Game live streaming system and program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- MIRATIV CO LTD
- Filing Date
- 2026-02-27
- Publication Date
- 2026-08-04
AI Technical Summary
【0010】 本発明の一態様によれば、複数の配信者及び各配信者の配信チャンネルの視聴者を含む参加者に同じゲーム体験を共有させ、参加者全体の一体感を醸成することが可能なゲームライブ配信システム及びプログラムを提供することができる。
Smart Images

Figure 0007900103000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game live distribution system and a program.
Background Art
[0002] In recent years, a game live distribution system is known in which a player himself / herself live-distributes a live-action video of an online game and allows viewers to watch it. In such a game live distribution system, there are functions such as a function in which comments posted by viewers are displayed on the video distribution screen (see, for example, Patent Document 1), a function in which viewers give gifts to a distributor (player) from the viewers via the distribution screen, or a function in which viewers predict the victory or defeat of a game and vote (see, for example, Patent Document 2). By providing such functions, viewers can obtain the pleasure of participating in the game through communication with the distributor and other viewers, rather than simply watching the video.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in currently popular online games, competitive play between players and cooperative play in which a plurality of players cooperate to advance the game (hereinafter, these are collectively referred to as "cooperative play") are generally performed. In such cooperative play, game information is exchanged between the terminals of players via a game server. That is, each player advances the game while receiving the game information of the other party in an individual game space.
[0005] On the other hand, in traditional game live streaming, streamers broadcast their own gameplay screens as commentary videos through their respective streaming channels. Therefore, even if multiple streamers appear to be playing together, what is broadcast through each streaming channel is merely the video of each streamer's individual game space.
[0006] Thus, in traditional game live streaming, while it's possible to share footage of multiple streamers playing together, the game space is confined to each streaming channel. Consequently, viewer actions such as posting comments, sending gifts, and voting are also confined to the streaming channel and are not shared between different channels. Therefore, even when streamers are playing together, the viewer community remains fragmented, making it difficult to foster a sense of unity and excitement that involves multiple groups, including the streamers and their viewers.
[0007] Therefore, the present invention aims to provide a game live streaming system and program that enables multiple streamers and participants, including viewers of each streamer's streaming channel, to share the same game experience and foster a sense of unity among all participants. [Means for solving the problem]
[0008] The game live streaming system described herein is a game live streaming system in which multiple streamers stream gameplay videos through their respective streaming channels for viewers to watch, and comprises: a management unit that manages game spaces based on identification information for identifying the game space played by a streamer; a storage unit that stores game table information generated for each game space played by a streamer, which includes game progress information related to the game space and is associated with the identification information; a coupling unit that performs a coupling process to associate the multiple streamers with a single game space in response to requests from the multiple streamers to participate in a single game space; a synchronization unit that transmits game progress information related to the single game space to the terminals of the multiple streamers in a synchronous manner; and an interaction unit that receives input from the terminals of viewers accessing each of the multiple streamers' streaming channels and reflects it in the game progress information related to the single game space.
[0009] The program relating to this disclosure provides a computer for realizing a game live streaming service in which multiple streamers stream gameplay videos through their respective streaming channels for viewers to watch, comprising: a management unit that manages game spaces based on identification information for identifying the game spaces played by the streamers; a storage unit that stores game table information generated for each game space played by the streamers, including game progress information related to the game space, and associated with the identification information; a coupling unit that performs a coupling process to associate the multiple streamers with a single game space in response to requests from the multiple streamers to participate in the single game space; a synchronization unit that synchronously transmits game progress information related to the single game space to the terminals of the multiple streamers; and an interaction unit that receives input from the terminals of viewers accessing each of the multiple streamers' streaming channels and reflects it in the game progress information related to the single game space. [Effects of the Invention]
[0010] According to one aspect of the present invention, it is possible to provide a game live streaming system and program that allows participants, including multiple streamers and viewers of each streamer's streaming channel, to share the same game experience and foster a sense of unity among all participants. [Brief explanation of the drawing]
[0011] [Figure 1] This diagram shows the configuration of a game live streaming system according to an embodiment. [Figure 2] This diagram illustrates the general operation of the betting game provided by the game server according to the embodiment. [Figure 3] This diagram shows the configuration of the game provision server according to the embodiment. [Figure 4] This is a sequence diagram showing the operation of the game live streaming system according to the embodiment. [Figure 5] This is a sequence diagram showing the operation of the game live streaming system according to the embodiment. [Figure 6] This is a sequence diagram showing the operation of the game live streaming system according to the embodiment. [Figure 7] This is a sequence diagram showing the operation of the game live streaming system according to the embodiment. [Figure 8] This figure shows an example of the display screen on the broadcaster's terminal according to the embodiment. [Figure 9] This figure shows an example of the display screen on the broadcaster's terminal according to the embodiment. [Figure 10] This figure shows an example of the display screen on the broadcaster's terminal according to the embodiment. [Figure 11] This figure shows an example of a display screen on a viewer's terminal according to the embodiment. [Figure 12] This figure shows an example of a display screen on a viewer's terminal according to the embodiment. [Modes for carrying out the invention]
[0012] With reference to the drawings, a game live distribution system according to an embodiment will be described. The game live distribution system is a system for performing game live distribution among a plurality of users including distributors and viewers. In the description of the drawings, the same or similar parts are denoted by the same or similar reference numerals.
[0013] (1) System Configuration FIG. 1 is a diagram showing the configuration of a game live distribution system 1 according to the present embodiment. The game live distribution system 1 realizes a game live distribution service for providing a live video, which is a play video being played and broadcasted by a distributor, to viewers in real time. In the illustrated example, there are two distributors (distributors X and Y) of the live video, but there may be three or more distributors. Also, there are two viewers each for the live videos by each distributor (viewers X1 and X2 for distributor X, and viewers Y1 and Y2 for distributor Y), but the number of viewers for the live videos by each distributor may be one or three or more. When not distinguishing between distributors and viewers, these are simply referred to as "users". A user is a user of the game live distribution service. It is assumed that the user has an account for the game live distribution service.
[0014] The game live distribution system 1 includes a game providing server 100, a plurality of terminals 200, and a video distribution server 300. The game providing server 100, the terminals 200, and the video distribution server 300 are communicably connected to each other via a communication network 10. The communication network 10 includes the Internet. The communication network 10 may include a LAN (Local Area Network).
[0015] The game providing server 100 is an information processing device of an operator that provides a game live distribution service and is composed of one or more computers. The game providing server 100 may be a general-purpose computer such as a workstation or a PC (Personal Computer), or may be logically realized by cloud computing (distributed computing). That is, the game providing server 100 may be composed of one computer or multiple computers.
[0016] In addition, the game providing server 100 is communicably connected to the video distribution server 300 via an application programming interface (API).
[0017] The video distribution server 300 provides a live distribution that distributes a live video of a game played by a distributor to viewers. Here, a user becomes a distributor by selecting a game by himself / herself and starting the distribution of the live video. On the other hand, a user becomes a viewer by selecting any distributor and starting the viewing of the live video.
[0018] The video distribution server 300 executes relay processing for real-time distributing the live video (video data and audio data) received from the distributor's terminal 200 to the viewer's terminal 200 accessing the distribution channel of the distributor.
[0019] In addition, the video distribution server 300 receives comment posts from the viewer's terminal 200 and executes processing for distributing comments for each distribution channel. Also, when the text data of the comment posted from the viewer's terminal 200 contains a specific character string, the video distribution server 300 executes processing according to the character string. For example, when the text data of the comment includes an operation involving a charging process (for example, a gift from a viewer to a distributor), the video distribution server 300 executes a charging process for the viewer account of the transmission source and manages the data related to the gift (gift information) as the revenue information of the distributor.
[0020] Furthermore, the video distribution server 300 provides comment text data to the game provision server 100 in response to API requests from the game provision server 100.
[0021] Multiple terminals 200 have multiple broadcaster terminals 200X, 200Y and multiple viewer terminals 200X1, 200X2, ..., 200Y1, 200Y2, .... In a game live streaming service, a user becomes a broadcaster by selecting a game and starting to live stream a gameplay video. On the other hand, a user becomes a viewer by selecting one of the broadcasters and starting to watch a gameplay video. In other words, one user can be both a broadcaster and a viewer. One user does not have to be both a broadcaster and a viewer at the same time. The video streaming server 300 accepts access from each terminal 200 (for example, terminal 200X1) and distributes the gameplay video (including audio) provided by the broadcaster terminal 200 selected by the viewer (for example, terminal 200X) to the viewer's terminal 200 (for example, terminal 200X1).
[0022] Users can also enjoy online games provided by the game live streaming system 1 on their own. On the other hand, during live streaming of gameplay videos, a group consisting of multiple users is formed by the streamer and one or more viewers watching the streamer's gameplay videos.
[0023] Terminal 200 is, for example, a PC, smartphone, tablet, or wearable device. Terminal 200 has an interface with the user and an interface with the communication network 10. The interface with the user includes, for example, at least one of a display, keyboard, mouse, touchpad, touch panel display, microphone, and speaker. The interface with the communication network 10 includes at least one of a wired communication interface and a wireless communication interface. In the following description of embodiments, it is mainly assumed that each terminal 200 is a smartphone. Each terminal 200 is assumed to have an application program installed for using the game live streaming service. However, each terminal 200 may also be able to use the game live streaming service provided as a web service via a general-purpose web browser. By accessing the game server 100 via the installed application program, terminal 200 can play various games provided by the game server 100. In addition, by accessing the video streaming server 300, terminal 200 can stream or view the live streaming video.
[0024] In the game live streaming system 1, the streamer's terminal 200 sends game commentary video (specifically, video data and audio data) to the video streaming server 300. The video streaming server 300 performs various information processing on the commentary video and then sends (distributes) the commentary video to the viewer's terminal 200. The viewer's terminal 200 then displays the commentary video received from the video streaming server 300.
[0025] In the illustrated example, the live commentary video by streamer X is viewed by multiple viewers X1, X2, ... In other words, the video distribution server 300 receives the live commentary video (video data and audio data) from streamer X's terminal 200X, performs various information processing on the commentary video, and transmits (distributes) the commentary video to the terminals 200X1, 200X2, ... of viewers X1, X2, ... Each terminal 200X1, 200X2, ... displays the commentary video received from the video distribution server 300.
[0026] Similarly, the live commentary video by streamer Y is viewed by multiple viewers Y1, Y2, ... The video distribution server 300 receives the live commentary video (video data and audio data) from streamer Y's terminal 200Y, performs various information processing on the live commentary video, and transmits (distributes) the live commentary video to the terminals 200Y1, 200Y2, ... of viewers Y1, Y2, ... Each of the terminals 200Y1, 200Y2, ... displays the live commentary video received from the video distribution server 300.
[0027] Game Live Streaming System 1 implements various communication functions to enable communication between streamers broadcasting gameplay videos and viewers watching those videos. For example, Game Live Streaming System 1 displays gameplay videos on terminal 200, along with a comment area (chat area), allowing viewers to communicate with streamers through comments (chat). Furthermore, viewers can send gifts (also called "support gifts") to streamers on the game live streaming service. By sending such gifts to streamers, viewers can support their favorite streamers and use it as an opportunity to communicate with them. In the game live streaming service, streamers broadcast gameplay videos of the game they are playing to viewers, who then provide comments and gifts to the streamers while watching the videos.
[0028] In Game Live Streaming System 1, viewers can register (follow) their favorite streamers. Generally, viewers form a fanbase for the streamers they follow and are motivated to support their favorite streamers. Streamers are motivated to stream their gameplay in order to increase their fanbase.
[0029] Furthermore, the game live streaming system 1 provides the streamer's terminal 200 with a co-op mode that allows multiple streamers to play together in a single game space. Co-op mode includes competitive play between streamers (for example, streamer X and streamer Y) and cooperative play between multiple streamers (same as above). Even in the case of co-op mode, as described above, the live commentary video displayed on each streamer's terminal 200 is streamed to viewers from their respective streaming channels. In other words, viewers watch the game from the perspective of the streamer on the streaming channel they are accessing.
[0030] On the other hand, viewer actions such as posting comments and sending gifts on each streaming channel can affect all streaming channels of the streamers playing together. For example, while streamers X and Y are playing together, if viewer X1 on streamer X's channel posts a comment from device 200X1, the comment will also be displayed on devices 200Y1 and 200Y2 of viewers Y1 and Y2 on streamer Y's channel. Also, if viewer X1 on streamer X's channel sends a support gift to streamer X, the favorable effect on streamer X and / or the unfavorable effect on the other streamer Y will be reflected in the game progress in the single game space where they are playing together. This makes it possible to create a single game experience for viewers X1 and X2 watching streamer X's channel, and viewers Y1 and Y2 watching streamer Y's channel, fostering a sense of unity among all participants.
[0031] (2) Betting game The game provision server 100 according to this embodiment provides a game in which, as an example, a user receives a payout if their bet, made by predicting the outcome of a competition held in the game space, meets the conditions for a correct prediction. The condition for a correct prediction is also simply referred to as "a correct prediction." In the following description of embodiments, such a game will also be referred to as a "betting game." In particular, the betting game according to this embodiment does not use any material possessions for betting or payouts, and therefore does not have an element of gambling. Such a betting game may also be called a "social betting" game.
[0032] A competition held in a game space can be any game in which a winner or loser or ranking is determined, but it may also be a competition in which virtual competitors automatically compete (race) or battle against each other. Virtual competitors may be characters (characters modeled after humans), vehicles, robots, animals, or monsters. In the following description of embodiments, we will mainly assume an arena-style competition in which monsters battle each other.
[0033] Of course, betting games are just one example of the games offered by the game server 100, and other games besides betting games may also be distributed from the game server 100.
[0034] Figure 2 is a diagram illustrating the general operation of the betting game provided by the game provision server 100 according to this embodiment.
[0035] STEP 1: First, when the streamer starts (hosts) a betting game, each user in the group (streamer, viewer) predicts the outcome of the competition taking place in the game space and places a vote (bets). The prediction may be to predict the one monster that will survive, or it may be to predict the monsters up to a predetermined rank (for example, the monsters that come in 1st and 2nd place and their ranks, or the monsters that come in 1st to 3rd place and their ranks). In the following description of the embodiment, we will mainly assume the case where the prediction is to predict the one monster that will survive. In this case, the condition for a correct prediction is that the prediction of the one monster that will survive is correct.
[0036] Users cast their votes on predictions using voting value (by placing a bet). In this embodiment, the voting value is a virtual medal (hereinafter simply referred to as "medal") used exclusively for the betting game. The medals placed as voting value are also referred to as "bet medals." For example, medals have no monetary value and cannot be exchanged for cash. Medals may be free medals obtained by fulfilling certain conditions in the game live streaming service (or betting game) (for example, by logging into the service). Medals may also be obtained by sending paid or free support gifts. Medals may also be paid medals that can be purchased on the game live streaming service. In any case, since medals cannot be exchanged for cash, can only be used in the betting game, and do not fall under the category of property, the gambling aspect is avoided. Therefore, a wide range of users can enjoy the betting game.
[0037] Each monster has odds assigned to it, corresponding to parameters that represent its characteristics (such as strength). Generally, stronger monsters have lower odds. Each user's betting choices in the betting game may be made public to other users within the group.
[0038] STEP 2: After voting, the competition takes place in the game space. In this embodiment, an automated battle takes place between monsters. Users within the group (streamer, viewers) can watch the battle between monsters, and the streamer can provide live commentary on the battle. For example, each monster attacks other monsters, reducing their health (hit points). When a monster's health reaches zero, it loses, and the last monster remaining becomes the winner. The streamer can provide commentary supporting the monster they voted for and / or the monsters voted for by viewers. Viewers can post comments supporting the monster they voted for and / or the monsters voted for by the streamer.
[0039] STEP 3: Depending on the outcome of the competition, users (broadcasters and viewers) are awarded payouts according to the payout multiplier. Specifically, users who correctly predict the outcome of the competition are awarded payouts according to the payout multiplier of their correct prediction and the number of medals they bet. For example, if a certain monster has a payout multiplier of 2x and a user bets 100 medals on that monster and that monster wins, they will be awarded 200 medals as a payout. In this embodiment, the payouts are medals used exclusively for the betting game. As mentioned above, the medals have no monetary value and cannot be exchanged for cash. The medals obtained as payouts in this way can be used to vote (STEP 1) in subsequent competitions (monster battles).
[0040] Thus, in the betting game according to this embodiment, viewers within the group watching the betting game played by the streamer can also participate in voting, which enhances the sense of unity between the streamer and viewers in the live game broadcast and fosters excitement in the live game broadcast. Furthermore, since both voting and payouts use medals that do not constitute property, the gambling aspect can be avoided, making it possible for a wide range of users to enjoy the betting game.
[0041] (3) Configuration of the game provision server Figure 3 shows the configuration of the game provision server 100 according to this embodiment. The game provision server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130.
[0042] The communication unit 110 is a network interface connected to the communication network 10. Communication by the communication unit 110 may be wired communication or may include wireless communication. The communication unit 110 communicates with the terminal 200 via the communication network 10 under the control of the processing unit 130.
[0043] The storage unit 120 is configured to include various types of memory, such as ROM (Read Only Memory) and auxiliary storage devices. The program executed by the processing unit 130 (game live streaming program) is stored, for example, in the ROM and / or auxiliary storage devices of the storage unit 120. The storage unit 120 stores various databases related to the game live streaming service. In this embodiment, the databases stored by the storage unit 120 include a user information database 121, a game table database 122, a gift information database 123, and a predicted result database 124.
[0044] The user information database 121 stores, for each user of the game live streaming service, the user ID, nickname, avatar information, medal information, owned game currency information, and information on special rewards earned. The user ID constitutes the user's account information and includes a unique ID for the game live streaming service and / or a unique ID within the betting game. The nickname is the name used for the user in the game live streaming service. The avatar information is information about the user's avatar used on the game live streaming service.
[0045] Medal information is a value usable only in betting games and refers to information about the medals a user possesses. Medals have no monetary value and cannot be exchanged for cash. Medal information includes information about the number of medals a user possesses and information about the number of medals a user has received as winnings.
[0046] The information regarding held game currency is the value of the game currency a user possesses, usable in betting games and other games (especially other games on the game live streaming service). Hereinafter, such game currency will also be referred to as "coins." Coins cannot be exchanged for cash. There are two types of coins: free coins, which can be obtained by fulfilling certain conditions on the game live streaming service (for example, by logging into the service), and paid coins, which can be purchased with money (i.e., through in-app purchases) on the game live streaming service. Support gifts given on the game live streaming service are made by viewers purchasing gifts by consuming coins. Support gifts purchased using free coins will be referred to as "free gifts," and support gifts purchased using paid coins will be referred to as "paid gifts." Coins may also be used to purchase avatars and / or their costumes used on the game live streaming service.
[0047] The game table database 122 stores game table information generated for each game space played by the streamer. Here, a game space is a virtual space where a game session takes place, and is sometimes referred to as a game table or room.
[0048] Game table information includes game progress information related to the game space and is managed in association with a table ID, which is identification information for identifying the game space. Game table information may also include identification information (hereinafter referred to as a live stream ID) for identifying the streaming channel of a streamer playing in that game space. The live stream ID is issued by the video streaming server 300 and can be obtained via the streamer's terminal 200.
[0049] Game progress information is information used to control the progress of the game in the game space, and includes, for example, the following information: • Game mode and rule settings information. Object data such as the position coordinates, orientation, and status of characters and items. • Environmental data such as the state of the game space's field and map, and game mechanics. • Progress data such as score, rating (an indicator of player skill and rank), game time, and mission completion status. • The streamer's (player's) user ID, nickname, character used, individual score, items owned, etc. • Voting statistics. • Trigger data for events that occur due to viewer comments and gift submissions. For example, the total amount of monster power accumulated through a certain number of comments or gifts, or the contribution to damage dealt to enemies. • Ranking information among streamers based on game progress. For example, streamer scores and viewer contributions. • Synchronization control information such as timestamps and checksums. Used to detect delays and information inconsistencies among 200 devices of multiple broadcasters.
[0050] For example, in a betting game, game progress information may include drawing data for each monster, parameters such as the characteristics of each monster, odds information, and information such as the ID of each competition and the participating users. In the game progress information, information on monsters that have been trained in advance by each user (streamer, viewer) may be associated with the user ID. Training refers to the process by which a user increases the parameters of their monsters by training them in the game. Parameters include the monster's HP (hit points), attack power, defense power, speed, techniques (skills), behavioral characteristics (behavior patterns), and fitness level. Basically, monsters with better parameters are more likely to win battles, and the odds are set lower. Parameters may also include behavioral characteristics and skills. Behavioral characteristics include, for example, characteristics such as being more likely to attack strong monsters or weak monsters. Skills include, for example, skills that increase (or restore) one's own hit points, attack power, defense power, or speed, or skills that decrease the attack power, defense power, or speed of other monsters.
[0051] The gift information database 123 stores information about support gifts for supporting streamers. As mentioned above, support gifts include free gifts purchased using free coins and paid gifts purchased using paid coins. Support gifts may also be special gifts used exclusively for betting games. Details of such special gifts will be described later.
[0052] The prediction results database 124 stores, for example, information about each user who placed a vote in the betting game, the content of each user's vote (prediction), whether each user's prediction was correct or not, and information about each user's payout.
[0053] The processing unit 130 is composed of one or more processors and RAM (Random Access Memory) used as the processor's work area. In this embodiment, the processing unit 130 functions as a game provision unit 131, a management unit 132, a coupling unit 133, a synchronization unit 134, an interaction unit 135, a ranking generation unit 136, and an aggregation unit 137 by loading the program (game live distribution program) stored in the memory unit 120 into RAM and executing it. Each of these units performs information processing using the information stored in the memory unit 120.
[0054] The game provision unit 131 provides games such as betting games (social betting games) based on the game table information described above. A betting game is a game in which users (broadcasters, viewers) make predictions about the outcome of a competition held in the game space, and if their bets meet the conditions for a correct prediction, the user is awarded a payout. In a betting game, the betting process, competition process, and payout process are carried out according to the procedures of STEP 1 to STEP 3 shown in Figure 2.
[0055] For example, in the case of a betting game, the game provider unit 131 accepts votes (bets) from the streamer and / or viewers. For example, the game provider unit 131 accepts from the streamer on the streaming screen the selection of the monster that the streamer predicts (i.e., the monster to bet on), and also accepts from the streamer on the streaming screen the selection of the amount of value to bet on that monster (i.e., the number of medals to bet).
[0056] Here, the game provider unit 131 accepts votes from the streamer and / or viewers using medals specifically for use in the betting game. In this way, the game provider unit 131 accepts votes from both the streamer and the viewers. Furthermore, the game provider unit 131 accepts votes from both the streamer and the viewers using medals that have value specifically for use in the game and cannot be exchanged for cash. The game provider unit 131 awards medals as payouts, determined according to the medals used for the vote and the odds.
[0057] The management unit 132 manages the game space based on identification information used to identify the game space played by the streamer. For example, when a streamer starts a new game session, the management unit 132 issues a new table ID, generates game table information, and stores it in the game table database 122, linked to the table ID.
[0058] Furthermore, the management unit 132 sets up a game space in which multiple streamers can participate and play together. In this case, the management unit 132 issues a table ID to identify the game space in which multiple streamers can participate, generates game table information, and stores it in the game table database 122 in association with the table ID.
[0059] Furthermore, the management unit 132 obtains the live streaming ID of the streamer's streaming channel from the streamer's terminal 200 and manages it in association with the table ID.
[0060] The coupling unit 133 performs a coupling process to associate multiple streamers with a single game space in response to requests from multiple streamers to participate in co-op play. Specifically, if multiple streamers request to participate in the game specifying the same table ID, those streamers are associated with the game space identified by that table ID.
[0061] The synchronization unit 134 synchronizes and transmits game progress information related to a single game space associated with multiple streamers to the terminals 200 of the multiple streamers. As a result, the game in the single game space progresses simultaneously on the terminals 200 of the multiple streamers.
[0062] If the synchronization unit 134 detects that an inconsistency has occurred in the state of a single game space among multiple broadcaster terminals 200, it sends synchronization data to the multiple broadcaster terminals 200 to resolve the inconsistency.
[0063] Specifically, if the terminal 200X of streamer X, which has received the game progress information, detects data corruption or delay based on the timestamp and checksum included in the game progress information, terminal 200X requests the game provision server 100 to resend the game progress information. As a result, the synchronization unit 134 detects that an inconsistency has occurred in the state of a single game space between the terminal 200X of streamer X and the terminal 200Y of streamer Y, and sends synchronization data to the terminals 200X and 200Y of streamers X and Y to resolve the inconsistency. As a result, the live commentary video with synchronized game progress is displayed on the terminals 200X, 200X1, and 200X2 of streamer X and its viewers X1 and X2, and on the terminals 200Y, 200Y1, and 200Y2 of streamer Y and its viewers Y1 and Y2.
[0064] The interaction unit 135 generates events in response to actions taken on the terminals 200 of viewers accessing the respective streaming channels of multiple streamers, and reflects these events in the game progress within a single game space.
[0065] In detail, the interaction unit 135 analyzes the text data of comments obtained by the game provision server 100 from the video distribution server 300 and determines whether the comment data contains a specific string representing voting or the sending of gifts from viewers to the streamer. If the specific string is found to be present, the interaction unit 135 triggers events in the game space, such as accepting votes or sending gifts to the streamer.
[0066] In this embodiment, the interaction unit 135 includes a comment processing unit 135a and a gift processing unit 135b.
[0067] The comment processing unit 135a processes comments posted from viewers' devices 200 during a live stream of a gameplay video, displaying them on the video and making them viewable by the streamer and other viewers. When multiple streamers are playing together, the comment processing unit 135a reflects viewer comments posted through each of the streamers' respective streaming channels into the game progress information for a single game space, thereby displaying them on the screen of the live stream of the collaborative gameplay video. This allows streamers and viewers to see the effects on the game space based on comments posted on streaming channels other than the one they are accessing. In this way, by enabling all participants, including multiple streamers playing together and viewers of each streaming channel, to post comments during a live stream of a gameplay video, a sense of unity can be enhanced within the group of all participants, and excitement about the game (for example, betting) can be fostered.
[0068] Furthermore, the comment processing unit 135a analyzes comments submitted by viewers and reflects the analysis results in the game progress information, thereby causing events corresponding to the content of the comments to occur in the game space being played by the streamer. As a result, the game can unfold in accordance with the content of the comments, allowing viewers to feel that they are participating in the game. For example, if a viewer submits a comment such as "Good luck!" to a particular monster, or if a certain number of such comments are submitted, the comment processing unit 135a may trigger an event that increases the monster's health.
[0069] When multiple streamers are playing together, the comment processing unit 135a analyzes the comments, even if they were posted by viewers of any of the streamers' channels, and reflects the results of the comment analysis in the game progress information for a single game space, thereby generating an event in that single game space. This allows multiple streamers and viewers of their respective channels to share the same game experience.
[0070] The gift processing unit 135b reflects the gift giving in the game progress information when a gift giving operation is performed on the viewer's terminal 200. The gift processing unit 135b may also accept requests from viewers for gifts (support gifts) from viewers to the streamer that are special gifts to be used exclusively for the game.
[0071] Here, viewers can send gifts using the gift button displayed on the viewing screen delivered via a dedicated app. Alternatively, viewers can also send gifts by posting comments containing specific strings of text on the viewing screen delivered via the video streaming service.
[0072] In the game live streaming system 1, for example, streamers may be rewarded based on the amount of gifts they receive. Such rewards may apply to streamers who meet certain conditions, and the reward may be calculated by multiplying the hourly rate, which is determined by the amount of gifts and total viewing time, by the streaming time. Such rewards can increase the motivation of streamers to stream. Gifts can be purchased by viewers using coins (game currency). Paid gifts, which are gifts purchased with paid coins (paid game currency), may be set to reward streamers more than free gifts, which are gifts purchased with free coins (free game currency).
[0073] A special gift may be one that grants medals to both the streamer and the viewer for use in voting. A special gift may also be one that can increase the odds in a betting game.
[0074] When multiple streamers are playing together, gifts from viewers are reflected in the shared game progress information for that game space. For example, if viewer X1 of streamer X's channel sends a gift to streamer X, streamer X receives a reward. Not only viewer X2 of the same channel, but also viewers Y1 and Y2 of streamer Y's channel will know that viewer X1 has sent a gift to streamer X. Furthermore, the reward given to streamer X may affect the game progress in the collaborative game space. This allows multiple streamers X and Y, and their respective channel viewers X1, X2, Y1, and Y2, to share the same game experience.
[0075] The ranking generation unit 136 generates ranking information among multiple streamers based on the game progress in a single game space where multiple streamers play together. Examples of rankings include the streamer's score, the total amount of value earned by streamers and viewers as dividends, and the viewer's contribution (number of comments posted or gifts given). The ranking generation unit 136 may also determine the winners and losers between streamers or between streaming channels based on the rankings. The generated ranking information is reflected in the game progress information and distributed to the streamers' terminals 200 by the synchronization unit 134.
[0076] The aggregation unit 137 aggregates the number of comments from viewers accessing each of the multiple streamers playing together in real time, for each streamer. The aggregation results are reflected in the game progress information and sent to the streamer's terminal 200 by the synchronization unit 134.
[0077] (4) Processing flow Figure 4 is a sequence diagram showing the operation of the game live streaming system 1, illustrating the process when streamers X and Y play together. Although Figure 4 only shows terminals 200X1 and 200Y1 of viewers X1 and Y1 as viewer terminals 200, it is assumed that terminals 200X2 and 200Y2 of viewers X2 and Y2 are also in a viewable state.
[0078] In step S101, the game provision server 100 sets up a game space for cooperative play. This results in the issuance of a new game ID and the generation of game table information (including game progress information) linked to the game ID.
[0079] In step S102, the broadcaster X's terminal 200X sends a request to join a game specifying a game space for co-op play. This request includes the table ID of the specific game space for co-op play and the live stream ID of the broadcaster X's streaming channel.
[0080] In step S103, the game provision server 100 (management unit 132) accepts a participation request from streamer X. In step S104, the game provision server 100 (connection unit 133) performs a connection process to associate streamer X with the game space.
[0081] In step S105, the broadcaster Y's terminal 200Y sends a request to join a game specifying a game space for co-op play. This request includes the table ID of the specific game space for co-op play and the live stream ID of the broadcaster Y's streaming channel.
[0082] In step S106, the game provision server 100 (management unit 132) accepts a participation request from streamer Y. In step S107, the game provision server 100 (connection unit 133) executes a connection process to associate streamer Y with the game space. As a result, if streamer X and streamer Y have specified the same table ID, streamer X and streamer Y will be able to play together in a single game space.
[0083] In step S108, the game provision server 100 (synchronization unit 134) starts synchronously transmitting game screens and game progress information related to a single game space to the respective terminals 200X and 200Y of broadcasters X and Y. As a result, the game starts on terminals 200X and 200Y, and the live streaming of the game begins. The game progress information may include real-time ranking information generated by the ranking generation unit 136 and real-time comment count information compiled by the aggregation unit 137.
[0084] In step S109, the broadcaster X's terminal 200X sends a live game commentary video (video data and audio data) to the distribution server 300. The live game commentary video may include not only a video of the game screen, but also audio commentary by the broadcaster X and animation data of the broadcaster X's avatar created by the terminal 200X based on images of the broadcaster X's facial expressions. Accordingly, in step S110, the distribution server 300 distributes the live commentary video (same as above) to the terminals 200X1 and 200X2 of viewers X1 and X2 who are accessing the broadcaster X's distribution channel. In step S111, the terminals 200X1 and 200X2 of viewers X1 and X2 display the live commentary video.
[0085] Similarly, in step S112, the broadcaster Y's terminal 200Y sends a live gameplay video to the distribution server 300. In response, in step S113, the distribution server 300 distributes the live gameplay video to the terminals 200Y1 and 200Y2 of viewers Y1 and Y2 who are accessing the broadcaster Y's distribution channel. In step S114, the terminals 200Y1 and 200Y2 of viewers Y1 and Y2 display the live gameplay video.
[0086] Figure 5 is a sequence diagram showing the operation of the game live streaming system 1, illustrating the processing that occurs when a comment is posted in a game space where streamers X and Y are playing together.
[0087] In step S201, when a comment is posted on terminal 200X1 of viewer X1 connected to broadcaster X's broadcast channel, terminal 200X1 sends the comment text data to video distribution server 300.
[0088] In step S202, the video distribution server 300 receives the comment text data. In the following step S203, the video distribution server 300 sends the comment text data to the distribution channel of broadcaster X. As a result, in step S204, the comments posted within the same distribution channel are displayed on the terminals 200X1 and 200X2 of viewers X1 and X2 who are accessing broadcaster X's distribution channel.
[0089] In step S205, the game provision server 100 sends an API request to the video distribution server 300. Note that API requests are sent periodically. In response, in step S206, the video distribution server 300 provides comment data to the game provision server 100.
[0090] In step S207, the game provision server 100 (comment processing unit 135a) sends the comment data provided by the video distribution server 300 to the terminal 200X of broadcaster X and the terminal 200Y of broadcaster Y. As a result, the comments are displayed on the screen of the game in progress on terminals 200X and 200Y, and the comments are reflected in the live commentary video distributed from terminals 200X and 200Y (steps S208, S209). This live commentary video is immediately distributed to the viewers' terminals 200X1, 200X2, 200Y1, and 200Y2 through the respective distribution channels of broadcasters X and Y (see steps S109 to S114 in Figure 4).
[0091] In step S210, the game provision server 100 (comment processing unit 135a) analyzes the comments provided by the video distribution server 300. Then, in step S211, the game provision server 100 (comment processing unit 135a) sends game progress information reflecting the comment analysis results to the terminals 200X and 200Y of broadcasters X and Y. As a result, events corresponding to the comments occur simultaneously in the game in progress on terminals 200X and 200Y, and the live commentary video is immediately distributed to the viewer terminals 200X1, 200X2, 200Y1, and 200Y2 through the respective distribution channels of broadcasters X and Y (see steps S109 to S114 in Figure 4).
[0092] The same process will also be executed if a comment is posted from viewer Y1's device 200Y1, which is connected to streamer Y's streaming channel.
[0093] Figure 6 is a sequence diagram showing the operation of the game live streaming system 1, illustrating the process when a gift is given in a game space where streamers X and Y are playing together.
[0094] Here, it is assumed that viewer Y1 has already purchased and possesses paid coins usable in the game. Paid coins can be purchased by accessing the game's website and paying with a credit card, electronic money, etc. Viewer Y1 possessing paid coins means that the paid coins are registered in viewer Y1's user information in the user information database 121.
[0095] In step S301, a gift-sending operation is performed on terminal 200Y1 of viewer Y1, who is connected to the broadcast channel of broadcaster Y. The gift-sending operation is an operation to send a comment containing a specific string. Specifically, viewer Y1 can send a gift to broadcaster Y by sending a comment containing a predetermined string such as "#treasure chest" or "#big treasure chest". In response to the comment sending operation, terminal 200Y1 sends text data to the video distribution server 300. In response, in step S302, the video distribution server 300 receives the text data.
[0096] In step S303, the game provision server 100 sends an API request to the video distribution server 300. Note that API requests are sent periodically. In response, in step S304, the video distribution server 300 provides the game provision server 100 with the text data received from the viewer terminal 200Y1.
[0097] In step S305, the game provision server 100 (gift processing unit 135b) analyzes the comment data provided by the video distribution server 300. Specifically, it extracts a specific string representing a gift from the comment data.
[0098] In the subsequent step S306, the game provision server 100 (gift processing unit 135b) performs gift processing. Specifically, the game provision server 100 performs, for example, the calculation of the reward amount corresponding to the gift to be given, depending on the specific string that has been extracted.
[0099] In the following step S307, the game provision server 100 (gift processing unit 135b) sends game progress information reflecting the gift corresponding to the extracted string to the terminals 200X and 200Y of broadcasters X and Y. For example, if the gift is a predetermined amount of reward for broadcaster Y, the game progress information will reflect the fact that broadcaster Y's reward has increased by a predetermined amount due to a gift from viewer Y1. As a result, the gift is reflected in the game in progress on terminals 200X and 200Y, and the live gameplay video is immediately distributed to the viewer terminals 200X1, 200X2, 200Y1, and 200Y2 through the respective broadcast channels of broadcasters X and Y (see steps S109 to S114 in Figure 4).
[0100] In step S308, the game server 100 consumes viewer Y1's paid coins as payment for the gift. That is, it performs a process to deduct the amount of paid coins corresponding to the price of the gift from viewer Y1's user information.
[0101] Figure 7 is a sequence diagram showing the operation of the game live streaming system 1, illustrating the process when a vote (bet) is made in a game space where streamers X and Y are playing together.
[0102] In step S401, a voting operation is performed on viewer X1's terminal 200X1. A voting operation is the operation of sending a comment containing a specific string. Specifically, viewer X1 can vote by sending a comment containing a predetermined string such as "#Vote for XX". In response to the comment sending operation, terminal 200X1 sends text data containing the specific string to the video distribution server 300. In response, in step S402, the video distribution server 300 receives the text data.
[0103] Similarly, in step S403, when a vote is made on viewer Y1's terminal 200Y1, terminal 200Y1 sends text data containing a specific string to the video distribution server 300 in response to the comment submission operation. In response, in step S404, the video distribution server 300 receives the text data.
[0104] In step S405, the game provision server 100 sends an API request to the video distribution server 300. Note that API requests are sent periodically. In response, in step S406, the video distribution server 300 provides the game provision server 100 with the text data received from terminals 200X1 and 200Y1.
[0105] In step S407, the game provision server 100 (game provision unit 131) analyzes the comment data provided by the video distribution server 300. Specifically, it extracts a specific string representing a vote from the comment data.
[0106] In step S408, the game provision server 100 (game provision unit 131) accepts votes corresponding to the extracted strings (see STEP 1 in Figure 2). The game provision server 100 may also directly receive voting information from terminals 200X and 200Y if voting has been performed on terminal 200X of distributor X and terminal 200Y of distributor Y.
[0107] In step S409, the game server 100 reflects the voting information on the game screen and sends it to the terminal 200X of broadcaster X and the terminal 200Y of broadcaster Y. As a result, the voting information is displayed on the screen of the game in progress on terminals 200X and 200Y, and the live commentary video containing the voting information is immediately distributed to the viewers' terminals 200X1, 200X2, 200Y1, and 200Y2 through the respective distribution channels of broadcasters X and Y (see steps S109 to S114 in Figure 4).
[0108] In step S410, the game provision server 100 (game provision unit 131) executes the competition process (see STEP 2 in Figure 2). In the following step S411, the game provision server 100 (game provision unit 131) executes the payout process according to the competition results (see STEP 3 in Figure 2).
[0109] In step S412, the game server 100 (synchronization unit 134) reflects the results of the payout processing, that is, the payouts awarded to each user (broadcaster, viewer) according to the payout multiplier, in the game progress information and sends it to the respective terminals 200X and 200Y of broadcasters X and Y. As a result, the results of the payout processing are reflected in the games in progress on terminals 200X and 200Y, and the live video is immediately distributed to the viewer terminals 200X1, 200X2, 200Y1, and 200Y2 through the respective broadcast channels of broadcasters X and Y (see steps S109 to S114 in Figure 4).
[0110] (5) Screen display example Figures 8 to 10 show examples of the display screen on the distributor's terminal 200 according to this embodiment.
[0111] Figure 8 shows an example of the SC1 table list screen for selecting a game space where cooperative play is possible. When a streamer selects, for example, a betting game as the game they want to play on terminal 200, and then selects cooperative play, the screen of terminal 200 transitions to the SC1 table list screen.
[0112] The table list screen SC1 includes multiple display areas A, each generated for each game space where betting games can be played collaboratively. Each display area A1, A2, A3, ... displays the avatar icon of the streamer currently participating in the collaborative play, the streamer's username (nickname), the maximum number of participants in the collaborative play, and information on the conditions for participating in the collaborative play. When a streamer selects (tap) a display area A corresponding to the game space they wish to play collaboratively from the table list screen SC1, the table ID corresponding to the game space is sent from terminal 200 to the game provision server 100, and the screen of terminal 200 transitions to the game screen for that game space.
[0113] Figure 9 shows an example of the voting screen (monster selection screen, betting screen) SC2, which is displayed on the streamer's terminal 200.
[0114] The voting reception screen SC2 includes a state observation area B2 for observing the state of the monsters participating in the competition (battle), an area B3 for displaying voting reference information indicating the user's accuracy, and an area (object) B4 for each monster participating in the competition (battle).
[0115] In the state observation area B2, the objects (monster objects, characters) of each monster participating in the competition (battle) are displayed. In the illustrated example, three monsters are shown, but there may be two or four or more. Here, the appearance and / or behavior of each monster object may change according to a parameter that represents its own fitness level. For example, there may be three types of parameters that represent the fitness level: "good," "poor," and "average." The fitness level of each monster may change regularly (e.g., periodically) according to a predetermined rule, or it may change irregularly (e.g., aperiodic).
[0116] Area B3, which displays voting reference information showing the accuracy of users, displays information on a predetermined number of users in order of highest accuracy within the group. For example, Area B3 displays the username (nickname) and accuracy rate for each of the users ranked 1st to 3rd in accuracy. This allows users to determine which other users they should refer to when voting (selecting monsters) based on the information displayed in Area B3.
[0117] Each monster participating in the competition (battle) has its own area (object) B4 (B4a to B4c), which displays the monster's name, odds, monster image, recent battle record (the last 3 battles in the example shown), and various parameters. For example, area B4a displays the monster name "Monster A", odds "5.1x", monster image, battle record "3rd place → 1st place → 3rd place", and various parameters "characteristics, hit points (HP), attack power, defense power". Each area B4 also has a "BET" button for the streamer to place a vote (bet).
[0118] Partially overlapping with the monster-specific area B4 (object) (on the left in the illustrated example), a voting status object B5 is displayed, showing which users voted for that monster. For example, if three users have voted for monster A, three voting status objects B5a to B5c corresponding to those three users will be displayed. Each voting status object B5 includes an avatar (icon) as identification information for the corresponding user and a numerical value indicating the number of points that user bet. This allows users to understand which users bet on which monster based on each voting status object B5, and use this as a reference when deciding which monster and how many points to bet on themselves.
[0119] The voting screen SC2 further includes a button B6 that the streamer selects (taps) to place a bet, and a button B7 that the streamer selects (taps) to start a monster battle. After confirming that each viewer has placed a bet, the streamer starts the battle by operating the battle start button B7.
[0120] The voting screen SC2 may further include an area B9 for displaying the streamer's own avatar (icon). The voting screen SC2 may also further include a ranking display button B10 for displaying the streamer's point ranking. When the ranking display button B10 is tapped, the ranking of points earned by the streamer in the betting game is displayed.
[0121] Figure 10 illustrates a state in which comments are displayed on the voting reception screen SC2. As shown in Figure 10, when a comment is posted by a viewer, a comment display window B11 for each comment is superimposed on the game screen (for example, the voting reception screen SC2) on the broadcaster's terminal 200. The comment display windows B11 are displayed only a predetermined number of times (three in the illustrated example) for a predetermined period of time. The appearance of the comment display windows B11 displayed on the broadcaster's voting reception screen SC2 may differ depending on the broadcast channel to which the viewer who posted the comment is connected. For example, on the voting reception screen SC2 displayed on broadcaster X's terminal 200X, the background color of the comment display window B11 may be changed between comments posted by viewers X1 and X2 connected to broadcaster X's broadcast channel and comments posted by viewers Y1 and Y2 on broadcaster Y's broadcast channel.
[0122] Figures 11 and 12 show examples of display screens on the viewer's terminal 200 according to this embodiment.
[0123] Figure 11 shows an example of the SC3 streaming list screen, which allows viewers to select a live streamer. When a viewer's device 200 accesses a game live streaming website, the screen on device 200 transitions to the SC3 streaming list screen.
[0124] The SC3 streaming list screen displays a list of streamers currently live-streaming betting games. The SC3 streaming list screen includes multiple display areas C, each generated for a specific streamer. Each display area C1, C2, C3, ... displays a preview of the live stream video, the streamer's avatar icon, the streamer's username (nickname), a message from the streamer, and the current number of viewers. Viewers can select (tap) the display area C corresponding to the streamer whose live stream they wish to watch from the SC3 streaming list screen, and will be taken to the viewing screen for that streamer's live stream video.
[0125] Figure 12 shows an example of the viewing screen SC4. As shown in Figure 12, the viewing screen SC4 is provided with a live video display area D10 and a comment posting area D20.
[0126] The live commentary video display area D10 includes the live commentary video D11, the comment display area D12, the participant list D13, two ranking display areas D14 and D15, the comment summary area D16, and the streamer's avatar D17. The live commentary video D11 is a video of the game currently in progress on the streamer's terminal 200 (see Figure 9).
[0127] The comment display area D12 shows comments from viewers watching the live stream. If a streamer is playing with other streamers, comments will be displayed not only from viewers accessing the streamer's channel (e.g., viewers X1, X2, ...) but also from viewers accessing the channel of the other streamer playing with them (e.g., streamer Y) (e.g., viewers Y1, Y2, ...).
[0128] The participant list D13 displays the names and icons of the characters (monsters) participating in the betting game, their behavioral characteristics, and payout multipliers.
[0129] Ranking display areas D14 and D15 show user rankings based on the total amount of value earned as dividends. Of these, ranking display area D14 shows the total ranking including streamers X and Y who are playing together and their respective viewers. Ranking display area D15 shows the ranking of users (streamers and viewers) in a specific event (for example, an event held for a set period of time).
[0130] The comment count section D16 displays the number of comments from viewers accessing each of the streamers' channels who are playing together.
[0131] Avatar D17 is an animation that changes in accordance with the voice and facial expressions of the streamer.
[0132] Additionally, the live video display area D10 may include a section D18 explaining how viewers can send gifts to the streamer.
[0133] The comment posting area D20 includes the display area D21 for the streamer's username (nickname) and icon, the comment input field D22, the comment display area D23, and the channel subscribe button D24. Viewers can post comments by typing text into the comment input field D22.
[0134] The comment display area D23 is an area where only comments posted on the streaming channel are displayed. Comments posted by viewers are displayed in the comment display area D23 within the comment posting area D20, as well as in the comment display area D12 within the live video display area D10 (see steps S201 to S208 in Figure 5).
[0135] As described above, according to this embodiment, multiple streamers are associated with a single game space, game progress information related to that single game space is transmitted synchronously to the terminals of multiple streamers, and comments and gifts entered from the terminals of viewers accessing each streaming channel are reflected in the game progress in the single game space. This makes it possible to share a single game experience with multiple streamers and the viewers of each streamer's streaming channel, fostering a sense of unity among all participants.
[0136] This allows multiple streamers to play together, involving the entire audience of each streaming channel, enhancing the appeal of game streaming and increasing the competitive aspect of the game.
[0137] Furthermore, according to this embodiment, the wins and losses and rankings between broadcasters are shared in real time through each broadcaster's broadcast channel, making it possible to create excitement for competition between broadcasters or between broadcast channels.
[0138] (6) Other embodiments The operation flows and operation examples in the embodiments described above do not necessarily have to be executed chronologically in the order shown in the flow diagram or sequence diagram. For example, the steps in the operation may be executed in a different order than that shown in the flow diagram or sequence diagram, or they may be executed in parallel. Also, some steps in the operation may be deleted, or further steps may be added to the process. Furthermore, the operation flows and operation examples in the embodiments described above may be implemented separately and independently, or two or more operation flows and operation examples may be combined and implemented. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow.
[0139] A program may be provided that causes a computer to perform the operations according to the above embodiment. The program may be recorded on a computer-readable medium. Using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, but may be a storage medium such as a CD-ROM or DVD-ROM.
[0140] As used in this disclosure, the phrases “based on” and “according to” do not mean “based solely on” or “according solely to” unless otherwise specified. The phrase “based on” means both “based solely on” and “based at least partially on.” Similarly, the phrase “according to” means both “based solely on” and “according at least partially to.” Furthermore, the terms “include,” “comprise,” and variations thereof do not mean that they include only the listed items, but may include only the listed items or may include additional items in addition to the listed items. Also, the term “or” as used in this disclosure is not intended to mean exclusive OR. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles are intended to include multiple items unless it is clearly indicated otherwise from the context.
[0141] Although the embodiments have been described in detail above with reference to the drawings, the specific configuration is not limited to those described above, and various design changes can be made without departing from the gist of the invention. [Explanation of symbols]
[0142] 1: Game live streaming system 10: Communication Network 100: Game server 110: Communications Department 120: Storage section 121: User Information Database 122: Game Table Database 123: Gift Information Database 124: Prediction Results Database 130: Processing Unit 131: Game Provision Department 132: Management Department 133:Joining part 134: Classmates 135: Interaction Section 135a: Comment Processing Section 135b: Gift Processing Section 136: Ranking Generation Unit 137: Aggregation Department 200, 200X, 200X1, 200X2, 200Y, 200Y1, 200Y2: Terminal 300: Video streaming server
Claims
1. This is a game live streaming system in which multiple streamers broadcast gameplay videos through their respective streaming channels, allowing viewers to watch them. A management unit manages the game space based on identification information used to identify the game space in which the streamer is playing, A storage unit that stores game table information associated with the identification information, which is generated for each game space played by the streamer, and includes game progress information related to that game space. A coupling unit that performs a coupling process to associate the multiple streamers with the single game space in response to requests from the multiple streamers to participate in the single game space, A synchronization unit that transmits game progress information relating to the single game space to the terminals of the multiple broadcasters in a synchronized manner, An interaction unit that receives input from the terminals of viewers accessing each of the aforementioned multiple broadcasters' broadcast channels and reflects it in the game progress information relating to the single game space, Equipped with, The interaction unit reflects the input from a viewer's terminal accessing the streaming channel of one of the multiple streamers into the game progress information relating to the single game space, thereby reflecting the effects based on said input into both the live commentary video streamed from the terminal of the one streamer and the live commentary videos streamed from the terminals of the other streamers among the multiple streamers. Game live streaming system.
2. The interaction unit displays the viewer comments in the live commentary video by reflecting viewer comments posted through each of the multiple broadcasters' respective broadcasting channels into the game progress information relating to the single game space. The game live streaming system according to claim 1.
3. The interaction unit analyzes the viewer's comments and reflects the analysis results of the comments in the game progress information relating to the single game space, thereby causing an event corresponding to the content of the comments to occur in the single game space. The game live streaming system according to claim 2.
4. The system further includes a ranking generation unit that generates ranking information among multiple streamers based on the game progress in the aforementioned single game space. The game live streaming system according to claim 1.
5. The system further includes a data aggregation unit that aggregates the number of comments posted by viewers accessing each of the aforementioned multiple broadcasters' streaming channels in real time, for each broadcaster. The game live streaming system according to claim 1.
6. When the synchronization unit detects that an inconsistency has occurred in the state of the single game space among the terminals of the multiple broadcasters, it sends synchronization data to the terminals of the multiple broadcasters to resolve the inconsistency. The game live streaming system according to claim 1.
7. A computer is needed to create a game live streaming service where multiple streamers broadcast gameplay videos through their respective streaming channels, allowing viewers to watch them. A management unit manages the game space based on identification information used to identify the game space in which the streamer is playing, A storage unit that stores game table information associated with the identification information, which is generated for each game space played by the streamer, and includes game progress information related to the game space. A coupling unit that performs a coupling process to associate the multiple streamers with the single game space in response to requests from the multiple streamers to participate in the single game space, A synchronization unit that transmits game progress information relating to the single game space to the terminals of the multiple broadcasters in a synchronized manner, An interaction unit that receives input from the terminals of viewers accessing each of the aforementioned multiple broadcasters' broadcast channels and reflects it in the game progress information relating to the single game space, To make it function as, The interaction unit reflects the input from a viewer's terminal accessing the streaming channel of one of the multiple streamers into the game progress information relating to the single game space, thereby reflecting the effects based on said input into both the live commentary video streamed from the terminal of the one streamer and the live commentary videos streamed from the terminals of the other streamers among the multiple streamers. program.