Programs and Information Processing Systems

The computer system enhances game services by enabling real-time streaming and special effects based on user interactions, addressing the lack of interestingness in existing games by integrating event distribution, progress control, and effect activation.

JP7859763B2Active Publication Date: 2026-05-15COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
COLOPL
Filing Date
2023-03-22
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

Existing services, such as games with skills activated under predetermined conditions, lack interestingness and engagement.

Method used

Implement a computer system that functions as distribution means for events in a virtual space, progress control means for event progression, and effect imparting means to activate effects based on user interactions, including special effects triggered by streaming conditions.

Benefits of technology

Enhances the appeal and engagement of services by integrating real-time streaming and special effects in multiplayer games, improving user interaction and community engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement properties of a service.SOLUTION: A program causes a computer to function as: distribution means for executing distribution for an event held in a virtual space; progress control means for controlling the progress of the event; and effect imparting means for exerting an effect influencing the progress of a specific event on the basis of a fact that a specific event is distributed by one or more users.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to programs and information processing systems.

Background Art

[0002] Conventionally, services such as games provided with skills (for example, so-called passive skills or active skills) that are activated when predetermined activation conditions are satisfied have been known (for example, see Patent Document 1). In recent years, the distribution and viewing of games have become popular.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in such services, it is required to improve the interestingness.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to improve the interestingness of services.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as distribution means for distributing an event being performed in a virtual space, progress control means for controlling the progress of the event, effect imparting means for activating an effect that affects the progress of a specific event based on the fact that the specific event is being distributed by one or more users, and a program is provided. [Effects of the Invention]

[0007] According to the present invention, the appeal of the service can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This figure shows an example of a home screen. [Figure 4] This is a diagram showing an example of the first screen of the program guide. [Figure 5] This figure shows an example of the second screen of the program guide. [Figure 6] This flowchart shows an example of the process involved in activating special effects. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <Hardware configuration of the information processing system> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.

[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.

[0015] Note that, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. Note that, as an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game through cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by, for example, a storage device such as a flash memory or a HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 and the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.

[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.

[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.

[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.

[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.

[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, pinch-in operation, and pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an accelerometer or angular velocity sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of Information Processing Systems> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various data used by the control unit 210. Examples of such data include a game program 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing the game. The game information 222 and user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include, in addition to the game program executed on the server 20, a program (game program 121 described later) that is sent to the terminal device 10 and executed on the terminal device 10. Alternatively, the storage unit 220 may store both the game program 221 executed on the server 20 and the program executed on the terminal device 10.

[0034] Game information 222 is information shared across accounts. Game information 222 includes, for example, information for defining various virtual spaces (in other words, game spaces). A virtual space is a space where objects of user-operable characters (hereinafter also referred to as "player characters") are placed. Game information 222 also includes various setting information for objects shared across accounts, such as the placement, size, color, and shape of background objects such as buildings, trees, and stones, as well as non-player characters (NPCs) placed within the virtual space. Game information 222 also includes, for example, the setting values ​​of various parameters for non-player characters. Hereafter, the object of a character placed in the virtual space may simply be referred to as a "character."

[0035] User information 223 is information managed for each game account. User information 223 includes, for example, information about the user's character, information about friends and followers (specifically, followers and following), information about owned assets, and information indicating the progress of the game. Owned assets include, for example, in-game currency (in other words, virtual currency) and items.

[0036] The control unit 210 controls various processes related to the game by executing the game program 221 stored in the memory unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a synchronization processing unit 214, and a user relationship management unit 215.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.

[0039] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program 221 in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also commands the transmission / reception unit 211 to transmit game information 222 or user information 223.

[0040] The user relationship management unit 215 manages information about friends and followers. For example, the user relationship management unit 215 associates one user (e.g., a first user) with another user (e.g., a second user) based on a request from the user relationship processing unit 115, which will be described later, and stores information about the relationships between users in the storage unit 220.

[0041] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.

[0042] In this embodiment, the terminal device 10 has, for example, functions as an input device that accepts user input operations, and functions as an output device that outputs game images and sounds.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of such data include a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for implementing the game on the terminal device 10. The game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] Game information 122 contains the same information as game information 222 for server 20 described above. Therefore, the explanation of game information 122 is omitted here.

[0046] User information 123 is data relating to the account of a user using terminal device 10, and includes the same information as the user information 223 of server 20 described above. Therefore, the explanation of user information 123 is omitted here.

[0047] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program 121 stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, a display control unit 114, a user relationship processing unit 115, and a distribution unit 116.

[0048] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.

[0049] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. Specific examples are given below.

[0051] The transmitting / receiving unit 112 sends game information 122 or user information 123, and synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various data, programs, and synchronization data for multiplayer functionality from the server 20. Synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. Synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.

[0052] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.

[0053] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.

[0054] The game progress unit 113 defines the virtual space based on the information for defining the virtual space contained in the game information 122. The game progress unit 113 places objects in the virtual space based on the object setting information contained in the game information 122. The game progress unit 113 controls the objects placed in the virtual space. Specifically, the game progress unit 113 controls the objects by changing their position, orientation, shape, color, etc., within the virtual space, and by making the objects perform predetermined actions.

[0055] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game progress unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.

[0056] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object such as a player character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include player characters that operate based on the actions of each user, and characters that operate based on the game programs 121, 221 (e.g., non-player characters, enemy characters, etc.).

[0057] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0058] The user relationship processing unit 115 executes various processes related to the friend function and the follow function.

[0059] The distribution unit 116 performs various distribution-related processes, which will be described later.

[0060] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.

[0061] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.

[0062] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device of the terminal device 10 and server 20 may have at least some of the functions of other devices. In other words, in this embodiment, the server 20 may have some or all of the functional blocks of the terminal device 10, and the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each device such as the terminal device 10 and server 20 does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the information processing system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.

[0063] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing the game program stored in the information processing system 1. However, at least a portion of the processing described later that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing described later that is performed by the processor 21 may be executed by a processor other than the processor 21. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.

[0064] The following describes an example of applying the configuration of this embodiment to a game in which multiple users form teams. Specifically, the example will be a game in which multiple users are divided into multiple teams and compete against each other (for example, a GvG (Guild Versus Guild) game or an FPS (First Person Shooter) game). In the game of this embodiment, six users form a team and compete against other teams. The configuration of this embodiment may be applied to any game, including role-playing games, action games, and sports games. Furthermore, the configuration of this embodiment can be applied to a service that provides a virtual space (in other words, a metaverse) in which objects related to each user exist. Moreover, the configuration of this embodiment is not limited to multiplayer games, but may also be applied to single-player games, etc. In other words, in this embodiment, events that take place in the virtual space may involve multiple users or may involve only one user.

[0065] In the game of this embodiment, each user can control their own character and compete against an opponent in-game. Here, the opponent is another user (in other words, a team to which another user belongs), but the opponent may also be a non-player character or the like.

[0066] Furthermore, in the game of this embodiment, as an out-of-game feature, each user can equip their character with items (for example, weapons, armor, or badges, as described later). In other words, in the game of this embodiment, players can configure settings for their own character.

[0067] Furthermore, in the game of this embodiment, users can register other users as friends. A friend is a relationship in which one user and another user are associated with each other. In other words, a friend is a relationship in which one user is associated with the other user, and the other user is associated with the first user. That is, if the second user is a friend of the first user, then the first user is a friend of the second user. A friend may also be a relationship that is established based on mutual agreement between one user and another user.

[0068] Furthermore, in the game of this embodiment, users can follow other users. Following means that one user registers another user associating them with themselves. In other words, if a first user follows a second user, it does not necessarily mean that the second user follows the first user. Following may be a relationship that can be established based on the will of one party.

[0069] Information indicating other users associated with each user is stored as user information in memory unit 220 and memory unit 120. In other words, memory unit 220 and memory unit 120 store users who have a predetermined relationship with the first user (specifically, users who are friends of the first user, or users that the first user follows).

[0070] In the following, users associated with a particular user (for example, User 1) (for example, Users 1's friends or followers) will also be referred to as "related users" of that user.

[0071] A user can register another user as a friend by performing a predetermined input operation on the terminal device 10. A user can also follow another user by performing a predetermined input operation on the terminal device 10. Specifically, for example, when a first user performs an input operation on their terminal device 10 related to registering (or following) a second user as a friend (for example, by touching a predetermined button related to such registration), the user relationship processing unit 115 sends a signal to the server 20 requesting friend registration (or following). The user relationship management unit 215 of the server 20 then processes the signal to associate the first user with the second user and stores the second user in a predetermined storage unit as a friend (or followed user) of the first user. Furthermore, when performing the processing based on the signal, the user relationship management unit 215 may transmit a signal to the second user's terminal device 10 informing it that a friend registration request has been made, and perform the processing when the second user performs a predetermined input operation to accept the request at the terminal device 10 that received the notification signal. In other words, the first user may require the consent of the second user to be registered as a friend. In other words, friend registration may only be established when the first user applies to the second user for friend registration and the second user accepts the application. Furthermore, friend registration and following may be performed automatically based on predetermined conditions without any operation by the user (for example, one or both of the first and second users in this case).

[0072] Furthermore, there may be games within the game that can only be played with your friends. In other words, a "friend" may be a user who can use certain in-game functions that are unavailable to non-friends. Such functions may be functions that facilitate matching with friends (in other words, functions that allow users to use specific content together, such as participating in the same match).

[0073] Figure 3 shows an example of the home screen 30 displayed on the display unit 18 in the game of this embodiment. The home screen 30 is the basic screen on which the user performs operations to advance the game. The home screen 30 displays multiple menu items related to the game. The home screen 30 is displayed first, for example, when this game (in other words, an application related to a predetermined service) is started on the terminal device 10. Here, "displayed first when started" includes cases where the home screen 30 is displayed after various displays related to the start (for example, title display, loading display, etc.). The home screen 30 is displayed not only at startup, but also at predetermined triggers. For example, the home screen 30 may be displayed when an input operation is performed on the home button 49, or when an in-game battle ends.

[0074] The display control unit 114 causes the display unit 18 to display the home screen 30. The home screen 30 displays the game space (in other words, the virtual space) and the objects that exist in the game space. Specifically, the home screen 30 displays the character 33 owned by the user of the terminal device 10 that is displaying the home screen 30.

[0075] The home screen 30 also displays a battle button 40 that accepts the operation to start a match against an opponent, and a button that accepts the operation to move to a screen for equipping items to character 33 (in other words, settings for character 33). The home screen 30 also displays a broadcast button 44 that accepts the operation to start broadcasting the game (in other words, the match).

[0076] Furthermore, a menu button 48 for displaying the menu screen is displayed on the home screen 30. When an input operation (for example, a tap) is performed on the menu button 48, the display control unit 114 displays the menu screen on the display unit 18. The menu screen may display, for example, a user list display button for displaying a list of users who have been added as friends or are being followed, a profile button for displaying a profile screen related to character 33, a ranking button for displaying a predetermined ranking (for example, a ranking related to battles) related to users using the game, an option button for changing game settings, and a help button for receiving instructions on how to use the game. The screen for displaying a list of users who have been added as friends or are being followed can be said to be a screen where the user can check their related users.

[0077] The game progress unit 113 starts a match (in other words, an event) based on an input operation (for example, a tap operation) to the match button 40. The user may select their opponent and teammates for the match, or the information processing system 1 (for example, the server processing unit 212) may automatically select them from among multiple users.

[0078] Furthermore, the game progress unit 113 moves the character 33 based on user input during a match. Specifically, the game progress unit 113 moves the character 33 in the virtual space or causes the character 33 to perform actions related to attacking the opponent, based on user input.

[0079] Furthermore, the method for starting a match and the basic progression of the game (in other words, the processes related to starting and progressing the game) can be the same as in previous games. Also, the method for setting up characters, such as equipping items to characters, can be the same as in previous games.

[0080] Furthermore, in the information processing system 1 of this embodiment, each user can broadcast the matches they are participating in to other users, and can also watch broadcasted matches. Specifically, the application for playing games (e.g., matches) is provided with functions for broadcasting and watching matches. In other words, the information processing system 1 of this embodiment allows for the broadcasting and viewing of events taking place in the virtual space. Note that each user can also play the game (in other words, the match) without broadcasting. In other words, the game progress unit 113 can proceed with the match (in other words, the event) even when it is not being broadcast.

[0081] The distribution unit 116 starts distribution based on, for example, a user input operation (e.g., a tap operation) to the distribution button 44. Specifically, based on a user input operation to the distribution button 44, the distribution unit 116 sends data to the server 20 for displaying a video (hereinafter referred to as "play video") corresponding to the user's gameplay status on another user's terminal device 10. In other words, when a user input operation is made to the distribution button 44, the user's play video is distributed. The distribution unit 116 also stops distribution based on, for example, a user input operation (e.g., a tap operation) to the distribution button 44 while distribution is in progress.

[0082] The display control unit 114 displays the streamed gameplay video on the display unit 18 based on an operation related to starting viewing of the streamed gameplay video (for example, a tap operation on the thumbnail 60 for a specific stream, as described later). In other words, the display control unit 114 displays the video of the stream selected by the user from among the viewable streams on the display unit 18.

[0083] In other words, when an input operation related to the start of video distribution is performed on the first user's terminal device 10 and distribution begins, the second user's terminal device 10 becomes able to view the video. Here, the video (in other words, the distribution) that the second user views is the first user's gameplay video, showing the progress of the match in which the first user is participating. In other words, the second user's terminal device 10 is able to view the first user's gameplay, in other words, the event in which the first user is participating, in real time. Note that the second user's terminal device 10 may display a screen similar to the game screen displayed on the first user's terminal device 10 as the first user's gameplay video. Note that known technologies can be used for the distribution method and viewing method of the gameplay video.

[0084] If a user wants to broadcast a match they are participating in to other users, they perform an input operation, for example, on the broadcast button 44 displayed on the home screen 30. The broadcast function may not be available to a user unless they achieve a certain required rank. Specifically, if a user has not reached the required rank, the broadcast button 44 may not be displayed, or it may be displayed but input operations to start broadcasting may not be accepted. The rank can be said to indicate the user's skill level, or their relative position among other users. The rank includes what is commonly known as a level in general games. The user's rank may be the user's own rank, or it may be the rank of the character 33 the user is using.

[0085] Furthermore, if a user wants to watch a broadcast from another user, they perform an input operation (for example, a tap) on the program guide transition button 46 displayed on the home screen 30. When this input operation is performed, the display control unit 114 displays the program guide first screen 32 shown in Figure 4 on the display unit 18. In other words, when this input operation is performed, the display control unit 114 transitions the home screen 30 to the program guide first screen 32.

[0086] The first screen of the program guide, screen 32, is the top screen of the program guide. It also displays a list of viewable broadcasts (in other words, programs). The first screen of the program guide displays thumbnails 60 of viewable broadcasts, categorized into multiple categories such as "Popular," "Favorites," and "New Arrivals." Furthermore, on the first screen of the program guide, by touching the area corresponding to each category and performing a horizontal scroll operation, the thumbnails 60 of that category (in other words, thumbnails 60 hidden outside the display screen) are displayed sequentially. The user can then select (for example, by tapping) a specific thumbnail 60 (in other words, a specific broadcast) from this list of thumbnails 60, and view the broadcast corresponding to the selected thumbnail 60. Note that the area of ​​each category on the first screen of the program guide may only display a selection of currently viewable broadcasts. Specifically, for example, the area of ​​each category on the first screen of the program guide may only display broadcasts selected according to predetermined indicator values ​​(in other words, points, scores). Such indicator values ​​may fluctuate depending on the actions of the broadcaster and the actions of viewers toward the broadcasted video. Specifically, for example, an indicator value showing the popularity of a broadcast may fluctuate based on one or more of the following: broadcast time, viewing time, number of viewers, the number of gifts from viewers toward the broadcast, and the number of viewer comments, and broadcasts with high indicator values ​​among those belonging to each category may be displayed in the respective category area of ​​the program guide screen 32.

[0087] Furthermore, in this embodiment, when an input operation (for example, a tap operation) is performed on the category detail button 50 provided for each category on the first program guide screen 32, the display control unit 114 controls the display so that it switches to a screen that lists only the broadcasts (in other words, thumbnails 60) of the category for which the input operation was performed. For example, when an input operation is performed on the category detail button 50a corresponding to the "Favorites" category, the display control unit 114 causes the display unit 18 to display the second program guide screen 34 shown in Figure 5, which lists only the broadcasts belonging to the "Favorites" category. That is, when the input operation is performed, the display control unit 114 transitions the first program guide screen 32 to the second program guide screen 34. Then, on the second program guide screen 34, by performing an input operation such as scrolling the screen up or down, the thumbnails 60 (in other words, thumbnails 60 hidden outside the display screen) of broadcasts belonging to the "Favorites" category are displayed sequentially. In Figure 4, the category details button 50 is shown as a button with an arrow mark and a tab-shaped button with the category name written on it.

[0088] In other words, when the first program guide screen 32, which displays a list of broadcasts in multiple categories, is displayed, and an input operation is performed to select a specific category, the display control unit 114 displays the second program guide screen, which displays a list of broadcasts in the selected specific category. Furthermore, broadcasts in categories other than the selected specific category are not displayed on the second program guide screen 34. In other words, in this embodiment, only a portion (in this case, one) of the categories displayed on the first program guide screen 32 are displayed on the second program guide screen 34. Note that broadcasts in categories other than the selected specific category may also be displayed on the second program guide screen.

[0089] Here, the multiple categories related to distribution include the "Favorites" category, as mentioned above. The "Favorites" category corresponds to distributions from users who have a predetermined relationship with the user attempting to view (in other words, the user of the terminal device 10 on which the program guide screen 1 32 or program guide screen 2 34 is displayed). Specifically, in this embodiment, only distributions from users related to the user attempting to view belong to the "Favorites" category. That is, only distributions from related users are displayed on the program guide screen 2 34 for the "Favorites" category.

[0090] Furthermore, the first program guide screen 32 may have certain restrictions on the display of information related to related users compared to the second program guide screen 34. In this embodiment, the first program guide screen 32 has a limited number of displayed broadcasts (in other words, thumbnails 60) compared to the second program guide screen 34. Specifically, in the second program guide screen 34, scrolling the screen (specifically, scrolling vertically) displays all currently broadcasting broadcasts related to the user. On the other hand, in the first program guide screen 32, even if the screen is scrolled (specifically, horizontally in the area corresponding to the "Favorites" category), a maximum of 5 broadcasts related to related users will be displayed. The maximum 5 broadcasts displayed in the first program guide screen 32 are broadcasts selected for each category based on a predetermined indicator (for example, the indicator value mentioned above). In other words, the first program guide screen 32 displays only broadcasts for each category whose ranking, determined based on the predetermined indicator, is a predetermined rank or higher (in this case, up to 5th place).

[0091] Furthermore, both or either of the first program guide screen 32 and the second program guide screen 34 may display only currently airing programs. In other words, previously aired programs may or may not be displayed on the first program guide screen 32 or the second program guide screen 34. In other words, in this embodiment, only real-time viewing (in other words, live streaming) of programs may be possible.

[0092] The game progress unit 113 functions as an effect-granting unit that activates effects (hereinafter referred to as "special effects") that affect the progress of a match (in other words, an event) being streamed by one or more users. In other words, the game progress unit 113 activates special effects when certain conditions related to streaming (hereinafter referred to as "activation conditions") are met.

[0093] In this embodiment, a badge that can be equipped by character 33 is provided as an item related to granting special effects. The badge can be equipped to character 33 in the same way as weapons and armor in conventional games. It is also possible for a single character to be equipped with multiple badges (for example, four).

[0094] There are multiple types of badges, and each badge has a special effect that can be obtained by equipping it to character 33. In addition, some badges have activation conditions that must be met to obtain (in other words, activate) the special effect. In other words, when the user equips a badge to character 33 and plays a match, the game progress unit 113 will activate the special effect when the activation conditions set for the badge are met.

[0095] In the following, a user using a badge (in other words, a user participating in a match using character 33 equipped with a badge) will also be referred to as "myself." The team to which I belong will also be referred to as "my team." Furthermore, "opponent" may include at least one of the opposing team and the users belonging to that team.

[0096] The conditions for activating a special effect may include, for example, at least one of the following conditions:

[0097] In other words, the activation condition may be "the match is being streamed." Specifically, the activation condition may be "I am streaming." Alternatively, the activation condition may be "a user on my team is streaming." Furthermore, the activation condition may be "the opponent is streaming." In other words, the game progress unit 113 may activate a special effect in a particular match if it is being streamed. Specifically, for example, the game progress unit 113 may activate a special effect in a particular match in which it is participating, based on whether it is streaming, whether someone on its team is streaming, or whether someone on the opposing team is streaming.

[0098] Furthermore, the activation conditions are: (1) Conditions regarding the number of streamers currently broadcasting, whether on your team or the opposing team. (2) Conditions regarding the current number of viewers of your own, your team's, or your opponent's stream, (3) Conditions regarding the total number of viewers of your own, your team's, or your opponent's stream (for example, a stream currently being streamed), (4) Conditions regarding the broadcast time of your own, your team's, or your opponent's broadcast (for example, a broadcast currently being broadcast) (5) Conditions regarding the number of followers or friends of yourself, your team, or your opponent, (6) Conditions regarding the number of comments on your, your team's, or your opponent's stream (for example, a stream currently being streamed), (7) Conditions relating to an index value indicating the popularity of your own, your team's, or your opponent's broadcast (e.g., a broadcast currently being broadcast) (e.g., conditions relating to the ranking of broadcasts based on such index value), They are equivalent.

[0099] Here, "conditions relating to ~" for a certain value (for example, the number of people or time) may be conditions that are met when the value is greater than or equal to a predetermined value, less than or equal to a predetermined value, or a specific value. Furthermore, "greater than or equal to (or less than or equal to) a predetermined value" for a certain value is not limited to cases where the value is greater than or equal to an absolute value, but also includes cases where the value is greater than or equal to a relative value determined in relation to the comparison target. For example, the values ​​relating to each of the activation conditions in (1) to (7) above may be compared between your team and the opposing team (in other words, you and your opponent), and the activation condition may be met when the value is larger, smaller, the same, or when the values ​​have a specific relationship (for example, an integer multiple). Furthermore, "greater than or equal to (or less than or equal to) a predetermined value" may be, for example, a value where whether or not the activation condition is met depends on whether the value is "1" or "0". Also, for example, for conditions relating to the number of followers or friends, the activation condition may be met when the number increases by a predetermined amount compared to before the start of the broadcast (in other words, a predetermined baseline amount).

[0100] Furthermore, the "conditions related to ~" for a certain value in the team (for example, the number of people or time) may be conditions related to the total for that value in the team, or conditions related to that value for a specific user within the team.

[0101] Furthermore, the activation conditions may also relate to the attributes of the viewers watching the stream. For example, the game progress unit 113 may activate a special effect if its friends or followers are watching the stream.

[0102] Furthermore, the activation conditions may also be related to the number of times a broadcast has been made. For example, the game progress unit 113 may activate a special effect when it makes its first broadcast or when the number of broadcasts it has made reaches a certain number.

[0103] Furthermore, the activation conditions may also be conditions related to gifts given to the broadcast. In other words, the game progress unit 113 may activate a special effect based on the fact that a viewer watching the broadcast has given a gift to the broadcast. Here, "gift" may refer to something that a viewer can purchase by spending their own assets, or the asset itself. Also, the viewer's "assets" may refer to legal tender, virtual currency, in-game currency, or certain items related to this game. In the game of this embodiment, so-called tipping is possible, similar to conventional live streaming services. The game progress unit 113 may activate a special effect in a particular match based on the fact that a tip has been given to the broadcast of that particular match (in other words, that a gift has been given). Specifically, for example, the game progress unit 113 may activate a special effect based on the fact that a specific gift has been given, that a predetermined number of gifts have been given, or that a predetermined amount of gifts have been given. Furthermore, for example, the game progress unit 113 may activate special effects based on the fact that an indicator value showing the popularity of the broadcast, which fluctuates based on gifts from viewers, has reached a predetermined value.

[0104] Furthermore, the activation conditions may also be conditions related to the state of presenting the broadcast to the viewer. For example, the game progress unit 113 may activate a special effect based on the display on the program guide screens 32 and 34, which display multiple viewable broadcasts, reaching a specific state. Specifically, for example, a special effect may be activated based on the state in which the user's own broadcast is picked up and displayed in a predetermined category area on the first program guide screen 32.

[0105] Furthermore, the activation conditions may include conditions related to the content of the gameplay in the streamed match. For example, the game progress unit 113 may activate a special effect in a specific match being streamed if any user (e.g., yourself) makes a good play. Also, the game progress unit 113 may activate a special effect in a specific match being streamed if a user on your team (e.g., yourself) makes a play that assists another user on your team (e.g., healing an ally). What constitutes a good play (or assist play) is predetermined for each play and may be stored in a designated memory unit, such as the memory unit 220. In addition, a score (in other words, an index value) for the play may be calculated based on predetermined criteria during the match, and whether or not it is a good play may be determined based on that score. In other words, a special effect may be activated based on you making a specific play (e.g., a play that is considered a good play) during the stream.

[0106] Furthermore, the activation conditions may include conditions related to the type of character being used. That is, for example, in the game of this embodiment, if each user is able to select the character 33 they will use in battle (in other words, in the game or event) from among multiple types of characters (for example, multiple types of characters with different abilities or multiple types of characters with different appearances), then a special effect may be activated when a certain user uses a specific type of character 33. Specifically, the game progress unit 113 may activate a special effect when it uses a specific type of character 33, when a user on its own team uses a specific type of character 33 (in other words, when there is a user on its own team who uses a specific type of character 33), or when the opponent uses a specific type of character (in other words, when there is a user on the opposing team who uses a specific type of character 33). Note that "multiple types of characters" may include, for example, characters of different genders such as male and female.

[0107] Furthermore, the activation conditions may include conditions related to the user's own gameplay outside of battles. For example, the game progress unit 113 may activate a special effect when conditions related to the possession status of items (including so-called skins, etc.), the progress of the game, or the achievement status of predetermined objectives (for example, the completion status of so-called quests or missions, etc.) are met.

[0108] Special effects may be applied to the user themselves. Alternatively, special effects may be applied to the user who is broadcasting.

[0109] Furthermore, special effects may be granted to one's own team. Here, "granted to the team" means that the effect may be granted to at least one user belonging to the team (for example, a specific user, a randomly selected user, or all members of the team), or it may be granted to the team itself.

[0110] Furthermore, special effects may be applied to the opponent. Here, "applied to the opponent" means that the effect may be applied to at least one user belonging to the opposing team (for example, a specific user, a randomly selected user, or all members of the team), or it may be applied to the opposing team itself.

[0111] Furthermore, special effects may include, for example, at least one of the effects shown below.

[0112] In other words, special effects may change predetermined parameters relating to a given user. Specifically, the game progression unit 113 may, when the activation conditions are met, change (for example, increase or decrease) the attack power, defense power (in other words, the degree of reduction in damage received from enemies), health (in other words, hit points), evasion rate against enemy attacks, movement speed, recovery power (for example, the time required to recover from damage received from enemies, in other words, the amount of recovery per unit time), the distance at which attacks can reach enemies (in other words, range), the speed of predetermined actions (for example, attack speed, or the speed of acquiring predetermined objects such as items), the waiting time related to predetermined actions (for example, the waiting time from when a predetermined action (for example, a special attack such as a special move) is performed until that predetermined action can be performed again, or the stun time before or after performing a predetermined action), or the time from when the character 33 is defeated until it is revived. Furthermore, the game progress unit 113 may, when the activation conditions are met, restore the health of a character 33 used by a designated user, or the parameters necessary to perform a designated action (for example, a special attack). The game progress unit 113 may also extend or shorten the duration of the effects of a designated action performed or to be performed by a character 33 used by a designated user. Changes to parameters may include negating a designated negative effect applied to the character 33. In other words, when the activation conditions are met, the game progress unit 113 may make the character 33 invulnerable to damage from enemy attacks (in other words, invincible) or prevent the character 33 from suffering status ailments. In other words, special effects may strengthen the character 33 of the player or their team, or weaken the opponent's character 33.

[0113] Furthermore, special effects may be those that add a predetermined effect to the actions of a character used by a designated user. Specifically, the game progression unit 113 may, when the activation conditions are met, add an effect to a predetermined attack performed by a character 33 used by a designated user that inflicts a status ailment on the opponent, an effect that heals the character's own status ailment when the predetermined attack is performed, or a predetermined attribute (for example, an attribute such as fire, water, wind, or ice, where the amount of the attack's effect changes depending on its compatibility with the attribute of the opponent being attacked).

[0114] Furthermore, special effects may enable the execution of predetermined actions. Specifically, the game progression unit 113 may perform control that enables the user or team to activate a predetermined special move when the activation conditions are met. In other words, the activation of a special move may be made possible based on the fulfillment of the activation conditions.

[0115] Furthermore, special effects may also be effects related to the acquisition of objects related to the rules of the match (in other words, the event) (hereinafter referred to as "rule-related objects"). Specifically, for example, suppose multiple rule-related objects are placed on the field (in other words, the space) where the match takes place, and the team that acquires (in other words, collects) the most rule-related objects within a predetermined time wins. In this rule, each user can move their character 33 around the field to find rule-related objects and acquire rule-related objects that are within a predetermined range (in other words, the acquisition range) from their character 33. In such a rule, the special effect may expand or contract the acquisition range. Also, in such a rule, if it takes a predetermined amount of time to acquire a rule-related object (for example, if the rule allows acquisition of a rule-related object after approaching the acquisition range, or after approaching the acquisition range and performing a predetermined input operation, and then waiting for a predetermined amount of time), the special effect may shorten or extend the predetermined time. Furthermore, the rule-related objects placed on the field may be objects that character 33 picks up, or they may be bases, etc. In other words, "acquiring rule-related objects" may mean, for example, capturing a designated location on the field. In further terms, the rules of the match may be such that the team that captures (in other words acquires) the bases (for example, one or more bases) placed on the field as rule-related objects wins (for example, the team that captures the most bases wins).

[0116] Furthermore, special effects may also involve making a predetermined change to the field (in other words, the space) where the battle takes place. Specifically, the game progression unit 113 may, when the activation conditions are met, change the amount of damage a predetermined character 33 receives in a predetermined area within the field. Here, "changing the amount of damage" includes not only increasing or decreasing the amount of damage received when a special effect is applied in an area that would normally receive damage even without the special effect, but also changing an area that would normally not receive damage when the special effect is applied into an area that will receive damage when the special effect is applied. Additionally, special effects may include creating an area within the field that is advantageous to one team, etc.

[0117] Furthermore, special effects may be those that are not applied if the match (in other words, the event) is progressing without being streamed. In other words, special effects may include those that can only be applied if the match is being streamed.

[0118] Furthermore, special effects may be applied to opponents whose values ​​are higher, lower, the same, or whose values ​​have a specific relationship (e.g., integer multiples) when comparing the values ​​related to each of the above conditions (1) to (7) between oneself and the opponent (in other words, one's own team and the opposing team). For example, special effects may be applied to users with fewer (or more) viewers than oneself. Specifically, among other users who are broadcasting and who may be eligible for special effects, special effects may be applied to other users who are broadcasting and have fewer (or more) viewers than oneself. Also, special effects may be applied to users with fewer (or more) followers or friends than oneself. Here, "fewer" or "more" in terms of numbers may mean comparing the number of viewers or followers / friends of users who are not broadcasting or who have no followers / friends as "0," and users who are not broadcasting or who have no followers / friends may be excluded from the comparison.

[0119] Furthermore, special effects may be granted, for example, to opponents (or allies) whose values ​​related to each of the conditions (1) to (7) described above are predetermined values.

[0120] Furthermore, special effects may be applied, for example, to users who are not streaming.

[0121] Furthermore, special effects may be granted to users who use a specific type of character 33. Specifically, the game progression unit 113 may change the parameters of a specific type of character 33 when a predetermined user is using that specific type of character 33.

[0122] Furthermore, the special effect may be an effect that is active at all times from the start to the end of a particular match being streamed. Alternatively, the special effect may be an effect that is active during a first period of the match in progress, but not during a second period of the match in progress. For example, the special effect may be an effect that is active only for the first few minutes after the match starts, and not active for the rest of the time. Also, for example, the game progress unit 113 may determine whether the activation conditions are met at predetermined timings during the particular match, and activate the special effect if the conditions are met. Such predetermined timings may occur multiple times during the particular match. Specifically, for example, the game progress unit 113 may determine whether the activation conditions are met at predetermined intervals (for example, every minute) during the particular match, and activate the special effect (for example, an effect that enables the activation of a predetermined special move, or an effect that increases the recovery power of oneself (or one's team) for a predetermined time (for example, a few seconds)) if the conditions are met. In other words, the game progression unit 113 may determine multiple times during the match whether the activation conditions are met, and may activate the special effect each time the activation conditions are met.

[0123] In other words, a special effect may terminate (in other words, disappear) when a predetermined termination condition is met. For example, a special effect may terminate after a predetermined amount of time has elapsed since its activation. Alternatively, for example, a special effect may activate when an activation condition is met and terminate when the state returns to one where the activation condition is no longer met.

[0124] Furthermore, a set number of times special effects can be activated may be set. Specifically, if a special effect is activated a predetermined number of times during a single match (or broadcast), the game progress unit 113 may control the system so that the special effect is not activated again until the end of that match (or broadcast).

[0125] Furthermore, special effects may be activated when an opponent (specifically, a user who is live-streaming) is defeated during a match.

[0126] Furthermore, special effects may be activated when viewers follow you while you are live streaming (in other words, when your follower count increases).

[0127] Furthermore, special effects and their activation conditions do not necessarily have to depend on badges. For example, in a game where a player can choose which character to use from several types of characters, the special effects and their activation conditions may be set for each type of character. In other words, the special effects and their activation conditions may be unique to each character. Also, for example, a user may be able to set special effects for themselves or the character they use, provided that certain activation conditions are met, by means other than equipping items (for example, by setting titles for the user or character). Moreover, the special effects and their activation conditions may not depend on the user, character, or item, and may be set uniformly for all users, for example. In other words, each user may not be able to set the special effects and their activation conditions themselves. Additionally, the activation conditions and special effects may change based on predetermined settings by the user (for example, equipping badges or changing characters). Furthermore, there may be special effects or activation conditions that can only be obtained (in other words, set) during a period designated (in other words, set) by the service operator (in other words, the administrator of Information Processing System 1). For example, in services such as games, it is known that specific events are held for a limited time. As a period during which such events are held, it is known that a period focusing on (in other words, featuring) a specific character (for example, a specific period with a set duration, such as several days, several weeks, or several months) may be set. For such a period, for example, an activation condition may be set that the specific character is used during the period, and a special effect may be activated based on the fulfillment of that activation condition. Also, for such a period, for example, a special effect may be activated for users who are using the specific character during the period. In other words, the activation conditions and targets may relate to such periods (in other words, relate to events, or are set for a limited time), and the special effects may be those that can be activated for a limited time (in other words, relate to events, or are set for a limited time).With this configuration, it becomes possible to set activation conditions and special effects for specific events, thereby enhancing the excitement of those events.

[0128] Badges may be obtainable through a predetermined lottery (for example, a so-called gacha). Badges may also be awarded to users based on them broadcasting and meeting predetermined conditions during that broadcast. For example, the game progress unit 113, which acts as an item awarding unit, may award a badge to a user based on the user broadcasting a specific match and winning that match. The game progress unit 113 may also award a badge to a user based on the user broadcasting for a predetermined amount of time or longer. The game progress unit 113 may also award a badge to a user based on the number of viewers of the broadcast reaching a predetermined number.

[0129] Furthermore, multiple activation conditions may be set for a single user (for example, yourself, or in other words, your character 33), and different special effects may be set for each activation condition. Also, multiple such activation conditions and special effects may be set for a single badge (in other words, an item that character 33 can equip). Specifically, if a first activation condition and a second activation condition are set for yourself, the game progress unit 113 may activate the first special effect when the first activation condition is met during a particular match, and activate the second special effect when the second activation condition is met during the same match. In this case, both the first and second special effects may be able to be activated simultaneously (in other words, the other special effect may be activated in addition to the other special effect). Also, the first and second special effects may be such that if the activation condition for the other special effect is met while one special effect is activated, the other special effect is activated in place of the first special effect. Furthermore, the second special effect may be an effect that alters the effect amount of the first special effect (for example, if the first special effect is an effect that increases the attack power of character 33, an effect that increases the amount of that increase).

[0130] Furthermore, special effects do not necessarily have to activate 100% of the time when the activation conditions are met; they may activate with a predetermined probability. In other words, even if the activation conditions are met, there may be cases where the special effect does not activate. Also, when certain activation conditions are met, the first special effect may activate with a first probability, and the second special effect may activate with a second probability, and so on.

[0131] Furthermore, the activation conditions, special effects, and targets to which the special effects are applied, as exemplified above, can be combined in any way.

[0132] Thus, in the information processing system 1 of this embodiment, a predetermined event occurs in real time at a specific event based on the fact that a specific event is distributed by one or more users.

[0133] (Processing related to the activation of special effects based on activation conditions) Next, with reference to Figure 6, an example of the process related to the activation of special effects performed by the information processing system 1 will be explained.

[0134] First, the distribution unit 116 starts distribution based on the user's input to the distribution button 44 (step S1).

[0135] Next, the game progression unit 113 starts a specific match (in other words, an event) based on the input operation to the match button 40 (step S2).

[0136] Next, the game progress unit 113 determines whether or not a live stream is being broadcast for that particular match (step S3). For example, the game progress unit 113 determines whether a specific user participating in that particular match using a character 33 equipped with a badge is broadcasting.

[0137] If a broadcast is taking place (YES in step S3), the game progress unit 113 determines whether the activation conditions for the special effect are met (step S4). The activation conditions are as described above. Note that the processing in step S4 may also serve as the processing in step S3.

[0138] Furthermore, if the activation conditions are met (YES in step S4), the game progression unit 113 activates the special effect (step S5).

[0139] Furthermore, if no distribution is taking place (NO in step S3) or if the activation conditions are not met (NO in step S4), the game progression unit 113 will not activate the special effect.

[0140] In this embodiment, the application for playing a game (e.g., a match) is provided with functions for streaming and viewing matches. However, at least one of the streaming and viewing functions may be performed by an application different from the said application. For example, streaming and viewing of a match may be implemented using a standard video streaming service. In this case, a predetermined control unit such as the control unit 210 or control unit 110 may receive information from a server providing a video streaming service (in other words, an external server) indicating that a match is being streamed, and perform processing related to the activation of special effects based on that information.

[0141] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some of the processes, such as the various determination processes shown in the flowchart, may not exist. In other words, the processing flow and specific determination processes may differ from those exemplified herein.

[0142] <Note> The matters described in the above embodiments may also be described as follows:

[0143] (Note 1) Computers, A distribution means (for example, distribution unit 116) for broadcasting events taking place in a virtual space, A progress control means (for example, a game progress unit 113) that controls the progress of the aforementioned event, An effect-granting means (e.g., game progression unit 113) that activates an effect that affects the progress of a specific event based on the fact that a specific event is being distributed by one or more users, A program that makes it function as such. With this configuration, streaming activities can influence events in the virtual space, thereby improving the service's appeal. Furthermore, because streaming activities influence events in the virtual space, it can provide an incentive for streaming. Additionally, it can make streaming more accessible, potentially leading to increased promotional effectiveness for the service.

[0144] (Note 2) The aforementioned event can proceed without live streaming. The program described in Appendix 1. This configuration allows users to enjoy events without live streaming, offering a variety of ways to enjoy the service.

[0145] (Note 3) The aforementioned event is a game where a user competes against an opponent. The program described in Appendix 2. With this configuration, the act of streaming will influence the progress of the game's matches. Therefore, compared to conventional game streaming, it becomes possible to enhance both the game itself and the streaming, thereby improving the entertainment value of the service.

[0146] (Note 4) The effect that affects the progress of the aforementioned specific event, which is triggered based on the fact that the aforementioned specific event is distributed by one or more users, is an effect that is not applied if the event progresses without distribution. The program described in Appendix 2. This configuration allows for the creation of special effects that are only available when the service is being streamed, making the stream more special. Therefore, it can enhance the appeal of the service.

[0147] (Note 5) The effect-granting means activates the effect that affects the progress of the specific event based on the fact that at least one of the number of users watching the specific event being streamed or the number of users streaming it satisfies a predetermined condition. The program described in one of the appendices 1-4. With this configuration, an effect is triggered that influences the progress of the event depending on the number of users watching or streaming the event. Therefore, it is possible to provide incentives to increase these numbers or to set these numbers to a specific number, thereby improving the interest level of the service.

[0148] (Note 6) The effect-granting means activates the effect that affects the progress of the specific event based on the fact that a user watching the specific event during its broadcast has sent a gift to the broadcast of the specific event. The program described in one of the appendices 1-4. With this configuration, viewers' actions of sending gifts to the stream (for example, making donations) can actually influence the progress of the event, thereby increasing the enjoyment of the viewing experience.

[0149] (Note 7) The effect-granting means determines multiple times during the progress of the specific event whether or not predetermined conditions for the activation of the effect are met, and each time the predetermined conditions are met, it activates the effect that affects the progress of the specific event. The program described in one of the appendices 1-4. This configuration allows for periods within a single event where the event's progress is affected by certain factors, and periods where these factors are not. Therefore, it is possible to diversify the event's progression and enhance the service's appeal.

[0150] (Note 8) A distribution means (for example, distribution unit 116) for broadcasting events taking place in a virtual space, A progress control means (for example, a game progress unit 113) that controls the progress of the aforementioned event, The system includes an effect-granting means (e.g., a game progression unit 113) that activates an effect that influences the progress of a specific event based on the fact that the event is being distributed by one or more users. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of Symbols]

[0151] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Home screen, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progress unit, 114 Display control unit, 115 User relationship processing unit, 116 Distribution unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 214 Synchronization processing unit, 215 User relationship management unit, 220 Storage unit

Claims

1. Computers, A means of broadcasting an event taking place in a virtual space, in which Team 1 and Team 2 compete against each other, A progress control means for controlling the progress of the aforementioned event, A means for granting an effect that affects the progress of a specific event, provided that the number of users in the first team distributing a specific event is greater than the number of users in the second team distributing the same specific event, A program that makes it function as such.

2. The aforementioned event can be conducted without live streaming. The aforementioned effect that influences the progress of a specific event is an effect that is not applied if the event progresses without distribution. The program according to claim 1.

3. The effect-granting means activates the effect that affects the progress of the specific event based on the fact that a user watching the specific event during its broadcast has sent a gift to the broadcast of the specific event. The program according to claim 1.

4. The effect-granting means determines multiple times during the progress of the specific event whether or not predetermined conditions for the activation of the effect are met, and each time the predetermined conditions are met, it activates the effect that affects the progress of the specific event. The program according to claim 1.

5. A means of broadcasting an event taking place in a virtual space, in which Team 1 and Team 2 compete against each other, A progress control means for controlling the progress of the aforementioned event, The system includes an effect-granting means that, on the condition that the number of users in the first team who are distributing a specific event is greater than the number of users in the second team who are distributing the same specific event, activates an effect on the first team that affects the progress of the specific event. Information processing system.