Systems, methods, and programs
The system allows viewers to participate in live-streamed games by executing combination events based on their interactions, improving viewer engagement and interaction with the game player.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2023-06-26
- Publication Date
- 2026-06-25
AI Technical Summary
Existing systems do not adequately allow viewers to participate in live-streamed games, lacking mechanisms for direct interaction and influence on the game progression.
A system that includes a game control unit to execute combination events based on viewer interactions, a distribution control unit for live streaming, and a viewing user game media identification unit to identify game media, enabling viewers to contribute to game progression through specific actions.
Enables viewers to actively participate in live-streamed games by influencing game events and providing support to the game player, enhancing viewer engagement and interaction.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a technique for distributing live videos of game play.
Background Art
[0002] Recently, in the distribution of live videos of game play, there are those who enjoy live distribution while communicating between a player who plays the distributed game and a viewer who watches the distributed video. The viewer can obtain a feeling of supporting the distributor by giving advice such as game攻略 methods to the distributor who plays the game in text or voice, etc., and this has become one of the attractions of live distribution of game play for the viewer.
[0003] Also, there is a technique in which the operation of the viewer directly affects the game in the distributed video. Such a technique can give the viewer a stronger feeling of supporting the distributor. For example, there are those in which the viewer can send items available in the game to the distributor who plays the game by performing a specific operation during viewing. Such a mechanism can obtain a strong feeling of support because it directly affects the game play of the distributor, and has contributed to enlivening the live distribution of game play. For example, Japanese Patent Application Laid-Open No. 2020-167606 describes a viewing program in which a user who watches the live distribution of a game video sends an item that affects the game of the distributor, and the item that can be sent can be switched by part.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The technology described in Patent Document 1 has room for improvement in terms of allowing viewers to participate in live-streamed games. One aspect of the present invention aims to provide a new system that allows video viewers to participate in live-streamed games. [Means for solving the problem]
[0006] To solve the above problems, a system according to one aspect of the present invention includes a game control unit that controls the progress of a game which includes the execution of a combination event that performs a predetermined process in response to a condition being met which includes at least some of a plurality of game media used in the game being identified to form a predetermined combination; a distribution control unit that live streams a video showing the game in progress to a viewing terminal for viewing the video; and a viewing user game media identification unit that identifies at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal and is viewing the video, wherein the game control unit starts the combination event in response to a predetermined start condition being met during the progress of the game.
[0007] To solve the above problems, a method according to one aspect of the present invention is a method executed by one or more computers, comprising: a game control step for controlling the progress of a game which includes the execution of a combination event in which a predetermined process is performed in response to a condition being met in which at least some of a plurality of types of game media used in the game are identified to form a predetermined combination; a distribution control step for live streaming a video showing the game in progress to a viewing terminal for viewing the video; and a viewing user game media identification step for identifying at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal and is viewing the video, wherein in the game control step, the combination event is started in response to a predetermined start condition being met during the progress of the game.
[0008] To solve the above problems, a program according to one aspect of the present invention causes one or more computers to perform a game that includes the execution of a combination event in which a predetermined process is performed in response to a condition being met in which at least some of a plurality of types of game media used in the game are identified to form a predetermined combination; a distribution control step to live stream a video showing the game in progress to a viewing terminal for viewing the video; and a viewing user game media identification step to identify at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal and is viewing the video, and in the game control step, causes one or more computers to start the combination event in response to a predetermined start condition being met during the progress of the game. [Effects of the Invention]
[0009] According to one aspect of the present invention, a new system can be provided that allows video viewers to participate in a live-streamed game. [Brief explanation of the drawing]
[0010] [Figure 1] This is a block diagram showing an example of the system configuration according to Embodiment 1 of the present invention. [Figure 2] This is a block diagram showing the functional configuration of a game server according to Embodiment 1 of the present invention. [Figure 3] Figure 2 illustrates an example of game user information. [Figure 4] Figure 2 illustrates an example of an event definition table. [Figure 5] This is a block diagram showing the functional configuration of a distribution server according to Embodiment 1 of the present invention. [Figure 6] Figure 5 illustrates an example of user information for a distribution service. [Figure 7] Figure 5 illustrates an example of viewing history information. [Figure 8] It is a diagram for explaining an example of game service information shown in FIG. 5. [Figure 9] It is a diagram for explaining an example of a distribution video management table shown in FIG. 5. [Figure 10] It is a diagram for explaining an example of an event occurrence management table shown in FIG. 5. [Figure 11] It is a block diagram showing the functional configuration of a game terminal according to Embodiment 1 of the present invention. [Figure 12] It is a block diagram showing the functional configuration of a viewing terminal according to Embodiment 1 of the present invention. [Figure 13] It is a flowchart showing the flow of the method according to Embodiment 1 of the present invention. [Figure 14] It is a flowchart showing the detailed flow of the sending process shown in FIG. 13. [Figure 15] It is a diagram for explaining an example of a viewing terminal screen in the sending process shown in FIG. 14. [Figure 16] It is a diagram for explaining an example of a viewing terminal screen in the sending process shown in FIG. 14. [Figure 17] It is a diagram for explaining an example of a viewing terminal screen in the sending process shown in FIG. 14. [Figure 18] It is a diagram for explaining an example of a viewing terminal screen in the sending process shown in FIG. 14. [Figure 19] It is a diagram for explaining an example of a viewing terminal screen in the sending process shown in FIG. 14. [Figure 20] It is a flowchart showing the detailed flow of the selection process shown in FIG. 13. [Figure 21] It is a diagram for explaining an example of a video identification screen in the selection process shown in FIG. 20. [Figure 22] It is a diagram for explaining an example of a condition setting screen in the selection process shown in FIG. 20. [Figure 23] It is a diagram for explaining an example of a condition setting screen in the selection process shown in FIG. 20.
Mode for Carrying Out the Invention
[0011] [Embodiment 1] The following describes System 1 according to this embodiment in detail. System 1 is a system that live streams videos showing a game. Here, live streaming means video streaming that allows viewers to watch the video while it is being streamed, and may be, for example, video streaming that is streamed in real time.
[0012] <System 1 Configuration> Figure 1 is a block diagram showing an example of the configuration of System 1. As shown in Figure 1, System 1 includes a game server 10, a distribution server 30, a game terminal 50, and a viewing terminal 70. These devices are connected to each other via a network NW so that they can communicate with one another. The network NW includes, but is not limited to, the internet. The number of game servers 10, game terminals 50, and viewing terminals 70 may be one or more.
[0013] Game server 10 is a device that advances the game by executing a game program. Note that a portion of the game program may be executed by another device (e.g., game terminal 50) different from game server 10. Game server 10 advances the game using a game medium based on the game player's operations. System 1 may include multiple game servers 10 that advance different types of games. Distribution server 30 is a device that provides a distribution service for live streaming videos of games. Game terminal 50 is a terminal capable of playing games advanced by game server 10 and accepts game player input. Game terminal 50 can also live stream videos of the game being played via distribution server 30. Viewing terminal 70 is a terminal capable of viewing live-streamed videos. Users of viewing terminal 70 (hereinafter also referred to as users of viewing terminal 70) may be viewers watching the live-streamed videos, or they may not be viewers watching the videos. Viewing terminal 70 accepts input from users of viewing terminal 70 to select videos live-streamed by the game player. Furthermore, the viewing terminal 70 accepts operations from the viewing user to support the game player who is the broadcaster. In the following, unless there is a specific distinction between the game player, the user of the viewing terminal 70, and the viewing user, the term "user" may be used.
[0014] Furthermore, the same user may behave as a game player when using the game terminal 50 and as a viewer when using the viewing terminal 70. However, the game player and the viewer who watches the video being live-streamed by the game player are different users. In addition, the game terminal 50 and the viewing terminal 70 may be composed of the same physical device or different devices.
[0015] (Hardware configuration of game server 10) As shown in Figure 1, the game server 10 includes, for example, a processor 11, memory 12, and a communication interface 13. These components are connected via a bus 19.
[0016] The processor 11 controls various parts of the game server 10 by executing programs stored in memory 12. The processor 11 is composed of integrated circuits such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit).
[0017] Memory 12 stores programs executed by the processor 11 and various data used by the processor 11. Memory 12 is composed of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of memory 12 is not limited to being built into the game server 10, but may also be externally connected via an input / output interface (not shown) such as USB (Universal Serial Bus). Furthermore, part or all of memory 12 may be connected to the game server 10 via a network as a device independent of the game server 10.
[0018] The communication interface 13 is an interface that connects to the network NW. The communication interface 13 is composed of, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0019] (Hardware configuration of distribution server 30) As shown in Figure 1, the distribution server 30 includes, for example, a processor 31, memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, memory 32, and communication interface 33 will not be described in detail again, as they are described in the same way as the components of the same name in the game server 10.
[0020] (Hardware configuration of game terminal 50) As shown in Figure 1, the game terminal 50 includes, for example, a processor 51, memory 52, a communication interface 53, an input device 54, and an output device 55. These components are connected via a bus 59.
[0021] The processor 51, memory 52, and communication interface 53 will be described in the same way as the components of the same name provided in the distribution server 30, and therefore a detailed explanation will not be repeated. The input device 54 is a device that accepts input from the game player and consists of, for example, a controller, keyboard, mouse, touchpad, microphone, or a combination thereof. The output device 55 includes a display device and consists of, for example, a display. The output device 55 may also include an audio output device such as a speaker. Either or both of the input device 54 and the output device 55 are not limited to being built into the game terminal 50, but may also be connected externally as peripheral devices. Hereinafter, inputting information (or accepting input) via the input device 54 of the game terminal 50 will be simply referred to as "inputting information" (or "accepting input"), etc. Also, displaying information on the display device included in the output device 55 of the game terminal 50 will be simply referred to as "displaying", etc.
[0022] (Hardware configuration of viewing terminal 70) As shown in Figure 1, the viewing terminal 70 includes, for example, a processor 71, memory 72, a communication interface 73, an input device 74, and an output device 75. These components are connected via a bus 79. These components will be described in the same way as the components of the same name in the game terminal 50, so a detailed explanation will not be repeated. Hereinafter, inputting information (or accepting operations) via the input device 74 of the viewing terminal 70 will be simply referred to as "inputting information" (or "accepting operations"), etc. Also, displaying information on the display device included in the output device 75 of the viewing terminal 70 will be simply referred to as "displaying", etc.
[0023] (Functional configuration of game server 10) Figure 2 is a block diagram showing the functional configuration of the game server 10. As shown in Figure 2, the game server 10 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by the processor 11 executing a program stored in the memory 12. The storage unit 130 is comprised of the memory 12.
[0024] The control unit 110 includes a game control unit 111 and a combination image display control unit 112. The storage unit 130 stores game user information and an event definition table. The game control unit 111 controls the progress of the game, including the execution of a combination event, which performs a predetermined process when a condition is met that includes the specification that at least some of a plurality of game media among the game media used in the game are specified to form a predetermined combination. The game media specified to form a predetermined combination may be left unowned by the game player or viewer who specified the game media (i.e., the game media may be consumed), or they may remain owned by the game player or viewer. If the specified game media remains owned by the game player or viewer, the game media may be made unusable by the game player or viewer while the combination event is being executed. In this embodiment, a mode in which the specified game media are consumed will be described. In this embodiment, a mode in which the condition includes the fact that at least some of the game media constituting the predetermined combination are game media specified based on the viewer's operation described later will be described. In other words, the condition includes the fact that at least a portion of the game media constituting the predetermined combination is a game media identified by the Viewer User Game Media Identification Unit 312 of the distribution server 30. The game media identified by the Viewer User Game Media Identification Unit 312 is a game media identified based on the actions of a viewer user who is watching a video indicating the game in which the combination event is occurring. Details of the Viewer User Game Media Identification Unit 312 will be described later. However, the present invention is not limited to this form, and the condition may also include the condition that "each game media constituting the predetermined combination may be identified by either a game player or a viewer user" (for example, the condition may be that "at least a portion of the game media constituting the predetermined combination can be identified by a viewer user, but all of them may be identified by a game user").
[0025] Here, "game medium" refers to the in-game medium used in a game. For example, game medium may be a character that appears in the game, or a character card corresponding to a character, or various items used in the game (for example, an item that, when equipped to a character, produces a predetermined effect), or in-game value (for example, in-game currency, or points used to exchange for items). Also, for example, game medium is a unit that a user can own. An ownable unit is, for example, the smallest unit that can be consumed or identified as a candidate game medium as described later.
[0026] Furthermore, various events that occur in a game are called "events," and a "combination event" refers to an event in which a predetermined process is executed in response to the fulfillment of conditions that include the identification of multiple types of game media in a predetermined combination. The game media that are combined may be any of the aforementioned game media.
[0027] Furthermore, "a predetermined process to be executed when a condition is met" refers to a process to be executed when a condition is met that includes the game medium being identified as a predetermined combination. Details of the "condition" will be described later. The content of the "predetermined process" may be associated with a predetermined combination, or it may be associated with the progress of the game, the viewing status of the video, etc. If the predetermined process is a process associated with a predetermined combination, then in a combination event, the process corresponding to the predetermined combination can be enjoyed by the game player and the viewing user.
[0028] Furthermore, specific examples of the prescribed process include (i) a process that brings about an effect favorable to the progress of the game, and (ii) a process that is unrelated to the advantage or disadvantage of the progress of the game. Examples of processes that bring about an effect that is effective in the progress of the game include a process that provides a predetermined game medium to the game player who is progressing through the game, and a process that brings about an effect favorable to the game player by improving or modifying their status. Examples of the predetermined game medium that is provided to the game player include a game medium that is more effective than any of the game mediums that make up the predetermined combination when used individually (for example, a game medium that deals more damage to enemies, or a game medium that heals more damage to the character controlled by the player or their allies, or a game medium that increases their status). Alternatively, the game medium may be one that cannot be used individually but becomes usable when combined, such as when a bow, arrow, and string are specified and the bow and arrow are provided to the player. If the prescribed process is a process that provides a predetermined game medium to the game player, the viewing user can be made to contribute to the game player acquiring the predetermined game medium.
[0029] Furthermore, processes that provide advantageous effects to the game player through status improvements or modifications may include, for example, directly performing actions such as healing damage to the character controlled by the player or their allies, or increasing their status, without the need to provide any game medium. Other effects may include making the player immune to damage from enemies for a certain period of time, stopping or slowing down the progression of time in time-limited games, or providing a specific item in situations where progress is impossible without that item (for example, providing a key in a situation where a key is required to open a door).
[0030] Furthermore, (ii) processing that does not affect the advantage or disadvantage of game progression includes, for example, changes to the visual presentation within the game space. More specifically, this includes, for example, changes to the appearance and sounds of the character controlled by the game player, changes to the objects that make up the game stage, and changes to the design of the game space.
[0031] Another specific example of the prescribed process is the process of identifying a game medium by lottery and assigning that game medium to the game player who will play the game. This creates a sense of tension and anticipation for the viewers, as they will not know which game medium will be assigned to the player who will play the game, even if they meet the conditions.
[0032] Furthermore, in a combination event, the conditions that must be met in order to perform a predetermined process include, as described above, that at least some of the multiple types of game media used in the game are identified to form a predetermined combination. The conditions also include that at least some of the game media constituting the predetermined combination are game media identified by the viewing user game media identification unit 312 of the distribution server 30.
[0033] For example, the condition may include that the game media constituting the predetermined combination include a predetermined number or more of the game media identified by the viewer user game media identification unit 312. Here, the "predetermined number" may be a single number or a range such as "2 or more". This makes it easier for the viewer to recognize the number of game media that the viewer needs to identify in order to satisfy the condition.
[0034] Furthermore, the conditions may include an upper limit on the number of game media identified by a single viewer user for the game media identified by the viewer user game media identification unit 312. Here, the "upper limit on the number" may be an upper limit on the number of game media of the same type, or an upper limit on the number of types (for example, a viewer user may be limited to one type, and there may be no upper limit on the number of that type). The unit for counting the "number of game media of the same type" or the "number of types" per viewer user may be the video distribution unit. The unit for this counting may also be a predetermined period (for example, one day). Furthermore, a predetermined time (for example, 1 AM) or a predetermined period after the last time the "upper limit on the number" was reached (for example, one hour later) may be set as the timing for resetting the count. This makes it necessary to support more viewer users and helps to prevent viewers from feeling that participating in the event is monotonous.
[0035] Furthermore, the condition may include the order in which the game media constituting the predetermined combination are identified. This ensures that viewers are always aware of what they need, thus preventing them from feeling that their participation in the event is monotonous.
[0036] Furthermore, the game control unit 111 may start a combination event when predetermined start conditions are met during the game. Here, "start conditions" are the conditions for starting a combination event. This allows viewers to participate in the live-streamed game when predetermined start conditions are met during the game. The meeting of start conditions and the start of a combination event is also referred to as a combination event occurring.
[0037] The starting conditions may include, for example, the game's progress reaching a predetermined stage. This allows for different forms of support for the streamer depending on the game's progress, thus motivating viewers to continue watching the live game stream. Furthermore, viewers can support the game player while considering the combination of events that may occur depending on the game medium they own.
[0038] Here, "progress" refers to a situation that may change as the game progresses. Examples of progress include reaching a specific point in the game, or the passage of time within the game. Examples of reaching a specific point include starting a specific stage, the player's character reaching a predetermined location in the game space (such as a specific checkpoint), or the game progressing until a specific event occurs. Specific examples of a specific event occurring include encountering a specific character (for example, the appearance of a boss or the start of a battle).
[0039] The game control unit 111 may execute combination events to provide game media that are advantageous for the progress of each scene, depending on the scene. For example, the game control unit 111 may execute combination events that allow the player to synthesize effective weapons according to the enemy character that appears.
[0040] Furthermore, in-game time refers to the concept of time set within the game space. For example, in a game, it is possible to set a time that differs from real-world time (day, night, time that progresses at a unique speed within the game, time that progresses according to in-game conditions, etc.), and the progress can be the passage of time within that game. An example of "time that progresses according to in-game conditions" is the passage of time corresponding to the distance the player character moves within the game field. Another example of "time that progresses according to in-game conditions" is the passage of time after the player has finished inputting instructions for the character being trained.
[0041] Furthermore, the starting conditions may include, for example, that the result of the gameplay operations received from the game player to advance the game results in a predetermined play outcome. This allows the game player's skill and knowledge to influence the execution of combination events. Here, "play outcome" refers to the result of the gameplay operations received from the game player to advance the game. Examples of play outcomes include the result of an event, or the result of attempting a task imposed in the game (e.g., a quest, mission, etc.). An example of an event outcome is the result of a battle against an enemy character. An example of a result of attempting a task imposed in the game is the result of acquiring a game medium specified in that task. Another example of a play outcome is acquiring a predetermined game medium, regardless of the aforementioned tasks. Depending on the play outcome, the game control unit 111 may choose not to execute a combination event. For example, if the result of a battle against an enemy character is a loss, the game control unit 111 may choose not to execute a combination event.
[0042] Furthermore, the starting conditions may include setting information that is of a predetermined content, for example, the content of user information about the game player and / or the content of information that the game player has associated with the game medium used to advance the game. This allows the game player to adjust whether or not a combination event is executed based on their own user information. Here, "user information" refers to information about the user, such as the game player or viewing user. Examples of user information include user identification information and information indicating attributes. Examples of such attributes include the game player's gender, nationality, place of residence, place of origin, date of birth, age, etc.
[0043] Furthermore, "setting information" refers to information that indicates at least one of the following: the content of user information about the game player, and the content of information that the game player has associated with the game medium. Examples of setting information that indicates the content of user information about the game player include the game player's gender, nationality, place of residence, place of origin, birthday, and age. For example, if the game is played on the player's birthday, or if the player is female and plays the game on a specific day (for example, March 3rd), the combination event may be executed at a specific timing (for example, when the game is started on the specific day, or the combination event may be set to be executed at a random timing, with the probability of execution increased throughout the specific day).
[0044] Furthermore, information associated with the game medium by the game player may include, for example, settings for game characters. These game characters may include the game character controlled by the game player, or game characters that assist in the game's progression. Settings for game characters may include the game character's equipment (e.g., weapons, armor, skills, etc.) and clothing. For example, when a game player equips a sword to the game character they control, a combination event may be initiated.
[0045] Furthermore, the starting conditions may include, for example, the video viewing status reaching a predetermined state. This can give viewers a stronger sense of participating in the game. Here, "video viewing status" refers to the situation that may change as the video is played. Examples of viewing status include the number and increase / decrease of viewers (e.g., increase / decrease within a predetermined period and the extent of such increase / decrease), viewing time, attributes of viewers, and actions of viewers.
[0046] The attributes of the viewing user are similar to those of the user information for game players mentioned above. In other words, information indicating viewing status (viewing status information) may include at least some of the user information about the viewing user. Examples of viewing user actions include whether or not the viewing user submits comments, the number of comments, and their increase or decrease (e.g., increase or decrease within a given period and the extent of such increase or decrease), and the viewing user's use of a given game medium.
[0047] Examples of starting conditions based on viewing status include the number of viewing users exceeding a predetermined number, the number of comments submitted by viewing users exceeding a predetermined number, viewing time (e.g., total viewing time for all viewing users, average viewing time per person, etc.), and the number of viewing users matching the content of predetermined user identification information exceeding a predetermined number.
[0048] More specific examples include having a predetermined number of viewers of the same age group, a predetermined number of men and women, a predetermined number of viewers from the same residential area, or a predetermined number of different nationalities among the viewers. Furthermore, a system according to one aspect of the present invention may provide a communication function between viewers. In this case, viewers from the same country can communicate with each other, and viewers from different countries can communicate with each other.
[0049] Furthermore, the start condition may include, for example, a time or duration being a predetermined time or duration. This makes it easier for the number of viewing users to increase during the time and duration when the combined event is running. Here, "time and duration in the start condition" refers to the actual time and duration, respectively. In the form where the start condition includes a time being a predetermined time, for example, a range of time may be set (e.g., a range such as 19:00 to 20:00). Also, the time used in the start condition may be a time based on the game player's place of residence, or a time based on the viewing user's place of residence.
[0050] Time can refer to, for example, time related to game progress and time related to live streaming. "Time related to game progress" refers to the real time that elapses as the game progresses. For example, this includes the time elapsed since the game was launched, the time elapsed since the game was first played, and the time elapsed since a specific operation was performed. A specific operation could be the operation to start the game from Stage 1, or the operation to start a new game without using existing save data. "Time related to live streaming" refers to the real time that elapses in connection with the live stream. For example, this includes the time elapsed since the live stream started and the remaining time until the scheduled end time of the live stream.
[0051] Furthermore, the start conditions may include other conditions different from those exemplified above. Other conditions include, for example, conditions regarding the timing of starting a combination event. Examples of conditions regarding the timing of starting include: a condition in which a lottery is held at a predetermined time (for example, every so often) to determine whether or not to start the combination event, and the combination event is executed when the lottery is held to start; a condition in which the combination event is started randomly during the progress of the game; or a condition in which the combination event is started immediately after or after a predetermined time has elapsed since another start condition has been met.
[0052] Furthermore, a single start condition may include multiple conditions. For example, a condition for deciding whether or not to start executing a combination event may be combined with a condition that the aforementioned progress reaches a predetermined progress state, thereby increasing the probability of winning the draw to start executing the combination event when both of these conditions are met. Also, multiple types of start conditions may be set, and when multiple types of start conditions are met simultaneously, the game control unit 111 may simultaneously execute multiple combination events of multiple types corresponding to each start condition.
[0053] The combination image display control unit 112 displays an image representing the game medium constituting the predetermined combination described above (hereinafter also referred to as a combination image) on a viewing terminal 70 that is watching a video distributed by the distribution control unit 311 of the distribution server 30. For example, the combination image display control unit 112 generates a game image by superimposing the combination image onto a game image generated by the game control unit 511, and displays the game image on the game terminal 50. As a result, the combination image is displayed on the viewing terminal 70 that is watching a video live-streamed from the game terminal 50. The combination image display control unit 112 may be included in the distribution server 30 instead of, or in addition to, being included in the game server 10. In this case, the combination image display control unit 112 included in the distribution server 30 receives information for generating a combination image from the game server 10 and generates a combination image based on the received information. Also, when included in the distribution server 30, the combination image display control unit 112 superimposes the generated combination image onto the video distributed by the distribution control unit 311. As a result, the combination image is displayed on the viewing terminal 70.
[0054] Furthermore, the combination image display control unit 112 displays the game media required for the predetermined combination in a way that distinguishes between game media that need to be identified by the viewing user game media identification unit 312 of the distribution server 30 and game media that do not need to be identified. This makes it easier for the viewing user to recognize which game media they need to identify in order to satisfy the conditions. However, the game media required for the predetermined combination do not necessarily have to be displayed in a way that distinguishes them as described above.
[0055] (Information stored on game server 10) This section describes the game user information and event definition table stored in the memory unit 130 of the game server 10. Figure 3 is a diagram illustrating an example of game user information. Game user information is stored for each game player. The game user information shown in Figure 3 represents information about a particular game player. Game user information may include, for example, a game user ID, username, user level, cleared stage, ownership information, and attribute information.
[0056] The game user ID is information that identifies a game player in a game run by the game server 10. The username is the name set for the game player. The username is displayed as appropriate on the game terminal 50 or viewing terminal 70 as information indicating the game player. The user level represents the game player's level of play in the game. For example, a higher number indicates a higher level. For example, the user level may be a parameter that increases based on the user's accumulated game play results and play time. The cleared stage is an example of information that indicates the progress of the game. In this example, the game is configured to clear multiple stages in sequence, and the cleared stage indicates the most recent stage cleared by the game player.
[0057] Ownership information indicates the game media owned by the game player and the number of each owned. The game media indicated by this ownership information are available for the game player to use in the game. In this example, "Points," "Bow," "String," "Arrow," and "Axe" included in the ownership information are examples of game media, and each of these can be one of the game media identified in a combination event. Attribute information indicates the attributes of the game player. In this example, the attribute information includes information indicating age, nationality, and gender. Attribute information may be referenced in the process of determining whether the start conditions for a combination event are met. Attribute information may also be referenced for sorting or filtering on the video identification screen described later.
[0058] Figure 4 is a diagram illustrating an example of an event definition table. As shown in Figure 4, the event definition table stores event definition information indicated by each row. The event definition information indicates the definition of combination events that may occur in the game run by the game server 10. In the example in Figure 4, the event definition information illustrates information defining a combination event (hereinafter also referred to as a synthesis event) that grants a game player a generated item (an example of a predetermined game medium) associated with a predetermined combination of synthesis materials (an example of a game medium). Since the combination event in this embodiment is performed in a manner that resembles the synthesis of one new game medium from multiple game mediums, the combination event is also referred to as a "synthesis event".
[0059] As shown in Figure 4, the event definition information includes information indicating the event ID, generated items, start conditions, and synthesis conditions. The event ID is information that identifies the type of synthesis event. Hereinafter, a synthesis event with an event ID such as "E1" will also be referred to as synthesis event E1, etc. The start conditions are an example of the conditions that must be met in order to start the synthesis event. The synthesis conditions are an example of the conditions that must be met in order to grant generated items to the game player in the synthesis event. The synthesis conditions include information indicating multiple synthesis materials and viewer user items. In the example in Figure 4, the synthesis conditions include 2 to 4 types of synthesis materials, but may include 5 or more types of synthesis materials. In addition, viewer user items indicate the synthesis materials that should be identified based on the viewer user's actions from among the multiple synthesis materials included in the synthesis conditions.
[0060] For example, as a viewer-user item, synthesis materials placed within the game may be identified through the viewer's actions. For instance, if a treasure chest containing synthesis materials is placed within the game, and the viewer opens the treasure chest, the synthesis materials inside the chest may be identified as a viewer-user item. Alternatively, as a viewer-user item, synthesis materials owned by the viewer may be identified through the viewer's actions. For example, if the viewer sends synthesis materials they own to a game player, the sent synthesis materials may be identified as a viewer-user item.
[0061] The following explanation focuses on examples where composite materials owned by the viewer are identified as viewer user items through the viewer's actions. Identifying composite materials based on viewer actions is also referred to as "the viewer sending the composite materials to the game player." In this way, by defining which composite materials should be identified as viewer user items, the viewer's cooperation is always necessary to fulfill the synthesis conditions. This provides viewers with an incentive to support the streamer, making the video more engaging. Furthermore, some composite materials may be predetermined to be owned by the game player. This requires cooperation between the game player and the viewer to fulfill the synthesis conditions, further enhancing the video's appeal.
[0062] For example, in synthesis event E1, synthesis materials 2 and 3 are designated as viewer user items from synthesis materials 1 to 3 included in the synthesis conditions. Synthesis material 1 must be owned by the game player. Also, for example, in synthesis event E2, synthesis material 1 is designated as a viewer user item from synthesis materials 1 to 2 included in the synthesis conditions. Synthesis material 2 must be owned by the game player. Also, for example, in synthesis event E3, any two or more of synthesis materials 1 to 4 included in the synthesis conditions are designated as viewer user items. In this case, all four may be viewer user items, or any one or two may be owned by the game player. Also, for example, in synthesis event E4, any two of synthesis materials 1 to 4 included in the synthesis conditions are designated as viewer user items. In this case, unlike synthesis event E3, the game player must own any two. Also, for example, in synthesis event E6, any one or more of synthesis materials 1 to 3 included in the synthesis conditions are viewer user items, and they are specified in the order of synthesis material 1, synthesis material 2, and synthesis material 3.
[0063] For example, the start conditions for synthesis events E1-E3 (e.g., "Appearance of Boss A") are examples of start conditions where the progress reaches a predetermined state. Similarly, the start conditions for synthesis events E4-E6 (e.g., "Defeat the final boss once") are examples of start conditions where the play result reaches a predetermined play result. Furthermore, the start conditions for synthesis events E7-E9 (e.g., "Equip a staff") are examples of start conditions where the setting information associated with the game medium by the game player is of a predetermined content. Additionally, the start conditions for synthesis events E10-E12 (e.g., "More than 5 viewers") are examples of start conditions where the video viewing status reaches a predetermined viewing state. Finally, the start conditions for synthesis events E13-E15 (e.g., "7 PM") are examples of start conditions where the time reaches a predetermined time. Although not illustrated in Figure 4, there may also be synthesis events with start conditions that refer to the game player's attribute information. For example, there may be start conditions such as "More than 5 viewers from a country different from the game user's country." Note that while Figure 4 illustrates a synthesis event with defined starting conditions, there may also be synthesis events that are not specifically defined starting conditions and are continuously running throughout the game.
[0064] Furthermore, for example, in synthesis events E1 to E15, it is stipulated that the generated item "bow and arrow" will be given to the game player depending on whether the synthesis conditions are met. The generated item "bow and arrow" is, for example, an item that is effective against Boss A in the starting condition of synthesis event E1, "appearance of Boss A". In this way, when the starting condition includes "the progress reaches a predetermined progress state" (for example, synthesis events E1 to E3), the generated item may be an item that makes the game progress advantageous at that predetermined progress state. Also, when the starting condition includes "the play result reaches a predetermined play result" (for example, synthesis events E4 to E6), the generated item may be an item that makes the game progress advantageous at that play result. Also, when the starting condition includes "the setting information associated by the game player with the game medium is of predetermined content" (for example, synthesis events E7 to E9), the generated item may be an item that makes the game progress advantageous when that setting information is of predetermined content.
[0065] (Functional configuration of distribution server 30) Figure 5 is a block diagram showing the functional configuration of the distribution server 30. As shown in Figure 5, the distribution server 30 includes a control unit 310 and a storage unit 330. The control unit 310 is realized by the processor 31 executing a program stored in the memory 32. The storage unit 330 is comprised of the memory 32.
[0066] The control unit 310 includes a distribution control unit 311, a viewing user game media identification unit 312, a video identification screen display control unit 313, a priority display control unit 314, and a viewing request instruction reception unit 315. The storage unit 330 stores distribution service user information, viewing history information, game service information, a distribution video management table, and an event management table.
[0067] The distribution control unit 311 live streams a video showing the game in progress to a viewing terminal 70 for viewing the video. For example, the game in progress is the game being played on the game terminal 50. The video showing the game in progress may be received from the game terminal 50, or from a distribution terminal (not shown) connected to the game terminal 50. In this embodiment, the video showing the game in progress is assumed to be received from the game terminal 50.
[0068] The Viewer User Game Media Identification Unit 312 identifies at least one of the game media constituting a predetermined combination based on the actions of a user of a viewing terminal who is watching the aforementioned video. For example, the Viewer User Game Media Identification Unit 312 may identify at least some of the game media owned by a viewer who is watching the video showing the aforementioned game as at least one of the game media constituting the predetermined combination based on the actions of the viewer. This allows the viewer to participate in the live-streamed game using the game media they own. For example, the viewer needs to consider which game media to send to complete the predetermined combination. Therefore, this increases the viewer's sense of participation in the game compared to simply sending game media to a game player.
[0069] The video identification screen display control unit 313 displays a video identification operator on the viewing terminal 70 that receives instructions to identify a video to be played on the viewing terminal 70, and a video identification screen that includes combination event information related to combination events in the game corresponding to the video. This provides the user of the viewing terminal 70, who is searching for a video to watch, with new information to help them make a decision on which video to select from the live stream.
[0070] Here, "combination event information" refers to information related to combination events. Examples of combination event information include progress information that shows the progress of combination events.
[0071] "Progress" refers to the situation that may change as the combination event progresses, and "Progress Information" refers to information that indicates the progress. Examples of progress information include achievement information that shows the status of condition fulfillment, and information that shows the remaining time until the time limit. "Achievement" refers to the situation that indicates the degree to which conditions have been fulfilled, which may change as the combination event progresses, and "Achievement Information" refers to information that indicates the achievement status.
[0072] The video identification screen display control unit 313 displays the progress information on the video identification screen, thereby providing the user of the viewing terminal 70, who is searching for a video to watch, with information on the progress of the combination event as a basis for making a decision. Furthermore, the video identification screen display control unit 313 displays the achievement status information on the video identification screen, thereby providing the user of the viewing terminal 70, who is searching for a video to watch, with information on the achievement status of the combination event as a basis for making a decision.
[0073] Examples of achievement status information include information indicating unspecified game media that have not been identified as constituting a predetermined combination among the game media required for that combination, information indicating missing game media that are not owned by the game player or the viewer watching the video, information indicating game media that have already been identified as constituting a combination, and information quantifying the degree to which the conditions have been met. If the achievement status information includes information indicating game media that have already been identified as constituting a combination, the video identification screen display control unit 313 may display only the identified game media. Furthermore, examples of quantified information include, for example, if four game media are required to meet the conditions, but one game media has been identified, information such as "25%" represents the percentage of the current achievement status, with the completion of the conditions being 100%. When displaying such quantified information, numerical images such as bar graphs may also be used.
[0074] In a configuration in which the video identification screen display control unit 313 displays information indicating an unspecified game medium and information indicating game mediums other than the unspecified game medium among the game mediums necessary for the predetermined combination in a distinguishable manner, the user of the viewing terminal 70 who is searching for a video to watch can be provided with game mediums that have not yet been identified as a factor in determining the combination event.
[0075] Furthermore, in a configuration in which the video identification screen display control unit 313 displays information indicating a missing game medium and information indicating game mediums other than the missing game medium among the game mediums required for the predetermined combination in a distinguishable manner, the user of the viewing terminal 70 searching for a video to watch can check in advance which video to select to receive support based on the missing game medium when selecting a video to watch.
[0076] Furthermore, the combination event information may include information other than progress information. For example, this could include information indicating that a combination event is occurring, information indicating at least a portion of the game media required for a given combination, information indicating the game media owned by the user of the viewing terminal 70 on which the video specific screen is displayed, information indicating the content of a given process that is executed when a condition is met, and, if a time limit is set for the combination event to achieve the condition, the set time limit.
[0077] In a configuration in which the video identification screen display control unit 313 displays "information indicating at least a portion of the game media necessary for a predetermined combination," the user of the viewing terminal 70, who is searching for a video to watch, can be provided with the game media necessary for the combination as a factor in the combination event.
[0078] Furthermore, in a configuration in which the video identification screen display control unit 313 displays information indicating a game medium owned by the viewing terminal user and a game medium other than the viewing terminal user's game medium among the game media necessary for the predetermined combination, the user of the viewing terminal 70 who is searching for a video to watch can check in advance which video to select to be supported based on the game medium they own. Furthermore, the combination event information exemplified above may consist of multiple types.
[0079] For example, in a configuration where the combination event information includes information indicating at least a portion of the game media constituting a predetermined combination, and also includes information indicating the game media owned by the user of the viewing terminal 70, it is possible to increase the motivation for unviewed users who own the relevant game media to watch the video.
[0080] Furthermore, in a configuration where the combined event information includes information indicating an unspecified game medium and information indicating a game medium owned by the user of the viewing terminal 70, it is possible to increase the motivation for unviewed users who own the relevant game medium to watch the video.
[0081] The combined event information may be generated by either the game server 10 or the distribution server 30. For example, a portion of the combined event information may be generated by the game server 10, and then the distribution server 30 may further combine this portion of the combined event information with information such as the ownership status of the game media of the user of the viewing terminal 70 mentioned above, to generate the combined event information.
[0082] Furthermore, a "video identification operator" is an operator that accepts instructions for identifying a video. An operator is, for example, displayed on the screen in a manner that allows for the identification of the operation position. A video identification operator may display, for example, a part of the video showing a game, the game name, the name of the game player, etc. Combined event information may also be displayed on the corresponding video identification operator. In addition, on the video identification screen, multiple video identification operators corresponding to individual videos may be displayed in a list. This allows users who have not yet watched a video to select the video they wish to watch from the list.
[0083] Furthermore, the video identification screen display control unit 313 may display information indicating the number of times the user of the viewing terminal 70 on which the video identification screen is displayed has identified a game medium constituting a predetermined combination in a combination event previously executed by the game control unit 111 by a game player who is playing the game corresponding to the video. This allows the user of the viewing terminal 70, who is searching for a video to watch, to be provided with information as a factor in deciding which game player has received assistance in a combination event and how many times in the past, to help them select a video.
[0084] The priority display control unit 314 instructs the video identification screen display control unit 313 to prioritize the display of at least some of the video identification operators from among a plurality of video identification operators on the video identification screen, in response to an operation by the user of the viewing terminal 70 on which the video identification screen is displayed. Furthermore, if the operation is for prioritizing the display of video identification operators corresponding to a game in which a combination event is currently being executed, the priority display control unit 314 instructs the video identification screen display control unit 313 to prioritize the display of those video identification operators. The video identification screen display control unit 313 then prioritizes the display of those video identification operators on the viewing terminal 70 in response to this instruction. This improves the convenience of the user interface for identifying the video being viewed.
[0085] Here, the priority display control unit 314 is a functional block that controls the display of at least some of the multiple video identification operators based on the user's operation on the viewing terminal 70. Prioritizing display means, for example, rearranging the video identification operators to be displayed so that a predetermined video identification operator is displayed at the top (sorting), or displaying only the video identification operators that are to be displayed preferentially from among the video identification operators to be displayed, and not displaying the other video identification operators (filtering).
[0086] Furthermore, when the user of the viewing terminal 70 displaying the video identification screen performs an operation to prioritize the display of a game in which a combination event necessary for a predetermined game medium to satisfy certain conditions is being executed, the priority display control unit 314 instructs the video identification screen display control unit 313 to prioritize the display of the video identification operator corresponding to the game in which the combination event is being executed. In response to this instruction, the video identification screen display control unit 313 prioritizes the display of the video identification operator on the viewing terminal. This makes it easier to select a video to watch based on the game medium required for the combination event.
[0087] The viewing request instruction receiving unit 315 receives a viewing request instruction from a game player who is progressing through the game, requesting a user of a specific viewing terminal 70 to watch a video representing the game. The video identification screen display control unit 313 displays information indicating the viewing request to the user, along with a video identification operator corresponding to the video. This allows the game player to prompt a specific user to watch the video. The user of the viewing terminal 70 can easily find the video they are being asked to watch.
[0088] (Information stored on distribution server 30) This section describes the distribution service user information, viewing history information, game service information, distribution video management table, and event management table stored in the storage unit 330 of the distribution server 30. Figure 6 is a diagram illustrating an example of distribution service user information. Distribution service user information is stored for each user (hereinafter also referred to as distribution service user) who uses the distribution service provided by the distribution server 30. The distribution service user information shown in Figure 6 represents information about a particular distribution service user. For example, the distribution service user information may include distribution service user ID, username, ownership information, friends, favorites, and attribute information.
[0089] The streaming service user ID is information that identifies the streaming service user. Here, a streaming service user is a game player who live streams a video of the game they are playing, or a viewer who watches that video. In other words, in order for a game player to live stream a video of the game they are playing, they need not only a game user ID but also a streaming service user ID. A viewer can watch a video of a game even without a game user ID, as long as they have a streaming service user ID. The username is the name set for the streaming service user. This username is displayed as appropriate on the game terminal 50 or the viewer terminal 70 as information that identifies the streaming service user.
[0090] Ownership information indicates the game media and the number of items owned that the user of the distribution service can send as viewer user items. Ownership information also includes information indicating the types of games in which the game media can be used. In this example, ownership information includes two "bows," a game media usable in game A. Furthermore, the game media included in ownership information may be usable across multiple types of games. For example, in this example, it includes 20 "diamonds," a shared game media that can be sent to game players in both games A and B. In this embodiment, if the user of the distribution service plays a game as a game player, they cannot use the game media indicated in the ownership information included in the distribution service user information during gameplay. Also, if the user of the distribution service also has a game user ID when watching a live stream of a game as a viewer, they cannot send the game media indicated in the ownership information included in the game user information as viewer user items.
[0091] Friends indicate the IDs of one or more other streaming service users who have a friendship relationship with the streaming service user in question. Favorites indicate the IDs of one or more other streaming service users that the streaming service user follows. Attribute information indicates the attributes of the streaming service user. In this example, attribute information includes information indicating age, nationality, and gender. Friends, favorites, and attribute information may each be referenced in the process of determining whether the conditions for starting a synthesis event are met. Additionally, friends, favorites, and attribute information may each be referenced to sort or filter on the video identification screen described later.
[0092] Figure 7 illustrates an example of viewing history information. Viewing history information is stored for each user of the distribution service. The viewing history information shown in Figure 7 shows the viewing history of a video representing a live-streamed game by a particular distribution service user as a viewer. The viewing history information may also include information about the live stream currently being viewed. The viewing history information includes the viewing date and time, distribution ID, and information indicating the viewer user item. The information indicating the viewer user item includes the game media and the number of items sent as viewer user items while viewing the video. According to the viewing history information shown in Figure 7, this distribution service user is currently viewing a live-streamed video with distribution ID "L1" as a viewer user, and has not sent any viewer user items at this time. In addition, this distribution service user has previously viewed videos with distribution IDs "L47" and "L120" as a viewer user. Furthermore, while watching the video with streaming ID "L47," this user of the streaming service sent two arrows as viewer user items to the game player, but did not send any viewer user items while watching the video with streaming ID "L120." Here, by referring to the streaming video management table described later, the game player who is the streamer can be identified from the streaming ID. Therefore, by referring to the viewing history information and the streaming video management table, it is possible to aggregate the past viewing counts for each game player and the number of viewer user items sent by each game player. This aggregated information may be referenced to sort or filter on the video identification screen described later.
[0093] Figure 8 illustrates an example of game service information. Each row in Figure 8 represents game service information. Game service information is information indicating the type of game being played by the game server 10, which can communicate with the distribution server 30. In this example, it includes the game name and game ID. The game name is the name of the game. The game ID is information that identifies the type of game. The distribution server 30 can distribute a video indicating the type of game stored as game service information.
[0094] Figure 9 illustrates an example of a video streaming management table. As shown in Figure 9, the video streaming management table stores video streaming management information, each row representing a specific video. Video streaming management information is used to manage videos being live-streamed and is created when a live stream begins. This information may be deleted when a live stream ends, or it may be saved as history. In this embodiment, video streaming management information for videos that have finished live streaming is deleted from the video streaming management table and saved separately as history. Video streaming management information saved separately as history will also be referred to as "past video streaming management information" below. In this example, the video streaming management information includes information indicating the streaming ID, the game being streamed, the viewing request recipient, the game player (streamer), and the viewing user.
[0095] The distribution ID is information that identifies the live stream and is issued by the distribution server 30 when a live stream of a video representing a game begins. The streamed game is the game ID that indicates the type of game being live-streamed. The information indicating the viewing request destination includes the distribution service user ID of the user of the viewing terminal 70 that has been requested by the game player to watch the video. The information indicating the viewing request destination may be updated during the live stream of the video. The information indicating the game player (streamer) includes the game user ID, distribution service user ID, and user level of the streamer who is also a game player. The information indicating the streamed game and the game player (streamer) is transmitted from the game terminal 50 when the live stream of the game begins.
[0096] The user level may also be information obtained by converting the user level in the game to a common user level. For example, suppose that in game A, user levels are managed as numerical values from 1 to 100, and in the distribution server 30, common user levels are managed in three stages (e.g., beginner, intermediate, advanced). In this case, the distribution server 30 may store in advance conversion rules for converting from the user levels in game A to the common user levels. For example, the conversion rules may be rules that convert the user level ranges in game A (e.g., 1-25, 26-75, 76-100) to the stages of the common user level (e.g., beginner, intermediate, advanced).
[0097] The information identifying viewers includes the streaming service user IDs of one or more viewers who are watching the video of the game being streamed live. This information is updated in real time during the live stream. In addition, past streaming video management information, which is stored separately after the live stream ends, may include information indicating viewers who watched the live stream for a predetermined amount of time or a predetermined percentage of time or longer.
[0098] Figure 10 illustrates an example of an event management table. As shown in Figure 10, the event management table stores event management information, each row representing an event. The event management information includes information for obtaining the progress of combination events occurring in a game being live-streamed. Event management information is created when a combination event occurs. The event management information may also be deleted when the combination event ends, or it may be saved separately as history. In this embodiment, the event management information is deleted when the combination event ends. In the example in Figure 10, the event management information includes information indicating the distribution ID, event ID, remaining time, synthesis conditions, and unspecified material (an example of an unspecified game medium). The distribution ID indicates the live stream of the game in which the synthesis event is occurring. The event ID indicates the type of synthesis event occurring, and represents the event ID of the event definition information in which the synthesis event is defined. The remaining time indicates the remaining time if a time limit is set for the synthesis event. The remaining time is updated according to the elapsed time since the synthesis event occurred. Note that there may be cases where no time limit is set. In that case, the remaining time is not set. The synthesis conditions indicate the synthesis conditions for the synthesis event in question. The synthesis conditions are as explained with reference to Figure 4. Unspecified materials refer to the synthesis materials that have been designated as viewer user items in the synthesis conditions for the synthesis event but have not yet been sent by any viewer user. By referring to the information indicating unspecified materials, it is possible to calculate the completion status, which is an example of the progress of the synthesis event.
[0099] In this example, since "Boss A has appeared" in the game shown in the live stream video with distribution ID "L1", synthesis event E1 shown in Figure 4 is currently occurring. Furthermore, both synthesis material 2 "String" and synthesis material 3 "Arrow," which are designated as viewer user items in this synthesis event E1, are unspecified materials that have not yet been sent. The information indicating unspecified materials is updated based on the viewer user items included in the synthesis conditions and the status of submissions by viewer users. For example, if synthesis material 2 "String" is sent by any viewer user in the game shown in the live stream video with distribution ID "L1", the unspecified materials in the first row shown in Figure 10 will be updated from "String, Arrow" to "Arrow" only.
[0100] (Functional configuration of game terminal 50) Figure 11 is a block diagram showing the functional configuration of the game terminal 50. As shown in Figure 11, the game terminal 50 includes a control unit 510 and a storage unit 530. The control unit 510 is realized by the processor 51 executing a program stored in the memory 52. The storage unit 530 is comprised of the memory 52.
[0101] The control unit 510 includes a game control unit 511, a game UI unit 512, a video transmission unit 513, and a distribution UI unit 514. The storage unit 530 stores game user information. In the game UI unit 512, "UI" refers to the user interface, and hereafter, the user interface will also be referred to as "UI". This game user information is synchronized with the game user information of the game player using the game terminal 50 from the game user information stored in the game server 10. In environments where communication delay between the game terminal 50 and the game server 10 does not need to be considered, the storage unit 530 does not need to store game user information. In this case, the control unit 510 may obtain the information necessary for operation from the game user information by querying the game server 10.
[0102] The game control unit 511 works in cooperation with the game control unit 111 of the game server 10 to advance the game based on the game player's input for playing the game. The game UI unit 512 receives input from the game player for playing the game. The game UI unit 512 also displays game images generated by the game control unit 511. The video transmission unit 513 generates video in real time from the game images generated by the game control unit 511. The game control unit 511 also transmits the generated video to the distribution server 30. The distribution UI unit 514 receives input from the game player for live streaming of the ongoing game as a video based on the game player's input. The video transmission unit 513 and the distribution UI unit 514 may be implemented as one of the functions of the game advanced by the game control unit 511, or they may be implemented as separate applications from the game. Furthermore, the video transmission unit 513 and the distribution UI unit 514 do not necessarily have to be included in the game terminal 50, but may be included in a distribution terminal (not shown) connected to the game terminal 50.
[0103] (Functional configuration of viewing terminal 70) Figure 12 is a block diagram showing the functional configuration of the viewing terminal 70. As shown in Figure 12, the viewing terminal 70 includes a control unit 710 and a storage unit 730. The control unit 710 is realized by the processor 71 executing a program stored in the memory 72. The storage unit 730 is comprised of the memory 72.
[0104] The control unit 710 includes a video playback unit 711 and a viewing UI unit 712. The storage unit 730 stores distribution service user information. This distribution service user information is synchronized with the distribution service user information of the viewing user using the viewing terminal 70, which is stored in the distribution server 30. In environments where communication delay between the viewing terminal 70 and the distribution server 30 does not need to be considered, the storage unit 730 does not need to store distribution service user information. In this case, the control unit 710 may obtain the information necessary for operation from the distribution service user information by querying the distribution server 30.
[0105] The video playback unit 711 plays and displays the video received from the distribution server 30. The viewing UI unit 712 displays a viewing UI for allowing the viewing user to participate in the game shown in the video being viewed. This viewing UI may include, for example, a sending UI. The sending UI is a user interface for sending one of the game media owned by the viewing user as a viewing user item to the distributor of the video being viewed. The viewing UI may also include, for example, a communication UI. The communication UI is a user interface that enables communication between the viewing user of the viewing terminal 70 and other viewing users and / or the game player who is the distributor during live streaming. For example, the communication UI may be a UI for sending and receiving text messages (hereinafter also referred to as text chat), or a UI for sending and receiving voice messages (hereinafter also referred to as voice chat).
[0106] <Processing by System 1> System 1, configured as described above, executes method S1. Figure 13 is a flowchart showing the flow of method S1. In the following description of method S1, a synthesis event as exemplified in Figure 7 will be applied as a combination event. As mentioned above, a synthesis event is an example of a combination event that grants a generated item (an example of a predetermined game medium) associated with a predetermined combination of synthesis materials (an example of a game medium) to a game player. As shown in Figure 13, method S1 includes processes to start the game and live streaming (steps S500-S508, S100, S300-S308, S702-S704), and processes in response to the occurrence of a synthesis event (steps S102-S114, S310).
[0107] (Process to start the game and live stream) In step S500, the game UI unit 512 of the game terminal 50 receives an operation from the game player to play the game. The game control unit 511 then works in cooperation with the game control unit 111 of the game server 10 to advance the game in response to the received operation.
[0108] Step S100 is an example of a game control step. In step S100, the game control unit 111 of the game server 10 works in cooperation with the game control unit 511 of the game terminal 50 to advance the game. Hereafter, the game UI unit 512, the game control unit 511, and the game control unit 111 repeatedly advance the game in accordance with the player's actions, in parallel with each step executed thereafter.
[0109] In step S502, the distribution UI unit 514 of the game terminal 50 accepts an operation to start live streaming of a video showing the game. Note that step S502 may be performed before S501. In other words, the game player may start playing the game and then start streaming, or start streaming and then start playing the game.
[0110] In step S504, the video transmission unit 513 sends distribution information to the distribution server 30 indicating the live stream to be started. The distribution information includes the game player's game user ID, distribution service user ID, and game ID.
[0111] In step S506, the video transmission unit 513 generates a video in real time from the game image displayed on the game terminal 50. The video transmission unit 513 also sends the generated video to the distribution server 30. The video transmission unit 513 repeats the process of generating a video representing the game and sending it to the distribution server 30 in parallel with each of the subsequent steps.
[0112] In step S300, the distribution control unit 311 of the distribution server 30 generates new distribution video management information based on the received distribution information and adds it to the distribution video management table. For example, the distribution control unit 311 generates distribution video management information that includes "L1" issued as a new distribution ID (see, for example, the first row of Figure 9). The distribution control unit 311 also includes the game ID "A" contained in the received distribution information in the new distribution video management information. Furthermore, the distribution control unit 311 includes the game user ID "A88" and the distribution service user ID "U99" contained in the received distribution information in the new distribution video management information as information indicating the game player (distributor).
[0113] Step S302 is an example of a video selection screen display control step. In step S302, system 1 refers to the streamed video management table and performs a selection process to allow the user of the viewing terminal 70 to select one of the videos currently being streamed live. Through this selection process, the user of the viewing terminal 70 selects the video they wish to watch. Details of the selection process will be described later.
[0114] Step S304 is an example of a distribution control step. In step S304, the distribution control unit 311 of the distribution server 30 receives the video selected by the viewing user from the game terminal 50 and transmits it to the viewing terminal 70. In step S702, the video playback unit 711 of the viewing terminal 70 receives the video from the distribution server 30, plays it, and displays it. The distribution control unit 311 may also add any necessary information (such as the name of the game player) to the video received from the game terminal 50 and transmit it to the viewing terminal 70. The distribution control unit 311 repeats the process of transmitting the video in parallel with each of the steps executed thereafter. The video playback unit 711 also repeats the process of playing the video in parallel with each of the steps executed thereafter.
[0115] In step S306, the distribution control unit 311 of the distribution server 30 adds information indicating that a viewer is watching the video to the viewer's viewing history information. For example, if the distribution ID of the video is "L1", the information shown in the first row of Figure 7 is added to the viewer's viewing history information. Note that at the time viewing begins, the game medium has not yet been sent by this viewer as a viewer item, so the viewer item item in the first row is "None".
[0116] In step S308, the distribution control unit 311 of the distribution server 30 relays messages exchanged between the game terminal 50 and the viewing terminal 70 using a communication UI (e.g., text chat, voice chat, etc.).
[0117] In step S508, the distribution UI unit 514 of the game terminal 50 acquires messages entered by the game player using the communication UI and sends them to the distribution server 30. The distribution UI unit 514 also receives messages from viewing users from the distribution server 30 and outputs the received messages using the communication UI.
[0118] In step S704, the viewing UI unit 712 acquires messages entered by the viewing user using the communication UI and sends them to the distribution server 30. The viewing UI unit 712 also receives messages from the game player from the distribution server 30 and outputs the received messages using the communication UI.
[0119] The operations in steps S308, S508, and S704 are not necessarily performed in this order; they may be performed in a different order, or some or all of them may be performed in parallel. Furthermore, the operations in steps S308, S508, and S704 may be performed in parallel with each subsequent step as appropriate.
[0120] (Processing in response to the occurrence of a synthesis event) As described in steps S500 and S100, the game progresses according to the actions taken by the game player via the game terminal 50 and the game server 10. During gameplay, if a synthesis event occurs, processing corresponding to the occurrence of the synthesis event is executed.
[0121] In step S102, the game control unit 111 determines whether the start conditions for each synthesis event are met by referring to the event definition table shown in Figure 4. If there are no synthesis events whose start conditions are met (No in step S102), the game control unit 111 repeats step S102. If there are synthesis events whose start conditions are met (Yes in step S102), the game control unit 111 executes the synthesis event. "Executing the synthesis event" means executing steps S104 to S114.
[0122] In step S104, the game control unit 111 initiates a synthesis event. For example, the game control unit 111 sends start information to the distribution server 30 indicating that a synthesis event has been initiated. The start information may include, for example, the game player's game user ID, an event ID indicating the type of synthesis event to be initiated, a time limit, and information indicating the synthesis conditions.
[0123] Step S310 is an example of a step for identifying the viewing user's game medium. In step S310, system 1 executes a sending process to send the viewing user item from the synthesis materials in the ongoing synthesis event from the viewing user to the game player. Through this sending process, information indicating the viewing user item is sent from the distribution server 30 to the game server 10. Details of this sending process will be described later.
[0124] In step S108, the game control unit 111 of the game server 10 refers to information indicating the viewer user item received from the distribution server 30 and determines whether the synthesis conditions for the ongoing synthesis event have been met. If it is determined that the synthesis conditions have not been met (No in step S108), the next step S110 is executed.
[0125] In step S110, the game control unit 111 determines whether the synthesis event has finished. For example, if the synthesis event has a time limit, it may determine whether the time limit has been reached. However, the criteria for determining whether it has finished are not limited to this. If it is determined that the synthesis event has not finished (No in step S110), the processing from step S310 is repeated.
[0126] On the other hand, if it is determined that the synthesis conditions have been met (Yes in step S108), the next step S112 is executed. In step S112, the game control unit 111 grants the generated item defined in the synthesis event to the game player. Specifically, for example, the game control unit 111 updates the ownership information in the game user information of the game player to include the generated item. The game control unit 111 also synchronizes the updated game user information with the game user information of the game terminal 50. As a result, the game player can play the game using the generated item.
[0127] Next, in step S114, the game control unit 111 notifies the distribution server 30 that the synthesis event has ended. The distribution control unit 311 of the distribution server 30 deletes the event management information related to the synthesis event from the event management table in response to this notification. The distribution control unit 311 also notifies the viewing terminal 70 that the synthesis event has ended. In response to this notification, the viewing UI unit 712 of the viewing terminal 70 may terminate the display of the sending UI. Note that the processing in step S114 is also executed if it is determined in step S110 that the synthesis event has ended.
[0128] (Detailed flow of the sending process) Figure 14 is a flowchart showing the detailed flow of the sending process in step S310 of Figure 13. In Figure 14, the sending process S310 includes steps S540, S140-S142, S340-S348, and S740-S744.
[0129] Step S140 is an example of a combined image display control step. In step S140, the combined image display control unit 112 of the game server 10 generates an image (hereinafter also referred to as the "combined material image") that shows the combined material defined in the currently occurring combined event. The game control unit 111 also includes the combined material image in the game image and transmits it to the game terminal 50.
[0130] In step S540, the game UI unit 512 of the game terminal 50 displays a game image including the composite material image. The video transmission unit 513 generates a video from the game image including the composite material image and sends it to the distribution server 30. The distribution control unit 311 of the distribution server 30 continues to receive the video from the game terminal 50 and send it to the viewing terminal 70, as described in step S304. The video playback unit 711 of the viewing terminal 70 continues to receive the video from the distribution server 30 and play it, as described in step S702. As a result, in step S740, the video including the composite material image is played on the viewing terminal 70.
[0131] In step S340, the distribution control unit 311 of the distribution server 30, in response to receiving start information from the game server 10 in step S104, generates new event management information based on the start information and adds it to the event management table. For example, if the game user ID included in the start information is "A88", the distribution control unit 311 identifies the distribution ID "L1" of the live stream being distributed by game player A88 by referring to the distribution video management table. The distribution control unit 311 then generates new event management information including the distribution ID "L1" (see, for example, the first row of Figure 10). The distribution control unit 311 also includes the event ID "E1" included in the received start information in the new event management information. Furthermore, the distribution control unit 311 includes the time limit "3 minutes" included in the received start information as the remaining time in the new event management information. Furthermore, the distribution control unit 311 includes the viewer user item "string, arrow," which is defined in the synthesis conditions included in the received start information, as "unspecified material" in the new event management information.
[0132] In step S342, the viewing user game media identification unit 312 of the distribution server 30 generates a sending UI for sending the viewing user item specified in the ongoing synthesis event, and transmits the generated sending UI to the viewing terminal 70. The sending UI is generated based on the synthesis materials, viewing user ownership information, etc., specified in the ongoing synthesis event. In step S742, the viewing UI unit 712 of the viewing terminal 70 displays the sending UI.
[0133] In step S744, the viewing UI unit 712 accepts an operation to send a game medium owned by the viewing user as a viewing user item. In response to the operation, the viewing UI unit 712 also sends information indicating the viewing user item to the distribution server 30.
[0134] In step S344, the viewing user game media identification unit 312 of the distribution server 30 identifies the viewing user item by receiving information indicating the viewing user item from the viewing terminal 70. In step S346, the viewing user game media identification unit 312 transmits the received information indicating the viewing user item to the game server 10. In step S142, the game control unit 111 of the game server 10 receives the information indicating the viewing user item. The received information indicating the game media is referenced in the aforementioned step S108, which determines whether or not the synthesis conditions have been met.
[0135] Furthermore, in step S348, the control unit 310 updates the number of game media identified as viewer user items by subtracting one from the ownership information included in the viewer user's distribution service user information. The control unit 310 also adds information to the viewer user's viewing history information indicating that one viewer user item has been sent. For example, suppose the sent viewer user item is "string" and the distribution ID of the video is "L1". In this case, in the first row of the viewing history information shown in Figure 7, the viewer user item item is updated from "none" to "string x 1". The control unit 310 also deletes the information indicating the game media sent as a viewer user item from the information indicating unspecified material in the event management information related to the synthesis event. In the example in Figure 10, the event management information in the first row is updated from the unspecified material "string, arrow" to "arrow" in response to the sending of "string".
[0136] (Example screen for the sending process) Figure 15 illustrates an example screen G1 displayed on the viewing terminal 70 during steps S740 to S744 of the transmission process. The example screen G1 includes a video playback area G11, a transmission UI area G12, and a communication UI area G13. The video playback area G11 is an area for playing a video showing the game in progress on the game terminal 50, which is transmitted from the game terminal 50 via the distribution server 30. The video playback area G11 includes game player information G111 and a composite material image G112.
[0137] Game player information G111 is information that identifies the game player who is the broadcaster of the game. Game player information G111 may also be information superimposed by the distribution server 30 on the video transmitted from the game terminal 50. In this example, game player information G111 includes the game player's username. Here, game player information G111 may be obtained by the distribution server 30 querying the game server 10 using the game user ID included in the distribution video management information. Alternatively, game player information G111 may be generated based on the distribution service user information using the distribution service user ID included in the distribution video management information. In this way, the distribution control unit 311 may generate game player information G111 by referring to the distribution video management table and superimpose it on the video before sending it to the viewing terminal 70. Note that the video playback area G11 may contain not only game player information G111, but also any other information that the distribution server 30 has added to the video.
[0138] The composite material image G112 is an example of "an image representing a game medium that constitutes a predetermined combination." The composite material image G112 is an image generated by the combination image display control unit 112 of the game server 10. The video generated from the game image including the composite material image G112 is distributed from the game terminal 50 to the viewing terminal 70 via the distribution server 30. As a result, the composite material image G112 is displayed on the viewing terminal 70. In other words, the composite material image G112 represents the composite material defined in the currently occurring composite event in the game shown in the video being viewed.
[0139] In the example in Figure 15, the composite material image G112 is an example of how it is displayed when the synthesis event E16 shown in Figure 4 is occurring. The composite material image G112 includes the "bow" icon G113, the "string" icon G114, and the "arrow" icon G115, which correspond to synthesis materials 1-3 in synthesis event E16. In synthesis event E16, the synthesis conditions are met when each of these synthesis materials 1-3 that the game player does not own is sent by the viewing user. The icons G113-G115 that make up the composite material image G112 are displayed in a way that distinguishes whether or not the game player owns them. In this example, the game player owns the "bow" and "string," but not the "arrow." Therefore, the "arrow" icon G115 is represented in a light color to indicate that the game player does not own it. The synthesis materials "bow" and "string" that the game player owns do not need to be sent by the viewing user. On the other hand, the synthesis material "arrow" that the game player does not own needs to be sent by the viewing user. In other words, by viewing the composite material image G112, the viewer can distinguish between composite materials that need to be sent and those that do not need to be sent. Note that the display methods for each composite material that allow for the distinction of whether or not a game player owns it are not limited to the examples described above.
[0140] In this example, composite material image G112 does not include the information that "sending at least one of the three composite materials as a viewer user item is mandatory," but screen example G1 may include this mandatory information. Examples of including this mandatory information include (1) including the icon of the composite material designated as a viewer user item in a specific display manner, and (2) displaying the remaining number of composite materials that should be sent as viewer user items. Specific examples of these will be explained later with reference to composite material images G112A (Figure 16) and G112B (Figure 17).
[0141] The Send UI area G12 is the area that displays the Send UI. As mentioned above, the Send UI is a UI for sending one of the composite materials owned by the viewing user as a viewing user item to the broadcaster of the video being viewed. The Send UI is generated by the viewing user game medium identification unit 312 of the distribution server 30 and displayed when transmitted to the viewing terminal 70. The Send UI includes Send buttons G121, G122, and G123. Send buttons G121, G122, and G123 accept operations to send each composite material in the ongoing composite event. In the example in Figure 15, Send button G121 corresponds to the "bow" icon G113 and accepts the operation to send the "bow". Send button G122 corresponds to the "string" icon G114 and accepts the operation to send the "string". Send button G123 corresponds to the "arrow" icon G115 and accepts the operation to send the "arrow". Furthermore, each send button G121, G122, and G123 displays the number of the composite material owned by the viewer. If the number is "0," that is, if the viewer does not own the composite material, the send button may be configured not to accept the send operation. In the example in Figure 15, this viewer owns 3 "arrows." Therefore, the send button G123 corresponding to "arrows" is able to accept the operation. On the other hand, this viewer does not own either a "bow" or a "string." Therefore, the send buttons G121 and G122 corresponding to "bow" and "string," respectively, may not accept the operation. Alternatively, instead of the send buttons G121 and G122 not accepting the operation, they may display a purchase screen for the unowned composite material (in this example, "bow" or "string") depending on the operation.
[0142] Communication UI area G13 is the area where viewer user "AAA," who is viewing this example screen G1, communicates with other viewer users and / or the game player who is the broadcaster. It is a text chat area where text messages are exchanged. In the example in Figure 15, communication UI area G13 contains messages G131 to G134. Message G131 is a message from another viewer user "BBB" to game player "XXX." Message G131 informs the game player that the generated item "bow and arrow," which is synthesized in the currently occurring event, is effective against "that enemy" currently in battle. In response, game player "XXX" already owns the "bow." Therefore, game player "XXX" sends message G132 requesting that the other "string" and "arrow" necessary to fulfill the synthesis conditions be sent. In response, viewer user "BBB" owns the "string" and performs the operation of sending the "string" to game player "XXX." Message G133 indicates that viewer user "BBB" has sent a "string" to game player "XXX". The composite material image G112 in Figure 15 shows the status of the completion of the synthesis conditions at the time message G133 was sent. In other words, game player "XXX" owned a "bow" but did not own a "string" or "arrow". Viewer user "BBB" sent a "string", leaving only the "arrow" as the unspecified material. At this point, viewer user "AAA" on viewing terminal 70, where the example screen G1 is displayed, owns the unspecified material, the "arrow". Therefore, viewer user "AAA" sends a message G134 to game player "XXX" indicating that they will send the "arrow". After this, viewer user "AAA" performs an operation on the send button G123, and the "arrow" is sent to game player "XXX" as a viewer user item.
[0143] In the example described above, the communication UI area G13 was explained as already being displayed in response to the start of viewing a live game stream (step S704). In other words, in this embodiment, when viewing a live stream is started, the video playback area G11 and the communication UI area G13 are displayed, and the send UI area G12 is further displayed in response to the occurrence of a synthesis event. However, the display period of each area is not limited to this, and for example, the communication UI area G13 may be displayed in response to the occurrence of a synthesis event, similar to the send UI area G12. Alternatively, the send UI area G12 may be displayed in response to the start of viewing a live stream, similar to the communication UI area G13. In this case, during periods when no synthesis event is occurring, the send buttons G121 to G123 may be unresponsive. Also, during periods when no synthesis event is occurring, the send UI area G12 may include a list of game media owned by the viewing user that can be used as synthesis material for any synthesis event, rather than being limited to synthesis materials for a specific synthesis event.
[0144] (Example screen when a viewing user item is specified) Here, the example screen G1 shown in Figure 15 was an example of a screen displayed on the viewing terminal 70 in response to a synthesis event in which no viewing user item is specifically specified. In contrast, Figure 16 is a diagram illustrating an example of a screen displayed on the viewing terminal 70 in response to a synthesis event in which synthesis material to be sent as a viewing user item is specified. Note that in Figure 16, the sending UI area G12 and the communication UI area G13 are omitted from the illustration, and only the video playback area G11A is shown. The video playback area G11A includes a synthesis material image G112A with a different display mode than the synthesis material image G112. The differences between the synthesis material image G112A and the synthesis material image G112 are explained below. Other points are explained in the same way as for the synthesis material image G112, so the details will not be repeated.
[0145] As shown in Figure 16, the composite material image G112A shows an example of how it is displayed when the composite event E1 shown in Figure 4 is occurring. In this composite event E1, two of the multiple composite materials 1 to 3, composite materials 2 and 3, are designated as viewer user items. Composite materials 2 and 3, designated as viewer user items, must be sent by the viewer user, regardless of whether the game player owns them or not. Therefore, the icons G113A to G115A that make up the composite material image G112A are displayed in a way that distinguishes whether or not they are designated as viewer user items, and also whether or not they have been identified. Note that a viewer user item being identified means that it has already been sent by the viewer user viewing the example screen G1 or by another viewer user. In this example, the "string" icon G114A and the "arrow" icon G115A, which correspond to composite materials 2 and 3, are surrounded by a thick border to indicate that they are designated as viewer user items. Furthermore, among the viewer user items, the "string" has already been identified, but the "arrow" is an unidentified material that has not yet been identified. Therefore, the "arrow" icon G115A is represented in a light color to indicate that it is an unidentified material. The "bow," which is not a viewer user item, and the "string," which has already been identified as a viewer user item, do not need to be sent by the viewer user. On the other hand, the "arrow," which is designated as a viewer user item and is an unidentified material, needs to be sent by the viewer user. In other words, by viewing the composite material image G112A, the viewer user can distinguish between composite materials that need to be sent and composite materials that do not need to be sent. Note that the display manner of each composite material that makes it possible to distinguish whether or not it is a viewer user item, and whether or not it has already been identified as a viewer user item, is not limited to the example described above.
[0146] (Example screen when the number of viewer items is specified) Figure 17 illustrates an example screen displayed on the viewing terminal 70 in response to a synthesis event in which the number of synthesis materials to be sent as viewing user items is specified. Note that, as with Figure 16, the sending UI area G12 and the communication UI area G13 are omitted from Figure 17. In Figure 17, the video playback area G11B includes a synthesis material image G112B with a display mode different from both synthesis material images G112 and G112A. The differences between synthesis material image G112B and synthesis material image G112 are explained below. Other points are explained in the same way as synthesis material image G112, so details will not be repeated.
[0147] As shown in Figure 17, the composite material image G112B shows an example of how it is displayed when the composite event E3 shown in Figure 4 is occurring. In the composite event E3, it is specified that two or more of the multiple composite materials 1 to 4 should be sent as viewer user items. Therefore, the icons G113B to G116B that make up the composite material image G112B are displayed in a way that distinguishes whether or not they have already been identified as viewer user items. The composite material image G112B also includes image G117B which shows the remaining number of items that should be sent as viewer user items. In this example, the icon G115B representing composite material 3 "Arrow" is surrounded by a thick border indicating that it has already been identified as a viewer user item. Image G117B also contains the text "One more to go". In other words, at least one of "Bow", "Arrow", or "Flame" that has not yet been sent as a viewer user item needs to be sent by the viewer user. In this way, by viewing the composite material image G112B, viewers can distinguish and recognize which composite materials need to be sent and which do not need to be sent.
[0148] (Example screen showing multiple composite events occurring simultaneously) Furthermore, multiple synthesis events may occur in parallel. Figure 18 illustrates an example of the screen displayed on the viewing terminal 70 when multiple synthesis events occur in parallel. Note that, as with Figure 16, the sending UI area G12 and the communication UI area G13 are omitted from the illustration in Figure 18. In Figure 18, the video playback area G11C includes two synthesis material images G112C-1 and G112C-2. Synthesis material images G112C-1 and G112C-2 have different display modes than synthesis material images G112, G112A, and G112B, respectively. The differences between synthesis material images G112C-1 and G112C-2 and synthesis material image G112 are explained below. Other points are explained in the same way as synthesis material image G112, so the details will not be repeated.
[0149] As shown in Figure 18, the synthesis material images G112C-1 and G112C-2 show an example of how they are displayed when synthesis events E8 and E9, shown in Figure 4, are occurring. Both synthesis events E8 and E9 have the starting condition "equip a sword". Therefore, synthesis events E8 and E9 occur simultaneously. Synthesis material image G112C-1 includes the "sword" icon G113C-1, the "ice" icon G114C-1, the "snake" icon G115C-1, and the "salt" icon G116C-1, which correspond to synthesis materials 1 to 4 defined in synthesis event E8. Of these, the "ice" icon G114C-1 and the "salt" icon G116C-1 are displayed in a light color to indicate that the game player does not own them. Furthermore, the synthesis material image G112C-2 includes the icons for "Sword" G113C-2, "Gold Stone" G114C-2, "Silver Stone" G115C-2, and "Moon Stone" G116C-2, which correspond to synthesis materials 1-4 as defined in synthesis event E9. Of these, the "Silver Stone" G115C-2 and the "Moon Stone" G116C-2 are displayed in a faint color to indicate that the game player does not own them.
[0150] Furthermore, the composite material images G112C-1 and G112C-2 are displayed in a manner that allows for the distinction of the generated items produced when the synthesis conditions are met. Specifically, composite material image G112C-1 includes the icon G117C-1 for the generated item "Demon Sword," and composite material image G112C-2 includes the icon G117C-2 for the generated item "Wind Sword." This allows viewers to compare and visually identify the composite materials and generated items that need to be sent for each of the multiple synthesis events occurring in parallel. Note that the display manner of the composite material images for each of the multiple synthesis events occurring in parallel is not limited to the example described above.
[0151] Furthermore, the number of items that can be generated from multiple synthesis events occurring simultaneously may be unlimited or a predetermined number. For example, suppose two synthesis events, E8 and E9, are occurring simultaneously, and the predetermined number of items that can be generated is 1. In this case, when the synthesis conditions of one of the synthesis events, E8 or E9, are met and an item is generated, both synthesis events will terminate. Alternatively, suppose three or more synthesis events are occurring in parallel, and the predetermined number of items that can be generated is 2. In this case, the synthesis events will terminate one by one as their synthesis conditions are met, and when the number of generated items reaches the predetermined number of 2, all remaining synthesis events whose synthesis conditions have not yet been met will terminate.
[0152] Next, we will explain the case where multiple synthesis events occurring simultaneously contain a common synthesis material. The common synthesis material may be used in the synthesis event that can fulfill the synthesis conditions, but not in the other synthesis event. For example, synthesis events E8 and E9 contain the common synthesis material "sword." Also, suppose the game player owns only one of these common synthesis materials "sword." Furthermore, in the example in Figure 8, suppose that "silver stone" and "moon stone," which the game player does not own, are sent by the viewer user before "ice" and "salt," which the game player does not own, are sent in synthesis event E8. In this case, the common synthesis material "sword," of which the game player owns only one, is used to fulfill the synthesis conditions of synthesis event E9, and becomes unusable to fulfill the synthesis conditions of synthesis event E8. If there is no limit on the number of items that can be generated, the item "wind sword" generated in synthesis event E9 will be generated and synthesis event E8 will end, but synthesis event E9 will continue. However, the game player no longer owns the synthesis material "sword." Therefore, in order to fulfill the synthesis conditions for Synthesis Event E9, the synthesis materials that need to be sent as viewer user items are "Ice" and "Salt," which the game player does not originally own, as well as "Sword," which they no longer own after using it in Synthesis Event E8.
[0153] Furthermore, if multiple synthesis events occur simultaneously, the game player may be able to select which synthesis event to enable. For example, in the example shown in Figure 18, if the game player selects synthesis material image G112C-1 corresponding to synthesis event E8, synthesis event E9 corresponding to the unselected synthesis material image G112C-2 will terminate. This increases the likelihood that the game media sent by the viewer will be effectively utilized.
[0154] (Example screen when the delivery order is specified) Figure 19 shows an example screen displayed on the viewing terminal 70 in response to a synthesis event in which the order of synthesis materials to be sent as viewing user items is specified. Note that, as with Figure 16, the sending UI area G12 and the communication UI area G13 are omitted from Figure 19. In Figure 19, the video playback area G11D includes a synthesis material image G112D with a display mode different from any of the synthesis material images G112, G112A, G112B, G113C-1, and G113C-2. The differences between synthesis material image G112D and synthesis material image G112 are explained below. Other points are explained in the same way as synthesis material image G112, so details will not be repeated.
[0155] As shown in Figure 19, the composite material image G112D shows an example of how it is displayed when the composite event E17 shown in Figure 4 is occurring. In the composite event E17, it is specified that multiple composite materials 1, 2, 3, and 4 should be sent as viewer user items in this order. The composite material image G112D is displayed in a way that allows the viewer to distinguish which composite material should be sent next. In the example in Figure 19, the first composite material to be sent, "Bow," has already been identified. Therefore, the icon G115D for composite material 2, "String," is surrounded by a thick border indicating that it should be sent next. Furthermore, the "Arrow" and "Golden Stone" to be sent after the "String" are not disclosed, and only the icons G115D and G116D corresponding to their quantities are displayed. In other words, composite materials that should not be sent next, even if they are unspecified, are not disclosed. This allows the viewer to always be aware of which composite material should be sent next while the composite event is occurring.
[0156] As a concrete example, suppose a viewer does not own synthesis material 1 "bow" and synthesis material 2 "string," but owns the game medium "arrow." At the stage illustrated in Figure 19, it is not yet disclosed which synthesis material will be needed after synthesis material 2, which has not yet been identified. However, the viewer can expect that synthesis material 3 "?" or synthesis material 4 "?" might be "arrow." Therefore, the viewer needs to constantly be aware of and wait for the timing when synthesis material 2 is identified and "arrow" becomes necessary. Consequently, the viewer is less likely to feel that participating in the synthesis event is monotonous.
[0157] (Detailed flow of the selection process) Figure 20 is a flowchart showing the detailed flow of the selection process in step S302 of Figure 13. This selection process is performed by referring to the distribution video management table, the event management table, and the distribution service user information. When the selection process is performed, the distribution video management table is assumed to contain distribution video information for one or more live streams. The event management table is assumed to contain one or more event management information. As shown in Figure 20, the selection process S302 includes steps S580, S380-S384, and S780-S784.
[0158] In step S580, the distribution UI unit 514 of the game terminal 50 receives a viewing request instruction from the game player to a user on a specific viewing terminal 70. The distribution UI unit 514 transmits information indicating the viewing request to the distribution server 30. For example, a game player may make a viewing request instruction with the aim of receiving support from a user on a specific viewing terminal 70 during a composite event that may occur while playing the game. The viewing request instruction may be received before the composite event occurs (for example, in response to the start of a live stream) or during the composite event.
[0159] In step S380, the viewing request instruction receiving unit 315 receives information indicating a viewing request from the game terminal 50. The information indicating a viewing request includes at least one of the game user ID and distribution service user ID of the game player who made the viewing request. The information indicating a viewing request also includes the distribution service user ID of the user of the viewing terminal 70 to which the viewing request is received. Steps S580 and S380 are examples of viewing request instruction receiving steps.
[0160] In step S382, the video identification screen display control unit 313 of the distribution server 30 generates a video identification screen and sends it to the viewing terminal 70. Here, the video identification screen is a screen that includes a video identification operator and composite event information for each of the one or more videos being live-streamed. The video identification screen also includes information indicating the viewing request for the video for which a viewing request has been received from the user of the viewing terminal 70 on which the video identification screen is displayed. For example, the video identification screen display control unit 313 refers to the distribution video management table to identify one or more videos being live-streamed and generates a video identification operator corresponding to each identified video. Alternatively, for example, the video identification screen display control unit 313 refers to the occurrence event management table to identify a composite event occurring in the game shown by each video being live-streamed and generates composite event information related to that composite event. The composite event information may include some or all of the information indicating the composite materials, viewing user items, achievement status, remaining time, and unspecified materials, respectively. Furthermore, the synthesis event information may include information indicating the synthesis materials (an example of a game medium owned by the user of the viewing terminal 70) among the viewing user items in the synthesis event. If synthesis materials owned by the user of the viewing terminal 70 are included in the synthesis event information, the information indicating the owned synthesis materials is obtained by further referring to the distribution service user information.
[0161] In step S780, the viewing UI unit 712 of the viewing terminal 70 displays the video identification screen received from the distribution server 30. In step S782, the viewing UI unit 712 accepts user input from the viewing terminal 70 to set sorting or filtering conditions for the video operators included in the video identification screen. The viewing UI unit 712 also transmits information indicating the sorting or filtering conditions to the distribution server 30.
[0162] Step S384 is an example of a priority display control step. In step S384, the priority display control unit 314 of the distribution server 30 instructs the video identification screen display control unit 313 to prioritize the display of some video identification operators based on the sorting conditions or filters indicated by the received information. The video identification screen display control unit 313 updates the video identification screen according to the instruction. The video identification screen display control unit 313 also transmits the updated video identification screen to the viewing terminal 70.
[0163] For example, when a sort condition is received, the priority display control unit 314 instructs the video identification screen display control unit 313 to rearrange the video operators based on the sort condition. In this case, video operators that are ordered earlier based on the sort condition will be displayed with priority. For example, if the number of live-streamed videos is greater than the number of video identification operators that can be placed on the video identification screen, the number of video operators that can be placed in order of their order based on the sort condition will be displayed with priority. Also, when a filter condition is received, the priority display control unit 314 instructs the video identification screen display control unit 313 to include video operators that match the filter condition. In this case, video operators that match the filter condition will be displayed with priority.
[0164] In step S784, the viewing UI unit 712 of the viewing terminal 70 displays the updated video identification screen that has been received. This allows the user of the viewing terminal 70 to select a video from among the video operators that are displayed in priority based on the set sorting or filtering conditions. The viewing UI unit 712 accepts an operation from the user of the viewing terminal 70 on any of the video identification operators included on the video identification screen. This operation indicates an operation to select the video corresponding to that video identification operator. The viewing UI unit 712 transmits information indicating the selected video to the distribution server 30.
[0165] (Specific example of a video identification screen) Figure 21 shows an example of a video identification screen (screen example G2) displayed on the viewing terminal 70 in step S780. As shown in Figure 21, screen example G2 includes video identification operators G21-1 and G22-1, and composite event information G23-1, corresponding to the first video being live-streamed. Screen example G2 also includes video identification operators G21-2 and G22-2, and composite event information G23-2, corresponding to the second video being live-streamed. Screen example G3 also includes video identification operators G21-3 and G22-3, and composite event information G23-3, corresponding to the third video being live-streamed. When there is no need to distinguish between video identification operators G21-1 to G21-3, they are also referred to as video identification operator G21. When there is no need to distinguish between video identification operators G22-1 to G22-3, they are also referred to as video identification operator G22. When there is no need to distinguish between the combined event information G23-1 to G23-3, they are also referred to as combined event information G23. Note that video controls for videos other than these three videos among the live-streamed videos are displayed by operating the scroll bar included in screen example G2.
[0166] The video identification operators G21 and G22 each accept operations from the user of the viewing terminal 70 to select a video. For example, the operation to select a video may be, but is not limited to, a tap or click operation on the display area of the video identification operators G21 and G22. When the viewing UI unit 712 receives an operation on the video identification operators G21 and G22, it sends information to the distribution server 30 indicating that the video corresponding to the video identification operator that received the operation has been selected.
[0167] The display area of the video identification operator G21 includes a thumbnail image of the corresponding video. The thumbnail image may be a still image or a video. If the thumbnail image is a video, it may be a portion of the video being live-streamed (for example, a predetermined period such as the first few seconds after the start, or a predetermined period such as the most recent few seconds). In this case, the thumbnail image may be played in a loop.
[0168] The display area of the video identification operator G22 includes the name of the game being played, the username of the game player who is broadcasting, and the composite event information G23. The name of the game being played is obtained by referring to the game ID included in the video distribution management information of the corresponding video, and the game service information of that game ID. The username of the game player is obtained by referring to the game player's streaming service user ID included in the video distribution management information of the corresponding video, and the streaming service user information of that streaming service user ID.
[0169] The synthesis event information G23-1 shows information about the synthesis event currently occurring in the game shown in the first video, and includes information about synthesis materials, viewer user items, and unspecified materials. Information about synthesis materials is represented by icons for each synthesis material, indicating that the synthesis materials specified for that synthesis event are "bow," "string," and "arrow." Information about viewer user items is represented by a thick border surrounding the icons for synthesis materials, indicating that "string" and "arrow" among the synthesis materials need to be sent by the viewer user. Information about unspecified materials is represented by a lighter shade of the icon for the viewer user item, indicating that "arrow" among the viewer user items has not yet been sent. In other words, the achievement status of the synthesis event is displayed as follows: "string" has already been obtained, but "arrow" has not yet been obtained. Information about synthesis materials, viewer user items, and unspecified materials is obtained by referring to the distribution ID included in the video distribution management information of the first video, and the synthesis conditions in the event management information that includes that distribution ID.
[0170] Furthermore, the composite event information G23-1 includes information indicating the game media owned by the viewing terminal user. This information is represented by the text "Owned," and the "arrow" with this "Owned" information attached indicates that the user of viewing terminal 70, where this example screen G2 is displayed, owns it. This information is obtained by referring to the distribution service user information of the user of viewing terminal 70. In other words, by viewing the composite event information G23-1, the user of viewing terminal 70 can recognize that they can support the game player in the event currently taking place by watching this video.
[0171] Synthesis event information G23-2 contains the text "No synthesis materials." This indicates that there are no synthesis events currently occurring in the game shown in the second video. The absence of currently occurring synthesis events is determined by the fact that the event management information, including the distribution ID of the video, is not stored in the event management table. In other words, by viewing synthesis event information G23-2, the user of viewing terminal 70 can recognize that, at this time, no synthesis events are occurring that can assist the game player even if they watch this video.
[0172] The synthesis event information G23-3 includes information indicating the synthesis materials. The information indicating the synthesis materials is explained in the same way as in the synthesis event information G23-1. Furthermore, since no viewing user items are specifically designated in this synthesis event, the synthesis event information G23-3 does not include information indicating the viewing user items. Also, since none of the synthesis materials in this synthesis event are owned by the user of viewing terminal 70, the synthesis event information G23-3 does not include information indicating the game media owned by the viewing terminal user. In other words, by viewing the synthesis event information G23-3, the user of viewing terminal 70 can recognize that they cannot support the game player in the currently occurring event if they watch this video.
[0173] In this way, by including the composite event information G23 in the example screen G2, the user of the viewing terminal 70 can check in advance which video currently being live-streamed can be selected to help the game player and how, and then select one of the videos. Note that the composite event information G23 is not limited to the example shown and may include other information about composite events. For example, the composite event information G23 may include the number of times the user of the viewing terminal 70 has helped the game player who is the streamer of the video in the past, the number of times the user has watched the game player's live stream in the past, and so on.
[0174] Furthermore, screen example G2 further includes friend information G24-2 corresponding to the second video. Friend information G24-2 indicates that the game player "YYY," who is the broadcaster of the video, is friends with the user of the viewing terminal 70. A friend relationship may, for example, be a relationship established between two users within the distribution service (or game service) when one user makes an application to another user for relationship building, and the other user approves it. In this embodiment, friend relationships are managed in the distribution service user information of the distribution server 30. For example, friend information G24-2 is placed in screen example G2 when it is determined that the user of the viewing terminal 70 and the game player are friends, based on the distribution service user ID of the user of the viewing terminal 70 and the distribution service user ID of the game player. Although not shown in the illustration, screen example G2 may also further include favorite information. Favorite information indicates that the user of the viewing terminal 70 has registered the game player, who is the broadcaster of the video, as a favorite. In this embodiment, favorite registration is managed in the distribution service user information of the distribution server 30. As an example, favorite information may be displayed on screen example G2 when it is determined that the user of the viewing terminal 70 has registered the game player as a favorite, based on the distribution service user ID of the user of the viewing terminal 70 and the distribution service user ID of the game player.
[0175] In this case, the user of viewing device 70 may want to support a game player with whom they have a special relationship, such as a friend or favorite. Thus, by including friend information G24-2 or favorite information in example screen G2, the user of viewing device 70 can easily select videos streamed by game players with whom they have a special relationship.
[0176] Furthermore, example screen G2 also includes summons information G25-2 corresponding to the second video. A summons is an example of information indicating a viewing request from a game player to a user on a specific viewing terminal 70. In other words, when a viewing request is made from a game player to a user on a specific viewing terminal 70, the summons information G25-2 is displayed on the video-specific screen viewed by the user on the viewing terminal 70 to which the request was made, and is not displayed on the video-specific screen viewed by users on other viewing terminals 70. In the example in Figure 21, the game player distributing the second video is issuing a viewing request to the user on the viewing terminal 70 where example screen G2 is displayed.
[0177] Thus, by including the summons information G25-2 in the example screen G2, users of the viewing terminal 70 can select a video from a game player who has specifically requested them to watch it. Furthermore, the likelihood of a game player receiving support from the user of the viewing terminal 70 they desire increases.
[0178] Furthermore, screen example G3 also includes remaining time information G26-3 corresponding to the third video. Remaining time information G26-3 indicates the remaining time until the time limit for the composite event corresponding to the third video expires. Remaining time information G26-3 is obtained by referring to the distribution ID included in the distribution video management information corresponding to the video, and the event management information containing the distribution ID.
[0179] In this way, by including the remaining time information G26-3 in the example screen G2, the user of the viewing terminal 70 can select a video after checking the remaining time, and it is possible to prevent the composite event from ending immediately after starting to watch the selected video.
[0180] (Example 1 of the condition setting screen) Figure 22 shows an example of a condition setting screen (screen example G3) displayed on the viewing terminal 70 in step S782. Screen example G3 accepts an operation to set the sorting conditions for the video identification operators on the video identification screen. As shown in Figure 22, screen example G3 includes a sort tab G31 and a filter tab G32. When the filter tab G32 is operated, screen example G4, which will be described later, is displayed. In screen example G3, the select button G33 accepts an operation to select sorting conditions for rearranging the video identification operators included in the video identification screen. In the example in Figure 22, the sorting conditions displayed are "remaining time", "number of current viewing users", "number of past views", "user level", "number of composite materials owned", and "number of past supporters", but are not limited to these. In the example in Figure 22, "number of past views" is selected. The select button G34 accepts an operation to select "ascending order" or "descending order". In the example in Figure 22, "descending order" is selected. The confirm button G35 accepts an operation to confirm the selections made by the select buttons G33 and G34. When an operation is received on the confirmation button G35, the viewing UI unit 712 sends the selection made by the selection buttons G33 and G34 to the distribution server 30 as sort condition setting information.
[0181] The priority display control unit 314 of the distribution server 30, when "remaining time" is set as the sorting condition, refers to the "remaining time" in the event management table and sorts the distribution IDs in the set ascending or descending order. Note that composite events for which no remaining time is set may be sorted by the longest remaining time. Also, composite events for which no remaining time is set may be sorted by the lowest priority in either ascending or descending order. Furthermore, the video identification screen display control unit 313 updates the video identification screen so that the video identification operators corresponding to each distribution ID are displayed preferentially in the order of the sorted distribution IDs. "Displayed preferentially in order" means that they may be displayed from top to bottom or from left to right, but is not limited to these. This allows the user of the viewing terminal 70 to select videos to support game players in composite events with short remaining time by sorting the video operators in ascending order of remaining time. Similarly, the user of the viewing terminal 70 can select videos to support game players in composite events with ample remaining time by sorting the video operators in descending order of remaining time.
[0182] Furthermore, if "Number of Current Viewers" is set as the sorting condition, the priority display control unit 314 calculates the number of current viewers for each distribution ID by referring to the distribution video management table. The sorting of distribution IDs based on the calculated number of current viewers, and the updating of the video identification screen, are as explained in the sorting condition "Remaining Time," so a detailed explanation will not be repeated. This allows users of the viewing terminal 70 to select videos in descending order of the number of current viewers if they want to support game players in videos that are popular with many viewers, or to watch support from other viewers. Also, users of the viewing terminal 70 can select videos in ascending order of the number of current viewers if they want to support game players in videos with few viewers where they have a high chance of being able to help.
[0183] Furthermore, if "Past View Count" is set as a sorting condition, the priority display control unit 314 refers to the viewing history information of the user of the viewing terminal 70 and calculates the number of times the user of the viewing terminal 70 has previously viewed a game player's stream for each game player corresponding to the stream ID included in the streamed video management table, as the past view count. The sorting of the stream IDs based on the calculated past view count and the updating of the video identification screen are as explained in the sorting condition "Remaining Time," so a detailed explanation will not be repeated. This allows the user of the viewing terminal 70 to select videos of game players they frequently watch by sorting in descending order of past view count if they want to support such players. Also, the user of the viewing terminal 70 can select videos of game players they have not watched or do not watch often by sorting in ascending order of past view count if they want to support such players.
[0184] Furthermore, if "User Level" is set as a sorting condition, the priority display control unit 314 refers to the "User Level" in the distributed video management table. As mentioned above, in this embodiment, the user level stored in the distributed video management table is information in which the user levels in each game have been converted to a common user level. The sorting of distribution IDs based on the user level and the updating of the video identification screen are as described in the sorting condition "Remaining Time", so a detailed explanation will not be repeated. As a result, if a user of the viewing terminal 70 wants to support a game player with a high (or low) user level, they can select such a video by sorting in descending (or ascending) order of user level.
[0185] Furthermore, when "Number of Synthesis Materials Owned" is set as a sorting condition, the priority display control unit 314 refers to "Unspecified Materials" in the event management table and the ownership information in the user information of the viewing terminal 70's distribution service to calculate the number of unspecified materials owned by the user of the viewing terminal 70 for each distribution ID as the number of synthesis materials owned. The sorting of distribution IDs based on the number of synthesis materials owned and the updating of the video identification screen are as explained in the sorting condition "Remaining Time," so a detailed explanation will not be repeated. As a result, if the user of the viewing terminal 70 wants to watch a video that is likely to be supported using the game media they own, they can select such a video by sorting in descending order of the number of synthesis materials owned. In addition, by sorting in ascending order of the number of synthesis materials owned, the user of the viewing terminal 70 can recognize which distributions require game media that they do not own.
[0186] Furthermore, if "Number of Past Supports" is set as a sorting condition, the priority display control unit 314 refers to the viewing history information of the user of the viewing terminal 70 and calculates the total number of times the user of the viewing terminal 70 has previously sent game media to each game player corresponding to the distribution ID included in the distribution video management table as the number of past supports. The sorting of distribution IDs based on the calculated number of past supports and the updating of the video identification screen are as explained in the sorting condition "Remaining Time," so a detailed explanation will not be repeated. This allows the user of the viewing terminal 70 to select videos of game players they frequently support by sorting in descending order of the number of past supports. Also, if the user of the viewing terminal 70 wants to support a game player they have not supported or have not supported much, they can select such videos by sorting in ascending order of the number of past supports.
[0187] In example screen G3, the sorting criteria are not limited to one; multiple selections may be made. Furthermore, when multiple sorting criteria are selected, the priority order of the sorting criteria may be set. For example, if "User Level" and "Remaining Time" are selected as sorting criteria and priority is set in this order, the priority display control unit 314 may sort the distribution IDs based on the user level, and if there are multiple distribution IDs with the same user level, sort them based on the remaining time.
[0188] (Example 2 of the condition setting screen) Figure 23 shows another example (screen example G4) of the condition setting screen displayed on the viewing terminal 70 in step S782. Screen example G4 accepts an operation to set the filter conditions for the video identification operators to be displayed on the video identification screen. As shown in Figure 23, screen example G4 includes a sort tab G31 and a filter tab G32, similar to screen example G3. When the sort tab G31 is operated, the aforementioned screen example G3 is displayed. In screen example G4, the select button G41 accepts an operation to select one or more filter conditions for extracting video identification operators included in the video identification screen. In the example in Figure 23, the filter conditions displayed are "Owned synthesis material", "Synthesis event occurring", "Synthesis material specified", "Invited", "Friend / Favorite", and "Game specified", but are not limited to these. In the example in Figure 23, "Owned synthesis material" and "Friend / Favorite" are selected.
[0189] The selection button G42 accepts the operation of selecting a game medium to be targeted by the filter condition "Specify Synthesis Material". When the selection button G42 is operated, a list of synthesis materials for one or more synthesis events currently occurring may be displayed as selectable. Alternatively, when the selection button G42 is operated, a list of game mediums owned by the user of the viewing terminal 70 may be displayed as selectable. In the example in Figure 23, the game medium "Arrow" is selected as the target of "Specify Synthesis Material".
[0190] The selection button G43 accepts the operation of selecting a game to be targeted by the filter condition "Specify Game". When the selection button G43 is operated, a list of game types indicated by the currently live-streamed video may be displayed as selectable. Alternatively, when the selection button G43 is operated, a list of game types stored as game service information in the distribution server 30 may be displayed as selectable. In the example in Figure 23, "Game A" is selected as the target of "Specify Game".
[0191] Furthermore, the selection button G44 accepts the operation of selecting "AND" or "OR". "AND" indicates a setting to extract video identification operators that satisfy all of the multiple filter conditions selected by the selection button G41. "OR" indicates a setting to extract video identification operators that satisfy any of the multiple filter conditions selected by the selection button G41. In the example in Figure 23, "OR" is selected.
[0192] The confirmation button G45 accepts the operation to confirm the selection made by the selection buttons G41 to G44. When an operation is received by the confirmation button G45, the viewing UI unit 712 sends the selection made by the selection buttons G41 to G44 to the distribution server 30 as filter condition setting information.
[0193] When "Owned Composite Material" is set as a filter condition, the priority display control unit 314 of the distribution server 30 refers to "Unspecified Material" in the event management table and the ownership information in the distribution service user information of the user of the viewing terminal 70 to extract distribution IDs of live-streamed videos in which the user of the viewing terminal 70 owns the unspecified material. The video identification screen display control unit 313 also updates the video identification screen so that the video identification operator corresponding to the extracted distribution ID is displayed. As a result, the video identification operator corresponding to the extracted distribution ID is displayed preferentially. This allows the user of the viewing terminal 70 to select videos that are highly likely to support game players using game media they own.
[0194] Furthermore, if "Synthesis Event in Progress" is set as a filter condition, the priority display control unit 314 extracts the distribution IDs of live-streamed videos that are managed in the event management table. The updating of the video identification screen using the extracted distribution IDs is as explained in the filter condition "Synthesis Material Owned," so a detailed explanation will not be repeated. This allows users of the viewing terminal 70 to select a video in which a synthesis event is currently in progress if they want to enjoy participating in a synthesis event immediately after watching.
[0195] Furthermore, if "Specify Composite Material" is set as a filter condition, the priority display control unit 314 refers to the compilation conditions in the event management table and extracts distribution IDs of live-streamed videos that include the specified game medium as a compilation material. The updating of the video identification screen using the extracted distribution IDs is as explained in the filter condition "Own Composite Material," so a detailed explanation will not be repeated. This allows the user of the viewing terminal 70 to select a video that can support the game player using the game medium they wish to send, for example, by specifying the game medium they wish to send as the target of "Specify Composite Material."
[0196] Furthermore, if "Summoned" is set as a filter condition, the priority display control unit 314 refers to the viewing request recipients in the distribution video management table and extracts distribution IDs of videos currently being live-streamed that include the user of the viewing terminal 70 where screen example G4 is displayed as a viewing request recipient. The updating of the video identification screen using the extracted distribution IDs is as explained in the filter condition "Owned Composite Material," so a detailed explanation will not be repeated. This allows the user of the viewing terminal 70 to select the video for which they have received a viewing request.
[0197] Furthermore, if "Friends / Favorites" is set as a filter condition, the priority display control unit 314 extracts the distribution IDs of broadcasters who have a special relationship with the user of the viewing terminal 70 by referring to the friends and favorites in the user information of the viewing terminal 70's distribution service. The updating of the video identification screen using the extracted distribution IDs is as explained in the filter condition "Owner of composite material," so a detailed explanation will not be repeated. This allows the user of the viewing terminal 70 to select videos being live-streamed by game players with whom they have a special relationship.
[0198] Furthermore, if "Game Specification" is set as a filter condition, the priority display control unit 314 refers to the game service information and extracts the distribution IDs of the live-streamed videos that include the game ID of the specified game from the distribution IDs of the live-streamed videos. The updating of the video identification screen using the extracted distribution IDs is as explained in the filter condition "Composite Material Ownership," so a detailed explanation will not be repeated. This allows the user of the viewing terminal 70 to select a video that shows the desired type of game.
[0199] <Example 1> In the embodiment described above, a second synthesis event may be defined that uses the generated item of the first synthesis event as a synthesis material. For example, the synthesis material "Crescent Blade" used to generate the generated item "Azure Dragon Crescent Blade" in synthesis event E5 (second synthesis event) in Figure 4 is the generated item of synthesis event E4 (first synthesis event). Furthermore, a condition may be set that the synthesis material "Crescent Blade" for synthesis event E5 is limited to one generated by synthesis event E4. In this case, a "Crescent Blade" that the game player possesses without using synthesis event E4 cannot be used as a synthesis material for synthesis event E5. In other words, in order for the game player to obtain the generated item "Azure Dragon Crescent Blade" in synthesis event E5, which occurs when the player is defeated by the final boss for the third time, the player must have obtained the generated item "Crescent Blade" in synthesis event E4, which occurs when the player is defeated by the final boss for the first time. In this case, it is desirable that the item produced in the second synthesis event, which uses the item produced in the first synthesis event as a synthesis material, be more useful than the item produced in the first synthesis event. For example, in the example above, it is desirable that the item produced in synthesis event E5, "Azure Dragon Crescent Blade," deals more damage to the boss than the item produced in synthesis event E4, "Crescent Blade." This allows viewers to support the game player while being aware of the dependencies between multiple synthesis events, and increases the viewers' sense of participation not only within a single synthesis event but also across many synthesis events.
[0200] <Modification 2> In the embodiments described above, either or both of the synthesis materials sent as viewer user items and the generated items granted by the synthesis event may have an expiration period. Synthesis materials or generated items that have expired will disappear. The expiration period may be, for example, until the game progresses to meet predetermined conditions. Meeting predetermined conditions in the game progress may be until play ends, or until the scene in the game in which the synthesis event occurred ends, but is not limited to these. The expiration period may also be a predetermined length of time (e.g., 1 minute, 5 minutes, 1 week, etc.) regardless of the game progress. Furthermore, an expiration period is not necessarily required. For example, a synthesis material sent as a viewer user item may have an expiration period, while a generated item granted by the synthesis event may not have an expiration period. This increases the viewer's motivation to send viewer user items in a way that increases the likelihood of the synthesis conditions being met, so that the synthesis material does not disappear without a generated item being produced from the synthesis material sent as a viewer user item.
[0201] <Variation 3> In the embodiment described above, the event management table illustrated in Figure 4 was explained as having the synthesis materials predetermined as event definition information. However, this can be modified so that the synthesis materials in a synthesis event are determined by lottery during gameplay (for example, when the synthesis event occurs). This allows viewers to watch the video with a sense of tension, as they will not know what synthesis materials will be needed until the lottery results are announced. Furthermore, a single type of game may define both synthesis events where the synthesis materials are predetermined and synthesis events where the synthesis materials are determined by lottery during gameplay.
[0202] <Modification 4> In the embodiment described above, the event management table illustrated in Figure 4 was explained as having the generated items in a synthesis event predetermined as event definition information. This can be modified so that the generated items in a synthesis event are determined by lottery depending on whether the synthesis conditions are met. In this case, the synthesis materials are predetermined. This allows viewers to watch the video with a sense of tension and anticipation, as they will not know what generated items will be given to the game player until the lottery results are announced. Furthermore, in this case, the synthesis event may be redone by the game player. For example, if the generated items determined by lottery are not desired, the game player can redo the synthesis event and start again from collecting the synthesis materials.
[0203] Furthermore, in this modified example, the generated item may be randomly selected from multiple game media having attributes associated with at least one of the attributes of the multiple synthesis materials. For example, if the proportion of synthesis materials with the metal attribute among the multiple synthesis materials is above a threshold, the generated item may be randomly selected from multiple weapon items having metal attributes, such as swords or axes. Also, if the multiple synthesis materials include synthesis materials with a rarity above a threshold, the generated item may be randomly selected from multiple weapon items that are more functional than if they were not included.
[0204] Furthermore, in this modified example, each game medium constituting the lottery population may be assigned a winning probability corresponding to that game medium. Also, the lottery population may be selected based on the actions of the game player. For example, as described above, if the proportion of composite materials having the metal attribute among multiple composite materials is above a threshold, the "sword" group or the "axe" group may be selected based on the actions of the game player as the population from which the generated item should be drawn.
[0205] Furthermore, in a single type of game, both synthesis events where the generated items are predetermined and synthesis events where the generated items are determined by lottery depending on whether the synthesis conditions are met may be defined.
[0206] <Modification 5> In the embodiment described above, when a synthesis event occurs, the game media owned by the game player (i.e., the game media indicated by the ownership information included in the game user information) can be used as synthesis materials already owned. This can be modified so that when the game is started, the game media to be brought into the game from among the game media owned by the game player can be identified based on the game player's actions. In this case, when a synthesis event occurs, the game media that the game player has brought into the game can be used as synthesis materials. On the other hand, when a synthesis event occurs, game media owned by the game player but not brought into the game cannot be used as synthesis materials. In this case, a limit may be placed on the number of game media that can be brought into the game (for example, up to 3). This improves the strategic aspect of the game by requiring the game player to consider which game media to bring into the game.
[0207] <Variation 6> In the embodiments described above, the generated item was given to the game player in response to the fulfillment of the synthesis conditions (all synthesis materials being identified). This can be modified so that the generated item is given to the game player in response to the synthesis operation performed by the game player or viewer after the synthesis conditions have been fulfilled. For example, if there is a time limit on the usable period of the generated item within the game (e.g., 20 seconds), the timing of the item's granting becomes important. In this case, the game player or viewer performs the synthesis operation at the moment they wish to begin using the generated item. This allows for more effective use of the generated item.
[0208] Furthermore, in this modified example, the performance of the generated item may differ depending on the entity performing the synthesis operation. For example, if a high-level game player performs the synthesis operation, or if a viewer who is friends with the game player performs the synthesis operation, the game player may be granted a generated item with higher performance than usual.
[0209] <Example 7> In the embodiment described above, the game server 10 and the distribution server 30 may share information that can be shared among the information stored in the storage unit 130 and the storage unit 330. For example, ownership information in the game user information and ownership information in the distribution service user information may be shared by the game server 10 and the distribution server 30. In this case, the game medium indicated by the ownership information can be used to play the game and can also be sent as a viewing user item.
[0210] To share ownership information, at least one of the game server 10 and the distribution server 30 stores ID-linking information that associates game user IDs and distribution service user IDs. The game server 10 and the distribution server 30 may also synchronize their respective ownership information based on the ID-linking information. Alternatively, the game server 10 may store ownership information while the distribution server 30 does not. In this case, the distribution server 30 may store the ID-linking information and retrieve ownership information from the game server 10 by referring to that ID-linking information.
[0211] [Note] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0212] The system (1) according to embodiment A1 includes: a game control unit (111) that controls the progress of a game that includes the execution of a combination event that performs a predetermined process in response to a condition being met which includes the condition that at least some of a plurality of types of game media used in the game are identified to form a predetermined combination; a distribution control unit (311) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; and a viewing user game media identification unit (312) that identifies at least some of the game media owned by a viewing user of the viewing terminal (70) who is viewing the video, as at least one of the game media constituting the predetermined combination, based on the operation of the viewing user, wherein the condition includes the fact that at least some of the game media constituting the predetermined combination are game media identified by the viewing user game media identification unit (312). According to the above configuration, a new system can be provided in which a user of the viewing terminal (70) can participate in a live-streamed game. According to this system, for example, the viewing user will need to consider which game media to send to form the predetermined combination. Therefore, compared to simply sending game media to game players, this technology increases the sense of participation in the game.
[0213] In the system (1) relating to embodiment A2, in embodiment A1, the predetermined processing is a processing associated with the predetermined combination. With the above configuration, in combination events, the processing corresponding to the predetermined combination can be enjoyed by game players and viewers.
[0214] System (1) relating to embodiment A3 is a system in which, in embodiment A1 or A2, the predetermined process is a process of providing a predetermined game medium associated with the combination to a game player who is playing the game. With the above configuration, the viewing user can be made to contribute to the game player acquiring the predetermined game medium.
[0215] The system (1) according to embodiment A4 further comprises a combination image display control unit (112) which, in any one of embodiments A1 to A3, displays an image showing the game media constituting the predetermined combination on the viewing terminal (70) that is viewing a video distributed by the distribution control unit (111), and the combination image display control unit (112) displays in a way that distinguishes between game media that need to be identified by the viewing user game media identification unit (312) and game media that do not need to be identified among the game media necessary for the predetermined combination. With the above configuration, the viewing user can easily recognize which game media the viewing user needs to identify in order to satisfy the conditions.
[0216] The system (1) relating to embodiment A5 includes, in any one of embodiments A1 to A4, the condition that the game media constituting the predetermined combination include a predetermined number or more of the game media identified by the viewing user game media identification unit (312). With the above configuration, the number of game media that the viewing user needs to identify in order to satisfy the condition can be easily recognized by the viewing user.
[0217] The system (1) relating to embodiment A6, in any one of embodiments A1 to A5, includes an upper limit on the number of game media identified by a single viewer user for the game media identified by the viewer user game media identification unit (312). With the above configuration, the support of more viewer users will be required, and it will be possible to suppress the feeling that viewer users are getting bored with participating in the event.
[0218] System (1) relating to embodiment A7 includes, in any one of embodiments A1 to A4, the condition that the order in which the game media constituting the predetermined combination are identified is predetermined. With the above configuration, since the viewer needs to be constantly aware of what is required, it is possible to prevent the viewer from feeling that participation in the event is monotonous.
[0219] System (1) relating to embodiment A8 is a system in which, in any one of embodiments A1 to A6, the predetermined process is to identify a game medium by lottery and assign the game medium to the game player who will play the game. With the above configuration, even if the conditions are met, it is not known which game medium will be assigned to the player who will play the game, so it is possible to create a sense of tension and anticipation for the viewing user.
[0220] The method (S1) according to embodiment A9 includes a game control step (S100) which controls the progress of a game that includes the execution of a combination event in which a predetermined process is performed in response to a condition being met in which at least some of several types of game media used in the game are identified to form a predetermined combination; a distribution control step (S304) which live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; and a viewing user game media identification step (S310) which identifies at least some of the game media owned by a viewing user of the viewing terminal (70) who is viewing the video, as at least one of the game media constituting the predetermined combination, based on the operation of the viewing user, wherein the condition includes that at least some of the game media constituting the predetermined combination are the game media identified in the viewing user game media identification step. The above configuration produces the same effects as embodiment A1.
[0221] The program according to embodiment A10 includes: a game control step (S100) that controls the progress of a game which includes the execution of a combination event in which a predetermined process is performed in response to a condition being met in which at least some of several types of game media used in the game are identified to form a predetermined combination; a distribution control step (S304) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; and a viewing user game media identification step (S310) that identifies at least some of the game media owned by a viewing user of the viewing terminal (70) who is viewing the video, as at least one of the game media constituting the predetermined combination, based on the operation of the viewing user, wherein the condition includes that at least some of the game media constituting the predetermined combination are the game media identified in the viewing user game media identification step (S310). The above configuration produces the same effect as embodiment A1.
[0222] The system (1) according to embodiment B1 includes a game control unit (111) that controls the progress of a game which includes the execution of a combination event that performs a predetermined process in response to a condition being met which includes the condition that at least some of a plurality of game media used in the game are identified to form a predetermined combination; a distribution control unit (311) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; and a viewing user game media identification unit (312) that identifies at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal (70) and is viewing the video, wherein the game control unit (111) starts the combination event in response to a predetermined start condition being met during the progress of the game. With the above configuration, a new system can be provided in which a user of the viewing terminal (70) can participate in a live-streamed game.
[0223] System (1) relating to Embodiment B2 includes, in Embodiment B1, the start condition being that the progress status indicating the progress of the game reaches a predetermined progress status. With the above configuration, since the manner of support for the streaming user differs depending on the progress of the game, it is possible to motivate viewers to continue watching the live stream of the game.
[0224] System (1) relating to embodiment B3 includes, in embodiment B1 or B2, that the start condition is such that the result of the gameplay operation received from the game player to advance the game becomes a predetermined play result. With the above configuration, the execution of combination events can be influenced by the game player's skill and knowledge.
[0225] The system (1) relating to embodiment B4 includes, in any one of embodiments B1 to B3, that the start condition is a predetermined setting, which indicates at least one of the following: the content of user information relating to the game player and the content of information associated with the game medium by the game player. According to the above configuration, the game player can adjust whether or not a combination event is executed based on their own user information.
[0226] System (1) relating to embodiment B5 includes, in any one of embodiments B1 to B4, the start condition being that the video viewing status becomes a predetermined viewing status. According to the above configuration, the viewing user can be made to feel more strongly that they are participating in the game.
[0227] System (1) relating to embodiment B6 includes, in any one of embodiments B1 to B5, the start condition being at least one of time and duration being a predetermined time or duration. According to the above configuration, the number of viewing users is more likely to increase during the time and duration when the combined event is being executed.
[0228] The method (S1) according to embodiment B7 is a method executed by one or more computers and includes a game control step (S100) for controlling the progress of a game which includes the execution of a combination event in which a predetermined process is performed in response to a condition being met in which at least some of several types of game media used in the game are identified to form a predetermined combination; a distribution control step (S304) for live-streaming a video showing the game in progress to a viewing terminal (70) for viewing the video; and a viewing user game media identification step (S310) for identifying at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal (70) and is viewing the video, wherein in the game control step (S100), the combination event is started in response to a predetermined start condition being met during the progress of the game. The above configuration produces the same effects as embodiment B1.
[0229] The program according to embodiment B8 includes a game control step (S100) that controls the progress of a game which includes the execution of a combination event in which a predetermined process is performed in response to a condition being met in which at least some of several types of game media used in the game are identified to form a predetermined combination; a distribution control step (S304) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; and a viewing user game media identification step (S310) that identifies at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal (70) and is viewing the video. In the game control step (S100), the program causes the one or more computers to start the combination event in response to a predetermined start condition being met during the progress of the game. The above configuration produces the same effects as embodiment B1.
[0230] The system (1) according to embodiment C1 includes: a game control unit (111) that controls the progress of a game which includes the execution of a combination event that performs a predetermined process in response to a condition being met which includes the determination that at least some of a plurality of game media used in the game are identified to form a predetermined combination; a distribution control unit (311) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; a viewing user game media identification unit (312) that identifies at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal (70) and is viewing the video; and a video identification operator that receives instructions for identifying the video to be played on the viewing terminal (70), and a video identification screen display control unit (313) that displays a video identification screen on the viewing terminal (70) which includes combination event information relating to the combination event in the game corresponding to the video. According to the above configuration, it is possible to provide a user of the viewing terminal (70) who is searching for a video to watch with new information that can be used as a basis for decision-making in selecting a live-streamed video.
[0231] In the system (1) relating to embodiment C2, in embodiment C1, the combination event information includes progress information indicating the progress of the combination event, and the video identification screen display control unit (313) displays the progress information on the video identification screen. With the above configuration, the progress of the combination event can be provided to the user of the viewing terminal (70) who is searching for a video to watch as a basis for judgment.
[0232] In the system (1) relating to embodiment C3, in embodiment C2, the progress information includes achievement status information indicating the status of fulfillment of the conditions, and the video identification screen display control unit (313) displays the achievement status information on the video identification screen. With the above configuration, the user of the viewing terminal (70) searching for a video to watch can be provided with the status of fulfillment of the combination event as a basis for judgment.
[0233] The system (1) according to embodiment C4, in any one of embodiments C1 to C3, includes information indicating at least a part of the game media necessary for the predetermined combination in the combination event information, and the video identification screen display control unit (313) displays the information indicating at least a part of the game media. With the above configuration, the user of the viewing terminal (70) searching for a video to watch can be provided with the game media necessary for the combination as a basis for judgment in the combination event.
[0234] The system (1) relating to embodiment C5, in embodiment C3, includes information indicating an unspecified game medium among the game media required for the predetermined combination that has not been identified by either the game player playing the game or the viewing user, and the video identification screen display control unit (313) displays the information indicating the unspecified game medium and the information indicating game media other than the unspecified game medium among the game media required for the predetermined combination in a distinguishable manner. With the above configuration, the user of the viewing terminal (70) searching for a video to watch can be provided with game media that have not yet been identified as a factor in the combination event.
[0235] The system (1) relating to embodiment C6, in embodiment C4 or C5, includes information indicating a game medium owned by the user of the viewing terminal (70) on which the video identification screen is displayed, among the game media necessary for the predetermined combination, and the video identification screen display control unit (313) displays the information indicating the game medium and the information indicating a game medium other than the game media owned by the viewing terminal user, among the game media necessary for the predetermined combination, in a distinguishable manner. With the above configuration, the user of the viewing terminal (70) searching for a video to watch can confirm which video to select to be supported based on the game media they own, before selecting a video to watch.
[0236] The system (1) according to embodiment C7, in any one of embodiments C1 to C6, displays information indicating the number of times the user of the viewing terminal (70) on which the video identification screen is displayed has identified the game medium constituting the predetermined combination in the combination event that the game player who is playing the game corresponding to the video has previously had the game control unit (111) execute. With the above configuration, the user of the viewing terminal (70) who is searching for a video to watch can be provided with information as a criterion for selecting a video, indicating how many times in the past support in the combination event has been provided to which game player.
[0237] The system (1) according to embodiment C8 further includes a priority display control unit (314) which, in any one of embodiments C1 to C7, instructs the video identification screen display control unit (313) to prioritize the display of at least some of the video identification operators from among a plurality of video identification operators on the video identification screen in response to an operation by the user of the viewing terminal (70) on which the video identification screen is displayed. The priority display control unit (314) further instructs the video identification screen display control unit (313) to prioritize the display of the video identification operator corresponding to the game in which the combination event is being executed when the operation is for prioritizing the display of the video identification operator. The video identification screen display control unit (313) then prioritizes the display of the video identification operator on the viewing terminal (70) in response to the instruction. The above configuration improves the usability of the viewing video identification UI.
[0238] The system (1) according to embodiment C9 further includes a priority display control unit (314) that, in response to an operation by a user of a viewing terminal (70) displaying the video identification screen, instructs the video identification screen display control unit (313) to prioritize the display of at least some of the video identification operators from among a plurality of video identification operators on the video identification screen. The priority display control unit (314) also instructs the video identification screen display control unit (313) to prioritize the display of the video identification operator corresponding to the game in which the combination event required for a predetermined game medium to satisfy the conditions is being executed, when the operation is to prioritize the display of the game from among the games corresponding to the plurality of video identification operators. The video identification screen display control unit (313) then prioritizes the display of the video identification operator on the viewing terminal (70) in response to this instruction. With the above configuration, it becomes easier to select a video to watch based on the game medium required in the combination event.
[0239] The system (1) according to embodiment C10 further includes a viewing request instruction receiving unit (315) that receives a viewing request instruction from a game player who is advancing the game, requesting a user of a specific viewing terminal (70) to watch a video showing the game, in any one of embodiments C1 to C9, and the video specific screen display control unit (315) displays information indicating the viewing request to the user, along with a video specific operator corresponding to the video. With the above configuration, a game player can prompt a specific user to watch a video. The user of the viewing terminal (70) can easily find the video that they are being asked to watch.
[0240] The method (S1) according to embodiment C11 includes: a method executed by one or more computers, which controls the progress of a game that includes the execution of a combination event that performs a predetermined process in response to a condition being met which includes at least some of several types of game media used in the game being identified to form a predetermined combination; a distribution control step (S304) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; a viewing user game media identification step (S310) that identifies at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal (70) and is viewing the video; and a video identification screen display control step (S302) that causes the viewing terminal (70) to display a video identification screen that includes a video identification operator that receives instructions for identifying the video to be played on the viewing terminal (70), and combination event information relating to the combination event in the game corresponding to the video. The above configuration produces the same effects as embodiment C1.
[0241] The program according to embodiment C12 includes: a game control step (S100) that controls the progress of a game which includes the execution of a combination event that performs a predetermined process in response to a condition being met in which at least some of several types of game media used in the game are identified to form a predetermined combination on one or more computers; a distribution control step (S304) that live streams a video showing the game in progress to a viewing terminal (70) for viewing the video; a viewing user game media identification step (S310) that identifies at least one of the game media constituting the predetermined combination based on the operation of a viewing user, who is a user of the viewing terminal (70) and is viewing the video; and a video identification screen display control step (S302) that causes the viewing terminal (70) to display a video identification screen on the viewing terminal (70) which includes a video identification operator that receives instructions for identifying the video to be played on the viewing terminal (70), and combination event information relating to the combination event in the game corresponding to the video. The above configuration produces the same effects as embodiment C1.
[0242] [Examples of implementation using software] The functions of the game server 10, distribution server 30, game terminal 50, and viewing terminal 70 (hereinafter referred to as "devices") can be realized by programs that cause computers to function as the devices, and by programs that cause computers to function as each control block (particularly each part included in the control units 110, 310, 510, and 710) of the devices.
[0243] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., memory) as hardware for executing the program. By executing the program using this control device and storage device, the functions described in each of the embodiments are realized.
[0244] The above program may be recorded on one or more computer-readable recording media, not temporary ones. These recording media may or may not be provided by the above device. In the latter case, the program may be supplied to the above device via any wired or wireless transmission medium.
[0245] Furthermore, some or all of the functions of each of the above control blocks can also be realized by logic circuits. For example, an integrated circuit in which logic circuits functioning as each of the above control blocks are formed is also included in the scope of the present invention. In addition, it is also possible to realize the functions of each of the above control blocks by, for example, a quantum computer.
[0246] Furthermore, each process described in the above embodiments may be performed by AI (Artificial Intelligence). In this case, the AI may operate on the control device described above, or it may operate on other devices (for example, an edge computer or a cloud server).
[0247] The present invention is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of Symbols]
[0248] 1 System 10 game servers 30 distribution servers 50 gaming devices 70 Viewing devices 11, 31, 51, 71 processors 12, 32, 52, 72 memory 13, 33, 53, 73 communication interfaces Buses 19, 39, 59, and 79 54, 74 Input devices 55, 75 Output device 110, 310, 510, 710 Control Unit 130, 330, 530, 730 storage section 111, 511 Game Control Unit 112 Combined Image Display Control Unit 311 Distribution Control Unit 312 Viewing User Game Media Identification Department 313 Video Specific Screen Display Control Unit 314 Priority Display Control Unit 315 Viewing Request and Instruction Reception Department 512 Game UI Department 513 Video Transmission Unit 514 Distribution UI Department 711 Video Playback Section 712 Viewing UI Section
Claims
1. A game control unit that controls the progress of a game, which includes the execution of a combination event that performs a predetermined process in response to a condition being met in which at least some of several types of game media used in the game are identified to be in a predetermined combination, A distribution control unit that live streams a video showing the game in progress to a viewing terminal for viewing the video, The system includes a user-viewing game medium identification unit that identifies at least one of the game media constituting the predetermined combination based on the operation of a user of the viewing terminal who is viewing the video, The game control unit initiates the combination event when a predetermined start condition is met during the game. The aforementioned start condition includes the result of the gameplay operations received from the game player to advance the game becoming a predetermined play result, The aforementioned start condition includes the viewing conditions, which may change as the video is played, becoming a predetermined viewing condition. system.
2. The system according to claim 1, wherein the starting condition includes the progress status indicating the progress of the game reaching a predetermined progress status.
3. The system according to claim 1, wherein the starting condition includes setting information that indicates at least one of the content of user information relating to a game player and the content of information associated by the game player with a game medium, and that is of predetermined content.
4. The system according to claim 1, wherein the predetermined viewing status includes at least one of the number of viewing users, the number of comments sent by viewing users, and the total viewing time of viewing users being greater than or equal to a predetermined value.
5. The system according to claim 1, wherein the start condition includes at least one of a time and a duration becoming a predetermined time or duration.
6. A method performed by one or more computers, A game control step that controls the progress of a game, including the execution of a combination event which performs a predetermined process in response to a condition being met which includes the determination that at least some of several types of game media used in the game are identified to be in a predetermined combination, A distribution control step involves live streaming a video showing the game in progress to a viewing terminal for viewing the video, The system includes a user-viewing game medium identification step, which identifies at least one of the game media constituting the predetermined combination based on the operation of a user of the viewing terminal who is viewing the video, In the game control step, the combination event is started when a predetermined start condition is met during the game. The aforementioned start condition includes the result of the gameplay operations received from the game player to advance the game becoming a predetermined play result, The aforementioned start condition includes the viewing conditions, which may change as the video is played, becoming a predetermined viewing condition. method.
7. On one or more computers, A game control step that controls the progress of a game, including the execution of a combination event which performs a predetermined process in response to a condition being met which includes the determination that at least some of several types of game media used in the game are identified to be in a predetermined combination, A distribution control step involves live streaming a video showing the game in progress to a viewing device for watching the video, The user performs a user-viewing game medium identification step, which involves identifying at least one of the game media constituting the predetermined combination based on the operation of a user of the viewing terminal who is viewing the video. In the game control step, the one or more computers start the combination event in response to a predetermined start condition being met during the game's progress. The aforementioned start condition includes the result of the gameplay operations received from the game player to advance the game becoming a predetermined play result, The aforementioned start condition includes the viewing conditions, which may change as the video is played, becoming a predetermined viewing condition. program.