be extracting and matching users who will view the same audiovisual content.

[0291] Specifically, the server system 1100 performs a primary extraction of viewing content 16 that satisfies the viewing availability requirement (step S102). More specifically, the server system 1100 searches for viewing parts 15 that satisfy the viewing availability requirement 562 in the viewing part definition data 560 (see FIG. 19), and sets the viewing content 16 registered in the viewing content ID list 565 as a population for viewing request acceptance. Then, the server system 1100 performs a primary extraction of viewing content 16 that satisfies the viewing availability requirement 574 (see FIG. 20) from the viewing content 16 that constitutes the population.

[0292] Next, the server system 1100 secondarily extracts, from the primarily extracted viewing content, viewing content 16 in which appearing characters 6 appear whose relationship with the user satisfies a given standard (step S104). Specifically, the server system 1100 references the relationship data 713 for each character type stored in the play information 705 of the game part management data 703 (see FIG. 24). Then, it searches for characters whose relationship parameter values ​​have reached a predetermined standard value (for example, a high value that is considered to have a sufficiently high degree of intimacy because the game of this embodiment is a training game), and secondarily extracts viewing content 16 in which the characters are included in the appearing character list 573 of the viewing content initial setting data 570 (see FIG. 20).

[0293] The secondarily extracted viewing content 16 is content that features a so-called "favorite character" that is a favorite of user 2. Therefore, if user 2 views the viewing content 16, there is no doubt that he or she will actively take viewing action.

[0294] Then, the server system 1100 displays a list of the secondarily extracted viewing contents 16 on the user terminal 1500 (step S106), and accepts a viewing request from the list (step S108; see FIG. 9).

[0295] The user terminal 1500 transmits the selection result of the viewing content 16 that the user wishes to view to the server system 1100. Based on the selection result, the server system 1100 sets the user 2 to the viewer group 3 of the selected viewing content 16, and stores and manages the group as matching management data 770 (step S110; see FIG. 16).

[0296] If the content of the viewing content 16 is, for example, a simulated live singing stage that proceeds according to a script, the content will include not only the characters 6 dancing and singing, but also the characters 6 hosting the show and entertaining the audience. Of course, the content of the viewing content 16 is not limited to a live singing stage. It can also be set as appropriate to be a talk show style, a variety show style, a travel show style in which the characters 6 go on a fictional journey, or an action show style in which the characters 6 challenge their physical limits. Although the content may differ, the characters 6 are fixed, and what the characters 6 will do is also predetermined.

[0297] The viewing part 15 is provided in a live streaming style. That is, content data of the same viewing content 16 is provided to the user terminals 1500 of multiple users 2, who start viewing at the same time and share some of the information on each other's viewer actions, providing a simulated experience as if multiple users were simultaneously viewing a live streaming broadcast.

[0298] To put it another way from the user side who is the viewer, steps S102 to S106 essentially variably set the characters 6 appearing in the viewing content 16. Furthermore, since steps S102 to S110 are executed for each user before the start date and time of the viewing part 15, it can also be said that users 2 who will view the same viewing content are matched in advance.

[0299] The server system 1100 then provides data for realizing viewing to the user terminal 1500 of the user who has received the selection of the viewing content 16 that the user wishes to view (step S120). That is, before the viewing begins, the server system 1100 transmits and provides the following: (1) viewing content data 580 (see FIG. 20) of the viewing content 16 that the user wishes to view; (2) three pieces of data, namely, play result data 710 (see FIG. 24), acquired game element data 720, and game element acquisition status data 730, as information related to the game part 13 played immediately before the user who received the selection; (3) interactive processing definition data 600 (see FIG. 16); and (4) viewing start date and time 566 (see FIG. 19).

[0300] 32 and 33 are flowcharts for explaining the flow of processing after selection of the audiovisual content 16 in the audiovisual part client processing executed by the user terminal 1500. FIG. When the user terminal 1500 receives data for realizing viewing of the desired viewing content 16 from the server system 1100, it saves the data (step S122). This data includes viewing content data (copy) 840, play result data (copy) 842, acquired game element data (copy) 844, game element acquisition status data (copy) 846, interactive processing definition data (copy) 848, and viewing start date and time (copy) 850 (see FIG. 26).

[0301] Next, user terminal 1500 creates and initializes a virtual three-dimensional space that will be the background and stage of the video of audiovisual content 16, in accordance with the saved audiovisual content data (copy) 840 (step S124). That is, various background objects are arranged in the virtual three-dimensional space in accordance with initial background setting data 586 to form the stage of audiovisual content 16, and objects of appearing characters 6 and a virtual camera are arranged and initialized therein.

[0302] Next, the user terminal 1500 executes automatic interactive processing (step S126). That is, a primary search is performed for definition data whose type 602 is set to "automatic" among the interactive processing definition data (copy) 848 (600; see FIG. 16), and a secondary search is performed for definition data whose application requirement 610 is satisfied. Then, the contents of the processing content data 630 of the interactive processing definition data (copy) 848 found through the secondary search are applied to the initialized virtual three-dimensional space. The acceptable viewer action type list 820, additional content ID 826, and expected service points 828 are also changed.

[0303] In the application requirements 610 of the "automatic" type interactive processing definition data (copy) 848 (600), the target character condition 620, the instructed play element designation condition 622, the character relationship condition 624, and the time condition 626 are not set, so the content of the processing content data 630 according to the relationship between the user and the appearing character 6 and the acquisition status of the play element 8 will be applied to the initialized virtual three-dimensional space, etc.

[0304] Next, the user terminal 1500 displays a list of predetermined types of game elements 8 that can be paid as payment for viewing the viewing content 16 from among the acquired game elements 8, and accepts a selection input from the user regarding the game elements 8 to be paid as payment game elements. The selection result is then transmitted to the server system 1100 (step S130). Then, a process for collecting the payment game elements is performed (step S132). Specifically, the data of the payment game elements is deleted from the acquired game element data 844, and the game element acquisition status data 846 is updated.

[0305] 30, when the server system 1100 receives the selection result of the reward game element, it also performs a process of collecting the reward game element from the user using the user terminal 1500 that sent the data (step S134). That is, it erases the data of the reward game element from the acquired game element data 720 of the game part management data 703 (see FIG. 24), and updates the game element acquisition status data 730.

[0306] 32, when the viewing start date and time 850 (corresponding to the pseudo-live distribution start date and time) of the viewing content 16 desired to be viewed arrives (YES in step S150), the user terminal 1500 starts viewing control (step S152). That is, an image of the featured character 6 captured by a virtual camera placed in virtual three-dimensional space is rendered, and a viewing video based on the image of the viewing content 16 is generated and displayed. If there is music data or voice data of a registered character, this is also played back at a predetermined timing.

[0307] After viewing control is started, that is, when user 2 is viewing viewing content 16, if user terminal 1500 detects an operation to start a share-type viewer action (YES in step S154), it presents options of acceptable share-type viewer actions based on the settings in the acceptable viewer action type list 820 (see FIG. 27) and accepts the selection and setting of the desired share-type viewer action (such as "post," "comment," or "rating") from the presented options (step S156). Then, it transmits a share-type viewer action request to server system 1100 (step S158).

[0308] 31, when the server system 1100 receives a shared viewer action request from the user terminal 1500 (YES in step S160), it distributes an execution instruction (including information such as the type of viewer action and the content of the comment) to the user terminals 1500 of other users who belong to the same viewer group 3 as the user of the user terminal 1500 that sent the request (step S162). Then, the server system 1100 performs a process to collect the fee for the requested shared viewer action (step S164). For example, it performs a charging process for the amount of the "tip." That is, in steps S162 to S164, the server system 1100 is responsible for part of the shared interactive processing.

[0309] 32, when the user terminal 1500 receives an instruction to execute a shared viewer action (YES in step S170), it reflects and displays a display (such as the "comment" display 30, the "tip" display 31, or a notification display of the number of ratings; see FIG. 10) corresponding to the shared viewing content for which the execution has been instructed (step S172). That is, in step S172, the user terminal 1500 takes on part of the shared interactive processing.

[0310] Moving on to Figure 33, when the user terminal 1500 detects a command operation on the command target character 32 (YES in step S190; see Figure 11), it sets the command target character type 822 (step S192; see Figure 27), searches for acquired play elements 8 that can be used for the command target character 32, presents the search results to the user 2 in a list 34 as candidates for command game elements, and accepts selection of the command game element (game element 8 to use) (step S194).

[0311] Specifically, when searching for usable acquired play elements 8, acquired play element data 720 is searched for that matches the character indicated by the target character type 822 in the usable character setting of the use restriction setting 725 of the acquired play element data 720. Note that in the search, it is also necessary to ensure that other use restrictions in the use restriction setting 725, such as the use period and usable situation settings, do not conflict with the use restrictions indicated by these settings.

[0312] Once the instruction target character 32 and the instruction play element are determined, manual interactive processing is executed. That is, the user terminal 1500 searches for definition data in the interactive processing definition data (copy) 848 (600) whose type 602 is "manual" and for which the application requirements 610 (see FIG. 21) are satisfied (step S196), and applies the content set in the processing content data 630 (see FIG. 22) (step S198). Then, the user terminal 1500 de-possesses (e.g., consumes) the instruction play element (step S200). De-possesses can be achieved by deleting the data of the instruction play element, setting a flag indicating de-possession or use, etc.

[0313] During viewing, the user terminal 1500 monitors whether the application requirements 610 of the interactive processing definition data (copy) 848 (600) whose type 602 is "automatic" are satisfied. If there is applicable interactive processing definition data (copy) 848 (600) (YES in step S220), the user terminal 1500 executes automatic interactive processing and applies the content indicated by the processing content data 630 of the definition data (step S222).

[0314] In other words, steps S190 to S222 variably control the content of the viewing content 16 being viewed in a manner that is completely different from the additional display of display objects due to shared viewer actions such as "tipping," "commenting," and "rating." Moreover, shared viewer actions such as "tipping," "commenting," and "rating," i.e., shared interactive processing, are shared by the user terminals 1500 of users 2 who belong to the same viewer group 3, but manual interactive processing and automatic interactive processing only make changes to the virtual three-dimensional space and management data of the viewing content 16 that are managed and controlled by each user terminal 1500, and therefore the content of the interactive processing is reflected locally.

[0315] Therefore, while there is a sense of unity among viewers watching the live broadcast with multiple users 2, a new entertainment experience is provided in which viewers can enjoy various changes in response to the efforts of each user 2 in the game part 13, and changes in the support for each user 2's character 6 using the game elements 8 that they have already acquired.

[0316] If the server system 1100 were to attempt to reflect the contents of the three types of interactive processing in exactly the same way on the user terminals 1500 of all users 2 belonging to the same viewer group 3, the interactive processing by all users 2 belonging to the same viewer group 3 would be reflected. In this case, a considerable processing load would be placed on the server system 1100. Also, since items of the play elements 8 used by multiple users 2 would be applied to the featured character 6, there is a risk of inconsistencies in the application processing. However, this situation does not occur in this embodiment.

[0317] Now, when the viewing content ends (YES in step S240), if the viewing part management data 800 (see FIG. 27) has an additional content ID 826 set as bonus content (step S242), the user terminal 1500 sends the additional content ID 826 along with an additional content request to the server system 1100 (step S244).

[0318] Moving on to FIG. 31, when the server system 1100 receives an additional content request (YES in step S246), it transmits the viewing content data 580 of the viewing content initial setting data 570 (see FIG. 20) that matches the received additional content ID 826 to the requesting user terminal 1500 as additional content data (step S248).

[0319] Returning to FIG. 33, when the user terminal 1500 receives this additional content data, it stores it and executes the additional content based on that data (step S250). The viewing content 16 is the "main content," and the additional content added as interactive processing is positioned as a "bonus," and is basically a video that has been prepared in advance.

[0320] Next, the user terminal 1500 transmits the predetermined service points to the server system 1100 along with the predetermined service points to be awarded 828 (see FIG. 27) (step S252), and transmits a predetermined viewing end signal to the server system 1100 (step S254).

[0321] Moving on to FIG. 31, when the server system 1100 receives a service point granting request (step S260), it grants service points to user 2 of the user terminal 1500 that made the request, equal to the value indicated by the received to-be-granted service points 828 (step S262).

[0322] Furthermore, when the server system 1100 receives a signal indicating the end of viewing (YES in step S264), it generates and saves new viewing part history data 768 in the entertainment management data 700 (see FIG. 23) relating to the user 2 who has finished viewing (step S266).

[0323] When all users belonging to the group have finished viewing (YES in step S270), the viewing part process ends.

[0324] Returning to Fig. 28, the server system 1100 next determines whether the entertainment content has ended. If it has not ended (NO in step S290), the process returns to step S8 to enable the remaining game part 13 to be played. If it has ended (YES in step S290), the process ends. Similarly, if the entertainment content has ended in the user terminal 1500 (YES in step S292), the process ends.

[0325] As described above, according to this embodiment, user 2 can acquire play elements 8 in play part 13 and use the acquired play elements 8 as viewer actions in viewing part 15 toward a character 6 appearing in viewing content 16. The play elements 8 are linked to participating characters 7 that were involved in acquiring the play elements 8. Interactive processing based on the relationship between the participating characters 7 of the play elements 8 used in the action operation and the participating characters 6 against whom they were used is executed in the viewing content. Entertainment content that realizes such use of play elements 8 and the interactive processing that results from their use is unprecedented, and provides an entirely new user experience.

[0326] Furthermore, the entertainment system 1000 can grant play elements 8 to the user 2 in the play part 13, and control the viewing part 15 according to the acquisition status of the play elements 8. In other words, from the user 2's perspective, if he or she succeeds in acquiring the play elements 8 in the play part 13, he or she can experience various changes in the viewing content 16 in the viewing part 15. This can create new interest in the play elements 8 that are granted according to the progress of the entertainment content. This also increases the user 2's motivation for the play elements 8, and can improve the quality of the user experience when playing the play part 13. This increases the overall appeal of the entertainment content.

[0327] Furthermore, the entertainment system 1000 can provide users 2 with a place to play games in the play part 13 and manage the play information 705 for each user. Then, by matching users who watch the same viewing content 16 based on the play information 705, the composition of the viewer group can be adjusted. Then, the interactive effects of the actions taken by viewers on the viewing content can be shared within the same viewer group.

[0328] By making appropriate adjustments, it becomes possible to match users who are highly motivated to view content 16 with the same viewer group. Furthermore, by making adjustments, it becomes possible to create viewer groups according to the tendency to take or not take viewer action, thereby preventing situations in which viewer action is suppressed and the viewing atmosphere is not lively. Furthermore, since it is possible to adjust the groups of users who will become viewers, it is also helpful in analyzing each viewer's evaluation of the viewing content.

[0329] Second Embodiment Next, a second embodiment will be described. The second embodiment has a common configuration with the first embodiment, but differs in that the functions of the entertainment management data 700 are realized solely by the server system 1100. The following mainly describes the differences from the first embodiment, and components similar to those in the first embodiment are assigned the same reference numerals as in the first embodiment, and redundant explanations will be omitted.

[0330] 34 is a block diagram showing an example of the functional configuration of a server system 1100B in Embodiment 2. A viewing part control unit 220B of the server system 1100B has a viewing content variable control unit 221, a character control change unit 222, an interactive processing unit 223, a first interactive processing content variable control unit 224, a second interactive processing content variable control unit 225, a viewing fee collection unit 226, and a matching processing unit 228.

[0331] The viewing content variable control unit 221 functions as both the viewing content variable control unit 221s of the server system 1100 in the first embodiment and the viewing content variable control unit 221t in the first embodiment.

[0332] The interactive processing unit 223 has the functions of both the interactive processing unit 223s of the server system 1100 in the first embodiment and the interactive processing unit 223t in the first embodiment.

[0333] In other words, the server system 1100B centrally controls the virtual three-dimensional space for realizing the viewing of the viewing content 16, which was controlled by the user terminal 1500 in the first embodiment, and controls the changing of the content of the viewing content 16 depending on the acquisition status of the play elements 8.

[0334] Therefore, the programs and data stored in the server memory unit 500s of the server system 1100B are basically the same as those in the first embodiment (see Figure 16), but as shown in Figure 35, in this embodiment, the entertainment management data 700B includes viewing part management data 800 that was stored and managed by the user terminal 1500 in the first embodiment.

[0335] 36 is a block diagram showing an example of the functional configuration of a user terminal 1500B in the second embodiment. The viewing part client control unit 262B of the user terminal 1500B omits the viewing content variable control unit 221t, the character control change unit 222, the interactive processing unit 223t, the first interactive processing content variable control unit 224, and the second interactive processing content variable control unit 225 in the viewing part client control unit 2262. Accordingly, the terminal storage unit 500 of the user terminal 1500B does not store the client control data 790 (see FIG. 25).

[0336] The operation of the entertainment system 1000 in this embodiment is realized by the server system 1100B executing the control related to viewing of the audiovisual content 16 that was executed by the user terminal 1500 in the first embodiment.

[0337] According to this embodiment, the processing load on the server system 1100B increases more than in the first embodiment, but the same effects as in the first embodiment can be obtained. On the other hand, since the processing load borne by the user terminal 1500B is lighter than that in the first embodiment, the hardware specifications required for the user terminal 1500B can be kept significantly lower than those in the first embodiment. Therefore, even a user who uses a computer that must be kept to a relatively low specification as the user terminal 1500B (for example, a low-performance smartphone) can use the entertainment system 1000.

[0338] Third Embodiment Next, a third embodiment will be described. The third embodiment has a common configuration with the first embodiment, but differs in that control related to the play part 13 is executed by a user terminal 1500. The differences from the first embodiment will be mainly described, and components similar to those in the first and second embodiments will be assigned the same reference numerals as in the first and second embodiments, and redundant explanations will be omitted.

[0339] 37 is a block diagram showing an example of the functional configuration of a server system 1100C in Embodiment 3. A viewing part control unit 220C of the server system 1100C has a viewing content variable control unit 221s, a viewing fee collection unit 226, and a matching processing unit 228.

[0340] FIG. 38 is a diagram showing an example of programs and data stored in the server storage unit 500s of the server system 1100C. The server storage unit 500s stores a server program 501C, which causes the server processing unit 200s to function as a viewing part control unit 220C. Entertainment management data 700 is omitted and is managed by user terminal 1500C.

[0341] 39 is a block diagram showing an example of the functional configuration of a user terminal 1500C in Embodiment 3. In the user terminal 1500C, a viewing part client control unit 262C has a viewing content variable control unit 221, a featured character control change unit 222, an interactive processing unit 223, a first interactive processing content variable control unit 224, and a second interactive processing content variable control unit 225.

[0342] FIG. 40 is a diagram showing an example of programs and data stored in the terminal storage unit 500 of the user terminal 1500C. The client program 502C is a program for causing the terminal processing unit 200 to realize the functions of a viewing content variable control unit 221, a character control change unit 222, an interactive processing unit 223, a first interactive processing content variable control unit 224, and a second interactive processing content variable control unit 225.

[0343] The entertainment content initial setting data 510C is saved by downloading the original entertainment content initial setting data 510 held by the server system 1100 in advance.

[0344] The entertainment management data 700B includes both the play part management data 703 and the viewing part management data 800, similar to that of the second embodiment (see FIG. 35).

[0345] In the third embodiment, the same effects as in the first embodiment can be obtained.

[0346] [Modification] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and constituent elements can be added, omitted, or modified as appropriate.

[0347] (Variation 1) For example, the above embodiment may be added with a process of dividing a viewer group into a plurality of groups as appropriate according to the number of viewers or the like. For example, if there are too many users viewing the same viewing content 16, it cannot be denied that the display of viewer actions may fill up the viewing screen and hinder viewing. There is also the possibility that viewer actions may be concentrated on a specific character 6, causing a feeling of disenchantment among some viewers. In such cases, it is possible to divide the viewer groups 3 into multiple groups, limit the sharing of information about viewer actions within each group, and allocate viewers based on their actual overall relationships.

[0348] When allocating, for example, if there are two characters 6, the characters may be grouped so as to adjust the ratio within the group of users who "favorite" each of the characters. Specifically, groups may be created by selecting users so that the ratio of the number of users who "support" each of the characters 6 is as close as possible, and the remaining users may then form groups. In this case, in the former group, users who "support" each of the characters compete with each other in a cheering battle to not lose, which induces viewer action and makes the user experience of viewing more exciting.

[0349] (Variation 2) In the above embodiment, the play elements 8 acquired by the user 2 were treated as instruction-responsive play elements related to manual interactive processing, and were managed as if they were unowned in response to a viewer action operation and consumed by performing the action operation. Other acquired play elements 8 were retained even after the viewing of the viewing part 15 was completed, and could be carried over to play with the next play element 8.

[0350] This may be done by resetting all information on the play elements 8 owned by each user 2 when the second progression part 12 ends. Specifically, a resetting step is added between step S66 and step S290. Alternatively, a resetting step is added after a negative determination is made in step S290.

[0351] In this configuration, User 2 cannot carry over acquired play elements 8 across sets of progression parts. Each time the next set begins, User 2 must start over and acquire play elements 8 in play part 13 from "0." This encourages User 2 to always approach gameplay with a positive and purposeful attitude, and User 2's motivation can be maintained at a high level.

[0352] (Variation 3) Furthermore, the content of the shared interactive process is not limited to the example of the above embodiment and can be set as appropriate. For example, the total amount of money or number of items "tipped" from the start of the viewing part is counted. Each time a "tip" is made, the display 31 is displayed. When the count value reaches a predetermined value, the character 6 may perform some action to show gratitude to the viewer (for example, wink, bow and say thank you), or a special shared interactive process may be executed. Of course, the content of the special shared interactive process can be set as appropriate. For example, a display celebrating the achievement of the predetermined value may be displayed on the viewing screen, or an effect such as a flurry of cherry blossom petals may be displayed. Additional content that includes a dance to show gratitude may become available for viewing, or a special item may be awarded to the character.

[0353] (Variation 4) Furthermore, elements for compositing and evolving play elements 8 may be added to the above-described embodiments and modifications as appropriate. Composition is a mechanism for replacing multiple play elements 8 that are used as synthesis materials with one combined play element 8. Basically, the combined play element 8 will have higher performance than the play elements 8 that were used as synthesis materials. Evolution is a mechanism for consuming one or more play elements 8 that are used as evolution materials to replace the play element 8 that is the target of evolution so as to gradually improve its abilities and appearance according to a predetermined ability improvement lineage setting.

[0354] When adding a synthesis element based on the first embodiment, synthesis definition data 860 as shown in Fig. 41 is prepared and stored in the server system 1100. When a predetermined synthesis operation (including, for example, a synthesis material selection operation and an execution operation) is performed by a user who is a player on the user terminal 1500, the server system 1100 changes the acquired play element data 720 (see Fig. 24) associated with the user's account in accordance with the synthesis definition data 860.

[0355] The synthesis definition data 860 includes a synthesis material play element type combination 861, a synthesized play element type 862, and a use limit change setting 863. The synthesis material play element type combination 861 and the synthesized play element type 862 determine the synthesis pattern defined by the synthesis definition data 860. The use limit change setting 863 is set in place of the use limit setting data 530 when the use limit set for the synthesized play element 8 is changed to a value other than that defined in the use limit setting data 530 (see FIG. 17).

[0356] The use restriction change setting 863 is prepared for each change pattern. One use restriction change setting 863 includes change requirements and post-change use restriction content.

[0357] The change requirements may be described using a combination of the types of participating characters 7 in the synthesis material game element 8 and a combination of usage restriction settings. In addition, if the synthesis material game element 8 has level or rarity settings, these combinations may also be included in the description of the change requirements.

[0358] Specifically, for example, in an example of synthesis using play elements 8 of two synthesis materials, the change requirements may be such that the use restriction for the play element 8 of the first synthesis material is "usable character = character A" and the use restriction for the play element 8 of the second synthesis material is "usable character = character B." Then, the use restriction for the play element 8 after synthesis may be "usable character = character A or character B."

[0359] As another example, the change requirement may be set so that the usage restrictions for all synthesis materials are common to "Available Character = Character A." Then, the usage restrictions for the game element 8 after synthesis may be maintained as "Available Character = Character A," and the usage restrictions may be relaxed by, for example, setting the expiration date to X times that of the synthesis material (X is a value determined by a given function that is positively related to the number of synthesis materials) or increasing the number of usable situations.

[0360] When adding an evolutionary element, the pre-evolved play element 8 and the evolved play element 8 are set to be related to each other in terms of design, abilities, etc., so as to give the impression of an evolutionary lineage, but it is preferable to treat them as different types of play elements 8 in terms of data.

[0361] Then, evolution definition data 870 as shown in Figure 42 is prepared and stored in the server system 1100. When a predetermined evolution operation (including, for example, an operation to select evolution materials and an evolution target, and an operation to execute evolution) is performed by the user (player) on the user terminal 1500, the server system 1100 changes the acquired play element data 720 (see Figure 24) associated with the user's account in accordance with the evolution definition data 870.

[0362] The evolution definition data 870 includes evolution material play element types 871, evolution target play element types 872, evolved play element types 873, and evolved use restriction settings 874. The evolution pattern defined in the definition data is determined by the evolution material play element types 871, evolution target play element types 872, and evolved play element types 873. The evolved use restriction settings 874 are set as appropriate when changing the use restrictions of evolved play elements 8 to a definition other than that in the use restriction setting data 530 (see FIG. 17).

[0363] The post-evolution use restriction setting 874 is prepared for each change pattern. One post-evolution use restriction setting 874 includes change requirements and post-change use restriction details. The change requirements and post-change use restriction details can be set in the same way as the use restriction change setting 863.

[0364] (Variation 5) In the above embodiment, the progression part configuration data 511 is exemplified as a straight part configuration as if the story were a single road with no branches, but it may also be a part configuration with branches.

[0365] For example, if a branch is provided at the end of the second progression part 12, the viewer actions and execution records of interactive processes in the viewing part 15 are recorded and managed by the server system 1100 or the user terminal 1500. Specifically, the number of each type of viewing action, the total amount of tips, the type of interactive process executed, the number of interactive processes executed, etc. are recorded and managed. In addition, for the second progression part 12 which has a branch after the end of the part, a branching condition using the viewer action or the execution record of the interactive processing and which play part 13 of the first progression part 11 to be executed next when the branching condition is satisfied or not are set in advance and associated with each other.

[0366] Then, after the second progression part 12, which has a branch after the end of the part, is completed, a branch decision is made based on the corresponding branching condition, and it is determined which play part 13 of the first progression part 11 to be executed next. There may be multiple endings as a result of the branching, which means there may be multiple endings.

[0367] Depending on the story structure and the setting of the viewing period VA of the second progression part, the branch destination may be the play part 13 of the first progression part 11, which is executed before the second progression part 12, which has a branch after the end of the part.

[0368] In this case, based on the results of a certain second progression part 12 (such as the amount of posts and the status of actions), a different game part 13 can be matched again in the first progression part 11 that is executed before the second progression part 12, and can be played repeatedly, making the story development more complex and profound, and increasing the interest. [Explanation of symbols]

[0369] 2...User 3. Viewer group 5. Items 6...Characters 7... Characters involved 8...Game elements 11...First Progression Part 12...Second Progression Part 13...Game part 15... Viewing part 16...Viewing content 32...Reflected character 60...Playable character 71... Exclusive character 80...Reward game element 200s...Server processing section 210…Entertainment Management Department 212...Game part control unit 214...Play Information Management Department 220, 220B, 220C... Viewing part control section 221, 221s, 221t... Viewing content variable control unit 222... Appearing character control change section 223, 223s, 223t...Interactive processing section 224...First interactive processing content variable control unit 225...Second interactive processing content variable control section 226... Viewing Fee Collection Department 228...Matching processing unit 260...Client control unit 261... Game part client control unit 262, 262B, 262C... Viewing part client control section 263... Viewing part control section 500...Device memory section 500s...Server storage section 501, 501C...Server program 502, 502C...Client programs 510, 510C...Entertainment content initial setting data 511...Progression part composition data 520...Game element definition data 521...Game element type 524…Rarity 525...Attribute 527...Game element content data 530...Usage restriction setting data 532…Expiry date 533...Available situations 534...Available characters 540...Game part definition data 560... Viewing part definition data 562...Viewing requirements 570... Initial setting data for viewing content 572...Viewing content category 573... Character list 574...Viewing requirements 575...Relationship conditions 576...Game element acquisition conditions 580...Viewing content data 583... Initial character data 587...List of viewer actions that can be accepted initially 600...Interactive processing definition data 602...Type 610…Applicable requirements 611...User Relationship Conditions 612...Possession status conditions 614...Additional Conditions 620... Referent character condition 622...Instruction game element specification conditions 624...Character Relationship Conditions 626...Time conditions 630...Processing content data 633...Display mode change data 634...Behavior change data 635...Ability parameter value change data 642...Acceptable viewer action type change data 643...Amount of service points awarded 644...Content change data 700, 700B...Entertainment Management Data 703...Game part management data 705...Play information 709...Type of character to play 710...Play performance data 711...Development performance data 713…Relationship data 720...Acquired game element data 722...Game element type 724...Supported character types 725...Usage restriction settings 730...Game element acquisition status data 732...Acquisition status data for each character 734...Acquisition status data by rarity 736...Acquisition status data by attribute 770...Matching management data 800... Viewing part management data 810...Character management data 812...Display mode management data 813...Behavior management data 818...Ability Management Data 820...List of acceptable viewer actions 822... Character type to be pointed to 824...Instruction game element type 840...Viewing content data (photo) 852...Additional content data (photo) 1000…Entertainment system 1100, 1100B, 1100C...Server systems 1500, 1500B, 1500C...User terminal TA: Execution period VA… Viewing period

Claims

1. A server system that communicates with a user terminal and provides content including a plurality of progression parts to a user of the user terminal, The progression part includes at least a play part in which the user enjoys gameplay and a viewing part, A game part control means for controlling the game part; a play information management means for managing play information of each user and updating the play information of the user based on the game play of the user in the play part; a viewing part control means for controlling progress of the viewing part by distributing data of a given viewing content to a plurality of user terminals and allowing a plurality of users to view the common viewing content; Equipped with The viewing part control means a matching means for matching users based on the play information to create a plurality of groups; an interactive processing means for receiving an action operation on the viewing content by the user in the user terminal and controlling execution of an interactive processing according to the action operation on the viewing content, the interactive processing being controlled so that the interactive processing is performed on a group-by-group basis, in which information on the action operation of the users belonging to the group matched by the matching means is shared; having Server system.

2. A server system that communicates with a user terminal and provides content including a plurality of progression parts to a user of the user terminal, The progression part includes at least a play part in which the user enjoys gameplay and a viewing part, A game part control means for controlling the game part; a play information management means for managing play information of each user and updating the play information of the user based on the game play of the user in the play part; a viewing part control means for controlling progress of the viewing part by distributing data of a given viewing content to a plurality of user terminals and allowing a plurality of users to view the common viewing content; Equipped with the play information includes intimacy level information indicating multiple levels of intimacy between the user and each of the characters appearing in the play part; The viewing part control means a matching means for matching the users based on the intimacy indicated by the intimacy equivalent information to create a plurality of groups; an interactive processing means for receiving an action operation on the viewing content by the user at the user terminal and controlling execution of an interactive processing in accordance with the action operation on the viewing content, the interactive processing means controlling the interactive processing to be performed in units of groups matched by the matching means; having Server system.

3. the audiovisual content is content in which a given character appears, the matching means performs matching of the user using the information corresponding to the degree of intimacy with the featured character; The server system according to claim 2 .

4. The audiovisual content includes a plurality of audiovisual contents each having different characters; the matching means performs the matching by creating a group of users whose intimacy equivalent information with respect to each character that appears in each of the plurality of audiovisual contents satisfies a predetermined condition. the viewing part control means causes a group of users whose intimacy equivalent information satisfies the predetermined condition to view the viewing content in which the corresponding featured character appears; The server system according to claim 3 .

5. the viewing part control means causes the viewing content, which differs in each group, to be viewed; The server system according to any one of claims 1 to 3.

6. the viewing part control means causes different groups to view the same viewing content; The server system according to any one of claims 1 to 3.

7. a period during which each of the progression parts can be progressed is predetermined; The plurality of progression parts include a plurality of sets of one or more play parts and one or more viewing parts. The server system according to any one of claims 1 to 6.

8. A server system that communicates with a user terminal and provides content including a plurality of progression parts to a user of the user terminal, The progression part includes at least a play part in which the user enjoys gameplay and a viewing part, a game part control means for controlling the game part so that the user can acquire game elements in the game part; a play information management means for managing play information of each user and updating the play information of the user based on the game play of the user in the play part; a viewing part control means for controlling progress of the viewing part by distributing data of a given viewing content to a plurality of user terminals and allowing a plurality of users to view the common viewing content; Equipped with The game elements are associated with types of the audiovisual content that can be used for action operations, The viewing part control means a matching means for matching users based on the play information to create a plurality of groups; an interactive processing means for receiving an action operation using the play element associated with the type of the viewing content being viewed by the user at the user terminal and controlling execution of an interactive processing based on the play element in accordance with the action operation for the viewing content, the interactive processing being controlled so that the interactive processing is performed in units of groups matched by the matching means; having Server system.

9. A server system that communicates with a user terminal and provides content including a plurality of progression parts to a user of the user terminal, The progression part includes at least a play part in which the user enjoys gameplay and a viewing part, a game part control means for controlling the game part so that the user can acquire game elements in the game part; a play information management means for managing play information of each user and updating the play information of the user based on the game play of the user in the play part; a viewing part control means for controlling progress of the viewing part by distributing data of a given viewing content to a plurality of user terminals and allowing a plurality of users to view the common viewing content; Equipped with The game elements are associated with characters that can be used for action operations, the audiovisual content is content in which a given character appears, The viewing part control means a matching means for matching users based on the play information to create a plurality of groups; an interactive processing means for receiving, at the user terminal, an action operation using the play element associated with the character appearing in the audiovisual content being viewed by the user, and controlling execution of an interactive process based on the play element in response to the action operation on the audiovisual content, the interactive processing means controlling so that the interactive process is performed in units of groups matched by the matching means; having Server system.

10. the play information management means manages information on the game elements acquired by each user by including it in the play information; 10. The server system according to claim 8 or 9.

11. the game part control means controls the game so that the user can acquire game elements in the game part; the interactive processing means, when receiving the action operation using the play element, performs interactive processing based on the play element; the play information management means manages information on the game elements acquired by each user by including it in the play information; The server system according to claim 7.

12. the content includes one or more sets of the progression part including one or more of the play parts and the progression part including one or more of the viewing parts, the play information management means resets the information of the play elements owned by each user when the set is completed; The server system according to claim 11.

13. The play information includes information on the user's play performance in the play part. The server system according to any one of claims 1 to 12.

14. A server system according to any one of claims 1 to 13; the user terminal; An entertainment system equipped with:

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