Game system and device

The system addresses the lack of excitement conveyance in conventional game replays by integrating player actions with spectator feedback, allowing synchronized replay of gameplay and reactions, thereby enriching the viewer's experience.

JP7849621B2Active Publication Date: 2026-04-22MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2024-10-08
Publication Date
2026-04-22

AI Technical Summary

Technical Problem

Conventional systems for replaying game content fail to convey the excitement of the original gameplay to viewers, as they primarily rely on recorded progress information without incorporating real-time evaluations and spectator feedback.

Method used

A system comprising a server device and terminal devices that acquire operation and evaluation information during gameplay, creating history information associating player actions with spectator feedback, and transmitting this information for synchronized replay on viewer terminals.

Benefits of technology

Enables viewers to experience the excitement of the original gameplay by reproducing both player actions and spectator reactions, enhancing the replay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a device and a system for conveying an upsurge at the time of game play by reproducing the contents of the game play.SOLUTION: A server device includes: operation information acquisition means for acquiring operation information as information of operation performed while one or multiple players are playing a game; evaluation information acquisition means for acquiring evaluation information expressing evaluation that an observation user who is observing the game performs for the play or the player during play of the game; history information creation means for creating history information of evaluation related to the player's operation on the basis of the operation information and the evaluation information; and sending means for sending the operation information and the history information to a terminal that requests reproduction of the play according to a request for reproducing contents of the play. The terminal device has processing means for reproducing the play and for reproducing the evaluation on the basis of the received history information and operation information.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to a system and apparatus for replaying games.

Background Art

[0002] As a technique for replaying the play content of a user in a game, as in Patent Document 1, a method of storing information on processing related to the progress of the game and reproducing the game play content based on the stored information is known.

[0003] In recent games, a viewing function for viewing game play in real time, an evaluation function for a user during viewing to evaluate the game play content and the user during play, etc. have been implemented. The evaluation function is realized by a function called "throwing money" (hereinafter referred to as "throwing money") that transfers free points or points subject to charging to the transfer target. When throwing money is performed, production processing corresponding to the throwing money is performed on the screen of the user during play or the viewing screen of the user during viewing. By performing the production processing by throwing money in this way, the game was able to produce excitement and entertain the user during play and the viewer.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, a conventional system for replaying (reproducing) the play content of a game reproduced the play content (progress of the game) based on the information on the processing related to the progress of the game. Therefore, there are cases where the excitement at that time may not be conveyed to the user who watched the play later.

[0006] Therefore, the object of the present invention is to provide a system and device that conveys the excitement of the time when playing a game or the like, in reproducing the gameplay content. [Means for solving the problem]

[0007] According to one feature of the present invention, a system for reproducing game content comprises a server device and at least one terminal device, The aforementioned server device An operation information acquisition means that acquires operation information, which is information about the actions taken by one or more players while they are playing the game, During gameplay, an evaluation information acquisition means acquires evaluation information representing the evaluation that spectators give to the gameplay or the players. A history information creation means that creates history information of evaluations associated with the player's operation based on the operation information and the evaluation information, A transmission means that, in response to a request to reproduce the content of the aforementioned gameplay, sends the operation information and the history information to the terminal that requested the reproduction of the aforementioned gameplay, It has, The aforementioned terminal device A system is provided which has processing means for reproducing the play and the evaluation based on the received history information and operation information.

[0008] In the present invention, the server device further includes a means for acquiring performance information, which is information about in-game performances based on the player's operations, and the history information creation means can also create history information of performances and evaluations associated with the player's operations based on the evaluation information, the performance information, and the operation information.

[0009] Furthermore, in the present invention, the evaluation information acquisition means can also acquire the evaluation information based on one or more evaluations made by the spectator user to the play or the player within a predetermined time range based on the user's operation.

[0010] Furthermore, in the present invention, the evaluation information acquisition means can also acquire as evaluation information the evaluations that the spectator makes to the play or the player within a predetermined time range based on the performance.

[0011] Furthermore, in the present invention, the evaluation information can be configured to be set based on the number of evaluations.

[0012] Furthermore, in the present invention, the history information creation means may also include creating the history information by inserting the evaluation information at a timing after the corresponding performance information.

[0013] Furthermore, in the present invention, the operation information may include time information associated with the player's operation content, and the history information creation means may also include associating the evaluation information with the time information of the operation information.

[0014] Furthermore, according to another feature of the present invention, an operation information acquisition means for acquiring operation information, which is information about operations performed by one or more players while playing the game, During gameplay, an evaluation information acquisition means acquires evaluation information representing the evaluation that spectators give to the gameplay or the players. A history information creation means that creates history information of evaluations associated with the player's operation based on the operation information and the evaluation information, A transmission means that, in response to a request to reproduce the content of the aforementioned gameplay, sends the operation information and the history information to the terminal that requested the reproduction of the aforementioned gameplay, An information processing device equipped with this device is provided.

[0015] Furthermore, according to another further feature of the present invention, a computer, An operation information acquisition step is to acquire operation information, which is information about the actions taken by one or more players while they were playing the game. During the play of the game, an evaluation information acquisition step of acquiring evaluation information representing an evaluation made by a spectator user who is watching the game on the play or the player; A history information creation step of creating history information of an evaluation associated with the operation of the player based on the operation information and the evaluation information; A sending step of sending the operation information and the history information to a terminal that has requested the reproduction of the play in response to a request for reproducing the content of the play; A program for causing the above to be executed is provided.

Effect of the Invention

[0016] The present invention makes it possible to provide an apparatus and a system that convey the excitement at the time of game play in the reproduction of game play content.

Brief Description of the Drawings

[0017] [Figure 1(a)] The system configuration of a reproduction system according to an embodiment of the present invention is shown. [Figure 1(b)] The functional block diagram of a reproduction system according to an embodiment of the present invention is shown. [Figure 2] The processing flow during play according to an embodiment of the present invention is shown. [Figure 3] The processing flow during replay (reproduction) according to an embodiment of the present invention is shown. [Figure 4] The state of events during play according to the first embodiment of the present invention is shown in chronological order. [Figure 5] The state of events during replay (reproduction) according to the first embodiment of the present invention is shown in chronological order. [Figure 6] The state of events during play according to the second embodiment of the present invention is shown in chronological order. [Figure 7] The state of events during replay (reproduction) according to the second embodiment of the present invention is shown in chronological order. [Figure 8] The state of events during play according to the third embodiment of the present invention is shown in chronological order. [Figure 9] The sequence of events during replay (recreation) according to the third embodiment of the present invention is shown in chronological order. [Modes for carrying out the invention]

[0018] [System Configuration Overview] Figure 1(a) shows the system configuration of the gameplay reproduction system 100 according to one embodiment of the present invention. Figure 1(b) shows a functional block diagram of the gameplay reproduction system 100 according to one embodiment of the present invention.

[0019] As shown in Figure 1(a), the reproduction system 100 comprises a server device (information processing device) 110, one or more player user terminals 160, one or more spectator user terminals 161, and one or more viewer user terminals 162. The viewer user terminals 162 may be the same as the player user terminals 160 and the spectator user terminals 161.

[0020] The server device 110 includes a processor 115, storage devices 120 such as main memory and auxiliary storage devices, and a communication device 125. The processor 115 executes processing defined in the computer program stored in the storage device 120. The server device 110 is connected to a communication line 150, such as the Internet, via the communication device 125. The connection between the communication device 125 and the communication line 150 is achieved by a wireless line and / or a wired line. The server device 110 may also be connected to a database 130 via a wireless line and / or a wired line. By using the database 130, a game system using a large amount of information can be constructed.

[0021] User terminals 160, 161, and 162 each have a processor 165, storage devices 170 such as main memory and auxiliary storage, a display 175, an input device 180, and a communication device 185. The processor 165 executes processing defined in a computer program stored in the storage device 170. User terminals 160, 161, and 162 are connected to a communication line 150, such as the Internet, via the communication device 185. The connection between the communication device 185 and the communication line 150 is achieved by a wireless line and / or a wired line. User terminals 160, 161, and 162 display game images and / or videos on the display 175. The display 175 may be implemented by, for example, a liquid crystal display or an organic EL (Electronic Luminescent) display. User terminals 160, 161, and 162 receive player input via the input device 180. The input device 180 may be implemented, for example, by a physical keyboard, a touch panel keyboard and touch panel input displayed on the display 175, etc. In this embodiment, user terminals 160, 161 and 162 can be mobile phones, televisions, feature phones, smartphones, tablets, laptop computers, desktop computers, etc. In another embodiment, user terminals 160, 161 and 162 can be portable game consoles. In yet another embodiment, user terminal 160 may be a device including a stationary game console and a display. In yet another embodiment, user terminals 160, 161 and 162 may be arcade game devices.

[0022] In the above embodiment, the server device 110 and user terminals 160, 161, and 162 communicate via their respective communication devices 125, 185, and communication line 150. The server device 110 primarily handles game control, while the user terminals 160, 161, and 162 handle control related to game display and user input. This is just one example, and game processing may be performed in any part of the game system 100. That is, it will be understood by those skilled in the art that the server device 110 and user terminals 160, 161, and 162 cooperate to perform game processing. In the above embodiment, the server device 110 was described as a single physical server, but it may consist of two or more servers.

[0023] As shown in Figure 1(b), the server device 110, as part of the functional block configuration of the reproduction system 100, includes an operation information acquisition means 143, an evaluation information acquisition means 144, a performance information acquisition means 145, a history information creation means 146, and a transmission means 147. The operation information acquisition means 143 acquires operation information 140, etc., related to the gameplay (game progress) from the player's user terminal 160 via a communication line 150 such as the internet during gameplay. The evaluation information acquisition means 144 acquires evaluation information 142 from the spectator's user terminal 161 via the communication line 150, including details of gameplay and tips given to players. The performance information acquisition means 145 acquires various event (performance) information 141, such as player operations and character action performances based on those operations, victory performances, and enemy defeats, via the communication line 150. The history information creation means 146 creates history information regarding gameplay content and evaluation based on the operation information 140 acquired by the operation information acquisition means 143, the evaluation information 142 acquired by the evaluation information acquisition means 144, and the event (performance) information 141 acquired by the performance information acquisition means 145. The sending means 147 sends the history information regarding gameplay and evaluation, created by the history information creation means 146, to the viewer's user terminal 162 via the communication line 150.

[0024] The viewer's user terminal 162 is equipped with a processing means 148, and when reproducing the game content, it can receive historical information regarding the gameplay and evaluation sent from the server device 110 and perform replay (reproduction) processing. Viewers on user terminal 162 can experience the excitement of the gameplay by viewing the reproduction of the spectators' evaluations along with the reproduction of the gameplay content.

[0025] [Processing during gameplay] Figure 2 shows the processing flow for playtime 200 according to one embodiment of the present invention.

[0026] Gameplay begins on the user terminals of one or more players (step S210). The player's user terminal receives various events (effects) such as player operations, character action effects based on those operations, victory effects, and enemy defeats, and transmits operation information and event (effect) information, associated with time information, to the server device (step S220). The player's user terminal may also transmit additional information such as critical hits and damage along with the operation information.

[0027] On the other hand, one or more spectators start watching the game being played on the player's user terminal (step S230). The spectator's user terminal receives the gameplay and evaluations given to the player from the spectator users and transmits them to the server device as evaluation information associated with time information (step S240).

[0028] The evaluation information may include messages related to gifts (such as tips or donations) or support sent to the game players via input from the spectator's user terminal, or it may include gifts (such as votes or accessories) given to the players or the characters they control.

[0029] The evaluation information may, for example, be the number of evaluations received within a predetermined threshold time on the spectator's user terminal, or it may be the number of gifts mentioned above, a value based on predetermined criteria, or the number of votes. Furthermore, the evaluation information data may also include image content related to the gifts mentioned above.

[0030] The server device receives operation information and event (performance) information sent from the player's user terminal, and evaluation information sent from the spectator's user terminal (step S250). The player's user terminal may be configured to send a play ID, which identifies the player's gameplay, in association with the operation information at this time.

[0031] Next, the server device creates evaluation history information (evaluation history information) associated with the player's operation information from the received operation information, event (performance) information, and evaluation information (step S260). In this case, the history information may be created by adding event (performance) history information (performance history information) associated with the operation information to the evaluation history information.

[0032] Next, the server device stores the performance history information associated with the operation history information in a database or the like (step S270). Alternatively, this history information may be stored in association with the play ID.

[0033] In the above steps, when operation information is transmitted from the player's user terminal along with time information, the server device stores the received operation information as operation history information, also associated with the time information.

[0034] When event (performance) information is transmitted from the player's user terminal in association with time information, the server device stores the received event (performance) information in association with time information as event (performance) history information. Furthermore, the event (performance) history information may be configured to be stored in association with the corresponding operation history information. By storing the operation history information and the event (performance) history information in association in this way, it becomes possible to display the player's operations and the resulting in-game performances in sync during replay (recreation), as described later.

[0035] When evaluation information is transmitted from a spectator's user terminal along with time information, the server device stores the received evaluation information as evaluation history information, also associated with the time information.

[0036] Furthermore, since the operation history information is stored in association with time information, the evaluation history information may be configured to be stored in association with the operation history information instead of the time information. In this case, the evaluation history information may be stored in association with the number of evaluations performed within a predetermined time range based on the timing of the player's operations.

[0037] Furthermore, since event (performance) history information is stored in association with time information, evaluation history information may be configured to be stored in association with event (performance) history information instead of time information. In this case, evaluation history information may be stored in association with the number of evaluations performed within a predetermined time range based on the performance timing.

[0038] As mentioned above, by using evaluation history information as the number of evaluations, it becomes possible to store information with a reduced amount of data compared to storing evaluations from all spectators.

[0039] Alternatively, evaluation history information may be stored as separate information scaled according to the number of evaluations (for example, changing the size of image content or increasing the number of image content depending on the number of evaluations). This not only reduces the amount of information compared to storing the evaluations of all viewers as individual image data, but also allows for a digest of how the game was evaluated during replays, which helps convey the excitement of the game's presentation to users who did not watch the game.

[0040] As described above, the server device stores information about the effects and evaluations associated with the player's actions as historical information in a storage device such as a database. This historical information is stored in conjunction with the ID corresponding to the game play, and during replay (recreation) as described later, the information about the effects and evaluations associated with the player's actions can be read via the ID and replayed.

[0041] The above time information may be real time or relative time information within the game.

[0042] [Processing during replay (recreation)] Figure 3 shows the processing flow for replay 300 according to one embodiment of the present invention.

[0043] The viewer's user terminal accepts the viewer's selection of the play ID of the replay content they wish to view (step S310). The viewer's user terminal sends a request signal specifying the replay content to the server device (step S320). The server device receives the request signal for the replay (step S330).

[0044] At this time, the server device refers to the database using the play ID corresponding to the replay request signal and reads the history information corresponding to the replay request signal from the storage device (step S340).

[0045] The server device then transmits the corresponding operation history information, event (performance) history information, and evaluation history information to the viewer's user terminal (step S350).

[0046] The viewer's user terminal receives operation history information, event (performance) history information, and evaluation history information (step S360), and displays replay information based on the received history information (step S370).

[0047] The history information includes not only performance information but also evaluation information, and during replays, the evaluations from spectators at the time of play can be reproduced as further performance elements, allowing users who watch the replay later to experience the excitement of that time.

[0048] Regarding historical information, if evaluation information is associated with the number of evaluations given within a predetermined time range based on the timing of the performance, then during replay, the evaluations identified by the evaluation information can be displayed after the performance identified by the event (performance) information. In other words, by displaying evaluations that were scattered around the timing of the period in which the performance was taking place, all at once after that performance, it is possible to avoid overlap with the display timing of other performances and prevent the performance and evaluations from becoming difficult to see.

[0049] [Example 1] (During gameplay) Figure 4 shows a time-series representation of 400 events during gameplay according to the first embodiment of the present invention.

[0050] In this embodiment, regarding a play situation in which one player performs operations A, B, and C, between operations B and C, spectator user A inputs evaluation 410 from a user terminal, and spectator user B inputs evaluations 420 and 440 from a different user terminal. At this time, evaluations 410 and 420 are performed by different spectator users, but at the same time. When the evaluation information for evaluations 410 and 420 is sent to the server device, the server device stores them together in the database as evaluation history information, associated with the operation information for operation B.

[0051] Evaluation 440 is performed at a later time than evaluations 410 and 420, and is sent to the server device as separate evaluation information from evaluations 410 and 420. It is then stored in the server device's database as information from a later time than evaluations 410 and 420. Alternatively, evaluation 440 may be configured to be stored in the server device's database as evaluation history information together with the evaluation information of evaluations 410 and 420, as an evaluation that falls within a predetermined time range from the timing of operation B.

[0052] As mentioned above, if ratings 410, 420, and 440 are stored together in the server device's database, the rating information may be stored as the number of ratings. By storing the rating information as the number of ratings, the amount of information that can be stored can be reduced compared to storing the ratings of all spectators.

[0053] Furthermore, after player operation C, evaluations 460 from spectator user A and evaluations 450, 470, and 480 from spectator user B are performed. At this time, evaluations 460 and 470 are performed by different spectator users, but at the same time. Therefore, the evaluation information for evaluations 460 and 470, like evaluations 410 and 420, is sent to the server device, where it is grouped together with the operation information for operation C and stored in the database as evaluation history information. Note that the timing of evaluations 450 and 480 is different from that of evaluation 470, so they may be stored as separate evaluation information, but evaluations 450 and 480 may be configured to be stored together with evaluation 470 based on their relationship to evaluation 470.

[0054] Furthermore, operation history information is created by associating operation information with time information, and each of the evaluation history pieces mentioned above is linked to the operation history information and then stored in the server device's database, associated with a predetermined ID.

[0055] Furthermore, the evaluation history information may be stored in association with each of the multiple spectator users who performed the evaluation, or it may be stored without being associated with any spectator user. Storing the information without associating it with a spectator user can reduce the amount of memory required.

[0056] In this embodiment, we have described the system assuming there is one player. However, in games involving multiple players, such as competitive games, the system can be configured to store evaluation information related to multiple players, similarly associated with time information and operation information.

[0057] (During replay) Figure 5 shows the sequence of events 500 during replay according to the first embodiment of the present invention.

[0058] When a viewer selects a replay they wish to view and requests it from the server using a predetermined ID, the server uses that ID to access the database in response to the request. The server then sends evaluation history information from evaluation 510 to evaluation 550, corresponding to that ID, along with related operation history information, to the viewer's user terminal.

[0059] Here, rating 510 is the combined rating history information of ratings 410 and 420 from the play shown in Figure 4. Similarly, rating 540 is the combined rating history information of ratings 460 and 470 from the play shown in Figure 4. In this way, by configuring the system to display combined rating history information of the play during replays, the amount of information displayed can be reduced.

[0060] On the viewer's user terminal, the ratings included in the received rating history information can be displayed using image content of the rating content during gameplay, along with the details of each operation included in the operation history information. If the rating information is the number of ratings, the number of ratings during gameplay itself may be displayed, or the display of the rating may be emphasized or deemed appropriate to the number of ratings during gameplay.

[0061] In this way, by replaying not only the actions taken during gameplay but also the reactions of spectators, users who watch later can experience the excitement of the moment.

[0062] [Example 2] (During gameplay) Figure 6 shows a time-series representation of 600 events during gameplay according to a second embodiment of the present invention.

[0063] This embodiment differs from the embodiment in Figure 5 in that it further includes a configuration for storing information about the gameplay effects.

[0064] In this embodiment, regarding a play situation in which one player performs operations A, B, and C, between operations B and C, spectator user A inputs evaluation 610 from a user terminal, and spectator user B inputs evaluations 620 and 630 from a different user terminal. In this example, evaluations 610 and 620 are performed by different spectator users, but are performed at the same time in relation to the in-game skill animation 615. Also in this example, evaluation 630 is performed at a later timing than evaluations 610 and 620, but is also performed in relation to the skill animation 615. In this case, when evaluations 610, 620, and 630 are sent to the server device, the server device stores these three evaluation pieces of information together in the database as evaluation history information associated with the animation history information of the skill animation 615.

[0065] As mentioned above, ratings 610, 620, and 630 are stored together in the server device's database, but in this case, the rating information may be stored as the number of ratings. By storing the rating information as the number of ratings, the amount of information that can be stored can be reduced compared to storing the ratings of all spectators.

[0066] Furthermore, after the player's action C, the in-game skill animation 625 is received, and evaluations 640 from spectator user B and 650 from spectator user A are performed. At this time, evaluations 640 and 650 are performed by different spectator users and at different times. However, in this example, both evaluations 640 and 650 are evaluations related to skill animation 625, and when they are sent to the server device as evaluation information, the server device stores them together in the database as evaluation history information, associated with the skill animation 625's animation history information.

[0067] Furthermore, if the technique animation 635 inserts victory animations or animations of the opponent falling as animation information, viewers may provide evaluations multiple times. In this example, four evaluations related to the technique animation 635 are given: evaluations 660, 670, 680, and 690. In this case, when these four evaluations are sent to the server device as evaluation information, the server device can store the evaluation history information in the database as the evaluation count "4" or as information corresponding to the scale of the evaluation count. In this case, the evaluation information may also be stored as the number of evaluations given within a predetermined time range based on the timing of the technique animation 635, as evaluations related to the technique animation 635.

[0068] Furthermore, the evaluation information can be configured to be stored as data inserted chronologically at a predetermined timing after the performance information. With such a configuration, during replays, the evaluation information can be displayed in a way that does not overlap with performances such as victory animations or other performances, thus avoiding situations where the performances become difficult to see.

[0069] Furthermore, the evaluation history information is linked to the performance history information and stored in the server device's database, associated with a predetermined ID.

[0070] In this embodiment, the performance information for technique performances 605 and 615 is stored as performance history information associated with time information, so that when replaying (recreating) the performance, as described later, the viewer's user terminal can grasp the real-time timing of the technique performance information.

[0071] (During replay) Figure 7 shows the events of event 700 during replay according to a second embodiment of the present invention in chronological order.

[0072] When a viewer selects a replay they wish to view and requests it from the server device using a predetermined ID, the server device uses that ID to access the database in response to the request. The server device then sends the technique animations 705 and 715, as well as evaluations 710 to 730, which are stored as history information corresponding to that ID, to the viewer's user terminal.

[0073] Here, technique animation 715 corresponds to the animation history information of technique animation 615 during gameplay in Figure 6, and evaluation 710 corresponds to the evaluation history information of evaluations 610, 620, and 630 combined during gameplay in Figure 6. Furthermore, technique animation 725 corresponds to the animation history information of technique animation 625 during gameplay in Figure 6, and evaluation 720 corresponds to the evaluation history information of evaluations 640 and 650 during gameplay in Figure 4. Furthermore, technique animation 735 corresponds to the animation history information of technique animation 635 during gameplay in Figure 6, and evaluation 730 corresponds to the evaluation history information of evaluations 660 to 690 combined during gameplay in Figure 6. In this way, by configuring the system to display evaluation history information that summarizes the evaluations during gameplay during replays, the amount of information displayed can be reduced.

[0074] Furthermore, the evaluation history information for evaluations 710, 720, and 730 is stored in the database during gameplay as data that is inserted at predetermined timings after the corresponding skill animations 715, 724, and 735, respectively.

[0075] Therefore, on the viewer's user terminal, the evaluations 710, 720, and 730 included in the history information can be displayed at predetermined timings after the corresponding skill effects 715, 724, and 735, respectively.

[0076] Regarding the display of evaluation information, it can be shown using image content of the evaluation during gameplay. If the evaluation information is the number of evaluations, the number of evaluations during gameplay may be displayed directly, or the display of the evaluation may be adjusted in emphasis according to the number of evaluations during gameplay.

[0077] In this way, during replays, not only are the gameplay actions and in-game visuals reproduced, but the reactions of spectators are also recreated, allowing users who watch later to experience the excitement of the time.

[0078] [Example 3] A third embodiment of the present invention envisions, for example, a replay (recreation) of an actual sporting event, such as soccer, held in a stadium, rather than a computer game. In this case, during play, spectators evaluate the players themselves and their play on their user terminals, and transmit information about the evaluation to a server device for storage. During replay, the viewer's user terminal performs a replay (recreation) of the evaluation, synchronized with predetermined scenes of the actual match play.

[0079] In the following, for the sake of simplicity, we will explain how to include spectator ratings for high-priority scenes, such as goal scenes and the subsequent events leading up to the kickoff in the case of soccer, in the digest information during replays.

[0080] (During gameplay) Figure 8 shows a time-series representation of event 800 during gameplay according to a third embodiment of the present invention.

[0081] This embodiment specifically concerns a situation in which spectator users A and B are watching a soccer match between Team A and Team B.

[0082] Suppose that in the match, an event (performance) occurs where player A makes a pass (805), and then player B, who receives the pass, dribbles (815) and shoots (825), resulting in a goal (835). At this time, for example, spectator user A enters a rating of 810 from their user terminal, and spectator user B enters ratings of 820, 830, and 840 from a different user terminal.

[0083] Furthermore, after the event (performance) of goal 835 being scored, at the timing of the kickoff event (performance) at 845, for example, spectator user B inputs a rating of 850 from their user terminal as a lingering impression of the goal scene.

[0084] In this case, evaluations 810, 820, 830, and 840 are sent to the server device as evaluation information associated with the performance information of the event (performance) called Goal 835, for example, associated with real-time time information. The server device then stores this evaluation information in the database as evaluation history information, associated with the performance history information of Goal 835. Evaluation 850, although it is the timing of the event (performance) called Kickoff 845, is evaluation information entered as a lingering impression of the goal scene and is stored as evaluation information associated with the performance information of Goal 835.

[0085] This involves setting the period from goal 835 to kickoff 845 as a single unit of event (performance) information and storing it along with the time information. This allows the corresponding evaluation information mentioned above to be stored together in association with that event (performance) information.

[0086] In this regard, the server device stores recorded data of various scenes from the actual match, associated with real-time time information, as event (performance) information. This allows the server device to store evaluation information in association with the performance information of goal 835, as both the evaluation information and the performance information (recorded data, etc.) are associated with time information, enabling the system to synchronize them and store the evaluation information after the performance information.

[0087] (During replay) Figure 9 shows a time-series representation of the events at highlight time 900 according to a third embodiment of the present invention.

[0088] When a viewer selects the replay they wish to view on their user terminal and requests it from the server device using a predetermined match ID, the server device uses that ID to access the database in response to the request. The server device then sends the goal 935 performance history information and evaluation history information 910, which are stored as historical information corresponding to that ID, to the viewer's user terminal.

[0089] Here, the evaluation history information 910 corresponds to the five evaluation pieces of information from evaluation 810 to evaluation 850 during gameplay in Figure 8. The evaluation history information 910 is stored in the database during gameplay as data that is inserted at a predetermined timing after the performance history information of the corresponding goal 935.

[0090] Therefore, on the viewer's user terminal, the evaluation history information 910 included in the history information can be displayed at a predetermined timing after the performance history information of the corresponding goal 935.

[0091] In this way, during an actual soccer match, by storing information on spectators' evaluations related to high-priority events (presentations) from the goal scene to the next kickoff in a server device, viewers can replay the goal scene and related evaluation information, such as spectator applause, inserted as information, on their user terminals at any time thereafter.

[0092] For example, in a soccer match, high-priority events (performances) might include not only goal scenes, but also penalty kick scenes that didn't result in a goal, and shots. By synchronizing spectator ratings for these high-priority, important scenes with actual video footage and allowing them to be replayed, users who missed those scenes can still experience the excitement of the moment.

[0093] As described above, according to this embodiment, for example, specifically in the case of a soccer match, even if a viewer was unable to watch the match in real time as a spectator, they can later experience the excitement of the match through a digest of the goal scenes and the lingering emotions.

[0094] As described above, one form and example of the implementation of the replay system according to the present invention has been explained. However, it is easy to understand that the present invention is not limited to the above examples, and various modifications can be made thereto. And, as long as these modifications fall within the scope of the matters described in each claim of the patent claims and equivalent matters, they are naturally included within the technical scope of the present invention. The above examples were for the case of a predetermined game or an actual sporting event, but this is merely an example, and the present invention is not limited to this particular example. [Explanation of Symbols]

[0095] 100: Game System 110: Server device 115: Processor 120: Storage device 125: Communication device 130: Database 140: Operation information 141: Event (Production) Information 142: Evaluation Information 143: Operation information acquisition means 144: Means for obtaining evaluation information 145: Direction information acquisition means 146: Means for creating historical information 147: Delivery method 150: Communication line 160: User terminal (player) 161: User terminal (spectator) 162: User terminal (viewer) 165: Processor 170: Storage device 175: Display 180: Input device 185: Communication equipment

Claims

1. The processor comprises, Obtain event information while one or more spectators are watching a sports event. During the aforementioned sporting event, evaluation information representing the evaluation that the spectator gives to the event is acquired in association with time information. The system stores recorded data of scenes from the sports event, which are associated with the time information as a group of event information according to a predetermined priority of the multiple event information. From the acquired evaluation information, the evaluation information related to the group of event information is selected based on the time information. The selected evaluation information is associated with the aforementioned group of event information to create evaluation history information. In response to a request to recreate the viewing experience of the aforementioned sporting event, the system sends recorded data of scenes from the sporting event and the evaluation history information to the terminal that requested the recreation of the viewing experience. Information processing device.

2. The processor is instructed to acquire event information while one or more spectators are watching a sporting event. The processor is instructed to acquire evaluation information representing the evaluation that the spectator gives to the event during the sporting event, associated with time information. The processor stores the recorded data of the sports event scene, which is associated with the time information as a group of event information according to a predetermined priority of the multiple event information. From the acquired evaluation information, the evaluation information related to the group of event information is selected based on the time information. The processor is instructed to create evaluation history information by associating the selected evaluation information with the set of event information. The processor, in response to a request to recreate the viewing experience of the sports event, sends recorded data of scenes from the sports event and the evaluation history information to the terminal that requested the recreation of the viewing experience. A program that executes a process.

3. The processor acquires event information while one or more spectators are watching a sporting event. The processor acquires evaluation information representing the evaluation that the spectator gives to the event during the sporting event, associated with time information. The processor stores the recorded data of the sports event scene, which is associated with the time information as a group of event information according to a predetermined priority of the multiple event information. The processor selects evaluation information related to the group of event information from the acquired evaluation information based on the time information, The processor associates the evaluation information with the grouped event information to create evaluation history information. The processor, in response to a request to recreate the viewing experience of the selected sporting event, sends recorded data of scenes from the sporting event and the evaluation history information to the terminal that requested the recreation of the viewing experience. Information processing methods.

4. A system comprising a server device and at least one terminal device, for reproducing the viewing experience of a sporting event, The aforementioned server device Obtain event information while one or more spectators are watching a sports event. During the aforementioned sporting event, evaluation information representing the evaluation that the spectator gives to the event is acquired in association with time information. The system stores recorded data of scenes from the sports event, which are associated with the time information as a group of event information according to a predetermined priority of the multiple event information. From the acquired evaluation information, the evaluation information related to the group of event information is selected based on the time information. The aforementioned evaluation information is associated with the aforementioned group of event information to create evaluation history information. In response to a request to recreate the viewing experience of the selected sporting event, the recorded data of scenes from the sporting event and the evaluation history information are sent to the terminal device that requested the recreation of the viewing experience. The aforementioned terminal device Based on the received recorded data of scenes from the sports event and the evaluation history information, the viewing experience is recreated. system.

Citation Information

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