Information processing device, information processing method, and program

JP7900663B2Active Publication Date: 2026-08-05MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2022-10-18
Publication Date
2026-08-05

AI Technical Summary

Benefits of technology

【0007】 本発明の一態様によれば、ゲームの参加者を応援するユーザ同士のコミュニケーションを活性化させることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processor, an information processing method, and a program capable of activating communication among users who support participants.MEANS FOR SOLVING THE PROBLEM: An information processor includes: a reception part for receiving designation of a participant of a game supported by users; a group setting part for setting a group of users who support a common participant; and a service control part for executably controlling predetermined services for users who belong to a group.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.

Background Art

[0002] Conventionally, a system that can view game tournaments such as e-sports has been known. For example, Patent Document 1 discloses that it is possible to view a tournament in which game scores are competed, and viewers (users) can support the participants (players) in the tournament. When the supported player wins, rewards such as game items and in-game currency are given to the users.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a system such as that disclosed in Patent Document 1, if the supported players are different, there is a risk that users may oppose each other, and it may be difficult to activate cooperative communication between users even though they are viewing the same tournament.

[0005] Therefore, one object of the present invention is to activate communication between users who support game players.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention includes a reception unit that accepts the designation of game participants that a user supports, a group setting unit that sets up a group of users who support the same participant, and a service control unit that controls a user belonging to the group so that a predetermined service can be executed. [Effects of the Invention]

[0007] According to one aspect of the present invention, it is possible to revitalize communication among users who support game participants. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of an information processing system including an information processing device according to one embodiment of the present invention. [Figure 2] This figure shows an example of a participant selection screen. [Figure 3] This figure shows an example of a group chat screen. [Figure 4] This figure shows an example of a game selection screen. [Figure 5] This figure shows an example of the first notification screen. [Figure 6] This figure shows an example of the second notification screen. [Figure 7] This is an explanatory diagram of the functions of the information processing apparatus according to the first embodiment of the present invention. [Figure 8] This figure shows an example of game tournament information. [Figure 9] This figure shows an example of game information. [Figure 10] This figure shows an example of participant information. [Figure 11] This figure shows an example of user information. [Figure 12] This figure shows an example of group information. [Figure 13] This figure shows the information processing flow related to one embodiment of the present invention. [Figure 14] This is a flowchart showing the flow of communication service provision. [Figure 15] This is a flowchart showing the flow of the process for providing a specified game service. [Modes for carrying out the invention]

[0009] The information processing apparatus, information processing method, and program of the present invention will be described in detail below with reference to preferred embodiments shown in the attached drawings. The embodiments described below are merely examples provided to facilitate understanding of the present invention and do not limit it. In other words, the present invention can be modified or improved upon from the embodiments described below, without departing from its spirit. Naturally, the present invention also includes equivalents thereof.

[0010] Furthermore, the screen examples described in this specification and the drawings are merely examples, and the screen configuration and design, the content of the displayed information, and the GUI (Graphical User Interface), etc., can be freely designed and modified as appropriate according to the system design specifications and user preferences.

[0011] <About the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as the information processing system S) is a communication system that includes an information processing device (hereinafter referred to as the server 10) according to one embodiment of the present invention. The information processing system S is a computer system that handles all operations related to the implementation of the game, and provides game and other game-related services to participants (individuals or teams) who take part in the game as players, and to users who watch (view) the participants' gameplay. Specifically, it provides participants with an environment for playing the game, and provides users with an environment for watching the game.

[0012] A game is a competition in which participants compete in terms of superiority or inferiority in technology, ability, etc. according to certain rules, such as computer games or sports, and includes a competition event (game tournament) in which one or more matches are organized and held. When a plurality of matches are organized and held, the method of determining the winner or ranking may be a tournament method (knockout), a league method (round-robin), or a method combining the tournament method and the league method or a method derived therefrom, or other methods. Further, when a plurality of matches are organized and held, the game is not limited to the case of conducting a plurality of matches of one type of competition, and a plurality of different types of competitions may be combined. Also, the game may be composed of a main selection and a preliminary selection (preliminary tournament) for selecting the participants in the main selection. Usually, in a game, a reward is given to the participants according to the game results such as the final ranking, the match results of each match, or the content of the match.

[0013] In the present embodiment, as an example of a game, a tournament of e-sports (electronic sports) in which participants compete in a computer game will be described. The game genre of e-sports is not particularly limited and may be any game genre. For example, it may be a fighting game, a sports game, a shooting game, a racing game, a puzzle game, a word game, a card game, a board game, a role-playing game, or a simulation game. Also, e-sports may be an individual battle or a team battle. Further, it may be a game in which humans play against each other as players, or a game in which a human plays against a computer (for example, AI or a robot).

[0014] The e-sports of this embodiment is an online game provided using the information processing system S. Specifically, when a participant such as a professional gamer who participates in the game as a player performs a game play operation on the player terminal 11, the player terminal 11 receives game progress data distributed from the server computer of the game providing company (hereinafter referred to as server 10). On the player terminal 11, video and audio corresponding to the received data are output, and the participant advances the game while checking the output video and audio. Further, the player terminal 11 transmits data indicating the operation content of the player such as a game play operation to the server 10, and the server 10 transmits game progress data corresponding to the operation content of the participant to the player terminal 11. Such data transmission and reception between the server 10 and the player terminal 11 is repeatedly performed until the participant finishes playing the game or until the game tournament ends.

[0015] On the other hand, a user who is a spectator (viewer) of the game does not actually play the game by participating in the game tournament like a participant, but watches on the user terminal 12 a video or the like in which the state of the participant playing the game is shown. Specifically, the user terminal 12 receives game progress data distributed from the server 10. On the user terminal 12, video and audio corresponding to the received data are output, and the user watches the output video and audio. Further, the user terminal 12 transmits data indicating the operation content of the user such as a participant designation operation for designating a participant to support to the server 10, and the server 10 transmits game progress data corresponding to the operation content of the user to the user terminal 12. Such data transmission and reception between the server 10 and the user terminal 12 is repeatedly performed until the participant finishes playing the game or until the game tournament ends.

[0016] In this embodiment, users can not only simply watch the games played by participants, but also select and cheer for any participant before the start of the game tournament or each match, or during the game tournament or each match. Groups are formed for users who have the same target of cheering for the same participant. Then, predetermined services are provided to users belonging to the same group, i.e., users who select and cheer for the same participant.

[0017] Designation refers to the user selecting one or more participants to support from among multiple participants in a game tournament or match. Participant designation is performed on the participant designation screen G1 as shown in Figure 2. In this embodiment, the user If there are still playable matches remaining for reasons such as the participant (Participant 1) who was designated by User 1 still being in the running, User 1 cannot change the designation from Participant 1 to another participant.

[0018] As shown in Figure 2, the participant selection screen G1 is a screen where the user can arbitrarily select the participant to support, and displays information about the participant taking part in the game tournament or match. The participant selection screen G1 has a participant display area 41 that displays the selectable participants in an identifiable manner. The participant display area 41 displays the participant's name (or team name), profile including match results, and information about the payment required when selecting a participant. In addition, the participant display area 41 identifiablely displays participants selected by other users with whom the user has a friendship and whose relationship has been mutually acknowledged (hereinafter referred to as "friends"), and other participants not selected by friends. For example, a friend mark F is displayed for participants selected by friends. If there are multiple friends, information on how many friends have selected which participant (the "3" in the friend mark F in the figure indicates that 3 friends have selected the participant), or which of the multiple friends has selected which participant, may also be displayed.

[0019] The items that can be consumed as compensation include not only money but also items of equivalent value as described below. The amount of compensation (money) is determined depending on when the user designates the participant. For example, the amount of compensation will be set low at times when the excitement is low, such as before the start of the game tournament, immediately after the start of the tournament such as during the qualifiers or first round, before the participant has advanced in the tournament, or after the participant has already lost a match but still has matches to play. The amount of compensation will also be set low if the number of users supporting the participant is small, i.e., if the number of fans is small and the number of users belonging to the group is small. Conversely, the amount of compensation will be set high if the participant has advanced to the finals and is close to winning, or if the participant is a well-known figure with many fans and a large number of users belonging to the group.

[0020] Furthermore, when a user designates a participant to support, or after designating a participant (after joining a group), the user can also send some kind of value to the designated participant. The value that a user sends (grants) to a participant may include, for example, money, in-game currency, game media, cheering messages such as cheers or applause (including stamps), support votes, or bets on the outcome of the competition for money or other amounts. The content and amount of value may be determined by the user's choice, or it may be determined automatically or randomly regardless of the user's intention, or the content and amount of value that can be sent for each game tournament or match or for each participant may be predetermined.

[0021] The services that can be enjoyed by users belonging to the same group include, for example, the services exemplified below. (a) Communication services (b) Designated game service (c) Special services for participants (d) Dedicated video streaming service (e) Match result notification service

[0022] (a) Communication services Users belonging to a group can communicate with other users in the same group through group chats, etc. For example, the group chat screen G2 shown in Figure 3 is a screen for communication such as conversations between users belonging to the same group, or between users and participants, and has a member display area 42 and a message display area 43. The member display area 42 displays information for identifying users and participants belonging to the group. Note that the users and participants displayed here may be limited to users or participants who are online in the group chat. The message display area 43 is an area for communication by exchanging messages between users belonging to the group, or between users and participants, and displays messages such as text, emojis, stamps, images, and sounds posted by users or participants.

[0023] Please note that access to the group chat screen G2 (posting and viewing) is limited to users belonging to that group and its participants. For example, if there are multiple groups, such as Group 1 to which a user who has designated a first participant belongs, and Group 2 to which a user who has designated a second participant belongs, communication services are possible between users within Group 1 (including the first participant), and between users within Group 2 (including the second participant), but communication services are not possible between users in Group 1 and Group 2.

[0024] When a group chat is in progress and the start time of a match for a participant designated by a user in the group is approaching, and it is a predetermined time before the match starts (for example, 1 minute before), a notification banner such as a toast will appear on the message display area 43 of the group chat screen G2, informing users that the match of the participant being supported will soon begin (start notification). Similar to the first notification screen G4 (Figure 5) described later, this start notification includes a link to a place where users can watch a gameplay video of the match in which the participant is playing. Users in the group chat who receive the start notification can tap the start notification banner to leave the group chat and watch the gameplay video of the participant's match.

[0025] Furthermore, if a matchmaking event for a designated game (described later) begins during a group chat, a notification banner such as a toast will appear on the message display area 43 of the group chat screen G2, inviting users to participate in the joint play of the designated game (recruitment notification). Users in the group chat can join the matchmaking event for the invited game by tapping the recruitment notification banner or similar.

[0026] (b) Designated game service Users belonging to a group can play a designated game together. The designated game is content that users play by operating the user terminal 12 while viewing the game screen on the user terminal 12, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of the designated game is not particularly limited. It may be the same game played by participants in a game tournament, or it may be a game of a completely different genre, including games provided by different businesses or games distributed from servers other than server 10.

[0027] In this embodiment, when a user performs a game-play operation on the user terminal 12, the user terminal 12 receives game progression data for a predetermined game distributed from the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user plays the predetermined game while confirming the outputted video and audio. The user terminal 12 also transmits data indicating the user's operations to the server 10, and the server 10 transmits game progression data for the predetermined game corresponding to the user's operations.

[0028] Furthermore, in the game of this embodiment, a user may play alone, but it is also possible for multiple users to operate their respective user terminals 12 to simultaneously play a common quest or the like in so-called multiplayer (hereinafter referred to as cooperative play). Cooperative play is performed through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of the game is synchronized among the users playing cooperatively. Cooperative play may be of either type: a cooperative game in which multiple users cooperate, or a competitive game in which players compete against each other. In addition, members who play cooperatively may be limited to users belonging to the same group, or limited to friends belonging to the same group. Furthermore, cooperative play may also be possible with users belonging to other groups, for example, when a group competition is held between users belonging to Group 1 and users belonging to Group 2. Also, for example, when a match is held between Player 1 and Player 2 in a game tournament, a group competition may be held between Group 1, which supports Player 1, and Group 2, which supports Player 2. In this case, a group competition may be held before the match between the first and second players, and the results of the group competition may influence the match between the first and second players. Specifically, if the first group wins against the second group, the game parameters of the first player may be set to be more favorable to the second player.

[0029] Users can acquire and own game media as assets, and use or consume the owned game media in designated games. Game media refers to game objects that users can use to progress in a designated game, including playing the game itself. Examples include characters, items, cards, and avatars used within the designated game. Game media also includes in-game currency such as coins, medals, tickets, gold, or stones, which can be exchanged for other items or characters, or consumed to play quests, gacha (a random item distribution method), or other events that are components of the designated game. Furthermore, in-game currency includes paid in-game currency that can be obtained through payment and free in-game currency that can be obtained without payment. Users can acquire game media by purchasing it from the shop, playing or completing events such as quests, or playing gacha. Game media may also be used as payment when designating participants, or as value that a user sends to participants.

[0030] Characters include playable characters that can be controlled by the user, and sub-characters (e.g., enemy characters or support characters) that move automatically according to the game settings without user control. Each character (including enemy characters) has its own individuality, and each character has a name, attributes, appearance, and various parameters that indicate their abilities (values ​​related to level, health, attack power, or special abilities, etc.). These parameters are indicators that affect the progress of the game and include those expressed as numerical values, those expressed as ranks using letters such as "A, B, C...", and those expressed as indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and do not change regardless of the game's progress. For example, a character's parameters may increase, decrease, or be newly set depending on the number of times the character has been used, or the types and number of quests completed using that character. In the following, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.

[0031] Here, we will explain the process from the start to the end of the designated game service. First, the user who acts as the host when playing a predetermined game together (hereinafter referred to as the host) selects the predetermined game to play on the game selection screen G3, as shown in Figure 4. For example, the game selection screen G3 shown in Figure 4 has a game display area 44 in which information about the selectable games is displayed in an identifiable manner. In addition, for each game that the host can select, the game display area 44 also displays information about the game play history of users belonging to the same group (whether or not they have played the game, the number of times they have played, whether or not they have cleared the game, or the number of times they have cleared the game, etc.) in an identifiable manner.

[0032] Once the host selects a game to play, the system then matches users who will play that game together with the host. Specifically, the host recruits other users from the same group to play together, and then adds other users who respond to the recruitment (hereinafter referred to as guests) to determine the members who will play together (for example, a group consisting of one host and three guests). During the matching process, the host can select the user to recruit or the group to which the recruited user belongs, and a recruitment notification for playing the game together will be displayed on the group chat screen G2 of the user or group selected by the host. Once the members for playing together are determined, the game will begin. In addition to selecting users who are a certain distance away or users who belong to a predetermined room, the host of a multiplayer game may also select groups that support participants in a common game tournament as targets for recruiting players.

[0033] At the start of a designated game, the game parameters for the start of cooperative play are set according to the game results (match results) of the participants before matchmaking, which are commonly specified by the users belonging to the group. For example, if a participant won a match or achieved a high score in a match, special items may become available, the parameters of the playing character may be increased, or the parameters of the enemy character may be decreased, thus starting cooperative play of the designated game in a state advantageous to the user.

[0034] Furthermore, during cooperative play of a designated game, when the start time of a match for a participant designated by a user belonging to the group approaches, and it is a predetermined time before the start of the match (for example, 1 minute before), cooperative play of the designated game is interrupted, and a notification banner such as a toast is displayed on the game screen of the designated game (not shown) to inform users that the match of the participant being supported will soon begin (start notification). For example, a first notification screen G4, as shown in Figure 5, is displayed on the game play screen as a notification banner. The first notification screen G4 contains a link to a place where users can watch a gameplay video of the match in which the participant is playing. Users who are cooperatively playing the designated game and receive a start notification can switch to the participant's gameplay screen (match video) by tapping the first notification screen G4, and watch the gameplay video of the participant's match. After the participant's match ends, the screen switches back from the participant's gameplay screen to the game screen of the designated game, and cooperative play of the designated game resumes. At this time, the game parameters for when cooperative play of the designated game resumes are set according to the participant's game results (match results) during the interruption of cooperative play of the designated game. For example, if a participant wins a match or achieves a high score in a match, the cooperative play of the game will resume in a state advantageous to the user, similar to when the game first started.

[0035] (c) Special services for participants Among the users belonging to the group, users whose amount of value provided exceeds a predetermined threshold, or users whose amount of value provided ranks among the top XX users or top XX percent of the users belonging to the group, will be selected based on the amount of value they have provided to the participants. These users will be able to communicate directly with the participants, such as through direct messages, and will also be able to engage in activities such as co-playing in designated games and lending and borrowing game media with the participants.

[0036] (d) Dedicated video streaming service Users belonging to a group can watch a dedicated video (live commentary video) tailored to a specific participant, featuring positions and angles that make it easier to focus on that participant. They can also add comments, stamps, other effects, and audio to this dedicated video.

[0037] (e) Match result notification service Users belonging to a group can view information specific to a designated participant, such as match results for that participant, highlight videos, and detailed analysis of match content, including reasons for winning or losing.

[0038] For users who have not yet specified participants, the system will determine which users will be notified for each participant or group based on their past support history and other attributes, and will send a notification to these users prompting them to specify participants. For example, a second notification screen G5, as shown in Figure 6, will be displayed on the user terminal 12 as a notification banner. The second notification screen G5 contains information about participants that match the preferences of the unspecified user, or the group to which the user who will specify that participant belongs, or a link to a place where this information can be obtained. By tapping the second notification screen G5, the unspecified user can switch to the participant selection screen G1 (Figure 2) and select participants.

[0039] <Configuration of the information processing device and user terminal according to this embodiment> Next, the configuration of the information processing device and various terminals according to one embodiment of the present invention will be described. The information processing device according to this embodiment consists of a computer for game data distribution, more precisely a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer and, as shown in Figure 1, is connected to a plurality of player terminals 11 and user terminals 12 via a network 14 so as to be able to communicate with them, and together with the player terminals 11 and user terminals 12, it constructs an information processing system S. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), and intranet.

[0040] In the information processing system S of this embodiment, the game or game tournament progresses through the cooperation of the server 10, the player terminal 11, and the user terminal 12, as described above. Specifically, the server 10 performs some of the game progression processing, while the player terminal 11 and user terminal 12 perform some of the graphics processing, etc. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. Meanwhile, the player terminal 11 and user terminal 12 proceed with the game in synchronization with the server 10, using the same rules, logic, and algorithms as the program executed on the server 10. Hereafter, the term "game" includes a predetermined game unless otherwise specified.

[0041] Server 10 is an example of the "information processing device" of the present invention, and is a computer that performs various information processing related to game progression, such as generating and sending / receiving data necessary for game progression, and more specifically, is an SNS server in this embodiment. Server 10 may consist of a single computer, or it may consist of multiple computers in parallel distribution. Furthermore, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to game progression (excluding information input and display) are performed by Server 10, so the player terminal 11 and user terminal 12 only need to input information to be handed over to Server 10 and display information distributed from Server 10.

[0042] As hardware, the server 10 has a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these devices are electrically connected via a bus 25. The server 10 also has an operating system (OS) and a dedicated program for processing information related to the game installed as software. These programs correspond to the "program" of the present invention. The processor 21 operates according to the above program, allowing the server 10 to function as an information processing device of the present invention and execute a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or it may be obtained (downloaded) via a network 14 such as the Internet or an intranet.

[0043] The processor 21 may consist of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0044] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0045] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi® wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0046] Storage 24 includes flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), and CD. The storage device may consist of a Compact Disc, DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Furthermore, the storage device 24 may be built into the server 10 or attached to the server body as an external device. Additionally, the storage device 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. As a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering.

[0047] Server 10 distributes information necessary for the game's progress to each participant and user, and also collects and stores information from each participant and user. The information stored by Server 10 includes information about each participant, information about each user, information about each configured group, and information about the game. In addition, Server 10 performs various other information processing related to the game's progress.

[0048] The player terminal 11 is a client terminal operated by participants to play the game. The user terminal 12 is a client terminal operated by users to watch the game or play a designated game. The player terminal 11 and user terminal 12 can be made up of, for example, a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of inputting information, and wearable device. Although Figure 1 shows two player terminals 11 and three user terminals 12 for illustrative purposes, in reality, there will be a number of player terminals 11 and user terminals 12 corresponding to the number of participants and users.

[0049] The player terminal 11 and user terminal 12 receive game progress data from the server 10 and display the images (videos) indicated by that data on the display of the player terminal 11 or user terminal 12, or on a display device such as a TV connected to the player terminal 11 or user terminal 12, or output sound from a speaker or the like. In other words, in this embodiment, the player terminal 11 and user terminal 12 function as a display unit and an audio output unit. For example, the player terminal 11 displays a game play screen (not shown), a group chat screen G2 (Figure 3), etc. The user terminal 12 displays a game play screen (not shown), a group chat screen G2 (Figure 3), a game selection screen G3 (Figure 4), a first notification screen G4 (Figure 5), and a second notification screen G5 (Figure 6), etc.

[0050] Furthermore, the player terminal 11 and user terminal 12 receive operations performed by participants or users during gameplay and transmit information corresponding to those operations to the server 10. For example, participants perform gameplay operations on the player terminal 11 to play the game and transmit information based on those operations to the server 10. On the other hand, users perform participant selection operations to choose which participant to support from among multiple participants in the game, value provision operations to provide value to the selected participant, chat operations such as entering messages in group chat, predetermined game selection operations to choose a predetermined game to play, and predetermined gameplay operations to play a predetermined game, and transmit information based on those operations to the server 10. In addition to the operations described above, participants and users may perform any other operations necessary to enjoy the services provided by the information processing system S of this embodiment on the player terminal 11 or user terminal 12 as appropriate.

[0051] <Functions of an information processing device according to the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be explained again from a functional standpoint. As shown in Figure 7, the server 10 has a storage unit 30, an information acquisition unit 31, a display control unit 32, a group setting unit 33, a service control unit 34, a notification unit 35 (a first notification unit 36 ​​and a second notification unit 37), and a game processing unit 38. Of these, the storage unit 30 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of the hardware equipment constituting the server 10 and the program installed on the server 10. If the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from each other. Each functional unit will be explained in detail below.

[0052] (Storage part) The memory unit 30 stores information necessary for game progression and various other information necessary for playing the game. Specifically, it stores information related to the game tournament, information related to the game, information related to participants, information related to users, and information related to groups. It also stores various other types of information.

[0053] As shown in Figure 8, information regarding game tournaments (game tournament information) is linked to various pieces of information that identify each game tournament (such as an identification ID), and is stored for each tournament. For example, the game tournament information items include information such as the name (title), duration, participation requirements, prize money, game content, participants, and tournament results. The information showing the game content includes information to identify the games played in the tournament. The information showing participants includes information to identify the participants taking part in the tournament. The information showing results includes information such as the tournament winner, the winners and losers of each match, and the scores of each match (including interim results).

[0054] As shown in Figure 9, game information is stored for each game, with various pieces of information linked to an identification information (such as an identification ID) that identifies each game. For example, the game information items include the name (title), attributes such as game genre, difficulty level indicating game rank, play conditions, and information indicating the game content. Information indicating the game content includes information indicating the game rules, playing characters (P characters), enemy characters (E characters), gimmicks, clear conditions, and clear rewards. Parameters are set for each of the playing characters, enemy characters, and gimmicks.

[0055] Participant information, as shown in Figure 10, is stored for each participant, with various pieces of information linked to an identifying information (such as an identification ID or game account name) that identifies each participant. For example, participant information items include the participant's name, rank, affiliation and other attributes, owned game media, game play history, payment, and information indicating groups. Information indicating game media includes information indicating the type and number of game media owned, such as characters, items, and coins. Information indicating game play history includes information indicating past performance, such as the number of tournaments participated in, the number of matches played, tournament results, match results, and game media usage history. Information indicating payment includes information indicating the current amount of payment consumed to specify the participant. Information indicating groups includes information to identify the group associated with the participant (the group to which the user who specified the participant belongs). In addition, other information, such as personal information of the participant, such as contact information, may also be included in participant information.

[0056] User information, as shown in Figure 11, is stored for each user, with various pieces of information linked to identification information (such as an identification ID or game account name) that identifies each user. For example, user information items include the user's level, the groups they belong to, their designation history, the game media they own, their gameplay history, chat history, and information indicating friends. Information indicating groups includes information to identify the groups to which the user belongs. Information indicating designation history includes information to identify the designated participants, i.e., the participants the user supports, as well as the amount of money spent to designate the participants and the amount of value invested in the designated participants. Information indicating game media includes information to indicate the type and number of game media owned, such as characters, items, and coins. Information indicating gameplay history includes information to indicate whether or not a given game was played, the date and time of play, play time, number of plays, number of clears, and the number of times the game media was used. Information indicating chat history includes information to indicate the content of messages sent in group chats. Information indicating friends includes information to identify other users with whom the user is friends. In addition, user information may also include other information not mentioned above, such as personal information of the user, including contact information, and billing history showing the number of times and amounts of in-game purchases have been made.

[0057] Group information is stored for each group, as shown in Figure 12, with various pieces of information linked to an identification information (such as an identification ID) that identifies each group. For example, the group information items include the name (group name), associated participants, the number of users belonging to the group, and information indicating the users belonging to the group. The participant information includes information to identify the participants associated with the group, i.e., common participants designated by users belonging to the group. The user information includes information to identify the users belonging to the group.

[0058] (Information acquisition department) The information acquisition unit 31 corresponds to the reception unit of the present invention and acquires information (data) based on operations performed by participants and users on the player terminal 11 or user terminal 12 by communicating with the player terminal 11 or user terminal 12. The information acquired by the information acquisition unit 31 includes, for example, information based on game play operations, information based on participant designation operations, information based on value provision operations, information based on chat operations, information based on predetermined game selection operations, and information based on predetermined game play operations. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permissions or denials, registrations, and other input operations performed by participants or users at various points in the game.

[0059] Furthermore, when the information acquisition unit 31 accepts a participant designation operation from a user, if there are still matches available for the first participant designated by the first user, the information acquisition unit 31 will not accept a participant designation operation from the first user to change the designation to another participant other than the first participant. Also, when the information acquisition unit 31 accepts a participant designation operation from a user on the condition that a fee is consumed, the information acquisition unit 31 will consume the amount of the fee determined according to the timing of the user's designation of the participant. In other words, the information acquisition unit 31 will charge the user an amount equivalent to the fee before accepting the participant designation operation.

[0060] (Display Control Unit) The display control unit 32 controls the player terminal 11 or user terminal 12 and displays information for game progress on the screen of the player terminal 11 or user terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the group setting unit 33, service control unit 34, notification unit 35, and game processing unit 38, etc., which will be described later, and transmits the generated display data to the user terminal 12 via the network 14. For example, the display control unit 32 displays a game play screen etc. that reflects the results of information processing by the game processing unit 38 on the player terminal 11, and displays the participant selection screen G1 (Figure 2), group chat screen G2 (Figure 3), game selection screen G3 (Figure 4), first notification screen G4 (Figure 5), second notification screen G5 (Figure 6), and a game play screen (including participant game play videos) that reflects the results of information processing by the game processing unit 38 on the user terminal 12. In particular, the display control unit 32 displays the participant selection screen G1 (Figure 2) in a way that allows users to distinguish between participants designated by the user's friends and other participants. Furthermore, on the game selection screen G3 (Figure 3), for each selectable game, it displays information regarding the game play history of users belonging to the same group (such as whether they have played the game before, the number of times they have played, whether they have cleared the game or the number of times they have cleared it, etc.) in a way that allows users to distinguish between them.

[0061] (Group setting section) The group setting unit 33 sets up groups of users who support the same participant. Specifically, it associates participants (or groups pre-set for each participant) with users who have specified that participant through the participant selection operation and stores this information in the storage unit 30, thereby placing users who have specified the same participant into the same group. Alternatively, it may simply associate multiple users who have specified the same participant through the participant selection operation and store this information in the storage unit 30. When it is no longer necessary to maintain the group, such as after the game ends, the group setting unit 33 disbands the group by releasing the association between the set users.

[0062] Furthermore, the group setting unit 33 may control whether or not a user can join the group based on information about the user who wishes to join the group (such as past designation history) by specifying participants through the participant designation operation. In this case, the decision on whether or not to join may be made automatically, or the decision on whether or not to join may be made based on the permission (consent) of users belonging to the group, for example, permission from the group leader if a group leader has been set among the users, by majority vote, or permission from a certain number of users or more within the group. In addition, it may be required that a participant or a user belonging to the group introduce or invite the user in order to join the group.

[0063] (Service Control Unit) The service control unit 34 controls users belonging to a group to enable them to perform predetermined services, such as communication (communication service) including group chat, playing predetermined games (predetermined game service), distributing dedicated videos, or distributing match results. Furthermore, when it receives a value provision from a user belonging to a group to a participant, it selects a user according to the amount of value provided by that value provision operation and controls the execution of predetermined services between the selected user and the participant.

[0064] For example, the service control unit 34 transmits messages posted by users to other users in the same group based on chat information obtained from users belonging to the group, thereby facilitating communication such as conversations among users. Specifically, it creates a group chat room that is accessible only to users and participants belonging to the same group, and enables the exchange of messages within that group chat room.

[0065] Furthermore, the service control unit 34 controls the system to enable cooperative play of a predetermined game among users in the same group. Specifically, it matches users based on the predetermined game selection operation obtained from users belonging to the group, and enables the matched users to play the selected predetermined game cooperatively. At this time, the parameters for the start of cooperative play of the predetermined game are set according to the game results of the participants (participants commonly designated by users belonging to the group) before the matching for cooperative play of the predetermined game. For example, if a participant has won a match or has achieved a high score in a match, the cooperative play of the predetermined game will start in a favorable state for the user. Also, if a match of a designated participant starts during cooperative play of the predetermined game, the service control unit 34 interrupts the cooperative play of the predetermined game and switches the screen from the predetermined game's play screen to the participant's game play screen (match video). After the participant's match ends, it switches back from the participant's game play screen to the predetermined game's play screen and controls the system to enable the resumption of cooperative play of the predetermined game. At this time, the parameters for the resumption of cooperative play of the predetermined game are set according to the participant's game results during the interruption of cooperative play of the predetermined game. For example, if a participant wins a match or achieves a high score in a match, the cooperative play of the designated game will resume in a state that is advantageous to the user.

[0066] Furthermore, when the service control unit 34 receives a provision of value from a user belonging to the group to a participant, it enables direct communication such as direct messages with the participant, or enables cooperative play or lending / borrowing of game media in a predetermined game, for users whose amount of provided value exceeds a predetermined threshold, or for users whose amount of provided value ranks among the top XX people or top XX percent of users belonging to the group.

[0067] Furthermore, the service control unit 34, in cooperation with the display control unit 32, delivers a dedicated video (live commentary video) tailored to the designated participant, including positions and angles that make it easier for the designated participant to focus on the designated participant. For the dedicated video, it may be possible to enable the input of information such as comments, stamps and other effects, and audio, limited to users belonging to the same group. Additionally, the service control unit 34, in cooperation with the display control unit 32 or the notification unit 35, delivers information (including highlight videos) tailored to the designated participant, such as the match results of the designated participant.

[0068] (Notification Department) The notification unit 35 communicates with the player terminal 11 or user terminal 12 to notify participants and users of various information at appropriate times, such as notifications of the start of a match, notifications of the end of a match (including the match results), or notifications prompting participants to make their selections. As shown in Figure 7, the notification unit 35 has a first notification unit 36 ​​and a second notification unit 37.

[0069] The first notification unit 36 ​​notifies users belonging to the group of the start of a match at the start of a match for a participant designated by all users belonging to the group, or at a predetermined time before the match starts (for example, 1 minute before). Specifically, it generates notification data that includes a link to a place where the gameplay video of the match in which the participant is playing can be viewed, and transmits the generated notification data to the user terminals 12 of the users belonging to the group via the network 14. Notifications from the first notification unit 36 ​​are also sent to users who are performing a predetermined service. For example, when a user is using a communication service such as a group chat, the system notifies the user by displaying a notification banner such as a toast in the message display area 43 of the group chat screen G2 with predetermined information including a link to the participant's gameplay video, depending on the timing of the participant's match start. Furthermore, when a user is playing a predetermined game collaboratively, the system notifies the user playing the predetermined game collaboratively by temporarily interrupting the game and displaying a notification banner such as a toast on the game's play screen with predetermined information including a link to the participant's gameplay video.

[0070] The second notification unit 37 sends a notification to unspecified users who have not yet specified participants, prompting them to specify participants. Specifically, based on the attributes of the unspecified users, it determines which users to notify for each participant or group, generates notification data that includes information about the group to which the participant or the user who will specify that participant belongs, or a link to a place where that information can be obtained, and transmits the generated notification data to the user terminal 12 of the determined unspecified users via the network 14.

[0071] (Game performance) The game processing unit 38 performs information processing necessary for the game's progress and advances the game according to the various information acquired by the information acquisition unit 31. Specifically, the game processing unit 38 implements effects that correspond to the actions taken by the participant or user, such as moving game media like characters. It also changes the settings of the game media's parameters according to the game's progress. For example, in a competitive fighting game, the information acquisition unit 31 controls the movement of the character controlled by the participant or user, or makes them attack other characters, based on the information acquired by the information acquisition unit 31. If an attack by a character hits another character, the unit reduces parameters such as the health of the other character based on the attack power of the character and the defense power of the other character.

[0072] The configurations of the server 10, player terminal 11, and user terminal 12 have been described above. While the server 10, player terminal 11, and user terminal 12 generally possess various other functions, only the characteristic functions that contribute to the effectiveness of the information processing system S in this invention will be described here. Other known functions will not be illustrated or described.

[0073] <Information processing flow related to one embodiment of the present invention> Next, with reference to Figures 13 to 15, the flow of information processing performed in the information processing system S having the above configuration (hereinafter referred to as the information processing flow) will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S, which functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps changed, without departing from the spirit of the present invention.

[0074] (Information processing flow) This information processing flow is the core information processing of the present invention, including communication service provision processing and predetermined game service provision processing, and starts when a game tournament is held, and proceeds, for example, according to the flow shown in Figure 13.

[0075] As shown in Figure 13, first, the computer server 10 generates display data that shows information for specifying which participant to support among the game participants, and sends the generated display data to the user's terminal 12, thereby displaying the participant selection screen G1 (Figure 2) on the user terminal 12 (S101). Then, through communication with the user terminal 12, the server 10 obtains information based on the participant selection operation performed by the user and accepts the participant selection (S102). By associating the participant (or a group pre-set for each participant) with the user who specified that participant, the server sets up a group of users who support the common participant (S103).

[0076] Next, if server 10 determines that it should perform a communication service as a predetermined service for users belonging to the group (S104: YES), it executes the communication service provision process (S105). On the other hand, if server 10 determines that it should not perform a communication service (S104: NO), it proceeds to the next process without executing the communication service provision process. Details of the communication service provision process will be described later.

[0077] Furthermore, if server 10 determines that it should execute a predetermined game service as a predetermined service for users belonging to the group (S106: YES), it executes the predetermined game service provision process (S107). On the other hand, if server 10 determines that it should not execute the predetermined game service (S106: NO), it proceeds to the next process without executing the predetermined game service. Details of the predetermined game service provision process will be described later.

[0078] Server 10 then determines that the game has ended, either because the tournament has finished or because a participant associated with the group being supported has been eliminated and there are no remaining matches. (S108:YES), the system dissolves the configured groups by removing the associations between participants (or groups pre-configured for each participant) and users, and between users themselves (S109), and terminates the process. On the other hand, if server 10 determines that the game is not yet over, such as when a game tournament is in progress or a match involving a participant being supported is still ongoing (S108:NO), it returns to the process in S104. The above is an example of the information processing flow of the present invention.

[0079] (Communication service provision processing) Next, an example of the communication service provision process will be explained based on Figure 14. The communication service provision process is an action performed by server 10 (mainly service control unit 34), and is the process performed in step S105 of the above information processing flow. Specifically, it is a process that enables communication between users belonging to a group of users who support a common participant, as a predetermined service.

[0080] As shown in Figure 14, first, the computer server 10 creates a group chat room that allows users belonging to the same group to communicate with each other (S201), generates display data to display that group chat room, and sends the generated display data to the user terminal 12 of the user belonging to the group, thereby displaying the group chat screen G2 (Figure 3) on the user terminal 12 (S202). If a group chat room has already been created for the target group, the process in S201 is omitted.

[0081] Next, the server 10 obtains information based on the chat operations performed by the user through communication with the user terminal 12, and if it determines that it has received a message input (post) (S203:YES), it generates display data to display the message on the group chat screen G2, and sends the generated display data to the user terminal 12 of the user belonging to the group (more precisely, the user currently in the group chat room), thereby displaying the message on the user terminal 12 (S204). On the other hand, if the server 10 determines that it has not received a message input (post) (S203:NO), it proceeds to the next process without displaying the message.

[0082] Then, after obtaining information based on the predetermined game selection operation performed by the user (host) through communication with the user terminal 12, if the server 10 determines that the host has started recruiting users to play the predetermined game together, i.e., that matching for the predetermined game has begun (S205:YES), it generates notification data to display information about the predetermined game, including a recruitment notice for co-op play, on the group chat screen G2. By sending the generated notification data to the user terminal 12 of the user belonging to the group (more precisely, the user currently in the group chat room), the server 10 notifies the user terminal 12 of the predetermined game information (S206). On the other hand, if the server 10 determines that matching for the predetermined game has not begun (S205:NO), it proceeds to the next process without notifying the user of the predetermined game information.

[0083] Furthermore, when the server 10 determines that the match start time is approaching (for example, 1 minute before) just before the start of a match designated by a user belonging to the group (S207:YES), it displays predetermined information, including a link to a place where the gameplay video of the match in which the participant is playing can be viewed, on the group chat screen G2. It generates notification data to notify the user of the start of the match of the participant being supported, and sends the generated notification data to the user terminal 12 of the user belonging to the group (more precisely, the user currently in the group chat room), thereby notifying the user terminal 12 of the predetermined information (S208). Then, triggered by the user in the group chat who received the notification accessing the above link, the server 10 sends the gameplay video distribution data of the participant's match to the user terminal 12, switching from the group chat screen G2 to display the participant's gameplay video on the user terminal 12 (S209). Server 10 will display the participant's gameplay video until the participant's match is finished (S210: NO) (S209), and will terminate processing once the participant's match is finished (S210: YES). On the other hand, if Server 10 determines that the start time of the participant's match is not yet approaching (S207: NO), it will terminate processing immediately. The above is an example of the process for providing communication services.

[0084] (Processing for providing specified game services) Next, an example of a predetermined game service provision process will be described based on Figure 15. The specified game service provision process is an action performed by the server 10 (mainly the service control unit 34), and is the process performed in step S107 of the above information processing flow. Specifically, it is a process that enables users belonging to a group of users who support a common participant to play a specified game together as a specified service.

[0085] As shown in Figure 15, first, the server 10, which is a computer, generates display data that displays information for selecting a predetermined game from among the playable games, and transmits the generated display data to the user terminal 12 of a user belonging to the group, thereby displaying the game selection screen G3 (Figure 4) on the user terminal 12 (S301). Then, the server 10 obtains information based on the predetermined game selection operation performed by the user (host) through communication with the user terminal 12 and accepts the selection of the predetermined game (S302). It then performs matching by associating the host with other users (guests) belonging to the group (S303), sets game parameters according to the participants' game results (match results) before matching, and starts playing the predetermined game through communication with the user terminal 12 (S304). Note that the specific processing and processing flow during gameplay of the predetermined game are publicly known, so a detailed explanation is omitted.

[0086] Then, when the server 10 determines that the match start time is approaching (for example, 1 minute before) just before the start of a match for a participant designated by a user belonging to that group (S305:YES), it temporarily stores the state of the game parameters of the designated game at that time, interrupts the play of the designated game (S306), displays predetermined information including a link to a place where the gameplay video of the participant's match can be viewed on the play screen of the designated game (not shown), generates notification data to notify the user of the start of the match of the participant being supported, and sends the generated notification data to the user terminal 12 of the user playing the designated game, thereby displaying the first notification screen G4 (Figure 5) containing the predetermined information on the user terminal 12 (S307). Furthermore, triggered by the user playing the designated game accessing the above link, the server 10 sends distribution data for the gameplay video of the participant's match to the user terminal 12, switching from the play screen of the designated game to display the participant's gameplay video on the user terminal 12 (S308). Server 10 will display the participant's gameplay video (S308) until the participant's match is finished (S309: NO). On the other hand, if Server 10 determines that the participant's match start time is not yet approaching (S305: NO), it will continue the scheduled game.

[0087] Then, when a participant's match ends (S309:YES), Server 10, based on the game parameters at the time of the interruption that it has stored, calculates the participant's game result during the predetermined game interruption. The server sets game parameters according to the (match results) (S310), and through communication with the user terminal 12, switches the participant's gameplay video displayed on the user terminal 12 from the gameplay screen of the designated game, and resumes playing the designated game based on the newly set game parameters (S311). Then, if the server 10 determines that the designated game has ended, either because the user has cleared the game or has a game over (S311), it terminates processing. On the other hand, if the server 10 determines that the designated game has not yet ended (S311:NO), it continues the designated game. The above is an example of the process for providing a prescribed game service.

[0088] <Other Embodiments> To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments; other embodiments are also conceivable.

[0089] In the above embodiment, the server 10 functions as the information processing device of the present invention, but the invention is not limited to this, and some of the functions of the server 10 may be provided on the user terminal 12. For example, some or all of the functions of the group setting unit 33, the service control unit 34, the notification unit 35, or the game processing unit 38 may be provided on the player terminal 11 or the user terminal 12.

[0090] In the above embodiment, participant information, user information, and group information are stored on the server 10. However, a separate database server (not shown) may be provided to store the information collectively, or the information may be stored on the user terminal 12.

[0091] In the above embodiment, users can, in principle, enjoy all functions free of charge, but some functions are limited and can be used by paying a predetermined usage fee. In addition, various other conditions may be set for paying users who pay a predetermined usage fee to give them an advantage when watching games or playing certain games. For example, paying users may be able to obtain game media that is difficult to obtain depending on the amount they pay. This usage fee may be based on a pay-per-use system, or it may be a subscription that is effective for a certain period (e.g., one month or one year) for the user after a one-time payment.

[0092] <Summary> The main features of the information processing apparatus, information processing method, and program according to the embodiment described above are as follows.

[0093] [1] The information processing device according to this embodiment includes a reception unit that accepts the designation of game participants that a user supports, a group setting unit that sets up a group of users who support the same participant, and a service control unit that controls the users belonging to the group so that they can perform predetermined services. According to the information processing device described above, users who support the same participant can belong to the same group and enjoy designated services, allowing them to spend meaningful time together. Therefore, it is possible to activate cooperative communication among users who support the same participant in the game.

[0094] [2] In the above-mentioned information processing device, the service control unit controls the execution of a predetermined service that enables communication among users belonging to the group. This allows users belonging to the same group to exchange information within the group through communication methods such as chat. Therefore, it can further stimulate collaborative communication among users who support the game participants.

[0095] [3] In the above-mentioned information processing device, if there are still matches available for the first participant who was designated by the first user to play among the multiple participants taking part in the game, the reception unit will not accept a change of designation from the first participant to another participant among the multiple participants from the first participant. This means that the first user cannot move to another group until the first participant is eliminated, allowing the first user, who is supporting the first participant, to freely exchange information within their group, including strategies and other details they would not want to leak to outsiders. Therefore, it can further stimulate cooperative communication among users who are supporting the game participants.

[0096] [4] In the above-described information processing device, the reception unit allows the user to specify participants on the condition that they pay a fee, and the fee is determined according to when the user specifies the participants. This means that the cost required to join a group varies depending on when participants are designated. For example, if the group still has few members and lacks excitement, users can be encouraged to designate themselves when the cost is lower. This can further stimulate collaborative communication among users who support the game's participants.

[0097] [5] The above-mentioned information processing device further includes a display control unit that, on a designation screen for a user to specify a participant, displays in a way that allows identification of the participant specified by a predetermined relationship user who has a predetermined relationship with the user, and other participants. This allows users to recognize participants designated by designated users with whom they have a predetermined relationship, i.e., the groups to which these designated users belong, and to use this information as a reference when designating participants. Therefore, it can further stimulate collaborative communication among users who support the game participants.

[0098] [6] In the above-described information processing device, the service control unit provides a predetermined notification in the message display area for exchanging messages among users belonging to a group, in accordance with the timing of the start of a match for a participant in a game corresponding to the group. This allows users exchanging messages within a group to communicate with each other without missing the start time of a designated participant's match, and to communicate safely even during breaks in the match. Therefore, it can further revitalize collaborative communication among users supporting the game participants.

[0099] [7] In the above-mentioned information processing device, the service control unit enables users belonging to the same group to play a predetermined game together. This allows users belonging to the same group to play designated games together and enjoy themselves, and to spend their time meaningfully between matches. Therefore, it can further stimulate collaborative communication among users who support the game participants.

[0100] [8] In the above-described information processing device, the service control unit receives a selection of a predetermined game from a user belonging to a group on the game selection screen, and the game selection screen displays information based on the game play history information of users belonging to the group for each selectable game. This allows users to see the gameplay history of other users in the same group, which can be used as a reference when selecting games to play together. Therefore, it can further stimulate collaborative communication among users who support each other in a game.

[0101] [9] The above-mentioned information processing device further includes a first notification unit that notifies the user playing the predetermined game of predetermined information when a match of a participant designated by the user playing the predetermined game begins. This allows users playing a designated game collaboratively to enjoy the game without missing the start of a designated participant's match, even during breaks between matches. Therefore, it can further stimulate collaborative communication among users supporting game participants.

[0102]

[10] In the above-described information processing device, the service control unit interrupts the cooperative play of a predetermined game when displaying a video of a designated participant's game during cooperative play of a predetermined game, and controls the system to allow the cooperative play of the predetermined game to resume after the designated participant's match has finished. This allows users playing a designated game collaboratively to enjoy the game without missing the start of a designated participant's match, i.e., the timing of the game's video stream, even in between matches. Therefore, it can further stimulate collaborative communication among users supporting the game participants.

[0103]

[11] In the above-described information processing device, the service control unit sets the game parameters for the cooperative play of a predetermined game according to the game results of the participants before the matching for the cooperative play of the predetermined game. This allows users playing cooperatively to enjoy the game more, as the conditions set at the start of the game will differ depending on the game results of the designated participant. Therefore, it can further stimulate collaborative communication among users who are supporting the game participants.

[0104]

[12] In the above-mentioned information processing device, the service control unit sets the game parameters for resuming cooperative play of a predetermined game according to the participants' game results. This allows users playing together to choose a participant whose game results will determine the conditions for resuming the game. This encourages more enthusiastic support for the participant during the interruption, and further enhances the enjoyment of the game after it resumes. As a result, it can further stimulate collaborative communication among users supporting the game participants.

[0105]

[13] In the above-described information processing device, the service control unit enables users belonging to a group supporting a designated participant to provide value to that participant, and the service control unit enables the execution of predetermined services between the participant and a user selected from among the users belonging to the group according to the amount of value provided to the participant. This motivates users to provide value to participants, increases opportunities for participants to acquire more value, and stimulates not only collaborative communication among users who support the game participants, but also communication between users and participants.

[0106]

[14] The above information processing device further includes a second notification unit that notifies unspecified users who have not specified any participants to prompt them to specify participants, and the second notification unit determines the users to be notified based on the attributes of the unspecified users. This will increase the opportunities for unspecified users to belong to groups that match their preferences, further stimulating collaborative communication among users who support game participants.

[0107]

[15] The information processing method according to this embodiment involves a computer receiving a designation of a game participant that a user supports, setting up a group of users who support the same participant, and controlling the users belonging to the group to be able to perform predetermined services. According to the information processing method described above, users who support the same participant can belong to the same group and enjoy designated services, allowing them to spend meaningful time together. Therefore, it is possible to activate cooperative communication among users who support the same participant in the game.

[0108]

[16] The program according to this embodiment causes the computer to accept the designation of a game participant that a user supports, to set up a group of users who support the same participant, and to control the user belonging to the group so that a predetermined service can be executed. According to the program described above, users who support the same participant can belong to the same group and enjoy designated services, allowing them to spend meaningful time together. Therefore, it can revitalize collaborative communication among users who support the same participant in the game. [Explanation of Symbols]

[0109] 10 Server 11 Player terminal 12 User terminal 14 Network 21 Processor 22 Memory 23 Communication interface 24 Storage 25 Bus 30 Storage unit 31 Information acquisition unit 32 Display control unit 33 Group setting unit 34 Service control unit 35 Notification unit 36 ​​First notification unit 37 Second notification unit 38 Game processing unit 41 Participant display area 42 Member display area 43 Message display area 44 Game display area G1 Participant selection screen G2 Group chat screen G3 Game selection screen G4 First notification screen G5 Second notification screen S Information processing system

Claims

1. It has a processor, and the processor is A participant selection screen is displayed for users to specify which game player they want to support. The participant selection screen has a participant display area that shows information about game players that the user can support for each game player, and the participant display area for game players designated by designated related users who have a predetermined relationship with the user displays at least one of the following: the number of designated related users or information that can identify the designated designated related users. On the participant selection screen, the user's operation to select a game player is accepted. Based on the aforementioned game player designation operation, a group of users who have designated a common target game player for support is set up. The system controls the execution of predetermined services for users belonging to the group, and these predetermined services include message exchange in a group chat room accessible only to users belonging to the same group, and cooperative play of a predetermined game among users belonging to the same group. Information processing device.

2. The processor displays a participant selection screen for the user to specify which game player to support, and the participant selection screen has a participant display area that shows information about each game player that the user can support. The processor causes the participant display area of ​​a game player designated by a predetermined relationship user who has a predetermined relationship with the user to display at least one of the number of predetermined relationship users or information that can identify the designated predetermined relationship user. The processor receives a game player selection operation from the user on the participant selection screen, The processor sets up a group of users who have specified a common target game player based on the game player designation operation, The processor controls the execution of predetermined services for users belonging to the group, and these predetermined services include message exchange in a group chat room accessible only to users belonging to the same group, and cooperative play of a predetermined game among users belonging to the same group. Information processing methods.

3. In the processor, A participant selection screen is displayed for users to specify which game player they want to support. The participant selection screen has a participant display area that shows information about game players that the user can support for each game player, and the participant display area for game players designated by designated related users who have a predetermined relationship with the user displays at least one of the following: the number of designated related users or information that can identify the designated designated related users. On the participant selection screen, the user's operation to select a game player is accepted. Based on the aforementioned game player designation operation, a group of users who have designated a common target game player for support will be set up. The system controls the execution of predetermined services for users belonging to the group, and these predetermined services include message exchange in a group chat room accessible only to users belonging to the same group, and cooperative play of a predetermined game among users belonging to the same group. A program that executes a process.

4. The system includes a server and user terminals, and the server is: A participant selection screen is displayed on the user's terminal, allowing the user to specify which game player they want to support. The participant selection screen has a participant display area that shows information about game players that the user can support for each game player, and the participant display area for game players designated by designated related users who have a predetermined relationship with the user displays at least one of the following: the number of designated related users or information that can identify the designated designated related users. On the participant selection screen of the user terminal, the user's operation to select a game player is accepted. Based on the aforementioned game player designation operation, a group of users who have designated a common target game player for support is set up. The system controls the execution of predetermined services for users belonging to the group, and these predetermined services include message exchange in a group chat room accessible only to users belonging to the same group, and cooperative play of a predetermined game among users belonging to the same group. Information processing system.