WO2022137377A1 - Information processing method, computer-readable medium, computer system, and information processing device - Google Patents

Information processing method, computer-readable medium, computer system, and information processing device Download PDF

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Publication number
WO2022137377A1
WO2022137377A1 PCT/JP2020/048108 JP2020048108W WO2022137377A1 WO 2022137377 A1 WO2022137377 A1 WO 2022137377A1 JP 2020048108 W JP2020048108 W JP 2020048108W WO 2022137377 A1 WO2022137377 A1 WO 2022137377A1
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WIPO (PCT)
Prior art keywords
user
game
data
image
screen
Prior art date
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PCT/JP2020/048108
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French (fr)
Japanese (ja)
Inventor
功淳 馬場
Original Assignee
株式会社コロプラ
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Publication date
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Priority to JP2022570846A priority Critical patent/JPWO2022137377A1/ja
Priority to PCT/JP2020/048108 priority patent/WO2022137377A1/en
Publication of WO2022137377A1 publication Critical patent/WO2022137377A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress

Definitions

  • This disclosure relates to information processing methods, computer-readable media, computer systems, and information processing devices.
  • Non-Patent Document 1 discloses a technique for involving a viewer in live distribution by a character.
  • the conventional technology has room to encourage viewers to continue to participate in the content.
  • One aspect of this disclosure is intended to encourage users to continue to be involved in the content.
  • One aspect of the present disclosure is an information processing method executed by a computer used by a first user, which appears in a game in which a plurality of users including the first user participate based on the first data received from the outside.
  • the first step is to operate the character to be performed, and the first data is data for causing the character to speak at least a voice, and is one or more arbitrary computers including the computer among a plurality of computers used by a plurality of users.
  • the data is transmitted from the outside to the computer of the above, and the content of the utterance is different for each destination computer.
  • the first data is stored in the computer, and the first step is after the execution of the game or the execution of the game.
  • the data commonly used among multiple computers, the steps, and the second data, which is received again from the outside in response to a request to watch the executed game after the end of the game, and stored.
  • the first step and the third step include, when the character is not operated based on the second data, the first step and the third step include the third step of operating the character again based on the first data. It is an information processing method that operates a computer.
  • Another aspect of the present disclosure is a computer-readable medium that stores a computer-executable instruction, which causes the computer to execute the above-mentioned information processing method when the computer-executable instruction is executed. ..
  • Another aspect of the present disclosure is an information processing apparatus comprising a memory for storing a program including each of the above steps, and a processor for controlling the operation of the information processing apparatus by executing the program. It is an information processing device.
  • the system according to the present disclosure is a system for providing a game to a plurality of users.
  • the system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description is not repeated.
  • FIG. 1 is a diagram showing an outline of the system 1 according to the present embodiment.
  • the system 1 includes a plurality of user terminals 100 (computers), a server 200, a game play terminal 300 (external device, a second external device), and a distribution terminal 400 (external, first external device).
  • FIG. 1 describes user terminals 100A to 100C, in other words, three user terminals 100 as an example of a plurality of user terminals 100, but the number of user terminals 100 is not limited to the illustrated example. .. Further, in the present embodiment, when it is not necessary to distinguish the user terminals 100A to C, it is described as "user terminal 100".
  • the user terminal 100, the game play terminal 300, and the distribution terminal 400 are connected to the server 200 via the network 2.
  • the network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
  • the game As an example of the game provided by the system 1 (hereinafter referred to as the game), a game mainly played by the user of the game play terminal 300 will be described.
  • the user of the game play terminal 300 is referred to as a "player".
  • the player advances the game by operating the characters appearing in the game.
  • the user of the user terminal 100 plays a role of supporting the progress of the game by the player. Details of this game will be described later.
  • the game provided by the system 1 may be a game in which a plurality of users participate, and is not limited to this example.
  • Gameplay terminal 300 The game play terminal 300 advances the game in response to an input operation by the player. Further, the game play terminal 300 sequentially distributes information generated by the player's game play (hereinafter, game progress information) to the server 200 in real time.
  • game progress information information generated by the player's game play
  • the server 200 transmits the game progress information (second data) received in real time from the game play terminal 300 to the user terminal 100. Further, the server 200 mediates the transmission / reception of various information between the user terminal 100, the game play terminal 300, and the distribution terminal 400.
  • the distribution terminal 400 generates operation instruction data (first data) in response to an input operation by the user of the distribution terminal 400, and distributes the operation instruction data to the user terminal 100 via the server 200.
  • the operation instruction data is data for playing a moving image on the user terminal 100, and specifically, is data for operating a character appearing in the moving image.
  • the game play terminal 300 and the distribution terminal 400 are separate devices.
  • the game play terminal 300 and the distribution terminal 400 may be an integrated device.
  • the user of the distribution terminal 400 is a player of this game.
  • the moving image played on the user terminal 100 based on the operation instruction data is a moving image in which the character operated by the player in the game operates. "Movement" is to move at least a part of the character's body, including utterances. Therefore, the motion instruction data according to the present embodiment includes, for example, voice data for causing the character to speak and motion data for moving the character's body.
  • the operation instruction data is transmitted to the user terminal 100 after the end of this game.
  • the details of the operation instruction data and the moving image played based on the operation instruction data will be described later.
  • the user terminal 100 receives game progress information in real time, and uses the information to generate and display a game screen. In other words, the user terminal 100 reproduces the game screen of the game being played by the player by real-time rendering. As a result, the user of the user terminal 100 can visually recognize the same game screen as the game screen that the player is visually recognizing while playing the game at substantially the same timing as the player.
  • the user terminal 100 generates information for supporting the progress of the game by the player in response to the input operation by the user, and transmits the information to the game play terminal 300 via the server 200. Details of the information will be described later.
  • the user terminal 100 receives the operation instruction data from the distribution terminal 400, and generates and reproduces a moving image (video) using the operation instruction data. In other words, the user terminal 100 renders and reproduces the operation instruction data.
  • FIG. 2 is a diagram showing a hardware configuration of the user terminal 100.
  • FIG. 3 is a diagram showing a hardware configuration of the server 200.
  • FIG. 4 is a diagram showing a hardware configuration of the game play terminal 300.
  • FIG. 5 is a diagram showing a hardware configuration of the distribution terminal 400.
  • the user terminal 100 is not limited to the smartphone.
  • the user terminal 100 may be realized as a feature phone, a tablet computer, a laptop computer (so-called notebook computer), a desktop computer, or the like.
  • the user terminal 100 may be a game device suitable for game play.
  • the user terminal 100 measures the processor 10, the memory 11, the storage 12, the communication interface (IF) 13, the input / output IF 14, the touch screen 15 (display unit), the camera 17, and the like.
  • a distance sensor 18 is provided. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus.
  • the user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
  • the user terminal 100 may be configured to be communicable with one or more controllers 1020.
  • the controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark).
  • the controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100.
  • the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
  • the controller 1020 may have the camera 17 and the distance measuring sensor 18.
  • the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game.
  • the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
  • each user terminal 100 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with.
  • each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • the user terminal 100 When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the
  • the user terminal 100 may communicate with the server 200.
  • information indicating a play result such as a result or a win or loss in a certain game may be associated with user identification information and transmitted to the server 200.
  • the controller 1020 may be configured to be detachable from the user terminal 100.
  • a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100.
  • the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded on the storage medium 1030.
  • the program recorded on the storage medium 1030 is, for example, a game program.
  • the user terminal 100 may store the game program acquired by communicating with an external device such as the server 200 in the memory 11 of the user terminal 100, or may store the game program acquired by reading from the storage medium 1030 in the memory 11. You may memorize it in.
  • the user terminal 100 includes a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18 as an example of a mechanism for inputting information to the user terminal 100.
  • a communication IF 13 an input / output IF 14
  • a touch screen 15 a camera 17, and a distance measuring sensor 18
  • an input mechanism can be regarded as an operation part configured to accept a user's input operation.
  • the operation unit when the operation unit is configured by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and performs an input operation from the detection result of the object. Identify.
  • a user's hand as an object 1010, a marker having a predetermined shape, or the like is detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as a detection result.
  • the user terminal 100 inputs a gesture (a series of movements of the user's hand) detected based on the captured image. Specify and accept as.
  • the captured image may be a still image or a moving image.
  • the user terminal 100 identifies and accepts the user's operation performed on the input unit 151 of the touch screen 15 as the user's input operation.
  • the operation unit is configured by the communication IF 13
  • the user terminal 100 identifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as an input operation of the user.
  • a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF14 is specified as an input operation of the user and received.
  • the server 200 may be a general-purpose computer such as a workstation or a personal computer.
  • the server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These configurations of the server 200 are electrically connected to each other by a communication bus.
  • Gameplay terminal 300 may be a general-purpose computer such as a personal computer.
  • the game play terminal 300 includes a processor 30, a memory 31, a storage 32, a communication IF 33, and an input / output IF 34. These configurations of the gameplay terminal 300 are electrically connected to each other by a communication bus.
  • the game play terminal 300 is included in the HMD (Head Mounted Display) set 1000 as an example. That is, it can be expressed that the HMD set 1000 is included in the system 1, and the player can also express that the game is played using the HMD set 1000.
  • the device for the player to play the game is not limited to the HMD set 1000.
  • the device may be any device that allows the player to experience the game virtually.
  • the device may be realized as a smartphone, a feature phone, a tablet computer, a laptop computer (so-called laptop computer), a desktop computer, or the like.
  • the device may be a game device suitable for game play.
  • the HMD set 1000 includes a game play terminal 300, an HMD 500, an HMD sensor 510, a motion sensor 520, a display 530, and a controller 540.
  • the HMD 500 includes a monitor 51, a gaze sensor 52, a first camera 53, a second camera 54, a microphone 55, and a speaker 56.
  • the controller 540 may include a motion sensor 520.
  • the HMD 500 is mounted on the player's head and may provide the player with a virtual space during operation. More specifically, the HMD 500 displays an image for the right eye and an image for the left eye on the monitor 51, respectively. When each eye of the player visually recognizes the respective image, the player can recognize the image as a three-dimensional image based on the parallax of both eyes.
  • the HMD 500 may include either a so-called head-mounted display provided with a monitor and a head-mounted device to which a terminal having a monitor such as a smartphone can be attached.
  • the monitor 51 is realized as, for example, a non-transparent display device.
  • the monitor 51 is arranged on the main body of the HMD 500 so as to be located in front of both eyes of the player. Therefore, the player can immerse himself in the virtual space when he / she visually recognizes the three-dimensional image displayed on the monitor 51.
  • the virtual space includes, for example, a background, a player-operable object, and a player-selectable menu image.
  • the monitor 51 can be realized as a liquid crystal monitor or an organic EL (Electro Luminescence) monitor included in a so-called smartphone or other information display terminal.
  • the monitor 51 can be realized as a transmissive display device.
  • the HMD 500 may be an open type such as a glasses type, not a closed type that covers the player's eyes as shown in FIG.
  • the transmissive monitor 51 may be temporarily configured as a non-transparent display device by adjusting its transmittance.
  • the monitor 51 may include a configuration that simultaneously displays a part of the image constituting the virtual space and the real space.
  • the monitor 51 may display an image of the real space taken by the camera mounted on the HMD 500, or may make the real space visible by setting a part of the transmittance to be high.
  • the monitor 51 may include a sub monitor for displaying an image for the right eye and a sub monitor for displaying an image for the left eye.
  • the monitor 51 may be configured to display the image for the right eye and the image for the left eye as a unit.
  • the monitor 51 includes a high-speed shutter. The high-speed shutter operates so that the image for the right eye and the image for the left eye can be alternately displayed so that the image is recognized by only one of the eyes.
  • the HMD 500 includes a plurality of light sources (not shown). Each light source is realized by, for example, an LED (Light Emitting Diode) that emits infrared rays.
  • the HMD sensor 510 has a position tracking function for detecting the movement of the HMD 500. More specifically, the HMD sensor 510 reads a plurality of infrared rays emitted by the HMD 500 and detects the position and inclination of the HMD 500 in the real space.
  • the HMD sensor 510 may be realized by a camera.
  • the HMD sensor 510 can detect the position and tilt of the HMD 500 by executing the image analysis process using the image information of the HMD 500 output from the camera.
  • the HMD 500 may include a sensor (not shown) as a position detector in place of the HMD sensor 510 or in addition to the HMD sensor 510.
  • the HMD 500 can use the sensor to detect the position and tilt of the HMD 500 itself.
  • the sensor is an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor
  • the HMD 500 may use any of these sensors instead of the HMD sensor 510 to detect its position and tilt.
  • the angular velocity sensor detects the angular velocity around the three axes of the HMD 500 in real space over time.
  • the HMD 500 calculates the temporal change of the angle around the three axes of the HMD 500 based on each angular velocity, and further calculates the inclination of the HMD 500 based on the temporal change of the angle.
  • the gaze sensor 52 detects the direction in which the line of sight of the player's right eye and left eye is directed. That is, the gaze sensor 52 detects the line of sight of the player. Detection of the direction of the line of sight is realized, for example, by a known eye tracking function.
  • the gaze sensor 52 is realized by a sensor having the eye tracking function.
  • the gaze sensor 52 preferably includes a sensor for the right eye and a sensor for the left eye.
  • the gaze sensor 52 may be, for example, a sensor that detects the angle of rotation of each eyeball by irradiating the player's right eye and left eye with infrared light and receiving the reflected light from the cornea and the iris with respect to the irradiation light.
  • the gaze sensor 52 can detect the line of sight of the player based on each detected rotation angle.
  • the first camera 53 photographs the lower part of the player's face. More specifically, the first camera 53 photographs the nose, mouth, and the like of the player.
  • the second camera 54 photographs the eyes and eyebrows of the player.
  • the housing on the player side of the HMD 500 is defined as the inside of the HMD 500, and the housing on the opposite side of the player of the HMD 500 is defined as the outside of the HMD 500.
  • the first camera 53 may be located outside the HMD 500 and the second camera 54 may be located inside the HMD 500.
  • the images generated by the first camera 53 and the second camera 54 are input to the game play terminal 300.
  • the first camera 53 and the second camera 54 may be realized as one camera, and the player's face may be photographed by this one camera.
  • the microphone 55 converts the player's utterance into an audio signal (electrical signal) and outputs it to the game play terminal 300.
  • the speaker 56 converts the voice signal into voice and outputs it to the player.
  • the HMD 500 may include earphones instead of the speaker 56.
  • the controller 540 is connected to the game play terminal 300 by wire or wirelessly.
  • the controller 540 receives an input of a command from the player to the game play terminal 300.
  • the controller 540 is configured to be grippable by the player.
  • the controller 540 is configured to be wearable on a player's body or a portion of clothing.
  • the controller 540 may be configured to output at least one of vibration, sound, and light based on the signal transmitted from the gameplay terminal 300.
  • the controller 540 receives from the player an operation for controlling the position and movement of an object arranged in the virtual space.
  • the controller 540 includes a plurality of light sources. Each light source is realized, for example, by an LED that emits infrared rays.
  • the HMD sensor 510 has a position tracking function. In this case, the HMD sensor 510 reads a plurality of infrared rays emitted by the controller 540 and detects the position and tilt of the controller 540 in the real space.
  • the HMD sensor 510 may be implemented by a camera. In this case, the HMD sensor 510 can detect the position and tilt of the controller 540 by executing the image analysis process using the image information of the controller 540 output from the camera.
  • the motion sensor 520 is attached to the player's hand at a certain stage and detects the movement of the player's hand. For example, the motion sensor 520 detects the rotation speed, the number of rotations, and the like of the hand. The detected signal is sent to the game play terminal 300.
  • the motion sensor 520 is provided in the controller 540, for example.
  • the motion sensor 520 is provided, for example, in a controller 540 configured to be grippable by the player.
  • the controller 540 is attached to something that does not easily fly by being attached to the player's hand, such as a glove type.
  • a sensor not attached to the player may detect the movement of the player's hand.
  • the signal of the camera that shoots the player may be input to the game play terminal 300 as a signal indicating the operation of the player.
  • the motion sensor 520 and the game play terminal 300 are wirelessly connected to each other.
  • the communication mode is not particularly limited, and for example, Bluetooth or other known communication method is used.
  • the display 530 displays an image similar to the image displayed on the monitor 51. As a result, users other than the player wearing the HMD 500 can view the same image as the player.
  • the image displayed on the display 530 does not have to be a three-dimensional image, and may be an image for the right eye or an image for the left eye. Examples of the display 530 include a liquid crystal display and an organic EL monitor.
  • the game play terminal 300 operates a character to be operated by the player based on various information acquired from each part of the HMD 500, the controller 540, and the motion sensor 520, and advances the game.
  • the "movement" here includes moving each part of the body, changing posture, changing facial expressions, moving, uttering, touching and moving objects placed in virtual space, and characters. This includes using weapons, tools, etc. to grasp. That is, in this game, when the player moves each part of the body, the character also moves each part of the body in the same manner as the player. Further, in this game, the character speaks the content spoken by the player. In other words, in this game, the character is an avatar object that behaves as a player's alter ego. As an example, at least part of the character's actions may be performed by input to the controller 540 by the player.
  • the motion sensor 520 is attached to, for example, both hands of the player, both feet of the player, the waist of the player, and the head of the player.
  • the motion sensors 520 attached to both hands of the player may be provided in the controller 540.
  • the motion sensor 520 attached to the head of the player may be provided in the HMD 500.
  • the motion sensor 520 may also be attached to the user's elbows and knees. By increasing the number of motion sensors 520 attached to the player, the movement of the player can be more accurately reflected in the character.
  • the player may wear a suit to which one or more motion sensors 520 are attached instead of attaching the motion sensor 520 to each part of the body. That is, the method of motion capture is not limited to the example using the motion sensor 520.
  • the distribution terminal 400 may be a mobile terminal such as a smartphone, a PDA (Personal Digital Assistant), or a tablet computer. Further, the distribution terminal 400 may be a so-called stationary terminal such as a desktop personal computer.
  • the distribution terminal 400 includes a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, and a touch screen 45.
  • the distribution terminal 400 may include an input / output IF 44 to which a display (display unit) configured separately from the distribution terminal 400 main body can be connected in place of or in addition to the touch screen 45.
  • Controller 1021 may have one or more physical input mechanisms such as buttons, levers, sticks, and wheels.
  • the controller 1021 transmits an output value based on an input operation input to the input mechanism by the operator of the distribution terminal 400 (player in the present embodiment) to the distribution terminal 400.
  • the controller 1021 may have various sensors such as an acceleration sensor and an angular velocity sensor, and may transmit the output values of the various sensors to the distribution terminal 400. The above output value is accepted by the distribution terminal 400 via the communication IF43.
  • the distribution terminal 400 may include a camera and a distance measuring sensor (both not shown).
  • the controller 1021 may have a camera and a distance measuring sensor.
  • the distribution terminal 400 includes a communication IF43, an input / output IF44, and a touch screen 45 as an example of a mechanism for inputting information to the distribution terminal 400.
  • a communication IF43 an input / output IF44
  • a touch screen 45 an example of a mechanism for inputting information to the distribution terminal 400.
  • Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
  • the distribution terminal 400 identifies and accepts the user's operation performed on the input unit 451 of the touch screen 45 as the user's input operation.
  • the distribution terminal 400 identifies and accepts a signal (for example, an output value) transmitted from the controller 1021 as an input operation of the user.
  • the distribution terminal 400 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF44 as a user's input operation.
  • the processors 10, 20, 30, and 40 control the overall operation of the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively.
  • Processors 10, 20, 30, and 40 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
  • Processors 10, 20, 30, and 40 read programs from storages 12, 22, 32, and 42, which will be described later, respectively. Then, the processors 10, 20, 30, and 40 expand the read programs into the memories 11, 21, 31, and 41, which will be described later, respectively.
  • Processors 10, 20, and 30 execute the expanded program.
  • the memories 11, 21, 31, and 41 are the main storage devices.
  • the memories 11, 21, 31 and 41 are composed of storage devices such as a ROM (ReadOnlyMemory) and a RAM (RandomAccessMemory).
  • the memory 11 provides a work area to the processor 10 by temporarily storing a program and various data read from the storage 12 described later by the processor 10.
  • the memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program.
  • the memory 21 provides a work area to the processor 20 by temporarily storing various programs and data read from the storage 22 described later by the processor 20.
  • the memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program.
  • the memory 31 provides a work area to the processor 30 by temporarily storing various programs and data read from the storage 32 described later by the processor 30.
  • the memory 31 also temporarily stores various data generated while the processor 30 is operating according to the program.
  • the memory 41 provides a work area to the processor 40 by temporarily storing the program and various data read from the storage 42 described later by the processor 40.
  • the memory 41 also temporarily stores various data generated while the processor 40 is operating according to the program.
  • the program executed by the processors 10 and 30 may be the game program of this game.
  • the program executed by the processor 40 may be a distribution program for realizing distribution of operation instruction data.
  • the processor 10 may further execute a viewing program for realizing the reproduction of the moving image.
  • the program executed by the processor 20 may be at least one of the above-mentioned game program, distribution program, and viewing program.
  • the processor 20 executes at least one of a game program, a distribution program, and a viewing program in response to a request from at least one of a user terminal 100, a game play terminal 300, and a distribution terminal 400.
  • the distribution program and the viewing program may be executed in parallel.
  • the game program may be a program that realizes the game by the cooperation of the user terminal 100, the server 200, and the game play terminal 300.
  • the distribution program may be a program that realizes distribution of operation instruction data by cooperation between the server 200 and the distribution terminal 400.
  • the viewing program may be a program that realizes the reproduction of the moving image by the cooperation between the user terminal 100 and the server 200.
  • Storages 12, 22, 32, 42 are auxiliary storage devices.
  • the storages 12, 22, 32, and 42 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive).
  • various data related to the game are stored in the storages 12 and 32.
  • Various data related to the distribution of the operation instruction data are stored in the storage 42.
  • various data related to the reproduction of the moving image are stored in the storage 12.
  • the storage 22 may store at least a part of various data related to the game, the distribution of the operation instruction data, and the reproduction of the moving image.
  • the communication IFs 13, 23, 33, and 43 control the transmission and reception of various data in the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively.
  • the communication IFs 13, 23, 33, and 43 are, for example, communication using a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, communication using a short-range wireless communication, or the like. Control.
  • a wireless LAN Local Area Network
  • the input / output IFs 14, 24, 34, and 44 are interfaces for the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400 to receive data input and to output data, respectively.
  • the input / output IFs 14, 24, 34, and 44 may input / output data via USB (Universal Serial Bus) or the like.
  • Input / output IFs 14, 24, 34, 44 may include physical buttons, cameras, microphones, speakers, mice, keyboards, displays, sticks, levers and the like. Further, the input / output IFs 14, 24, 34, 44 may include a connection unit for transmitting / receiving data to / from a peripheral device.
  • the touch screen 15 is an electronic component that combines an input unit 151 and a display unit 152 (display).
  • the touch screen 45 is an electronic component that combines an input unit 451 and a display unit 452.
  • the input units 151 and 451 are, for example, touch-sensitive devices, and are configured by, for example, a touch pad.
  • the display units 152 and 452 are configured by, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
  • the input units 151 and 451 detect the position where the user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and information indicating the position. It has a function to transmit as an input signal.
  • the input units 151 and 451 may include touch sensing units (not shown).
  • the touch sensing unit may adopt any method such as a capacitance method or a resistance film method.
  • the user terminal 100 and the distribution terminal 400 may be provided with one or more sensors for specifying the holding posture of the user terminal 100 and the distribution terminal 400, respectively.
  • This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like.
  • the processors 10 and 40 each specify the holding postures of the user terminal 100 and the distribution terminal 400 from the output of the sensor, and perform processing according to the holding posture. It will also be possible.
  • the processors 10 and 40 may be vertical screen displays for displaying vertically long images on the display units 152 and 452 when the user terminal 100 and the distribution terminal 400 are held vertically, respectively.
  • a horizontally long image may be displayed on the display unit as a horizontal screen display.
  • the processors 10 and 40 may be able to switch between the vertical screen display and the horizontal screen display according to the holding postures of the user terminal 100 and the distribution terminal 400, respectively.
  • FIG. 6 is a block diagram showing a functional configuration of a user terminal 100, a server 200, and an HMD set 1000 included in the system 1.
  • FIG. 7 is a block diagram showing a functional configuration of the distribution terminal 400 shown in FIG.
  • the user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound.
  • the user terminal 100 functions as a control unit 110 and a storage unit 120 in cooperation with a processor 10, a memory 11, a storage 12, a communication IF 13, an input / output IF 14, a touch screen 15, and the like.
  • the server 200 has a function of mediating the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
  • the server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
  • the HMD set 1000 (game play terminal 300) has a function as an input device for receiving input operations of a player, a function as an output device for outputting game images and sounds, and a user of game progress information via a server 200. It has a function of transmitting to the terminal 100 in real time.
  • the HMD set 1000 is a control unit 310 by the cooperation of the processor 30, the memory 31, the storage 32, the communication IF 33, the input / output IF 34, and the HMD 500, the HMD sensor 510, the motion sensor 520, the controller 540, and the like of the game play terminal 300. And functions as a storage unit 320.
  • the distribution terminal 400 has a function of generating operation instruction data and transmitting the operation instruction data to the user terminal 100 via the server 200.
  • the distribution terminal 400 functions as a control unit 410 and a storage unit 420 in cooperation with a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, a touch screen 45, and the like.
  • the storage unit 120 stores the game program 131 (program), the game information 132, and the user information 133.
  • the storage unit 220 stores the game program 231, the game information 232, the user information 233, and the user list 234.
  • the storage unit 320 stores the game program 331, the game information 332, and the user information 333.
  • the storage unit 420 stores the user list 421, the motion list 422, and the distribution program 423 (program, second program).
  • the game programs 131, 231 and 331 are game programs executed by the user terminal 100, the server 200, and the HMD set 1000, respectively. This game is realized by the cooperative operation of each device based on the game programs 131, 231 and 331.
  • the game programs 131 and 331 may be stored in the storage unit 220 and downloaded to the user terminal 100 and the HMD set 1000, respectively.
  • the user terminal 100 renders the data received from the distribution terminal 400 based on the game program 131, and reproduces the moving image.
  • the game program 131 is also a program for playing a moving image using the moving image instruction data distributed from the distribution terminal 400.
  • the program for playing the moving image may be different from the game program 131.
  • the storage unit 120 stores a program for playing the moving image separately from the game program 131.
  • the game information 132, 232, and 332 are data referred to when the user terminal 100, the server 200, and the HMD set 1000 execute the game program, respectively.
  • the user information 133, 233, and 333 are data relating to the user account of the user terminal 100.
  • the game information 232 is the game information 132 of each user terminal 100 and the game information 332 of the HMD set 1000.
  • the user information 233 is the user information of the player included in the user information 133 of each user terminal 100 and the user information 333.
  • the user information 333 is the user information 133 of each user terminal 100 and the user information of the player.
  • the user list 234 and the user list 421 are a list of users who have participated in the game.
  • the user list 234 and the user list 421 may include a list of users who participated in the most recent gameplay by the player, as well as a list of users who participated in each gameplay before the gameplay.
  • the motion list 422 is a list of a plurality of motion data created in advance.
  • the motion list 422 is, for example, a list in which motion data is associated with each of the information (for example, a motion name) that identifies each motion.
  • the distribution program 423 is a program for realizing distribution of operation instruction data for playing a moving image on the user terminal 100 to the user terminal 100.
  • the control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 mediates the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
  • the control unit 210 functions as a communication mediation unit 211, a log generation unit 212, and a list generation unit 213 according to the description of the game program 231.
  • the control unit 210 can also function as another functional block (not shown) for mediating the transmission / reception of various information related to game play and distribution of operation instruction data, and for supporting the progress of the game.
  • the communication mediation unit 211 mediates the transmission and reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. For example, the communication mediation unit 211 transmits the game progress information received from the HMD set 1000 to the user terminal 100.
  • the game progress information includes data indicating the movement of the character operated by the player, the parameters of the character, information on items and weapons possessed by the character, enemy characters, and the like.
  • the server 200 transmits the game progress information to the user terminals 100 of all the users participating in the game. In other words, the server 200 transmits common game progress information to the user terminals 100 of all users participating in the game. As a result, the game progresses in the same manner as the HMD set 1000 on each of the user terminals 100 of all the users participating in the game.
  • the communication mediation unit 211 transmits the information received from any one of the user terminals 100 to support the progress of the game by the player to the other user terminals 100 and the HMD set 1000.
  • the information may be item information indicating an item provided to the player (character), which is an item for the player to advance the game advantageously.
  • the item information includes information (user name, user ID, etc.) indicating the user who provided the item.
  • the communication mediation unit 211 may mediate the distribution of the operation instruction data from the distribution terminal 400 to the user terminal 100.
  • the log generation unit 212 generates a game progress log based on the game progress information received from the HMD set 1000.
  • the list generation unit 213 generates the user list 234 after the end of the game play. Although the details will be described later, each user in the user list 234 is associated with a tag indicating the content of the support provided by the user to the player.
  • the list generation unit 213 generates a tag based on the game progress log generated by the log generation unit 212, and associates it with the corresponding user.
  • the list generation unit 213 may associate the content of the support provided by each user to the player, which is input by the game operator or the like using a terminal device such as a personal computer, with the corresponding user as a tag. ..
  • the user terminal 100 transmits information indicating the user to the server 200 based on the user's operation. For example, the user terminal 100 transmits the user ID entered by the user to the server 200. That is, the server 200 holds information indicating each user for all the users participating in the game.
  • the list generation unit 213 may generate the user list 234 using the information.
  • the control unit 310 comprehensively controls the HMD set 1000 by executing the game program 331 stored in the storage unit 320. For example, the control unit 310 advances the game according to the game program 331 and the operation of the player. Further, the control unit 310 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 310 may send and receive information directly to and from the user terminal 100 without going through the server 200.
  • the control unit 310 has an operation reception unit 311, a display control unit 312, a UI control unit 313, an animation generation unit 314, a game progress unit 315, a virtual space control unit 316, and a reaction processing unit 317 according to the description of the game program 331. Functions as.
  • the control unit 310 can also function as another functional block (not shown) for controlling characters appearing in the game, depending on the nature of the game to be executed.
  • the operation reception unit 311 detects and accepts the input operation of the player.
  • the operation reception unit 311 receives signals input from the HMD 500, the motion sensor 520, the controller 540, etc., determines what kind of input operation has been performed, and outputs the result to each element of the control unit 310.
  • the UI control unit 313 controls a user interface (hereinafter, UI) image to be displayed on the monitor 51, the display 530, and the like.
  • UI image is a tool for the player to make an input necessary for the progress of the game to the HMD set 1000, or a tool for obtaining information output during the progress of the game from the HMD set 1000.
  • UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
  • the animation generation unit 314 generates an animation showing the motion of various objects based on the control mode of various objects.
  • the animation generation unit 314 may generate an animation or the like that expresses how an object (for example, a player's avatar object) moves, moves its mouth, or changes its facial expression as if it were there. ..
  • the game progress unit 315 progresses the game based on the game program 331, the input operation by the player, the operation of the avatar object in response to the input operation, and the like. For example, the game progress unit 315 performs a predetermined game process when the avatar object performs a predetermined operation. Further, for example, the game progress unit 315 may receive information representing a user's operation on the user terminal 100 and perform game processing based on the user's operation. Further, the game progress unit 315 generates game progress information according to the progress of the game and transmits it to the server 200. The game progress information is transmitted to the user terminal 100 via the server 200. As a result, the progress of the game in the HMD set 1000 is shared in the user terminal 100. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized.
  • the virtual space control unit 316 performs various controls related to the virtual space provided to the player according to the progress of the game. As an example, the virtual space control unit 316 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 316 arranges the virtual camera in the virtual space. Further, the virtual space control unit 316 operates various objects arranged in the virtual space according to the progress of the game. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game.
  • the display control unit 312 outputs a game screen reflecting the processing results executed by each of the above-mentioned elements to the monitor 51 and the display 530.
  • the display control unit 312 may display an image based on the field of view from the virtual camera arranged in the virtual space on the monitor 51 and the display 530 as a game screen. Further, the display control unit 312 may include the animation generated by the animation generation unit 314 in the game screen. Further, the display control unit 312 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 313 on the game screen.
  • the reaction processing unit 317 receives feedback on the reaction of the user of the user terminal 100 to the game play of the player, and outputs this to the player.
  • the user terminal 100 can create a comment (message) addressed to the avatar object based on the input operation of the user.
  • the reaction processing unit 317 receives the comment data of the comment and outputs it.
  • the reaction processing unit 317 may display the text data corresponding to the user's comment on the monitor 51 and the display 530, or may output the voice data corresponding to the user's comment from a speaker (not shown). In the former case, the reaction processing unit 317 may superimpose and draw an image corresponding to the text data (that is, an image including the content of the comment) on the game screen.
  • the control unit 110 comprehensively controls the user terminal 100 by executing the game program 131 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 131 and the user's operation. Further, the control unit 110 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 110 may send and receive information directly to and from the HMD set 1000 without going through the server 200.
  • the control unit 110 has an operation reception unit 111, a display control unit 112, a UI control unit 113, an animation generation unit 114, a game progress unit 115, a virtual space control unit 116, and a moving image playback unit 117 according to the description of the game program 131. Functions as.
  • the control unit 110 can also function as other functional blocks (not shown) for the progress of the game, depending on the nature of the game being played.
  • the operation reception unit 111 detects and accepts a user's input operation to the input unit 151.
  • the operation reception unit 111 determines what input operation has been performed from the action exerted by the user on the console via the touch screen 15 and other input / output IF 14, and outputs the result to each element of the control unit 110. do.
  • the operation receiving unit 111 receives an input operation for the input unit 151, detects the coordinates of the input position of the input operation, and specifies the type of the input operation.
  • the operation receiving unit 111 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation receiving unit 111 detects that the contact input is canceled from the touch screen 15 when the continuously detected input is interrupted.
  • the UI control unit 113 controls a UI image to be displayed on the display unit 152 in order to construct a UI according to at least one of a user's input operation and received game progress information.
  • the UI image is a tool for the user to make an input necessary for the progress of the game to the user terminal 100, or a tool for obtaining information output during the progress of the game from the user terminal 100.
  • UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
  • the animation generation unit 114 generates an animation showing the motion of various objects based on the control mode of various objects.
  • the game progress unit 115 advances the game based on the game program 131, the received game progress information, the input operation by the user, and the like.
  • the game progress unit 115 transmits information about the game process to the HMD set 1000 via the server 200.
  • the predetermined game processing is shared in the HMD set 1000.
  • the predetermined game process is, for example, a process of providing an item to the avatar object, and in this example, the information related to the game process is the item information described above.
  • the virtual space control unit 116 performs various controls related to the virtual space provided to the user according to the progress of the game.
  • the virtual space control unit 116 creates various objects and arranges them in the virtual space.
  • the virtual space control unit 116 arranges the virtual camera in the virtual space.
  • the virtual space control unit 116 operates various objects arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
  • the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
  • the display control unit 112 outputs to the display unit 152 a game screen in which the processing results executed by each of the above elements are reflected.
  • the display control unit 112 may display an image based on the field of view from the virtual camera arranged in the virtual space provided to the user on the display unit 152 as a game screen. Further, the display control unit 112 may include the animation generated by the animation generation unit 114 in the game screen. Further, the display control unit 112 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 113 on the game screen.
  • the game screen displayed on the display unit 152 is the same game screen as the game screen displayed on the other user terminal 100 and the HMD set 1000.
  • the video playback unit 117 analyzes (renders) the operation instruction data received from the distribution terminal 400 and reproduces the video.
  • the control unit 410 comprehensively controls the distribution terminal 400 by executing a program (not shown) stored in the storage unit 420. For example, the control unit 410 generates operation instruction data and distributes it to the user terminal 100 according to the operation of the program and the user (player in this embodiment) of the distribution terminal 400. Further, the control unit 410 communicates with the server 200 as necessary to send and receive information. The control unit 410 may send and receive information directly to and from the user terminal 100 without going through the server 200.
  • the control unit 410 functions as a communication control unit 411, a display control unit 412, an operation reception unit 413, a voice reception unit 414, a motion identification unit 415, and an operation instruction data generation unit 416 according to the description of the program.
  • the control unit 410 can also function as other functional blocks (not shown) for the generation and distribution of operation instruction data.
  • the communication control unit 411 controls transmission / reception of information to / from the server 200 or the user terminal 100 via the server 200.
  • the communication control unit 411 receives the user list 421 from the server 200 as an example. Further, the communication control unit 411 transmits the operation instruction data to the user terminal 100 as an example.
  • the display control unit 412 outputs various screens reflecting the processing results executed by each element to the display unit 452. As an example, the display control unit 412 displays a screen including the received user list 234. Further, as an example, the display control unit 412 displays a screen including a motion list 422 for allowing the player to select motion data for operating the avatar object included in the motion instruction data to be distributed.
  • the operation reception unit 413 detects and accepts the input operation of the player with respect to the input unit 151.
  • the operation reception unit 111 determines what kind of input operation has been performed from the action exerted by the player on the console via the touch screen 45 and other input / output IF44s, and outputs the result to each element of the control unit 410. do.
  • the operation receiving unit 413 receives an input operation for the input unit 451, detects the coordinates of the input position of the input operation, and specifies the type of the input operation.
  • the operation reception unit 413 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation reception unit 413 detects that the contact input is canceled from the touch screen 45 when the continuously detected input is interrupted.
  • the voice reception unit 414 receives the voice generated around the distribution terminal 400 and generates the voice data of the voice.
  • the voice receiving unit 414 receives the voice spoken by the player and generates voice data of the voice.
  • the motion specifying unit 415 specifies the motion data selected by the player from the motion list 422 according to the input operation of the player.
  • the operation instruction data generation unit 416 generates operation instruction data.
  • the motion instruction data generation unit 416 generates motion instruction data including the generated voice data and the specified motion data.
  • the functions of the HMD set 1000, the server 200, and the user terminal 100 shown in FIG. 6 and the functions of the distribution terminal 400 shown in FIG. 7 are merely examples.
  • Each device of the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may have at least a part of the functions of the other devices.
  • another device other than the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may be a component of the system 1, and the other device may be made to execute a part of the processing in the system 1.
  • the computer that executes the game program in the present embodiment may be any of the HMD set 1000, the server 200, the user terminal 100, the distribution terminal 400, and another device other than the HMD set 1000, or a plurality of these. It may be realized by the combination of the devices of.
  • FIG. 8 is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal 100.
  • FIG. 9 is a diagram showing a virtual space 600A provided to the player and a field of view image visually recognized by the player according to a certain embodiment.
  • FIG. 10 is a diagram showing a virtual space 600B provided to a user of a user terminal 100 and a field of view image visually recognized by the user according to a certain embodiment.
  • virtual space 600 when it is not necessary to distinguish between the virtual spaces 600A and 600B, it is described as "virtual space 600".
  • step S1 the processor 30 defines the virtual space 600A shown in FIG. 9 as the virtual space control unit 316.
  • the processor 30 defines a virtual space 600A by using virtual space data (not shown).
  • the virtual space data may be stored in the game play terminal 300, may be generated by the processor 30 based on the game program 331, or may be acquired by the processor 30 from an external device such as the server 200. May be good.
  • the virtual space 600 has an all-sky spherical structure that covers the entire 360-degree direction of the point defined as the center.
  • the celestial sphere in the upper half of the virtual space 600 is illustrated so as not to complicate the explanation.
  • step S2 the processor 30 arranges the avatar object 610 (character) in the virtual space 600A as the virtual space control unit 316.
  • the avatar object 610 is an avatar object associated with the player and operates according to the input operation of the player.
  • step S3 the processor 30 arranges other objects in the virtual space 600A as the virtual space control unit 316.
  • the processor 30 arranges the objects 631 to 634.
  • Other objects imitate, for example, character objects (so-called non-player characters, NPCs) that operate according to the game program 331, operation objects such as virtual hands, animals, plants, artificial objects, and natural objects that are arranged as the game progresses.
  • Can include objects and the like.
  • step S4 the processor 30 arranges the virtual camera 620A in the virtual space 600A as the virtual space control unit 316. As an example, the processor 30 arranges the virtual camera 620A at the position of the head of the avatar object 610.
  • step S5 the processor 30 displays the field of view image 650 on the monitor 51 and the display 530.
  • the processor 30 defines a field of view 640A, which is the field of view from the virtual camera 620A in the virtual space 600A, depending on the initial position and tilt of the virtual camera 620A.
  • the processor 30 defines the field of view image 650 corresponding to the field of view area 640A.
  • the processor 30 outputs the field of view image 650 to the monitor 51 and the display 530 to display the field of view image 650 on the HMD 500 and the display 530.
  • a part of the object 634 is included in the field of view region 640A, so that the field of view image 650 is one of the objects 634 as shown in FIG. 9B. Including the part.
  • step S6 the processor 30 transmits the initial arrangement information to the user terminal 100 via the server 200.
  • the initial placement information is information indicating the initial placement position of various objects in the virtual space 600A.
  • the initial placement information includes the avatar object 610 and the information of the initial placement positions of the objects 631 to 634.
  • the initial placement information can also be expressed as one of the game progress information.
  • step S7 the processor 30 controls the virtual camera 620A according to the movement of the HMD 500 as the virtual space control unit 316. Specifically, the processor 30 controls the orientation and tilt of the virtual camera 620A according to the movement of the HMD 500, that is, the posture of the player's head. As will be described later, when the player moves the head (changes the posture of the head), the processor 30 moves the head of the avatar object 610 in accordance with this movement. The processor 30 controls the direction and tilt of the virtual camera 620A so that the direction of the line of sight of the avatar object 610 and the direction of the line of sight of the virtual camera 620A match, for example. In step S8, the processor 30 updates the field of view image 650 in response to changes in the orientation and tilt of the virtual camera 620A.
  • step S9 the processor 30 moves the avatar object 610 as the virtual space control unit 316 according to the movement of the player.
  • the processor 30 moves the avatar object 610 in the virtual space 600A in response to the player moving in the real space.
  • the processor 30 moves the head of the avatar object 610 in the virtual space 600A in response to the player moving the head in the real space.
  • step S10 the processor 30 moves the virtual camera 620A as the virtual space control unit 316 so as to follow the avatar object 610. That is, the virtual camera 620A is always at the position of the head of the avatar object 610 even if the avatar object 610 moves.
  • the processor 30 updates the field of view image 650 according to the movement of the virtual camera 620A. That is, the processor 30 updates the view area 640A according to the posture of the player's head and the position of the virtual camera 620A in the virtual space 600A. As a result, the view image 650 is updated.
  • step S11 the processor 30 transmits the operation instruction data of the avatar object 610 to the user terminal 100 via the server 200.
  • the operation instruction data here is motion data that captures the player's motion during the virtual experience (for example, during game play), voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. Includes at least one.
  • the operation instruction data is transmitted to the user terminal 100 as, for example, game progress information.
  • steps S7 to S11 are continuously and repeatedly executed while the player is playing the game.
  • step S21 the processor 10 of the user terminal 100 of the user 3 defines the virtual space 600B shown in FIG. 10 as the virtual space control unit 116.
  • the processor 10 defines a virtual space 600B by using virtual space data (not shown).
  • the virtual space data may be stored in the user terminal 100, may be generated by the processor 10 based on the game program 131, or may be acquired by the processor 10 from an external device such as the server 200. good.
  • step S22 the processor 10 receives the initial placement information.
  • step S23 the processor 10 arranges various objects in the virtual space 600B as the virtual space control unit 116 according to the initial arrangement information.
  • the various objects are the avatar object 610 and the objects 631 to 634.
  • step S24 the processor 10 arranges the virtual camera 620B in the virtual space 600B as the virtual space control unit 116. As an example, the processor 10 arranges the virtual camera 620B at the position shown in FIG. 10 (A).
  • step S25 the processor 10 displays the field of view image 660 on the display unit 152.
  • the processor 10 defines a field of view 640B, which is the field of view from the virtual camera 620B in the virtual space 600B, according to the initial position and tilt of the virtual camera 620B. Then, the processor 10 defines the field of view image 660 corresponding to the field of view area 640B.
  • the processor 10 outputs the field of view image 660 to the display unit 152 so that the field of view image 660 is displayed on the display unit 152.
  • the field of view image 660 is the avatar object 610 as shown in FIG. 10B. And the object 631.
  • step S26 the processor 10 receives the operation instruction data.
  • step S27 the processor 10 moves the avatar object 610 in the virtual space 600B as the virtual space control unit 116 according to the operation instruction data. In other words, the processor 10 reproduces the video in which the avatar object 610 is operating by real-time rendering.
  • step S28 the processor 10 controls the virtual camera 620B as the virtual space control unit 116 according to the operation of the user accepted as the operation reception unit 111.
  • step S29 the processor 10 updates the view image 660 in response to changes in the position of the virtual camera 620B in the virtual space 600B, the orientation and tilt of the virtual camera 620B.
  • the processor 10 may automatically control the virtual camera 620B according to the movement of the avatar object 610, for example, the movement of the avatar object 610 or the change of the orientation.
  • the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the front, or change the orientation and tilt.
  • the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the rear, or change the orientation and tilt according to the movement of the avatar object 610. good.
  • the avatar object 610 operates according to the movement of the player.
  • the operation instruction data indicating this operation is transmitted to the user terminal 100.
  • the avatar object 610 operates according to the received operation instruction data.
  • the avatar object 610 performs the same operation in the virtual space 600A and the virtual space 600B.
  • the user 3 can visually recognize the operation of the avatar object 610 according to the operation of the player by using the user terminal 100.
  • FIG. 11 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of the game (this game) executed by the system 1 played by a player.
  • an avatar object 610 that operates weapons such as guns and knives and a plurality of enemy objects 671 that are NPCs appear in the virtual space 600, and the avatar object 610 battles against the enemy object 671. It is a game to let you.
  • Various game parameters such as the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, and the remaining number of the enemy object 671 are updated as the game progresses.
  • a plurality of stages are prepared in this game, and the player can clear the stage by satisfying the predetermined achievement conditions associated with each stage.
  • the predetermined achievement conditions are, for example, defeating all the enemy objects 671 that appear, defeating the boss object among the appearing enemy objects 671, acquiring a predetermined item, reaching a predetermined position, and the like. It may include the condition to be used.
  • the achievement conditions are defined in the game program 131.
  • the player clears the stage when the achievement condition is satisfied according to the content of the game, in other words, the avatar object 610 wins the enemy object 671 (avatar object 610 and enemy object 671). The victory or defeat between) is decided.
  • the game executed by the system 1 is a racing game or the like, the ranking of the avatar object 610 is determined when the condition of reaching the goal is satisfied.
  • the game progress information is live-distributed to the plurality of user terminals 100 at predetermined time intervals.
  • a field-of-view image of the field of view region defined by the virtual camera 620B corresponding to the user terminal 100 is displayed.
  • parameter images showing the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, the remaining number of the enemy object 671 and the like are displayed superimposed. ..
  • This view image can also be expressed as a game screen.
  • the game progress information includes motion data that captures the player's motion, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540.
  • These data are, that is, information for specifying the position, posture, orientation, etc. of the avatar object 610, information for specifying the position, posture, orientation, etc. of the enemy object 671, and other objects (for example, obstacle objects 672, 673).
  • This is information that identifies the position of the object.
  • the processor 10 identifies the position, posture, orientation, and the like of each object by analyzing (rendering) the game progress information.
  • the game information 132 includes data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673.
  • the processor 10 uses the data and the analysis result of the game progress information to update the position, posture, orientation, and the like of each object.
  • the game progresses, and each object in the virtual space 600B moves in the same manner as each object in the virtual space 600A.
  • each object including the avatar object 610 operates based on the game progress information regardless of whether or not the user operates the user terminal 100.
  • UI images 701 and 702 are displayed superimposed on the field of view image.
  • the UI image 701 is a UI image that accepts an operation for displaying the UI image 711 for displaying the item input operation for supporting the avatar object 610 from the user 3 on the touch screen 15.
  • the UI image 702 accepts an operation for displaying a UI image (described later) on the touch screen 15 for inputting a comment for the avatar object 610 (in other words, the player 4) and receiving an operation for transmitting from the user 3. It is a UI image.
  • the operation accepted by the UI images 701 and 702 may be, for example, an operation of tapping the UI images 701 and 702.
  • the UI image 711 is displayed superimposed on the view image.
  • the UI image 711 is, for example, a UI image 711A on which a magazine icon is drawn, a UI image 711B on which an emergency box icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a UI on which a barricade icon is drawn. Includes image 711D.
  • the item input operation corresponds to, for example, an operation of tapping any UI image.
  • Obstacle objects 672 and 673 may be one that more obstructs the movement of enemy object 671 than the other.
  • the processor 10 transmits the item input information indicating that the item input operation has been performed to the server 200.
  • the item input information includes at least information for specifying the type of the item specified by the item input operation.
  • the item input information may include other information about the item, such as information indicating the position where the item is placed.
  • the item input information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
  • FIG. 12 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of this game, and is the figure for demonstrating the communication between a player and a user terminal 100 during a game play.
  • the user terminal 100 causes the avatar object 610 to execute the utterance 691.
  • the user terminal 100 causes the avatar object 610 to execute the utterance 691 according to the voice data included in the game progress information.
  • the content of the utterance 691 is "There is no bullet! Spoken by the player 4. That is, the content of the utterance 691 is to inform each user that the magazine is 0 and the ammunition loaded in the gun is 1, so that the means for attacking the enemy object 671 is likely to be lost.
  • a balloon is used to visually indicate the utterance of the avatar object 610, but in reality, the voice is output from the speaker of the user terminal 100.
  • the balloon shown in FIG. 12A (that is, the balloon including the text of the audio content) may be displayed in the view image. This also applies to the utterance 692 described later.
  • the user terminal 100 Upon receiving the tap operation for the UI image 702, the user terminal 100 superimposes and displays the UI images 705 and 706 (message UI) on the field of view image as shown in FIG. 12 (B).
  • the UI image 705 is a UI image that displays a comment for the avatar object 610 (in other words, the player).
  • the UI image 706 is a UI image that accepts a comment transmission operation from the user 3 in order to transmit the input comment.
  • the user terminal 100 when the user terminal 100 receives a tap operation on the UI image 705, the user terminal 100 displays a UI image imitating a keyboard (not shown, hereinafter simply referred to as "keyboard") on the touch screen 15.
  • the user terminal 100 causes the UI image 705 to display text corresponding to the user's input operation on the keyboard.
  • the text "Magazine is sent" is displayed on the UI image 705.
  • the user terminal 100 When the user terminal 100 receives a tap operation on the UI image 706 as an example after inputting text, the user terminal 100 transmits comment information including information indicating the input content (text content) and information indicating the user to the server 200. do. The comment information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
  • the UI image 703A is a UI image showing the user name of the user who sent the comment
  • the UI image 704A is a UI image showing the content of the comment sent by the user.
  • the user whose user name is "BBBBBB” uses his / her own user terminal 100 to transmit comment information having the content of "dangerous!, That is, the UI image 703A and the UI image 704A.
  • the UI image 703A and the UI image 704A are displayed on the touch screen 15 of all the user terminals 100 participating in this game and the monitor 51 of the HMD 500.
  • the UI images 703A and 704A may be one UI image. That is, one UI image may include a user name and the content of a comment.
  • the UI image 703B includes the user name "AAAAAA”, and the UI image 704B contains the comment "Magazine send! Entered in the example of FIG. 12B.
  • the user "AAAAA” further inputs a tap operation to the UI image 701, displays the UI image 711 on the touch screen 15, and inputs a tap operation to the UI image 711A. It is a later view image 611. That is, as a result of the item input information indicating the magazine being transmitted from the user terminal 100 of the user "AAAAA" to the other user terminal 100 and the HMD set 1000, the user terminal 100 and the HMD set 1000 have the effect object 674 (described later). Is arranged in the virtual space 600.
  • the user terminal 100 and the HMD set 1000 execute the effect related to the effect object 674 and execute the process of invoking the effect of the item object after the elapsed time indicated by the item input information has elapsed.
  • the user can consume valuable data (for example, inputting (throwing money) items, charging by purchasing items, etc.).
  • the number of magazines is increased from 0 to 1 by executing the process of activating the effect of the item object.
  • the player speaks "Thank you!” To the user "AAAAAA”, and the voice data of the utterance is transmitted to each user terminal 100.
  • each user terminal 100 outputs the voice "Thank you!” As the utterance 692 of the avatar object 610.
  • communication between the user and the avatar object 610 is realized by outputting the utterance voice of the avatar object 610 based on the utterance of the player and inputting a comment by each user.
  • FIG. 13 is a flowchart showing an example of the flow of the game progress process executed by the game play terminal 300.
  • step S31 the processor 30 advances the game as the game progress unit 315 based on the game program 331 and the movement of the player.
  • step S32 the processor 30 generates game progress information and distributes it to the user terminal 100. Specifically, the processor 30 transmits the generated game progress information to each user terminal 100 via the server 200.
  • the processor 30 When the processor 30 receives the item input information in step S33 (YES in S33), the processor 30 arranges the item object in the virtual space 600A based on the item input information in step S34. As an example, the processor 30 arranges the effect object 674 in the virtual space 600A before arranging the item object (see FIG. 11C).
  • the effect object 674 may be, for example, an object imitating a present box.
  • the processor 30 may execute the effect regarding the effect object 674 after the elapsed time indicated by the item input information has elapsed.
  • the effect may be, for example, an animation in which the lid of the present box is opened. After executing the animation, the processor 30 executes a process of invoking the effect of the item object. For example, in the example of FIG. 11D, the obstacle object 673 is arranged.
  • the processor 30 may arrange an item object corresponding to the tapped UI image in the virtual space 600A. For example, when a tap operation is performed on the UI image 711A, the processor 30 arranges a magazine object indicating a magazine in the virtual space 600A after executing the animation. Further, when the tap operation is performed on the UI image 711B, the processor 30 arranges the first aid kit object indicating the first aid kit in the virtual space 600A after executing the animation.
  • the processor 30 may execute a process of invoking the effect of the magazine object or the first aid kit object when the avatar object 610 moves to the position of the magazine object or the first aid kit object, for example.
  • the processor 30 continues and repeats the processes of steps S31 to S34 until the game is completed.
  • the game ends for example, when the player inputs a predetermined input operation for ending the game (YES in step S35), the process shown in FIG. 13 ends.
  • FIG. 14 is a flowchart showing an example of the flow of the game progress process executed by the user terminal 100.
  • step S41 the processor 10 receives the game progress information.
  • step S42 the processor 10 advances the game as the game progress unit 115 based on the game progress information.
  • step S43 when the processor 10 accepts the item input operation by the user 3 (YES in step S43), in step S44, the processor 10 consumes the virtual currency and arranges the effect object 674 in the virtual space 600B.
  • the virtual currency is purchased (charged for the game) by the user 3 performing a predetermined operation on the processor 10 before or during the participation in the game. It may be present, or it may be given to the user 3 when a predetermined condition is satisfied.
  • the predetermined conditions may be those that require participation in this game, such as clearing a quest in this game, or those that do not require participation in this game, such as answering a questionnaire.
  • the amount of virtual currency (the amount of possession of virtual currency) is stored in the user terminal 100 as game information 132 as an example.
  • step S45 the processor 10 transmits the item input information to the server 200.
  • the item input information is transmitted to the game play terminal 300 via the server 200.
  • the processor 10 arranges the item object in the virtual space 600A after a predetermined time elapses after the arrangement of the effect object 674.
  • the obstacle object 673 is arranged. That is, when the user 3 inputs a tap operation to the UI image 711C, a predetermined amount of virtual currency is consumed and the obstacle object 673 is arranged.
  • the processor 10 continues and repeats the processes of steps S41 to S45 until the game is completed.
  • the game is finished, for example, when the player performs a predetermined input operation for ending the game, or when the user 3 performs a predetermined input operation for leaving the game halfway (YES in step S46). ), The process shown in FIG. 14 is completed.
  • FIG. 15 is a flowchart showing an example of the flow of the game progress process executed by the server 200.
  • step S51 the processor 20 receives the game progress information from the game play terminal 300.
  • step S52 the processor 20 updates the game progress log (hereinafter, play log) as the log generation unit 212.
  • the play log is generated by the processor 20 when the initial arrangement information is received from the game play terminal 300.
  • step S53 the processor 20 transmits the received game progress information to each user terminal 100.
  • step S54 When the item input information is received from any user terminal 100 in step S54 (YES in step S54), the processor 20 updates the play log as the log generation unit 212 in step S55. In step S56, the processor 20 transmits the received item input information to the game play terminal 300.
  • the processor 20 continues and repeats the processes of steps S51 to S56 until the game is completed.
  • the processor 20 is used as a list generation unit 213 from the play log. Generate a list of users who participated in the game (user list 234).
  • the processor 20 stores the generated user list 234 in the server 200.
  • FIG. 16 is a diagram showing a specific example of the user list 234.
  • information for example, a user name
  • the "tag” column stores information (tags) generated based on the support provided by each user to the player.
  • tags among the tags stored in the "tag” column, those without the key brackets are the information automatically generated by the processor 20, and those with the key brackets are those stored by the game operator. Information entered manually.
  • the user "AAAAAA” is associated with information such as a magazine, 10F, a boss, and "winning the boss by presenting the magazine”. This indicates that, for example, in the boss battle on the stage of 10F, the user "AAAAA” inserts a magazine, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
  • the user "BBBBBB” is associated with information such as a first aid kit, 3rd floor, Zako, and "recovery on the verge of game over”. For example, in a battle with a Zako enemy on the 3rd floor, the user “BBBB” “BBBBBB” throws in the first aid kit, and as a result, it shows that the physical strength of the avatar object 610 has recovered just before it becomes 0 (the game is over).
  • the user "CCCCC” is associated with information such as barricade, 5th floor, Zako, and "stopping two zombies with barricade”. This means that, for example, in a battle with a Zako enemy on the 5th floor, the user "CCCCC” throws in a barricade (obstacle object 672 in FIG. 11), and as a result, succeeds in stopping the two Zako enemies. Shows.
  • one support provided is associated with the user name of each user 3, but the user name of the user 3 who has performed the support a plurality of times has a tag for each of the plurality of support times. Can be associated.
  • each tag is distinguished. As a result, after the game is over, the player who refers to the user list 421 using the distribution terminal 400 can accurately grasp the content of each support.
  • FIG. 17 is a flowchart showing an example of the flow of the distribution process executed by the distribution terminal 400.
  • FIG. 18 is a diagram showing a specific example of a screen displayed on the distribution terminal 400.
  • FIG. 19 is a diagram showing another specific example of the screen displayed on the distribution terminal.
  • step S61 the processor 40 receives the first operation for displaying the list of users who have the right to receive the distribution (user list 234) as the operation reception unit 413.
  • the conditions for receiving the distribution may be set by the game master as appropriate, but at least the conditions are that the application of this game is installed and that the game is online at the time of distribution.
  • the user who has the right to receive the distribution is the user who participated in the game in real time. Further, it may be added that the user is a paid user for receiving the distribution.
  • items, points, virtual currency, etc. acquired during game play may be exchanged for a ticket and paid with the ticket.
  • the specific user terminal 100 that has made a reservation to receive the distribution at the distribution time in advance may be a user terminal having the right to receive the distribution.
  • the download screen 721 shown in FIG. 18A is a screen for downloading the user list 234 from the server 200 and displaying it on the display unit 452.
  • the download screen 721 is a screen displayed immediately after inputting the start operation of the application for executing the distribution process shown in FIG. 17 into the distribution terminal 400.
  • the download screen 721 includes UI images 722 and 723 as an example.
  • the UI image 722 accepts an operation for downloading the user list 234, that is, the first operation.
  • the first operation may be, for example, an operation of tapping the UI image 722.
  • the UI image 723 accepts an operation for terminating the application.
  • the operation may be, for example, an operation of tapping the UI image 723.
  • the processor 40 Upon receiving the tap operation for the UI image 722, in step S62, the processor 40 acquires (receives) the user list 234 from the server 200 as the communication control unit 411. In step S63, the processor 40 causes the display unit 452 to display the user list 234 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the user list screen generated based on the user list 234.
  • the user list screen may be the user list screen 731 shown in FIG. 18B.
  • the user list screen 731 is composed of a record image corresponding to each record in the user list 234.
  • record images 732A to 732C are described as record images, but the number of record images is not limited to three. In the example of FIG.
  • the player may perform, for example, scroll the screen (eg,).
  • Scroll the screen eg, By inputting a drag operation or a flick operation) to the touch screen 45, another record image can be displayed on the display unit 452.
  • the record images 732A to 732C include user names 733A to 733C, tag information 734A to 734C, and icons 735A to 735C, respectively.
  • the user names 733A to 733C, the tag information 734A to 734C, and the icons 735A to 735C "record image 732", "user name 733", and "user name 733”, respectively. It is described as “tag information 734" and "icon 735".
  • the user name 733 is information indicating each user who participated in the game, which is stored in the "user" column in the user list 234.
  • the tag information 734 is information indicating a tag associated with each of the information indicating each user who participated in the game in the user list 234.
  • the record image 732A includes "AAAAAA” as the user name 733A. Therefore, the record image 732A includes "magazine, 10F, boss,” win the boss by presenting the magazine “" associated with "AAAAAA” in the user list 234 as the tag information 734A.
  • the icon 735 is, for example, an image preset by the user.
  • the processor 40 may store the received user list in the distribution terminal 400 (user list 421 in FIG. 7).
  • the download screen 721 may include a UI image (not shown) for displaying the user list 421 on the display unit 452.
  • the processor 40 does not download the user list 234, reads the user list 421, generates a user list screen from the user list 421, and displays the user list screen on the display unit 452. ..
  • step S64 the processor 40 receives a second operation for selecting any of the users included in the user list screen 731 as the operation receiving unit 413.
  • the second operation may be an operation of tapping any of the record images 732 on the user list screen 731.
  • the player inputs a tap operation to the record image 732A. That is, the player has selected the user "AAAAAA" as the user who distributes the operation instruction data.
  • the processor 40 Upon receiving the tap operation for the record image 732, in step S65, the processor 40 causes the display unit 452 to display the motion list 422 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the motion list screen generated based on the motion list 422.
  • the motion list screen may be the motion list screen 741 shown in FIG.
  • the motion list screen 741 is composed of a record image corresponding to each record in the motion list 422.
  • record images 742A to 742C are described as record images, but the number of record images is not limited to three. In the example of FIG.
  • the player inputs another record, for example, an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen 45.
  • the image can be displayed on the display unit 452.
  • the record images 742A to 742C include motion names 743A to 743C, motion images 744A to 744C, and UI images 745A to 745C, respectively.
  • the motion names 743A to 743C, the motion images 744A to 744C, and the UI images 745A to 745C "record image 7432" and "motion name 743", respectively. It is described as “motion image 744" and "UI image 745".
  • the motion name 743 is information for identifying the motion stored in the motion list 422.
  • the motion image 744 is an image generated from the motion data associated with each motion name in the motion list 422.
  • the processor 40 includes an image of the avatar object 610 that takes the first posture in each motion data as a motion image 744 in the record image 742.
  • the motion image 744 may be a UI image that accepts a predetermined operation (for example, a tap operation on the motion image 744) by the player.
  • the processor 40 may play a motion moving image in which the avatar object 610 operates based on the motion data.
  • the processor 40 may automatically redisplay the motion list screen 741 when the motion moving image is finished.
  • the record image 742 may include, for example, a UI image including the text "motion reproduction" instead of the motion image 744.
  • step S66 the processor 40 receives the third operation of selecting a motion as the operation receiving unit 413.
  • the third operation may be a tap operation on the UI image 745. That is, the UI image 745 accepts an operation of selecting motion data corresponding to each record image 742.
  • the processor 40 specifies the motion data selected by the player as the motion specifying unit 415.
  • step S67 the processor 40 receives the voice input of the player as the display control unit 412 and the voice reception unit 414 while the avatar object 610 plays a motion video that operates based on the selected motion data.
  • FIG. 20 is a diagram showing a specific example of voice input by the player 4.
  • the player 4 is inputting the utterance voice 820A while playing the motion moving image 810A.
  • the utterance voice 820A is a utterance voice addressed to the user 3 (hereinafter, user 3A) whose user name is "AAAAAA”. That is, in the example of FIG. 20, the player 4 selects the user 3A (first user) in step S64 and creates the operation instruction data addressed to the user 3A. It is assumed that the user terminal 100 used by the user 3A is the user terminal 100A.
  • the utterance voice 820A is a utterance voice addressed to the user 3A
  • the utterance voice is based on the content of the support provided by the user 3A to the avatar object 610 (in other words, the player 4).
  • the user 3A inserts a magazine in the boss battle on the stage of 10F, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
  • the utterance voice 820A says, "Thank you for giving me the magazine in the boss battle! The timing was perfect! Thanks to Mr. AAAAA, I was able to clear it!
  • the uttered voice includes the content of the support provided by the user 3 in the game and the gratitude to the user 3.
  • the player 4 creates the utterance content addressed to the user 3 before starting the voice input, that is, before inputting the third operation to the distribution terminal 400.
  • the utterance content addressed to the user 3 may be automatically generated by the processor 40. Further, the processor 40 may superimpose and display the tag associated with the user 3 selected by the second operation on the motion moving image 810A.
  • the processor 40 converts the received voice into voice data.
  • the processor 40 generates the operation instruction data including the voice data and the motion data of the selected motion as the operation instruction data generation unit 416.
  • step S69 the processor 40 distributes the generated operation instruction data to the user terminal 100 (first computer) of the selected user 3 (user 3A in the example of FIG. 20) as the communication control unit 411.
  • FIG. 21 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400.
  • the processor 40 causes the display unit 452 to display the distribution screen as the display control unit 412.
  • the distribution screen may be the distribution screen 751 shown in FIG. 21 (A).
  • the distribution screen 751 includes a UI image 752 and a motion image 753A. Further, as shown in FIG. 21A, the distribution screen 751 may include information indicating a user to whom the operation instruction data is distributed.
  • the UI image 752 accepts an operation for delivering the operation instruction data to the selected user 3.
  • the operation may be, for example, a tap operation on the UI image 752.
  • the motion image 753A is a UI image that accepts an operation for playing a moving image based on the generated motion instruction data, that is, a moving image based on the motion instruction data generated for the user 3A.
  • the operation may be, for example, a tap operation on the motion image 753A.
  • the UI image that accepts the operation for playing the generated moving image is not limited to the motion image 753A. For example, it may be a UI image including the text "video playback".
  • the processor 40 may automatically redisplay the distribution screen 751 when the moving image is finished.
  • the distribution screen 751 further includes a UI image that accepts an operation for returning to the acceptance of voice input.
  • the operation may be, for example, a tap operation on the UI image.
  • the player 4 can perform voice input again when the voice input fails, for example, when the content to be spoken is mistaken.
  • the UI image may be a UI image that accepts an operation for returning to the selection of motion data.
  • the processor 40 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3A.
  • the server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3A, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100A).
  • the processor 40 may display the distribution completion screen 761 shown in FIG. 21B on the display unit 452 as an example.
  • the delivery completion screen 761 includes UI images 762 and 763 as an example. Further, the distribution completion screen 761 may include a text indicating that the transmission of the operation instruction data is completed, as shown in FIG. 21 (B).
  • the UI image 762 accepts an operation for starting the creation of operation instruction data addressed to another user 3.
  • the operation may be, for example, an operation of tapping the UI image 762.
  • the processor 40 receives the tap operation, the processor 40 causes the display unit 452 to display the user list screen again. That is, when the tap operation is accepted, the distribution process returns to step S63. At this time, the processor 40 may generate a user list screen based on the user list 421 stored in the distribution terminal 400 and display it on the display unit 452.
  • the UI image 763 accepts an operation for terminating the application.
  • the operation may be, for example, an operation of tapping the UI image 763.
  • the distribution process ends.
  • the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3A (user 3 whose user name is "AAAAAA"). , Sent only to the user terminal 100A.
  • FIG. 22 is a diagram showing another specific example of voice input by the player 4.
  • the player 4 is inputting the utterance voice 820B while playing the motion moving image 810B.
  • the utterance voice 820B is a utterance voice addressed to the user 3 (hereinafter, user 3B) whose user name is "BBBBBB". That is, in the example of FIG. 22, the player 4 inputs the tap operation to the record image 732B corresponding to the user 3B in step S64, and creates the operation instruction data addressed to the user 3B. It is assumed that the user terminal 100 used by the user 3B is the user terminal 100B.
  • the utterance voice 820B is a utterance voice addressed to the user 3B, the utterance voice is based on the content of the support provided by the user 3B to the avatar object 610 (in other words, the player 4). Specifically, in the battle with the Zako enemy on the 3rd floor, the user "BBBBBB” throws in the first aid kit, and as a result, the physical strength of the avatar object 610 becomes 0 (the game is over). I am recovering my physical strength. For this reason, the utterance voice 820B has the content of "Thanks to the first aid kit given by Mr. BBBBB, the game did not end on the 3rd floor. Thank you very much!
  • FIG. 23 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400.
  • the distribution screen 751 shown in FIG. 23A includes a UI image 752 and a motion image 753B.
  • the motion image 753B accepts the tap operation, the motion image 753B reproduces a moving image based on the motion instruction data generated for the user 3B.
  • the processor 40 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3B.
  • the server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3B, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100B).
  • the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3B (user 3 whose user name is “BBBBBB”). , Sent only to the user terminal 100B.
  • the content of the voice based on the voice data included in the operation instruction data is based on the content of the support provided to the player 4 in the participation of the user 3 in the latest game. Since the content of the support is different for each user 3, the content of the voice is different for each user 3. That is, after the end of the game, operation instruction data including voices having different contents is transmitted to at least a part of the user terminals 100 of the user 3 who participated in the game.
  • the motion of the avatar object 610 in the example of FIG. 22 is different from the motion of the example of FIG. 20. That is, the player 4 selects motion data different from that at the time of generating the operation instruction data addressed to the user 3A in the operation instruction data generation addressed to the user 3B. Specifically, in step S66, the player 4 inputs a tap operation to the UI image 745B for selecting the motion data corresponding to the record image 742B. In this way, the player 4 can make the motion data included in the operation instruction data different for each user 3.
  • the operation instruction data unique to each user terminal 100 is transmitted to each of the user terminals 100 of the selected user 3.
  • FIG. 24 is a diagram showing an outline of transmission of game progress information from the game play terminal 300 to the user terminal 100. While the operation instruction data for video reproduction in the user terminal 100 is unique for each user terminal 100, as shown in FIG. 24, the user terminals 100 of all the users 3 participating in the game during the game execution.
  • the game progress information transmitted to is common among the user terminals 100. That is, the operation instruction data included in the game progress information is also common among the user terminals 100. As described above, it can be said that the operation instruction data for playing the moving image and the operation instruction data for advancing the game are different data from the viewpoint of the difference between the user terminals 100 and the destination.
  • FIG. 25 is a flowchart showing an example of the flow of the moving image reproduction process executed by the user terminal 100.
  • step S71 the processor 10 receives the operation instruction data as the moving image reproduction unit 117.
  • step S72 the processor 10 notifies the user 3 of the reception of the operation instruction data as the moving image reproduction unit 117.
  • the processor 10 displays a notification image on the display unit 152, reproduces a notification voice from a speaker (not shown), lights a lighting unit (not shown) composed of an LED (light-emitting diode), or the like.
  • the user 3 is notified of the reception of the operation instruction data by at least one of the blinking.
  • step S73 the processor 10 receives the first reproduction operation for reproducing the moving image as the operation reception unit 111.
  • the first reproduction operation may be an operation of tapping the notification image.
  • step S74 the processor 10 renders the operation instruction data as the moving image reproduction unit 117 and reproduces the moving image.
  • the processor 10 may start an application for playing this game and play a video, or may start an application for playing a video different from the application and play a video. good.
  • the video will be referred to as a “thank you video”.
  • FIG. 26 is a diagram showing a specific example of playing a thank-you video. Specifically, it is a figure which shows an example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3A.
  • the avatar object 610 is uttering the voice 920A while executing a certain motion.
  • the processor 10 outputs the audio 920A from the speaker (not shown) while playing the thank-you video 910A including the avatar object 610 that executes a certain motion.
  • the motion in the thank-you video 910A is based on the motion data selected by the player 4 in the generation of the motion instruction data addressed to the user 3A, and the voice 920A is the utterance voice input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the 820A. That is, the voice 920A is a voice including the content of the support provided by the user 3A in the game and the gratitude for the support. In this way, the user 3A can watch the thank-you video in which the avatar object 610 utters the content of the support provided by himself / herself in the game and the gratitude for the support by inputting the first playback operation.
  • the motion in the thank-you video 910A may be based on the motion of the player 4 acquired as motion data in the generation of the motion instruction data addressed to the user 3A.
  • the movement of the player 4 is directly reflected in the movement of the avatar object 610 displayed on the display unit 152.
  • the game progress unit 115 of the user terminal 100 transmits the voice and movement of the player 4 in real time at the installation location of the game play terminal 300 almost at the same time as the player 4 makes a voice or moves. It is possible to reflect it in the remarks and movements of the avatar object 610 in.
  • the moving image reproduction unit 117 and the game progress unit 115 can continue rendering and reproduction of the moving image in near real time while continuously receiving the operation instruction data from the distribution terminal 400. By seeing the avatar object that performs such an operation, the user can feel the reality of the avatar object as if it exists in the real world and can immerse himself in the game world.
  • the user terminal 100 may display at least one UI image on the touch screen 15 after the reproduction of the thank-you video 910A is completed.
  • the UI image may be, for example, a UI image that accepts an operation for playing the thank-you video 910A again, a UI image that accepts an operation for transitioning to another screen, or an application. It may be a UI image that accepts an operation for terminating.
  • the user terminal 100 may display at least one UI image on the touch screen 15 during the reproduction of the thank-you video 910A.
  • the UI image may be, for example, a plurality of UI images that accept operations such as temporarily stopping, ending, or changing the scene to be played back, for example, the thank-you moving image 910A being played back.
  • these UI images displayed during the playback of the thank-you video 910A and after the playback of the thank-you video 910A is completed do not include the UI image for making a response to the avatar object 610. That is, the thank-you video 910A according to the present embodiment is not provided with a means for responding to the avatar object 610.
  • FIG. 27 is a diagram showing another specific example of playing the thank-you video. Specifically, it is a figure which shows the example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3B.
  • the avatar object 610 is uttering the voice 920B while executing a certain motion.
  • the processor 10 outputs the audio 920B from the speaker (not shown) while playing the thank-you video 910B including the avatar object 610 that executes a certain motion.
  • the motion in the thank-you video 910B is based on the motion data selected or input by the player 4 in the generation of the motion instruction data addressed to the user 3B, and the voice 920B is input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the spoken voice 820B. Therefore, in the example of FIG. 27, the motion performed by the avatar object 610 is different from the motion of the example of FIG. 26. Further, the voice 920B is a voice including the content of the support provided by the user 3B in the game and the gratitude for the support. Therefore, in the example of FIG. 27, the content of the voice 920B is different from the content of the voice 920A in the example of FIG. 26.
  • the thank-you video received by at least a part of the user terminals 100 of the users 3 who participated in the game after the end of the game is a video in which the utterance content of the avatar object 610 is different for each user 3.
  • the processor 10 may display the UI image 930 including the content for encouraging participation in the next game by superimposing it on the moving image 910.
  • the UI image 930 may be distributed together with the operation instruction data, or may be stored in the user terminal 100 as the game information 132.
  • the user terminal 100 executes a game in which a plurality of users 3 participate based on the game program 131.
  • the user terminal 100 operates the avatar object 610 based on the game program 131 and the operation instruction data received from the distribution terminal 400.
  • the operation instruction data is data for causing the avatar object 610 to speak at least a voice.
  • the operation instruction data is transmitted from the distribution terminal 400 to one or more arbitrary user terminals 100 among the plurality of user terminals 100.
  • the operation instruction data is data in which the content of the utterance differs depending on the user terminal 100 of the transmission destination.
  • the user terminal 100 operates the avatar object 610 based on the game program 131 and the game progress information received from the game play terminal 300 during the execution of the game.
  • the game progress information is data for at least moving the body of the avatar object 610. Further, the game progress information is data commonly used among a plurality of user terminals 100. Further, the user terminal 100 operates the avatar object 610 based on the operation instruction data when the avatar object 610 is not operated based on the game progress information.
  • the user terminal 100 when the game progress information is acquired, the user terminal 100 causes the avatar object 610 to move at least the body based on the game progress information regardless of whether or not there is an operation from the user 3. Further, when the operation instruction data is received from the distribution terminal 400, the user terminal 100 performs an operation on the operation instruction data from the user 3, and the user terminal 100 at least voices the avatar object 610 based on the operation instruction data. To speak.
  • the game progress information is data for causing the avatar object 610 to further utter a voice. That is, the game progress information is transmitted from the game play terminal 300 to the plurality of user terminals 100 during the execution of the game, and the content of body movements and voice utterances is contained regardless of the destination user terminal 100. It is common data.
  • the game play terminal 300 and the distribution terminal 400 are devices used by the player 4 who plays the avatar object 610.
  • the user terminal 100 Based on the game program 131, the user terminal 100 causes the display unit 152 of the user terminal 100 to display UI images 705 and 706 for transmitting a message to the avatar object 610 during execution of the game, and the UI image by the user 3.
  • a message is transmitted to the game play terminal 300 based on the operation input for the 706.
  • the user terminal 100 displays a UI image at an arbitrary timing after the start of speech by the avatar object 610 based on the operation instruction data based on the game program 131, and the UI image displays the avatar.
  • the UI image for making a response to the object 610 is not included.
  • the UI image may include a UI image 930 that encourages participation in a game to be performed from the next time onward.
  • the game executed by the user terminal 100 based on the game program 131 (that is, executed by the system 1) automatically wins or loses when the conditions defined in the game program 131 are satisfied in the game. Or it is a game in which the ranking is determined.
  • the content of the utterance in the operation instruction data generated for each user 3 is the user name of the user 3 who uses the destination user terminal 100, the content that the user 3 supports the avatar object 610 in the game, and the support. Includes content that expresses gratitude for.
  • the motion instruction data is data for causing the avatar object 610 to speak a voice and move the body.
  • the distribution terminal 400 is used by the player 4 of the avatar object 610 appearing in the game in which the plurality of users 3 participate.
  • the distribution terminal 400 displays the user list screen 731 on the display unit 452 as a list of users who participated in the game, selects one or more users from the list, and the utterance voice spoken by the player 4.
  • the data for causing the avatar object 610 to speak the voices 920A and 920B, and the operation instruction data in which the content of the utterance is different for each selected user 3 is generated and selected.
  • the operation instruction data generated for each user is transmitted to the user terminal 100 used by the corresponding user 3, respectively.
  • the distribution terminal 400 further acquires the tag information 734 indicating the content in which each user is involved in the game based on the distribution program 423, and further displays the tag information 734 on the display unit 452.
  • the distribution terminal 400 displays the tag information on the display unit 452 by displaying the user list screen 731.
  • the tag information 734 is associated with each user.
  • the distribution terminal 400 when the distribution terminal 400 generates the operation instruction data, the distribution terminal 400 generates the operation instruction data based on the input from the player 4.
  • the distribution terminal 400 displays a motion list screen 741 for determining the body movement of the avatar object 610 on the display unit 452, and the motion list screen for each selected user based on the input from the player 4. Select 1 motion data from 741.
  • the distribution terminal 400 generates the operation instruction data
  • the distribution terminal 400 generates the operation instruction data based on the motion data determined for each selected user 3.
  • the motion of the avatar object 610 in the action instruction data generated for each selected user 3 is a motion determined for the corresponding user 3, respectively.
  • the body movement of the avatar object 610 during the game is controlled in real time based on the motion data generated in real time according to the movement of the player 4.
  • the operation determined by the distribution terminal 400 is not an operation based on motion data generated in real time according to the operation of the player 4, but an operation based on motion data created in advance.
  • the distribution terminal 400 receives the voice spoken by the player 4 for each selected user 3 while reproducing the operation determined for the user on the display unit 452 for each selected user 3. Generate operation instruction data.
  • Non-Patent Document 1 the character thanked the viewer who gave the present (so-called "throwing money").
  • the performer who plays the character is aimed at a large number of viewers, and who is the viewer who gave the present is not known until the moment when the present is given. Also, there is no information about the viewer who gave the present. Therefore, the content of the utterance by the performer (that is, the utterance of the character) for the present is similar to any viewer (for example, thank you for the present). In addition, since we will thank you in the delivery, the number of people who can thank you is limited.
  • the user 3 since the voice utterance of the avatar object 610 based on the operation instruction data, that is, the utterance content of the avatar object 610 in the thank-you video 910 is different for each user 3, the user 3 is compared with the technique of Non-Patent Document 1. The joy of is greater. Therefore, the user 3 wants to participate in the game again next time and watch the thank-you video 910. As a result, it is possible to encourage the user 3 to continuously participate in the game.
  • the utterance content of the avatar object 610 in the thank-you video 910 includes the user name of the user 3, the content of the user 3 supporting the avatar object 610 in the game, and the gratitude for this support, the user 3 includes the user name. I feel that the utterance is addressed only to me, and I feel great joy. Further, the support for the avatar object 610 is an act that the user 3 wants to receive gratitude from the avatar object 610, and the content of such an act is reflected in the utterance content in the thank-you video 910, so that the user 3 can receive the gratitude. You can feel great joy. As a result, it is possible to encourage the user 3 to continuously participate in the game.
  • the processor 10 displays the UI image 930 including the content prompting the user to participate in the next game when playing the thank-you video 910, the user 3 can be more strongly encouraged to participate in the next game.
  • the thank-you video 910 does not have a means for responding to the avatar object 610
  • the user 3 can play the game again next time in order to watch the utterance of the avatar object 610 addressed only to himself / herself. Try to participate. As a result, the user 3 can be more strongly encouraged to participate in the continuous game.
  • the thank-you video 910 is based on the action instruction data created after the end of the game, for example, when the avatar object 610 is not operated based on the action instruction data included in the game progress information.
  • the viewing of the thank-you video 910 is not the viewing of the live distribution, but the viewing of the pre-recorded one.
  • the processor 40 causes the player 4 to select the motion (movement) of the avatar object 610 in the thank-you video 910 from a plurality of motions created in advance.
  • the motion in the thank you video 910 does not require motion capture like the motion of the avatar object 610 in the game.
  • the player 4 can easily generate the operation instruction data of the thank-you moving image 910 in a short time.
  • operation instruction data can be generated regardless of the location. For example, operation instruction data can be generated even on the go. As a result, the operation instruction data can be distributed to more users 3.
  • the player 4 may create operation instruction data for all users 3 included in the user list 234, or may create operation instruction data for only some users 3.
  • the player 4 may select the user 3 who has contributed to the progress of the game.
  • a special feeling is created in the thank-you video 910, and each user 3 tries to have the operation instruction data transmitted to himself / herself and actively participates in the game.
  • FIG. 28 is a flowchart showing another example of the flow of the moving image reproduction process executed by the user terminal 100.
  • the processes executed in steps S71 to S74 are the same as the processes in steps S71 to S74 in FIG. 25, and therefore the description is not repeated here.
  • step S75 the processor 10 stores the received operation instruction data in the user terminal 100.
  • step S76 the processor 10 accepts the second reproduction operation for reproducing the thank-you moving image as the operation reception unit 111.
  • step S77 the processor 10 plays a thank-you video as the video playback unit 117 based on the stored operation instruction data.
  • the user terminal 100 stores the operation instruction data received from the distribution terminal 400 in the memory 11 of the user terminal 100. Then, when the operation instruction data is stored in the memory 11, the user terminal 100 causes the avatar object 610 to re-speak at least the voice based on the operation instruction data when the user 3 performs an operation on the operation instruction data. Be done. As a result, the user 3 can watch the thank-you video delivered in the past at any time.
  • the timing of the above operation by the user 3 may be any timing. Further, the timing of the recurrence of the voice based on the operation instruction data after the operation (that is, the reproduction of the thank-you video) may be any timing as long as it is after the operation.
  • the processor 10 may play the thank-you video after changing the appearance of the avatar object 610 in the thank-you video based on a predetermined operation of the user 3. ..
  • the processor 10 may consume the virtual currency or points associated with the user 3 when changing the appearance of the avatar object 610.
  • the points may be given to the user 3 by participating in the game, or may be given to the user 3 by supporting the avatar object 610 in the game.
  • the points awarded may differ depending on the degree of support. For example, more points may be awarded by introducing an item that consumes a larger amount of virtual currency.
  • the processor 10 may change the appearance of the avatar object 610 when the processing related to billing is accepted.
  • the processor 10 may consume the virtual currency or points associated with the user 3. Alternatively, the processor 10 may store the operation instruction data when the processing related to the charge is accepted. Alternatively, the processor 10 may execute the reproduction of the thank-you video based on the stored operation instruction data when the virtual currency or points are consumed or the processing related to the billing is accepted.
  • the processor 10 may accept an operation for responding to the avatar object 610 by the user 3 who has watched the thank-you video when the virtual currency or points are consumed or the processing related to billing is accepted.
  • the user 3 after watching the thank-you video may be able to communicate with the avatar object 610 (player 4).
  • the distribution terminal 400 may be configured to distribute only voice data to the user terminal 100. Further, although the ease of generating operation instruction data is reduced, motion data may be generated by motion capture.
  • the processor 40 displays a guide regarding acceptance of the audio input on the display unit 452 before accepting the audio input, that is, before playing the motion moving image corresponding to the selected motion data. May be good. For example, the processor 40 displays the text "When you tap the start button, the selected motion is displayed after the countdown. Please input the voice according to the motion" and the UI image as the start button. It may be displayed on the display unit 452. When the tap operation to the start button is accepted, the processor 40 may play a motion moving image after displaying the countdown for a predetermined time and start accepting the voice input. With such a configuration, it is possible to give a margin to the player 4 before performing the voice input, and it is possible to improve the possibility that the voice input is successful.
  • the screen displayed on the display unit 452 of the distribution terminal 400 during the distribution process in the distribution terminal 400 is not limited to the above example. 29 and 30 are views showing still another specific example of the screen displayed on the distribution terminal 400.
  • the processor 40 When the processor 40 receives a user selection operation for an application icon for generating and distributing operation instruction data, the processor 40 displays a login screen (not shown) on the display unit 452. As an example, the selection operation may be a tap operation for the above icon.
  • the processor 40 accepts input of necessary information on the login screen. The information may be, for example, a user ID and a password.
  • the processor 40 transmits the information to the server 200, and causes the server 200 to perform an authentication process.
  • the processor 40 Upon receiving the notification from the server 200 that the authentication was successful, the processor 40 causes the display unit 452 to display the home screen 2010 shown in FIG. 29 (A).
  • Various information for displaying the home screen 2010 may be stored in advance in the distribution terminal 400, or may be acquired from the server 200 together with the above notification.
  • the home screen 2010 includes an avatar object 610 and a UI image 2011 as an example.
  • the UI image 2011 accepts an operation for displaying a list of users 3 who have participated in the game.
  • the operation may be, for example, a tap operation on the UI image 2011.
  • the list is displayed as a ranking screen in which each user 3 who participated in the game is ranked according to the billing amount.
  • the ranking screen may include only users 3 having a predetermined rank or higher (for example, 50th rank or higher) among the users 3.
  • the ranking screen may be the ranking screen 2020 shown in FIG. 29 (B).
  • the processor 40 generates the ranking screen 2020 based on the user list 234 acquired from the server 200.
  • the server 200 may generate a ranking screen 2020 based on the user list 234 and transmit the ranking screen 2020 to the processor 40.
  • the "message waiting ⁇ person" included in the UI image 2011 indicates the number of users among the users 3 included in the ranking screen 2020 for which the operation instruction data has not been transmitted to the user terminal 100. In the example of FIG. 29A, the operation instruction data is not transmitted to two of the users 3 included in the ranking screen 2020.
  • the ranking screen 2020 includes the title image 2021, the user information 2023A, and the user information 2023B.
  • the title image 2021 includes the text "ranking" and notifies the player 4 that the screen is a ranking screen.
  • the title image 2021 includes a UI image 2022.
  • the UI image 2022 accepts an operation for redisplaying the previous screen (returning to the previous screen). The operation may be, for example, a tap operation on the UI image 2022.
  • the processor 40 Upon receiving the tap operation on the UI image 2022, the processor 40 causes the display unit 452 to display the home screen 2010 again.
  • User information 2023A, 2023B, 2023C are images showing information of the user 3 who participated in the game.
  • the user information 2023A and 2023B include icons 2024A and 2024B, user names 2025A and 2025B, ranks 2026A and 2026B, billing amounts 2027A and 2027B, and transmission times 2028A and 2028B, respectively. If it is not necessary to distinguish between them, the alphabet at the end of the code is omitted. Further, the user information 2023A further includes the transmitted notification 2029 and the previous transmission date 2030.
  • the user information 2023C includes at least an icon 2024, a user name 2025, a rank 2026, a billing amount 2027, and a number of transmissions 2028, but most of the user information 2023C is outside the display area of the display unit 452. In the example of FIG. 29B, it is not displayed on the display unit 452.
  • the processor 40 receives an operation (flick operation, drag operation, etc.) for moving an indicator such as a finger touched to the touch screen 45, the processor 40 displays it in the display area of the display unit 452. The area may be changed. In other words, the processor 40 may scroll the ranking screen 2020.
  • the operation for scrolling will be referred to as "scrolling operation”.
  • the user information 2023A is the user information of the user 3A
  • the user information 2023B is the user information of the user 3B.
  • the icon 2024 is, for example, an image set in advance by each user 3.
  • the user name 2025 is information indicating each user 3 who participated in the game, which is stored in the column of "user" in the user list 234.
  • the rank 2026 indicates the rank of each user 3.
  • the billing amount 2027 indicates the amount charged by each user 3 for the game executed by the system 1. In this modification, the higher the amount indicated by the billing amount 2027, the higher the ranking indicated by the rank 2026. Further, in this modification, the higher the rank indicated by the rank 2026, the higher the user information 2023 is arranged on the ranking screen 2020.
  • the ranking screen 2020 is a screen in which the user information 2023 is arranged in the order of the ranking indicated by the ranking 2026.
  • the number of transmissions 2028 indicates the number of times the operation instruction data has been transmitted to the user 3 in the past.
  • the number of transmissions 2028A indicates that the player 4 has transmitted the operation instruction data for playing the thank-you video twice in the past to the user terminal 100A of the user 3A because the number of transmissions is "2". ..
  • the number of transmissions 2028B is "0"
  • the player 4 indicates that the operation instruction data has never been transmitted to the user terminal 100B of the user 3B.
  • the transmitted notification 2029 is displayed when the video instruction data has already been transmitted to the user terminal 100 of the user 3 after the current game play.
  • the transmitted notification 2029 since the transmitted notification 2029 is included in the user information 2023A, it is determined that the player 4 has transmitted the operation instruction data to the user terminal 100A of the user 3A after the current game play. Shows.
  • the user information 2023B since the user terminal 100B of the user 3B has never transmitted the operation instruction data, the user information 2023B does not include the transmitted notification 2029.
  • the previous transmission date 2030 indicates the latest transmission date for the transmission of operation instruction data. Since the operation instruction data has never been transmitted to the user terminal 100B of the user 3B, the user information 2023B does not include the previous transmission date 2030.
  • the user information 2023 also functions as a UI image that accepts the operation of the player 4.
  • the operation may be, for example, a tap operation for the user information 2023.
  • the processor 40 when the processor 40 receives a tap operation for the user information 2023, the processor 40 causes the display unit 452 to display a detailed screen showing the details of the user information 2023 that has received the tap operation.
  • the detail screen may be the detail screen 2040 shown in FIG. 29 (C).
  • the detail screen 2040 includes the above-mentioned title image 2021 and user information 2041 as an example.
  • the processor 40 may display the home screen 2010 again on the display unit 452, or may display the ranking screen 2020 again on the display unit 452. ..
  • the user information 2041 shown in FIG. 29 (C) is an image showing the user information of the user 3A. That is, as a result of accepting the tap operation for the user information 2023A on the ranking screen 2020, the processor 40 displays the user information 2041 shown in FIG. 29 (C) on the display unit 452.
  • the user information 2041 includes the above-mentioned icon 2024A, user name 2025A, rank 2026A, billing amount 2027A, transmission number 2028A, and previous transmission date 2030. Since these have already been explained, the explanation will not be repeated. Further, the user information 2041 includes, as an example, UI images 2031 to 2034, 2037, 2038, a detailed display area 2035, and a scroll bar 2036.
  • the UI image 2031 accepts an operation for displaying a history screen (not shown) showing a history of operation instruction data transmitted in the past to the user terminal 100A of the user 3A.
  • the operation may be, for example, a tap operation on the UI image 2031.
  • the history screen may be a screen in which UI images showing each of the operation instruction data transmitted in the past are arranged in order from the present.
  • the processor 40 may play a moving image (thank you moving image) using the operation instruction data corresponding to the UI image.
  • the UI images 2032 to 2034 accept operations for displaying various information in the detailed display area 2035.
  • the operation may be, for example, a tap operation for each of the UI images 2032 to 2034.
  • the detailed display area 2035 is an area for displaying detailed information about the user 3A's participation in the game.
  • the display mode of the UI image 2034 is different from that of the UI image 2032 and the UI image 2033. That is, the example of FIG. 29C shows the detail screen 2040 after accepting the tap operation to the UI image 2034.
  • the UI image 2034 accepts a tap operation for displaying the tag associated with the user 3A in the user list 234 in the detailed display area 2035. Therefore, in the example of FIG. 29C, the tag associated with the user 3A in the user list 234 is displayed in the detailed display area 2035.
  • the UI image 2032 accepts a tap operation for displaying the comment sent by the user 3A to the avatar object 610 in the latest game in the detailed display area 2035.
  • the UI image 2033 accepts a tap operation for displaying the item presented to the avatar object 610 by the user 3A in the latest game in the detailed display area 2035. That is, when the processor 40 receives the tap operation for the UI image 2032, the processor 40 causes the detailed display area 2035 to display a list of comments sent by the user 3A to the avatar object 610 in the latest game. Further, when the processor 40 receives the tap operation for the UI image 2033, the processor 40 causes the detailed display area 2035 to display a list of items presented to the avatar object 610 by the user 3A in the latest game.
  • the processor 40 may consider that any one of the UI images 2032 to 2034 is selected, and display the corresponding information in the detail display area 2035. That is, the detail screen 2040 may be a screen in which the information corresponding to any of the UI images 2032 to 2034 is displayed by default in the detail display area 2035.
  • the scroll bar 2036 is a UI image that accepts scroll operations.
  • the processor 40 receives the scroll operation, the processor 40 scrolls in the detailed display area 2035 and displays the information that was hidden before the scroll.
  • the scroll operation may be input at a position different from the position where the scroll bar 2036 is displayed.
  • the UI image 2037 accepts an operation for generating video instruction data.
  • the UI image 2038 hides the detail screen 2040 and accepts an operation for redisplaying the home screen 2010 or the ranking screen 2020. These operations may be, for example, tap operations for UI images 2037 and 2038.
  • the processor 40 Upon receiving the tap operation for the UI image 2037, the processor 40 causes the display unit 452 to display the preparation screen 2050 shown in FIG. 30A as an example.
  • the preparation screen 2050 includes, as an example, an avatar object 610, a UI image 2051, a text 2052, and a selected image 2053.
  • the UI image 2051 accepts an operation for stopping the generation of the moving image instruction data.
  • the operation may be a tap operation for the UI image 2051.
  • the text 2052 is, for example, a text indicating that the destination of the operation instruction data and the current screen are screens for generating the operation instruction data.
  • the selected image 2053 is, for example, an image that causes the player 4 to select the playback time of the moving image based on the operation instruction data.
  • the selected image 2053 includes, for example, options 2054A-2054C which are UI images.
  • the processor 40 determines the playback time of the moving image to be 10 seconds.
  • the processor 40 determines the playback time of the moving image to be 20 seconds.
  • the processor 40 determines the playback time of the moving image to be 30 seconds.
  • the selected operation may be, for example, a tap operation for any of the options 2054A to 2054C. In this modification, it is assumed that the operation of selecting option 2054C is accepted. Further, the types and numbers of options are not limited to the example of FIG. 30 (A).
  • the processor 40 causes the display unit 452 to display the preparation screen 2060 shown in FIG. 30B as an example.
  • the preparation screen 2060 includes, as an example, an avatar object 610, a UI image 2051, a text 2052, and a selected image 2061.
  • the selected image 2061 is, for example, an image that causes the player 4 to select the motion data included in the motion instruction data.
  • the selected image 2061 includes, for example, options 2062A to 2062F, which are UI images, and UI image 2063.
  • the options 2062A to 2062F are associated with different motion data, respectively, and when the operation of selecting any of the options 2062A to 2062F (for example, the tap operation to any of the options 2062A to 2062F) is accepted, the processor 40 receives the operation. , Identify the motion data corresponding to the selected choice.
  • Each of the options 2062A-2062F includes, as an example, a text indicating emotions.
  • the text indicates that the motion in the motion data corresponding to each of the options 2062A to 2062F is a motion corresponding to the emotion indicated by the text.
  • the motion in the motion data corresponding to the option 2062A is a motion corresponding to the emotion of "happy".
  • the motion is a motion in which the avatar object 610 expresses the feeling of being happy.
  • the display mode of the option to which the tap operation is input may be different from the display mode of the other options.
  • the display mode of option 2062A is different from the display mode of other options. That is, the example of FIG. 30B shows the preparation screen 2060 after the tap operation is input to the option 2062.
  • the UI image 2063 accepts an operation for determining the motion data to be included in the video instruction data as the selected motion data.
  • the operation may be a tap operation on the UI image 2063.
  • the processor 40 determines the motion data to be included in the moving image instruction data as the selected motion data.
  • the processor 40 determines the motion data to be included in the moving image instruction data as the motion data corresponding to the option 2062A.
  • the number and types of motion data that is, the number and types of options in the selected image 2061, are not limited to the example of FIG. 30 (B). If the number of choices is large and some of the choices cannot be displayed in the selection image 2061, the selection image 2061 may include a scroll bar.
  • the processor 40 accepts the scroll operation, it scrolls in the selected image 2061 and displays the options that were hidden before the scroll. The scroll operation may be input at a position different from the position where the scroll bar is displayed.
  • the processor 40 Upon receiving the tap operation for the UI image 2063, the processor 40 causes the display unit 452 to display the voice input screen 2070 shown in FIG. 30C as an example.
  • the voice input screen 2070 includes, as an example, an avatar object 610, a UI image 2051, a text 2052, a time bar 2071, and UI images 2072, 2073.
  • the time bar 2071 is a UI image showing the remaining time of the operation instruction data.
  • the time bar 2071 is entirely colored in the first color (white in the example of FIG. 30C), and includes the text "0:00" at the left end and "0:30" at the right end. That is, the longitudinal length of the time bar 2071 indicates the passage of time for 30 seconds.
  • the UI image 2072 is a UI image that accepts an operation for starting voice input.
  • the operation may be, for example, a tap operation on the UI image 2072.
  • the player 4 starts speaking after inputting a tap operation on the UI image 2072.
  • the processor 40 receives the voice spoken by the player 4 and generates voice data from the voice.
  • the processor 40 changes the aspect of the time bar 2071 with the passage of time.
  • the processor 40 changes the color of the time bar 2071 from the first color to the second color from the left end portion to the right end portion of the time bar 2071 with the passage of time.
  • the time bar 2071 is entirely colored in the second color 30 seconds after receiving the tap operation on the UI image 2072.
  • the processor 40 may change the UI image 2072 to a UI image (not shown) that accepts an operation for terminating the input of the voice, as an example.
  • the operation may be, for example, a tap operation on the UI image.
  • the processor 40 ends the acceptance of the voice and completes the generation of the voice data. Then, the processor 40 generates operation instruction data from the selected motion data and the voice data.
  • the processor 40 receives a UI image that accepts an operation for terminating the input of voice, and a UI image and an operation instruction that accepts an operation for playing a moving image based on the operation instruction data instead of the UI image 2073. Even if the display unit 452 displays a UI image that accepts an operation for transmitting the data to the selected user 3 (user 3A in this modification) and a UI image that accepts an operation for retaking the audio data. good. These operations may be tap operations for each UI image.
  • the processor 40 transmits the operation instruction data to the server 200 and the operation instruction is sent to the user terminal 100 of the selected user 3. Have the data sent.
  • the processor 40 may display a confirmation screen for the user to confirm again whether or not to transmit the operation instruction data.
  • the confirmation screen includes, for example, a UI image that accepts an operation for transmitting operation instruction data and a UI image that accepts an operation for canceling transmission.
  • the processor 40 displays, for example, a notification screen notifying the user that the transmission is completed.
  • the notification screen includes, for example, a UI image that accepts an operation for redisplaying the ranking screen 2020.
  • the processor 40 updates the transmission number 2028 and the previous transmission date 2030 in the user information 2023 of the corresponding user 3 in accordance with the transmission of the latest operation instruction data. If the operation instruction data has not been transmitted to the corresponding user 3 in the past, the transmitted notification 2029 is added to the user information 2023.
  • the UI image 2073 is a UI image that accepts an operation for displaying the tag on the voice input screen 2070.
  • the operation may be, for example, a tap operation on the UI image 2073.
  • the processor 40 Upon receiving the tap operation for the UI image 2073, the processor 40 superimposes the tag image 2074 on the voice input screen 2070 and displays it as shown in FIG. 30 (D).
  • the tag image 2074 includes a tag associated with the corresponding user 3 (user 3A in this modification) in the user list 234.
  • the player 4 can input the voice while confirming the tag, that is, the content of the support provided by the user 3A in the game.
  • the player 4 can generate appropriate voice data according to the content of the support provided by the user 3A.
  • the tag image 2074 may include information other than the tag, for example, the user's billing amount, the previous transmission date of the operation instruction data, a list of posted comments, a column of the input item, and the like.
  • the processor 40 may display the above information other than the tag on the display unit 452 (for example, in the tag image 2074). ..
  • the processor 40 may change the UI image 2073 to the UI image 2075 as shown in FIG. 30 (D).
  • the UI image 2075 is a UI image that accepts an operation for hiding the tag image 2074.
  • the operation may be, for example, a tap operation on the UI image 2075.
  • the processor 40 hides the tag image 2074. That is, the voice input screen 2070 returns to the voice input screen 2070 shown in FIG. 30 (C).
  • the home screen 2010 may include a plurality of UI images that accept operations for displaying different ranking screens.
  • the different ranking screens are, for example, a weekly ranking ranking screen that is a ranking according to the billing amount of the last week, a monthly ranking ranking screen that is a ranking according to the billing amount of the last month, and a service start to the present.
  • the ranking screen of the cumulative ranking which is the ranking according to the cumulative billing amount, is mentioned, but is not limited to this.
  • the ranking is not limited to the one whose ranking is determined only by the size of the billing amount.
  • the ranking may be determined based on the size of the charge amount and the value of the points earned in the game.
  • the ranking may be in descending order of the total value of the total value of the charge amount and the point value, or each of the charge amount value and the point value is weighted and then totaled. You may.
  • the motion data may not include changes in facial expressions.
  • the facial expression of the avatar object 610 in the moving image may be changed by using the facial expression data generated by capturing the change in the facial expression of the player 4.
  • the processor 40 captures changes in the facial expressions of the player 4 and generates facial expression data.
  • the operation instruction data including the voice data, the motion data, and the facial expression data is generated and transmitted to the user terminal 100.
  • the processor 40 may capture the facial expression of the player 4 who is inputting the voice and generate the facial expression data, or may capture the facial expression of the player 4 at a timing different from the input of the voice and generate the facial expression data. You may.
  • the game executed in the system 1 is not limited to a game in which the player 4 plays the game and each user 3 supports the player 4 (avatar object 610).
  • the game may be a game in which the player 4 participates as a game master or a moderator, and each user 3 participates as a player, or a plurality of users 3 to one or several users 3 may participate.
  • the game may be in the form of playing against the player 4.
  • the form of participation of the user 3 in the game executed in the system 1 differs depending on the form of the game. Therefore, the utterance content of the avatar object 610 in the thank-you video is not limited to the content in which the user 3 supports the avatar object 610 in the game and the content including gratitude for this support.
  • the utterance content may include content in which the user 3 is involved in the game and gratitude to the user 3. This appreciation may be, for example, appreciation for the user 3 participating in the game. Further, the utterance content may include at least the content in which the user 3 is involved in the game.
  • a plurality of avatar objects (characters) associated with each of the players 4 may appear in the game.
  • the game executed in the system 1 is not limited to the above-mentioned game (live game) in which a plurality of users 3 participate in the game distributed from the terminal of the player 4 in real time.
  • the game executed in the system 1 may be, for example, a multiplayer game in which only a plurality of users 3 participate and the player 4 does not participate.
  • Each user terminal 100 transmits information based on the operation input by the user 3, for example, motion data for operating a character operated by each user 3 to another user terminal 100 via the server 200.
  • the player character performs the same operation at substantially the same timing.
  • any one of the user terminals 100 plays a role as a host terminal.
  • the user terminal 100 as a host terminal transmits operation instruction data of a character (that is, an NPC) controlled by the game program 131 to another user terminal 100 via the server 200.
  • the NPC performs the same operation at substantially the same timing.
  • the "motion” here refers to the movement of at least a part of the body by the character (player character and NPC), and does not include the character uttering (speaking) a voice.
  • each user terminal 100 outputs the voice as the utterance of the character based on the information for operating the game program 131 and the character (player character or NPC). For example, when a certain player character operates according to motion data, each user terminal 100 outputs voice using voice data specified in the description of the game program 131. Each user terminal 100 uses the voice data stored in its own terminal as game information 132 when outputting the voice. That is, each user terminal 100 does not communicate with other user terminals 100 or the server 200 when outputting the voice as the utterance of the character.
  • the thank-you video delivered to at least a part of the user 3 after playing the multiplayer game is the same as the example of the live game. That is, the user terminal 100 receives the operation instruction data including the voice data and the motion data, renders the operation instruction data, and reproduces the thank-you moving image.
  • the thank-you video may be, for example, one in which the character operated by the user 3 speaks and operates according to the voice data and the motion data.
  • the source of the operation instruction data that is, the terminal that generates the operation instruction data may be, for example, a mobile terminal (smartphone, etc.) of the voice actor of the character operated by the user 3, and operates the game. It may be an operator's terminal (PC, etc.). Regardless of the terminal, the voice data in the thank-you video is generated by the voice actor of the character inputting the voice corresponding to the play content of the user 3 to the terminal.
  • the game executed in the system 1, that is, the game in which a plurality of users participate is a game in which each user 3 plays independently (single play game), and the play result of playing the game is the server 200. Also included is a game that is transmitted to and the play results of each user 3 are aggregated on the server 200. Examples of play results include wins and losses in the game, rankings, and records in the competition (time, score, etc.).
  • the distribution terminal 400 transmits the motion data and the voice data of the avatar object 610 to the user terminal 100 in order to play the thank-you video on the user terminal 100. Then, the user terminal 100 generated and played a thank-you video by rendering the motion data call voice data. On the other hand, the distribution terminal 400 may generate a thank-you video based on the motion data and the voice data, and transmit the video to the user terminal 100.
  • the timing at which the user terminal 100 displays the UI image on the touch screen 15 (display unit 152) after the start of playback of the thank-you video 910 may be any timing after the start of playback of the thank-you video.
  • the timing of playing the thank-you video 910 is not limited to after the end of the game executed by the system 1, and may be during the game. As described above, the timing may be when the avatar object 610 is not operated based on the operation instruction data included in the game progress information. For example, even during the execution of the game, the thank-you video 910 may be playable at the timing when the avatar object 610 is not operated based on the operation instruction data.
  • the data transmitted from the game play terminal 300 to the user terminal 100 is not limited to the game progress information.
  • the game play terminal 300 may be a terminal that distributes video content to the user terminal 100. That is, the system 1 according to the present disclosure can be expressed as a system that distributes content to the user terminal 100 from an external terminal, and the content is, for example, game progress information generated by playing a game. be.
  • the user terminal 100 is configured to execute the following steps in order to improve the interest of the game based on the game program 131.
  • the user terminal 100 (computer) has a step of requesting the progress of a completed live distribution game via an operation unit such as an input unit 151, and has been terminated from the server 200 or the distribution terminal 400.
  • Execute a step of receiving the recorded action instruction data (game progress information) related to the live distribution game and a step of advancing the completed live distribution game by operating the character based on the recorded action instruction data.
  • the recorded motion instruction data may include motion data and voice data input by the player 4 associated with the character.
  • the recorded operation instruction data is often stored in the storage unit 220 of the server 200 or the storage unit 420 of the distribution terminal 400, and is distributed to the user terminal 100 again in response to a request from the user terminal 100. Is good.
  • the progress of the completed live distribution game based on the recorded operation instruction data is different depending on the result of whether or not the user has progressed the live distribution game in real time. Specifically, when it is determined that the user has a track record of progressing the live distribution game in real time, the user re-progresses the same live distribution game as the one in which the live distribution game is advanced in real time. Is good (return delivery). In return delivery, it is better to perform a selective progression of the livestreaming game. On the other hand, when it is determined that the user has no record of progressing the live distribution game in real time, it is preferable to proceed with the live distribution game having a progress mode different from the progress in real time (missed distribution).
  • the real-time live distribution game can be advanced. Nevertheless, this includes cases where this was not actually done. For missed deliveries, it's a good idea to perform a limited progression of livestream games.
  • the game progress unit 115 further receives the user action history information in the live distribution game.
  • the user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution game, in addition to the contents of the recorded action instruction data.
  • the user action history information is often associated with the recorded action instruction data, and is preferably stored in the storage unit 220 of the server 200, the memory 31 of the game play terminal 300, or the memory 41 of the distribution terminal 400.
  • the user behavior history information may be stored in the storage unit 120 of the user terminal 100. Further, the user behavior history information may include or also serve as the above-mentioned item input information.
  • FIG. 31 is a diagram showing an example of a data structure of user behavior history information.
  • the user action history information includes, for example, items such as action time, action type, and action details in which the user has acted in the live distribution game, and is associated with a user ID that identifies the user.
  • the item “behavior time” is information on the time when the user performed an action in the live distribution game
  • the item “behavior type” is a type indicating the user's action
  • the item “behavior details” is the specific action of the user. Content.
  • Such actions may also include time selection for later playing back a particular progression of the livestream game.
  • Such actions may include the acquisition of rewards, points, etc. during the live distribution game.
  • the user action history information is preferably associated with each other between the data structure of the action instruction data and the data structure of the game information described later in FIG. 32. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
  • FIG. 32 is a diagram showing an example of the data structure of the game information 132 processed by the system 1 according to the present embodiment.
  • the items provided in the game information 132 are appropriately determined according to the genre, nature, content, etc. of the game, and the exemplary items do not limit the scope of the present invention.
  • the game information 132 may be configured to include each item of "play history”, “item”, “delivery history”, and "game object". Each of these items is appropriately referred to when the game progress unit 115 advances the game.
  • the user's play history is stored in the item "play history".
  • the play history is information indicating whether or not the user's play is completed for each scenario stored in the storage unit 120.
  • the play history may include a list of fixed scenarios downloaded at the first time of play and a list of acquisition scenarios acquired later. In each list, statuses such as "played”, “unplayed”, “playable”, and “unplayable” are associated with each scenario.
  • the item "item” stores a list of items owned by the user as a game medium.
  • the item is, for example, a clothing item worn by a character.
  • the user can make the character wear the clothing items obtained by playing the scenario and customize the appearance of the character.
  • the item "Distribution history” stores a list of videos (including games) that have been live-distributed from the player 4 in the past, so-called back numbers.
  • videos that are PUSH-distributed in real time can only be viewed at that time.
  • the moving images for past distribution are recorded on the server 200 or the distribution terminal 400, and can be PULL-distributed in response to a request from the user terminal 100.
  • the back number may be made available for download by the user for a fee.
  • the item "game object” stores data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673.
  • FIG. 33 is a flowchart showing an example of the basic game progress of the game executed based on the game program according to the present embodiment.
  • the processing flow is applied to the scenes after the end of the live distribution time when the real-time live distribution game has already ended.
  • step S301 the operation unit 151 of the user terminal 100 newly requests the progress of the completed live distribution game.
  • step S302 in response to the request in step S301, the user terminal 100 receives recorded operation instruction data (game progress information) related to the completed live distribution game from the server 200 or the distribution terminal 400.
  • the recorded action instruction data includes motion data and voice data input by the operator associated with the character.
  • the user terminal 100 may receive various progress record data acquired and recorded along with the movement of the character during the progress of the real-time live distribution game.
  • the progress record data may include viewer behavior data in which the user who participated in the real-time live distribution game behaves in accordance with the movement of the character.
  • the viewer behavior data is data including a record of live behavior of all users (that is, viewers who participated in the live distribution game in real time) who have advanced the real-time live distribution game in real time.
  • the viewer behavior data should include messaging content such as text messages and icons sent by the viewer to the character in real time during the live performance.
  • the viewer behavior data may be, for example, the user behavior history information shown in FIG. 31.
  • the recorded operation instruction data and progress record data may be received by the user terminal 100 as separate data, and each may be analyzed (rendered).
  • the server 200 or the game play terminal 300 the previously recorded operation instruction data and the viewer behavior data may be combined, and the combined data set may be received by the user terminal 100 at one time.
  • the combined data set it is possible to reduce the load of subsequent data analysis (rendering) by the user terminal 100.
  • the progress record data is combined with the recorded action instruction data (that is, the recorded action order data includes the progress record data).
  • step S303 the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution game in real time.
  • the determination may be performed, for example, based on whether there is a record in which the action instruction data has been sent to the user terminal 100.
  • the live stream game is executed based on whether the status is "played” by referring to the item "play history” shown in FIG. 32, the same item "delivery history” is referred to. It may be executed based on whether or not there is a record of live distribution from the character in the past.
  • the operation instruction data already recorded is stored in the storage unit 120 of the user terminal 100, it may be determined that the live distribution game has already been advanced in real time.
  • the determination may be performed by combining them, or by any other method.
  • step S303 If it is determined in step S303 that the user has a track record of progressing the live distribution game in real time (YES), the progress of the completed live distribution game is "return distribution”. On the other hand, when it is determined in step S303 that the user has no record of progressing the live distribution game in real time (NO), the progress of the completed live distribution game is "missed distribution”. As mentioned above, the user experience is different between “return delivery” and "missed delivery”.
  • step S303 If it is determined in step S303 that the user has a track record of advancing the live distribution game in real time, the processing flow proceeds from YES in step S303 to step S304.
  • step S304 the game progress unit 115 acquires the user behavior history information of the live distribution game shown in FIG. 31 and analyzes it.
  • the user action history information may be acquired from the server 200 or the distribution terminal 400, or may be used directly when it is already stored in the storage unit 120 of the user terminal 100.
  • step S305 the game progress unit 115 re-progresses the completed live distribution game (that is, the above-mentioned “return distribution”). Specifically, the recorded action instruction data and the user action history information analyzed in step S304 are used to re-progress the live distribution game. In addition, the progress may be executed again for the thank-you video delivered after the game or during the game (the same applies hereinafter).
  • the thrown item thrown in the real-time live distribution game may be reflected in the movement mode of the character. For example, if the user has acquired it as a clothing item (here, a "necklace"), the character is operated based on the item (that is, wearing a necklace). As a result, the live distribution game may be re-progressed. That is, the re-progress of the real-time live-streaming game reflects the user behavior history information and the reward information, and is similar to the live-streaming game that has progressed in real time, and is unique to the user. ..
  • the live distribution game will be re-progressed.
  • the user specifies a specific action time by using the data of the "action time" included in the user action history information described with reference to FIG. 31, and the live distribution game is selectively advanced from there. Can be made to. For example, if the user has entered a comment 2 minutes and 45 seconds after the start of the livestreaming game, the user can re-progress the livestreaming game by specifying the timing 2 minutes and 45 seconds later. ..
  • action time corresponding to the consumption of valuable data by the user's input operation and the record of actions such as change of items such as character's clothing. It is better to make it feasible based on.
  • the live distribution game is selectively advanced using the data of the action time. Can be made to. For example, if the user has selected a period of 2 minutes 45 seconds to 5 minutes 10 seconds from the start of the live distribution game, the user can re-progress the live distribution game over that period.
  • the thank-you video is delivered during or after the game is delivered during real-time delivery, in the return delivery, the game is being played during or after the game is played, as in the case of real-time delivery. You may play the thank you video.
  • the video instruction data of the thank-you video is stored in the user terminal 100
  • the video instruction data stored in the user terminal 100 is read out and the character moves.
  • the video instruction data game progress information
  • the character operates by either the moving image instruction data (game progress information) used during the game execution or the moving image instruction data used for the thank-you moving image.
  • the character is operated by either the moving image instruction data (game progress information) used during the game execution or the moving image instruction data used for the thank-you moving image.
  • step S303 determines whether the user has no record of advancing the live distribution game in real time. If it is determined in step S303 that the user has no record of advancing the live distribution game in real time, the processing flow proceeds from NO in step S303 to step S306.
  • step S306 the game progress unit 115 executes a limited progress (that is, the above-mentioned "missed distribution") of the completed live distribution game.
  • the reason why the missed delivery is restricted is that the user has the right to receive the live stream, but it can be considered that he has waived this right, so not all of the live stream is necessarily limited. Based on the idea that it is not necessary to reproduce and present it to the user.
  • the progress of the live distribution game is executed using the recorded operation instruction data.
  • a clothing item eg, a "necklace”
  • the livestreaming game progressed in real time would image-synthesize the item so that the character would wear it and operate (ie,).
  • the character is wearing a necklace or other clothing item). That is, in the real-time live distribution game, the movement mode of the character was associated with clothing items.
  • clothing items and the like are not associated with the movement mode of the character. That is, the image composition process is not performed so that the character wears the item and operates.
  • the progress of the completed live distribution game is limited in that it does not reflect information such as clothing items and is not unique to the user.
  • the thrown money item input in the real-time live distribution game can be reflected in the movement mode of the character.
  • the missed distribution the thrown item thrown in the real-time live streamed game is not reflected in the movement mode of the character (however, the thrown item thrown by another viewer user who was watching the live stream in real time is missed. It may be reflected in the movement mode of the character in the distribution).
  • the retrospective distribution viewing real-time live distribution in the past
  • the overlooked distribution unlike the live distribution game that progresses in real time, it is better to limit the actions of the users that can be accepted.
  • a live distribution game progressed in real time
  • consumption of valuable data by a user's input operation for example, input of (throwing money) items, billing by purchasing items, etc.
  • the consumption of such valuable data may be restricted so as not to be accepted.
  • a user interface including buttons and screens for executing the consumption of valuable data is displayed on the display unit 352, and the user can use such a UI. It is assumed that valuable data can be consumed through the input operation of.
  • such a UI should be hidden so that the user cannot explicitly perform an input operation.
  • the user 3 cannot throw in a tossed item or the like for supporting the character.
  • the live-streamed game or the like includes (but is not limited to) a user-participatory event such as a game as described in the first embodiment, and the user is provided with an interactive experience with the avatar object.
  • user-participation-type events include games such as the first embodiment, questionnaires provided by characters, quizzes given by avatar objects, battles with avatar objects (for example, junken games, bingo games), and the like. sell. Then, as in the case of live distribution in real time, the participation result of such a user participation type event is fed back to the user in the overlooked distribution.
  • the result of the correctness determination is fed back to the user.
  • the program may automatically make only a simple judgment (correctness judgment, etc.) and give feedback.
  • the user is different from the one during live participation.
  • a display such as "The answer is different from that during the live” may be displayed and output to the user terminal by comparing with the answer of the user who is participating in the live.
  • the user may be restricted from acquiring predetermined game points for the above feedback.
  • predetermined game points may be associated with the user and added to the points owned by the user.
  • such points may not be associated with the user.
  • the points owned by the user for example, in the case of a game in which a plurality of users who are game players are ranked based on the points, when the user advances the completed live distribution game, such a situation is performed. It will not affect the ranking.
  • the user terminal 100 may request the progress of the completed live distribution game and / or the thank-you video again. That is, it is preferable that the return delivery or the missed delivery can be repeatedly executed a plurality of times. In this case, the processing flow returns to step S301.
  • the user can proceed with the live distribution game and the thank-you video again in various modes. ..
  • the user feels more attached to the character through the experience of interacting with the character in a rich sense of reality, so that another part that operates the character can be played with even more interest. ..
  • it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
  • ⁇ Modification 1> whether the progress of the completed live distribution game is a return distribution or a missed distribution is determined based on whether or not the user has a track record of advancing the live distribution game in real time.
  • the user may be configured to select the return delivery or the overlooked delivery. Alternatively, regardless of the presence or absence of the above-mentioned achievements, only the overlooked distribution may be provided to the user.
  • ⁇ Modification 2> In the second embodiment, after the end of the return distribution (step S305 in FIG. 33) or the missed distribution (step S306 in FIG. 33), the progress of the completed live distribution game (and thank-you video) may be requested again. And said. That is, the return delivery or the missed delivery could be repeatedly executed a plurality of times. In the second modification, it is preferable that the second and subsequent return delivery or missed delivery correspond to the record of the previous return delivery or missed delivery.
  • the first distribution history data may be stored in the storage unit 220 of the server 200 or the storage unit 320 of the distribution terminal 400. After that, when the recorded operation instruction data related to the completed live distribution game is requested again from the user terminal 100, the first distribution history data is sent from the server 200 or the distribution terminal 400 together with the recorded operation instruction data. It will be delivered. In the user terminal 100, the received first delivery history data is referred to, and if the first return delivery or the missed delivery is performed halfway, the user terminal 100 will perform the second return delivery or the second return delivery from the continuation. Resume the progress of overlooked delivery. As a result, the user can efficiently perform return delivery or missed delivery.
  • the recorded operation instruction data related to the thank-you video is read from the user terminal 100 at the time of the return distribution, but when the first return distribution is performed halfway, the reproduction history indicating the interrupted part is shown.
  • the data may be recorded in the user terminal 100 so that the user terminal 100 can restart the progress of the second return distribution from the continuation.
  • the return delivery should be executed from the second time onward, and if the first delivery is a missed delivery, the missed delivery should be executed from the second time onward. Further, when the recorded operation instruction data related to the character in the game already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. good. As a result, the amount of data received by the user terminal 100 can be saved.
  • ⁇ Modification 3> whether the progress of the completed live distribution game is a return distribution or a missed distribution is determined according to the achievement of the user's progress of the live distribution game in real time (). Step S303 in FIG. 33).
  • the progress of the completed live distribution game or the thank-you video is restarted from the continuation. good.
  • the record of how far the user has progressed the live distribution game in real time can be determined from the user behavior history information described above in FIG. 31.
  • the user action history information may retain a record of how far the user has progressed the thank-you video in real time.
  • the user behavior history information may record how long the user has progressed with respect to a specific live-streamed game and thank-you video. It should be noted that, but not limited to this, the resumption of the completed live distribution game should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
  • FIG. 34 shows an example of a screen displayed on the display unit 152 of the user terminal 100 based on the game program according to the present embodiment, and an example of a transition between these screens.
  • screens include a home screen 800A, a live selection screen 800B for live distribution, and a missed selection screen 800C for missed distribution.
  • the transition from the home screen 800A to the live selection screen 800B is possible.
  • the live selection screen 800B can be transitioned to the home screen 800A and the overlooked selection screen 800C.
  • the actual distribution screen (not shown) is transitioned from the live selection screen 800B and the overlooked selection screen 800C.
  • the home screen 800A displays various menus for advancing the live distribution game on the display unit 152 of the user terminal 100.
  • the game progress unit 115 receives an input operation for starting the game, the game progress unit 115 first displays the home screen 800A.
  • the home screen 800A includes a "live" icon 802 for transitioning to the live selection screen 800B.
  • the game progress unit 115 Upon receiving an input operation for the "live" icon 802 on the home screen 800A, the game progress unit 115 causes the display unit 152 to display the live selection screen 800B.
  • the live selection screen 800B presents live information that can be distributed to the user.
  • a list of one or more live notification information for notifying the user of the live distribution time and the like in advance is displayed.
  • the live announcement information includes at least the live delivery date and time.
  • the live announcement information may include free / paid live information, an advertisement image including an image of a character appearing in the live, and the like.
  • the live selection screen 800B may display the notification information regarding the live distribution to be distributed in the near future on the live selection screen on the pop-up screen 806.
  • the server 200 searches for one or more user terminals 100 having the right to receive the live distribution.
  • the right to receive livestreaming is conditioned on the fact that the consideration for receiving livestreaming has been paid (for example, holding a ticket).
  • the corresponding live notification information will be displayed on the user terminal 100 having the right to receive the live distribution.
  • the user terminal 100 accepts a live playback operation, for example, a selection operation for a live at the live distribution time on the live selection screen 800B (more specifically, a touch operation for a live image). Accordingly, the game progress unit 115 shifts the display unit 152 to the actual distribution screen (not shown). As a result, the user terminal 100 can proceed with the live distribution and the live viewing process in real time.
  • the moving image reproduction unit 117 operates the character in the live distribution (game, thank-you moving image, etc.) based on the received operation instruction data.
  • the video playback unit 117 generates a video playback screen (for example, the game of FIGS. 11 and 12 and the thank-you video 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution, and displays it on the display unit 152. Let me.
  • the live selection screen 800B has a "return (x)" icon 808 for transitioning to the screen displayed immediately before and a "missing delivery” icon 810 for transitioning to the missed selection screen 800C on the display unit 152. It may be displayed.
  • the game progress unit 115 shifts the screen 800B to the home screen 800A in response to an input operation for the “return (x)” icon 808 on the live selection screen 800B.
  • the game progress unit 115 shifts to the missed selection screen 800C on the screen 800B for the input operation for the missed distribution icon 810 on the live selection screen 800B.
  • the overlook selection screen 800C displays, among the distributed information regarding one or more live distributed in the past, the distributed information in which the user has not progressed the live distribution game in real time.
  • the operation unit 151 of the user terminal 100 receives an input operation for the live distribution information displayed on the overlook selection screen 800C, for example, the image 830 including the character appearing in the live, the game progress unit 115 after the end of the live distribution game. , You can replay the livestreamed game that has been finished.
  • the delivered information about the live is further delivered with the playback time 812 of each delivered live, the period until the end of delivery (days, etc.) 814, and how many days before the present. It may include information 816 indicating whether or not it has been done, a past delivery date and time, and the like.
  • the overlooked selection screen 800C includes a “back ( ⁇ )” icon 818 for transitioning to the live selection screen 800B. In response to the input operation for the "return ( ⁇ )" icon 818, the game progress unit 115 transitions to the live selection screen 800B.
  • the overlooked selection screen 800C is not limited to this, but it is preferable that the transition is made only from the live selection screen 800B and not directly from the home screen 800A.
  • the missed distribution is performed for the user who missed the live distribution, and is only a function accompanying the live distribution function.
  • one of the purposes of this game is to enhance the fun of the game by allowing the user to watch the live stream in real time, support the character in real time, and deepen the interaction with the character. Therefore, in order to guide the user to watch the live distribution in real time rather than the overlooked distribution in which real-time interaction with the character (player) is not possible, here, the overlooked selection screen 800C cannot be directly transitioned from the home screen 800A. It is better to do so.
  • the distributed information that the user has not played the live distribution game in real time is displayed.
  • the delivered information about all the live delivered in the past may be displayed in a list for each live.
  • it is preferable that either the return distribution or the overlooked distribution is executed depending on whether or not the user has progressed the live distribution game in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution game in real time, the above-mentioned return distribution is performed. On the other hand, if it is determined that the user has no record of progressing the live distribution game in real time, the distribution will be overlooked. As described above with respect to FIG. 33, the look-back delivery and the missed delivery can provide different user experiences.
  • the thank-you video may be played integrally with the game related to the thank-you video at the time of the return delivery, or the game and the thank-you video may be played separately.
  • control blocks (particularly the control units 110, 210, 310, 410) of the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 are logic formed in an integrated circuit (IC chip) or the like. It may be realized by a circuit (hardware) or by software.
  • the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 include a computer that executes a program command that is software that realizes each function.
  • the computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes it, thereby achieving the object of the present invention.
  • the processor for example, a CPU (Central Processing Unit) can be used.
  • the recording medium in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used.
  • a RAM RandomAccessMemory
  • the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
  • the information processing method is an information processing method executed by a computer used by the first user, and is a plurality of users including the first user based on the first data received from the outside.
  • the first data is stored in the computer, and the first step is the game.
  • a third step of reactivating the character based on the second data received again from the outside in response to a request to watch the executed game and the stored first data.
  • the character is operated based on the first data.
  • the third step is executed based on the record of the action by the input operation of the first user.
  • the record of the action includes time information
  • the third step is the first user via the operation unit during the execution of the first step and / or the second step.
  • the action is specified by the input operation of the first user via the operation unit during the execution of the first step and / or the second step. Including the selection of the progress portion, in the progress of the third step, the progress of only the selected specific progress portion is executed.
  • the record of the action includes consumption of valuable data by the input operation of the user, and the character is executed during the execution of the third step.
  • the operation mode of is an information processing method determined based on the consumption of the valuable data.
  • the computer further includes a display unit, and the display unit includes a first screen for displaying a menu related to the game and the first screen.
  • the second screen for displaying the game that can be viewed and the third screen for displaying information about the delivered content are configured to be displayable, and the third screen is the second screen. It is configured so that it is transitioned from and not transitioned from the first screen.
  • the step of transitioning from the second screen to the third screen is further included.
  • a computer-readable medium has been described.
  • the information processing apparatus includes a memory for storing a program including each step of any one of (item 1) to (item 7), and an information processing apparatus by executing the program. It is equipped with a processor that controls the operation of.

Abstract

The purpose of the present invention is to improve the immersive feeling of a game world, and to improve the appeal of the game. The present invention provides an information processing method executed by a computer. The information processing method includes: a first step for causing a character appearing in a game in which a plurality of users participate to perform an action on the basis of first data received from outside, the first data being data for causing the character to speak and being data having different content for each transmission destination computer, the first data being stored in a computer, and the first step being executed after the game is executed or while the game is executed; a second step for causing the character to perform an action on the basis of second data while the game is executed, the second data being data for causing the character to perform an action and being data commonly used among a plurality of computers; and a third step for causing the character to perform an action again on the basis of the second data received again from outside in response to a request for viewing an executed game after the game ends, and the stored first data. In the first step and the third step, the character is caused to perform an action on the basis of the first data when the character is not caused to perform an action on the basis of the second data.

Description

情報処理方法、コンピュータ可読媒体、コンピュータシステム、および情報処理装置Information processing methods, computer-readable media, computer systems, and information processing equipment
 本開示は、情報処理方法、コンピュータ可読媒体、コンピュータシステム、および情報処理装置に関する。 This disclosure relates to information processing methods, computer-readable media, computer systems, and information processing devices.
 非特許文献1には、キャラクタによるライブ配信に視聴者を参加させる技術が開示されている。 Non-Patent Document 1 discloses a technique for involving a viewer in live distribution by a character.
 従来の技術には、視聴者の継続的なコンテンツへの参加を促すことができる余地がある。 The conventional technology has room to encourage viewers to continue to participate in the content.
 本開示の一態様は、ユーザの継続的なコンテンツへの関与を促すことを目的とする。 One aspect of this disclosure is intended to encourage users to continue to be involved in the content.
 本開示の一態様は、第1ユーザが使用するコンピュータによって実行される情報処理方法であって、外部から受信した第1データに基づいて、第1ユーザを含む複数のユーザが参加するゲームに登場するキャラクタを動作させる第1ステップであって、第1データは、キャラクタに少なくとも音声を発話させるためのデータであって、複数のユーザが使用する複数のコンピュータのうち上記コンピュータを含む1以上の任意のコンピュータに外部から送信されるものであり、送信先のコンピュータ毎に発話の内容が異なるデータであり、第1データは、コンピュータに記憶され、当該第1ステップはゲームの実行後またはゲームの実行中に実行される、ステップと、ゲームの実行中に、第2データに基づいてキャラクタを動作させる第2ステップであって、第2データは、キャラクタに少なくとも身体を動作させるためのデータであって、複数のコンピュータの間で共通に用いられるデータである、ステップと、ゲームの終了後に、実行されたゲームの視聴を要求したのに応じて外部から再び受信される第2データと、記憶された第1データとに基づいて、キャラクタを再び動作させる第3ステップと、を含み、第1ステップおよび第3ステップでは、第2データに基づいてキャラクタを動作させていないときに、第1データに基づいてキャラクタを動作させる、情報処理方法である。 One aspect of the present disclosure is an information processing method executed by a computer used by a first user, which appears in a game in which a plurality of users including the first user participate based on the first data received from the outside. The first step is to operate the character to be performed, and the first data is data for causing the character to speak at least a voice, and is one or more arbitrary computers including the computer among a plurality of computers used by a plurality of users. The data is transmitted from the outside to the computer of the above, and the content of the utterance is different for each destination computer. The first data is stored in the computer, and the first step is after the execution of the game or the execution of the game. A step executed during and a second step of moving the character based on the second data during the execution of the game, the second data being data for causing the character to at least move the body. , The data commonly used among multiple computers, the steps, and the second data, which is received again from the outside in response to a request to watch the executed game after the end of the game, and stored. The first step and the third step include, when the character is not operated based on the second data, the first step and the third step include the third step of operating the character again based on the first data. It is an information processing method that operates a computer.
 本開示の他の態様は、コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、コンピュータ実行可能命令が実行されると、当該コンピュータに、上記の情報処理方法を実行させる、コンピュータ可読媒体である。 Another aspect of the present disclosure is a computer-readable medium that stores a computer-executable instruction, which causes the computer to execute the above-mentioned information processing method when the computer-executable instruction is executed. ..
 本開示の他の態様は、情報処理装置であって、上記の各ステップを含むプログラムを記憶するメモリと、当該プログラムを実行することにより、情報処理装置の動作を制御するプロセッサと、を備える、情報処理装置である。 Another aspect of the present disclosure is an information processing apparatus comprising a memory for storing a program including each of the above steps, and a processor for controlling the operation of the information processing apparatus by executing the program. It is an information processing device.
 本開示の一態様によれば、ユーザの継続的なコンテンツへの関与を促すことができる。 According to one aspect of the present disclosure, it is possible to encourage the user to be continuously involved in the content.
ある実施の形態に従うシステムの概要の一例を示す図である。It is a figure which shows an example of the outline of the system which follows a certain embodiment. ある実施の形態に従うユーザ端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the user terminal which follows a certain embodiment. ある実施の形態に従うサーバのハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware configuration of the server according to a certain embodiment. ある実施の形態に従うゲームプレイ端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the game play terminal which follows a certain embodiment. ある実施の形態に従う配信端末のハードウェア構成の一例を示すブロック図であるIt is a block diagram which shows an example of the hardware composition of the distribution terminal which follows a certain embodiment. ある実施の形態に従うユーザ端末、サーバ、HMDセットの機能的構成の一例を示すブロック図である。It is a block diagram which shows an example of the functional configuration of a user terminal, a server, and an HMD set according to a certain embodiment. ある実施の形態に従う配信端末の機能的構成の一例を示すブロック図である。It is a block diagram which shows an example of the functional configuration of the distribution terminal according to a certain embodiment. ある実施の形態に従うユーザ端末およびゲームプレイ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the user terminal and the game play terminal which follow a certain embodiment. ある実施の形態に従う、プレイヤに提供される仮想空間、および、プレイヤが視認する視界画像の一例を示す図である。It is a figure which shows an example of the virtual space provided to a player, and the visual field image which a player visually recognizes, according to a certain embodiment. ある実施の形態に従う、ユーザ端末のユーザに提供される仮想空間、および、該ユーザが視認する視界画像の一例を示す図である。It is a figure which shows an example of the virtual space provided to the user of a user terminal, and the visual field image which the user visually recognizes, according to a certain embodiment. ユーザ端末のユーザが視認する視界画像の他の例を示す図である。It is a figure which shows the other example of the field of view image visually seen by the user of a user terminal. ユーザ端末のユーザが視認する視界画像のさらに別の例を示す図である。It is a figure which shows still another example of the field of view image which the user of a user terminal sees. ある実施の形態に従うゲームプレイ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the game play terminal which follows a certain embodiment. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. ある実施の形態に従うサーバにおいて実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the server which follows a certain embodiment. ある実施の形態に従う、ゲームに参加したユーザのリストの一具体例を示す図である。It is a figure which shows a specific example of the list of the user who participated in a game according to a certain embodiment. ある実施の形態に従う配信端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面の一具体例を示す図である。It is a figure which shows a specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面の他の具体例を示す図である。It is a figure which shows the other specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う、プレイヤによる音声入力の一具体例を示す図である。It is a figure which shows a specific example of the voice input by a player according to a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例と、動作指図データの配信の概要とを示す図である。It is a figure which shows still another specific example of the screen displayed on the distribution terminal according to a certain embodiment, and the outline of distribution of operation instruction data. ある実施の形態に従う、プレイヤによる音声入力の他の具体例を示す図である。It is a figure which shows the other specific example of the voice input by a player according to a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例と、動作指図データの配信の概要とを示す図である。It is a figure which shows still another specific example of the screen displayed on the distribution terminal according to a certain embodiment, and the outline of distribution of operation instruction data. ある実施形態に従うゲームプレイ端末からユーザ端末へのゲーム進行情報の送信の概要を示す図である。It is a figure which shows the outline of transmission of the game progress information from a game play terminal to a user terminal according to a certain embodiment. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. 動画再生の一具体例を示す図である。It is a figure which shows a specific example of moving image reproduction. 動画再生の他の具体例を示す図である。It is a figure which shows the other specific example of moving image play. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例を示す図である。It is a figure which shows the further specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例を示す図である。It is a figure which shows the further specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施形態に係るユーザ行動履歴情報のデータ構造の一例を示す。An example of the data structure of the user behavior history information according to a certain embodiment is shown. ある実施形態に係るゲーム情報のデータ構造の一例を示す。An example of the data structure of the game information according to a certain embodiment is shown. ある実施形態に係るゲームの基本的なゲーム進行の一例を示すフローチャートである。It is a flowchart which shows an example of the basic game progress of the game which concerns on a certain embodiment. ある実施形態に係るユーザ端末の表示部に表示される画面の遷移例を示す。An example of a transition of a screen displayed on a display unit of a user terminal according to a certain embodiment is shown.
 本開示に係るシステムは、複数のユーザにゲームを提供するためのシステムである。以下、該システムについて図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味および範囲内でのすべての変更が本発明に含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。 The system according to the present disclosure is a system for providing a game to a plurality of users. Hereinafter, the system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description is not repeated.
 〔実施形態1〕
 <システム1の動作概要>
 図1は、本実施形態に係るシステム1の概要を示す図である。システム1は、複数のユーザ端末100(コンピュータ)と、サーバ200と、ゲームプレイ端末300(外部装置、第2外部装置)と、配信端末400(外部、第1外部装置)とを含む。なお、図1では、複数のユーザ端末100の一例として、ユーザ端末100A~100C、換言すれば、3台のユーザ端末100を記載しているが、ユーザ端末100の台数は図示の例に限定されない。また、本実施形態では、ユーザ端末100A~Cを区別する必要が無い場合、「ユーザ端末100」と記載する。ユーザ端末100、ゲームプレイ端末300、および配信端末400は、サーバ200とネットワーク2を介して接続する。ネットワーク2は、インターネットおよび図示しない無線基地局によって構築される各種移動通信システム等で構成される。この移動通信システムとしては、例えば、所謂3G、4G移動通信システム、LTE(Long Term Evolution)、および所定のアクセスポイントによってインターネットに接続可能な無線ネットワーク(例えばWi-Fi(登録商標))等が挙げられる。
[Embodiment 1]
<Overview of system 1 operation>
FIG. 1 is a diagram showing an outline of the system 1 according to the present embodiment. The system 1 includes a plurality of user terminals 100 (computers), a server 200, a game play terminal 300 (external device, a second external device), and a distribution terminal 400 (external, first external device). Note that FIG. 1 describes user terminals 100A to 100C, in other words, three user terminals 100 as an example of a plurality of user terminals 100, but the number of user terminals 100 is not limited to the illustrated example. .. Further, in the present embodiment, when it is not necessary to distinguish the user terminals 100A to C, it is described as "user terminal 100". The user terminal 100, the game play terminal 300, and the distribution terminal 400 are connected to the server 200 via the network 2. The network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
 (ゲームの概要)
 本実施形態では、システム1によって提供されるゲーム(以下、本ゲーム)の一例として、ゲームプレイ端末300のユーザが主としてプレイするゲームを説明する。以下、ゲームプレイ端末300のユーザを、「プレイヤ」と称する。プレイヤ(演者)は、一例として、本ゲームに登場するキャラクタを操作することにより、ゲームを進行させる。また、本ゲームにおいて、ユーザ端末100のユーザは、プレイヤによるゲームの進行を支援する役割を担う。本ゲームの詳細については後述する。なお、システム1によって提供されるゲームは、複数のユーザが参加するゲームであればよく、この例に限定されない。
(Outline of the game)
In the present embodiment, as an example of the game provided by the system 1 (hereinafter referred to as the game), a game mainly played by the user of the game play terminal 300 will be described. Hereinafter, the user of the game play terminal 300 is referred to as a "player". As an example, the player (performer) advances the game by operating the characters appearing in the game. Further, in this game, the user of the user terminal 100 plays a role of supporting the progress of the game by the player. Details of this game will be described later. The game provided by the system 1 may be a game in which a plurality of users participate, and is not limited to this example.
 (ゲームプレイ端末300)
 ゲームプレイ端末300は、プレイヤによる入力操作に応じてゲームを進行させる。また、ゲームプレイ端末300は、プレイヤのゲームプレイにより生成された情報(以下、ゲーム進行情報)を、順次、サーバ200にリアルタイムで配信する。
(Gameplay terminal 300)
The game play terminal 300 advances the game in response to an input operation by the player. Further, the game play terminal 300 sequentially distributes information generated by the player's game play (hereinafter, game progress information) to the server 200 in real time.
 (サーバ200)
 サーバ200は、ゲームプレイ端末300からリアルタイムに受信したゲーム進行情報(第2データ)を、ユーザ端末100に送信する。また、サーバ200は、ユーザ端末100、ゲームプレイ端末300、および配信端末400の間の各種情報の送受信を仲介する。
(Server 200)
The server 200 transmits the game progress information (second data) received in real time from the game play terminal 300 to the user terminal 100. Further, the server 200 mediates the transmission / reception of various information between the user terminal 100, the game play terminal 300, and the distribution terminal 400.
 (配信端末400)
 配信端末400は、配信端末400のユーザによる入力操作に応じて、動作指図データ(第1データ)を生成し、サーバ200を介してユーザ端末100へ動作指図データを配信する。動作指図データとは、ユーザ端末100において動画を再生するためのデータであり、具体的には、動画に登場するキャラクタを動作させるためのデータである。
(Distribution terminal 400)
The distribution terminal 400 generates operation instruction data (first data) in response to an input operation by the user of the distribution terminal 400, and distributes the operation instruction data to the user terminal 100 via the server 200. The operation instruction data is data for playing a moving image on the user terminal 100, and specifically, is data for operating a character appearing in the moving image.
 本実施形態では、ゲームプレイ端末300と配信端末400とが別個の装置である例について説明する。ただし、ゲームプレイ端末300と配信端末400は一体の装置であってもよい。 In this embodiment, an example in which the game play terminal 300 and the distribution terminal 400 are separate devices will be described. However, the game play terminal 300 and the distribution terminal 400 may be an integrated device.
 本実施形態では、一例として、配信端末400のユーザは、本ゲームのプレイヤである。また、一例として、ユーザ端末100にて動作指図データに基づいて再生される動画は、プレイヤがゲームで操作したキャラクタが動作する動画である。「動作」とは、キャラクタの身体の少なくとも一部を動かすことであり、発話も含む。このため、本実施形態に係る動作指図データは、例えば、キャラクタに発話させるための音声データと、キャラクタの身体を動かすためのモーションデータとを含む。 In the present embodiment, as an example, the user of the distribution terminal 400 is a player of this game. Further, as an example, the moving image played on the user terminal 100 based on the operation instruction data is a moving image in which the character operated by the player in the game operates. "Movement" is to move at least a part of the character's body, including utterances. Therefore, the motion instruction data according to the present embodiment includes, for example, voice data for causing the character to speak and motion data for moving the character's body.
 動作指図データは、一例として、本ゲームの終了後にユーザ端末100へ送信される。動作指図データ、および、該動作指図データに基づいて再生される動画の詳細については後述する。 As an example, the operation instruction data is transmitted to the user terminal 100 after the end of this game. The details of the operation instruction data and the moving image played based on the operation instruction data will be described later.
 (ユーザ端末100)
 ユーザ端末100は、ゲーム進行情報をリアルタイムに受信し、該情報を用いてゲーム画面を生成して表示する。換言すれば、ユーザ端末100は、リアルタイムレンダリングにより、プレイヤがプレイしているゲームのゲーム画面を再生する。これにより、ユーザ端末100のユーザは、プレイヤがゲームをプレイしながら視認しているゲーム画面と同一のゲーム画面を、プレイヤとほぼ同じタイミングで視認することができる。
(User terminal 100)
The user terminal 100 receives game progress information in real time, and uses the information to generate and display a game screen. In other words, the user terminal 100 reproduces the game screen of the game being played by the player by real-time rendering. As a result, the user of the user terminal 100 can visually recognize the same game screen as the game screen that the player is visually recognizing while playing the game at substantially the same timing as the player.
 また、ユーザ端末100は、ユーザによる入力操作に応じて、プレイヤによるゲームの進行を支援するための情報を生成し、該情報を、サーバ200を介してゲームプレイ端末300へ送信する。該情報の詳細については後述する。 Further, the user terminal 100 generates information for supporting the progress of the game by the player in response to the input operation by the user, and transmits the information to the game play terminal 300 via the server 200. Details of the information will be described later.
 また、ユーザ端末100は、配信端末400から動作指図データを受信し、該動作指図データを用いて動画(映像)を生成して再生する。換言すれば、ユーザ端末100は、動作指図データをレンダリングして再生する。 Further, the user terminal 100 receives the operation instruction data from the distribution terminal 400, and generates and reproduces a moving image (video) using the operation instruction data. In other words, the user terminal 100 renders and reproduces the operation instruction data.
 <システム1のハードウェア構成>
 図2は、ユーザ端末100のハードウェア構成を示す図である。図3は、サーバ200のハードウェア構成を示す図である。図4は、ゲームプレイ端末300のハードウェア構成を示す図である。図5は、配信端末400のハードウェア構成を示す図である。
<Hardware configuration of system 1>
FIG. 2 is a diagram showing a hardware configuration of the user terminal 100. FIG. 3 is a diagram showing a hardware configuration of the server 200. FIG. 4 is a diagram showing a hardware configuration of the game play terminal 300. FIG. 5 is a diagram showing a hardware configuration of the distribution terminal 400.
 (ユーザ端末100)
 本実施形態では、一例として、ユーザ端末100がスマートフォンとして実現される例を説明するが、ユーザ端末100はスマートフォンに限定されない。例えば、ユーザ端末100はフィーチャーフォン、タブレット型コンピュータ、ラップトップ型コンピュータ(いわゆる、ノートパソコン)、または、デスクトップ型コンピュータなどとして実現されてもよい。また、ユーザ端末100は、ゲームプレイに適したゲーム装置であってもよい。
(User terminal 100)
In the present embodiment, as an example, an example in which the user terminal 100 is realized as a smartphone will be described, but the user terminal 100 is not limited to the smartphone. For example, the user terminal 100 may be realized as a feature phone, a tablet computer, a laptop computer (so-called notebook computer), a desktop computer, or the like. Further, the user terminal 100 may be a game device suitable for game play.
 ユーザ端末100は図2に示すように、プロセッサ10と、メモリ11と、ストレージ12と、通信インターフェース(IF)13と、入出力IF14と、タッチスクリーン15(表示部)と、カメラ17と、測距センサ18とを備える。ユーザ端末100が備えるこれらの構成は、通信バスによって互いに電気的に接続される。なお、ユーザ端末100は、タッチスクリーン15に代えて、または、加えて、ユーザ端末100本体とは別に構成されたディスプレイ(表示部)を接続可能な入出力IF14を備えていてもよい。 As shown in FIG. 2, the user terminal 100 measures the processor 10, the memory 11, the storage 12, the communication interface (IF) 13, the input / output IF 14, the touch screen 15 (display unit), the camera 17, and the like. A distance sensor 18 is provided. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus. The user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
 また、図2に示すように、ユーザ端末100は、1つ以上のコントローラ1020と通信可能に構成されることとしてもよい。コントローラ1020は、例えば、Bluetooth(登録商標)等の通信規格に従って、ユーザ端末100と通信を確立する。コントローラ1020は、1つ以上のボタン等を有していてもよく、該ボタン等に対するユーザの入力操作に基づく出力値をユーザ端末100へ送信する。また、コントローラ1020は、加速度センサ、および、角速度センサ等の各種センサを有していてもよく、該各種センサの出力値をユーザ端末100へ送信する。 Further, as shown in FIG. 2, the user terminal 100 may be configured to be communicable with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100. Further, the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
 なお、ユーザ端末100がカメラ17および測距センサ18を備えることに代えて、または、加えて、コントローラ1020がカメラ17および測距センサ18を有していてもよい。 Note that, instead of or in addition to the user terminal 100 including the camera 17 and the distance measuring sensor 18, the controller 1020 may have the camera 17 and the distance measuring sensor 18.
 ユーザ端末100は、例えばゲーム開始時に、コントローラ1020を使用するユーザに、該ユーザの名前またはログインID等のユーザ識別情報を、該コントローラ1020を介して入力させることが望ましい。これにより、ユーザ端末100は、コントローラ1020とユーザとを紐付けることが可能となり、受信した出力値の送信元(コントローラ1020)に基づいて、該出力値がどのユーザのものであるかを特定することができる。 It is desirable that the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game. As a result, the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
 ユーザ端末100が複数のコントローラ1020と通信する場合、各コントローラ1020を各ユーザが把持することで、ネットワーク2を介してサーバ200などの他の装置と通信せずに、該1台のユーザ端末100でマルチプレイを実現することができる。また、各ユーザ端末100が無線LAN(Local Area Network)規格等の無線規格により互いに通信接続する(サーバ200を介さずに通信接続する)ことで、複数台のユーザ端末100によりローカルでマルチプレイを実現することもできる。1台のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、ユーザ端末100は、さらに、サーバ200が備える後述する種々の機能の少なくとも一部を備えていてもよい。また、複数のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、複数のユーザ端末100は、サーバ200が備える後述する種々の機能を分散して備えていてもよい。 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with. In addition, each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it. When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the plurality of user terminals 100 may be provided with various functions described later described in the server 200 in a distributed manner.
 なお、ローカルで上述のマルチプレイを実現する場合であっても、ユーザ端末100はサーバ200と通信を行ってもよい。例えば、あるゲームにおける成績または勝敗等のプレイ結果を示す情報と、ユーザ識別情報とを対応付けてサーバ200に送信してもよい。 Even when the above-mentioned multiplayer is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as a result or a win or loss in a certain game may be associated with user identification information and transmitted to the server 200.
 また、コントローラ1020は、ユーザ端末100に着脱可能な構成であるとしてもよい。この場合、ユーザ端末100の筐体における少なくともいずれかの面に、コントローラ1020との結合部が設けられていてもよい。該結合部を介して有線によりユーザ端末100とコントローラ1020とが結合している場合は、ユーザ端末100とコントローラ1020とは、有線を介して信号を送受信する。 Further, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are connected by wire via the coupling portion, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.
 図2に示すように、ユーザ端末100は、外部のメモリカード等の記憶媒体1030の装着を、入出力IF14を介して受け付けてもよい。これにより、ユーザ端末100は、記憶媒体1030に記録されるプログラム及びデータを読み込むことができる。記憶媒体1030に記録されるプログラムは、例えばゲームプログラムである。 As shown in FIG. 2, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded on the storage medium 1030. The program recorded on the storage medium 1030 is, for example, a game program.
 ユーザ端末100は、サーバ200等の外部の装置と通信することにより取得したゲームプログラムをユーザ端末100のメモリ11に記憶してもよいし、記憶媒体1030から読み込むことにより取得したゲームプログラムをメモリ11に記憶してもよい。 The user terminal 100 may store the game program acquired by communicating with an external device such as the server 200 in the memory 11 of the user terminal 100, or may store the game program acquired by reading from the storage medium 1030 in the memory 11. You may memorize it in.
 以上で説明したとおり、ユーザ端末100は、該ユーザ端末100に対して情報を入力する機構の一例として、通信IF13、入出力IF14、タッチスクリーン15、カメラ17、および、測距センサ18を備える。入力する機構としての上述の各部は、ユーザの入力操作を受け付けるように構成された操作部と捉えることができる。 As described above, the user terminal 100 includes a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18 as an example of a mechanism for inputting information to the user terminal 100. Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
 例えば、操作部が、カメラ17および測距センサ18の少なくともいずれか一方で構成される場合、該操作部が、ユーザ端末100の近傍の物体1010を検出し、当該物体の検出結果から入力操作を特定する。一例として、物体1010としてのユーザの手、予め定められた形状のマーカーなどが検出され、検出結果として得られた物体1010の色、形状、動き、または、種類などに基づいて入力操作が特定される。より具体的には、ユーザ端末100は、カメラ17の撮影画像からユーザの手が検出された場合、該撮影画像に基づき検出されるジェスチャ(ユーザの手の一連の動き)を、ユーザの入力操作として特定し、受け付ける。なお、撮影画像は静止画であっても動画であってもよい。 For example, when the operation unit is configured by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and performs an input operation from the detection result of the object. Identify. As an example, a user's hand as an object 1010, a marker having a predetermined shape, or the like is detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as a detection result. To. More specifically, when the user's hand is detected from the captured image of the camera 17, the user terminal 100 inputs a gesture (a series of movements of the user's hand) detected based on the captured image. Specify and accept as. The captured image may be a still image or a moving image.
 あるいは、操作部がタッチスクリーン15で構成される場合、ユーザ端末100は、タッチスクリーン15の入力部151に対して実施されたユーザの操作をユーザの入力操作として特定し、受け付ける。あるいは、操作部が通信IF13で構成される場合、ユーザ端末100は、コントローラ1020から送信される信号(例えば、出力値)をユーザの入力操作として特定し、受け付ける。あるいは、操作部が入出力IF14で構成される場合、該入出力IF14と接続されるコントローラ1020とは異なる入力装置(図示せず)から出力される信号をユーザの入力操作として特定し、受け付ける。 Alternatively, when the operation unit is composed of the touch screen 15, the user terminal 100 identifies and accepts the user's operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, when the operation unit is configured by the communication IF 13, the user terminal 100 identifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as an input operation of the user. Alternatively, when the operation unit is composed of the input / output IF14, a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF14 is specified as an input operation of the user and received.
 (サーバ200)
 サーバ200は、一例として、ワークステーションまたはパーソナルコンピュータなどの汎用コンピュータであってよい。サーバ200は、プロセッサ20と、メモリ21と、ストレージ22と、通信IF23と、入出力IF24とを備える。サーバ200が備えるこれらの構成は、通信バスによって互いに電気的に接続される。
(Server 200)
As an example, the server 200 may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These configurations of the server 200 are electrically connected to each other by a communication bus.
 (ゲームプレイ端末300)
 ゲームプレイ端末300は、一例として、パーソナルコンピュータなどの汎用コンピュータであってよい。ゲームプレイ端末300は、プロセッサ30と、メモリ31と、ストレージ32と、通信IF33と、入出力IF34とを備える。ゲームプレイ端末300が備えるこれらの構成は、通信バスによって互いに電気的に接続される。
(Gameplay terminal 300)
As an example, the game play terminal 300 may be a general-purpose computer such as a personal computer. The game play terminal 300 includes a processor 30, a memory 31, a storage 32, a communication IF 33, and an input / output IF 34. These configurations of the gameplay terminal 300 are electrically connected to each other by a communication bus.
 図4に示すように、本実施形態に係るゲームプレイ端末300は、一例として、HMD(Head Mounted Display)セット1000に含まれる。つまり、HMDセット1000が、システム1に含まれていると表現することができ、また、プレイヤは、HMDセット1000を用いてゲームをプレイすると表現することもできる。なお、プレイヤがゲームをプレイするための装置は、HMDセット1000に限定されない。一例として、該装置は、プレイヤにゲームを仮想体験させることが可能な装置であればよい。また、該装置は、スマートフォン、フィーチャーフォン、タブレット型コンピュータ、ラップトップ型コンピュータ(いわゆる、ノートパソコン)、または、デスクトップ型コンピュータなどとして実現されてもよい。また、該装置は、ゲームプレイに適したゲーム装置であってもよい。 As shown in FIG. 4, the game play terminal 300 according to the present embodiment is included in the HMD (Head Mounted Display) set 1000 as an example. That is, it can be expressed that the HMD set 1000 is included in the system 1, and the player can also express that the game is played using the HMD set 1000. The device for the player to play the game is not limited to the HMD set 1000. As an example, the device may be any device that allows the player to experience the game virtually. Further, the device may be realized as a smartphone, a feature phone, a tablet computer, a laptop computer (so-called laptop computer), a desktop computer, or the like. Further, the device may be a game device suitable for game play.
 HMDセット1000は、ゲームプレイ端末300の他、HMD500、HMDセンサ510、モーションセンサ520、ディスプレイ530、コントローラ540を備える。HMD500は、モニタ51と、注視センサ52と、第1カメラ53と、第2カメラ54と、マイク55と、スピーカ56とを含む。コントローラ540は、モーションセンサ520を含み得る。 The HMD set 1000 includes a game play terminal 300, an HMD 500, an HMD sensor 510, a motion sensor 520, a display 530, and a controller 540. The HMD 500 includes a monitor 51, a gaze sensor 52, a first camera 53, a second camera 54, a microphone 55, and a speaker 56. The controller 540 may include a motion sensor 520.
 HMD500は、プレイヤの頭部に装着され、動作中に仮想空間をプレイヤに提供し得る。より具体的には、HMD500は、右目用の画像および左目用の画像をモニタ51にそれぞれ表示する。プレイヤの各目がそれぞれの画像を視認すると、プレイヤは、両目の視差に基づき当該画像を3次元画像として認識し得る。HMD500は、モニタを備える所謂ヘッドマウントディスプレイと、スマートフォンその他のモニタを有する端末を装着可能なヘッドマウント機器のいずれをも含み得る。 The HMD 500 is mounted on the player's head and may provide the player with a virtual space during operation. More specifically, the HMD 500 displays an image for the right eye and an image for the left eye on the monitor 51, respectively. When each eye of the player visually recognizes the respective image, the player can recognize the image as a three-dimensional image based on the parallax of both eyes. The HMD 500 may include either a so-called head-mounted display provided with a monitor and a head-mounted device to which a terminal having a monitor such as a smartphone can be attached.
 モニタ51は、例えば、非透過型の表示装置として実現される。ある局面において、モニタ51は、プレイヤの両目の前方に位置するようにHMD500の本体に配置されている。したがって、プレイヤは、モニタ51に表示される3次元画像を視認すると、仮想空間に没入することができる。ある局面において、仮想空間は、例えば、背景、プレイヤが操作可能なオブジェクト、プレイヤが選択可能なメニューの画像を含む。ある局面において、モニタ51は、所謂スマートフォンその他の情報表示端末が備える液晶モニタまたは有機EL(Electro Luminescence)モニタとして実現され得る。 The monitor 51 is realized as, for example, a non-transparent display device. In a certain aspect, the monitor 51 is arranged on the main body of the HMD 500 so as to be located in front of both eyes of the player. Therefore, the player can immerse himself in the virtual space when he / she visually recognizes the three-dimensional image displayed on the monitor 51. In one aspect, the virtual space includes, for example, a background, a player-operable object, and a player-selectable menu image. In a certain aspect, the monitor 51 can be realized as a liquid crystal monitor or an organic EL (Electro Luminescence) monitor included in a so-called smartphone or other information display terminal.
 別の局面において、モニタ51は、透過型の表示装置として実現され得る。この場合、HMD500は、図1に示されるようにプレイヤの目を覆う密閉型ではなく、メガネ型のような開放型であり得る。透過型のモニタ51は、その透過率を調整することにより、一時的に非透過型の表示装置として構成可能であってもよい。モニタ51は、仮想空間を構成する画像の一部と、現実空間とを同時に表示する構成を含んでいてもよい。例えば、モニタ51は、HMD500に搭載されたカメラで撮影した現実空間の画像を表示してもよいし、一部の透過率を高く設定することにより現実空間を視認可能にしてもよい。 In another aspect, the monitor 51 can be realized as a transmissive display device. In this case, the HMD 500 may be an open type such as a glasses type, not a closed type that covers the player's eyes as shown in FIG. The transmissive monitor 51 may be temporarily configured as a non-transparent display device by adjusting its transmittance. The monitor 51 may include a configuration that simultaneously displays a part of the image constituting the virtual space and the real space. For example, the monitor 51 may display an image of the real space taken by the camera mounted on the HMD 500, or may make the real space visible by setting a part of the transmittance to be high.
 ある局面において、モニタ51は、右目用の画像を表示するためのサブモニタと、左目用の画像を表示するためのサブモニタとを含み得る。別の局面において、モニタ51は、右目用の画像と左目用の画像とを一体として表示する構成であってもよい。この場合、モニタ51は、高速シャッタを含む。高速シャッタは、画像がいずれか一方の目にのみ認識されるように、右目用の画像と左目用の画像とを交互に表示可能に作動する。 In a certain aspect, the monitor 51 may include a sub monitor for displaying an image for the right eye and a sub monitor for displaying an image for the left eye. In another aspect, the monitor 51 may be configured to display the image for the right eye and the image for the left eye as a unit. In this case, the monitor 51 includes a high-speed shutter. The high-speed shutter operates so that the image for the right eye and the image for the left eye can be alternately displayed so that the image is recognized by only one of the eyes.
 ある局面において、HMD500は、図示せぬ複数の光源を含む。各光源は例えば、赤外線を発するLED(Light Emitting Diode)により実現される。HMDセンサ510は、HMD500の動きを検出するためのポジショントラッキング機能を有する。より具体的には、HMDセンサ510は、HMD500が発する複数の赤外線を読み取り、現実空間内におけるHMD500の位置および傾きを検出する。 In a certain aspect, the HMD 500 includes a plurality of light sources (not shown). Each light source is realized by, for example, an LED (Light Emitting Diode) that emits infrared rays. The HMD sensor 510 has a position tracking function for detecting the movement of the HMD 500. More specifically, the HMD sensor 510 reads a plurality of infrared rays emitted by the HMD 500 and detects the position and inclination of the HMD 500 in the real space.
 別の局面において、HMDセンサ510は、カメラにより実現されてもよい。この場合、HMDセンサ510は、カメラから出力されるHMD500の画像情報を用いて、画像解析処理を実行することにより、HMD500の位置および傾きを検出することができる。 In another aspect, the HMD sensor 510 may be realized by a camera. In this case, the HMD sensor 510 can detect the position and tilt of the HMD 500 by executing the image analysis process using the image information of the HMD 500 output from the camera.
 別の局面において、HMD500は、位置検出器として、HMDセンサ510の代わりに、あるいはHMDセンサ510に加えてセンサ(不図示)を備えてもよい。HMD500は、該センサを用いて、HMD500自身の位置および傾きを検出し得る。例えば、該センサが角速度センサ、地磁気センサ、あるいは加速度センサである場合、HMD500は、HMDセンサ510の代わりに、これらの各センサのいずれかを用いて、自身の位置および傾きを検出し得る。一例として、HMD500に備えられたセンサが角速度センサである場合、角速度センサは、現実空間におけるHMD500の3軸周りの角速度を経時的に検出する。HMD500は、各角速度に基づいて、HMD500の3軸周りの角度の時間的変化を算出し、さらに、角度の時間的変化に基づいて、HMD500の傾きを算出する。 In another aspect, the HMD 500 may include a sensor (not shown) as a position detector in place of the HMD sensor 510 or in addition to the HMD sensor 510. The HMD 500 can use the sensor to detect the position and tilt of the HMD 500 itself. For example, if the sensor is an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor, the HMD 500 may use any of these sensors instead of the HMD sensor 510 to detect its position and tilt. As an example, when the sensor provided in the HMD 500 is an angular velocity sensor, the angular velocity sensor detects the angular velocity around the three axes of the HMD 500 in real space over time. The HMD 500 calculates the temporal change of the angle around the three axes of the HMD 500 based on each angular velocity, and further calculates the inclination of the HMD 500 based on the temporal change of the angle.
 注視センサ52は、プレイヤの右目および左目の視線が向けられる方向を検出する。つまり、注視センサ52は、プレイヤの視線を検出する。視線の方向の検出は、例えば、公知のアイトラッキング機能によって実現される。注視センサ52は、当該アイトラッキング機能を有するセンサにより実現される。ある局面において、注視センサ52は、右目用のセンサおよび左目用のセンサを含むことが好ましい。注視センサ52は、例えば、プレイヤの右目および左目に赤外光を照射するとともに、照射光に対する角膜および虹彩からの反射光を受けることにより各眼球の回転角を検出するセンサであってもよい。注視センサ52は、検出した各回転角に基づいて、プレイヤの視線を検知することができる。 The gaze sensor 52 detects the direction in which the line of sight of the player's right eye and left eye is directed. That is, the gaze sensor 52 detects the line of sight of the player. Detection of the direction of the line of sight is realized, for example, by a known eye tracking function. The gaze sensor 52 is realized by a sensor having the eye tracking function. In certain aspects, the gaze sensor 52 preferably includes a sensor for the right eye and a sensor for the left eye. The gaze sensor 52 may be, for example, a sensor that detects the angle of rotation of each eyeball by irradiating the player's right eye and left eye with infrared light and receiving the reflected light from the cornea and the iris with respect to the irradiation light. The gaze sensor 52 can detect the line of sight of the player based on each detected rotation angle.
 第1カメラ53は、プレイヤの顔の下部を撮影する。より具体的には、第1カメラ53は、プレイヤの鼻および口などを撮影する。第2カメラ54は、プレイヤの目および眉などを撮影する。HMD500のプレイヤ側の筐体をHMD500の内側、HMD500のプレイヤとは逆側の筐体をHMD500の外側と定義する。ある局面において、第1カメラ53は、HMD500の外側に配置され、第2カメラ54は、HMD500の内側に配置され得る。第1カメラ53および第2カメラ54が生成した画像は、ゲームプレイ端末300に入力される。別の局面において、第1カメラ53と第2カメラ54とを1台のカメラとして実現し、この1台のカメラでプレイヤの顔を撮影するようにしてもよい。 The first camera 53 photographs the lower part of the player's face. More specifically, the first camera 53 photographs the nose, mouth, and the like of the player. The second camera 54 photographs the eyes and eyebrows of the player. The housing on the player side of the HMD 500 is defined as the inside of the HMD 500, and the housing on the opposite side of the player of the HMD 500 is defined as the outside of the HMD 500. In certain aspects, the first camera 53 may be located outside the HMD 500 and the second camera 54 may be located inside the HMD 500. The images generated by the first camera 53 and the second camera 54 are input to the game play terminal 300. In another aspect, the first camera 53 and the second camera 54 may be realized as one camera, and the player's face may be photographed by this one camera.
 マイク55は、プレイヤの発話を音声信号(電気信号)に変換してゲームプレイ端末300に出力する。スピーカ56は、音声信号を音声に変換してプレイヤに出力する。別の局面において、HMD500は、スピーカ56に替えてイヤホンを含み得る。 The microphone 55 converts the player's utterance into an audio signal (electrical signal) and outputs it to the game play terminal 300. The speaker 56 converts the voice signal into voice and outputs it to the player. In another aspect, the HMD 500 may include earphones instead of the speaker 56.
 コントローラ540は、有線または無線によりゲームプレイ端末300に接続されている。コントローラ540は、プレイヤからゲームプレイ端末300への命令の入力を受け付ける。ある局面において、コントローラ540は、プレイヤによって把持可能に構成される。別の局面において、コントローラ540は、プレイヤの身体あるいは衣類の一部に装着可能に構成される。さらに別の局面において、コントローラ540は、ゲームプレイ端末300から送信される信号に基づいて、振動、音、光のうちの少なくともいずれかを出力するように構成されてもよい。さらに別の局面において、コントローラ540は、プレイヤから、仮想空間に配置されるオブジェクトの位置や動きを制御するための操作を受け付ける。 The controller 540 is connected to the game play terminal 300 by wire or wirelessly. The controller 540 receives an input of a command from the player to the game play terminal 300. In one aspect, the controller 540 is configured to be grippable by the player. In another aspect, the controller 540 is configured to be wearable on a player's body or a portion of clothing. In yet another aspect, the controller 540 may be configured to output at least one of vibration, sound, and light based on the signal transmitted from the gameplay terminal 300. In yet another aspect, the controller 540 receives from the player an operation for controlling the position and movement of an object arranged in the virtual space.
 ある局面において、コントローラ540は、複数の光源を含む。各光源は例えば、赤外線を発するLEDにより実現される。HMDセンサ510は、ポジショントラッキング機能を有する。この場合、HMDセンサ510は、コントローラ540が発する複数の赤外線を読み取り、現実空間内におけるコントローラ540の位置および傾きを検出する。別の局面において、HMDセンサ510は、カメラにより実現されてもよい。この場合、HMDセンサ510は、カメラから出力されるコントローラ540の画像情報を用いて、画像解析処理を実行することにより、コントローラ540の位置および傾きを検出することができる。 In one aspect, the controller 540 includes a plurality of light sources. Each light source is realized, for example, by an LED that emits infrared rays. The HMD sensor 510 has a position tracking function. In this case, the HMD sensor 510 reads a plurality of infrared rays emitted by the controller 540 and detects the position and tilt of the controller 540 in the real space. In another aspect, the HMD sensor 510 may be implemented by a camera. In this case, the HMD sensor 510 can detect the position and tilt of the controller 540 by executing the image analysis process using the image information of the controller 540 output from the camera.
 モーションセンサ520は、ある局面において、プレイヤの手に取り付けられて、プレイヤの手の動きを検出する。例えば、モーションセンサ520は、手の回転速度、回転数等を検出する。検出された信号は、ゲームプレイ端末300に送られる。モーションセンサ520は、例えば、コントローラ540に設けられている。ある局面において、モーションセンサ520は、例えば、プレイヤに把持可能に構成されたコントローラ540に設けられている。別の局面において、現実空間における安全のため、コントローラ540は、手袋型のようにプレイヤの手に装着されることにより容易に飛んで行かないものに装着される。さらに別の局面において、プレイヤに装着されないセンサがプレイヤの手の動きを検出してもよい。例えば、プレイヤを撮影するカメラの信号が、プレイヤの動作を表わす信号として、ゲームプレイ端末300に入力されてもよい。モーションセンサ520とゲームプレイ端末300とは、一例として、無線により互いに接続される。無線の場合、通信形態は特に限られず、例えば、Bluetoothその他の公知の通信手法が用いられる。 The motion sensor 520 is attached to the player's hand at a certain stage and detects the movement of the player's hand. For example, the motion sensor 520 detects the rotation speed, the number of rotations, and the like of the hand. The detected signal is sent to the game play terminal 300. The motion sensor 520 is provided in the controller 540, for example. In one aspect, the motion sensor 520 is provided, for example, in a controller 540 configured to be grippable by the player. In another aspect, for safety in real space, the controller 540 is attached to something that does not easily fly by being attached to the player's hand, such as a glove type. In yet another aspect, a sensor not attached to the player may detect the movement of the player's hand. For example, the signal of the camera that shoots the player may be input to the game play terminal 300 as a signal indicating the operation of the player. As an example, the motion sensor 520 and the game play terminal 300 are wirelessly connected to each other. In the case of wireless communication, the communication mode is not particularly limited, and for example, Bluetooth or other known communication method is used.
 ディスプレイ530は、モニタ51に表示されている画像と同様の画像を表示する。これにより、HMD500を装着しているプレイヤ以外のユーザにもプレイヤと同様の画像を視聴させることができる。ディスプレイ530に表示される画像は、3次元画像である必要はなく、右目用の画像や左目用の画像であってもよい。ディスプレイ530としては、例えば、液晶ディスプレイや有機ELモニタなどが挙げられる。 The display 530 displays an image similar to the image displayed on the monitor 51. As a result, users other than the player wearing the HMD 500 can view the same image as the player. The image displayed on the display 530 does not have to be a three-dimensional image, and may be an image for the right eye or an image for the left eye. Examples of the display 530 include a liquid crystal display and an organic EL monitor.
 ゲームプレイ端末300は、HMD500の各部、コントローラ540、およびモーションセンサ520から取得した各種情報に基づいて、プレイヤの操作対象となるキャラクタを動作させ、ゲームを進行させる。ここでの「動作」には、身体の各部を動かすこと、姿勢を変えること、顔の表情を変えること、移動、発話、仮想空間に配置されたオブジェクトに触れたり、動かしたりすること、キャラクタが把持する武器、道具などを使用することなどが含まれる。すなわち、本ゲームでは、プレイヤが身体の各部を動かすことにより、キャラクタもプレイヤと同様に身体の各部を動かす。また、本ゲームでは、プレイヤが発話した内容をキャラクタが発話する。換言すれば、本ゲームにおいて、キャラクタは、プレイヤの分身としてふるまうアバターオブジェクトである。一例として、キャラクタの動作の少なくとも一部が、プレイヤによるコントローラ540に対する入力により実行されてもよい。 The game play terminal 300 operates a character to be operated by the player based on various information acquired from each part of the HMD 500, the controller 540, and the motion sensor 520, and advances the game. The "movement" here includes moving each part of the body, changing posture, changing facial expressions, moving, uttering, touching and moving objects placed in virtual space, and characters. This includes using weapons, tools, etc. to grasp. That is, in this game, when the player moves each part of the body, the character also moves each part of the body in the same manner as the player. Further, in this game, the character speaks the content spoken by the player. In other words, in this game, the character is an avatar object that behaves as a player's alter ego. As an example, at least part of the character's actions may be performed by input to the controller 540 by the player.
 本実施形態では、モーションセンサ520は、一例として、プレイヤの両手、プレイヤの両足、プレイヤの腰部、および、プレイヤの頭部に取り付けられる。プレイヤの両手に取り付けられるモーションセンサ520は、上述したとおり、コントローラ540に設けられていてもよい。また、プレイヤの頭部に取り付けられるモーションセンサ520は、HMD500に設けられていてもよい。モーションセンサ520は、さらに、ユーザの両肘や両膝に取り付けられてもよい。プレイヤに取り付けるモーションセンサ520の数を増やすことにより、プレイヤの動きをより正確にキャラクタに反映させることができる。また、プレイヤは、モーションセンサ520を身体の各部に取り付けることに代えて、1以上のモーションセンサ520が取り付けられたスーツを着用してもよい。つまり、モーションキャプチャの方法は、モーションセンサ520を用いる例に限定されない。 In the present embodiment, the motion sensor 520 is attached to, for example, both hands of the player, both feet of the player, the waist of the player, and the head of the player. As described above, the motion sensors 520 attached to both hands of the player may be provided in the controller 540. Further, the motion sensor 520 attached to the head of the player may be provided in the HMD 500. The motion sensor 520 may also be attached to the user's elbows and knees. By increasing the number of motion sensors 520 attached to the player, the movement of the player can be more accurately reflected in the character. Further, the player may wear a suit to which one or more motion sensors 520 are attached instead of attaching the motion sensor 520 to each part of the body. That is, the method of motion capture is not limited to the example using the motion sensor 520.
 (配信端末400)
 配信端末400は、スマートフォン、PDA(Personal Digital Assistant)、またはタブレット型コンピュータ等の携帯端末であってよい。また、配信端末400は、デスクトップパソコン等の、いわゆる据え置き型の端末であってもよい。
(Distribution terminal 400)
The distribution terminal 400 may be a mobile terminal such as a smartphone, a PDA (Personal Digital Assistant), or a tablet computer. Further, the distribution terminal 400 may be a so-called stationary terminal such as a desktop personal computer.
 配信端末400は、図5に示すように、プロセッサ40と、メモリ41と、ストレージ42と、通信IF43と、入出力IF44と、タッチスクリーン45とを備える。なお、配信端末400は、タッチスクリーン45に代えて、または、加えて、配信端末400本体とは別に構成されたディスプレイ(表示部)を接続可能な入出力IF44を備えていてもよい。 As shown in FIG. 5, the distribution terminal 400 includes a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, and a touch screen 45. The distribution terminal 400 may include an input / output IF 44 to which a display (display unit) configured separately from the distribution terminal 400 main body can be connected in place of or in addition to the touch screen 45.
 コントローラ1021は、1つ以上のボタン、レバー、スティック、ホイール等の物理的な入力機構を有していてもよい。コントローラ1021は、配信端末400の操作者(本実施形態ではプレイヤ)が、該入力機構に対して入力した入力操作に基づく出力値を配信端末400へ送信する。また、コントローラ1021は、加速度センサ、および、角速度センサ等の各種センサを有していてもよく、該各種センサの出力値を配信端末400へ送信してもよい。上述の出力値は、通信IF43を介して配信端末400に受け付けられる。 Controller 1021 may have one or more physical input mechanisms such as buttons, levers, sticks, and wheels. The controller 1021 transmits an output value based on an input operation input to the input mechanism by the operator of the distribution terminal 400 (player in the present embodiment) to the distribution terminal 400. Further, the controller 1021 may have various sensors such as an acceleration sensor and an angular velocity sensor, and may transmit the output values of the various sensors to the distribution terminal 400. The above output value is accepted by the distribution terminal 400 via the communication IF43.
 配信端末400は、カメラと、測距センサ(ともに不図示)とを備えていてもよい。配信端末400が備えることに代えて、または、加えて、コントローラ1021がカメラと、測距センサとを有してしてもよい。 The distribution terminal 400 may include a camera and a distance measuring sensor (both not shown). Alternatively or in addition to the distribution terminal 400, the controller 1021 may have a camera and a distance measuring sensor.
 以上で説明したとおり、配信端末400は、該配信端末400に対して情報を入力する機構の一例として、通信IF43、入出力IF44、タッチスクリーン45を備える。入力する機構としての上述の各部は、ユーザの入力操作を受け付けるように構成された操作部と捉えることができる。 As described above, the distribution terminal 400 includes a communication IF43, an input / output IF44, and a touch screen 45 as an example of a mechanism for inputting information to the distribution terminal 400. Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
 操作部がタッチスクリーン45で構成されている場合、配信端末400は、タッチスクリーン45の入力部451に対して実施されたユーザの操作をユーザの入力操作として特定し、受け付ける。あるいは、操作部が通信IF43で構成される場合、配信端末400は、コントローラ1021から送信される信号(例えば、出力値)をユーザの入力操作として特定し、受け付ける。あるいは、操作部が入出力IF44で構成される場合、配信端末400は、該入出力IF44と接続される入力装置(図示せず)から出力される信号をユーザの入力操作として特定し、受け付ける。 When the operation unit is composed of the touch screen 45, the distribution terminal 400 identifies and accepts the user's operation performed on the input unit 451 of the touch screen 45 as the user's input operation. Alternatively, when the operation unit is configured by the communication IF 43, the distribution terminal 400 identifies and accepts a signal (for example, an output value) transmitted from the controller 1021 as an input operation of the user. Alternatively, when the operation unit is composed of the input / output IF44, the distribution terminal 400 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF44 as a user's input operation.
 <各装置のハードウェア構成要素>
 プロセッサ10、20、30、40はそれぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400の全体の動作を制御する。プロセッサ10、20、30、40は、CPU(Central Processing Unit)、MPU(Micro Processing Unit)、およびGPU(Graphics Processing Unit)を含む。プロセッサ10、20、30、40は、それぞれ、後述するストレージ12、22、32、42からプログラムを読み出す。そして、プロセッサ10、20、30、40は、それぞれ、読み出したプログラムを、後述するメモリ11、21、31、41に展開する。プロセッサ10、20、30は、展開したプログラムを実行する。
<Hardware components of each device>
The processors 10, 20, 30, and 40 control the overall operation of the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively. Processors 10, 20, 30, and 40 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit). Processors 10, 20, 30, and 40 read programs from storages 12, 22, 32, and 42, which will be described later, respectively. Then, the processors 10, 20, 30, and 40 expand the read programs into the memories 11, 21, 31, and 41, which will be described later, respectively. Processors 10, 20, and 30 execute the expanded program.
 メモリ11、21、31、41は主記憶装置である。メモリ11、21、31、41は、ROM(Read Only Memory)およびRAM(Random Access Memory)等の記憶装置で構成される。メモリ11は、プロセッサ10が後述するストレージ12から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ10に作業領域を提供する。メモリ11は、プロセッサ10がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ21は、プロセッサ20が後述するストレージ22から読み出した各種プログラムおよびデータを一時的に記憶することにより、プロセッサ20に作業領域を提供する。メモリ21は、プロセッサ20がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ31は、プロセッサ30が後述するストレージ32から読み出した各種プログラムおよびデータを一時的に記憶することにより、プロセッサ30に作業領域を提供する。メモリ31は、プロセッサ30がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ41は、プロセッサ40が後述するストレージ42から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ40に作業領域を提供する。メモリ41は、プロセッサ40がプログラムに従って動作している間に生成した各種データも一時的に記憶する。 The memories 11, 21, 31, and 41 are the main storage devices. The memories 11, 21, 31 and 41 are composed of storage devices such as a ROM (ReadOnlyMemory) and a RAM (RandomAccessMemory). The memory 11 provides a work area to the processor 10 by temporarily storing a program and various data read from the storage 12 described later by the processor 10. The memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program. The memory 21 provides a work area to the processor 20 by temporarily storing various programs and data read from the storage 22 described later by the processor 20. The memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program. The memory 31 provides a work area to the processor 30 by temporarily storing various programs and data read from the storage 32 described later by the processor 30. The memory 31 also temporarily stores various data generated while the processor 30 is operating according to the program. The memory 41 provides a work area to the processor 40 by temporarily storing the program and various data read from the storage 42 described later by the processor 40. The memory 41 also temporarily stores various data generated while the processor 40 is operating according to the program.
 本実施形態において、プロセッサ10および30が実行するプログラムは、本ゲームのゲームプログラムであってもよい。本実施形態において、プロセッサ40が実行するプログラムは、動作指図データの配信を実現するための配信プログラムであってもよい。また、プロセッサ10は、さらに、動画の再生を実現するための視聴プログラムを実行してもよい。 In the present embodiment, the program executed by the processors 10 and 30 may be the game program of this game. In the present embodiment, the program executed by the processor 40 may be a distribution program for realizing distribution of operation instruction data. Further, the processor 10 may further execute a viewing program for realizing the reproduction of the moving image.
 本実施形態において、プロセッサ20が実行するプログラムは、上述のゲームプログラム、配信プログラム、視聴プログラムの少なくとも何れかであってもよい。プロセッサ20は、ユーザ端末100、ゲームプレイ端末300、および配信端末400の少なくとも何れかからの要求等に応じて、ゲームプログラム、配信プログラム、視聴プログラムの少なくとも何れかを実行する。なお、配信プログラムと視聴プログラムは、並行して実行されてもよい。 In the present embodiment, the program executed by the processor 20 may be at least one of the above-mentioned game program, distribution program, and viewing program. The processor 20 executes at least one of a game program, a distribution program, and a viewing program in response to a request from at least one of a user terminal 100, a game play terminal 300, and a distribution terminal 400. The distribution program and the viewing program may be executed in parallel.
 すなわち、ゲームプログラムは、ゲームをユーザ端末100、サーバ200、およびゲームプレイ端末300の協働により実現するプログラムであってもよい。配信プログラムは、動作指図データの配信を、サーバ200と配信端末400との協働により実現するプログラムであってもよい。視聴プログラムは、動画の再生を、ユーザ端末100とサーバ200との協働により実現するプログラムであってもよい。 That is, the game program may be a program that realizes the game by the cooperation of the user terminal 100, the server 200, and the game play terminal 300. The distribution program may be a program that realizes distribution of operation instruction data by cooperation between the server 200 and the distribution terminal 400. The viewing program may be a program that realizes the reproduction of the moving image by the cooperation between the user terminal 100 and the server 200.
 ストレージ12、22、32、42は補助記憶装置である。ストレージ12、22、32、42は、フラッシュメモリまたはHDD(Hard Disk Drive)等の記憶装置で構成される。ストレージ12、32には、例えば、ゲームに関する各種データが格納される。ストレージ42には、動作指図データの配信に関する各種データが格納される。また、ストレージ12には、動画の再生に関する各種データが格納される。ストレージ22には、ゲーム、動作指図データの配信、および動画の再生それぞれに関する各種データのうち、少なくとも一部が格納されてもよい。 Storages 12, 22, 32, 42 are auxiliary storage devices. The storages 12, 22, 32, and 42 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive). For example, various data related to the game are stored in the storages 12 and 32. Various data related to the distribution of the operation instruction data are stored in the storage 42. Further, various data related to the reproduction of the moving image are stored in the storage 12. The storage 22 may store at least a part of various data related to the game, the distribution of the operation instruction data, and the reproduction of the moving image.
 通信IF13、23、33、43は、それぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400における各種データの送受信を制御する。通信IF13、23、33、43は例えば、無線LAN(Local Area Network)を介する通信、有線LAN、無線LAN、または携帯電話回線網を介したインターネット通信、ならびに近距離無線通信等を用いた通信を制御する。 The communication IFs 13, 23, 33, and 43 control the transmission and reception of various data in the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively. The communication IFs 13, 23, 33, and 43 are, for example, communication using a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, communication using a short-range wireless communication, or the like. Control.
 入出力IF14、24、34、44は、それぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400がデータの入力を受け付けるため、また、データを出力するためのインターフェースである。入出力IF14、24、34、44は、USB(Universal Serial Bus)等を介してデータの入出力を行ってもよい。入出力IF14、24、34、44は、物理ボタン、カメラ、マイク、スピーカ、マウス、キーボード、ディスプレイ、スティック、レバーなどを含み得る。また、入出力IF14、24、34、44は、周辺機器との間でデータを送受信するための接続部を含み得る。 The input / output IFs 14, 24, 34, and 44 are interfaces for the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400 to receive data input and to output data, respectively. The input / output IFs 14, 24, 34, and 44 may input / output data via USB (Universal Serial Bus) or the like. Input / output IFs 14, 24, 34, 44 may include physical buttons, cameras, microphones, speakers, mice, keyboards, displays, sticks, levers and the like. Further, the input / output IFs 14, 24, 34, 44 may include a connection unit for transmitting / receiving data to / from a peripheral device.
 タッチスクリーン15は、入力部151と表示部152(ディスプレイ)とを組み合わせた電子部品である。タッチスクリーン45は、入力部451と表示部452とを組み合わせた電子部品である。入力部151および451は、一例として、タッチセンシティブなデバイスであり、例えばタッチパッドによって構成される。表示部152および452は、例えば液晶ディスプレイ、または有機EL(Electro-Luminescence)ディスプレイ等によって構成される。 The touch screen 15 is an electronic component that combines an input unit 151 and a display unit 152 (display). The touch screen 45 is an electronic component that combines an input unit 451 and a display unit 452. The input units 151 and 451 are, for example, touch-sensitive devices, and are configured by, for example, a touch pad. The display units 152 and 452 are configured by, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
 入力部151および451は、入力面に対しユーザの操作(主にタッチ操作、スライド操作、スワイプ操作、およびタップ操作等の物理的接触操作)が入力された位置を検知して、位置を示す情報を入力信号として送信する機能を備える。入力部151および451は、図示しないタッチセンシング部を備えていればよい。タッチセンシング部は、静電容量方式または抵抗膜方式等のどのような方式を採用したものであってもよい。 The input units 151 and 451 detect the position where the user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and information indicating the position. It has a function to transmit as an input signal. The input units 151 and 451 may include touch sensing units (not shown). The touch sensing unit may adopt any method such as a capacitance method or a resistance film method.
 図示していないが、ユーザ端末100および配信端末400は、それぞれ、ユーザ端末100および配信端末400の保持姿勢を特定するための1以上のセンサを備えていてもよい。このセンサは、例えば、加速度センサ、または、角速度センサ等であってもよい。 Although not shown, the user terminal 100 and the distribution terminal 400 may be provided with one or more sensors for specifying the holding posture of the user terminal 100 and the distribution terminal 400, respectively. This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like.
 ユーザ端末100および配信端末400がセンサを備えている場合、プロセッサ10および40は、それぞれ、センサの出力からユーザ端末100および配信端末400の保持姿勢を特定して、保持姿勢に応じた処理を行うことも可能になる。例えば、プロセッサ10および40は、それぞれ、ユーザ端末100および配信端末400が縦向きに保持されているときには、縦長の画像を表示部152および452に表示させる縦画面表示としてもよい。一方、ユーザ端末100および配信端末400が横向きに保持されているときには、横長の画像を表示部に表示させる横画面表示としてもよい。このように、プロセッサ10および40は、それぞれ、ユーザ端末100および配信端末400の保持姿勢に応じて縦画面表示と横画面表示とを切り替え可能であってもよい。 When the user terminal 100 and the distribution terminal 400 include a sensor, the processors 10 and 40 each specify the holding postures of the user terminal 100 and the distribution terminal 400 from the output of the sensor, and perform processing according to the holding posture. It will also be possible. For example, the processors 10 and 40 may be vertical screen displays for displaying vertically long images on the display units 152 and 452 when the user terminal 100 and the distribution terminal 400 are held vertically, respectively. On the other hand, when the user terminal 100 and the distribution terminal 400 are held sideways, a horizontally long image may be displayed on the display unit as a horizontal screen display. As described above, the processors 10 and 40 may be able to switch between the vertical screen display and the horizontal screen display according to the holding postures of the user terminal 100 and the distribution terminal 400, respectively.
 <システム1の機能的構成>
 図6は、システム1に含まれるユーザ端末100、サーバ200、およびHMDセット1000の機能的構成を示すブロック図である。図7は、図6に示す配信端末400の機能的構成を示すブロック図である。
<Functional configuration of system 1>
FIG. 6 is a block diagram showing a functional configuration of a user terminal 100, a server 200, and an HMD set 1000 included in the system 1. FIG. 7 is a block diagram showing a functional configuration of the distribution terminal 400 shown in FIG.
 ユーザ端末100は、ユーザの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能を有する。ユーザ端末100は、プロセッサ10、メモリ11、ストレージ12、通信IF13、入出力IF14、およびタッチスクリーン15等の協働によって、制御部110および記憶部120として機能する。 The user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound. The user terminal 100 functions as a control unit 110 and a storage unit 120 in cooperation with a processor 10, a memory 11, a storage 12, a communication IF 13, an input / output IF 14, a touch screen 15, and the like.
 サーバ200は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する機能を有する。サーバ200は、プロセッサ20、メモリ21、ストレージ22、通信IF23、および入出力IF24等の協働によって、制御部210および記憶部220として機能する。 The server 200 has a function of mediating the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. The server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
 HMDセット1000(ゲームプレイ端末300)は、プレイヤの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能と、ゲーム進行情報を、サーバ200を介してユーザ端末100へリアルタイムに送信する機能を有する。HMDセット1000は、ゲームプレイ端末300のプロセッサ30、メモリ31、ストレージ32、通信IF33、入出力IF34、並びに、HMD500、HMDセンサ510、モーションセンサ520、およびコントローラ540等の協働によって、制御部310および記憶部320として機能する。 The HMD set 1000 (game play terminal 300) has a function as an input device for receiving input operations of a player, a function as an output device for outputting game images and sounds, and a user of game progress information via a server 200. It has a function of transmitting to the terminal 100 in real time. The HMD set 1000 is a control unit 310 by the cooperation of the processor 30, the memory 31, the storage 32, the communication IF 33, the input / output IF 34, and the HMD 500, the HMD sensor 510, the motion sensor 520, the controller 540, and the like of the game play terminal 300. And functions as a storage unit 320.
 配信端末400は、動作指図データを生成して、該動作指図データを、サーバ200を介してユーザ端末100へ送信する機能を有する。配信端末400は、プロセッサ40、メモリ41、ストレージ42、通信IF43、入出力IF44、およびタッチスクリーン45等の協働によって、制御部410および記憶部420として機能する。 The distribution terminal 400 has a function of generating operation instruction data and transmitting the operation instruction data to the user terminal 100 via the server 200. The distribution terminal 400 functions as a control unit 410 and a storage unit 420 in cooperation with a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, a touch screen 45, and the like.
 (各装置の記憶部が格納するデータ)
 記憶部120は、ゲームプログラム131(プログラム)、ゲーム情報132、および、ユーザ情報133を格納する。記憶部220は、ゲームプログラム231、ゲーム情報232、ユーザ情報233、および、ユーザリスト234を格納する。記憶部320は、ゲームプログラム331、ゲーム情報332、および、ユーザ情報333を格納する。記憶部420は、ユーザリスト421、モーションリスト422、配信プログラム423(プログラム、第2プログラム)を格納する。
(Data stored in the storage unit of each device)
The storage unit 120 stores the game program 131 (program), the game information 132, and the user information 133. The storage unit 220 stores the game program 231, the game information 232, the user information 233, and the user list 234. The storage unit 320 stores the game program 331, the game information 332, and the user information 333. The storage unit 420 stores the user list 421, the motion list 422, and the distribution program 423 (program, second program).
 ゲームプログラム131、231、331は、それぞれ、ユーザ端末100、サーバ200、HMDセット1000が実行するゲームプログラムである。ゲームプログラム131、231、331に基づいて各装置が協働して動作することにより、本ゲームが実現される。なお、ゲームプログラム131および331は、記憶部220に格納され、ユーザ端末100およびHMDセット1000にそれぞれダウンロードされる構成でもよい。なお、本実施形態では、ユーザ端末100は、ゲームプログラム131に基づいて、配信端末400から受信したデータをレンダリングし、動画を再生するものとする。換言すれば、ゲームプログラム131は、配信端末400から配信された動画指図データを用いて、動画を再生するためのプログラムでもある。該動画を再生するためのプログラムは、ゲームプログラム131と異なってもよい。この場合、記憶部120は、ゲームプログラム131とは別に、該動画を再生するためのプログラムを格納する。 The game programs 131, 231 and 331 are game programs executed by the user terminal 100, the server 200, and the HMD set 1000, respectively. This game is realized by the cooperative operation of each device based on the game programs 131, 231 and 331. The game programs 131 and 331 may be stored in the storage unit 220 and downloaded to the user terminal 100 and the HMD set 1000, respectively. In the present embodiment, the user terminal 100 renders the data received from the distribution terminal 400 based on the game program 131, and reproduces the moving image. In other words, the game program 131 is also a program for playing a moving image using the moving image instruction data distributed from the distribution terminal 400. The program for playing the moving image may be different from the game program 131. In this case, the storage unit 120 stores a program for playing the moving image separately from the game program 131.
 ゲーム情報132、232、332は、それぞれ、ユーザ端末100、サーバ200、HMDセット1000がゲームプログラムを実行する際に参照するデータである。ユーザ情報133、233、333は、ユーザ端末100のユーザのアカウントに関するデータである。ゲーム情報232は、各ユーザ端末100のゲーム情報132、および、HMDセット1000のゲーム情報332である。ユーザ情報233は、各ユーザ端末100のユーザ情報133、および、ユーザ情報333に含まれる、プレイヤのユーザ情報である。ユーザ情報333は、各ユーザ端末100のユーザ情報133、および、プレイヤのユーザ情報である。 The game information 132, 232, and 332 are data referred to when the user terminal 100, the server 200, and the HMD set 1000 execute the game program, respectively. The user information 133, 233, and 333 are data relating to the user account of the user terminal 100. The game information 232 is the game information 132 of each user terminal 100 and the game information 332 of the HMD set 1000. The user information 233 is the user information of the player included in the user information 133 of each user terminal 100 and the user information 333. The user information 333 is the user information 133 of each user terminal 100 and the user information of the player.
 ユーザリスト234およびユーザリスト421は、ゲームに参加したユーザのリストである。ユーザリスト234およびユーザリスト421は、プレイヤによる直近のゲームプレイにおいて参加したユーザのリストの他、該ゲームプレイ以前の各ゲームプレイにおいて参加したユーザのリストを含んでいてもよい。モーションリスト422は、予め作成されている複数のモーションデータのリストである。モーションリスト422は、例えば、各モーションを識別する情報(例えば、モーション名)のそれぞれに、モーションデータが対応付けられたリストである。配信プログラム423は、ユーザ端末100にて動画を再生するための動作指図データの、ユーザ端末100への配信を実現するためのプログラムである。 The user list 234 and the user list 421 are a list of users who have participated in the game. The user list 234 and the user list 421 may include a list of users who participated in the most recent gameplay by the player, as well as a list of users who participated in each gameplay before the gameplay. The motion list 422 is a list of a plurality of motion data created in advance. The motion list 422 is, for example, a list in which motion data is associated with each of the information (for example, a motion name) that identifies each motion. The distribution program 423 is a program for realizing distribution of operation instruction data for playing a moving image on the user terminal 100 to the user terminal 100.
 (サーバ200の機能的構成)
 制御部210は、記憶部220に格納されたゲームプログラム231を実行することにより、サーバ200を統括的に制御する。例えば制御部210は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する。
(Functional configuration of server 200)
The control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 mediates the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
 制御部210は、ゲームプログラム231の記述に応じて、通信仲介部211、ログ生成部212、リスト生成部213として機能する。制御部210は、ゲームプレイおよび動作指図データの配信に係る各種情報の送受信の仲介、並びに、ゲームの進行の支援のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 210 functions as a communication mediation unit 211, a log generation unit 212, and a list generation unit 213 according to the description of the game program 231. The control unit 210 can also function as another functional block (not shown) for mediating the transmission / reception of various information related to game play and distribution of operation instruction data, and for supporting the progress of the game.
 通信仲介部211は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する。例えば、通信仲介部211は、HMDセット1000から受信したゲーム進行情報をユーザ端末100へ送信する。ゲーム進行情報は、プレイヤによって操作されるキャラクタの動き、該キャラクタのパラメータ、該キャラクタが所持しているアイテムや武器、敵キャラクタなどの情報などを示すデータが含まれる。サーバ200は、ゲーム進行情報を、ゲームに参加している全てのユーザのユーザ端末100へ送信する。換言すれば、サーバ200は、共通のゲーム進行情報をゲームに参加している全てのユーザのユーザ端末100へ送信する。これにより、ゲームに参加している全てのユーザのユーザ端末100それぞれにおいて、HMDセット1000と同様にゲームが進行する。 The communication mediation unit 211 mediates the transmission and reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. For example, the communication mediation unit 211 transmits the game progress information received from the HMD set 1000 to the user terminal 100. The game progress information includes data indicating the movement of the character operated by the player, the parameters of the character, information on items and weapons possessed by the character, enemy characters, and the like. The server 200 transmits the game progress information to the user terminals 100 of all the users participating in the game. In other words, the server 200 transmits common game progress information to the user terminals 100 of all users participating in the game. As a result, the game progresses in the same manner as the HMD set 1000 on each of the user terminals 100 of all the users participating in the game.
 また、例えば、通信仲介部211は、ユーザ端末100のいずれかから受信した、プレイヤによるゲームの進行を支援するための情報を、その他のユーザ端末100、および、HMDセット1000へ送信する。該情報は、一例として、プレイヤがゲームを有利に進行するためのアイテムであって、プレイヤ(キャラクタ)に提供されるアイテムを示すアイテム情報であってもよい。アイテム情報は、アイテムを提供したユーザを示す情報(ユーザ名、ユーザIDなど)を含む。また、通信仲介部211は、配信端末400からユーザ端末100への動作指図データの配信を仲介してもよい。 Further, for example, the communication mediation unit 211 transmits the information received from any one of the user terminals 100 to support the progress of the game by the player to the other user terminals 100 and the HMD set 1000. As an example, the information may be item information indicating an item provided to the player (character), which is an item for the player to advance the game advantageously. The item information includes information (user name, user ID, etc.) indicating the user who provided the item. Further, the communication mediation unit 211 may mediate the distribution of the operation instruction data from the distribution terminal 400 to the user terminal 100.
 ログ生成部212は、HMDセット1000から受信するゲーム進行情報に基づいて、ゲーム進行のログを生成する。リスト生成部213は、ゲームプレイの終了後にユーザリスト234を生成する。詳細については後述するが、ユーザリスト234における各ユーザには、そのユーザが行ったプレイヤへの支援の内容を示すタグが関連付けられている。リスト生成部213は、ログ生成部212が生成したゲーム進行のログに基づいて、タグを生成し、該当するユーザに関連付ける。なお、リスト生成部213は、ゲームの運営者などがパーソナルコンピュータなどの端末装置を用いて入力した、各ユーザが行ったプレイヤへの支援の内容を、タグとして、該当するユーザに関連付けてもよい。これにより、各ユーザが行った支援の内容がより詳細なものとなる。なお、ユーザ端末100は、ユーザがゲームに参加する際、ユーザの操作に基づいて、ユーザを示す情報をサーバ200へ送信する。例えば、ユーザ端末100は、ユーザが入力したユーザIDをサーバ200へ送信する。つまり、サーバ200は、ゲームに参加している全てのユーザについて、各ユーザを示す情報を保持している。リスト生成部213は、該情報を用いて、ユーザリスト234を生成すればよい。 The log generation unit 212 generates a game progress log based on the game progress information received from the HMD set 1000. The list generation unit 213 generates the user list 234 after the end of the game play. Although the details will be described later, each user in the user list 234 is associated with a tag indicating the content of the support provided by the user to the player. The list generation unit 213 generates a tag based on the game progress log generated by the log generation unit 212, and associates it with the corresponding user. The list generation unit 213 may associate the content of the support provided by each user to the player, which is input by the game operator or the like using a terminal device such as a personal computer, with the corresponding user as a tag. .. As a result, the content of the support provided by each user becomes more detailed. When the user participates in the game, the user terminal 100 transmits information indicating the user to the server 200 based on the user's operation. For example, the user terminal 100 transmits the user ID entered by the user to the server 200. That is, the server 200 holds information indicating each user for all the users participating in the game. The list generation unit 213 may generate the user list 234 using the information.
 (HMDセット1000の機能的構成)
 制御部310は、記憶部320に格納されたゲームプログラム331を実行することにより、HMDセット1000を統括的に制御する。例えば、制御部310は、ゲームプログラム331、および、プレイヤの操作に従って、ゲームを進行させる。また、制御部310は、ゲームを進行させている間、必要に応じて、サーバ200と通信して、情報の送受信を行う。制御部310は、情報の送受信を、サーバ200を介さずにユーザ端末100と直接行ってもよい。
(Functional configuration of HMD set 1000)
The control unit 310 comprehensively controls the HMD set 1000 by executing the game program 331 stored in the storage unit 320. For example, the control unit 310 advances the game according to the game program 331 and the operation of the player. Further, the control unit 310 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 310 may send and receive information directly to and from the user terminal 100 without going through the server 200.
 制御部310は、ゲームプログラム331の記述に応じて、操作受付部311、表示制御部312、UI制御部313、アニメーション生成部314、ゲーム進行部315、仮想空間制御部316、および反応処理部317として機能する。制御部310は、実行されるゲームの性質に応じて、該ゲームに登場するキャラクタの制御などのために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 310 has an operation reception unit 311, a display control unit 312, a UI control unit 313, an animation generation unit 314, a game progress unit 315, a virtual space control unit 316, and a reaction processing unit 317 according to the description of the game program 331. Functions as. The control unit 310 can also function as another functional block (not shown) for controlling characters appearing in the game, depending on the nature of the game to be executed.
 操作受付部311は、プレイヤの入力操作を検知し、受け付ける。操作受付部311は、HMD500、モーションセンサ520、コントローラ540などから入力された信号を受け付け、いかなる入力操作がなされたかを判別し、その結果を制御部310の各要素に出力する。 The operation reception unit 311 detects and accepts the input operation of the player. The operation reception unit 311 receives signals input from the HMD 500, the motion sensor 520, the controller 540, etc., determines what kind of input operation has been performed, and outputs the result to each element of the control unit 310.
 UI制御部313は、モニタ51、ディスプレイ530などに表示させるユーザインターフェース(以下、UI)画像を制御する。UI画像は、プレイヤが、ゲームの進行上必要な入力をHMDセット1000に対して行うためのツール、または、ゲームの進行中に出力される情報をHMDセット1000から得るためのツールである。UI画像は、これには限定されないが、例えば、アイコン、ボタン、リスト、メニュー画面などである。 The UI control unit 313 controls a user interface (hereinafter, UI) image to be displayed on the monitor 51, the display 530, and the like. The UI image is a tool for the player to make an input necessary for the progress of the game to the HMD set 1000, or a tool for obtaining information output during the progress of the game from the HMD set 1000. UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
 アニメーション生成部314は、各種オブジェクトの制御態様に基づいて、各種オブジェクトのモーションを示すアニメーションを生成する。例えば、アニメーション生成部314は、オブジェクト(例えば、プレイヤのアバターオブジェクト)がまるでそこにいるかのように動いたり、口を動かしたり、表情を変えたりする様子を表現したアニメーション等を生成してもよい。 The animation generation unit 314 generates an animation showing the motion of various objects based on the control mode of various objects. For example, the animation generation unit 314 may generate an animation or the like that expresses how an object (for example, a player's avatar object) moves, moves its mouth, or changes its facial expression as if it were there. ..
 ゲーム進行部315は、ゲームプログラム331、プレイヤによる入力操作、および、該入力操作に応じたアバターオブジェクトの動作などに基づいて、ゲームを進行する。例えば、ゲーム進行部315は、アバターオブジェクトが所定の動作を行った場合に、所定のゲーム処理を行う。また、例えば、ゲーム進行部315は、ユーザ端末100におけるユーザの操作を表す情報を受信し、当該ユーザの操作に基づいてゲーム処理を行ってもよい。また、ゲーム進行部315は、ゲームの進行に従ってゲーム進行情報を生成し、サーバ200へ送信する。該ゲーム進行情報は、サーバ200を介してユーザ端末100へ送信される。これにより、HMDセット1000におけるゲームの進行が、ユーザ端末100において共有される。換言すれば、HMDセット1000におけるゲームの進行と、ユーザ端末100におけるゲームの進行とが同期する。 The game progress unit 315 progresses the game based on the game program 331, the input operation by the player, the operation of the avatar object in response to the input operation, and the like. For example, the game progress unit 315 performs a predetermined game process when the avatar object performs a predetermined operation. Further, for example, the game progress unit 315 may receive information representing a user's operation on the user terminal 100 and perform game processing based on the user's operation. Further, the game progress unit 315 generates game progress information according to the progress of the game and transmits it to the server 200. The game progress information is transmitted to the user terminal 100 via the server 200. As a result, the progress of the game in the HMD set 1000 is shared in the user terminal 100. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized.
 仮想空間制御部316は、ゲームの進行に応じて、プレイヤに提供される仮想空間に関する各種の制御を行う。一例として、仮想空間制御部316は、各種オブジェクトを生成し、仮想空間に配置する。また、仮想空間制御部316は、仮想カメラを仮想空間に配置する。また、仮想空間制御部316は、ゲームの進行に応じて、仮想空間に配置した各種オブジェクトを動作させる。また、仮想空間制御部316は、ゲームの進行に応じて、仮想空間に配置した仮想カメラの位置、傾きを制御する。 The virtual space control unit 316 performs various controls related to the virtual space provided to the player according to the progress of the game. As an example, the virtual space control unit 316 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 316 arranges the virtual camera in the virtual space. Further, the virtual space control unit 316 operates various objects arranged in the virtual space according to the progress of the game. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game.
 表示制御部312は、モニタ51、ディスプレイ530に対して、上述の各要素によって実行された処理結果が反映されたゲーム画面を出力する。表示制御部312は、仮想空間に配置された仮想カメラからの視界に基づく画像を、ゲーム画面として、モニタ51、ディスプレイ530に表示してもよい。また、表示制御部312は、アニメーション生成部314によって生成されたアニメーションを該ゲーム画面に含めてもよい。また、表示制御部312は、UI制御部313によって制御される上述のUI画像を、該ゲーム画面に重畳して描画してもよい。 The display control unit 312 outputs a game screen reflecting the processing results executed by each of the above-mentioned elements to the monitor 51 and the display 530. The display control unit 312 may display an image based on the field of view from the virtual camera arranged in the virtual space on the monitor 51 and the display 530 as a game screen. Further, the display control unit 312 may include the animation generated by the animation generation unit 314 in the game screen. Further, the display control unit 312 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 313 on the game screen.
 反応処理部317は、ユーザ端末100のユーザによる、プレイヤのゲームプレイに対する反応についてフィードバックを受け付けて、これを、プレイヤに対して出力する。本実施形態では、例えば、ユーザ端末100は、ユーザの入力操作に基づいて、アバターオブジェクトに宛てたコメント(メッセージ)を作成することができる。反応処理部317は、該コメントのコメントデータを受け付けて、これを出力する。反応処理部317は、ユーザのコメントに対応するテキストデータを、モニタ51、ディスプレイ530に表示してもよいし、ユーザのコメントに対応する音声データを、図示しないスピーカから出力してもよい。前者の場合、反応処理部317は、上記テキストデータに対応する画像(すなわち、コメントの内容を含む画像)を、ゲーム画面に重畳して描画してもよい。 The reaction processing unit 317 receives feedback on the reaction of the user of the user terminal 100 to the game play of the player, and outputs this to the player. In the present embodiment, for example, the user terminal 100 can create a comment (message) addressed to the avatar object based on the input operation of the user. The reaction processing unit 317 receives the comment data of the comment and outputs it. The reaction processing unit 317 may display the text data corresponding to the user's comment on the monitor 51 and the display 530, or may output the voice data corresponding to the user's comment from a speaker (not shown). In the former case, the reaction processing unit 317 may superimpose and draw an image corresponding to the text data (that is, an image including the content of the comment) on the game screen.
 (ユーザ端末100の機能的構成)
 制御部110は、記憶部120に格納されたゲームプログラム131を実行することにより、ユーザ端末100を統括的に制御する。例えば、制御部110は、ゲームプログラム131、および、ユーザの操作に従って、ゲームを進行させる。また、制御部110は、ゲームを進行させている間、必要に応じて、サーバ200と通信して、情報の送受信を行う。制御部110は、情報の送受信を、サーバ200を介さずにHMDセット1000と直接行ってもよい。
(Functional configuration of user terminal 100)
The control unit 110 comprehensively controls the user terminal 100 by executing the game program 131 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 131 and the user's operation. Further, the control unit 110 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 110 may send and receive information directly to and from the HMD set 1000 without going through the server 200.
 制御部110は、ゲームプログラム131の記述に応じて、操作受付部111、表示制御部112、UI制御部113、アニメーション生成部114、ゲーム進行部115、仮想空間制御部116、および動画再生部117として機能する。制御部110は、実行されるゲームの性質に応じて、ゲームの進行のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 110 has an operation reception unit 111, a display control unit 112, a UI control unit 113, an animation generation unit 114, a game progress unit 115, a virtual space control unit 116, and a moving image playback unit 117 according to the description of the game program 131. Functions as. The control unit 110 can also function as other functional blocks (not shown) for the progress of the game, depending on the nature of the game being played.
 操作受付部111は、入力部151に対するユーザの入力操作を検知し受け付ける。操作受付部111は、タッチスクリーン15およびその他の入出力IF14を介したコンソールに対してユーザが及ぼした作用から、いかなる入力操作がなされたかを判別し、その結果を制御部110の各要素に出力する。 The operation reception unit 111 detects and accepts a user's input operation to the input unit 151. The operation reception unit 111 determines what input operation has been performed from the action exerted by the user on the console via the touch screen 15 and other input / output IF 14, and outputs the result to each element of the control unit 110. do.
 例えば、操作受付部111は、入力部151に対する入力操作を受け付け、該入力操作の入力位置の座標を検出し、該入力操作の種類を特定する。操作受付部111は、入力操作の種類として、例えばタッチ操作、スライド操作、スワイプ操作、およびタップ操作等を特定する。また、操作受付部111は、連続して検知されていた入力が途切れると、タッチスクリーン15から接触入力が解除されたことを検知する。 For example, the operation receiving unit 111 receives an input operation for the input unit 151, detects the coordinates of the input position of the input operation, and specifies the type of the input operation. The operation receiving unit 111 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation receiving unit 111 detects that the contact input is canceled from the touch screen 15 when the continuously detected input is interrupted.
 UI制御部113は、ユーザの入力操作、および、受信したゲーム進行情報の少なくとも何れかに応じて、UIを構築するために表示部152に表示させるUI画像を制御する。UI画像は、ユーザが、ゲームの進行上必要な入力をユーザ端末100に対して行うためのツール、または、ゲームの進行中に出力される情報をユーザ端末100から得るためのツールである。UI画像は、これには限定されないが、例えば、アイコン、ボタン、リスト、メニュー画面などである。 The UI control unit 113 controls a UI image to be displayed on the display unit 152 in order to construct a UI according to at least one of a user's input operation and received game progress information. The UI image is a tool for the user to make an input necessary for the progress of the game to the user terminal 100, or a tool for obtaining information output during the progress of the game from the user terminal 100. UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
 アニメーション生成部114は、各種オブジェクトの制御態様に基づいて、各種オブジェクトのモーションを示すアニメーションを生成する。 The animation generation unit 114 generates an animation showing the motion of various objects based on the control mode of various objects.
 ゲーム進行部115は、ゲームプログラム131、受信したゲーム進行情報、および、ユーザによる入力操作などに基づいて、ゲームを進行する。ゲーム進行部115は、ユーザによる入力操作により、所定のゲーム処理を行った場合、該ゲーム処理に関する情報を、サーバ200を介してHMDセット1000へ送信する。これにより、該所定のゲーム処理が、HMDセット1000において共有される。換言すれば、HMDセット1000におけるゲームの進行と、ユーザ端末100におけるゲームの進行とが同期する。所定のゲーム処理とは、例えば、アバターオブジェクトにアイテムを提供する処理であり、この例の場合、ゲーム処理に関する情報は、上述したアイテム情報である。 The game progress unit 115 advances the game based on the game program 131, the received game progress information, the input operation by the user, and the like. When a predetermined game process is performed by an input operation by the user, the game progress unit 115 transmits information about the game process to the HMD set 1000 via the server 200. As a result, the predetermined game processing is shared in the HMD set 1000. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized. The predetermined game process is, for example, a process of providing an item to the avatar object, and in this example, the information related to the game process is the item information described above.
 仮想空間制御部116は、ゲームの進行に応じて、ユーザに提供される仮想空間に関する各種の制御を行う。一例として、仮想空間制御部116は、各種オブジェクトを生成し、仮想空間に配置する。また、仮想空間制御部116は、仮想カメラを仮想空間に配置する。また、仮想空間制御部116は、ゲームの進行、具体的には、受信したゲーム進行情報に応じて、仮想空間に配置した各種オブジェクトを動作させる。また、仮想空間制御部316は、ゲームの進行、具体的には、受信したゲーム進行情報に応じて、仮想空間に配置した仮想カメラの位置、傾きを制御する。 The virtual space control unit 116 performs various controls related to the virtual space provided to the user according to the progress of the game. As an example, the virtual space control unit 116 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 116 arranges the virtual camera in the virtual space. Further, the virtual space control unit 116 operates various objects arranged in the virtual space according to the progress of the game, specifically, the received game progress information. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
 表示制御部112は、表示部152に対して、上述の各要素によって実行された処理結果が反映されたゲーム画面を出力する。表示制御部112は、ユーザに提供される仮想空間に配置された仮想カメラからの視界に基づく画像を、ゲーム画面として、表示部152に表示してもよい。また、表示制御部112は、アニメーション生成部114によって生成されたアニメーションを該ゲーム画面に含めてもよい。また、表示制御部112は、UI制御部113によって制御される上述のUI画像を、該ゲーム画面に重畳して描画してもよい。いずれにしても、表示部152に表示されるゲーム画面は、他のユーザ端末100、および、HMDセット1000にて表示されるゲーム画面と同様のゲーム画面である。 The display control unit 112 outputs to the display unit 152 a game screen in which the processing results executed by each of the above elements are reflected. The display control unit 112 may display an image based on the field of view from the virtual camera arranged in the virtual space provided to the user on the display unit 152 as a game screen. Further, the display control unit 112 may include the animation generated by the animation generation unit 114 in the game screen. Further, the display control unit 112 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 113 on the game screen. In any case, the game screen displayed on the display unit 152 is the same game screen as the game screen displayed on the other user terminal 100 and the HMD set 1000.
 動画再生部117は、配信端末400から受信した動作指図データを解析(レンダリング)し、動画を再生する。 The video playback unit 117 analyzes (renders) the operation instruction data received from the distribution terminal 400 and reproduces the video.
 (配信端末400の機能的構成)
 制御部410は、記憶部420に格納されたプログラム(不図示)を実行することにより、配信端末400を統括的に制御する。例えば、制御部410は、該プログラム、および、配信端末400のユーザ(本実施形態ではプレイヤ)の操作に従って、動作指図データを生成し、ユーザ端末100に配信する。また、制御部410は、必要に応じて、サーバ200と通信して、情報の送受信を行う。制御部410は、情報の送受信を、サーバ200を介さずにユーザ端末100と直接行ってもよい。
(Functional configuration of distribution terminal 400)
The control unit 410 comprehensively controls the distribution terminal 400 by executing a program (not shown) stored in the storage unit 420. For example, the control unit 410 generates operation instruction data and distributes it to the user terminal 100 according to the operation of the program and the user (player in this embodiment) of the distribution terminal 400. Further, the control unit 410 communicates with the server 200 as necessary to send and receive information. The control unit 410 may send and receive information directly to and from the user terminal 100 without going through the server 200.
 制御部410は、プログラムの記述に応じて、通信制御部411、表示制御部412、操作受付部413、音声受付部414、モーション特定部415、および動作指図データ生成部416として機能する。制御部410は、動作指図データの生成および配信のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 410 functions as a communication control unit 411, a display control unit 412, an operation reception unit 413, a voice reception unit 414, a motion identification unit 415, and an operation instruction data generation unit 416 according to the description of the program. The control unit 410 can also function as other functional blocks (not shown) for the generation and distribution of operation instruction data.
 通信制御部411は、サーバ200、または、サーバ200を介したユーザ端末100との情報の送受信を制御する。通信制御部411は、一例として、サーバ200からユーザリスト421を受信する。また、通信制御部411は、一例として、動作指図データをユーザ端末100へ送信する。 The communication control unit 411 controls transmission / reception of information to / from the server 200 or the user terminal 100 via the server 200. The communication control unit 411 receives the user list 421 from the server 200 as an example. Further, the communication control unit 411 transmits the operation instruction data to the user terminal 100 as an example.
 表示制御部412は、表示部452に対して、各要素によって実行された処理結果が反映された各種画面を出力する。表示制御部412は、一例として、受信したユーザリスト234を含む画面を表示する。また、表示制御部412は、一例として、配信する動作指図データに含まれる、アバターオブジェクトを動作させるためのモーションデータを、プレイヤに選択させるためのモーションリスト422を含む画面を表示する。 The display control unit 412 outputs various screens reflecting the processing results executed by each element to the display unit 452. As an example, the display control unit 412 displays a screen including the received user list 234. Further, as an example, the display control unit 412 displays a screen including a motion list 422 for allowing the player to select motion data for operating the avatar object included in the motion instruction data to be distributed.
 操作受付部413は、入力部151に対するプレイヤの入力操作を検知し受け付ける。操作受付部111は、タッチスクリーン45およびその他の入出力IF44を介したコンソールに対してプレイヤが及ぼした作用から、いかなる入力操作がなされたかを判別し、その結果を制御部410の各要素に出力する。 The operation reception unit 413 detects and accepts the input operation of the player with respect to the input unit 151. The operation reception unit 111 determines what kind of input operation has been performed from the action exerted by the player on the console via the touch screen 45 and other input / output IF44s, and outputs the result to each element of the control unit 410. do.
 例えば、操作受付部413は、入力部451に対する入力操作を受け付け、該入力操作の入力位置の座標を検出し、該入力操作の種類を特定する。操作受付部413は、入力操作の種類として、例えばタッチ操作、スライド操作、スワイプ操作、およびタップ操作等を特定する。また、操作受付部413は、連続して検知されていた入力が途切れると、タッチスクリーン45から接触入力が解除されたことを検知する。 For example, the operation receiving unit 413 receives an input operation for the input unit 451, detects the coordinates of the input position of the input operation, and specifies the type of the input operation. The operation reception unit 413 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation reception unit 413 detects that the contact input is canceled from the touch screen 45 when the continuously detected input is interrupted.
 音声受付部414は、配信端末400の周囲で発生した音声を受け付け、該音声の音声データを生成する。音声受付部414は、一例として、プレイヤが発話した音声を受け付け、該音声の音声データを生成する。 The voice reception unit 414 receives the voice generated around the distribution terminal 400 and generates the voice data of the voice. As an example, the voice receiving unit 414 receives the voice spoken by the player and generates voice data of the voice.
 モーション特定部415は、プレイヤの入力操作に応じて、モーションリスト422から、プレイヤが選択したモーションデータを特定する。 The motion specifying unit 415 specifies the motion data selected by the player from the motion list 422 according to the input operation of the player.
 動作指図データ生成部416は、動作指図データを生成する。一例として、動作指図データ生成部416は、生成された音声データと、特定されたモーションデータとを含む動作指図データを生成する。 The operation instruction data generation unit 416 generates operation instruction data. As an example, the motion instruction data generation unit 416 generates motion instruction data including the generated voice data and the specified motion data.
 なお、図6に示すHMDセット1000、サーバ200、およびユーザ端末100の機能、並びに、図7に示す配信端末400の機能は一例にすぎない。HMDセット1000、サーバ200、ユーザ端末100、および配信端末400の各装置は、他の装置が備える機能の少なくとも一部を備えていてもよい。さらに、HMDセット1000、サーバ200、ユーザ端末100、および配信端末400以外のさらに別の装置をシステム1の構成要素とし、該別の装置にシステム1における処理の一部を実行させてもよい。すなわち、本実施形態においてゲームプログラムを実行するコンピュータは、HMDセット1000、サーバ200、ユーザ端末100、および配信端末400、並びに、それ以外の別の装置の何れであってもよいし、これらの複数の装置の組み合わせにより実現されてもよい。 The functions of the HMD set 1000, the server 200, and the user terminal 100 shown in FIG. 6 and the functions of the distribution terminal 400 shown in FIG. 7 are merely examples. Each device of the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may have at least a part of the functions of the other devices. Further, another device other than the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may be a component of the system 1, and the other device may be made to execute a part of the processing in the system 1. That is, the computer that executes the game program in the present embodiment may be any of the HMD set 1000, the server 200, the user terminal 100, the distribution terminal 400, and another device other than the HMD set 1000, or a plurality of these. It may be realized by the combination of the devices of.
 <仮想空間の制御処理>
 図8は、プレイヤに提供される仮想空間、および、ユーザ端末100のユーザに提供される仮想空間の制御処理の流れの一例を示すフローチャートである。図9は、ある実施の形態に従う、プレイヤに提供される仮想空間600A、および、プレイヤが視認する視界画像を示す図である。図10は、ある実施の形態に従う、ユーザ端末100のユーザに提供される仮想空間600B、および、ユーザが視認する視界画像を示す図である。なお以降、仮想空間600Aおよび600Bを区別する必要が無い場合、「仮想空間600」と記載する。
<Control processing of virtual space>
FIG. 8 is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal 100. FIG. 9 is a diagram showing a virtual space 600A provided to the player and a field of view image visually recognized by the player according to a certain embodiment. FIG. 10 is a diagram showing a virtual space 600B provided to a user of a user terminal 100 and a field of view image visually recognized by the user according to a certain embodiment. Hereinafter, when it is not necessary to distinguish between the virtual spaces 600A and 600B, it is described as "virtual space 600".
 ステップS1において、プロセッサ30は、仮想空間制御部316として、図9に示す仮想空間600Aを規定する。プロセッサ30は、仮想空間データ(不図示)を用いて、仮想空間600Aを規定する。仮想空間データは、ゲームプレイ端末300に記憶されていてもよいし、プロセッサ30が、ゲームプログラム331に基づいて生成してもよいし、プロセッサ30が、サーバ200などの外部の装置から取得してもよい。 In step S1, the processor 30 defines the virtual space 600A shown in FIG. 9 as the virtual space control unit 316. The processor 30 defines a virtual space 600A by using virtual space data (not shown). The virtual space data may be stored in the game play terminal 300, may be generated by the processor 30 based on the game program 331, or may be acquired by the processor 30 from an external device such as the server 200. May be good.
 仮想空間600は、一例として、中心として定義された点の360度方向の全体を覆う全天球状の構造を有する。図9および図10では、説明を複雑にしないために、仮想空間600のうちの上半分の天球が例示されている。 As an example, the virtual space 600 has an all-sky spherical structure that covers the entire 360-degree direction of the point defined as the center. In FIGS. 9 and 10, the celestial sphere in the upper half of the virtual space 600 is illustrated so as not to complicate the explanation.
 ステップS2において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに、アバターオブジェクト610(キャラクタ)を配置する。アバターオブジェクト610は、プレイヤに関連付けられたアバターオブジェクトであり、プレイヤの入力操作に従って動作する。 In step S2, the processor 30 arranges the avatar object 610 (character) in the virtual space 600A as the virtual space control unit 316. The avatar object 610 is an avatar object associated with the player and operates according to the input operation of the player.
 ステップS3において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに、その他のオブジェクトを配置する。図9の例では、プロセッサ30は、オブジェクト631~634を配置する。その他のオブジェクトは、例えば、ゲームプログラム331に従って動作するキャラクタオブジェクト(いわゆるノンプレイヤキャラクタ、NPC)、仮想手などの操作オブジェクト、ゲームの進行に従って配置される動物、植物、人工物、自然物などを模したオブジェクトなどを含み得る。 In step S3, the processor 30 arranges other objects in the virtual space 600A as the virtual space control unit 316. In the example of FIG. 9, the processor 30 arranges the objects 631 to 634. Other objects imitate, for example, character objects (so-called non-player characters, NPCs) that operate according to the game program 331, operation objects such as virtual hands, animals, plants, artificial objects, and natural objects that are arranged as the game progresses. Can include objects and the like.
 ステップS4において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに仮想カメラ620Aを配置する。プロセッサ30は、一例として、仮想カメラ620Aを、アバターオブジェクト610の頭部の位置に配置する。 In step S4, the processor 30 arranges the virtual camera 620A in the virtual space 600A as the virtual space control unit 316. As an example, the processor 30 arranges the virtual camera 620A at the position of the head of the avatar object 610.
 ステップS5において、プロセッサ30は、視界画像650をモニタ51およびディスプレイ530に表示する。プロセッサ30は、仮想カメラ620Aの初期の位置と傾きとに応じて、仮想空間600Aにおける仮想カメラ620Aからの視界である視界領域640Aを定義する。そして、プロセッサ30は、視界領域640Aに対応する視界画像650を定義する。プロセッサ30は、視界画像650をモニタ51およびディスプレイ530に出力することによって、視界画像650をHMD500およびディスプレイ530に表示させる。 In step S5, the processor 30 displays the field of view image 650 on the monitor 51 and the display 530. The processor 30 defines a field of view 640A, which is the field of view from the virtual camera 620A in the virtual space 600A, depending on the initial position and tilt of the virtual camera 620A. Then, the processor 30 defines the field of view image 650 corresponding to the field of view area 640A. The processor 30 outputs the field of view image 650 to the monitor 51 and the display 530 to display the field of view image 650 on the HMD 500 and the display 530.
 図9の例において、図9(A)に示すように、オブジェクト634の一部が視界領域640Aに含まれているため、視界画像650は、図9(B)に示すようにオブジェクト634の一部を含む。 In the example of FIG. 9, as shown in FIG. 9A, a part of the object 634 is included in the field of view region 640A, so that the field of view image 650 is one of the objects 634 as shown in FIG. 9B. Including the part.
 ステップS6において、プロセッサ30は、初期配置情報を、サーバ200を介してユーザ端末100へ送信する。初期配置情報とは、仮想空間600Aにおける各種オブジェクトの初期の配置位置を示す情報である。図9の例において、初期配置情報は、アバターオブジェクト610、および、オブジェクト631~634の初期の配置位置の情報を含む。初期配置情報は、ゲーム進行情報の1つであると表現することもできる。 In step S6, the processor 30 transmits the initial arrangement information to the user terminal 100 via the server 200. The initial placement information is information indicating the initial placement position of various objects in the virtual space 600A. In the example of FIG. 9, the initial placement information includes the avatar object 610 and the information of the initial placement positions of the objects 631 to 634. The initial placement information can also be expressed as one of the game progress information.
 ステップS7において、プロセッサ30は、仮想空間制御部316として、HMD500の動きに応じて仮想カメラ620Aを制御する。具体的には、プロセッサ30は、HMD500の動き、すなわち、プレイヤの頭部の姿勢に応じて、仮想カメラ620Aの向きおよび傾きを制御する。後述のように、プロセッサ30は、プレイヤが頭部を動かす(頭部の姿勢を変更する)と、この動きに合わせて、アバターオブジェクト610の頭部を動かす。プロセッサ30は、例えば、アバターオブジェクト610の視線の方向と、仮想カメラ620Aの視線の方向とが一致するように、仮想カメラ620Aの向きおよび傾きを制御する。ステップS8において、プロセッサ30は、仮想カメラ620Aの向きおよび傾きが変更されたことに応じて、視界画像650を更新する。 In step S7, the processor 30 controls the virtual camera 620A according to the movement of the HMD 500 as the virtual space control unit 316. Specifically, the processor 30 controls the orientation and tilt of the virtual camera 620A according to the movement of the HMD 500, that is, the posture of the player's head. As will be described later, when the player moves the head (changes the posture of the head), the processor 30 moves the head of the avatar object 610 in accordance with this movement. The processor 30 controls the direction and tilt of the virtual camera 620A so that the direction of the line of sight of the avatar object 610 and the direction of the line of sight of the virtual camera 620A match, for example. In step S8, the processor 30 updates the field of view image 650 in response to changes in the orientation and tilt of the virtual camera 620A.
 ステップS9において、プロセッサ30は、仮想空間制御部316として、プレイヤの動きに応じて、アバターオブジェクト610を動かす。一例として、プロセッサ30は、プレイヤが現実空間で移動したことに応じて、仮想空間600Aでアバターオブジェクト610を移動させる。また、プロセッサ30は、プレイヤが現実空間で頭部を動かしたことに応じて、仮想空間600Aでアバターオブジェクト610の頭部を動かす。 In step S9, the processor 30 moves the avatar object 610 as the virtual space control unit 316 according to the movement of the player. As an example, the processor 30 moves the avatar object 610 in the virtual space 600A in response to the player moving in the real space. Further, the processor 30 moves the head of the avatar object 610 in the virtual space 600A in response to the player moving the head in the real space.
 ステップS10において、プロセッサ30は、仮想空間制御部316として、仮想カメラ620Aを、アバターオブジェクト610に追随するように移動させる。つまり、仮想カメラ620Aは、アバターオブジェクト610が移動しても、常にアバターオブジェクト610の頭部の位置にある。 In step S10, the processor 30 moves the virtual camera 620A as the virtual space control unit 316 so as to follow the avatar object 610. That is, the virtual camera 620A is always at the position of the head of the avatar object 610 even if the avatar object 610 moves.
 プロセッサ30は、仮想カメラ620Aの移動に応じて、視界画像650を更新する。つまり、プロセッサ30は、プレイヤの頭部の姿勢と、仮想空間600Aにおける仮想カメラ620Aの位置とに応じて、視界領域640Aを更新する。その結果、視界画像650が更新される。 The processor 30 updates the field of view image 650 according to the movement of the virtual camera 620A. That is, the processor 30 updates the view area 640A according to the posture of the player's head and the position of the virtual camera 620A in the virtual space 600A. As a result, the view image 650 is updated.
 ステップS11において、プロセッサ30は、アバターオブジェクト610の動作指図データを、サーバ200を介してユーザ端末100へ送信する。ここでの動作指図データは、仮想体験中(例えば、ゲームプレイ中)において、プレイヤの動作を取り込んだモーションデータ、プレイヤが発話した音声の音声データ、コントローラ540に対する入力操作の内容を示す操作データの少なくとも何れかを含む。プレイヤがゲームをプレイしている場合、動作指図データは、例えば、ゲーム進行情報としてユーザ端末100へ送信される。 In step S11, the processor 30 transmits the operation instruction data of the avatar object 610 to the user terminal 100 via the server 200. The operation instruction data here is motion data that captures the player's motion during the virtual experience (for example, during game play), voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. Includes at least one. When the player is playing the game, the operation instruction data is transmitted to the user terminal 100 as, for example, game progress information.
 ステップS7~S11の処理は、プレイヤがゲームをプレイしている間、継続して繰り返し実行される。 The processes of steps S7 to S11 are continuously and repeatedly executed while the player is playing the game.
 ステップS21において、ユーザ3のユーザ端末100のプロセッサ10は、仮想空間制御部116として、図10に示す仮想空間600Bを規定する。プロセッサ10は、仮想空間データ(不図示)を用いて、仮想空間600Bを規定する。仮想空間データは、ユーザ端末100に記憶されていてもよいし、プロセッサ10が、ゲームプログラム131に基づいて生成してもよいし、プロセッサ10が、サーバ200などの外部の装置から取得してもよい。 In step S21, the processor 10 of the user terminal 100 of the user 3 defines the virtual space 600B shown in FIG. 10 as the virtual space control unit 116. The processor 10 defines a virtual space 600B by using virtual space data (not shown). The virtual space data may be stored in the user terminal 100, may be generated by the processor 10 based on the game program 131, or may be acquired by the processor 10 from an external device such as the server 200. good.
 ステップS22において、プロセッサ10は、初期配置情報を受信する。ステップS23において、プロセッサ10は、仮想空間制御部116として、初期配置情報に応じて各種オブジェクトを仮想空間600Bに配置する。図10の例の場合、各種オブジェクトは、アバターオブジェクト610、および、オブジェクト631~634である。 In step S22, the processor 10 receives the initial placement information. In step S23, the processor 10 arranges various objects in the virtual space 600B as the virtual space control unit 116 according to the initial arrangement information. In the case of the example of FIG. 10, the various objects are the avatar object 610 and the objects 631 to 634.
 ステップS24において、プロセッサ10は、仮想空間制御部116として、仮想空間600Bに仮想カメラ620Bを配置する。プロセッサ10は、一例として、仮想カメラ620Bを、図10(A)に示す位置に配置する。 In step S24, the processor 10 arranges the virtual camera 620B in the virtual space 600B as the virtual space control unit 116. As an example, the processor 10 arranges the virtual camera 620B at the position shown in FIG. 10 (A).
 ステップS25において、プロセッサ10は、視界画像660を表示部152に表示する。プロセッサ10は、仮想カメラ620Bの初期の位置と傾きとに応じて、仮想空間600Bにおける仮想カメラ620Bからの視界である視界領域640Bを定義する。そして、プロセッサ10は、視界領域640Bに対応する視界画像660を定義する。プロセッサ10は、視界画像660を表示部152に出力することによって、視界画像660を表示部152に表示させる。 In step S25, the processor 10 displays the field of view image 660 on the display unit 152. The processor 10 defines a field of view 640B, which is the field of view from the virtual camera 620B in the virtual space 600B, according to the initial position and tilt of the virtual camera 620B. Then, the processor 10 defines the field of view image 660 corresponding to the field of view area 640B. The processor 10 outputs the field of view image 660 to the display unit 152 so that the field of view image 660 is displayed on the display unit 152.
 図10の例において、図10(A)に示すように、アバターオブジェクト610およびオブジェクト631が視界領域640Bに含まれているため、視界画像660は、図10(B)に示すようにアバターオブジェクト610およびオブジェクト631を含む。 In the example of FIG. 10, as shown in FIG. 10A, since the avatar object 610 and the object 631 are included in the field of view area 640B, the field of view image 660 is the avatar object 610 as shown in FIG. 10B. And the object 631.
 ステップS26において、プロセッサ10は、動作指図データを受信する。ステップS27において、プロセッサ10は、仮想空間制御部116として、動作指図データに応じて、仮想空間600Bでアバターオブジェクト610を動かす。換言すれば、プロセッサ10は、リアルタイムレンダリングにより、アバターオブジェクト610が動作している映像を再生する。 In step S26, the processor 10 receives the operation instruction data. In step S27, the processor 10 moves the avatar object 610 in the virtual space 600B as the virtual space control unit 116 according to the operation instruction data. In other words, the processor 10 reproduces the video in which the avatar object 610 is operating by real-time rendering.
 ステップS28において、プロセッサ10は、仮想空間制御部116として、操作受付部111として受け付けたユーザの操作に応じて仮想カメラ620Bを制御する。ステップS29において、プロセッサ10は、仮想カメラ620Bの仮想空間600Bにおける位置、仮想カメラ620Bの向きおよび傾きが変更されたことに応じて、視界画像660を更新する。なお、ステップS28において、プロセッサ10は、アバターオブジェクト610の動き、例えば、アバターオブジェクト610の移動や、向きの変更に応じて仮想カメラ620Bを自動的に制御してもよい。例えば、プロセッサ10は、常にアバターオブジェクト610を正面から撮影するように自動的に仮想カメラ620Bを移動させたり、向きおよび傾きを変更したりしてもよい。また、一例として、プロセッサ10は、アバターオブジェクト610の動きに応じて、常にアバターオブジェクト610を後方から撮影するように自動的に仮想カメラ620Bを移動させたり、向きおよび傾きを変更したりしてもよい。 In step S28, the processor 10 controls the virtual camera 620B as the virtual space control unit 116 according to the operation of the user accepted as the operation reception unit 111. In step S29, the processor 10 updates the view image 660 in response to changes in the position of the virtual camera 620B in the virtual space 600B, the orientation and tilt of the virtual camera 620B. In step S28, the processor 10 may automatically control the virtual camera 620B according to the movement of the avatar object 610, for example, the movement of the avatar object 610 or the change of the orientation. For example, the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the front, or change the orientation and tilt. Further, as an example, the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the rear, or change the orientation and tilt according to the movement of the avatar object 610. good.
 このように、仮想空間600Aにおいて、アバターオブジェクト610は、プレイヤの動きに応じて動作する。この動作を示す動作指図データは、ユーザ端末100に送信される。仮想空間600Bにおいて、アバターオブジェクト610は、受信した動作指図データに応じて動作する。これにより、仮想空間600Aと仮想空間600Bとにおいて、アバターオブジェクト610は同様の動作を行う。換言すれば、ユーザ3は、ユーザ端末100を用いて、プレイヤの動作に応じたアバターオブジェクト610の動作を視認することができる。 In this way, in the virtual space 600A, the avatar object 610 operates according to the movement of the player. The operation instruction data indicating this operation is transmitted to the user terminal 100. In the virtual space 600B, the avatar object 610 operates according to the received operation instruction data. As a result, the avatar object 610 performs the same operation in the virtual space 600A and the virtual space 600B. In other words, the user 3 can visually recognize the operation of the avatar object 610 according to the operation of the player by using the user terminal 100.
 <ゲーム概要>
 図11は、ユーザ端末100において表示される視界画像の他の例を示す図である。具体的には、プレイヤがプレイしている、システム1が実行するゲーム(本ゲーム)のゲーム画面の一例を示す図である。
<Game overview>
FIG. 11 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of the game (this game) executed by the system 1 played by a player.
 本ゲームは、一例として、銃、ナイフなどの武器を操作するアバターオブジェクト610と、NPCである複数の敵オブジェクト671とを仮想空間600に登場させ、アバターオブジェクト610に敵オブジェクト671との対戦を行わせるゲームである。アバターオブジェクト610の体力、使用可能なマガジンの数、銃の残弾数、敵オブジェクト671の残数等の各種ゲームパラメータは、ゲームの進行に応じて更新される。 In this game, as an example, an avatar object 610 that operates weapons such as guns and knives and a plurality of enemy objects 671 that are NPCs appear in the virtual space 600, and the avatar object 610 battles against the enemy object 671. It is a game to let you. Various game parameters such as the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, and the remaining number of the enemy object 671 are updated as the game progresses.
 本ゲームには、複数のステージが用意されており、プレイヤは、各ステージに関連付けられている所定の達成条件を成立させることにより、当該ステージをクリアすることができる。所定の達成条件としては、例えば、出現する敵オブジェクト671をすべて倒すことや、出現する敵オブジェクト671のうちボスオブジェクトを倒すこと、所定のアイテムを獲得すること、所定位置に到達することなどにより成立する条件を含むものであってもよい。該達成条件は、ゲームプログラム131内で定義されている。なお、本ゲームでは、ゲームの内容に即し、達成条件が成立された場合にプレイヤはステージをクリア、換言すれば、アバターオブジェクト610の敵オブジェクト671への勝利(アバターオブジェクト610と敵オブジェクト671との間の勝敗)が決定される。これに対し、例えば、システム1で実行されるゲームがレースゲーム等である場合、ゴールに到達するという条件が成立した場合に、アバターオブジェクト610の順位が決定される。 A plurality of stages are prepared in this game, and the player can clear the stage by satisfying the predetermined achievement conditions associated with each stage. The predetermined achievement conditions are, for example, defeating all the enemy objects 671 that appear, defeating the boss object among the appearing enemy objects 671, acquiring a predetermined item, reaching a predetermined position, and the like. It may include the condition to be used. The achievement conditions are defined in the game program 131. In this game, the player clears the stage when the achievement condition is satisfied according to the content of the game, in other words, the avatar object 610 wins the enemy object 671 (avatar object 610 and enemy object 671). The victory or defeat between) is decided. On the other hand, for example, when the game executed by the system 1 is a racing game or the like, the ranking of the avatar object 610 is determined when the condition of reaching the goal is satisfied.
 本ゲームでは、HMDセット1000及び複数のユーザ端末100の間で仮想空間を共有するために、ゲーム進行情報が、所定時間毎に複数のユーザ端末100にライブ配信される。この結果、ゲームを視聴中のユーザ端末100のタッチスクリーン15には、ユーザ端末100に対応する仮想カメラ620Bによって規定される視界領域の視界画像が表示される。また、視界画像の右上段および左上段には、アバターオブジェクト610の体力、使用可能なマガジンの数、銃の残弾数、敵オブジェクト671の残数等を表すパラメータ画像が重畳的に表示される。この視界画像は、ゲーム画面と表現することもできる。 In this game, in order to share the virtual space between the HMD set 1000 and the plurality of user terminals 100, the game progress information is live-distributed to the plurality of user terminals 100 at predetermined time intervals. As a result, on the touch screen 15 of the user terminal 100 during viewing the game, a field-of-view image of the field of view region defined by the virtual camera 620B corresponding to the user terminal 100 is displayed. Further, in the upper right and upper left of the view image, parameter images showing the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, the remaining number of the enemy object 671 and the like are displayed superimposed. .. This view image can also be expressed as a game screen.
 ゲーム進行情報は、上述したとおり、プレイヤの動作を取り込んだモーションデータ、プレイヤが発話した音声の音声データ、コントローラ540に対する入力操作の内容を示す操作データを含む。これらのデータはすなわち、アバターオブジェクト610の位置、姿勢、向きなどを特定するための情報、敵オブジェクト671の位置、姿勢、向きなどを特定する情報、その他オブジェクト(例えば、障害物オブジェクト672、673)の位置などを特定する情報である。プロセッサ10は、ゲーム進行情報を解析(レンダリング)することにより、各オブジェクトの位置、姿勢、向きなどを特定する。 As described above, the game progress information includes motion data that captures the player's motion, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. These data are, that is, information for specifying the position, posture, orientation, etc. of the avatar object 610, information for specifying the position, posture, orientation, etc. of the enemy object 671, and other objects (for example, obstacle objects 672, 673). This is information that identifies the position of the object. The processor 10 identifies the position, posture, orientation, and the like of each object by analyzing (rendering) the game progress information.
 ゲーム情報132は、アバターオブジェクト610、敵オブジェクト671、障害物オブジェクト672、673等の各種オブジェクトのデータを含む。プロセッサ10は、該データと、ゲーム進行情報の解析結果とを用いて、各オブジェクトの位置、姿勢、向きなどを更新する。これにより、ゲームが進行し、仮想空間600Bにおける各オブジェクトは、仮想空間600Aにおける各オブジェクトと同様に動く。具体的には、仮想空間600Bにおいて、アバターオブジェクト610を含む各オブジェクトは、ユーザ端末100に対するユーザからの操作の有無に関わらず、ゲーム進行情報に基づいて動作する。 The game information 132 includes data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673. The processor 10 uses the data and the analysis result of the game progress information to update the position, posture, orientation, and the like of each object. As a result, the game progresses, and each object in the virtual space 600B moves in the same manner as each object in the virtual space 600A. Specifically, in the virtual space 600B, each object including the avatar object 610 operates based on the game progress information regardless of whether or not the user operates the user terminal 100.
 ユーザ端末100のタッチスクリーン15においては、一例として、UI画像701および702が、視界画像に重畳して表示される。UI画像701は、アバターオブジェクト610を支援するためのアイテム投入操作をユーザ3から受け付けるUI画像711を、タッチスクリーン15に表示するための操作を受け付けるUI画像である。UI画像702は、アバターオブジェクト610(換言すれば、プレイヤ4)に対するコメントを入力し、送信するための操作をユーザ3から受け付けるUI画像(後述)を、タッチスクリーン15に表示するための操作を受け付けるUI画像である。UI画像701および702が受け付ける操作は、例えば、UI画像701および702をタップする操作であってもよい。 On the touch screen 15 of the user terminal 100, as an example, UI images 701 and 702 are displayed superimposed on the field of view image. The UI image 701 is a UI image that accepts an operation for displaying the UI image 711 for displaying the item input operation for supporting the avatar object 610 from the user 3 on the touch screen 15. The UI image 702 accepts an operation for displaying a UI image (described later) on the touch screen 15 for inputting a comment for the avatar object 610 (in other words, the player 4) and receiving an operation for transmitting from the user 3. It is a UI image. The operation accepted by the UI images 701 and 702 may be, for example, an operation of tapping the UI images 701 and 702.
 UI画像701がタップされると、UI画像711が、視界画像に重畳して表示される。UI画像711は、例えば、マガジンのアイコンが描かれたUI画像711A、救急箱のアイコンが描かれたUI画像711B、三角コーンのアイコンが描かれたUI画像711C、バリケードのアイコンが描かれたUI画像711Dを含む。アイテム投入操作は、例えば、いずれかのUI画像をタップする操作に相当する。 When the UI image 701 is tapped, the UI image 711 is displayed superimposed on the view image. The UI image 711 is, for example, a UI image 711A on which a magazine icon is drawn, a UI image 711B on which an emergency box icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a UI on which a barricade icon is drawn. Includes image 711D. The item input operation corresponds to, for example, an operation of tapping any UI image.
 一例として、UI画像711Aがタップされると、アバターオブジェクト610が使用する銃の残弾数が増加する。UI画像711Bがタップされると、アバターオブジェクト610の体力が回復する。UI画像711Cおよび711Dがタップされると、敵オブジェクト671の移動を妨害する障害物オブジェクト672、673が仮想空間に配置される。障害物オブジェクト672、673は、一方が他方に比べて、敵オブジェクト671の移動をより妨害するものであってもよい。 As an example, when the UI image 711A is tapped, the number of remaining bullets of the gun used by the avatar object 610 increases. When the UI image 711B is tapped, the physical strength of the avatar object 610 is restored. When the UI images 711C and 711D are tapped, obstacle objects 672 and 673 that obstruct the movement of the enemy object 671 are placed in the virtual space. Obstacle objects 672 and 673 may be one that more obstructs the movement of enemy object 671 than the other.
 プロセッサ10は、アイテム投入操作が行われたことを示すアイテム投入情報を、サーバ200へ送信する。アイテム投入情報には、アイテム投入操作により指定されたアイテムの種別を特定するための情報が少なくとも含まれる。アイテム投入情報には、アイテムが配置される位置を示す情報など、アイテムに関するその他の情報が含まれていてもよい。アイテム投入情報は、サーバ200を介して、他のユーザ端末100、および、HMDセット1000へ送信される。 The processor 10 transmits the item input information indicating that the item input operation has been performed to the server 200. The item input information includes at least information for specifying the type of the item specified by the item input operation. The item input information may include other information about the item, such as information indicating the position where the item is placed. The item input information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
 図12は、ユーザ端末100において表示される視界画像の他の例を示す図である。具体的には、本ゲームのゲーム画面の一例を示す図であり、ゲームプレイ中のプレイヤとユーザ端末100とのコミュニケーションについて説明するための図である。 FIG. 12 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of this game, and is the figure for demonstrating the communication between a player and a user terminal 100 during a game play.
 図12(A)の例において、ユーザ端末100は、アバターオブジェクト610に発話691を実行させている。具体的には、ユーザ端末100は、ゲーム進行情報に含まれる音声データに従って、アバターオブジェクト610に発話691を実行させている。発話691の内容は、プレイヤ4が発話した「弾が無いよー!」というものである。すなわち、発話691の内容は、マガジンが0、銃に装填した銃弾が1となったことにより、敵オブジェクト671を攻撃する手段を失いそうであることを各ユーザに伝えるものである。 In the example of FIG. 12A, the user terminal 100 causes the avatar object 610 to execute the utterance 691. Specifically, the user terminal 100 causes the avatar object 610 to execute the utterance 691 according to the voice data included in the game progress information. The content of the utterance 691 is "There is no bullet!" Spoken by the player 4. That is, the content of the utterance 691 is to inform each user that the magazine is 0 and the ammunition loaded in the gun is 1, so that the means for attacking the enemy object 671 is likely to be lost.
 なお、図12(A)では、アバターオブジェクト610の発話を視覚的に示すため吹き出しを用いているが、実際は、ユーザ端末100のスピーカから音声が出力される。なお、音声出力とともに、図12(A)に示す吹き出し(すなわち、音声の内容のテキストを含む吹き出し)が視界画像中に表示されてもよい。これは、後述する発話692でも同様である。 In FIG. 12A, a balloon is used to visually indicate the utterance of the avatar object 610, but in reality, the voice is output from the speaker of the user terminal 100. In addition to the audio output, the balloon shown in FIG. 12A (that is, the balloon including the text of the audio content) may be displayed in the view image. This also applies to the utterance 692 described later.
 UI画像702に対するタップ操作を受け付けると、ユーザ端末100は、図12(B)に示すように、UI画像705および706(メッセージUI)を視界画像に重畳して表示する。UI画像705は、アバターオブジェクト610(換言すれば、プレイヤ)に対するコメントを表示するUI画像である。UI画像706は、入力されたコメントを送信するためコメント送信操作をユーザ3から受け付けるUI画像である。 Upon receiving the tap operation for the UI image 702, the user terminal 100 superimposes and displays the UI images 705 and 706 (message UI) on the field of view image as shown in FIG. 12 (B). The UI image 705 is a UI image that displays a comment for the avatar object 610 (in other words, the player). The UI image 706 is a UI image that accepts a comment transmission operation from the user 3 in order to transmit the input comment.
 ユーザ端末100は、一例として、UI画像705へのタップ操作を受け付けると、キーボードを模したUI画像(不図示、以下、単に「キーボード」と記載)をタッチスクリーン15に表示させる。ユーザ端末100は、キーボードに対するユーザの入力操作に応じたテキストを、UI画像705に表示させる。図12(B)の例では、「マガジン送るね」というテキストがUI画像705に表示されている。 As an example, when the user terminal 100 receives a tap operation on the UI image 705, the user terminal 100 displays a UI image imitating a keyboard (not shown, hereinafter simply referred to as "keyboard") on the touch screen 15. The user terminal 100 causes the UI image 705 to display text corresponding to the user's input operation on the keyboard. In the example of FIG. 12B, the text "Magazine is sent" is displayed on the UI image 705.
 ユーザ端末100は、テキスト入力後に、一例として、UI画像706へのタップ操作を受け付けると、入力した内容(テキストの内容)を示す情報と、ユーザを示す情報とを含むコメント情報をサーバ200へ送信する。コメント情報は、サーバ200を介して、他のユーザ端末100、および、HMDセット1000へ送信される。 When the user terminal 100 receives a tap operation on the UI image 706 as an example after inputting text, the user terminal 100 transmits comment information including information indicating the input content (text content) and information indicating the user to the server 200. do. The comment information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
 UI画像703Aは、コメントを送信したユーザのユーザ名を示すUI画像であり、UI画像704Aは、該ユーザが送信したコメントの内容を示すUI画像である。図12(B)の例では、ユーザ名が「BBBBB」であるユーザが、自身のユーザ端末100を用い、「危ない!」という内容のコメント情報を送信したことにより、UI画像703AおよびUI画像704Aが表示されている。UI画像703AおよびUI画像704Aは、本ゲームに参加しているすべてのユーザ端末100のタッチスクリーン15、および、HMD500のモニタ51に表示される。なお、UI画像703Aおよび704Aは、1つのUI画像であってもよい。すなわち、1つのUI画像にユーザ名とコメントの内容とが含まれていてもよい。 The UI image 703A is a UI image showing the user name of the user who sent the comment, and the UI image 704A is a UI image showing the content of the comment sent by the user. In the example of FIG. 12B, the user whose user name is "BBBBBB" uses his / her own user terminal 100 to transmit comment information having the content of "dangerous!", That is, the UI image 703A and the UI image 704A. Is displayed. The UI image 703A and the UI image 704A are displayed on the touch screen 15 of all the user terminals 100 participating in this game and the monitor 51 of the HMD 500. The UI images 703A and 704A may be one UI image. That is, one UI image may include a user name and the content of a comment.
 図12(C)の例では、図12に示すユーザ端末100のユーザである、「AAAAA」というユーザ名のユーザが、上述したとおりコメントを入力し、送信したことにより、タッチスクリーン15にUI画像703Bおよび704Bが表示されている。UI画像703Bにはユーザ名「AAAAA」が含まれており、UI画像704Bには、図12(B)の例において入力された「マガジン送るね!」とのコメントが含まれている。 In the example of FIG. 12C, a user with the user name "AAAAAA", which is the user of the user terminal 100 shown in FIG. 12, inputs and transmits a comment as described above, whereby the UI image is displayed on the touch screen 15. 703B and 704B are displayed. The UI image 703B includes the user name "AAAAAA", and the UI image 704B contains the comment "Magazine send!" Entered in the example of FIG. 12B.
 また、図12(C)の例は、ユーザ「AAAAA」がさらに、UI画像701へのタップ操作を入力し、UI画像711をタッチスクリーン15に表示させ、UI画像711Aへのタップ操作を入力した後の視界画像611である。つまり、ユーザ「AAAAA」のユーザ端末100から、他のユーザ端末100およびHMDセット1000に、マガジンを示すアイテム投入情報が送信された結果、ユーザ端末100およびHMDセット1000は、演出オブジェクト674(後述)を仮想空間600に配置している。一例として、ユーザ端末100およびHMDセット1000は、アイテム投入情報にて示された経過時間が経過した後に、演出オブジェクト674に関する演出を実行し、アイテムオブジェクトの効果を発動させる処理を実行する。なお、リアルタイムの本ゲームにおいて、ユーザは有価データの消費(一例では、(投げ銭)アイテムの投入、およびアイテム購入等による課金等)が可能である。 Further, in the example of FIG. 12C, the user "AAAAA" further inputs a tap operation to the UI image 701, displays the UI image 711 on the touch screen 15, and inputs a tap operation to the UI image 711A. It is a later view image 611. That is, as a result of the item input information indicating the magazine being transmitted from the user terminal 100 of the user "AAAAA" to the other user terminal 100 and the HMD set 1000, the user terminal 100 and the HMD set 1000 have the effect object 674 (described later). Is arranged in the virtual space 600. As an example, the user terminal 100 and the HMD set 1000 execute the effect related to the effect object 674 and execute the process of invoking the effect of the item object after the elapsed time indicated by the item input information has elapsed. In this real-time game, the user can consume valuable data (for example, inputting (throwing money) items, charging by purchasing items, etc.).
 図12(D)の例では、アイテムオブジェクトの効果を発動させる処理の実行により、マガジンの数が0から1に増加している。この結果、プレイヤは、ユーザ「AAAAA」に対して、「ありがとう!」と発話し、該発話の音声データが、各ユーザ端末100に送信される。これにより、各ユーザ端末100は、アバターオブジェクト610の発話692として、「ありがとう!」という音声を出力する。 In the example of FIG. 12D, the number of magazines is increased from 0 to 1 by executing the process of activating the effect of the item object. As a result, the player speaks "Thank you!" To the user "AAAAAA", and the voice data of the utterance is transmitted to each user terminal 100. As a result, each user terminal 100 outputs the voice "Thank you!" As the utterance 692 of the avatar object 610.
 以上のように、本ゲームにおいては、プレイヤの発話に基づくアバターオブジェクト610の発話音声の出力と、各ユーザによるコメントの入力とにより、ユーザとアバターオブジェクト610とのコミュニケーションが実現される。 As described above, in this game, communication between the user and the avatar object 610 is realized by outputting the utterance voice of the avatar object 610 based on the utterance of the player and inputting a comment by each user.
 (ゲームプレイ端末300におけるゲーム進行処理)
 図13は、ゲームプレイ端末300で実行されるゲーム進行処理の流れの一例を示すフローチャートである。
(Game progress processing in the game play terminal 300)
FIG. 13 is a flowchart showing an example of the flow of the game progress process executed by the game play terminal 300.
 ステップS31において、プロセッサ30は、ゲーム進行部315として、ゲームプログラム331とプレイヤの動きとに基づいてゲームを進行させる。ステップS32において、プロセッサ30は、ゲーム進行情報を生成し、ユーザ端末100へ配信する。具体的には、プロセッサ30は、生成したゲーム進行情報を、サーバ200を介して、各ユーザ端末100へ送信する。 In step S31, the processor 30 advances the game as the game progress unit 315 based on the game program 331 and the movement of the player. In step S32, the processor 30 generates game progress information and distributes it to the user terminal 100. Specifically, the processor 30 transmits the generated game progress information to each user terminal 100 via the server 200.
 ステップS33において、プロセッサ30は、アイテム投入情報を受信すると(S33でYES)、ステップS34において、アイテム投入情報に基づいて、アイテムオブジェクトを仮想空間600Aに配置する。一例として、プロセッサ30は、アイテムオブジェクトの配置の前に、演出オブジェクト674を仮想空間600Aに配置する(図11(C)参照)。演出オブジェクト674は、例えば、プレゼント箱を模したオブジェクトであってもよい。プロセッサ30は、一例として、アイテム投入情報にて示された経過時間が経過した後に、演出オブジェクト674に関する演出を実行してもよい。該演出は、例えば、プレゼント箱の蓋が開くアニメーションであってもよい。プロセッサ30は、該アニメーションの実行の後、アイテムオブジェクトの効果を発動させる処理を実行する。例えば、図11(D)の例では、障害物オブジェクト673を配置する。 When the processor 30 receives the item input information in step S33 (YES in S33), the processor 30 arranges the item object in the virtual space 600A based on the item input information in step S34. As an example, the processor 30 arranges the effect object 674 in the virtual space 600A before arranging the item object (see FIG. 11C). The effect object 674 may be, for example, an object imitating a present box. As an example, the processor 30 may execute the effect regarding the effect object 674 after the elapsed time indicated by the item input information has elapsed. The effect may be, for example, an animation in which the lid of the present box is opened. After executing the animation, the processor 30 executes a process of invoking the effect of the item object. For example, in the example of FIG. 11D, the obstacle object 673 is arranged.
 プロセッサ30は、アニメーションの実行の後、タップ操作されたUI画像に対応するアイテムオブジェクトを仮想空間600Aに配置してもよい。例えば、UI画像711Aに対してタップ操作が行われた場合、プロセッサ30は、アニメーションの実行の後、マガジンを示すマガジンオブジェクトを仮想空間600Aに配置する。また、UI画像711Bに対してタップ操作が行われた場合、プロセッサ30は、アニメーションの実行の後、救急箱を示す救急箱オブジェクトを仮想空間600Aに配置する。プロセッサ30は、例えば、マガジンオブジェクトまたは救急箱オブジェクトの位置に、アバターオブジェクト610が移動した場合に、マガジンオブジェクトまたは救急箱オブジェクトの効果を発動させる処理を実行してもよい。 After executing the animation, the processor 30 may arrange an item object corresponding to the tapped UI image in the virtual space 600A. For example, when a tap operation is performed on the UI image 711A, the processor 30 arranges a magazine object indicating a magazine in the virtual space 600A after executing the animation. Further, when the tap operation is performed on the UI image 711B, the processor 30 arranges the first aid kit object indicating the first aid kit in the virtual space 600A after executing the animation. The processor 30 may execute a process of invoking the effect of the magazine object or the first aid kit object when the avatar object 610 moves to the position of the magazine object or the first aid kit object, for example.
 プロセッサ30は、ゲームが終了するまで、ステップS31~S34の処理を継続し、繰り返す。ゲームが終了した場合、例えば、プレイヤがゲームを終了するための所定の入力操作を入力した場合(ステップS35でYES)、図13に示す処理は終了する。 The processor 30 continues and repeats the processes of steps S31 to S34 until the game is completed. When the game ends, for example, when the player inputs a predetermined input operation for ending the game (YES in step S35), the process shown in FIG. 13 ends.
 (ユーザ端末100におけるゲーム進行処理)
 図14は、ユーザ端末100で実行されるゲーム進行処理の流れの一例を示すフローチャートである。
(Game progress processing in the user terminal 100)
FIG. 14 is a flowchart showing an example of the flow of the game progress process executed by the user terminal 100.
 ステップS41において、プロセッサ10は、ゲーム進行情報を受信する。ステップS42において、プロセッサ10は、ゲーム進行部115として、ゲーム進行情報に基づいてゲームを進行させる。 In step S41, the processor 10 receives the game progress information. In step S42, the processor 10 advances the game as the game progress unit 115 based on the game progress information.
 ステップS43において、プロセッサ10が、ユーザ3によるアイテム投入操作を受け付けると(ステップS43にてYES)、ステップS44において、プロセッサ10は、仮想通貨を消費し、演出オブジェクト674を仮想空間600Bに配置する。ここで、仮想通貨は、ゲームへの参加の前、あるいは、ゲームへの参加中に、ユーザ3がプロセッサ10に対し所定の操作を行うことにより購入(本ゲームに対して課金)されるものであってもよいし、所定の条件を満たした場合にユーザ3に付与されるものであってもよい。所定の条件とは、本ゲームにおけるクエストのクリア等、本ゲームへの参加が必要なものであってもよいし、アンケートに答える等、本ゲームへの参加が不要なものであってもよい。仮想通貨の金額(仮想通貨の所有量)は、一例として、ゲーム情報132としてユーザ端末100に記憶される。 In step S43, when the processor 10 accepts the item input operation by the user 3 (YES in step S43), in step S44, the processor 10 consumes the virtual currency and arranges the effect object 674 in the virtual space 600B. Here, the virtual currency is purchased (charged for the game) by the user 3 performing a predetermined operation on the processor 10 before or during the participation in the game. It may be present, or it may be given to the user 3 when a predetermined condition is satisfied. The predetermined conditions may be those that require participation in this game, such as clearing a quest in this game, or those that do not require participation in this game, such as answering a questionnaire. The amount of virtual currency (the amount of possession of virtual currency) is stored in the user terminal 100 as game information 132 as an example.
 ステップS45において、プロセッサ10は、アイテム投入情報をサーバ200へ送信する。アイテム投入情報は、サーバ200を介してゲームプレイ端末300へ送信される。 In step S45, the processor 10 transmits the item input information to the server 200. The item input information is transmitted to the game play terminal 300 via the server 200.
 プロセッサ10は、演出オブジェクト674の配置後、所定時間が経過すると、アイテムオブジェクトを仮想空間600Aに配置する。図11の例では、障害物オブジェクト673を配置する。つまり、ユーザ3が、UI画像711Cへのタップ操作を入力することにより、所定量の仮想通貨が消費され、障害物オブジェクト673が配置される。 The processor 10 arranges the item object in the virtual space 600A after a predetermined time elapses after the arrangement of the effect object 674. In the example of FIG. 11, the obstacle object 673 is arranged. That is, when the user 3 inputs a tap operation to the UI image 711C, a predetermined amount of virtual currency is consumed and the obstacle object 673 is arranged.
 プロセッサ10は、ゲームが終了するまで、ステップS41~S45の処理を継続し、繰り返す。ゲームが終了した場合、例えば、プレイヤがゲームを終了するための所定の入力操作を行った場合や、ユーザ3が、ゲームから途中退席するための所定の入力操作を行った場合(ステップS46でYES)、図14に示す処理は終了する。 The processor 10 continues and repeats the processes of steps S41 to S45 until the game is completed. When the game is finished, for example, when the player performs a predetermined input operation for ending the game, or when the user 3 performs a predetermined input operation for leaving the game halfway (YES in step S46). ), The process shown in FIG. 14 is completed.
 (サーバ200におけるゲーム進行処理)
 図15は、サーバ200で実行されるゲーム進行処理の流れの一例を示すフローチャートである。
(Game progress processing on the server 200)
FIG. 15 is a flowchart showing an example of the flow of the game progress process executed by the server 200.
 ステップS51において、プロセッサ20は、ゲーム進行情報をゲームプレイ端末300から受信する。ステップS52において、プロセッサ20は、ログ生成部212として、ゲーム進行のログ(以下、プレイログ)を更新する。なお、プレイログは、一例として、ゲームプレイ端末300から初期配置情報を受信したとき、プロセッサ20が生成する。 In step S51, the processor 20 receives the game progress information from the game play terminal 300. In step S52, the processor 20 updates the game progress log (hereinafter, play log) as the log generation unit 212. As an example, the play log is generated by the processor 20 when the initial arrangement information is received from the game play terminal 300.
 ステップS53において、プロセッサ20は、受信したゲーム進行情報を、各ユーザ端末100へ送信する。 In step S53, the processor 20 transmits the received game progress information to each user terminal 100.
 ステップS54において、アイテム投入情報をいずれかのユーザ端末100から受信した場合(ステップS54にてYES)、ステップS55において、プロセッサ20は、ログ生成部212としてプレイログを更新する。ステップS56において、プロセッサ20は、受信したアイテム投入情報をゲームプレイ端末300へ送信する。 When the item input information is received from any user terminal 100 in step S54 (YES in step S54), the processor 20 updates the play log as the log generation unit 212 in step S55. In step S56, the processor 20 transmits the received item input information to the game play terminal 300.
 プロセッサ20は、ゲームが終了するまで、ステップS51~S56の処理を継続し、繰り返す。ゲームが終了した場合、例えば、ゲームプレイ端末300から、ゲームが終了したことを示す情報を受信した場合(ステップS57でYES)、ステップS58において、プロセッサ20は、リスト生成部213として、プレイログからゲームに参加したユーザのリスト(ユーザリスト234)を生成する。プロセッサ20は、生成したユーザリスト234を、サーバ200に記憶する。 The processor 20 continues and repeats the processes of steps S51 to S56 until the game is completed. When the game is finished, for example, when information indicating that the game is finished is received from the game play terminal 300 (YES in step S57), in step S58, the processor 20 is used as a list generation unit 213 from the play log. Generate a list of users who participated in the game (user list 234). The processor 20 stores the generated user list 234 in the server 200.
 図16は、ユーザリスト234の一具体例を示す図である。「ユーザ」のカラムには、ゲームに参加した各ユーザを示す情報(例えば、ユーザ名)が格納されている。「タグ」のカラムには、各ユーザがプレイヤに対して行った支援に基づいて生成された情報(タグ)が格納されている。図16の例において、「タグ」のカラムに格納されたタグのうち、鍵括弧を有さないものは、プロセッサ20が自動生成した情報であり、鍵括弧を有するものは、ゲームの運営者が手動で入力した情報である。 FIG. 16 is a diagram showing a specific example of the user list 234. In the "user" column, information (for example, a user name) indicating each user who has participated in the game is stored. The "tag" column stores information (tags) generated based on the support provided by each user to the player. In the example of FIG. 16, among the tags stored in the "tag" column, those without the key brackets are the information automatically generated by the processor 20, and those with the key brackets are those stored by the game operator. Information entered manually.
 図16の例において、ユーザ「AAAAA」には、マガジン、10F、ボス、「マガジンのプレゼントによりボスに勝利」という情報が対応付けられている。これは、例えば、10Fというステージでのボス戦において、ユーザ「AAAAA」がマガジンを投入し、その投入されたマガジンの銃弾でアバターオブジェクト610がボスに勝利したことを示している。 In the example of FIG. 16, the user "AAAAAA" is associated with information such as a magazine, 10F, a boss, and "winning the boss by presenting the magazine". This indicates that, for example, in the boss battle on the stage of 10F, the user "AAAAA" inserts a magazine, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
 また、ユーザ「BBBBB」には、救急箱、3F、ザコ、「ゲームオーバー寸前で回復」という情報が対応付けられている、これは、例えば、3Fというステージのザコ敵との戦闘において、ユーザ「BBBBB」が救急箱を投入し、その結果、アバターオブジェクト610の体力が0になる(ゲームオーバーになる)寸前で体力が回復したことを示している。 Further, the user "BBBBBB" is associated with information such as a first aid kit, 3rd floor, Zako, and "recovery on the verge of game over". For example, in a battle with a Zako enemy on the 3rd floor, the user "BBBB" "BBBBBB" throws in the first aid kit, and as a result, it shows that the physical strength of the avatar object 610 has recovered just before it becomes 0 (the game is over).
 また、ユーザ「CCCCC」には、バリケード、5F、ザコ、「バリケードでゾンビを二人足止め」という情報が対応付けられている。これは、例えば、5Fというステージのザコ敵との戦闘において、ユーザ「CCCCC」がバリケード(図11における障害物オブジェクト672)を投入し、その結果、二人のザコ敵の足止めに成功したことを示している。 In addition, the user "CCCCC" is associated with information such as barricade, 5th floor, Zako, and "stopping two zombies with barricade". This means that, for example, in a battle with a Zako enemy on the 5th floor, the user "CCCCC" throws in a barricade (obstacle object 672 in FIG. 11), and as a result, succeeds in stopping the two Zako enemies. Shows.
 図16の例では、各ユーザ3のユーザ名に対し、行った支援が1つ対応付けられているが、支援を複数回行なったユーザ3のユーザ名には、複数回の支援それぞれのタグが対応付けられる。ユーザリスト234において、該それぞれのタグは区別されていることが好ましい。これにより、ゲーム終了後に、配信端末400を用いてユーザリスト421を参照するプレイヤが、各支援の内容を正確に把握できる。 In the example of FIG. 16, one support provided is associated with the user name of each user 3, but the user name of the user 3 who has performed the support a plurality of times has a tag for each of the plurality of support times. Can be associated. In the user list 234, it is preferable that each tag is distinguished. As a result, after the game is over, the player who refers to the user list 421 using the distribution terminal 400 can accurately grasp the content of each support.
 <動作指図データの配信>
 (配信端末400における配信処理)
 図17は、配信端末400で実行される配信処理の流れの一例を示すフローチャートである。図18は、配信端末400に表示される画面の一具体例を示す図である。図19は、配信端末に表示される画面の他の具体例を示す図である。
<Distribution of operation instruction data>
(Distribution processing in the distribution terminal 400)
FIG. 17 is a flowchart showing an example of the flow of the distribution process executed by the distribution terminal 400. FIG. 18 is a diagram showing a specific example of a screen displayed on the distribution terminal 400. FIG. 19 is a diagram showing another specific example of the screen displayed on the distribution terminal.
 ステップS61において、プロセッサ40は、操作受付部413として、配信を受ける権利があるユーザのリスト(ユーザリスト234)を表示するための第1操作を受け付ける。配信を受けられる条件は、適宜ゲームマスターが設定すればよいが、少なくとも、本ゲームのアプリケーションをインストールしていること、及び配信時刻時点でオンラインであることなどが条件としてあげられる。配信を受ける権利があるユーザは、リアルタイムでゲームに参加したユーザである。さらに、配信を受けるための対価を支払い済みのユーザであることを条件に加えてもよい。配信を受けるための対価は、例えば、ゲームプレイ中に獲得したアイテム、ポイント、仮想通貨などをチケットに交換し、チケットで支払うようにしてもよい。あるいは、事前に配信時刻において配信を受ける旨の予約を行った特定のユーザ端末100を、配信を受ける権利があるユーザ端末としてもよい。図18(A)に示すダウンロード画面721は、ユーザリスト234をサーバ200からダウンロードし、表示部452に表示させるための画面である。ダウンロード画面721は、一例として、図17に示す配信処理を実行するアプリケーションの起動操作を、配信端末400に入力した直後に表示される画面である。 In step S61, the processor 40 receives the first operation for displaying the list of users who have the right to receive the distribution (user list 234) as the operation reception unit 413. The conditions for receiving the distribution may be set by the game master as appropriate, but at least the conditions are that the application of this game is installed and that the game is online at the time of distribution. The user who has the right to receive the distribution is the user who participated in the game in real time. Further, it may be added that the user is a paid user for receiving the distribution. As the consideration for receiving the distribution, for example, items, points, virtual currency, etc. acquired during game play may be exchanged for a ticket and paid with the ticket. Alternatively, the specific user terminal 100 that has made a reservation to receive the distribution at the distribution time in advance may be a user terminal having the right to receive the distribution. The download screen 721 shown in FIG. 18A is a screen for downloading the user list 234 from the server 200 and displaying it on the display unit 452. As an example, the download screen 721 is a screen displayed immediately after inputting the start operation of the application for executing the distribution process shown in FIG. 17 into the distribution terminal 400.
 ダウンロード画面721は、一例として、UI画像722および723を含む。UI画像722は、ユーザリスト234をダウンロードするための操作、すなわち、上記第1操作を受け付ける。第1操作は、例えば、UI画像722をタップする操作であってもよい。UI画像723は、アプリケーションを終了するための操作を受け付ける。該操作は、例えば、UI画像723をタップする操作であってもよい。 The download screen 721 includes UI images 722 and 723 as an example. The UI image 722 accepts an operation for downloading the user list 234, that is, the first operation. The first operation may be, for example, an operation of tapping the UI image 722. The UI image 723 accepts an operation for terminating the application. The operation may be, for example, an operation of tapping the UI image 723.
 UI画像722に対するタップ操作を受け付けると、ステップS62において、プロセッサ40は、通信制御部411として、ユーザリスト234をサーバ200から取得(受信)する。ステップS63において、プロセッサ40は、表示制御部412として、ユーザリスト234を表示部452に表示させる。具体的には、プロセッサ40は、ユーザリスト234に基づいて生成されたユーザリスト画面を、表示部452に表示させる。ユーザリスト画面は、一例として、図18(B)に示すユーザリスト画面731であってもよい。ユーザリスト画面731は、ユーザリスト234における各レコードに対応するレコード画像からなる。図18(B)の例では、レコード画像として、レコード画像732A~732Cを記載しているが、レコード画像の数は3つに限定されない。図18(B)の例において、ユーザリスト234におけるレコードの数が3より多い(すなわち、ゲームに参加したユーザの人数が3人より多い)場合、プレイヤは、例えば画面をスクロールする操作(例えば、ドラッグ操作やフリック操作)をタッチスクリーン45に入力することにより、他のレコード画像を表示部452に表示させることができる。 Upon receiving the tap operation for the UI image 722, in step S62, the processor 40 acquires (receives) the user list 234 from the server 200 as the communication control unit 411. In step S63, the processor 40 causes the display unit 452 to display the user list 234 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the user list screen generated based on the user list 234. As an example, the user list screen may be the user list screen 731 shown in FIG. 18B. The user list screen 731 is composed of a record image corresponding to each record in the user list 234. In the example of FIG. 18B, record images 732A to 732C are described as record images, but the number of record images is not limited to three. In the example of FIG. 18B, if the number of records in the user list 234 is greater than 3 (ie, the number of users participating in the game is greater than 3), the player may perform, for example, scroll the screen (eg,). By inputting a drag operation or a flick operation) to the touch screen 45, another record image can be displayed on the display unit 452.
 一例として、レコード画像732A~732Cは、それぞれ、ユーザ名733A~733C、タグ情報734A~734C、および、アイコン735A~735Cを含む。以降、レコード画像732A~732C、ユーザ名733A~733C、タグ情報734A~734C、および、アイコン735A~735Cについて、区別する必要が無い場合、それぞれ、「レコード画像732」、「ユーザ名733」、「タグ情報734」、「アイコン735」と記載する。 As an example, the record images 732A to 732C include user names 733A to 733C, tag information 734A to 734C, and icons 735A to 735C, respectively. Hereinafter, when it is not necessary to distinguish the record images 732A to 732C, the user names 733A to 733C, the tag information 734A to 734C, and the icons 735A to 735C, "record image 732", "user name 733", and "user name 733", respectively. It is described as "tag information 734" and "icon 735".
 ユーザ名733は、ユーザリスト234において、「ユーザ」のカラムに格納されている、ゲームに参加した各ユーザを示す情報である。タグ情報734は、ユーザリスト234において、ゲームに参加した各ユーザを示す情報のそれぞれに対応付けられているタグを示す情報である。例えば、レコード画像732Aは、ユーザ名733Aとして、「AAAAA」を含む。このため、レコード画像732Aは、タグ情報734Aとして、ユーザリスト234において「AAAAA」に対応付けられている、『マガジン、10F、ボス、「マガジンのプレゼントによりボスに勝利」』を含む。アイコン735は、例えば、ユーザが事前に設定した画像である。 The user name 733 is information indicating each user who participated in the game, which is stored in the "user" column in the user list 234. The tag information 734 is information indicating a tag associated with each of the information indicating each user who participated in the game in the user list 234. For example, the record image 732A includes "AAAAAA" as the user name 733A. Therefore, the record image 732A includes "magazine, 10F, boss," win the boss by presenting the magazine "" associated with "AAAAAA" in the user list 234 as the tag information 734A. The icon 735 is, for example, an image preset by the user.
 なお、プロセッサ40は、受信したユーザリストを配信端末400に記憶してもよい(図7のユーザリスト421)。ダウンロード画面721は、ユーザリスト421を表示部452に表示するためのUI画像(不図示)を含んでいてもよい。この例において、該UI画像がタップされた場合、プロセッサ40は、ユーザリスト234のダウンロードを行わず、ユーザリスト421を読み出し、該ユーザリスト421からユーザリスト画面を生成し、表示部452に表示させる。 The processor 40 may store the received user list in the distribution terminal 400 (user list 421 in FIG. 7). The download screen 721 may include a UI image (not shown) for displaying the user list 421 on the display unit 452. In this example, when the UI image is tapped, the processor 40 does not download the user list 234, reads the user list 421, generates a user list screen from the user list 421, and displays the user list screen on the display unit 452. ..
 ステップS64において、プロセッサ40は、操作受付部413として、ユーザリスト画面731に含まれるユーザの何れかを選択するための第2操作を受け付ける。第2操作は、一例として、ユーザリスト画面731におけるレコード画像732の何れかをタップする操作であってもよい。図18(B)の例では、プレイヤは、レコード画像732Aへのタップ操作を入力している。すなわち、プレイヤは、動作指図データを配信するユーザとしてユーザ「AAAAA」を選択している。 In step S64, the processor 40 receives a second operation for selecting any of the users included in the user list screen 731 as the operation receiving unit 413. As an example, the second operation may be an operation of tapping any of the record images 732 on the user list screen 731. In the example of FIG. 18B, the player inputs a tap operation to the record image 732A. That is, the player has selected the user "AAAAAA" as the user who distributes the operation instruction data.
 レコード画像732に対するタップ操作を受け付けると、ステップS65において、プロセッサ40は、表示制御部412として、モーションリスト422を表示部452に表示させる。具体的には、プロセッサ40は、モーションリスト422に基づいて生成されたモーションリスト画面を、表示部452に表示させる。モーションリスト画面は、一例として、図19に示すモーションリスト画面741であってもよい。モーションリスト画面741は、モーションリスト422における各レコードに対応するレコード画像からなる。図19の例では、レコード画像として、レコード画像742A~742Cを記載しているが、レコード画像の数は3つに限定されない。図19の例において、モーションリスト422におけるレコードの数が4より多い場合、プレイヤは、例えば画面をスクロールする操作(例えば、ドラッグ操作やフリック操作)をタッチスクリーン45に入力することにより、他のレコード画像を表示部452に表示させることができる。 Upon receiving the tap operation for the record image 732, in step S65, the processor 40 causes the display unit 452 to display the motion list 422 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the motion list screen generated based on the motion list 422. As an example, the motion list screen may be the motion list screen 741 shown in FIG. The motion list screen 741 is composed of a record image corresponding to each record in the motion list 422. In the example of FIG. 19, record images 742A to 742C are described as record images, but the number of record images is not limited to three. In the example of FIG. 19, when the number of records in the motion list 422 is more than 4, the player inputs another record, for example, an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen 45. The image can be displayed on the display unit 452.
 一例として、レコード画像742A~742Cは、それぞれ、モーション名743A~743C、モーション画像744A~744C、および、UI画像745A~745Cを含む。以降、レコード画像742A~742C、モーション名743A~743C、モーション画像744A~744C、および、UI画像745A~745Cについて、区別する必要が無い場合、それぞれ、「レコード画像7432」、「モーション名743」、「モーション画像744」、「UI画像745」と記載する。 As an example, the record images 742A to 742C include motion names 743A to 743C, motion images 744A to 744C, and UI images 745A to 745C, respectively. Hereinafter, when it is not necessary to distinguish between the record images 742A to 742C, the motion names 743A to 743C, the motion images 744A to 744C, and the UI images 745A to 745C, "record image 7432" and "motion name 743", respectively. It is described as "motion image 744" and "UI image 745".
 モーション名743は、モーションリスト422に格納されているモーションを識別する情報である。モーション画像744は、モーションリスト422において、各モーション名に対応付けられているモーションデータから生成される画像である。プロセッサ40は、一例として、各モーションデータにおける最初の姿勢をとるアバターオブジェクト610の画像を、モーション画像744とてレコード画像742に含める。モーション画像744は、プレイヤによる所定の操作(例えば、モーション画像744に対するタップ操作)を受け付けるUI画像であってもよい。プロセッサ40は、該所定の操作を受け付けた場合、モーションデータに基づいてアバターオブジェクト610が動作するモーション動画を再生してもよい。プロセッサ40は、モーション動画が終了すると、自動的にモーションリスト画面741を再表示してもよい。 The motion name 743 is information for identifying the motion stored in the motion list 422. The motion image 744 is an image generated from the motion data associated with each motion name in the motion list 422. As an example, the processor 40 includes an image of the avatar object 610 that takes the first posture in each motion data as a motion image 744 in the record image 742. The motion image 744 may be a UI image that accepts a predetermined operation (for example, a tap operation on the motion image 744) by the player. When the processor 40 accepts the predetermined operation, the processor 40 may play a motion moving image in which the avatar object 610 operates based on the motion data. The processor 40 may automatically redisplay the motion list screen 741 when the motion moving image is finished.
 なお、レコード画像742は、モーション画像744に代えて、例えば、「モーション再生」とのテキストを含むUI画像を含んでもよい。 Note that the record image 742 may include, for example, a UI image including the text "motion reproduction" instead of the motion image 744.
 ステップS66において、プロセッサ40は、操作受付部413として、モーションを選択する第3操作を受け付ける。第3操作は、一例として、UI画像745へのタップ操作であってもよい。つまり、UI画像745は、各レコード画像742に対応するモーションデータを選択する操作を受け付ける。第3操作を受け付けたことにより、プロセッサ40は、モーション特定部415として、プレイヤが選択したモーションデータを特定する。 In step S66, the processor 40 receives the third operation of selecting a motion as the operation receiving unit 413. As an example, the third operation may be a tap operation on the UI image 745. That is, the UI image 745 accepts an operation of selecting motion data corresponding to each record image 742. Upon receiving the third operation, the processor 40 specifies the motion data selected by the player as the motion specifying unit 415.
 ステップS67において、プロセッサ40は、表示制御部412および音声受付部414として、アバターオブジェクト610が、選択されたモーションデータに基づき動作するモーション動画を再生しながら、プレイヤの音声入力を受け付ける。 In step S67, the processor 40 receives the voice input of the player as the display control unit 412 and the voice reception unit 414 while the avatar object 610 plays a motion video that operates based on the selected motion data.
 図20は、プレイヤ4による音声入力の一具体例を示す図である。図20に示すように、プレイヤ4は、モーション動画810Aを再生しながら、発話音声820Aを入力している。この発話音声820Aは、ユーザ名が「AAAAA」であるユーザ3(以下、ユーザ3A)宛の発話音声である。つまり、図20の例において、プレイヤ4は、ステップS64にて、ユーザ3A(第1ユーザ)を選択し、該ユーザ3A宛の動作指図データを作成している。なお、ユーザ3Aが使用するユーザ端末100は、ユーザ端末100Aであるとする。 FIG. 20 is a diagram showing a specific example of voice input by the player 4. As shown in FIG. 20, the player 4 is inputting the utterance voice 820A while playing the motion moving image 810A. The utterance voice 820A is a utterance voice addressed to the user 3 (hereinafter, user 3A) whose user name is "AAAAAA". That is, in the example of FIG. 20, the player 4 selects the user 3A (first user) in step S64 and creates the operation instruction data addressed to the user 3A. It is assumed that the user terminal 100 used by the user 3A is the user terminal 100A.
 発話音声820Aは、ユーザ3A宛の発話音声であるため、該ユーザ3Aがアバターオブジェクト610(換言すれば、プレイヤ4)に対して行った支援の内容に基づく発話音声となっている。具体的には、ユーザ3Aは、10Fというステージでのボス戦において、マガジンを投入し、その投入されたマガジンの銃弾でアバターオブジェクト610がボスに勝利している。このため、発話音声820Aは、「ボス戦でマガジンをプレゼントしてくれてありがとう!タイミングも完璧だったね!AAAAAさんのおかげでクリアできたよ!」という内容である。このように、発話音声は、ユーザ3がゲームにおいて行った支援の内容と、ユーザ3への感謝とを含むものであることが好ましい。 Since the utterance voice 820A is a utterance voice addressed to the user 3A, the utterance voice is based on the content of the support provided by the user 3A to the avatar object 610 (in other words, the player 4). Specifically, the user 3A inserts a magazine in the boss battle on the stage of 10F, and the avatar object 610 wins the boss with the ammunition of the inserted magazine. For this reason, the utterance voice 820A says, "Thank you for giving me the magazine in the boss battle! The timing was perfect! Thanks to Mr. AAAAA, I was able to clear it!" As described above, it is preferable that the uttered voice includes the content of the support provided by the user 3 in the game and the gratitude to the user 3.
 ある局面において、プレイヤ4は、音声入力を開始する前、すなわち、第3操作を配信端末400へ入力する前に、ユーザ3宛の発話内容を作成する。別の局面において、ユーザ3宛の発話内容は、プロセッサ40が自動生成してもよい。また、プロセッサ40は、第2操作によって選択されたユーザ3に対応付けられたタグを、モーション動画810Aに重畳して表示させてもよい。 In a certain aspect, the player 4 creates the utterance content addressed to the user 3 before starting the voice input, that is, before inputting the third operation to the distribution terminal 400. In another aspect, the utterance content addressed to the user 3 may be automatically generated by the processor 40. Further, the processor 40 may superimpose and display the tag associated with the user 3 selected by the second operation on the motion moving image 810A.
 プロセッサ40は、受け付けた音声を音声データに変換する。ステップS68において、プロセッサ40は、動作指図データ生成部416として、該音声データと、選択されたモーションのモーションデータとを含む動作指図データを生成する。 The processor 40 converts the received voice into voice data. In step S68, the processor 40 generates the operation instruction data including the voice data and the motion data of the selected motion as the operation instruction data generation unit 416.
 ステップS69において、プロセッサ40は、通信制御部411として、生成した動作指図データを選択されたユーザ3(図20の例ではユーザ3A)のユーザ端末100(第1コンピュータ)に配信する。図21は、配信端末400に表示される画面のさらなる別の具体例を示す図である。プロセッサ40は、ステップS68の実行後、表示制御部412として、配信画面を表示部452に表示させる。配信画面は、一例として、図21(A)に示す配信画面751であってもよい。配信画面751は、UI画像752、および、モーション画像753Aを含む。また、配信画面751は、図21(A)に示すように、動作指図データの配信先のユーザを示す情報を含むものであってもよい。 In step S69, the processor 40 distributes the generated operation instruction data to the user terminal 100 (first computer) of the selected user 3 (user 3A in the example of FIG. 20) as the communication control unit 411. FIG. 21 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400. After the execution of step S68, the processor 40 causes the display unit 452 to display the distribution screen as the display control unit 412. As an example, the distribution screen may be the distribution screen 751 shown in FIG. 21 (A). The distribution screen 751 includes a UI image 752 and a motion image 753A. Further, as shown in FIG. 21A, the distribution screen 751 may include information indicating a user to whom the operation instruction data is distributed.
 UI画像752は、動作指図データを選択されたユーザ3へ配信するための操作を受け付ける。該操作は、例えば、UI画像752へのタップ操作であってもよい。モーション画像753Aは、生成した動作指図データに基づく動画、すなわち、ユーザ3A用に生成した動作指図データに基づく動画を再生するための操作を受け付けるUI画像である。該操作は、例えば、モーション画像753Aへのタップ操作であってもよい。なお、生成した動画を再生するための操作を受け付けるUI画像は、モーション画像753Aに限定されない。例えば、「動画再生」とのテキストを含むUI画像であってもよい。プロセッサ40は、動画が終了すると、自動的に配信画面751を再表示してもよい。 The UI image 752 accepts an operation for delivering the operation instruction data to the selected user 3. The operation may be, for example, a tap operation on the UI image 752. The motion image 753A is a UI image that accepts an operation for playing a moving image based on the generated motion instruction data, that is, a moving image based on the motion instruction data generated for the user 3A. The operation may be, for example, a tap operation on the motion image 753A. The UI image that accepts the operation for playing the generated moving image is not limited to the motion image 753A. For example, it may be a UI image including the text "video playback". The processor 40 may automatically redisplay the distribution screen 751 when the moving image is finished.
 配信画面751は、音声入力の受け付けに戻るための操作を受け付けるUI画像をさらに含むことが好ましい。該操作は、例えば、該UI画像へのタップ操作であってもよい。配信画面751が該UI画像を含むことにより、プレイヤ4は、例えば、発話する内容を間違えた場合など、音声入力に失敗した場合に、再度音声入力を行うことができる。なお、該UI画像は、モーションデータの選択に戻るための操作を受け付けるUI画像であってもよい。 It is preferable that the distribution screen 751 further includes a UI image that accepts an operation for returning to the acceptance of voice input. The operation may be, for example, a tap operation on the UI image. By including the UI image in the distribution screen 751, the player 4 can perform voice input again when the voice input fails, for example, when the content to be spoken is mistaken. The UI image may be a UI image that accepts an operation for returning to the selection of motion data.
 UI画像752に対するタップ操作を受け付けると、プロセッサ40は、ユーザ3Aを示す情報とともに、動作指図データをサーバ200へ送信する。サーバ200は、ユーザ3Aを示す情報に基づいて、動作指図データの送信先のユーザ端末100を特定し、該動作指図データを特定したユーザ端末100(すなわち、ユーザ端末100A)へ送信する。 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3A. The server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3A, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100A).
 プロセッサ40は、動作指図データの送信が終了した場合、一例として、図21(B)に示す配信完了画面761を表示部452に表示させてもよい。配信完了画面761は、一例として、UI画像762および763を含む。また、配信完了画面761は、図21(B)に示すように、動作指図データの送信が完了したことを示すテキストを含むものであってもよい。 When the transmission of the operation instruction data is completed, the processor 40 may display the distribution completion screen 761 shown in FIG. 21B on the display unit 452 as an example. The delivery completion screen 761 includes UI images 762 and 763 as an example. Further, the distribution completion screen 761 may include a text indicating that the transmission of the operation instruction data is completed, as shown in FIG. 21 (B).
 UI画像762は、別のユーザ3宛の動作指図データの作成を開始するための操作を受け付ける。該操作は、例えば、UI画像762をタップする操作であってもよい。プロセッサ40は、該タップ操作を受け付けると、ユーザリスト画面を、表示部452に再度表示させる。すなわち、該タップ操作を受け付けた場合、配信処理は、ステップS63に戻る。このとき、プロセッサ40は、配信端末400に記憶したユーザリスト421に基づいて、ユーザリスト画面を生成し、表示部452に表示させてもよい。UI画像763は、アプリケーションを終了するための操作を受け付ける。該操作は、例えば、UI画像763をタップする操作であってもよい。該操作を受け付けると、配信処理は終了する。 The UI image 762 accepts an operation for starting the creation of operation instruction data addressed to another user 3. The operation may be, for example, an operation of tapping the UI image 762. When the processor 40 receives the tap operation, the processor 40 causes the display unit 452 to display the user list screen again. That is, when the tap operation is accepted, the distribution process returns to step S63. At this time, the processor 40 may generate a user list screen based on the user list 421 stored in the distribution terminal 400 and display it on the display unit 452. The UI image 763 accepts an operation for terminating the application. The operation may be, for example, an operation of tapping the UI image 763. When the operation is accepted, the distribution process ends.
 図20、図21を参照して説明した例では、図21(C)に示すように、配信端末400は、ユーザ3A(ユーザ名が「AAAAA」のユーザ3)宛の動画の動作指図データを、ユーザ端末100Aのみに送信する。 In the example described with reference to FIGS. 20 and 21, as shown in FIG. 21 (C), the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3A (user 3 whose user name is "AAAAAA"). , Sent only to the user terminal 100A.
 図22は、プレイヤ4による音声入力の他の具体例を示す図である。図22に示すように、プレイヤ4は、モーション動画810Bを再生しながら、発話音声820Bを入力している。この発話音声820Bは、ユーザ名が「BBBBB」であるユーザ3(以下、ユーザ3B)宛の発話音声である。つまり、図22の例において、プレイヤ4は、ステップS64にて、ユーザ3Bに対応するレコード画像732Bへのタップ操作を入力し、ユーザ3B宛の動作指図データを作成している。なお、ユーザ3Bが使用するユーザ端末100は、ユーザ端末100Bであるとする。 FIG. 22 is a diagram showing another specific example of voice input by the player 4. As shown in FIG. 22, the player 4 is inputting the utterance voice 820B while playing the motion moving image 810B. The utterance voice 820B is a utterance voice addressed to the user 3 (hereinafter, user 3B) whose user name is "BBBBBB". That is, in the example of FIG. 22, the player 4 inputs the tap operation to the record image 732B corresponding to the user 3B in step S64, and creates the operation instruction data addressed to the user 3B. It is assumed that the user terminal 100 used by the user 3B is the user terminal 100B.
 発話音声820Bは、ユーザ3B宛の発話音声であるため、該ユーザ3Bがアバターオブジェクト610(換言すれば、プレイヤ4)に対して行った支援の内容に基づく発話音声となっている。具体的には、ユーザ3Bは、3Fというステージのザコ敵との戦闘において、ユーザ「BBBBB」が救急箱を投入し、その結果、アバターオブジェクト610の体力が0になる(ゲームオーバーになる)寸前で体力が回復している。このため、発話音声820Bは、「BBBBBさんがプレゼントしてくれた救急箱のおかげで、3Fでゲームオーバーにならずにすんだよ。本当にありがとう!」という内容である。 Since the utterance voice 820B is a utterance voice addressed to the user 3B, the utterance voice is based on the content of the support provided by the user 3B to the avatar object 610 (in other words, the player 4). Specifically, in the battle with the Zako enemy on the 3rd floor, the user "BBBBBB" throws in the first aid kit, and as a result, the physical strength of the avatar object 610 becomes 0 (the game is over). I am recovering my physical strength. For this reason, the utterance voice 820B has the content of "Thanks to the first aid kit given by Mr. BBBBB, the game did not end on the 3rd floor. Thank you very much!"
 図23は、配信端末400に表示される画面のさらなる別の具体例を示す図である。図23(A)に示す配信画面751は、UI画像752、および、モーション画像753Bを含む。モーション画像753Bは、タップ操作を受け付けると、ユーザ3B用に生成した動作指図データに基づく動画を再生する。 FIG. 23 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400. The distribution screen 751 shown in FIG. 23A includes a UI image 752 and a motion image 753B. When the motion image 753B accepts the tap operation, the motion image 753B reproduces a moving image based on the motion instruction data generated for the user 3B.
 UI画像752に対するタップ操作を受け付けると、プロセッサ40は、ユーザ3Bを示す情報とともに、動作指図データをサーバ200へ送信する。サーバ200は、ユーザ3Bを示す情報に基づいて、動作指図データの送信先のユーザ端末100を特定し、該動作指図データを特定したユーザ端末100(すなわち、ユーザ端末100B)へ送信する。 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3B. The server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3B, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100B).
 図22、図23を参照して説明した例では、図23(C)に示すように、配信端末400は、ユーザ3B(ユーザ名が「BBBBB」のユーザ3)宛の動画の動作指図データを、ユーザ端末100Bのみに送信する。 In the example described with reference to FIGS. 22 and 23, as shown in FIG. 23C, the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3B (user 3 whose user name is “BBBBBB”). , Sent only to the user terminal 100B.
 以上のように、動作指図データに含まれる音声データに基づく音声の内容は、ユーザ3が直近のゲームへの参加において、プレイヤ4に対して行った支援の内容に基づくものとなる。該支援の内容はユーザ3ごとに異なるため、音声の内容は、ユーザ3ごとに異なる内容となる。つまり、ゲームの終了後、ゲームに参加したユーザ3の少なくとも一部のユーザ端末100には、それぞれ異なる内容の音声を含む動作指図データが送信される。 As described above, the content of the voice based on the voice data included in the operation instruction data is based on the content of the support provided to the player 4 in the participation of the user 3 in the latest game. Since the content of the support is different for each user 3, the content of the voice is different for each user 3. That is, after the end of the game, operation instruction data including voices having different contents is transmitted to at least a part of the user terminals 100 of the user 3 who participated in the game.
 また、図22の例におけるアバターオブジェクト610のモーションは、図20の例におけるモーションと異なる。つまり、プレイヤ4は、ユーザ3B宛の動作指図データ生成において、ユーザ3A宛の動作指図データ生成時と異なるモーションデータを選択している。具体的には、プレイヤ4は、ステップS66において、レコード画像742Bに対応するモーションデータを選択する、UI画像745Bへのタップ操作を入力している。このように、プレイヤ4は、動作指図データに含まれるモーションデータを、ユーザ3毎に異ならせることができる。 Further, the motion of the avatar object 610 in the example of FIG. 22 is different from the motion of the example of FIG. 20. That is, the player 4 selects motion data different from that at the time of generating the operation instruction data addressed to the user 3A in the operation instruction data generation addressed to the user 3B. Specifically, in step S66, the player 4 inputs a tap operation to the UI image 745B for selecting the motion data corresponding to the record image 742B. In this way, the player 4 can make the motion data included in the operation instruction data different for each user 3.
 そして、ユーザ3毎に異なる内容の音声データと、ユーザ3毎に選択されたモーションデータとを含む、ユーザ3毎の動作指図データは、各ユーザ3のユーザ端末100のみに送信される。換言すれば、ユーザ端末100毎にユニーク(一意)の動作指図データが、選択されたユーザ3のユーザ端末100の各々に送信される。 Then, the operation instruction data for each user 3, including the voice data having different contents for each user 3 and the motion data selected for each user 3, is transmitted only to the user terminal 100 of each user 3. In other words, the operation instruction data unique to each user terminal 100 is transmitted to each of the user terminals 100 of the selected user 3.
 図24は、ゲームプレイ端末300からユーザ端末100へのゲーム進行情報の送信の概要を示す図である。ユーザ端末100における動画再生のための動作指図データが、ユーザ端末100毎にユニークである一方、図24に示すように、ゲーム実行中に、ゲームに参加している全てのユーザ3のユーザ端末100に送信されるゲーム進行情報は、各ユーザ端末100の間で共通である。すなわち、ゲーム進行情報に含まれる動作指図データもまた、各ユーザ端末100の間で共通である。このように、動画再生のための動作指図データと、ゲームを進行させるための動作指図データとは、ユーザ端末100間での同異、および、送信先といった観点で異なるデータであると言える。 FIG. 24 is a diagram showing an outline of transmission of game progress information from the game play terminal 300 to the user terminal 100. While the operation instruction data for video reproduction in the user terminal 100 is unique for each user terminal 100, as shown in FIG. 24, the user terminals 100 of all the users 3 participating in the game during the game execution. The game progress information transmitted to is common among the user terminals 100. That is, the operation instruction data included in the game progress information is also common among the user terminals 100. As described above, it can be said that the operation instruction data for playing the moving image and the operation instruction data for advancing the game are different data from the viewpoint of the difference between the user terminals 100 and the destination.
 (ユーザ端末100における動画再生処理)
 図25は、ユーザ端末100で実行される動画再生処理の流れの一例を示すフローチャートである。
(Video playback processing on the user terminal 100)
FIG. 25 is a flowchart showing an example of the flow of the moving image reproduction process executed by the user terminal 100.
 ステップS71において、プロセッサ10は、動画再生部117として、動作指図データを受信する。ステップS72において、プロセッサ10は、動画再生部117として、動作指図データの受信をユーザ3へ通知する。プロセッサ10は、一例として、通知画像の表示部152への表示、スピーカ(不図示)からの通知音声の再生、LED(light-emitting diode)などで構成される点灯部(不図示)の点灯または点滅の少なくともいずれかにより、動作指図データの受信をユーザ3へ通知する。 In step S71, the processor 10 receives the operation instruction data as the moving image reproduction unit 117. In step S72, the processor 10 notifies the user 3 of the reception of the operation instruction data as the moving image reproduction unit 117. As an example, the processor 10 displays a notification image on the display unit 152, reproduces a notification voice from a speaker (not shown), lights a lighting unit (not shown) composed of an LED (light-emitting diode), or the like. The user 3 is notified of the reception of the operation instruction data by at least one of the blinking.
 ステップS73において、プロセッサ10は、操作受付部111として、動画を再生するための第1再生操作を受け付ける。第1再生操作は、一例として、通知画像をタップする操作であってもよい。ステップS74において、プロセッサ10は、動画再生部117として、動作指図データをレンダリングし、動画を再生する。プロセッサ10は、一例として、本ゲームをプレイするためのアプリケーションを起動し、動画を再生してもよいし、該アプリケーションとは別の、動画再生用のアプリケーションを起動し、動画を再生してもよい。以降、該動画を、「ありがとう動画」と記載する。 In step S73, the processor 10 receives the first reproduction operation for reproducing the moving image as the operation reception unit 111. As an example, the first reproduction operation may be an operation of tapping the notification image. In step S74, the processor 10 renders the operation instruction data as the moving image reproduction unit 117 and reproduces the moving image. As an example, the processor 10 may start an application for playing this game and play a video, or may start an application for playing a video different from the application and play a video. good. Hereinafter, the video will be referred to as a “thank you video”.
 図26は、ありがとう動画の再生の一具体例を示す図である。具体的には、ユーザ3Aのユーザ端末100における、ありがとう動画の再生の一例を示す図である。該ユーザ端末100において再生されたありがとう動画910Aにおいて、アバターオブジェクト610は、或るモーションを実行しながら、音声920Aを発話している。換言すれば、プロセッサ10は、或るモーションを実行するアバターオブジェクト610を含むありがとう動画910Aを再生しながら、音声920Aをスピーカ(不図示)から出力させている。 FIG. 26 is a diagram showing a specific example of playing a thank-you video. Specifically, it is a figure which shows an example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3A. In the thank-you video 910A played on the user terminal 100, the avatar object 610 is uttering the voice 920A while executing a certain motion. In other words, the processor 10 outputs the audio 920A from the speaker (not shown) while playing the thank-you video 910A including the avatar object 610 that executes a certain motion.
 ありがとう動画910Aにおけるモーションは、ユーザ3A宛の動作指図データの生成において、プレイヤ4が選択したモーションデータに基づくものであり、音声920Aは、該動作指図データの生成において、プレイヤ4が入力した発話音声820Aから生成された音声データに基づくものである。つまり、音声920Aは、ユーザ3Aがゲームにおいて行った支援の内容と、該支援に対する感謝とを含む音声である。このように、ユーザ3Aは、第1再生操作の入力により、自身がゲームにおいて行った支援の内容と、該支援に対する感謝とを、アバターオブジェクト610が発話するありがとう動画を視聴することができる。 The motion in the thank-you video 910A is based on the motion data selected by the player 4 in the generation of the motion instruction data addressed to the user 3A, and the voice 920A is the utterance voice input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the 820A. That is, the voice 920A is a voice including the content of the support provided by the user 3A in the game and the gratitude for the support. In this way, the user 3A can watch the thank-you video in which the avatar object 610 utters the content of the support provided by himself / herself in the game and the gratitude for the support by inputting the first playback operation.
 あるいは、ありがとう動画910Aにおけるモーションは、ユーザ3A宛の動作指図データの生成において、プレイヤ4の動きをモーションデータとして取得したものに基づくものとしてもよい。この場合、プレイヤ4の動きが、そのまま、表示部152に表示されるアバターオブジェクト610の動きに反映される。ユーザ端末100のゲーム進行部115は、プレイヤ4がゲームプレイ端末300の設置場所で、声を出したり、動いたりしているのとほぼ同時に、リアルタイムで、その音声、および動きを、ユーザ端末100におけるアバターオブジェクト610の発言および動きに反映させることが可能である。動画再生部117およびゲーム進行部115は、ほぼリアルタイムで動画のレンダリングおよび再生を、配信端末400から動作指図データを継続して受信し続けている間継続することが可能である。このような動作を行うアバターオブジェクトを見て、ユーザは、アバターオブジェクトに対して、まるで、現実の世界に存在するかのような現実感を有し、ゲームの世界に没入することができる。 Alternatively, the motion in the thank-you video 910A may be based on the motion of the player 4 acquired as motion data in the generation of the motion instruction data addressed to the user 3A. In this case, the movement of the player 4 is directly reflected in the movement of the avatar object 610 displayed on the display unit 152. The game progress unit 115 of the user terminal 100 transmits the voice and movement of the player 4 in real time at the installation location of the game play terminal 300 almost at the same time as the player 4 makes a voice or moves. It is possible to reflect it in the remarks and movements of the avatar object 610 in. The moving image reproduction unit 117 and the game progress unit 115 can continue rendering and reproduction of the moving image in near real time while continuously receiving the operation instruction data from the distribution terminal 400. By seeing the avatar object that performs such an operation, the user can feel the reality of the avatar object as if it exists in the real world and can immerse himself in the game world.
 ユーザ端末100は、一例として、ありがとう動画910Aの再生が終了した後、少なくとも1つのUI画像をタッチスクリーン15に表示させてもよい。該UI画像は、例えば、ありがとう動画910Aをもう一度再生するための操作を受け付けるUI画像であってもよいし、別の画面に遷移するための操作を受け付けるUI画像であってもよいし、アプリケーションを終了するための操作を受け付けるUI画像であってもよい。 As an example, the user terminal 100 may display at least one UI image on the touch screen 15 after the reproduction of the thank-you video 910A is completed. The UI image may be, for example, a UI image that accepts an operation for playing the thank-you video 910A again, a UI image that accepts an operation for transitioning to another screen, or an application. It may be a UI image that accepts an operation for terminating.
 また、ユーザ端末100は、一例として、ありがとう動画910Aの再生中に、少なくとも1つのUI画像をタッチスクリーン15に表示させてもよい。該UI画像は、例えば、再生中のありがとう動画910Aを一時的に停止させたり、終了させたり、再生する場面を変更させたりする操作をそれぞれ受け付ける、複数のUI画像であってもよい。 Further, as an example, the user terminal 100 may display at least one UI image on the touch screen 15 during the reproduction of the thank-you video 910A. The UI image may be, for example, a plurality of UI images that accept operations such as temporarily stopping, ending, or changing the scene to be played back, for example, the thank-you moving image 910A being played back.
 なお、ありがとう動画910Aの再生中、および、ありがとう動画910Aの再生が終了した後に表示されるこれらのUI画像には、アバターオブジェクト610に対する返答を行うためのUI画像は含まれない。すなわち、本実施形態に係るありがとう動画910Aにおいては、アバターオブジェクト610に対する返答を行うための手段が備えられていない。 Note that these UI images displayed during the playback of the thank-you video 910A and after the playback of the thank-you video 910A is completed do not include the UI image for making a response to the avatar object 610. That is, the thank-you video 910A according to the present embodiment is not provided with a means for responding to the avatar object 610.
 図27は、ありがとう動画の再生の他の具体例を示す図である。具体的には、ユーザ3Bのユーザ端末100における、ありがとう動画の再生の例を示す図である。該ユーザ端末100において再生されたありがとう動画910Bにおいて、アバターオブジェクト610は、或るモーションを実行しながら、音声920Bを発話している。換言すれば、プロセッサ10は、或るモーションを実行するアバターオブジェクト610を含むありがとう動画910Bを再生しながら、音声920Bをスピーカ(不図示)から出力させている。 FIG. 27 is a diagram showing another specific example of playing the thank-you video. Specifically, it is a figure which shows the example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3B. In the thank-you video 910B played on the user terminal 100, the avatar object 610 is uttering the voice 920B while executing a certain motion. In other words, the processor 10 outputs the audio 920B from the speaker (not shown) while playing the thank-you video 910B including the avatar object 610 that executes a certain motion.
 ありがとう動画910Bにおけるモーションは、ユーザ3B宛の動作指図データの生成において、プレイヤ4が選択あるいは入力したモーションデータに基づくものであり、音声920Bは、該動作指図データの生成において、プレイヤ4が入力した発話音声820Bから生成された音声データに基づくものである。このため、図27の例において、アバターオブジェクト610が行っているモーションは、図26の例のモーションとは異なる。また、音声920Bは、ユーザ3Bがゲームにおいて行った支援の内容と、該支援に対する感謝とを含む音声である。このため、図27の例において、音声920Bの内容は、図26の例における音声920Aの内容とは異なる。 The motion in the thank-you video 910B is based on the motion data selected or input by the player 4 in the generation of the motion instruction data addressed to the user 3B, and the voice 920B is input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the spoken voice 820B. Therefore, in the example of FIG. 27, the motion performed by the avatar object 610 is different from the motion of the example of FIG. 26. Further, the voice 920B is a voice including the content of the support provided by the user 3B in the game and the gratitude for the support. Therefore, in the example of FIG. 27, the content of the voice 920B is different from the content of the voice 920A in the example of FIG. 26.
 このように、ゲームの終了後に、ゲームに参加したユーザ3の少なくとも一部のユーザ端末100が受信するありがとう動画は、ユーザ3毎にアバターオブジェクト610の発話内容が異なる動画である。 As described above, the thank-you video received by at least a part of the user terminals 100 of the users 3 who participated in the game after the end of the game is a video in which the utterance content of the avatar object 610 is different for each user 3.
 なお、プロセッサ10は、次回のゲームへの参加を促す内容を含むUI画像930を、動画910に重畳させて表示させてもよい。UI画像930は、動作指図データとともに配信されてもよいし、ゲーム情報132として、ユーザ端末100が記憶していてもよい。 Note that the processor 10 may display the UI image 930 including the content for encouraging participation in the next game by superimposing it on the moving image 910. The UI image 930 may be distributed together with the operation instruction data, or may be stored in the user terminal 100 as the game information 132.
 <まとめ>
 以上のとおり、本実施形態に係るユーザ端末100は、ゲームプログラム131に基づいて、複数のユーザ3が参加するゲームを実行する。ユーザ端末100は、ゲームプログラム131と、配信端末400から受信した動作指図データとに基づいてアバターオブジェクト610を動作させる。該動作指図データは、アバターオブジェクト610に少なくとも音声を発話させるためのデータである。また、該動作指図データは、複数のユーザ端末100のうち1以上の任意のユーザ端末100に配信端末400から送信されるものである。また、該動作指図データは、送信先のユーザ端末100毎に発話の内容が異なるデータである。
<Summary>
As described above, the user terminal 100 according to the present embodiment executes a game in which a plurality of users 3 participate based on the game program 131. The user terminal 100 operates the avatar object 610 based on the game program 131 and the operation instruction data received from the distribution terminal 400. The operation instruction data is data for causing the avatar object 610 to speak at least a voice. Further, the operation instruction data is transmitted from the distribution terminal 400 to one or more arbitrary user terminals 100 among the plurality of user terminals 100. Further, the operation instruction data is data in which the content of the utterance differs depending on the user terminal 100 of the transmission destination.
 また、ユーザ端末100は、ゲームプログラム131と、ゲームの実行中にゲームプレイ端末300から受信したゲーム進行情報とに基づいてアバターオブジェクト610を動作させる。該ゲーム進行情報は、アバターオブジェクト610に少なくとも身体を動作させるためのデータである。また、該ゲーム進行情報は、複数のユーザ端末100の間で共通に用いられるデータである。また、ユーザ端末100は、該ゲーム進行情報に基づいてアバターオブジェクト610を動作させていないときに、動作指図データに基づいてアバターオブジェクト610を動作させる。 Further, the user terminal 100 operates the avatar object 610 based on the game program 131 and the game progress information received from the game play terminal 300 during the execution of the game. The game progress information is data for at least moving the body of the avatar object 610. Further, the game progress information is data commonly used among a plurality of user terminals 100. Further, the user terminal 100 operates the avatar object 610 based on the operation instruction data when the avatar object 610 is not operated based on the game progress information.
 また、ユーザ端末100は、ゲーム進行情報が取得されると、ユーザ3からの操作の有無に関わらず、ゲーム進行情報に基づいてアバターオブジェクト610に少なくとも身体を動作させる。また、ユーザ端末100は、配信端末400から動作指図データが受信されると、ユーザ3から該動作指図データに対する操作が行われたことに伴い、該動作指図データに基づいてアバターオブジェクト610に少なくとも音声を発話させる。 Further, when the game progress information is acquired, the user terminal 100 causes the avatar object 610 to move at least the body based on the game progress information regardless of whether or not there is an operation from the user 3. Further, when the operation instruction data is received from the distribution terminal 400, the user terminal 100 performs an operation on the operation instruction data from the user 3, and the user terminal 100 at least voices the avatar object 610 based on the operation instruction data. To speak.
 また、ゲーム進行情報は、アバターオブジェクト610に更に音声を発話させるためのデータである。つまり、ゲーム進行情報は、ゲームの実行中にゲームプレイ端末300から複数のユーザ端末100に送信されるものであって、送信先のユーザ端末100に関わらず身体の動作及び音声の発話の内容が共通となるデータである。 Further, the game progress information is data for causing the avatar object 610 to further utter a voice. That is, the game progress information is transmitted from the game play terminal 300 to the plurality of user terminals 100 during the execution of the game, and the content of body movements and voice utterances is contained regardless of the destination user terminal 100. It is common data.
 また、ゲームプレイ端末300及び配信端末400は、アバターオブジェクト610を演じるプレイヤ4が用いる装置である。ユーザ端末100は、ゲームプログラム131に基づいて、ゲームの実行中に、アバターオブジェクト610に対するメッセージを送信するためのUI画像705および706をユーザ端末100の表示部152に表示させ、ユーザ3によるUI画像706に対する操作入力に基づいて、ゲームプレイ端末300にメッセージを送信する。 Further, the game play terminal 300 and the distribution terminal 400 are devices used by the player 4 who plays the avatar object 610. Based on the game program 131, the user terminal 100 causes the display unit 152 of the user terminal 100 to display UI images 705 and 706 for transmitting a message to the avatar object 610 during execution of the game, and the UI image by the user 3. A message is transmitted to the game play terminal 300 based on the operation input for the 706.
 一方、ゲームの非実行中に行われる、動作指図データに基づくアバターオブジェクト610による音声の発話に対しては、アバターオブジェクト610に対する返答を行うための手段が備えられていない。一例として、ユーザ端末100は、ゲームプログラム131に基づいて、動作指図データに基づくアバターオブジェクト610による音声の発話の開始後の任意のタイミングで、UI画像を表示させるが、該UI画像には、アバターオブジェクト610に対する返答を行うためのUI画像が含まれない。該UI画像には、次回以降に行われるゲームへの参加を促すUI画像930が含まれてもよい。 On the other hand, there is no means for responding to the avatar object 610 in response to the voice utterance by the avatar object 610 based on the action instruction data, which is performed during the non-execution of the game. As an example, the user terminal 100 displays a UI image at an arbitrary timing after the start of speech by the avatar object 610 based on the operation instruction data based on the game program 131, and the UI image displays the avatar. The UI image for making a response to the object 610 is not included. The UI image may include a UI image 930 that encourages participation in a game to be performed from the next time onward.
 また、ユーザ端末100がゲームプログラム131に基づいて実行する(すなわち、システム1にて実行される)ゲームは、ゲームプログラム131内で定義されている条件がゲーム内で成立した場合に自動的に勝敗又は順位が決定されるゲームである。 Further, the game executed by the user terminal 100 based on the game program 131 (that is, executed by the system 1) automatically wins or loses when the conditions defined in the game program 131 are satisfied in the game. Or it is a game in which the ranking is determined.
 また、ユーザ3毎に生成された動作指図データにおける発話の内容は、送信先のユーザ端末100を使用するユーザ3のユーザ名、該ユーザ3がゲーム内でアバターオブジェクト610を支援した内容、該支援に対する感謝を示す内容を含む。 Further, the content of the utterance in the operation instruction data generated for each user 3 is the user name of the user 3 who uses the destination user terminal 100, the content that the user 3 supports the avatar object 610 in the game, and the support. Includes content that expresses gratitude for.
 また、動作指図データは、アバターオブジェクト610に音声を発話させるとともに身体を動作させるためのデータである。 Further, the motion instruction data is data for causing the avatar object 610 to speak a voice and move the body.
 また、上述したとおり、本実施形態に係る配信端末400は、複数のユーザ3が参加するゲームに登場するアバターオブジェクト610のプレイヤ4が使用する。配信端末400は、配信プログラム423に基づいて、ゲームに参加したユーザのリストとして、ユーザリスト画面731を表示部452に表示させ、リストから1以上のユーザを選択し、プレイヤ4が発話した発話音声820A、820Bに基づいて、アバターオブジェクト610に音声920A、920Bを発話させるためのデータであって当該発話の内容が選択されたユーザ3毎に異なる内容となる動作指図データを生成し、選択されたユーザ毎に生成された動作指図データを、それぞれ、該当するユーザ3の使用するユーザ端末100に送信する。 Further, as described above, the distribution terminal 400 according to the present embodiment is used by the player 4 of the avatar object 610 appearing in the game in which the plurality of users 3 participate. Based on the distribution program 423, the distribution terminal 400 displays the user list screen 731 on the display unit 452 as a list of users who participated in the game, selects one or more users from the list, and the utterance voice spoken by the player 4. Based on the 820A and 820B, the data for causing the avatar object 610 to speak the voices 920A and 920B, and the operation instruction data in which the content of the utterance is different for each selected user 3 is generated and selected. The operation instruction data generated for each user is transmitted to the user terminal 100 used by the corresponding user 3, respectively.
 また、配信端末400は、配信プログラム423に基づいて、さらに、各ユーザがゲーム内で関与した内容を示すタグ情報734を取得し、タグ情報734を表示部452にさらに表示させる。一例として、配信端末400は、ユーザリスト画面731を表示させることで、タグ情報を表示部452に表示させる。換言すれば、ユーザリスト画面731では、ユーザ毎にタグ情報734が関連付けられている。 Further, the distribution terminal 400 further acquires the tag information 734 indicating the content in which each user is involved in the game based on the distribution program 423, and further displays the tag information 734 on the display unit 452. As an example, the distribution terminal 400 displays the tag information on the display unit 452 by displaying the user list screen 731. In other words, in the user list screen 731, the tag information 734 is associated with each user.
 また、配信端末400は、動作指図データを生成する際、プレイヤ4からの入力に基づいて、動作指図データを生成する。 Further, when the distribution terminal 400 generates the operation instruction data, the distribution terminal 400 generates the operation instruction data based on the input from the player 4.
 また、配信端末400は、アバターオブジェクト610の身体の動作を決定するためのモーションリスト画面741を表示部452に表示させ、プレイヤ4からの入力に基づいて、選択された各ユーザについて、モーションリスト画面741の中から1のモーションデータを選択する。配信端末400は、動作指図データを生成する際、選択されたユーザ3毎に決定されたモーションデータに基づいて、動作指図データを生成する。 Further, the distribution terminal 400 displays a motion list screen 741 for determining the body movement of the avatar object 610 on the display unit 452, and the motion list screen for each selected user based on the input from the player 4. Select 1 motion data from 741. When the distribution terminal 400 generates the operation instruction data, the distribution terminal 400 generates the operation instruction data based on the motion data determined for each selected user 3.
 選択されたユーザ3毎に生成された動作指図データにおけるアバターオブジェクト610のモーションは、それぞれ、該当するユーザ3用に決定されたモーションである。 The motion of the avatar object 610 in the action instruction data generated for each selected user 3 is a motion determined for the corresponding user 3, respectively.
 ゲーム中におけるアバターオブジェクト610の身体の動作は、プレイヤ4の動作に応じてリアルタイムに生成されるモーションデータに基づいてリアルタイムに制御される。一方、配信端末400により決定された動作は、プレイヤ4の動作に応じてリアルタイムに生成されたモーションデータに基づく動作ではなく、予め作成されたモーションデータに基づく動作である。 The body movement of the avatar object 610 during the game is controlled in real time based on the motion data generated in real time according to the movement of the player 4. On the other hand, the operation determined by the distribution terminal 400 is not an operation based on motion data generated in real time according to the operation of the player 4, but an operation based on motion data created in advance.
 また、配信端末400は、選択されたユーザ3毎に、当該ユーザ用に決定された動作を表示部452に再生しながら、プレイヤ4が発話した音声を受け付けることにより、選択されたユーザ3毎に動作指図データを生成する。 Further, the distribution terminal 400 receives the voice spoken by the player 4 for each selected user 3 while reproducing the operation determined for the user on the display unit 452 for each selected user 3. Generate operation instruction data.
 <作用効果>
 非特許文献1の技術では、プレゼントを贈った(いわゆる、「投げ銭」を行った)視聴者に対し、キャラクタがお礼を述べている。しかしながら、非特許文献1の技術では、キャラクタを演じる演者は、多数の視聴者を相手にしており、また、プレゼントを贈った視聴者が誰であるかは、プレゼントを贈る瞬間まで分からない。また、プレゼントを贈った視聴者についての情報もない。このため、プレゼントに対する演者による発話(すなわち、キャラクタの発話)の内容は、どの視聴者に対しても似たようなもの(例えば、プレゼントに対するお礼)になる。また、配信の中でお礼を述べることとなるため、お礼を述べることができる相手の人数も限られる。
<Action effect>
In the technique of Non-Patent Document 1, the character thanked the viewer who gave the present (so-called "throwing money"). However, in the technique of Non-Patent Document 1, the performer who plays the character is aimed at a large number of viewers, and who is the viewer who gave the present is not known until the moment when the present is given. Also, there is no information about the viewer who gave the present. Therefore, the content of the utterance by the performer (that is, the utterance of the character) for the present is similar to any viewer (for example, thank you for the present). In addition, since we will thank you in the delivery, the number of people who can thank you is limited.
 これに対し、動作指図データに基づくアバターオブジェクト610の音声の発話、すなわち、ありがとう動画910におけるアバターオブジェクト610の発話内容は、ユーザ3毎に異なるため、非特許文献1の技術と比べると、ユーザ3の喜びはより大きなものとなる。このため、ユーザ3は、次回もゲームに参加して、ありがとう動画910を見たいと感じる。結果として、ユーザ3の継続的なゲームへの参加を促すことができる。 On the other hand, since the voice utterance of the avatar object 610 based on the operation instruction data, that is, the utterance content of the avatar object 610 in the thank-you video 910 is different for each user 3, the user 3 is compared with the technique of Non-Patent Document 1. The joy of is greater. Therefore, the user 3 wants to participate in the game again next time and watch the thank-you video 910. As a result, it is possible to encourage the user 3 to continuously participate in the game.
 また、ありがとう動画910におけるアバターオブジェクト610の発話内容には、ユーザ3のユーザ名と、ユーザ3がゲームにおいてアバターオブジェクト610を支援した内容と、この支援に対する感謝とが含まれるため、ユーザ3は、該発話が自分だけに宛てた発話であると感じ、大きな喜びを感じる。また、アバターオブジェクト610への支援は、ユーザ3にとって、アバターオブジェクト610からの感謝を受けたい行為であり、このような行為の内容がありがとう動画910における発話内容に反映されることで、ユーザ3に大きな喜びを感じさせることができる。結果として、ユーザ3の継続的なゲームへの参加を促すことができる。 Further, since the utterance content of the avatar object 610 in the thank-you video 910 includes the user name of the user 3, the content of the user 3 supporting the avatar object 610 in the game, and the gratitude for this support, the user 3 includes the user name. I feel that the utterance is addressed only to me, and I feel great joy. Further, the support for the avatar object 610 is an act that the user 3 wants to receive gratitude from the avatar object 610, and the content of such an act is reflected in the utterance content in the thank-you video 910, so that the user 3 can receive the gratitude. You can feel great joy. As a result, it is possible to encourage the user 3 to continuously participate in the game.
 また、プロセッサ10は、ありがとう動画910の再生の際、次回のゲームへの参加を促す内容を含むUI画像930を表示するので、ユーザ3の次回のゲームへの参加をより強く促すことができる。 Further, since the processor 10 displays the UI image 930 including the content prompting the user to participate in the next game when playing the thank-you video 910, the user 3 can be more strongly encouraged to participate in the next game.
 また、ありがとう動画910には、アバターオブジェクト610に対する返答を行うための手段が備えられていないので、ユーザ3は、自分だけに宛てたアバターオブジェクト610の発話を再度視聴するために、次回もゲームに参加しようとする。結果として、ユーザ3の継続的なゲームへの参加をより強く促すことができる。 In addition, since the thank-you video 910 does not have a means for responding to the avatar object 610, the user 3 can play the game again next time in order to watch the utterance of the avatar object 610 addressed only to himself / herself. Try to participate. As a result, the user 3 can be more strongly encouraged to participate in the continuous game.
 また、ありがとう動画910は、ゲーム進行情報に含まれる動作指図データに基づいてアバターオブジェクト610を動作させていないとき、例えば、ゲーム終了後に作成した動作指図データに基づくものである。換言すれば、ありがとう動画910の視聴は、ライブ配信の視聴ではなく、事前に収録したものの視聴である。ありがとう動画910を事前の収録により生成することで、非特許文献1の技術と比べて、感謝を述べることができる人数を増加させることができる。 Further, the thank-you video 910 is based on the action instruction data created after the end of the game, for example, when the avatar object 610 is not operated based on the action instruction data included in the game progress information. In other words, the viewing of the thank-you video 910 is not the viewing of the live distribution, but the viewing of the pre-recorded one. By generating the thank-you video 910 by pre-recording, the number of people who can express gratitude can be increased as compared with the technique of Non-Patent Document 1.
 また、プロセッサ40は、ありがとう動画910におけるアバターオブジェクト610のモーション(動作)について、予め作成された複数のモーションからプレイヤ4に選択させる。換言すれば、ありがとう動画910におけるモーションは、ゲーム中のアバターオブジェクト610のモーションのように、モーションキャプチャを必要としない。結果として、プレイヤ4は、簡単に、かつ短時間でありがとう動画910の動作指図データを生成することができる。 Further, the processor 40 causes the player 4 to select the motion (movement) of the avatar object 610 in the thank-you video 910 from a plurality of motions created in advance. In other words, the motion in the thank you video 910 does not require motion capture like the motion of the avatar object 610 in the game. As a result, the player 4 can easily generate the operation instruction data of the thank-you moving image 910 in a short time.
 また、配信端末400を、プレイヤ4の携帯端末とすれば、場所を問わずに動作指図データを生成することができる。例えば、外出先でも動作指図データを生成することができる。結果として、より多くのユーザ3に動作指図データを配信することができる。 Further, if the distribution terminal 400 is a mobile terminal of the player 4, operation instruction data can be generated regardless of the location. For example, operation instruction data can be generated even on the go. As a result, the operation instruction data can be distributed to more users 3.
 プレイヤ4は、ユーザリスト234に含まれるすべてのユーザ3に対し、動作指図データを作成してもよいし、一部のユーザ3のみに対し、動作指図データを作成してもよい。一部のユーザ3のみに対し動作指図データを作成する場合、プレイヤ4は、ゲームの進行により貢献したユーザ3を選択してもよい。これにより、ありがとう動画910に特別感が生まれ、各ユーザ3は、動作指図データを自身に送信してもらおうとし、積極的にゲームに参加することとなる。結果として、ユーザ3の継続的なゲームへの参加を促すことができる。また、各ユーザ3に対し、ゲーム中におけるプレイヤ4(アバターオブジェクト610)に対する貢献度の向上を促すことができる。 The player 4 may create operation instruction data for all users 3 included in the user list 234, or may create operation instruction data for only some users 3. When creating operation instruction data for only some users 3, the player 4 may select the user 3 who has contributed to the progress of the game. As a result, a special feeling is created in the thank-you video 910, and each user 3 tries to have the operation instruction data transmitted to himself / herself and actively participates in the game. As a result, it is possible to encourage the user 3 to continuously participate in the game. In addition, it is possible to encourage each user 3 to improve the degree of contribution to the player 4 (avatar object 610) during the game.
 <変形例>
 図28は、ユーザ端末100で実行される動画再生処理の流れの他の例を示すフローチャートである。なお、図28において、ステップS71からS74で実行される処理は、図25のステップS71からS74と同一の処理であるため、ここでは説明を繰り返さない。
<Modification example>
FIG. 28 is a flowchart showing another example of the flow of the moving image reproduction process executed by the user terminal 100. In FIG. 28, the processes executed in steps S71 to S74 are the same as the processes in steps S71 to S74 in FIG. 25, and therefore the description is not repeated here.
 ステップS75において、プロセッサ10は、受信した動作指図データをユーザ端末100に記憶する。ステップS76において、プロセッサ10は、操作受付部111として、ありがとう動画を再生するための第2再生操作を受け付ける。ステップS77において、プロセッサ10は、動画再生部117として、記憶した動作指図データに基づき、ありがとう動画を再生する。 In step S75, the processor 10 stores the received operation instruction data in the user terminal 100. In step S76, the processor 10 accepts the second reproduction operation for reproducing the thank-you moving image as the operation reception unit 111. In step S77, the processor 10 plays a thank-you video as the video playback unit 117 based on the stored operation instruction data.
 このように、ユーザ端末100は、配信端末400から受信された動作指図データをユーザ端末100のメモリ11に保存する。そして、ユーザ端末100は、動作指図データがメモリ11に保存されている場合、ユーザ3から動作指図データに対する操作が行われた際、動作指図データに基づいてアバターオブジェクト610に少なくとも音声を再発話させられる。これにより、ユーザ3は、過去に配信されたありがとう動画をいつでも視聴することができる。なお、ユーザ3による上記操作のタイミングは任意のタイミングであってよい。また、上記操作後の動作指図データに基づく音声の再発話(すなわち、ありがとう動画の再生)のタイミングは、上記操作後であれば、任意のタイミングであってよい。 In this way, the user terminal 100 stores the operation instruction data received from the distribution terminal 400 in the memory 11 of the user terminal 100. Then, when the operation instruction data is stored in the memory 11, the user terminal 100 causes the avatar object 610 to re-speak at least the voice based on the operation instruction data when the user 3 performs an operation on the operation instruction data. Be done. As a result, the user 3 can watch the thank-you video delivered in the past at any time. The timing of the above operation by the user 3 may be any timing. Further, the timing of the recurrence of the voice based on the operation instruction data after the operation (that is, the reproduction of the thank-you video) may be any timing as long as it is after the operation.
 プロセッサ10は、記憶した動作指図データに基づいてありがとう動画を再生する場合、ユーザ3の所定の操作に基づいて、ありがとう動画におけるアバターオブジェクト610の外観を変更したうえでありがとう動画を再生してもよい。プロセッサ10は、アバターオブジェクト610の外観を変更する場合、ユーザ3に関連付けられた仮想通貨、または、ポイントを消費してもよい。該ポイントは、ゲームに参加することによりユーザ3に付与されてもよいし、ゲームにおいてアバターオブジェクト610を支援したことによりユーザ3に付与されてもよい。また、支援の度合いに応じて、付与されるポイントが異なってもよい。例えば、より仮想通貨の消費量が大きいアイテムを投入することにより、より多くのポイントが付与されてもよい。 When the processor 10 plays the thank-you video based on the stored operation instruction data, the processor 10 may play the thank-you video after changing the appearance of the avatar object 610 in the thank-you video based on a predetermined operation of the user 3. .. The processor 10 may consume the virtual currency or points associated with the user 3 when changing the appearance of the avatar object 610. The points may be given to the user 3 by participating in the game, or may be given to the user 3 by supporting the avatar object 610 in the game. In addition, the points awarded may differ depending on the degree of support. For example, more points may be awarded by introducing an item that consumes a larger amount of virtual currency.
 また、プロセッサ10は、課金に関する処理を受け付けた場合に、アバターオブジェクト610の外観を変更してもよい。 Further, the processor 10 may change the appearance of the avatar object 610 when the processing related to billing is accepted.
 プロセッサ10は、動作指図データを記憶する場合、ユーザ3に関連付けられた仮想通貨、または、ポイントを消費してもよい。あるいは、プロセッサ10は、課金に関する処理を受け付けた場合に、動作指図データを記憶してもよい。あるいは、プロセッサ10は、仮想通貨またはポイントを消費した場合、あるいは、課金に関する処理を受け付けた場合に、記憶した動作指図データに基づくありがとう動画の再生を実行してもよい。 When storing the operation instruction data, the processor 10 may consume the virtual currency or points associated with the user 3. Alternatively, the processor 10 may store the operation instruction data when the processing related to the charge is accepted. Alternatively, the processor 10 may execute the reproduction of the thank-you video based on the stored operation instruction data when the virtual currency or points are consumed or the processing related to the billing is accepted.
 プロセッサ10は、仮想通貨またはポイントを消費した場合、あるいは、課金に関する処理を受け付けた場合に、ありがとう動画を視聴したユーザ3による、アバターオブジェクト610への返答のための操作を受け付けてもよい。換言すれば、仮想通貨またはポイントを消費した場合、あるいは、課金に関する処理を受け付けた場合に、ありがとう動画視聴後のユーザ3による、アバターオブジェクト610(プレイヤ4)とのコミュニケーションを可能としてもよい。 The processor 10 may accept an operation for responding to the avatar object 610 by the user 3 who has watched the thank-you video when the virtual currency or points are consumed or the processing related to billing is accepted. In other words, when the virtual currency or points are consumed, or when the processing related to billing is accepted, the user 3 after watching the thank-you video may be able to communicate with the avatar object 610 (player 4).
 配信端末400は、音声データのみをユーザ端末100に配信する構成であってもよい。また、動作指図データ生成の手軽さは減少するが、モーションデータをモーションキャプチャにより生成してもよい。 The distribution terminal 400 may be configured to distribute only voice data to the user terminal 100. Further, although the ease of generating operation instruction data is reduced, motion data may be generated by motion capture.
 プロセッサ40は、モーションデータが選択された後、音声入力を受け付ける前、すなわち、選択されたモーションデータに対応するモーション動画を再生する前に、音声入力の受け付けに関するガイドを表示部452に表示してもよい。例えば、プロセッサ40は、「開始ボタンをタップすると、カウントダウンの後、選択されたモーションが表示されます。モーションに合わせて音声を入力してください」とのテキストと、開始ボタンとしてのUI画像とを表示部452に表示してもよい。開始ボタンへのタップ操作を受け付けた場合、プロセッサ40は、所定時間のカウントダウンを表示した後、モーション動画を再生し、音声入力の受け付けを開始してもよい。このように構成することにより、音声入力を行う前のプレイヤ4に余裕を持たせることができ、音声入力が成功する可能性を向上させることができる。 After the motion data is selected, the processor 40 displays a guide regarding acceptance of the audio input on the display unit 452 before accepting the audio input, that is, before playing the motion moving image corresponding to the selected motion data. May be good. For example, the processor 40 displays the text "When you tap the start button, the selected motion is displayed after the countdown. Please input the voice according to the motion" and the UI image as the start button. It may be displayed on the display unit 452. When the tap operation to the start button is accepted, the processor 40 may play a motion moving image after displaying the countdown for a predetermined time and start accepting the voice input. With such a configuration, it is possible to give a margin to the player 4 before performing the voice input, and it is possible to improve the possibility that the voice input is successful.
 配信端末400における配信処理の際、配信端末400の表示部452に表示される画面は、上述の例に限定されない。図29および図30は、配信端末400に表示される画面のさらなる別の具体例を示す図である。 The screen displayed on the display unit 452 of the distribution terminal 400 during the distribution process in the distribution terminal 400 is not limited to the above example. 29 and 30 are views showing still another specific example of the screen displayed on the distribution terminal 400.
 プロセッサ40は、動作指図データの生成および配信を行うためのアプリケーションのアイコンに対する、ユーザの選択操作を受け付けると、ログイン画面(不図示)を表示部452に表示させる。該選択操作は、一例として上記アイコンに対するタップ操作であってもよい。プロセッサ40は、ログイン画面において、必要な情報の入力を受け付ける。該情報は、一例として、ユーザIDおよびパスワードであってもよい。プロセッサ40は、該情報をサーバ200へ送信し、サーバ200に認証処理を行わせる。認証に成功した旨の通知をサーバ200から受信すると、プロセッサ40は、図29(A)に示すホーム画面2010を表示部452に表示させる。ホーム画面2010を表示させるための各種情報は、配信端末400に予め記憶されていてもよいし、上記通知とともにサーバ200から取得してもよい。 When the processor 40 receives a user selection operation for an application icon for generating and distributing operation instruction data, the processor 40 displays a login screen (not shown) on the display unit 452. As an example, the selection operation may be a tap operation for the above icon. The processor 40 accepts input of necessary information on the login screen. The information may be, for example, a user ID and a password. The processor 40 transmits the information to the server 200, and causes the server 200 to perform an authentication process. Upon receiving the notification from the server 200 that the authentication was successful, the processor 40 causes the display unit 452 to display the home screen 2010 shown in FIG. 29 (A). Various information for displaying the home screen 2010 may be stored in advance in the distribution terminal 400, or may be acquired from the server 200 together with the above notification.
 ホーム画面2010は、一例として、アバターオブジェクト610、および、UI画像2011を含む。UI画像2011は、ゲームに参加したユーザ3のリストを表示するための操作を受け付ける。該操作は、例えば、UI画像2011へのタップ操作であってもよい。本変形例では、該リストは、ゲームに参加した各ユーザ3を、課金額に応じて順位付けしたランキング画面として表示される。該ランキング画面は、各ユーザ3のうち、所定の順位以上(例えば、50位以上)のユーザ3のみを含むものであってもよい。ランキング画面は、一例として、図29(B)に示すランキング画面2020であってもよい。プロセッサ40は、サーバ200から取得したユーザリスト234に基づいて、ランキング画面2020を生成する。あるいは、サーバ200がユーザリスト234に基づいてランキング画面2020を生成し、該ランキング画面2020をプロセッサ40へ送信してもよい。なお、UI画像2011に含まれる、「メッセージ待ち○人」とは、ランキング画面2020に含まれるユーザ3のうち、動作指図データがユーザ端末100に送信されていないユーザの人数を示す。図29(A)の例では、ランキング画面2020に含まれるユーザ3のうち、2人に動作指図データが送信されていない。 The home screen 2010 includes an avatar object 610 and a UI image 2011 as an example. The UI image 2011 accepts an operation for displaying a list of users 3 who have participated in the game. The operation may be, for example, a tap operation on the UI image 2011. In this modification, the list is displayed as a ranking screen in which each user 3 who participated in the game is ranked according to the billing amount. The ranking screen may include only users 3 having a predetermined rank or higher (for example, 50th rank or higher) among the users 3. As an example, the ranking screen may be the ranking screen 2020 shown in FIG. 29 (B). The processor 40 generates the ranking screen 2020 based on the user list 234 acquired from the server 200. Alternatively, the server 200 may generate a ranking screen 2020 based on the user list 234 and transmit the ranking screen 2020 to the processor 40. The "message waiting ○ person" included in the UI image 2011 indicates the number of users among the users 3 included in the ranking screen 2020 for which the operation instruction data has not been transmitted to the user terminal 100. In the example of FIG. 29A, the operation instruction data is not transmitted to two of the users 3 included in the ranking screen 2020.
 ランキング画面2020は、タイトル画像2021、ユーザ情報2023A、ユーザ情報2023Bを含む。タイトル画像2021は、「ランキング」とのテキストを含み、該画面がランキング画面であることをプレイヤ4に通知する。タイトル画像2021は、UI画像2022を含む。UI画像2022は、前の画面を再表示させる(前の画面に戻る)ための操作を受け付ける。該操作は、例えば、UI画像2022へのタップ操作であってもよい。UI画像2022へのタップ操作を受け付けると、プロセッサ40は、ホーム画面2010を表示部452に再度表示させる。 The ranking screen 2020 includes the title image 2021, the user information 2023A, and the user information 2023B. The title image 2021 includes the text "ranking" and notifies the player 4 that the screen is a ranking screen. The title image 2021 includes a UI image 2022. The UI image 2022 accepts an operation for redisplaying the previous screen (returning to the previous screen). The operation may be, for example, a tap operation on the UI image 2022. Upon receiving the tap operation on the UI image 2022, the processor 40 causes the display unit 452 to display the home screen 2010 again.
 ユーザ情報2023A、2023B、2023Cは、ゲームに参加したユーザ3の情報を示す画像である。ユーザ情報2023A、2023Bは、それぞれ、アイコン2024A,2024B、ユーザ名2025A,2025B、順位2026A,2026B、課金額2027A,2027B、送信回数2028A,2028Bを含む。なお、これらについて、区別する必要が無い場合、符号の末尾のアルファベットを省略して記載する。また、ユーザ情報2023Aは、さらに、送信済通知2029、および、前回送信日2030を含む。また、ユーザ情報2023Cは、少なくとも、アイコン2024、ユーザ名2025、順位2026、課金額2027、および送信回数2028を含むが、ユーザ情報2023Cの大部分が、表示部452の表示領域外にあるため、図29(B)の例では表示部452に表示されていない。プロセッサ40は、一例として、タッチスクリーン45に対する、接触させた指などの指示体を移動させる操作(フリック操作、ドラッグ操作など)を受け付けると、表示部452の表示領域に表示させる、ランキング画面2020の領域を変更させてもよい。換言すれば、プロセッサ40は、ランキング画面2020をスクロールさせてもよい。以降、スクロールのための操作を「スクロール操作」と記載する。 User information 2023A, 2023B, 2023C are images showing information of the user 3 who participated in the game. The user information 2023A and 2023B include icons 2024A and 2024B, user names 2025A and 2025B, ranks 2026A and 2026B, billing amounts 2027A and 2027B, and transmission times 2028A and 2028B, respectively. If it is not necessary to distinguish between them, the alphabet at the end of the code is omitted. Further, the user information 2023A further includes the transmitted notification 2029 and the previous transmission date 2030. Further, the user information 2023C includes at least an icon 2024, a user name 2025, a rank 2026, a billing amount 2027, and a number of transmissions 2028, but most of the user information 2023C is outside the display area of the display unit 452. In the example of FIG. 29B, it is not displayed on the display unit 452. As an example, when the processor 40 receives an operation (flick operation, drag operation, etc.) for moving an indicator such as a finger touched to the touch screen 45, the processor 40 displays it in the display area of the display unit 452. The area may be changed. In other words, the processor 40 may scroll the ranking screen 2020. Hereinafter, the operation for scrolling will be referred to as "scrolling operation".
 なお、本変形例において、ユーザ情報2023Aはユーザ3Aの、ユーザ情報2023Bはユーザ3Bのユーザ情報であるとする。 In this modification, the user information 2023A is the user information of the user 3A, and the user information 2023B is the user information of the user 3B.
 アイコン2024は、一例として、各ユーザ3が事前に設定した画像である。ユーザ名2025は、ユーザリスト234において、「ユーザ」のカラムに格納されている、ゲームに参加した各ユーザ3を示す情報である。順位2026は、各ユーザ3の順位を示す。課金額2027は、各ユーザ3が、システム1で実行されるゲームに対して課金した金額を示す。なお、本変形例では、課金額2027が示す金額が高いほど、順位2026が示す順位が高くなる。また、本変形例では、順位2026が示す順位が高いほど、ユーザ情報2023がランキング画面2020において上部に配置される。換言すれば、ランキング画面2020は、順位2026が示す順位の順に、ユーザ情報2023を並べた画面である。 The icon 2024 is, for example, an image set in advance by each user 3. The user name 2025 is information indicating each user 3 who participated in the game, which is stored in the column of "user" in the user list 234. The rank 2026 indicates the rank of each user 3. The billing amount 2027 indicates the amount charged by each user 3 for the game executed by the system 1. In this modification, the higher the amount indicated by the billing amount 2027, the higher the ranking indicated by the rank 2026. Further, in this modification, the higher the rank indicated by the rank 2026, the higher the user information 2023 is arranged on the ranking screen 2020. In other words, the ranking screen 2020 is a screen in which the user information 2023 is arranged in the order of the ranking indicated by the ranking 2026.
 送信回数2028は、ユーザ3に対して過去に動作指図データを送信した回数を示す。例えば、送信回数2028Aは、該回数が「2」であるので、プレイヤ4が、ユーザ3Aのユーザ端末100Aに、ありがとう動画再生のための動作指図データを過去に2回送信したことを示している。一方、送信回数2028Bは、該回数が「0」であるので、プレイヤ4は、ユーザ3Bのユーザ端末100Bに、動作指図データを過去に送信したことが無いことを示している。 The number of transmissions 2028 indicates the number of times the operation instruction data has been transmitted to the user 3 in the past. For example, the number of transmissions 2028A indicates that the player 4 has transmitted the operation instruction data for playing the thank-you video twice in the past to the user terminal 100A of the user 3A because the number of transmissions is "2". .. On the other hand, since the number of transmissions 2028B is "0", the player 4 indicates that the operation instruction data has never been transmitted to the user terminal 100B of the user 3B.
 送信済通知2029は、今回のゲームプレイの後、ユーザ3のユーザ端末100に対して動画指図データを既に送信している場合に表示される。図29(B)の例では、ユーザ情報2023Aに送信済通知2029が含まれているので、プレイヤ4が、今回のゲームプレイの後、ユーザ3Aのユーザ端末100Aに動作指図データを送信したことを示している。一方、ユーザ3Bのユーザ端末100Bには、動作指図データを送信したことが無いため、ユーザ情報2023Bには送信済通知2029は含まれない。 The transmitted notification 2029 is displayed when the video instruction data has already been transmitted to the user terminal 100 of the user 3 after the current game play. In the example of FIG. 29B, since the transmitted notification 2029 is included in the user information 2023A, it is determined that the player 4 has transmitted the operation instruction data to the user terminal 100A of the user 3A after the current game play. Shows. On the other hand, since the user terminal 100B of the user 3B has never transmitted the operation instruction data, the user information 2023B does not include the transmitted notification 2029.
 前回送信日2030は、動作指図データの送信について、直近の送信日を示す。ユーザ3Bのユーザ端末100Bには、動作指図データを送信したことが無いため、ユーザ情報2023Bには前回送信日2030は含まれない。 The previous transmission date 2030 indicates the latest transmission date for the transmission of operation instruction data. Since the operation instruction data has never been transmitted to the user terminal 100B of the user 3B, the user information 2023B does not include the previous transmission date 2030.
 ユーザ情報2023は、プレイヤ4の操作を受け付けるUI画像としても機能する。該操作は、例えば、ユーザ情報2023に対するタップ操作であってもよい。一例として、プロセッサ40は、ユーザ情報2023に対するタップ操作を受け付けると、該タップ操作を受け付けたユーザ情報2023の詳細を示す詳細画面を、表示部452に表示させる。詳細画面は、一例として、図29(C)に示す詳細画面2040であってもよい。 The user information 2023 also functions as a UI image that accepts the operation of the player 4. The operation may be, for example, a tap operation for the user information 2023. As an example, when the processor 40 receives a tap operation for the user information 2023, the processor 40 causes the display unit 452 to display a detailed screen showing the details of the user information 2023 that has received the tap operation. As an example, the detail screen may be the detail screen 2040 shown in FIG. 29 (C).
 詳細画面2040は、一例として、上述のタイトル画像2021、および、ユーザ情報2041を含む。詳細画面2040におけるUI画像2022へのタップ操作を受け付けた場合、プロセッサ40は、ホーム画面2010を表示部452に再度表示させてもよいし、ランキング画面2020を表示部452に再度表示させてもよい。 The detail screen 2040 includes the above-mentioned title image 2021 and user information 2041 as an example. When the tap operation to the UI image 2022 on the detail screen 2040 is accepted, the processor 40 may display the home screen 2010 again on the display unit 452, or may display the ranking screen 2020 again on the display unit 452. ..
 図29(C)に示すユーザ情報2041は、ユーザ3Aのユーザ情報を示す画像である。すなわち、プロセッサ40は、ランキング画面2020において、ユーザ情報2023Aに対するタップ操作を受け付けた結果、図29(C)に示すユーザ情報2041を表示部452に表示している。 The user information 2041 shown in FIG. 29 (C) is an image showing the user information of the user 3A. That is, as a result of accepting the tap operation for the user information 2023A on the ranking screen 2020, the processor 40 displays the user information 2041 shown in FIG. 29 (C) on the display unit 452.
 ユーザ情報2041は、一例として、上述のアイコン2024A、ユーザ名2025A、順位2026A、課金額2027A、および送信回数2028A、前回送信日2030を含む。これらについては既に説明しているため、説明を繰り返さない。さらに、ユーザ情報2041は、一例として、UI画像2031~2034、2037、2038、詳細表示領域2035、およびスクロールバー2036を含む。 As an example, the user information 2041 includes the above-mentioned icon 2024A, user name 2025A, rank 2026A, billing amount 2027A, transmission number 2028A, and previous transmission date 2030. Since these have already been explained, the explanation will not be repeated. Further, the user information 2041 includes, as an example, UI images 2031 to 2034, 2037, 2038, a detailed display area 2035, and a scroll bar 2036.
 UI画像2031は、ユーザ3Aのユーザ端末100Aに対し過去に送信した動作指図データの履歴を示す履歴画面(不図示)を表示させるための操作を受け付ける。該操作は、例えば、UI画像2031に対するタップ操作であってもよい。該履歴画面は、一例として、過去に送信した動作指図データの各々を示すUI画像を、現在から近い順に並べた画面であってもよい。プロセッサ40は、該UI画像に対するタップ操作を受け付けると、該UI画像に対応する動作指図データを用いて動画(ありがとう動画)を再生してもよい。 The UI image 2031 accepts an operation for displaying a history screen (not shown) showing a history of operation instruction data transmitted in the past to the user terminal 100A of the user 3A. The operation may be, for example, a tap operation on the UI image 2031. As an example, the history screen may be a screen in which UI images showing each of the operation instruction data transmitted in the past are arranged in order from the present. When the processor 40 receives the tap operation for the UI image, the processor 40 may play a moving image (thank you moving image) using the operation instruction data corresponding to the UI image.
 UI画像2032~2034は、詳細表示領域2035に各種情報を表示させるための操作を受け付ける。該操作は、例えば、UI画像2032~2034それぞれに対するタップ操作であってもよい。詳細表示領域2035は、ユーザ3Aのゲームへの参加について、詳細な情報を表示する領域である。 The UI images 2032 to 2034 accept operations for displaying various information in the detailed display area 2035. The operation may be, for example, a tap operation for each of the UI images 2032 to 2034. The detailed display area 2035 is an area for displaying detailed information about the user 3A's participation in the game.
 図29(C)の例では、UI画像2034の表示態様が、UI画像2032およびUI画像2033と異なっている。これはすなわち、図29(C)の例は、UI画像2034へのタップ操作を受け付けた後の詳細画面2040を示している。UI画像2034は、詳細表示領域2035に、ユーザリスト234においてユーザ3Aに対応付けられているタグを表示させるためのタップ操作を受け付ける。このため、図29(C)の例では、詳細表示領域2035に、ユーザリスト234においてユーザ3Aに対応付けられているタグが表示されている。 In the example of FIG. 29C, the display mode of the UI image 2034 is different from that of the UI image 2032 and the UI image 2033. That is, the example of FIG. 29C shows the detail screen 2040 after accepting the tap operation to the UI image 2034. The UI image 2034 accepts a tap operation for displaying the tag associated with the user 3A in the user list 234 in the detailed display area 2035. Therefore, in the example of FIG. 29C, the tag associated with the user 3A in the user list 234 is displayed in the detailed display area 2035.
 UI画像2032は、詳細表示領域2035に、ユーザ3Aが直近のゲームにおいてアバターオブジェクト610に送ったコメントを表示させるためのタップ操作を受け付ける。UI画像2033は、詳細表示領域2035に、ユーザ3Aが直近のゲームにおいてアバターオブジェクト610に贈ったアイテムを表示させるためのタップ操作を受け付ける。すなわち、プロセッサ40は、UI画像2032に対するタップ操作を受け付けると、詳細表示領域2035に、ユーザ3Aが直近のゲームにおいてアバターオブジェクト610に送ったコメントの一覧を表示させる。また、プロセッサ40は、UI画像2033に対するタップ操作を受け付けると、詳細表示領域2035に、ユーザ3Aが直近のゲームにおいてアバターオブジェクト610に贈ったアイテムの一覧を表示させる。 The UI image 2032 accepts a tap operation for displaying the comment sent by the user 3A to the avatar object 610 in the latest game in the detailed display area 2035. The UI image 2033 accepts a tap operation for displaying the item presented to the avatar object 610 by the user 3A in the latest game in the detailed display area 2035. That is, when the processor 40 receives the tap operation for the UI image 2032, the processor 40 causes the detailed display area 2035 to display a list of comments sent by the user 3A to the avatar object 610 in the latest game. Further, when the processor 40 receives the tap operation for the UI image 2033, the processor 40 causes the detailed display area 2035 to display a list of items presented to the avatar object 610 by the user 3A in the latest game.
 プロセッサ40は、詳細画面2040を表示部452に表示させる際、UI画像2032~2034のいずれかが選択されたものとみなし、対応する情報を詳細表示領域2035に表示させてもよい。すなわち、詳細画面2040は、UI画像2032~2034のいずれかに対応する情報が、詳細表示領域2035にデフォルトで表示される画面であってもよい。 When displaying the detail screen 2040 on the display unit 452, the processor 40 may consider that any one of the UI images 2032 to 2034 is selected, and display the corresponding information in the detail display area 2035. That is, the detail screen 2040 may be a screen in which the information corresponding to any of the UI images 2032 to 2034 is displayed by default in the detail display area 2035.
 スクロールバー2036は、スクロール操作を受け付けるUI画像である。プロセッサ40は、スクロール操作を受け付けると、詳細表示領域2035においてスクロールを行い、スクロール前に非表示であった情報を表示させる。スクロール操作は、スクロールバー2036が表示されている位置とは異なる位置に入力されてもよい。 The scroll bar 2036 is a UI image that accepts scroll operations. When the processor 40 receives the scroll operation, the processor 40 scrolls in the detailed display area 2035 and displays the information that was hidden before the scroll. The scroll operation may be input at a position different from the position where the scroll bar 2036 is displayed.
 UI画像2037は、動画指図データを生成するための操作を受け付ける。UI画像2038は、詳細画面2040を非表示とし、ホーム画面2010またはランキング画面2020を再表示させるための操作を受け付ける。これらの操作は、例えば、UI画像2037、2038に対するタップ操作であってもよい。 The UI image 2037 accepts an operation for generating video instruction data. The UI image 2038 hides the detail screen 2040 and accepts an operation for redisplaying the home screen 2010 or the ranking screen 2020. These operations may be, for example, tap operations for UI images 2037 and 2038.
 UI画像2037に対するタップ操作を受け付けると、プロセッサ40は、一例として、図30(A)に示す準備画面2050を表示部452に表示させる。準備画面2050は、一例として、アバターオブジェクト610、UI画像2051、テキスト2052、選択画像2053を含む。UI画像2051は、動画指図データの生成を中止するための操作を受け付ける。該操作は一例として、UI画像2051に対するタップ操作であってもよい。テキスト2052は、一例として、動作指図データの宛先、および、現在の画面が動作指図データを生成するための画面であることを示すテキストである。 Upon receiving the tap operation for the UI image 2037, the processor 40 causes the display unit 452 to display the preparation screen 2050 shown in FIG. 30A as an example. The preparation screen 2050 includes, as an example, an avatar object 610, a UI image 2051, a text 2052, and a selected image 2053. The UI image 2051 accepts an operation for stopping the generation of the moving image instruction data. As an example, the operation may be a tap operation for the UI image 2051. The text 2052 is, for example, a text indicating that the destination of the operation instruction data and the current screen are screens for generating the operation instruction data.
 選択画像2053は、一例として、動作指図データに基づく動画の再生時間をプレイヤ4に選択させる画像である。選択画像2053は、例えば、UI画像である選択肢2054A~2054Cを含む。選択肢2054Aを選択する操作を受け付けると、プロセッサ40は、動画の再生時間を10秒に決定する。選択肢2054Bを選択する操作を受け付けると、プロセッサ40は、動画の再生時間を20秒に決定する。選択肢2054Cを選択する操作を受け付けると、プロセッサ40は、動画の再生時間を30秒に決定する。該選択する操作は、例えば、選択肢2054A~2054Cの何れかに対するタップ操作であってもよい。なお、本変形例では、選択肢2054Cを選択する操作を受け付けたものとする。また、選択肢の種類および数は、図30(A)の例に限定されない。 The selected image 2053 is, for example, an image that causes the player 4 to select the playback time of the moving image based on the operation instruction data. The selected image 2053 includes, for example, options 2054A-2054C which are UI images. Upon accepting the operation of selecting option 2054A, the processor 40 determines the playback time of the moving image to be 10 seconds. Upon accepting the operation of selecting option 2054B, the processor 40 determines the playback time of the moving image to be 20 seconds. Upon accepting the operation of selecting option 2054C, the processor 40 determines the playback time of the moving image to be 30 seconds. The selected operation may be, for example, a tap operation for any of the options 2054A to 2054C. In this modification, it is assumed that the operation of selecting option 2054C is accepted. Further, the types and numbers of options are not limited to the example of FIG. 30 (A).
 選択肢2054A~2054Cの何れかに対するタップ操作を受け付けると、プロセッサ40は、一例として、図30(B)に示す準備画面2060を表示部452に表示させる。準備画面2060は、一例として、アバターオブジェクト610、UI画像2051、テキスト2052、選択画像2061を含む。 When the tap operation for any of the options 2054A to 2054C is accepted, the processor 40 causes the display unit 452 to display the preparation screen 2060 shown in FIG. 30B as an example. The preparation screen 2060 includes, as an example, an avatar object 610, a UI image 2051, a text 2052, and a selected image 2061.
 選択画像2061は、一例として、動作指図データに含まれるモーションデータをプレイヤ4に選択させる画像である。選択画像2061は、例えば、UI画像である選択肢2062A~2062F、および、UI画像2063を含む。選択肢2062A~2062Fはそれぞれ、異なるモーションデータに対応付けられており、選択肢2062A~2062Fのいずれかを選択する操作(例えば、選択肢2062A~2062Fのいずれかへのタップ操作)を受け付けると、プロセッサ40は、選択された選択肢に対応するモーションデータを特定する。選択肢2062A~2062Fの各々は、一例として、感情を示すテキストを含む。該テキストは、選択肢2062A~2062Fの各々に対応するモーションデータにおけるモーションが、テキストが示す感情に応じたモーションであることを示す。例えば、選択肢2062Aに対応するモーションデータにおけるモーションは、「嬉しい」という感情に応じたモーションである。換言すれば、該モーションは、アバターオブジェクト610が、嬉しいという感情を表現するモーションである。 The selected image 2061 is, for example, an image that causes the player 4 to select the motion data included in the motion instruction data. The selected image 2061 includes, for example, options 2062A to 2062F, which are UI images, and UI image 2063. The options 2062A to 2062F are associated with different motion data, respectively, and when the operation of selecting any of the options 2062A to 2062F (for example, the tap operation to any of the options 2062A to 2062F) is accepted, the processor 40 receives the operation. , Identify the motion data corresponding to the selected choice. Each of the options 2062A-2062F includes, as an example, a text indicating emotions. The text indicates that the motion in the motion data corresponding to each of the options 2062A to 2062F is a motion corresponding to the emotion indicated by the text. For example, the motion in the motion data corresponding to the option 2062A is a motion corresponding to the emotion of "happy". In other words, the motion is a motion in which the avatar object 610 expresses the feeling of being happy.
 プロセッサ40は、選択肢2062A~2062Fのいずれかへのタップ操作を受け付けると、タップ操作が入力された選択肢の表示態様を、他の選択肢の表示態様と異ならせてもよい。図30(B)の例では、選択肢2062Aの表示態様が、他の選択肢の表示態様と異なっている。すなわち、図30(B)の例は、選択肢2062に対してタップ操作が入力された後の準備画面2060を示している。 When the processor 40 accepts the tap operation to any of the options 2062A to 2062F, the display mode of the option to which the tap operation is input may be different from the display mode of the other options. In the example of FIG. 30B, the display mode of option 2062A is different from the display mode of other options. That is, the example of FIG. 30B shows the preparation screen 2060 after the tap operation is input to the option 2062.
 UI画像2063は、動画指図データに含めるモーションデータを、選択されたモーションデータに決定するための操作を受け付ける。該操作は、UI画像2063に対するタップ操作であってもよい。UI画像2063に対するタップ操作を受け付けると、プロセッサ40は、動画指図データに含めるモーションデータを、選択されたモーションデータに決定する。図30(B)の例において、UI画像2063に対するタップ操作を受け付けると、プロセッサ40は、動画指図データに含めるモーションデータを、選択肢2062Aに対応するモーションデータに決定する。 The UI image 2063 accepts an operation for determining the motion data to be included in the video instruction data as the selected motion data. The operation may be a tap operation on the UI image 2063. Upon receiving the tap operation for the UI image 2063, the processor 40 determines the motion data to be included in the moving image instruction data as the selected motion data. In the example of FIG. 30B, when the tap operation for the UI image 2063 is received, the processor 40 determines the motion data to be included in the moving image instruction data as the motion data corresponding to the option 2062A.
 なお、モーションデータの数および種類、すなわち選択画像2061における選択肢の数および種類は、図30(B)の例に限定されない。選択肢の数が多く、選択肢の一部が選択画像2061内に表示できない場合、選択画像2061は、スクロールバーを含んでもよい。プロセッサ40は、スクロール操作を受け付けると、選択画像2061においてスクロールを行い、スクロール前に非表示であった選択肢を表示させる。スクロール操作は、該スクロールバーが表示されている位置とは異なる位置に入力されてもよい。 The number and types of motion data, that is, the number and types of options in the selected image 2061, are not limited to the example of FIG. 30 (B). If the number of choices is large and some of the choices cannot be displayed in the selection image 2061, the selection image 2061 may include a scroll bar. When the processor 40 accepts the scroll operation, it scrolls in the selected image 2061 and displays the options that were hidden before the scroll. The scroll operation may be input at a position different from the position where the scroll bar is displayed.
 UI画像2063に対するタップ操作を受け付けると、プロセッサ40は、一例として、図30(C)に示す音声入力画面2070を表示部452に表示させる。音声入力画面2070は、一例として、アバターオブジェクト610、UI画像2051、テキスト2052、タイムバー2071、UI画像2072、2073を含む。 Upon receiving the tap operation for the UI image 2063, the processor 40 causes the display unit 452 to display the voice input screen 2070 shown in FIG. 30C as an example. The voice input screen 2070 includes, as an example, an avatar object 610, a UI image 2051, a text 2052, a time bar 2071, and UI images 2072, 2073.
 タイムバー2071は、動作指図データの残り時間を示すUI画像である。タイムバー2071は、その全体が第1色(図30(C)の例では白色)に着色されており、左端部に「0:00」、右端部に「0:30」というテキストを含む。すなわち、タイムバー2071の長手方向の長さは、30秒間の時間の経過を示す。 The time bar 2071 is a UI image showing the remaining time of the operation instruction data. The time bar 2071 is entirely colored in the first color (white in the example of FIG. 30C), and includes the text "0:00" at the left end and "0:30" at the right end. That is, the longitudinal length of the time bar 2071 indicates the passage of time for 30 seconds.
 UI画像2072は、音声の入力を開始するための操作を受け付けるUI画像である。該操作は、例えば、UI画像2072に対するタップ操作であってもよい。プレイヤ4は、UI画像2072に対するタップ操作を入力した後、発話を開始する。UI画像2072に対するタップ操作を受け付けると、プロセッサ40は、プレイヤ4が発話した音声を受け付け、該音声から音声データを生成する。また、プロセッサ40は、タイムバー2071の態様を、時間の経過に伴って変更する。一例として、プロセッサ40は、時間の経過にあわせて、タイムバー2071の左端部から右端部に向かって、タイムバー2071の色を第1色から第2色に変更する。この例の場合、タイムバー2071は、UI画像2072に対するタップ操作を受け付けてから30秒後に、その全体が第2色に着色される。 The UI image 2072 is a UI image that accepts an operation for starting voice input. The operation may be, for example, a tap operation on the UI image 2072. The player 4 starts speaking after inputting a tap operation on the UI image 2072. When the tap operation for the UI image 2072 is received, the processor 40 receives the voice spoken by the player 4 and generates voice data from the voice. Further, the processor 40 changes the aspect of the time bar 2071 with the passage of time. As an example, the processor 40 changes the color of the time bar 2071 from the first color to the second color from the left end portion to the right end portion of the time bar 2071 with the passage of time. In the case of this example, the time bar 2071 is entirely colored in the second color 30 seconds after receiving the tap operation on the UI image 2072.
 また、UI画像2072に対するタップ操作を受け付けると、プロセッサ40は、一例として、UI画像2072を、音声の入力を終了するための操作を受け付けるUI画像(不図示)に変更してもよい。該操作は、例えば、該UI画像に対するタップ操作であってもよい。該UI画像に対するタップ操作を受け付ける、または、準備画面2050で選択した時間が経過すると、プロセッサ40は、音声の受け付けを終了し、音声データの生成を完了させる。そして、プロセッサ40は、選択されたモーションデータと、該音声データとから動作指図データを生成する。 Further, when the tap operation for the UI image 2072 is accepted, the processor 40 may change the UI image 2072 to a UI image (not shown) that accepts an operation for terminating the input of the voice, as an example. The operation may be, for example, a tap operation on the UI image. When the tap operation for the UI image is accepted or the time selected on the preparation screen 2050 elapses, the processor 40 ends the acceptance of the voice and completes the generation of the voice data. Then, the processor 40 generates operation instruction data from the selected motion data and the voice data.
 続いて、プロセッサ40は、音声の入力を終了するための操作を受け付けるUI画像、および、UI画像2073に代えて、動作指図データに基づいて動画を再生するための操作を受け付けるUI画像、動作指図データを選択したユーザ3(本変形例ではユーザ3A)に送信するための操作を受け付けるUI画像、および、音声データの撮り直しを行うための操作を受け付けるUI画像を表示部452に表示させてもよい。これらの操作は、UI画像それぞれに対するタップ操作であってもよい。 Subsequently, the processor 40 receives a UI image that accepts an operation for terminating the input of voice, and a UI image and an operation instruction that accepts an operation for playing a moving image based on the operation instruction data instead of the UI image 2073. Even if the display unit 452 displays a UI image that accepts an operation for transmitting the data to the selected user 3 (user 3A in this modification) and a UI image that accepts an operation for retaking the audio data. good. These operations may be tap operations for each UI image.
 動作指図データを選択したユーザ3に送信するための操作を受け付けるUI画像に対するタップ操作を受け付けると、プロセッサ40は、動作指図データをサーバ200へ送信し、選択したユーザ3のユーザ端末100へ動作指図データを送信させる。プロセッサ40は、該タップ操作を受け付けた場合に、動作指図データを送信するか否かをユーザに再度確認させる確認画面を表示させてもよい。該確認画面は、例えば、動作指図データを送信するための操作を受け付けるUI画像と、送信を中止するための操作を受け付けるUI画像とを含む。 When the tap operation for the UI image that accepts the operation for transmitting the operation instruction data to the selected user 3 is received, the processor 40 transmits the operation instruction data to the server 200 and the operation instruction is sent to the user terminal 100 of the selected user 3. Have the data sent. When the tap operation is accepted, the processor 40 may display a confirmation screen for the user to confirm again whether or not to transmit the operation instruction data. The confirmation screen includes, for example, a UI image that accepts an operation for transmitting operation instruction data and a UI image that accepts an operation for canceling transmission.
 動作指図データをサーバ200へ送信すると、プロセッサ40は、一例として、送信が完了したことをユーザに通知する通知画面を表示する。該通知画面は、例えば、ランキング画面2020を再表示させるための操作を受け付けるUI画像を含む。プロセッサ40は、直近の動作指図データの送信に伴い、該当するユーザ3のユーザ情報2023において、送信回数2028および前回送信日2030を更新する。該当するユーザ3に対し、過去に動作指図データを送信したことが無い場合、ユーザ情報2023に、送信済通知2029を追加する。 When the operation instruction data is transmitted to the server 200, the processor 40 displays, for example, a notification screen notifying the user that the transmission is completed. The notification screen includes, for example, a UI image that accepts an operation for redisplaying the ranking screen 2020. The processor 40 updates the transmission number 2028 and the previous transmission date 2030 in the user information 2023 of the corresponding user 3 in accordance with the transmission of the latest operation instruction data. If the operation instruction data has not been transmitted to the corresponding user 3 in the past, the transmitted notification 2029 is added to the user information 2023.
 UI画像2073は、タグを音声入力画面2070に表示するための操作を受け付けるUI画像である。該操作は、例えば、UI画像2073に対するタップ操作であってもよい。UI画像2073に対するタップ操作を受け付けると、プロセッサ40は、図30(D)に示すように、タグ画像2074を音声入力画面2070に重畳させて表示させる。 The UI image 2073 is a UI image that accepts an operation for displaying the tag on the voice input screen 2070. The operation may be, for example, a tap operation on the UI image 2073. Upon receiving the tap operation for the UI image 2073, the processor 40 superimposes the tag image 2074 on the voice input screen 2070 and displays it as shown in FIG. 30 (D).
 タグ画像2074は、ユーザリスト234において、該当するユーザ3(本変形例ではユーザ3A)に対応付けられているタグを含む。タグ画像2074が表示されることにより、プレイヤ4はタグ、すなわち、ユーザ3Aがゲームにおいて行った支援の内容を確認しながら、音声を入力することができる。これにより、プレイヤ4は、ユーザ3Aが行った支援の内容に即した適切な音声データを生成することができる。 The tag image 2074 includes a tag associated with the corresponding user 3 (user 3A in this modification) in the user list 234. By displaying the tag image 2074, the player 4 can input the voice while confirming the tag, that is, the content of the support provided by the user 3A in the game. As a result, the player 4 can generate appropriate voice data according to the content of the support provided by the user 3A.
 なお、タグ画像2074は、タグ以外の情報、例えば、ユーザの課金額、動作指図データの前回送信日、投稿したコメントの一覧、投入したアイテムの一欄などを含んでいてもよい。あるいは、タグ画像2074に含まれるUI画像(不図示)への操作を受け付けた場合に、プロセッサ40は、タグ以外の上記情報を表示部452(例えば、タグ画像2074内)に表示させてもよい。 Note that the tag image 2074 may include information other than the tag, for example, the user's billing amount, the previous transmission date of the operation instruction data, a list of posted comments, a column of the input item, and the like. Alternatively, when the operation on the UI image (not shown) included in the tag image 2074 is accepted, the processor 40 may display the above information other than the tag on the display unit 452 (for example, in the tag image 2074). ..
 UI画像2073に対するタップ操作を受け付けると、プロセッサ40は、図30(D)に示すように、UI画像2073をUI画像2075に変更してもよい。UI画像2075は、タグ画像2074を非表示とするための操作を受け付けるUI画像である。該操作は、例えば、UI画像2075に対するタップ操作であってもよい。UI画像2075に対するタップ操作を受け付けると、プロセッサ40は、タグ画像2074を非表示とする。すなわち、音声入力画面2070は、図30(C)に示す音声入力画面2070に戻る。 Upon receiving the tap operation for the UI image 2073, the processor 40 may change the UI image 2073 to the UI image 2075 as shown in FIG. 30 (D). The UI image 2075 is a UI image that accepts an operation for hiding the tag image 2074. The operation may be, for example, a tap operation on the UI image 2075. Upon receiving the tap operation for the UI image 2075, the processor 40 hides the tag image 2074. That is, the voice input screen 2070 returns to the voice input screen 2070 shown in FIG. 30 (C).
 ホーム画面2010は、異なるランキング画面を表示させるための操作を受け付ける複数のUI画像を含んでもよい。異なるランキング画面とは、例えば、直近1週間の課金額に応じたランキングである週間ランキングのランキング画面、直近1カ月の課金額に応じたランキングである月間ランキングのランキング画面、サービス開始から現在までの累計の課金額に応じたランキングである累計ランキングのランキング画面などが挙げられるが、これに限定されない。 The home screen 2010 may include a plurality of UI images that accept operations for displaying different ranking screens. The different ranking screens are, for example, a weekly ranking ranking screen that is a ranking according to the billing amount of the last week, a monthly ranking ranking screen that is a ranking according to the billing amount of the last month, and a service start to the present. The ranking screen of the cumulative ranking, which is the ranking according to the cumulative billing amount, is mentioned, but is not limited to this.
 また、ランキングは、課金額の大きさのみで順位が決定されるものに限定されない。例えば、ランキングは、課金額の大きさと、ゲームにおいて獲得したポイントの値とに基づいて順位が決定されてもよい。この例において、順位は、課金額の値とポイントの値とを合計した合計値の大きい順としてもよいし、課金額の値とポイントの値の各々に対し、それぞれ重み付けを行った後に合計してもよい。 Also, the ranking is not limited to the one whose ranking is determined only by the size of the billing amount. For example, the ranking may be determined based on the size of the charge amount and the value of the points earned in the game. In this example, the ranking may be in descending order of the total value of the total value of the charge amount and the point value, or each of the charge amount value and the point value is weighted and then totaled. You may.
 また、モーションデータは、表情の変化を含まないものであってもよい。この例の場合、動画におけるアバターオブジェクト610の表情については、プレイヤ4の表情の変化をキャプチャして生成した、表情データを用いて変化させてもよい。換言すれば、プロセッサ40は、プレイヤ4の表情の変化をキャプチャし表情データを生成する。そして、音声データ、モーションデータ、表情データを含む動作指図データを生成し、ユーザ端末100へ送信する。プロセッサ40は、音声を入力しているプレイヤ4の表情をキャプチャして表情データを生成してもよいし、音声の入力とは別のタイミングでプレイヤ4の表情をキャプチャして表情データを生成してもよい。 Further, the motion data may not include changes in facial expressions. In the case of this example, the facial expression of the avatar object 610 in the moving image may be changed by using the facial expression data generated by capturing the change in the facial expression of the player 4. In other words, the processor 40 captures changes in the facial expressions of the player 4 and generates facial expression data. Then, the operation instruction data including the voice data, the motion data, and the facial expression data is generated and transmitted to the user terminal 100. The processor 40 may capture the facial expression of the player 4 who is inputting the voice and generate the facial expression data, or may capture the facial expression of the player 4 at a timing different from the input of the voice and generate the facial expression data. You may.
 また、システム1において実行されるゲームは、プレイヤ4がゲームをプレイし、各ユーザ3はプレイヤ4(アバターオブジェクト610)を支援する形態のゲームに限定されない。例えば、該ゲームは、プレイヤ4がゲームマスターまたは司会者として参加し、各ユーザ3がプレイヤとして参加する形態のゲームであってもよいし、複数のユーザ3から1または数名のユーザ3が、プレイヤ4と対戦する形態のゲームであってもよい。このように、システム1において実行されるゲームへのユーザ3の参加形態は、ゲームの形態に応じて異なる。このため、ありがとう動画におけるアバターオブジェクト610の発話内容は、ユーザ3がゲームにおいてアバターオブジェクト610を支援した内容と、この支援に対する感謝とを含むものに限定されない。該発話内容は、一例として、ユーザ3がゲームに関与した内容と、ユーザ3への感謝とを含むものであればよい。この感謝は、例えば、ユーザ3がゲームに参加したことへの感謝であってもよい。また、該発話内容は、少なくとも、ユーザ3がゲームに関与した内容を含むものであってもよい。 Further, the game executed in the system 1 is not limited to a game in which the player 4 plays the game and each user 3 supports the player 4 (avatar object 610). For example, the game may be a game in which the player 4 participates as a game master or a moderator, and each user 3 participates as a player, or a plurality of users 3 to one or several users 3 may participate. The game may be in the form of playing against the player 4. As described above, the form of participation of the user 3 in the game executed in the system 1 differs depending on the form of the game. Therefore, the utterance content of the avatar object 610 in the thank-you video is not limited to the content in which the user 3 supports the avatar object 610 in the game and the content including gratitude for this support. As an example, the utterance content may include content in which the user 3 is involved in the game and gratitude to the user 3. This appreciation may be, for example, appreciation for the user 3 participating in the game. Further, the utterance content may include at least the content in which the user 3 is involved in the game.
 システム1において実行されるゲームをプレイするプレイヤ4は複数であってもよい。この場合、該ゲームには、プレイヤ4の各々に関連付けられた、複数のアバターオブジェクト(キャラクタ)が登場してもよい。 There may be a plurality of players 4 who play the game executed in the system 1. In this case, a plurality of avatar objects (characters) associated with each of the players 4 may appear in the game.
 また、システム1において実行されるゲームは、上述した、プレイヤ4の端末から配信されるゲームに、複数のユーザ3がリアルタイムで参加するゲーム(ライブゲーム)に限定されない。システム1において実行されるゲームは、例えば、複数のユーザ3のみが参加し、プレイヤ4が参加しないマルチプレイゲームであってもよい。 Further, the game executed in the system 1 is not limited to the above-mentioned game (live game) in which a plurality of users 3 participate in the game distributed from the terminal of the player 4 in real time. The game executed in the system 1 may be, for example, a multiplayer game in which only a plurality of users 3 participate and the player 4 does not participate.
 システム1において実行されるゲームがマルチプレイゲームである場合、一例として、該ゲームは以下のとおり進行する。各ユーザ端末100は、ユーザ3が入力した操作に基づく情報、例えば、各ユーザ3が操作するキャラクタを動作させるモーションデータを、サーバ200を介して他のユーザ端末100へ送信する。これにより、各ユーザ端末100において、プレイヤキャラクタは、ほぼ同じタイミングで同一の動作を行う。 When the game executed in the system 1 is a multiplayer game, as an example, the game proceeds as follows. Each user terminal 100 transmits information based on the operation input by the user 3, for example, motion data for operating a character operated by each user 3 to another user terminal 100 via the server 200. As a result, in each user terminal 100, the player character performs the same operation at substantially the same timing.
 また、ユーザ端末100のいずれかは、ホスト端末としての役割を担う。ホスト端末としてのユーザ端末100は、ゲームプログラム131により制御されるキャラクタ(すなわち、NPC)の動作指図データを、サーバ200を介して他のユーザ端末100へ送信する。これにより、各ユーザ端末100において、NPCは、ほぼ同じタイミングで同一の動作を行う。なお、ここでの「動作」は、キャラクタ(プレイヤキャラクタおよびNPC)が身体の少なくとも一部を動かすことを指し、キャラクタが音声を発する(発話する)ことを含まない。 Further, any one of the user terminals 100 plays a role as a host terminal. The user terminal 100 as a host terminal transmits operation instruction data of a character (that is, an NPC) controlled by the game program 131 to another user terminal 100 via the server 200. As a result, in each user terminal 100, the NPC performs the same operation at substantially the same timing. The "motion" here refers to the movement of at least a part of the body by the character (player character and NPC), and does not include the character uttering (speaking) a voice.
 また、各ユーザ端末100は、ゲームプログラム131、および、キャラクタ(プレイヤキャラクタまたはNPC)を動作させる情報に基づいて、キャラクタの発話としての音声を出力する。各ユーザ端末100は、例えば、あるプレイヤキャラクタがモーションデータに従って動作する際、ゲームプログラム131の記述にて特定される音声データを用いて、音声を出力する。各ユーザ端末100は、該音声の出力の際、ゲーム情報132として自端末に記憶されている音声データを用いる。つまり、各ユーザ端末100は、キャラクタの発話としての音声を出力する際、他のユーザ端末100やサーバ200との通信を行わない。 Further, each user terminal 100 outputs the voice as the utterance of the character based on the information for operating the game program 131 and the character (player character or NPC). For example, when a certain player character operates according to motion data, each user terminal 100 outputs voice using voice data specified in the description of the game program 131. Each user terminal 100 uses the voice data stored in its own terminal as game information 132 when outputting the voice. That is, each user terminal 100 does not communicate with other user terminals 100 or the server 200 when outputting the voice as the utterance of the character.
 なお、該マルチプレイゲームをプレイした後、ユーザ3の少なくとも一部に配信されるありがとう動画は、ライブゲームの例と同様である。すなわち、ユーザ端末100は、音声データおよびモーションデータを含む動作指図データを受信し、該動作指図データをレンダリングし、ありがとう動画を再生する。ありがとう動画は、例えば、ユーザ3が操作するキャラクタが音声データおよびモーションデータに従って発話および動作するものであってもよい。この例において、動作指図データの送信元、すなわち、動作指図データを生成する端末は、例えば、ユーザ3が操作するキャラクタの声優の携帯端末(スマートフォンなど)であってもよいし、ゲームを運営する運営者の端末(PCなど)であってもよい。端末がいずれであったとしても、ありがとう動画における音声データは、キャラクタの声優が、ユーザ3のプレイ内容に応じた音声を、端末に入力することにより生成される。 The thank-you video delivered to at least a part of the user 3 after playing the multiplayer game is the same as the example of the live game. That is, the user terminal 100 receives the operation instruction data including the voice data and the motion data, renders the operation instruction data, and reproduces the thank-you moving image. The thank-you video may be, for example, one in which the character operated by the user 3 speaks and operates according to the voice data and the motion data. In this example, the source of the operation instruction data, that is, the terminal that generates the operation instruction data may be, for example, a mobile terminal (smartphone, etc.) of the voice actor of the character operated by the user 3, and operates the game. It may be an operator's terminal (PC, etc.). Regardless of the terminal, the voice data in the thank-you video is generated by the voice actor of the character inputting the voice corresponding to the play content of the user 3 to the terminal.
 また、システム1において実行されるゲーム、すなわち、複数のユーザが参加するゲームには、各ユーザ3が単独でプレイするゲーム(シングルプレイゲーム)であって、該ゲームをプレイしたプレイ結果がサーバ200へ送信され、各ユーザ3のプレイ結果がサーバ200に集約されるゲームも含まれる。プレイ結果の一例としては、ゲームにおける勝敗、順位、競技における記録(タイム、スコアなど)が含まれる。 Further, the game executed in the system 1, that is, the game in which a plurality of users participate, is a game in which each user 3 plays independently (single play game), and the play result of playing the game is the server 200. Also included is a game that is transmitted to and the play results of each user 3 are aggregated on the server 200. Examples of play results include wins and losses in the game, rankings, and records in the competition (time, score, etc.).
 また、上述した実施形態では、ユーザ端末100でのありがとう動画再生のために、配信端末400は、アバターオブジェクト610のモーションデータおよび音声データをユーザ端末100へ送信していた。そして、ユーザ端末100は、該モーションデータ呼び音声データをレンダリングすることによりありがとう動画を生成し、再生していた。これに対し、配信端末400は、モーションデータおよび音声データにより、ありがとう動画を生成し、該動画をユーザ端末100へ送信してもよい。 Further, in the above-described embodiment, the distribution terminal 400 transmits the motion data and the voice data of the avatar object 610 to the user terminal 100 in order to play the thank-you video on the user terminal 100. Then, the user terminal 100 generated and played a thank-you video by rendering the motion data call voice data. On the other hand, the distribution terminal 400 may generate a thank-you video based on the motion data and the voice data, and transmit the video to the user terminal 100.
 ユーザ端末100がありがとう動画910の再生開始後にUI画像をタッチスクリーン15(表示部152)に表示させるタイミングは、ありがとう動画の再生開始後の任意のタイミングであってよい。 The timing at which the user terminal 100 displays the UI image on the touch screen 15 (display unit 152) after the start of playback of the thank-you video 910 may be any timing after the start of playback of the thank-you video.
 また、ありがとう動画910の再生のタイミングは、システム1にて実行されるゲームの終了後に限定されず、ゲーム中であっても構わない。上述したとおり、該タイミングは、ゲーム進行情報に含まれる動作指図データに基づいてアバターオブジェクト610を動作させていないときであればよい。例えば、ゲームの実行中であっても、該動作指図データに基づいてアバターオブジェクト610を動作させていないタイミングにおいて、ありがとう動画910が再生可能であってもよい。 Further, the timing of playing the thank-you video 910 is not limited to after the end of the game executed by the system 1, and may be during the game. As described above, the timing may be when the avatar object 610 is not operated based on the operation instruction data included in the game progress information. For example, even during the execution of the game, the thank-you video 910 may be playable at the timing when the avatar object 610 is not operated based on the operation instruction data.
 また、システム1において、ゲームプレイ端末300からユーザ端末100に送信されるデータは、ゲーム進行情報に限定されない。例えば、ゲームプレイ端末300は、動画コンテンツをユーザ端末100に配信する端末であってもよい。つまり、本開示に係るシステム1は、ユーザ端末100に対し、外部の端末からコンテンツを配信するシステムと表現することができ、該コンテンツは、一例として、ゲームのプレイにより生成されたゲーム進行情報である。 Further, in the system 1, the data transmitted from the game play terminal 300 to the user terminal 100 is not limited to the game progress information. For example, the game play terminal 300 may be a terminal that distributes video content to the user terminal 100. That is, the system 1 according to the present disclosure can be expressed as a system that distributes content to the user terminal 100 from an external terminal, and the content is, for example, game progress information generated by playing a game. be.
 〔実施形態2〕
 本実施形態では、特に、リアルタイムのライブ配信ゲームが一旦終了した後であっても、ユーザは、終了済みのライブ配信ゲームの進行を要求し、受信した動作指図データに基づいてライブ配信ゲームを改めて進行させることができる。これにより、ユーザは、ライブ配信を再度見返すこと、および仮に見逃した場合でも改めてライブ配信を見ることができる。以下では、ライブ配信時刻終了後の場面を想定している。また、ここでのキャラクタは、ユーザ端末100のユーザによる直接操作の対象ではないキャラクタ(アバターオブジェクト)を想定している。
[Embodiment 2]
In the present embodiment, in particular, even after the real-time live distribution game is once terminated, the user requests the progress of the completed live distribution game, and the live distribution game is renewed based on the received operation instruction data. Can be advanced. As a result, the user can look back at the live stream again, and even if he / she misses it, he / she can watch the live stream again. In the following, the scene after the end of the live distribution time is assumed. Further, the character here is assumed to be a character (avatar object) that is not a target of direct operation by the user of the user terminal 100.
 <処理概要>
 本実施形態では、ユーザ端末100は、ゲームプログラム131に基づいて、ゲームの興趣性を向上させるために以下のステップを実行するように構成されている。具体的には、ユーザ端末100(コンピュータ)は、例えば入力部151などの操作部を介して、終了済みのライブ配信ゲームの進行を要求するステップと、サーバ200または配信端末400から、終了済みのライブ配信ゲームに係る記録済みの動作指図データ(ゲーム進行情報)を受信するステップと、記録済みの動作指図データに基づいてキャラクタを動作させることにより終了済みのライブ配信ゲームを進行させるステップとを実行する。ここでは、記録済みの動作指図データは、キャラクタに関連付けられるプレイヤ4が入力したモーションデータおよび音声データを含みうる。なお、記録済みの動作指図データは、サーバ200の記憶部220または配信端末400の記憶部420に格納されるのがよく、ユーザ端末100からの要求に応じて、改めてユーザ端末100に配信されるのがよい。
<Processing overview>
In the present embodiment, the user terminal 100 is configured to execute the following steps in order to improve the interest of the game based on the game program 131. Specifically, the user terminal 100 (computer) has a step of requesting the progress of a completed live distribution game via an operation unit such as an input unit 151, and has been terminated from the server 200 or the distribution terminal 400. Execute a step of receiving the recorded action instruction data (game progress information) related to the live distribution game and a step of advancing the completed live distribution game by operating the character based on the recorded action instruction data. do. Here, the recorded motion instruction data may include motion data and voice data input by the player 4 associated with the character. The recorded operation instruction data is often stored in the storage unit 220 of the server 200 or the storage unit 420 of the distribution terminal 400, and is distributed to the user terminal 100 again in response to a request from the user terminal 100. Is good.
 本実施形態では、ユーザがライブ配信ゲームをリアルタイムで進行させたか否かの結果に応じて、記録済みの動作指図データに基づく終了済みのライブ配信ゲームの進行を異なるものとするのがよい。具体的には、ユーザがライブ配信ゲームをリアルタイムで進行させた実績があると判定される場合には、ユーザがライブ配信ゲームをリアルタイムで進行させたものと同様のライブ配信ゲームを再度進行させるのがよい(見返し配信)。見返し配信では、ライブ配信ゲームの選択的な進行を実行するのがよい。一方、ユーザがライブ配信ゲームをリアルタイムで進行させた実績がないと判定される場合には、リアルタイムで進行させたのとは異なる進行態様のライブ配信ゲームを進行させるのがよい(見逃し配信)。ここで、見逃し配信において実績がないと判定される場合には、例えば、ユーザがライブ配信を受ける権利を有し、ユーザがライブ配信時刻であればリアルタイムのライブ配信ゲームを進行可能であったにも拘わらず、実際にはこれを実行しなかった場合が含まれる。見逃し配信では、ライブ配信ゲームの制限付きの進行を実行するのがよい。 In the present embodiment, it is preferable that the progress of the completed live distribution game based on the recorded operation instruction data is different depending on the result of whether or not the user has progressed the live distribution game in real time. Specifically, when it is determined that the user has a track record of progressing the live distribution game in real time, the user re-progresses the same live distribution game as the one in which the live distribution game is advanced in real time. Is good (return delivery). In return delivery, it is better to perform a selective progression of the livestreaming game. On the other hand, when it is determined that the user has no record of progressing the live distribution game in real time, it is preferable to proceed with the live distribution game having a progress mode different from the progress in real time (missed distribution). Here, if it is determined that there is no track record in the overlooked distribution, for example, the user has the right to receive the live distribution, and if the user has the live distribution time, the real-time live distribution game can be advanced. Nevertheless, this includes cases where this was not actually done. For missed deliveries, it's a good idea to perform a limited progression of livestream games.
 <システム1の機能的構成>
 本実施形態に係るユーザ端末100において、ユーザがライブ配信ゲームをリアルタイムで進行させた実績があると判定される場合に、ゲーム進行部115は、さらに、ライブ配信ゲームにおけるユーザ行動履歴情報を受信して解析する。ユーザ行動履歴情報とは、記録済みの動作指図データの中身とは別に、ライブ配信ゲームの進行の間に入力操作により受け付けられたユーザの行動の記録のデータ・セットである。ユーザ行動履歴情報は、記録済みの動作指図データに関連付けられるのがよく、サーバ200の記憶部220、ゲームプレイ端末300のメモリ31、または配信端末400のメモリ41に格納されるのがよい。これに加えて、或いはこれに替えて、ユーザ行動履歴情報はユーザ端末100の記憶部120に格納されてもよい。また、ユーザ行動履歴情報は、上述したアイテム投入情報を含むか、または兼ねていてもよい。
<Functional configuration of system 1>
When it is determined that the user has a track record of progressing the live distribution game in real time on the user terminal 100 according to the present embodiment, the game progress unit 115 further receives the user action history information in the live distribution game. To analyze. The user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution game, in addition to the contents of the recorded action instruction data. The user action history information is often associated with the recorded action instruction data, and is preferably stored in the storage unit 220 of the server 200, the memory 31 of the game play terminal 300, or the memory 41 of the distribution terminal 400. In addition to or instead of this, the user behavior history information may be stored in the storage unit 120 of the user terminal 100. Further, the user behavior history information may include or also serve as the above-mentioned item input information.
 図31は、ユーザ行動履歴情報のデータ構造の一例を示す図である。ユーザ行動履歴情報は、例えば、ライブ配信ゲーム内においてユーザが行動した行動時間、行動種別、および行動詳細のような項目を含み、ユーザを識別するユーザIDに関連付けられる。項目「行動時間」は、ライブ配信ゲーム内でユーザが行動を行った時間情報であり、項目「行動種別」はユーザの行動を示す種別であり、項目「行動詳細」はユーザの行動の具体的な内容である。例えば、項目「行動種別」および「行動詳細」で特定される行動には、ユーザの入力操作による有価データの消費(一例では、(投げ銭)アイテムの投入、及びアイテム購入等による課金等)、コメント入力、並びにキャラクタの服飾品等のアイテムの変更(いわゆる、着せ替え)等の行動が含まれてよい。また、このような行動には、ライブ配信ゲームの特定進行部分を後からプレイバックするための時間の選択が含まれてもよい。これ以外にも、このような行動には、ライブ配信ゲーム中の報酬やポイント等の獲得が含まれてもよい。なお、ユーザ行動履歴情報は、動作指図データのデータ構造と、図32で後述するゲーム情報のデータ構造との間で相互に関連付けられるのがよい。なお、これらのデータ構造は例示にすぎず、これに限定されないことが当業者に理解されるべきである。 FIG. 31 is a diagram showing an example of a data structure of user behavior history information. The user action history information includes, for example, items such as action time, action type, and action details in which the user has acted in the live distribution game, and is associated with a user ID that identifies the user. The item "behavior time" is information on the time when the user performed an action in the live distribution game, the item "behavior type" is a type indicating the user's action, and the item "behavior details" is the specific action of the user. Content. For example, for an action specified by the items "behavior type" and "behavior details", consumption of valuable data by user input operation (for example, input of (throwing money) item, billing by purchasing item, etc.), comment Actions such as input and change of items such as character's clothing (so-called dress-up) may be included. Such actions may also include time selection for later playing back a particular progression of the livestream game. In addition to this, such actions may include the acquisition of rewards, points, etc. during the live distribution game. The user action history information is preferably associated with each other between the data structure of the action instruction data and the data structure of the game information described later in FIG. 32. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
 図32は、本実施形態に係るシステム1にて処理されるゲーム情報132のデータ構造の一例を示す図である。ゲーム情報132において設けられる項目は、ゲームのジャンル、性質、内容等に応じて適宜決定されるものであり、例示の項目は、本発明の範囲を限定するものではない。一例として、ゲーム情報132は、「プレイ履歴」、「アイテム」、「配信履歴」、「ゲームオブジェクト」の各項目を含んで構成されうる。これらの各項目は、ゲーム進行部115がゲームを進行させるときに適宜参照される。 FIG. 32 is a diagram showing an example of the data structure of the game information 132 processed by the system 1 according to the present embodiment. The items provided in the game information 132 are appropriately determined according to the genre, nature, content, etc. of the game, and the exemplary items do not limit the scope of the present invention. As an example, the game information 132 may be configured to include each item of "play history", "item", "delivery history", and "game object". Each of these items is appropriately referred to when the game progress unit 115 advances the game.
 項目「プレイ履歴」には、ユーザのプレイ履歴が格納されている。プレイ履歴は、記憶部120に記憶されているシナリオごとに、ユーザのプレイが完遂しているかどうかを示す情報である。例えば、プレイ履歴は、プレイ初回にダウンロードされた固定シナリオのリストと、後から獲得された獲得シナリオのリストとを含んでいてもよい。それぞれのリストにおいて、シナリオごとに、「プレイ済」、「未プレイ」、「プレイ可」、「プレイ不可」などのステータスが紐付けられている。 The user's play history is stored in the item "play history". The play history is information indicating whether or not the user's play is completed for each scenario stored in the storage unit 120. For example, the play history may include a list of fixed scenarios downloaded at the first time of play and a list of acquisition scenarios acquired later. In each list, statuses such as "played", "unplayed", "playable", and "unplayable" are associated with each scenario.
 項目「アイテム」には、ユーザが保有するゲーム媒体としてのアイテム一覧が格納されている。本ゲームにおいて、アイテムは、一例として、キャラクタに身に付けさせる服飾品である。ユーザは、シナリオをプレイすることによって得られた服飾品のアイテムを、キャラクタに身に付けさせ、キャラクタの見た目をカスタマイズすることができる。 The item "item" stores a list of items owned by the user as a game medium. In this game, the item is, for example, a clothing item worn by a character. The user can make the character wear the clothing items obtained by playing the scenario and customize the appearance of the character.
 項目「配信履歴」には、過去にプレイヤ4からライブ配信された動画(ゲームを含む)、いわゆるバックナンバーの一覧が格納されている。ライブ配信において、リアルタイムにPUSH配信されている動画は、そのときにしか閲覧できない。一方、過去の配信分の動画は、サーバ200または配信端末400において録画されており、ユーザ端末100からのリクエストに応じて、PULL配信することが可能である。本実施形態では、一例として、バックナンバーは、ユーザが課金することにより、ダウンロードできるようにしてもよい。 The item "Distribution history" stores a list of videos (including games) that have been live-distributed from the player 4 in the past, so-called back numbers. In live distribution, videos that are PUSH-distributed in real time can only be viewed at that time. On the other hand, the moving images for past distribution are recorded on the server 200 or the distribution terminal 400, and can be PULL-distributed in response to a request from the user terminal 100. In the present embodiment, as an example, the back number may be made available for download by the user for a fee.
 項目「ゲームオブジェクト」には、アバターオブジェクト610、敵オブジェクト671、障害物オブジェクト672、673等の各種オブジェクトのデータが格納されている。 The item "game object" stores data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673.
 <処理フロー>
 図33は、本実施形態に係るゲームプログラムに基づいて実行されるゲームの基本的なゲーム進行について、その一例を示すフローチャートである。処理フローは、リアルタイムのライブ配信ゲームが既に終了済みであり、ライブ配信時刻の終了以降の場面に適用される。
<Processing flow>
FIG. 33 is a flowchart showing an example of the basic game progress of the game executed based on the game program according to the present embodiment. The processing flow is applied to the scenes after the end of the live distribution time when the real-time live distribution game has already ended.
 ステップS301では、ユーザ端末100の操作部151によって、終了済みのライブ配信ゲームの進行が新たに要求される。ステップS302では、ステップS301での要求に対して、ユーザ端末100は、サーバ200または配信端末400から、終了済みのライブ配信ゲームに係る記録済みの動作指図データ(ゲーム進行情報)を受信する。 In step S301, the operation unit 151 of the user terminal 100 newly requests the progress of the completed live distribution game. In step S302, in response to the request in step S301, the user terminal 100 receives recorded operation instruction data (game progress information) related to the completed live distribution game from the server 200 or the distribution terminal 400.
 記録済みの動作指図データは、キャラクタに関連付けられるオペレータが入力したモーションデータおよび音声データを含む。ユーザ端末100は、記録済みの動作指図データに加えて、リアルタイムのライブ配信ゲームの進行時にキャラクタの動作に伴って取得および記録された各種進行実績データを受信してもよい。具体的には、進行実績データには、リアルタイムのライブ配信ゲームに参加したユーザがキャラクタの動作に伴って行動した視聴者行動データが含まれてもよい。視聴者行動データは、リアルタイムのライブ配信ゲームを、リアルタイムで進行させた全てのユーザ(つまり、リアルタイムにライブ配信ゲームに参加した視聴者)のライブ中の行動の記録を含んだデータである。特に、視聴者行動データは、ライブの途中で視聴者がキャラクタに向けてリアルタイムに発信したテキストメッセージやアイコン等のメッセージングの内容を含むのがよい。このように、進行実績データを用いて、終了済みのライブ配信ゲームを進行させることにより、リアルタイムで進行したライブ配信ゲームにおける視聴者の反応を忠実に再現することができ、リアルタイムでのライブ空間の臨場感を更に向上することができる。視聴者行動データは、例えば図31に示されるユーザ行動履歴情報であってもよい。 The recorded action instruction data includes motion data and voice data input by the operator associated with the character. In addition to the recorded operation instruction data, the user terminal 100 may receive various progress record data acquired and recorded along with the movement of the character during the progress of the real-time live distribution game. Specifically, the progress record data may include viewer behavior data in which the user who participated in the real-time live distribution game behaves in accordance with the movement of the character. The viewer behavior data is data including a record of live behavior of all users (that is, viewers who participated in the live distribution game in real time) who have advanced the real-time live distribution game in real time. In particular, the viewer behavior data should include messaging content such as text messages and icons sent by the viewer to the character in real time during the live performance. In this way, by advancing the completed live distribution game using the progress record data, it is possible to faithfully reproduce the reaction of the viewer in the live distribution game that has progressed in real time, and it is possible to faithfully reproduce the reaction of the viewer in the live space in real time. The sense of presence can be further improved. The viewer behavior data may be, for example, the user behavior history information shown in FIG. 31.
 なお、記録済みの動作指図データおよび進行実績データは、ユーザ端末100が別データとして受信し、それぞれを解析(レンダリング)してもよい。代替では、サーバ200またはゲームプレイ端末300において、予め、記録済みの動作指図データおよび視聴者行動データが結合され、結合されたデータ・セットをユーザ端末100が一度に受信してもよい。結合されたデータ・セットを受信することにより、ユーザ端末100による後のデータの解析(レンダリング)の負荷を低減することができる。以降の説明では、進行実績データは、記録済みの動作指図データに結合されたものとする(つまり、記録済みの動作指図データに進行実績データが含まれるものとする。)。 Note that the recorded operation instruction data and progress record data may be received by the user terminal 100 as separate data, and each may be analyzed (rendered). Alternatively, in the server 200 or the game play terminal 300, the previously recorded operation instruction data and the viewer behavior data may be combined, and the combined data set may be received by the user terminal 100 at one time. By receiving the combined data set, it is possible to reduce the load of subsequent data analysis (rendering) by the user terminal 100. In the following description, it is assumed that the progress record data is combined with the recorded action instruction data (that is, the recorded action order data includes the progress record data).
 次いで、ステップS303では、ゲーム進行部115は、ユーザがライブ配信ゲームをリアルタイムで進行させた実績があるか否かを判定する。判定は、例えば、動作指図データがユーザ端末100に宛てに送信された記録があるかに基づいて実行されてもよい。或いは、図32に示された項目「プレイ履歴」を参照して、ライブ配信ゲームが「プレイ済」のステータスであるかに基づいて実行されても、同項目「配信履歴」を参照して、過去にキャラクタからライブ配信された実績があるかに基づいて実行されても何れでもよい。これ以外にも、ユーザ端末100の記憶部120に既に記録済みの動作指図データが格納されているような場合は、ライブ配信ゲームをリアルタイムで既に進行させたものと判定してよい。加えて、判定は、これらを組み合わせることで実行されてもよく、または他の任意の手法で実行されてもよい。 Next, in step S303, the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution game in real time. The determination may be performed, for example, based on whether there is a record in which the action instruction data has been sent to the user terminal 100. Alternatively, even if the live stream game is executed based on whether the status is "played" by referring to the item "play history" shown in FIG. 32, the same item "delivery history" is referred to. It may be executed based on whether or not there is a record of live distribution from the character in the past. In addition to this, when the operation instruction data already recorded is stored in the storage unit 120 of the user terminal 100, it may be determined that the live distribution game has already been advanced in real time. In addition, the determination may be performed by combining them, or by any other method.
 ステップS303でユーザがライブ配信ゲームをリアルタイムで進行させた実績があると判定される場合(YES)は、終了済みのライブ配信ゲームの進行は「見返し配信」となる。他方、ステップS303でユーザがライブ配信ゲームをリアルタイムで進行させた実績がないと判定される場合(NO)は、終了済みのライブ配信ゲームの進行は「見逃し配信」となる。上述したように、「見返し配信」と「見逃し配信」とでは、ユーザ体験は異なる。 If it is determined in step S303 that the user has a track record of progressing the live distribution game in real time (YES), the progress of the completed live distribution game is "return distribution". On the other hand, when it is determined in step S303 that the user has no record of progressing the live distribution game in real time (NO), the progress of the completed live distribution game is "missed distribution". As mentioned above, the user experience is different between "return delivery" and "missed delivery".
 ステップS303で、ユーザがライブ配信ゲームをリアルタイムで進行させた実績があると判定されると、処理フローはステップS303のYESからステップS304に進む。ステップS304では、ゲーム進行部115は、図31に示されたライブ配信ゲームのユーザ行動履歴情報を取得して、これを解析する。ユーザ行動履歴情報は、サーバ200または配信端末400から取得してもよいし、ユーザ端末100の記憶部120に既に格納されている場合は直接それを使用してもよい。 If it is determined in step S303 that the user has a track record of advancing the live distribution game in real time, the processing flow proceeds from YES in step S303 to step S304. In step S304, the game progress unit 115 acquires the user behavior history information of the live distribution game shown in FIG. 31 and analyzes it. The user action history information may be acquired from the server 200 or the distribution terminal 400, or may be used directly when it is already stored in the storage unit 120 of the user terminal 100.
(見返し配信)
 引き続き、ステップS305では、ゲーム進行部115は、終了済みのライブ配信ゲームの再度の進行(つまり上述の「見返し配信」)を実行する。具体的には、記録済みの動作指図データとステップS304で解析したユーザ行動履歴情報とを用いて、ライブ配信ゲームの再度の進行を実行する。また、ゲームの後、またはゲームの最中に配信されたありがとう動画についても再度の進行が実行されうる(以下同様)。
(Endpaper delivery)
Subsequently, in step S305, the game progress unit 115 re-progresses the completed live distribution game (that is, the above-mentioned “return distribution”). Specifically, the recorded action instruction data and the user action history information analyzed in step S304 are used to re-progress the live distribution game. In addition, the progress may be executed again for the thank-you video delivered after the game or during the game (the same applies hereinafter).
 見返し配信では、リアルタイムのライブ配信ゲームで投入された投げ銭アイテムをキャラクタの動作態様に反映させるようにしてもよい。例えば、ユーザが服飾アイテム(ここでは、「ネックレス」)として獲得しているような場合は、当該アイテムに基づいて(つまり、ネックレスを身に付けて)キャラクタを動作させる。これにより、ライブ配信ゲームの再度の進行を実行してもよい。つまり、リアルタイムのライブ配信ゲームの再度の進行は、ユーザ行動履歴情報および報酬の情報が反映されており、リアルタイムで進行したライブ配信ゲームと同様のものであると共に、当該ユーザに固有のものとなる。 In the return distribution, the thrown item thrown in the real-time live distribution game may be reflected in the movement mode of the character. For example, if the user has acquired it as a clothing item (here, a "necklace"), the character is operated based on the item (that is, wearing a necklace). As a result, the live distribution game may be re-progressed. That is, the re-progress of the real-time live-streaming game reflects the user behavior history information and the reward information, and is similar to the live-streaming game that has progressed in real time, and is unique to the user. ..
 また、見返し配信では、ライブ配信ゲームの再度の進行を行う。この際、最初の進行の際に記録された、操作部を介したユーザの入力操作による時間情報の指定にしたがい、ライブ配信ゲームを選択的に実行させるのがよい。具体的には、図31で説明されたユーザ行動履歴情報に含まれる「行動時間」のデータを用いて、ユーザが特定の行動時間を指定することにより、そこからライブ配信ゲームを選択的に進行させることができる。例えば、ユーザがライブ配信ゲームの開始から2分45秒後にコメントを入力していた場合には、その2分45秒後のタイミングを指定して、ユーザはライブ配信ゲームを再度進行させることができる。なお、このような再度の進行は、上記のコメント入力の記録に加え、ユーザの入力操作による有価データの消費、およびキャラクタの服飾品等のアイテムの変更等の行動の記録に対応した「行動時間」に基づいて、実行可能とするのがよい。 Also, in the return distribution, the live distribution game will be re-progressed. At this time, it is preferable to selectively execute the live distribution game according to the time information specified by the user's input operation via the operation unit recorded at the time of the first progress. Specifically, the user specifies a specific action time by using the data of the "action time" included in the user action history information described with reference to FIG. 31, and the live distribution game is selectively advanced from there. Can be made to. For example, if the user has entered a comment 2 minutes and 45 seconds after the start of the livestreaming game, the user can re-progress the livestreaming game by specifying the timing 2 minutes and 45 seconds later. .. In addition to the above-mentioned record of comment input, such re-progress is "action time" corresponding to the consumption of valuable data by the user's input operation and the record of actions such as change of items such as character's clothing. It is better to make it feasible based on.
 更に、見返し配信では、リアルタイムで進行したライブ配信ゲームの実行中において、ユーザが入力操作によって特定進行部分を選択していた場合は、ライブ配信ゲームの再度の進行において、選択された特定進行部分のみを選択的に進行させることができる。これにより、ユーザは、ライブ配信ゲームの特定進行部分のみを後から効率的にプレイバックすることができる。具体的には、ユーザが特定進行部分を選択し、ユーザ行動履歴情報にそのような行動の記録が登録されている場合に、その行動時間のデータを用いて、ライブ配信ゲームを選択的に進行させることができる。例えば、ユーザが、ライブ配信ゲームの開始から2分45秒から5分10秒の期間を選択していた場合には、ユーザは、その期間にわたるライブ配信ゲームを再度進行させることができる。 Further, in the return distribution, if the user has selected a specific progress part by an input operation during the execution of the live distribution game that has progressed in real time, only the selected specific progress part is selected in the re-progress of the live distribution game. Can be selectively advanced. As a result, the user can efficiently play back only the specific progress portion of the live distribution game later. Specifically, when the user selects a specific progress part and a record of such an action is registered in the user action history information, the live distribution game is selectively advanced using the data of the action time. Can be made to. For example, if the user has selected a period of 2 minutes 45 seconds to 5 minutes 10 seconds from the start of the live distribution game, the user can re-progress the live distribution game over that period.
 また、リアルタイム配信時にゲームの最中またはゲームの終了後に、ありがとう動画の配信が実行されていた場合には、見返し配信においては、リアルタイム配信時と同様にゲームの再生の最中またはゲームの再生後にありがとう動画を再生してもよい。この場合、ありがとう動画の動画指図データはユーザ端末100に記憶されているため、ありがとう動画を再生する際には、当該ユーザ端末100に記憶された動画指図データが読み出されてキャラクタが動くことになる。また、このようにありがとう動画が再生される際は、ゲーム中のキャラクタの動作を制御(決定)する動画指図データ(ゲーム進行情報)は使用されない。すなわち、キャラクタ(アバターオブジェクト610)は、ゲーム実行中に用いられた動画指図データ(ゲーム進行情報)またはありがとう動画に用いられた動画指図データのいずれかによって動作する。 In addition, if the thank-you video is delivered during or after the game is delivered during real-time delivery, in the return delivery, the game is being played during or after the game is played, as in the case of real-time delivery. You may play the thank you video. In this case, since the video instruction data of the thank-you video is stored in the user terminal 100, when the thank-you video is played back, the video instruction data stored in the user terminal 100 is read out and the character moves. Become. Further, when the thank-you video is played in this way, the video instruction data (game progress information) that controls (determines) the movement of the character in the game is not used. That is, the character (avatar object 610) operates by either the moving image instruction data (game progress information) used during the game execution or the moving image instruction data used for the thank-you moving image.
 また、見返し配信においては、ゲームのみを再生してもよいし、ありがとう動画のみを再生してもよい。また、リアルタイム配信時に、ありがとう動画がゲーム中に配信されていた場合には、ありがとう動画を含むゲームが再生されるようになっていてもよい。この場合も、キャラクタ(アバターオブジェクト610)は、ゲーム実行中に用いられた動画指図データ(ゲーム進行情報)またはありがとう動画に用いられた動画指図データのいずれかによって動作することになる。 Also, in the return delivery, only the game may be played, or only the thank-you video may be played. Further, at the time of real-time distribution, if the thank-you video is distributed during the game, the game including the thank-you video may be played. In this case as well, the character (avatar object 610) is operated by either the moving image instruction data (game progress information) used during the game execution or the moving image instruction data used for the thank-you moving image.
 (見逃し配信)
 図33に戻り、ステップS303で、ユーザがライブ配信ゲームをリアルタイムで進行させた実績がないと判定されると、処理フローはステップS303のNOからステップS306に進む。ステップS306では、ゲーム進行部115は、終了済みのライブ配信ゲームの制限付きの進行(つまり上述の「見逃し配信」)を実行する。見逃し配信を制限付きのものとしているのは、ユーザはライブ配信を受ける権利を有していたにも拘わらず、この権利を放棄したと考えることができるのであるから、必ずしも、ライブ配信の全てを再現してユーザに提示する必要もないとの発想に基づく。
(Missed delivery)
Returning to FIG. 33, if it is determined in step S303 that the user has no record of advancing the live distribution game in real time, the processing flow proceeds from NO in step S303 to step S306. In step S306, the game progress unit 115 executes a limited progress (that is, the above-mentioned "missed distribution") of the completed live distribution game. The reason why the missed delivery is restricted is that the user has the right to receive the live stream, but it can be considered that he has waived this right, so not all of the live stream is necessarily limited. Based on the idea that it is not necessary to reproduce and present it to the user.
 具体的には、見逃し配信では、記録済みの動作指図データを用いて、ライブ配信ゲームの進行を実行する。上述のとおり、ユーザが服飾アイテム(例えば「ネックレス」)を獲得していた場合、リアルタイムで進行したライブ配信ゲームでは、そのアイテムをキャラクタが身に付けて動作するよう画像合成していた(すなわち、キャラクタがネックレスなどの服飾アイテムを着た状態)。つまり、リアルタイムのライブ配信ゲームでは、キャラクタの動作態様は服飾アイテムが関連付けられていたものであった。しかしながら、見逃し配信においては、このようなリアルタイムで進行したライブ配信ゲームとは異なり、キャラクタの動作態様には服飾アイテム等が関連付けられることはない。つまり、アイテムをキャラクタが身に付けて動作するような画像合成の処理は行わない。終了済みのライブ配信ゲームの進行は、服飾アイテム等の情報が反映されておらず、当該ユーザに固有のものとはならない点で制限付きのものとなる。 Specifically, in the overlooked distribution, the progress of the live distribution game is executed using the recorded operation instruction data. As mentioned above, if the user had acquired a clothing item (eg, a "necklace"), the livestreaming game progressed in real time would image-synthesize the item so that the character would wear it and operate (ie,). The character is wearing a necklace or other clothing item). That is, in the real-time live distribution game, the movement mode of the character was associated with clothing items. However, in the overlooked distribution, unlike such a live distribution game that progresses in real time, clothing items and the like are not associated with the movement mode of the character. That is, the image composition process is not performed so that the character wears the item and operates. The progress of the completed live distribution game is limited in that it does not reflect information such as clothing items and is not unique to the user.
 上述の構成および方法によれば、見返し配信では、リアルタイムのライブ配信ゲームで投入された投げ銭アイテムをキャラクタの動作態様に反映させることができる。一方、見逃し配信では、リアルタイムのライブ配信ゲームで投入された投げ銭アイテムを、キャラクタの動作態様に反映させない(ただし、リアルタイムでライブ配信を視聴していた他の視聴者ユーザが投入した投げ銭アイテムは見逃し配信においてキャラクタの動作態様に反映させてもよい)。つまり、見返し配信(過去にリアルタイムのライブ配信を視聴している)では、見逃し配信よりも興趣性の高い画像を配信することができる。このため、ユーザに対し、見逃し配信よりも見返し配信を視聴するインセンティブを与え、結果としてリアルタイムのライブ配信へユーザを誘導することができる。 According to the above-mentioned configuration and method, in the return distribution, the thrown money item input in the real-time live distribution game can be reflected in the movement mode of the character. On the other hand, in the missed distribution, the thrown item thrown in the real-time live streamed game is not reflected in the movement mode of the character (however, the thrown item thrown by another viewer user who was watching the live stream in real time is missed. It may be reflected in the movement mode of the character in the distribution). In other words, in the retrospective distribution (viewing real-time live distribution in the past), it is possible to distribute an image that is more interesting than the overlooked distribution. Therefore, it is possible to give the user an incentive to watch the retrospective distribution rather than the overlooked distribution, and as a result, guide the user to the real-time live distribution.
 また、見逃し配信では、リアルタイムで進行したライブ配信ゲームとは異なり、受け付け可能なユーザの行動も制限するのがよい。具体的には、リアルタイムで進行したライブ配信ゲームでは、ユーザの入力操作による有価データの消費(一例では、(投げ銭)アイテムの投入、およびアイテム購入等による課金等)が受け付け可能であった。その一方で、終了済みのライブ配信ゲームの進行では、このような有価データの消費が受け付けられないように制限してもよい。より詳しくは、リアルタイムで進行したライブ配信ゲームにおいては、有価データの消費を実行するためのボタンおよび画面を含むユーザ・インターフェイス(UI)が表示部352に表示され、ユーザは、このようなUIでの入力操作を通じて有価データの消費を実行することができることが想定される。その一方で、見逃し配信では、このようなUIは非表示とされ、ユーザによる入力操作を明示的に行えないようにするのがよい。その結果、見返し配信および見逃し配信では、ユーザ3は、キャラクタを支援するための投げ銭アイテム等を投入することはできない。 Also, in the overlooked distribution, unlike the live distribution game that progresses in real time, it is better to limit the actions of the users that can be accepted. Specifically, in a live distribution game progressed in real time, consumption of valuable data by a user's input operation (for example, input of (throwing money) items, billing by purchasing items, etc.) can be accepted. On the other hand, in the progress of the completed live distribution game, the consumption of such valuable data may be restricted so as not to be accepted. More specifically, in a live distribution game progressed in real time, a user interface (UI) including buttons and screens for executing the consumption of valuable data is displayed on the display unit 352, and the user can use such a UI. It is assumed that valuable data can be consumed through the input operation of. On the other hand, in the overlooked delivery, such a UI should be hidden so that the user cannot explicitly perform an input operation. As a result, in the return delivery and the overlooked delivery, the user 3 cannot throw in a tossed item or the like for supporting the character.
 さらに、見返し配信および見逃し配信では、リアルタイムで進行するライブ配信ゲーム等と同様、ユーザは、ライブ配信ゲーム等に疑似的に参加することができる。ライブ配信ゲーム等には、実施形態1において説明したようなゲーム等のユーザ参加型のイベントが含まれ(これに限定されない)、ユーザには、アバターオブジェクトとのインタラクティブな体験が提供される。ユーザ参加型のイベントの例には、実施形態1のようなゲーム、キャラクタから提供されたアンケート、アバターオブジェクトから出題されたクイズ、アバターオブジェクトとの対戦(例えばジャンケンゲーム、ビンゴゲーム)等が含まれうる。そして、リアルタイムでのライブ配信と同様に、見逃し配信においても、このようなユーザ参加型のイベントの参加結果はユーザにフィードバックされる。例えば、見返し配信において、アバターオブジェクトから出題された四択クイズのイベントにユーザが参加して回答した場合、その正誤判定の結果はユーザにフィードバックされる。(ただし、ライブにリアルタイムで参加しなかったユーザが見逃し配信においてアンケートやクイズ等に回答した場合や、ライブにリアルタイムで参加した見返し配信においてライブ参加中とは異なる回答をした場合は、これらのユーザの回答内容は反映されないが、プログラムが自動的に簡単な判定のみ(正誤判定など)を行ってフィードバックするようになっていてもよい。)また、見返し配信において、ユーザがライブ参加中とは異なる回答をした場合は、ライブ参加中の当該ユーザの回答と比較をして「ライブ中と回答が違いますよ」というような表示がユーザ端末に表示出力されるようになっていてもよい。 Furthermore, in the return distribution and the overlooked distribution, the user can participate in the live distribution game or the like in a pseudo manner as in the live distribution game or the like that progresses in real time. The live-streamed game or the like includes (but is not limited to) a user-participatory event such as a game as described in the first embodiment, and the user is provided with an interactive experience with the avatar object. Examples of user-participation-type events include games such as the first embodiment, questionnaires provided by characters, quizzes given by avatar objects, battles with avatar objects (for example, junken games, bingo games), and the like. sell. Then, as in the case of live distribution in real time, the participation result of such a user participation type event is fed back to the user in the overlooked distribution. For example, in the return delivery, when the user participates in and answers the event of the four-choice quiz given by the avatar object, the result of the correctness determination is fed back to the user. (However, if a user who did not participate in the live in real time answered a questionnaire or quiz in the missed delivery, or if a feedback delivery that participated in the live in real time gave a different answer than during the live participation, these users Although the content of the answer is not reflected, the program may automatically make only a simple judgment (correctness judgment, etc.) and give feedback.) Also, in the return delivery, the user is different from the one during live participation. When an answer is given, a display such as "The answer is different from that during the live" may be displayed and output to the user terminal by comparing with the answer of the user who is participating in the live.
 また、見逃し配信では、リアルタイムで進行したライブ配信ゲームとは異なり、上記フィードバックに対して所定のゲーム・ポイントをユーザが獲得できないように制限してもよい。具体的には、リアルタイムで進行したライブ配信ゲームでは、ユーザが特定のシナリオをプレイした結果、所定のゲーム・ポイントがユーザに関連付けられて、ユーザ保有のポイントに加算されることがある。その一方で、終了済みのライブ配信ゲームの進行においては、ユーザにはこのようなポイントが関連付けられないようにしてもよい。ユーザ保有のポイントが加算されない結果、例えば、ポイントに基づいてゲームプレイヤである複数のユーザが順位付けされるようなゲームの場合、終了済みのライブ配信ゲームを仮にユーザが進行させたところで、このような順位には影響を与えないことになる。 Further, in the overlooked distribution, unlike the live distribution game progressed in real time, the user may be restricted from acquiring predetermined game points for the above feedback. Specifically, in a live-streamed game that progresses in real time, as a result of the user playing a specific scenario, predetermined game points may be associated with the user and added to the points owned by the user. On the other hand, in the progress of the completed live distribution game, such points may not be associated with the user. As a result of not adding the points owned by the user, for example, in the case of a game in which a plurality of users who are game players are ranked based on the points, when the user advances the completed live distribution game, such a situation is performed. It will not affect the ranking.
 見返し配信(ステップS305)または見逃し配信(ステップS306)の終了後は、ユーザ端末100によって再び、終了済みのライブ配信ゲームおよび/またはありがとう動画の進行が要求されてもよい。つまり、見返し配信または見逃し配信は、複数回数にわたり繰り返し実行可能とするのがよい。この場合、処理フローはステップS301に戻ることになる。 After the end of the return distribution (step S305) or the missed distribution (step S306), the user terminal 100 may request the progress of the completed live distribution game and / or the thank-you video again. That is, it is preferable that the return delivery or the missed delivery can be repeatedly executed a plurality of times. In this case, the processing flow returns to step S301.
 上述の構成および方法によれば、ユーザ端末100において、ライブ配信ゲームおよびありがとう動画がリアルタイムに進行した後であっても、ユーザは再度ライブ配信ゲームおよびありがとう動画を様々な態様で進行させることができる。これにより、ユーザは、キャラクタとの現実感が豊かなやりとりの体験を通じて、よりキャラクタに愛着を感じることになるので、該キャラクタを操作する別のパートもよりいっそう興味を持ってプレイすることができる。結果として、ゲームの世界への没入感を高め、該ゲームの興趣性を向上させるという効果を奏する。 According to the above-mentioned configuration and method, even after the live distribution game and the thank-you video have progressed in real time on the user terminal 100, the user can proceed with the live distribution game and the thank-you video again in various modes. .. As a result, the user feels more attached to the character through the experience of interacting with the character in a rich sense of reality, so that another part that operates the character can be played with even more interest. .. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
 <変形例1>
 上記実施形態2では、終了済みのライブ配信ゲームの進行が見返し配信となるか、見逃し配信となるかは、ユーザがライブ配信ゲームをリアルタイムで進行させた実績があるか否かに基づいて決定されるものとした(図33のステップS303)。これに対し、本実施形態の変形例1では、ユーザが見返し配信または見逃し配信を選択可能とするように構成してもよい。或いは、上記実績の有無に拘わらず、見逃し配信のみがユーザに提供されるように構成してもよい。
<Modification 1>
In the second embodiment, whether the progress of the completed live distribution game is a return distribution or a missed distribution is determined based on whether or not the user has a track record of advancing the live distribution game in real time. (Step S303 in FIG. 33). On the other hand, in the first modification of the present embodiment, the user may be configured to select the return delivery or the overlooked delivery. Alternatively, regardless of the presence or absence of the above-mentioned achievements, only the overlooked distribution may be provided to the user.
 <変形例2>
 上記実施形態2では、見返し配信(図33のステップS305)または見逃し配信(図33のステップS306)の終了後に、再び、終了済みのライブ配信ゲーム(およびありがとう動画)の進行が要求されてよいものとした。つまり、見返し配信または見逃し配信は、複数回数にわたり繰り返し実行可能であった。本変形例2では、2回目以降の見返し配信または見逃し配信は、前回の見返し配信または見逃し配信の記録に応じたものとするのがよい。
<Modification 2>
In the second embodiment, after the end of the return distribution (step S305 in FIG. 33) or the missed distribution (step S306 in FIG. 33), the progress of the completed live distribution game (and thank-you video) may be requested again. And said. That is, the return delivery or the missed delivery could be repeatedly executed a plurality of times. In the second modification, it is preferable that the second and subsequent return delivery or missed delivery correspond to the record of the previous return delivery or missed delivery.
 1回目に見返し配信または見逃し配信が行われた場合、1回目の配信履歴データが、サーバ200の記憶部220または配信端末400の記憶部320に格納されてもよい。その後、終了済みのライブ配信ゲームに係る記録済みの動作指図データがユーザ端末100から再び要求されると、サーバ200または配信端末400から、1回目の配信履歴データが、記録済みの動作指図データと共に配信される。ユーザ端末100では、受信した1回目の配信履歴データを参照し、1回目の見返し配信または見逃し配信が途中まで行われていた場合には、ユーザ端末100は、その続きから2回目の見返し配信または見逃し配信の進行を再開させる。これにより、ユーザは効率的に見返し配信または見逃し配信を実行することができる。同様に、ありがとう動画に係る記録済みの動作指図データは、見返し配信時にはユーザ端末100から読み出されるが、1回目の見返し配信が途中まで行われていた場合には、中断された箇所を示す再生履歴データなるものがユーザ端末100に記録されるようにして、ユーザ端末100は、その続きから2回目の見返し配信の進行を再開させることができるようになっていてもよい。 When the first return distribution or the overlooked distribution is performed, the first distribution history data may be stored in the storage unit 220 of the server 200 or the storage unit 320 of the distribution terminal 400. After that, when the recorded operation instruction data related to the completed live distribution game is requested again from the user terminal 100, the first distribution history data is sent from the server 200 or the distribution terminal 400 together with the recorded operation instruction data. It will be delivered. In the user terminal 100, the received first delivery history data is referred to, and if the first return delivery or the missed delivery is performed halfway, the user terminal 100 will perform the second return delivery or the second return delivery from the continuation. Resume the progress of overlooked delivery. As a result, the user can efficiently perform return delivery or missed delivery. Similarly, the recorded operation instruction data related to the thank-you video is read from the user terminal 100 at the time of the return distribution, but when the first return distribution is performed halfway, the reproduction history indicating the interrupted part is shown. The data may be recorded in the user terminal 100 so that the user terminal 100 can restart the progress of the second return distribution from the continuation.
 なお、1回目が見返し配信であれば2回目以降も見返し配信が実行され、1回目が見逃し配信であれば2回目以降も見逃し配信が実行されるのがよい。また、ゲーム中のキャラクタに係る記録済みの動作指図データが既にユーザ端末100に存在している場合には、ユーザ端末100は、記録済みの動作指図データの再度の受信を行わないようにしてもよい。これにより、ユーザ端末100が受信するデータ容量を節約することができる。 If the first delivery is a return delivery, the return delivery should be executed from the second time onward, and if the first delivery is a missed delivery, the missed delivery should be executed from the second time onward. Further, when the recorded operation instruction data related to the character in the game already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. good. As a result, the amount of data received by the user terminal 100 can be saved.
 <変形例3>
 実施形態3では、終了済みのライブ配信ゲームの進行が見返し配信となるか、または見逃し配信となるかは、ユーザがライブ配信ゲームをリアルタイムで進行させた実績に応じて決定されるものとした(図33のステップS303)。本変形例3では、ユーザがライブ配信ゲームまたはありがとう動画をリアルタイムで途中まで進行させていたと判定される場合には、その続きから、終了済みのライブ配信ゲームまたはありがとう動画の進行を再開させるのがよい。ユーザがライブ配信ゲームをリアルタイムでどこまで進行させたかの記録は、図31で上述したユーザ行動履歴情報から判断することができる。また、同様に、ユーザがありがとう動画をリアルタイムでどこまで進行させたかの記録を、ユーザ行動履歴情報に保持させるようになっていてもよい。つまり、ユーザ行動履歴情報には、特定のライブ配信ゲームおよびありがとう動画に関し、ユーザがどの時間まで進行させたかが記録されてもよい。なお、これに限定されないが、終了済みのライブ配信ゲームの再開は、制限付きの進行である見逃し配信とするのがよい。これにより、ユーザは効率的に見逃し配信を実行することができる。
<Modification 3>
In the third embodiment, whether the progress of the completed live distribution game is a return distribution or a missed distribution is determined according to the achievement of the user's progress of the live distribution game in real time (). Step S303 in FIG. 33). In this modification 3, when it is determined that the user has progressed the live distribution game or the thank-you video halfway in real time, the progress of the completed live distribution game or the thank-you video is restarted from the continuation. good. The record of how far the user has progressed the live distribution game in real time can be determined from the user behavior history information described above in FIG. 31. Similarly, the user action history information may retain a record of how far the user has progressed the thank-you video in real time. That is, the user behavior history information may record how long the user has progressed with respect to a specific live-streamed game and thank-you video. It should be noted that, but not limited to this, the resumption of the completed live distribution game should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
<ユーザ端末100の表示画面例>
 図34は本実施形態に係るゲームプログラムに基づきユーザ端末100の表示部152に表示される画面例と、これら画面の間の遷移例を示す。画面例には、ホーム画面800A、ライブ配信のライブ選択画面800Bおよび見逃し配信の見逃し選択画面800Cの例が含まれる。遷移例において、ホーム画面800Aからはライブ選択画面800Bに遷移可能である。また、ライブ選択画面800Bからはホーム画面800Aおよび見逃し選択画面800Cに遷移可能である。同様に、見逃し選択画面800Cからはライブ選択画面800Bに遷移可能である。なお、実際の配信画面(不図示)は、ライブ選択画面800Bおよび見逃し選択画面800Cから遷移される。
<Example of display screen of user terminal 100>
FIG. 34 shows an example of a screen displayed on the display unit 152 of the user terminal 100 based on the game program according to the present embodiment, and an example of a transition between these screens. Examples of screens include a home screen 800A, a live selection screen 800B for live distribution, and a missed selection screen 800C for missed distribution. In the transition example, the transition from the home screen 800A to the live selection screen 800B is possible. Further, the live selection screen 800B can be transitioned to the home screen 800A and the overlooked selection screen 800C. Similarly, it is possible to transition from the overlooked selection screen 800C to the live selection screen 800B. The actual distribution screen (not shown) is transitioned from the live selection screen 800B and the overlooked selection screen 800C.
(ホーム画面)
 ホーム画面800Aは、ライブ配信ゲームを進行させるための各種メニューをユーザ端末100の表示部152に表示する。ゲーム進行部115は、ゲームの開始のために入力操作を受け付けると、最初にホーム画面800Aを表示する。具体的には、ホーム画面800Aは、ライブ選択画面800Bに遷移させるための「ライブ」アイコン802を含む。ホーム画面800Aにおける「ライブ」アイコン802に対する入力操作を受け付けると、ゲーム進行部115は、ライブ選択画面800Bを表示部152に表示させる。
(Home Screen)
The home screen 800A displays various menus for advancing the live distribution game on the display unit 152 of the user terminal 100. When the game progress unit 115 receives an input operation for starting the game, the game progress unit 115 first displays the home screen 800A. Specifically, the home screen 800A includes a "live" icon 802 for transitioning to the live selection screen 800B. Upon receiving an input operation for the "live" icon 802 on the home screen 800A, the game progress unit 115 causes the display unit 152 to display the live selection screen 800B.
(ライブ選択画面)
 ライブ選択画面800Bは、配信可能なライブ情報をユーザに提示する。特に、ライブ配信時刻等をあらかじめユーザに通知するための1以上のライブに関する告知情報をリスト表示する。ライブ告知情報は、少なくともライブ配信日時を含む。さらにライブ告知情報は、ライブの無料/有料の情報や、ライブに出演するキャラクタの画像等を含む広告画像を含んでもよい。また、ライブ選択画面800Bは、最も近い将来に配信するライブ配信に関する告知情報をライブ選択画面にポップアップ画面806で表示してもよい。
(Live selection screen)
The live selection screen 800B presents live information that can be distributed to the user. In particular, a list of one or more live notification information for notifying the user of the live distribution time and the like in advance is displayed. The live announcement information includes at least the live delivery date and time. Further, the live announcement information may include free / paid live information, an advertisement image including an image of a character appearing in the live, and the like. Further, the live selection screen 800B may display the notification information regarding the live distribution to be distributed in the near future on the live selection screen on the pop-up screen 806.
 ライブ配信時刻になると、サーバ200は、ライブ配信を受ける権利がある1以上のユーザ端末100を探索する。ライブ配信を受ける権利は、ライブ配信を受けるための対価を支払い済みであること(例えばチケットを保有すること)などが条件としてあげられる。ライブ配信を受ける権利があるユーザ端末100には、対応するライブ告知情報が表示されることになる。 At the live distribution time, the server 200 searches for one or more user terminals 100 having the right to receive the live distribution. The right to receive livestreaming is conditioned on the fact that the consideration for receiving livestreaming has been paid (for example, holding a ticket). The corresponding live notification information will be displayed on the user terminal 100 having the right to receive the live distribution.
 ユーザ端末100において、ライブ再生操作、例えば、ライブ選択画面800Bにおけるライブ配信時刻となったライブに対する選択操作(より詳しくは、ライブの画像に対するタッチ操作)を受け付ける。それに応じて、ゲーム進行部115は、表示部152を実際の配信画面(不図示)に遷移させる。これにより、ユーザ端末100は、ライブ配信を進行させ、ライブ視聴処理をリアルタイムで進行させることができる。ライブ視聴処理が実行されると、動画再生部117は、受信した動作指図データに基づいて、ライブ配信(ゲームやありがとう動画等)においてキャラクタを動作させる。動画再生部117は、ライブ配信において動作指図データに基づいて動作するキャラクタを含む動画再生画面(例えば、図11および図12のゲームおよび図26のありがとう動画910A)を生成し、表示部152に表示させる。 The user terminal 100 accepts a live playback operation, for example, a selection operation for a live at the live distribution time on the live selection screen 800B (more specifically, a touch operation for a live image). Accordingly, the game progress unit 115 shifts the display unit 152 to the actual distribution screen (not shown). As a result, the user terminal 100 can proceed with the live distribution and the live viewing process in real time. When the live viewing process is executed, the moving image reproduction unit 117 operates the character in the live distribution (game, thank-you moving image, etc.) based on the received operation instruction data. The video playback unit 117 generates a video playback screen (for example, the game of FIGS. 11 and 12 and the thank-you video 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution, and displays it on the display unit 152. Let me.
 また、ライブ選択画面800Bは、直前に表示していた画面に遷移させるための「戻る(×)」アイコン808と、見逃し選択画面800Cに遷移させるための「見逃し配信」アイコン810を表示部152に表示させてもよい。ここでは、ライブ選択画面800Bにおける「戻る(×)」アイコン808に対する入力操作に応じて、ゲーム進行部115は、画面800Bをホーム画面800Aに遷移させる。一方、ライブ選択画面800Bにおける見逃し配信アイコン810に対する入力操作に対しては、ゲーム進行部115は、画面800Bを見逃し選択画面800Cに遷移させる。 Further, the live selection screen 800B has a "return (x)" icon 808 for transitioning to the screen displayed immediately before and a "missing delivery" icon 810 for transitioning to the missed selection screen 800C on the display unit 152. It may be displayed. Here, the game progress unit 115 shifts the screen 800B to the home screen 800A in response to an input operation for the “return (x)” icon 808 on the live selection screen 800B. On the other hand, for the input operation for the missed distribution icon 810 on the live selection screen 800B, the game progress unit 115 shifts to the missed selection screen 800C on the screen 800B.
(見逃し選択画面)
 見逃し選択画面800Cは、過去に配信された1以上のライブに関する配信済み情報のうち、特にユーザがライブ配信ゲームをリアルタイムで進行させた実績がない配信済みの情報を表示する。ユーザ端末100の操作部151によって、見逃し選択画面800Cに表示されるライブの配信済み情報、例えばライブに出演したキャラクタを含む画像830に対する入力操作を受け付けると、ゲーム進行部115はライブ配信ゲーム終了後、終了済みのライブ配信ゲームを再度進行することができる。
(Missing selection screen)
The overlook selection screen 800C displays, among the distributed information regarding one or more live distributed in the past, the distributed information in which the user has not progressed the live distribution game in real time. When the operation unit 151 of the user terminal 100 receives an input operation for the live distribution information displayed on the overlook selection screen 800C, for example, the image 830 including the character appearing in the live, the game progress unit 115 after the end of the live distribution game. , You can replay the livestreamed game that has been finished.
 見逃し選択画面800Cの例に示すように、ライブに関する配信済み情報は、さらに、それぞれの配信済みライブの再生時間812、配信終了までの期間(日数など)814、現在から起算して何日前に配信されたかを示す情報816、および過去の配信日時等を含んでもよい。さらに、見逃し選択画面800Cは、ライブ選択画面800Bに遷移させるための「戻る(<)」アイコン818を含む。「戻る(<)」アイコン818に対する入力操作に応じて、ゲーム進行部115は、ライブ選択画面800Bに遷移させる。 As shown in the example of the overlook selection screen 800C, the delivered information about the live is further delivered with the playback time 812 of each delivered live, the period until the end of delivery (days, etc.) 814, and how many days before the present. It may include information 816 indicating whether or not it has been done, a past delivery date and time, and the like. Further, the overlooked selection screen 800C includes a “back (<)” icon 818 for transitioning to the live selection screen 800B. In response to the input operation for the "return (<)" icon 818, the game progress unit 115 transitions to the live selection screen 800B.
 本実施形態では、これに限定されないが、見逃し選択画面800Cは、ライブ選択画面800Bのみから遷移され、ホーム画面800Aからは直接遷移されないようにするのがよい。見逃し配信は、ライブ配信を見逃したユーザに対し行うものであり、ライブ配信機能に付随する機能にすぎない。また、本ゲームの目的の一つはユーザがリアルタイムのライブ配信を視聴し、リアルタイムでキャラクタを応援し、キャラクタとの交流を深めることでゲームの興趣を高めることにある。このため、キャラクタ(プレイヤ)とのリアルタイムの交流ができない見逃し配信よりも、ライブ配信をリアルタイムで視聴するようユーザを誘導するために、ここでは、ホーム画面800Aからは見逃し選択画面800Cへ直接遷移できないようにするのがよい。 In the present embodiment, the overlooked selection screen 800C is not limited to this, but it is preferable that the transition is made only from the live selection screen 800B and not directly from the home screen 800A. The missed distribution is performed for the user who missed the live distribution, and is only a function accompanying the live distribution function. In addition, one of the purposes of this game is to enhance the fun of the game by allowing the user to watch the live stream in real time, support the character in real time, and deepen the interaction with the character. Therefore, in order to guide the user to watch the live distribution in real time rather than the overlooked distribution in which real-time interaction with the character (player) is not possible, here, the overlooked selection screen 800C cannot be directly transitioned from the home screen 800A. It is better to do so.
 なお、見逃し選択画面800Cでは、ユーザがライブ配信ゲームをリアルタイムで進行させた実績がない配信済みの情報を表示するようにした。これに代えて、過去に配信された全てのライブに関する配信済み情報をライブ毎にリスト表示してもよい。この場合、ユーザがライブ配信ゲームをリアルタイムで進行させた実績の有無に応じて、見返し配信または見逃し配信の何れかが実行されるのがよい。具体的には、ユーザがライブ配信ゲームをリアルタイムで進行させた実績があると判定される場合は、前述の見返し配信となる。他方、ユーザがライブ配信ゲームをリアルタイムで進行させた実績がないと判定される場合は見逃し配信となる。図33に関して前述したように、見返し配信と見逃し配信とでは、異なるユーザ体験を提供することができる。なお、ありがとう動画は、見返し配信の際に、当該ありがとう動画に関するゲームと一体的に再生されるようになっていてもよいし、ゲームとありがとう動画は別々に再生可能となっていてもよい。 In addition, on the overlooked selection screen 800C, the distributed information that the user has not played the live distribution game in real time is displayed. Instead of this, the delivered information about all the live delivered in the past may be displayed in a list for each live. In this case, it is preferable that either the return distribution or the overlooked distribution is executed depending on whether or not the user has progressed the live distribution game in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution game in real time, the above-mentioned return distribution is performed. On the other hand, if it is determined that the user has no record of progressing the live distribution game in real time, the distribution will be overlooked. As described above with respect to FIG. 33, the look-back delivery and the missed delivery can provide different user experiences. The thank-you video may be played integrally with the game related to the thank-you video at the time of the return delivery, or the game and the thank-you video may be played separately.
 〔ソフトウェアによる実現例〕
 ユーザ端末100、サーバ200、ゲームプレイ端末300(HMDセット1000)、および配信端末400の制御ブロック(特に制御部110、210、310、410)は、集積回路(ICチップ)等に形成された論理回路(ハードウェア)によって実現してもよいし、ソフトウェアによって実現してもよい。
[Example of implementation by software]
The control blocks (particularly the control units 110, 210, 310, 410) of the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 are logic formed in an integrated circuit (IC chip) or the like. It may be realized by a circuit (hardware) or by software.
 後者の場合、ユーザ端末100、サーバ200、ゲームプレイ端末300(HMDセット1000)、および配信端末400は、各機能を実現するソフトウェアであるプログラムの命令を実行するコンピュータを備えている。このコンピュータは、例えば1つ以上のプロセッサを備えていると共に、上記プログラムを記憶したコンピュータ読み取り可能な記録媒体を備えている。そして、上記コンピュータにおいて、上記プロセッサが上記プログラムを上記記録媒体から読み取って実行することにより、本発明の目的が達成される。上記プロセッサとしては、例えばCPU(Central Processing Unit)を用いることができる。上記記録媒体としては、「一時的でない有形の媒体」、例えば、ROM(Read Only Memory)等の他、テープ、ディスク、カード、半導体メモリ、プログラマブルな論理回路などを用いることができる。また、上記プログラムを展開するRAM(Random Access Memory)などをさらに備えていてもよい。また、上記プログラムは、該プログラムを伝送可能な任意の伝送媒体(通信ネットワークや放送波等)を介して上記コンピュータに供給されてもよい。なお、本発明の一態様は、上記プログラムが電子的な伝送によって具現化された、搬送波に埋め込まれたデータ信号の形態でも実現され得る。 In the latter case, the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 include a computer that executes a program command that is software that realizes each function. The computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes it, thereby achieving the object of the present invention. As the processor, for example, a CPU (Central Processing Unit) can be used. As the recording medium, in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used. Further, a RAM (RandomAccessMemory) for expanding the above program may be further provided. Further, the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
 本発明は上述した各実施形態に限定されるものではなく、請求項に示した範囲で種々の変更が可能であり、異なる実施形態にそれぞれ開示された技術的手段を適宜組み合わせて得られる実施形態についても本発明の技術的範囲に含まれる。 The present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the claims, and the embodiments obtained by appropriately combining the technical means disclosed in the different embodiments. Is also included in the technical scope of the present invention.
 〔付記事項〕
 本発明の一側面に係る内容を列記すると以下のとおりである。
[Additional notes]
The contents relating to one aspect of the present invention are listed below.
 (項目1) 情報処理方法について説明した。本開示のある局面によると、情報処理方法は、第1ユーザが使用するコンピュータによって実行される情報処理方法であって、外部から受信した第1データに基づいて、第1ユーザを含む複数のユーザが参加するゲームに登場するキャラクタを動作させる第1ステップであって、第1データは、キャラクタに少なくとも音声を発話させるためのデータであって、複数のユーザが使用する複数のコンピュータのうち上記コンピュータを含む1以上の任意のコンピュータに外部から送信されるものであり、送信先のコンピュータ毎に発話の内容が異なるデータであり、第1データは、コンピュータに記憶され、当該第1ステップはゲームの実行後またはゲームの実行中に実行される、ステップと、ゲームの実行中に、第2データに基づいてキャラクタを動作させる第2ステップであって、第2データは、キャラクタに少なくとも身体を動作させるためのデータであって、複数のコンピュータの間で共通に用いられるデータである、ステップと、
 ゲームの終了後に、実行されたゲームの視聴を要求したのに応じて外部から再び受信される第2データと、記憶された第1データとに基づいて、キャラクタを再び動作させる第3ステップと、を含み、第1ステップおよび第3ステップでは、第2データに基づいてキャラクタを動作させていないときに、第1データに基づいてキャラクタを動作させる。
 (項目2) (項目1)において、第3ステップは、第1ユーザの入力操作による行動の記録に基づいて実行される。
 (項目3) (項目2)において、行動の記録が時間情報を含み、第3ステップは、前記第1ステップおよび/または前記第2ステップの実行中における、前記操作部を介した前記第1ユーザの入力操作による時間情報の指定に従う。
 (項目4) (項目2)または(項目3)において、前記行動が、前記第1ステップおよび/または前記第2ステップの実行中における、前記操作部を介した前記第1ユーザの入力操作による特定進行部分の選択を含み、前記第3ステップの進行において、選択された前記特定進行部分のみの進行が実行される。
 (項目5) (項目2)から(項目4)のいずれか1項目において、前記行動の記録が、前記ユーザの入力操作による有価データの消費を含み、前記第3ステップの実行中において、前記キャラクタの動作態様は、前記有価データの消費に基づいて決められる、情報処理方法。
 (項目6) (項目1)から(項目5)のいずれか1項目において、前記コンピュータはさらに表示部を備え、前記表示部は、前記ゲームに関するメニューを表示する第1画面と、前記第1画面から遷移され、視聴可能な前記ゲームを表示する第2画面と、配信済みコンテンツに関する情報を表示するための第3画面とを表示可能に構成されており、前記第3画面は、前記第2画面から遷移され、前記第1画面からは遷移されないように構成されている。
 (項目7) (項目6)において、前記第2画面に対する前記第1ユーザによる入力操作を受け付けると、前記第2画面から前記第3画面に遷移させるステップをさらに含む。
 (項目8) コンピュータ可読媒体について説明した。本開示のある局面によると、コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、コンピュータ実行可能命令が実行されると、当該コンピュータに、(項目1)から(項目7)のいずれか1項目の情報処理方法を実行させる。
 (項目9) 情報処理装置について説明した。本開示のある局面によると、情報処理装置は、(項目1)から(項目7)のいずれか1項目の各ステップを含むプログラムを記憶するメモリと、当該プログラムを実行することにより、情報処理装置の動作を制御するプロセッサと、を備える。
(Item 1) The information processing method was explained. According to an aspect of the present disclosure, the information processing method is an information processing method executed by a computer used by the first user, and is a plurality of users including the first user based on the first data received from the outside. Is the first step of operating a character appearing in a game in which the character participates, and the first data is data for causing the character to speak at least a voice, and is the computer among a plurality of computers used by a plurality of users. It is transmitted from the outside to one or more arbitrary computers including, and the content of the utterance is different for each destination computer. The first data is stored in the computer, and the first step is the game. A step performed after execution or during the execution of the game, and a second step of operating the character based on the second data during the execution of the game, wherein the second data causes the character to at least move the body. Steps and data that are commonly used among multiple computers.
After the end of the game, a third step of reactivating the character based on the second data received again from the outside in response to a request to watch the executed game and the stored first data. In the first step and the third step, when the character is not operated based on the second data, the character is operated based on the first data.
(Item 2) In (Item 1), the third step is executed based on the record of the action by the input operation of the first user.
(Item 3) In (Item 2), the record of the action includes time information, and the third step is the first user via the operation unit during the execution of the first step and / or the second step. Follows the specification of time information by the input operation of.
(Item 4) In (Item 2) or (Item 3), the action is specified by the input operation of the first user via the operation unit during the execution of the first step and / or the second step. Including the selection of the progress portion, in the progress of the third step, the progress of only the selected specific progress portion is executed.
(Item 5) In any one of (Item 2) to (Item 4), the record of the action includes consumption of valuable data by the input operation of the user, and the character is executed during the execution of the third step. The operation mode of is an information processing method determined based on the consumption of the valuable data.
(Item 6) In any one of (Item 1) to (Item 5), the computer further includes a display unit, and the display unit includes a first screen for displaying a menu related to the game and the first screen. The second screen for displaying the game that can be viewed and the third screen for displaying information about the delivered content are configured to be displayable, and the third screen is the second screen. It is configured so that it is transitioned from and not transitioned from the first screen.
(Item 7) In (Item 6), when the input operation by the first user to the second screen is accepted, the step of transitioning from the second screen to the third screen is further included.
(Item 8) A computer-readable medium has been described. According to a certain aspect of the present disclosure, it is a computer-readable medium that stores a computer-executable instruction, and when the computer-executable instruction is executed, any one of (item 1) to (item 7) is sent to the computer. To execute the information processing method of.
(Item 9) The information processing device has been described. According to an aspect of the present disclosure, the information processing apparatus includes a memory for storing a program including each step of any one of (item 1) to (item 7), and an information processing apparatus by executing the program. It is equipped with a processor that controls the operation of.
 1 システム、2 ネットワーク、3、3A、3B ユーザ(第1ユーザ)、4 プレイヤ(演者)、10,20,30,40 プロセッサ、11,21,31,41 メモリ、12,22,32,42 ストレージ、13,23,33,43 通信IF、14,24,34,44 入出力IF、15,45 タッチスクリーン、17 カメラ、18 測距センサ、51 モニタ、52 注視センサ、53 第1カメラ、54 第2カメラ、55 マイク、56 スピーカ、100,100A,100B,100C ユーザ端末(コンピュータ、第1コンピュータ、第1情報処理装置)、110,210,310,410 制御部(第1制御部、第2制御部)、111,311,413 操作受付部、112,312,412 表示制御部、113,313 UI制御部、114,314 アニメーション生成部、115,315 ゲーム進行部、116,316 仮想空間制御部、117 動画再生部、120,220,320,420 記憶部(第1記憶部、第2記憶部)、131,231,331 ゲームプログラム(プログラム、第1プログラム)、132,232,332 ゲーム情報、133,233,333 ユーザ情報、151,451 入力部、152,452 表示部(ディスプレイ)、200 サーバ、211 通信仲介部、212 ログ生成部、213 リスト生成部、234,421 ユーザリスト、300 ゲームプレイ端末(外部装置、第2外部装置)、317 反応処理部、400 配信端末(外部、第1外部装置、コンピュータ、第2情報処理装置)、411 通信制御部、414 音声受付部、415 モーション特定部、416 動作指図データ生成部、422 モーションリスト、423 配信プログラム(プログラム、第2プログラム)、540,1020,1021 コントローラ、500 HMD、510 HMDセンサ、520 モーションセンサ、530 ディスプレイ、600A、600B 仮想空間、610 アバターオブジェクト(キャラクタ)、620A,620B 仮想カメラ、631,632,633,634 オブジェクト、640A,640B 視界領域、650,660 視界画像、671 敵オブジェクト、672,673 障害物オブジェクト、674 演出オブジェクト、691,692 発話、701,702,703A,70B,704A,704B,705,706,711,711A,711B,711C,711D,722,723,745,745A,745B,745C,752,762,763,930,2011、2022、2031、2032、2033、2034、2037、2038、2051、2063、2072、2073、2075 UI画像(メッセージUI、UI)、721 ダウンロード画面、731 ユーザリスト画面(リスト)、732,732A,732B,732C,742,742A,742B,742C レコード画像、733,733A,733B,733C ユーザ名、734,734A,734B,734C タグ情報、735,735A,735B,735C アイコン、741 モーションリスト画面(選択肢)、743,743A,743B,743C モーション名、744,744A,744B,744C,753 モーション画像、751 配信画面、761 配信完了画面、810A,810B モーション動画、820A,820B 発話音声、910A,910B 動画、920A,920B 音声、1000 HMDセット、1010 物体、1030,1031 記憶媒体、2010 ホーム画面、2020 ランキング画面、2021 タイトル画像、2026,2026A,2026B 順位、2027,2027A,2027B 課金額、2028,2028A,2028B 送信回数、2029 送信済通知、2030 前回送信日、2035 詳細表示領域、2036 スクロールバー、2040 詳細画面、2050,2060 準備画面、2052 テキスト、2053、2061 選択画像、2054A、2054B、2054C、2062A,2062B,2062C,2062D,2062E,2062F 選択肢、2070 音声入力画面、2074 タグ画像 1 system, 2 network, 3, 3A, 3B user (first user), 4 player (performer), 10,20,30,40 processor, 11,21,31,41 memory, 12,22,32,42 storage , 13, 23, 33, 43 communication IF, 14, 24, 34, 44 input / output IF, 15, 45 touch screen, 17 camera, 18 distance measurement sensor, 51 monitor, 52 gaze sensor, 53 first camera, 54th 2 cameras, 55 microphones, 56 speakers, 100, 100A, 100B, 100C user terminals (computer, first computer, first information processing device), 110, 210, 310, 410 control units (first control unit, second control) Part), 111,311,413 Operation reception part, 112,312,412 Display control part, 113,313 UI control part, 114,314 Animation generation part, 115,315 Game progress part, 116,316 Virtual space control part, 117 video playback unit, 120, 220, 320, 420 storage unit (first storage unit, second storage unit), 131,231,331 game program (program, first program), 132,232,332 game information, 133 , 233,333 User information, 151,451 Input unit, 152,452 Display unit (display), 200 server, 211 Communication mediation unit, 212 Log generation unit, 213 List generation unit, 234,421 User list, 300 Gameplay terminal (External device, 2nd external device), 317 reaction processing unit, 400 distribution terminal (external, 1st external device, computer, 2nd information processing device), 411 communication control unit, 414 voice reception unit, 415 motion identification unit, 416 Operation instruction data generator, 422 motion list, 423 distribution program (program, second program), 540, 1020, 1021 controller, 500 HMD, 510 HMD sensor, 520 motion sensor, 530 display, 600A, 600B virtual space, 610. Avatar object (character), 620A, 620B virtual camera, 631,632,633,634 object, 640A, 640B view area, 650,660 view image, 671 enemy object, 672,673 obstacle object, 674 production object, 691, 692 Speaking, 701, 702, 703A, 70B, 70 4A, 704B, 705,706,711,711A, 711B, 711C, 711D, 722,723,745,745A, 745B, 745C, 752,762,763,930,2011,2022,2031,2032,2033,2034, 2037, 2038, 2051, 2063, 2072, 2073, 2075 UI image (message UI, UI), 721 download screen, 731 user list screen (list), 732,732A, 732B, 732C, 742,742A, 742B, 742C record Image, 733,733A, 733B, 733C user name, 734,734A, 734B, 734C tag information, 735,735A, 735B, 735C icon, 741 motion list screen (choice), 734,743A, 743B, 743C motion name, 744 , 744A, 744B, 744C, 753 motion image, 751 distribution screen, 761 distribution completion screen, 810A, 810B motion video, 820A, 820B spoken audio, 910A, 910B video, 920A, 920B audio, 1000 HMD set, 1010 object, 1030 , 1031 storage medium, 2010 home screen, 2020 ranking screen, 2021 title image, 2026, 2026A, 2026B ranking, 2027, 2027A, 2027B billing amount, 2028, 2028A, 2028B transmission count, 2029 transmission completion date, 2030 last transmission date, 2035 detail display area, 2036 scroll bar, 2040 detail screen, 2050, 2060 preparation screen, 2052 text, 2053, 2061 selection image, 2054A, 2054B, 2054C, 2062A, 2062B, 2062C, 2062D, 2062E, 2062F choice, 2070 voice input Screen, 2074 tag image

Claims (9)

  1.  第1ユーザが使用するコンピュータによって実行される情報処理方法であって、
     外部から受信した第1データに基づいて、前記第1ユーザを含む複数のユーザが参加するゲームに登場するキャラクタを動作させる第1ステップであって、
      前記第1データは、前記キャラクタに少なくとも音声を発話させるためのデータであって、前記複数のユーザが使用する複数のコンピュータのうち前記コンピュータを含む1以上の任意のコンピュータに外部から送信されるものであり、送信先のコンピュータ毎に前記発話の内容が異なるデータであり、前記第1データは、前記コンピュータに記憶され、当該第1ステップは前記ゲームの実行後または前記ゲームの実行中に実行される、ステップと、
     前記ゲームの実行中に、第2データに基づいて前記キャラクタを動作させる第2ステップであって、
      前記第2データは、前記キャラクタに少なくとも身体を動作させるためのデータであって、前記複数のコンピュータの間で共通に用いられるデータである、ステップと、
     前記ゲームの終了後に、前記実行されたゲームの視聴を要求したのに応じて外部から再び受信される前記第2データと、前記記憶された第1データとに基づいて、前記キャラクタを再び動作させる第3ステップと、
    を含み、
     前記第1ステップおよび前記第3ステップでは、前記第2データに基づいて前記キャラクタを動作させていないときに、前記第1データに基づいて前記キャラクタを動作させる、情報処理方法。
    An information processing method executed by the computer used by the first user.
    It is a first step of operating a character appearing in a game in which a plurality of users including the first user participate based on the first data received from the outside.
    The first data is data for causing the character to speak at least a voice, and is transmitted from the outside to one or more arbitrary computers including the computer among a plurality of computers used by the plurality of users. The content of the utterance is different for each destination computer, the first data is stored in the computer, and the first step is executed after or during the execution of the game. , Steps,
    A second step of operating the character based on the second data during the execution of the game.
    The second data is data for causing the character to at least move the body, and is data commonly used among the plurality of computers.
    After the end of the game, the character is operated again based on the second data received again from the outside in response to the request for viewing of the executed game and the stored first data. The third step and
    Including
    In the first step and the third step, an information processing method for operating the character based on the first data when the character is not operated based on the second data.
  2.  請求項1に記載の情報処理方法であって、
     前記第3ステップは、前記第1ユーザの入力操作による行動の記録に基づいて実行される、情報処理方法。
    The information processing method according to claim 1.
    The third step is an information processing method executed based on a record of actions by the input operation of the first user.
  3.  請求項2に記載の情報処理方法であって、前記行動の記録が時間情報を含み、
     前記第3ステップは、前記第1ステップおよび/または前記第2ステップの実行中における、前記操作部を介した前記第1ユーザの入力操作による時間情報の指定に従う、情報処理方法。
    The information processing method according to claim 2, wherein the record of the action includes time information.
    The third step is an information processing method according to the designation of time information by the input operation of the first user via the operation unit during the execution of the first step and / or the second step.
  4.  請求項2または3に記載の情報処理方法において、
     前記行動が、前記第1ステップおよび/または前記第2ステップの実行中における、前記操作部を介した前記第1ユーザの入力操作による特定進行部分の選択を含み、
     前記第3ステップの進行において、選択された前記特定進行部分のみの進行が実行される、情報処理方法。
    In the information processing method according to claim 2 or 3,
    The action comprises the selection of a specific progress portion by the input operation of the first user via the operation unit during the execution of the first step and / or the second step.
    An information processing method in which the progress of only the selected specific progress portion is executed in the progress of the third step.
  5.  請求項2から4のいずれか一項に記載の情報処理方法であって、前記行動の記録が、前記ユーザの入力操作による有価データの消費を含み、
     前記第3ステップの実行中において、前記キャラクタの動作態様は、前記有価データの消費に基づいて決められる、情報処理方法。
    The information processing method according to any one of claims 2 to 4, wherein the record of the action includes consumption of valuable data by the input operation of the user.
    An information processing method in which the operation mode of the character is determined based on the consumption of the valuable data during the execution of the third step.
  6.  請求項1から5のいずれか一項に記載の情報処理方法であって、前記コンピュータはさらに表示部を備え、前記表示部は、
     前記ゲームに関するメニューを表示する第1画面と、前記第1画面から遷移され、視聴可能な前記ゲームを表示する第2画面と、配信済みコンテンツに関する情報を表示するための第3画面とを表示可能に構成されており、
     前記第3画面は、前記第2画面から遷移され、前記第1画面からは遷移されないように構成されている、情報処理方法。
    The information processing method according to any one of claims 1 to 5, wherein the computer further includes a display unit, and the display unit includes a display unit.
    It is possible to display a first screen for displaying a menu related to the game, a second screen for displaying the game which is transitioned from the first screen and can be viewed, and a third screen for displaying information regarding the delivered content. Is configured in
    An information processing method in which the third screen is configured to be transitioned from the second screen and not transitioned from the first screen.
  7.  請求項6に記載の情報処理方法であって、
     前記第2画面に対する前記第1ユーザによる入力操作を受け付けると、前記第2画面から前記第3画面に遷移させるステップをさらに含む、情報処理方法。
    The information processing method according to claim 6.
    An information processing method further comprising a step of transitioning from the second screen to the third screen when an input operation by the first user for the second screen is accepted.
  8.  コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、前記コンピュータ実行可能命令が実行されると、前記コンピュータに、請求項1から7のいずれか一項に記載の情報処理方法を実行させる、コンピュータ可読媒体。 A computer-readable medium in which a computer-executable instruction is stored, and when the computer-executable instruction is executed, the computer causes the computer to execute the information processing method according to any one of claims 1 to 7. Readable medium.
  9.  情報処理装置であって、
      請求項1から7のいずれか一項に記載の各ステップを含むプログラムを記憶するメモリと、
      前記プログラムを実行することにより、前記情報処理装置の動作を制御するプロセッサと、を備える、情報処理装置。
    It is an information processing device
    A memory for storing a program including each step according to any one of claims 1 to 7.
    An information processing device including a processor that controls the operation of the information processing device by executing the program.
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JP2019205643A (en) * 2018-05-29 2019-12-05 株式会社コロプラ Game program, method, and information processing device

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