WO2022130972A1 - Programme, ordinateur, système, et procédé - Google Patents

Programme, ordinateur, système, et procédé Download PDF

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Publication number
WO2022130972A1
WO2022130972A1 PCT/JP2021/044005 JP2021044005W WO2022130972A1 WO 2022130972 A1 WO2022130972 A1 WO 2022130972A1 JP 2021044005 W JP2021044005 W JP 2021044005W WO 2022130972 A1 WO2022130972 A1 WO 2022130972A1
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WO
WIPO (PCT)
Prior art keywords
skill
user
terminal
viewing
distribution
Prior art date
Application number
PCT/JP2021/044005
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English (en)
Japanese (ja)
Inventor
亮二 角田
夏葉 松原
純希 澤田
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.)
Filing date
Publication date
Priority claimed from JP2020210511A external-priority patent/JP7513516B2/ja
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Publication of WO2022130972A1 publication Critical patent/WO2022130972A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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

  • the present disclosure relates to programs, computers, systems, and methods.
  • Patent Document 1 discloses a game system including a server and a plurality of terminals.
  • content including at least game play by the distributor is distributed to the terminal used by the viewer.
  • the viewer can provide items that can be used in the game.
  • Patent Document 1 when an item is used in a game, a support effect is exhibited.
  • the support effect of using the item is not continuous. Viewers may feel that they cannot provide sufficient support to the distributor. This may reduce the enjoyment of assisting the distributor.
  • the program according to one aspect of the present disclosure is to generate distribution data on a computer according to the game play of a first user who uses the first terminal, and a second user to use the generated distribution data.
  • the transmission to the terminal so that the game play of the first user can be viewed using the second terminal, the game play includes manipulating the character, and the character operated by the first user A request for providing a skill for improving an ability possessed by the character or newly acquiring an ability not possessed by the character, and receiving a provision request transmitted from the second terminal in response to an operation of the second user.
  • To enable the provided skill which is a skill corresponding to the received provision request, to be used in the game play of the first user, and to execute.
  • the figure which shows the outline of the game system in 1st Embodiment The figure which shows an example of the module structure of the terminal included in the game system of FIG.
  • the figure which shows an example of the flow of a delivery process and a viewing process in 1st Embodiment The figure which shows an example of the flow of a matching process and a battle start process in 1st Embodiment.
  • the figure which shows an example of the screen transition at the time of providing a skill in the terminal of FIG. The figure which shows an example of the screen transition when the action skill is used in the terminal of FIG.
  • the figure which shows an example of the screen transition at the time of using a passive skill in the terminal of FIG. The figure which shows an example of the 2nd battle screen and the 2nd viewing screen in 2nd Embodiment.
  • the figure which shows an example of the screen transition at the time of using a passive skill in 4th Embodiment The figure which shows an example of the flow of the passive skill provision process in 4th Embodiment.
  • the game system 10 includes a network 90, a plurality of terminals 100, and one or more servers 200.
  • the game system 10 is provided as a home system or a business system.
  • the plurality of terminals 100 are configured to communicate with the server 200 via the network 90.
  • the game system 10 provides a multiplayer game.
  • the game system 1 0 means the game provided.
  • the plurality of terminals 100 is an example of a computer.
  • the server 200 is an example of a computer.
  • the network 90 consists of the Internet and a mobile communication system including a radio base station.
  • the mobile communication system can be realized as a wireless network that can be connected to the Internet by a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), or an access point.
  • 3G, 4G, 5G mobile communication system LTE (Long Term Evolution), or an access point.
  • LTE Long Term Evolution
  • the plurality of terminals 100 can be used as game terminals for playing games.
  • the terminal 100 used as a game terminal provides the user with a game function for playing a game provided by the game system 10.
  • Some terminals 100 may be used as the distribution terminal 100A.
  • the distribution terminal 100A provides the user with a distribution function for distributing content including at least the game play of the distribution user who is the distributor in real time.
  • the distribution terminal 100A is used by the distribution user.
  • the distribution user is a player of the game. That is, the distribution terminal 100A is also a game terminal.
  • the content may include video or still images that are the gameplay of the distribution user.
  • the content may include at least one of audio and text data.
  • Some terminals 100 may be used as viewing terminals 100B.
  • the viewing terminal 100B provides the user with a viewing function for viewing the content distributed by the distribution user.
  • the viewing terminal 100B is used by a viewing user who is a viewer.
  • the terminal 100 other than the distribution terminal 100A and the viewing terminal 100B is a general terminal 100C.
  • the general terminal 100C can be used as a game terminal.
  • the general terminal 100C is used by general users other than the distribution user and the viewing user.
  • the terminal 100 is a smartphone.
  • the terminal 100 may be a mobile terminal device such as a feature phone, a PDA (Personal Digital Assistant), or a tablet computer.
  • Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
  • the terminal 100 includes a processor 110, a memory 120, and a storage 130.
  • the terminal 100 may further include a communication interface (IF) 140 and an input / output IF 150.
  • the terminal 100 may further include a microphone 160, a speaker 162, and a touch screen 164.
  • Each of the plurality of components included in the terminal 100 is connected to the communication bus 180.
  • the processor 110 executes a series of instructions included in the program stored in the memory 120 or the storage 130 according to the signal given to the terminal 100 or when a predetermined condition is satisfied.
  • the processor 110 is realized as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), MPU (Micro Processor Unit), FPGA (Field-Programmable Gate Array), or other arithmetic unit.
  • the memory 120 temporarily stores programs and data.
  • the program is read from storage 130.
  • the data may include data transmitted to the terminal 100 and data generated by the processor 110.
  • the memory 120 is realized as a RAM (Random Access Memory) or other volatile memory.
  • the storage 130 permanently holds the program and the data.
  • the storage 130 is realized as a ROM (Read-Only Memory), a hard disk device, a flash memory, or other non-volatile storage device.
  • the storage 130 may be realized as a detachable storage device such as a memory card.
  • the program stored in the storage 130 includes a game program, a distribution program, a viewing program, and a communication program.
  • the game program realizes a game space that is an example of a virtual space and a game function that provides game play in the game space.
  • gameplay involves manipulating objects (eg, avatars) that are placed in the game space.
  • the distribution program realizes a distribution function for distributing content including at least game play in the game space. While realizing this distribution function, the terminal 100 becomes the distribution terminal 100A.
  • the viewing program realizes a viewing space that is an example of a virtual space and a viewing function that provides viewing of contents through the viewing space. While realizing this viewing function, the terminal 100 becomes the viewing terminal 100B. As an example, viewing content using the terminal 100 includes viewing an object arranged in the viewing space.
  • the communication program realizes a function of communicating with another computer (for example, a server 200).
  • the program stored in the storage 130 may include an operating system, a simulation program, a user authentication program, and other programs.
  • the data stored in the storage 130 includes definition data of a virtual space (game space and viewing space) and object data for various objects arranged in the virtual space.
  • a game space and a viewing space for viewing the game space are defined using the same definition data.
  • one or more objects are arranged in a certain game space and a viewing space for viewing the game space using the same object data.
  • the viewing space reproduces the game space in which distribution is performed. That is, the distribution terminal 100A and the viewing terminal 100B can share one virtual space.
  • the communication IF 140 is connected to the network 90.
  • the communication IF 140 communicates with another computer (for example, the server 200) connected to the network 90.
  • the communication IF 140 is realized as a LAN (Local Area Network) or other wired communication IF.
  • the communication IF 140 is realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication IF.
  • the communication IF 140 is not limited to the above.
  • the input / output IF 150 communicates with an external input / output device 190.
  • the input / output IF150 is realized as a USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (registered trademark) (High-Definition Multimedia Interface), or other wired communication IF.
  • the input / output IF 150 is realized as Bluetooth® or other wireless communication IF.
  • the input / output device 190 is a controller.
  • the input / output IF 150 transmits an instruction output from the processor 110 to the controller.
  • the instruction instructs the controller to vibrate, output audio, or emit light.
  • the controller executes vibration, audio output, or light emission in response to the instruction.
  • the controller has one or more operating parts.
  • one or more operating parts include buttons, keys, switches, handles, bars, touchpads, or sticks.
  • the controller transmits an output value based on the user's operation on the operation part to the terminal 100.
  • the controller may include motion sensors such as an accelerometer and an angular velocity sensor.
  • the controller may be configured to transmit the output value of the motion sensor to the terminal 100.
  • the controller may be attached to and detached from the terminal 100.
  • the input / output device 190 is not limited to the above-mentioned one.
  • the input / output device 190 may be a camera.
  • the camera may be configured to transmit a captured image captured by the user to the terminal 100.
  • the input / output device 190 may be a distance measuring sensor.
  • the distance measuring sensor may be configured to transmit an output value based on the detection of the user's hand, a marker, or the like to the terminal 100.
  • the microphone 160 converts the user's utterance into an audio signal (electrical signal) and transmits it to the processor 110.
  • the speaker 162 converts the voice signal into voice and outputs it to the user.
  • the terminal 100 may include an earphone or an earphone jack to which the earphone can be connected in addition to or instead of the speaker 162.
  • the touch screen 164 includes a monitor 166 and a touch sensor 167.
  • the monitor 166 is realized as a transparent type or a non-transparent type display device.
  • the monitor 166 is realized as a liquid crystal monitor, an organic EL (ElectroLuminescence) monitor, or other display device.
  • the monitor 166 displays various images. Images displayed on monitor 166 include various objects such as backgrounds, user avatars, obstacles, characters, windows, buttons, menus, lists, and icons.
  • the monitor 166 is not limited to the one described above.
  • the monitor 166 may be a 3D monitor including a sub monitor that displays an image for the left eye and a sub monitor that displays an image for the right eye.
  • the touch sensor 167 transmits an output value based on the user's operation to the monitor 166 to the processor 110.
  • the touch sensor 167 is realized as a capacitive touch sensor, a resistance film type touch sensor, an ultrasonic type touch sensor, or another touch sensor.
  • the input surface of the touch sensor 167 is a part or all of the display surface of the monitor 166.
  • the touch sensor 167 can be used as an operation unit configured to accept a user's input operation.
  • the processor 110 accepts the user's physical contact operation with respect to the input surface of the touch sensor 167 as the user's input operation.
  • the user's input operation to the touch sensor 167 may include a touch operation, a slide operation, a swipe operation, a tap operation, and other operations.
  • the operation unit is not limited to the above-mentioned configuration.
  • the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 90 as a user input operation.
  • the processor 110 accepts the signal transmitted from the external input / output device 190 as the input operation of the user.
  • the input / output device 190 is a camera and a distance measuring sensor
  • the processor 110 detects the gesture (user's hand) based on the captured image and the output value. (A series of movements) is accepted as a user input operation.
  • the processor 110 accepts an output value transmitted from the controller as a user's input operation.
  • the server 200 may be a workstation or a general-purpose computer such as a PC.
  • the server 200 includes a processor 210, a memory 220, a storage 230, a communication IF 240, and an input / output IF 250.
  • Each of the plurality of components included in the server 200 is connected to the communication bus 280.
  • the processor 210 executes a series of instructions included in the program stored in the memory 220 or the storage 230 according to the signal given to the server 200 or when a predetermined condition is satisfied.
  • the processor 210 is realized as a CPU, GPU, MPU, FPGA, or other arithmetic unit.
  • the memory 220 temporarily stores programs and data.
  • the program is read from storage 230.
  • the data may include data transmitted to the server 200 and data generated by the processor 210.
  • the memory 220 is realized as a RAM or other volatile memory.
  • the storage 230 permanently retains the program and data.
  • the storage 130 is realized as a ROM, a hard disk device, a flash memory, or other non-volatile storage device.
  • the storage 230 may be realized as a detachable storage device such as a memory card.
  • the server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scene where a plurality of game systems 10 are used, such as an amusement facility, the program and data can be updated collectively.
  • the program stored in the storage 230 includes a game program, a distribution program, and a communication program.
  • the game program realizes a function of providing a game space in the game system 10 and providing a game play in which the game space is shared by a plurality of users.
  • the distribution program realizes a function of distributing content to the viewing terminal 100B.
  • the communication program realizes a function of communicating with other computers (for example, a distribution terminal 100A, a viewing terminal 100B, and a general terminal 100C).
  • the program stored in the storage 230 may include an operating system, a simulation program, a user authentication program, and other programs.
  • the data stored in the storage 230 may include data defining the game space and object data for various objects arranged in the game space.
  • the communication IF 240 is connected to the network 90.
  • the communication IF 240 communicates with other computers connected to the network 90 (for example, a distribution terminal 100A, a viewing terminal 100B, and a general terminal 100C).
  • the communication IF 240 is realized as a LAN or other wired communication IF.
  • the communication IF 240 is realized as a Wi-Fi®, Bluetooth®, NFC, or other wireless communication IF.
  • the communication IF 240 is not limited to the above.
  • the input / output IF 250 communicates with an external input / output device (not shown).
  • the input / output IF 250 is realized as a USB, DVI, HDMI®, or other wired communication IF.
  • the input / output IF250 is realized as Bluetooth® or other wireless communication IF.
  • the server 200 is not limited to the above-mentioned configuration.
  • the server 200 may include a game server 200A for providing a game space and a distribution server 200B for distributing content.
  • the game program is stored in the storage 230 of the game server 200A.
  • the game program is executed by the processor 210 of the game server 200A.
  • the distribution program is stored in the storage 230 of the distribution server 200B.
  • the distribution program is executed by the processor 210 of the distribution server 200B.
  • the game server 200A transmits and receives various information and various requests to and from the distribution server 200B via the communication IF 240.
  • the game server 200A transmits and receives various information and various requests to and from the distribution terminal 100A and the general terminal 100C via the communication IF 240.
  • the distribution server 200B transmits and receives various information and various requests to and from the viewing terminal 100B via the communication IF 240.
  • the terminal 100 includes a control module 101, a rendering module 104, a memory module 105, a communication module 106, and an input / output module 107.
  • the control module 101 includes a game module 101A, a distribution module 101B, and a viewing module 101C.
  • the game module 101A, the distribution module 101B, the viewing module 101C, and the rendering module 104 are realized by the processor 110.
  • the memory module 105 is realized by the memory 120 and the storage 130.
  • the communication module 106 is realized by the communication IF 140.
  • the input / output module 107 is realized by a processor 110, a touch sensor 167, and an input / output IF 150.
  • the input / output module 107 detects and accepts a user's input operation to the touch sensor 167 and a user's input operation to an external operating device via the input / output IF 150.
  • the input / output module 107 detects the coordinates of the input position and specifies the type of the input operation.
  • the types of input operations that the input / output module 107 can identify may include touch operations, slide operations, swipe operations, tap operations, and other modes of operation.
  • the input / output module 107 detects that the contact input is released from the touch sensor 167 when the continuously detected input operation is interrupted.
  • the communication module 106 receives various data and various requests from one or more servers 200.
  • the data received by the communication module 106 from the server 200 may include progress information and user information.
  • the progress information may include one or more types of avatars to be placed in the game space, avatar coordinate information, avatar action information, and other information.
  • the avatar is an object to be operated by the user in the game space, and is a character that is the alter ego of the user himself / herself.
  • the coordinate information of the avatar is the information indicating the position in the game space.
  • the action information is information about the action of the avatar.
  • avatar actions can include avatar posture, item use, skill use, attack, defense, evasion, support (recovery), or jumping.
  • the progress information may include setting information regarding the setting of the avatar.
  • the avatar settings may be changed by the user in the game space or before moving to the game space.
  • the avatar setting may include the equipment or appearance of the avatar. From another point of view, the avatar setting can be said to be various parameters that quantify the avatar's ability.
  • user information may include a user name, account ID, gender, age, address and the like.
  • the communication module 106 transmits various data and various requests to one or more servers 200.
  • the data transmitted by the communication module 106 to the server 200 may include play information and user information.
  • the play information is output according to the input operation received by the input / output module 107.
  • the play information may include the avatar's coordinate information, action information, and other information as the operation content of the avatar.
  • the play information may include avatar setting information.
  • the play information is generated by the game module 101A.
  • the game module 101A performs a process for advancing the game.
  • the game module 101A reads the definition data of the game space from the memory module 105.
  • the game module 101A defines the game space according to the read definition data.
  • the game module 101A reads the object data from the memory module 105.
  • the game module 101A arranges an object in the game space according to the read object data.
  • the game module 101A specifies a user's instruction according to the coordinates of the input position received by the input / output module 107, the type of input operation, and the progress of the game.
  • the progress of the game may include coordinate information of its own avatar in the game space, as well as action information.
  • the progress of the game may include coordinate information of another user's avatar and action information.
  • the progress of the game may include setting information of its own avatar.
  • the progress of the game may include the setting information of the avatar of another user.
  • the game module 101A makes various determinations regarding the progress of the game.
  • the game module 101A performs various lottery related to the progress of the game.
  • the game module 101A generates various requests and play information according to a user's instruction, various determination results, and various lottery results.
  • Various requests and play information generated by the game module 101A are transmitted to the server 200 by the communication module 106.
  • the distribution module 101B performs a process for distributing content including game play.
  • the distribution module 101B specifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of the input operation, and the progress of the game.
  • the distribution module 101B can generate a content distribution start request and a content distribution end request according to the user's instruction content.
  • the distribution module 101B may generate a request to change the distribution content of the content according to the instruction of the user.
  • Various requests generated by the distribution module 101B are transmitted by the communication module 106.
  • the viewing module 101C performs a process for viewing the content distributed by the distribution user.
  • the viewing module 101C reads the definition data of the viewing space from the memory module 105.
  • the viewing module 101C defines the viewing space according to the read definition data.
  • the viewing module 101C reads the object data from the memory module 105.
  • the viewing module 101C arranges an object in the viewing space according to the read object data.
  • the viewing module 101C specifies the user's instruction according to the coordinates of the input position received by the input / output module 107, the type of input operation, and the progress of the game.
  • the viewing module 101C generates a viewing start request and a viewing end request for the content in response to the user's instruction.
  • the viewing module 101C generates a request to change the distribution content of the content according to the instruction of the user.
  • Various requests generated by the viewing module 101C are transmitted by the communication module 106.
  • the rendering module 104 creates an image of the game screen.
  • the rendering module 104 creates an image of the game screen in response to the progress information received by the communication module 106 and various requests.
  • the rendering module 104 creates an image of the game screen in response to the play information generated by the game module 101A and various requests.
  • the rendering module 104 creates an image of the game screen in response to the information generated by the viewing module 101C and various requests.
  • the rendering module 104 displays the created image of the game screen on the monitor 166.
  • the rendering module 104 may be configured to display an image of the game screen on an external display device via the input / output IF 150.
  • the rendering module 104 may be configured to display an image of the game screen on an external display device via the communication IF 140.
  • the game screen is an image in which a 2D or 3D object is controlled and drawn. As described above, the objects drawn on the game screen may include avatars (characters), backgrounds, obstacles, and the like.
  • the rendering module 104 may control and draw a 2D or 3D game object (UI object) for constructing a UI (User Interface).
  • UI object 2D or 3D game object
  • the rendering module 104 creates a game screen containing UI objects necessary for user input operations, such as icons, buttons, lists, windows, and menus.
  • the UI object is information that assists the user's input operation necessary for advancing the game. Further, the UI object is information that assists the user's input operation necessary for obtaining the data generated during the progress of the game from the terminal 100.
  • the various UI objects shown in the present disclosure are merely examples, and are not limited to those embodiments.
  • the processing in the terminal 100 is realized by the hardware and the software executed by the processor 110.
  • Such software may be stored in advance in a memory module 105 such as a hard disk.
  • the software may be stored in a non-volatile data recording medium such as a CD-ROM that can be read by a computer and distributed as a program product.
  • This software may be provided as a program product that can be downloaded by an information provider connected to a network such as the Internet.
  • Such software is read from a data recording medium by a data reading device such as an optical disk drive device, or downloaded from another computer such as a server 200 via a communication module 106, and then temporarily stored in a memory module. ..
  • the software is read from the memory module by the processor 110 and stored in RAM or the like in the form of an executable program. Processor 110 executes the program.
  • the server 200 includes a control module 201, a memory module 205, a communication module 206, and an input / output module 207.
  • the control module 201 includes a game module 201A and a distribution module 201B.
  • the game module 201A and the distribution module 201B are realized by the processor 210.
  • the memory module 205 is realized by the memory 220 and the storage 230.
  • the communication module 206 is realized by the communication IF 240.
  • the input / output module 207 is realized by the processor 210 and the input / output IF 250.
  • the communication module 206 receives various information and various requests from each terminal 100.
  • the information received by the communication module 206 from each terminal 100 may include play information and user information.
  • the communication module 206 transmits various information and various requests to each terminal 100.
  • the information transmitted by the communication module 206 to each terminal 100 may include progress information and user information.
  • the input / output module 107 detects and accepts a user's input operation to an external operating device via the input / output IF 250.
  • the game module 201A performs a process for providing an environment in which a game space, which is an example of a virtual space, is shared by a plurality of users.
  • the game module 201A reads the definition data of the game space from the memory module 205.
  • the game module 201A defines the game space according to the read definition data.
  • the game module 201A reads the object data from the memory module 205.
  • the game module 201A arranges various objects excluding the avatars of the players participating in the game in the game space according to the read object data.
  • the game module 201A arranges the avatars of each of the plurality of players according to the coordinate information included in the play information received by the communication module 206 from the plurality of terminals 100.
  • the game module 201A determines the interaction between avatars according to the action information included in the play information received by the communication module 206 from the plurality of terminals 100 and the setting information of the avatars.
  • the game module 201A generates progress information according to the result of these processes.
  • the progress information is transmitted to each terminal 100 (100A, 100C) by the communication module 206.
  • the game module 201A transmits the generated progress information to the distribution module 201B.
  • the distribution module 201B generates distribution information according to the progress information generated by the game module 201A.
  • the distribution information is transmitted to one or more terminals 100 (100B) by the communication module 206.
  • the delivery information may include progress information.
  • the delivery information may be the progress information itself.
  • the distribution module 201B transmits various requests to the game module 201A in response to various requests received by the communication module 206 from the viewing terminal 100B.
  • the distribution module 201B transmits various information to the game module 201A according to various information received by the communication module 206 from the viewing terminal 100B.
  • the server 200 is not limited to the module configuration described above.
  • the game module 201A may be provided by the game server 200A.
  • the distribution module 201B may be provided by the distribution server 200B.
  • the game module 201A transmits and receives various information and various requests to and from the distribution module 201B via the communication module 206.
  • the processing in the server 200 is realized by the hardware and the software executed by the processor 210.
  • Such software may be stored in advance in a memory module 205 such as a hard disk.
  • the software may be stored in a non-volatile data recording medium such as a CD-ROM that can be read by a computer and distributed as a program product.
  • This software may be provided as a program product that can be downloaded by an information provider connected to a network such as the Internet.
  • Such software is read from a data recording medium by a data reading device such as an optical disk drive device, or downloaded from another computer such as an external storage device via a communication module 206, and then temporarily stored in a memory module.
  • the software is read from the memory module by the processor 210 and stored in memory such as RAM in the form of an executable program.
  • the processor 210 executes the program.
  • a game contains multiple parts of different nature.
  • the plurality of parts includes a first part and a second part.
  • the distribution user and the general user may prepare for the second part.
  • the viewing user can view the content distributed by the distribution user.
  • the delivered content includes gameplay in at least the second part of the first part and the second part.
  • the second part is a part in which a plurality of users decide the victory or defeat based on some criteria.
  • each of the distribution user and the general user operates their own avatar.
  • the second part of the game has the following specifications.
  • the second part is a battle game including a battle between users.
  • a plurality of users operate their own avatars in the field constructed in the game space.
  • the criterion for determining the victory or defeat is that one user satisfies a predetermined victory condition before the hostile user.
  • Victory conditions include the inability of the enemy user to fight.
  • the second part ends when a predetermined time limit elapses, even if the enemy user does not become incapacitated.
  • the victory condition includes that the time limit of the second part has elapsed, and more points have been acquired than the enemy user.
  • points can be earned by collecting the designated objects placed in the game space.
  • the second part may be a battle game including a battle between one party and a hostile enemy party.
  • Each of one party and the enemy party may include multiple users.
  • the maximum number of people in one party is six.
  • the maximum number of people in one party may be 2 to 5 people, or 7 or more people.
  • the second part may be a sport such as soccer, tennis, table tennis, boxing, or basketball.
  • the second part may be a race such as a car race, a yacht race, a ski race, or a flight race.
  • the first part has the following specifications.
  • the distribution user and the general user prepare for the battle game as the second part.
  • Preparing for the battle game includes equipping the avatar, skills specific to the avatar, and adding, exchanging, and removing items possessed by the avatar.
  • Preparing for a battle game may include changing the appearance of the avatar.
  • the appearance of an avatar may include race, gender, body shape, hairstyle, or facial expression.
  • Preparing for the battle game is to change the avatar settings.
  • the one or more viewing users when there is one or more viewing users who view the content distributed by the distribution user, the one or more viewing users provide the skill to the distribution user. be able to.
  • providing a skill is to allow the distribution user to use the skill in gameplay.
  • the provision of a skill is to give the distribution user the right to use the skill.
  • the use of a skill is to bring the effect of the skill to the gameplay of the distribution user.
  • the one or more viewing users can provide the item to the distribution user.
  • the provision of an item is to make the item available to the distribution user in gameplay.
  • providing an item gives the delivery user the right to use the item.
  • the use of an item is to bring the effect of the item to the gameplay of the distribution user.
  • Skills differ in the nature of the effects they exert when used compared to items.
  • the skill has the effect of improving the ability of the avatar operated by the distribution user.
  • the avatar's abilities include health, maximum health, skill points, maximum skill points, attack power, attack range, attack range, defense power, evasion power, intelligence, mental power, movement speed, and jump power. It can be specified by the basic parameter value. That is, the skill has the effect of increasing one or more basic parameter values that define the avatar's abilities.
  • a skill that has the effect of improving the ability of an avatar is referred to as a passive skill.
  • a passive skill is used as a trigger when it becomes available by providing the skill. As a result, the improvement effect of improving the ability of the avatar is exhibited.
  • the skill has the effect of newly acquiring abilities that the avatar operated by the distribution user does not have.
  • the avatar's abilities may include being able to use feats and possessing certain abilities.
  • the ability to use feats and possess specific performance is defined by special parameter values.
  • a feat may include a technique using a weapon (martial art) or an attack feat such as magic that can be used by consuming skill points.
  • feats may include fireball attack magic capable of fire-based ranged attacks, ice spear attack magic capable of water-based ranged attacks, and sword techniques capable of attacking a range.
  • feats may include healing feats such as healing magic that restores reduced health.
  • certain performances may include resistance to changes to bad stats.
  • the skill has the effect of allowing the avatar to use feats that would otherwise not be available to the avatar.
  • the skill has the ability to make the avatar possess the ability that the avatar does not originally possess.
  • a skill that has the effect of making an avatar acquire a new ability is referred to as an action skill.
  • an action skill is used as a trigger when the skill provision becomes available.
  • the acquisition effect of acquiring new abilities is exhibited.
  • an action skill can be used as a trigger by accepting a skill use operation by a distribution user when it becomes available by providing the skill.
  • the activation effect of activating the acquired new ability is exhibited.
  • the effects of passive skills and the effects of action skills are exhibited by using each skill. Some or all of the effects of these skills will end when the predetermined end conditions are met, if the effects of the skill are exerted. That is, the effect of the skill can be continuously exerted over a period of a predetermined length.
  • Predetermined termination conditions include, for example, when the user who provided the skill no longer watches the game that provided the skill, or when a certain period of time has passed since the distribution user accepted the usage operation. The game may be terminated by the distribution user.
  • the effect of an item is unique to that item and is the same regardless of the avatar that uses the item. That is, the effect of the item has nothing to do with the avatar's ability.
  • the effect of an item is exerted when the item is used and ends immediately after that. The effect of the item ends momentarily. The effect of the item does not continue. That is, the item has no effect of improving the ability of the avatar operated by the distribution user. The item has no effect of newly acquiring the ability that the avatar operated by the distribution user does not have.
  • the effect of an item includes one or more of the first property and the second property.
  • the first property of an item's effect is that there is a limit to the number of times the item can be used. That is, the right to use an item may be extinguished when the number of times the right is exercised reaches the limit.
  • the second property of an item's effect is that the effect exerted by using the item is the same regardless of the type of avatar.
  • the effect of a skill includes one or more of the first property, the second property, the third property, the fourth property, and the fifth property.
  • the first property of the effect of the skill is to acquire new abilities that the avatar operated by the distribution user does not have.
  • the second property of a skill's effect is that it can be used by consuming resources for using the skill.
  • the third property of a skill's effect is that its use does not extinguish its right to use the skill.
  • resources for using a skill are skill points, time (recast time), and the like.
  • the fourth property of the effect of the skill is that even if the skill is the same, the content differs depending on the type of avatar operated by the distribution user (for example, the attribute of the avatar). As an example, the amount of increase in the basic parameter value, or the type of newly acquired ability and its effect size are different. As an example, an avatar with a high attack power has a greater effect of martial arts than an avatar with a low attack power. As an example, an avatar with high mental strength has a greater effect of recovery magic than an avatar with low mental strength. As an example, even if the basic parameter values are the same, the first avatar has a greater effect of attack magic than the second avatar.
  • the fifth property of the effect of the skill is that the effect of the skill becomes higher when the same skill is provided.
  • the display screens of each terminal 100 include a first home screen 40A, a second home screen 40B, a first battle screen 50A, a second battle screen 50B, a first viewing screen 60A, a second viewing screen 60B, and matching.
  • the screen 70 may be included.
  • the outline of the screen transition will be described.
  • a specific example of each display screen will be described later.
  • the first home screen 40A is displayed when the game is the first part and the terminal 100 is in the initial state.
  • the initial state is neither the distribution state nor the viewing state.
  • the terminal 100 is not the distribution terminal 100A and is not the viewing terminal 100B. That is, this terminal 100 is a general terminal 100C.
  • the terminal 100 becomes the distribution terminal 100A.
  • the terminal 100 does not become the viewing terminal 100B.
  • the terminal 100 becomes the viewing terminal 100B.
  • the terminal 100 does not become the distribution terminal 100A.
  • the second home screen 40B is displayed when the game is the first part and the terminal 100 is in the distribution state.
  • the first battle screen 50A is displayed when the game is the second part and the terminal 100 is neither in the distribution state nor in the viewing state.
  • the second battle screen 50B is displayed when the game is the second part and the terminal 100 is in the distribution state.
  • the first viewing screen 60A and the second viewing screen 60B are displayed when the terminal 100 is in the viewing state.
  • the first viewing screen 60A is displayed when the game on the distribution terminal 100A that distributes the content to be viewed is the first part. That is, on the first viewing screen 60A, the game play in the first part can be viewed.
  • the second viewing screen 60B is displayed when the game on the distribution terminal 100A that distributes the content to be viewed is the second part. That is, the second viewing screen 60B can view the game play in the second part.
  • the matching screen 70 is displayed when transitioning from the first part to the second part.
  • the memory 220 and the storage 230 in the server 200 store viewing information related to the viewing user as the memory module 205.
  • viewing information has the following data structure.
  • content information that identifies the content is assigned to each of the plurality of contents.
  • Distributor information delivery user ID indicating a distribution user is associated with the content information.
  • Viewer information viewing user ID indicating a viewing user is associated with the content information. Viewing information is associated with the viewer information.
  • the viewing information includes various types of information indicating the nature of the viewing user.
  • this variety of information includes the number of views, continuous viewing time, and cumulative viewing time.
  • the number of views is a parameter indicating the number of times the viewing user has viewed the content of the distribution user.
  • the continuous viewing time is a parameter indicating the elapsed time since the viewing user started viewing the content.
  • the cumulative viewing time is a parameter indicating the total time for the viewing user to view the content of the distribution user.
  • step S100 when the processor 110 of the distribution terminal 100A receives an operation instructing the start of distribution, the distribution module 101B transmits a distribution start request to the server 200.
  • step S102 the processor 110 of the distribution terminal 100A transmits play information to the server 200 as the game module 101A.
  • the play information may include avatar setting information when the game is the first part.
  • the play information may include avatar coordinate information, action information, avatar setting information, and other information when the game is the second part.
  • step S104 the processor 210 of the server 200 receives the distribution start request as the distribution module 201B.
  • step S106 the processor 210 of the server 200 receives the play information as the game module 201A. That is, the server 200 receives the play information corresponding to the game play performed by the distribution user on the distribution terminal 100A from the distribution terminal 100.
  • step S108 the processor 210 of the server 200 generates distribution information as the distribution module 201B.
  • step S110 the processor 210 of the server 200 generates a distribution list as the distribution module 201B.
  • a distribution list is a list of content being distributed.
  • the distribution list may be a list of distribution users who are distributing content.
  • step S114 when the processor 110 of the viewing terminal 100B receives the list display operation instructing the display of the distribution list, the viewing module 101C transmits the distribution list request to the server 200.
  • step S116 the processor 210 of the server 200 receives the distribution list request as the distribution module 201B.
  • step S118 the processor 210 of the server 200 transmits the distribution list to the viewing terminal 100B as the distribution module 201B.
  • step S120 the processor 110 of the viewing terminal 100B receives the distribution list as the viewing module 101C.
  • step S122 the processor 110 of the viewing terminal 100B displays the distribution list on the monitor 166 as the rendering module 104.
  • step S124 when the processor 110 of the viewing terminal 100B receives the distribution start operation instructing the content to start viewing, the viewing module 101C transmits a viewing start request to the server 200.
  • the viewing start request indicates content for which distribution to the viewing terminal 100B is requested.
  • step S126 the processor 210 of the server 200 receives the viewing start request as the distribution module 201B.
  • step S128 the processor 210 of the server 200 transmits the distribution information to the viewing terminal 100B as the distribution module 201B. That is, the server 200 transmits the distribution information to one or more viewing terminals 100B according to the received play information.
  • the server 200 enables a viewing user who uses one or more viewing terminals 100B to view content including at least a game play by a distribution user.
  • step S130 the processor 110 of the viewing terminal 100B receives the distribution information as the viewing module 101C.
  • step S132 the processor 110 of the viewing terminal 100B displays the viewing screen including the content on the monitor 166 as the rendering module 104 according to the distribution information.
  • the processor 110 displays the first viewing screen 60A on the monitor 166.
  • the processor 110 displays the second viewing screen 60B on the monitor 166.
  • the content including the game play in the first part is distributed from the distribution terminal 100A to the viewing terminal 100B.
  • the second home screen 40B is displayed on the monitor 166 of the distribution terminal 100A.
  • the first viewing screen 60A is displayed on the monitor 166 of the viewing terminal 100B.
  • step S200 the processor 110 of the distribution terminal 100A accepts the battle start operation instructing the start of the second part as the game module 101A.
  • step S202 the processor 110 of the distribution terminal 100A transmits a battle start request to the server 200 as the game module 101A.
  • the battle start request may include avatar setting information.
  • the setting information of this avatar includes the basic parameter value and the special parameter value of the avatar at the time when the first part is completed.
  • step S204 the processor 210 of the server 200 receives the battle start request as the game module 101A.
  • the processor 210 stores the avatar setting information included in the battle start request in the memory module 205.
  • step S206 the processor 210 of the server 200 matches the enemy user who plays against the distribution user as the game module 201A.
  • the processor 210 transmits the matching screen request to the distribution terminal 100A as the game module 201A.
  • the processor 210 transmits the matching screen request to the viewing terminal 100B as the distribution module 201B.
  • step S208 the processor 110 of the distribution terminal 100A receives the matching screen request as the game module 101A, and displays the matching screen 70 on the monitor 166 in response to the received matching screen request.
  • step S210 the processor 110 of the viewing terminal 100B receives the matching screen request as the viewing module 101C, and displays the viewing standby screen on the monitor 166 in response to the received matching screen request.
  • the viewing standby screen includes information such as character data indicating that the distribution user is matching the opponent.
  • step S212 the processor 210 of the server 200 defines the game space as the game module 201A when the matching is completed.
  • the processor 210 of the server 200 arranges various objects in the game space as the game module 201A.
  • Various objects include the avatar of the distribution user and the avatar of the user who is the opponent.
  • Various objects may include common enemy characters, obstacles, or traps.
  • step S216 the processor 210 of the server 200 transmits a game start request to the distribution terminal 100A as the game module 201A.
  • step S216 the processor 210 of the server 200 transmits the game start request to the viewing terminal 100B as the distribution module 201B.
  • step S2128 the processor 110 of the distribution terminal 100A receives the game start request as the game module 101A.
  • step S220 the processor 110 of the distribution terminal 100A displays the second battle screen 50B on the monitor 166 as the rendering module 104. That is, in the distribution terminal 100A, the game shifts from the first part to the second part.
  • step S222 the processor 110 of the viewing terminal 100B receives the game start request as the viewing module 101C.
  • step S224 the processor 110 of the viewing terminal 100B displays the second viewing screen 60B on the monitor 166 as the rendering module 104. That is, the content that can be viewed on the viewing terminal 100B shifts from the first part to the second part.
  • step S230 the processor 210 of the server 200 performs the battle process as the game module 201A.
  • the processor 210 may receive play information from a plurality of terminals 100 used by a plurality of users participating in the same second part.
  • the processor 210 generates progress information according to the play information received from these terminals 100.
  • the processor 210 transmits the generated progress information to the terminal 100.
  • the processor 210 of the server 200 generates distribution information as the distribution module 201B according to the progress information generated as the game module 201A.
  • the processor 210 transmits the generated distribution information to the viewing terminal 100B.
  • step S232 the processor 110 of the distribution terminal 100A receives the progress information as the game module 101A.
  • the processor 110 displays the second battle screen 50B on the monitor 166 according to the received progress information.
  • the processor 110 generates play information and transmits it to the server 200.
  • step S234 the processor 110 of the viewing terminal 100B receives the distribution information as the viewing module 101C.
  • the processor 110 displays the second viewing screen 60B on the monitor 166 according to the received viewing information.
  • the maximum number of receptions is the maximum number of times the skill is provided to the distribution user in the second part of one time.
  • the content including the game play in the second part is distributed from the distribution terminal 100A to the viewing terminal 100B.
  • the processor 210 of the server 200 refers to the viewing information of the viewing user stored in the memory module 205 as the game module 201A.
  • the processor 210 refers to the viewing information of the viewing user who uses the viewing terminal 100B according to the viewer information associated with the content information.
  • the processor 210 of the server 200 determines the maximum number of receptions as the game module 201A according to the viewing information.
  • the processor 210 may determine zero as the maximum number of receptions when one or more of the viewing times, continuous viewing times, and cumulative viewing times do not meet the reference value.
  • the processor 210 may determine the maximum number of receptions according to the first number of times according to the number of viewings, the second number of times according to the continuous viewing time, and the third number of times according to the cumulative viewing time. good.
  • the processor 210 may determine the sum of the first, second, and third times as the maximum number of receptions.
  • the contribution rate may be determined for the number of views, the continuous viewing time, and the cumulative viewing time.
  • the processor 210 may make the contribution rate of the continuous viewing time higher than the contribution rate of other information to determine the maximum number of receptions for accepting the provision of the skill.
  • step S303 the processor 210 of the server 200 transmits the skill provision acceptance notification to the viewing terminal 100B as the distribution module 201B.
  • the skill provision acceptance notification is a notification indicating that the distribution user is to start accepting the skill provision.
  • step S304 the processor 110 of the viewing terminal 100B receives the skill provision acceptance notification as the viewing module 101C. That is, the viewing user can provide the skill to the distribution user.
  • the viewing terminal 100B has received the skill provision acceptance notification from the server 200, and has not received the skill provision end notification. Content including the game play in the second part is distributed from the distribution terminal 100A to the viewing terminal 100B.
  • the second viewing screen 60B is displayed on the monitor 166 of the viewing terminal 100B.
  • step S310 the processor 110 of the viewing terminal 100B starts accepting the skill providing operation instructing the distribution user to provide the skill as the viewing module 101C.
  • step S311 the processor 110 of the viewing terminal 100B transmits a skill providing request to the server 200 when the skill providing operation is accepted as the viewing module 101C.
  • the skill provision operation may include an action skill provision operation instructing the provision of an action skill and a passive skill provision operation instructing the provision of a passive skill.
  • the skill provision notification may include information indicating the type of skill instructed to be provided by the skill provision operation.
  • step S312 the processor 210 of the server 200 receives the skill provision request as the game module 201A. That is, the processor 210 accepts the skill provision to the distribution user.
  • step S313 the processor 210 of the server 200 transmits the end notification of skill provision to the viewing terminal 100B as the distribution module 201B.
  • the skill provision end notification is a notification indicating that the acceptance of the skill provision to the distribution user is terminated or suspended.
  • the processor 210 executes step S316.
  • step S314 the processor 110 of the viewing terminal 100B receives the skill provision end notification as the viewing module 101C.
  • step S315 the processor 110 of the viewing terminal 100B ends the acceptance of the skill providing operation as the viewing module 101C. That is, the viewing terminal 100B makes it impossible to newly provide the skill to the distribution user.
  • step S316 the processor 210 of the server 200 transmits the skill provision notification to the distribution terminal 100A as the game module 201A.
  • the skill provision notification is a notification indicating that the skill has been provided to the distribution user.
  • the skill provision notification may include information indicating the type of skill provided.
  • the skill provision notification may include an action skill provision notification or a passive skill provision notification.
  • step S317 the processor 110 of the distribution terminal 100A receives the skill provision notification as the game module 101A. That is, the distribution terminal 100A is provided with the skill from the viewing terminal 100B. As the rendering module 104, the processor 110 of the distribution terminal 100A displays a predetermined object on the monitor 166 in response to the skill provision notification.
  • the skill provided by the viewing user to the distribution user is referred to as the provision skill.
  • step S320 the processor 210 of the server 200 determines whether or not the number of times the skill provision request is received and the skill provision is performed reaches the maximum number of receptions as the game module 201A. If YES in step S320, the processor 210 ends the skill provision reacceptance process. If NO in step S320, the processor 210 executes the process of step S321.
  • step S321 the processor 210 of the server 200 determines whether or not a certain time has elapsed from the previous skill provision by the viewing user as the game module 201A. As an example, the processor 210 determines whether or not a certain time has elapsed depending on whether or not a certain time has elapsed since the notification of the end of skill provision was transmitted to the viewing terminal 100B. If NO in step S321, the processor 210 ends the skill provision reacceptance process.
  • step S322 the processor 210 of the server 200 transmits the skill provision acceptance notification to the viewing terminal 100B as the game module 201A.
  • step S323 the processor 110 of the viewing terminal 100B receives the skill provision acceptance notification as the viewing module 101C. That is, the viewing user can again provide the skill to the distribution user by the process of step S323.
  • the action skill providing process is executed when the action skill is provided.
  • the action skill providing process is executed for each provided action skill. That is, when a plurality of action skills are provided to the distribution user, the action skill providing process is executed for each of the provided plurality of action skills.
  • the distribution terminal 100A receives the action skill provision notification from the server 200.
  • the processor 210 of the server 200 executes step S330 when the action skill provision notification is transmitted to the distribution terminal 100A.
  • step S330 the processor 210 of the server 200 transmits a display start request for the skill object to the distribution terminal 100A as the game module 201A.
  • the display start request of the skill object is a request to start the display of the object indicating the provided skill.
  • the processor 210 of the server 200 executes step S332 when ending step S330.
  • step S331 the processor 110 of the distribution terminal 100A receives the skill object display start request as the game module 101A.
  • the processor 110 as the rendering module 104, initiates the display of an object indicating the serving skill.
  • the processor 110 displays an object indicating the provided skill on the monitor 166.
  • step S332 the processor 210 of the server 200 transmits the skill availability notification to the distribution terminal 100A as the game module 201A.
  • the skill availability notification is a notification that the provided skill can be used. That is, the processor 210 enables the provided skill to be used in the distribution terminal 100A.
  • the processor 210 of the server 200 exerts the acquisition effect of the action skill as the game module 201A.
  • the processor 210 of the server 200 updates the special parameter value of the avatar stored in the memory module 205 according to the type of the provided action skill as the game module 201A. As a result, the distribution user's avatar can acquire new feats or new performances that would not otherwise be possessed.
  • step S333 the processor 110 of the distribution terminal 100A receives the skill availability notification as the game module 101A.
  • step S333 the processor 110 of the distribution terminal 100A starts accepting the skill use operation as the game module 101A.
  • step S334 the processor 110 of the distribution terminal 100A accepts the skill use operation instructing the use of the provided skill as the game module 101A.
  • step S335 when the processor 110 of the distribution terminal 100A accepts the skill use operation, the skill use request is transmitted to the server 200 as the game module 101A.
  • a skill use request contains information indicating the type of action skill for which use is requested. This skill use request may be included in the above-mentioned play information (action information).
  • the processor 210 of the server 200 receives the skill use request as the game module 201A.
  • the processor 210 exerts the activation effect of the action skill in response to the skill use request.
  • the processor 210 determines whether or not this feat has an effect on the avatar of the distribution user or the enemy user and the amount of the effect when the distribution user's avatar is requested to use the newly acquired feat. ..
  • the processor 210 determines whether or not the avatar of the enemy user can be damaged and the amount of the damage according to the power and range of the attack feat. Then, the processor 210 reduces the physical strength of the basic parameter values of the enemy user's avatar according to the determination result.
  • the processor 210 determines the amount of physical strength recovery of the distribution user's avatar according to the power of the recovery feat. Then, the processor 210 increases the physical strength of the basic parameter values of the avatar of the distribution user according to the determination result.
  • the progress information generated by the processor 210 of the server 200 as the game module 201A may include the result of determining the effect (increase / decrease of the basic parameter value) acting on each avatar by using the action skill.
  • step S336 the processor 210 of the server 200 temporarily stops using the action skill as the game module 201A after exerting the activation effect of the action skill.
  • Temporarily suspending the use of an action skill means temporarily suspending its use to exert the activation effect of the action skill. That is, the temporary suspension of use of the action skill does not mean the temporary disappearance of the feat or performance acquired by the avatar due to the acquisition effect of the action skill.
  • step S337 the processor 210 of the server 200 transmits the skill use notification to the distribution terminal 100A as the game module 201A. That is, the processor 210 notifies the distribution terminal 100A that the effect of the action skill for which the skill use is requested is exhibited. This skill usage notification may be included in the progress information described above.
  • Processor 2 10 executes step S339 when step S337 is completed.
  • step S3308 the processor 110 of the distribution terminal 100A receives the skill use notification as the game module 101A.
  • the processor 110 displays on the monitor 166 an object indicating the provided skill and indicating that its use is temporarily suspended.
  • step S339 the processor 210 of the server 200 determines whether or not the reuse condition of the action skill whose use is temporarily stopped is satisfied as the game module 201A. As an example, the processor 210 determines, as the game module 201A, whether or not the reuse time of the action skill that has been temporarily stopped has elapsed. If YES in step S339, the processor 210 returns to step S332. In step S332, the processor 210 enables the skill for which the reuse condition is satisfied to be reused as the game module 201A. If NO in step S339, the processor 210 waits until step S339 becomes YES.
  • the passive skill provision process is executed when the passive skill is provided.
  • the passive skill provision process is executed for each provided passive skill. That is, when a plurality of passive skills are provided to the distribution user, the passive skill providing process is executed for each of the provided plurality of passive skills.
  • the distribution terminal 100A receives the passive skill provision notification from the server 200.
  • the processor 210 of the server 200 executes step S350 when the passive skill provision notification is transmitted to the distribution terminal 100A.
  • step S350 the processor 210 of the server 200 transmits a display start request for the skill object to the distribution terminal 100A as the game module 201A.
  • the display start request of the skill object is a request to start the display of the object indicating the provided skill.
  • the processor 210 of the server 200 executes step S352 when ending step S350.
  • step S351 the processor 110 of the distribution terminal 100A receives the skill object display start request as the game module 101A.
  • the processor 110 as the rendering module 104, initiates the display of an object indicating the serving skill.
  • the processor 110 displays an object indicating the provided skill on the monitor 166.
  • step S352 the processor 210 of the server 200 transmits the skill use notification to the distribution terminal 100A as the game module 201A.
  • This skill use notification may be included in the progress information described above. That is, the processor 210 notifies the distribution terminal 100A that the effect of the passive skill as the providing skill is exhibited.
  • the processor 210 of the server 200 exerts the improvement effect of the provided passive skill as the game module 201A.
  • the processor 210 determines the amount of action the provided passive skill has on the delivery user's avatar.
  • the processor 210 determines the amount of improvement in attack power when it is a passive skill that improves attack power.
  • the processor 210 increases the attack power among the basic parameter values of the avatar of the distribution user according to the determination result.
  • the progress information generated by the processor 210 of the server 200 as the game module 201A may include the result of determining the effect (increase / decrease of the basic parameter value) acting on the avatar by using the passive skill.
  • step S353 the processor 110 of the distribution terminal 100A receives the skill use notification as the game module 101A.
  • the processor 110 displays an object on the monitor 166 indicating that the effect of the passive skill as the providing skill is exerted.
  • the flow of the battle end process will be described below.
  • the content including the game play in the second part is distributed from the distribution terminal 100A to the viewing terminal 100B.
  • the second battle screen 50B is displayed on the monitor 166 of the distribution terminal 100A.
  • the second viewing screen 60B is displayed on the monitor 166 of the viewing terminal 100B.
  • step S370 when the end condition of the second part is satisfied, the processor 210 of the server 200 transmits the end notification of skill provision to the viewing terminal 100B as the game module 201A.
  • the end condition of the second part is satisfied when a certain user satisfies the victory condition before the time limit of the second part elapses, or when the time limit of the second part elapses.
  • the processor 210 of the server 200 executes step S373 when ending step S370.
  • step S371 the processor 110 of the viewing terminal 100B receives the skill provision end notification as the viewing module 101C.
  • step S372 the processor 110 of the viewing terminal 100B ends the acceptance of the skill providing operation as the viewing module 101C. That is, the viewing terminal 100B makes it impossible to newly provide the skill to the distribution user.
  • step S373 the processor 210 of the server 200 transmits the skill effect end notification to the distribution terminal 100A as the game module 201A.
  • the processor 210 ends the effect exerted by the skill.
  • the processor 210 initializes the special parameter value of the avatar stored in the memory module 205.
  • the acquisition effect of the action skill ends.
  • the processor 210 initializes the basic parameter value of the avatar stored in the memory module 205.
  • the improvement effect of the passive skill ends.
  • the processor 210 of the server 200 executes step S376 when ending step S373.
  • step S374 the processor 110 of the distribution terminal 100A receives the skill effect end notification as the game module 101A.
  • step S375 the processor 110 of the distribution terminal 100A ends the acceptance of the skill use operation as the game module 101A.
  • step S376 the processor 210 of the server 200 transmits the battle end notification to the distribution terminal 100A and the viewing terminal 100B as the game module 201A.
  • step S378, the processor 110 of the distribution terminal 100A receives the battle end notification as the game module 101A.
  • step S379 the processor 110 of the viewing terminal 100B receives the battle end notification as the viewing module 101C.
  • the processor 110 of the viewing terminal 100B displays the first viewing screen 60A on the monitor 166 as the rendering module 104. That is, the content that can be viewed on the viewing terminal 100B shifts from the second part to the first part.
  • the first home screen 40A is displayed on the monitor 166.
  • the first home screen 40A may include various objects.
  • the first home screen 40A may include an avatar window 401, a delivery start icon 403, and a battle icon 404.
  • the first home screen 40A may include a profile icon 405, a character icon 406, a viewing button 409, and a timeline button 410.
  • the avatar 80A of the distribution user is displayed in the avatar window 401.
  • the appearance of the avatar 80A changes as the avatar settings are changed throughout the gameplay of the first part.
  • the battle start operation can be performed by tapping the portion where the battle icon 404 is displayed.
  • a list display operation for instructing the display of the distribution list can be performed.
  • an operation for instructing the display of the preparation window (not shown) for preparing the battle game may be performed.
  • an operation for instructing the display of the timeline screen may be performed by tapping the portion where the timeline button 410 is displayed.
  • the second home screen 40B is displayed on the monitor 166.
  • the second home screen 40B includes the distribution start icon 415 instead of the distribution start icon 403.
  • the delivering icon 415 indicates that the second home screen 40B is being delivered. As an example, by tapping the portion where the distribution icon 415 is displayed, the distribution end operation for instructing the distribution end of the content can be performed.
  • the first viewing screen 60A is displayed on the monitor 166 of the viewing terminal 100B when the game in the distribution terminal 100A is the first part.
  • the first viewing screen 60A may include various objects.
  • the first viewing screen 60A includes a viewing window 601.
  • the first viewing screen 60A may include a present button 602, a chat window 604, and a back button 605.
  • the avatar of the distribution user is displayed in the viewing window 601.
  • the avatar of the distribution user is the avatar 80A
  • the same avatar 80A is displayed in the viewing window 601.
  • the appearance of the distribution user's avatar displayed in the viewing window 601 is changed according to the change of the setting. That is, the viewing window 601 displays the gameplay of the distribution user when the game is the first part.
  • the chat window 604 may display character data transmitted between viewing users.
  • the processor 110 of the viewing terminal 100B receives character data transmitted from another viewing terminal 100B via the server 200, and displays the received character data on the monitor 166 in chronological order.
  • the gift that can be given to the distribution user may include the equipment of the distribution user's avatar and the provision of items that the distribution user's avatar can possess.
  • an operation for instructing to return to the distribution list screen may be performed by tapping the portion where the back button 605 is displayed.
  • the list display operation is performed by tapping the viewing button 409.
  • the processor 110 of the viewing terminal 100B displays the distribution list on the monitor 166 as the rendering module 104.
  • the distribution list is performed by displaying a plurality of distribution panels 480 side by side.
  • Each of the plurality of distribution panels 480 contains information related to the distribution user who distributes the corresponding content.
  • information relating to a distribution user includes the distribution user's username, the distribution user's avatar, the number of viewing users viewing the content, and the current part of the game.
  • a distribution start operation for instructing the content to start viewing can be performed.
  • the processor 110 of the viewing terminal 100B displays the first viewing screen 60A or the second viewing screen 60B on the monitor 166 according to the received distribution information.
  • [Matching screen] As shown in FIG. 14, as a premise, when the first home screen 40A or the second home screen 40B is displayed, matching with the opponent is performed by performing the battle start operation. When the server 200 is matching with the opponent, the matching screen 70 is displayed on the monitor 166 of the distribution terminal 100A.
  • the matching screen 70 may include various objects.
  • the matching screen 70 includes an avatar window 701 that displays the user's avatar.
  • the matching screen 70 includes information such as character data indicating that matching is being performed.
  • the first battle screen 50A and the second battle screen 50B include various objects.
  • the first battle screen 50A and the second battle screen 50B each include an avatar of the user himself / herself who uses the terminal 100.
  • the second battle screen 50B includes a provision notification window 810.
  • the provision notification window 810 may be displayed on the monitor 166 when the skill is provided by the viewing user.
  • the provision notification window 810 includes character data indicating that the skill has been provided by the viewing user.
  • the provision notification window 810 contains character data indicating the type of skill provided by the viewing user.
  • the battle screens 50A and 50B may include a point display field, a physical strength bar indicating physical strength, a skill bar indicating skill points, and an item icon.
  • the battle screens 50A and 50B may include one or more skill objects 811 indicating the provided skill.
  • the skill object 811 may include an action skill object 811A, an action skill object 811B, and a passive skill object 811C.
  • the passive skill object 811C is different for each of a plurality of passive skill types.
  • the passive skill object 811C when it is a passive skill of "attack power up", the passive skill object 811C may be an object including a symbol combining a sword and an upward arrow.
  • the passive skill object 811C in the case of a "defense up” passive skill, the passive skill object 811C may be an object containing a symbol that combines a shield and an upward arrow.
  • the passive skill object 811C indicates that the passive skill corresponding to the object is provided.
  • the passive skill object 811C indicates that the ability of the avatar is improved by the improvement effect of the passive skill corresponding to the object.
  • the action skill objects 811A and 811B are different for each of a plurality of passive skill types.
  • the action skill objects 811A and 811B may be objects including the symbol of the fireball.
  • the action skill objects 811A and 811B may be objects including the symbol of the heart.
  • action skill objects 811A and 811B indicating the same action skill include the same symbol.
  • the action skill objects 811A and 811B showing the same action skill are different in part or all of the part (for example, the background) other than the symbol.
  • the action skill objects 811A and 811B indicate that the action skill corresponding to the object is provided.
  • the action skill objects 811A and 811B indicate that the distribution user's avatar has acquired a special skill or performance corresponding to the action skill by the acquisition effect of the action skill corresponding to the icon.
  • the action skill object 811A indicates that the action skill corresponding to the object can be used.
  • the action skill object 811B indicates that the use of the action skill corresponding to the object is suspended.
  • a skill use operation for instructing the use of the action skill corresponding to the object can be performed.
  • the skill use operation for instructing the use of the action skill corresponding to the object cannot be performed.
  • the processor 110 of the distribution terminal 100A displays the avatar 80A of the distribution user himself / herself as the game module 101A in the center of the monitor 166.
  • the processor 110 of the distribution terminal 100A arranges a virtual camera above and behind the avatar of the distribution user himself / herself in the game space, and displays the range within the view area of the virtual camera on the monitor 166.
  • the processor 110 of the distribution terminal 100A arranges the avatar of the distribution user and the avatar of the enemy user in the game space according to the progress information received from the server 200 (game module 201A).
  • the processor 110 of the distribution terminal 100A may display the avatar on the monitor 166.
  • the avatar is accompanied by an action according to the action information.
  • Each processor 110 in the distribution terminal 100A and the general terminal 100C of the enemy user defines the game space using the same definition data.
  • Each processor 110 in the distribution terminal 100A and the general terminal 100C of the enemy user exchanges avatar setting information, avatar coordinate information, and action information via the server 200. Then, each processor 110 in the distribution terminal 100A and the general terminal 100C of the enemy user arranges an object in the game space according to the information received via the server 200 and displays it on the monitor 166. That is, the distribution terminal 100A and the enemy user's general terminal 100C synchronize the events in the game space between them. Therefore, it can be said that the distribution terminal 100A and the enemy user's general terminal 100C share one game space.
  • the second viewing screen 60B is displayed on the monitor 166 of the viewing terminal 100B when the game in the distribution terminal 100A that distributes the content is the second part.
  • the second viewing screen 60B includes the same object as the first viewing screen 60A.
  • the second viewing screen 60B is the same image as the first viewing screen 60A.
  • a window display operation for instructing the display of the gift window 800 can be performed.
  • the gifts that can be given to the distribution user via the gift window 800 are action skills and passive skills.
  • the second viewing screen 60B may include one or more passive skill objects 811C indicating passive skills possessed by the distribution user, similar to the second battle screen 50B.
  • the second viewing screen 60B may include one or more action skill objects 811A, 811B indicating the action skills possessed by the distribution user, similarly to the second battle screen 50B.
  • the processor 110 of the viewing terminal 100B displays the distribution user's avatar 80A in the center of the viewing window 601 as the viewing module 101C.
  • the processor 110 of the distribution terminal 100A arranges the avatars of the distribution user and the enemy user in the viewing space according to the distribution information received from the server 200 (distribution module 201B).
  • the processor 110 of the viewing terminal 100B arranges a virtual camera above and behind the avatar of the distribution user in the viewing space, and displays a range within the field of view of the virtual camera on the monitor 166.
  • the processor 110 of the viewing terminal 100B may display the avatar on the monitor 166.
  • the avatar is displayed on the monitor 166, the avatar is accompanied by an action according to the action information. That is, the viewing window 601 can display a moving image that is the game play of the distribution user.
  • the processor 110 of the viewing terminal 100B defines the viewing space using the same definition data as the game space to be viewed.
  • the distribution information may include avatar position information, avatar action information, and avatar setting information, as well as progress information.
  • the processor 110 of the viewing terminal 100B receives the distribution information via the server 200.
  • the processor 110 of the viewing terminal 100B arranges an object in the viewing space according to the distribution information and displays it on the monitor 166. That is, the processor 110 of the viewing terminal 100B reproduces the game space to be viewed as a viewing space in real time. That is, it can be said that the distribution terminal 100A, the viewing terminal 100B, and the enemy user's general terminal 100C share one virtual space.
  • the present button 602 is tapped and the window display operation is performed on the second viewing screen 60B of the viewing terminal 100B.
  • the processor 110 of the viewing terminal 100B displays the gift window 800 on the monitor 166 as the rendering module 104 when the window display operation is accepted.
  • the gift window 800 may include a first gift window 800A and a second gift window 800B.
  • the gift windows 800A, 800B may include a first offer button 801A and a second offer button 801B.
  • the gift windows 800A and 800B may each include a plurality of first provided buttons 801A.
  • Each of the plurality of first provided buttons 801A corresponds to an action skill.
  • the plurality of first provision buttons 801A are images that assist the action skill provision operation instructing the provision of the action skill corresponding to each. As an example, by tapping the portion where the first provide button 801A is displayed, an action skill providing operation for instructing the provision of the action skill corresponding to the first provided button 801A can be performed.
  • the gift windows 800A, 800B may each include a plurality of second provided buttons 801B.
  • Each of the plurality of second provided buttons 801B corresponds to a passive skill.
  • the plurality of second provided buttons 801B are images that assist the passive skill providing operation instructing the provision of the corresponding passive skills. As an example, by tapping the portion where the second provided button 801B is displayed, a passive skill providing operation for instructing the provision of the passive skill corresponding to the second provided button 801B can be performed.
  • the gift windows 800A and 800B include a display field for valuable data to be consumed in exchange for skill provision.
  • the gift windows 800A, 800B include a display field 803 for information related to skill provision.
  • the information that can be displayed in the display field 803 includes the remaining time until the skill can be provided next, and the remaining number of times of provision up to the maximum number of receptions.
  • the first gift window 800A is displayed when the skill providing operation is being accepted.
  • the second gift window 800B is displayed when the skill providing operation is not accepted.
  • the gift windows 800A and 800B are images different from each other.
  • the gift windows 800A and 800B have different character data, backgrounds, and the like.
  • the display of the second gift window 800B is an example of notification that the skill providing operation is not accepted.
  • step S310 the processor 110 of the viewing terminal 100B starts accepting the skill providing operation as the viewing module 101C.
  • the processor 110 starts accepting the action skill providing operation and the passive skill providing operation.
  • the processor 110 of the viewing terminal 100B displays the first gift window 800A on the monitor 166 when the skill providing operation is accepted and the window display operation is accepted.
  • step S315 the processor 110 of the viewing terminal 100B ends the acceptance of the skill providing operation as the viewing module 101C.
  • the processor 110 ends the acceptance of the action skill providing operation and the passive skill providing operation.
  • the processor 110 of the viewing terminal 100B displays the second gift window 800B on the monitor 166 when the skill providing operation is not accepted and the window display operation is accepted.
  • step S317 described above the processor 110 of the distribution terminal 100A displays the provision notification window 810 on the monitor 166 as the rendering module 104.
  • the provision notification window 810 when the viewing user provided the skill of "attack magic fireball”, the action skill “fireball” arrived from the viewer user B! Character data can be displayed.
  • step S331 the processor 110 of the distribution terminal 100A displays the skill object 811 indicating the provided skill on the monitor 166 as the rendering module 104.
  • step S331 the processor 110 displays the action skill object 811A corresponding to the provided action skill on the monitor 166.
  • the action skill object 811A1 indicating the "attack magic fireball” may be displayed on the monitor 166 as the action skill object 811A.
  • the action skill object 811A2 indicating “single healing of recovery magic” may be displayed on the monitor 166 as the action skill object 811A.
  • the distribution user can use the "attack magic fireball” by tapping the action skill object 811A1 to exert the activation effect of the action skill.
  • the processor 210 of the server 200 exerts the effect of activating the action skill in the game space as the game module 201A.
  • the activation effect of the "attack magic fireball” is exerted, the appearance of the enemy avatar 80B being wrapped in the flame 820 can be displayed on the monitor 166.
  • step S338 described above the processor 110 of the distribution terminal 100A displays the action skill object 811B on the monitor 166 as the rendering module 104.
  • the action skill object 811B1 indicating the "attack magic fireball” may be displayed on the monitor 166 as the action skill object 811B.
  • step S351 described above the processor 110 of the distribution terminal 100A displays the provision notification window 810 on the monitor 166 as the rendering module 104.
  • the provision notification window 810 when the viewing user provided the skill of "attack power up”, the passive skill “attack power up” arrived from the viewer user B! Character data can be displayed.
  • step S351 described above the processor 110 of the distribution terminal 100A displays the passive skill object 811C indicating the provided passive skill on the monitor 166 as the rendering module 104.
  • the passive skill object 811C1 indicating “attack power up” may be displayed on the monitor 166 as the passive skill object 811C.
  • step S353 described above the processor 210 of the server 200 exerts the effect of improving the passive skill in the game space as the game module 201A.
  • the effect of improving the passive skill "attack power up" is exerted, the appearance of the distribution user's avatar 80A being wrapped in the effect 821 can be displayed on the monitor 166.
  • the viewing user can provide the distribution user with the skill as a support.
  • the skill is continuously effective in the gameplay of the distribution user. That is, the viewing user may feel that he / she was able to provide sufficient support to the distribution user. Therefore, it is possible to suppress a decrease in the enjoyment of supporting the distribution user.
  • the action skill can be reused when the reuse condition is satisfied after the activation effect is temporarily exerted by using the skill. That is, the activation effect of the action skill can be exerted multiple times. Therefore, the viewing user can easily feel that he / she was able to provide sufficient support to the distribution user when the action skill is provided.
  • the viewing user can provide the skill to the distribution user again when a predetermined time has elapsed from the provision of the skill after the skill is provided to the distribution user. Therefore, the viewing user can easily feel that the distribution user has been provided with sufficient support.
  • the maximum number of receptions is determined according to the viewing information regarding the viewing user. Therefore, viewing by the viewing user can be promoted.
  • a viewing user who has performed a specific action may be able to provide a skill to a distribution user. As an example, a particular action involves cheering for a distribution user.
  • the second gift window 800B in the second viewing screen 60B may further include the cheering icon 805.
  • the first gift window 800A can be displayed by tapping the support icon 805.
  • the cheering object 825 can be displayed on the monitor 166 by the viewing user performing the cheering operation.
  • step S400 the processor 110 of the viewing terminal 100B starts accepting the cheering operation instructing the cheering of the distribution user as the viewing module 101C.
  • step S401 when the processor 110 of the viewing terminal 100B accepts the cheering operation, the viewing module 101C transmits the cheering information to the server 200.
  • step S402 the processor 210 of the server 200 receives the support information as the distribution module 201B.
  • step S403 the processor 210 of the server 200 transmits a display request for the support object to the distribution terminal 100A as the game module 201A.
  • the processor 210 of the server 200 executes step S405 when ending step S403.
  • step S404 the processor 110 of the distribution terminal 100A receives the display request of the support object as the game module 101A.
  • the processor 110 of the distribution terminal 100A displays the support object 825 on the monitor 166 as the rendering module 104.
  • step S405 the processor 210 of the server 200 transmits the skill provision acceptance notification to the viewing terminal 100B as the distribution module 201B.
  • step S406 the processor 110 of the viewing terminal 100B receives the skill provision acceptance notification as the viewing module 101C.
  • step S406 the processor 110 of the viewing terminal 100B starts accepting the skill providing operation as the viewing module 101C.
  • step S406 the processor 110 of the viewing terminal 100B displays the first gift window 800A on the monitor 166 instead of the second gift window 800B as the rendering module 104.
  • a specific action is to support a distribution user. Therefore, it is easy to obtain a sense of unity between the distribution user and the viewing user.
  • the type of the skill may be determined by lottery.
  • the gift windows 800A and 800B in the second viewing screen 60B may further include one or more third provided buttons 801C.
  • a lottery operation for instructing the distribution user to determine the skill to be provided by lottery can be performed.
  • a skill lottery is executed by tapping the third offer button 801C, and the offer button 801 indicating the skill determined in the offer skill lottery is displayed on the monitor 166.
  • the first provision button 801A is displayed on the monitor 166.
  • the second provided button 801B is displayed on the monitor 166.
  • the content including the game play in the second part is distributed from the distribution terminal 100A to the viewing terminal 100B.
  • the second battle screen 50B is displayed on the monitor 166 of the distribution terminal 100A.
  • the second viewing screen 60B is displayed on the monitor 166 of the viewing terminal 100B.
  • step S500 the processor 110 of the viewing terminal 100B starts accepting the lottery operation as the viewing module 101C when the reception notification of skill provision is received. That is, for example, the lottery operation is accepted when the skill providing operation is accepted. The lottery operation is also an operation instructing the execution of the skill lottery.
  • step S500 when the processor 110 of the viewing terminal 100B accepts the window display operation, the processor 110 displays the first gift window 800A including the third provided button 801C on the monitor 166 as the rendering module 104.
  • step S501 when the processor 110 of the viewing terminal 100B accepts the lottery operation, the viewing module 101C transmits a skill lottery request to the server 200.
  • step S502 the processor 210 of the server 200 receives the skill lottery request as the distribution module 201B.
  • step S502 the processor 210 of the server 200 executes a skill lottery as the game module 201A to determine the skill.
  • step S503 the processor 210 of the server 200 transmits the skill lottery result to the viewing terminal 100B as the distribution module 201B.
  • the skill lottery result may include information indicating the type of skill determined by the lottery.
  • step S504 the processor 110 of the viewing terminal 100B receives the skill lottery result as the viewing module 101C.
  • step S504 when the skill indicated by the skill lottery result is an action skill, the processor 110 of the viewing terminal 100B provides a first gift window 800A including a first providing button 801A indicating the action skill as a rendering module 104. It is displayed on the monitor 166.
  • step S504 when the skill indicated by the skill lottery result is a passive skill, the processor 110 of the viewing terminal 100B provides a first gift window 800A including a second providing button 801B indicating the passive skill as the rendering module 104. It is displayed on the monitor 166.
  • the effect of the third embodiment will be described. (3-1)
  • the skill to be provided to the distribution user is determined by the skill lottery. Therefore, it is possible to change the content of skill provision by the viewing user and the content of the content distributed by the distribution user.
  • the improvement effect of the passive skill is not exerted by the skill provision as a trigger.
  • a skill use operation for instructing the use of the passive skill can be performed.
  • the display of the passive skill object 811C ends.
  • the passive skill object 811D may be displayed when the passive skill object 811C is tapped.
  • passive skill objects 811C, 811D showing the same passive skill include the same symbol.
  • the passive skill objects 811C and 811D showing the same passive skill are different in part or all of the part other than the symbol (for example, the background).
  • the passive skill object 811D shows that the corresponding passive skill improvement effect is exhibited.
  • the distribution terminal 100A receives the passive skill provision notification as the provision skill from the server 200.
  • the processor 210 of the server 200 executes step S600 when the passive skill provision notification is transmitted to the distribution terminal 100A.
  • step S600 the processor 210 of the server 200 transmits a display start request for the skill object to the distribution terminal 100A as the game module 201A.
  • step S601 the processor 110 of the distribution terminal 100A receives the display start request of the skill object as the game module 101A. In step S601, the processor 110 displays the passive skill object 811C indicating the provided passive skill on the monitor 166 as the rendering module 104.
  • step S602 the processor 110 of the distribution terminal 100A accepts the skill use operation as the game module 101A. That is, the processor 110 accepts the skill use operation instructing the use of the passive skill provided by the distribution user as the game module 101A.
  • step S603 when the processor 110 of the distribution terminal 100A accepts the skill use operation, the skill use request is transmitted to the server 200 as the game module 101A.
  • step S604 the processor 210 of the server 200 receives the skill use request as the game module 201A.
  • the processor 210 exerts the effect of the type of skill according to the skill use request.
  • step S605 the processor 210 of the server 200 transmits the skill use notification to the distribution terminal 100A as the game module 201A. That is, the processor 210 notifies the distribution terminal 100A that the effect of the passive skill for which the skill use is requested is exhibited.
  • processor 210 executes step S607.
  • step S606 the processor 110 of the distribution terminal 100A receives the skill use notification as the game module 101A.
  • step S607 the processor 210 of the server 200 transmits the display end request of the skill object to the distribution terminal 100A as the game module 201A.
  • step S608 the processor 110 of the distribution terminal 100A receives the skill object display end request as the game module 101A. In step S608, the processor 110 ends the display of the skill object indicating the provided skill as the rendering module 104.
  • the effect of the fourth embodiment will be described. (4-1)
  • the display of the passive skill object 811C ends by using the passive skill.
  • the effect of improving the passive skill is exhibited until the end condition is satisfied and the process of step S373 is executed. Therefore, it is possible to suppress a decrease in the enjoyment of supporting the distribution user.
  • -Skills may be in the form of items in appearance, as long as they can exert an improvement effect that improves the avatar's ability or an acquisition effect that newly acquires an ability that the avatar does not have.
  • armor items such as armor and helmets can be equipped on an avatar to continuously improve the avatar's defenses.
  • weapon items such as swords and spears can be equipped on an avatar to continuously improve the attack power of the avatar.
  • weapon items such as magic scrolls and magic wands can be equipped on an avatar to allow the avatar to acquire feats such as attack magic.
  • medicinal herbs and potions have the effect of altering the passive performance of the avatar (for example, they do not poison, the fire does not work, etc.), and food and drink items such as fruits have the action performance of the avatar.
  • Has the effect of altering for example, double jumping, dashing, etc.
  • tool items such as ropes and ladders have the effect of improving the movement performance of avatars (continuously on terrain of a specific height).
  • You will be able to command creature items such as horses and eggs to pets that the avatar holds and keeps, as well as pets that are acting together during gameplay. It has the effect of acquiring some skill (special skill).
  • the specific action in the third embodiment may be to consume the in-game currency.
  • the distribution terminal 100A, the viewing terminal 100B, and the general terminal 100C may be realized as computers having different configurations from each other.
  • the processor 110 of the server 200 may be configured as the distribution module 201B to generate a play video of the game according to the received play information and distribute it by streaming.
  • the processor 110 of the viewing terminal 100B may display the play video of the game to be streamed as the viewing module 101C in the viewing window 601.
  • the content may include the voice of the distribution user.
  • the processor 110 of the distribution terminal 100A converts the audio signal received from the microphone 160 into audio data as the distribution module 101B, and transmits the audio data to the server 200.
  • the processor 210 of the server 200 as the distribution module 201B, generates distribution information according to the received voice data.
  • the processor 110 of the viewing terminal 100B outputs audio according to the distribution information from the speaker 162 as the viewing module 101C.
  • the content may include character data.
  • the processor 110 of the distribution terminal 100A receives the input operation of the character data as the distribution module 101B, the processor 110 transmits the character data instructed by the input operation to the server 200.
  • the processor 210 of the server 200 transmits the received character data to the viewing terminal 100B as the distribution module 201B.
  • the processor 110 of the viewing terminal 100B displays the received character data on the monitor 166 as the viewing module 101C.
  • One or more modules included in the control modules 101 and 201 may be realized by circuits such as ASIC, PLD, FPGA, and MCU.
  • One or more modules included in the control modules 101 and 201 may be realized by software using a processor.
  • a computer equipped with at least one of the control modules 101, 201 includes a processor, memory, and storage. The above program and various data are recorded in the storage so that the processor can read them. The program is expanded in memory. Then, when the processor reads the program from the storage and executes it, the operation of the present disclosure is realized.
  • the storage can be realized as a non-volatile storage device as described above.
  • the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program.
  • a transmission medium such as a magnetic disk (floppy (registered trademark) disk, hard disk, etc.), optical disk (CD-ROM, DVD, MO, etc.), semiconductor memory (ROM, RAM, flash memory, etc.). good.
  • the present disclosure includes the following examples. Reference numerals have been added to the components of the embodiments not for limitation but as an aid to understanding.
  • (Appendix 1) The computer (200) is generated with distribution data according to the game play of the first user using the first terminal (100A) (step S108), and the generated distribution data is generated by the second user.
  • This is a request for providing a skill for improving the ability of the character operated by the first user or newly acquiring the ability not possessed by the character, and the first is in response to the operation of the second user.
  • Appendix 2 The computer (200) is used with the provided skill, and the effect of the provided skill is exerted in the game play of the first user (S332, S336, S352), and the effect of the provided skill is exhibited.
  • the computer (200) may be further executed to determine one or more skills by lottery (S502) so that the provided skills can be used in the game play of the first user.
  • the program according to any one of Supplementary note 1 to Supplementary note 5, wherein the skill determined by the lottery can be used as the provided skill in the game play of the first user.
  • the computer (200) is further executed (S501) to receive the lottery request transmitted from the second terminal (100B) in response to the operation of the second user, and the lottery 1 Addendum 6 to determine the above skills when the lottery request is received and when the viewing time of the game play by the second user has reached a predetermined time.
  • the computer (200) is further executed to transmit (S322) a reception notification notifying that the provision request is accepted to the second terminal (100B), and the reception notification is transmitted to the second terminal.
  • Any of Appendix 1 to Appendix 7, which causes the transmission to (100B) to be executed when a predetermined time has elapsed after the provided skill can be used in the game play of the first user.
  • the computer (200) receives a specific request transmitted from the second terminal (100B) in response to an operation for the second user to perform a specific action (S401).
  • the program according to any one of Supplementary note 1 to Supplementary note 8, which is executed when the specific request is received so that the provided skill can be used in the game play of the first user. ..
  • the computer (200) further executes the determination (S302) of determining the maximum number of times according to the viewing information regarding the second user who views the game play of the first user.
  • a storage device (230) that stores the program according to any one of Supplementary note 1 to Supplementary note 11 and a processor (210) that executes a program stored in the storage device (230) are provided.
  • Computer (200)
  • (Appendix 13) A system including the computer (200) according to the appendix 12.
  • the computer (200) generates distribution data according to the game play of the first user using the first terminal (100A) (step S108), and the second user generates the generated distribution data.
  • This is a request for providing a skill for improving the ability possessed by the character operated by the first user or newly acquiring the ability not possessed by the character, and the first user responds to the operation of the second user.
  • Distribution icon 480 ... Distribution panel 601 ... Viewing window 602 ... Present button 604 ... Chat window 605 ... Button 701 ... Avatar window 800 ... Gift window 800A ... First gift window 800B ... Second gift window 801 ... Offer button 801A ... First offer button 801 B ... Second offer button 801C ... Third Provide button 803 ... Display column 805 ... Support icon 810 ... Provide notification window 811 ... Skill object 811A ... Action skill object 811B ... Action skill object 811C ... Passive skill object 811D ... Passive skill object 820 ... Flame 821 ... Effect 825 ... Support object

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
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  • Information Transfer Between Computers (AREA)

Abstract

La présente invention provoque l'exécution de : la génération de données de distribution en fonction d'une session de jeu d'un utilisateur de distribution ; la transmission des données de distribution générées à un terminal de visualisation utilisé par un utilisateur de visualisation de telle sorte que la session de jeu de l'utilisateur de distribution peut être visualisée à l'aide du terminal de visualisation ; la réception d'une requête de fourniture transmise par le terminal de visualisation conformément à une opération par l'utilisateur de visualisation, la requête de fourniture concernant une compétence pour améliorer la capacité d'un personnage manipulé par l'utilisateur de distribution ou étant destinée à capturer nouvellement une capacité que le personnage n'a pas (S312) ; et l'activation de l'utilisation, dans la session de jeu de l'utilisateur de distribution, d'une compétence fournie qui est une compétence correspondant à la requête de fourniture reçue.
PCT/JP2021/044005 2020-12-18 2021-12-01 Programme, ordinateur, système, et procédé WO2022130972A1 (fr)

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JP2020210511A JP7513516B2 (ja) 2020-12-18 プログラム、ゲームシステム

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017006618A (ja) * 2015-10-20 2017-01-12 株式会社コロプラ ゲームサーバおよびゲームプログラム。
JP2018171283A (ja) * 2017-03-31 2018-11-08 株式会社バンダイナムコエンターテインメント コンピュータシステム及びゲームシステム
JP2020044136A (ja) * 2018-09-19 2020-03-26 株式会社コロプラ 視聴プログラム、配信プログラム、視聴プログラムを実行する方法、配信プログラムを実行する方法、情報処理装置、および情報処理システム

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017006618A (ja) * 2015-10-20 2017-01-12 株式会社コロプラ ゲームサーバおよびゲームプログラム。
JP2018171283A (ja) * 2017-03-31 2018-11-08 株式会社バンダイナムコエンターテインメント コンピュータシステム及びゲームシステム
JP2020044136A (ja) * 2018-09-19 2020-03-26 株式会社コロプラ 視聴プログラム、配信プログラム、視聴プログラムを実行する方法、配信プログラムを実行する方法、情報処理装置、および情報処理システム

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