WO2022113326A1 - Game method, computer-readable medium, and information terminal device - Google Patents

Game method, computer-readable medium, and information terminal device Download PDF

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Publication number
WO2022113326A1
WO2022113326A1 PCT/JP2020/044443 JP2020044443W WO2022113326A1 WO 2022113326 A1 WO2022113326 A1 WO 2022113326A1 JP 2020044443 W JP2020044443 W JP 2020044443W WO 2022113326 A1 WO2022113326 A1 WO 2022113326A1
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WO
WIPO (PCT)
Prior art keywords
user
game
progress
information
live
Prior art date
Application number
PCT/JP2020/044443
Other languages
French (fr)
Japanese (ja)
Inventor
功淳 馬場
Original Assignee
株式会社コロプラ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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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 PCT/JP2020/044443 priority Critical patent/WO2022113326A1/en
Priority to JP2022564983A priority patent/JPWO2022113326A1/ja
Publication of WO2022113326A1 publication Critical patent/WO2022113326A1/en

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Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players

Definitions

  • This disclosure relates to game methods, computer-readable media, and information terminal devices.
  • Patent Document 1 describes an information processing system that distributes data for displaying contents such as live moving images and game screens on a viewing terminal to the viewing terminal.
  • contents such as live moving images and game screens
  • decorations flowers, letters, logos, etc.
  • the viewer can use only the item that matches the image of the content for the decoration of the display screen. can.
  • the items displayed in a list that is, the items that can be input are fixed, so there is a risk that they lack a good taste (interesting taste).
  • the present disclosure has been devised in view of such circumstances, and an object thereof is to provide a game program, a game method, and an information terminal device that can enhance the taste.
  • a method for the progress of a game executed on a user terminal including a processor, a memory, and a display unit includes a first part in which the game progresses according to a user's operation, and a second part in which the content is displayed on the display unit based on the first information live-streamed via the server.
  • the second step is the step of accepting an action, in which the progress of the game is switched from the first part to the second part according to the result of a specific action, and the privilege associated with the user in the first step. It includes a second step of performing a process for giving to the distributor of the live distribution source based on the first operation in the part.
  • a method for the progress of a game executed on a user terminal including a processor, a memory, and a display unit is provided.
  • the game includes a first part in which the game progresses according to a user's operation, and a second part in which the content is displayed on the display unit based on the first information lively distributed via the server.
  • the method is a step of associating a user with a privilege that is available in the second part instead of the first part by satisfying a predetermined achievement condition in the first part by the processor, and a completed first step.
  • an information processing device for the progress of a game which comprises a processor, a memory, and a display unit.
  • the game includes a first part in which the game progresses according to a user's operation and a second part in which the content is displayed on the display unit based on the first information lively distributed via the server.
  • the privilege that becomes available in the second part instead of the first part by satisfying the predetermined achievement condition in the first part is associated with the user.
  • Request the progress of the completed second part receive the recorded operation instruction data from the server, and the operation instruction data includes the motion data and voice data input by the distributor of the live distribution source, and the operation instruction.
  • the progress of the second part is executed by operating the distributor's avatar object based on the data.
  • 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 disclosure is not limited to these examples, and is indicated by the scope of claims, and it is intended that the present disclosure includes all changes in the meaning and scope equivalent to the scope of claims. 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 in 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 IF 43, an input / output IF 44, and a touch screen 45 as an example of a mechanism for inputting information to the distribution terminal 400.
  • a communication IF 43 an input / output IF 44
  • 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, 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 that reflects the processing results executed by each of the above elements.
  • 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 operation instruction data generation unit 416 generates operation 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, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540 during the virtual experience (for example, during game play). 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 field of 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. 32 is a flowchart showing an example of the basic game progress of this game.
  • the game is divided into, for example, two gameplay parts.
  • the first part is a location information game part
  • the second part is a live distribution part.
  • the game may include an acquisition part that allows the user to acquire a game medium that is digital data that can be used in the game in exchange for valuable data possessed by the user.
  • the play order of each part is not particularly limited.
  • FIG. 32 shows a case where the user terminal 100 executes a game in the order of a location information game part, an acquisition part, and a live distribution part.
  • step S1 the game progress unit 115 executes the part of the location information game.
  • the location-based game part includes a fixed scenario S11 and an acquisition scenario S12 (described later).
  • the location-based game part includes, for example, a scene in which a main character operated by a user interacts with an NPC.
  • the "scenario" collected as digital data corresponds to one story of the main character, is supplied from the server 200, and is temporarily stored in the storage unit 120.
  • the game progress unit 115 reads out one scenario stored in the storage unit 120, and advances one scenario according to the input operation of the user until the end is reached.
  • the scenario includes options to be selected by the user, response patterns of the main character corresponding to the options, and even if different outcomes are obtained in one scenario depending on which option the user selects. good.
  • the game progress unit 115 presents a plurality of options corresponding to the action to the main character in a user-selectable manner, and advances the scenario according to the options selected by the user.
  • the game progress unit 115 may make the user acquire the privilege according to the ending.
  • the privilege is provided to the user, for example, as a game medium which is digital data that can be used in the game.
  • the game medium may be, for example, an item such as clothing that can be worn by a character (avatar object), or an item given to a distributor of a live distribution source.
  • "to make the user acquire the privilege” may, as an example, change the status of the game medium as the privilege managed in association with the user from unusable to usable.
  • the game medium may be stored in at least one of the memories (memory 11, memory 21, memory 31) included in the system 1 in association with the user identification information, the user terminal ID, or the like.
  • step S3 the game progress unit 115 executes the acquisition part.
  • the game medium acquired by the user may be a new scenario different from the scenario provided to the user terminal 100 at the time of the first download.
  • the former scenario will be referred to as a fixed scenario, and the latter scenario will be referred to as an acquisition scenario.
  • the scenario When it is not necessary to distinguish between the two, it is simply referred to as a scenario.
  • the game progress unit 115 causes the user to possess an acquisition scenario different from the fixed scenario that the user already possesses, in exchange for consuming the user's valuable data.
  • the scenario to be acquired by the user may be determined by the game progress unit 115 or the control unit 210 of the server 200 according to a predetermined rule. More specifically, the game progress unit 115 or the control unit 210 may execute a lottery and randomly determine a scenario to be acquired by the user from a plurality of acquisition scenarios.
  • the acquisition part may be executed at any time before and after the location information game part and the live distribution part.
  • step S4 the game progress unit 115 determines whether or not the operation instruction data has been received from an external device via the network. While the operation instruction data is not received from the external device, the game progress unit 115 may return from NO in step S4 to, for example, step S1 to execute the position information game part. Alternatively, the game progress unit 115 may execute the acquisition part of step S3. On the other hand, when the operation instruction data is received from the external device, the game progress unit 115 proceeds from YES in step S4 to step S5.
  • step S5 the game progress unit 115 executes the live distribution part (second part). Specifically, the game progress unit 115 advances the live distribution part, and the moving image reproduction unit 117 operates the character according to the operation instruction data received in step S4.
  • the user can freely and interactively interact with the character that operates in real time based on the operation instruction data transmitted from the external device. More specifically, the moving image reproduction unit 117 receives the operation instruction data including the voice data and the motion data generated according to the content of the input operation of the player 4 from the game play terminal 300. Then, the moving image reproduction unit 117 causes the character to speak based on the voice data included in the received operation instruction data, and moves the character based on the above-mentioned motion data. Thereby, the reaction of the character to the above-mentioned input operation of the player 4 can be presented to the user.
  • 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 operates the main character in response to the user's input operation input via the operation unit (input / output IF 14, touch screen 15, camera 17, distance measurement sensor 18), and the first A step of advancing one part and a step of advancing the second part by operating the character of the player 4 based on the operation instruction data received from the game play terminal 300 are executed.
  • the operation unit input / output IF 14, touch screen 15, camera 17, distance measurement sensor 18
  • the user terminal 100 receives the operation instruction data from the game play terminal 300, and in the second part, the character is operated based on the operation instruction data. Since the character can be operated based on the operation instruction data received from the game play terminal 300, the operation of the character is unconventional and its expression is greatly expanded. Therefore, the user can feel the reality as if the character is in the real world through the relationship with the character during the game play. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
  • FIG. 33 is a flowchart showing a basic game progress of a game executed based on the game program according to the first modification of the embodiment.
  • Step S11a is the same as step S1 in FIG. 32, and duplicate description will be omitted. That is, the game progress unit 115 executes the position information game part (first part).
  • step S13a While the position information game part of step S11a is in progress, in step S13a, the game progress unit 115 receives a specific action by the user. In response to this, the game progress unit 115 proceeds to step S14a, and an operation for switching from the position information game part to the live distribution part is performed. It is preferable that the game progressing unit 115 continuously executes the position information game part of step S11a until the specific action by the user is not accepted in step S13a.
  • the result of a specific action by the user in the location information game part includes, for example, that the position of the user terminal 100 acquired by the above-mentioned location registration system included in the user terminal 100 becomes a predetermined position. Is done. More specifically, the quest is realized by the position information game using the position registration information of the user terminal 100, and the user moves to the position determined by the game progress unit 115 with the user terminal 100. As a result, when the current position information of the user terminal 100 matches the determined position, the user is made to acquire the privilege. Also, in place of, or in addition to, the acquisition of benefits, the progress of the game may be automatically switched to the livestreaming part.
  • the result of a specific action by the user in the location-based game part includes the completion of a predetermined scenario associated with the location-based game part. More specifically, in the location-based game part, when the user clears one or more quests or selects an option, the dialogue with the character progresses and the scenario progresses. Then, when the scenario has one end, the user has completed the play of the scenario. As a result, the game may be automatically switched from the location-based game part to the live distribution part.
  • step S14a is the same as step S4 in FIG. 32, and duplicate description will be omitted.
  • Step S15a is the same as step S5 in FIG. 32, and duplicate description will be omitted.
  • step S15a for example, when it is determined that the server 200 is the live distribution time, or when it is determined that the server 200 has received a specific action by the user, the process shifts to the live distribution part. May be good. That is, when the determination condition is satisfied, the server 200 and the game play terminal 300 provide the live distribution in the live distribution part to the user terminal 100. On the contrary, when the determination condition is not satisfied, the progress of the game is controlled so that the user terminal 100 does not proceed to the live distribution part.
  • the user terminal 100 When the determination condition is satisfied, the user terminal 100 operates the character based on the operation instruction data, and can execute the progress of the live distribution part. Specifically, when the distribution terminal 400 has already started the live distribution, the user terminal 100 may be able to receive the supply of the real-time live distribution from the middle. Instead of this, when the determination condition is satisfied, the live distribution may be started by using this as a trigger, and the user terminal 100 may be able to receive the supply of the completed live distribution from the beginning. .. It should be noted that the specific action by the user, which is a determination condition, is determined in advance by the game master, for example, and is managed by the server 200 and the game play terminal 300.
  • the user terminal 100 switching from the first part to the second part is performed according to the result of the user performing a specific action in the first part.
  • the user terminal 100 receives the operation instruction data from the game play terminal 300, and in the second part, the character is operated based on the operation instruction data. Since the character can be operated based on the operation instruction data received from the game play terminal 300, the operation of the character is unconventional and its expression is greatly expanded. Therefore, the user can feel the reality as if the character is in the real world through the relationship with the character during the game play. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game. Further, in order to move to the second part, the user needs to perform a specific action in the first part, so that the game quality can be further enhanced.
  • ⁇ Transformation example 2 of game configuration> In the description of the first embodiment, regarding FIG. 32 described above, the case where the user terminal 100 executes the game in the order of the location information game part, the acquisition part, and the live distribution part is shown. Further, in the first modification of the first embodiment, with respect to FIG. 33 described above, the live distribution part is automatically switched to the live distribution part according to the result of whether a specific action is performed by the user terminal 100 while the position information game part is in progress. The case where the game progresses was shown.
  • the live distribution for advancing the live distribution part is received instead of the configuration that automatically switches to the live distribution part.
  • Rights may be granted to the user.
  • the right here may be in the form of a ticket, and the user holding the ticket has the right to access the live delivered.
  • the live distribution time may be notified to the user terminal 100 in advance, or may be kept secret until the actual live distribution time is reached. In the former case, live distribution can be stably supplied to the user, and in the latter case, live distribution with special added value can be supplied to the user as a surprise distribution.
  • 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 which the system 1 is playing, which a player is playing.
  • 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.
  • the genre of this game is not limited to a specific genre. System 1 can play games of any genre.
  • the play mode of the game executed in the game system 1 is not limited to a specific play mode.
  • the system 1 can execute a game of any play form. For example, a single-player game with a single player, a multiplayer game with a plurality of players, a battle game in which a plurality of players play against each other, and a cooperative play game in which a plurality of players cooperate among the multiplayer games. You may.
  • 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 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. 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.
  • 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 (owned amount 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 live 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 live distribution (user list 234) as the operation reception unit 413.
  • the conditions for receiving live 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 live distribution.
  • the user who has the right to receive the live stream is the user who participates in the game in real time. In addition, you may add that you are a paid user for the livestreaming.
  • the privilege acquired in the location information game part may be exchanged for a ticket and paid with the ticket.
  • the specific user terminal 100 reserved in advance to receive live distribution at the live distribution time may be a user terminal having the right to receive live 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 one 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 moving image 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 "playing a moving image".
  • 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 delivery 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 stage of 3F, 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 operation 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 playing a moving image 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 viewpoints 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 reflected 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 real-time moving image 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 each accepting an operation of temporarily stopping, ending, or changing the scene to be reproduced of the thank-you moving image 910A being reproduced.
  • 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 playback of 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 game shown in FIG. 11 is a live distribution game in which the game screen, which is the viewing content, is displayed on the touch screen 15 based on the game progress information lively distributed via the server 200.
  • the system 1 according to the present embodiment provides a location information game in addition to the live distribution game.
  • a map image displaying objects of the portal and the live distribution tower is displayed on the touch screen 15.
  • the game associated with the portal is executed. Clearing the game associated with the portal grants the user the benefits available in the livestreaming part.
  • a privilege is a throwing item that can be given to a character (or a distributor of a live distribution source).
  • the object representing the portal is simply referred to as a "portal”
  • the object representing the live distribution tower is simply referred to as a "live distribution tower”.
  • information on the current position of the user terminal 100 (for example, address information, latitude / longitude) is performed by the position registration system (not shown) provided in the user terminal 100.
  • Information etc. is acquired, and map data of a specific area (for example, an area of 40 km east-west and 30 km north-south) centered on the current position is acquired from another service providing device.
  • a plurality of portals and a plurality of live distribution towers are arranged in the specific area.
  • the location information and portal ID of each of the plurality of portals and the location information and distribution tower ID of each of the plurality of live distribution towers are acquired from the server 200.
  • the arrangement of the portal and the live distribution tower may be fixed or may be updated at any time.
  • map data for making the map image shown in FIG. 29 (D) displayable is acquired.
  • the thick circle drawn on the map image is, for example, a range with a radius of 10 km centered on the current position of the user terminal 100, and is defined as a “predetermined range” in the present embodiment.
  • a map image schematically of a visualization area (for example, an area of 1 km east-west and 2 km north-south) centered on the current position of the map data is displayed based on the map data (Fig.). 29 (A)).
  • the portal and the live distribution tower are displayed based on the location information and the portal ID of the portal acquired from the server 200 and the location information and the distribution tower ID of the live distribution tower.
  • the map image also displays a current position image showing the current position of the user terminal 100.
  • the map image on the touch screen 15 is scrolled by accepting a scroll operation (flick operation or swipe operation). For example, when the scroll operation to the right is performed, the map image shifts to the east side (for example, Shinjuku station to the left) as shown in FIG. 29 (A) ⁇ FIG. 29 (B) ⁇ FIG. 29 (C). It is updated to the map image of). Further, when the scroll operation to the right is performed, the map image as shown in FIG. 29 (E) is displayed on the touch screen 15.
  • a scroll operation for example, when the scroll operation to the right is performed, the map image shifts to the east side (for example, Shinjuku station to the left) as shown in FIG. 29 (A) ⁇ FIG. 29 (B) ⁇ FIG. 29 (C). It is updated to the map image of).
  • FIG. 29 (E) is displayed on the touch screen 15.
  • the map data of the specific area centered on the center position is acquired from another service providing device. .. Further, from the server 200, the location information and the portal ID of the portal arranged in the specific area and the location information and the distribution tower ID of the live distribution tower are acquired.
  • map image is scrolled so that the current position image is displayed in the center.
  • map data of a specific area centered on the current position of the user terminal 100 is acquired from another service providing device and arranged in the specific area.
  • the location information and portal ID of the portal and the location information and distribution tower ID of the live distribution tower are acquired from the server 200.
  • the map image on the touch screen 15 does not have to be an image centered on the current position of the user terminal 100.
  • the location-based game is a game in which the main character travels from a starting point to a destination designated on map data according to a scenario.
  • the position of the main character does not have to be related to the current position of the user terminal 100.
  • the main character moves along various routes from the starting point to the destination according to the progress of this scenario.
  • the game associated with the portal can be executed, or the viewing process of the live distribution game associated with the live distribution tower is executed. be able to.
  • the table TBL1 shown in FIG. 28 is stored in the memory 11.
  • a plurality of portal IDs acquired from the server 200 are registered in the table TBL1. Further, the rarity of the portal and the remaining time of the cool time are set for each of the plurality of portal IDs.
  • the thrown item may be, for example, a local item related to the area where the portal is located.
  • the rarity of the portal is a parameter that defines the rarity of the thrown item, and increases in the order of silver ⁇ gold ⁇ rainbow.
  • the rarity is reset to the portal when the game is finished, for example, by a random number lottery.
  • the value of the thrown item is defined by the type of the thrown item and the amount of points associated with the thrown item.
  • the cool time is a parameter that defines the time during which the tap operation is restricted, and is reset to a predetermined time (for example, 120 minutes) according to the end of the game.
  • the tap operation for the portal is allowed again when the remaining time of the cool time becomes 0 minutes.
  • the portal When a portal with 0 minutes remaining in the cool time and a tap operation is executed for a portal arranged within a predetermined range centered on the current position of the user terminal 100, the portal is associated with the portal.
  • the game runs.
  • the tap operation for the portal is performed before the cool time elapses from the previous tap operation for the portal, or the portal outside the predetermined range (for example, the portal on the map image shown in FIG. 29 (E)).
  • the consumption of virtual currency (compensation) required to execute the game associated with the portal is the remaining time of the cool time or the current time. Calculated based on the distance from the location to the location of the portal. The consumption increases as the remaining time increases, or increases as the distance increases.
  • the virtual currency may be paid or free of charge.
  • the virtual currency consumption inquiry screen is superimposed and displayed on the touch screen 15.
  • the character string "Do you want to consume virtual currency XX coins to execute the game?", "Execute” button, and "Cancel” button are displayed.
  • the "execute” button is tapped, the virtual currency of the consumption amount among the virtual currencies owned by the user is consumed, and then the game associated with the portal is executed.
  • the portal is a portal arranged in an area within a predetermined range from the current position of the user terminal 100
  • the game associated with the portal is executed without consuming the virtual currency owned by the user.
  • the portal is a portal located in an area outside the predetermined range from the current position, the game is executed by consuming the virtual currency.
  • the predetermined range is not only the area (initial area) of the map image displayed on the touch screen 15 together with the current position image according to the game start operation, but also the map image displayed on the touch screen 15 according to the scroll operation.
  • the area is defined to include an area in which the current position image is not displayed, as shown in FIGS. 29 (C) and 29 (E), for example.
  • the virtual currency is not consumed. It becomes possible to execute the game, and it is possible to reduce the concern that the virtual currency will be consumed due to the user's erroneous operation and the interest of the game will be impaired.
  • the game executed in response to the tap operation to the portal is, for example, a shooting game, and is cleared when a predetermined achievement condition (for example, a condition that the number of shot down enemy characters reaches a predetermined number) is satisfied. Become.
  • a predetermined achievement condition for example, a condition that the number of shot down enemy characters reaches a predetermined number
  • Become When the game is cleared, the user is given a free money item that is a type of money item corresponding to the rarity of the portal and is associated with a point amount according to the rarity of the portal.
  • the rarity is silver or gold, it is a type of throwing item that is not related to the area where the portal is located and is associated with a point amount corresponding to silver or gold. The item is given to the user.
  • the rarity is a rainbow
  • the user will receive a free money throwing item related to the area where the portal is located, that is, a local item with a point amount corresponding to the rainbow. Granted. For example, if the location of the portal is Sumida-ku, Tokyo, local items that imitate the Sky Tree will be given. In addition, the amount of points associated with the thrown item increases in the order of silver ⁇ gold ⁇ rainbow.
  • the portal's rarity and cool time will be reset.
  • free money throwing items other than local items are, for example, knives, machine guns, sabers, and hand grenades, and paid money throwing items (magazines, first aid kits, triangular cones) that can be thrown in by consuming virtual currency in live distribution games. , Barricade).
  • the variation of the throwing items that can be thrown in the live distribution game is increased by clearing the game associated with the portal.
  • the free money throwing item other than the local item may be a clothing item or a point to be attached to the avatar object 610.
  • a paid money item that can be thrown in by purchase may be given to the user.
  • the user does not have to clear the game associated with the portal.
  • the user accepts the purchase process of the paid money item on the purchase site, and grants the purchased money item to the user as the paid money item.
  • the genre of the game executed in response to the tap operation to the portal is not limited to a specific genre.
  • System 1 can play games of any genre. For example, sports-themed games such as tennis, table tennis, dodgeball, baseball, soccer and hockey, puzzle games, quiz games, RPG (Role-PlayingGame), adventure games, shooting games, simulation games, training games, and It may be an action game or the like.
  • sports-themed games such as tennis, table tennis, dodgeball, baseball, soccer and hockey, puzzle games, quiz games, RPG (Role-PlayingGame), adventure games, shooting games, simulation games, training games, and It may be an action game or the like.
  • the play mode of the game executed in the system 1 is not limited to a specific play mode.
  • the game system 1 may execute a game of any play form. For example, a single-player game by a single user, a multi-play game by a plurality of users, a battle game in which a plurality of users play against each other, and a cooperative play game in which a plurality of users cooperate among the multi-play games. You may.
  • a tossed item is given to the user.
  • the given throwing item can be used for the right to receive live distribution in the second part and for throwing money to the player during real-time live distribution.
  • the user can support the player with the acquired items, thereby activating the interaction between the user and the player.
  • the game includes at least a livestream part.
  • the game may be composed of a single live distribution part or may be composed of a plurality of parts.
  • the live viewing process for displaying the game screen of the live distribution game shown in FIG. 11 on the touch screen 15 is executed.
  • the virtual space 600B shown in FIG. 10A is defined based on the virtual space data stored in the storage 12, and the virtual camera 620B is arranged at a predetermined initial position of the virtual space 600B. Will be done.
  • the game play terminal 300 advances the live distribution game based on the game program. Specifically, the object including the avatar object 610 is arranged, moved, changed, etc. in the virtual space 600A shown in FIG. 9A, and various game parameters are initially set or updated. The game progress information is generated based on the updated object in the virtual space 600B and various game parameter values, and is distributed to a plurality of user terminals 100.
  • the user terminal 100 arranges and operates an object including the avatar object 610 in the virtual space 600B based on the game progress information distributed from the game play terminal 300, and updates various game parameter values.
  • the game progress information is transmitted from the game play terminal 300 every predetermined time (1/60 second). Therefore, the objects in the virtual space 600B and various game parameter values are updated at the predetermined time intervals.
  • the object arranged in the virtual space 600B also includes an object of a throwing item, which will be described later.
  • a field of view image 660 corresponding to the field of view area 640B according to the position and orientation of the current virtual camera 620B is displayed.
  • the parameter image representing the above various game parameter values is superimposed and displayed on the upper part of the view image 660, and the UI image 711 for accepting the item input operation from the user is superimposed and displayed on the lower part of the view image 660. (See FIG. 11 (A)).
  • a UI image on which the icon of the free tossed item is drawn and a UI image on which the icon of the paid tossed item is drawn are displayed. That is, when the user acquires a free tossed item by clearing the game associated with the portal, the UI image on which the icon of the free tossed item is drawn can be displayed in the UI image 711. .. For example, if the user acquires a grenade by clearing a game associated with the portal, a UI image with the grenade icon drawn is displayed in the UI image 711. When all the thrown items acquired by the user are thrown in, the UI image on which the icon of the thrown item is drawn is deleted from the UI image 711. For example, when all the grenades acquired by the user are thrown in, the UI image on which the grenade icon is drawn is deleted from the UI image 711.
  • the paid money item is associated with the amount of virtual currency consumed when the money item is thrown and the amount of points according to the consumption amount of the virtual currency.
  • the amount of points associated with the paid toss item is larger than the amount of points associated with the free toss item, and the amount of virtual currency required to insert the paid toss item increases. Increase.
  • the item input information is transmitted to the game play terminal 300 with the consumption of the virtual currency corresponding to the consumption amount associated with the money item.
  • the item input information is transmitted to the game play terminal 300 without consuming the virtual currency.
  • the item input information information for specifying the type of the tossed item that is the target of the tap operation, the amount of points associated with the tossed item, and the user ID of the user who performed the item input operation are specified. Contains information for. When the amount of points associated with the thrown item is managed by the game play terminal 300, the amount of points may not be included in the item input information.
  • the game play terminal 300 specifies the point amount included in the item input information and imparts the point amount to the avatar object 610.
  • the amount of points given is determined by the game operator or the like to specify the ranking (popularity) of the avatar object 610, the operator or the like to determine the reward amount to be paid to the player who operates the avatar object 610, and the player. It is used to acquire items such as knives and sabers by performing gachas in the game. Further, the type of the tossed item included in the item input information is specified, and the object corresponding to the type is input and arranged in the virtual space 600B.
  • the game progress information including the user ID of the user who has performed the item input operation may be distributed to the plurality of user terminals 100.
  • the image representing the user ID is superimposed on the field of view image 660 and displayed on the touch screen 15.
  • the user can also input and send a comment for the avatar object 610 by operating the user terminal 100.
  • the comment is transmitted to the game play terminal 300 during the period when the game screen is displayed.
  • the game play terminal 300 receives the comment from the user terminal 100, the game play terminal 300 can display the user name on the display 530.
  • the player can input a comment for the comment.
  • the comments input by the user and the player are distributed from the game play terminal 300 to the plurality of user terminals 100. In each user terminal 100, the comment is superimposed on the field of view image 660 and displayed on the touch screen 15.
  • (About operation) 30 and 31 are flowcharts showing an example of the basic game progress of the location-based game and the live-streaming game.
  • the flowchart shown in FIG. 30 and the flowchart shown on the left side of FIG. 31 are executed by the user terminal 100.
  • the flowchart shown on the right side of FIG. 31 is executed by the game play terminal 300.
  • the processing of the flowchart shown in FIG. 30 is started by receiving an input operation for starting the position information game, that is, a game start operation from the user.
  • step S81 position information indicating the current position of the user terminal 100 is acquired from the position registration system, and a specific area centered on the current position (for example, an area of 40 km east-west and 30 km north-south).
  • the map data of is acquired from other service providing devices.
  • map data for making the map image shown in FIG. 29 (D) displayable is acquired.
  • step S81 the position information and the portal ID of the portal arranged in the specific area and the position information and the distribution tower ID of the live distribution tower arranged in the specific area are acquired from the server 200.
  • a map image schematically showing a visualization area (for example, an area of 1 km east-west and 2 km north-south) centered on the current position of the map data is displayed on the touch screen 15 based on the map data.
  • the portal is displayed on the map image based on the location information and the portal ID of the portal acquired from the server 200, and the live distribution is performed based on the location information and the distribution tower ID of the live distribution tower acquired from the server 200. Display the tower on the map image.
  • the current position image showing the current position of the user terminal 100 is displayed on the map image.
  • the touch screen 15 displays the map image, the portal, the live distribution tower, and the current position image.
  • step S82 it is determined whether or not the tap operation on the portal displayed on the touch screen 15 has been performed based on the input operation on the touch screen 15, the location information of the portal acquired from the server 200, and the portal ID. .. If it is not determined that the tap operation has been performed, the process proceeds to step S83, and it is determined whether or not the scroll operation (flick operation or swipe operation) has been performed based on the input operation on the touch screen 15.
  • the process proceeds to step S85, and the map image displayed on the touch screen 15 is scrolled. For example, when the scroll operation to the right is performed, the map image is updated as shown in FIG. 29 (A) ⁇ FIG. 29 (B) ⁇ FIG. 29 (C). Further, when scrolling to the right is performed, the map image shown in FIG. 29 (E) is displayed on the touch screen 15.
  • step S85 the process returns to step S82.
  • step S82 When it is determined in step S82 that the tap operation has been performed, the process proceeds to step S88, and the table TBL1 indicates whether or not the remaining cool time set in the portal targeted for the tap operation is 0 minutes. Judgment is based on. If it is determined that the remaining time is 0 minutes, the process proceeds to step S89, and whether or not the position of the portal is within a predetermined range from the current position of the user terminal 100 is determined by the position information of the portal and the user terminal 100. Judgment is based on the current position of.
  • the predetermined range is, for example, a range having a radius of 10 km centered on the current position, and in the map image shown in FIG. 29 (D), the range shown by the thick line corresponds to the predetermined range.
  • step S95 When it is determined that the position of the portal is within the predetermined range, the process proceeds to step S95. For example, when the portal on the map image shown in FIGS. 29 (A) to 29 (C) is tapped, the process proceeds to step S95.
  • step S95 the game associated with the portal is specified based on the portal ID of the portal, and the game is executed. The game is a game that is cleared when a predetermined achievement condition is satisfied.
  • step S96 it is determined whether or not the game has been cleared based on the processing result of step S95. If it is determined that the game has been cleared, the process proceeds to step S97.
  • step S97 the rarity set in the portal is specified from the table TBL1 based on the portal ID of the portal, and it is a type of throwing item according to the rarity, and the point amount corresponding to the rarity is associated with it. Give the user the item to be thrown.
  • step S98 the process proceeds to step S98. If it is not determined in step S96 that the game has been cleared, the process proceeds to step S98 without executing the process of step S97.
  • step S98 in the table TBL1, the rarity of the portal is reset to one of silver, gold, and rainbow, and the cool time of the portal is reset to a predetermined time.
  • the process of step S98 returns.
  • step S88 when it is not determined that the remaining cool time set in the portal to be tapped is 0 minutes, or in step S89, the position of the portal is the current position of the user terminal 100. If it is not determined that the range is within the predetermined range, the process proceeds to step S90. For example, if the tap operation for the portal is performed before the cool time elapses from the previous tap operation for the portal, the process proceeds from step S88 to step S90. Further, when the portal on the right side of the thick line among the portals on the map image shown in FIG. 29 (E) is tapped, the process proceeds from step S89 to step S90.
  • step S90 the amount of virtual currency consumed to execute the game associated with the portal is calculated based on the remaining time of the cool time or the distance from the current position to the position of the portal. That is, when the process proceeds from step S88 to step S90, the consumption amount of the virtual currency is calculated based on the remaining time of the cool time, and when the process proceeds from step S89 to step S90, the current position is used. Calculate the consumption of the virtual currency based on the distance to the location of the portal. The consumption increases as the remaining time increases, or increases as the distance increases.
  • step S91 the virtual currency consumption inquiry screen is superimposed and displayed on the touch screen 15.
  • the character string "Do you want to consume virtual currency XX coins to execute the game?", "Execute” button, and "Cancel” button are displayed.
  • step S92 it is determined whether or not the "execute” button has been tapped based on the input operation on the touch screen 15. If it is not determined that the "execute” button has been tapped, the process proceeds to step S93, and it is determined whether or not the "cancel” button has been tapped based on the input operation on the touch screen 15. If it is not determined that the "Cancel” button has been tapped, the process returns to step S92.
  • step S92 When it is determined that the "execute" button has been tapped in step S92, the process proceeds to step S94, and the virtual currency of the consumption amount calculated in step S90 among the virtual currencies owned by the user is consumed.
  • step S94 the process proceeds to step S95. Therefore, the tap operation for the portal can be performed by consuming the virtual currency even if the remaining time of the cool time is not 0 minutes or the position of the portal is outside the predetermined range from the current position of the user terminal 100. , Tap operation for the portal is allowed.
  • step S93 when it is determined in step S93 that the "Cancel" button has been tapped, a return is made.
  • step S83 If it is not determined that the scroll operation has been performed in step S83, the process proceeds to step S84, and it is determined whether or not the tap operation for the live distribution tower has been performed based on the input operation for the touch screen 15.
  • the live viewing process described later is executed in step S86, and then the process returns to step S82.
  • another process is executed in step S87, and then the process returns.
  • the live viewing process is executed according to the flowchart (subroutine) shown on the left side of FIG. 31. As a result, the live distribution game shown in FIG. 11 is executed.
  • step S101 the virtual space 600B is defined based on the virtual space data stored in the storage 12. Further, in step S101, the virtual camera 620B is arranged at a predetermined initial position of the virtual space 600B.
  • step S102 the game progress information distributed from the game play terminal 300 is received.
  • step S103 an object including the avatar object 610 is arranged and operated in the virtual space 600B based on the game progress information, and various game parameter values are updated.
  • the game progress information is transmitted from the game play terminal 300 every predetermined time (1/60 second). Therefore, in step S103, the objects in the virtual space 600B are updated at the predetermined time intervals, and the various game parameter values are updated at the predetermined time intervals, based on the received game progress information.
  • the object arranged in the virtual space 600B also includes an object of a tossed item thrown in by the user.
  • step S104 a field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is defined, and a field of view image 660 corresponding to the field of view area 640B is generated. Further, in step S104, a parameter image representing the above-mentioned various game parameter values is superimposed on the upper stage of the view image 660, and a UI image 711 for accepting an item input operation from the user is superimposed on the lower stage of the view image 660. , Displayed on the touch screen 15 (see FIG. 11 (A)).
  • the icon of the free tossed item given in step S97 and the icon of the paid tossed item that can be input by consuming the virtual currency are drawn on the UI image 711.
  • the paid money item is associated with the amount of virtual currency consumed when the money item is thrown and the amount of points corresponding to the consumption amount of the virtual currency.
  • the amount of points associated with the paid money item is larger than the amount of points associated with the free money item.
  • the amount of points associated with the paid toss item increases as the consumption of virtual currency required to input the paid toss item increases.
  • step S105 it is determined whether or not the tap operation on the icon of the paid money item has been performed based on the input operation on the touch screen 15.
  • the process proceeds to step S106, and among the virtual currencies owned by the user, the virtual currency corresponding to the consumption amount associated with the tossed item that is the target of the tap operation is selected. Consume.
  • step S106 the process proceeds to step S108.
  • step S107 it is determined whether or not the tap operation on the icon of the free money item has been performed based on the input operation on the touch screen 15. To judge. When it is determined that the tap operation has been performed, the process proceeds to step S108.
  • step S108 the item input information is transmitted to the game play terminal 300.
  • the item input information information for specifying the type of the tossed item that is the target of the tap operation, the amount of points associated with the tossed item, and the user ID of the user who performed the item input operation are specified. Contains information for.
  • step S108 When the process of step S108 is completed, or when it is not determined that the free item loading operation has been performed in step S107, the process proceeds to step S109.
  • step S109 it is determined whether or not the viewing end operation has been performed by the user based on the input operation on the touch screen 15. If it is not determined that the viewing end operation has been performed, the process returns to step S102. As a result, every time the game progress information is received from the game play terminal 300, the process of controlling the movement and arrangement of the objects is repeatedly executed. On the other hand, when it is determined that the viewing end operation has been performed, a return is made.
  • the game play terminal 300 executes a live distribution game, that is, the game described with reference to FIGS. 11 and 12 according to the flowchart shown on the right side of FIG. 31.
  • the live distribution game is advanced based on the game program. Specifically, for the object including the avatar object 610 (including the item object input in step S114 described later), the arrangement, movement, change, etc. are updated in the virtual space 600A, and various game parameters are initially set or set. Update etc.
  • step S112 it is determined whether or not the item input information has been received from the user terminal 100 based on the input from the communication IF 13.
  • the process proceeds to step S113.
  • step S113 the amount of points included in the item input information is specified, and the amount of points is given to the avatar object 610.
  • step S114 the type of the thrown item included in the item input information is specified, and the item object corresponding to the type is input and arranged in the virtual space 600A.
  • step S115 game progress information is generated based on the object in the virtual space 600A updated in step S111 (including the item object input by the process of step S114) and various game parameter values, and the game progress information is generated.
  • the data is distributed to a plurality of user terminals 100.
  • the current position image is displayed on the touch screen 15 together with the map image of the area including the current position of the user terminal 100.
  • the map image on the touch screen 15 is updated to the map image of the area not including the current position. Further, among the plurality of portals arranged on the map image, the portal arranged in the area is displayed on the touch screen 15.
  • Predetermined game processing can be executed.
  • the game processing is performed by consuming the virtual currency. Becomes feasible.
  • the predetermined range is not only the area of the map image displayed on the touch screen 15 together with the current position image according to the game start operation, but also the area of the map image displayed on the touch screen 15 according to the scroll operation. It is defined as a range including an area that does not include the current position and does not display the current position image.
  • the game can be executed without consuming virtual currency as long as it is within a predetermined range, and the interest of the game can be improved. can.
  • the game can be executed without consuming virtual currency as long as it is within a predetermined range, and the interest of the game can be improved. can.
  • the virtual currency is not consumed. It becomes possible to execute the game, and it is possible to reduce the concern that the virtual currency will be consumed due to the user's erroneous operation and the interest of the game will be impaired.
  • the amount of virtual currency consumed when a tap operation is received for a portal not located in an area within a predetermined range from the current position is the distance from the current position to the portal. Depends on. As a result, as long as the virtual currency corresponding to the distance is consumed, the game associated with the portal can be enjoyed without moving to a position within the predetermined range.
  • the tap operation to the portal is allowed again after the cool time elapses. This allows the game associated with the portal to be enjoyed repeatedly.
  • the portal can be tapped again by consuming the virtual currency.
  • the game associated with the portal can be enjoyed without worrying about the cool time.
  • the virtual currency consumed to enable the tap operation to the portal for which the cool time has not passed differs depending on the remaining time of the cool time. This makes it possible to reduce the concern that the amount of virtual currency consumed will be unfair due to the length of the remaining time.
  • the content by live distribution can be viewed.
  • the throwing item that can be given to the distributor of the live distribution is given to the user as a privilege by clearing the game executed in response to the tap operation to the portal.
  • the user can be motivated to throw in the thrown item in the live distribution.
  • a rarity is set in the portal.
  • the value of the tossed item given by clearing the game of the portal with high rarity is higher than the value of the tossed item given by clearing the game of the portal with low rarity.
  • the game based on the game program is a live viewing in which the content is displayed on the touch screen 15 based on the game part in which the game progresses according to the user's operation and the data lively distributed via the server. Including parts.
  • a free money item is given to the user as a privilege.
  • the free money throwing item is given to the distributor of the live distribution source based on the tap operation on the icon of the free money throwing item.
  • the throwing item (the throwing item displayed in the UI image 711) that can be given to the distributor in the live viewing part may differ depending on whether or not the predetermined achievement condition is satisfied in the game part.
  • the user is motivated to establish the predetermined achievement condition in the game part, watch the content in the live viewing part, and give the distributor the tossed item acquired in the game part.
  • the taste is improved.
  • the paid money item is given to the distributor by consuming the virtual currency owned by the user based on the tap operation on the icon of the paid money item. Since the user can realize the attractiveness of being able to interact with the distributor by throwing in a free toss item, motivate the user to purchase a paid toss item and actively interact with the distributor. Is possible. On the other hand, distributors can expect an increase in profits by selling paid items.
  • the thrown money item is associated with the points given to the distributor.
  • the item input information includes information for making it possible to specify the amount of points given to the distributor in connection with the granting of the thrown item.
  • the points given to the distributor based on the tap operation on the icon of the paid money item are more than the points given to the distributor based on the tap operation on the icon of the free money item. Is also big. As a result, the user can deepen the dialogue with the distributor by throwing in the paid money item, and the distributor can expand the profit by selling the paid money item.
  • the game part is provided with a plurality of portals having different rarities as an opportunity to start a process related to whether or not a predetermined achievement condition is satisfied.
  • the amount of points associated with a thrown item granted by fulfilling a given achievement condition in a portal with high rarity is associated with the thrown item given by fulfilling a given fulfillment condition in a portal with low rarity. More than the amount of points you have. This can motivate the user to play a more rare game.
  • the amount of points given to the distributor by consuming a predetermined amount of virtual currency is larger than the amount of points given to the distributor by consuming a predetermined amount of virtual currency less than the predetermined amount.
  • the user can deepen the dialogue with the distributor by consuming more virtual currency, and the distributor can expand the profit by consuming the virtual currency.
  • the item input information includes information for making it possible to identify the type of the thrown item thrown into the virtual space 600A, and the object of the thrown item is displayed on the touch screen 15. To. This makes it possible for the other user to know that one of the multiple users has thrown the thrown item, and further motivates the other user to throw the thrown item. I can make it work.
  • the item input information includes information for the distributor to be able to identify the user who has performed the operation of inputting the tossed item.
  • information related to the user who gave the item to the distributor is displayed together with the content based on the game progress information distributed live. This makes it possible to urge users other than the user to insert the tossed item.
  • the map image may be divided into a plurality of HEXs (areas), and a predetermined number or more of portals may be arranged in each of the plurality of HEXs.
  • a portal with high rarity that is, a portal with rainbow rarity may be set for each of the plurality of HEXs.
  • the reset may be performed so that the portal with a rainbow of reitability always exists in the HEX in which the portal is located.
  • the game of the portal whose cool time has not passed or the portal located outside the predetermined range can be executed by consuming the virtual currency.
  • the game may be executed without consuming the virtual currency, and when the game is cleared, a throwing item may be given to the user instead of consuming the virtual currency.
  • what kind of tossed item may be given to the user at the stage when the game is cleared, and the tossed item may be given to the user instead of the consumption of the virtual currency by the user. ..
  • the game can be executed by consuming a part of the virtual currency of the consumption calculated based on the remaining time of the cool time or the distance to the portal, and the consumption amount when the game is cleared. You may give a throwing item by consuming the remaining virtual currency.
  • the rarity and cool time of the portal are reset regardless of whether or not the game of the tapped portal is cleared. However, if the game cannot be cleared, at least one of the rarity and the cool time may not be reset. For example, if the game cannot be cleared, the rarity of the portal may be maintained. Further, if the game cannot be cleared, the game of the portal may be continuously executed without setting the cool time for the portal.
  • the display mode of the portal in the map image is the rarity of the portal, the remaining time of the cool time of the portal, the type of the game associated with the portal, and the clearing of the game. It is fixed regardless of the type of money thrown item given.
  • the display mode of the portal may be different depending on at least one of rarity, remaining cool time, game type, and throwing item type.
  • the color and size of the portal may be different depending on the rarity or the remaining time of the cool time, and the design of the portal may be different depending on the type of the game or the type of the thrown item.
  • the display mode of the portal in the map image is not distinguished by whether it is inside or outside the predetermined range.
  • the display mode of the portal may be different depending on whether it is inside or outside a predetermined range.
  • the free tossed item given by clearing the game is different from any of the paid tossed items that can be thrown in the live viewing process.
  • the free tossed item may be matched with any of the paid tossed items. In this case, even if the type of the thrown item is the same, a different amount of points may be associated with the thrown item depending on whether it is paid or free.
  • the throwing item is given to the user by clearing the game associated with the tapped portal.
  • the game associated with the portal may be a gacha.
  • the amount of points that can be given to the distributor is associated with the thrown item in advance.
  • the point amount may be associated with the thrown item.
  • the point amount may be specified according to the number of users who are watching the live distribution game when the throwing item is thrown. Further, the point amount may be arbitrarily set by the user when the throwing item is inserted.
  • the item insertion information includes the user ID of the user who has performed the operation of inserting the thrown item, regardless of whether the thrown item is paid or free of charge.
  • the item insertion information transmitted in response to the operation of inserting a paid toss item includes the user ID of the user who performed the operation, while the item transmitted in response to the operation of injecting a free toss item.
  • the input information may not include the user ID of the user who performed the operation. This makes it possible to motivate the user to throw in paid money items and deepen the dialogue with the distributor.
  • the amount of movement of the map image in response to the scroll operation is determined by whether the map image is a map image of an area within a predetermined range or a map image of an area straddling a predetermined range. It does not differ depending on whether the map image is an area outside the range. However, it is specified whether the area of the displayed map image is within the predetermined range, the area straddling the predetermined range, or the area outside the predetermined range, and the scroll operation is performed according to the specified area.
  • the amount of movement of the map image may be specified according to the above.
  • the game associated with the portal may be defined by the rarity of the portal. That is, let's make the clear level of the game associated with the portal different according to the rarity, such as Reity associating a simple game with the silver portal, Reity associating a difficult game with the rainbow portal, and so on. You may.
  • a shooting game is assumed as a game executed in response to a tap operation on the portal.
  • the game is not limited to the shooting game, and may be a game such as a puzzle game, a card game, or a mahjong game.
  • the predetermined range is set to a range with a radius of 10 km centered on the current position of the user terminal 100.
  • the width of the predetermined range may be set to a range having a radius of about 50 km centered on the current position.
  • the user requests the progress of the completed live distribution part even after the real-time live distribution is once completed, and the live is performed based on the received operation instruction data.
  • the distribution part can be advanced again.
  • 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.
  • a scene in which a game including a location information game part and a live distribution part after the location information game part progresses and the live distribution time ends is assumed.
  • the character here is assumed to be a character (avatar object) that is not the target of direct operation by the user.
  • 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 part via an operation unit such as an input unit 151, and a server 200 or a game play terminal 300 (character control device). ), The step of receiving the recorded operation instruction data related to the completed live distribution part, and the step of advancing the completed live distribution part by operating the character based on the recorded operation instruction data.
  • the recorded operation instruction data includes motion data and voice data input by the player 4 associated with the character.
  • the player includes not only a model and a voice actor but also a worker who performs some operation on the game play terminal 300 (character control device), but does not include a user.
  • the recorded operation instruction data is often stored in the storage unit 320 of the storage unit 220 game play terminal 300 of the server 200 or the memory 41 of the distribution terminal 400, and is stored in the memory 41 of the distribution terminal 400 in response to a request from the user terminal 100. It is better to deliver it to the user terminal 100 again.
  • the progress of the completed live distribution part based on the recorded operation instruction data is different depending on the result of whether or not the user has progressed the live distribution part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the same live distribution part as the user has advanced the live distribution part in real time is advanced again. Is good (return delivery). In return delivery, it is better to perform a selective progression of the live delivery part. On the other hand, when it is determined that the user does not have a track record of advancing the live distribution part in real time, it is preferable to advance the live distribution part in a progress mode different from the progress in real time (missed distribution).
  • the real-time live distribution part can proceed. Nevertheless, this includes cases where this was not actually done. For missed deliveries, it's a good idea to perform a limited progression of the live stream part.
  • the game progress unit 115 when it is determined that the user has a track record of advancing the live distribution part in real time, the game progress unit 115 further receives the user action history information in the live distribution part.
  • the user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution part, 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.
  • FIG. 34 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 part, and is associated with a user ID that identifies the user.
  • the item “behavior time” is the time information in which the user performed an action in the live distribution part
  • the item “behavior type” is a type indicating the user's action
  • the item “behavior details” is the specific action of the user. Content.
  • actions such as changing items (so-called dress-up) such as clothing of the character may be included.
  • Such actions may also include time selection for later playback of a particular progress portion of the livestreaming part.
  • actions may include the acquisition of rewards, points, etc. during the live distribution part.
  • 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. 35. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
  • FIG. 35 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 disclosure.
  • the game information 132 is 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 includes a list of fixed scenarios downloaded at the first time of play and a list of acquisition scenarios acquired later in the acquisition part. 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” a list of videos, so-called back numbers, which have been live-distributed from the player 4 in the past in the live distribution part is stored.
  • the video that is PUSH-distributed in real time can be viewed only at that time.
  • the moving images for past distribution are recorded on the server 200, the game play terminal 300, 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. 36 is a flowchart showing an example of a basic game progress of a 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 part has already been completed.
  • step S301 the input unit 151 of the user terminal 100 newly requests the progress of the completed live distribution part.
  • step S302 in response to the request in step S301, the user terminal 100 receives the recorded operation instruction data related to the completed live distribution part from the server 200 or the game play terminal 300 (character control device).
  • 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 part.
  • the progress record data may include viewer behavior data in which the user who participated in the real-time live distribution part behaves in accordance with the movement of the character.
  • the viewer behavior data is data including a record of the behavior during the live of all the users (that is, the viewers who participated in the live) who have advanced the real-time live distribution part 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 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 order data (that is, the progress record data is included in the recorded action order data).
  • step S303 the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution part in real time. The determination may be performed, for example, based on whether there is a record in which the operation instruction data has been transmitted to the user terminal 100. Alternatively, even if the live distribution part is executed based on whether or not the live distribution part has the status of "played" with reference to the item "play history" shown in FIG. 35, the same item "distribution history" is also 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 part has already been advanced in real time. In addition, 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 advancing the live distribution part in real time (YES), the progress of the completed live distribution part 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 part in real time (NO), the progress of the completed live distribution part 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 part in real time, the processing flow proceeds from YES in step S303 to step S304.
  • step S304 the game progress unit 115 acquires and analyzes the user action history information of the live distribution part shown in FIG. 34.
  • the user action history information may be acquired from the server 200, the game play terminal 300, or the distribution terminal 400, or may be used directly if it is already stored in the storage unit 120 of the user terminal 100.
  • the game progress unit 115 re-progresses the completed live distribution part (that is, the above-mentioned “return distribution”). Specifically, the live distribution part is re-progressed using the recorded operation instruction data and the user action history information analyzed in step S304. Further, in the return distribution, the throwing item input in the real-time live distribution part may be reflected in the operation mode of the character. For example, if the user puts in a clothing item (here, a "necklace") in the livestreaming part, the character is actuated based on that item (ie, wearing a necklace). As a result, the live distribution part may be re-progressed. That is, the re-progress of the live distribution part reflects the user behavior history information and the reward information, is similar to the live distribution part that has progressed in real time, and is unique to the user.
  • the return distribution the live distribution part is re-progressed using the recorded operation instruction data and the user action history information analyzed in step S304.
  • the live distribution part will be re-progressed.
  • the user specifies a specific action time, and the live distribution part is selectively advanced from there. Can be made to. For example, if the user inputs a comment 2 minutes and 45 seconds after the start of the live distribution part, the user can advance the live distribution part again 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 part is selectively progressed by 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 part, the user can re-progress the live distribution part over that period.
  • the return distribution unlike the live distribution part that progressed in real time, it is better to limit the actions of the viewers that can be accepted. Specifically, in the live distribution part that progressed in real time, it was possible to accept the consumption of valuable data by the input operation of the viewer (in one example, throwing money, charging by purchasing items, etc.). On the other hand, in the re-progress of the completed live distribution part, the consumption of such valuable data may be restricted so as not to be accepted. More specifically, in the live distribution part progressed in real time, a user interface (UI) including a button and a screen for executing the consumption of valuable data was displayed on the display unit 152. Then, the viewer could execute the consumption of valuable data through such an input operation with the UI.
  • UI user interface
  • step S303 determines that the user has no record of advancing the live distribution part 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 part.
  • 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 part is executed using the recorded operation instruction data.
  • the user has acquired the perk as a clothing item (eg, a "necklace") through the scenario associated with the location-based game part, the character will wear that item in the real-time livestreaming part.
  • the image was synthesized so that it would work.
  • the behavior mode of the character was associated with the privilege.
  • the privilege is 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 livestreaming part is limited in that it does not reflect the benefit information and is not unique to the user.
  • the thrown money item input in the real-time live distribution part can be reflected in the movement mode of the character.
  • the overlooked distribution the thrown money item input in the real-time live distribution part is not reflected in the movement mode of the character.
  • the retrospective distribution viewing real-time live distribution in the past
  • the missed distribution unlike the live distribution part that progressed in real time, it is better to limit the actions of the users that can be accepted. Specifically, in the live distribution part that progressed in real time, it was possible to accept the consumption of valuable data by the user's input operation (in one example, throwing money, charging by purchasing items, etc.). On the other hand, in the progress of the completed live distribution part, the consumption of such valuable data may be restricted so as not to be accepted. More specifically, in the live distribution part progressed in real time, a user interface (UI) including a button and a screen for executing the consumption of valuable data was displayed on the display unit 352. Then, the user could execute the consumption of valuable data through such an input operation in the UI. 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 missed delivery, the user 3 cannot insert the throwing item to support the character.
  • UI user interface
  • the user can play a specific scenario associated with the live delivery part as well as the live delivery part that progresses in real time.
  • Certain scenarios include, for example, user-participatory events, and users are provided with an interactive experience with avatar objects.
  • user-participatory events include questionnaires provided by characters, quizzes given by avatar objects, battles with avatar objects (for example, rock-paper-scissors), and the like. 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 earning a predetermined game point for the above feedback.
  • predetermined game points may be associated with the user and added to the points owned by the user.
  • 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 part, this is the case. It will not affect the ranking.
  • the user terminal 100 may request the progress of the completed second part (live distribution part) 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 terminal 100 even after the live distribution part has progressed in real time, the user can proceed with the live distribution part 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.
  • Step S303 in FIG. 36 whether the progress of the completed live distribution part 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 part 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 achievements, only the overlooked delivery may be provided to the user.
  • ⁇ Modification 2> In the second embodiment, after the end of the return distribution (step S305 in FIG. 36) or the missed distribution (step S306 in FIG. 36), the progress of the completed second part (live distribution part) 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 is 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 part 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 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 already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. As a result, the amount of data received by the user terminal 100 can be saved.
  • ⁇ Modification 3> In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined according to the actual result of the user advancing the live distribution part in real time (). Step S303 in FIG. 36).
  • the third modification when it is determined that the user has progressed the live distribution part halfway in real time, it is preferable to restart the progress of the completed live distribution part from the continuation.
  • the record of how far the user has advanced the live distribution part in real time can be determined from the user behavior history information described above in FIG. 34. That is, the user behavior history information records how long the user has progressed with respect to a specific live distribution part.
  • the resumption of the completed live distribution part should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
  • the user terminal 100 was able to accept an input operation for supporting the player in the live distribution part of the game progressing in real time.
  • the player support is enabled in the real-time live distribution part, while the player support is not possible in the return distribution and the overlooked distribution.
  • the live distribution part accepts an input operation for inserting a tossed item into a player's operating character, while the back-to-back distribution and a missed distribution do not accept an input operation to insert a tossed item.
  • the UI image 701 (FIG. 11) that accepts the input operation that causes the support operation may not be displayed on the display unit.
  • the user can support the player in real time, and can perform operations that are more interesting than the return distribution and the overlooked distribution. Therefore, it is possible to give the viewer an incentive to watch the real-time live distribution, and as a result, guide the user to the real-time live distribution.
  • FIG. 37 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 the A home screen 800A, the live selection screen 800B for live distribution, the missed selection screen 800C for missed distribution, and the game screen 800D for the location information game part.
  • the home screen 800A can be transitioned to the live selection screen 800B and the game screen 800D.
  • the live selection screen 800B can be changed to the home screen 800A, the overlooked selection screen 800C, and the game screen 800D.
  • the overlooked selection screen 800C can be transitioned to the live selection screen 800B
  • the game screen 800D can be transitioned to the home screen 800A and 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.
  • the home screen 800A displays various menus for advancing the location-based game part or the live distribution part 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) and an "outing" icon 804 for transitioning to the game screen 800D of the location information game.
  • 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 the user with live information that can be distributed.
  • live 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 live distribution is that the consideration for receiving live distribution has been paid (for example, holding a ticket), the scenario has been cleared in the location information game part, or the user terminal in the location information game part.
  • the condition is that the current position of 100 or the main character is in a specific area / position where a live distribution tower or the like is located.
  • 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 advance the live distribution part and advance the live viewing process in real time.
  • the moving image reproduction unit 117 operates the character in the live distribution part based on the received operation instruction data.
  • the moving image reproduction unit 117 generates a moving image reproduction screen (for example, thank-you moving image 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution part, and displays it on the display unit 152.
  • 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 screen displayed immediately before. Specifically, the game progress unit 115 shifts to the home screen 800A when the screen displayed immediately before is the home screen 800A, and to the game screen 800D when the game screen 800D is used. That is, it is preferable that the history back function is executed on the "back (x)" icon 808.
  • the live selection screen 800B is selectively transitioned to either the home screen 800A or the game screen 800D in response to an input operation for the “back (x)” icon 808.
  • the game progress unit 115 shifts to the missed selection screen 800C on the screen 800B.
  • the overlook selection screen 800C displays, among the delivered information about one or more live delivered in the past, the delivered information in which the user has not progressed the live delivery part in real time.
  • the input 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 live distribution part ends. , You can proceed with the livestreaming part that has already been completed.
  • 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 and the game screen 800D.
  • 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 distribution in real time, support the character in real time, and deepen the interaction with the character. For this reason, 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 from the home screen 800A or the game screen 800D. It is better not to make a direct transition to 800C.
  • the delivered information that the user has not made the live distribution part 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 delivery or the missed delivery is executed depending on whether or not the user has progressed the live delivery part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part 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 advancing the live distribution part in real time, the distribution will be overlooked. As described above with respect to FIG. 36, the look-back delivery and the missed delivery can provide different user experiences.
  • the game screen 800D is a screen displayed on the display unit 152 in the location information game part.
  • the game progress unit 115 presents a quest to the user while the scenario is in progress in the location information game part.
  • the game progress unit 115 may realize the quest by a location information game using the location registration information of the user terminal 100.
  • the game progress unit 115 acquires the current position information (for example, address information, latitude / longitude information, etc.) of the user terminal 100 from a position registration system (not shown) provided in the user terminal 100.
  • a map 824 around the place where the user terminal 100 is located is generated and arranged on the game screen 800D.
  • the map data that is the source of generating the map 824 may be stored in the storage unit 120 of the user terminal 100 in advance, or may be acquired from another service providing device that provides the map data via the network. ..
  • the game progress unit 115 determines a position (address, latitude / longitude, etc.) at which the privilege can be obtained, and superimposes and displays the portal icon 826 on the position on the map corresponding to the determined position.
  • the user can acquire the privilege and clear the quest by moving to the position of the portal icon 826 on the map 824 with the user terminal 100.
  • the user can take the user terminal 100, move to the position of the portal icon 826 on the map 824, clear the game associated with the portal, obtain the privilege, and clear the quest.
  • the position of the portal may be randomly determined by the game progress unit 115, or may be predetermined according to the contents of the scenario, quest, and privilege.
  • the quest may be realized by the location information game without using the location registration information of the user terminal 100.
  • virtual location information is used instead of the actual location registration information of the user terminal 100.
  • the game screen 800D displays a "home” icon 828 and a "live” icon 822.
  • the game progress unit 115 causes the display unit 152 to display the home screen 800A. Further, when the input operation for the "live” icon 822 is received, the game progress unit 115 causes the display unit 152 to display the live selection screen 800B.
  • the game screen 800D can transition to the home screen 800A or the live selection screen 800B. That is, the live selection screen 800B can be transitioned not only from the home screen 800A but also from the game screen 800D. As described above, the game screen 800D may be configured so as not to be directly transitioned to the overlooked selection screen 800C for the purpose of guiding the user to watch the live distribution in real time.
  • One aspect of the embodiment shown in the present disclosure is a method for the progress of a game executed on a user terminal (user terminal 100A) including a processor, a memory, and a display unit, wherein the game is operated by the user.
  • the first part position information game part
  • the second part live
  • the user is provided with a privilege that can be used not in the first part but in the second part by satisfying a predetermined achievement condition in the first part by the processor, including the distribution game part).
  • a method comprising a step (S107).
  • Appendix 2 In Appendix 1, the result of the specific action includes that the virtual position on the map data of the user terminal in the first part becomes a predetermined position.
  • Appendix 3 In Appendix 1 or 2, the result of the particular action includes the completion of the predetermined scenario associated with the first part.
  • Appendix 4 A step of requesting the second progress of the second part and a step of requesting the second progress of the second part after the completion of the first progress of the second part by the processor according to any one of the appendices 1 to 3. On the other hand, it includes a step of executing the second progress of the second part by operating the avatar object of the distributor based on the operation instruction data distributed again from the server.
  • Appendix 5 In Appendix 4, in the progress of the second part after the end of the first progress of the second part, the privilege associated with the user in the first step is not given to the distributor of the live distribution source. ..
  • Appendix 6 In Appendix 5, the second progress of the second part is executed based on the operation instruction data and the record of the action by the input operation of the user received during the first progress of the second part. Will be done.
  • Appendix 6 In Appendix 6, the record of the action includes time information, and the second progress of the second part is due to the input operation of the user via the operation unit during the first progress of the second part. According to the above time information designation.
  • Appendix 8 In Appendix 6 or 7, the action comprises selecting a specific progress portion by the user's input operation via the control unit during the first progress of the second part. In the second progression of the second part, the progression of only the selected specific progression is performed.
  • One aspect of the embodiment presented in the present disclosure is a method for the progress of a game executed on a user terminal including a processor, a memory, and a display unit, wherein the game is played according to a user operation.
  • a predetermined achievement in the first part by the processor including a first part to be advanced and a second part to display the content on the display unit based on the first information lively distributed via the server. From the server, a step of associating the user with a privilege that becomes available in the second part instead of the first part by satisfying the condition, a step of requesting the progress of the completed second part, and a step of requesting the progress of the completed second part.
  • a step of receiving recorded action instruction data wherein the action instruction data includes motion data and voice data input by a distributor of a live distribution source, and the delivery based on the action instruction data. It is a method including a step of executing the progress of the second part by operating a person's avatar object.
  • Appendix 10 In Appendix 9, after the first part, the real-time second part that operates the avatar object in real time based on the action instruction data can be advanced, and the progress of the real-time second part and the completed part are completed. The mode of progress is different from the progress of the second part.
  • Appendix 11 In Appendix 10, in the progress of the real-time second part, the privilege associated with the user can be associated with the distributor of the live distribution source, and in the progress of the completed second part, the said. The privilege associated with the user is not associated with the distributor of the live distributor.
  • Appendix 12 In Appendix 10 or 11, in the progress of the completed second part, the consumption of valuable data by the input operation of the user via the operation unit is not accepted.
  • the display unit displays a first screen for displaying a menu for advancing the first part or the second part, and live information that can be distributed from the first screen.
  • the second screen to be displayed and the third screen for displaying information about live concerts delivered in the past are configured to be displayable, and the third screen is configured so that it cannot be directly transitioned from the first screen. ing.
  • Appendix 15 In Appendix 14, the display unit is further configured to be able to display a fourth screen for advancing the first part, and the third screen is configured so as not to be directly transitioned from the fourth screen. ing.
  • Appendix 17 A computer-readable medium containing computer-executable instructions that, upon execution of the computer-executable instruction, causes the processor to perform a step comprising any of the methods of Appendix 1-16.
  • Appendix 18 One aspect of the embodiment shown in the present disclosure is an information processing apparatus for progressing a game, comprising a processor, a memory, and a display unit, wherein the game progresses according to a user operation.
  • the processor includes one part and a second part for displaying contents on the display unit based on the first information delivered live via a server, and the processor executes an instruction stored in the memory.
  • the operation instruction data requested and recorded from the server is received, and the operation instruction data includes motion data and voice data input by the distributor of the live distribution source, and the operation instruction data is based on the operation instruction data. It is an information processing device that executes the progress of the second part by operating the avatar object of the distributor.
  • 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 logics 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 the program, thereby achieving the object of the present disclosure.
  • a CPU Central Processing Unit
  • 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.

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Abstract

The present invention provides a game method, a computer-readable medium, and an information terminal device with which it is possible to increase interest and enjoyment. The present invention provides a method for progressing a game that is executed in a user terminal equipped with a processor, a memory, and a display unit. The game includes: a first part that progresses the game in accordance with user operations; and a second part that displays content on the display unit on the basis of first information that is live-streamed via a server. Executed by the processor, the method includes: a first step for associating a bonus that can be used during the second part, but not during the first part, with a user as a result of satisfying a prescribed achievement condition during the first part; a step for receiving a specific action by the user in the first part, and switching the progression of the game from the first part to the second part in accordance with the result of the specific action; and a second step for performing processing by which the bonus associated with the user at the first step is granted to a distributor of a live-streaming source on the basis of a first operation during the second part.

Description

ゲーム方法、コンピュータ可読媒体、および情報端末装置Game methods, computer-readable media, and information terminals
 本開示は、ゲーム方法、コンピュータ可読媒体、および情報端末装置に関する。 This disclosure relates to game methods, computer-readable media, and information terminal devices.
 特許文献1には、ライブ動画やゲーム画面などのコンテンツを視聴端末において表示するためのデータを当該視聴端末に配信する情報処理システムが記載されている。当該情報処理システムにおいては、コンテンツの視聴者が購入可能なアイテムとして、実世界の差し入れやプレゼントに相当するデコレーション(花や文字、ロゴなど)がある。視聴者は、表示画面上のデコレーションボタンへの操作に応じて一覧表示されたアイテムのうちから所望のアイテムを選択することにより、コンテンツのイメージに合うアイテムのみを表示画面のデコレーションに使用することができる。 Patent Document 1 describes an information processing system that distributes data for displaying contents such as live moving images and game screens on a viewing terminal to the viewing terminal. In the information processing system, as items that can be purchased by the viewer of the content, there are decorations (flowers, letters, logos, etc.) corresponding to real-world insertions and presents. By selecting the desired item from the items listed according to the operation of the decoration button on the display screen, the viewer can use only the item that matches the image of the content for the decoration of the display screen. can.
特開2012-120098号公報Japanese Unexamined Patent Publication No. 2012-12598
 しかし、当該情報処理システムでは、一覧表示されるアイテム、即ち投入可能なアイテムが固定的であるため、好趣(興趣)に欠ける虞がある。 However, in the information processing system, the items displayed in a list, that is, the items that can be input are fixed, so there is a risk that they lack a good taste (interesting taste).
 本開示は、かかる実情に鑑み考え出されたものであり、その目的は、好趣を高めることができる、ゲームプログラム、ゲーム方法、および情報端末装置を提供することである。 The present disclosure has been devised in view of such circumstances, and an object thereof is to provide a game program, a game method, and an information terminal device that can enhance the taste.
 本開示に示す一実施形態のある局面によれば、プロセッサ、メモリ、および表示部を備えるユーザ端末において実行されるゲームの進行のための方法が提供される。この方法は、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを表示部に表示する第2パートとを含み、プロセッサによる、第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく第2パート中において利用可能となる特典をユーザに関連付ける第1ステップと、第1パートにおいてユーザによる特定の行動を受け付けるステップであって、特定の行動の結果に応じて、ゲームの進行が、第1パートから第2パートに切り替えられる、ステップと、第1ステップにおいてユーザに関連付けられた特典を、第2パート中における第1操作に基づいてライブ配信元の配信者に付与するための処理を行う第2ステップとを含む。 According to one aspect of the embodiment presented in the present disclosure, a method for the progress of a game executed on a user terminal including a processor, a memory, and a display unit is provided. This method includes a first part in which the game progresses according to a user's operation, and a second part in which the content is displayed on the display unit based on the first information live-streamed via the server. In the first part, the first step of associating the user with the privilege that becomes available in the second part instead of the first part by satisfying the predetermined achievement condition, and the specific in the first part by the user. The second step is the step of accepting an action, in which the progress of the game is switched from the first part to the second part according to the result of a specific action, and the privilege associated with the user in the first step. It includes a second step of performing a process for giving to the distributor of the live distribution source based on the first operation in the part.
 一実施形態のある局面によれば、プロセッサ、メモリ、および表示部を備えるユーザ端末において実行されるゲームの進行のための方法が提供される。この方法では、ゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを表示部に表示する第2パートとを含み、方法は、プロセッサによる、第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく第2パート中において利用可能となる特典をユーザに関連付けるステップと、終了済みの第2パートの進行を要求するステップと、サーバから記録済みの動作指図データを受信するステップであって、動作指図データが、ライブ配信元の配信者が入力したモーションデータおよび音声データを含む、ステップと、動作指図データに基づいて、配信者のアバターオブジェクトを動作させることにより、第2パートの進行を実行するステップと、を含む。 According to one aspect of the embodiment, a method for the progress of a game executed on a user terminal including a processor, a memory, and a display unit is provided. In this method, the game includes a first part in which the game progresses according to a user's operation, and a second part in which the content is displayed on the display unit based on the first information lively distributed via the server. The method is a step of associating a user with a privilege that is available in the second part instead of the first part by satisfying a predetermined achievement condition in the first part by the processor, and a completed first step. A step of requesting the progress of two parts and a step of receiving recorded operation instruction data from the server, wherein the operation instruction data includes motion data and voice data input by the distributor of the live distribution source. , A step of executing the progress of the second part by operating the distributor's avatar object based on the action instruction data.
 一実施形態のある局面によれば、プロセッサ、メモリ、および表示部を備える、ゲームの進行のための情報処理装置を提供する。このゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを表示部に表示する第2パートとを含み、プロセッサは、メモリに記憶された指示を実行することにより、第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく第2パート中において利用可能となる特典をユーザに関連付け、終了済みの第2パートの進行を要求し、サーバから記録済みの動作指図データを受信し、動作指図データが、ライブ配信元の配信者が入力したモーションデータおよび音声データを含んでおり、動作指図データに基づいて、配信者のアバターオブジェクトを動作させることにより、第2パートの進行を実行する。 According to one aspect of the embodiment, an information processing device for the progress of a game is provided, which comprises a processor, a memory, and a display unit. The game includes a first part in which the game progresses according to a user's operation and a second part in which the content is displayed on the display unit based on the first information lively distributed via the server. By executing the instruction stored in the memory, the privilege that becomes available in the second part instead of the first part by satisfying the predetermined achievement condition in the first part is associated with the user. Request the progress of the completed second part, receive the recorded operation instruction data from the server, and the operation instruction data includes the motion data and voice data input by the distributor of the live distribution source, and the operation instruction. The progress of the second part is executed by operating the distributor's avatar object based on the data.
 本開示によれば、好趣を高めることができる。 According to this disclosure, it is possible to enhance the taste.
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 the outline of the distribution of the operation instruction data, still another specific example of the screen displayed on the distribution terminal according to 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 the outline of the distribution of the operation instruction data, still another specific example of the screen displayed on the distribution terminal according to a certain embodiment. 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 play. 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. ユーザ端末のメモリに記憶されているテーブルの構成を示す図である。It is a figure which shows the structure of the table stored in the memory of a user terminal. (A)はユーザ端末のタッチスクリーンに表示された画像の一例を示す図であり、(B)はユーザ端末のタッチスクリーンに表示された画像の他の一例を示す図であり、(C)はユーザ端末のタッチスクリーンに表示された画像のその他の一例を示す図であり、(D)はサービス提供装置から取得された地図データに基づく地図画像の一例を示す図であり、(E)はユーザ端末のタッチスクリーンに表示された画像のさらにその他の一例を示す図である。(A) is a diagram showing an example of an image displayed on the touch screen of the user terminal, (B) is a diagram showing another example of the image displayed on the touch screen of the user terminal, and (C) is a diagram showing another example. It is a figure which shows the other example of the image displayed on the touch screen of a user terminal, (D) is the figure which shows the example of the map image based on the map data acquired from the service providing apparatus, (E) is the figure which shows the example of the map image, and (E) is the user. It is a figure which shows the further example of the image displayed on the touch screen of a terminal. ユーザ端末において実行される処理の流れの一部を示すフローチャートである。It is a flowchart which shows a part of the flow of processing executed in a user terminal. ユーザ端末において実行される処理の流れの他の一部とゲームプレイ端末において実行される処理の流れの一部とを示すフローチャートである。It is a flowchart which shows the other part of the process flow which is executed in a user terminal, and the part of the process flow which is executed in a game play terminal. ある実施形態に従う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 game progress according to a certain embodiment. ある実施形態に従う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 game progress according to a certain embodiment. ユーザ行動履歴情報の一例を示す図である。It is a figure which shows an example of the user behavior history information. ゲーム情報の一例を示す図である。It is a figure which shows an example of a game information. ある実施形態に従う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 game progress according to a certain embodiment. ある実施形態に従うユーザ端末の表示部に表示される画面の間の遷移例を示す。An example of a transition between screens displayed on a display unit of a user terminal according to a certain embodiment is shown.
 〔実施形態1〕
 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、本開示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開示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。
[Embodiment 1]
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 disclosure is not limited to these examples, and is indicated by the scope of claims, and it is intended that the present disclosure includes all changes in the meaning and scope equivalent to the scope of claims. 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.
 <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。
<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。しかしながら、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およ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 in 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 IF 43, an input / output IF 44, 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いず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の少なくともいず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いずれかを実行する。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, 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いずれかに応じて、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 that reflects the processing results executed by each of the above elements. 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 operation instruction data generation unit 416 generates operation 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いずれかを含む。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, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540 during the virtual experience (for example, during game play). 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 field of 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.
 <ゲーム構成>
 図32は、本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。本ゲームは、例えば、2つのゲームプレイパートに分かれている。一例として、第1パートは、位置情報ゲームパート、第2パートは、ライブ配信パートである。本ゲームには、その他にも、ユーザが保有する有価データと引き換えに、ゲームで利用可能なデジタルデータであるゲーム媒体をユーザに獲得させる獲得パートが含まれていてもよい。本実施形態では、各パートのプレイ順序は特に限定されない。図32には、ユーザ端末100が、位置情報ゲームパート、獲得パート、ライブ配信パートの順にゲームを実行した場合が示されている。
<Game composition>
FIG. 32 is a flowchart showing an example of the basic game progress of this game. The game is divided into, for example, two gameplay parts. As an example, the first part is a location information game part, and the second part is a live distribution part. In addition, the game may include an acquisition part that allows the user to acquire a game medium that is digital data that can be used in the game in exchange for valuable data possessed by the user. In this embodiment, the play order of each part is not particularly limited. FIG. 32 shows a case where the user terminal 100 executes a game in the order of a location information game part, an acquisition part, and a live distribution part.
 ステップS1では、ゲーム進行部115は、位置情報ゲームのパートを実行する。位置情報ゲームパートには、固定シナリオS11および獲得シナリオS12が含まれる(後述)。位置情報ゲームパートには、例えば、ユーザが操作する主人公キャラクタがNPCと対話するシーンが含まれる。本実施形態では、一例として、デジタルデータとしてひとまとめにされた「シナリオ」は、主人公キャラクタにまつわる物語の1話分に対応し、サーバ200から供給されて、一旦記憶部120に格納される。ゲーム進行部115は、位置情報ゲームパートにおいて、記憶部120に格納されているシナリオを1つ読み出し、結末を迎えるまで1つシナリオをユーザの入力操作に応じて進行させる。シナリオには、ユーザに選択させる選択肢、該選択肢に対応する主人公キャラクタの応答パターンなどが含まれており、ユーザがどの選択肢を選択するのかによって、1つのシナリオの中でも、異なる結末が得られてもよい。具体的には、ゲーム進行部115は、主人公キャラクタに対する働きかけに対応する複数の選択肢をユーザが選択可能に提示し、該ユーザが選択した選択肢に応じて、シナリオを進行させる。 In step S1, the game progress unit 115 executes the part of the location information game. The location-based game part includes a fixed scenario S11 and an acquisition scenario S12 (described later). The location-based game part includes, for example, a scene in which a main character operated by a user interacts with an NPC. In the present embodiment, as an example, the "scenario" collected as digital data corresponds to one story of the main character, is supplied from the server 200, and is temporarily stored in the storage unit 120. In the location information game part, the game progress unit 115 reads out one scenario stored in the storage unit 120, and advances one scenario according to the input operation of the user until the end is reached. The scenario includes options to be selected by the user, response patterns of the main character corresponding to the options, and even if different outcomes are obtained in one scenario depending on which option the user selects. good. Specifically, the game progress unit 115 presents a plurality of options corresponding to the action to the main character in a user-selectable manner, and advances the scenario according to the options selected by the user.
 ステップS2では、ユーザが最後までシナリオをプレイすると、ゲーム進行部115は、結末に応じた特典を該ユーザに獲得させてもよい。特典は、例えば、ゲーム上で利用可能なデジタルデータであるゲーム媒体としてユーザに提供される。ゲーム媒体は、例えば、キャラクタ(アバターオブジェクト)に身に付けさせることができる服飾品などのアイテムや、ライブ配信元の配信者に付与するアイテムであってもよい。ここで、「特典をユーザに獲得させる」とは、一例として、ユーザに対応付けて管理されている特典としてのゲーム媒体のステータスを、使用不可から使用可能に遷移させることであってもよい。あるいは、ゲーム媒体を、ユーザ識別情報またはユーザ端末IDなどに対応付けて、システム1に含まれる少なくともいずれかのメモリ(メモリ11、メモリ21、メモリ31)に記憶させることであってもよい。 In step S2, when the user plays the scenario to the end, the game progress unit 115 may make the user acquire the privilege according to the ending. The privilege is provided to the user, for example, as a game medium which is digital data that can be used in the game. The game medium may be, for example, an item such as clothing that can be worn by a character (avatar object), or an item given to a distributor of a live distribution source. Here, "to make the user acquire the privilege" may, as an example, change the status of the game medium as the privilege managed in association with the user from unusable to usable. Alternatively, the game medium may be stored in at least one of the memories (memory 11, memory 21, memory 31) included in the system 1 in association with the user identification information, the user terminal ID, or the like.
 ステップS3では、ゲーム進行部115が獲得パートを実行する。獲得パートにおいて、ユーザに獲得させるゲーム媒体は、初回ダウンロード時にユーザ端末100に提供されるシナリオとは別の新しいシナリオであってもよい。以下では、前者のシナリオを固定シナリオ、後者のシナリオを獲得シナリオと称する。両者を区別する必要が無い場合は、単に、シナリオと称する。 In step S3, the game progress unit 115 executes the acquisition part. In the acquisition part, the game medium acquired by the user may be a new scenario different from the scenario provided to the user terminal 100 at the time of the first download. In the following, the former scenario will be referred to as a fixed scenario, and the latter scenario will be referred to as an acquisition scenario. When it is not necessary to distinguish between the two, it is simply referred to as a scenario.
 獲得パートでは、例えば、ゲーム進行部115は、ユーザの有価データを消費することと引き換えに、ユーザがすでに保有している固定シナリオとは別の獲得シナリオをユーザに保有させる。ユーザに獲得させるシナリオは、ゲーム進行部115、または、サーバ200の制御部210によって、所定の規則にしたがって決定されてもよい。より具体的には、ゲーム進行部115、または、制御部210は、抽選を実行し、複数の獲得シナリオの中からランダムに、ユーザに獲得させるシナリオを決定してもよい。獲得パートは、位置情報ゲームパートおよびライブ配信パートの前後の任意のタイミングで実行されてもよい。 In the acquisition part, for example, the game progress unit 115 causes the user to possess an acquisition scenario different from the fixed scenario that the user already possesses, in exchange for consuming the user's valuable data. The scenario to be acquired by the user may be determined by the game progress unit 115 or the control unit 210 of the server 200 according to a predetermined rule. More specifically, the game progress unit 115 or the control unit 210 may execute a lottery and randomly determine a scenario to be acquired by the user from a plurality of acquisition scenarios. The acquisition part may be executed at any time before and after the location information game part and the live distribution part.
 ステップS4では、ゲーム進行部115は、ネットワークを介して外部の装置から、動作指図データを受信したか否かを判定する。動作指図データを外部の装置から受信しないうちは、ゲーム進行部115は、ステップS4のNOから、例えば、ステップS1に戻り、位置情報ゲームパートを実行してもよい。あるいは、ゲーム進行部115は、ステップS3の獲得パートを実行してもよい。一方、動作指図データを外部の装置から受信した場合は、ゲーム進行部115は、ステップS4のYESからステップS5に進む。 In step S4, the game progress unit 115 determines whether or not the operation instruction data has been received from an external device via the network. While the operation instruction data is not received from the external device, the game progress unit 115 may return from NO in step S4 to, for example, step S1 to execute the position information game part. Alternatively, the game progress unit 115 may execute the acquisition part of step S3. On the other hand, when the operation instruction data is received from the external device, the game progress unit 115 proceeds from YES in step S4 to step S5.
 ステップS5では、ゲーム進行部115は、ライブ配信パート(第2パート)を実行する。具体的には、ゲーム進行部115は、ライブ配信パートを進行させ、動画再生部117は、ステップS4にて受信した動作指図データにしたがってキャラクタを動作させる。ユーザは、ライブ配信パートにおいては、外部の装置から送信された動作指図データに基づいてリアルタイムに動作するキャラクタと自由にインタラクティブに対話することができる。より具体的には、動画再生部117は、プレイヤ4の入力操作の内容に応じて生成された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ゲームプレイ端末300から受信する。そして、動画再生部117は、受信された動作指図データに含まれる音声データに基づいて、キャラクタに発話させるともに、上述のモーションデータに基づいてキャラクタに動きをつける。これにより、上述のプレイヤ4の入力操作に対するキャラクタの反応を、ユーザに提示することができる。 In step S5, the game progress unit 115 executes the live distribution part (second part). Specifically, the game progress unit 115 advances the live distribution part, and the moving image reproduction unit 117 operates the character according to the operation instruction data received in step S4. In the live distribution part, the user can freely and interactively interact with the character that operates in real time based on the operation instruction data transmitted from the external device. More specifically, the moving image reproduction unit 117 receives the operation instruction data including the voice data and the motion data generated according to the content of the input operation of the player 4 from the game play terminal 300. Then, the moving image reproduction unit 117 causes the character to speak based on the voice data included in the received operation instruction data, and moves the character based on the above-mentioned motion data. Thereby, the reaction of the character to the above-mentioned input operation of the player 4 can be presented to the user.
 <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は、操作部(入出力IF14、タッチスクリーン15、カメラ17、測距センサ18)を介して入力されたユーザの入力操作に応じて、主人公キャラクタを動作させ、第1パートを進行させるステップと、ゲームプレイ端末300から受信した動作指図データに基づいてプレイヤ4のキャラクタを動作させることにより第2パートを進行させるステップと、を実行する。
<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 operates the main character in response to the user's input operation input via the operation unit (input / output IF 14, touch screen 15, camera 17, distance measurement sensor 18), and the first A step of advancing one part and a step of advancing the second part by operating the character of the player 4 based on the operation instruction data received from the game play terminal 300 are executed.
 上述の構成によれば、ユーザ端末100は、ゲームプレイ端末300から動作指図データを受信し、第2パートにおいて、動作指図データに基づいてキャラクタを動作させる。ゲームプレイ端末300から受信した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ができるため、キャラクタの動作は、型にはまらず、その表現は大幅に広がる。そのため、ユーザは、ゲームプレイ中のキャラクタとの関わり合いを通じて、該キャラクタがまるで現実の世界にいるかのような現実感を覚えることができる。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 configuration, the user terminal 100 receives the operation instruction data from the game play terminal 300, and in the second part, the character is operated based on the operation instruction data. Since the character can be operated based on the operation instruction data received from the game play terminal 300, the operation of the character is unconventional and its expression is greatly expanded. Therefore, the user can feel the reality as if the character is in the real world through the relationship with the character during the game play. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
 <ゲーム構成の変形例1>
 実施形態1の説明では、上述の図32に関し、ユーザ端末100が、位置情報ゲームパート、獲得パート、ライブ配信パートの順にゲームを実行する場合が示された。これに対し、実施形態1の変形例1では、位置情報ゲームパートの進行中にユーザ端末100により特定の行動が実施されたかの結果に応じて、自動的にライブ配信パートに切り替わるようにゲームが進行される。図33は、実施形態の変形例1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を示すフローチャートである。
<Modification example 1 of game configuration>
In the description of the first embodiment, regarding FIG. 32 described above, the case where the user terminal 100 executes the game in the order of the location information game part, the acquisition part, and the live distribution part is shown. On the other hand, in the first modification of the first embodiment, the game progresses so as to automatically switch to the live distribution part according to the result of whether a specific action is performed by the user terminal 100 while the position information game part is in progress. Will be done. FIG. 33 is a flowchart showing a basic game progress of a game executed based on the game program according to the first modification of the embodiment.
 ステップS11aは、図32のステップS1と同様であり、重複する説明は省略する。つまり、ゲーム進行部115は、位置情報ゲームパート(第1パート)を実行する。 Step S11a is the same as step S1 in FIG. 32, and duplicate description will be omitted. That is, the game progress unit 115 executes the position information game part (first part).
 ステップS11aの位置情報ゲームパートの進行中、ステップS13aでは、ゲーム進行部115は、ユーザによる特定の行動を受け付ける。これに応じて、ゲーム進行部115はステップS14aに進み、位置情報ゲームパートからライブ配信パートに切り替えるための動作が行われる。なお、ステップS13aでユーザによる特定の行動を受け付けないうちは、ゲーム進行部115は、引き続きステップS11aの位置情報ゲームパートを継続して実行するのがよい。 While the position information game part of step S11a is in progress, in step S13a, the game progress unit 115 receives a specific action by the user. In response to this, the game progress unit 115 proceeds to step S14a, and an operation for switching from the position information game part to the live distribution part is performed. It is preferable that the game progressing unit 115 continuously executes the position information game part of step S11a until the specific action by the user is not accepted in step S13a.
 ここで、位置情報ゲームパートにおけるユーザによる特定の行動の結果には、一例では、ユーザ端末100が備える上述の位置登録システムによって取得されるユーザ端末100の位置が、所定の位置となることが含まれる。より詳しくは、ユーザ端末100の位置登録情報を利用した位置情報ゲームによってクエストが実現され、ユーザは、ユーザ端末100を持って、ゲーム進行部115によって決定された位置まで移動する。その結果、ユーザ端末100の現在位置情報が当該決定された位置と整合した場合に、ユーザに特典を獲得させる。また、特典の獲得に替えて、またはこれに加えて、ゲームの進行がライブ配信パートに自動的に切り替わるようにしてもよい。 Here, the result of a specific action by the user in the location information game part includes, for example, that the position of the user terminal 100 acquired by the above-mentioned location registration system included in the user terminal 100 becomes a predetermined position. Is done. More specifically, the quest is realized by the position information game using the position registration information of the user terminal 100, and the user moves to the position determined by the game progress unit 115 with the user terminal 100. As a result, when the current position information of the user terminal 100 matches the determined position, the user is made to acquire the privilege. Also, in place of, or in addition to, the acquisition of benefits, the progress of the game may be automatically switched to the livestreaming part.
 他の例では、位置情報ゲームパートにおけるユーザによる特定の行動の結果には、位置情報ゲームパートに関連付けられた所定のシナリオが完結したことが含まれる。より詳しくは、位置情報ゲームパートにおいて、ユーザが1以上のクエストをクリアしたり、選択肢を選択したりすることにより、キャラクタとの対話が進み、シナリオが進行する。そして、シナリオが1つの結末を迎えた場合に、ユーザはシナリオのプレイを完遂したことになる。その結果、ゲームが位置情報ゲームパートからライブ配信パートに自動的に切り替わるようにしてもよい。 In another example, the result of a specific action by the user in the location-based game part includes the completion of a predetermined scenario associated with the location-based game part. More specifically, in the location-based game part, when the user clears one or more quests or selects an option, the dialogue with the character progresses and the scenario progresses. Then, when the scenario has one end, the user has completed the play of the scenario. As a result, the game may be automatically switched from the location-based game part to the live distribution part.
 図33に戻り、ステップS14aは、図32のステップS4と同様であり、重複する説明は省略する。 Returning to FIG. 33, step S14a is the same as step S4 in FIG. 32, and duplicate description will be omitted.
 ステップS15aは、図32のステップS5と同様であり、重複する説明は省略する。 Step S15a is the same as step S5 in FIG. 32, and duplicate description will be omitted.
 変形例1においては、ステップS15aにおいて例えば、サーバ200がライブ配信時刻であると判定したとき、あるいはサーバ200がユーザによる特定の行動を受け付けたと判定したときに、ライブ配信パートに移行するようにしてもよい。つまり、判定条件が満たされた場合に、サーバ200およびゲームプレイ端末300は、ライブ配信パートにおけるライブ配信をユーザ端末100に提供する。逆に、判定条件が満たされない場合には、ユーザ端末100がライブ配信パートに進むことはないようにゲームの進行が制御される。 In the first modification, in step S15a, for example, when it is determined that the server 200 is the live distribution time, or when it is determined that the server 200 has received a specific action by the user, the process shifts to the live distribution part. May be good. That is, when the determination condition is satisfied, the server 200 and the game play terminal 300 provide the live distribution in the live distribution part to the user terminal 100. On the contrary, when the determination condition is not satisfied, the progress of the game is controlled so that the user terminal 100 does not proceed to the live distribution part.
 判定条件が満たされた場合、ユーザ端末100では、動作指図データに基づいてキャラクタが動作され、ライブ配信パートの進行を実行することができる。具体的には、配信端末400で既にライブ配信が開始されているときには、ユーザ端末100は、途中からリアルタイムのライブ配信の供給を受けることができるようにしてもよい。これに替えて、判定条件が満たされた場合に、このことをトリガにしてライブ配信が開始され、ユーザ端末100は、終了済みのライブ配信の供給を始めから受けることができるようにしてもよい。なお、判定条件であるユーザによる特定の行動は、例えば、ゲームマスターによって予め決定され、サーバ200およびゲームプレイ端末300において管理されている。 When the determination condition is satisfied, the user terminal 100 operates the character based on the operation instruction data, and can execute the progress of the live distribution part. Specifically, when the distribution terminal 400 has already started the live distribution, the user terminal 100 may be able to receive the supply of the real-time live distribution from the middle. Instead of this, when the determination condition is satisfied, the live distribution may be started by using this as a trigger, and the user terminal 100 may be able to receive the supply of the completed live distribution from the beginning. .. It should be noted that the specific action by the user, which is a determination condition, is determined in advance by the game master, for example, and is managed by the server 200 and the game play terminal 300.
 変形例1によれば、ユーザ端末100では、第1パートにおいてユーザが特定の行動を実施した結果に応じて、第1パートから第2パートへの切り替えが行われる。ユーザ端末100は、ゲームプレイ端末300から動作指図データを受信し、第2パートにおいて、動作指図データに基づいてキャラクタを動作させる。ゲームプレイ端末300から受信した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ができるため、キャラクタの動作は、型にはまらず、その表現は大幅に広がる。そのため、ユーザは、ゲームプレイ中のキャラクタとの関わり合いを通じて、該キャラクタがまるで現実の世界にいるかのような現実感を覚えることができる。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。また、第2パートに移行するには、ユーザは第1パートにおいて特定の行動を実施する必要があるため、ゲーム性をより一層高めることができる。 According to the first modification, in the user terminal 100, switching from the first part to the second part is performed according to the result of the user performing a specific action in the first part. The user terminal 100 receives the operation instruction data from the game play terminal 300, and in the second part, the character is operated based on the operation instruction data. Since the character can be operated based on the operation instruction data received from the game play terminal 300, the operation of the character is unconventional and its expression is greatly expanded. Therefore, the user can feel the reality as if the character is in the real world through the relationship with the character during the game play. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game. Further, in order to move to the second part, the user needs to perform a specific action in the first part, so that the game quality can be further enhanced.
 <ゲーム構成の変形例2>
 実施形態1の説明では、上述の図32に関し、ユーザ端末100が、位置情報ゲームパート、獲得パート、ライブ配信パートの順にゲームを実行する場合が示された。また、実施形態1の変形例1では、上述の図33に関し、位置情報ゲームパートの進行中にユーザ端末100により特定の行動が実施されたかの結果に応じて、自動的にライブ配信パートに切り替わるようにゲームが進行される場合が示された。
<Transformation example 2 of game configuration>
In the description of the first embodiment, regarding FIG. 32 described above, the case where the user terminal 100 executes the game in the order of the location information game part, the acquisition part, and the live distribution part is shown. Further, in the first modification of the first embodiment, with respect to FIG. 33 described above, the live distribution part is automatically switched to the live distribution part according to the result of whether a specific action is performed by the user terminal 100 while the position information game part is in progress. The case where the game progresses was shown.
 変形例2では、変形例1のステップS13aでユーザによる特定の行動を受け付けたのに応じて、自動的にライブ配信パートに切り替わる構成に代えて、ライブ配信パートを進行させるためのライブ配信を受ける権利をユーザに付与してもよい。なお、ここでの権利は、チケットの形態としてよく、チケットを保有するユーザは、配信されるライブへのアクセス権利を有することになる。 In the second modification, in response to the reception of a specific action by the user in step S13a of the first modification, the live distribution for advancing the live distribution part is received instead of the configuration that automatically switches to the live distribution part. Rights may be granted to the user. The right here may be in the form of a ticket, and the user holding the ticket has the right to access the live delivered.
 つまり、チケットを保有するユーザのみが、ライブ配信時刻になったらそのライブ配信パートを進行させることができる一方、チケットを保有しないユーザは、ライブ配信パートを進行させることはできない。なお、ライブ配信時刻はユーザ端末100に対して予め通知されていてもよいし、実際にライブ配信時刻になるまで秘密にされていてもよい。前者の場合、ユーザに対して安定的にライブ配信を供給することができ、後者の場合、サプライズ配信として、ユーザに特別な付加価値が付いたライブ配信を供給することが可能となる。 That is, only the user who holds the ticket can advance the live distribution part when the live distribution time comes, while the user who does not have the ticket cannot advance the live distribution part. The live distribution time may be notified to the user terminal 100 in advance, or may be kept secret until the actual live distribution time is reached. In the former case, live distribution can be stably supplied to the user, and in the latter case, live distribution with special added value can be supplied to the user as a surprise distribution.
 <配信用のゲーム概要>
 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が実行するゲームのゲーム画面の一例を示す図である。
<Outline of the game for distribution>
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 which the system 1 is playing, which a player is playing.
 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。なお、本ゲームのジャンルは、特定のジャンルに限られない。システム1は、あらゆるジャンルのゲームを実行し得る。例えば、テニス、卓球、ドッジボール、野球、サッカーおよびホッケーなどのスポーツを題材としたゲーム、パズルゲーム、クイズゲーム、RPG(Role-Playing Game)、アドベンチャーゲーム、シューティングゲーム、シミュレーションゲーム、育成ゲーム、ならびに、アクションゲームなどであってもよい。また、ゲームシステム1において実行されるゲームのプレイ形態は、特定のプレイ形態に限られない。システム1は、あらゆるプレイ形態のゲームを実行し得る。例えば、単一のプレイヤによるシングルプレイゲーム、および、複数のプレイヤによるマルチプレイゲーム、また、マルチプレイゲームの中でも、複数のプレイヤが対戦する対戦ゲーム、および、複数のプレイヤが協力する協力プレイゲームなどであってもよい。 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. The genre of this game is not limited to a specific genre. System 1 can play games of any genre. For example, sports-themed games such as tennis, table tennis, dodgeball, baseball, soccer and hockey, puzzle games, quiz games, RPG (Role-PlayingGame), adventure games, shooting games, simulation games, training games, and It may be an action game or the like. Further, the play mode of the game executed in the game system 1 is not limited to a specific play mode. The system 1 can execute a game of any play form. For example, a single-player game with a single player, a multiplayer game with a plurality of players, a battle game in which a plurality of players play against each other, and a cooperative play game in which a plurality of players cooperate among the multiplayer games. You may.
 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およ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 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 a user name of "AAAAAA", which is a user of the user terminal 100 shown in FIG. 12, inputs and transmits a comment as described above, whereby a 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。 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.
 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 (owned amount 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で実行されるライブ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 live 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、ライブ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。ライブ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、及びライブ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。ライブ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ているユーザである。さらに、ライブ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。ライブ配信を受けるための対価は、例えば、位置情報ゲームパートで獲得した特典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、事前にライブ配信時刻においてライブ配信を受ける旨の予約を行った特定のユーザ端末100を、ライブ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 live distribution (user list 234) as the operation reception unit 413. The conditions for receiving live 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 live distribution. The user who has the right to receive the live stream is the user who participates in the game in real time. In addition, you may add that you are a paid user for the livestreaming. As the consideration for receiving the live distribution, for example, the privilege acquired in the location information game part may be exchanged for a ticket and paid with the ticket. Alternatively, the specific user terminal 100 reserved in advance to receive live distribution at the live distribution time may be a user terminal having the right to receive live 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いず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のいず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 one 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 moving image 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 "playing a moving image". 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 delivery 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 stage of 3F, 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 operation 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 playing a moving image 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 viewpoints 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 in 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。 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.
 次に、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。 Next, 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。動画再生部117およびゲーム進行部115は、リアルタイムの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できる。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 reflected 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 real-time moving image 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 each accepting an operation of temporarily stopping, ending, or changing the scene to be reproduced of the thank-you moving image 910A being reproduced.
 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 playback of 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.
 <位置情報ゲームの概要>
 図11に示す本ゲームは、サーバ200を介してライブ配信されるゲーム進行情報に基づいて、視聴コンテンツであるゲーム画面をタッチスクリーン15に表示するライブ配信ゲームである。本実施形態に係るシステム1は、当該ライブ配信ゲームに加えて、位置情報ゲームを提供する。当該位置情報ゲームでは、ポータル、およびライブ配信タワーのオブジェクトが表示されている地図画像が、タッチスクリーン15に表示される。当該ポータルのオブジェクトへのタップ操作が行なわれると、当該ポータルに関連付けられているゲームが実行される。ポータルに関連付けられているゲームをクリアすると、ライブ配信パートにおいて利用可能な特典が、ユーザに付与される。一例として、特典はキャラクタ(あるいはライブ配信元の配信者)に付与可能な投げ銭アイテムである。すなわち、ユーザがゲームをクリアしたことの報酬として、キャラクタの支援に必要な特典を付与することができる。また、当該ライブ配信タワーのオブジェクトへのタップ操作が行なわれると、所定の条件を満たす場合に、当該ライブ配信タワーに関連付けられている視聴コンテンツ即ちゲーム画面を視聴するライブ視聴処理が実行される。なお、以降の説明では、ポータルを表すオブジェクトを単に「ポータル」と呼び、ライブ配信タワーを表すオブジェクトを単に「ライブ配信タワー」と呼ぶ。
<Outline of location-based game>
The game shown in FIG. 11 is a live distribution game in which the game screen, which is the viewing content, is displayed on the touch screen 15 based on the game progress information lively distributed via the server 200. The system 1 according to the present embodiment provides a location information game in addition to the live distribution game. In the location-based game, a map image displaying objects of the portal and the live distribution tower is displayed on the touch screen 15. When the tap operation to the object of the portal is performed, the game associated with the portal is executed. Clearing the game associated with the portal grants the user the benefits available in the livestreaming part. As an example, a privilege is a throwing item that can be given to a character (or a distributor of a live distribution source). That is, as a reward for the user clearing the game, a privilege necessary for supporting the character can be given. Further, when the tap operation on the object of the live distribution tower is performed, the live viewing process for viewing the viewing content, that is, the game screen associated with the live distribution tower is executed when a predetermined condition is satisfied. In the following description, the object representing the portal is simply referred to as a "portal", and the object representing the live distribution tower is simply referred to as a "live distribution tower".
 当該位置情報ゲームを開始するためのゲーム開始操作が行なわれると、ユーザ端末100に備えられている不図示の位置登録システムにより、当該ユーザ端末100の現在位置の情報(例えば、住所情報、緯度経度情報など)が取得され、当該現在位置を中心とする特定領域(例えば、東西40km、南北30kmの領域)の地図データが、他のサービス提供装置から取得される。当該特定領域には、複数のポータルと複数のライブ配信タワーとが配置される。当該複数のポータル各々の位置情報およびポータルIDと、当該複数のライブ配信タワー各々の位置情報および配信タワーIDとは、サーバ200から取得される。ここで、当該ポータルおよびライブ配信タワーの配置は、固定的であってもよく、随時更新されてもよい。 When a game start operation for starting the position information game is performed, information on the current position of the user terminal 100 (for example, address information, latitude / longitude) is performed by the position registration system (not shown) provided in the user terminal 100. Information etc.) is acquired, and map data of a specific area (for example, an area of 40 km east-west and 30 km north-south) centered on the current position is acquired from another service providing device. A plurality of portals and a plurality of live distribution towers are arranged in the specific area. The location information and portal ID of each of the plurality of portals and the location information and distribution tower ID of each of the plurality of live distribution towers are acquired from the server 200. Here, the arrangement of the portal and the live distribution tower may be fixed or may be updated at any time.
 例えば、ユーザ端末100が東京都新宿区に存在するときは、図29(D)に示す地図画像を表示可能にするための地図データが取得される。当該地図画像に描かれている太線の円は、ユーザ端末100の現在位置を中心とする例えば半径10kmの範囲であり、本実施形態においては「所定範囲」と定義する。 For example, when the user terminal 100 exists in Shinjuku-ku, Tokyo, map data for making the map image shown in FIG. 29 (D) displayable is acquired. The thick circle drawn on the map image is, for example, a range with a radius of 10 km centered on the current position of the user terminal 100, and is defined as a “predetermined range” in the present embodiment.
 タッチスクリーン15には、当該地図データのうち当該現在位置を中心とする可視化領域(例えば、東西1km、南北2kmの領域)を模式化した地図画像が、当該地図データに基づいて表示される(図29(A)参照)。当該地図画像には、サーバ200から取得したポータルの位置情報およびポータルIDとライブ配信タワーの位置情報および配信タワーIDとに基づいて、ポータルとライブ配信タワーとが表示される。当該地図画像にはまた、ユーザ端末100の現在位置を表す現在位置画像が表示される。 On the touch screen 15, a map image schematically of a visualization area (for example, an area of 1 km east-west and 2 km north-south) centered on the current position of the map data is displayed based on the map data (Fig.). 29 (A)). In the map image, the portal and the live distribution tower are displayed based on the location information and the portal ID of the portal acquired from the server 200 and the location information and the distribution tower ID of the live distribution tower. The map image also displays a current position image showing the current position of the user terminal 100.
 タッチスクリーン15上の地図画像は、スクロール操作(フリック操作またはスワイプ操作)を受け付けることによりスクロールされる。例えば、右方向へのスクロール操作が行なわれると、当該地図画像は、図29(A)→図29(B)→図29(C)に示すように、東側(例えば新宿駅が左方向にずれている)の地図画像に更新される。さらに、右方向へのスクロール操作が行なわれると、タッチスクリーン15には、図29(E)に示すような地図画像が表示される。 The map image on the touch screen 15 is scrolled by accepting a scroll operation (flick operation or swipe operation). For example, when the scroll operation to the right is performed, the map image shifts to the east side (for example, Shinjuku station to the left) as shown in FIG. 29 (A) → FIG. 29 (B) → FIG. 29 (C). It is updated to the map image of). Further, when the scroll operation to the right is performed, the map image as shown in FIG. 29 (E) is displayed on the touch screen 15.
 なお、スクロール操作により表示された地図画像の中心位置が当該特定領域の端部近傍の所定位置に達すると、当該中心位置を中心とする特定領域の地図データが他のサービス提供装置から取得される。また、サーバ200からは、当該特定領域に配置されているポータルの位置情報およびポータルIDと、ライブ配信タワーの位置情報および配信タワーIDとが取得される。 When the center position of the map image displayed by the scroll operation reaches a predetermined position near the end of the specific area, the map data of the specific area centered on the center position is acquired from another service providing device. .. Further, from the server 200, the location information and the portal ID of the portal arranged in the specific area and the location information and the distribution tower ID of the live distribution tower are acquired.
 また、ユーザ端末100が移動すれば、当該現在位置画像が中心に表示されるように、地図画像がスクロールされる。さらに、ユーザ端末100の移動距離が所定距離(例えば10km)に達すると、当該ユーザ端末100の現在位置を中心とする特定領域の地図データが他のサービス提供装置から取得され、当該特定領域に配置されているポータルの位置情報およびポータルIDとライブ配信タワーの位置情報および配信タワーIDとが、サーバ200から取得される。 Further, when the user terminal 100 moves, the map image is scrolled so that the current position image is displayed in the center. Further, when the moving distance of the user terminal 100 reaches a predetermined distance (for example, 10 km), map data of a specific area centered on the current position of the user terminal 100 is acquired from another service providing device and arranged in the specific area. The location information and portal ID of the portal and the location information and distribution tower ID of the live distribution tower are acquired from the server 200.
 なお、タッチスクリーン15上の地図画像は、ユーザ端末100の現在位置を中心とする画像でなくてもよい。例えば、一態様において、位置情報ゲームは、主人公キャラクタをシナリオに従って地図データ上に指定された出発地から目的地まで旅をさせるゲームである。主人公キャラクタの位置は、ユーザ端末100の現在位置と関連しなくてもよい。ユーザの入力操作に応じてシナリオが進行されると、主人公キャラクタはこのシナリオの進行に従って出発地から目的地まで様々なルートで移動する。主人公キャラクタが、移動ルートの途中でポータルまたはライブ配信タワーに立ち寄ると、例えば、ポータルに関連付けられたゲームを実行することができ、あるいはライブ配信タワーに関連付けられたライブ配信ゲームの視聴処理を実行することができる。 The map image on the touch screen 15 does not have to be an image centered on the current position of the user terminal 100. For example, in one aspect, the location-based game is a game in which the main character travels from a starting point to a destination designated on map data according to a scenario. The position of the main character does not have to be related to the current position of the user terminal 100. When the scenario progresses according to the input operation of the user, the main character moves along various routes from the starting point to the destination according to the progress of this scenario. When the main character stops at the portal or live distribution tower in the middle of the movement route, for example, the game associated with the portal can be executed, or the viewing process of the live distribution game associated with the live distribution tower is executed. be able to.
 メモリ11には、図28に示すテーブルTBL1が記憶される。当該テーブルTBL1には、サーバ200から取得された複数のポータルIDが登録される。また、当該複数のポータルIDの各々には、ポータルのレアリティとクールタイムの残り時間とが設定される。 The table TBL1 shown in FIG. 28 is stored in the memory 11. A plurality of portal IDs acquired from the server 200 are registered in the table TBL1. Further, the rarity of the portal and the remaining time of the cool time are set for each of the plurality of portal IDs.
 ポータルに関連付けられているゲームをクリアすると、ライブ配信ゲームにおいてアバターオブジェクトに付与可能な無償の投げ銭アイテムが、特典としてユーザに付与される。投げ銭アイテムは、例えば、ポータルが配置されている地域に関係するご当地アイテムであってもよい。ポータルのレアリティは、当該投げ銭アイテムの希少性を規定するパラメータであり、銀→金→虹の順で高くなる。この結果、レアイティの高いポータルのゲームをクリアすることによりユーザに付与される投げ銭アイテムの価値は、レアリティの低いポータルのゲームをクリアすることによりユーザに付与される投げ銭アイテムの価値よりも高くなる。また、当該レアリティは、当該ゲームが終了したときに例えば乱数抽選により当該ポータルに再設定される。なお、投げ銭アイテムの価値は、当該投げ銭アイテムの種類と、当該投げ銭アイテムに関連付けられているポイント量とにより規定される。 When the game associated with the portal is cleared, a free money item that can be given to the avatar object in the live distribution game will be given to the user as a privilege. The thrown item may be, for example, a local item related to the area where the portal is located. The rarity of the portal is a parameter that defines the rarity of the thrown item, and increases in the order of silver → gold → rainbow. As a result, the value of the tossed item given to the user by clearing the game of the portal with high raity is higher than the value of the tossed item given to the user by clearing the game of the portal with low rarity. Further, the rarity is reset to the portal when the game is finished, for example, by a random number lottery. The value of the thrown item is defined by the type of the thrown item and the amount of points associated with the thrown item.
 当該ゲームが終了すると、当該ポータルに対するタップ操作が一時的に規制される。クールタイムは、当該タップ操作が規制される時間を規定するパラメータであり、当該ゲームの終了に応じて所定時間(例えば120分)に再設定される。当該ポータルに対するタップ操作は、当該クールタイムの残り時間が0分となったときに再度許容される。 When the game is over, tap operations for the portal are temporarily restricted. The cool time is a parameter that defines the time during which the tap operation is restricted, and is reset to a predetermined time (for example, 120 minutes) according to the end of the game. The tap operation for the portal is allowed again when the remaining time of the cool time becomes 0 minutes.
 当該クールタイムの残り時間が0分のポータルであって、ユーザ端末100の現在位置を中心とする所定範囲内に配置されているポータルに対するタップ操作が実行されると、当該ポータルに関連付けられているゲームが実行される。 When a portal with 0 minutes remaining in the cool time and a tap operation is executed for a portal arranged within a predetermined range centered on the current position of the user terminal 100, the portal is associated with the portal. The game runs.
 一方、当該ポータルに対する前回のタップ操作からクールタイムが経過する前に当該ポータルに対するタップ操作が行なわれたとき、または当該所定範囲の外側のポータル(例えば図29(E)に示す地図画像上のポータルのうち太線よりも右側のポータル)がタップされたときは、当該ポータルに関連付けられているゲームを実行するために必要な仮想通貨(対価)の消費量が、当該クールタイムの残り時間または当該現在位置から当該ポータルの位置までの距離に基づいて算出される。当該消費量は、当該残り時間が長くなるほど多くなり、または当該距離が長くなるほど多くなる。なお、仮想通貨は、有償であってもよいし、無償であってもよい。 On the other hand, when the tap operation for the portal is performed before the cool time elapses from the previous tap operation for the portal, or the portal outside the predetermined range (for example, the portal on the map image shown in FIG. 29 (E)). When the portal on the right side of the thick line) is tapped, the consumption of virtual currency (compensation) required to execute the game associated with the portal is the remaining time of the cool time or the current time. Calculated based on the distance from the location to the location of the portal. The consumption increases as the remaining time increases, or increases as the distance increases. The virtual currency may be paid or free of charge.
 当該消費量が算出されると、仮想通貨消費問合せ画面がタッチスクリーン15に重畳して表示される。当該仮想通貨消費問合せ画面には、「仮想通貨○○○コインを消費してゲームを実行しますか?」の文字列と、「実行」ボタンと、「キャンセル」ボタンとが表示される。ここで、「実行」ボタンがタップされると、ユーザが所有する仮想通貨のうち当該消費量の仮想通貨が消費され、その後に当該ポータルに関連付けられているゲームが実行される。 When the consumption amount is calculated, the virtual currency consumption inquiry screen is superimposed and displayed on the touch screen 15. On the virtual currency consumption inquiry screen, the character string "Do you want to consume virtual currency XX coins to execute the game?", "Execute" button, and "Cancel" button are displayed. Here, when the "execute" button is tapped, the virtual currency of the consumption amount among the virtual currencies owned by the user is consumed, and then the game associated with the portal is executed.
 このように、タッチスクリーン15に表示されているポータルへのタップ操作を受け付けたときであって、当該ポータルがユーザ端末100の現在位置から所定範囲内の領域に配置されているポータルであるときには、ユーザが所有する仮想通貨を消費することなく、当該ポータルに関連付けられているゲームが実行される。一方、当該ポータルが当該現在位置から当該所定範囲外の領域に配置されているポータルであるときには、当該仮想通貨を消費することにより当該ゲームが実行される。 In this way, when the tap operation to the portal displayed on the touch screen 15 is accepted and the portal is a portal arranged in an area within a predetermined range from the current position of the user terminal 100, The game associated with the portal is executed without consuming the virtual currency owned by the user. On the other hand, when the portal is a portal located in an area outside the predetermined range from the current position, the game is executed by consuming the virtual currency.
 ここで、所定範囲は、ゲーム開始操作に応じて現在位置画像とともにタッチスクリーン15に表示される地図画像の領域(初期領域)のみならず、スクロール操作に応じてタッチスクリーン15に表示される地図画像の領域であって、例えば図29(C)および図29(E)等において示したように現在位置画像が表示されない領域をも含む範囲に定められている。この結果、現在位置から離れている地図画像上に配置されているポータルについても、所定範囲内の領域であれば仮想通貨を消費することなくゲームを実行可能となり、ゲームの興趣を向上させることができる。また、初期領域および初期領域からスクロール操作によりスクロールさせた領域において表示されているポータルへのタップ操作が行われた場合であっても、所定範囲内の領域であれば仮想通貨を消費することなくゲームを実行可能となり、ユーザの誤操作により仮想通貨が消費されてしまい、ゲームの興趣が損なわれる懸念を軽減することができる。 Here, the predetermined range is not only the area (initial area) of the map image displayed on the touch screen 15 together with the current position image according to the game start operation, but also the map image displayed on the touch screen 15 according to the scroll operation. The area is defined to include an area in which the current position image is not displayed, as shown in FIGS. 29 (C) and 29 (E), for example. As a result, even for portals located on a map image far from the current position, the game can be executed without consuming virtual currency as long as it is within a predetermined range, and the interest of the game can be improved. can. In addition, even when a tap operation is performed on the portal displayed in the initial area and the area scrolled by the scroll operation from the initial area, if the area is within the predetermined range, the virtual currency is not consumed. It becomes possible to execute the game, and it is possible to reduce the concern that the virtual currency will be consumed due to the user's erroneous operation and the interest of the game will be impaired.
 ポータルへのタップ操作に応じて実行されるゲームは、例えばシューティングゲームであり、所定の達成条件(例えば、撃ち落とした敵キャラクタの数が所定数に到達するといった条件)が成立することにより、クリアとなる。当該ゲームをクリアすると、当該ポータルのレアリティに応じた種類の投げ銭アイテムであって、当該ポータルのレアリティに応じたポイント量が関連付けられている無償の投げ銭アイテムがユーザに付与される。 The game executed in response to the tap operation to the portal is, for example, a shooting game, and is cleared when a predetermined achievement condition (for example, a condition that the number of shot down enemy characters reaches a predetermined number) is satisfied. Become. When the game is cleared, the user is given a free money item that is a type of money item corresponding to the rarity of the portal and is associated with a point amount according to the rarity of the portal.
 具体的には、当該レアリティが銀または金であれば、当該ポータルが配置されている地域に関係しない種類の投げ銭アイテムであって、銀または金に応じたポイント量が関連付けられている無償の投げ銭アイテムが、ユーザに付与される。一方、当該レアリティが虹であれば、当該ポータルが配置されている地域に関係する投げ銭アイテム即ちご当地アイテムであって、虹に応じたポイント量が関連付けられている無償の投げ銭アイテムが、ユーザに付与される。例えば、当該ポータルの位置が東京都墨田区であれば、スカイツリーを模したご当地アイテムが付与される。また、投げ銭アイテムに関連付けられているポイント量は、銀→金→虹の順で多くなる。ゲームが終了すると、当該ポータルのレアリティとクールタイムとが再設定される。 Specifically, if the rarity is silver or gold, it is a type of throwing item that is not related to the area where the portal is located and is associated with a point amount corresponding to silver or gold. The item is given to the user. On the other hand, if the rarity is a rainbow, the user will receive a free money throwing item related to the area where the portal is located, that is, a local item with a point amount corresponding to the rainbow. Granted. For example, if the location of the portal is Sumida-ku, Tokyo, local items that imitate the Sky Tree will be given. In addition, the amount of points associated with the thrown item increases in the order of silver → gold → rainbow. At the end of the game, the portal's rarity and cool time will be reset.
 なお、ご当地アイテム以外の無償の投げ銭アイテムは、例えばナイフ、マシンガン、サーベル、手榴弾であり、ライブ配信ゲームにおいて仮想通貨を消費することにより投入可能な有償の投げ銭アイテム(マガジン、救急箱、三角コーン、バリケード)のいずれとも異なる。ライブ配信ゲームにおいて投入可能な投げ銭アイテムのバリエーションは、ポータルに関連付けられているゲームをクリアすることにより増大する。さらに、ご当地アイテム以外の無償の投げ銭アイテムは、アバターオブジェクト610に装着させる服飾品アイテムやポイントなどであってもよい。 In addition, free money throwing items other than local items are, for example, knives, machine guns, sabers, and hand grenades, and paid money throwing items (magazines, first aid kits, triangular cones) that can be thrown in by consuming virtual currency in live distribution games. , Barricade). The variation of the throwing items that can be thrown in the live distribution game is increased by clearing the game associated with the portal. Further, the free money throwing item other than the local item may be a clothing item or a point to be attached to the avatar object 610.
 また、購入により投入可能な有償の投げ銭アイテムをユーザに付与してもよい。この場合、ユーザはポータルに関連付けられているゲームをクリアしなくともよい。例えば、ポータルに関連付けられているゲーム実行中に、購入サイトでの有償の投げ銭アイテムのユーザによる購入処理を受け付けし、購入された投げ銭アイテムを、有償の投げ銭アイテムとしてユーザに付与する。 In addition, a paid money item that can be thrown in by purchase may be given to the user. In this case, the user does not have to clear the game associated with the portal. For example, during the execution of the game associated with the portal, the user accepts the purchase process of the paid money item on the purchase site, and grants the purchased money item to the user as the paid money item.
 ポータルへのタップ操作に応じて実行されるゲームのジャンルは、特定のジャンルに限られない。システム1は、あらゆるジャンルのゲームを実行し得る。例えば、テニス、卓球、ドッジボール、野球、サッカーおよびホッケーなどのスポーツを題材としたゲーム、パズルゲーム、クイズゲーム、RPG(Role-Playing Game)、アドベンチャーゲーム、シューティングゲーム、シミュレーションゲーム、育成ゲーム、ならびに、アクションゲームなどであってもよい。 The genre of the game executed in response to the tap operation to the portal is not limited to a specific genre. System 1 can play games of any genre. For example, sports-themed games such as tennis, table tennis, dodgeball, baseball, soccer and hockey, puzzle games, quiz games, RPG (Role-PlayingGame), adventure games, shooting games, simulation games, training games, and It may be an action game or the like.
 また、システム1において実行されるゲームのプレイ形態は、特定のプレイ形態に限られない。ゲームシステム1は、あらゆるプレイ形態のゲームを実行し得る。例えば、単一のユーザによるシングルプレイゲーム、および、複数のユーザによるマルチプレイゲーム、また、マルチプレイゲームの中でも、複数のユーザが対戦する対戦ゲーム、および、複数のユーザが協力する協力プレイゲームなどであってもよい。 Further, the play mode of the game executed in the system 1 is not limited to a specific play mode. The game system 1 may execute a game of any play form. For example, a single-player game by a single user, a multi-play game by a plurality of users, a battle game in which a plurality of users play against each other, and a cooperative play game in which a plurality of users cooperate among the multi-play games. You may.
 第1パートの位置情報ゲームをクリアすることにより、投げ銭アイテムがユーザに付与される。付与された投げ銭アイテムは、第2パートにおいてライブ配信を受ける権利や、リアルタイムのライブ配信中にプレイヤへの投げ銭として投入するために利用することができる。ユーザは、獲得したアイテムでプレイヤを支援することができ、これによりユーザとプレイヤとの交流を活性化することができる。 By clearing the location information game of the first part, a tossed item is given to the user. The given throwing item can be used for the right to receive live distribution in the second part and for throwing money to the player during real-time live distribution. The user can support the player with the acquired items, thereby activating the interaction between the user and the player.
 次に、第2パート(ライブ配信ゲームパート)におけるライブ配信の視聴処理について説明する。本ゲームには、少なくともライブ配信パートが含まれる。本ゲームは、単一のライブ配信パートで構成されてもよいし、複数のパートで構成されてもよい。 Next, the viewing process of live distribution in the second part (live distribution game part) will be described. The game includes at least a livestream part. The game may be composed of a single live distribution part or may be composed of a plurality of parts.
 <視聴処理>
 以下では、ライブ配信ゲームの視聴処理の一態様を説明する。地図画像上のライブ配信タワーに対するタップ操作が行われたときは、図11に示すライブ配信ゲームのゲーム画面をタッチスクリーン15に表示するためのライブ視聴処理が実行される。当該ライブ視聴処理では、ストレージ12に記憶されている仮想空間データに基づいて図10(A)に示す仮想空間600Bが規定され、仮想カメラ620Bを当該仮想空間600Bの予め定められた初期位置に配置される。
<Viewing process>
Hereinafter, one aspect of the viewing process of the live distribution game will be described. When the tap operation for the live distribution tower on the map image is performed, the live viewing process for displaying the game screen of the live distribution game shown in FIG. 11 on the touch screen 15 is executed. In the live viewing process, the virtual space 600B shown in FIG. 10A is defined based on the virtual space data stored in the storage 12, and the virtual camera 620B is arranged at a predetermined initial position of the virtual space 600B. Will be done.
 ゲームプレイ端末300は、ゲームプログラムに基づいて当該ライブ配信ゲームを進行させる。具体的には、アバターオブジェクト610を含むオブジェクトを図9(A)に示す仮想空間600A内で配置・移動・変更等させるとともに、各種ゲームパラメータを初期設定または更新等する。ゲーム進行情報は、更新された仮想空間600B内のオブジェクトと各種ゲームパラメータ値とに基づいて生成され、複数のユーザ端末100に配信される。 The game play terminal 300 advances the live distribution game based on the game program. Specifically, the object including the avatar object 610 is arranged, moved, changed, etc. in the virtual space 600A shown in FIG. 9A, and various game parameters are initially set or updated. The game progress information is generated based on the updated object in the virtual space 600B and various game parameter values, and is distributed to a plurality of user terminals 100.
 ユーザ端末100は、ゲームプレイ端末300から配信されたゲーム進行情報に基づいて、アバターオブジェクト610を含むオブジェクトを仮想空間600Bに配置・動作させるとともに、各種ゲームパラメータ値を更新する。ゲーム進行情報は、ゲームプレイ端末300から所定時間(1/60秒)毎に送信される。このため、仮想空間600B内のオブジェクトおよび各種ゲームパラメータ値は、当該所定時間毎に更新される。なお、仮想空間600Bに配置されるオブジェクトには、後述する投げ銭アイテムのオブジェクトも含まれる。 The user terminal 100 arranges and operates an object including the avatar object 610 in the virtual space 600B based on the game progress information distributed from the game play terminal 300, and updates various game parameter values. The game progress information is transmitted from the game play terminal 300 every predetermined time (1/60 second). Therefore, the objects in the virtual space 600B and various game parameter values are updated at the predetermined time intervals. The object arranged in the virtual space 600B also includes an object of a throwing item, which will be described later.
 タッチスクリーン15には、現在の仮想カメラ620Bの位置および向きに応じた視界領域640Bに対応する視界画像660が表示される。上記の各種ゲームパラメータ値を表すパラメータ画像は当該視界画像660の上段に重畳して表示され、アイテム投入操作をユーザから受け付けるためのUI画像711は、当該視界画像660の下段に重畳して表示される(図11(A)参照)。 On the touch screen 15, a field of view image 660 corresponding to the field of view area 640B according to the position and orientation of the current virtual camera 620B is displayed. The parameter image representing the above various game parameter values is superimposed and displayed on the upper part of the view image 660, and the UI image 711 for accepting the item input operation from the user is superimposed and displayed on the lower part of the view image 660. (See FIG. 11 (A)).
 UI画像711には、無償の投げ銭アイテムのアイコンが描かれたUI画像と、有償の投げ銭アイテムのアイコンが描かれたUI画像とが表示される。即ち、ユーザがポータルに関連付けられているゲームをクリアすることにより無償の投げ銭アイテムを獲得した場合には、当該無償の投げ銭アイテムのアイコンが描かれたUI画像がUI画像711内に表示可能となる。例えば、ユーザがポータルに関連付けられているゲームをクリアすることにより手榴弾を獲得した場合には、当該手榴弾のアイコンが描かれたUI画像がUI画像711内に表示される。なお、ユーザが獲得した投げ銭アイテムがすべて投入されると、当該投げ銭アイテムのアイコンが描かれたUI画像は、UI画像711から消去される。例えば、ユーザが獲得した手榴弾がすべて投入された場合には、当該手榴弾のアイコンが描かれたUI画像がUI画像711から消去される。 In the UI image 711, a UI image on which the icon of the free tossed item is drawn and a UI image on which the icon of the paid tossed item is drawn are displayed. That is, when the user acquires a free tossed item by clearing the game associated with the portal, the UI image on which the icon of the free tossed item is drawn can be displayed in the UI image 711. .. For example, if the user acquires a grenade by clearing a game associated with the portal, a UI image with the grenade icon drawn is displayed in the UI image 711. When all the thrown items acquired by the user are thrown in, the UI image on which the icon of the thrown item is drawn is deleted from the UI image 711. For example, when all the grenades acquired by the user are thrown in, the UI image on which the grenade icon is drawn is deleted from the UI image 711.
 有償の投げ銭アイテムには、当該投げ銭アイテムを投入する際に消費される仮想通貨の量と、当該仮想通貨の消費量に応じたポイント量とが関連付けられる。ここで、有償の投げ銭アイテムに関連付けられているポイント量は、無償の投げ銭アイテムに関連付けられているポイント量よりも多く、当該有償の投げ銭アイテムの投入に必要な仮想通貨の消費量が増大するほど増大する。 The paid money item is associated with the amount of virtual currency consumed when the money item is thrown and the amount of points according to the consumption amount of the virtual currency. Here, the amount of points associated with the paid toss item is larger than the amount of points associated with the free toss item, and the amount of virtual currency required to insert the paid toss item increases. Increase.
 有償の投げ銭アイテムのアイコンに対するタップ操作が行われると、当該投げ銭アイテムに関連付けられている消費量に相当する仮想通貨の消費を伴って、アイテム投入情報がゲームプレイ端末300に対して送信される。一方、無償の投げ銭アイテムのアイコンに対するタップ操作が行われたときは、当該仮想通貨を消費することなく、アイテム投入情報がゲームプレイ端末300に対して送信される。 When the tap operation is performed on the icon of the paid money item, the item input information is transmitted to the game play terminal 300 with the consumption of the virtual currency corresponding to the consumption amount associated with the money item. On the other hand, when the tap operation is performed on the icon of the free tossed item, the item input information is transmitted to the game play terminal 300 without consuming the virtual currency.
 アイテム投入情報には、当該タップ操作の対象である投げ銭アイテムの種類を特定するための情報と、当該投げ銭アイテムに関連付けられたポイント量と、当該アイテム投入操作を行ったユーザのユーザIDを特定するための情報とが含まれる。なお、当該投げ銭アイテムに関連付けられたポイント量をゲームプレイ端末300で管理する場合、当該ポイント量はアイテム投入情報に含まれていなくてもよい。 In the item input information, information for specifying the type of the tossed item that is the target of the tap operation, the amount of points associated with the tossed item, and the user ID of the user who performed the item input operation are specified. Contains information for. When the amount of points associated with the thrown item is managed by the game play terminal 300, the amount of points may not be included in the item input information.
 ユーザ端末100から送信されたアイテム投入情報を受信したとき、ゲームプレイ端末300は、当該アイテム投入情報に含まれるポイント量を特定し、当該ポイント量をアバターオブジェクト610に付与する。付与されたポイント量は、ゲームの運営者などによる当該アバターオブジェクト610のランキング(人気度合い)の特定や、当該運営者などにより当該アバターオブジェクト610を操作するプレイヤに支払う報酬額の決定、当該プレイヤがゲーム内でガチャ等を行ってナイフやサーベル等のアイテムの獲得などに使用される。また、当該アイテム投入情報に含まれる投げ銭アイテムの種類を特定し、当該種類に対応するオブジェクトを仮想空間600B内に投入して配置する。このとき、アイテム投入操作を行ったユーザのユーザIDを含むゲーム進行情報を複数のユーザ端末100に配信するようにしてもよい。各ユーザ端末100において、当該ユーザIDを表す画像は、視界画像660に重畳してタッチスクリーン15に表示される。 When the item input information transmitted from the user terminal 100 is received, the game play terminal 300 specifies the point amount included in the item input information and imparts the point amount to the avatar object 610. The amount of points given is determined by the game operator or the like to specify the ranking (popularity) of the avatar object 610, the operator or the like to determine the reward amount to be paid to the player who operates the avatar object 610, and the player. It is used to acquire items such as knives and sabers by performing gachas in the game. Further, the type of the tossed item included in the item input information is specified, and the object corresponding to the type is input and arranged in the virtual space 600B. At this time, the game progress information including the user ID of the user who has performed the item input operation may be distributed to the plurality of user terminals 100. In each user terminal 100, the image representing the user ID is superimposed on the field of view image 660 and displayed on the touch screen 15.
 また、ユーザは、ユーザ端末100を操作することにより、アバターオブジェクト610に対するコメントを入力して送信することも可能である。当該コメントは、ゲーム画面を表示している期間にゲームプレイ端末300に送信される。ゲームプレイ端末300は、ユーザ端末100から当該コメントを受信したとき、ユーザ名をディスプレイ530に表示可能である。プレイヤは、当該コメントに対するコメントを入力できる。ユーザおよびプレイヤが入力したコメントは、ゲームプレイ端末300から複数のユーザ端末100に配信される。各ユーザ端末100において、当該コメントは、視界画像660に重畳してタッチスクリーン15に表示される。 The user can also input and send a comment for the avatar object 610 by operating the user terminal 100. The comment is transmitted to the game play terminal 300 during the period when the game screen is displayed. When the game play terminal 300 receives the comment from the user terminal 100, the game play terminal 300 can display the user name on the display 530. The player can input a comment for the comment. The comments input by the user and the player are distributed from the game play terminal 300 to the plurality of user terminals 100. In each user terminal 100, the comment is superimposed on the field of view image 660 and displayed on the touch screen 15.
 (動作について)
 図30および図31は、位置情報ゲームおよびライブ配信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。このうち、図30に示すフローチャートと、図31の左側に示すフローチャートは、ユーザ端末100により実行される。一方、図31の右側に示すフローチャートは、ゲームプレイ端末300により実行される。また、図30に示すフローチャートの処理は、位置情報ゲームを開始するための入力操作、即ちゲーム開始操作をユーザから受け付けることにより開始される。
(About operation)
30 and 31 are flowcharts showing an example of the basic game progress of the location-based game and the live-streaming game. Of these, the flowchart shown in FIG. 30 and the flowchart shown on the left side of FIG. 31 are executed by the user terminal 100. On the other hand, the flowchart shown on the right side of FIG. 31 is executed by the game play terminal 300. Further, the processing of the flowchart shown in FIG. 30 is started by receiving an input operation for starting the position information game, that is, a game start operation from the user.
 なお、図30および図31に示すフローチャートの一部の処理はサーバ200において実行し、処理結果をユーザ端末100に送信するようにしてもよい。また、ユーザ端末100とゲームプレイ端末300との間での情報の送受信は、サーバ200を介して実行されるものであるが、これに限らず、サーバ200を介することなく実行されるものであってもよい。 Note that some processes of the flowcharts shown in FIGS. 30 and 31 may be executed by the server 200, and the process results may be transmitted to the user terminal 100. Further, the transmission / reception of information between the user terminal 100 and the game play terminal 300 is executed via the server 200, but is not limited to this, and is executed without going through the server 200. You may.
 図30を参照して、ステップS81では、当該ユーザ端末100の現在位置を示す位置情報を位置登録システムから取得し、当該現在位置を中心とする特定領域(例えば、東西40km、南北30kmの領域)の地図データを他のサービス提供装置から取得する。ユーザ端末100が東京都新宿区に存在するときは、例えば、図29(D)に示す地図画像を表示可能にするための地図データが取得される。また、ステップS81では、当該特定領域に配置されているポータルの位置情報およびポータルIDと、当該特定領域に配置されているライブ配信タワーの位置情報および配信タワーIDとをサーバ200から取得する。 With reference to FIG. 30, in step S81, position information indicating the current position of the user terminal 100 is acquired from the position registration system, and a specific area centered on the current position (for example, an area of 40 km east-west and 30 km north-south). The map data of is acquired from other service providing devices. When the user terminal 100 exists in Shinjuku-ku, Tokyo, for example, map data for making the map image shown in FIG. 29 (D) displayable is acquired. Further, in step S81, the position information and the portal ID of the portal arranged in the specific area and the position information and the distribution tower ID of the live distribution tower arranged in the specific area are acquired from the server 200.
 ステップS81では、当該地図データのうち当該現在位置を中心とする可視化領域(例えば、東西1km、南北2kmの領域)を模式化した地図画像を当該地図データに基づいてタッチスクリーン15に表示する。また、サーバ200から取得したポータルの位置情報およびポータルIDに基づいて、当該ポータルを当該地図画像に表示し、サーバ200から取得したライブ配信タワーの位置情報および配信タワーIDに基づいて、当該ライブ配信タワーを当該地図画像に表示する。さらに、ユーザ端末100の現在位置を表す現在位置画像を当該地図画像に表示する。この結果、タッチスクリーン15には、図29(A)に示すように、地図画像とポータルとライブ配信タワーと現在位置画像とが表示される。 In step S81, a map image schematically showing a visualization area (for example, an area of 1 km east-west and 2 km north-south) centered on the current position of the map data is displayed on the touch screen 15 based on the map data. Further, the portal is displayed on the map image based on the location information and the portal ID of the portal acquired from the server 200, and the live distribution is performed based on the location information and the distribution tower ID of the live distribution tower acquired from the server 200. Display the tower on the map image. Further, the current position image showing the current position of the user terminal 100 is displayed on the map image. As a result, as shown in FIG. 29A, the touch screen 15 displays the map image, the portal, the live distribution tower, and the current position image.
 ステップS82では、タッチスクリーン15に表示されているポータルに対するタップ操作が行われたか否かを、タッチスクリーン15への入力操作とサーバ200から取得したポータルの位置情報およびポータルIDとに基づいて判定する。当該タップ操作が行われたと判定されなかったときは、ステップS83に進み、スクロール操作(フリック操作またはスワイプ操作)が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該スクロール操作が行われたと判定されたときは、ステップS85に進み、タッチスクリーン15に表示されている地図画像をスクロールする。例えば、右方向へのスクロール操作が行なわれると、当該地図画像は、図29(A)→図29(B)→図29(C)に示すように更新される。さらに、右方向へのスクロールが行なわれると、タッチスクリーン15には、図29(E)に示す地図画像が表示される。ステップS85の処理が完了すると、ステップS82に戻る。 In step S82, it is determined whether or not the tap operation on the portal displayed on the touch screen 15 has been performed based on the input operation on the touch screen 15, the location information of the portal acquired from the server 200, and the portal ID. .. If it is not determined that the tap operation has been performed, the process proceeds to step S83, and it is determined whether or not the scroll operation (flick operation or swipe operation) has been performed based on the input operation on the touch screen 15. When it is determined that the scroll operation has been performed, the process proceeds to step S85, and the map image displayed on the touch screen 15 is scrolled. For example, when the scroll operation to the right is performed, the map image is updated as shown in FIG. 29 (A) → FIG. 29 (B) → FIG. 29 (C). Further, when scrolling to the right is performed, the map image shown in FIG. 29 (E) is displayed on the touch screen 15. When the process of step S85 is completed, the process returns to step S82.
 ステップS82において当該タップ操作が行われたと判定されたときは、ステップS88に進み、タップ操作の対象であるポータルに設定されているクールタイムの残り時間は0分であるか否かを、テーブルTBL1に基づいて判定する。当該残り時間は0分であると判定されると、ステップS89に進み、当該ポータルの位置はユーザ端末100の現在位置から所定範囲内であるか否かを、当該ポータルの位置情報とユーザ端末100の現在位置とに基づいて判定する。なお、所定範囲は、当該現在位置を中心とする例えば半径10kmの範囲であり、図29(D)に示す地図画像においては、太線で示す範囲が当該所定範囲に相当する。 When it is determined in step S82 that the tap operation has been performed, the process proceeds to step S88, and the table TBL1 indicates whether or not the remaining cool time set in the portal targeted for the tap operation is 0 minutes. Judgment is based on. If it is determined that the remaining time is 0 minutes, the process proceeds to step S89, and whether or not the position of the portal is within a predetermined range from the current position of the user terminal 100 is determined by the position information of the portal and the user terminal 100. Judgment is based on the current position of. The predetermined range is, for example, a range having a radius of 10 km centered on the current position, and in the map image shown in FIG. 29 (D), the range shown by the thick line corresponds to the predetermined range.
 当該ポータルの位置は当該所定範囲内であると判定されたときは、ステップS95に進む。例えば、図29(A)~図29(C)に示す地図画像上のポータルがタップされたときは、ステップS95に進む。ステップS95では、当該ポータルに関連付けられているゲームを当該ポータルのポータルIDに基づいて特定し、当該ゲームを実行する。当該ゲームは、所定の達成条件が成立することによりクリアとなるゲームである。当該ゲームが終了するとステップS96に進み、当該ゲームがクリアされたか否かをステップS95の処理結果に基づいて判定する。当該ゲームがクリアされたと判定されると、ステップS97に進む。 When it is determined that the position of the portal is within the predetermined range, the process proceeds to step S95. For example, when the portal on the map image shown in FIGS. 29 (A) to 29 (C) is tapped, the process proceeds to step S95. In step S95, the game associated with the portal is specified based on the portal ID of the portal, and the game is executed. The game is a game that is cleared when a predetermined achievement condition is satisfied. When the game ends, the process proceeds to step S96, and it is determined whether or not the game has been cleared based on the processing result of step S95. If it is determined that the game has been cleared, the process proceeds to step S97.
 ステップS97では、当該ポータルに設定されているレアリティを当該ポータルのポータルIDに基づいてテーブルTBL1から特定し、当該レアリティに応じた種類の投げ銭アイテムであって、当該レアリティに応じたポイント量が関連付けられている投げ銭アイテムをユーザに付与する。ステップS97の処理が完了すると、ステップS98に進む。また、ステップS96において当該ゲームがクリアされたと判定されなかったときは、ステップS97の処理を実行することなく、ステップS98に進む。 In step S97, the rarity set in the portal is specified from the table TBL1 based on the portal ID of the portal, and it is a type of throwing item according to the rarity, and the point amount corresponding to the rarity is associated with it. Give the user the item to be thrown. When the process of step S97 is completed, the process proceeds to step S98. If it is not determined in step S96 that the game has been cleared, the process proceeds to step S98 without executing the process of step S97.
 ステップS98では、テーブルTBL1において、当該ポータルのレアリティを銀、金、虹のうちのいずれかに再設定するとともに、当該ポータルのクールタイムを所定時間に再設定する。ステップS98の処理が完了すると、リターンする。 In step S98, in the table TBL1, the rarity of the portal is reset to one of silver, gold, and rainbow, and the cool time of the portal is reset to a predetermined time. When the process of step S98 is completed, the process returns.
 ステップS88において、タップ操作の対象であるポータルに設定されているクールタイムの残り時間は0分であると判定されなかったとき、または、ステップS89において、当該ポータルの位置はユーザ端末100の現在位置から所定範囲内であると判定されなかったときは、ステップS90に進む。例えば、あるポータルに対する前回のタップ操作からクールタイムが経過する前に当該ポータルに対するタップ操作が行なわれたときは、ステップS88からステップS90に進む。また、図29(E)に示す地図画像上のポータルのうち太線よりも右側のポータルがタップされたときは、ステップS89からステップS90に進む。 In step S88, when it is not determined that the remaining cool time set in the portal to be tapped is 0 minutes, or in step S89, the position of the portal is the current position of the user terminal 100. If it is not determined that the range is within the predetermined range, the process proceeds to step S90. For example, if the tap operation for the portal is performed before the cool time elapses from the previous tap operation for the portal, the process proceeds from step S88 to step S90. Further, when the portal on the right side of the thick line among the portals on the map image shown in FIG. 29 (E) is tapped, the process proceeds from step S89 to step S90.
 ステップS90では、当該ポータルに関連付けられているゲームを実行するために必要な仮想通貨の消費量を、クールタイムの残り時間または当該現在位置から当該ポータルの位置までの距離に基づいて算出する。即ち、ステップS88からステップS90に進んだ場合には、当該クールタイムの残り時間に基づいて当該仮想通貨の消費量を算出し、ステップS89からステップS90に進んだ場合には、当該現在位置から当該ポータルの位置までの距離に基づいて当該仮想通貨の消費量を算出する。当該消費量は、当該残り時間が長くなるほど多くなり、または当該距離が長くなるほど多くなる。 In step S90, the amount of virtual currency consumed to execute the game associated with the portal is calculated based on the remaining time of the cool time or the distance from the current position to the position of the portal. That is, when the process proceeds from step S88 to step S90, the consumption amount of the virtual currency is calculated based on the remaining time of the cool time, and when the process proceeds from step S89 to step S90, the current position is used. Calculate the consumption of the virtual currency based on the distance to the location of the portal. The consumption increases as the remaining time increases, or increases as the distance increases.
 ステップS91では、仮想通貨消費問合せ画面をタッチスクリーン15に重畳して表示する。当該仮想通貨消費問合せ画面には、「仮想通貨○○○コインを消費してゲームを実行しますか?」の文字列と、「実行」ボタンと、「キャンセル」ボタンとが表示される。ステップS92では、「実行」ボタンがタップされたか否かをタッチスクリーン15に対する入力操作に基づいて判定する。当該「実行」ボタンがタップされたと判定されなかったときは、ステップS93に進み、「キャンセル」ボタンがタップされたか否かをタッチスクリーン15に対する入力操作に基づいて判定する。当該「キャンセル」ボタンがタップされたと判定されなかったときは、ステップS92に戻る。 In step S91, the virtual currency consumption inquiry screen is superimposed and displayed on the touch screen 15. On the virtual currency consumption inquiry screen, the character string "Do you want to consume virtual currency XX coins to execute the game?", "Execute" button, and "Cancel" button are displayed. In step S92, it is determined whether or not the "execute" button has been tapped based on the input operation on the touch screen 15. If it is not determined that the "execute" button has been tapped, the process proceeds to step S93, and it is determined whether or not the "cancel" button has been tapped based on the input operation on the touch screen 15. If it is not determined that the "Cancel" button has been tapped, the process returns to step S92.
 ステップS92において「実行」ボタンがタップされたと判定されたときは、ステップS94に進み、ユーザが所有する仮想通貨のうちステップS90で算出された消費量の仮想通貨を消費する。ステップS94の処理が完了すると、ステップS95に移行する。このため、当該ポータルに対するタップ操作は、クールタイムの残り時間が0分でない場合や、当該ポータルの位置がユーザ端末100の現在位置から所定範囲外である場合でも、当該仮想通貨を消費することにより、当該ポータル対するタップ操作が許容される。一方、ステップS93において「キャンセル」ボタンがタップされたと判定されたときは、リターンする。 When it is determined that the "execute" button has been tapped in step S92, the process proceeds to step S94, and the virtual currency of the consumption amount calculated in step S90 among the virtual currencies owned by the user is consumed. When the process of step S94 is completed, the process proceeds to step S95. Therefore, the tap operation for the portal can be performed by consuming the virtual currency even if the remaining time of the cool time is not 0 minutes or the position of the portal is outside the predetermined range from the current position of the user terminal 100. , Tap operation for the portal is allowed. On the other hand, when it is determined in step S93 that the "Cancel" button has been tapped, a return is made.
 ステップS83においてスクロール操作が行われたと判定されなかったときは、ステップS84に進み、ライブ配信タワーに対するタップ操作が行われたか否かをタッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われたと判定されたときは、ステップS86で後述するライブ視聴処理を実行し、その後にステップS82に戻る。一方、当該タップ操作が行われたと判定されなかったときは、ステップS87でその他の処理を実行し、その後にリターンする。 If it is not determined that the scroll operation has been performed in step S83, the process proceeds to step S84, and it is determined whether or not the tap operation for the live distribution tower has been performed based on the input operation for the touch screen 15. When it is determined that the tap operation has been performed, the live viewing process described later is executed in step S86, and then the process returns to step S82. On the other hand, if it is not determined that the tap operation has been performed, another process is executed in step S87, and then the process returns.
 ライブ視聴処理は、図31の左側に示すフローチャート(サブルーチン)に従って実行する。これによって、図11に示すライブ配信ゲームが実行される。まずステップS101で、ストレージ12に記憶されている仮想空間データに基づいて仮想空間600Bを規定する。また、ステップS101では、仮想カメラ620Bを当該仮想空間600Bの予め定められた初期位置に配置する。 The live viewing process is executed according to the flowchart (subroutine) shown on the left side of FIG. 31. As a result, the live distribution game shown in FIG. 11 is executed. First, in step S101, the virtual space 600B is defined based on the virtual space data stored in the storage 12. Further, in step S101, the virtual camera 620B is arranged at a predetermined initial position of the virtual space 600B.
 ステップS102では、ゲームプレイ端末300から配信されたゲーム進行情報を受信する。ステップS103では、当該ゲーム進行情報に基づいて、アバターオブジェクト610を含むオブジェクトを仮想空間600Bに配置・動作させるとともに、各種ゲームパラメータ値を更新する。 In step S102, the game progress information distributed from the game play terminal 300 is received. In step S103, an object including the avatar object 610 is arranged and operated in the virtual space 600B based on the game progress information, and various game parameter values are updated.
 ゲーム進行情報は、ゲームプレイ端末300から所定時間(1/60秒)毎に送信される。このため、ステップS103においては、受信したゲーム進行情報に基づき、仮想空間600B内のオブジェクトを当該所定時間毎に更新し、各種ゲームパラメータ値を当該所定時間毎に更新する。なお、仮想空間600Bに配置されるオブジェクトには、ユーザにより投入された投げ銭アイテムのオブジェクトも含まれる。 The game progress information is transmitted from the game play terminal 300 every predetermined time (1/60 second). Therefore, in step S103, the objects in the virtual space 600B are updated at the predetermined time intervals, and the various game parameter values are updated at the predetermined time intervals, based on the received game progress information. The object arranged in the virtual space 600B also includes an object of a tossed item thrown in by the user.
 ステップS104では、現在の仮想カメラ620Bの位置および向きに応じた視界領域640Bを規定し、当該視界領域640Bに対応する視界画像660を生成する。また、ステップS104では、上記の各種ゲームパラメータ値を表すパラメータ画像を当該視界画像660の上段に重畳するとともに、アイテム投入操作をユーザから受け付けるためのUI画像711を当該視界画像660の下段に重畳し、タッチスクリーン15に表示する(図11(A)参照)。 In step S104, a field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is defined, and a field of view image 660 corresponding to the field of view area 640B is generated. Further, in step S104, a parameter image representing the above-mentioned various game parameter values is superimposed on the upper stage of the view image 660, and a UI image 711 for accepting an item input operation from the user is superimposed on the lower stage of the view image 660. , Displayed on the touch screen 15 (see FIG. 11 (A)).
 本実施形態では、ステップS97で付与された無償の投げ銭アイテムのアイコンと、仮想通貨を消費することにより投入可能な有償の投げ銭アイテムのアイコンとが、UI画像711に描かれる。有償の投げ銭アイテムには、当該投げ銭アイテムを投入する際に消費される仮想通貨の量と、当該仮想通貨の消費量に応じたポイント量とが関連付けられている。 In the present embodiment, the icon of the free tossed item given in step S97 and the icon of the paid tossed item that can be input by consuming the virtual currency are drawn on the UI image 711. The paid money item is associated with the amount of virtual currency consumed when the money item is thrown and the amount of points corresponding to the consumption amount of the virtual currency.
 ここで、有償の投げ銭アイテムに関連付けられているポイント量は、無償の投げ銭アイテムに関連付けられているポイント量よりも多い。また、有償の投げ銭アイテムに関連付けられているポイント量は、当該有償の投げ銭アイテムの投入に必要な仮想通貨の消費量が増大するほど増大する。 Here, the amount of points associated with the paid money item is larger than the amount of points associated with the free money item. In addition, the amount of points associated with the paid toss item increases as the consumption of virtual currency required to input the paid toss item increases.
 ステップS105では、有償の投げ銭アイテムのアイコンに対するタップ操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われたと判定されたときは、ステップS106に進み、ユーザが所有する仮想通貨のうちから、当該タップ操作の対象である投げ銭アイテムに関連付けられている消費量に相当する仮想通貨を消費する。ステップS106の処理が完了すると、ステップS108に進む。 In step S105, it is determined whether or not the tap operation on the icon of the paid money item has been performed based on the input operation on the touch screen 15. When it is determined that the tap operation has been performed, the process proceeds to step S106, and among the virtual currencies owned by the user, the virtual currency corresponding to the consumption amount associated with the tossed item that is the target of the tap operation is selected. Consume. When the process of step S106 is completed, the process proceeds to step S108.
 有償の投げ銭アイテムのアイコンに対するタップ操作が行われたと判定されなかったときは、ステップS107に進み、無償の投げ銭アイテムのアイコンに対するタップ操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行なわれたと判定されたときは、ステップS108に進む。 If it is not determined that the tap operation on the icon of the paid money item has been performed, the process proceeds to step S107, and it is determined whether or not the tap operation on the icon of the free money item has been performed based on the input operation on the touch screen 15. To judge. When it is determined that the tap operation has been performed, the process proceeds to step S108.
 ステップS108では、アイテム投入情報をゲームプレイ端末300に対して送信する。アイテム投入情報には、当該タップ操作の対象である投げ銭アイテムの種類を特定するための情報と、当該投げ銭アイテムに関連付けられたポイント量と、当該アイテム投入操作を行ったユーザのユーザIDを特定するための情報とが含まれる。 In step S108, the item input information is transmitted to the game play terminal 300. In the item input information, information for specifying the type of the tossed item that is the target of the tap operation, the amount of points associated with the tossed item, and the user ID of the user who performed the item input operation are specified. Contains information for.
 ステップS108の処理が完了したとき、またはステップS107において無償アイテム投入操作が行なわれたと判定されなかったときは、ステップS109に進む。 When the process of step S108 is completed, or when it is not determined that the free item loading operation has been performed in step S107, the process proceeds to step S109.
 ステップS109では、ユーザによって視聴終了操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。視聴終了操作が行われたと判定されなかったときは、ステップS102に戻る。これにより、ゲームプレイ端末300からゲーム進行情報を受信する毎に、オブジェクトの動きや配置などを制御する処理が繰返し実行される。一方、視聴終了操作が行われたと判定されたときは、リターンする。 In step S109, it is determined whether or not the viewing end operation has been performed by the user based on the input operation on the touch screen 15. If it is not determined that the viewing end operation has been performed, the process returns to step S102. As a result, every time the game progress information is received from the game play terminal 300, the process of controlling the movement and arrangement of the objects is repeatedly executed. On the other hand, when it is determined that the viewing end operation has been performed, a return is made.
 一方、ゲームプレイ端末300は、図31の右側に示すフローチャートに従ってライブ配信ゲーム、即ち図11および図12を参照して説明した本ゲームを実行する。ステップS111では、ゲームプログラムに基づいて当該ライブ配信ゲームを進行させる。具体的には、アバターオブジェクト610を含むオブジェクト(後述するステップS114で投入されたアイテムオブジェクトを含む)について仮想空間600A内における配置・移動・変更等の更新を行うとともに、各種ゲームパラメータを初期設定または更新等する。 On the other hand, the game play terminal 300 executes a live distribution game, that is, the game described with reference to FIGS. 11 and 12 according to the flowchart shown on the right side of FIG. 31. In step S111, the live distribution game is advanced based on the game program. Specifically, for the object including the avatar object 610 (including the item object input in step S114 described later), the arrangement, movement, change, etc. are updated in the virtual space 600A, and various game parameters are initially set or set. Update etc.
 ステップS112では、ユーザ端末100からアイテム投入情報を受信したか否かを、通信IF13からの入力に基づいて判定する。当該アイテム投入情報を受信したと判定されたときは、ステップS113に進む。ステップS113では、当該アイテム投入情報に含まれるポイント量を特定し、当該ポイント量をアバターオブジェクト610に付与する。ステップS114では、当該アイテム投入情報に含まれる投げ銭アイテムの種類を特定し、当該種類に対応するアイテムオブジェクトを仮想空間600A内に投入して配置する。 In step S112, it is determined whether or not the item input information has been received from the user terminal 100 based on the input from the communication IF 13. When it is determined that the item input information has been received, the process proceeds to step S113. In step S113, the amount of points included in the item input information is specified, and the amount of points is given to the avatar object 610. In step S114, the type of the thrown item included in the item input information is specified, and the item object corresponding to the type is input and arranged in the virtual space 600A.
 ステップS114の処理が完了したとき、またはステップS112で当該アイテム投入情報を受信したと判定されなかったときは、ステップS115に進む。ステップS115では、ステップS111において更新された仮想空間600A内のオブジェクト(ステップS114の処理によって投入されたアイテムオブジェクトを含む)と各種ゲームパラメータ値とに基づいてゲーム進行情報を生成し、当該ゲーム進行情報データを複数のユーザ端末100に配信する。ステップS115の処理が完了すると、リターンする。 When the process of step S114 is completed, or when it is not determined in step S112 that the item input information has been received, the process proceeds to step S115. In step S115, game progress information is generated based on the object in the virtual space 600A updated in step S111 (including the item object input by the process of step S114) and various game parameter values, and the game progress information is generated. The data is distributed to a plurality of user terminals 100. When the process of step S115 is completed, the process returns.
 <本実施形態の効果>
 本実施形態によれば、ゲーム開始操作をユーザから受け付けると、ユーザ端末100の現在位置を含む領域の地図画像とともに、現在位置画像がタッチスクリーン15に表示される。この状態でユーザからスクロール操作を受け付けると、タッチスクリーン15上の地図画像は、現在位置を含まない領域の地図画像に更新される。また、タッチスクリーン15には、地図画像上に配置されている複数のポータルのうち、当該領域内に配置されているポータルが表示される。
<Effect of this embodiment>
According to the present embodiment, when the game start operation is received from the user, the current position image is displayed on the touch screen 15 together with the map image of the area including the current position of the user terminal 100. When the scroll operation is received from the user in this state, the map image on the touch screen 15 is updated to the map image of the area not including the current position. Further, among the plurality of portals arranged on the map image, the portal arranged in the area is displayed on the touch screen 15.
 当該ポータルに対するタップ操作をユーザから受け付けたときであって、当該ポータルが当該現在位置から所定範囲内の領域に配置されているポータルであるときには、ユーザに関連付けられている仮想通貨を消費することなく、所定のゲーム処理が実行可能となる。 When a tap operation for the portal is received from the user and the portal is a portal located in an area within a predetermined range from the current position, the virtual currency associated with the user is not consumed. , Predetermined game processing can be executed.
 一方、当該ポータルに対するタップ操作をユーザから受け付けたときであって、当該ポータルが当該現在位置から所定範囲内の領域に配置されていないポータルであるときには、当該仮想通貨を消費することにより当該ゲーム処理が実行可能となる。 On the other hand, when the tap operation for the portal is received from the user and the portal is not located in the area within the predetermined range from the current position, the game processing is performed by consuming the virtual currency. Becomes feasible.
 ここで、所定範囲は、ゲーム開始操作に応じて現在位置画像とともにタッチスクリーン15に表示される地図画像の領域のみならず、スクロール操作に応じてタッチスクリーン15に表示される地図画像の領域であって当該現在位置を含まず当該現在位置画像が表示されない領域を含む範囲に定められている。 Here, the predetermined range is not only the area of the map image displayed on the touch screen 15 together with the current position image according to the game start operation, but also the area of the map image displayed on the touch screen 15 according to the scroll operation. It is defined as a range including an area that does not include the current position and does not display the current position image.
 この結果、現在位置から離れている地図画像上に配置されているポータルについても、所定範囲内の領域であれば仮想通貨を消費することなくゲームを実行可能となり、ゲームの興趣を向上させることができる。また、初期領域および初期領域からスクロール操作によりスクロールさせた領域において表示されているポータルへのタップ操作が行われた場合であっても、所定範囲内の領域であれば仮想通貨を消費することなくゲームを実行可能となり、ユーザの誤操作により仮想通貨が消費されてしまい、ゲームの興趣が損なわれる懸念を軽減することができる。 As a result, even for portals located on a map image far from the current position, the game can be executed without consuming virtual currency as long as it is within a predetermined range, and the interest of the game can be improved. can. In addition, even when a tap operation is performed on the portal displayed in the initial area and the area scrolled by the scroll operation from the initial area, if the area is within the predetermined range, the virtual currency is not consumed. It becomes possible to execute the game, and it is possible to reduce the concern that the virtual currency will be consumed due to the user's erroneous operation and the interest of the game will be impaired.
 また、本実施形態によれば、当該現在位置から所定範囲内の領域に配置されていないポータルに対するタップ操作を受け付けたときに消費する仮想通貨の量は、当該現在位置から当該ポータルまでの距離に応じて異なる。これによって、距離に応じた仮想通貨を消費さえすれば、当該ポータルが所定範囲に含まれる位置まで移動せずとも、当該ポータルに関連付けられているゲームを楽しむことができる。 Further, according to the present embodiment, the amount of virtual currency consumed when a tap operation is received for a portal not located in an area within a predetermined range from the current position is the distance from the current position to the portal. Depends on. As a result, as long as the virtual currency corresponding to the distance is consumed, the game associated with the portal can be enjoyed without moving to a position within the predetermined range.
 さらに、本実施形態によれば、ポータルへのタップ操作を受け付けることによりゲームが実行された後は、クールタイムが経過することにより、当該ポータルへの再度のタップ操作が許容される。これによって、当該ポータルに関連付けられているゲームを繰り返し楽しむことができる。 Further, according to the present embodiment, after the game is executed by accepting the tap operation to the portal, the tap operation to the portal is allowed again after the cool time elapses. This allows the game associated with the portal to be enjoyed repeatedly.
 また、本実施形態によれば、クールタイムが経過していないときであっても、仮想通貨を消費することにより、当該ポータルへの再度のタップ操作を許容される。これによって、仮想通貨を消費さえすれば、クールタイムを気にすることなく、当該ポータルに関連付けられているゲームを楽しむことができる。 Further, according to the present embodiment, even when the cool time has not passed, the portal can be tapped again by consuming the virtual currency. As a result, as long as the virtual currency is consumed, the game associated with the portal can be enjoyed without worrying about the cool time.
 さらに、本実施形態によれば、クールタイムが経過していないポータルへの再度のタップ操作を可能とするために消費する仮想通貨は、当該クールタイムの残り時間に応じて異なる。これにより、当該残り時間の長さによって仮想通貨の消費量に不公平が生じる懸念を軽減することが可能となる。 Further, according to the present embodiment, the virtual currency consumed to enable the tap operation to the portal for which the cool time has not passed differs depending on the remaining time of the cool time. This makes it possible to reduce the concern that the amount of virtual currency consumed will be unfair due to the length of the remaining time.
 また、本実施形態によれば、視聴操作をユーザから受け付けると、ライブ配信によるコンテンツが視聴可能となる。当該ライブ配信の配信者に付与可能な投げ銭アイテムは、ポータルへのタップ操作に応じて実行されるゲームをクリアすることにより、特典としてユーザに付与される。この結果、当該ゲームをクリアすることにより、ライブ配信において投げ銭アイテムを投入しようという動機付けを、ユーザに働かせることができる。 Further, according to the present embodiment, when the viewing operation is received from the user, the content by live distribution can be viewed. The throwing item that can be given to the distributor of the live distribution is given to the user as a privilege by clearing the game executed in response to the tap operation to the portal. As a result, by clearing the game, the user can be motivated to throw in the thrown item in the live distribution.
 さらに、本実施形態によれば、ポータルには、レアリティが設定される。当該レアリティの高いポータルのゲームをクリアすることにより付与される投げ銭アイテムの価値は、当該レアリティの低いポータルのゲームをクリアすることにより付与される投げ銭アイテムの価値よりも高い。これによって、レアリティの高いポータルのゲームを実行する意欲を高めることができ、ゲームの興趣を向上させることができる。 Further, according to this embodiment, a rarity is set in the portal. The value of the tossed item given by clearing the game of the portal with high rarity is higher than the value of the tossed item given by clearing the game of the portal with low rarity. As a result, the motivation to play the game of the portal with high rarity can be motivated, and the interest of the game can be improved.
 本実施形態によれば、ゲームプログラムに基づくゲームは、ユーザの操作に応じてゲームを進行させるゲームパートと、サーバを介してライブ配信されるデータに基づいてコンテンツをタッチスクリーン15に表示するライブ視聴パートとを含む。ゲームパートにおいては、所定の達成条件を成立させることにより、無償の投げ銭アイテムが特典としてユーザに付与される。ライブ視聴パートにおいては、無償の投げ銭アイテムのアイコンに対するタップ操作に基づいて、当該無償の投げ銭アイテムがライブ配信元の配信者に付与される。 According to the present embodiment, the game based on the game program is a live viewing in which the content is displayed on the touch screen 15 based on the game part in which the game progresses according to the user's operation and the data lively distributed via the server. Including parts. In the game part, by satisfying the predetermined achievement conditions, a free money item is given to the user as a privilege. In the live viewing part, the free money throwing item is given to the distributor of the live distribution source based on the tap operation on the icon of the free money throwing item.
 このため、ライブ視聴パートにおいて配信者に付与可能な投げ銭アイテム(UI画像711内に表示される投げ銭アイテム)は、ゲームパートにおいて所定の達成条件を成立させるか否かにより異なり得る。これにより、ユーザには、ゲームパートにおいて所定の達成条件を成立させた上で、ライブ視聴パートにおいてコンテンツを視聴してゲームパートにおいて獲得した投げ銭アイテムを配信者に付与しようという動機付けが働く。この結果、好趣の向上が図られる。 Therefore, the throwing item (the throwing item displayed in the UI image 711) that can be given to the distributor in the live viewing part may differ depending on whether or not the predetermined achievement condition is satisfied in the game part. As a result, the user is motivated to establish the predetermined achievement condition in the game part, watch the content in the live viewing part, and give the distributor the tossed item acquired in the game part. As a result, the taste is improved.
 また、本実施形態によれば、有償の投げ銭アイテムのアイコンに対するタップ操作に基づいて、ユーザが所有する仮想通貨を消費することにより、有償の投げ銭アイテムが当該配信者に付与される。ユーザは、無償の投げ銭アイテムを投入することにより、配信者と対話できるという魅力を実感できるため、有償の投げ銭アイテムを購入して配信者と積極的に対話しようという動機付けをユーザに起こさせることが可能となる。一方、配信者は、有償の投げ銭アイテムの販売により収益の拡大を見込むことが可能となる。 Further, according to the present embodiment, the paid money item is given to the distributor by consuming the virtual currency owned by the user based on the tap operation on the icon of the paid money item. Since the user can realize the attractiveness of being able to interact with the distributor by throwing in a free toss item, motivate the user to purchase a paid toss item and actively interact with the distributor. Is possible. On the other hand, distributors can expect an increase in profits by selling paid items.
 さらに、本実施形態によれば、投げ銭アイテムには、配信者に付与されるポイントが関連付けられている。アイテム投入情報は、当該投げ銭アイテムの付与に伴って配信者に付与されるポイント量を特定可能にするための情報を含む。投げ銭アイテムの投入により配信者にポイントを付与することで、ユーザと配信者との対話を促すことが可能となる。 Further, according to the present embodiment, the thrown money item is associated with the points given to the distributor. The item input information includes information for making it possible to specify the amount of points given to the distributor in connection with the granting of the thrown item. By giving points to the distributor by throwing in the thrown item, it is possible to encourage dialogue between the user and the distributor.
 また、本実施形態によれば、有償の投げ銭アイテムのアイコンに対するタップ操作に基づいて配信者に付与されるポイントは、無償の投げ銭アイテムのアイコンに対するタップ操作に基づいて配信者に付与されるポイントよりも大きい。この結果、ユーザは、有償の投げ銭アイテムを投入することにより配信者との対話を深めることが可能となり、配信者は、有償の投げ銭アイテムの販売により収益を拡大させることが可能となる。 Further, according to the present embodiment, the points given to the distributor based on the tap operation on the icon of the paid money item are more than the points given to the distributor based on the tap operation on the icon of the free money item. Is also big. As a result, the user can deepen the dialogue with the distributor by throwing in the paid money item, and the distributor can expand the profit by selling the paid money item.
 さらに、本実施形態によれば、ゲームパートは、所定の達成条件を成立させるか否かにかかわる処理を開始する契機となるポータルとして、レアリティの異なる複数のポータルが設けられている。レアリティの高いポータルにおいて所定の達成条件を成立させることにより付与される投げ銭アイテムに関連付けられているポイント量は、レアリティの低いポータルにおいて所定の達成条件を成立させることにより付与される投げ銭アイテムに関連付けられているポイント量よりも多い。これによって、よりレアリティの高いゲームを実行しようという動機付けをユーザに働かせることができる。 Further, according to the present embodiment, the game part is provided with a plurality of portals having different rarities as an opportunity to start a process related to whether or not a predetermined achievement condition is satisfied. The amount of points associated with a thrown item granted by fulfilling a given achievement condition in a portal with high rarity is associated with the thrown item given by fulfilling a given fulfillment condition in a portal with low rarity. More than the amount of points you have. This can motivate the user to play a more rare game.
 また、本実施形態によれば、仮想通貨を所定量消費して配信者に付与されるポイント量は、仮想通貨を当該所定量よりも少ない量消費して配信者に付与されるポイント量よりも多い。これによって、ユーザは、より多くの仮想通貨を消費することにより配信者との対話を深めることが可能となり、配信者は、当該仮想通貨の消費により収益を拡大させることが可能となる。 Further, according to the present embodiment, the amount of points given to the distributor by consuming a predetermined amount of virtual currency is larger than the amount of points given to the distributor by consuming a predetermined amount of virtual currency less than the predetermined amount. many. As a result, the user can deepen the dialogue with the distributor by consuming more virtual currency, and the distributor can expand the profit by consuming the virtual currency.
 さらに、本実施形態によれば、アイテム投入情報は、仮想空間600Aに投入された投げ銭アイテムの種類を特定可能にするための情報を含み、タッチスクリーン15には、当該投げ銭アイテムのオブジェクトが表示される。これによって、複数のユーザのうちのいずれかのユーザが投げ銭アイテムを投入したことを他のユーザに把握させることが可能となり、さらには投げ銭アイテムを投入しようという動機付けを当該他のユーザに対して働かせることができる。 Further, according to the present embodiment, the item input information includes information for making it possible to identify the type of the thrown item thrown into the virtual space 600A, and the object of the thrown item is displayed on the touch screen 15. To. This makes it possible for the other user to know that one of the multiple users has thrown the thrown item, and further motivates the other user to throw the thrown item. I can make it work.
 また、本実施形態によれば、アイテム投入情報は、投げ銭アイテムを投入する操作を行ったユーザを配信者が特定可能にするための情報を含む。ライブ視聴パートにおいては、ライブ配信されるゲーム進行情報に基づいて、配信者にアイテムを付与したユーザにかかわる情報をコンテンツとともに表示する。これによって、当該ユーザ以外のユーザに対して、投げ銭アイテムを投入する操作を促すことが可能となる。 Further, according to the present embodiment, the item input information includes information for the distributor to be able to identify the user who has performed the operation of inputting the tossed item. In the live viewing part, information related to the user who gave the item to the distributor is displayed together with the content based on the game progress information distributed live. This makes it possible to urge users other than the user to insert the tossed item.
 <変形例>
 以上説明した実施形態の変形例などを以下に列挙する。
<Modification example>
Modifications of the embodiments described above are listed below.
 (1) 上記実施形態においては、ポータルが地域によって偏在しないようにポータルの数を調整することを想定していない。しかし、地図画像を複数のHEX(領域)に区分し、当該複数のHEX各々に所定数以上のポータルを配置するようにしてもよい。この場合、レアリティの高いポータル即ちレアリティが虹のポータルを、当該複数のHEX各々に必ず設定するようにしてもよい。さらに、ポータルのレアリティを再設定する場合には、当該ポータルが配置されているHEX内にレアイティが虹のポータルが必ず存在するように、当該再設定を行うようにしてもよい。 (1) In the above embodiment, it is not assumed that the number of portals is adjusted so that the portals are not unevenly distributed depending on the region. However, the map image may be divided into a plurality of HEXs (areas), and a predetermined number or more of portals may be arranged in each of the plurality of HEXs. In this case, a portal with high rarity, that is, a portal with rainbow rarity may be set for each of the plurality of HEXs. Further, when resetting the rarity of the portal, the reset may be performed so that the portal with a rainbow of reitability always exists in the HEX in which the portal is located.
 (2) 上記実施形態においては、クールタイムが経過していないポータルがタップされた場合は、当該ポータルの位置が所定範囲の外側であるか否かにかかわらず、当該クールタイムの残り時間に基づいて仮想通貨の消費量が算出される。しかし、タップされたポータルが、クールタイムが経過していないポータルであって、所定範囲の外側のポータルである場合には、クールタイムの残り時間と当該現在位置から当該ポータルの位置までの距離とに基づいて仮想通貨の消費量を算出するようにしてもよい。 (2) In the above embodiment, when a portal whose cool time has not passed is tapped, it is based on the remaining time of the cool time regardless of whether the position of the portal is outside the predetermined range. The amount of virtual currency consumed is calculated. However, if the tapped portal is a portal for which the cool time has not passed and the portal is outside the predetermined range, the remaining time of the cool time and the distance from the current position to the position of the portal are used. The consumption amount of the virtual currency may be calculated based on.
 (3) 上記実施形態においては、クールタイムが経過していないポータルまたは所定範囲の外側に配置されているポータルのゲームは、仮想通貨を消費することにより実行可能となる。しかし、当該ゲームは仮想通貨を消費することなく実行可能とし、当該ゲームがクリアされたときに、当該仮想通貨の消費に替えて投げ銭アイテムをユーザに付与するようにしてもよい。このとき、どのような投げ銭アイテムが付与されるかをゲームがクリアされた段階でユーザに提示し、当該ユーザによる仮想通貨の消費に替えて当該投げ銭アイテムを当該ユーザに付与するようにしてもよい。また、クールタイムの残り時間または当該ポータルまでの距離に基づいて算出した消費量のうちの一部の仮想通貨を消費することによりゲームを実行可能とし、当該ゲームがクリアされたときに当該消費量のうちの残りの仮想通貨を消費することにより投げ銭アイテムを付与するようにしてもよい。 (3) In the above embodiment, the game of the portal whose cool time has not passed or the portal located outside the predetermined range can be executed by consuming the virtual currency. However, the game may be executed without consuming the virtual currency, and when the game is cleared, a throwing item may be given to the user instead of consuming the virtual currency. At this time, what kind of tossed item may be given to the user at the stage when the game is cleared, and the tossed item may be given to the user instead of the consumption of the virtual currency by the user. .. In addition, the game can be executed by consuming a part of the virtual currency of the consumption calculated based on the remaining time of the cool time or the distance to the portal, and the consumption amount when the game is cleared. You may give a throwing item by consuming the remaining virtual currency.
 (4) 上記実施形態においては、タップされたポータルのゲームがクリアされたか否かにかかわらず、当該ポータルのレアリティおよびクールタイムが再設定される。しかし、ゲームをクリアできなかった場合には、当該レアリティおよびクールタイムの少なくとも一方を再設定しないようにしてもよい。例えば、ゲームをクリアできなかった場合には、当該ポータルのレアリティを維持するようにしてもよい。また、ゲームをクリアできなかった場合には、当該ポータルに対するクールタイムを設定せずに、続けて当該ポータルのゲームを実行可能とするようにしてもよい。 (4) In the above embodiment, the rarity and cool time of the portal are reset regardless of whether or not the game of the tapped portal is cleared. However, if the game cannot be cleared, at least one of the rarity and the cool time may not be reset. For example, if the game cannot be cleared, the rarity of the portal may be maintained. Further, if the game cannot be cleared, the game of the portal may be continuously executed without setting the cool time for the portal.
 (5) 上記実施形態においては、地図画像におけるポータルの表示態様は、当該ポータルのレアリティ、当該ポータルのクールタイムの残り時間、当該ポータルに関連付けられているゲームの種類、当該ゲームをクリアすることにより付与される投げ銭アイテムの種類に関係なく、固定的である。しかし、当該ポータルの表示態様は、レアリティ、クールタイムの残り時間、ゲームの種類、投げ銭アイテムの種類の少なくとも1つに応じて異ならせるようにしてもよい。例えば、レアリティまたはクールタイムの残り時間に応じて当該ポータルの色や大きさを異ならせたり、ゲームの種類または投げ銭アイテムの種類に応じて当該ポータルのデザインを異ならせたりするようにしてもよい。 (5) In the above embodiment, the display mode of the portal in the map image is the rarity of the portal, the remaining time of the cool time of the portal, the type of the game associated with the portal, and the clearing of the game. It is fixed regardless of the type of money thrown item given. However, the display mode of the portal may be different depending on at least one of rarity, remaining cool time, game type, and throwing item type. For example, the color and size of the portal may be different depending on the rarity or the remaining time of the cool time, and the design of the portal may be different depending on the type of the game or the type of the thrown item.
 (6) 上記実施形態においては、地図画像におけるポータルの表示態様は、所定範囲の内側であるか外側であるかによって区別されることはない。しかし、当該ポータルの表示態様は、所定範囲の内側であるか外側であるかによって異ならせるようにしてもよい。 (6) In the above embodiment, the display mode of the portal in the map image is not distinguished by whether it is inside or outside the predetermined range. However, the display mode of the portal may be different depending on whether it is inside or outside a predetermined range.
 (7) 上記実施形態においては、ゲームをクリアすることにより付与される無償の投げ銭アイテムは、ライブ視聴処理において投入可能な有償の投げ銭アイテムのいずれとも異なる。しかし、当該無償の投げ銭アイテムを当該有償の投げ銭アイテムのいずれかと一致させるようにしてもよい。この場合、投げ銭アイテムの種類が同じでも、有償か無償かにより異なるポイント量を当該投げ銭アイテムに関連付けるようにしてもよい。 (7) In the above embodiment, the free tossed item given by clearing the game is different from any of the paid tossed items that can be thrown in the live viewing process. However, the free tossed item may be matched with any of the paid tossed items. In this case, even if the type of the thrown item is the same, a different amount of points may be associated with the thrown item depending on whether it is paid or free.
 (8) 上記実施形態においては、タップされたポータルに関連付けられているゲームをクリアすることにより投げ銭アイテムがユーザに付与される。換言すれば、ゲームをクリアできなかったときは、投げ銭アイテムは付与されない。しかし、当該ゲームをクリアできなかったときには、当該ゲームをクリアしたときよりも価値の低い投げ銭アイテムをユーザに付与するようにしてもよい。また、ポータルに関連付けるゲームは、ガチャであってもよい。 (8) In the above embodiment, the throwing item is given to the user by clearing the game associated with the tapped portal. In other words, if the game cannot be cleared, no money items will be given. However, when the game cannot be cleared, the user may be given a throwing item having a lower value than when the game is cleared. The game associated with the portal may be a gacha.
 (9) 上記実施形態においては、配信者に付与可能なポイント量は、投げ銭アイテムに予め関連付けられている。しかし、投げ銭アイテムを投入するときに、当該ポイント量を当該投げ銭アイテムに関連付けるようにしてもよい。この場合、当該ポイント量は、投げ銭アイテムを投入する際にライブ配信ゲームを視聴しているユーザの数に応じて特定するようにしてもよい。また、当該ポイント量は、投げ銭アイテムを投入する際にユーザが任意に設定できるようにしてもよい。 (9) In the above embodiment, the amount of points that can be given to the distributor is associated with the thrown item in advance. However, when throwing a thrown item, the point amount may be associated with the thrown item. In this case, the point amount may be specified according to the number of users who are watching the live distribution game when the throwing item is thrown. Further, the point amount may be arbitrarily set by the user when the throwing item is inserted.
 (10) 上記実施形態においては、アイテム投入情報には、投げ銭アイテムが有償であるか無償であるかに関係なく、当該投げ銭アイテムを投入する操作を行ったユーザのユーザIDが含まれる。しかし、有償の投げ銭アイテムを投入する操作に応じて送信されるアイテム投入情報には、当該操作を行ったユーザのユーザIDを含める一方、無償の投げ銭アイテムを投入する操作に応じて送信されるアイテム投入情報には、当該操作を行ったユーザのユーザIDを含めないようにしてもよい。これによって、有償の投げ銭アイテムを投入して配信者との対話を深めようという動機付けをユーザに働かせることが可能となる。 (10) In the above embodiment, the item insertion information includes the user ID of the user who has performed the operation of inserting the thrown item, regardless of whether the thrown item is paid or free of charge. However, the item insertion information transmitted in response to the operation of inserting a paid toss item includes the user ID of the user who performed the operation, while the item transmitted in response to the operation of injecting a free toss item. The input information may not include the user ID of the user who performed the operation. This makes it possible to motivate the user to throw in paid money items and deepen the dialogue with the distributor.
 (11) 上記実施形態においては、スクロール操作に応じた地図画像の移動量は、当該地図画像が所定範囲内の領域の地図画像であるか、所定範囲を跨ぐ領域の地図画像であるか、所定範囲外の領域の地図画像であるかにより異なることはない。しかし、表示されている地図画像の領域が、所定範囲内の領域、所定範囲を跨ぐ領域、および所定範囲外の領域のいずれであるかを特定し、当該特定された領域に応じて、スクロール操作に応じた地図画像の移動量を規定するようにしてもよい。 (11) In the above embodiment, the amount of movement of the map image in response to the scroll operation is determined by whether the map image is a map image of an area within a predetermined range or a map image of an area straddling a predetermined range. It does not differ depending on whether the map image is an area outside the range. However, it is specified whether the area of the displayed map image is within the predetermined range, the area straddling the predetermined range, or the area outside the predetermined range, and the scroll operation is performed according to the specified area. The amount of movement of the map image may be specified according to the above.
 (12) 上記実施形態においては、ポータルにどのようなゲームを関連付けるかが当該ポータルのレアリティによって規定されることはない。しかし、当該ポータルに関連付けられるゲームを当該ポータルのレアリティにより規定するようにしてもよい。即ち、レアイティが銀のポータルには簡単なゲームを関連付け、レアイティが虹のポータルには難しいゲームを関連付けるなどのように、ポータルに関連付けられているゲームのクリアレベルをレアリティに応じて異ならせるようにしてもよい。 (12) In the above embodiment, what kind of game is associated with the portal is not defined by the rarity of the portal. However, the game associated with the portal may be defined by the rarity of the portal. That is, let's make the clear level of the game associated with the portal different according to the rarity, such as Reity associating a simple game with the silver portal, Reity associating a difficult game with the rainbow portal, and so on. You may.
 (13) 上記実施形態においては、複数のポータル各々に関連付けられているゲームをクリアすると、当該ポータルのレアリティに応じた投げ銭アイテムが付与される。しかし、一部のポータルについては、当該ポータルのレアリティに応じた投げ銭アイテムに替えて、または当該投げ銭アイテムとともに、当該レアリティに応じた量の仮想通貨を付与するようにしてもよい。 (13) In the above embodiment, when the game associated with each of the plurality of portals is cleared, a tossed item according to the rarity of the portal is given. However, for some portals, instead of the throwing item according to the rarity of the portal, or together with the throwing item, an amount of virtual currency corresponding to the rarity may be given.
 (14) 上記実施形態においては、ポータルへのタップ操作に応じて実行されるゲームとしてシューティングゲームを想定している。しかし、当該ゲームは、シューティングゲームに限られるものではなく、パズルゲーム、カードゲーム、麻雀ゲームなどのゲームであってもよい。 (14) In the above embodiment, a shooting game is assumed as a game executed in response to a tap operation on the portal. However, the game is not limited to the shooting game, and may be a game such as a puzzle game, a card game, or a mahjong game.
 (15) 上記実施形態においては、所定範囲は、ユーザ端末100の現在位置を中心とする半径10kmの範囲に設定される。しかし、所定範囲の広さは、当該現在位置を中心とする半径50km程度の範囲に設定するようにしてもよい。 (15) In the above embodiment, the predetermined range is set to a range with a radius of 10 km centered on the current position of the user terminal 100. However, the width of the predetermined range may be set to a range having a radius of about 50 km centered on the current position.
 〔実施形態2〕
 本実施形態では、特に、ライブ配信パートにおいて、リアルタイムのライブ配信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パートの進行を要求し、受信した動作指図データに基づいてライブ配信パート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、位置情報ゲームパートと、および該位置情報ゲームパート後のライブ配信パートとを含むゲームが進行し、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, especially in the live distribution part, the user requests the progress of the completed live distribution part even after the real-time live distribution is once completed, and the live is performed based on the received operation instruction data. The distribution part can be advanced again. 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, a scene in which a game including a location information game part and a live distribution part after the location information game part progresses and the live distribution time ends is assumed. Further, the character here is assumed to be a character (avatar object) that is not the target of direct operation by the user.
 <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パートの進行を要求するステップと、サーバ200またはゲームプレイ端末300(キャラクタ制御装置)から、終了済みのライブ配信パートに係る記録済みの動作指図データ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パート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んでいる。プレイヤは、モデルや声優のみならず、ゲームプレイ端末300(キャラクタ制御装置)への何らかの操作を行う作業者も含むが、ユーザは含まない。なお、記録済みの動作指図データは、サーバ200の記憶部220ゲームプレイ端末300の記憶部320、または配信端末400のメモリ41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 part via an operation unit such as an input unit 151, and a server 200 or a game play terminal 300 (character control device). ), The step of receiving the recorded operation instruction data related to the completed live distribution part, and the step of advancing the completed live distribution part by operating the character based on the recorded operation instruction data. Run. Here, the recorded operation instruction data includes motion data and voice data input by the player 4 associated with the character. The player includes not only a model and a voice actor but also a worker who performs some operation on the game play terminal 300 (character control device), but does not include a user. The recorded operation instruction data is often stored in the storage unit 320 of the storage unit 220 game play terminal 300 of the server 200 or the memory 41 of the distribution terminal 400, and is stored in the memory 41 of the distribution terminal 400 in response to a request from the user terminal 100. It is better to deliver it to the user terminal 100 again.
 本実施形態では、ユーザがライブ配信パート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パート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パート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パートをリアルタイムで進行させたものと同様のライブ配信パートを再度進行させるのがよい(見返し配信)。見返し配信では、ライブ配信パート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パート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パート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パート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、ライブ配信パート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 part based on the recorded operation instruction data is different depending on the result of whether or not the user has progressed the live distribution part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the same live distribution part as the user has advanced the live distribution part in real time is advanced again. Is good (return delivery). In return delivery, it is better to perform a selective progression of the live delivery part. On the other hand, when it is determined that the user does not have a track record of advancing the live distribution part in real time, it is preferable to advance the live distribution part in 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 part can proceed. Nevertheless, this includes cases where this was not actually done. For missed deliveries, it's a good idea to perform a limited progression of the live stream part.
 <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パート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、ライブ配信パート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、ライブ配信パート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。
<Functional configuration of system 1>
In the user terminal 100 according to the present embodiment, when it is determined that the user has a track record of advancing the live distribution part in real time, the game progress unit 115 further receives the user action history information in the live distribution part. 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 part, 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.
 図34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、ライブ配信パート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、ライブ配信パート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、ライブ配信パート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、ライブ配信パート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35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. 34 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 part, and is associated with a user ID that identifies the user. The item "behavior time" is the time information in which the user performed an action in the live distribution part, 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 a user's input operation (for example, input of a thrown item and billing by purchasing an item, etc.), comment input, In addition, actions such as changing items (so-called dress-up) such as clothing of the character may be included. Such actions may also include time selection for later playback of a particular progress portion of the livestreaming part. In addition to this, such actions may include the acquisition of rewards, points, etc. during the live distribution part. 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. 35. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
 図35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、本開示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ている。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. 35 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 disclosure. As an example, the game information 132 is 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、獲得パートにおいて後から獲得された獲得シナリオのリストとを含む。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 includes a list of fixed scenarios downloaded at the first time of play and a list of acquisition scenarios acquired later in the acquisition part. 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、ライブ配信パートにおいて、過去にプレイヤ4からライブ配信された動画、いわゆるバックナンバーの一覧が格納されている。ライブ配信パートにおいて、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、ゲームプレイ端末300、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。 In the item "Distribution history", a list of videos, so-called back numbers, which have been live-distributed from the player 4 in the past in the live distribution part is stored. In the live distribution part, the video that is PUSH-distributed in real time can be viewed only at that time. On the other hand, the moving images for past distribution are recorded on the server 200, the game play terminal 300, 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36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パート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. 36 is a flowchart showing an example of a basic game progress of a 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 part has already been completed.
 ステップS301では、ユーザ端末100の入力部151によって、終了済みのライブ配信パート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またはゲームプレイ端末300(キャラクタ制御装置)から、終了済みのライブ配信パートに係る記録済みの動作指図データを受信する。 In step S301, the input unit 151 of the user terminal 100 newly requests the progress of the completed live distribution part. In step S302, in response to the request in step S301, the user terminal 100 receives the recorded operation instruction data related to the completed live distribution part from the server 200 or the game play terminal 300 (character control device).
 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パート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パート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パートを、リアルタイムで進行させた全てのユーザ(つまり、ライブに参加した視聴者)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パート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パート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。 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 part. Specifically, the progress record data may include viewer behavior data in which the user who participated in the real-time live distribution part behaves in accordance with the movement of the character. The viewer behavior data is data including a record of the behavior during the live of all the users (that is, the viewers who participated in the live) who have advanced the real-time live distribution part 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 part using the progress record data, it is possible to faithfully reproduce the reaction of the viewer in the live distribution part 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.
 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 order data (that is, the progress record data is included in the recorded action order 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パート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35に示された項目「プレイ履歴」を参照して、ライブ配信パートが「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、ライブ配信パート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 part in real time. The determination may be performed, for example, based on whether there is a record in which the operation instruction data has been transmitted to the user terminal 100. Alternatively, even if the live distribution part is executed based on whether or not the live distribution part has the status of "played" with reference to the item "play history" shown in FIG. 35, the same item "distribution history" is also 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 part 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パート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パートの進行は「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パート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パートの進行は「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 advancing the live distribution part in real time (YES), the progress of the completed live distribution part 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 part in real time (NO), the progress of the completed live distribution part 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パート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34に示されたライブ配信パート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、ゲームプレイ端末300、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 part in real time, the processing flow proceeds from YES in step S303 to step S304. In step S304, the game progress unit 115 acquires and analyzes the user action history information of the live distribution part shown in FIG. 34. The user action history information may be acquired from the server 200, the game play terminal 300, or the distribution terminal 400, or may be used directly if 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パートの再度の進行(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、ライブ配信パートの再度の進行を実行する。また、見返し配信では、リアルタイムのライブ配信パート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」)をライブ配信パートで投入している場合は、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、ライブ配信パートの再度の進行を実行してもよい。つまり、ライブ配信パートの再度の進行は、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パートと同様のものであると共に、ユーザに固有のものとなる。
(Endpaper delivery)
Subsequently, in step S305, the game progress unit 115 re-progresses the completed live distribution part (that is, the above-mentioned “return distribution”). Specifically, the live distribution part is re-progressed using the recorded operation instruction data and the user action history information analyzed in step S304. Further, in the return distribution, the throwing item input in the real-time live distribution part may be reflected in the operation mode of the character. For example, if the user puts in a clothing item (here, a "necklace") in the livestreaming part, the character is actuated based on that item (ie, wearing a necklace). As a result, the live distribution part may be re-progressed. That is, the re-progress of the live distribution part reflects the user behavior history information and the reward information, is similar to the live distribution part that has progressed in real time, and is unique to the user.
 また、見返し配信では、ライブ配信パート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、ライブ配信パートを選択的に実行させるのがよい。具体的には、図34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パート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パートの開始から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パート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 part will be re-progressed. At this time, it is preferable to selectively execute the live distribution part 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, by using the data of "action time" included in the user action history information described with reference to FIG. 34, the user specifies a specific action time, and the live distribution part is selectively advanced from there. Can be made to. For example, if the user inputs a comment 2 minutes and 45 seconds after the start of the live distribution part, the user can advance the live distribution part again 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パートの間において、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、ライブ配信パート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、ライブ配信パート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、ライブ配信パートを選択的に進行させることができる。例えば、ユーザが、ライブ配信パートの開始から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パート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 between the live distribution parts progressed in real time, only the selected specific progress part is selected in the re-progress of the live distribution part. It can be advanced selectively. As a result, the user can efficiently play back only the specific progress part of the live distribution part 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 part is selectively progressed by 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 part, the user can re-progress the live distribution part over that period.
 また、見返し配信では、リアルタイムで進行したライブ配信パートとは異なり、受け付け可能な視聴者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パートでは、視聴者の入力操作による有価データの消費(一例では、投げ銭の投入、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パートの再度の進行では、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パートにおいては、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152に表示されていた。そして、視聴者は、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た。その一方で、見返し配信では、このようなUIは非表示とされ、視聴者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。つまり、リアルタイムのライブ配信パートでは配信者支援を可能とする一方、見返し配信では、配信者支援を不可とする。視聴者は、リアルタイムでライブ配信パートでは、リアルタイムで配信者を支援でき、見返し配信及び見逃し配信よりも興趣性の高い操作を行うことができる。このため、ユーザに対し、リアルタイムのライブ配信を視聴するインセンティブを与え、その結果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。 Also, in the return distribution, unlike the live distribution part that progressed in real time, it is better to limit the actions of the viewers that can be accepted. Specifically, in the live distribution part that progressed in real time, it was possible to accept the consumption of valuable data by the input operation of the viewer (in one example, throwing money, charging by purchasing items, etc.). On the other hand, in the re-progress of the completed live distribution part, the consumption of such valuable data may be restricted so as not to be accepted. More specifically, in the live distribution part progressed in real time, a user interface (UI) including a button and a screen for executing the consumption of valuable data was displayed on the display unit 152. Then, the viewer could execute the consumption of valuable data through such an input operation with the UI. On the other hand, in the return delivery, such a UI should be hidden so that the viewer cannot explicitly perform the input operation. In other words, in the real-time live distribution part, it is possible to support the distributor, while in the return distribution, it is not possible to support the distributor. In the live distribution part in real time, the viewer can support the distributor in real time, and can perform operations that are more interesting than the return distribution and the overlooked distribution. Therefore, it is possible to give the user an incentive to watch the real-time live distribution, and as a result, guide the user to the real-time live distribution.
(見逃し配信)
 図36に戻り、ステップS303で、ユーザがライブ配信パート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パートの制限付きの進行(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. 36, if it is determined in step S303 that the user has no record of advancing the live distribution part 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 part. 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、ライブ配信パートの進行を実行する。上述のとおり、位置情報ゲームパートに関連付けられるシナリオを通じて、ユーザが特典を服飾アイテム(例えば「ネックレス」)として獲得していた場合、リアルタイムで進行したライブ配信パートでは、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。つまり、リアルタイムのライブ配信パートでは、キャラクタの動作態様は特典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パートとは異なり、キャラクタの動作態様には特典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パートの進行は、特典の情報が反映されておらず、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 part is executed using the recorded operation instruction data. As mentioned above, if the user has acquired the perk as a clothing item (eg, a "necklace") through the scenario associated with the location-based game part, the character will wear that item in the real-time livestreaming part. The image was synthesized so that it would work. In other words, in the real-time live distribution part, the behavior mode of the character was associated with the privilege. However, in the overlooked distribution, unlike the live distribution part that progresses in real time, the privilege is 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 livestreaming part is limited in that it does not reflect the benefit information 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パート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パート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。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 part can be reflected in the movement mode of the character. On the other hand, in the overlooked distribution, the thrown money item input in the real-time live distribution part is not reflected in the movement mode of the character. 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パートとは異なり、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パートでは、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パートの進行では、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パートにおいては、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に表示されていた。そして、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た。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を投入することはできない。 Also, in the overlooked distribution, unlike the live distribution part that progressed in real time, it is better to limit the actions of the users that can be accepted. Specifically, in the live distribution part that progressed in real time, it was possible to accept the consumption of valuable data by the user's input operation (in one example, throwing money, charging by purchasing items, etc.). On the other hand, in the progress of the completed live distribution part, the consumption of such valuable data may be restricted so as not to be accepted. More specifically, in the live distribution part progressed in real time, a user interface (UI) including a button and a screen for executing the consumption of valuable data was displayed on the display unit 352. Then, the user could execute the consumption of valuable data through such an input operation in the UI. 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 missed delivery, the user 3 cannot insert the throwing item to support 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パートと同様、ユーザは、ライブ配信パートに関連付けられる特定のシナリオをプレイすることができる。特定のシナリオには、例えば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、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)等が含まれる。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、見逃し配信において、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 delivery and the missed delivery, the user can play a specific scenario associated with the live delivery part as well as the live delivery part that progresses in real time. Certain scenarios include, for example, user-participatory events, and users are provided with an interactive experience with avatar objects. Examples of user-participatory events include questionnaires provided by characters, quizzes given by avatar objects, battles with avatar objects (for example, rock-paper-scissors), and the like. 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 overlooked 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.
 一方、見逃し配信では、リアルタイムで進行したライブ配信パートとは異なり、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パートでは、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パートの進行においては、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パート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。 On the other hand, in the overlooked distribution, unlike the live distribution part that progresses in real time, the user may be restricted from earning a predetermined game point for the above feedback. Specifically, in a live distribution part 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 part, 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 part, this is the case. 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、終了済みの第2パート(ライブ配信パート)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 overlooked distribution (step S306), the user terminal 100 may request the progress of the completed second part (live distribution part) 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、ライブ配信パート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パート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 configuration and method, in the user terminal 100, even after the live distribution part has progressed in real time, the user can proceed with the live distribution part 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パート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パート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36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 part 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 part in real time. (Step S303 in FIG. 36). 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 achievements, only the overlooked delivery 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36のステップS305)または見逃し配信(図36のステップS306)の終了後に、再び、終了済みの第2パート(ライブ配信パート)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. 36) or the missed distribution (step S306 in FIG. 36), the progress of the completed second part (live distribution part) 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に格納される。その後、終了済みのライブ配信パート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。 When the first return distribution or the overlooked distribution is performed, the first distribution history data is 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 part 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.
 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、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 already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. As a result, the amount of data received by the user terminal 100 can be saved.
 <変形例3>
 実施形態2では、終了済みのライブ配信パート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パート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36のステップS303)。本変形例3では、ユーザがライブ配信パート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パートの進行を再開させるのがよい。ユーザがライブ配信パートをリアルタイムでどこまで進行させたかの記録は、図34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。つまり、ユーザ行動履歴情報には、特定のライブ配信パートに関し、ユーザがどの時間まで進行させたかが記録されている。なお、これに限定されないが、終了済みのライブ配信パートの再開は、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 second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined according to the actual result of the user advancing the live distribution part in real time (). Step S303 in FIG. 36). In the third modification, when it is determined that the user has progressed the live distribution part halfway in real time, it is preferable to restart the progress of the completed live distribution part from the continuation. The record of how far the user has advanced the live distribution part in real time can be determined from the user behavior history information described above in FIG. 34. That is, the user behavior history information records how long the user has progressed with respect to a specific live distribution part. Although not limited to this, the resumption of the completed live distribution part should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
<変形例4>
 上記実施形態1では、リアルタイムで進行するゲームのライブ配信パートにおいて、ユーザ端末100はプレイヤを支援するための入力操作を受け付けることができた。本変形例4では、リアルタイムのライブ配信パートではプレイヤ支援を可能とする一方、見返し配信及び見逃し配信では、プレイヤ支援を不可とする。例えば、ライブ配信パートでは、プレイヤの操作キャラクタに投げ銭アイテムを投入する入力操作を受け付ける一方、見返し配信及び見逃し配信では、投げ銭アイテムを投入する入力操作を受け付け不可とする。一例では、見返し配信及び見逃し配信では、支援操作を引き起こす入力操作を受け付けるUI画像701(図11)を表示部に表示させないようにしてもよい。ユーザは、リアルタイムでライブ配信パートでは、リアルタイムでプレイヤを支援することができ、見返し配信及び見逃し配信よりも興趣性の高い操作を行うことができる。このため、視聴者に対し、リアルタイムのライブ配信を視聴するインセンティブを与え、その結果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。
<Modification example 4>
In the first embodiment, the user terminal 100 was able to accept an input operation for supporting the player in the live distribution part of the game progressing in real time. In the present modification 4, the player support is enabled in the real-time live distribution part, while the player support is not possible in the return distribution and the overlooked distribution. For example, the live distribution part accepts an input operation for inserting a tossed item into a player's operating character, while the back-to-back distribution and a missed distribution do not accept an input operation to insert a tossed item. In one example, in the return delivery and the missed delivery, the UI image 701 (FIG. 11) that accepts the input operation that causes the support operation may not be displayed on the display unit. In the live distribution part in real time, the user can support the player in real time, and can perform operations that are more interesting than the return distribution and the overlooked distribution. Therefore, it is possible to give the viewer an incentive to watch the real-time live distribution, and as a result, guide the user to the real-time live distribution.
<ユーザ端末100の表示画面例>
 図37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、Aホーム画面800A、ライブ配信のライブ選択画面800B、見逃し配信の見逃し選択画面800C、および位置情報ゲームパートのゲーム画面800D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およびゲーム画面800D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、見逃し選択画面800C、およびゲーム画面800D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に遷移可能であり、ゲーム画面800Dからはホーム画面800Aおよびライブ選択画面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. 37 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 the A home screen 800A, the live selection screen 800B for live distribution, the missed selection screen 800C for missed distribution, and the game screen 800D for the location information game part. In the transition example, the home screen 800A can be transitioned to the live selection screen 800B and the game screen 800D. Further, the live selection screen 800B can be changed to the home screen 800A, the overlooked selection screen 800C, and the game screen 800D. Similarly, the overlooked selection screen 800C can be transitioned to the live selection screen 800B, and the game screen 800D can be transitioned to the home screen 800A and 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、位置ゲームパートを進行させる、またはライブ配信パート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と、位置情報ゲームのゲーム画面800Dに遷移させるための「おでかけ」アイコン804と、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 location-based game part or the live distribution part 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) and an "outing" icon 804 for transitioning to the game screen 800D of the location information game. 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 the user with live information that can be distributed. 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)、位置情報ゲームパートにおいてシナリオをクリアしていること、あるいは位置情報ゲームパートにおいてユーザ端末100あるいは主人公キャラクタの現在位置はライブ配信タワーなどが配置されている特定の領域/位置にあ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 live distribution is that the consideration for receiving live distribution has been paid (for example, holding a ticket), the scenario has been cleared in the location information game part, or the user terminal in the location information game part. The condition is that the current position of 100 or the main character is in a specific area / position where a live distribution tower or the like is located. 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、ライブ配信パートを進行させ、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、ライブ配信パートにおいてキャラクタを動作させる。動画再生部117は、ライブ配信パート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 advance the live distribution part and advance 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 part based on the received operation instruction data. The moving image reproduction unit 117 generates a moving image reproduction screen (for example, thank-you moving image 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution part, and displays it on the display unit 152.
 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を直前に表示されていた画面に遷移させる。具体的には、ゲーム進行部115は、直前に表示されていた画面がホーム画面800Aの場合はホーム画面800Aに、ゲーム画面800Dの場合はゲーム画面800Dに遷移させる。つまり、「戻る(×)」アイコン808では、ヒストリーバック機能が実行されるのがよい。図37に示す点線矢印は、「戻る(×)」アイコン808に対する入力操作に応じて、ライブ選択画面800Bから、ホーム画面800Aまたはゲーム画面800Dのいずれかへ選択的に遷移されることを示す。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, in response to an input operation for the "return (x)" icon 808 on the live selection screen 800B, the game progress unit 115 shifts the screen 800B to the screen displayed immediately before. Specifically, the game progress unit 115 shifts to the home screen 800A when the screen displayed immediately before is the home screen 800A, and to the game screen 800D when the game screen 800D is used. That is, it is preferable that the history back function is executed on the "back (x)" icon 808. The dotted line arrow shown in FIG. 37 indicates that the live selection screen 800B is selectively transitioned to either the home screen 800A or the game screen 800D in response to an input operation for the “back (x)” icon 808. 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パート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の入力部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はライブ配信パート終了後、終了済みのライブ配信パートを再度進行することができる。
(Missing selection screen)
The overlook selection screen 800C displays, among the delivered information about one or more live delivered in the past, the delivered information in which the user has not progressed the live delivery part in real time. When the input 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 live distribution part ends. , You can proceed with the livestreaming part that has already been completed.
 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およびゲーム画面800D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、見逃し配信は、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や、ゲーム画面800D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 and the game screen 800D. 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 distribution in real time, support the character in real time, and deepen the interaction with the character. For this reason, 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 from the home screen 800A or the game screen 800D. It is better not to make a direct transition to 800C.
 なお、見逃し選択画面800Cでは、ユーザがライブ配信パート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パート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いず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パート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パート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36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。 In addition, on the overlooked selection screen 800C, the delivered information that the user has not made the live distribution part 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 delivery or the missed delivery is executed depending on whether or not the user has progressed the live delivery part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part 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 advancing the live distribution part in real time, the distribution will be overlooked. As described above with respect to FIG. 36, the look-back delivery and the missed delivery can provide different user experiences.
(ゲーム画面)
 ゲーム画面800Dは、位置情報ゲームパートにおいて表示部152に表示される画面である。ゲーム進行部115は、位置情報ゲームパートにおいて、シナリオを進行中、ユーザに対してクエストを提示する。一例として、ゲーム進行部115は、クエストをユーザ端末100の位置登録情報を利用した位置情報ゲームによって実現してもよい。ゲーム進行部115は、ユーザ端末100に備えられている不図示の位置登録システムから、ユーザ端末100の現在位置情報(例えば、住所情報、緯度経度情報など)を取得する。そして、取得した現在位置情報に基づいて、ユーザ端末100がある場所周辺の地図824を生成し、ゲーム画面800Dに配置する。なお地図824を生成する元になる地図データは、予めユーザ端末100の記憶部120に記憶されていてもよいし、地図データを提供する他のサービス提供装置からネットワークを介して取得されてもよい。
(Game screen)
The game screen 800D is a screen displayed on the display unit 152 in the location information game part. The game progress unit 115 presents a quest to the user while the scenario is in progress in the location information game part. As an example, the game progress unit 115 may realize the quest by a location information game using the location registration information of the user terminal 100. The game progress unit 115 acquires the current position information (for example, address information, latitude / longitude information, etc.) of the user terminal 100 from a position registration system (not shown) provided in the user terminal 100. Then, based on the acquired current position information, a map 824 around the place where the user terminal 100 is located is generated and arranged on the game screen 800D. The map data that is the source of generating the map 824 may be stored in the storage unit 120 of the user terminal 100 in advance, or may be acquired from another service providing device that provides the map data via the network. ..
 続いて、ゲーム進行部115は、特典を獲得できる位置(住所、緯度経度など)を決定し、決定した位置に対応する地図上の位置に、ポータルアイコン826を重畳表示させる。一例では、ユーザは、ユーザ端末100を持って、地図824上のポータルアイコン826の位置まで移動すれば、特典を獲得し、クエストをクリアできる。あるいは他の例では、ユーザは、ユーザ端末100を持って、地図824上のポータルアイコン826の位置まで移動し、ポータルに関連付けられているゲームをクリアすると、特典を獲得し、クエストをクリアできる。ポータルの位置について、ゲーム進行部115は、ランダムに決定してもよいし、シナリオ、クエスト、特典の内容に応じて予め決定されていてもよい。 Subsequently, the game progress unit 115 determines a position (address, latitude / longitude, etc.) at which the privilege can be obtained, and superimposes and displays the portal icon 826 on the position on the map corresponding to the determined position. In one example, the user can acquire the privilege and clear the quest by moving to the position of the portal icon 826 on the map 824 with the user terminal 100. Alternatively, in another example, the user can take the user terminal 100, move to the position of the portal icon 826 on the map 824, clear the game associated with the portal, obtain the privilege, and clear the quest. The position of the portal may be randomly determined by the game progress unit 115, or may be predetermined according to the contents of the scenario, quest, and privilege.
 なお、位置情報ゲームパートでは、ユーザ端末100の位置登録情報を利用することなく、クエストを位置情報ゲームによって実現してもよい。この場合、ユーザ端末100の現実の位置登録情報ではなく、仮想的な位置情報が利用されることになる。 In the location information game part, the quest may be realized by the location information game without using the location registration information of the user terminal 100. In this case, virtual location information is used instead of the actual location registration information of the user terminal 100.
 ゲーム画面800Dは、「ホーム」アイコン828と、「ライブ」アイコン822を表示する。ゲーム画面800Dにおける「ホーム」アイコン828に対する入力操作に応じて、ゲーム進行部115は、ホーム画面800Aを表示部152に表示させる。また、「ライブ」アイコン822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。 The game screen 800D displays a "home" icon 828 and a "live" icon 822. In response to an input operation for the "home" icon 828 on the game screen 800D, the game progress unit 115 causes the display unit 152 to display the home screen 800A. Further, when the input operation for the "live" icon 822 is received, the game progress unit 115 causes the display unit 152 to display the live selection screen 800B.
 このように、ゲーム画面800Dは、ホーム画面800Aまたはライブ選択画面800Bに遷移することができる。つまり、ライブ選択画面800Bには、ホーム画面800Aのみならずゲーム画面800Dからも遷移することができる。なお、前述のように、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ことを目的として、ゲーム画面800Dは、見逃し選択画面800Cには直接遷移されないように構成するのがよい。 In this way, the game screen 800D can transition to the home screen 800A or the live selection screen 800B. That is, the live selection screen 800B can be transitioned not only from the home screen 800A but also from the game screen 800D. As described above, the game screen 800D may be configured so as not to be directly transitioned to the overlooked selection screen 800C for the purpose of guiding the user to watch the live distribution in real time.
 <付記>
 以上の各実施形態で説明した事項を、以下に付記する。
<Additional Notes>
The matters described in each of the above embodiments will be added below.
 (付記1): 
 本開示に示す一実施形態のある局面は、プロセッサ、メモリ、および表示部を備えるユーザ端末(ユーザ端末100A)において実行されるゲームの進行のための方法であって、前記ゲームは、ユーザの操作に応じてゲームを進行させる第1パート(位置情報ゲームパート)と、サーバを介してライブ配信される第1情報(ゲーム進行情報)に基づいてコンテンツを前記表示部に表示する第2パート(ライブ配信ゲームパート)とを含み、前記プロセッサによる、前記第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく前記第2パート中において利用可能となる特典をユーザに関連付ける第1ステップ(S97)と、前記第1パートにおいて前記ユーザによる特定の行動を受け付けるステップであって、前記特定の行動の結果に応じて、前記ゲームの進行が、前記第1パートから第2パートに切り替えられる、ステップと、前記第1ステップにおいて前記ユーザに関連付けられた特典を、前記第2パート中における第1操作に基づいてライブ配信元の配信者に付与するための処理を行う第2ステップ(S107)とを含む、方法である。
(Appendix 1):
One aspect of the embodiment shown in the present disclosure is a method for the progress of a game executed on a user terminal (user terminal 100A) including a processor, a memory, and a display unit, wherein the game is operated by the user. The first part (position information game part) that advances the game according to the above, and the second part (live) that displays the content on the display unit based on the first information (game progress information) that is live-distributed via the server. The user is provided with a privilege that can be used not in the first part but in the second part by satisfying a predetermined achievement condition in the first part by the processor, including the distribution game part). The first step (S97) to be associated and the step of accepting a specific action by the user in the first part, and the progress of the game is changed from the first part to the second part according to the result of the specific action. A second step of switching to a part and performing a process for granting the privilege associated with the user in the first step to the distributor of the live distribution source based on the first operation in the second part. A method comprising a step (S107).
  (付記2):
 付記1において、前記特定の行動の結果は、前記第1パートにおいて前記ユーザ端末の地図データ上の仮想的な位置が、所定の位置となることを含む。
(Appendix 2):
In Appendix 1, the result of the specific action includes that the virtual position on the map data of the user terminal in the first part becomes a predetermined position.
  (付記3):
 付記1または2において、前記特定の行動の結果が、前記第1パートに関連付けられた所定のシナリオが完結したことを含む。
(Appendix 3):
In Appendix 1 or 2, the result of the particular action includes the completion of the predetermined scenario associated with the first part.
  (付記4):
 付記1から3のいずれかであって、更に、前記プロセッサによる、前記第2パートの第1の進行の終了後に、前記第2パートの第2の進行を要求するステップと、 前記要求するステップに対して、前記サーバから再び配信される動作指図データに基づいて前記配信者のアバターオブジェクトを動作させることにより、前記第2パートの第2の進行を実行するステップと、を含む。
(Appendix 4):
A step of requesting the second progress of the second part and a step of requesting the second progress of the second part after the completion of the first progress of the second part by the processor according to any one of the appendices 1 to 3. On the other hand, it includes a step of executing the second progress of the second part by operating the avatar object of the distributor based on the operation instruction data distributed again from the server.
  (付記5):
 付記4において、前記第2パートの第1の進行の終了後の、前記第2パートの進行において、前記第1ステップにおいて前記ユーザに関連付けられた特典は、前記ライブ配信元の配信者に付与されない。
(Appendix 5):
In Appendix 4, in the progress of the second part after the end of the first progress of the second part, the privilege associated with the user in the first step is not given to the distributor of the live distribution source. ..
  (付記6):
 付記5において、前記第2パートの第2の進行が、前記動作指図データと、前記第2パートの第1の進行の間に受け付けられた前記ユーザの入力操作による行動の記録とに基づいて実行される。
(Appendix 6):
In Appendix 5, the second progress of the second part is executed based on the operation instruction data and the record of the action by the input operation of the user received during the first progress of the second part. Will be done.
  (付記7):
 付記6において、前記行動の記録が時間情報を含み、前記第2パートの第2の進行が、前記第2パートの第1の進行の間における、前記操作部を介した前記ユーザの入力操作による前記時間情報の指定にしたがう。
(Appendix 7):
In Appendix 6, the record of the action includes time information, and the second progress of the second part is due to the input operation of the user via the operation unit during the first progress of the second part. According to the above time information designation.
  (付記8):
 付記6または7において、前記行動が、前記第2パートの第1の進行の間における、前記操作部を介した前記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2パートの第2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。
(Appendix 8):
In Appendix 6 or 7, the action comprises selecting a specific progress portion by the user's input operation via the control unit during the first progress of the second part.
In the second progression of the second part, the progression of only the selected specific progression is performed.
  (付記9):
 本開示に示す一実施形態のある局面は、プロセッサ、メモリ、および表示部を備えるユーザ端末において実行されるゲームの進行のための方法であって、前記ゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを前記表示部に表示する第2パートとを含み、前記プロセッサによる、前記第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく前記第2パート中において利用可能となる特典をユーザに関連付けるステップと、終了済みの前記第2パートの進行を要求するステップと、前記サーバから記録済みの動作指図データを受信するステップであって、前記動作指図データが、ライブ配信元の配信者が入力したモーションデータおよび音声データを含む、ステップと、前記動作指図データに基づいて、前記配信者のアバターオブジェクトを動作させることにより、前記第2パートの進行を実行するステップと、を含む、方法である。
(Appendix 9):
One aspect of the embodiment presented in the present disclosure is a method for the progress of a game executed on a user terminal including a processor, a memory, and a display unit, wherein the game is played according to a user operation. A predetermined achievement in the first part by the processor, including a first part to be advanced and a second part to display the content on the display unit based on the first information lively distributed via the server. From the server, a step of associating the user with a privilege that becomes available in the second part instead of the first part by satisfying the condition, a step of requesting the progress of the completed second part, and a step of requesting the progress of the completed second part. A step of receiving recorded action instruction data, wherein the action instruction data includes motion data and voice data input by a distributor of a live distribution source, and the delivery based on the action instruction data. It is a method including a step of executing the progress of the second part by operating a person's avatar object.
  (付記10):
 付記9において、前記第1パートの後に、前記動作指図データに基づいて前記アバターオブジェクトをリアルタイムに動作させるリアルタイムの前記第2パートを進行可能とし、前記リアルタイムの第2パートの進行と前記終了済みの第2パートの進行とは、進行態様が異なる。
(Appendix 10):
In Appendix 9, after the first part, the real-time second part that operates the avatar object in real time based on the action instruction data can be advanced, and the progress of the real-time second part and the completed part are completed. The mode of progress is different from the progress of the second part.
  (付記11):
 付記10において、前記リアルタイムの第2パートの進行において、前記ユーザに関連付けられた前記特典は、前記前記ライブ配信元の配信者に関連付け可能であり、前記終了済みの第2パートの進行において、前記ユーザに関連付けられた前記特典は、前記前記ライブ配信元の配信者関連付けられない。
(Appendix 11):
In Appendix 10, in the progress of the real-time second part, the privilege associated with the user can be associated with the distributor of the live distribution source, and in the progress of the completed second part, the said. The privilege associated with the user is not associated with the distributor of the live distributor.
  (付記12):
 付記10または11において、前記終了済みの第2パートの進行において、前記操作部を介した前記ユーザの入力操作による有価データの消費が受け付けられない。
(Appendix 12):
In Appendix 10 or 11, in the progress of the completed second part, the consumption of valuable data by the input operation of the user via the operation unit is not accepted.
  (付記13):
 付記10から12のいずれかおいて、前記リアルタイムの第2パートの進行において、前記第2パートに関連付けられるシナリオのプレイの結果にポイントが関連付け可能であり、前記終了済みの第2パートの進行において、前記プレイの結果には前記ポイントが関連付けられない。
(Appendix 13):
In any of the appendices 10 to 12, in the progress of the second part in real time, points can be associated with the play result of the scenario associated with the second part, and in the progress of the completed second part. , The point is not associated with the result of the play.
  (付記14):
 付記1から13のいずれかであって、前記表示部は、前記第1パートあるいは前記第2パートを進行させるためのメニューを表示する第1画面と、記第1画面から配信可能なライブ情報を表示する第2画面と、過去に配信されたライブ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1画面から直接遷移できないように構成されている。
(Appendix 14):
In any of Supplementary Notes 1 to 13, the display unit displays a first screen for displaying a menu for advancing the first part or the second part, and live information that can be distributed from the first screen. The second screen to be displayed and the third screen for displaying information about live concerts delivered in the past are configured to be displayable, and the third screen is configured so that it cannot be directly transitioned from the first screen. ing.
  (付記15):
 付記14において、前記表示部は、さらに、前記第1パートを進行させるための第4画面を表示可能に構成されており、前記第3画面は、前記第4画面から直接遷移できないように構成されている。
(Appendix 15):
In Appendix 14, the display unit is further configured to be able to display a fourth screen for advancing the first part, and the third screen is configured so as not to be directly transitioned from the fourth screen. ing.
  (付記16):
 付記14または15において、さらに、前記プロセッサによる、前記第2画面に対する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画面に直接移行させるステップを含む。
(Appendix 16):
In the appendix 14 or 15, when the user's input operation to the second screen by the processor is received, the step of directly shifting from the second screen to the third screen is included.
  (付記17):
 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、前記プロセッサに、付記1から16のいずれかの方法を含むステップを実行させる。
(Appendix 17):
A computer-readable medium containing computer-executable instructions that, upon execution of the computer-executable instruction, causes the processor to perform a step comprising any of the methods of Appendix 1-16.
  (付記18):
 本開示に示す一実施形態のある局面は、プロセッサ、メモリ、および表示部を備える、ゲームの進行のための情報処理装置であって、前記ゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを前記表示部に表示する第2パートとを含み、前記プロセッサは、前記メモリに記憶された指示を実行することにより、前記第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく前記第2パート中において利用可能となる特典をユーザに関連付け、終了済みの前記第2パートの進行を要求し、前記サーバから記録済みの動作指図データを受信し、前記動作指図データが、ライブ配信元の配信者が入力したモーションデータおよび音声データを含んでおり、前記動作指図データに基づいて、前記配信者のアバターオブジェクトを動作させることにより、前記第2パートの進行を実行する、情報処理装置である。
(Appendix 18):
One aspect of the embodiment shown in the present disclosure is an information processing apparatus for progressing a game, comprising a processor, a memory, and a display unit, wherein the game progresses according to a user operation. The processor includes one part and a second part for displaying contents on the display unit based on the first information delivered live via a server, and the processor executes an instruction stored in the memory. By satisfying the predetermined achievement conditions in the first part, the privilege that becomes available in the second part instead of the first part is associated with the user, and the progress of the completed second part is performed. The operation instruction data requested and recorded from the server is received, and the operation instruction data includes motion data and voice data input by the distributor of the live distribution source, and the operation instruction data is based on the operation instruction data. It is an information processing device that executes the progress of the second part by operating the avatar object of the distributor.
 〔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 logics 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、本開示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 the program, thereby achieving the object of the present disclosure. 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.
 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 記憶媒体 1 System, 2 Network, 3, 3A, 3B User (1st 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 I / O IF, 15, 45 Touch screen, 17 camera, 18 distance measuring sensor, 51 monitor, 52 gaze sensor, 53 1st 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) Unit), 111,311,413 Operation reception unit, 112,312,412 Display control unit, 113,313 UI control unit, 114,314 Animation generation unit, 115,315 Game progress unit, 116,316 Virtual space control unit, 117 Video playback unit, 120, 220, 320, 420 Storage unit (1st storage unit, 2nd storage unit), 131,231,331 Game program (program, 1st 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, second external device), 317 reaction processing unit, 400 distribution terminal (external, first external device, computer, second 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 visibility area, 650,660 visibility 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 speech audio, 910A, 910B video, 920A, 920B audio, 1000 HMD set, 1010 object, 1030 Storage medium

Claims (18)

  1.  プロセッサ、メモリ、および表示部を備えるユーザ端末において実行されるゲームの進行のための方法であって、
     前記ゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを前記表示部に表示する第2パートとを含み、
     前記プロセッサによる、
     前記第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく前記第2パート中において利用可能となる特典をユーザに関連付ける第1ステップと、
     前記第1パートにおいて前記ユーザによる特定の行動を受け付けるステップであって、前記特定の行動の結果に応じて、前記ゲームの進行が、前記第1パートから第2パートに切り替えられる、ステップと、
     前記第1ステップにおいて前記ユーザに関連付けられた特典を、前記第2パート中における第1操作に基づいてライブ配信元の配信者に付与するための処理を行う第2ステップとを含む、方法。
    A method for the progress of a game performed on a user terminal having a processor, memory, and display.
    The game includes a first part in which the game progresses according to a user's operation, and a second part in which the content is displayed on the display unit based on the first information live-distributed via the server.
    By the processor
    In the first part, the first step of associating a user with a privilege that becomes available not in the first part but in the second part by satisfying a predetermined achievement condition.
    A step of receiving a specific action by the user in the first part, wherein the progress of the game is switched from the first part to the second part according to the result of the specific action.
    A method comprising the second step of performing a process for granting a privilege associated with the user in the first step to a distributor of a live distribution source based on the first operation in the second part.
  2.  請求項1記載の方法において、
     前記特定の行動の結果は、前記第1パートにおいて前記ユーザ端末の地図データ上の仮想的な位置が、所定の位置となることを含む、方法。
    In the method according to claim 1,
    A method, wherein the result of the particular action comprises a virtual position on the map data of the user terminal in the first part being a predetermined position.
  3.  請求項1または2記載の方法において、
     前記特定の行動の結果が、前記第1パートに関連付けられた所定のシナリオが完結したことを含む、方法。
    In the method according to claim 1 or 2.
    A method, wherein the result of the particular action comprises completing a predetermined scenario associated with said first part.
  4.  請求項1から3のいずれか一項記載の方法であって、更に、前記プロセッサによる、
     前記第2パートの第1の進行の終了後に、前記第2パートの第2の進行を要求するステップと、
     前記要求するステップに対して、前記サーバから再び配信される動作指図データに基づいて前記配信者のアバターオブジェクトを動作させることにより、前記第2パートの第2の進行を実行するステップと、
    を含む、方法。
    The method according to any one of claims 1 to 3, further according to the processor.
    After the completion of the first progress of the second part, the step of requesting the second progress of the second part and the step.
    A step of executing the second progress of the second part by operating the distributor's avatar object based on the operation instruction data delivered again from the server in response to the requested step.
    Including, how.
  5.  請求項4記載の方法において、
     前記第2パートの第1の進行の終了後の、前記第2パートの進行において、前記第1ステップにおいて前記ユーザに関連付けられた特典は、前記ライブ配信元の配信者に付与されない、方法。
    In the method according to claim 4,
    A method in which, in the progress of the second part after the end of the first progress of the second part, the privilege associated with the user in the first step is not given to the distributor of the live distribution source.
  6.  請求項5記載の方法において、
     前記第2パートの第2の進行が、前記動作指図データと、前記第2パートの第1の進行の間に受け付けられた前記ユーザの入力操作による行動の記録とに基づいて実行される、方法。
    In the method according to claim 5,
    A method in which a second progression of the second part is performed based on the action instruction data and a record of actions by the user's input operation received during the first progression of the second part. ..
  7.  請求項6記載の方法において、前記行動の記録が時間情報を含み、
     前記第2パートの第2の進行が、前記第2パートの第1の進行の間における、前記操作部を介した前記ユーザの入力操作による前記時間情報の指定にしたがう、方法。
    In the method of claim 6, the record of the action includes time information.
    A method in which the second progress of the second part follows the designation of the time information by the user's input operation via the operation unit during the first progress of the second part.
  8.  請求項6または7記載の方法において、
     前記行動が、前記第2パートの第1の進行の間における、前記操作部を介した前記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2パートの第2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、方法。
    In the method according to claim 6 or 7.
    The action comprises the selection of a specific progress portion by the user's input operation via the control unit during the first progress of the second part.
    A method in which in the second progression of the second part, the progression of only the selected specific progression is performed.
  9.  プロセッサ、メモリ、および表示部を備えるユーザ端末において実行されるゲームの進行のための方法であって、
     前記ゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを前記表示部に表示する第2パートとを含み、
     前記プロセッサによる、
     前記第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく前記第2パート中において利用可能となる特典をユーザに関連付けるステップと、
     終了済みの前記第2パートの進行を要求するステップと、
     前記サーバから記録済みの動作指図データを受信するステップであって、前記動作指図データが、ライブ配信元の配信者が入力したモーションデータおよび音声データを含む、ステップと、
     前記動作指図データに基づいて、前記配信者のアバターオブジェクトを動作させることにより、前記第2パートの進行を実行するステップと、
    を含む、方法。
    A method for the progress of a game performed on a user terminal having a processor, memory, and display.
    The game includes a first part in which the game progresses according to a user's operation, and a second part in which the content is displayed on the display unit based on the first information live-distributed via the server.
    By the processor
    A step of associating a user with a privilege that can be used not in the first part but in the second part by satisfying a predetermined achievement condition in the first part.
    A step that requests the progress of the second part that has been completed, and
    A step of receiving recorded operation instruction data from the server, wherein the operation instruction data includes motion data and voice data input by a distributor of a live distribution source.
    A step of executing the progress of the second part by operating the avatar object of the distributor based on the operation instruction data, and
    Including, how.
  10.  請求項9記載の方法において、
     前記第1パートの後に、前記動作指図データに基づいて前記アバターオブジェクトをリアルタイムに動作させるリアルタイムの前記第2パートを進行可能とし、
     前記リアルタイムの第2パートの進行と前記終了済みの第2パートの進行とは、進行態様が異なる、方法。
    In the method according to claim 9.
    After the first part, the real-time second part for operating the avatar object in real time based on the operation instruction data can be advanced.
    A method in which the progress of the second part in real time and the progress of the completed second part are different from each other.
  11.  請求項10記載の方法において、
     前記リアルタイムの第2パートの進行において、前記ユーザに関連付けられた前記特典は、前記前記ライブ配信元の配信者に関連付け可能であり、
     前記終了済みの第2パートの進行において、前記ユーザに関連付けられた前記特典は、前記前記ライブ配信元の配信者に関連付けられない、方法。
    In the method of claim 10,
    In the progress of the second part in real time, the privilege associated with the user can be associated with the distributor of the live distribution source.
    A method in which, in the progress of the completed second part, the privilege associated with the user is not associated with the distributor of the live streamer.
  12.  請求項10または11記載の方法において、
     前記終了済みの第2パートの進行において、前記操作部を介した前記ユーザの入力操作による有価データの消費が受け付けられない、方法。
    In the method of claim 10 or 11.
    A method in which consumption of valuable data due to an input operation by the user via the operation unit is not accepted in the progress of the completed second part.
  13.  請求項10から12のいずれか一項記載の方法において、
     前記リアルタイムの第2パートの進行において、前記第2パートに関連付けられるシナリオのプレイの結果にポイントが関連付け可能であり、
     前記終了済みの第2パートの進行において、前記プレイの結果には前記ポイントが関連付けられない、方法。
    In the method according to any one of claims 10 to 12,
    In the progress of the second part in real time, points can be associated with the play result of the scenario associated with the second part.
    A method in which the points are not associated with the result of the play in the progress of the completed second part.
  14.  請求項1から13のいずれか一項に記載の方法であって、前記表示部は、
     前記第1パートあるいは前記第2パートを進行させるためのメニューを表示する第1画面と、記第1画面から配信可能なライブ情報を表示する第2画面と、過去に配信されたライブ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1画面から直接遷移できないように構成されている、方法。
    The method according to any one of claims 1 to 13, wherein the display unit is a display unit.
    The first screen that displays the menu for advancing the first part or the second part, the second screen that displays the live information that can be delivered from the first screen, and the information about the live delivered in the past. It is configured to be able to display the third screen for display.
    A method in which the third screen is configured so that it cannot be directly transitioned from the first screen.
  15.  請求項14に記載の方法であって、前記表示部は、さらに、前記第1パートを進行させるための第4画面を表示可能に構成されており、
     前記第3画面は、前記第4画面から直接遷移できないように構成されている、方法。
    The method according to claim 14, wherein the display unit can further display a fourth screen for advancing the first part.
    The method, wherein the third screen is configured so as not to be directly transitioned from the fourth screen.
  16.  請求項14または15に記載の方法であって、さらに、前記プロセッサによる、
     前記第2画面に対する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画面に直接移行させるステップを含む、方法。
    The method according to claim 14 or 15, further according to the processor.
    A method comprising a step of directly shifting from the second screen to the third screen when a user's input operation for the second screen is accepted.
  17.  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、前記プロセッサに、請求項1から16のいずれか一項記載の方法を含むステップを実行させる、コンピュータ可読媒体。 A computer-readable medium containing computer-executable instructions that, upon execution of the computer-executable instruction, causes the processor to perform a step comprising the method of any one of claims 1-16. Readable medium.
  18.  プロセッサ、メモリ、および表示部を備える、ゲームの進行のための情報処理装置であって、前記ゲームは、ユーザの操作に応じてゲームを進行させる第1パートと、サーバを介してライブ配信される第1情報に基づいてコンテンツを前記表示部に表示する第2パートとを含み、
     前記プロセッサは、前記メモリに記憶された指示を実行することにより、
      前記第1パート中において、所定の達成条件を成立させることにより、当該第1パート中ではなく前記第2パート中において利用可能となる特典をユーザに関連付け、
      終了済みの前記第2パートの進行を要求し、
     前記サーバから記録済みの動作指図データを受信し、前記動作指図データが、ライブ配信元の配信者が入力したモーションデータおよび音声データを含んでおり、
      前記動作指図データに基づいて、前記配信者のアバターオブジェクトを動作させることにより、前記第2パートの進行を実行する、
    情報処理装置。
    An information processing device for progressing a game, which comprises a processor, a memory, and a display unit, and the game is live-streamed via a server and a first part for progressing the game according to a user's operation. Includes a second part that displays content on the display based on the first information.
    The processor executes an instruction stored in the memory.
    By satisfying the predetermined achievement conditions in the first part, the privilege that can be used not in the first part but in the second part is associated with the user.
    Requesting the progress of the second part that has been completed,
    The recorded operation instruction data is received from the server, and the operation instruction data includes motion data and voice data input by the distributor of the live distribution source.
    By operating the distributor's avatar object based on the action instruction data, the progress of the second part is executed.
    Information processing equipment.
PCT/JP2020/044443 2020-11-30 2020-11-30 Game method, computer-readable medium, and information terminal device WO2022113326A1 (en)

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JP2019071958A (en) * 2017-10-12 2019-05-16 株式会社バンダイナムコエンターテインメント Content distribution system and computer system
JP2020049286A (en) * 2018-05-29 2020-04-02 株式会社コロプラ Game program, method, and information processing device
JP2020156739A (en) * 2019-03-26 2020-10-01 株式会社コロプラ Game program, game method, and information terminal device
JP2020166559A (en) * 2019-03-29 2020-10-08 株式会社バンダイナムコエンターテインメント Server system and video distribution system

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004193827A (en) * 2002-12-10 2004-07-08 Canon Inc Motion picture reproducing apparatus
JP2019071958A (en) * 2017-10-12 2019-05-16 株式会社バンダイナムコエンターテインメント Content distribution system and computer system
JP2020049286A (en) * 2018-05-29 2020-04-02 株式会社コロプラ Game program, method, and information processing device
JP2020156739A (en) * 2019-03-26 2020-10-01 株式会社コロプラ Game program, game method, and information terminal device
JP2020166559A (en) * 2019-03-29 2020-10-08 株式会社バンダイナムコエンターテインメント Server system and video distribution system

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