Information processing device, information processing method, and program
The information processing device enables viewer intervention in multiplayer games by voting on in-game targets, enhancing engagement and motivation through dynamic game adjustments.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2025-05-13
- Publication Date
- 2026-07-01
Smart Images

Figure 0007883173000001 
Figure 0007883173000002 
Figure 0007883173000003
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] In recent years, communication terminals having touch panel displays such as smartphones have become widespread, and each user owns his or her communication terminal. Under such circumstances, a service that provides users with a community-type service on the Internet, that is, a social networking service (hereinafter referred to as "SNS") is known. As one such SNS, an online game (social game) is provided to users. In addition, a game play video is also distributed from a player who executes a game to a large number of viewers using a video distribution service.
[0003] For example, a game system having a point reception unit that receives voting points from a viewing terminal to which a game play video is distributed, and a change unit that changes the content of the game based on the voting points received from the viewing terminal is disclosed (see, for example, Patent Document 1).
[0004] In addition, a distribution server that distributes a game play of an online game in which a plurality of players can participate and controls a display mode of a distribution screen according to the game play situation is disclosed (for example, Patent Document 2).
[0005] Furthermore, a viewing program is disclosed that is executed in a viewing terminal equipped with a processor, memory, input unit, and display unit (see, for example, Patent Document 3). The viewing program causes the processor to perform viewing control to allow a user to view content based on information live-streamed by a broadcaster; a second step of identifying items that the user can consume from among a plurality of types of items for the content; a third step of consuming the items identified in the second step in response to user input operations; and a fourth step of outputting consumption information so that the broadcaster can identify that an item has been consumed. The content includes a first part and a second part as parts in which items can be consumed, and the second step switches the items to identify depending on whether it is in the first part or the second part.
[0006] Furthermore, a content distribution server has been disclosed in which viewers who participate in a virtual space used for distributing live content can express their admiration or support for the live content by throwing unique virtual items into this virtual space (see, for example, Patent Document 4).
[0007] Furthermore, a content distribution system that can encourage viewers to participate in the service has been disclosed (for example, Patent Document 5). [Prior art documents] [Patent Documents]
[0008] [Patent Document 1] Patent No. 6624766 [Patent Document 2] Japanese Patent Publication No. 2020-834 [Patent Document 3] Japanese Patent Publication No. 2021-010181 [Patent Document 4] Japanese Patent Publication No. 2020-170519 [Patent Document 5] Patent No. 573567 [Overview of the Initiative] [Problems that the invention aims to solve]
[0009] For example, in multiplayer games such as competitive games, the outcome of a match is determined by differences in the user's (player's) skill and the strength of the character they control (attack power, defense power, stamina, etc.). Therefore, when gameplay videos of such games are streamed, the viewers do not influence the outcome of the match.
[0010] Furthermore, even with the conventional technologies mentioned above, there is no disclosure regarding viewers intervening in multiplayer gameplay videos that are streamed.
[0011] However, if viewers of such videos can intervene in the game and influence the outcome of matches, or affect the in-game environment and display, it is expected that various uncertainties will increase, leading to unpredictable effects on the game's progress. As a result, users' motivation to participate in the game will increase, and viewers will also be more motivated to watch the videos and intervene.
[0012] Therefore, the present invention provides a technology that allows users who watch videos related to games involving multiple users to intervene in the game. [Means for solving the problem]
[0013] An information processing device according to one aspect of the present invention includes a video relating to a game in which multiple users, including a first user and a second user, participate; a display control unit that displays multiple voting targets on a terminal; a reception unit that receives votes from multiple terminals for at least one of the multiple voting targets; and a control unit that controls the progress of the game based on the received votes. The display control unit causes a first terminal that displays a first video associated with the first user to display a first voting target identified from among the multiple voting targets based on at least one of the first user's information or operations in a first manner, and causes a third voting target different from the first voting target to display in a second manner. The display control unit causes a second terminal that displays a second video associated with the second user to display a second voting target identified from among the multiple voting targets based on at least one of the second user's information or operations in a first manner, and causes a fourth voting target different from the second voting target to display in a second manner. [Effects of the Invention]
[0014] According to one aspect of the present invention, a user watching a video related to a game in which multiple users participate can intervene in the game. [Brief explanation of the drawing]
[0015] [Figure 1] This figure shows an example of an information processing device in this embodiment. [Figure 2] This figure shows an example of the network configuration of the gameplay video distribution system in this embodiment. [Figure 3] This figure shows an example of a functional block of the gameplay video distribution system in this embodiment. [Figure 4] This is an example of the viewing screen displayed on the viewer terminal during vote acceptance in this embodiment. [Figure 5] This is another example of the viewing screen displayed on the viewer terminal during vote acceptance in this embodiment. [Figure 6] This is an example of the view screen for the selected player at the start of the game in this embodiment. [Figure 7] This is a sequence diagram of the game play video distribution system in this embodiment. [Figure 8] This is a diagram showing a flowchart of the vote counting process (S13) in Example 1 of this embodiment. [Figure 9] This is a diagram showing a flowchart of the vote counting process (S13) in Example 2 of this embodiment. [Figure 10] This is a diagram showing a flowchart of the vote counting process (S13) in Example 3 of this embodiment. [Figure 11] This is a diagram showing a flowchart of the vote counting process (S13) in Example 4 of this embodiment. [Figure 12] This is a diagram showing a flowchart of the vote counting process (S13) in Example 5 of this embodiment. [Figure 13] This is an example of a configuration block diagram of the hardware environment of a computer that executes the program in this embodiment.
Embodiments for Carrying Out the Invention
[0016] FIG. 1 is a diagram showing an example of an information processing apparatus in this embodiment. The information processing apparatus 1 includes a distribution unit 2, a reception unit 3, and a control unit 4. An example of the information processing apparatus 1 is the server 15 described later. The distribution unit 2 is an example of the display control unit described later. Hereinafter, the user may sometimes be simply referred to as a player. For example, the first user may be referred to as the first player, the second user may be referred to as the second player, and a plurality of users may be referred to as a plurality of players. Note that the user may include a game player and a viewer who views a video related to the game.
[0017] The distribution unit 2 (display control unit 25) distributes a video related to a game in which a plurality of players (users) including the first player (first user) and the second player (second user) participate to a viewing terminal. The distribution unit 2 (display control unit 25) causes the first viewing terminal (first terminal) to display the first video associated with the first player, and the second viewing terminal Display on (second terminal). The first video and the second video may be different videos. An example of a first viewing terminal is viewer terminal 12a, which will be described later. An example of a second viewing terminal is viewer terminal 12b, which will also be described later. Furthermore, an example of a first video associated with the first player is a video played on the first player's viewing screen 41, which will be described later. For example, the first video is a game video for viewing the first player's gameplay. The first video may be, for example, a game video displayed on the first player's game screen, or a game video of the game character operated by the first player filmed by a virtual camera that follows the game character operated by the first player. Furthermore, an example of a second video associated with the second player is a video played on the second player's viewing screen, which will be described later. For example, the second video is a game video for viewing the second player's gameplay. The first video may be, for example, a game video displayed on the second player's game screen, or a game video of the game character operated by the second player filmed by a virtual camera that follows the game character operated by the second player.
[0018] The display control unit 25 displays a channel selection screen on the viewing terminal of a user (viewer) who has accessed a predetermined website. The channel selection screen displays video channel information for multiple game videos that the user on the viewing terminal can watch. The video channel information may include the video title and thumbnail of each game video, or player information such as the player's name. As a result, the video channels are displayed in association with each player. The videos that the user can watch are, for example, the videos that the player is streaming at the time the user displays the channel selection screen.
[0019] When a user makes a selection operation on the channel selection screen, they transition to the viewing screen of the selected video channel. That is, the display control unit 25 displays the game video of the channel selected by the user from among the multiple videos displayed on the channel selection screen on the user's viewing terminal. At this time, if the game video has not yet closed for accepting votes from viewers, the display control unit 25 displays information indicating multiple voting targets on the viewing terminal. Even if the acceptance of votes from viewers has ended, the display control unit 25 may still display multiple voting targets, or it may display on the screen that voting has ended.
[0020] The reception unit 3 receives votes from multiple viewing terminals, including the first and second viewing terminals, for one of several voting targets. Voting targets include, for example, game objects or game characters that affect game events. Voting targets may also include, for example, objects that can be placed on the game field and can be acquired by the player character controlled by the player and used for attack or defense, or in-game objects that can be equipped by the player character. Voting targets may also include, for example, the game character controlled by the player, or an enemy character that the player character controls. An example of the reception unit 3 is the reception unit 26 described later.
[0021] The control unit 4 controls the progress of the game based on the votes it has received. The control unit 4 controls, for example, the game conditions at a predetermined point in time during the game. The game conditions at a predetermined point in time during the game include, for example, the conditions at the start of the game (for example, at the start of a battle between players) (initial conditions), the timing of the start of an event during the game (during a battle) (at the start of an event), etc. An example of controlling such game conditions is to place game objects, etc., determined by the vote on the game field at the start of the game (at the start of a battle) on the game field. The control unit 4 may, for example, control the game objects or game characters determined by the vote to be made available to the players, or it may have the game characters determined by the vote fight against the players as enemy characters. An example of the control unit 4 is the game environment control unit 23, which will be described later.
[0022] This configuration allows viewers watching live streams of games played by multiple players to intervene in the game.
[0023] The display control unit 25 causes the first terminal, which displays the first video associated with the first player, to display the first voting target, which is identified from among multiple voting targets based on at least one of the first player's information or operation, in a first manner, and to display a third voting target different from the first voting target in a second manner.
[0024] The first voting target is, for example, one of the multiple voting targets displayed on the first terminal that has been designated by the first player. The control unit 4 receives a designation operation from the first player for any voting target among the multiple voting targets and identifies the designated voting target as the first voting target. The first player can, for example, designate some of the multiple voting targets, up to a predetermined upper limit. The first player can, for example, designate voting targets that correspond to game objects that they want to use in the game.
[0025] The first voting target may be, for example, a voting target identified based on the information of the first user. For example, the first voting target may be identified based on the player group to which the first user belongs, or the player rank or level of the first user. For example, a voting target set in association with the player group to which the first user belongs may be identified as the first voting target. For example, if the first user's player rank is above (or below) a predetermined value, a predetermined voting target may be identified as the first voting target. Furthermore, the information of the first user may include information about the first user's play history.
[0026] The first voting target may be, for example, one of several voting targets displayed on the first terminal that is identified based on the first player's play history. For example, the first voting target may be one that the first player specified in a predetermined period in the past (for example, the week prior to the present). Alternatively, the first voting target may be one of several voting targets that the first player specified relatively more times in a predetermined period in the past. The first voting target may also be identified based on a game object or game character that the first player has used in the past or is currently using. Furthermore, the first voting target may be identified based on the first player's past game play results (for example, wins and losses). For example, an object that is compatible with (enhances the play effect of) a player character selected by the first player as a character to use in gameplay may be identified as the first voting target based on the parameters (attributes or usable techniques, etc.) of that player character. Alternatively, for example, an object (weapon) that the first player has previously selected for use in gameplay and which has resulted in good performance in that gameplay (i.e., an object that has won a relatively large number of matches against other players compared to other objects) may be designated as the first vote target.
[0027] A third voting target is at least one voting target from among the multiple voting targets displayed on the first terminal that is different from the first voting target. For example, a third voting target may be all voting targets from among the multiple voting targets displayed on the first terminal except for the first voting target. For example, a third voting target may be all voting targets from among the multiple voting targets displayed on the first terminal except for the first and second voting targets.
[0028] Furthermore, the display control unit 25 causes the second terminal, which displays the second video associated with the second player, to display a second voting target identified from among multiple voting targets based on at least one of the second player's information or operation, in the first mode, and to display a fourth voting target different from the second voting target in the second mode.
[0029] A second voting target is, for example, one of several voting targets displayed on the second terminal that has been designated by the second player. The control unit 4 receives a designation operation from the second player for any voting target from among the multiple voting targets and identifies the designated voting target as a second voting target. The second player can, for example, designate some of the voting targets from among the multiple voting targets, up to a predetermined upper limit. The second player can, for example, designate voting targets that correspond to game objects that they want to use in the game.
[0030] The second voting target may be, for example, a voting target identified based on information about the second user. For example, the second voting target may be identified based on the player group to which the second user belongs, or the player rank or level of the second user. For example, a voting target set in association with the player group to which the second user belongs may be identified as the second voting target. For example, if the second user's player rank is above (or below) a predetermined value, a predetermined voting target may be identified as the second voting target. Furthermore, the information about the second user may include information about the second user's play history.
[0031] The second voting target may be, for example, a voting target identified based on the second player's play history from among multiple voting targets displayed on the second terminal. For example, a voting target specified by the second player during a predetermined period in the past (for example, the week prior to the present) may be identified as the second voting target. Alternatively, among multiple voting targets, a voting target that the second player has specified relatively more times during a predetermined period in the past may be identified as the second voting target. Furthermore, a second voting target may be identified based on the game object or game character used by the second player in the past or present. Alternatively, a second voting target may be identified based on the second player's past game play results (for example, wins or losses). For example, an object that is compatible with (enhances the play effect of) a player character selected by the second player as a character to use in gameplay may be identified as the second voting target based on the parameters (attributes or usable techniques, etc.) of that player character. Alternatively, for example, an object (weapon) that a second player has previously selected for use in gameplay and achieved good results in that gameplay (i.e., an object that has won a relatively large number of matches against other players compared to other objects) may be designated as a second vote target.
[0032] The fourth voting target is at least one voting target from among the multiple voting targets displayed on the second terminal that is different from the second voting target. The fourth voting target may also be, for example, all voting targets from among the multiple voting targets displayed on the second terminal except for the second voting target. The fourth voting target may also be, for example, all voting targets from among the multiple voting targets displayed on the second terminal except for the first voting target and the second voting target.
[0033] The first and second modes are different display modes. For example, by displaying the first (second) voting target in the first mode and the third (fourth) voting target in the second mode, it is possible to display each voting target in a distinguishable manner. The first and second modes may differ in the characters, colors and flashing states of the images used to display the voting targets, and the marks displayed along with the voting targets. The display in the first mode may be, for example, an emphasis display such as flashing the characters or images indicating the voting target or surrounding them with a thick border. The display in the first mode may also be, for example, a display indicating that the voting target is associated with a player linked to the video displayed on the viewing terminal. For example, on the first terminal where the video of the first player is played, the first voting target associated with the first player is displayed in the first mode, and on the second terminal where the video of the second player is played, the second voting target associated with the second player is displayed in the first mode. In its first mode, the display control unit 25 indicates that a voting target is associated with a player by, for example, attaching the name of the player associated with the voting target, or a color or mark representing the player, to the voting target. In its second mode, the display is a normal display without, for example, highlighting or displaying it in association with a specific player. That is, voting targets displayed in the first mode are displayed on the terminal in a way that emphasizes them more than voting targets displayed in the second mode. The display control unit 25 makes a particular voting target stand out more than other voting targets when displaying the characters or images of the voting targets on the viewer's terminal by using different display modes. In this embodiment, an example is described in which the first mode is a highlighting display and the second mode is a normal display, but the first mode may be a normal display and the second mode may be a highlighting display, or the first mode may be a first highlighting display and the second mode may be a second highlighting display different from the first highlighting display.
[0034] By configuring the system in this way, each viewing device can display the voting targets identified based on at least one of the player information or operations associated with the video being displayed, in a manner different from other voting targets, thereby providing users of each viewing device with information to help them with their voting.
[0035] The display control unit 25 may display the second voting target among multiple voting targets in a third manner on the first terminal. The display control unit 25 may also display the first voting target among multiple voting targets in a third manner on the second terminal. The third manner is a display manner different from both the first and second manners. For example, by displaying the first voting target (second voting target) in the first manner and the second voting target (first voting target) in the third manner, it is possible to display each voting target in an identifiable manner. Also, by displaying the third voting target (fourth voting target) in the second manner and the second voting target (first voting target) in the third manner, it is possible to display each voting target in an identifiable manner. The display in the third manner is, for example, a display that indicates that the voting target is associated with a player different from the player associated with the video displayed on the viewing terminal. For example, on the first terminal where the video of the first player is played, the second voting target associated with the second player is displayed in the third manner, and on the second terminal where the video of the second player is played, the first voting target associated with the first player is displayed in the third manner. In the third manner, the display control unit 25 indicates that a voting target is associated with a player by, for example, attaching the name of the player associated with the voting target, or a color or mark representing the player, to the voting target. Specifically, the display control unit 25 may display the voting targets specified by other players different from the first player in the first video in different manners for each player. This makes it easier for viewers to distinguish between the voting targets associated with the player they are watching, the voting targets associated with the opponent of the player they are watching, and other voting targets, and can be used as a reference when selecting who to vote for.
[0036] The control unit 4 may place objects corresponding to one or more voting targets with a large number of votes in the game space in proportion to the number of votes each of the one or more voting targets received. For example, if the votes for the top three targets are 60% for object A, 30% for object B, and 10% for object C, the control unit 4 may place 6 objects A, 3 objects B, and 1 object C on the game field.
[0037] By structuring the game in this way, the number of votes cast by viewers will be reflected in the game (reducing wasted votes that are not reflected in the game), which is expected to stimulate viewers' desire to vote and encourage them to vote.
[0038] The reception unit 3 may permit voting on the viewing terminal each time the video is played continuously for a predetermined period of time on the viewing terminal.
[0039] By structuring the content in this way, viewers are required to watch the video for a set amount of time in order to vote. This is expected to increase viewers' motivation to watch the streamed videos and contribute to increasing their viewing time.
[0040] The reception unit 3 may accept votes for voting targets in either or both of the first and second videos from any viewing terminal during the same voting period. The control unit 4 may also display the voting status for a specific voting target in the first video on any viewing terminal, while not displaying the voting status for a specific voting target in the second video on any viewing terminal.
[0041] This configuration allows viewers to switch between viewing screens for each player and vote for each player through their respective viewing screens. Furthermore, viewers may only be able to see the voting status for their chosen player and may not be able to see the voting status for other players.
[0042] The control unit 4 may also prohibit viewing terminals that have played the first video for a first predetermined time (for example, until the voting period ends) from posting information about the second video for a second predetermined time.
[0043] By configuring it in this way, for example, it becomes possible to prevent a viewer who has seen the first player's strategy from posting something that leaks that strategy on the second player's viewing screen, thereby influencing the votes of other viewers.
[0044] Multiple voting targets include a first voting target identified based on at least one of the first player's information or actions, and a second voting target identified based on at least one of the second player's information or actions. The control unit 4 controls the game conditions based on the number of votes for the first voting target and the number of votes for the second voting target, reflecting the voting status of either the first or second voting target. Here, the voting target that receives a specified operation from the player may, for example, be a voting target arbitrarily selected by the player from among the predetermined voting targets, or a new voting target that has been arbitrarily selected and added from the objects owned by the player, in addition to the predetermined voting targets.
[0045] With this configuration, players can specify the object they wish to vote for. Alternatively, only the object with the higher number of votes (either for the first object or the second object) can be reflected in the game. By reflecting only one of the voting options in the game, for example, it becomes possible to create a voting battle where viewers supporting different players compete to vote for each other, thereby increasing the appeal of the voting process and boosting viewers' motivation to vote.
[0046] The control unit 4 may reduce the number of votes for the first voting target in response to an operation to select the first voting target received from the viewing terminal.
[0047] By configuring the game in this way, for example, viewers who are rooting for the opponent of the first player can interfere to prevent the first player from selecting a specific object, meaning viewers can intervene in the game, which can increase viewers' motivation to watch the game.
[0048] Multiple voting targets may include a first voting target designated by the first player and a second voting target designated by the second player. In this case, the control unit 4 may control the weighting of votes for the first and second voting targets respectively according to the difference between the parameters of the first player and the parameters of the second player, and reflect this in the voting results. Player parameters may include the player character's attack power, defense power, stamina, HP, popularity rank, etc., or they may include information about the player's own popularity and skills, or information about the player's strength rank, etc. For example, the weighting may favor votes for the player with smaller parameter values the greater the difference in parameters. Specifically, if the parameter difference exceeds a first threshold, the number of votes for the player with smaller parameter values may be multiplied by M (M=2, 3, 4, ...).
[0049] By structuring the game in this way, if there are differences in skill or ability among players, handicaps can be set to adjust for these differences, allowing even weaker players to play on equal footing with stronger players, thus preventing players from dropping out. Furthermore, it opens the door to more players, encouraging participation from less experienced players.
[0050] The control unit 4 may grant a reward related to the first player to viewers who meet predetermined conditions for voting on the first video, and may weight the votes by giving preferential treatment to votes from viewers whose reward holdings are above a predetermined value, compared to votes from viewers whose reward holdings are below a predetermined value. Here, preferential treatment means, for example, weighting the vote count from such viewers to a predetermined number of times (e.g., 2 times, 3 times, etc.). Also, for example, if a predetermined video viewing time is required to acquire the right to vote, that video viewing time to acquire the right to vote may be reduced to 1 / 2, 1 / 3, etc. Also, for example, if the maximum number of votes that can be cast per viewer is restricted, that maximum number of votes may be increased to a predetermined number of times (e.g., 2 times, 3 times, etc.).
[0051] By configuring the system in this way, viewers who vote can be given rewards related to the player they voted for (for example, the player the viewer supports), and their votes can be given preferential treatment based on the amount of rewards they have accumulated. This allows viewers to continue voting and prevents them from dropping out.
[0052] The reception unit 3 may accept a first vote to determine the type of object corresponding to the voting target, and a second vote to determine the timing for placing the object of the type determined in the first vote into the game space. An example of the timing for placing an object into the game space is to place a healing object or an object specializing in attack power when the accumulated damage of the supporting player character exceeds a predetermined value.
[0053] By configuring the game in this way, not only the type of object but also the timing of its placement is determined by viewer votes, thus increasing viewer involvement in the game. Depending on the timing of object placement, it can significantly impact the course of the battle, leading to more exciting and competitive matches that stimulate viewer interest.
[0054] The control unit 4 may arrange objects corresponding to the voting targets in a manner based on instructions from viewing terminals determined based on the number of votes for each object. For example, the control unit 4 may determine the position and timing of the object's placement in the game space based on instructions from the viewer who cast the most votes for that object.
[0055] By structuring the game in this way, the votes of viewers with a large number of votes will have a significant impact, thus encouraging viewers to vote.
[0056] Figure 2 shows an example of the network configuration of the gameplay video distribution system in this embodiment. The gameplay video distribution system 11 includes one or more terminal devices (hereinafter referred to as "viewer terminals") 12, a server device (hereinafter referred to as "server") 15, one or more terminal devices (hereinafter referred to as "player terminals") 16, and a communication network 17. The viewer terminals 12, server 15, and player terminals 16 are connected to each other via the communication network 17 so that they can communicate with one another.
[0057] The player terminal 16 is a terminal device operated by a player playing the game program in this embodiment. The player terminal 16 is an electronic terminal device with communication capabilities that can connect to a communication network, such as a personal computer, smartphone, tablet terminal, or mobile phone.
[0058] The player terminal 16 has a web browser installed for viewing information on the internet. A web browser is software for connecting to a web server and has functions such as displaying web pages and following hyperlinks. The player terminal 16 can display images generated by the server 15 via the web browser.
[0059] In the following, the player terminal 16 used by the first player will be referred to as player terminal 16a. The player terminal 16 used by the second player will be referred to as player terminal 16b.
[0060] The viewer terminal 12 is a portable electronic terminal device with communication capabilities that can connect to a communication network, such as a smartphone, tablet, or mobile phone. The viewer terminal 12 includes an operation display unit 13, a microphone for sound input, a speaker for sound output, and the like. The operation display unit 13 is a device that allows input operations to be performed on the screen 14 and displays images on the screen 14, and is, for example, a touch panel display. The viewer terminal 12 may also be a so-called personal computer. The viewer terminal 12 has a web browser installed for browsing information on the internet.
[0061] In the following, the viewer terminal 12 used by the first viewer will be referred to as viewer terminal 12a, and the operation display unit 13 and screen 14 of the viewer terminal 12a will be referred to as operation display unit 13a and screen 14a, respectively. Similarly, the viewer terminal 12 used by the second viewer will be referred to as viewer terminal 12b, and the operation display unit 13 and screen 14 of the viewer terminal 12b will be referred to as operation display unit 13b and screen 14b, respectively.
[0062] Server 15 is an information processing device that distributes videos of the game environment and gameplay status of the game program according to this embodiment, and manages votes received from viewers. For example, Server 15 manages information about players using the game program (e.g., gameplay content, status information of the character being played, point information, etc.) and manages information related to billing. Server 15 also manages screen display control during player-versus-player matches, and calculates and manages damage for the characters (player characters) controlled by each player. Furthermore, Server 15 solicits voting candidates from viewers, selects some from the voting candidates received from viewers, accepts votes for which of the selected candidates to vote for, and controls game conditions according to the results of the received votes. Server 15 also distributes videos of the screen showing player characters battling each other to viewer terminals 12.
[0063] Server 15 may be a server system composed of one or more physical information processing devices, or it may be a virtual server system composed of one or more virtual server devices.
[0064] Here, an overview of an example of a game in this embodiment will be described. The player operates the player terminal 16 to access the game according to this embodiment using a web browser and starts the game. The player can live stream the game screen they are playing at any time via a video distribution service.
[0065] Next, we will explain the process leading up to a match against other players. First, each player may be able to perform actions such as selecting equipment for their player character and checking their equipment and stats, inviting other player characters such as allied player characters, forming a group, selecting an opponent group, and selecting a battle stage on a screen prior to the actual battle screen (for example, a lobby screen). Forming a group includes joining and leaving a group. Once an opponent group is selected, the players who will participate in the match (for example, 3 players x 4 teams) are determined. If the number of participants is less than the minimum required, the remaining players may be filled with non-player characters (NPCs).
[0066] Next, each player sets their player character and the objects they will bring to the battle stage. This determines the appearance and design of the player character.
[0067] Next, after the players select a battle stage, a predetermined voting period is set, during which Server 15 accepts votes from viewers regarding the objects they wish to supply to their favorite players. During this time, viewers can vote while considering the characteristics and compatibility of each player character. Viewers may also be allowed to cast multiple votes, depending on the settings. Players will be affected by the voting results depending on the characteristics and play style of their own player character, or their compatibility with the stage.
[0068] Next, let's discuss the battle system. Once a battle begins, each player can acquire and equip objects placed on the game field. These objects include those determined by voting results. Each player can also acquire objects determined by voting results and use them as weapons to attack with their character.
[0069] Here, the voting system in this embodiment will be described. As an example, the voting is for determining what objects to place in the field at the start of the game. For example, the voting may be done by posting in the comment input field of a video distribution service.
[0070] The server 15 randomly selects N types of objects from more than N (N is a positive integer) types of objects and displays them on the game screen, and the viewers consider which of the N types of objects to vote for. The server 15 receives the name of the object that the viewer wants to place in the field via the comment input field of the video distribution service. When the viewer enters text in the comment field and recognizes a predetermined string corresponding to the object name, it is counted as one vote. In principle, each viewer may be able to vote any number of times.
[0071] The server 15 totals the voting results, ranks the number of votes obtained for each object, and places the top K types of objects (K is a positive integer, K < N) at random positions on the game field. For example, let K = 3.
[0072] At this time, the number of object placements may also reflect the ratio of the number of votes obtained. For example, consider the case where object A: 60 votes, object B: 30 votes, object C: 10 votes, object D: 5 votes, object E: 5 votes, and other objects: 0 votes. In this case, objects A (60%), B (30%), and C (10%) which are in the top three in terms of the vote rate are placed, and D, E, and other objects are not placed.
[0073] FIG. 3 is a diagram showing an example of the functional blocks of the game play video distribution system 11 in this embodiment. The server 15 includes a control unit 21, a storage unit 28, and a communication unit 29. The communication unit 29 is an interface that enables communication with devices connected to the communication network 17. Here, the communication unit 29 communicates with the viewer terminals 12 (12a, 12b,...) and the player terminals 16 (16a, 16b,...) via the communication network 17.
[0074] The control unit 21 is a processing unit that controls the operation of the entire server 15. For example, the control unit 21 executes processing in response to requests from the viewer terminal 12 and the player terminal 16, and returns the execution results to the viewer terminal 12 and the player terminal 16, respectively. Specifically, the control unit 21 performs controls such as authenticating players who play the game, sharing screen information used by players when multiple people play, managing gameplay content, managing billing, managing votes from viewers, and distributing video of the game screen to the viewer terminal 12.
[0075] The control unit 21 functions as the player-side control unit 22 and the viewer-side control unit 24 by executing the program according to this embodiment. The player-side control unit 22 controls the interface to the player and the game in general, including processing input and output on the player side, controlling the display of the game screen, controlling the music output, and controlling the game operation during a match.
[0076] The player-side control unit 22 includes a game environment control unit 23. The game environment control unit 23 controls game conditions at predetermined points in the game's progress, for example, in response to votes from viewers watching a game video. Game conditions at predetermined points in the game's progress include, for example, conditions at the start of the game (for example, at the start of a player-versus-player battle) (initial conditions), and conditions at the timing of event start during the game (during a battle) (event start). An example of controlling such game conditions is placing objects on the game field at the start of the game (start of a battle).
[0077] Furthermore, the game environment control unit 23 may arrange objects corresponding to the voting targets in a manner based on instructions from viewing terminals determined based on the number of votes for each object. For example, the placement and timing of the objects may be determined based on instructions from the viewer who cast the most votes for that object.
[0078] The viewer-side control unit 24 performs tasks such as distributing the game screen to viewers, receiving votes from viewers, tallying the received votes, and determining the voting results based on the tally results. The viewer-side control unit 24 includes a display control unit 25, a reception unit 26, and a voting processing unit 27.
[0079] The display control unit 25 controls the application program of the video distribution service to display the distribution screen on the viewer terminal 12 via a web browser, to control the voting target display area and comment input field provided on the distribution screen, and to control the distribution of the game screen video.
[0080] The reception unit 26 accepts votes from the viewer terminal 12. The reception unit 3 may also allow voting on the viewer terminal 12 each time the video is played continuously for a predetermined period of time. Furthermore, the reception unit 26 may also prevent the viewer terminal 12 from submitting information about the second video for a second predetermined period of time after it has played the first video for a first predetermined period of time (for example, until the voting period ends).
[0081] The voting processing unit 27 tallys the received votes to determine the voting results, assigns weights to the votes, and so on. The voting processing unit 27 may also reduce the number of votes for the first voting target in response to an operation to select the first voting target received from the viewer terminal 12, so that an object specified by a strong player is not selected.
[0082] Furthermore, the voting processing unit 27 may grant a reward related to the first player to viewers who meet predetermined conditions for voting on the first video, and may weight the votes by giving preferential treatment to votes from viewers whose reward holdings are above a predetermined value compared to votes from viewers whose reward holdings are below a predetermined value.
[0083] The memory unit 28 stores programs according to this embodiment (including game programs, video distribution service programs, application program interfaces (APIs), etc.), operating systems (OS), and other programs. The memory unit 28 also stores game element data and various other data. Examples of game element data include player information, player character setting information, player character parameter information, viewer parameter information, background data, object data, item data, effect data, sound data, etc. Here, the data includes not only status information and text data, but also graphical data.
[0084] Player information includes each player's account information and billing information. Player character setting information includes information about the player character selected by the player, and information about the objects (weapons, armor, etc.) equipped to that player character. Player character parameter information includes parameters such as the player character's attack power, defense power, and stamina. Viewer parameter information includes each viewer's viewing time, number of views, number of votes, etc.
[0085] Background data includes, for example, data related to the background of the game stage, such as the game field. Object data includes object data such as player character objects, connected objects, and other objects. When a player character acquires an object during gameplay, that player character's attack power, defense power, stamina may increase temporarily or permanently, or certain status parameters may increase. Objects include, for example, objects for weapons, recovery items that restore the stamina parameter, and parameter enhancement items that temporarily or permanently improve attack power, defense power, etc.
[0086] Effect data includes, for example, visual effects related to attacks that knock enemy player objects away, and data related to combination techniques. Sound data includes music played during gameplay and sound effects used in various scenes.
[0087] Figure 4 is an example of a viewing screen displayed on the viewer terminal during voting in this embodiment. Figure 4(A) is an example of a support player selection screen where the viewer selects the player they want to support. When a viewer accesses a predetermined website via a web browser installed on their viewer terminal, and selects and accesses a channel where a predetermined player hosts and distributes game videos from that website, the support player selection screen 31 shown in Figure 4(A) is displayed. Here, for example, let's assume that the first player has opened the channel as the host.
[0088] The support player selection screen 31 is provided with player selection buttons 32 corresponding to each player (first player selection button 32a, second player selection button 32b, ...). Pressing any of the player selection buttons 32 allows the user to vote for an object to be provided to the player corresponding to the selected player selection button 32 on the following screens. In other words, the player selection buttons 32 allow the user to select a player they want to support and view the game screen from that player's side. In the case of Figure 4(A), the viewer presses the first player selection button 32a if they want to support the first player, and presses the second player selection button 32b if they want to support the second player. In this example, two players are streaming, but there may be three or more players streaming, and the number of corresponding selection buttons 32 may be displayed on the support player selection screen 31. In addition, the player selection buttons 32 may be displayed on a specific player's viewing screen, as shown in Figure 4(B) or Figure 5.
[0089] Figure 4(B) is an example of the viewing screen for the first player when voting on objects to be placed on the game field. In Figure 4(A), pressing any of the player selection buttons 32 will display the viewing screen for the player corresponding to that button. In Figure 4(A), for example, pressing the first player selection button 32a will display the first player viewing screen 41, and pressing the second player selection button 32b will display the second player viewing screen.
[0090] The first player's viewing screen 41 includes a selected player's viewing screen label display section 42, a comment section 43, a message display section 48, and a candidate object display section 49. The selected player's viewing screen label display section 42 is a label display that identifies which player has been selected. The message display section 48 displays a message, for example, "Please vote for the objects you would like to place in the field from the following objects." The candidate object display section 49 displays, for example, N (for example, N=25) objects selected randomly.
[0091] The comment section 43 includes a viewer identification label 44, a post display section 45, a post input field 46, and a post button 47. In Figure 4(A), the viewer identification label 44 displays a label (e.g., an icon image) that identifies the viewer who, for example, pressed the first player selection button 32a. The post display section 45 displays the content of the post made by the viewer identified by the viewer identification label 44. The post input field 46 allows the user to enter the content they wish to post as text. The post button 47 allows the user to post the content entered in the post input field 46 and have it displayed in the post display section 45.
[0092] Each viewer selects an object (voting target) they wish to place on the field from the candidate object display area 49, according to the message displayed on the message display unit 48, enters the characters (text) corresponding to the selected voting target in the submission input field 46, and presses the submission input field 46. When text is entered in the submission input field 46, if the predetermined string is recognized, the corresponding object is identified and counted as one vote for that object. Voting for the desired object (voting target) is accepted for a predetermined period of time. The first player's viewing screen 41 may also include a voting status display unit that shows the current voting status on the first player's side (how many votes each object has received, etc.).
[0093] As shown in Figure 4(A), by pressing either player selection button 32, viewers can switch screens to view content from one player's screen, and vote for each player through the respective player's viewing screen they have selected.
[0094] Furthermore, viewers may be limited to viewing only the screen of the player they support, and may be prevented from viewing the screens of other players, thereby preventing them from checking the voting status for other players. Alternatively, viewers may be free to switch between viewing the screens of either player, but may only be able to see the voting status (how many votes each object has received, etc.) for one player (the player they wish to support).
[0095] Furthermore, a viewing terminal that has played the first player's viewing screen for a predetermined time (for example, until the voting period ends) may be prevented from posting on the second player's viewing screen for a predetermined time. In this case, a viewing terminal that has played the first player's viewing screen for a predetermined time may be prevented from pressing the second player selection button 32b in Figure 4(A) for a predetermined time.
[0096] Figure 5(A) shows another example of the viewing screen for the first player when voting on objects to be placed on the game field. In this example, the first player has selected a car object, so the car object is identified as the first voting target. Also, the second player has selected a tree object, so the tree object is identified as the second voting target. The display control unit 25 highlights the car object on the first player's viewing screen 41 by making the outline of the car object thicker than the outlines of other objects. The display control unit 25 also displays the symbol "α" near the car object as a mark representing the first player, indicating that the car object is the voting target designated by the first player. This display configuration is an example of the first configuration. The display control unit 25 also displays the symbol "β" near the tree object as a mark representing the second player, indicating that the tree object is the voting target designated by the second player. This display configuration is an example of the third configuration. This allows users viewing the first player's viewing screen to distinguish between the first voting target, the second voting target, and other voting targets.
[0097] Figure 5(B) shows an example of the second player's viewing screen. The display control unit 25 highlights the tree object on the second player's viewing screen by making the outline of the tree object thicker than the outlines of other objects. The display control unit 25 also displays the symbol "β" as a mark representing the second player near the tree object on the second player's viewing screen, indicating that the tree object is a voting target designated by the second player. This display configuration is an example of the first configuration. The display control unit 25 also displays the symbol "α" as a mark representing the first player near the car object on the second player's viewing screen, indicating that the car object is a voting target designated by the first player. This display configuration is an example of the third configuration. This allows users viewing the second player's viewing screen to distinguish between the first voting target, the second voting target, and other voting targets.
[0098] Figure 6 is an example of the viewer screen for the selected player at the start of the game in this embodiment. In Figure 4(B), after a predetermined time has elapsed, the first player viewer screen 41 of Figure 6 is displayed. The first player viewer screen 41 of Figure 6 includes a selected player viewer screen label display section 42, a comment section 43, and a streaming video display section 61. Except for the streaming video display section 61, the other parts are the same as those described in Figure 4, so their explanation is omitted.
[0099] The video streamed by the streaming video display unit 61 includes at least the game screen that the streamer (player) is watching while playing. In the example in Figure 6, the streaming video display unit 61 displays the game screen at the start of the game. For example, the first player character 63 operated by the first player and the second player character 64 operated by the second player are placed on the game field 62. Then, based on the results of the votes received in Figure 4(B), the top K (for example, K=3) ranked objects (car object 65, gas tank object 66, block object 67) with the most votes are placed.
[0100] Each player character can acquire any object placed on the game field 62 and use it in the match. Furthermore, objects selected and decided upon by voting on the corresponding player's viewing screen may be restricted to only the player character of that corresponding player.
[0101] Figure 7 is a sequence diagram of the gameplay video distribution system in this embodiment. Each player accesses the server 15 via a web browser installed on the player terminal 16, logs into the game on the gameplay video distribution system 11, and enters to play against others (S1). That is, each player, via a web browser installed on the player terminal 16, invites other player characters, such as allied player characters, forms groups, selects opposing groups, etc., on the lobby screen, etc.
[0102] Server 15 (player-side control unit 22) matches players who have entered to play against each other (S2) and notifies each player terminal 16 that their opponent has been determined (S3).
[0103] Next, each player performs operations such as selecting their player character, selecting their equipment, and making other settings via a web browser installed on the player terminal 16 (S4).
[0104] Server 15 (player-side control unit 22) configures the player character, its equipment, and other settings in response to the S4 operation from each player (S5). Server 15 (voting processing unit 27) begins accepting input from viewers for objects they wish to place on the game field (S6). At this time, Server 15 (voting processing unit 27) notifies the player terminal 16 that it is waiting for votes (S7).
[0105] Meanwhile, viewers access a website that provides the gameplay video distribution system 11 via a web browser installed on the viewer terminal 12 (S8).
[0106] The server 15 (display control unit 25) displays a list of opposing player characters in a selectable format (S9). In this embodiment, as explained in the support player selection screen 31 of Figure 4(A), the list of opposing player characters is displayed in the form of player selection buttons 32 (first player selection button 32a, second player selection button 32b, ...).
[0107] The viewer selects and presses the player selection button 32 (for example, the first player selection button 32a) corresponding to the player they want to support (for example, the first player) from among the multiple player selection buttons 32 (S10).
[0108] The server 15 (display control unit 25) causes the viewer terminal 12 to display the first player-side viewing screen 41 as shown in Figure 4(B). At this time, the server 15 (display control unit 25) randomly selects N (for example, N=25) objects from more than N types of objects that have been set in advance. Select an object of type (S11) and display it in the candidate object display area 49.
[0109] Each viewer selects an object they want to place in the field from the candidate object display area 49 in the posting input field 46, according to the message displayed in the message display unit 48. The viewer enters the characters (text) corresponding to the selected voting target in the posting input field 46 and presses the posting button 47 to cast their vote (S12). When text is entered in the posting input field 46, the reception unit 26 recognizes the predetermined string, identifies the corresponding object, and the voting processing unit 27 counts it as one vote for that object.
[0110] Server 15 (reception unit 26) accepts the submissions (votes) from each viewer terminal 12 in S15 until a predetermined time has elapsed. After the predetermined time has elapsed, Server 15 (voting processing unit 27) performs the vote counting process (S13). In S13, for example, Server 15 (voting processing unit 27) counts the votes collected in the voting results S12. Server 15 (game environment control unit 23) controls the game conditions based on the counted voting results.
[0111] Server 15 (Game Environment Control Unit 23) notifies the player terminal 16 of the start of the game (S14) and controls the operating environment during the competitive game. The display control unit (25) distributes the video of the gameplay to the viewer terminal 12. (S15).
[0112] When a player receives a notification from server 15 to start a game, they operate player terminal 16 to play the competitive game (S16). During this gameplay, server 15 (display control unit 25) streams video of the gameplay.
[0113] In S11, the server 15 (display control unit 25) randomly selected N (for example, N=25) objects from more than N types of objects and displayed them in the candidate object display area 49, but is not limited to this. For example, after transitioning from the support player selection screen in Figure 4(A) to the first player's viewing screen 41, the server 15 (display control unit 25) may accept submissions from viewers of objects they wish to place on the game field. The server 15 (reception unit 26) accepts such submissions from each viewer terminal 12 until a predetermined time has elapsed. After the predetermined time has elapsed, the server 15 (display control unit 25) may draw lots from the objects collected from viewers, select N (for example, N=25) objects through the draw, and display the first player's viewing screen 41 as shown in Figure 4(B) on the viewer terminal 12.
[0114] Next, the following describes examples of variations in the vote counting process explained in S13.
[0115] Figure 8 is a flowchart showing the vote counting process (S13) in Example 1 of this embodiment. The reception unit 26 accepts votes from the viewer terminal 12 until a predetermined period has elapsed (NO in S21 and S22).
[0116] After a predetermined time has elapsed (YES in S22), the voting processing unit 27 ends accepting votes (S23) and tally the voting results (S24). The game environment control unit 23 controls the game conditions based on the tallyed voting results (S25). Game conditions at a predetermined point in the game's progress include, for example, conditions at the start of the game (for example, at the start of a battle between players) (initial conditions), conditions at the start of an event during the game (event start), etc. Furthermore, the conditions are not limited to conditions at the start of a battle, but may also include, for example, conditions in the early stages of the battle (until 1 / 3 of the battle time has elapsed), the middle stages (from 1 / 3 to 2 / 3 of the battle time has elapsed), the late stages (after 2 / 3 of the battle time has elapsed), etc. The conditions may also include a predetermined amount of time elapsed since the start of the match, the occurrence of a specific game event, the number of surviving player characters that have not been rendered incapacitated by the match reaching a predetermined number, or the parameters of a specific player character (HP, damage accumulation value, etc.) reaching a predetermined value. Furthermore, an example of controlling such game conditions may include placing objects on the game field at the start of the game (start of the match).
[0117] For example, in S24, the voting processing unit 27 determines the top K objects based on the number of votes received. The game environment control unit 23 then places these determined objects on the game field, as explained in Figure 6.
[0118] Figure 9 is a flowchart of the vote counting process (S13) in Example 2 of this embodiment. Example 2 describes an example in which a player specifies an object that they want viewers to vote for, and viewers vote for that specified object, and only the object specified by one of the players is reflected in the game according to the number of votes.
[0119] The game environment control unit 23 receives the object name specified by the player from the player terminal 16 (S31). The display control unit 25 sets the object name specified by the player as a voting target and displays it on the viewer terminal 12 (S32). Here, receiving the object name specified by the player means, for example, that the player may select any of the N objects (voting targets) displayed in the candidate object display field 49, or the player may select an object name not included in the N voting targets from the objects they own and add it as a voting target. Hereafter, the object specified by the first player as a voting target will be called the first voting target, and the object specified by the second player as a voting target will be called the second voting target.
[0120] Furthermore, if the viewer is viewing the first player's viewing screen, the display control unit 25 may display the first voting target specified by the first player on the first viewing terminal in a different manner (first manner) than other voting targets, and display the second voting target specified by the second player on the second viewing terminal in a different manner (first manner) than other voting targets. A different manner than other voting targets could be, for example, in the first player's viewing screen 41 shown in Figure 4(B), highlighting the first voting target specified by the first player by changing its color or surrounding it with a predetermined frame. Alternatively, a different manner than other voting targets could be, for example, in the first player's viewing screen 41 shown in Figure 4(B), displaying the first voting target as selected by default, or displaying an icon corresponding to the first voting target at the top and far right or far left. The same applies to the display manner of the second voting target on the second player's viewing screen. By highlighting the voting target specified by the first player on the first terminal, and highlighting the voting target specified by the second player as the second voting target on the second terminal, each player can make the viewers of their video aware of the objects they want viewers to vote for, and provide users on each viewing terminal with information to help them vote.
[0121] Here, we have described an example in which the voting target specified by the first player is designated as the first voting target, and the voting target specified by the second player is designated as the second voting target, and these are displayed on the first and second viewing terminals. However, the first and second voting targets may be identified by other methods. For example, the display control unit 25 may display the voting targets identified based on each player's information on the viewer terminal 12. Alternatively, the display control unit 25 may display the voting targets identified based on each player's play history on the viewer terminal 12.
[0122] The display control unit 25 may, on the first player's viewing screen 41, display the first voting target in the first manner, the second voting target in the third manner, and the other voting targets in the second manner. Similarly, the display control unit 25 may, on the second player's viewing screen, display the second voting target in the first manner, the first voting target in the third manner, and the other voting targets in the second manner. This makes it easier for viewers to distinguish between voting targets associated with the player they are watching, voting targets associated with the opponent of the player they are watching, and other voting targets, which can be used as a reference when selecting who to vote for.
[0123] The reception unit 26 accepts votes from viewer terminals 12 until the predetermined period has elapsed (NO in S33 and S34).
[0124] After a predetermined time has elapsed (YES in S34), the voting processing unit 27 ends accepting votes (S35) and tally the voting results (S36). The game environment control unit 23 reflects the voting target specified by one of the players into the game based on the number of votes each player has cast for their designated voting target (S37). In other words, in S37, the game environment control unit 23 can reflect only one of the voting targets into the game based on the number of votes for the object specified by the first player (first voting target) and the number of votes for the object specified by the second player (second voting target). For example, if the object specified by the first player (first voting target) receives 100 votes and the object specified by the second player (second voting target) receives 50 votes, the game environment control unit 23 may place only the object of the first voting target on the game field.
[0125] Additionally, voting for the first voting target may be restricted to the first player's viewing screen only, and voting for the second voting target may be restricted to the second player's viewing screen only.
[0126] Furthermore, the voting processing unit 27 may weight the votes from viewers according to viewer information (viewer rank information) and count the number of votes after weighting. Viewer information includes, for example, viewer rank information. Viewer rank information is evaluation information in which viewers with more of the following characteristics are ranked higher: for example, viewing time, number of views, and / or number of votes. For example, viewers who have watched the video for less than one hour on the viewing screen are assigned rank information = 1, and viewers who have watched for two hours or more are assigned rank information = 2. In this case, votes from viewers who have watched for two hours or more are weighted so that the number of votes per vote is counted twice.
[0127] The voting processing unit 27 aggregates the weighted voting results, and the game environment control unit 23 may reflect these aggregated results in the game. This allows votes from viewers with higher rank information to be given more weight, influencing the game conditions and thus increasing viewers' motivation to watch and play in order to raise their rank.
[0128] Figure 10 is a flowchart of the vote counting process (S13) in Embodiment 3 of this embodiment. Embodiment 3 describes an example in which a player specifies an object that they want viewers to vote for, viewers vote for that specified object, the votes are tallied with weights according to the parameter differences between players, and the results are reflected in the game.
[0129] The game environment control unit 23 receives the object name specified by the player from the player terminal 16 (S41). The display control unit 25 sets the object name received from the player as a voting target and displays it on the viewer terminal 12 (S42). Here, receiving the object name specified by the player means, for example, that the player may select any of the N objects (voting targets) displayed in the candidate object display field 49, or the player may select an object name not included in the N voting targets from the objects they own and add it as a voting target. Hereafter, the object specified by the first player as a voting target will be called the first voting target, and the object specified by the second player as a voting target will be called the second voting target.
[0130] The reception unit 26 accepts votes from viewer terminals 12 until the predetermined period has elapsed (NO in S43 and S44).
[0131] After a predetermined time has elapsed (YES in S44), the voting processing unit 27 terminates the acceptance of votes (S45). The game environment control unit 23 calculates player-related parameters and calculates the parameter differences between players (S46). Player-related parameters may include the player character's attack power, defense power, stamina, HP, popularity rank, etc., or they may include information about the player's own popularity or information about the player's strength rank, etc.
[0132] The voting processing unit 27 weights the votes for the objects specified by the players according to the parameter differences and tallys the weighted votes (S47). For example, the weighting may favor the player with the smaller parameter values as the parameter difference increases. Specifically, if the parameter difference exceeds a first threshold, the number of votes for the player with the smaller parameter values may be multiplied by M (M=2, 3, 4, ...).
[0133] At this time, the voting processing unit 27 may weight the votes for the objects specified by the players according to the parameter ratio and tally the weighted votes. For example, the larger the parameter ratio, the more favorable the votes may be for the player with the smaller parameter value. The parameter ratio is, for example, the ratio of the parameters of the first player to the parameters of the second player being 1:2, 1:10, etc. If the ratio of the parameters of one player to the parameters of the other player is P (where P is a positive integer) times or more, the number of votes for the player with the smaller parameter value may be multiplied by M (M=2, 3, 4, ...).
[0134] The game environment control unit 23 reflects the voting target specified by one of the players in the game based on the number of votes each player has cast for that target (S37). In other words, in S37, the game environment control unit 23 can reflect only one of the voting targets in the game based on the number of votes for the object specified by the first player (first voting target) and the weighted number of votes for the object specified by the second player (second voting target). For example, if the object specified by the first player (first voting target) receives 100 votes and the object specified by the second player (second voting target) receives 50 votes, the game environment control unit 23 may place only the object of the first voting target on the game field.
[0135] Furthermore, the voting processing unit 27 may weight the votes from the first viewer terminal that voted from the first player's viewing screen and the votes from the second viewer terminal that voted from the second player's viewing screen, according to the difference between the total number of votes cast from the first player's viewing screen and the total number of votes cast from the second player's viewing screen. For example, the voting processing unit 27 may weight only the voting target with the most votes in the viewing screen of the second player, whichever of the two viewing screens has a smaller total number of votes. This allows for weighting only the voting target with the most votes in the viewing screen of the less popular player. In addition, the voting processing unit 27 may weight the votes for the voting target with the most votes in the viewing screen of the player with fewer views (i.e., the less popular player) of the first and second players.
[0136] This allows for the adjustment of handicaps to compensate for differences in popularity among players, enabling less popular players to compete on equal footing with more popular ones, thus preventing players from dropping out. Furthermore, it opens the door to more players, encouraging participation from less popular players.
[0137] The voting processing unit 27 may decide on the weighting of the votes based on the results of the current vote, or it may decide on the weighting in advance before voting based on the past voting results of each player on the viewing screen.
[0138] Figure 11 is a flowchart of the vote counting process (S13) in Embodiment 4 of this embodiment. Embodiment 4 describes an example in which a first vote to determine the type of object and a second vote to determine the timing of placing the object of the type determined in the first vote are received from the viewer terminal 12.
[0139] The reception unit 26 accepts a first vote from the viewer terminal 12 to determine the type of object and a second vote to determine the timing of placing the object until a predetermined period has elapsed (NO in S51 and S52). The timing of the second vote may be, for example, at the beginning of the match (until 1 / 3 of the match time has elapsed), in the middle of the match (from 1 / 3 to 2 / 3 of the match time has elapsed), at the end of the match (after 2 / 3 of the match time has elapsed), after a predetermined time has elapsed, when a specific game event occurs, or when a certain number of players remain.
[0140] After a predetermined time has elapsed (YES in S52), the voting processing unit 27 ends accepting votes (S53) and tally the voting results for the first and second votes. Based on the tally results, the voting processing unit 27 determines the object with the most votes for the first and second votes, and the timing for placing that object (S54).
[0141] The game environment control unit 23 places the object determined in S54 at the determined timing (S55).
[0142] In the second round of voting, instead of voting on timing, or in conjunction with voting on timing, players may also vote on the placement of objects. For example, players may vote on placement locations such as near the first player or on top of specific stage objects.
[0143] Furthermore, the game environment control unit 23 may arrange the objects determined by voting in a manner (position or timing) based on instructions from the viewer terminal (the viewer who voted the most for that object), which is determined based on the number of votes for that object. This allows the votes of viewers with a large number of votes to have a greater impact on the game, thereby encouraging viewers to vote.
[0144] Furthermore, the game environment control unit 23 may place objects corresponding to one or more voting targets with a large number of votes in the game space in proportion to the number of votes. For example, if the vote ratios for the top three are Object A: 60%, Object B: 30%, and Object C: 10%, then 6 Object A, 3 Object B, and 1 Object C may be placed on the game field. This can stimulate viewers' desire to vote and encourage them to vote.
[0145] Figure 12 is a flowchart of the vote counting process (S13) in Example 5 of this embodiment. Example 5 describes an example in which viewers who meet predetermined conditions for voting from the selected player's viewing screen are given benefits related to that player, and votes are given preferential treatment according to the amount of benefits held.
[0146] The reception unit 26 accepts votes from viewer terminals 12 until a predetermined period has elapsed (NO in S61 and S62).
[0147] After a predetermined time has elapsed (YES in S62), the voting processing unit 27 terminates the acceptance of votes (S63).
[0148] The voting processing unit 27 determines, based on the voting information transmitted by the viewer, whether or not the viewer voted from which player's viewing screen. The voting information transmitted by the viewer includes information that identifies which player's viewing screen was used to support the vote. In this example, the voting processing unit 27 determines, based on the voting information transmitted by the viewer, whether or not the viewer voted from the first player's viewing screen 41.
[0149] If the first player's viewing screen 41 determines that a viewer has cast a vote (YES in S64), the voting processing unit 27 determines whether the amount of rewards that viewer possesses is equal to or greater than a predetermined value (S65). Here, the rewards are assumed to be points, but are not limited to these; they may also be items that can be used in a designated game, or coupons that can be exchanged for goods, etc.
[0150] If the amount of benefits held by the viewer exceeds a predetermined value (YES in S65), the voting processing unit 27 performs preferential treatment on that viewer (S66). Preferential treatment may include, for example, weighting the number of votes from that viewer to be a predetermined number of times (e.g., 2 times, 3 times, etc.). Alternatively, for example, if a predetermined video viewing time is required to acquire the right to vote, that video viewing time to acquire the right to vote may be reduced to 1 / 2, 1 / 3, etc. Also, for example, if the maximum number of votes that can be cast per viewer is restricted, that maximum number of votes may be increased to a predetermined number of times (e.g., 2 times, 3 times, etc.).
[0151] If the first player's viewing screen 41 determines that the viewer is not the one who cast the vote (NO in S64), if the amount of rewards the viewer possesses is less than a predetermined value (NO in S65), or after processing in S66, the voting processing unit 27 grants the viewer a predetermined number of points as rewards (S67). Steps S64 to S67 are repeated for each vote.
[0152] Subsequently, the voting processing unit 27 tally the voting results (S68). The game environment control unit 23 controls the game conditions based on the tallied voting results (S69).
[0153] In the embodiment described above, votes that add to the vote count are accepted, but as a variation, votes that subtract from the vote count may also be accepted. For example, the player-side viewing screen 41 may be provided with a "Vote Up Button" to switch to a mode that accepts votes that add to the vote count, and a "Vote Down Button" to accept votes that subtract from the vote count. When the "Vote Up Button" is pressed, as explained in S12 of Figure 7, when a vote is made for an object selected from the candidate object display area 49, it is counted as one vote for that object. When the "Vote Down Button" is pressed, as explained in S12 of Figure 7, when a vote is made for an object selected from the candidate object display area 49, one vote can be subtracted from the current number of votes for that object. In this way, the number of votes for a second voting target may be reduced based on the operation of selecting a second voting target from the viewer terminal 12. This makes it possible to prevent the selection of an object specified by a strong player.
[0154] Figure 13 is an example of a block diagram of the hardware environment of a computer that executes the program in this embodiment. Computer 81 functions as a viewer terminal 12, a player terminal 16, or a server 15. Computer 81 consists of a CPU 82, ROM 83, RAM 84, storage device 85, input I / F 86, output I / F 87, communication I / F 88, reader 89, and bus 90.
[0155] Here, CPU refers to the central processing unit. ROM refers to read-only memory. RAM refers to random access memory. I / F refers to the interface. The bus 90 is connected to the CPU 82, ROM 83, RAM 84, storage device 85, input I / F 86, output I / F 87, communication I / F 88, and, if necessary, a reader 89.
[0156] The CPU 82 reads the program according to this embodiment from the storage device 85 and executes the program as the player-side control unit (game environment control unit 23) and the viewer-side control unit 24 (display control unit 25, reception unit 26, voting processing unit 27). ROM 83 is read-only memory. RAM 84 is memory for temporary storage.
[0157] The storage device 85 is a device for storing large amounts of information. Various types of storage devices can be used as the storage device 85, such as hard disks, solid-state drives (SSDs), and flash memory cards. The storage device 85 stores programs and various data according to the embodiment of the present invention.
[0158] Input I / F86 can be connected to input devices such as keyboards, mice, electronic cameras, webcams, microphones, scanners, sensors, tablets, touch panel displays, and information reading devices. Output I / F87 can be connected to output devices such as displays, touch panel displays, projectors, printers, and speakers.
[0159] The communication interface 88 is an interface such as a port for connecting to a communication network and communicating with other devices. The communication network may be the internet, a local area network (LAN), a wide area network (WAN), a dedicated line, wired, wireless, or other communication network. The reader 89 is a device for reading portable recording media.
[0160] The program that implements the processing described in the above embodiment may be stored, for example, in the storage device 85 via a communication network and communication interface 88 from the program provider. Alternatively, the program that implements the processing described in the above embodiment may be stored in a commercially available and distributed portable storage medium. In this case, the portable storage medium may be set in the reader 89, and the program may be read and executed by the CPU 82. Various types of storage media can be used as portable storage media, such as CD-ROMs, flexible disks, optical disks, magneto-optical disks, IC cards, USB memory devices, and semiconductor memory cards. The program stored in such a storage medium is read by the reader 89.
[0161] Furthermore, the program may be installed on a standalone computer, or it may be installed on a cloud computer and only its functionality provided to the player. In this embodiment, the game play video distribution system according to this embodiment, which is operated on the server 15, was accessed using a web browser installed on the viewer terminal 12 and the player terminal 16, but this is not limited to this. For example, the game play video distribution system in this embodiment may be controlled by installing an application program that can communicate with the server 15 on the viewer terminal 12 and the player terminal 16.
[0162] The embodiments of this specification have been described above based on the embodiments and modifications described above. The embodiments described above are for the purpose of facilitating understanding of this specification and do not limit it. This specification may be modified and improved without departing from its spirit and the scope of the claims, and equivalents thereof are included in this specification. Furthermore, any technical features that are not described as essential in this specification may be deleted as appropriate.
[0163] The main features of the information processing apparatus, information processing method, and program according to this embodiment, as described above, are listed below. (Note 1) The information processing device according to this embodiment includes a video relating to a game in which multiple users, including a first user and a second user, participate; a display control unit that displays multiple voting targets on a terminal; a reception unit that receives votes from multiple terminals for at least one of the multiple voting targets; and a control unit that controls the progress of the game based on the received votes. The display control unit causes a first terminal that displays a first video associated with the first user to display a first voting target identified from among the multiple voting targets based on at least one of the first user's information or operations in a first manner, and causes a third voting target different from the first voting target to display in a second manner. The display control unit causes a second terminal that displays a second video associated with the second user to display a second voting target identified from among the multiple voting targets based on at least one of the second user's information or operations in a first manner, and causes a fourth voting target different from the second voting target to display in a second manner. According to the above-described information processing device, each viewing terminal can display voting targets identified based on at least one of the user's information or actions associated with the video being displayed, in a manner different from other voting targets, and can provide users of each viewing terminal with information that can be used as a reference for voting. (Note 2) In the above-described information processing device, the display control unit causes the first terminal to display, in a first manner, the voting targets for which a designation operation has been received from the first user among a plurality of voting targets, and the second terminal to display, in a first manner, the voting targets for which a designation operation has been received from the second user among a plurality of voting targets. This allows each viewing device to display the voting target specified by the user, associated with the video being displayed, in a different manner from other voting targets, thereby providing users of each viewing device with information to help them with their voting. (Note 3) In the above-described information processing device, the display control unit causes the first terminal to display, in a first manner, the voting targets identified from among a plurality of voting targets based on the play history of the first user, and the second terminal to display, in a first manner, the voting targets identified from among a plurality of voting targets based on the play history of the second user. This allows each viewing device to display voting targets identified based on the user's play history associated with the video being displayed, in a different manner from other voting targets, thereby providing users on each viewing device with information to help them with their voting. (Note 4) In the above-described information processing device, the display control unit causes the first terminal to display the second voting target among the multiple voting targets in a third manner, and the second terminal to display the first voting target among the multiple voting targets in a third manner. This allows each viewing device to display voting targets in different ways: based on at least one of the user's information or actions associated with the video being displayed, and based on at least one of the information or actions of other users. In this way, information useful for voting can be provided to the user of each viewing device. (Note 5) In the above-described information processing device, the control unit controls the progress of the game based on the number of votes for the first voting target and the number of votes for the second voting target, reflecting the voting target of either the first or second voting target. This can enhance the appeal of the voting process and increase viewers' willingness to vote. (Note 6) Furthermore, the information processing method according to this embodiment includes a display control process in which a computer displays a video related to a game in which multiple users, including a first user and a second user, participate, and a plurality of voting targets on a terminal; a reception process in which the computer receives votes from multiple terminals for at least one of the plurality of voting targets; and a control process in which the computer controls the progress of the game based on the received votes. In the display control process, for a first terminal that displays a first video associated with the first user, the computer displays a first voting target identified from among the plurality of voting targets based on at least one of the first user's information or operations in a first manner, and displays a third voting target different from the first voting target in a second manner. For a second terminal that displays a second video associated with the second user, the computer displays a second voting target identified from among the plurality of voting targets based on at least one of the second user's information or operations in a first manner, and displays a fourth voting target different from the second voting target in a second manner. According to the above information processing method, each viewing terminal can display voting targets identified based on at least one of the user's information or actions associated with the video being displayed, in a manner different from other voting targets, and can provide users of each viewing terminal with information that can be used as a reference for voting. (Note 7) Furthermore, the program according to this embodiment is a program that causes a computer to function as a display control unit that displays a video related to a game in which multiple users, including a first user and a second user, participate, and multiple voting targets on a terminal, a reception unit that receives votes from multiple terminals for at least one of the multiple voting targets, and a control unit that controls the progress of the game based on the received votes. The display control unit causes a first terminal that displays a first video associated with the first user to display a first voting target identified from among the multiple voting targets based on at least one of the first user's information or operations in a first manner, and causes a third voting target different from the first voting target to display in a second manner. The display control unit causes a second terminal that displays a second video associated with the second user to display a second voting target identified from among the multiple voting targets based on at least one of the second user's information or operations in a first manner, and causes a fourth voting target different from the second voting target to display in a second manner. According to the program described above, each viewing device can display voting targets identified based on at least one of the user's information or actions associated with the video being displayed, in a manner different from other voting targets, thereby providing users of each viewing device with information to help them with their voting. [Explanation of Symbols]
[0164] 1. Information Processing Device 2 Distribution Department 3. Reception Department 4. Control Unit 11. Gameplay video streaming system 12(12a,12b) Viewer terminal 13(13a,13b) Operation display section 14(14a,14b) screen 15 Servers 16 (12a, 12b) Player terminal 17 Communication Networks 21 Control Unit 22 Player-side control unit 23 Game Environment Control Unit 24 Viewer-side control unit 25 Display Control Unit 26 Reception Department 27 Voting Processing Department 28 Memory section 29 Communications Department
Claims
1. The system comprises one or more processors, and the one or more processors are It provides a game space where multiple players can participate, The game video relating to the situation in the aforementioned game space is distributed to multiple viewer terminals. From the aforementioned multiple viewer terminals, votes are received regarding the game elements to be introduced into the game space. Based on the results of the aforementioned vote, the game elements are determined, and the progress of the game is controlled by introducing the determined game elements into the game space. The system accepts a designation of at least one of the game elements from any of the aforementioned players. If the game element specified by the aforementioned player is determined as a result of the aforementioned vote, a reward will be given to viewers who meet the predetermined conditions for that vote. Information processing device.
2. The processor provides a game space in which multiple players can participate. The processor causes game videos relating to the state of the game space to be distributed to multiple viewer terminals. The processor receives votes from the multiple viewer terminals regarding game elements to be introduced into the game space. The processor controls the progress of the game by determining the game elements based on the voting results and introducing the determined game elements into the game space. The processor receives a designation of at least one game element from one of the plurality of players, When the game element specified by the player is determined as a result of the vote, the processor grants a reward to viewers who meet predetermined conditions for that vote. Information processing methods.
3. To provide a game space where multiple players can participate, The game video relating to the situation in the aforementioned game space is distributed to multiple viewer terminals. The system receives votes from the aforementioned multiple viewer terminals regarding game elements to be introduced into the game space. Based on the results of the aforementioned vote, the game elements are determined, and the progress of the game is controlled by introducing the determined game elements into the game space. The system allows any player among the aforementioned multiple players to specify at least one of the game elements. If the game element specified by the player is determined as a result of the vote, the viewer who meets the predetermined conditions for that vote will be given a reward. A program that instructs the processor to perform a task.
4. The system comprises a server and multiple viewer terminals, and the server is: It provides a game space where multiple players can participate, The game video relating to the situation in the aforementioned game space is distributed to multiple viewer terminals. From the aforementioned multiple viewer terminals, votes are received regarding the game elements to be introduced into the game space. Based on the results of the aforementioned vote, the game elements are determined, and the progress of the game is controlled by introducing the determined game elements into the game space. The system accepts a designation of at least one of the game elements from any of the aforementioned players. If the game element specified by the aforementioned player is determined as a result of the aforementioned vote, a reward will be given to viewers who meet the predetermined conditions for that vote. system.