Generation system, control program for the generation system, and control method

The generation system addresses the lack of clear explanations in competitive game streams by incorporating a superiority/inferiority display and object display on the streaming screen, enabling viewers to grasp the factors influencing the game outcome.

JP7880122B2Active Publication Date: 2026-06-25KONAMI DIGITAL ENTERTAINMENT CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2022-03-31
Publication Date
2026-06-25

AI Technical Summary

Technical Problem

In video streams of competitive games, viewers often struggle to understand the reasons behind the advantage or disadvantage of the battle situation without additional commentary, as the displayed information does not provide clear explanations.

Method used

A generation system that generates a streaming screen with a superiority/inferiority display area and an object display area, indicating the advantage or disadvantage of the battle situation and the contributing game objects, respectively, allowing viewers to understand the factors influencing the outcome.

Benefits of technology

Enables viewers to comprehend the reasons for the battle outcome by visually presenting superiority/inferiority information and identifying factor objects, enhancing their understanding of the game dynamics.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007880122000001
    Figure 0007880122000001
  • Figure 0007880122000002
    Figure 0007880122000002
  • Figure 0007880122000003
    Figure 0007880122000003
Patent Text Reader

Abstract

To distribute information for allowing a viewer to understand an object affecting the situation.SOLUTION: Generation systems 100, 200 generate a distribution screen DS of viewing video of a match-type game for determining a win / loss by a change in a playing stage according to use of game objects by each opponent, and have computers 61, 31, 231. The computers 61, 31, 231 acquire superiority / inferiority information showing superiority or inferiority of the playing stage, and specification information for specifying a factor object that becomes a factor of the playing stage from among the game objects, and generate the distribution screen DS such that a superiority / inferiority display area AR1 showing superiority or inferiority of the playing stage for at least one opponent on the basis of the superiority / inferiority information, and an object display area AR2 showing the factor object on the basis of the specification information are located on the same screen.SELECTED DRAWING: Figure 2
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a generation system for generating a distribution screen provided with a superiority / inferiority display area, a control program for the generation system, and a control method.

Background Art

[0002] Patent Document 1 discloses a game system including a game processing unit having a momentum parameter update condition determination unit and a display control unit. The momentum parameter update condition determination unit determines whether or not the update condition of the momentum parameter is satisfied. The display control unit performs display control of a momentum display object that visually represents the magnitude relationship of the momentum parameter values of each team.

[0003] Patent Document 2 discloses a viewer terminal for viewing a video output from a video distribution device. In the display of this viewer terminal, a play probability for each of the hands of one of a plurality of players in a game and an area for displaying a risk level are provided.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] In video streams of competitive games, information indicating the advantage or disadvantage of the battle (for example, information showing which player has the upper hand) is sometimes displayed. While this makes the situation easy for viewers to understand, they may not understand the reasons behind the advantage or disadvantage. For example, considerable explanation is required to help viewers understand what influenced the outcome. Therefore, a commentator or analyst is provided to verbally explain the factors that influenced the outcome. However, it is not always possible to provide a commentator or analyst, so it is desirable to present information that helps viewers understand what influenced the outcome. [Means for solving the problem]

[0006] A generation system according to one embodiment generates a streaming screen for viewing video of a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player, and is a generation system equipped with a computer, wherein the computer acquires superiority / inferiority information indicating the advantage or disadvantage of the battle situation and specific information identifying factor objects among the game objects that caused the battle situation, and generates the streaming screen such that a superiority / inferiority display area indicating the advantage or disadvantage of the battle situation for at least one player based on the superiority / inferiority information and an object display area indicating the factor objects based on the specific information are located on the same screen.

[0007] Furthermore, a control program according to another embodiment is a control program for a generation system equipped with a computer, which generates a distribution screen for viewing video of a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player, and causes the computer to acquire superiority / inferiority information indicating the advantage or disadvantage of the battle situation and specific information identifying the factor object among the game objects that caused the battle situation, and generates the distribution screen such that a superiority / inferiority display area indicating the advantage or disadvantage of the battle situation for at least one player based on the superiority / inferiority information and an object display area indicating the factor object based on the specific information are located on the same screen.

[0008] Furthermore, a control method relating to another embodiment is a control method for a generation system equipped with a computer that generates a distribution screen for viewing video of a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player, wherein the computer acquires superiority / inferiority information indicating the advantage or disadvantage of the battle situation and specific information identifying factor objects among the game objects that caused the battle situation, and generates the distribution screen such that a superiority / inferiority display area indicating the advantage or disadvantage of the battle situation for at least one player based on the superiority / inferiority information and an object display area indicating the factor objects based on the specific information are located on the same screen. [Effects of the Invention]

[0009] This allows us to deliver information that helps viewers understand which objects influenced the outcome of the situation. [Brief explanation of the drawing]

[0010] [Figure 1] A schematic diagram of the generation system according to the first embodiment. [Figure 2] A schematic diagram showing an example of a distribution screen according to the first embodiment. [Figure 3] A schematic block diagram of the generation system according to the first embodiment. [Figure 4] A flowchart of the process according to the first embodiment. [Figure 5] A schematic diagram of the generation system according to the second embodiment. [Figure 6] A schematic diagram showing an example of a distribution screen according to the second embodiment. [Figure 7] A schematic block diagram of the generation system according to the second embodiment. [Figure 8] A flowchart of the process according to the second embodiment. [Modes for carrying out the invention]

[0011] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and modified according to the configuration of the apparatus or method to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0012] [First Embodiment] As shown in Figure 1, the generation system 100 that generates the streaming screen for viewing video also functions as a game system and includes a game server 60 that transmits game video, which is an example of viewing video, and a game terminal 70, which is an example of a game device for playing the game. For example, the viewing video is the video of the game screen displayed on the game terminal 70 and is included in the streaming screen. This game terminal 70 can connect to the game server 60 via a predetermined network 50. As an example, a game player uses the game terminal 70 at a predetermined facility such as their home, a game tournament venue, or a store.

[0013] Furthermore, the generation system 100 can also function as a distribution system, and further includes a playback terminal 20, which is an example of a user terminal, and a distribution server 30 that distributes the distribution screen, including game video. This playback terminal 20 can connect to the distribution server 30 via a predetermined network 50. As an example, a viewer uses the playback terminal 20 at home.

[0014] The distribution server 30 and the game server 60 are configured as a single logical server device by combining server units as a plurality of computers. However, the distribution server 30 and the game server 60 may be configured by a single server unit. Alternatively, the distribution server 30 and the game server 60 may be logically configured using cloud computing. Note that the distribution server 30 and the game server 60 can be provided in a single server. For example, the game server 60 can also function as the distribution server 30. Further, the game server 60 can also function as the distribution server 30.

[0015] The distribution server 30 provides a distribution service for allowing the playback terminal 20 or the user who owns the playback terminal 20 to view a distribution screen. For example, the distribution server 30 distributes a distribution screen including a game video acquired from the game server 60 to the playback terminal 20. Alternatively, the distribution server 30 may distribute a distribution screen including a game video received from a device other than the game server 60. As an example, the distribution server 30 may distribute a distribution screen including a game video created by a game player or another distributor. In this case, the distribution server 30 distributes a distribution screen including the game video uploaded by the player or another distributor to the playback terminal 20.

[0016] Also, the distribution service includes a service for distributing and updating a program or data for the playback terminal 20 via the network 50. Through this distribution service, the distribution server 30 appropriately distributes various programs or data necessary for viewing the distribution screen to each playback terminal 20. Further, the game video includes videos of game screens of games being played by the game terminal 70, camera videos created by shooting game screens and the like, and camera videos of game players or spectators watching the game, etc., which are related to the game.

[0017] For example, the distribution server 30 provides web services to the users of the playback terminal 20 via the network 50. In this web service, when the distribution server 30 provides the distribution service, a distribution screen to be played back on the playback terminal 20 is distributed. Note that the web service may include other services such as an information providing service that provides various information related to game videos, a community service that provides a place for communication such as information transmission, exchange, and sharing by users, and a service that assigns user identification information for identifying each user.

[0018] The game server 60 provides various services for game devices to the game terminal 70 or the users of the game terminal 70. This service includes a distribution service that distributes and updates programs or data for the game terminal 70 via the network 50. The game server 60 appropriately distributes various programs or data necessary for providing game services to each game terminal 70 through this distribution service.

[0019] The game server 60 provides a battle-type game in which the battle situation changes according to the use of game objects by each fighter and the victory or defeat is determined. Here, the battle situation is a situation indicating which fighter the possibility of winning or losing the game favors. The game to be provided may be any battle-type game that uses game objects, such as a trading card game, a music game, a board game, a mahjong game, an RPG game, a fighting game, a puzzle game, a quiz game, a simulation game, and sports games such as baseball and soccer. For example, the game server 60 may provide a service for a baseball game as a sports game, including a cultivation part for cultivating baseball players and a battle part for making the team to which the cultivated baseball players belong play against an opponent team. Note that the use of game objects includes placing the object at a predetermined position (for example, a predetermined grid), exerting the effect of the object (for example, summoning), having the object attack or defend, and forming a predetermined group of objects (for example, a predetermined role) including the object.

[0020] Game objects are virtual or physical objects displayed on the screen or used by the user in a game. Examples include cards, characters, spells, traps, monsters, effects, equipment, and items, which are used in game processing to advance the game. The following explanation primarily focuses on trading card games that use groups of objects called decks or teams. However, in the context of games, these groups of objects may also be called collections of things or living beings, armies, legions, or herds.

[0021] [Game Overview] Players use multiple cards selected from their self-created decks as their hand to battle their opponent. In a match, the player's turn and the opponent's turn alternate. During their turn, a player attacks their opponent with cards selected from their hand, reducing the opponent's Life Points (also simply called LP). If the opponent's Life Points run out, the player wins. Cards include monster cards, spell cards, and trap cards. Each card has a name, type, attribute, level, race, description, effect, usage, attack power, and defense power, etc.

[0022] Figure 2 shows an example of a DS distribution screen including game footage. The game progresses using the game field, which is an example of a place where players P1 and P2 should place cards. Multiple card placement areas (CPs) are set up on the game field. For example, ten card placement areas (CPs) are set up for each player. The game field also has a graveyard zone (GZ) where destroyed or used cards are placed, and a field zone (FZ) where field spell cards that affect the entire field are placed.

[0023] Furthermore, the game field is divided into an Extra Deck Zone (EZ) for placing cards that can be summoned by special methods, and a Deck Zone (DZ) for placing the main deck. In addition, an Extra Monster Zone (EMZ) is set up to overlap with the boundary between Player P1's game field and Player P2's game field. Players P1 and P2 can choose either of the two Extra Monster Zones (EMZ) to place cards that have been summoned by special methods.

[0024] Each player constructs a deck from their own collection of cards and plays the game by placing the cards in the card area CP or other appropriate zones. During the game, each player holds some cards as their hand HC, or places them in appropriate locations outside the game field. For example, in Figure 2, player P1 holds five cards as their hand HC. Also, player P1 has placed a face-up card FC and a face-down card BC in the card area CP. The face-up card FC is a monster card and corresponds to card image C1. The face-down card BC is a trap card and corresponds to card image C2. For example, the face-down card BC has an effect that negates attacks on the face-up card FC, acting in a chain reaction with the face-up card FC.

[0025] The game progresses in a turn-based system, with each player taking turns. First, as preparation for the game, each player shuffles their deck and places it in the deck zone (DZ), then draws a predetermined number of cards from their deck to hold as their hand (HC). Once preparation is complete, the game begins with the first player's turn. A single turn is divided into multiple phases. A phase is a concept used to divide the procedures that should be performed in a single turn into multiple stages according to their content and nature.

[0026] Each player chooses appropriate actions within the scope defined for each phase. For example, in Phase 1, cards are drawn from the deck, and in Phase 2, the effects of cards that should be processed in that phase can be activated. In Phase 3, various actions are permitted, such as using cards as appropriate, summoning (or calling in) virtual characters such as monsters to be used in battle, setting cards with unique effects such as spells or traps, or activating card effects. In Phase 4, battles using cards take place. For example, battles are conducted by selecting a card to be used for an attack and a card to be targeted for attack. In place of cards, or in addition, the opponent player may also be targeted for attack.

[0027] The outcome of combat is determined by parameters such as the card's attributes and strength. In Phase 5, the end of the turn is declared. Each player can choose to avoid combat in Phase 4. In that case, Phase 4 is skipped. The selection of cards to use or place, and the end or start of each phase, are performed by operations on the game control unit 73 (Figure 3) of the game terminal 70. Alternatively, these processes may be performed by methods such as voice input or by automatic processing by the game terminal 70. The game ends when predetermined termination conditions are met as turns are repeated alternately. The termination conditions are met, for example, when the value of a parameter such as life points set for each player decreases to a predetermined value (e.g., zero) due to combat.

[0028] Returning to Figure 1, the services for the game device provided by the game server 60 may include a service in which the game server 60 receives player identification information from the game terminal 70 and authenticates the player. The services for the game device may also include a service in which the game server 60 receives and stores game data, including video of the game screen or the game results of the authenticated player, from the game terminal 70. Furthermore, the services for the game device may include a service in which the game server 60 provides the stored game data to the game terminal 70. In addition, the services for the game device may include a service in which the game server 60 matches players when multiple players play the same game via the network 50. The services for the game device may also include a service in which the game server 60 collects fees from players.

[0029] Network 50 is configured to connect the distribution server 30 and the game server 60 to the playback terminal 20 and the game terminal 70, respectively. For example, network 50 is configured to achieve network communication using the TCP / IP protocol. Specifically, LAN 52 connects the distribution server 30 and the game server 60 to the internet 51. The internet 51, which acts as a WAN, and LAN 52 are connected via router 53.

[0030] The playback terminal 20 and the game terminal 70 are also configured to connect to the Internet 51. Furthermore, the distribution server 30 and the game server 60, and the playback terminal 20 and the game terminal 70 may be interconnected via the Internet 51, either in place of or in addition to the LAN 52. In Figure 1, thin lines indicate connections to the Internet 51, and thick lines indicate services provided and information transmitted. The thick lines do not necessarily indicate direct communication between devices, but devices may be configured to communicate directly with each other.

[0031] The playback terminal 20 and the game terminal 70 are computer devices capable of network connectivity. For example, the playback terminal 20 and the game terminal 70 include stationary or book-type personal computers 54 and mobile terminal devices 55 such as mobile phones (including smartphones). In addition, various computer devices such as stationary home game consoles, portable game consoles, and portable tablet terminals are also included in the playback terminal 20 and the game terminal 70. By implementing various computer software, the playback terminal 20 and the game terminal 70 can allow users to enjoy various services provided by the distribution server 30 and the game server 60. Specifically, the playback terminal 20 functions as a display terminal for the distribution screen DS, including game video, through video playback software. The game terminal 70 functions as a game device through game device software. Note that the playback terminal 20 and the game terminal 70 may also be arcade game machines.

[0032] As an example, in the generation system 100, the game server 60 provides game services to the game terminal 70. The game server 60 then records game footage of the game being played by the game terminal 70, or game footage created by capturing the game screen, etc. The game footage may also be game-related footage, such as footage of the game players or spectators watching the game. Furthermore, the game server 60 may regenerate the game footage by rendering key information received from the game terminal 70. The game server 60 then sends the acquired or created game footage to the distribution server 30. The distribution server 30 then distributes the distribution screen DS, which includes the received game footage, to the playback terminal 20.

[0033] [Control system for generation system 100] Next, with reference to Figure 3, the control system of the generation system 100 will be described. First, the distribution server 30 includes a distribution control unit 31, a distribution storage unit 32, and a communication unit (not shown). The distribution control unit 31 performs various controls for distributing the distribution screen DS, which includes game video received from the game server 60. The distribution storage unit 32 stores the distribution program PG1, which is the control program for the distribution server 30. The distribution by the distribution server 30 can be in a format in which it is distributed simultaneously to each playback terminal 20, and can be in a format of live distribution, which is real-time video distribution, or a format in which edited video is distributed, for example, instead of real-time. Furthermore, it is not limited to a format of simultaneous distribution, but can also be an on-demand distribution format in which distribution is performed individually by each user's operation.

[0034] Furthermore, the distribution storage unit 32 stores a generation program PG2 that functions as a control program for the generation system 100 in cooperation with the game program PG3, and generation data D1 used to generate the distribution screen DS. The generation data D1 includes image data of images displayed in the superiority / inferiority display area AR1 (Figure 2) and the object display area AR2 (Figure 2), as well as screen configuration data. For example, the superiority / inferiority display area AR1 displays a superiority / inferiority display bar BAR whose area increases when one is in a superior position. The object display area AR2 displays images of card images C1, C2, C3 (for example, the surface image of a card, an image of a piece or tile), names, or strings of characters indicating the factor objects, or IDs.

[0035] The game server 60 comprises a server control unit 61, a server storage unit 62, and a communication unit (not shown). The server control unit 61 performs various controls to provide game services to the game terminal 70. Furthermore, the server control unit 61 uploads game video to the distribution server 30. The server storage unit 62 stores the game program PG3 that provides game services to the game terminal 70.

[0036] Furthermore, the server storage unit 62 stores game data (not shown). For example, the game data includes various types of data necessary for providing the game, such as image data, background music data, and player play data. The play data is data that carries over player-specific content, such as the player's play history (e.g., past achievements), to subsequent play sessions.

[0037] The distribution control unit 31 and the server control unit 61 are configured as a computer combining a processor that performs various calculations and operational controls according to a predetermined program, internal memory necessary for the processor's operation, and other peripheral devices. For example, these processors are CPUs (Central Processing Units) or MPUs (Micro-Processing Units), and they control the entire device and comprehensively control various processes based on a predetermined program.

[0038] The distribution storage unit 32 and the server storage unit 62 are storage devices that include a computer-readable non-temporary storage medium. The distribution storage unit 32 and the server storage unit 62 also include RAM (Random Access Memory), which is system work memory for the processor's operation, as well as storage devices such as ROM (Read Only Memory), HDD (Hard Disk Drive), and SSD (Solid State Drive) for storing programs and system software. The processor can perform various processing operations such as calculations, control, and decision-making according to the programs stored in the ROM or HDD. The distribution program PG1, the generation program PG2, and the game program PG3 may cooperate to function as a control program for the generation system 100. The distribution storage unit 32 and the server storage unit 62 may hold all data in a single storage device, or they may distribute and store data across multiple storage devices.

[0039] The distribution control unit 31 and the server control unit 61 are connected via wired or wireless connection to a display device that shows the device's input status, setting status, measurement results, and various other information. Furthermore, the distribution control unit 31 and the server control unit 61 are connected via wired or wireless connection to an operating device including a keyboard or various switches for inputting predetermined commands and data. The distribution control unit 31 and the server control unit 61 can also be controlled according to programs stored on portable recording media such as CDs (Compact Discs), DVDs (Digital Versatile Discs), CF (Compact Flash) cards, and USB (Universal Serial Bus) memory, or on external storage media such as servers on the Internet.

[0040] The playback terminal 20 comprises a playback control unit 21, a playback memory unit 22, an operation unit 23 as an operating device, a display unit 24 as a display device, a speaker 25 as an audio output device, and a communication unit (not shown). The playback memory unit 22 stores the control program for the playback terminal 20 and the playback program for the distribution screen DS, which is an example of an application program. The playback control unit 21 controls the playback terminal 20 and displays the distribution screen DS on the display unit 24 by executing the playback program.

[0041] Furthermore, the operation unit 23 is an operating device such as a controller or touch panel, and accepts user input from the user. The display unit 24 is a display device such as a television, display, or touch panel, and displays the streaming screen DS that the user views. The operation unit 23 and the display unit 24 may be integrally configured as a display operation unit such as a touch panel. The speaker 25 outputs related sounds such as game sounds in conjunction with the playback of game video. Note that the operation unit 23, the display unit 24, and the speaker 25 may be integrated with the playback terminal 20 or may be separate components.

[0042] The game terminal 70 comprises a terminal control unit 71, a terminal memory unit 72, a game operation unit 73, a game display unit 74, and a communication unit (not shown). The terminal memory unit 72 stores the control program for the game terminal 70. The terminal control unit 71 controls the game terminal 70 and allows the player to play the game by executing the control program. The game operation unit 73 is an operating device such as a controller or touch panel, and accepts input for game operations from the player. The game operation unit 73 and the game display unit 74 may be integrally configured as a display operation unit such as a touch panel. Furthermore, the game terminal 70 may be equipped with a camera to photograph the player, etc. In this case, the game terminal 70 transmits the camera image captured by the camera along with the game screen to the game server 60. Alternatively, the camera may be provided separately from the game terminal 70. In this case, the camera may transmit the camera image to the distribution server 30 instead of the game server 60.

[0043] The game display unit 74 is a display device such as a display or touch panel, and displays the game screen of the game being played by the player. The game operation unit 73 and the game display unit 74 may be integrated with the game terminal 70 or they may be separate units. Furthermore, the game terminal 70 is equipped with an audio output device (not shown). The terminal control unit 71 controls the progress of the game by executing a control program, but it may also control the progress of the game in cooperation with the server control unit 61. For example, the server control unit 61 may control the progress of at least a part of the game, and the terminal control unit 71 may display the result on the game display unit 74. The server control unit 61 also collects play data from the game terminal 70 and manages the collected play data. Furthermore, the server control unit 61 of the game server 60 collects key information, etc., from the game terminal 70 for reconstructing the game image.

[0044] The playback control unit 21 and the terminal control unit 71 are configured as a computer combining a processor that performs various calculations and operation controls according to a predetermined program, internal memory necessary for the processor's operation, and other peripheral devices. For example, these processors are CPUs or MPUs, and they control the entire device and comprehensively control various processes based on a predetermined program. The playback control unit 21 and the terminal control unit 71 can also perform control according to programs stored on portable recording media such as CDs, DVDs, CF cards, and USB memory, or external storage media such as servers on the Internet.

[0045] The playback memory unit 22 and the terminal memory unit 72 are storage devices that include a computer-readable non-temporary storage medium. The playback memory unit 22 and the terminal memory unit 72 also include RAM, which is a system work memory for the processor to operate, and storage devices such as ROM, HDD, and SSD for storing programs and system software. The processor can perform various processing operations such as calculations, control, and discrimination according to the control program stored in the ROM or HDD. The playback memory unit 22 and the terminal memory unit 72 may hold all data in a single storage device, or they may distribute and store data across multiple storage devices.

[0046] [Game Server 60] The server control unit 61 includes a game control unit 61A, which is an example of a game control means for managing the progress of the game. The server control unit 61 also includes an information acquisition unit 61B, which is an example of an information acquisition means. The game control unit 61A and the information acquisition unit 61B are logical devices realized through a combination of the hardware resources and software resources of the server control unit 61.

[0047] When each player starts the game application program on the game terminal 70, the game terminal 70 accesses the game server 60. The game control unit 61A then performs predetermined user authentication and matches the player with other players. Once matching is complete, the game control unit 61A starts the game with the first player's turn. The game control unit 61A then proceeds with the game according to predetermined procedures. After that, the game control unit 61A terminates the game when predetermined termination conditions are met. Alternatively, the terminal control unit 71 of the game terminal 70 may proceed with the game using a peer-to-peer method.

[0048] The information acquisition unit 61B acquires superiority / inferiority information and specific information. Superiority / inferiority information indicates the advantage or disadvantage in the battle situation, and as an example, is a value indicating the probability of each player winning or losing. Alternatively, superiority / inferiority information may be a value indicating each player's life points. Specific information is information that identifies the factor object among the game objects that influenced the battle situation. As an example, specific information is object identification information that uniquely identifies each object. For example, object identification information may be the card name or card ID of a specific object.

[0049] The terminal control unit 71 of the game terminal 70 includes an information generation unit 71A as an example of an information generation means. The information generation unit 71A analyzes the battle situation to create superiority / inferiority information and specific information, and transmits it to the game server 60. This allows for the automatic creation of superiority / inferiority information and specific information, and the superiority / inferiority and factor objects to be shown to the viewers. The information acquisition unit 61B then stores the received superiority / inferiority information D2 in the server storage unit 62, associating it with player identification information that uniquely identifies each player and information indicating the time period (for example, elapsed time since the start of the game, number of turns, or number of phases). Furthermore, the information acquisition unit 61B stores an object list D3 based on the received specific information in the server storage unit 62, associating it with information indicating the time period. In other words, the game server 60 includes a server storage unit 62 as an example of a storage device for storing superiority / inferiority information and specific information. The information acquisition unit 61B may also acquire superiority / inferiority information and specific information from the terminal storage unit 72, which is an example of a storage device. Furthermore, specific information for each time period may be shown using only one card or multiple cards. In addition, the superiority / inferiority information may be a value, or it may be an image such as a superiority / inferiority indicator bar or a superiority / inferiority indicator graph.

[0050] For example, the information generation unit 71A analyzes the battle situation at the timing of a turn or phase change. The information generation unit 71A then creates superiority / inferiority information and specific information, associates it with information indicating the time of day in the game, and passes it to the game server 60. As an example, the information generation unit 71A analyzes the battle situation using a predetermined algorithm that is stored in advance in the terminal storage unit 72. The information generation unit 71A also analyzes the battle situation based on the objects (e.g., cards) that each player has used or can use. For example, the information generation unit 71A evaluates the degree to which each card placed on the game field contributes to victory. The information generation unit 71A then evaluates the superiority / inferiority of each card between players and predicts the battle situation. The information generation unit 71A may also analyze the battle situation at the timing of a turn change in a set, treating the turns of multiple players as one set. For example, the information generation unit 71A may analyze the battle situation at the timing when a set of turns, combining the turns of one player and the other player, changes, or at the timing when a set of turns, combining the turns of the other player and the one player, changes. Alternatively, the information generation unit 71A may analyze the battle situation by referring to the players' past match information (e.g., past win rates). However, by not taking past match information into consideration, the likelihood of the object's contribution matching the prediction of the battle situation increases.

[0051] Furthermore, the information generation unit 71A may analyze the battle situation based on the expected values ​​of parameters such as attack power and defense power of objects used or available to each player. For example, the information generation unit 71A may analyze the battle situation by comparing the expected value using the probability that player P1 attacks in a given turn and the damage caused by that attack with the expected value using the probability that player P2 attacks in the next turn and the damage caused by that attack. In addition, the information generation unit 71A may analyze the battle situation based on the expected value for achieving a condition. When using expected values, each player's expected value may be used as superiority / inferiority information. For example, if player P1's expected value in a given turn is 3000 and player P2's expected value in the next turn is 1000, then the length of player P1's superiority / inferiority indicator bar BAR will be three times that of player P2.

[0052] As another example, the information generation unit 71A may use a pre-trained model stored in the terminal memory unit 72 to predict factor objects and predict each player's winning percentage from the cards in their hand and the cards placed on the game field. The information generation unit 71A may also be located in the server control unit 61 of the game server 60. Furthermore, if the game progresses using a peer-to-peer system, the information generation unit 71A of the host game terminal 70 may create superiority / inferiority information and specific information.

[0053] The information acquisition unit 61B may acquire the win rate of each player and the names of the cards that contributed to it, which are previously stored in the server memory unit 62 by the commentator, analyst, or operator of the game server 60. This allows the system to use the pre-stored information to indicate superiority or inferiority in the superiority / inferiority display area AR1 and to indicate the contributing objects in the object display area AR2. In this case, the information acquisition unit 61B acquires the win rate as superiority / inferiority information and the names of the cards as specific information from the server memory unit 62. Alternatively, each player may input their own win rate and the names of the cards that contributed to it into the game terminal 70. In this case, the information acquisition unit 61B acquires the input win rate as superiority / inferiority information and the names of the input cards as specific information from the game terminal 70.

[0054] [Distribution Server 30] The distribution control unit 31 includes a distribution unit 31A, which is an example of a distribution means for managing the distribution of the distribution screen. The distribution control unit 31 also includes a video acquisition unit 31B, which is an example of a video acquisition means, and a screen generation unit 31C, which is an example of a screen generation means. The distribution unit 31A, the video acquisition unit 31B, and the screen generation unit 31C are logical devices realized by a combination of the hardware resources and software resources of the distribution control unit 31.

[0055] The distribution unit 31A distributes the distribution screen DS generated by the screen generation unit 31C to each playback terminal 20. To this end, the screen generation unit 31C generates the distribution screen DS such that the superiority / inferiority display area AR1 and the object display area AR2 are located on the same screen, as shown in Figure 2. By providing the superiority / inferiority display area AR1 and the object display area AR2 in this way, viewers can easily recognize the reasons for superiority / inferiority shown in the superiority / inferiority display area AR1. In addition, viewers can recognize the factor objects that influenced the superiority / inferiority shown in the superiority / inferiority display area AR1. As a result, viewers can better understand the flow of the game and enjoy the game video more.

[0056] The screen generation unit 31C receives the advantage / disadvantage information D2 transmitted by the server control unit 61. Based on the advantage / disadvantage information D2, the screen generation unit 31C displays the advantage or disadvantage of at least one player in the advantage / disadvantage display area AR1. For example, the screen generation unit 31C displays an advantage / disadvantage display bar BAR in the advantage / disadvantage display area AR1. The longer the advantage / disadvantage display bar BAR, the more advantageous the situation. In the example in Figure 2, player P1 has 4000 life points, while player P2 has 1000 life points. Therefore, the advantage / disadvantage display bar BAR indicates that player P1 has an 80% chance of winning, and player P2 has a 20% chance of winning. In other words, the screen generation unit 31C displays an advantage / disadvantage display bar BAR in the advantage / disadvantage display area AR1 such that the length of player P1's bar is four times longer than that of player P2.

[0057] Furthermore, if there are two players, the screen generation unit 31C may display the advantage / disadvantage bar for both players, or it may display the advantage / disadvantage bar for only one of them. For example, the screen generation unit 31C does not need to display the advantage / disadvantage bar for a player who is at a disadvantage. Even in this case, viewers can still see which player is in the lead and why. Therefore, displaying at least the lead player will satisfy the viewers' needs. Moreover, if there are three or more players, the screen generation unit 31C may display the advantage / disadvantage bar for at least one of them. Alternatively, the screen generation unit 31C may display a three-part advantage / disadvantage bar.

[0058] Furthermore, the screen generation unit 31C may indicate superiority or inferiority by a percentage based on 100% instead of a superiority / inferiority indicator bar (BAR). In addition, the screen generation unit 31C may indicate superiority or inferiority by numbers or characters (for example, the words "superior" or "inferior"). Furthermore, the screen generation unit 31C may indicate superiority or inferiority by displaying the superior player in a different manner than the inferior player. For example, the screen generation unit 31C may display the name or image of the superior player with relative emphasis compared to the name or image of the inferior player. This emphasis may be expressed by differentiating the size, transparency, density, chromaticity, saturation, brightness, shape, hue, or a combination thereof.

[0059] Furthermore, the screen generation unit 31C receives the object list D3 as specific information transmitted by the server control unit 61. Based on the object list D3, the screen generation unit 31C displays the factor objects in the object display area AR2. In the example in Figure 2, the screen generation unit 31C displays card images C1, C2, and C3 to indicate the factor objects. This allows the screen generation unit 31C to show viewers the advantage or disadvantage when distributing game footage of a competitive game, and also to show viewers the factor objects (e.g., cards) that significantly contributed to the change in the course of the battle. Specifically, the screen generation unit 31C displays a graph-style advantage / disadvantage bar BAR on the distribution screen DS for easy viewing by viewers. In addition, the screen generation unit 31C displays the card images C1, C2, and C3 of the cards that form the basis of the advantage, in order of their impact on the course of the battle.

[0060] One example of specific information is the object list D3. For instance, object list D3 is a list of object identification information that uniquely identifies each object. In addition to objects used by the player, the objects included in object list D3 may also be selected from available objects, such as the player's hand of cards (HC) or cards in the deck. In object list D3, the object identification information linked to the player identification information is listed in order of contribution level for each time period. Alternatively, object identification information linked to contribution level may also be listed in object list D3. Note that in some games, available objects may be selected from a group of objects called by other names (such as deck, tile stack, or player pieces).

[0061] Furthermore, the screen generation unit 31C may indicate the factor object by its name, identification number, or abbreviation. In addition, the screen generation unit 31C may generate the distribution screen DS such that the explanation area (not shown) for the factor object is located on the same screen as the object display area AR2. For example, the screen generation unit 31C may provide an explanation area in addition to the card images C1, C2, and C3, to further display text or images that explain why the factor object was selected. For example, the screen generation unit 31C may further display a numerical value indicating the contribution level, or an explanatory text that explains why the contribution level is high. This allows viewers to understand the reasons for superiority or inferiority shown in the superiority / inferiority display area AR1 in more detail.

[0062] Furthermore, the screen generation unit 31C displays one or more factor objects in the object display area AR2. Alternatively, the screen generation unit 31C may arrange the factor objects in descending order of contribution and then limit the number of factor objects displayed in the object display area AR2 to a predetermined number (for example, three). This prevents the display of numerous card images from making it difficult to identify the factor objects.

[0063] Furthermore, the screen generation unit 31C may display a group of objects used in a predetermined order as factor objects in the object display area AR2. For example, the screen generation unit 31C may display the factor objects in the object display area AR2 after arranging them in the order they were used or are to be used. In games, the effect of the object used immediately before may allow the next object to be used consecutively. Objects used in this chain reaction, provided they are used in a predetermined order, bring about a series of changes that alter the course of the battle. When a group of objects is displayed in order, viewers can better understand the changes in the course of the battle. The order in which objects were used or are to be used is acquired by the information acquisition unit 61B from the game terminal 70 and stored in the server storage unit 62 in association with specific information.

[0064] Furthermore, the screen generation unit 31C changes the display content in the advantage / disadvantage display area AR1 and the object display area AR2 in accordance with changes in the battle situation. That is, the screen generation unit 31C replaces the advantage / disadvantage display bar BAR and card images C1, C2, C3 from the past (for example, a past turn or phase) with the current ones. In this case, the screen generation unit 31C may generate the distribution screen DS to include a history display area (not shown) that displays past display content that was displayed before the latest display content.

[0065] In other words, the screen generation unit 31C may display past win / loss results and factor objects as a history showing past display content for the same game video. For example, the screen generation unit 31C may provide a history display area next to the win / loss display area AR1. The screen generation unit 31C then displays the win / loss display bar BAR and card images C1, C2, and C3 from the two previous turns in the history display area. This allows viewers to understand the reasons for the win / loss results shown in the win / loss display area AR1 in more detail. The screen generation unit 31C may also display the win / loss results and factor objects from past turns in a smaller size.

[0066] Furthermore, the screen generation unit 31C may relatively emphasize and display cards with a high contribution. For example, the screen generation unit 31C may display the card with the highest contribution in the largest size. This allows viewers to more easily visually recognize changes in factor objects. In addition, the screen generation unit 31C may display a visual image in the advantage / disadvantage display area AR1 when the battle situation changes, for example when the advantage / disadvantage is reversed. This allows viewers to more quickly visually recognize changes in the battle situation. The screen generation unit 31C may also compare past advantage / disadvantage and factor objects with current advantage / disadvantage and factor objects and display information indicating changes in the situation in the advantage / disadvantage display area AR1. For example, the screen generation unit 31C may display an explanatory text or visual image on the distribution screen DS indicating that the situation has been reversed or that the difference in advantage / disadvantage has widened.

[0067] Furthermore, in the example in Figure 2, the object display area AR2 is provided only for the dominant player P1. However, the object display area AR2 may be provided for both the dominant player P1 and the disadvantaged player P2. However, as long as the dominant player is displayed, the viewer's request can be met. Moreover, if there are three or more players, the screen generation unit 31C may show a factor object for at least one of them.

[0068] The screen generation unit 31C only needs to position the advantage / disadvantage display area AR1 and the object display area AR2 on the same screen for at least a portion of the time from the beginning to the end of the game video. For example, in the time before the game starts or after the game ends, in the early stages of the game when it is not possible to determine advantage or disadvantage, and in the later stages of the game when it is necessary to conceal the outcome of the game from the viewers, at least one of the advantage / disadvantage display area AR1 and the object display area AR2 does not need to be included in the distribution screen DS.

[0069] Furthermore, the screen generation unit 31C generates a distribution screen DS that includes game video (and the display area of ​​the game video), a superiority / inferiority display area AR1, and an object display area AR2. As an example, the screen generation unit 31C generates the distribution screen DS by processing the game video so that the superiority / inferiority display area AR1 and the object display area AR2 are superimposed on the game video. To do this, the screen generation unit 31C obtains screen configuration data, etc., contained in the generated data D1 of the distribution storage unit 32 and generates the distribution screen DS. The distribution screen DS is generated as an image or video. For example, the screen generation unit 31C generates the distribution screen DS in various formats such as MPEG format. Then, the distribution unit 31A displays the distribution screen DS on the web page accessed by the user.

[0070] Specifically, the screen generation unit 31C overlays an upper layer containing the superiority / inferiority display area AR1 and the object display area AR2 onto a lower layer containing the display area of ​​the game video. The upper layer is configured as a transparent image so as not to interfere with the display of the game video. As a result, the superiority / inferiority display area AR1 and the object display area AR2 are displayed superimposed on a portion of the game video. Alternatively, the screen generation unit 31C may overlay the upper layer on the lower layer so as not to overlap with the game video.

[0071] Furthermore, in the example shown in Figure 2, the superiority / inferiority display area AR1 is located next to the object display area AR2. However, if it is displayed simultaneously with the object display area AR2, the superiority / inferiority display area AR1 may be located at a distance from the object display area AR2. For example, the object display area AR2 may be located near the image or player name representing each player. In this case, the superiority / inferiority display area AR1 may be located at the top, bottom, right, or left of the distribution screen DS.

[0072] Furthermore, the superiority / inferiority display area AR1 may be located inside the object display area AR2. Similarly, the object display area AR2 may be located inside the superiority / inferiority display area AR1. For example, a portion of the superiority / inferiority display bar BAR shown in Figure 2 may be superimposed on the card images C1, C2, and C3 that represent the factor objects.

[0073] Alternatively, the screen generation unit 31C may be located in the server control unit 61 of the game server 60. In this case, the video acquisition unit 31B of the distribution server 30 acquires the game video along with the distribution screen DS containing the game video from the game server 60. The distribution unit 31A then distributes the acquired distribution screen DS.

[0074] The screen generation unit 31C changes or updates the content displayed in the superiority / inferiority display area AR1 and the object display area AR2 at predetermined timings. For example, the screen generation unit 31C changes or updates the content when it receives superiority / inferiority information and specific information from the information acquisition unit 61B. Alternatively, the screen generation unit 31C changes or updates the content at the end of each turn or phase.

[0075] The video acquisition unit 31B acquires game video from the game. For example, the video acquisition unit 31B acquires game video from the game server 60. Alternatively, the video acquisition unit 31B may acquire game video captured by a recording device (not shown, e.g., a video camera). Furthermore, the video acquisition unit 31B may acquire game video from the game terminal 70. The screen generation unit 31C then generates a distribution screen DS such that the game video acquired by the video acquisition unit 31B, the superiority / inferiority display area AR1, and the object display area AR2 are all located on the same screen.

[0076] The video acquisition unit 31B acquires game video from one of the two players' game terminals 70 (for example, the game terminal 70 that functions as the host terminal in the case of a peer-to-peer system). Alternatively, the video acquisition unit 31B may acquire game video from each of the two players' game terminals 70. This allows both players' hand cards (HC) to be displayed in the game video, whereas normally the opponent player's hand cards (HC) are not displayed. As an example, the screen generation unit 31C generates a distribution screen DS such that the game video from each of the two players' game terminals 70 are arranged vertically or horizontally.

[0077] [Processing by generation system 100] Next, referring to the flowchart in Figure 4, the processing in the generation system 100 will be explained. First, the information generation unit 71A of the game terminal 70 analyzes the battle situation and creates superiority / inferiority information and specific information, and sends them to the game server 60. Then, the information acquisition unit 61B of the game server 60 acquires the superiority / inferiority information and specific information (S101). Furthermore, the information acquisition unit 61B stores the received superiority / inferiority information D2 in the server storage unit 62, and also stores the received specific information as an object list D3 in the server storage unit 62 (S102).

[0078] The server control unit 61 then sends the game video, the superiority / inferiority information D2, and the object list D3 as specific information to the distribution server 30 (S103). Subsequently, the video acquisition unit 31B of the distribution server 30 acquires the game video sent by the server control unit 61 (S104). Furthermore, the screen generation unit 31C of the distribution server 30 acquires the superiority / inferiority information D2 and the object list D3 sent by the server control unit 61 (S104).

[0079] Then, the screen generation unit 31C generates a distribution screen DS based on the game video, the superiority / inferiority information D2, and the object list D3 (S105). Subsequently, the distribution unit 31A of the distribution server 30 distributes the distribution screen DS generated by the screen generation unit 31C to each playback terminal 20 (S106). The playback terminal 20 then displays the distribution screen DS, and if distribution is complete (YES in S107), the distribution server 30 terminates processing. On the other hand, if distribution is not complete (NO in S107), the screen generation unit 31C generates a distribution screen DS (S105).

[0080] According to the generation system 100 of the first embodiment described above, viewers can easily recognize the reasons for the superiority or inferiority shown in the superiority / inferiority display area AR1. Furthermore, viewers can recognize the factor objects that influenced the superiority / inferiority shown in the superiority / inferiority display area AR1. Therefore, viewers can better understand the game's progression and enjoy the game footage more.

[0081] [Second Embodiment] The second embodiment will be described with reference to Figures 5 to 8. The second embodiment differs from the first embodiment in that the distribution server 230 acquires priority information and specific information. In the description of the second embodiment, the differences from the first embodiment will be explained, and components already described will be given the same reference numerals and their descriptions will be omitted. Unless otherwise specified, components with the same reference numerals perform substantially the same operation and function, and their effects are substantially the same.

[0082] As shown in Figure 5, the generation system 200 that generates the video distribution screen DS for viewing also functions as a distribution system and includes a playback terminal 20, a distribution server 230, and a distribution terminal 40 on which the distributor uploads video. This distribution terminal 40 can connect to the distribution server 230 via a predetermined network 50. For example, the distributor uses the distribution terminal 40 at a game tournament venue or the like. The distribution server 230 and the distribution terminal 40 may be interconnected via the Internet 51 instead of or in addition to the LAN 52.

[0083] The distribution server 230 is configured as a single logical server device by combining multiple server units, each acting as a computer. The distribution server 230 also accepts user input from viewers via the playback terminal 20. For example, viewers can input advantage / disadvantage information and specific information using the playback terminal 20. Furthermore, the distribution server 230 manages terminal identification information (e.g., terminal ID) that identifies each playback terminal 20, linked to viewer identification information (e.g., viewer ID) that uniquely identifies each viewer, as well as the input advantage / disadvantage information and specific information. As an example, in the comment input field displayed on the playback terminal 20, viewers can post information indicating which player is advantageous or disadvantageous. Alternatively, viewers can input which player is advantageous or disadvantageous by touching the voting icon displayed on the playback terminal 20. Furthermore, viewers can post information such as card names as specific information indicating factor objects in the comment input field.

[0084] Furthermore, the distribution server 230 distributes a distribution screen DS containing game video received from the distribution terminal 40 by generating a distribution screen DS. Alternatively, the distribution server 230 may distribute viewing video received from a device other than the distribution terminal 40. For example, the distribution server 230 may distribute a distribution screen DS containing game video received from a game console or a game server 60 that provides game services to the game console. In this case, the distribution server 230 distributes a distribution screen DS containing game video uploaded from the game console or game server 60 to the playback terminal 20.

[0085] The distribution terminal 40 is a computer device capable of network connectivity. For example, the distribution terminal 40 includes a stationary or book-type personal computer 54 and a mobile terminal device 55 such as a mobile phone (including a smartphone). In addition, various other computer devices such as stationary home game consoles, portable game consoles, and portable tablet terminal devices are also included in the distribution terminal 40. By implementing various computer software, the distribution terminal 40 can allow users to enjoy various services provided by the distribution server 230.

[0086] Furthermore, the distribution terminal 40 acquires camera footage as game footage from a camera 45 that films players competing using physical objects (such as game elements like cards). For example, the camera 45 is a video camera and is installed at a game tournament venue. The distribution terminal 40 then transmits the acquired camera footage to the distribution server 30 as game footage, or as game footage in which the camera footage is superimposed on a part of the game screen. Alternatively, the distribution server 30 may directly acquire the camera footage as game footage from the camera 45.

[0087] [Game Overview] The following explanation primarily describes a trading card game that uses a physical set of cards called a deck. Players use multiple cards selected from their own deck as their hand to play against an opponent. In a match, players take turns alternately. During their turn, players attack their opponent with cards selected from their hand, reducing the opponent's life points. If the opponent's life points run out, the player wins.

[0088] Figure 6 shows an example of a streaming screen DS that includes camera footage as game footage. Games using physical cards proceed using a game field, which is an example of a place where players P1 and P2 should place their cards. Multiple card placement areas CP are set up on the game field. For example, ten card placement areas CP are set up for each player. The game field also has a graveyard zone GZ where destroyed or used cards are placed, and a field zone FZ where field spell cards that affect the entire field are placed. The game field also has an extra deck zone EZ where cards that can be summoned by special methods are placed, and a deck zone DZ where decks are placed. Furthermore, an extra monster zone EMZ is set up so as to overlap with the boundary between player P1's game field and player P2's game field.

[0089] Each player constructs a deck from their own collection of cards and plays the game by placing the cards in the card area (CP) or in the appropriate zones. During the game, each player keeps some cards as their hand (HC) or places them in appropriate locations outside the game field. For example, in Figure 6, player P2 has placed their hand (HC) outside the game field.

[0090] The game progresses in a turn-based system, with each player taking turns. First, each player shuffles their deck and places it in the deck zone (DZ), then draws a predetermined number of cards from their deck to hold as their hand (HC). Once preparation is complete, the game begins with the first player's turn. Each turn is divided into multiple phases.

[0091] Each player chooses appropriate actions within the scope defined for each phase. For example, in Phase 1, cards are drawn from the deck, and in Phase 2, the effects of cards that should be processed in that phase can be activated. In Phase 3, various actions are permitted, such as using cards as appropriate, summoning (or calling in) virtual characters such as monsters to be used in battle, setting cards with unique effects such as spells or traps, or activating card effects. In Phase 4, battles using cards take place. Instead of cards, or in addition, the opponent player may be targeted for attack.

[0092] The outcome of combat is determined by parameters such as the attributes and strength of the cards. In Phase 5, the end of the turn is declared. Each player can choose to avoid combat in Phase 4. In that case, Phase 4 is skipped. Phase progression (for example, the end of a turn) is performed by each player's utterance or gesture. The game ends when predetermined termination conditions are met as turns continue to be repeated alternately. Termination conditions are met, for example, when the values ​​of parameters such as life points set for each player decrease to predetermined values ​​through combat.

[0093] [Control system for generation system 200] Next, the control system of the generation system 200 will be described with reference to Figure 7. The distribution server 230 includes a distribution control unit 231, a distribution storage unit 232, and a communication unit (not shown). The distribution control unit 231 performs various controls for distributing the distribution screen DS, which includes game video uploaded from the distribution terminal 40. The distribution storage unit 232 stores the distribution program PG1, which is the control program for the distribution server 230. The distribution storage unit 232 also stores the generation program PG4, which functions as the control program for the generation system 200, and the generation data D1 used to generate the distribution screen. The generation data D1 includes image data of images displayed in the superiority / inferiority display area AR1 and the object display area AR2, as well as screen configuration data, etc.

[0094] The distribution control unit 231 is configured as a computer combining a processor that performs various calculations and operation controls according to a predetermined program, internal memory necessary for the processor's operation, and other peripheral devices. The distribution control unit 231 includes a distribution unit 231A, which is an example of distribution means; an acquisition unit 231B, which is an example of information acquisition means and video acquisition means; a screen generation unit 231C, which is an example of screen generation means; and an aggregation unit 231D, which is an example of aggregation means. The distribution unit 231A, acquisition unit 231B, screen generation unit 231C, and aggregation unit 231D are logical devices realized by a combination of hardware resources and software resources of the distribution control unit 231. The distribution storage unit 232 is a storage device that includes a computer-readable non-temporary storage medium.

[0095] The distribution unit 231A distributes the distribution screen DS generated by the screen generation unit 231C to each playback terminal 20. To this end, the screen generation unit 231C generates the distribution screen DS such that the priority display area AR1 and the object display area AR2 are located on the same screen, as shown in Figure 6. That is, the screen generation unit 231C generates the distribution screen DS so that it includes the game video (and the display area of ​​the game video), the priority display area AR1 and the object display area AR2. The screen generation unit 231C also acquires the priority information D2 that the acquisition unit 231B has stored in the distribution storage unit 232. Furthermore, the screen generation unit 31C acquires the object list D3 that the acquisition unit 231B has stored in the distribution storage unit 232 as specific information. Finally, the screen generation unit 231C receives the game video from the acquisition unit 231B.

[0096] The acquisition unit 231B, acting as an information acquisition means, acquires superiority / inferiority information and specific information. For example, the acquisition unit 231B acquires superiority information indicating the player who is superior among the opponents, or inferiority information indicating the player who is at a disadvantage among the opponents, from multiple playback terminals 20 to which the distribution screen DS is distributed. The aggregation unit 231D then passes the superiority / inferiority aggregation result, which is the aggregation of the superiority / inferiority information, to the acquisition unit 231B. As a result, the acquisition unit 231B acquires the superiority / inferiority aggregation result as superiority / inferiority information D2 and stores it in the distribution storage unit 232, associating it with player identification information that uniquely identifies each player and information indicating the time period.

[0097] For example, the aggregation unit 231D aggregates the number of posts for the player name or player ID of a dominant player as dominant information. Alternatively, the aggregation unit 231D aggregates the number of posts for the player name or player ID of a dominant player as inferior information. As an example, suppose that in a given turn, there are 3000 posts indicating that player P1 is dominant and 1000 posts indicating that player P2 is dominant. In this case, player P1's chances of winning are three times that of player P2, and the length of player P1's dominant / inferiority indicator bar BAR will be three times that of player P2.

[0098] Furthermore, the acquisition unit 231B acquires information indicating factor objects (for example, card name or card ID) from multiple playback terminals 20. The aggregation unit 231D then passes the object aggregation result, which is the aggregated information, to the acquisition unit 231B. As a result, the acquisition unit 231B acquires the object aggregation result as specific information. The acquisition unit 231B then stores the object list D3 based on the object aggregation result in the distribution storage unit 232, associating it with information indicating the time period. For example, the acquisition unit 231B stores a list that identifies a predetermined number (for example, three) of factor objects for each time period (for example, each turn or each phase) as the object list D3. The aggregation unit 231D may aggregate only the information indicating the objects used by the player from the information indicating factor objects acquired from each playback terminal 20. The acquisition unit 231B then stores the object list D3 based on the object aggregation result thus aggregated in the distribution storage unit 232, associating it with information indicating each player. This allows for accurate tallying even if viewers mistakenly select objects that the player is not using.

[0099] As a result, the generation system 200 can create superiority / inferiority information and specific information without requiring a process for analyzing the battle situation or without providing personnel to analyze the battle situation. Furthermore, since the viewers' views can be reflected in the superiority / inferiority information and specific information, viewer satisfaction can be further increased.

[0100] Alternatively, the acquisition unit 231B may acquire the priority information D2 and the object list D3 as specific information, which have been previously stored by the operator, from the distribution storage unit 232. This allows the priority to be shown in the priority display area AR1 and the factor objects to be shown in the object display area AR2, using the previously stored information. For example, the operator of the distribution server 230 stores the priority information D2 and the object list D3 in the distribution storage unit 232 in real time or in advance. Alternatively, the acquisition unit 231B may acquire the priority information and specific information from the game terminal 70 or the distribution terminal 40. In this case, the distribution server 230 includes a distribution storage unit 232 as an example of a storage device for storing the priority information and specific information. The acquisition unit 231B then acquires the priority information D2 and the object list D3 from the distribution storage unit 232. In this case, the priority information D2 and the object list D3 may be information based on information collected from viewers in advance.

[0101] Furthermore, the playback application software of the playback terminal 20 or the distribution unit 231A of the distribution server 230 may request the viewer to input priority information and specific information at predetermined timings. For example, the timing for requesting input may be at the end or start of each turn, or at the end or start of each phase. The playback terminal 20 transmits the priority information and specific information to the distribution server 230 in response to the input. Alternatively, the playback terminal 20 transmits the priority information and specific information to the distribution server 230 in response to a transmission request from the distribution server 230.

[0102] The aggregation unit 231D performs aggregation at predetermined timings (for example, at the end of each turn or phase) and creates a ranking aggregation result and an object aggregation result. In addition, the aggregation unit 231D may create the ranking aggregation result as the ratio of the number of posts for each player to the total number of posts, instead of an absolute number (for example, the number of posts).

[0103] Furthermore, the aggregation unit 231D may determine the content of comments entered by viewers during aggregation and identify players or factor objects corresponding to the content of the comments. For example, the aggregation unit 231D analyzes the text contained in the comments and, if a player's name is included in the comment, determines whether it matches the name of a player in a match. If they match, it adds the number of posts for the player identified by that player's name. Similarly, if an object's name is included in the comment, it adds the number of posts for the object identified by that object's name.

[0104] The acquisition unit 231B, acting as a means for acquiring video, acquires game video from the game. For example, the acquisition unit 231B acquires game video from the distribution terminal 40. Alternatively, the acquisition unit 231B may acquire camera video as game video from the shooting device 45. Furthermore, the acquisition unit 231B may acquire game video from the game terminal 70. The screen generation unit 231C then generates a distribution screen DS such that the game video acquired by the acquisition unit 231B, the superiority / inferiority display area AR1, and the object display area AR2 are all located on the same screen. Alternatively, the acquisition unit 231B may regenerate the game video by rendering key information received from the game terminal 70 or the game server 60.

[0105] [Distribution device 40] The distribution terminal 40 comprises a distribution terminal control unit 41, a distribution terminal storage unit 42, a distribution terminal operation unit 43, a distribution terminal display unit 44, and a communication unit (not shown). The distribution terminal storage unit 42 stores the control program for the distribution terminal 40. The distribution terminal control unit 41 controls the distribution terminal 40 and performs the uploading of video such as game footage. The distribution terminal operation unit 43 is an operating device such as a mouse, keyboard, controller, or touch panel, and accepts input from the broadcaster for operations such as uploading or entering comments during broadcasting. The distribution terminal display unit 44 is a display device such as a television, display, or touch panel, and displays game footage or the like being broadcast by the broadcaster. The distribution terminal operation unit 43 and the distribution terminal display unit 44 may be configured integrally as a display operation unit such as a touch panel.

[0106] Furthermore, the distribution terminal 40 is equipped with an audio output device such as a speaker (not shown) and an audio input device such as a microphone. The distribution terminal 40 may also be equipped with a camera or other imaging device 45 for photographing the player, etc. In this case, the distribution terminal 40 uploads the camera footage captured by the camera to the distribution server 230 as needed. When playing a game on the distribution terminal 40, the distribution terminal control unit 41 controls the progress of the game by executing the game program stored in the distribution terminal storage unit 42.

[0107] The distribution terminal control unit 41 is configured as a computer combining a processor that performs various calculations and operation controls according to a predetermined program, internal memory necessary for the processor's operation, and other peripheral devices. For example, these processors are CPUs or MPUs, and they control the entire device and comprehensively control various processes based on a predetermined program. The distribution terminal control unit 41 can also perform control according to programs stored on portable recording media such as CDs, DVDs, CF cards, and USB memory, or external storage media such as servers on the Internet.

[0108] The distribution terminal storage unit 42 is a storage device that includes a computer-readable non-temporary storage medium. The distribution terminal storage unit 42 includes RAM, which is a system work memory for the processor to operate, and storage devices such as ROM, HDD, and SSD for storing programs and system software. The processor can perform various processing operations such as calculations, control, and discrimination according to the control program stored in the ROM or HDD. The distribution terminal storage unit 42 may hold all data in a single storage device, or it may distribute and store data across multiple storage devices.

[0109] [Processing by generation system 200] Next, the processing in the generation system 200 will be explained with reference to the flowchart in Figure 8. First, the acquisition unit 231B, which acts as a means for acquiring video, acquires game video of the game (S201). For example, the acquisition unit 231B acquires game video for live streaming from the distribution terminal 40. Then, the screen generation unit 231C generates a distribution screen DS that includes the game video (S202). At this time, before the acquisition of superiority / inferiority information and specific information, the superiority / inferiority display area AR1 and the object display area AR2 are in their initial state. For example, in the initial state, the superiority / inferiority display area AR1 displays a superiority / inferiority display bar BAR of the same length for both players, indicating that there is no difference in superiority / inferiority. Also, in the initial state, the object display area AR2 does not display an image or card name that identifies the factor object.

[0110] Then, the distribution unit 231A distributes the distribution screen DS generated by the screen generation unit 231C to each playback terminal 20 (S203). Subsequently, at a predetermined timing, the acquisition unit 231B, which acts as an information acquisition means, acquires superior or inferior information from the multiple playback terminals 20 (S204). The acquisition unit 231B also acquires information indicating factor objects from the multiple playback terminals 20 (S204). Then, the aggregation unit 231D aggregates the superior or inferior information (S205) and passes the superior / inferior aggregation result to the acquisition unit 231B. The aggregation unit 231D also aggregates information indicating factor objects (S205) and passes the object aggregation result to the acquisition unit 231B.

[0111] As a result, the acquisition unit 231B acquires the superiority / inferiority aggregation result as superiority / inferiority information D2, and the object aggregation result as specific information (S208). The acquisition unit 231B then stores the superiority / inferiority information D2 in the distribution storage unit 232, and stores the specific information as object list D3 in the distribution storage unit 232. If distribution is not yet complete (NO in S207), the screen generation unit 231C generates a distribution screen DS based on the game video and the stored superiority / inferiority information D2 and object list D3 (S202). The distribution unit 231A then distributes the distribution screen DS generated by the screen generation unit 231C to each playback terminal 20 (S203). On the other hand, if distribution is complete (YES in S207), the distribution server 230 terminates processing.

[0112] With the generation system 200 according to the second embodiment described above, viewers can easily recognize the reasons for the superiority or inferiority shown in the superiority / inferiority display area AR1. Furthermore, viewers can recognize the factor objects that influenced the superiority / inferiority shown in the superiority / inferiority display area AR1. Therefore, their understanding of the game's progression is enhanced, and viewers can enjoy the game footage more.

[0113] Although the present invention has been described above with reference to the embodiments, the present invention is not limited to the embodiments described above. Inventions modified within the scope that does not contradict the present invention, and inventions equivalent to the present invention are also included in the present invention. Furthermore, each embodiment and each variation, as well as the technical means included in each embodiment or each variation, can be appropriately combined within the scope that does not contradict the present invention.

[0114] For example, in the first embodiment, the distribution server 30 may be provided with an information acquisition unit 61B or a functional unit corresponding to some of the functions of the information acquisition unit 61B, which is provided on the game server 60. Also, the game server 60 may be provided with a screen generation unit 31C, which is provided on the distribution server 30. Furthermore, in the second embodiment, the generation system 200 may further include a game server 60. In this case, the game server 60 may be provided with at least one of the acquisition unit 231B, the screen generation unit 231C, and the aggregation unit 231D, or a functional unit corresponding to some of the functions of at least one of these functional units.

[0115] The following describes various embodiments derived from the above-described embodiments and modifications. Reference numerals shown in the accompanying drawings are included to facilitate understanding of each embodiment. However, these reference numerals are not intended to limit the present invention to the illustrated forms.

[0116] The generation system 100,200 generates a streaming screen DS for viewing video of a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player. The generation system 100,200 also includes computers 61,31,231, wherein the computers 61,31,231 acquire superiority / inferiority information indicating the advantage or disadvantage of the battle situation and specific information identifying the factor objects among the game objects that caused the battle situation. Based on the superiority / inferiority information, the computer generates the streaming screen DS such that a superiority / inferiority display area AR1 indicating the advantage or disadvantage of the battle situation for at least one player and an object display area AR2 indicating the factor objects based on the specific information are located on the same screen.

[0117] Control programs PG2 and PG3 generate a streaming screen DS for viewing a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player. Control programs PG2 and PG3 of a generation system 100,200 equipped with computers 61, 31, and 231 cause the computers 61, 31, and 231 to acquire advantage / disadvantage information indicating the advantage or disadvantage of the battle situation and specific information identifying the factor object among the game objects that caused the battle situation. Based on the advantage / disadvantage information, the control programs PG2 and PG3 generate the streaming screen DS such that an advantage / disadvantage display area AR1 indicating the advantage or disadvantage of the battle situation for at least one player and an object display area AR2 indicating the factor object based on the specific information are located on the same screen.

[0118] The control method generates a distribution screen DS for viewing video of a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player, and is a control method for a generation system 100,200 comprising computers 61,31,231, wherein the computers 61,31,231 acquire superiority / inferiority information indicating the advantage or disadvantage of the battle situation and specific information identifying factor objects among the game objects that caused the battle situation, and generate the distribution screen DS such that a superiority / inferiority display area AR1 indicating the advantage or disadvantage of the battle situation for at least one player based on the superiority / inferiority information and an object display area AR2 indicating the factor objects based on the specific information are located on the same screen.

[0119] This allows viewers to easily recognize the reasons for the superiority / inferiority shown in the superiority / inferiority display area AR1. Furthermore, viewers can recognize the factor objects that influenced the superiority / inferiority shown in the superiority / inferiority display area AR1. Therefore, their understanding of the game's progression increases, and viewers can enjoy the game footage more.

[0120] The generation system 100,200 further comprises a game device 70 for playing the game, the game device 70 analyzes the battle situation and creates the superiority / inferiority information and the specific information, and the computers 61,31,231 acquire the superiority / inferiority information and the specific information from the game device 70. This allows for the automatic creation of superiority / inferiority information and specific information, and enables the display of superiority / inferiority and factor objects.

[0121] The computers 61, 31, and 231 acquire the game video of the game and generate the distribution screen DS such that the game video, the superiority / inferiority display area AR1, and the object display area AR2 are all located on the same screen. This allows viewers to easily recognize the reasons for the superiority / inferiority shown in the superiority / inferiority display area AR1.

[0122] The generation systems 100 and 200 further include storage devices 62 and 232 that store the superiority / inferiority information and the specific information, and the computers 61, 31, and 231 acquire the superiority / inferiority information and the specific information from the storage devices 62 and 232. This allows the superiority / inferiority display area AR1 to be shown and the factor objects to be shown in the object display area AR2, using the information that has been stored in advance.

[0123] The computers 61, 31, and 231 acquire advantage information indicating the superior player among the opponents, or disadvantage information indicating the inferior player among the opponents, from the multiple playback terminals 20 to which the distribution screen DS is distributed. They also acquire the advantage / disadvantage aggregation result, obtained by aggregating the advantage / disadvantage information, as advantage / disadvantage information. Furthermore, they acquire information indicating the factor objects from the multiple playback terminals 20, and acquire the object aggregation result, obtained by aggregating this information, as specific information. As a result, the generation systems 100 and 200 can create advantage / disadvantage information and specific information without preparing a process for analyzing the battle situation, or without providing a person to analyze the battle situation. In addition, since the viewer's opinion can be reflected in the advantage / disadvantage information and specific information, viewer satisfaction can be further increased.

[0124] The computers 61, 31, and 231 generate the distribution screen DS such that the explanation area for the factor object and the object display area AR2 are located on the same screen. Furthermore, the computers 61, 31, and 231 change the display content in the superiority / inferiority display area AR1 and the object display area AR2 in accordance with changes in the battle situation, and generate the distribution screen DS to include a history display area that displays past display content that was displayed before the latest display content. This allows viewers to understand the reasons for superiority / inferiority shown in the superiority / inferiority display area AR1 in more detail. [Explanation of symbols]

[0125] 20: Playback device 31: Computer (Distribution Control Unit) 61: Computer (Server Control Unit) 62: Memory device (distribution memory unit) 70: Game device (game terminal) 100: Generation System 200: Generation System 231: Computer (Distribution Control Unit) 232: Memory device (server memory unit) AR1: Superiority / Inferiority Display Area AR2: Object display area DS: Streaming screen PG2: Control program (game program) PG3: Control program (generation program) PG4: Control program (generation program)

Claims

1. A generation system comprising a computer that generates a streaming screen for viewing video of a competitive game in which the battle situation changes and the winner is determined according to the use of game objects by each player, The aforementioned computer, From multiple playback terminals to which the aforementioned streaming screen is streamed, advantage information indicating the dominant player among the opponents, or disadvantage information indicating the inferior player among the opponents, is acquired, and the advantage / disadvantage aggregation result obtained by aggregating the advantage information or disadvantage information is acquired as advantage / disadvantage information. Information indicating the factor objects among the game objects that caused the course of the battle is obtained from the aforementioned multiple playback terminals, and the object aggregation result obtained by aggregating this information is obtained as specific information. A generation system that generates the distribution screen such that a superiority / inferiority display area indicating the advantage or disadvantage of the battle situation for at least one opponent based on the superiority / inferiority information, and an object display area indicating the factor object based on the specific information, are located on the same screen.

2. The generation system according to claim 1, wherein the computer acquires game footage of the game and generates the distribution screen such that the game footage, the superiority / inferiority display area, and the object display area are located on the same screen.

3. The generation system according to claim 1 or 2, wherein the computer generates the distribution screen such that the object display area and the explanation area for the factor object are located on the same screen.

4. The generation system according to any one of claims 1 to 3, wherein the computer changes the display content in the superiority / inferiority display area and the object display area in accordance with the change in the battle situation, and generates the distribution screen to include a history display area that displays past display content that was displayed before the latest display content.

5. A control program for a computer-based generation system that generates a streaming screen for viewer footage of a competitive game in which the outcome of the battle changes depending on the use of game objects by each player, and determines the winner. To the aforementioned computer, From multiple playback terminals to which the aforementioned streaming screen is streamed, the system will obtain advantage information indicating the player who is in a superior position among the opponents, or disadvantage information indicating the player who is at a disadvantage among the opponents, and will also obtain the advantage / disadvantage aggregation result obtained by aggregating the advantage information or disadvantage information as advantage / disadvantage information. The plurality of playback terminals are made to obtain information indicating the factor objects among the game objects that caused the course of the battle, and the object aggregation results obtained by aggregating this information are made to obtain specific information. A control program that generates the distribution screen such that a superiority / inferiority display area indicating the advantage or disadvantage of the battle situation for at least one opponent based on the superiority / inferiority information, and an object display area indicating the factor object based on the specific information, are located on the same screen.

6. A method for generating a video streaming screen for a competitive game in which the outcome of the battle changes and is determined by the use of game objects by each player, and a method for controlling a generation system equipped with a computer, wherein the system generates a video streaming screen for viewing the game, and a computer controls the generation system. The aforementioned computer, From multiple playback terminals to which the aforementioned streaming screen is streamed, advantage information indicating the dominant player among the opponents, or disadvantage information indicating the inferior player among the opponents, is acquired, and the advantage / disadvantage aggregation result obtained by aggregating the advantage information or disadvantage information is acquired as advantage / disadvantage information. Information indicating the factor objects among the game objects that caused the course of the battle is obtained from the aforementioned multiple playback terminals, and the object aggregation result obtained by aggregating this information is obtained as specific information. A control method for generating a distribution screen such that a superiority / inferiority display area indicating the advantage or disadvantage of the battle situation for at least one opponent based on the superiority / inferiority information, and an object display area indicating the factor object based on the specific information, are located on the same screen.