WO2022137522A1 - Game method, computer system, computer-readable medium, and information terminal device - Google Patents

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

Info

Publication number
WO2022137522A1
WO2022137522A1 PCT/JP2020/048797 JP2020048797W WO2022137522A1 WO 2022137522 A1 WO2022137522 A1 WO 2022137522A1 JP 2020048797 W JP2020048797 W JP 2020048797W WO 2022137522 A1 WO2022137522 A1 WO 2022137522A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
user
information
screen
image
Prior art date
Application number
PCT/JP2020/048797
Other languages
French (fr)
Japanese (ja)
Inventor
潤哉 福重
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
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Priority to PCT/JP2020/048797 priority Critical patent/WO2022137522A1/en
Priority to JP2022570962A priority patent/JPWO2022137522A1/ja
Publication of WO2022137522A1 publication Critical patent/WO2022137522A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/802D [Two Dimensional] animation, e.g. using sprites
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/85Assembly of content; Generation of multimedia applications
    • H04N21/854Content authoring

Definitions

  • This disclosure relates to game methods, computer systems, computer readable media, and information terminal devices.
  • Patent Document 1 describes an information processing system that distributes a live video to a viewing terminal.
  • the present disclosure has been devised in view of such circumstances, the purpose of which is to provide game methods, computer systems, computer readable media, and information terminal devices that can enhance the taste of games. be.
  • the second step to be displayed on the display unit and the character selected from the plurality of second characters according to the input operation from the user to the input unit are set in the virtual space as sub-characters operated by the user.
  • the plurality of types of characters have different actions that can occur in the participating game, including the third step of arranging the characters so that they can participate in the game, and the game is arranged in the virtual space.
  • the degree of advantage for the distributor in the progress of the game is different, and the method further comprises the post-end in the second progress period after the end of the first progress period.
  • a fourth step of transmitting a request for viewing the game again, and a fifth step of displaying the image of the game on the display unit based on the display data received again from the server in response to the request. Provides methods, including steps and.
  • a first information terminal device comprising a first processor, a first memory, a first input unit, and a first display unit
  • the first processor is used in real time.
  • the first step group executed in one progress period, among a plurality of types of characters, a first character operated by a distributor and a plurality of second characters not operated by the distributor are virtual.
  • the virtual space is based on the first step of receiving display data from the server for making it possible to display the video of the game arranged in the space and progressing, and the display data received by the first step.
  • the action is different, and the game has a second step group and a second step group in which the degree of advantage for the distributor in the progress of the game differs depending on the number of the second characters arranged in the virtual space.
  • the second step group executed by the second processor of the second information terminal device, and the delivered game is viewed in the second progress period progressing after the execution of the first step group.
  • a method including a second step group including a sixth step of displaying a delivered game image on the second display unit.
  • FIG. 1 It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. It is a figure which shows a specific example of moving image play. It is a figure which shows the other specific example of moving image play.
  • (A) is a diagram showing an example of a game video displayed on a user terminal
  • (B) is a diagram showing another example of a game video displayed on the user terminal
  • (C) is a diagram showing another example of the game video displayed on the user terminal.
  • (D) is the figure which shows the other example of the game image displayed on a user terminal. It is a figure which shows an example of the area arranged around an enemy object.
  • An example of the data structure of the user behavior history information according to a certain embodiment is shown.
  • An example of the data structure of the game information according to a certain embodiment is shown.
  • the system according to the present disclosure is a system for providing a game to a plurality of users.
  • the system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description is not repeated.
  • FIG. 1 is a diagram showing an outline of the system 1 according to the present embodiment.
  • the system 1 includes a plurality of user terminals 100 (computers), a server 200, a game play terminal 300 (external device, a second external device), and a distribution terminal 400 (external, first external device).
  • FIG. 1 describes user terminals 100A to 100C, in other words, three user terminals 100 as an example of a plurality of user terminals 100, but the number of user terminals 100 is not limited to the illustrated example. .. Further, in the present embodiment, when it is not necessary to distinguish the user terminals 100A to C, it is described as "user terminal 100".
  • the user terminal 100, the game play terminal 300, and the distribution terminal 400 are connected to the server 200 via the network 2.
  • the network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
  • the game As an example of the game provided by the system 1 (hereinafter referred to as the game), a game mainly played by the user of the game play terminal 300 will be described.
  • the user of the game play terminal 300 is referred to as a "player".
  • the player advances the game by operating the characters appearing in the game.
  • the user of the user terminal 100 plays a role of supporting the progress of the game by the player. Details of this game will be described later.
  • the game provided by the system 1 may be a game in which a plurality of users participate, and is not limited to this example.
  • Gameplay terminal 300 The game play terminal 300 advances the game in response to an input operation by the player. Further, the game play terminal 300 sequentially distributes information generated by the player's game play (hereinafter, game progress information) to the server 200 in real time.
  • game progress information information generated by the player's game play
  • the server 200 transmits the game progress information (second data) received in real time from the game play terminal 300 to the user terminal 100. Further, the server 200 mediates the transmission / reception of various information between the user terminal 100, the game play terminal 300, and the distribution terminal 400.
  • the distribution terminal 400 generates operation instruction data (first data) in response to an input operation by the user of the distribution terminal 400, and distributes the operation instruction data to the user terminal 100 via the server 200.
  • the operation instruction data is data for playing a moving image on the user terminal 100, and specifically, is data for operating a character appearing in the moving image.
  • the game play terminal 300 and the distribution terminal 400 are separate devices.
  • the game play terminal 300 and the distribution terminal 400 may be an integrated device.
  • the user of the distribution terminal 400 is a player of this game.
  • the moving image played on the user terminal 100 based on the operation instruction data is a moving image in which the character operated by the player in the game operates. "Movement" is to move at least a part of the character's body, including utterances. Therefore, the motion instruction data according to the present embodiment includes, for example, voice data for causing the character to speak and motion data for moving the character's body.
  • the operation instruction data is transmitted to the user terminal 100 after the end of this game.
  • the details of the operation instruction data and the moving image played based on the operation instruction data will be described later.
  • the user terminal 100 receives game progress information in real time, and uses the information to generate and display a game screen. In other words, the user terminal 100 reproduces the game screen of the game being played by the player by real-time rendering. As a result, the user of the user terminal 100 can visually recognize the same game screen as the game screen that the player is visually recognizing while playing the game at substantially the same timing as the player.
  • the user terminal 100 generates information for supporting the progress of the game by the player in response to the input operation by the user, and transmits the information to the game play terminal 300 via the server 200. Details of the information will be described later.
  • the user terminal 100 receives the operation instruction data from the distribution terminal 400, and generates and reproduces a moving image (video) using the operation instruction data. In other words, the user terminal 100 renders and reproduces the operation instruction data.
  • FIG. 2 is a diagram showing a hardware configuration of the user terminal 100.
  • FIG. 3 is a diagram showing a hardware configuration of the server 200.
  • FIG. 4 is a diagram showing a hardware configuration of the game play terminal 300.
  • FIG. 5 is a diagram showing a hardware configuration of the distribution terminal 400.
  • the user terminal 100 is not limited to the smartphone.
  • the user terminal 100 may be realized as a feature phone, a tablet computer, a laptop computer (so-called notebook computer), a desktop computer, or the like.
  • the user terminal 100 may be a game device suitable for game play.
  • the user terminal 100 measures the processor 10, the memory 11, the storage 12, the communication interface (IF) 13, the input / output IF 14, the touch screen 15 (display unit), the camera 17, and the like.
  • a distance sensor 18 is provided. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus.
  • the user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
  • the user terminal 100 may be configured to be communicable with one or more controllers 1020.
  • the controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark).
  • the controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100.
  • the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
  • the controller 1020 may have the camera 17 and the distance measuring sensor 18.
  • the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game.
  • the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
  • each user terminal 100 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with.
  • each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • the user terminal 100 When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the
  • the user terminal 100 may communicate with the server 200.
  • information indicating a play result such as a result or a win or loss in a certain game may be associated with user identification information and transmitted to the server 200.
  • the controller 1020 may be configured to be detachable from the user terminal 100.
  • a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100.
  • the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded on the storage medium 1030.
  • the program recorded on the storage medium 1030 is, for example, a game program.
  • the user terminal 100 may store the game program acquired by communicating with an external device such as the server 200 in the memory 11 of the user terminal 100, or may store the game program acquired by reading from the storage medium 1030 in the memory 11. You may memorize it in.
  • the user terminal 100 includes a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18 as an example of a mechanism for inputting information to the user terminal 100.
  • a communication IF 13 an input / output IF 14
  • a touch screen 15 a camera 17, and a distance measuring sensor 18
  • an input mechanism can be regarded as an operation part configured to accept a user's input operation.
  • the operation unit when the operation unit is configured by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and performs an input operation from the detection result of the object. Identify.
  • a user's hand as an object 1010, a marker having a predetermined shape, or the like is detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as a detection result.
  • the user terminal 100 inputs a gesture (a series of movements of the user's hand) detected based on the captured image. Specify and accept as.
  • the captured image may be a still image or a moving image.
  • the user terminal 100 identifies and accepts the user's operation performed on the input unit 151 of the touch screen 15 as the user's input operation.
  • the operation unit is configured by the communication IF 13
  • the user terminal 100 identifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as an input operation of the user.
  • a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF14 is specified as an input operation of the user and received.
  • the server 200 may be a general-purpose computer such as a workstation or a personal computer.
  • the server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These configurations of the server 200 are electrically connected to each other by a communication bus.
  • Gameplay terminal 300 may be a general-purpose computer such as a personal computer.
  • the game play terminal 300 includes a processor 30, a memory 31, a storage 32, a communication IF 33, and an input / output IF 34. These configurations of the gameplay terminal 300 are electrically connected to each other by a communication bus.
  • the game play terminal 300 is included in the HMD (Head Mounted Display) set 1000 as an example. That is, it can be expressed that the HMD set 1000 is included in the system 1, and the player can also express that the game is played using the HMD set 1000.
  • the device for the player to play the game is not limited to the HMD set 1000.
  • the device may be any device that allows the player to experience the game virtually.
  • the device may be realized as a smartphone, a feature phone, a tablet computer, a laptop computer (so-called laptop computer), a desktop computer, or the like.
  • the device may be a game device suitable for game play.
  • the HMD set 1000 includes a game play terminal 300, an HMD 500, an HMD sensor 510, a motion sensor 520, a display 530, and a controller 540.
  • the HMD 500 includes a monitor 51, a gaze sensor 52, a first camera 53, a second camera 54, a microphone 55, and a speaker 56.
  • the controller 540 may include a motion sensor 520.
  • the HMD 500 is mounted on the player's head and may provide the player with a virtual space during operation. More specifically, the HMD 500 displays an image for the right eye and an image for the left eye on the monitor 51, respectively. When each eye of the player visually recognizes the respective image, the player can recognize the image as a three-dimensional image based on the parallax of both eyes.
  • the HMD 500 may include either a so-called head-mounted display provided with a monitor and a head-mounted device to which a terminal having a monitor such as a smartphone can be attached.
  • the monitor 51 is realized as, for example, a non-transparent display device.
  • the monitor 51 is arranged on the main body of the HMD 500 so as to be located in front of both eyes of the player. Therefore, the player can immerse himself in the virtual space when he / she visually recognizes the three-dimensional image displayed on the monitor 51.
  • the virtual space includes, for example, a background, a player-operable object, and a player-selectable menu image.
  • the monitor 51 can be realized as a liquid crystal monitor or an organic EL (Electro Luminescence) monitor included in a so-called smartphone or other information display terminal.
  • the monitor 51 can be realized as a transmissive display device.
  • the HMD 500 may be an open type such as a glasses type, not a closed type that covers the player's eyes as shown in FIG.
  • the transmissive monitor 51 may be temporarily configured as a non-transparent display device by adjusting its transmittance.
  • the monitor 51 may include a configuration that simultaneously displays a part of the image constituting the virtual space and the real space.
  • the monitor 51 may display an image of the real space taken by the camera mounted on the HMD 500, or may make the real space visible by setting a part of the transmittance to be high.
  • the monitor 51 may include a sub monitor for displaying an image for the right eye and a sub monitor for displaying an image for the left eye.
  • the monitor 51 may be configured to display the image for the right eye and the image for the left eye as a unit.
  • the monitor 51 includes a high-speed shutter. The high-speed shutter operates so that the image for the right eye and the image for the left eye can be alternately displayed so that the image is recognized by only one of the eyes.
  • the HMD 500 includes a plurality of light sources (not shown). Each light source is realized by, for example, an LED (Light Emitting Diode) that emits infrared rays.
  • the HMD sensor 510 has a position tracking function for detecting the movement of the HMD 500. More specifically, the HMD sensor 510 reads a plurality of infrared rays emitted by the HMD 500 and detects the position and inclination of the HMD 500 in the real space.
  • the HMD sensor 510 may be realized by a camera.
  • the HMD sensor 510 can detect the position and tilt of the HMD 500 by executing the image analysis process using the image information of the HMD 500 output from the camera.
  • the HMD 500 may include a sensor (not shown) as a position detector in place of the HMD sensor 510 or in addition to the HMD sensor 510.
  • the HMD 500 can use the sensor to detect the position and tilt of the HMD 500 itself.
  • the sensor is an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor
  • the HMD 500 may use any of these sensors instead of the HMD sensor 510 to detect its position and tilt.
  • the angular velocity sensor detects the angular velocity around the three axes of the HMD 500 in real space over time.
  • the HMD 500 calculates the temporal change of the angle around the three axes of the HMD 500 based on each angular velocity, and further calculates the inclination of the HMD 500 based on the temporal change of the angle.
  • the gaze sensor 52 detects the direction in which the line of sight of the player's right eye and left eye is directed. That is, the gaze sensor 52 detects the line of sight of the player. Detection of the direction of the line of sight is realized, for example, by a known eye tracking function.
  • the gaze sensor 52 is realized by a sensor having the eye tracking function.
  • the gaze sensor 52 preferably includes a sensor for the right eye and a sensor for the left eye.
  • the gaze sensor 52 may be, for example, a sensor that detects the angle of rotation of each eyeball by irradiating the player's right eye and left eye with infrared light and receiving the reflected light from the cornea and the iris with respect to the irradiation light.
  • the gaze sensor 52 can detect the line of sight of the player based on each detected rotation angle.
  • the first camera 53 photographs the lower part of the player's face. More specifically, the first camera 53 photographs the nose, mouth, and the like of the player.
  • the second camera 54 photographs the eyes and eyebrows of the player.
  • the housing on the player side of the HMD 500 is defined as the inside of the HMD 500, and the housing on the opposite side of the player of the HMD 500 is defined as the outside of the HMD 500.
  • the first camera 53 may be located outside the HMD 500 and the second camera 54 may be located inside the HMD 500.
  • the images generated by the first camera 53 and the second camera 54 are input to the game play terminal 300.
  • the first camera 53 and the second camera 54 may be realized as one camera, and the player's face may be photographed by this one camera.
  • the microphone 55 converts the player's utterance into an audio signal (electrical signal) and outputs it to the game play terminal 300.
  • the speaker 56 converts the voice signal into voice and outputs it to the player.
  • the HMD 500 may include earphones instead of the speaker 56.
  • the controller 540 is connected to the game play terminal 300 by wire or wirelessly.
  • the controller 540 receives an input of a command from the player to the game play terminal 300.
  • the controller 540 is configured to be grippable by the player.
  • the controller 540 is configured to be wearable on a player's body or a portion of clothing.
  • the controller 540 may be configured to output at least one of vibration, sound, and light based on the signal transmitted from the gameplay terminal 300.
  • the controller 540 receives from the player an operation for controlling the position and movement of an object arranged in the virtual space.
  • the controller 540 includes a plurality of light sources. Each light source is realized, for example, by an LED that emits infrared rays.
  • the HMD sensor 510 has a position tracking function. In this case, the HMD sensor 510 reads a plurality of infrared rays emitted by the controller 540 and detects the position and tilt of the controller 540 in the real space.
  • the HMD sensor 510 may be implemented by a camera. In this case, the HMD sensor 510 can detect the position and tilt of the controller 540 by executing the image analysis process using the image information of the controller 540 output from the camera.
  • the motion sensor 520 is attached to the player's hand at a certain stage and detects the movement of the player's hand. For example, the motion sensor 520 detects the rotation speed, the number of rotations, and the like of the hand. The detected signal is sent to the game play terminal 300.
  • the motion sensor 520 is provided in the controller 540, for example.
  • the motion sensor 520 is provided, for example, in a controller 540 configured to be grippable by the player.
  • the controller 540 is attached to something that does not easily fly by being attached to the player's hand, such as a glove type.
  • a sensor not attached to the player may detect the movement of the player's hand.
  • the signal of the camera that shoots the player may be input to the game play terminal 300 as a signal indicating the operation of the player.
  • the motion sensor 520 and the game play terminal 300 are wirelessly connected to each other.
  • the communication mode is not particularly limited, and for example, Bluetooth or other known communication method is used.
  • the display 530 displays an image similar to the image displayed on the monitor 51. As a result, users other than the player wearing the HMD 500 can view the same image as the player.
  • the image displayed on the display 530 does not have to be a three-dimensional image, and may be an image for the right eye or an image for the left eye. Examples of the display 530 include a liquid crystal display and an organic EL monitor.
  • the game play terminal 300 operates a character to be operated by the player based on various information acquired from each part of the HMD 500, the controller 540, and the motion sensor 520, and advances the game.
  • the "movement" here includes moving each part of the body, changing posture, changing facial expressions, moving, uttering, touching and moving objects placed in virtual space, and characters. This includes using weapons, tools, etc. to grasp. That is, in this game, when the player moves each part of the body, the character also moves each part of the body in the same manner as the player. Further, in this game, the character speaks the content spoken by the player. In other words, in this game, the character is an avatar object that behaves as a player's alter ego. As an example, at least part of the character's actions may be performed by input to the controller 540 by the player.
  • the motion sensor 520 is attached to, for example, both hands of the player, both feet of the player, the waist of the player, and the head of the player.
  • the motion sensors 520 attached to both hands of the player may be provided in the controller 540.
  • the motion sensor 520 attached to the head of the player may be provided in the HMD 500.
  • the motion sensor 520 may also be attached to the user's elbows and knees. By increasing the number of motion sensors 520 attached to the player, the movement of the player can be more accurately reflected in the character.
  • the player may wear a suit to which one or more motion sensors 520 are attached instead of attaching the motion sensor 520 to each part of the body. That is, the method of motion capture is not limited to the example using the motion sensor 520.
  • the distribution terminal 400 may be a mobile terminal such as a smartphone, a PDA (Personal Digital Assistant), or a tablet computer. Further, the distribution terminal 400 may be a so-called stationary terminal such as a desktop personal computer.
  • the distribution terminal 400 includes a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, and a touch screen 45.
  • the distribution terminal 400 may include an input / output IF 44 to which a display (display unit) configured separately from the distribution terminal 400 main body can be connected in place of or in addition to the touch screen 45.
  • Controller 1021 may have one or more physical input mechanisms such as buttons, levers, sticks, and wheels.
  • the controller 1021 transmits an output value based on an input operation input to the input mechanism by the operator of the distribution terminal 400 (player in the present embodiment) to the distribution terminal 400.
  • the controller 1021 may have various sensors such as an acceleration sensor and an angular velocity sensor, and may transmit the output values of the various sensors to the distribution terminal 400. The above output value is accepted by the distribution terminal 400 via the communication IF43.
  • the distribution terminal 400 may include a camera and a distance measuring sensor (both not shown).
  • the controller 1021 may have a camera and a distance measuring sensor.
  • the distribution terminal 400 includes a communication IF43, an input / output IF44, and a touch screen 45 as an example of a mechanism for inputting information to the distribution terminal 400.
  • a communication IF43 an input / output IF44
  • a touch screen 45 an example of a mechanism for inputting information to the distribution terminal 400.
  • Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
  • the distribution terminal 400 identifies and accepts the user's operation performed on the input unit 451 of the touch screen 45 as the user's input operation.
  • the distribution terminal 400 identifies and accepts a signal (for example, an output value) transmitted from the controller 1021 as an input operation of the user.
  • the distribution terminal 400 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF44 as a user's input operation.
  • the processors 10, 20, 30, and 40 control the overall operation of the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively.
  • Processors 10, 20, 30, and 40 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
  • Processors 10, 20, 30, and 40 read programs from storages 12, 22, 32, and 42, which will be described later, respectively. Then, the processors 10, 20, 30, and 40 expand the read programs into the memories 11, 21, 31, and 41, which will be described later, respectively.
  • Processors 10, 20, and 30 execute the expanded program.
  • the memories 11, 21, 31, and 41 are the main storage devices.
  • the memories 11, 21, 31 and 41 are composed of storage devices such as a ROM (ReadOnlyMemory) and a RAM (RandomAccessMemory).
  • the memory 11 provides a work area to the processor 10 by temporarily storing a program and various data read from the storage 12 described later by the processor 10.
  • the memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program.
  • the memory 21 provides a work area to the processor 20 by temporarily storing various programs and data read from the storage 22 described later by the processor 20.
  • the memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program.
  • the memory 31 provides a work area to the processor 30 by temporarily storing various programs and data read from the storage 32 described later by the processor 30.
  • the memory 31 also temporarily stores various data generated while the processor 30 is operating according to the program.
  • the memory 41 provides a work area to the processor 40 by temporarily storing the program and various data read from the storage 42 described later by the processor 40.
  • the memory 41 also temporarily stores various data generated while the processor 40 is operating according to the program.
  • the program executed by the processors 10 and 30 may be the game program of this game.
  • the program executed by the processor 40 may be a distribution program for realizing distribution of operation instruction data.
  • the processor 10 may further execute a viewing program for realizing the reproduction of the moving image.
  • the program executed by the processor 20 may be at least one of the above-mentioned game program, distribution program, and viewing program.
  • the processor 20 executes at least one of a game program, a distribution program, and a viewing program in response to a request from at least one of a user terminal 100, a game play terminal 300, and a distribution terminal 400.
  • the distribution program and the viewing program may be executed in parallel.
  • the game program may be a program that realizes the game by the cooperation of the user terminal 100, the server 200, and the game play terminal 300.
  • the distribution program may be a program that realizes distribution of operation instruction data by cooperation between the server 200 and the distribution terminal 400.
  • the viewing program may be a program that realizes the reproduction of the moving image by the cooperation between the user terminal 100 and the server 200.
  • Storages 12, 22, 32, 42 are auxiliary storage devices.
  • the storages 12, 22, 32, and 42 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive).
  • various data related to the game are stored in the storages 12 and 32.
  • Various data related to the distribution of the operation instruction data are stored in the storage 42.
  • various data related to the reproduction of the moving image are stored in the storage 12.
  • the storage 22 may store at least a part of various data related to the game, the distribution of the operation instruction data, and the reproduction of the moving image.
  • the communication IFs 13, 23, 33, and 43 control the transmission and reception of various data in the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively.
  • the communication IFs 13, 23, 33, and 43 are, for example, communication using a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, communication using a short-range wireless communication, or the like. Control.
  • a wireless LAN Local Area Network
  • the input / output IFs 14, 24, 34, and 44 are interfaces for the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400 to receive data input and to output data, respectively.
  • the input / output IFs 14, 24, 34, and 44 may input / output data via USB (Universal Serial Bus) or the like.
  • Input / output IFs 14, 24, 34, 44 may include physical buttons, cameras, microphones, speakers, mice, keyboards, displays, sticks, levers and the like. Further, the input / output IFs 14, 24, 34, 44 may include a connection unit for transmitting / receiving data to / from a peripheral device.
  • the touch screen 15 is an electronic component that combines an input unit 151 and a display unit 152 (display).
  • the touch screen 45 is an electronic component that combines an input unit 451 and a display unit 452.
  • the input units 151 and 451 are, for example, touch-sensitive devices, and are configured by, for example, a touch pad.
  • the display units 152 and 452 are configured by, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
  • the input units 151 and 451 detect the position where the user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and information indicating the position. It has a function to transmit as an input signal.
  • the input units 151 and 451 may include touch sensing units (not shown).
  • the touch sensing unit may adopt any method such as a capacitance method or a resistance film method.
  • the user terminal 100 and the distribution terminal 400 may be provided with one or more sensors for specifying the holding posture of the user terminal 100 and the distribution terminal 400, respectively.
  • This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like.
  • the processors 10 and 40 each specify the holding postures of the user terminal 100 and the distribution terminal 400 from the output of the sensor, and perform processing according to the holding posture. It will also be possible.
  • the processors 10 and 40 may be vertical screen displays for displaying vertically long images on the display units 152 and 452 when the user terminal 100 and the distribution terminal 400 are held vertically, respectively.
  • a horizontally long image may be displayed on the display unit as a horizontal screen display.
  • the processors 10 and 40 may be able to switch between the vertical screen display and the horizontal screen display according to the holding postures of the user terminal 100 and the distribution terminal 400, respectively.
  • FIG. 6 is a block diagram showing a functional configuration of a user terminal 100, a server 200, and an HMD set 1000 included in the system 1.
  • FIG. 7 is a block diagram showing a functional configuration of the distribution terminal 400 shown in FIG.
  • the user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound.
  • the user terminal 100 functions as a control unit 110 and a storage unit 120 in cooperation with a processor 10, a memory 11, a storage 12, a communication IF 13, an input / output IF 14, a touch screen 15, and the like.
  • the server 200 has a function of mediating the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
  • the server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
  • the HMD set 1000 (game play terminal 300) has a function as an input device for receiving input operations of a player, a function as an output device for outputting game images and sounds, and a user of game progress information via a server 200. It has a function of transmitting to the terminal 100 in real time.
  • the HMD set 1000 is a control unit 310 by the cooperation of the processor 30, the memory 31, the storage 32, the communication IF 33, the input / output IF 34, and the HMD 500, the HMD sensor 510, the motion sensor 520, the controller 540, and the like of the game play terminal 300. And functions as a storage unit 320.
  • the distribution terminal 400 has a function of generating operation instruction data and transmitting the operation instruction data to the user terminal 100 via the server 200.
  • the distribution terminal 400 functions as a control unit 410 and a storage unit 420 in cooperation with a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, a touch screen 45, and the like.
  • the storage unit 120 stores the game program 131 (program), the game information 132, and the user information 133.
  • the storage unit 220 stores the game program 231, the game information 232, the user information 233, and the user list 234.
  • the storage unit 320 stores the game program 331, the game information 332, and the user information 333.
  • the storage unit 420 stores the user list 421, the motion list 422, and the distribution program 423 (program, second program).
  • the game programs 131, 231 and 331 are game programs executed by the user terminal 100, the server 200, and the HMD set 1000, respectively. This game is realized by the cooperative operation of each device based on the game programs 131, 231 and 331.
  • the game programs 131 and 331 may be stored in the storage unit 220 and downloaded to the user terminal 100 and the HMD set 1000, respectively.
  • the user terminal 100 renders the data received from the distribution terminal 400 based on the game program 131, and reproduces the moving image.
  • the game program 131 is also a program for playing a moving image using the moving image instruction data distributed from the distribution terminal 400.
  • the program for playing the moving image may be different from the game program 131.
  • the storage unit 120 stores a program for playing the moving image separately from the game program 131.
  • the game information 132, 232, and 332 are data referred to when the user terminal 100, the server 200, and the HMD set 1000 execute the game program, respectively.
  • the user information 133, 233, and 333 are data relating to the user account of the user terminal 100.
  • the game information 232 is the game information 132 of each user terminal 100 and the game information 332 of the HMD set 1000.
  • the user information 233 is the user information of the player included in the user information 133 of each user terminal 100 and the user information 333.
  • the user information 333 is the user information 133 of each user terminal 100 and the user information of the player.
  • the user list 234 and the user list 421 are a list of users who have participated in the game.
  • the user list 234 and the user list 421 may include a list of users who participated in the most recent gameplay by the player, as well as a list of users who participated in each gameplay before the gameplay.
  • the motion list 422 is a list of a plurality of motion data created in advance.
  • the motion list 422 is, for example, a list in which motion data is associated with each of the information (for example, a motion name) that identifies each motion.
  • the distribution program 423 is a program for realizing distribution of operation instruction data for playing a moving image on the user terminal 100 to the user terminal 100.
  • the control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 mediates the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
  • the control unit 210 functions as a communication mediation unit 211, a log generation unit 212, and a list generation unit 213 according to the description of the game program 231.
  • the control unit 210 can also function as another functional block (not shown) for mediating the transmission / reception of various information related to game play and distribution of operation instruction data, and for supporting the progress of the game.
  • the communication mediation unit 211 mediates the transmission and reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. For example, the communication mediation unit 211 transmits the game progress information received from the HMD set 1000 to the user terminal 100.
  • the game progress information includes data indicating the movement of the character operated by the player, the parameters of the character, information on items and weapons possessed by the character, enemy characters, and the like.
  • the server 200 transmits the game progress information to the user terminals 100 of all the users participating in the game. In other words, the server 200 transmits common game progress information to the user terminals 100 of all users participating in the game. As a result, the game progresses in the same manner as the HMD set 1000 on each of the user terminals 100 of all the users participating in the game.
  • the communication mediation unit 211 transmits the information received from any one of the user terminals 100 to support the progress of the game by the player to the other user terminals 100 and the HMD set 1000.
  • the information may be item information indicating an item provided to the player (character), which is an item for the player to advance the game advantageously.
  • the item information includes information (user name, user ID, etc.) indicating the user who provided the item.
  • the communication mediation unit 211 may mediate the distribution of the operation instruction data from the distribution terminal 400 to the user terminal 100.
  • the log generation unit 212 generates a game progress log based on the game progress information received from the HMD set 1000.
  • the list generation unit 213 generates the user list 234 after the end of the game play. Although the details will be described later, each user in the user list 234 is associated with a tag indicating the content of the support provided by the user to the player.
  • the list generation unit 213 generates a tag based on the game progress log generated by the log generation unit 212, and associates it with the corresponding user.
  • the list generation unit 213 may associate the content of the support provided by each user to the player, which is input by the game operator or the like using a terminal device such as a personal computer, with the corresponding user as a tag. ..
  • the user terminal 100 transmits information indicating the user to the server 200 based on the user's operation. For example, the user terminal 100 transmits the user ID entered by the user to the server 200. That is, the server 200 holds information indicating each user for all the users participating in the game.
  • the list generation unit 213 may generate the user list 234 using the information.
  • the control unit 310 comprehensively controls the HMD set 1000 by executing the game program 331 stored in the storage unit 320. For example, the control unit 310 advances the game according to the game program 331 and the operation of the player. Further, the control unit 310 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 310 may send and receive information directly to and from the user terminal 100 without going through the server 200.
  • the control unit 310 has an operation reception unit 311, a display control unit 312, a UI control unit 313, an animation generation unit 314, a game progress unit 315, a virtual space control unit 316, and a reaction processing unit 317 according to the description of the game program 331. Functions as.
  • the control unit 310 can also function as another functional block (not shown) for controlling characters appearing in the game, depending on the nature of the game to be executed.
  • the operation reception unit 311 detects and accepts the input operation of the player.
  • the operation reception unit 311 receives signals input from the HMD 500, the motion sensor 520, the controller 540, etc., determines what kind of input operation has been performed, and outputs the result to each element of the control unit 310.
  • the UI control unit 313 controls a user interface (hereinafter, UI) image to be displayed on the monitor 51, the display 530, and the like.
  • UI image is a tool for the player to make an input necessary for the progress of the game to the HMD set 1000, or a tool for obtaining information output during the progress of the game from the HMD set 1000.
  • UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
  • the animation generation unit 314 generates an animation showing the motion of various objects based on the control mode of various objects.
  • the animation generation unit 314 may generate an animation or the like that expresses how an object (for example, a player's avatar object) moves, moves its mouth, or changes its facial expression as if it were there. ..
  • the game progress unit 315 progresses the game based on the game program 331, the input operation by the player, the operation of the avatar object in response to the input operation, and the like. For example, the game progress unit 315 performs a predetermined game process when the avatar object performs a predetermined operation. Further, for example, the game progress unit 315 may receive information representing a user's operation on the user terminal 100 and perform game processing based on the user's operation. Further, the game progress unit 315 generates game progress information according to the progress of the game and transmits it to the server 200. The game progress information is transmitted to the user terminal 100 via the server 200. As a result, the progress of the game in the HMD set 1000 is shared in the user terminal 100. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized.
  • the virtual space control unit 316 performs various controls related to the virtual space provided to the player according to the progress of the game. As an example, the virtual space control unit 316 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 316 arranges the virtual camera in the virtual space. Further, the virtual space control unit 316 operates various objects arranged in the virtual space according to the progress of the game. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game.
  • the display control unit 312 outputs a game screen reflecting the processing results executed by each of the above-mentioned elements to the monitor 51 and the display 530.
  • the display control unit 312 may display an image based on the field of view from the virtual camera arranged in the virtual space on the monitor 51 and the display 530 as a game screen. Further, the display control unit 312 may include the animation generated by the animation generation unit 314 in the game screen. Further, the display control unit 312 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 313 on the game screen.
  • the reaction processing unit 317 receives feedback on the reaction of the user of the user terminal 100 to the game play of the player, and outputs this to the player.
  • the user terminal 100 can create a comment (message) addressed to the avatar object based on the input operation of the user.
  • the reaction processing unit 317 receives the comment data of the comment and outputs it.
  • the reaction processing unit 317 may display the text data corresponding to the user's comment on the monitor 51 and the display 530, or may output the voice data corresponding to the user's comment from a speaker (not shown). In the former case, the reaction processing unit 317 may superimpose and draw an image corresponding to the text data (that is, an image including the content of the comment) on the game screen.
  • the control unit 110 comprehensively controls the user terminal 100 by executing the game program 131 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 131 and the user's operation. Further, the control unit 110 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 110 may send and receive information directly to and from the HMD set 1000 without going through the server 200.
  • the control unit 110 has an operation reception unit 111, a display control unit 112, a UI control unit 113, an animation generation unit 114, a game progress unit 115, a virtual space control unit 116, and a moving image playback unit 117 according to the description of the game program 131. Functions as.
  • the control unit 110 can also function as other functional blocks (not shown) for the progress of the game, depending on the nature of the game being played.
  • the operation reception unit 111 detects and accepts a user's input operation to the input unit 151.
  • the operation reception unit 111 determines what input operation has been performed from the action exerted by the user on the console via the touch screen 15 and other input / output IF 14, and outputs the result to each element of the control unit 110. do.
  • the operation receiving unit 111 receives an input operation for the input unit 151, detects the coordinates of the input position of the input operation, and specifies the type of the input operation.
  • the operation receiving unit 111 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation receiving unit 111 detects that the contact input is canceled from the touch screen 15 when the continuously detected input is interrupted.
  • the UI control unit 113 controls a UI image to be displayed on the display unit 152 in order to construct a UI according to at least one of a user's input operation and received game progress information.
  • the UI image is a tool for the user to make an input necessary for the progress of the game to the user terminal 100, or a tool for obtaining information output during the progress of the game from the user terminal 100.
  • UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
  • the animation generation unit 114 generates an animation showing the motion of various objects based on the control mode of various objects.
  • the game progress unit 115 advances the game based on the game program 131, the received game progress information, the input operation by the user, and the like.
  • the game progress unit 115 transmits information about the game process to the HMD set 1000 via the server 200.
  • the predetermined game processing is shared in the HMD set 1000.
  • the predetermined game process is, for example, a process of providing an item to the avatar object, and in this example, the information related to the game process is the item information described above.
  • the virtual space control unit 116 performs various controls related to the virtual space provided to the user according to the progress of the game.
  • the virtual space control unit 116 creates various objects and arranges them in the virtual space.
  • the virtual space control unit 116 arranges the virtual camera in the virtual space.
  • the virtual space control unit 116 operates various objects arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
  • the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
  • the display control unit 112 outputs to the display unit 152 a game screen in which the processing results executed by each of the above elements are reflected.
  • the display control unit 112 may display an image based on the field of view from the virtual camera arranged in the virtual space provided to the user on the display unit 152 as a game screen. Further, the display control unit 112 may include the animation generated by the animation generation unit 114 in the game screen. Further, the display control unit 112 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 113 on the game screen.
  • the game screen displayed on the display unit 152 is the same game screen as the game screen displayed on the other user terminal 100 and the HMD set 1000.
  • the video playback unit 117 analyzes (renders) the operation instruction data received from the distribution terminal 400 and reproduces the video.
  • the control unit 410 comprehensively controls the distribution terminal 400 by executing a program (not shown) stored in the storage unit 420. For example, the control unit 410 generates operation instruction data and distributes it to the user terminal 100 according to the operation of the program and the user (player in this embodiment) of the distribution terminal 400. Further, the control unit 410 communicates with the server 200 as necessary to send and receive information. The control unit 410 may send and receive information directly to and from the user terminal 100 without going through the server 200.
  • the control unit 410 functions as a communication control unit 411, a display control unit 412, an operation reception unit 413, a voice reception unit 414, a motion identification unit 415, and an operation instruction data generation unit 416 according to the description of the program.
  • the control unit 410 can also function as other functional blocks (not shown) for the generation and distribution of operation instruction data.
  • the communication control unit 411 controls transmission / reception of information to / from the server 200 or the user terminal 100 via the server 200.
  • the communication control unit 411 receives the user list 421 from the server 200 as an example. Further, the communication control unit 411 transmits the operation instruction data to the user terminal 100 as an example.
  • the display control unit 412 outputs various screens reflecting the processing results executed by each element to the display unit 452. As an example, the display control unit 412 displays a screen including the received user list 234. Further, as an example, the display control unit 412 displays a screen including a motion list 422 for allowing the player to select motion data for operating the avatar object included in the motion instruction data to be distributed.
  • the operation reception unit 413 detects and accepts the input operation of the player with respect to the input unit 151.
  • the operation reception unit 111 determines what kind of input operation has been performed from the action exerted by the player on the console via the touch screen 45 and other input / output IF44s, and outputs the result to each element of the control unit 410. do.
  • the operation receiving unit 413 receives an input operation for the input unit 451, detects the coordinates of the input position of the input operation, and specifies the type of the input operation.
  • the operation reception unit 413 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation reception unit 413 detects that the contact input is canceled from the touch screen 45 when the continuously detected input is interrupted.
  • the voice reception unit 414 receives the voice generated around the distribution terminal 400 and generates the voice data of the voice.
  • the voice receiving unit 414 receives the voice spoken by the player and generates voice data of the voice.
  • the motion specifying unit 415 specifies the motion data selected by the player from the motion list 422 according to the input operation of the player.
  • the operation instruction data generation unit 416 generates operation instruction data.
  • the motion instruction data generation unit 416 generates motion instruction data including the generated voice data and the specified motion data.
  • the functions of the HMD set 1000, the server 200, and the user terminal 100 shown in FIG. 6 and the functions of the distribution terminal 400 shown in FIG. 7 are merely examples.
  • Each device of the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may have at least a part of the functions of the other devices.
  • another device other than the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may be a component of the system 1, and the other device may be made to execute a part of the processing in the system 1.
  • the computer that executes the game program in the present embodiment may be any of the HMD set 1000, the server 200, the user terminal 100, the distribution terminal 400, and another device other than the HMD set 1000, or a plurality of these. It may be realized by the combination of the devices of.
  • FIG. 8 is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal 100.
  • FIG. 9 is a diagram showing a virtual space 600A provided to the player and a field of view image visually recognized by the player according to a certain embodiment.
  • FIG. 10 is a diagram showing a virtual space 600B provided to a user of a user terminal 100 and a field of view image visually recognized by the user according to a certain embodiment.
  • virtual space 600 when it is not necessary to distinguish between the virtual spaces 600A and 600B, it is described as "virtual space 600".
  • step S1 the processor 30 defines the virtual space 600A shown in FIG. 9 as the virtual space control unit 316.
  • the processor 30 defines a virtual space 600A by using virtual space data (not shown).
  • the virtual space data may be stored in the game play terminal 300, may be generated by the processor 30 based on the game program 331, or may be acquired by the processor 30 from an external device such as the server 200. May be good.
  • the virtual space 600 has an all-sky spherical structure that covers the entire 360-degree direction of the point defined as the center.
  • the celestial sphere in the upper half of the virtual space 600 is illustrated so as not to complicate the explanation.
  • step S2 the processor 30 arranges the avatar object 610 (character) in the virtual space 600A as the virtual space control unit 316.
  • the avatar object 610 is an avatar object associated with the player and operates according to the input operation of the player.
  • step S3 the processor 30 arranges other objects in the virtual space 600A as the virtual space control unit 316.
  • the processor 30 arranges the objects 631 to 634.
  • Other objects imitate, for example, character objects (so-called non-player characters, NPCs) that operate according to the game program 331, operation objects such as virtual hands, animals, plants, artificial objects, and natural objects that are arranged as the game progresses.
  • Can include objects and the like.
  • step S4 the processor 30 arranges the virtual camera 620A in the virtual space 600A as the virtual space control unit 316. As an example, the processor 30 arranges the virtual camera 620A at the position of the head of the avatar object 610.
  • step S5 the processor 30 displays the field of view image 650 on the monitor 51 and the display 530.
  • the processor 30 defines a field of view 640A, which is the field of view from the virtual camera 620A in the virtual space 600A, depending on the initial position and tilt of the virtual camera 620A.
  • the processor 30 defines the field of view image 650 corresponding to the field of view area 640A.
  • the processor 30 outputs the field of view image 650 to the monitor 51 and the display 530 to display the field of view image 650 on the HMD 500 and the display 530.
  • a part of the object 634 is included in the field of view region 640A, so that the field of view image 650 is one of the objects 634 as shown in FIG. 9B. Including the part.
  • step S6 the processor 30 transmits the initial arrangement information to the user terminal 100 via the server 200.
  • the initial placement information is information indicating the initial placement position of various objects in the virtual space 600A.
  • the initial placement information includes the avatar object 610 and the information of the initial placement positions of the objects 631 to 634.
  • the initial placement information can also be expressed as one of the game progress information.
  • step S7 the processor 30 controls the virtual camera 620A according to the movement of the HMD 500 as the virtual space control unit 316. Specifically, the processor 30 controls the orientation and tilt of the virtual camera 620A according to the movement of the HMD 500, that is, the posture of the player's head. As will be described later, when the player moves the head (changes the posture of the head), the processor 30 moves the head of the avatar object 610 in accordance with this movement. The processor 30 controls the direction and tilt of the virtual camera 620A so that the direction of the line of sight of the avatar object 610 and the direction of the line of sight of the virtual camera 620A match, for example. In step S8, the processor 30 updates the field of view image 650 in response to changes in the orientation and tilt of the virtual camera 620A.
  • step S9 the processor 30 moves the avatar object 610 as the virtual space control unit 316 according to the movement of the player.
  • the processor 30 moves the avatar object 610 in the virtual space 600A in response to the player moving in the real space.
  • the processor 30 moves the head of the avatar object 610 in the virtual space 600A in response to the player moving the head in the real space.
  • step S10 the processor 30 moves the virtual camera 620A as the virtual space control unit 316 so as to follow the avatar object 610. That is, the virtual camera 620A is always at the position of the head of the avatar object 610 even if the avatar object 610 moves.
  • the processor 30 updates the field of view image 650 according to the movement of the virtual camera 620A. That is, the processor 30 updates the view area 640A according to the posture of the player's head and the position of the virtual camera 620A in the virtual space 600A. As a result, the view image 650 is updated.
  • step S11 the processor 30 transmits the operation instruction data of the avatar object 610 to the user terminal 100 via the server 200.
  • the operation instruction data here is motion data that captures the player's motion during the virtual experience (for example, during game play), voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. Includes at least one.
  • the operation instruction data is transmitted to the user terminal 100 as, for example, game progress information.
  • steps S7 to S11 are continuously and repeatedly executed while the player is playing the game.
  • step S21 the processor 10 of the user terminal 100 of the user 3 defines the virtual space 600B shown in FIG. 10 as the virtual space control unit 116.
  • the processor 10 defines a virtual space 600B by using virtual space data (not shown).
  • the virtual space data may be stored in the user terminal 100, may be generated by the processor 10 based on the game program 131, or may be acquired by the processor 10 from an external device such as the server 200. good.
  • step S22 the processor 10 receives the initial placement information.
  • step S23 the processor 10 arranges various objects in the virtual space 600B as the virtual space control unit 116 according to the initial arrangement information.
  • the various objects are the avatar object 610 and the objects 631 to 634.
  • step S24 the processor 10 arranges the virtual camera 620B in the virtual space 600B as the virtual space control unit 116. As an example, the processor 10 arranges the virtual camera 620B at the position shown in FIG. 10 (A).
  • step S25 the processor 10 displays the field of view image 660 on the display unit 152.
  • the processor 10 defines a field of view 640B, which is the field of view from the virtual camera 620B in the virtual space 600B, according to the initial position and tilt of the virtual camera 620B. Then, the processor 10 defines the field of view image 660 corresponding to the field of view area 640B.
  • the processor 10 outputs the field of view image 660 to the display unit 152 so that the field of view image 660 is displayed on the display unit 152.
  • the field of view image 660 is the avatar object 610 as shown in FIG. 10B. And the object 631.
  • step S26 the processor 10 receives the operation instruction data.
  • step S27 the processor 10 moves the avatar object 610 in the virtual space 600B as the virtual space control unit 116 according to the operation instruction data. In other words, the processor 10 reproduces the video in which the avatar object 610 is operating by real-time rendering.
  • step S28 the processor 10 controls the virtual camera 620B as the virtual space control unit 116 according to the operation of the user accepted as the operation reception unit 111.
  • step S29 the processor 10 updates the view image 660 in response to changes in the position of the virtual camera 620B in the virtual space 600B, the orientation and tilt of the virtual camera 620B.
  • the processor 10 may automatically control the virtual camera 620B according to the movement of the avatar object 610, for example, the movement of the avatar object 610 or the change of the orientation.
  • the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the front, or change the orientation and tilt.
  • the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the rear, or change the orientation and tilt according to the movement of the avatar object 610. good.
  • the avatar object 610 operates according to the movement of the player.
  • the operation instruction data indicating this operation is transmitted to the user terminal 100.
  • the avatar object 610 operates according to the received operation instruction data.
  • the avatar object 610 performs the same operation in the virtual space 600A and the virtual space 600B.
  • the user 3 can visually recognize the operation of the avatar object 610 according to the operation of the player by using the user terminal 100.
  • FIG. 11 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of the game (this game) executed by the system 1 played by a player.
  • an avatar object 610 that operates weapons such as guns and knives and a plurality of enemy objects 671 that are NPCs appear in the virtual space 600, and the avatar object 610 battles against the enemy object 671. It is a game to let you.
  • Various game parameters such as the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, and the remaining number of the enemy object 671 are updated as the game progresses.
  • a plurality of stages are prepared in this game, and the player can clear the stage by satisfying the predetermined achievement conditions associated with each stage.
  • the predetermined achievement conditions are, for example, defeating all the enemy objects 671 that appear, defeating the boss object among the appearing enemy objects 671, acquiring a predetermined item, reaching a predetermined position, and the like. It may include the condition to be used.
  • the achievement conditions are defined in the game program 131.
  • the player clears the stage when the achievement condition is satisfied according to the content of the game, in other words, the avatar object 610 wins the enemy object 671 (avatar object 610 and enemy object 671). The victory or defeat between) is decided.
  • the game executed by the system 1 is a racing game or the like, the ranking of the avatar object 610 is determined when the condition of reaching the goal is satisfied.
  • the game progress information is live-distributed to the plurality of user terminals 100 at predetermined time intervals.
  • a field-of-view image of the field of view region defined by the virtual camera 620B corresponding to the user terminal 100 is displayed.
  • parameter images showing the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, the remaining number of the enemy object 671 and the like are displayed superimposed. ..
  • This view image can also be expressed as a game screen.
  • the game progress information includes motion data that captures the player's motion, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540.
  • These data are, that is, information for specifying the position, posture, orientation, etc. of the avatar object 610, information for specifying the position, posture, orientation, etc. of the enemy object 671, and other objects (for example, obstacle objects 672, 673).
  • This is information that identifies the position of the object.
  • the processor 10 identifies the position, posture, orientation, and the like of each object by analyzing (rendering) the game progress information.
  • the game information 132 includes data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673.
  • the processor 10 uses the data and the analysis result of the game progress information to update the position, posture, orientation, and the like of each object.
  • the game progresses, and each object in the virtual space 600B moves in the same manner as each object in the virtual space 600A.
  • each object including the avatar object 610 operates based on the game progress information regardless of whether or not the user operates the user terminal 100.
  • UI images 701 and 702 are displayed superimposed on the field of view image.
  • the UI image 701 is a UI image that accepts an operation for displaying the UI image 711 for displaying the UI image 711 from the user 3 for supporting the avatar object 610 to throw money items.
  • the UI image 702 accepts an operation for displaying a UI image (described later) on the touch screen 15 for inputting a comment for the avatar object 610 (in other words, the player 4) and receiving an operation for transmitting from the user 3. It is a UI image.
  • the operation accepted by the UI images 701 and 702 may be, for example, an operation of tapping the UI images 701 and 702.
  • the UI image 711 is displayed superimposed on the view image.
  • the UI image 711 is, for example, a UI image 711A on which a magazine icon is drawn, a UI image 711B on which an emergency box icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a UI on which a barricade icon is drawn. Includes image 711D.
  • the item input operation corresponds to, for example, an operation of tapping any UI image.
  • the UI image 711A when the UI image 711A is tapped, the number of remaining bullets of the gun used by the avatar object 610 increases.
  • the UI image 711B is tapped, the physical strength of the avatar object 610 is restored.
  • obstacle objects 672 and 673 that obstruct the movement of the enemy object 671 are placed in the virtual space. Obstacle objects 672 and 673 may be one that more obstructs the movement of enemy object 671 than the other.
  • the clothing item worn by the avatar object 610 may be changed.
  • the processor 10 transmits the item input information indicating that the item input operation has been performed to the server 200.
  • the item input information includes at least information for specifying the type of the item specified by the item input operation.
  • the item input information may include other information about the item, such as information indicating the position where the item is placed.
  • the item input information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
  • FIG. 12 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of this game, and is the figure for demonstrating the communication between a player and a user terminal 100 during a game play.
  • the user terminal 100 causes the avatar object 610 to execute the utterance 691.
  • the user terminal 100 causes the avatar object 610 to execute the utterance 691 according to the voice data included in the game progress information.
  • the content of the utterance 691 is "There is no bullet! Spoken by the player 4. That is, the content of the utterance 691 is to inform each user that the magazine is 0 and the ammunition loaded in the gun is 1, so that the means for attacking the enemy object 671 is likely to be lost.
  • a balloon is used to visually indicate the utterance of the avatar object 610, but in reality, the voice is output from the speaker of the user terminal 100.
  • the balloon shown in FIG. 12A (that is, the balloon including the text of the audio content) may be displayed in the view image. This also applies to the utterance 692 described later.
  • the user terminal 100 Upon receiving the tap operation for the UI image 702, the user terminal 100 superimposes and displays the UI images 705 and 706 (message UI) on the field of view image as shown in FIG. 12 (B).
  • the UI image 705 is a UI image that displays a comment for the avatar object 610 (in other words, the player).
  • the UI image 706 is a UI image that accepts a comment transmission operation from the user 3 in order to transmit the input comment.
  • the user terminal 100 when the user terminal 100 receives a tap operation on the UI image 705, the user terminal 100 displays a UI image imitating a keyboard (not shown, hereinafter simply referred to as "keyboard") on the touch screen 15.
  • the user terminal 100 causes the UI image 705 to display text corresponding to the user's input operation on the keyboard.
  • the text "Magazine is sent" is displayed on the UI image 705.
  • the user terminal 100 When the user terminal 100 receives a tap operation on the UI image 706 as an example after inputting text, the user terminal 100 transmits comment information including information indicating the input content (text content) and information indicating the user to the server 200. do. The comment information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
  • the UI image 703A is a UI image showing the user name of the user who sent the comment
  • the UI image 704A is a UI image showing the content of the comment sent by the user.
  • the user whose user name is "BBBBBB” uses his / her own user terminal 100 to transmit comment information having the content of "dangerous!, That is, the UI image 703A and the UI image 704A.
  • the UI image 703A and the UI image 704A are displayed on the touch screen 15 of all the user terminals 100 participating in this game and the monitor 51 of the HMD 500.
  • the UI images 703A and 704A may be one UI image. That is, one UI image may include a user name and the content of a comment.
  • the UI image 703B includes the user name "AAAAAA”, and the UI image 704B contains the comment "Magazine send! Entered in the example of FIG. 12B.
  • the user "AAAAA” further inputs a tap operation to the UI image 701, displays the UI image 711 on the touch screen 15, and inputs a tap operation to the UI image 711A. It is a later view image 611. That is, as a result of the item input information indicating the magazine being transmitted from the user terminal 100 of the user "AAAAA" to the other user terminal 100 and the HMD set 1000, the user terminal 100 and the HMD set 1000 have the effect object 674 (described later). Is arranged in the virtual space 600. As an example, the user terminal 100 and the HMD set 1000 execute the effect related to the effect object 674 and execute the process of invoking the effect of the item object after the elapsed time indicated by the item input information has elapsed.
  • the number of magazines is increased from 0 to 1 by executing the process of activating the effect of the item object.
  • the player speaks "Thank you!” To the user "AAAAAA”, and the voice data of the utterance is transmitted to each user terminal 100.
  • each user terminal 100 outputs the voice "Thank you!” As the utterance 692 of the avatar object 610.
  • communication between the user and the avatar object 610 is realized by outputting the utterance voice of the avatar object 610 based on the utterance of the player and inputting a comment by each user.
  • FIG. 13 is a flowchart showing an example of the flow of the game progress process executed by the game play terminal 300.
  • step S31 the processor 30 advances the game as the game progress unit 315 based on the game program 331 and the movement of the player.
  • step S32 the processor 30 generates game progress information and distributes it to the user terminal 100. Specifically, the processor 30 transmits the generated game progress information to each user terminal 100 via the server 200.
  • the processor 30 When the processor 30 receives the item input information in step S33 (YES in S33), the processor 30 arranges the item object in the virtual space 600A based on the item input information in step S34. As an example, the processor 30 arranges the effect object 674 in the virtual space 600A before arranging the item object (see FIG. 11C).
  • the effect object 674 may be, for example, an object imitating a present box.
  • the processor 30 may execute the effect regarding the effect object 674 after the elapsed time indicated by the item input information has elapsed.
  • the effect may be, for example, an animation in which the lid of the present box is opened. After executing the animation, the processor 30 executes a process of invoking the effect of the item object. For example, in the example of FIG. 11D, the obstacle object 673 is arranged.
  • the processor 30 may arrange an item object corresponding to the tapped UI image in the virtual space 600A. For example, when a tap operation is performed on the UI image 711A, the processor 30 arranges a magazine object indicating a magazine in the virtual space 600A after executing the animation. Further, when the tap operation is performed on the UI image 711B, the processor 30 arranges the first aid kit object indicating the first aid kit in the virtual space 600A after executing the animation.
  • the processor 30 may execute a process of invoking the effect of the magazine object or the first aid kit object when the avatar object 610 moves to the position of the magazine object or the first aid kit object, for example.
  • the processor 30 continues and repeats the processes of steps S31 to S34 until the game is completed.
  • the game ends for example, when the player inputs a predetermined input operation for ending the game (YES in step S35), the process shown in FIG. 13 ends.
  • FIG. 14 is a flowchart showing an example of the flow of the game progress process executed by the user terminal 100.
  • step S41 the processor 10 receives the game progress information.
  • step S42 the processor 10 advances the game as the game progress unit 115 based on the game progress information.
  • step S43 when the processor 10 accepts the item input operation by the user 3 (YES in step S43), in step S44, the processor 10 consumes the virtual currency and arranges the effect object 674 in the virtual space 600B.
  • the virtual currency is purchased (charged for the game) by the user 3 performing a predetermined operation on the processor 10 before or during the participation in the game. It may be present, or it may be given to the user 3 when a predetermined condition is satisfied.
  • the predetermined conditions may be those that require participation in this game, such as clearing a quest in this game, or those that do not require participation in this game, such as answering a questionnaire.
  • the amount of virtual currency (the amount of possession of virtual currency) is stored in the user terminal 100 as game information 132 as an example.
  • step S45 the processor 10 transmits the item input information to the server 200.
  • the item input information is transmitted to the game play terminal 300 via the server 200.
  • the processor 10 arranges the item object in the virtual space 600A after a predetermined time elapses after the arrangement of the effect object 674.
  • the obstacle object 673 is arranged. That is, when the user 3 inputs a tap operation to the UI image 711C, a predetermined amount of virtual currency is consumed and the obstacle object 673 is arranged.
  • the processor 10 continues and repeats the processes of steps S41 to S45 until the game is completed.
  • the game is finished, for example, when the player performs a predetermined input operation for ending the game, or when the user 3 performs a predetermined input operation for leaving the game halfway (YES in step S46). ), The process shown in FIG. 14 is completed.
  • FIG. 15 is a flowchart showing an example of the flow of the game progress process executed by the server 200.
  • step S51 the processor 20 receives the game progress information from the game play terminal 300.
  • step S52 the processor 20 updates the game progress log (hereinafter, play log) as the log generation unit 212.
  • the play log is generated by the processor 20 when the initial arrangement information is received from the game play terminal 300.
  • step S53 the processor 20 transmits the received game progress information to each user terminal 100.
  • step S54 When the item input information is received from any user terminal 100 in step S54 (YES in step S54), the processor 20 updates the play log as the log generation unit 212 in step S55. In step S56, the processor 20 transmits the received item input information to the game play terminal 300.
  • the processor 20 continues and repeats the processes of steps S51 to S56 until the game is completed.
  • the processor 20 is used as a list generation unit 213 from the play log. Generate a list of users who participated in the game (user list 234).
  • the processor 20 stores the generated user list 234 in the server 200.
  • FIG. 16 is a diagram showing a specific example of the user list 234.
  • information for example, a user name
  • the "tag” column stores information (tags) generated based on the support provided by each user to the player.
  • tags among the tags stored in the "tag” column, those without the key brackets are the information automatically generated by the processor 20, and those with the key brackets are those stored by the game operator. Information entered manually.
  • the user "AAAAAA” is associated with information such as a magazine, 10F, a boss, and "winning the boss by presenting the magazine”. This indicates that, for example, in the boss battle on the stage of 10F, the user "AAAAA” inserts a magazine, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
  • the user "BBBBBB” is associated with information such as a first aid kit, 3rd floor, Zako, and "recovery on the verge of game over”. For example, in a battle with a Zako enemy on the 3rd floor, the user “BBBB” “BBBBBB” throws in the first aid kit, and as a result, it shows that the physical strength of the avatar object 610 has recovered just before it becomes 0 (the game is over).
  • the user "CCCCC” is associated with information such as barricade, 5th floor, Zako, and "stopping two zombies with barricade”. This means that, for example, in a battle with a Zako enemy on the 5th floor, the user "CCCCC” throws in a barricade (obstacle object 672 in FIG. 11), and as a result, succeeds in stopping the two Zako enemies. Shows.
  • one support provided is associated with the user name of each user 3, but the user name of the user 3 who has performed the support a plurality of times has a tag for each of the plurality of support times. Can be associated.
  • each tag is distinguished. As a result, after the game is over, the player who refers to the user list 421 using the distribution terminal 400 can accurately grasp the content of each support.
  • FIG. 17 is a flowchart showing an example of the flow of the distribution process executed by the distribution terminal 400.
  • FIG. 18 is a diagram showing a specific example of a screen displayed on the distribution terminal 400.
  • FIG. 19 is a diagram showing another specific example of the screen displayed on the distribution terminal.
  • step S61 the processor 40 receives the first operation for displaying the list of users who have the right to receive live distribution (user list 234) as the operation reception unit 413.
  • the conditions for receiving live distribution may be set by the game master as appropriate, but at least the conditions are that the application of this game is installed and that the game is online at the time of live distribution.
  • the user who is entitled to livestream is the user who participated in the game in real time. In addition, you may add that you are a paid user for the livestreaming.
  • the consideration for receiving the live distribution may be paid by a ticket.
  • the specific user terminal 100 reserved in advance to receive live distribution at the live distribution time may be a user terminal having the right to receive live distribution.
  • the download screen 721 is a screen displayed immediately after inputting the start operation of the application for executing the distribution process shown in FIG. 17 into the distribution terminal 400.
  • the download screen 721 includes UI images 722 and 723 as an example.
  • the UI image 722 accepts an operation for downloading the user list 234, that is, the first operation.
  • the first operation may be, for example, an operation of tapping the UI image 722.
  • the UI image 723 accepts an operation for terminating the application.
  • the operation may be, for example, an operation of tapping the UI image 723.
  • the processor 40 Upon receiving the tap operation for the UI image 722, in step S62, the processor 40 acquires (receives) the user list 234 from the server 200 as the communication control unit 411. In step S63, the processor 40 causes the display unit 452 to display the user list 234 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the user list screen generated based on the user list 234.
  • the user list screen may be the user list screen 731 shown in FIG. 18B.
  • the user list screen 731 is composed of a record image corresponding to each record in the user list 234.
  • record images 732A to 732C are described as record images, but the number of record images is not limited to three. In the example of FIG.
  • the player may perform, for example, scroll the screen (eg,).
  • Scroll the screen eg, By inputting a drag operation or a flick operation) to the touch screen 45, another record image can be displayed on the display unit 452.
  • the record images 732A to 732C include user names 733A to 733C, tag information 734A to 734C, and icons 735A to 735C, respectively.
  • the user names 733A to 733C, the tag information 734A to 734C, and the icons 735A to 735C "record image 732", "user name 733", and "user name 733”, respectively. It is described as “tag information 734" and "icon 735".
  • the user name 733 is information indicating each user who participated in the game, which is stored in the "user" column in the user list 234.
  • the tag information 734 is information indicating a tag associated with each of the information indicating each user who participated in the game in the user list 234.
  • the record image 732A includes "AAAAAA” as the user name 733A. Therefore, the record image 732A includes "magazine, 10F, boss,” win the boss by presenting the magazine “" associated with "AAAAAA” in the user list 234 as the tag information 734A.
  • the icon 735 is, for example, an image preset by the user.
  • the processor 40 may store the received user list in the distribution terminal 400 (user list 421 in FIG. 7).
  • the download screen 721 may include a UI image (not shown) for displaying the user list 421 on the display unit 452.
  • the processor 40 does not download the user list 234, reads the user list 421, generates a user list screen from the user list 421, and displays the user list screen on the display unit 452. ..
  • step S64 the processor 40 receives a second operation for selecting any of the users included in the user list screen 731 as the operation receiving unit 413.
  • the second operation may be an operation of tapping any of the record images 732 on the user list screen 731.
  • the player inputs a tap operation to the record image 732A. That is, the player has selected the user "AAAAAA" as the user who distributes the operation instruction data.
  • the processor 40 Upon receiving the tap operation for the record image 732, in step S65, the processor 40 causes the display unit 452 to display the motion list 422 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the motion list screen generated based on the motion list 422.
  • the motion list screen may be the motion list screen 741 shown in FIG.
  • the motion list screen 741 is composed of a record image corresponding to each record in the motion list 422.
  • record images 742A to 742C are described as record images, but the number of record images is not limited to three. In the example of FIG.
  • the player inputs another record, for example, an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen 45.
  • the image can be displayed on the display unit 452.
  • the record images 742A to 742C include motion names 743A to 743C, motion images 744A to 744C, and UI images 745A to 745C, respectively.
  • the motion names 743A to 743C, the motion images 744A to 744C, and the UI images 745A to 745C "record image 7432" and "motion name 743", respectively. It is described as “motion image 744" and "UI image 745".
  • the motion name 743 is information for identifying the motion stored in the motion list 422.
  • the motion image 744 is an image generated from the motion data associated with each motion name in the motion list 422.
  • the processor 40 includes an image of the avatar object 610 that takes the first posture in each motion data as a motion image 744 in the record image 742.
  • the motion image 744 may be a UI image that accepts a predetermined operation (for example, a tap operation on the motion image 744) by the player.
  • the processor 40 may play a motion moving image in which the avatar object 610 operates based on the motion data.
  • the processor 40 may automatically redisplay the motion list screen 741 when the motion moving image is finished.
  • the record image 742 may include, for example, a UI image including the text "motion reproduction" instead of the motion image 744.
  • step S66 the processor 40 receives the third operation of selecting a motion as the operation receiving unit 413.
  • the third operation may be a tap operation on the UI image 745. That is, the UI image 745 accepts an operation of selecting motion data corresponding to each record image 742.
  • the processor 40 specifies the motion data selected by the player as the motion specifying unit 415.
  • step S67 the processor 40 receives the voice input of the player as the display control unit 412 and the voice reception unit 414 while the avatar object 610 plays a motion video that operates based on the selected motion data.
  • FIG. 20 is a diagram showing a specific example of voice input by the player 4.
  • the player 4 is inputting the utterance voice 820A while playing the motion moving image 810A.
  • the utterance voice 820A is a utterance voice addressed to the user 3 (hereinafter, user 3A) whose user name is "AAAAAA”. That is, in the example of FIG. 20, the player 4 selects the user 3A (first user) in step S64 and creates the operation instruction data addressed to the user 3A. It is assumed that the user terminal 100 used by the user 3A is the user terminal 100A.
  • the utterance voice 820A is a utterance voice addressed to the user 3A
  • the utterance voice is based on the content of the support provided by the user 3A to the avatar object 610 (in other words, the player 4).
  • the user 3A inserts a magazine in the boss battle on the stage of 10F, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
  • the utterance voice 820A says, "Thank you for giving me the magazine in the boss battle! The timing was perfect! Thanks to Mr. AAAAA, I was able to clear it!
  • the uttered voice includes the content of the support provided by the user 3 in the game and the gratitude to the user 3.
  • the player 4 creates the utterance content addressed to the user 3 before starting the voice input, that is, before inputting the third operation to the distribution terminal 400.
  • the utterance content addressed to the user 3 may be automatically generated by the processor 40. Further, the processor 40 may superimpose and display the tag associated with the user 3 selected by the second operation on the motion moving image 810A.
  • the processor 40 converts the received voice into voice data.
  • the processor 40 generates the operation instruction data including the voice data and the motion data of the selected motion as the operation instruction data generation unit 416.
  • step S69 the processor 40 distributes the generated operation instruction data to the user terminal 100 (first computer) of the selected user 3 (user 3A in the example of FIG. 20) as the communication control unit 411.
  • FIG. 21 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400.
  • the processor 40 causes the display unit 452 to display the distribution screen as the display control unit 412.
  • the distribution screen may be the distribution screen 751 shown in FIG. 21 (A).
  • the distribution screen 751 includes a UI image 752 and a motion image 753A. Further, as shown in FIG. 21A, the distribution screen 751 may include information indicating a user to whom the operation instruction data is distributed.
  • the UI image 752 accepts an operation for delivering the operation instruction data to the selected user 3.
  • the operation may be, for example, a tap operation on the UI image 752.
  • the motion image 753A is a UI image that accepts an operation for playing a moving image based on the generated motion instruction data, that is, a moving image based on the motion instruction data generated for the user 3A.
  • the operation may be, for example, a tap operation on the motion image 753A.
  • the UI image that accepts the operation for playing the generated moving image is not limited to the motion image 753A. For example, it may be a UI image including the text "video playback".
  • the processor 40 may automatically redisplay the distribution screen 751 when the moving image is finished.
  • the distribution screen 751 further includes a UI image that accepts an operation for returning to the acceptance of voice input.
  • the operation may be, for example, a tap operation on the UI image.
  • the player 4 can perform voice input again when the voice input fails, for example, when the content to be spoken is mistaken.
  • the UI image may be a UI image that accepts an operation for returning to the selection of motion data.
  • the processor 40 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3A.
  • the server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3A, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100A).
  • the processor 40 may display the distribution completion screen 761 shown in FIG. 21B on the display unit 452 as an example.
  • the delivery completion screen 761 includes UI images 762 and 763 as an example. Further, the distribution completion screen 761 may include a text indicating that the transmission of the operation instruction data is completed, as shown in FIG. 21 (B).
  • the UI image 762 accepts an operation for starting the creation of operation instruction data addressed to another user 3.
  • the operation may be, for example, an operation of tapping the UI image 762.
  • the processor 40 receives the tap operation, the processor 40 causes the display unit 452 to display the user list screen again. That is, when the tap operation is accepted, the distribution process returns to step S63. At this time, the processor 40 may generate a user list screen based on the user list 421 stored in the distribution terminal 400 and display it on the display unit 452.
  • the UI image 763 accepts an operation for terminating the application.
  • the operation may be, for example, an operation of tapping the UI image 763.
  • the distribution process ends.
  • the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3A (user 3 whose user name is "AAAAAA"). , Sent only to the user terminal 100A.
  • FIG. 22 is a diagram showing another specific example of voice input by the player 4.
  • the player 4 is inputting the utterance voice 820B while playing the motion moving image 810B.
  • the utterance voice 820B is a utterance voice addressed to the user 3 (hereinafter, user 3B) whose user name is "BBBBBB". That is, in the example of FIG. 22, the player 4 inputs the tap operation to the record image 732B corresponding to the user 3B in step S64, and creates the operation instruction data addressed to the user 3B. It is assumed that the user terminal 100 used by the user 3B is the user terminal 100B.
  • the utterance voice 820B is a utterance voice addressed to the user 3B, the utterance voice is based on the content of the support provided by the user 3B to the avatar object 610 (in other words, the player 4). Specifically, in the battle with the Zako enemy on the 3rd floor, the user "BBBBBB” throws in the first aid kit, and as a result, the physical strength of the avatar object 610 becomes 0 (the game is over). I am recovering my physical strength. For this reason, the utterance voice 820B has the content of "Thanks to the first aid kit given by Mr. BBBBB, the game did not end on the 3rd floor. Thank you very much!
  • FIG. 23 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400.
  • the distribution screen 751 shown in FIG. 23A includes a UI image 752 and a motion image 753B.
  • the motion image 753B accepts the tap operation, the motion image 753B reproduces a moving image based on the motion instruction data generated for the user 3B.
  • the processor 40 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3B.
  • the server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3B, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100B).
  • the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3B (user 3 whose user name is “BBBBBB”). , Sent only to the user terminal 100B.
  • the content of the voice based on the voice data included in the operation instruction data is based on the content of the support provided to the player 4 in the participation of the user 3 in the latest game. Since the content of the support is different for each user 3, the content of the voice is different for each user 3. That is, after the end of the game, operation instruction data including voices having different contents is transmitted to at least a part of the user terminals 100 of the user 3 who participated in the game.
  • the motion of the avatar object 610 in the example of FIG. 22 is different from the motion of the example of FIG. 20. That is, the player 4 selects motion data different from that at the time of generating the operation instruction data addressed to the user 3A in the operation instruction data generation addressed to the user 3B. Specifically, in step S66, the player 4 inputs a tap operation to the UI image 745B for selecting the motion data corresponding to the record image 742B. In this way, the player 4 can make the motion data included in the operation instruction data different for each user 3.
  • the operation instruction data unique to each user terminal 100 is transmitted to each of the user terminals 100 of the selected user 3.
  • FIG. 24 is a diagram showing an outline of transmission of game progress information from the game play terminal 300 to the user terminal 100. While the operation instruction data for playing a moving image in the user terminal 100 is unique for each user terminal 100, as shown in FIG. 24, the user terminals 100 of all the users 3 participating in the game during the game execution.
  • the game progress information transmitted to is common among the user terminals 100. That is, the operation instruction data included in the game progress information is also common among the user terminals 100. As described above, it can be said that the operation instruction data for playing the moving image and the operation instruction data for advancing the game are different data from the viewpoint of the difference between the user terminals 100 and the destination.
  • FIG. 25 is a flowchart showing an example of the flow of the moving image reproduction process executed by the user terminal 100.
  • step S71 the processor 10 receives the operation instruction data as the moving image reproduction unit 117.
  • step S72 the processor 10 notifies the user 3 of the reception of the operation instruction data as the moving image reproduction unit 117.
  • the processor 10 displays a notification image on the display unit 152, reproduces a notification voice from a speaker (not shown), lights a lighting unit (not shown) composed of an LED (light-emitting diode), or the like.
  • the user 3 is notified of the reception of the operation instruction data by at least one of the blinking.
  • step S73 the processor 10 receives the first reproduction operation for reproducing the moving image as the operation reception unit 111.
  • the first reproduction operation may be an operation of tapping the notification image.
  • step S74 the processor 10 renders the operation instruction data as the moving image reproduction unit 117 and reproduces the moving image.
  • the processor 10 may start an application for playing this game and play a video, or may start an application for playing a video different from the application and play a video. good.
  • the video will be referred to as a “thank you video”.
  • FIG. 26 is a diagram showing a specific example of playing a thank-you video. Specifically, it is a figure which shows an example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3A.
  • the avatar object 610 is uttering the voice 920A while executing a certain motion.
  • the processor 10 outputs the audio 920A from the speaker (not shown) while playing the thank-you video 910A including the avatar object 610 that executes a certain motion.
  • the motion in the thank-you video 910A is based on the motion data selected by the player 4 in the generation of the motion instruction data addressed to the user 3A, and the voice 920A is the utterance voice input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the 820A. That is, the voice 920A is a voice including the content of the support provided by the user 3A in the game and the gratitude for the support. In this way, the user 3A can watch the thank-you video in which the avatar object 610 utters the content of the support provided by himself / herself in the game and the gratitude for the support by inputting the first playback operation.
  • the motion in the thank-you video 910A may be based on the motion of the player 4 acquired as motion data in the generation of the motion instruction data addressed to the user 3A.
  • the movement of the player 4 is directly reflected in the movement of the avatar object 610 displayed on the display unit 152.
  • the game progress unit 115 of the user terminal 100 transmits the voice and movement of the player 4 in real time at the installation location of the game play terminal 300 almost at the same time as the player 4 makes a voice or moves. It is reflected in the remarks and movements of the avatar object 610 in.
  • the moving image reproduction unit 117 and the game progress unit 115 can continue rendering and reproduction of the real-time moving image while continuously receiving the operation instruction data from the distribution terminal 400. By seeing the avatar object that performs such an operation, the user can feel the reality of the avatar object as if it exists in the real world and can immerse himself in the game world.
  • the user terminal 100 may display at least one UI image on the touch screen 15 after the reproduction of the thank-you video 910A is completed.
  • the UI image may be, for example, a UI image that accepts an operation for playing the thank-you video 910A again, a UI image that accepts an operation for transitioning to another screen, or an application. It may be a UI image that accepts an operation for terminating.
  • the user terminal 100 may display at least one UI image on the touch screen 15 during the reproduction of the thank-you video 910A.
  • the UI image may be, for example, a plurality of UI images that accept operations such as temporarily stopping, ending, or changing the scene to be played back, for example, the thank-you moving image 910A being played back.
  • these UI images displayed during the playback of the thank-you video 910A and after the playback of the thank-you video 910A is completed do not include the UI image for making a response to the avatar object 610. That is, the thank-you video 910A according to the present embodiment is not provided with a means for responding to the avatar object 610.
  • FIG. 27 is a diagram showing another specific example of playing the thank-you video. Specifically, it is a figure which shows the example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3B.
  • the avatar object 610 is uttering the voice 920B while executing a certain motion.
  • the processor 10 outputs the audio 920B from the speaker (not shown) while playing the thank-you video 910B including the avatar object 610 that executes a certain motion.
  • the motion in the thank-you video 910B is based on the motion data selected or input by the player 4 in the generation of the motion instruction data addressed to the user 3B, and the voice 920B is input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the spoken voice 820B. Therefore, in the example of FIG. 27, the motion performed by the avatar object 610 is different from the motion of the example of FIG. 26. Further, the voice 920B is a voice including the content of the support provided by the user 3B in the game and the gratitude for the support. Therefore, in the example of FIG. 27, the content of the voice 920B is different from the content of the voice 920A in the example of FIG. 26.
  • the thank-you video received by at least a part of the user terminals 100 of the users 3 who participated in the game after the end of the game is a video in which the utterance content of the avatar object 610 is different for each user 3.
  • the processor 10 may display the UI image 930 including the content for encouraging participation in the next game by superimposing it on the moving image 910.
  • the UI image 930 may be distributed together with the operation instruction data, or may be stored in the user terminal 100 as the game information 132.
  • the user can freely and interactively interact with the character that operates in real time based on the operation instruction data transmitted from the external device. More specifically, the moving image reproduction unit 117 receives the operation instruction data including the voice data and the motion data generated according to the content of the input operation of the player 4 from the game play terminal 300. Then, the moving image reproduction unit 117 causes the character to speak based on the voice data included in the received operation instruction data, and moves the character based on the above-mentioned motion data. Thereby, the reaction of the character to the above-mentioned input operation of the player 4 can be presented to the user.
  • the user terminal 100 receives the operation instruction data from the game play terminal 300 and operates the character based on the operation instruction data. Since the character can be operated based on the operation instruction data received from the game play terminal 300, the operation of the character is unconventional and its expression is greatly expanded. Therefore, the user can feel the reality as if the character is in the real world through the relationship with the character during the game play. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
  • the user can enjoy various user-participation-type events (for example, bingo game, quiz game, etc.) using the dialogue with the avatar object 610.
  • a game parameter value that can specify the progress of the game, whether or not a specific condition (for example, a condition that the user becomes a bingo in a bingo game and a condition that is satisfied when the user answers correctly in a quiz game) is satisfied for the event. Judgment is based on.
  • a privilege such as a thrown item or a game point
  • the game shown in FIG. 11 is a live distribution game in which a game screen, which is viewing content, is displayed on the touch screen 15 based on game progress information that is live-distributed in real time via the server 200.
  • the item throwing information is transmitted to the game play terminal 300, and the item object is thrown into the virtual space 600A.
  • An item to be thrown is given to the avatar object 610 by the item input operation.
  • the thrown money item may be reflected in the operation mode of the character (avatar object 610).
  • the system 1 provides a participatory live game in addition to the above-mentioned live distribution game in the live distribution part that performs real-time live distribution.
  • the participatory live game will be described with reference to FIG. 28.
  • an avatar object 610 operated by a player, a soldier object 720 operated by each of a plurality of users, and an enemy object 730 operated by a game program are virtual defined by a gameplay terminal 300. It appears in each of the space 600A and the virtual space 600B defined by the user terminal 100.
  • the battle is between the soldier object 720 and the enemy object 730, who are in a position to support the avatar object 610.
  • the soldier object 720 is, for example, an object imitating a blue archer or a red archer
  • the enemy object 730 is an object imitating, for example, a dragon.
  • the blue archer possesses a bow and arrow and uses the bow and arrow to attack the enemy object 730.
  • the red archer possesses a bow and arrow and a shield, and uses the bow and arrow to attack the enemy object 730 and uses the shield to defend against the attack from the enemy object 730.
  • the dragon also radiates flames from its mouth to attack the soldier object 720.
  • the avatar object 610 is not attacked by the enemy object 730 and does not attack the enemy object 730. That is, the avatar object 610 is positioned as a commander or a symbol, and cheers for the user in the battle.
  • the maximum value of HP associated with the enemy object 730 is, for example, 9999.
  • the maximum HP associated with the soldier object 720 is 1, and if the flame radiated from the enemy object 730 hits the soldier object 720 even once, the soldier object 720 will have virtual spaces 600A and 600B. Disappears from. That is, the soldier object 720 is much weaker than the enemy object 730 and disappears immediately. However, the soldier object 720 is arranged again in the virtual spaces 600A and 600B and participates in the battle by the user performing the participation operation.
  • the degree of advantage (possibility of clearing the game) for the player in the progress of the game depends on the number of soldier objects 720 (users) participating in the game, and the larger the number of soldier objects 720 (users), the more advantageous. The degree is high. Further, in order for the player to clear the game, it is essential that a considerable number of soldier objects 720 (users) participate in the game, and as a result, the user can be encouraged to participate in the game and re-participate in the game.
  • the predetermined number of users selected in order from the one with the largest number of attacks the user selected in order from the one with the largest amount of total damage given to the enemy object 730, and the one with the largest number of participation in the battle.
  • Benefits are given to users selected in order, users selected in order from the one with the highest coin consumption, and the like.
  • the value of the privilege decreases as the ranking becomes lower.
  • the privilege may be given to the user who made the last blow when the HP reaches 0. In this way, since the privilege is given according to the degree of contribution of the user in the battle with the enemy object 730, the user's willingness to participate in the battle can be increased.
  • the privilege may include coins that can be used in the live game and items that can be used in other games in which the avatar object 610 appears. Further, the privilege may be a privilege peculiar to the live game. Specifically, it may be a throwing item that can be thrown in by live distribution or the like, and may be a throwing item that can be obtained only in the live game.
  • the game play terminal 300 arranges the virtual camera 620A at the position of the head of the avatar object 610 in the virtual space 600A.
  • the position and orientation of the virtual camera 620A are changed according to the movement of the player's head, that is, the movement of the head of the avatar object 610.
  • the field of view image 650 representing the field of view area 640A defined according to the position and orientation of the virtual camera 620A is displayed on the monitor 51 and the display 530 on the player side as a live game image.
  • the game play terminal 300 generates game progress information according to the progress of the game, and distributes the game progress information to a plurality of user terminals 100 at predetermined time (for example, 1/60 second) intervals.
  • the action instruction data for making it possible to specify the placement / movement of the avatar object 610 and the action for making it possible to specify the placement / movement of the enemy object 730 and the radiation mode of the flame.
  • the soldier object 720 includes a soldier object operated by a user and a soldier object operated by another user participating in a live game.
  • the game progress information may include voice data corresponding to the voice emitted by the player.
  • Each of the game play terminal 300 and the user terminal 100 moves the soldier object 720 based on the initial position information and the game program of each terminal. Further, when the game play terminal 300 receives the attack information to the effect that the soldier object 720 makes an attack, the game play terminal 300 causes the soldier object 720 to perform an attack operation based on the game program. Further, when the game play terminal 300 receives the defense information to the effect that the soldier object 720 is to perform the defense, the game play terminal 300 causes the soldier object 720 to perform the defense operation based on the game program.
  • many soldier objects 720 can be displayed in motion without accurately transmitting and receiving information on the arrangement and operation of the soldier object 720, the attack mode (whether or not there is an attack, the attack site), and the defense mode (success or failure of defense). be able to. That is, by focusing on the avatar object 610 and the enemy object 730 and displaying the operation accurately, it is possible to display an image that does not cause a sense of discomfort to the player and the user without increasing the processing load. ..
  • the number information is the number of soldier objects 720 that can be placed in the virtual space 600A (the number of users watching the live game) and the number of soldier objects 720 that are actually placed (the number of users participating in the battle). ) And the ratio. For example, if the number of users watching the live game is 500 and the number of users participating in the match is 430, the number information is defined as 430/500.
  • a circle CCL is set around the enemy object 730 in the virtual space 600A, and the soldier object 720 is arranged in the circle CCL. Further, the circle CCL is divided into a plurality of areas. Therefore, in the initial position information of each soldier object 720, the area ID of the area to which the soldier object 720 belongs, the user ID of the user who operates the soldier object 720, and the soldier object 720 is a blue archer and Includes soldier type information that can identify which of the red archers it is.
  • the area specified by the area ID is a rough position of the soldier object 720.
  • the operation instruction data is specified from the game progress information distributed from the game play terminal 300, and the avatar object 610 and the enemy object 730 are arranged in the virtual space 600B based on the operation instruction data. As it is operated, the radiation mode of the flame emitted from the enemy object 730 changes.
  • the initial position information including the user ID of another user is specified from the game progress information, and the soldier object 720 operated by the other user is arranged in the virtual space 600B based on the initial position information.
  • the soldier object 720 operates according to the game program of the user terminal 100.
  • the HP of the enemy object 730 and the number information of the soldier object 720 are specified from the game progress information, and a parameter image representing the HP and the number information is generated.
  • the arrangement and operation of the avatar object 610 and the enemy object 730, the radiation mode of the flame from the enemy object 730, the HP of the enemy object 730, and the number information of the soldier object 720, the game play terminal 300 and the user terminal 100 Is synchronized between.
  • the arrangement / operation of the soldier object 720 and the attack mode are not synchronized with each other.
  • a virtual camera 620B is arranged in the virtual space 600B.
  • the field of view image 660 is generated to represent the field of view area 640B defined according to the position and orientation of the virtual camera 620B.
  • a virtual camera (not shown) for capturing the face is arranged in front of the face of the avatar object 610.
  • the face image 740 of the avatar object 610 is generated corresponding to the position and orientation of the virtual camera.
  • the face image 740 and the above parameter image are superimposed on the view image 660 and displayed on the touch screen 15 as a game image (see FIG. 28).
  • the face image 740 is superimposed on the lower left of the view image 660
  • the parameter image representing the HP of the enemy object 730 is superimposed on the upper left of the view image 660
  • the parameter image representing the number of soldier objects 720 is the view image 660. It is superimposed on the lower right of. Further, when the game progress information includes voice data corresponding to the voice of the player, the voice is output from the speaker.
  • the comment is transmitted to the game play terminal 300.
  • the comment is delivered to a plurality of user terminals 100 by the game play terminal 300.
  • the comment is superimposed and displayed on the view image 660.
  • the comment may also be input by the user in the match.
  • the game part is the pre-participation part, which is the part before participating in the battle by the soldier object 720 (that is, the own soldier object 720A) operated by the user, and the participating part, which is the part participating in the battle by the own soldier object 720A. It is composed of.
  • the virtual camera 620B is placed at a position to catch the enemy object 730 from the sky. If a swipe operation or a slide operation is performed on the touch screen 15 in this state, the virtual camera 620B is panned / tilted. Further, the participation UI images 771 and 772 are displayed in the lower part of the view image 660 (see FIG. 28 (A)).
  • the participation UI image 771 is an image for throwing a blue archer into the virtual space 600B as a self-soldier object 720A
  • the participation UI image 771 is an image for putting a red archer as a self-soldier object 720A in the virtual space 600B. It is an image to put in.
  • the entry UI image 771 has an image of a blue archer and shows that 100 coins are required for insertion.
  • the participation UI image 772 shows that an image of a red archer is drawn, that it can be guarded, and that 300 coins are required for insertion.
  • the entry operation for throwing the own soldier object 720A into the virtual space 600B is the operation of tapping the entry UI image 771 or 772 and the confirmation screen 780 displayed as shown in FIG. 28 (B) according to the operation. It consists of the operation of tapping "Yes" in.
  • the amount of coins corresponding to the type of the soldier object to participate in (the type of blue archer or red archer) is consumed.
  • the user is displayed with coin information 750 indicating that 1000 coins are associated. Therefore, when the entry UI image 771 is tapped, 100 coins are consumed from the 1000 coins, and when the entry UI image 772 is tapped, 300 coins are consumed.
  • the own soldier object 720A corresponding to the tapped entry UI image is placed in the virtual space 600B.
  • the insertion position of the own soldier object 720 is a position corresponding to the position and orientation (field of view image) of the virtual camera 620B.
  • the own soldier object 720A imitating the blue archer is placed in the virtual space 600B, and when the entry UI image 772 is tapped, the red archer is imitated.
  • the own soldier object 720A is placed in the virtual space 600B.
  • the virtual camera 620B is placed behind the own soldier object 720A and captures the direction in which the enemy object 730 is placed.
  • the game image is displayed on the touch screen 15 as shown in FIG. 28 (C).
  • the own soldier object 720A moves, the position and orientation of the virtual camera 620B are changed so that the enemy object 730 is continuously captured through the own soldier object 720A.
  • the participation information is transmitted to the game play terminal 300.
  • the participation information includes soldier type information for specifying the type of the own soldier object 720A, position information for specifying the position of the own soldier object 720A, and a user of the user who operates the own soldier object 720A. ID and is included.
  • the position information may be information that can identify the area where the own soldier object 720A is arranged.
  • the soldier object 720 is newly placed in the virtual space 600A based on the participation information transmitted from the user terminal 100. Specifically, the soldier type information and the position information are specified from the participation information, and the soldier object 720 of the type specified by the soldier type information is arranged at the position specified by the position information. In addition, the number of soldier objects 720 placed in the virtual space 600A increases by one. The updated number of people is reflected in the number of soldier objects 720 included in the game progress information, and is distributed to each user terminal 100.
  • the operation support image 790 is displayed on the lower part of the touch screen 15 of the user terminal 100 (see FIG. 28 (C)).
  • the characters “tap to attack (long press tame attack)” and the characters “drag to move” are drawn with illustrations illustrating each operation mode. If the own soldier object 720A is a red archer, the characters “down flick to guard” and an illustration illustrating the operation mode are further drawn on the operation support image 790.
  • the attack operation has been performed.
  • the aim is aimed at some part of the body of the enemy object 730 (eg, the neck), and the own soldier object 720A shoots an arrow to attack the neck of the enemy object 730.
  • the own soldier object 720A moves in the virtual space 600B in the drag direction.
  • the own soldier object 720A arranges a shield in front and protects itself from the attack of the enemy object 730.
  • the attack information including the time from the touch of the finger to the release and the user ID of the user who operates the own soldier object 720A is sent to the game play terminal 300. Will be sent.
  • the HP of the enemy object 730 is updated based on the time included in the attack information.
  • the attack power of the own soldier object 720A increases as the time required for the soldier increases.
  • the HP of the enemy object 730 is greatly reduced as the time required is longer.
  • the updated HP is reflected in the HP included in the game progress information and distributed to the user terminal 100.
  • the radiation mode of the flame emitted from the enemy object 730 (specifically, the presence / absence of flame radiation and the radiation direction) and the position of the own soldier object 720A are used from the enemy object 730. It is determined whether or not the attack hits the own soldier object 720A. If it is determined that the attack is a hit, the own soldier object 720A is erased from the virtual space 600B. That is, as shown in FIG. 28 (D), it disappears from the field of view image 660 on the touch screen 15.
  • the user terminal 100 transmits the disappearance information including the user ID to the game play terminal 300. Further, the game part of the user terminal 100 returns to the pre-war part due to the disappearance of the own soldier object 720A.
  • the user ID is specified from the disappearance information, and the soldier object 720 corresponding to the user ID disappears from the virtual space 600A.
  • the number of soldier objects 720 placed in the virtual space 600A is reduced by one.
  • the updated number of people is reflected in the number of soldier objects 720 included in the game progress information, and is distributed to each user terminal 100.
  • (About operation) 30 to 31 are flowcharts showing an example of the basic game progress of a live game, which is executed by the user terminal 100 and the game play terminal 300.
  • a part of the processing may be executed on the server 200, and the processing result may be transmitted to the user terminal 100 and the game play terminal 300.
  • the transmission / reception of information between the user terminal 100 and the game play terminal 300 is executed via the server 200, but is not limited to this, and is executed without going through the server 200. You may.
  • the game play terminal 300 updates the position and posture of the avatar object 610 arranged in the virtual space 600A based on the output of the controller 540 operated by the player in step S101.
  • step S102 the position and posture of the enemy object 730 arranged in the virtual space 600A are updated according to the game program, and the radiation mode of the flame emitted from the enemy object 730 (specifically, the presence or absence of flame radiation). , Radiation direction).
  • step S103 when at least one soldier object 720 is arranged in the virtual space 600A, the position and posture of the soldier object 720 are updated according to the game program.
  • step S104 the operation instruction data for making it possible to specify the arrangement / operation of the avatar object 610, and the operation instruction data for making it possible to specify the arrangement / operation of the enemy object 730, the radiation mode of the flame, and the like.
  • HP of the enemy object 730 number information for making it possible to specify the number of soldier objects 720, and initial position information for making it possible to specify a rough position of the soldier object 720. Is generated, and the game progress information is distributed to a plurality of user terminals 100.
  • the user terminal 100 receives the game progress information distributed from the game play terminal 300 in step S81.
  • the action instruction data is specified from the game progress information
  • the avatar object 610 and the enemy object 730 are arranged and operated in the virtual space 600B based on the action instruction data, and the flame emitted from the enemy object 730 is emitted. Change the radiation mode of.
  • the initial position information including the user ID of another user is specified from the game progress information, and the soldier object 720 is arranged and operated in the virtual space 600B based on the initial position information.
  • step S84 the field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is specified, and the field of view image 660 corresponding to the field of view area 640B is generated. Further, in step S84, the position and orientation of the virtual camera (not shown) arranged in front of the face of the avatar object 610 are specified, and the face image 740 of the avatar object 610 is generated corresponding to the position and orientation. do.
  • step S85 the HP of the enemy object 730 and the number information of the soldier object 720 are specified from the game progress information, and a parameter image representing the HP and the number information is generated. Further, in step S85, the face image 740 of the avatar object 610 and the parameter image are superimposed on the field of view image 660 and displayed on the touch screen 15. As a result, the gameplay image shown in FIG. 28 is displayed on the touch screen 870.
  • step S86 it is determined whether or not the current game part is a pre-war part based on the game part information stored in the memory 11. If it is determined that the part is the pre-participation part, the process proceeds to step S87, and the participation UI images 771 and 772 are superimposed and displayed on the lower part of the view image 660 (see FIG. 28 (A)).
  • step S88 it is determined whether or not the participation operation has been performed based on the input operation on the touch screen 15.
  • the participation operation is composed of an operation of tapping the participation UI image 771 or 772 and an operation of tapping "Yes" on the confirmation screen 780 displayed as shown in FIG. 28 (B) according to the operation. ..
  • step S89 among the coins associated with the user, the amount of coins corresponding to the type of the soldier object to participate in the war (the type of blue archer or the type of red archer) is consumed. That is, when the entry UI image 771 is tapped, 100 coins are consumed, and when the entry UI image 772 is tapped, 300 coins are consumed.
  • step S90 the own soldier object 720A corresponding to the tapped entry UI image is placed in the virtual space 600B.
  • the own soldier object 720A appears in the field of view image 660 on the touch screen 15 as shown in FIG. 28 (C).
  • step S91 the participation including the soldier type information for making it possible to specify the type of the own soldier object 720A, the position information for making it possible to specify the position of the own soldier object 720A, and the user ID of the own user. Information is generated, and the participation information is transmitted to the game play terminal 300. Further, in step S91, the game part information stored in the memory 11 is updated to the participating part. When the process of step S91 is completed, the process returns.
  • step S105 it is determined based on the output of the communication IF 33 whether or not the participation information is received from the user terminal 100.
  • the process proceeds to step S106, and the soldier object 720 is newly placed in the virtual space 600A based on the participation information.
  • the soldier type information and the position information are specified from the participation information, and the soldier object 720 corresponding to the soldier type information is arranged at the position specified by the position information.
  • step S109 the number of soldier objects 720 arranged in the virtual space 600A is updated (that is, increased by one), and then the number of soldier objects is returned.
  • step S92 it is determined whether or not the current game part is a participating part based on the game part information stored in the memory 11. If it is not determined that the part is participating in the war, other processing is executed in step S100 and a return is made. On the other hand, if it is determined that the part is participating in the war, the process proceeds to step S93.
  • step S93 the operation support image 790 is superimposed and displayed on the lower part of the view image 660 (see FIG. 28 (C)).
  • step S94 whether or not the attack from the enemy object 730 hits the own soldier object 720A is determined by the radiation mode (specifically, the presence or absence of flame radiation and the radiation direction) of the flame emitted from the enemy object 730 and the self. Judgment is based on the position of the soldier object 720A.
  • step S95 the process proceeds to step S95, and the own soldier object 720A is deleted from the virtual space 600B. As shown in FIG. 28 (D), the own soldier object 720A disappears from the field of view image 660 on the touch screen 15.
  • step S96 the disappearance information including the user ID is transmitted to the game play terminal 300, and the game part information stored in the memory 11 is updated to the pre-war part.
  • step S107 it is determined whether or not the disappearance information has been received from the user terminal 100 based on the output of the communication IF 33.
  • step S108 it is determined whether or not the disappearance information has been received.
  • the process proceeds to step S108, and the soldier object 720 corresponding to the user ID included in the disappearance information is extinguished from the virtual space 600A.
  • step S109 the number of soldier objects 720 is updated (that is, reduced by one) in step S109, and then the soldier object returns.
  • step S94 when it is not determined that the attack from the enemy object 730 hits the own soldier object 720A, the user terminal 100 proceeds to step S97.
  • step S97 it is determined whether or not the attack operation has been performed based on the input operation on the touch screen 15.
  • the attack operation is composed of a touch operation of touching an arbitrary position on the touch screen 15 with a finger and a release operation of releasing the finger without sliding it in any of the up, down, left, and right directions.
  • step S98 the soldier object 720A is made to shoot an arrow at a part of the body of the enemy object 730 that is aimed at.
  • step S99 attack information including the time required from the touch operation to the release operation and the user ID of the own user is transmitted to the game play terminal 300.
  • the process of step S99 returns.
  • the touch operation has not been performed, or when the touch operation has been performed but the subsequent release operation has not yet been performed, it is not determined that the attack operation has been performed. At this time, the process returns without executing the processes of steps S98 and S99.
  • step S110 it is determined whether or not the attack information is received from the user terminal 100 based on the output of the communication IF 33.
  • step S111 the HP of the enemy object 730 is updated based on the time taken included in the attack information.
  • step S111 the process returns. If it is not determined in step S110 that the attack information has been received, the player returns without executing the process of step S111.
  • the live game is a game in which the avatar object 610 and the soldier object 720 operated by the player are arranged in the virtual space 600B and proceed.
  • the video of the live game is displayed on the touch screen 15 of the user terminal 100 based on the game progress information transmitted from the server 200.
  • the soldier object 720 operated by the user that is, the own soldier object 720A
  • the degree of advantage for the player (possibility of clearing the game) in the progress of the live game increases as the number of soldier objects 720 arranged in the virtual space 600B increases.
  • the user is motivated to support the player by arranging the own soldier object 720A in the virtual space 600B by the participation operation.
  • the motivation promotes an increase in the number of soldier objects 720 placed in the virtual space 600B, and as a result, the taste of the game is improved.
  • the player clears the game when the HP of the enemy object 730, which is updated according to the progress of the game, reaches 0.
  • the number of soldier objects 720 arranged in the virtual space 600B increases, so that the frequency at which the HP is updated toward 0 increases.
  • the self is consumed by consuming the coin associated with the user.
  • the soldier object 720A can be rearranged in the virtual space 600B to participate in the game. This repeatedly provides users with opportunities to participate in the war and encourages the consumption of virtual currency (as a result, the game operator is able to generate business profits).
  • the participation information including the position information of the own soldier object 720A is transmitted to the server 200.
  • the game progress information transmitted from the server 200 includes the operation instruction data related to the avatar object 610 as the operation instruction data that can specify the arrangement of the objects in the virtual space 600B, the operation instruction data related to the own soldier object 720A. Does not include.
  • the avatar object 610 is arranged in the virtual space 600B based on the operation instruction data, and the own soldier object 720A is arranged in the virtual space 600B according to the user's participation operation. This makes it possible to alleviate the concern that the processing load of the server 200 will increase as the number of soldier objects 720 increases.
  • the game progress information includes the HP of the enemy object 730 and the number of soldier objects 720 arranged in the virtual space 600B.
  • a parameter image representing the HP and the number of people information is superimposed on the live game image on the touch screen 15. This allows the user to easily grasp the progress of the live game.
  • the virtual camera 620B is arranged in the virtual space 600B.
  • the field of view image 660 of the field of view area 640B according to the position and orientation of the virtual camera 620B is displayed as a live game image.
  • the viewpoint of the virtual camera 620B is changed depending on whether or not the own soldier object 720A is participating in the live game. As a result, the viewpoints of the virtual camera 620B will be different before and after the entry operation, and the taste of the game will be improved.
  • the soldier object 720 disappears from the virtual space 600B.
  • the maximum value of HP associated with the soldier object 720 is 10
  • the soldier object 720 receives an attack from the enemy object 730
  • the HP is reduced by 1 and the value of the HP reaches 0.
  • the soldier object 720 may be deleted from the virtual space 600B.
  • the HP of the enemy object 730 is 10 (maximum attack) x 5 at the maximum.
  • (Times) x 100 (persons) 5000 can only be reduced, and the HP cannot be reached to 0.
  • the HP of the soldier object 720 reaches 0 when the enemy object 730 attacks 10 times, which is less than 500 times.
  • the gameplay terminal provides information on the arrangement and operation of the avatar object 610 and the enemy object 730, the radiation mode of the flame from the enemy object 730, the HP of the enemy object 730, and the number of soldier objects 720. While synchronization is achieved between the 300 and the user terminal 100, the synchronization is not achieved with respect to the arrangement / operation of the soldier object 720 and the attack mode (presence / absence of attack, attack site). However, the HP with the maximum value of 10 is associated with the specific soldier object 720, and the arrangement / operation and the HP of the specific soldier object 720 are synchronized between the game play terminal 300 and the user terminal 100. You may try to take it.
  • the maximum value of HP associated with the soldier object 720 is 1. Also, all soldier objects 720 are archers, and the only weapons that can be used are bows and arrows. However, depending on the past battle record, increase the maximum HP of the soldier object 720, increase the number and types of weapons that the soldier object 720 can use, and increase the number of soldier objects 720 that can be thrown at the same time. You may want to increase or increase the number of skills that the Soldier Object 720 can use. In addition, the maximum HP of the soldier object 720, the number and types of weapons that the soldier object 720 can use, the number of soldier objects 720 that can be thrown at the same time, and the number of skills that the soldier object 720 can use depend on the billing process. You may try to increase it.
  • a battle is performed between the soldier object 720 and the enemy object 730.
  • a battle may be made between the soldier object 720 and the avatar object 610.
  • the degree of advantage the possibility of clearing the game
  • the player in the progress of the game decreases as the number of soldier objects 720 increases. This makes it possible to motivate the user to throw the own soldier object 720A into the virtual space 600B and hinder the progress of the game by the player.
  • a privilege may be given to a predetermined number of users selected in order from the one with the largest number of attacks. In this case, the value of the privilege may be increased as the number of attacks increases.
  • a privilege may be given to the user who has made the final blow when the HP reaches 0.
  • the privilege may include coins that can be used in the live game and items that can be used in other games in which the avatar object 610 appears.
  • the soldier object 720 and the avatar object 610 are targeted by the enemy object 730.
  • the object of the building arranged in the battle place (for example, if the battle place is an urban area, a facility such as a building or a station) may be included in the attack target of the enemy object 730.
  • the user may be given different benefits depending on the damage status of the building received by the time when the HP of the enemy object 730 reaches 0.
  • the avatar object 610 and the enemy object 730 will play against each other.
  • the avatar object 610 and the enemy object 730 may be made to play against each other.
  • the avatar object 610 can cover the enemy object 730 with a net to obstruct the movement of the enemy object 730, thereby supporting the attack of the enemy object 730 by the soldier object 720.
  • the attack / defense power of the soldier object 720 does not differ between users as long as the types are the same.
  • the soldier object 720 of another user specified by the own user for example, another user who has a friendship with the own user
  • the own user for example, another user who has a friendship with the own user
  • a battle is performed between the soldier object 720 and the enemy object 730, who are in a position to support the avatar object 610.
  • a plurality of avatar objects 610 operated by a plurality of players and a soldier object 720 in a position to support each of the plurality of avatar objects 610 are arranged in the virtual space 600B, and the supporting avatar objects 610 are different soldier objects.
  • the soldier object 720 may be divided into three powers, and a battle may be performed between the three powers.
  • the coin associated with the user when the participation operation for inserting the own soldier object 720A into the virtual space 600B is performed, the coin associated with the user is consumed.
  • the coin which is a virtual currency, may be paid or free of charge.
  • the coins associated with the user free of charge may be a predetermined amount, and the coins in an amount exceeding the predetermined amount may be associated with the user for a fee, that is, by a billing process.
  • the battle is made to be played on a vast flat land.
  • the place where the battle is performed may be selected by the game play terminal 300, and a specific user among a plurality of users who can participate at the start of the battle (for example, the past record of the battle is the most). It may be possible to select by an excellent user).
  • the avatar object and the object operated by the user may be made to play against each other without the enemy object appearing.
  • the role of the enemy object may be assigned to the avatar object.
  • the battle format between the avatar object and the object operated by the user is not limited to the battle format as described above, and any battle format may be used.
  • it may be a stealth game in which an object operated by the user performs a mission within a time limit so that the object is not found in the avatar object.
  • the game design of the same idea as the above embodiment can be applied. For example, if an object manipulated by the user is found in the avatar object during a mission, the game is over and coins can be required to continue.
  • the condition for the game to be over can be any number of times found (for example, once).
  • the information indicating the distribution of the objects operated by the user is displayed (arranged) as shown in FIG. 29 without displaying the object itself operated by the user.
  • the number of objects manipulated by the user may be displayed for each area. This may be done in the above embodiment as well.
  • the user requests the progress of the completed live distribution part and performs the live based on the received operation instruction data.
  • the distribution part can be advanced again. As a result, the user can look back at the live stream again, and even if he / she misses it, he / she can watch the live stream again.
  • the scene after the end of the live distribution time is assumed.
  • the character here is assumed to be a character (avatar object) that is not the target of direct operation by the user.
  • the live distribution part can provide a participatory live game part in addition to the live distribution game part.
  • the user terminal 100 is configured to execute the following steps in order to improve the interest of the game based on the game program 131.
  • the user terminal 100 (computer) has a step of requesting the progress of a completed live distribution part via an operation unit such as an input unit 151, and has been completed from the server 200 or the distribution terminal 400.
  • a step of receiving the recorded operation instruction data related to the live distribution part and a step of advancing the completed live distribution part by operating a character or the like based on the recorded operation instruction data are executed.
  • the recorded motion instruction data includes motion data and voice data input by the player 4 associated with the character.
  • the player includes not only a model and a voice actor but also a worker who performs some operation on the game play terminal 300 (character control device), but does not include a user.
  • the recorded operation instruction data is often stored in the storage unit 220 of the server 200 or the storage unit 420 of the distribution terminal 400, and is distributed to the user terminal 110 again in response to a request from the user terminal 100. Is good.
  • the progress of the completed live distribution part based on the recorded operation instruction data is different depending on the result of whether or not the user has progressed the live distribution part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the same live distribution part as the user has advanced the live distribution part in real time is advanced again. Is good (return delivery). For example, if it is determined that the user has a track record of progressing a part of a participatory live game in real time, a participatory live game part similar to the one in which the user has progressed the participatory live game part in real time is used. It is better to proceed again.
  • the game progress information related to the completed participatory live game is received from the server 200, and various characters (for example, the avatar object 610 operated by the player) are received based on the received game progress information. , Soldier object 720, Enemy object 730) are displayed on the display. In return delivery, it is better to perform a selective progression of the live delivery part. On the other hand, when it is determined that the user has no record of progressing the live distribution part in real time, it is preferable to proceed with the live distribution part having a progress mode different from that progressed in real time (missed distribution).
  • the participatory live game part having a different progress mode from the participatory live game part progressing in real time is progressed. Is good.
  • a game image including various characters (for example, an avatar object 610, a soldier object 720, and an enemy object 730 operated by the player) is displayed on the display unit based on the game progress information related to the completed participatory live game.
  • the game in which the soldier object 720 of another user who participated in the live game in real time is arranged progresses.
  • the real-time live distribution part can proceed. Nevertheless, this includes cases where this was not actually done. For missed deliveries, it's a good idea to perform a limited progression of the live stream part.
  • the game progress unit 115 further receives the user action history information in the live distribution part.
  • the user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution part, in addition to the contents of the recorded action instruction data.
  • the user action history information is often associated with the recorded action instruction data, and is preferably stored in the storage unit 220 of the server 200, the memory 31 of the game play terminal 300, or the memory 41 of the distribution terminal 400.
  • the user behavior history information may be stored in the storage unit 120 of the user terminal 100.
  • FIG. 32 is a diagram showing an example of a data structure of user behavior history information.
  • the user action history information includes, for example, items such as action time, action type, and action details in which the user has acted in the live distribution part, and is associated with a user ID that identifies the user.
  • the item “behavior time” is the time information in which the user performed an action in the live distribution part
  • the item “behavior type” is a type indicating the user's action
  • the item “behavior details” is the specific action of the user. Content.
  • actions such as changing items (so-called dress-up) such as clothing of the character may be included.
  • Such actions may also include time selection for later playback of a particular progress portion of the livestreaming part.
  • actions may include the acquisition of rewards, points, etc. during the live distribution part.
  • the game progress operation of the user participating in the live game for example, an attack on an enemy object by a soldier object or an input operation for attack defense from an enemy object).
  • Comment input, and comment input operation of a viewing user who has not participated in the live game may be included.
  • the user action history information is preferably associated with each other between the data structure of the action instruction data and the data structure of the game information described later in FIG. 33. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
  • FIG. 33 is a diagram showing an example of the data structure of the game information 132 processed by the system 1 according to the present embodiment.
  • the items provided in the game information 132 are appropriately determined according to the genre, nature, content, etc. of the game, and the exemplary items do not limit the scope of the present invention.
  • the game information 132 is configured to include each item of "play history”, “item”, “delivery history”, and "game object". Each of these items is appropriately referred to when the game progress unit 115 advances the game.
  • the user's play history is stored in the item "play history".
  • the play history is information indicating whether or not the user's play is completed for each scenario stored in the storage unit 120.
  • the play history includes a list of live-streamed games downloaded for the first time in play and scenarios of participatory live games. In each list, statuses such as "played”, “unplayed”, “playable”, and “unplayable” are associated with each scenario.
  • the item "item” stores a list of items owned by the user as a game medium.
  • the item is, for example, a clothing item worn by a character.
  • the user can make the character wear the clothing items obtained by playing the scenario and customize the appearance of the character.
  • the item "Distribution history” stores a list of videos that have been live-distributed from the player 4 in the past and videos of participatory live games that have been live-distributed in the past, so-called back numbers, in the live distribution part.
  • the live distribution part the video that is PUSH-distributed in real time can be viewed only at that time.
  • the moving images for past distribution are recorded on the server 200 or the distribution terminal 400, and can be PULL-distributed in response to a request from the user terminal 100.
  • the back number may be made available for download by the user for a fee.
  • data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673 are stored in the live distribution game part. Further, in the participatory live game part, data of various objects such as an avatar object 610, an enemy object 730, and a soldier object 720 are stored.
  • FIG. 34 is a flowchart showing an example of a basic game progression of a game executed based on the game program according to the present embodiment. The processing flow is applied to the scenes after the end of the live distribution time when the real-time live distribution part has already been completed.
  • step S301 the input unit 151 of the user terminal 100 newly requests the progress of the completed live distribution part.
  • step S302 in response to the request in step S301, the user terminal 100 receives recorded operation instruction data and the like related to the completed live distribution part from the server 200 or the distribution terminal 400.
  • the user terminal 100 includes motion instruction data of the avatar object 610, motion instruction data of the enemy object 730, and number of people information for specifying the number of soldier objects. Receives initial position information to locate each soldier object. Further, attack / defense information, soldier type information, etc. of each soldier object may be received.
  • the recorded action instruction data includes motion data and voice data input by the operator associated with the character.
  • the user terminal 100 may receive various progress record data acquired and recorded along with the movement of the character during the progress of the real-time live distribution part.
  • the progress record data may include viewer behavior data in which the user who participated in the real-time live distribution part behaves in accordance with the movement of the character.
  • the viewer behavior data is data including a record of the behavior during the live of all the users (that is, the viewers who participated in the live) who have advanced the real-time live distribution part in real time.
  • the viewer behavior data should include messaging content such as text messages and icons sent by the viewer to the character in real time during the live performance.
  • the recorded operation instruction data and progress record data may be received by the user terminal 100 as separate data, and each may be analyzed (rendered).
  • the server 200 or the game play terminal 300 the previously recorded operation instruction data and the viewer behavior data may be combined, and the combined data set may be received by the user terminal 100 at one time.
  • the combined data set it is possible to reduce the load of subsequent data analysis (rendering) by the user terminal 100.
  • the progress record data is combined with the recorded action instruction data (that is, the recorded action order data includes the progress record data).
  • step S303 the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution part in real time.
  • the determination may be performed, for example, based on whether there is a record in which the operation instruction data or the like is transmitted to the user terminal 100.
  • the live distribution part is executed based on whether the status of the live distribution part is "played" by referring to the item "play history" shown in FIG. 33, the item “distribution history” is also referred to. It may be executed based on whether or not there is a record of live distribution from the character in the past.
  • the operation instruction data already recorded is stored in the storage unit 120 of the user terminal 100, it may be determined that the live distribution part has already been advanced in real time.
  • the determination may be performed by combining them, or by any other method.
  • step S303 If it is determined in step S303 that the user has a track record of advancing the live distribution part in real time (YES), the progress of the completed live distribution part is "return distribution”. On the other hand, when it is determined in step S303 that the user has no record of advancing the live distribution part in real time (NO), the progress of the completed live distribution part is "missed distribution”. As mentioned above, the user experience is different between "return delivery” and "missed delivery”.
  • step S303 If it is determined in step S303 that the user has a track record of advancing the live distribution part in real time, the processing flow proceeds from YES in step S303 to step S304.
  • step S304 the game progress unit 115 acquires the user action history information of the live distribution part shown in FIG. 32 and analyzes it.
  • the user action history information may be acquired from the server 200 or the distribution terminal 400, or may be used directly when it is already stored in the storage unit 120 of the user terminal 100.
  • step S305 the game progress unit 115 re-progresses the completed live distribution part (that is, the above-mentioned “return distribution”).
  • the live distribution part is re-progressed using the recorded operation instruction data and the like received in step S302 and the user action history information analyzed in step S304.
  • a user terminal that displays real-time gameplay video in real time can use an external device to record recorded data about avatar object movements, enemy object movements, and soldier objects that appeared in the game in real-time distribution after real-time distribution. Receive from.
  • the user terminal has recorded data regarding the operation of the avatar object, the operation of the enemy object, and the soldier object, and recorded data regarding the user behavior of the user terminal in real-time distribution (for example, in the above-mentioned user behavior history information).
  • a gameplay video is generated and played back using the included data).
  • the throwing item for supporting the avatar object 610 input in the real-time live distribution game part may be reflected in the operation mode of the character (avatar object 610). For example, if the user has earned a reward as a clothing item (here, a "necklace"), the character is actuated based on that item (ie, wearing a necklace). As a result, the live distribution part may be re-progressed.
  • the clothing item (necklace) introduced in the live distribution game part may be worn and operated by the character in the endpaper distribution of the participatory live game part. That is, the re-progress of the real-time live distribution part reflects the user action history information and the reward information, is similar to the live distribution part that has progressed in real time, and is unique to the user.
  • the live distribution part will be re-progressed.
  • the user specifies a specific action time, and the live distribution part is selectively advanced from there. Can be made to. For example, if the user has entered a comment 2 minutes and 45 seconds after the start of the live distribution part (live distribution game part or participatory live game part), specify the timing 2 minutes and 45 seconds after that. The user can advance the livestreaming part again.
  • action time corresponding to the consumption of valuable data by the user's input operation and the record of actions such as change of items such as character's clothing. It is better to make it feasible based on.
  • the live distribution part is selectively progressed by using the data of the action time. Can be made to. For example, if the user has selected a period of 2 minutes 45 seconds to 5 minutes 10 seconds from the start of the live distribution part, the user can re-progress the live distribution part over that period.
  • step S303 determines that the user has no record of advancing the live distribution part in real time
  • the processing flow proceeds from NO in step S303 to step S306.
  • step S306 the game progress unit 115 executes a limited progress (that is, the above-mentioned "missed distribution") of the completed live distribution part.
  • the reason why the missed delivery is restricted is that the user has the right to receive the live stream, but it can be considered that he has waived this right, so not all of the live stream is necessarily limited. Based on the idea that it is not necessary to reproduce and present it to the user.
  • the progress of the live distribution part is executed using the recorded operation instruction data.
  • the livestreaming part that progressed in real time would image-synthesize the item so that the character would wear it and operate. .. That is, in the real-time live distribution part, the movement mode of the character was associated with the throwing item.
  • the clothing item is not associated with the movement mode of the character.
  • the clothing item (necklace) introduced in the live distribution game part may be operated without being worn by the character. That is, the image composition process is not performed so that the character wears the item and operates.
  • the progress of the completed livestreaming part is limited in that it does not reflect the information of the thrown item and is not unique to the user.
  • the thrown money item input in the real-time live distribution part can be reflected in the movement mode of the character.
  • the overlooked distribution the thrown money item input in the real-time live distribution part is not reflected in the movement mode of the character.
  • the retrospective distribution viewing real-time live distribution in the past
  • a user interface including a button and a screen for executing the consumption of valuable data was displayed on the display unit 152.
  • the UI images 711A to 711D in FIG. 11 were displayed on the display unit 152.
  • the user can play a specific scenario associated with the live delivery part, as in the live delivery part that progresses in real time.
  • Certain scenarios include, for example, include, but are not limited to, user-participatory events as described in Embodiment 1, and users are provided with an interactive experience with an avatar object.
  • Examples of user-participation-type events include questionnaires provided by characters, quizzes given by avatar objects, and battle games against avatar objects (for example, junken games and bingo games). Then, as in the case of live distribution in real time, the participation result of such a user participation type event is fed back to the user in the overlooked distribution.
  • the user terminal displays a message such as "The answer is different from the one during the live" by comparing with the answer of the user who is participating in the live. It may be displayed and output to.
  • the user may be restricted from acquiring predetermined game points for the above feedback.
  • predetermined game points may be associated with the user and added to the points owned by the user.
  • game points may not be associated with the user.
  • the points owned by the user for example, in the case of a game in which a plurality of users who are game players are ranked based on the points, when the user advances the completed live distribution part, this is the case. It will not affect the ranking.
  • the user terminal 100 may request the progress of the completed live distribution part again. That is, it is preferable that the return delivery or the missed delivery can be repeatedly executed a plurality of times. In this case, the processing flow returns to step S301.
  • the user terminal 100 even after the live distribution part has progressed in real time, the user can proceed with the live distribution part again in various modes. As a result, the user feels more attached to the character through the experience of interacting with the character in a rich sense of reality, so that another part that operates the character can be played with even more interest. .. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
  • ⁇ Modification 1> whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined based on whether or not the user has a track record of advancing the live distribution part in real time.
  • the user may be configured to select the return delivery or the overlooked delivery. Alternatively, regardless of the presence or absence of the above-mentioned achievements, only the overlooked distribution may be provided to the user.
  • the progress of the completed live distribution part may be requested again. That is, the return delivery or the missed delivery could be repeatedly executed a plurality of times.
  • the second and subsequent return delivery or missed delivery correspond to the record of the previous return delivery or missed delivery.
  • the first distribution history data is stored in the storage unit 220 of the server 200 or the storage unit 320 of the distribution terminal 400. After that, when the recorded operation instruction data related to the completed live distribution part is requested again from the user terminal 100, the first distribution history data is sent from the server 200 or the distribution terminal 400 together with the recorded operation instruction data. It will be delivered. In the user terminal 100, the received first delivery history data is referred to, and if the first return delivery or the missed delivery is performed halfway, the user terminal 100 will perform the second return delivery or the second return delivery from the continuation. Resume the progress of overlooked delivery. As a result, the user can efficiently perform return delivery or missed delivery.
  • the return delivery should be executed from the second time onward, and if the first delivery is a missed delivery, the missed delivery should be executed from the second time onward. Further, when the recorded operation instruction data already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. As a result, the amount of data received by the user terminal 100 can be saved.
  • ⁇ Modification 3> In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined according to the actual result of the user advancing the live distribution part in real time (). Step S303 in FIG. 34).
  • the third modification when it is determined that the user has progressed the live distribution part halfway in real time, it is preferable to restart the progress of the completed live distribution part from the continuation.
  • the record of how far the user has advanced the live distribution part in real time can be determined from the user behavior history information described above in FIG. 32. That is, the user behavior history information records how long the user has progressed with respect to a specific live distribution part.
  • the resumption of the completed live distribution part should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
  • FIG. 35 shows an example of a screen displayed on the display unit 152 of the user terminal 100 based on the game program according to the present embodiment, and an example of a transition between these screens.
  • screens include a home screen 800A, a live selection screen 800B for live distribution, and a missed selection screen 800C for missed distribution.
  • the transition from the home screen 800A to the live selection screen 800B is possible.
  • the live selection screen 800B can be transitioned to the home screen 800A and the overlooked selection screen 800C.
  • the actual distribution screen (not shown) is transitioned from the live selection screen 800B and the overlooked selection screen 800C.
  • the home screen 800A displays various menus for advancing the live distribution part on the display unit 152 of the user terminal 100.
  • the game progress unit 115 receives an input operation for starting the game, the game progress unit 115 first displays the home screen 800A.
  • the home screen 800A includes a "live" icon 802 for transitioning to the live selection screen 800B.
  • the game progress unit 115 Upon receiving an input operation for the "live" icon 802 on the home screen 800A, the game progress unit 115 causes the display unit 152 to display the live selection screen 800B.
  • the live selection screen 800B presents live information that can be distributed to the user.
  • a list of one or more live notification information for notifying the user of the live distribution time and the like in advance is displayed.
  • the live announcement information includes at least the live delivery date and time.
  • the live announcement information may include free / paid live information, an advertisement image including an image of a character appearing in the live, and the like.
  • the live selection screen 800B may display the notification information regarding the live distribution to be distributed in the near future on the live selection screen on the pop-up screen 806.
  • the server 200 searches for one or more user terminals 100 having the right to receive the live distribution.
  • the right to receive livestreaming is conditioned on the fact that the consideration for receiving livestreaming has been paid (for example, holding a ticket).
  • the corresponding live notification information will be displayed on the user terminal 100 having the right to receive the live distribution.
  • the user terminal 100 accepts a live playback operation, for example, a selection operation for a live at the live distribution time on the live selection screen 800B (more specifically, a touch operation for a live image). Accordingly, the game progress unit 115 shifts the display unit 152 to the actual distribution screen (not shown). As a result, the user terminal 100 can advance the live distribution part and advance the live viewing process in real time.
  • the moving image reproduction unit 117 operates the character in the live distribution game part based on the received operation instruction data.
  • the moving image reproduction unit 117 generates a moving image reproduction screen (for example, thank-you moving image 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution game part, and displays it on the display unit 152.
  • the live selection screen 800B has a "return (x)" icon 808 for transitioning to the screen displayed immediately before and a "missing delivery” icon 810 for transitioning to the missed selection screen 800C on the display unit 152. It may be displayed.
  • the game progress unit 115 shifts the screen 800B to the home screen 800A in response to an input operation for the “return (x)” icon 808 on the live selection screen 800B.
  • the game progress unit 115 shifts to the missed selection screen 800C on the live selection screen 800B for the input operation for the missed distribution icon 810 on the live selection screen 800B.
  • the overlook selection screen 800C displays the delivered information related to one or more live delivered in the past, in particular, the delivered information that the user has not actually advanced the live delivery part in real time.
  • the input unit 151 of the user terminal 100 receives an input operation for the live distribution information displayed on the overlooked selection screen 800C, for example, the image 830 including the character appearing in the live, the game progress unit 115 after the live distribution part ends. , You can proceed with the livestreaming part that has already been completed.
  • the delivered information about the live is further delivered with the playback time 812 of each delivered live, the period until the end of delivery (days, etc.) 814, and how many days before the present. It may include information 816 indicating whether or not it has been done, a past delivery date and time, and the like.
  • the overlooked selection screen 800C includes a “back ( ⁇ )” icon 818 for transitioning to the live selection screen 800B. In response to the input operation for the "return ( ⁇ )" icon 818, the game progress unit 115 transitions to the live selection screen 800B.
  • the overlooked selection screen 800C is not limited to this, but it is preferable that the transition is made only from the live selection screen 800B and not directly from the home screen 800A.
  • the missed distribution is performed for the user who missed the live distribution, and is only a function accompanying the live distribution function.
  • one of the purposes of this game is to enhance the fun of the game by allowing the user to watch the live distribution in real time, support the character in real time, and deepen the interaction with the character. Therefore, in order to guide the user to watch the live distribution in real time rather than the overlooked distribution in which real-time interaction with the character (player) is not possible, here, the overlooked selection screen 800C cannot be directly transitioned from the home screen 800A. It is better to do so.
  • the delivered information that the user has not made the live delivery part in real time is displayed.
  • the delivered information about all the live delivered in the past may be displayed in a list for each live.
  • it is preferable that either the return distribution or the overlooked distribution is executed depending on whether or not the user has progressed the live distribution part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the above-mentioned return distribution is performed. On the other hand, if it is determined that the user has no record of advancing the live distribution part in real time, the distribution will be overlooked. As described above with respect to FIG. 34, the look-back delivery and the missed delivery can provide different user experiences.
  • a method of a game executed by the processor in an information terminal device including a processor, a memory, an input unit, and a display unit.
  • a first character avatar object 610 operated by the distributor and a plurality of second characters (soldier) not operated by the distributor among the plurality of types of characters during the first real-time progress period of the game.
  • a character (own soldier character) selected from the two characters according to an input operation from the user to the input unit is arranged in the virtual space as a sub-character (own soldier object 720A) operated by the user.
  • the plurality of types of characters include the third step (S90) that enables participation in the game, and the actions that can occur in the participating games are different, and the game is arranged in the virtual space.
  • the method further comprises the post-end in the second progress period after the end of the first progress period.
  • the record of the action includes time information
  • the progress of the game in the second progress period is the operation by the user's input operation via the input unit in the first progress period. According to the time information specification.
  • the action includes selection of a specific progress portion by an input operation of the user via the input unit in the first progress period, and in the second progress period. , Only the selected progress of the specific progress portion is executed.
  • the display unit displays a first screen for displaying a menu related to real-time distribution and information on real-time distribution that can be viewed by transitioning from the first screen.
  • the second screen is configured to be able to display a third screen for displaying information about the distributed gameplay video, and the third screen is transitioned from the second screen to display the third screen. It is configured so that it does not transition from one screen.
  • Appendix 6 (Appendix 5) includes a step of transitioning from the second screen to the third screen when the information terminal device receives an input operation by the user for the second screen.
  • a first information terminal device (first user terminal 100) comprising a first processor, a first memory, a first input unit, and a first display unit. ), Which is a first step group executed by the first processor in the first progress period in real time, and is the first character (avatar object 610) operated by the distributor among a plurality of types of characters.
  • the server (game progress information) for displaying the video of the game in which the plurality of second characters not operated by the distributor are arranged in the virtual space (virtual space 600B) and progresses.
  • the video of the game progressing in the virtual space is displayed on the first display unit.
  • the plurality of types of characters have different actions that can occur in the participating game, including the third step (S90) of arranging the (own soldier object 720A) in the virtual space so as to be able to participate in the game.
  • the game includes a first step group and a second processor in which the degree of advantage for the distributor in the progress of the game differs depending on the number of the second characters arranged in the virtual space.
  • a second user as a viewing terminal for a second user other than the first user who has a second memory and a second display unit and has viewed the video of the game displayed on the first display unit in real time.
  • the second step group executed by the second processor of the information terminal device (second user terminal), which has been delivered in the second progress period after the execution of the first step group.
  • a method including a second step group including a sixth step of displaying a video of a delivered game on the second display unit, and a second step group.
  • the operation mode of the first character in the first progress period, can be associated with a reward that causes an effect of supporting the distributor, and in the second progress period, the first.
  • the reward is not associated with the movement mode of one character.
  • points can be associated with the result of the play of the scenario associated with the execution of the first step group in the first progress period, and the second. During the progress period, the points are not associated with the result of the play.
  • the second display unit displays a first screen for displaying a menu related to real-time distribution and a real-time distribution that can be viewed by transitioning from the first screen.
  • the second screen and the third screen for displaying information about the video of the delivered game are configured to be displayable, and the third screen is transitioned from the second screen and is displayed from the first screen. It is configured so that it will not be transitioned.
  • the computer system includes the first information terminal device and the second information terminal device, and the first information terminal device includes a first step group according to (Appendix 7).
  • the second information terminal device includes a memory for storing a program and a processor that controls the operation of the first computer by executing the first program, and the second information terminal device is described in (Appendix 7).
  • the computer-readable medium storing the computer-executable instruction causes the information terminal device to execute any of the methods (Appendix 1) to (Appendix 6).
  • the information terminal device includes a memory for storing a program including each step described in (Appendix 1), and a processor that controls the operation of the information terminal device by executing the program.
  • control blocks (particularly the control units 110, 210, 310, 410) of the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 are logic formed in an integrated circuit (IC chip) or the like. It may be realized by a circuit (hardware) or by software.
  • the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 include a computer that executes a program command that is software that realizes each function.
  • the computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes it, thereby achieving the object of the present disclosure.
  • a CPU Central Processing Unit
  • the recording medium in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used.
  • a RAM RandomAccessMemory
  • the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present disclosure can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Signal Processing (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Security & Cryptography (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present invention provides a game method, a computer system, a computer-readable medium, and an information terminal device that make it possible to improve the appeal of a game. The present invention provides a game method including, in a real-time first progressing period: a first step for receiving, from a server, display data for displaying the video of a game that progresses in a state in which a first character and a plurality of second characters among a plurality of types of characters are arranged in a virtual space; a second step for displaying the game video on a display unit on the basis of the display data; and a third step for arranging a character selected from the plurality of second characters in the virtual space as a sub-character and allowing the character to participate in the game. The plurality of types of characters can provide different effects in the game in which the characters participate. The degree of advantage for a distributor in the progress of the game is different according to the number of the second characters in the game. The game method further includes, in a second progressing period after the first progressing period ends: a fourth step for sending a request for viewing the ended game again; and a fifth step for displaying the game video on the display unit on the basis of the display data received again from the server.

Description

ゲーム方法、コンピュータシステム、コンピュータ可読媒体、および情報端末装置Game methods, computer systems, computer readable media, and information terminals
 本開示は、ゲーム方法、コンピュータシステム、コンピュータ可読媒体、および情報端末装置に関する。 This disclosure relates to game methods, computer systems, computer readable media, and information terminal devices.
 特許文献1には、ライブ動画を視聴端末に配信する情報処理システムが記載されている。 Patent Document 1 describes an information processing system that distributes a live video to a viewing terminal.
特開2012-120098号公報Japanese Unexamined Patent Publication No. 2012-12598
 しかしながら、上述の従来技術には、コンテンツに対する視聴者の好趣性をより高めることができる余地がある。 However, the above-mentioned conventional technique has room to enhance the viewer's preference for the content.
 本開示は、かかる実情に鑑み考え出されたものであり、その目的は、ゲームの好趣を向上させることができる、ゲーム方法、コンピュータシステム、コンピュータ可読媒体、および情報端末装置を提供することである。 The present disclosure has been devised in view of such circumstances, the purpose of which is to provide game methods, computer systems, computer readable media, and information terminal devices that can enhance the taste of games. be.
 本開示に示す一実施形態のある局面によれば、プロセッサ、メモリ、入力部、および表示部を備える情報端末装置において前記プロセッサにより実行されるゲームの方法であって、前記方法は、前記ゲームのリアルタイムの第1の進行期間において、複数種類のキャラクタのうち、配信者によって操作される第1キャラクタと、前記配信者によって操作されない複数の第2キャラクタとが仮想空間内に配置されて進行するゲームの映像を表示可能にするための表示用データをサーバから受信する第1ステップと、前記第1ステップにより受信された前記表示用データに基づいて、前記仮想空間内において進行するゲームの映像を前記表示部に表示する第2ステップと、前記複数の第2キャラクタのうちから前記入力部に対するユーザからの入力操作に応じて選択したキャラクタを、当該ユーザによって操作されるサブキャラクタとして前記仮想空間内に配置させて前記ゲームに参加可能とする第3ステップと、を含み、前記複数種類のキャラクタは、参加するゲームにおいて生じさせ得る作用が異なり、前記ゲームは、前記仮想空間内に配置されている前記第2キャラクタの数に応じて、前記ゲームの進行における配信者にとっての有利度合いが異なっており、前記方法はさらに、前記第1の進行期間の終了後の第2の進行期間において、前記終了後のゲームを再度視聴するための要求を送信する第4ステップと、前記要求に対して、前記サーバから再び受信する前記表示用データに基づいて、前記ゲームの映像を前記表示部に表示する第5ステップと、を含む、方法を提供する。 According to an aspect of one embodiment shown in the present disclosure, a method of a game executed by the processor in an information terminal device including a processor, a memory, an input unit, and a display unit, wherein the method is the method of the game. A game in which a first character operated by a distributor and a plurality of second characters not operated by the distributor are arranged and progressed in a virtual space among a plurality of types of characters in a real-time first progress period. Based on the first step of receiving the display data for making the video of the above displayable from the server and the display data received by the first step, the video of the game progressing in the virtual space is described. The second step to be displayed on the display unit and the character selected from the plurality of second characters according to the input operation from the user to the input unit are set in the virtual space as sub-characters operated by the user. The plurality of types of characters have different actions that can occur in the participating game, including the third step of arranging the characters so that they can participate in the game, and the game is arranged in the virtual space. Depending on the number of second characters, the degree of advantage for the distributor in the progress of the game is different, and the method further comprises the post-end in the second progress period after the end of the first progress period. A fourth step of transmitting a request for viewing the game again, and a fifth step of displaying the image of the game on the display unit based on the display data received again from the server in response to the request. Provides methods, including steps and.
 一実施形態のある局面によれば、第1のプロセッサ、第1のメモリ、第1の入力部、および第1の表示部を備える第1の情報端末装置において前記第1のプロセッサによりリアルタイムの第1の進行期間において実行される、第1のステップ群であって、複数種類のキャラクタのうち、配信者によって操作される第1キャラクタと、前記配信者によって操作されない複数の第2キャラクタとが仮想空間内に配置されて進行するゲームの映像を表示可能にするための表示用データをサーバから受信する第1ステップと、前記第1ステップにより受信された前記表示用データに基づいて、前記仮想空間内において進行するゲームの映像を前記第1の表示部に表示する第2ステップと、複数の第2キャラクタのうちから前記第1の入力部に対する第1ユーザからの入力操作に応じて選択したキャラクタを、当該第1ユーザによって操作されるサブキャラクタとして前記仮想空間内に配置させて前記ゲームに参加可能とする第3ステップと、を含み、前記複数種類のキャラクタは、参加するゲームにおいて生じさせ得る作用が異なり、前記ゲームは、前記仮想空間内に配置されている前記第2キャラクタの数に応じて、前記ゲームの進行における配信者にとっての有利度合いが異なる、第1のステップ群と、第2のプロセッサと、第2のメモリと、第2の表示部とを備え、前記第1の表示部に表示されたゲームの映像をリアルタイムに視聴した第1ユーザ以外の第2ユーザの視聴端末としての第2の情報端末装置の前記第2のプロセッサにより実行される第2のステップ群であって、前記第1のステップ群の実行後に進行する第2の進行期間において、配信済みの前記ゲームを視聴するための要求を前記サーバへ送信する第4ステップと、前記サーバから記録済みの表示用データを受信する第5ステップと、前記表示用データに基づいて、前記複数種類のキャラクタを動作させることにより配信済みのゲームの映像を前記第2の表示部に表示する第6ステップと、を含む、第2のステップ群と、を含む、方法を提供する。 According to an aspect of one embodiment, in a first information terminal device comprising a first processor, a first memory, a first input unit, and a first display unit, the first processor is used in real time. In the first step group executed in one progress period, among a plurality of types of characters, a first character operated by a distributor and a plurality of second characters not operated by the distributor are virtual. The virtual space is based on the first step of receiving display data from the server for making it possible to display the video of the game arranged in the space and progressing, and the display data received by the first step. The second step of displaying the image of the game progressing in the inside on the first display unit, and the character selected from the plurality of second characters according to the input operation from the first user to the first input unit. Is included in the virtual space as a sub-character operated by the first user to enable participation in the game, and the plurality of types of characters can be generated in the participating game. The action is different, and the game has a second step group and a second step group in which the degree of advantage for the distributor in the progress of the game differs depending on the number of the second characters arranged in the virtual space. As a viewing terminal for a second user other than the first user who has the processor, the second memory, and the second display unit and has viewed the video of the game displayed on the first display unit in real time. The second step group executed by the second processor of the second information terminal device, and the delivered game is viewed in the second progress period progressing after the execution of the first step group. By operating the plurality of types of characters based on the fourth step of transmitting the request to the server, the fifth step of receiving the recorded display data from the server, and the display data. Provided is a method including a second step group including a sixth step of displaying a delivered game image on the second display unit.
 本開示によれば、ゲームの好趣を向上させることができる。 According to this disclosure, it is possible to improve the taste of the game.
ある実施の形態に従うシステムの概要の一例を示す図である。It is a figure which shows an example of the outline of the system which follows a certain embodiment. ある実施の形態に従うユーザ端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the user terminal which follows a certain embodiment. ある実施の形態に従うサーバのハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware configuration of the server according to a certain embodiment. ある実施の形態に従うゲームプレイ端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the game play terminal which follows a certain embodiment. ある実施の形態に従う配信端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the distribution terminal which follows a certain embodiment. ある実施の形態に従うユーザ端末、サーバ、HMDセットの機能的構成の一例を示すブロック図である。It is a block diagram which shows an example of the functional configuration of a user terminal, a server, and an HMD set according to a certain embodiment. ある実施の形態に従う配信端末の機能的構成の一例を示すブロック図である。It is a block diagram which shows an example of the functional configuration of the distribution terminal according to a certain embodiment. ある実施の形態に従うユーザ端末およびゲームプレイ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the user terminal and the game play terminal which follow a certain embodiment. ある実施の形態に従う、プレイヤに提供される仮想空間、および、プレイヤが視認する視界画像の一例を示す図である。It is a figure which shows an example of the virtual space provided to a player, and the visual field image which a player visually recognizes, according to a certain embodiment. ある実施の形態に従う、ユーザ端末のユーザに提供される仮想空間、および、該ユーザが視認する視界画像の一例を示す図である。It is a figure which shows an example of the virtual space provided to the user of a user terminal, and the visual field image which the user visually recognizes, according to a certain embodiment. ユーザ端末のユーザが視認する視界画像の他の例を示す図である。It is a figure which shows the other example of the field of view image visually seen by the user of a user terminal. ユーザ端末のユーザが視認する視界画像のさらに別の例を示す図である。It is a figure which shows still another example of the field of view image which the user of a user terminal sees. ある実施の形態に従うゲームプレイ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the game play terminal which follows a certain embodiment. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the user terminal which follows a certain embodiment. ある実施の形態に従うサーバにおいて実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the server which follows a certain embodiment. ある実施の形態に従う、ゲームに参加したユーザのリストの一具体例を示す図である。It is a figure which shows a specific example of the list of the user who participated in a game according to a certain embodiment. ある実施の形態に従う配信端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面の一具体例を示す図である。It is a figure which shows a specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面の他の具体例を示す図である。It is a figure which shows the other specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う、プレイヤによる音声入力の一具体例を示す図である。It is a figure which shows a specific example of the voice input by a player according to a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例と、動作指図データの配信の概要とを示す図である。It is a figure which shows still another specific example of the screen displayed on the distribution terminal according to a certain embodiment, and the outline of distribution of operation instruction data. ある実施の形態に従う、プレイヤによる音声入力の他の具体例を示す図である。It is a figure which shows the other specific example of the voice input by a player according to a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例と、動作指図データの配信の概要とを示す図である。It is a figure which shows the outline of the distribution of the operation instruction data, still another specific example of the screen displayed on the distribution terminal according to a certain embodiment. ある実施形態に従うゲームプレイ端末からユーザ端末へのゲーム進行情報の送信の概要を示す図である。It is a figure which shows the outline of transmission of the game progress information from a game play terminal to a user terminal according to a certain embodiment. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. 動画再生の一具体例を示す図である。It is a figure which shows a specific example of moving image play. 動画再生の他の具体例を示す図である。It is a figure which shows the other specific example of moving image play. (A)はユーザ端末に表示されるゲーム映像の一例を示す図であり、(B)はユーザ端末に表示されるゲーム映像の他の一例を示す図であり、(C)はユーザ端末に表示されるゲーム映像のその他の一例を示す図であり、(D)はユーザ端末に表示されるゲーム映像のさらにその他の一例を示す図である。(A) is a diagram showing an example of a game video displayed on a user terminal, (B) is a diagram showing another example of a game video displayed on the user terminal, and (C) is a diagram showing another example of the game video displayed on the user terminal. It is a figure which shows the other example of the game image to be made, (D) is the figure which shows the other example of the game image displayed on a user terminal. 敵オブジェクトの周囲に配置されるエリアの一例を示す図である。It is a figure which shows an example of the area arranged around an enemy object. ユーザ端末およびゲームプレイ端末において実行される処理の流れの一部を示すフローチャートである。It is a flowchart which shows a part of the flow of the process executed in a user terminal and a game play terminal. ユーザ端末およびゲームプレイ端末において実行される処理の流れの他の一部を示すフローチャートである。It is a flowchart which shows the other part of the flow of processing executed in a user terminal and a game play terminal. ある実施形態に係るユーザ行動履歴情報のデータ構造の一例を示す。An example of the data structure of the user behavior history information according to a certain embodiment is shown. ある実施形態に係るゲーム情報のデータ構造の一例を示す。An example of the data structure of the game information according to a certain embodiment is shown. ある実施形態に係るゲームの基本的なゲーム進行の一例を示すフローチャートである。It is a flowchart which shows an example of the basic game progress of the game which concerns on a certain embodiment. ある実施形態に係るユーザ端末の表示部に表示される画面の遷移例を示す。An example of a transition of a screen displayed on a display unit of a user terminal according to a certain embodiment is shown.
 〔実施形態1〕
 本開示に係るシステムは、複数のユーザにゲームを提供するためのシステムである。以下、該システムについて図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味および範囲内でのすべての変更が本発明に含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。
[Embodiment 1]
The system according to the present disclosure is a system for providing a game to a plurality of users. Hereinafter, the system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description is not repeated.
 <システム1の動作概要>
 図1は、本実施形態に係るシステム1の概要を示す図である。システム1は、複数のユーザ端末100(コンピュータ)と、サーバ200と、ゲームプレイ端末300(外部装置、第2外部装置)と、配信端末400(外部、第1外部装置)とを含む。なお、図1では、複数のユーザ端末100の一例として、ユーザ端末100A~100C、換言すれば、3台のユーザ端末100を記載しているが、ユーザ端末100の台数は図示の例に限定されない。また、本実施形態では、ユーザ端末100A~Cを区別する必要が無い場合、「ユーザ端末100」と記載する。ユーザ端末100、ゲームプレイ端末300、および配信端末400は、サーバ200とネットワーク2を介して接続する。ネットワーク2は、インターネットおよび図示しない無線基地局によって構築される各種移動通信システム等で構成される。この移動通信システムとしては、例えば、所謂3G、4G移動通信システム、LTE(Long Term Evolution)、および所定のアクセスポイントによってインターネットに接続可能な無線ネットワーク(例えばWi-Fi(登録商標))等が挙げられる。
<Overview of system 1 operation>
FIG. 1 is a diagram showing an outline of the system 1 according to the present embodiment. The system 1 includes a plurality of user terminals 100 (computers), a server 200, a game play terminal 300 (external device, a second external device), and a distribution terminal 400 (external, first external device). Note that FIG. 1 describes user terminals 100A to 100C, in other words, three user terminals 100 as an example of a plurality of user terminals 100, but the number of user terminals 100 is not limited to the illustrated example. .. Further, in the present embodiment, when it is not necessary to distinguish the user terminals 100A to C, it is described as "user terminal 100". The user terminal 100, the game play terminal 300, and the distribution terminal 400 are connected to the server 200 via the network 2. The network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
 (ゲームの概要)
 本実施形態では、システム1によって提供されるゲーム(以下、本ゲーム)の一例として、ゲームプレイ端末300のユーザが主としてプレイするゲームを説明する。以下、ゲームプレイ端末300のユーザを、「プレイヤ」と称する。プレイヤ(演者)は、一例として、本ゲームに登場するキャラクタを操作することにより、ゲームを進行させる。また、本ゲームにおいて、ユーザ端末100のユーザは、プレイヤによるゲームの進行を支援する役割を担う。本ゲームの詳細については後述する。なお、システム1によって提供されるゲームは、複数のユーザが参加するゲームであればよく、この例に限定されない。
(Outline of the game)
In the present embodiment, as an example of the game provided by the system 1 (hereinafter referred to as the game), a game mainly played by the user of the game play terminal 300 will be described. Hereinafter, the user of the game play terminal 300 is referred to as a "player". As an example, the player (performer) advances the game by operating the characters appearing in the game. Further, in this game, the user of the user terminal 100 plays a role of supporting the progress of the game by the player. Details of this game will be described later. The game provided by the system 1 may be a game in which a plurality of users participate, and is not limited to this example.
 (ゲームプレイ端末300)
 ゲームプレイ端末300は、プレイヤによる入力操作に応じてゲームを進行させる。また、ゲームプレイ端末300は、プレイヤのゲームプレイにより生成された情報(以下、ゲーム進行情報)を、順次、サーバ200にリアルタイムで配信する。
(Gameplay terminal 300)
The game play terminal 300 advances the game in response to an input operation by the player. Further, the game play terminal 300 sequentially distributes information generated by the player's game play (hereinafter, game progress information) to the server 200 in real time.
 (サーバ200)
 サーバ200は、ゲームプレイ端末300からリアルタイムに受信したゲーム進行情報(第2データ)を、ユーザ端末100に送信する。また、サーバ200は、ユーザ端末100、ゲームプレイ端末300、および配信端末400の間の各種情報の送受信を仲介する。
(Server 200)
The server 200 transmits the game progress information (second data) received in real time from the game play terminal 300 to the user terminal 100. Further, the server 200 mediates the transmission / reception of various information between the user terminal 100, the game play terminal 300, and the distribution terminal 400.
 (配信端末400)
 配信端末400は、配信端末400のユーザによる入力操作に応じて、動作指図データ(第1データ)を生成し、サーバ200を介してユーザ端末100へ動作指図データを配信する。動作指図データとは、ユーザ端末100において動画を再生するためのデータであり、具体的には、動画に登場するキャラクタを動作させるためのデータである。
(Distribution terminal 400)
The distribution terminal 400 generates operation instruction data (first data) in response to an input operation by the user of the distribution terminal 400, and distributes the operation instruction data to the user terminal 100 via the server 200. The operation instruction data is data for playing a moving image on the user terminal 100, and specifically, is data for operating a character appearing in the moving image.
 本実施形態では、ゲームプレイ端末300と配信端末400とが別個の装置である例について説明する。しかしながら、ゲームプレイ端末300と配信端末400は一体の装置であってもよい。 In this embodiment, an example in which the game play terminal 300 and the distribution terminal 400 are separate devices will be described. However, the game play terminal 300 and the distribution terminal 400 may be an integrated device.
 本実施形態では、一例として、配信端末400のユーザは、本ゲームのプレイヤである。また、一例として、ユーザ端末100にて動作指図データに基づいて再生される動画は、プレイヤがゲームで操作したキャラクタが動作する動画である。「動作」とは、キャラクタの身体の少なくとも一部を動かすことであり、発話も含む。このため、本実施形態に係る動作指図データは、例えば、キャラクタに発話させるための音声データと、キャラクタの身体を動かすためのモーションデータとを含む。 In the present embodiment, as an example, the user of the distribution terminal 400 is a player of this game. Further, as an example, the moving image played on the user terminal 100 based on the operation instruction data is a moving image in which the character operated by the player in the game operates. "Movement" is to move at least a part of the character's body, including utterances. Therefore, the motion instruction data according to the present embodiment includes, for example, voice data for causing the character to speak and motion data for moving the character's body.
 動作指図データは、一例として、本ゲームの終了後にユーザ端末100へ送信される。動作指図データ、および、該動作指図データに基づいて再生される動画の詳細については後述する。 As an example, the operation instruction data is transmitted to the user terminal 100 after the end of this game. The details of the operation instruction data and the moving image played based on the operation instruction data will be described later.
 (ユーザ端末100)
 ユーザ端末100は、ゲーム進行情報をリアルタイムに受信し、該情報を用いてゲーム画面を生成して表示する。換言すれば、ユーザ端末100は、リアルタイムレンダリングにより、プレイヤがプレイしているゲームのゲーム画面を再生する。これにより、ユーザ端末100のユーザは、プレイヤがゲームをプレイしながら視認しているゲーム画面と同一のゲーム画面を、プレイヤとほぼ同じタイミングで視認することができる。
(User terminal 100)
The user terminal 100 receives game progress information in real time, and uses the information to generate and display a game screen. In other words, the user terminal 100 reproduces the game screen of the game being played by the player by real-time rendering. As a result, the user of the user terminal 100 can visually recognize the same game screen as the game screen that the player is visually recognizing while playing the game at substantially the same timing as the player.
 また、ユーザ端末100は、ユーザによる入力操作に応じて、プレイヤによるゲームの進行を支援するための情報を生成し、該情報を、サーバ200を介してゲームプレイ端末300へ送信する。該情報の詳細については後述する。 Further, the user terminal 100 generates information for supporting the progress of the game by the player in response to the input operation by the user, and transmits the information to the game play terminal 300 via the server 200. Details of the information will be described later.
 また、ユーザ端末100は、配信端末400から動作指図データを受信し、該動作指図データを用いて動画(映像)を生成して再生する。換言すれば、ユーザ端末100は、動作指図データをレンダリングして再生する。 Further, the user terminal 100 receives the operation instruction data from the distribution terminal 400, and generates and reproduces a moving image (video) using the operation instruction data. In other words, the user terminal 100 renders and reproduces the operation instruction data.
 <システム1のハードウェア構成>
 図2は、ユーザ端末100のハードウェア構成を示す図である。図3は、サーバ200のハードウェア構成を示す図である。図4は、ゲームプレイ端末300のハードウェア構成を示す図である。図5は、配信端末400のハードウェア構成を示す図である。
<Hardware configuration of system 1>
FIG. 2 is a diagram showing a hardware configuration of the user terminal 100. FIG. 3 is a diagram showing a hardware configuration of the server 200. FIG. 4 is a diagram showing a hardware configuration of the game play terminal 300. FIG. 5 is a diagram showing a hardware configuration of the distribution terminal 400.
 (ユーザ端末100)
 本実施形態では、一例として、ユーザ端末100がスマートフォンとして実現される例を説明するが、ユーザ端末100はスマートフォンに限定されない。例えば、ユーザ端末100はフィーチャーフォン、タブレット型コンピュータ、ラップトップ型コンピュータ(いわゆる、ノートパソコン)、または、デスクトップ型コンピュータなどとして実現されてもよい。また、ユーザ端末100は、ゲームプレイに適したゲーム装置であってもよい。
(User terminal 100)
In the present embodiment, as an example, an example in which the user terminal 100 is realized as a smartphone will be described, but the user terminal 100 is not limited to the smartphone. For example, the user terminal 100 may be realized as a feature phone, a tablet computer, a laptop computer (so-called notebook computer), a desktop computer, or the like. Further, the user terminal 100 may be a game device suitable for game play.
 ユーザ端末100は図2に示すように、プロセッサ10と、メモリ11と、ストレージ12と、通信インターフェース(IF)13と、入出力IF14と、タッチスクリーン15(表示部)と、カメラ17と、測距センサ18とを備える。ユーザ端末100が備えるこれらの構成は、通信バスによって互いに電気的に接続される。なお、ユーザ端末100は、タッチスクリーン15に代えて、または、加えて、ユーザ端末100本体とは別に構成されたディスプレイ(表示部)を接続可能な入出力IF14を備えていてもよい。 As shown in FIG. 2, the user terminal 100 measures the processor 10, the memory 11, the storage 12, the communication interface (IF) 13, the input / output IF 14, the touch screen 15 (display unit), the camera 17, and the like. A distance sensor 18 is provided. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus. The user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
 また、図2に示すように、ユーザ端末100は、1つ以上のコントローラ1020と通信可能に構成されることとしてもよい。コントローラ1020は、例えば、Bluetooth(登録商標)等の通信規格に従って、ユーザ端末100と通信を確立する。コントローラ1020は、1つ以上のボタン等を有していてもよく、該ボタン等に対するユーザの入力操作に基づく出力値をユーザ端末100へ送信する。また、コントローラ1020は、加速度センサ、および、角速度センサ等の各種センサを有していてもよく、該各種センサの出力値をユーザ端末100へ送信する。 Further, as shown in FIG. 2, the user terminal 100 may be configured to be communicable with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100. Further, the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
 なお、ユーザ端末100がカメラ17および測距センサ18を備えることに代えて、または、加えて、コントローラ1020がカメラ17および測距センサ18を有していてもよい。 Note that, instead of or in addition to the user terminal 100 including the camera 17 and the distance measuring sensor 18, the controller 1020 may have the camera 17 and the distance measuring sensor 18.
 ユーザ端末100は、例えばゲーム開始時に、コントローラ1020を使用するユーザに、該ユーザの名前またはログインID等のユーザ識別情報を、該コントローラ1020を介して入力させることが望ましい。これにより、ユーザ端末100は、コントローラ1020とユーザとを紐付けることが可能となり、受信した出力値の送信元(コントローラ1020)に基づいて、該出力値がどのユーザのものであるかを特定することができる。 It is desirable that the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game. As a result, the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
 ユーザ端末100が複数のコントローラ1020と通信する場合、各コントローラ1020を各ユーザが把持することで、ネットワーク2を介してサーバ200などの他の装置と通信せずに、該1台のユーザ端末100でマルチプレイを実現することができる。また、各ユーザ端末100が無線LAN(Local Area Network)規格等の無線規格により互いに通信接続する(サーバ200を介さずに通信接続する)ことで、複数台のユーザ端末100によりローカルでマルチプレイを実現することもできる。1台のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、ユーザ端末100は、さらに、サーバ200が備える後述する種々の機能の少なくとも一部を備えていてもよい。また、複数のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、複数のユーザ端末100は、サーバ200が備える後述する種々の機能を分散して備えていてもよい。 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with. In addition, each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it. When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the plurality of user terminals 100 may be provided with various functions described later described in the server 200 in a distributed manner.
 なお、ローカルで上述のマルチプレイを実現する場合であっても、ユーザ端末100はサーバ200と通信を行ってもよい。例えば、あるゲームにおける成績または勝敗等のプレイ結果を示す情報と、ユーザ識別情報とを対応付けてサーバ200に送信してもよい。 Even when the above-mentioned multiplayer is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as a result or a win or loss in a certain game may be associated with user identification information and transmitted to the server 200.
 また、コントローラ1020は、ユーザ端末100に着脱可能な構成であるとしてもよい。この場合、ユーザ端末100の筐体における少なくともいずれかの面に、コントローラ1020との結合部が設けられていてもよい。該結合部を介して有線によりユーザ端末100とコントローラ1020とが結合している場合は、ユーザ端末100とコントローラ1020とは、有線を介して信号を送受信する。 Further, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are connected by wire via the coupling portion, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.
 図2に示すように、ユーザ端末100は、外部のメモリカード等の記憶媒体1030の装着を、入出力IF14を介して受け付けてもよい。これにより、ユーザ端末100は、記憶媒体1030に記録されるプログラム及びデータを読み込むことができる。記憶媒体1030に記録されるプログラムは、例えばゲームプログラムである。 As shown in FIG. 2, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded on the storage medium 1030. The program recorded on the storage medium 1030 is, for example, a game program.
 ユーザ端末100は、サーバ200等の外部の装置と通信することにより取得したゲームプログラムをユーザ端末100のメモリ11に記憶してもよいし、記憶媒体1030から読み込むことにより取得したゲームプログラムをメモリ11に記憶してもよい。 The user terminal 100 may store the game program acquired by communicating with an external device such as the server 200 in the memory 11 of the user terminal 100, or may store the game program acquired by reading from the storage medium 1030 in the memory 11. You may memorize it in.
 以上で説明したとおり、ユーザ端末100は、該ユーザ端末100に対して情報を入力する機構の一例として、通信IF13、入出力IF14、タッチスクリーン15、カメラ17、および、測距センサ18を備える。入力する機構としての上述の各部は、ユーザの入力操作を受け付けるように構成された操作部と捉えることができる。 As described above, the user terminal 100 includes a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18 as an example of a mechanism for inputting information to the user terminal 100. Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
 例えば、操作部が、カメラ17および測距センサ18の少なくともいずれか一方で構成される場合、該操作部が、ユーザ端末100の近傍の物体1010を検出し、当該物体の検出結果から入力操作を特定する。一例として、物体1010としてのユーザの手、予め定められた形状のマーカーなどが検出され、検出結果として得られた物体1010の色、形状、動き、または、種類などに基づいて入力操作が特定される。より具体的には、ユーザ端末100は、カメラ17の撮影画像からユーザの手が検出された場合、該撮影画像に基づき検出されるジェスチャ(ユーザの手の一連の動き)を、ユーザの入力操作として特定し、受け付ける。なお、撮影画像は静止画であっても動画であってもよい。 For example, when the operation unit is configured by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and performs an input operation from the detection result of the object. Identify. As an example, a user's hand as an object 1010, a marker having a predetermined shape, or the like is detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as a detection result. To. More specifically, when the user's hand is detected from the captured image of the camera 17, the user terminal 100 inputs a gesture (a series of movements of the user's hand) detected based on the captured image. Specify and accept as. The captured image may be a still image or a moving image.
 あるいは、操作部がタッチスクリーン15で構成される場合、ユーザ端末100は、タッチスクリーン15の入力部151に対して実施されたユーザの操作をユーザの入力操作として特定し、受け付ける。あるいは、操作部が通信IF13で構成される場合、ユーザ端末100は、コントローラ1020から送信される信号(例えば、出力値)をユーザの入力操作として特定し、受け付ける。あるいは、操作部が入出力IF14で構成される場合、該入出力IF14と接続されるコントローラ1020とは異なる入力装置(図示せず)から出力される信号をユーザの入力操作として特定し、受け付ける。 Alternatively, when the operation unit is composed of the touch screen 15, the user terminal 100 identifies and accepts the user's operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, when the operation unit is configured by the communication IF 13, the user terminal 100 identifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as an input operation of the user. Alternatively, when the operation unit is composed of the input / output IF14, a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF14 is specified as an input operation of the user and received.
 (サーバ200)
 サーバ200は、一例として、ワークステーションまたはパーソナルコンピュータなどの汎用コンピュータであってよい。サーバ200は、プロセッサ20と、メモリ21と、ストレージ22と、通信IF23と、入出力IF24とを備える。サーバ200が備えるこれらの構成は、通信バスによって互いに電気的に接続される。
(Server 200)
As an example, the server 200 may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These configurations of the server 200 are electrically connected to each other by a communication bus.
 (ゲームプレイ端末300)
 ゲームプレイ端末300は、一例として、パーソナルコンピュータなどの汎用コンピュータであってよい。ゲームプレイ端末300は、プロセッサ30と、メモリ31と、ストレージ32と、通信IF33と、入出力IF34とを備える。ゲームプレイ端末300が備えるこれらの構成は、通信バスによって互いに電気的に接続される。
(Gameplay terminal 300)
As an example, the game play terminal 300 may be a general-purpose computer such as a personal computer. The game play terminal 300 includes a processor 30, a memory 31, a storage 32, a communication IF 33, and an input / output IF 34. These configurations of the gameplay terminal 300 are electrically connected to each other by a communication bus.
 図4に示すように、本実施形態に係るゲームプレイ端末300は、一例として、HMD(Head Mounted Display)セット1000に含まれる。つまり、HMDセット1000が、システム1に含まれていると表現することができ、また、プレイヤは、HMDセット1000を用いてゲームをプレイすると表現することもできる。なお、プレイヤがゲームをプレイするための装置は、HMDセット1000に限定されない。一例として、該装置は、プレイヤにゲームを仮想体験させることが可能な装置であればよい。また、該装置は、スマートフォン、フィーチャーフォン、タブレット型コンピュータ、ラップトップ型コンピュータ(いわゆる、ノートパソコン)、または、デスクトップ型コンピュータなどとして実現されてもよい。また、該装置は、ゲームプレイに適したゲーム装置であってもよい。 As shown in FIG. 4, the game play terminal 300 according to the present embodiment is included in the HMD (Head Mounted Display) set 1000 as an example. That is, it can be expressed that the HMD set 1000 is included in the system 1, and the player can also express that the game is played using the HMD set 1000. The device for the player to play the game is not limited to the HMD set 1000. As an example, the device may be any device that allows the player to experience the game virtually. Further, the device may be realized as a smartphone, a feature phone, a tablet computer, a laptop computer (so-called laptop computer), a desktop computer, or the like. Further, the device may be a game device suitable for game play.
 HMDセット1000は、ゲームプレイ端末300の他、HMD500、HMDセンサ510、モーションセンサ520、ディスプレイ530、コントローラ540を備える。HMD500は、モニタ51と、注視センサ52と、第1カメラ53と、第2カメラ54と、マイク55と、スピーカ56とを含む。コントローラ540は、モーションセンサ520を含み得る。 The HMD set 1000 includes a game play terminal 300, an HMD 500, an HMD sensor 510, a motion sensor 520, a display 530, and a controller 540. The HMD 500 includes a monitor 51, a gaze sensor 52, a first camera 53, a second camera 54, a microphone 55, and a speaker 56. The controller 540 may include a motion sensor 520.
 HMD500は、プレイヤの頭部に装着され、動作中に仮想空間をプレイヤに提供し得る。より具体的には、HMD500は、右目用の画像および左目用の画像をモニタ51にそれぞれ表示する。プレイヤの各目がそれぞれの画像を視認すると、プレイヤは、両目の視差に基づき当該画像を3次元画像として認識し得る。HMD500は、モニタを備える所謂ヘッドマウントディスプレイと、スマートフォンその他のモニタを有する端末を装着可能なヘッドマウント機器のいずれをも含み得る。 The HMD 500 is mounted on the player's head and may provide the player with a virtual space during operation. More specifically, the HMD 500 displays an image for the right eye and an image for the left eye on the monitor 51, respectively. When each eye of the player visually recognizes the respective image, the player can recognize the image as a three-dimensional image based on the parallax of both eyes. The HMD 500 may include either a so-called head-mounted display provided with a monitor and a head-mounted device to which a terminal having a monitor such as a smartphone can be attached.
 モニタ51は、例えば、非透過型の表示装置として実現される。ある局面において、モニタ51は、プレイヤの両目の前方に位置するようにHMD500の本体に配置されている。したがって、プレイヤは、モニタ51に表示される3次元画像を視認すると、仮想空間に没入することができる。ある局面において、仮想空間は、例えば、背景、プレイヤが操作可能なオブジェクト、プレイヤが選択可能なメニューの画像を含む。ある局面において、モニタ51は、所謂スマートフォンその他の情報表示端末が備える液晶モニタまたは有機EL(Electro Luminescence)モニタとして実現され得る。 The monitor 51 is realized as, for example, a non-transparent display device. In a certain aspect, the monitor 51 is arranged on the main body of the HMD 500 so as to be located in front of both eyes of the player. Therefore, the player can immerse himself in the virtual space when he / she visually recognizes the three-dimensional image displayed on the monitor 51. In one aspect, the virtual space includes, for example, a background, a player-operable object, and a player-selectable menu image. In a certain aspect, the monitor 51 can be realized as a liquid crystal monitor or an organic EL (Electro Luminescence) monitor included in a so-called smartphone or other information display terminal.
 別の局面において、モニタ51は、透過型の表示装置として実現され得る。この場合、HMD500は、図1に示されるようにプレイヤの目を覆う密閉型ではなく、メガネ型のような開放型であり得る。透過型のモニタ51は、その透過率を調整することにより、一時的に非透過型の表示装置として構成可能であってもよい。モニタ51は、仮想空間を構成する画像の一部と、現実空間とを同時に表示する構成を含んでいてもよい。例えば、モニタ51は、HMD500に搭載されたカメラで撮影した現実空間の画像を表示してもよいし、一部の透過率を高く設定することにより現実空間を視認可能にしてもよい。 In another aspect, the monitor 51 can be realized as a transmissive display device. In this case, the HMD 500 may be an open type such as a glasses type, not a closed type that covers the player's eyes as shown in FIG. The transmissive monitor 51 may be temporarily configured as a non-transparent display device by adjusting its transmittance. The monitor 51 may include a configuration that simultaneously displays a part of the image constituting the virtual space and the real space. For example, the monitor 51 may display an image of the real space taken by the camera mounted on the HMD 500, or may make the real space visible by setting a part of the transmittance to be high.
 ある局面において、モニタ51は、右目用の画像を表示するためのサブモニタと、左目用の画像を表示するためのサブモニタとを含み得る。別の局面において、モニタ51は、右目用の画像と左目用の画像とを一体として表示する構成であってもよい。この場合、モニタ51は、高速シャッタを含む。高速シャッタは、画像がいずれか一方の目にのみ認識されるように、右目用の画像と左目用の画像とを交互に表示可能に作動する。 In a certain aspect, the monitor 51 may include a sub monitor for displaying an image for the right eye and a sub monitor for displaying an image for the left eye. In another aspect, the monitor 51 may be configured to display the image for the right eye and the image for the left eye as a unit. In this case, the monitor 51 includes a high-speed shutter. The high-speed shutter operates so that the image for the right eye and the image for the left eye can be alternately displayed so that the image is recognized by only one of the eyes.
 ある局面において、HMD500は、図示せぬ複数の光源を含む。各光源は例えば、赤外線を発するLED(Light Emitting Diode)により実現される。HMDセンサ510は、HMD500の動きを検出するためのポジショントラッキング機能を有する。より具体的には、HMDセンサ510は、HMD500が発する複数の赤外線を読み取り、現実空間内におけるHMD500の位置および傾きを検出する。 In a certain aspect, the HMD 500 includes a plurality of light sources (not shown). Each light source is realized by, for example, an LED (Light Emitting Diode) that emits infrared rays. The HMD sensor 510 has a position tracking function for detecting the movement of the HMD 500. More specifically, the HMD sensor 510 reads a plurality of infrared rays emitted by the HMD 500 and detects the position and inclination of the HMD 500 in the real space.
 別の局面において、HMDセンサ510は、カメラにより実現されてもよい。この場合、HMDセンサ510は、カメラから出力されるHMD500の画像情報を用いて、画像解析処理を実行することにより、HMD500の位置および傾きを検出することができる。 In another aspect, the HMD sensor 510 may be realized by a camera. In this case, the HMD sensor 510 can detect the position and tilt of the HMD 500 by executing the image analysis process using the image information of the HMD 500 output from the camera.
 別の局面において、HMD500は、位置検出器として、HMDセンサ510の代わりに、あるいはHMDセンサ510に加えてセンサ(不図示)を備えてもよい。HMD500は、該センサを用いて、HMD500自身の位置および傾きを検出し得る。例えば、該センサが角速度センサ、地磁気センサ、あるいは加速度センサである場合、HMD500は、HMDセンサ510の代わりに、これらの各センサのいずれかを用いて、自身の位置および傾きを検出し得る。一例として、HMD500に備えられたセンサが角速度センサである場合、角速度センサは、現実空間におけるHMD500の3軸周りの角速度を経時的に検出する。HMD500は、各角速度に基づいて、HMD500の3軸周りの角度の時間的変化を算出し、さらに、角度の時間的変化に基づいて、HMD500の傾きを算出する。 In another aspect, the HMD 500 may include a sensor (not shown) as a position detector in place of the HMD sensor 510 or in addition to the HMD sensor 510. The HMD 500 can use the sensor to detect the position and tilt of the HMD 500 itself. For example, if the sensor is an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor, the HMD 500 may use any of these sensors instead of the HMD sensor 510 to detect its position and tilt. As an example, when the sensor provided in the HMD 500 is an angular velocity sensor, the angular velocity sensor detects the angular velocity around the three axes of the HMD 500 in real space over time. The HMD 500 calculates the temporal change of the angle around the three axes of the HMD 500 based on each angular velocity, and further calculates the inclination of the HMD 500 based on the temporal change of the angle.
 注視センサ52は、プレイヤの右目および左目の視線が向けられる方向を検出する。つまり、注視センサ52は、プレイヤの視線を検出する。視線の方向の検出は、例えば、公知のアイトラッキング機能によって実現される。注視センサ52は、当該アイトラッキング機能を有するセンサにより実現される。ある局面において、注視センサ52は、右目用のセンサおよび左目用のセンサを含むことが好ましい。注視センサ52は、例えば、プレイヤの右目および左目に赤外光を照射するとともに、照射光に対する角膜および虹彩からの反射光を受けることにより各眼球の回転角を検出するセンサであってもよい。注視センサ52は、検出した各回転角に基づいて、プレイヤの視線を検知することができる。 The gaze sensor 52 detects the direction in which the line of sight of the player's right eye and left eye is directed. That is, the gaze sensor 52 detects the line of sight of the player. Detection of the direction of the line of sight is realized, for example, by a known eye tracking function. The gaze sensor 52 is realized by a sensor having the eye tracking function. In certain aspects, the gaze sensor 52 preferably includes a sensor for the right eye and a sensor for the left eye. The gaze sensor 52 may be, for example, a sensor that detects the angle of rotation of each eyeball by irradiating the player's right eye and left eye with infrared light and receiving the reflected light from the cornea and the iris with respect to the irradiation light. The gaze sensor 52 can detect the line of sight of the player based on each detected rotation angle.
 第1カメラ53は、プレイヤの顔の下部を撮影する。より具体的には、第1カメラ53は、プレイヤの鼻および口などを撮影する。第2カメラ54は、プレイヤの目および眉などを撮影する。HMD500のプレイヤ側の筐体をHMD500の内側、HMD500のプレイヤとは逆側の筐体をHMD500の外側と定義する。ある局面において、第1カメラ53は、HMD500の外側に配置され、第2カメラ54は、HMD500の内側に配置され得る。第1カメラ53および第2カメラ54が生成した画像は、ゲームプレイ端末300に入力される。別の局面において、第1カメラ53と第2カメラ54とを1台のカメラとして実現し、この1台のカメラでプレイヤの顔を撮影するようにしてもよい。 The first camera 53 photographs the lower part of the player's face. More specifically, the first camera 53 photographs the nose, mouth, and the like of the player. The second camera 54 photographs the eyes and eyebrows of the player. The housing on the player side of the HMD 500 is defined as the inside of the HMD 500, and the housing on the opposite side of the player of the HMD 500 is defined as the outside of the HMD 500. In certain aspects, the first camera 53 may be located outside the HMD 500 and the second camera 54 may be located inside the HMD 500. The images generated by the first camera 53 and the second camera 54 are input to the game play terminal 300. In another aspect, the first camera 53 and the second camera 54 may be realized as one camera, and the player's face may be photographed by this one camera.
 マイク55は、プレイヤの発話を音声信号(電気信号)に変換してゲームプレイ端末300に出力する。スピーカ56は、音声信号を音声に変換してプレイヤに出力する。別の局面において、HMD500は、スピーカ56に替えてイヤホンを含み得る。 The microphone 55 converts the player's utterance into an audio signal (electrical signal) and outputs it to the game play terminal 300. The speaker 56 converts the voice signal into voice and outputs it to the player. In another aspect, the HMD 500 may include earphones instead of the speaker 56.
 コントローラ540は、有線または無線によりゲームプレイ端末300に接続されている。コントローラ540は、プレイヤからゲームプレイ端末300への命令の入力を受け付ける。ある局面において、コントローラ540は、プレイヤによって把持可能に構成される。別の局面において、コントローラ540は、プレイヤの身体あるいは衣類の一部に装着可能に構成される。さらに別の局面において、コントローラ540は、ゲームプレイ端末300から送信される信号に基づいて、振動、音、光のうちの少なくともいずれかを出力するように構成されてもよい。さらに別の局面において、コントローラ540は、プレイヤから、仮想空間に配置されるオブジェクトの位置や動きを制御するための操作を受け付ける。 The controller 540 is connected to the game play terminal 300 by wire or wirelessly. The controller 540 receives an input of a command from the player to the game play terminal 300. In one aspect, the controller 540 is configured to be grippable by the player. In another aspect, the controller 540 is configured to be wearable on a player's body or a portion of clothing. In yet another aspect, the controller 540 may be configured to output at least one of vibration, sound, and light based on the signal transmitted from the gameplay terminal 300. In yet another aspect, the controller 540 receives from the player an operation for controlling the position and movement of an object arranged in the virtual space.
 ある局面において、コントローラ540は、複数の光源を含む。各光源は例えば、赤外線を発するLEDにより実現される。HMDセンサ510は、ポジショントラッキング機能を有する。この場合、HMDセンサ510は、コントローラ540が発する複数の赤外線を読み取り、現実空間内におけるコントローラ540の位置および傾きを検出する。別の局面において、HMDセンサ510は、カメラにより実現されてもよい。この場合、HMDセンサ510は、カメラから出力されるコントローラ540の画像情報を用いて、画像解析処理を実行することにより、コントローラ540の位置および傾きを検出することができる。 In one aspect, the controller 540 includes a plurality of light sources. Each light source is realized, for example, by an LED that emits infrared rays. The HMD sensor 510 has a position tracking function. In this case, the HMD sensor 510 reads a plurality of infrared rays emitted by the controller 540 and detects the position and tilt of the controller 540 in the real space. In another aspect, the HMD sensor 510 may be implemented by a camera. In this case, the HMD sensor 510 can detect the position and tilt of the controller 540 by executing the image analysis process using the image information of the controller 540 output from the camera.
 モーションセンサ520は、ある局面において、プレイヤの手に取り付けられて、プレイヤの手の動きを検出する。例えば、モーションセンサ520は、手の回転速度、回転数等を検出する。検出された信号は、ゲームプレイ端末300に送られる。モーションセンサ520は、例えば、コントローラ540に設けられている。ある局面において、モーションセンサ520は、例えば、プレイヤに把持可能に構成されたコントローラ540に設けられている。別の局面において、現実空間における安全のため、コントローラ540は、手袋型のようにプレイヤの手に装着されることにより容易に飛んで行かないものに装着される。さらに別の局面において、プレイヤに装着されないセンサがプレイヤの手の動きを検出してもよい。例えば、プレイヤを撮影するカメラの信号が、プレイヤの動作を表わす信号として、ゲームプレイ端末300に入力されてもよい。モーションセンサ520とゲームプレイ端末300とは、一例として、無線により互いに接続される。無線の場合、通信形態は特に限られず、例えば、Bluetoothその他の公知の通信手法が用いられる。 The motion sensor 520 is attached to the player's hand at a certain stage and detects the movement of the player's hand. For example, the motion sensor 520 detects the rotation speed, the number of rotations, and the like of the hand. The detected signal is sent to the game play terminal 300. The motion sensor 520 is provided in the controller 540, for example. In one aspect, the motion sensor 520 is provided, for example, in a controller 540 configured to be grippable by the player. In another aspect, for safety in real space, the controller 540 is attached to something that does not easily fly by being attached to the player's hand, such as a glove type. In yet another aspect, a sensor not attached to the player may detect the movement of the player's hand. For example, the signal of the camera that shoots the player may be input to the game play terminal 300 as a signal indicating the operation of the player. As an example, the motion sensor 520 and the game play terminal 300 are wirelessly connected to each other. In the case of wireless communication, the communication mode is not particularly limited, and for example, Bluetooth or other known communication method is used.
 ディスプレイ530は、モニタ51に表示されている画像と同様の画像を表示する。これにより、HMD500を装着しているプレイヤ以外のユーザにもプレイヤと同様の画像を視聴させることができる。ディスプレイ530に表示される画像は、3次元画像である必要はなく、右目用の画像や左目用の画像であってもよい。ディスプレイ530としては、例えば、液晶ディスプレイや有機ELモニタなどが挙げられる。 The display 530 displays an image similar to the image displayed on the monitor 51. As a result, users other than the player wearing the HMD 500 can view the same image as the player. The image displayed on the display 530 does not have to be a three-dimensional image, and may be an image for the right eye or an image for the left eye. Examples of the display 530 include a liquid crystal display and an organic EL monitor.
 ゲームプレイ端末300は、HMD500の各部、コントローラ540、およびモーションセンサ520から取得した各種情報に基づいて、プレイヤの操作対象となるキャラクタを動作させ、ゲームを進行させる。ここでの「動作」には、身体の各部を動かすこと、姿勢を変えること、顔の表情を変えること、移動、発話、仮想空間に配置されたオブジェクトに触れたり、動かしたりすること、キャラクタが把持する武器、道具などを使用することなどが含まれる。すなわち、本ゲームでは、プレイヤが身体の各部を動かすことにより、キャラクタもプレイヤと同様に身体の各部を動かす。また、本ゲームでは、プレイヤが発話した内容をキャラクタが発話する。換言すれば、本ゲームにおいて、キャラクタは、プレイヤの分身としてふるまうアバターオブジェクトである。一例として、キャラクタの動作の少なくとも一部が、プレイヤによるコントローラ540に対する入力により実行されてもよい。 The game play terminal 300 operates a character to be operated by the player based on various information acquired from each part of the HMD 500, the controller 540, and the motion sensor 520, and advances the game. The "movement" here includes moving each part of the body, changing posture, changing facial expressions, moving, uttering, touching and moving objects placed in virtual space, and characters. This includes using weapons, tools, etc. to grasp. That is, in this game, when the player moves each part of the body, the character also moves each part of the body in the same manner as the player. Further, in this game, the character speaks the content spoken by the player. In other words, in this game, the character is an avatar object that behaves as a player's alter ego. As an example, at least part of the character's actions may be performed by input to the controller 540 by the player.
 本実施形態では、モーションセンサ520は、一例として、プレイヤの両手、プレイヤの両足、プレイヤの腰部、および、プレイヤの頭部に取り付けられる。プレイヤの両手に取り付けられるモーションセンサ520は、上述したとおり、コントローラ540に設けられていてもよい。また、プレイヤの頭部に取り付けられるモーションセンサ520は、HMD500に設けられていてもよい。モーションセンサ520は、さらに、ユーザの両肘や両膝に取り付けられてもよい。プレイヤに取り付けるモーションセンサ520の数を増やすことにより、プレイヤの動きをより正確にキャラクタに反映させることができる。また、プレイヤは、モーションセンサ520を身体の各部に取り付けることに代えて、1以上のモーションセンサ520が取り付けられたスーツを着用してもよい。つまり、モーションキャプチャの方法は、モーションセンサ520を用いる例に限定されない。 In the present embodiment, the motion sensor 520 is attached to, for example, both hands of the player, both feet of the player, the waist of the player, and the head of the player. As described above, the motion sensors 520 attached to both hands of the player may be provided in the controller 540. Further, the motion sensor 520 attached to the head of the player may be provided in the HMD 500. The motion sensor 520 may also be attached to the user's elbows and knees. By increasing the number of motion sensors 520 attached to the player, the movement of the player can be more accurately reflected in the character. Further, the player may wear a suit to which one or more motion sensors 520 are attached instead of attaching the motion sensor 520 to each part of the body. That is, the method of motion capture is not limited to the example using the motion sensor 520.
 (配信端末400)
 配信端末400は、スマートフォン、PDA(Personal Digital Assistant)、またはタブレット型コンピュータ等の携帯端末であってよい。また、配信端末400は、デスクトップパソコン等の、いわゆる据え置き型の端末であってもよい。
(Distribution terminal 400)
The distribution terminal 400 may be a mobile terminal such as a smartphone, a PDA (Personal Digital Assistant), or a tablet computer. Further, the distribution terminal 400 may be a so-called stationary terminal such as a desktop personal computer.
 配信端末400は、図5に示すように、プロセッサ40と、メモリ41と、ストレージ42と、通信IF43と、入出力IF44と、タッチスクリーン45とを備える。なお、配信端末400は、タッチスクリーン45に代えて、または、加えて、配信端末400本体とは別に構成されたディスプレイ(表示部)を接続可能な入出力IF44を備えていてもよい。 As shown in FIG. 5, the distribution terminal 400 includes a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, and a touch screen 45. The distribution terminal 400 may include an input / output IF 44 to which a display (display unit) configured separately from the distribution terminal 400 main body can be connected in place of or in addition to the touch screen 45.
 コントローラ1021は、1つ以上のボタン、レバー、スティック、ホイール等の物理的な入力機構を有していてもよい。コントローラ1021は、配信端末400の操作者(本実施形態ではプレイヤ)が、該入力機構に対して入力した入力操作に基づく出力値を配信端末400へ送信する。また、コントローラ1021は、加速度センサ、および、角速度センサ等の各種センサを有していてもよく、該各種センサの出力値を配信端末400へ送信してもよい。上述の出力値は、通信IF43を介して配信端末400に受け付けられる。 Controller 1021 may have one or more physical input mechanisms such as buttons, levers, sticks, and wheels. The controller 1021 transmits an output value based on an input operation input to the input mechanism by the operator of the distribution terminal 400 (player in the present embodiment) to the distribution terminal 400. Further, the controller 1021 may have various sensors such as an acceleration sensor and an angular velocity sensor, and may transmit the output values of the various sensors to the distribution terminal 400. The above output value is accepted by the distribution terminal 400 via the communication IF43.
 配信端末400は、カメラと、測距センサ(ともに不図示)とを備えていてもよい。配信端末400が備えることに代えて、または、加えて、コントローラ1021がカメラと、測距センサとを有してしてもよい。 The distribution terminal 400 may include a camera and a distance measuring sensor (both not shown). Alternatively or in addition to the distribution terminal 400, the controller 1021 may have a camera and a distance measuring sensor.
 以上で説明したとおり、配信端末400は、該配信端末400に対して情報を入力する機構の一例として、通信IF43、入出力IF44、タッチスクリーン45を備える。入力する機構としての上述の各部は、ユーザの入力操作を受け付けるように構成された操作部と捉えることができる。 As described above, the distribution terminal 400 includes a communication IF43, an input / output IF44, and a touch screen 45 as an example of a mechanism for inputting information to the distribution terminal 400. Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
 操作部がタッチスクリーン45で構成されている場合、配信端末400は、タッチスクリーン45の入力部451に対して実施されたユーザの操作をユーザの入力操作として特定し、受け付ける。あるいは、操作部が通信IF43で構成される場合、配信端末400は、コントローラ1021から送信される信号(例えば、出力値)をユーザの入力操作として特定し、受け付ける。あるいは、操作部が入出力IF44で構成される場合、配信端末400は、該入出力IF44と接続される入力装置(図示せず)から出力される信号をユーザの入力操作として特定し、受け付ける。 When the operation unit is composed of the touch screen 45, the distribution terminal 400 identifies and accepts the user's operation performed on the input unit 451 of the touch screen 45 as the user's input operation. Alternatively, when the operation unit is configured by the communication IF 43, the distribution terminal 400 identifies and accepts a signal (for example, an output value) transmitted from the controller 1021 as an input operation of the user. Alternatively, when the operation unit is composed of the input / output IF44, the distribution terminal 400 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF44 as a user's input operation.
 <各装置のハードウェア構成要素>
 プロセッサ10、20、30、40はそれぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400の全体の動作を制御する。プロセッサ10、20、30、40は、CPU(Central Processing Unit)、MPU(Micro Processing Unit)、およびGPU(Graphics Processing Unit)を含む。プロセッサ10、20、30、40は、それぞれ、後述するストレージ12、22、32、42からプログラムを読み出す。そして、プロセッサ10、20、30、40は、それぞれ、読み出したプログラムを、後述するメモリ11、21、31、41に展開する。プロセッサ10、20、30は、展開したプログラムを実行する。
<Hardware components of each device>
The processors 10, 20, 30, and 40 control the overall operation of the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively. Processors 10, 20, 30, and 40 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit). Processors 10, 20, 30, and 40 read programs from storages 12, 22, 32, and 42, which will be described later, respectively. Then, the processors 10, 20, 30, and 40 expand the read programs into the memories 11, 21, 31, and 41, which will be described later, respectively. Processors 10, 20, and 30 execute the expanded program.
 メモリ11、21、31、41は主記憶装置である。メモリ11、21、31、41は、ROM(Read Only Memory)およびRAM(Random Access Memory)等の記憶装置で構成される。メモリ11は、プロセッサ10が後述するストレージ12から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ10に作業領域を提供する。メモリ11は、プロセッサ10がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ21は、プロセッサ20が後述するストレージ22から読み出した各種プログラムおよびデータを一時的に記憶することにより、プロセッサ20に作業領域を提供する。メモリ21は、プロセッサ20がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ31は、プロセッサ30が後述するストレージ32から読み出した各種プログラムおよびデータを一時的に記憶することにより、プロセッサ30に作業領域を提供する。メモリ31は、プロセッサ30がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ41は、プロセッサ40が後述するストレージ42から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ40に作業領域を提供する。メモリ41は、プロセッサ40がプログラムに従って動作している間に生成した各種データも一時的に記憶する。 The memories 11, 21, 31, and 41 are the main storage devices. The memories 11, 21, 31 and 41 are composed of storage devices such as a ROM (ReadOnlyMemory) and a RAM (RandomAccessMemory). The memory 11 provides a work area to the processor 10 by temporarily storing a program and various data read from the storage 12 described later by the processor 10. The memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program. The memory 21 provides a work area to the processor 20 by temporarily storing various programs and data read from the storage 22 described later by the processor 20. The memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program. The memory 31 provides a work area to the processor 30 by temporarily storing various programs and data read from the storage 32 described later by the processor 30. The memory 31 also temporarily stores various data generated while the processor 30 is operating according to the program. The memory 41 provides a work area to the processor 40 by temporarily storing the program and various data read from the storage 42 described later by the processor 40. The memory 41 also temporarily stores various data generated while the processor 40 is operating according to the program.
 本実施形態において、プロセッサ10および30が実行するプログラムは、本ゲームのゲームプログラムであってもよい。本実施形態において、プロセッサ40が実行するプログラムは、動作指図データの配信を実現するための配信プログラムであってもよい。また、プロセッサ10は、さらに、動画の再生を実現するための視聴プログラムを実行してもよい。 In the present embodiment, the program executed by the processors 10 and 30 may be the game program of this game. In the present embodiment, the program executed by the processor 40 may be a distribution program for realizing distribution of operation instruction data. Further, the processor 10 may further execute a viewing program for realizing the reproduction of the moving image.
 本実施形態において、プロセッサ20が実行するプログラムは、上述のゲームプログラム、配信プログラム、視聴プログラムの少なくとも何れかであってもよい。プロセッサ20は、ユーザ端末100、ゲームプレイ端末300、および配信端末400の少なくとも何れかからの要求等に応じて、ゲームプログラム、配信プログラム、視聴プログラムの少なくとも何れかを実行する。なお、配信プログラムと視聴プログラムは、並行して実行されてもよい。 In the present embodiment, the program executed by the processor 20 may be at least one of the above-mentioned game program, distribution program, and viewing program. The processor 20 executes at least one of a game program, a distribution program, and a viewing program in response to a request from at least one of a user terminal 100, a game play terminal 300, and a distribution terminal 400. The distribution program and the viewing program may be executed in parallel.
 すなわち、ゲームプログラムは、ゲームをユーザ端末100、サーバ200、およびゲームプレイ端末300の協働により実現するプログラムであってもよい。配信プログラムは、動作指図データの配信を、サーバ200と配信端末400との協働により実現するプログラムであってもよい。視聴プログラムは、動画の再生を、ユーザ端末100とサーバ200との協働により実現するプログラムであってもよい。 That is, the game program may be a program that realizes the game by the cooperation of the user terminal 100, the server 200, and the game play terminal 300. The distribution program may be a program that realizes distribution of operation instruction data by cooperation between the server 200 and the distribution terminal 400. The viewing program may be a program that realizes the reproduction of the moving image by the cooperation between the user terminal 100 and the server 200.
 ストレージ12、22、32、42は補助記憶装置である。ストレージ12、22、32、42は、フラッシュメモリまたはHDD(Hard Disk Drive)等の記憶装置で構成される。ストレージ12、32には、例えば、ゲームに関する各種データが格納される。ストレージ42には、動作指図データの配信に関する各種データが格納される。また、ストレージ12には、動画の再生に関する各種データが格納される。ストレージ22には、ゲーム、動作指図データの配信、および動画の再生それぞれに関する各種データのうち、少なくとも一部が格納されてもよい。 Storages 12, 22, 32, 42 are auxiliary storage devices. The storages 12, 22, 32, and 42 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive). For example, various data related to the game are stored in the storages 12 and 32. Various data related to the distribution of the operation instruction data are stored in the storage 42. Further, various data related to the reproduction of the moving image are stored in the storage 12. The storage 22 may store at least a part of various data related to the game, the distribution of the operation instruction data, and the reproduction of the moving image.
 通信IF13、23、33、43は、それぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400における各種データの送受信を制御する。通信IF13、23、33、43は例えば、無線LAN(Local Area Network)を介する通信、有線LAN、無線LAN、または携帯電話回線網を介したインターネット通信、ならびに近距離無線通信等を用いた通信を制御する。 The communication IFs 13, 23, 33, and 43 control the transmission and reception of various data in the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively. The communication IFs 13, 23, 33, and 43 are, for example, communication using a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, communication using a short-range wireless communication, or the like. Control.
 入出力IF14、24、34、44は、それぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400がデータの入力を受け付けるため、また、データを出力するためのインターフェースである。入出力IF14、24、34、44は、USB(Universal Serial Bus)等を介してデータの入出力を行ってもよい。入出力IF14、24、34、44は、物理ボタン、カメラ、マイク、スピーカ、マウス、キーボード、ディスプレイ、スティック、レバーなどを含み得る。また、入出力IF14、24、34、44は、周辺機器との間でデータを送受信するための接続部を含み得る。 The input / output IFs 14, 24, 34, and 44 are interfaces for the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400 to receive data input and to output data, respectively. The input / output IFs 14, 24, 34, and 44 may input / output data via USB (Universal Serial Bus) or the like. Input / output IFs 14, 24, 34, 44 may include physical buttons, cameras, microphones, speakers, mice, keyboards, displays, sticks, levers and the like. Further, the input / output IFs 14, 24, 34, 44 may include a connection unit for transmitting / receiving data to / from a peripheral device.
 タッチスクリーン15は、入力部151と表示部152(ディスプレイ)とを組み合わせた電子部品である。タッチスクリーン45は、入力部451と表示部452とを組み合わせた電子部品である。入力部151および451は、一例として、タッチセンシティブなデバイスであり、例えばタッチパッドによって構成される。表示部152および452は、例えば液晶ディスプレイ、または有機EL(Electro-Luminescence)ディスプレイ等によって構成される。 The touch screen 15 is an electronic component that combines an input unit 151 and a display unit 152 (display). The touch screen 45 is an electronic component that combines an input unit 451 and a display unit 452. The input units 151 and 451 are, for example, touch-sensitive devices, and are configured by, for example, a touch pad. The display units 152 and 452 are configured by, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
 入力部151および451は、入力面に対しユーザの操作(主にタッチ操作、スライド操作、スワイプ操作、およびタップ操作等の物理的接触操作)が入力された位置を検知して、位置を示す情報を入力信号として送信する機能を備える。入力部151および451は、図示しないタッチセンシング部を備えていればよい。タッチセンシング部は、静電容量方式または抵抗膜方式等のどのような方式を採用したものであってもよい。 The input units 151 and 451 detect the position where the user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and information indicating the position. It has a function to transmit as an input signal. The input units 151 and 451 may include touch sensing units (not shown). The touch sensing unit may adopt any method such as a capacitance method or a resistance film method.
 図示していないが、ユーザ端末100および配信端末400は、それぞれ、ユーザ端末100および配信端末400の保持姿勢を特定するための1以上のセンサを備えていてもよい。このセンサは、例えば、加速度センサ、または、角速度センサ等であってもよい。 Although not shown, the user terminal 100 and the distribution terminal 400 may be provided with one or more sensors for specifying the holding posture of the user terminal 100 and the distribution terminal 400, respectively. This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like.
 ユーザ端末100および配信端末400がセンサを備えている場合、プロセッサ10および40は、それぞれ、センサの出力からユーザ端末100および配信端末400の保持姿勢を特定して、保持姿勢に応じた処理を行うことも可能になる。例えば、プロセッサ10および40は、それぞれ、ユーザ端末100および配信端末400が縦向きに保持されているときには、縦長の画像を表示部152および452に表示させる縦画面表示としてもよい。一方、ユーザ端末100および配信端末400が横向きに保持されているときには、横長の画像を表示部に表示させる横画面表示としてもよい。このように、プロセッサ10および40は、それぞれ、ユーザ端末100および配信端末400の保持姿勢に応じて縦画面表示と横画面表示とを切り替え可能であってもよい。 When the user terminal 100 and the distribution terminal 400 include a sensor, the processors 10 and 40 each specify the holding postures of the user terminal 100 and the distribution terminal 400 from the output of the sensor, and perform processing according to the holding posture. It will also be possible. For example, the processors 10 and 40 may be vertical screen displays for displaying vertically long images on the display units 152 and 452 when the user terminal 100 and the distribution terminal 400 are held vertically, respectively. On the other hand, when the user terminal 100 and the distribution terminal 400 are held sideways, a horizontally long image may be displayed on the display unit as a horizontal screen display. As described above, the processors 10 and 40 may be able to switch between the vertical screen display and the horizontal screen display according to the holding postures of the user terminal 100 and the distribution terminal 400, respectively.
 <システム1の機能的構成>
 図6は、システム1に含まれるユーザ端末100、サーバ200、およびHMDセット1000の機能的構成を示すブロック図である。図7は、図6に示す配信端末400の機能的構成を示すブロック図である。
<Functional configuration of system 1>
FIG. 6 is a block diagram showing a functional configuration of a user terminal 100, a server 200, and an HMD set 1000 included in the system 1. FIG. 7 is a block diagram showing a functional configuration of the distribution terminal 400 shown in FIG.
 ユーザ端末100は、ユーザの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能を有する。ユーザ端末100は、プロセッサ10、メモリ11、ストレージ12、通信IF13、入出力IF14、およびタッチスクリーン15等の協働によって、制御部110および記憶部120として機能する。 The user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound. The user terminal 100 functions as a control unit 110 and a storage unit 120 in cooperation with a processor 10, a memory 11, a storage 12, a communication IF 13, an input / output IF 14, a touch screen 15, and the like.
 サーバ200は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する機能を有する。サーバ200は、プロセッサ20、メモリ21、ストレージ22、通信IF23、および入出力IF24等の協働によって、制御部210および記憶部220として機能する。 The server 200 has a function of mediating the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. The server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
 HMDセット1000(ゲームプレイ端末300)は、プレイヤの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能と、ゲーム進行情報を、サーバ200を介してユーザ端末100へリアルタイムに送信する機能を有する。HMDセット1000は、ゲームプレイ端末300のプロセッサ30、メモリ31、ストレージ32、通信IF33、入出力IF34、並びに、HMD500、HMDセンサ510、モーションセンサ520、およびコントローラ540等の協働によって、制御部310および記憶部320として機能する。 The HMD set 1000 (game play terminal 300) has a function as an input device for receiving input operations of a player, a function as an output device for outputting game images and sounds, and a user of game progress information via a server 200. It has a function of transmitting to the terminal 100 in real time. The HMD set 1000 is a control unit 310 by the cooperation of the processor 30, the memory 31, the storage 32, the communication IF 33, the input / output IF 34, and the HMD 500, the HMD sensor 510, the motion sensor 520, the controller 540, and the like of the game play terminal 300. And functions as a storage unit 320.
 配信端末400は、動作指図データを生成して、該動作指図データを、サーバ200を介してユーザ端末100へ送信する機能を有する。配信端末400は、プロセッサ40、メモリ41、ストレージ42、通信IF43、入出力IF44、およびタッチスクリーン45等の協働によって、制御部410および記憶部420として機能する。 The distribution terminal 400 has a function of generating operation instruction data and transmitting the operation instruction data to the user terminal 100 via the server 200. The distribution terminal 400 functions as a control unit 410 and a storage unit 420 in cooperation with a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, a touch screen 45, and the like.
 (各装置の記憶部が格納するデータ)
 記憶部120は、ゲームプログラム131(プログラム)、ゲーム情報132、および、ユーザ情報133を格納する。記憶部220は、ゲームプログラム231、ゲーム情報232、ユーザ情報233、および、ユーザリスト234を格納する。記憶部320は、ゲームプログラム331、ゲーム情報332、および、ユーザ情報333を格納する。記憶部420は、ユーザリスト421、モーションリスト422、配信プログラム423(プログラム、第2プログラム)を格納する。
(Data stored in the storage unit of each device)
The storage unit 120 stores the game program 131 (program), the game information 132, and the user information 133. The storage unit 220 stores the game program 231, the game information 232, the user information 233, and the user list 234. The storage unit 320 stores the game program 331, the game information 332, and the user information 333. The storage unit 420 stores the user list 421, the motion list 422, and the distribution program 423 (program, second program).
 ゲームプログラム131、231、331は、それぞれ、ユーザ端末100、サーバ200、HMDセット1000が実行するゲームプログラムである。ゲームプログラム131、231、331に基づいて各装置が協働して動作することにより、本ゲームが実現される。なお、ゲームプログラム131および331は、記憶部220に格納され、ユーザ端末100およびHMDセット1000にそれぞれダウンロードされる構成でもよい。なお、本実施形態では、ユーザ端末100は、ゲームプログラム131に基づいて、配信端末400から受信したデータをレンダリングし、動画を再生するものとする。換言すれば、ゲームプログラム131は、配信端末400から配信された動画指図データを用いて、動画を再生するためのプログラムでもある。該動画を再生するためのプログラムは、ゲームプログラム131と異なってもよい。この場合、記憶部120は、ゲームプログラム131とは別に、該動画を再生するためのプログラムを格納する。 The game programs 131, 231 and 331 are game programs executed by the user terminal 100, the server 200, and the HMD set 1000, respectively. This game is realized by the cooperative operation of each device based on the game programs 131, 231 and 331. The game programs 131 and 331 may be stored in the storage unit 220 and downloaded to the user terminal 100 and the HMD set 1000, respectively. In the present embodiment, the user terminal 100 renders the data received from the distribution terminal 400 based on the game program 131, and reproduces the moving image. In other words, the game program 131 is also a program for playing a moving image using the moving image instruction data distributed from the distribution terminal 400. The program for playing the moving image may be different from the game program 131. In this case, the storage unit 120 stores a program for playing the moving image separately from the game program 131.
 ゲーム情報132、232、332は、それぞれ、ユーザ端末100、サーバ200、HMDセット1000がゲームプログラムを実行する際に参照するデータである。ユーザ情報133、233、333は、ユーザ端末100のユーザのアカウントに関するデータである。ゲーム情報232は、各ユーザ端末100のゲーム情報132、および、HMDセット1000のゲーム情報332である。ユーザ情報233は、各ユーザ端末100のユーザ情報133、および、ユーザ情報333に含まれる、プレイヤのユーザ情報である。ユーザ情報333は、各ユーザ端末100のユーザ情報133、および、プレイヤのユーザ情報である。 The game information 132, 232, and 332 are data referred to when the user terminal 100, the server 200, and the HMD set 1000 execute the game program, respectively. The user information 133, 233, and 333 are data relating to the user account of the user terminal 100. The game information 232 is the game information 132 of each user terminal 100 and the game information 332 of the HMD set 1000. The user information 233 is the user information of the player included in the user information 133 of each user terminal 100 and the user information 333. The user information 333 is the user information 133 of each user terminal 100 and the user information of the player.
 ユーザリスト234およびユーザリスト421は、ゲームに参加したユーザのリストである。ユーザリスト234およびユーザリスト421は、プレイヤによる直近のゲームプレイにおいて参加したユーザのリストの他、該ゲームプレイ以前の各ゲームプレイにおいて参加したユーザのリストを含んでいてもよい。モーションリスト422は、予め作成されている複数のモーションデータのリストである。モーションリスト422は、例えば、各モーションを識別する情報(例えば、モーション名)のそれぞれに、モーションデータが対応付けられたリストである。配信プログラム423は、ユーザ端末100にて動画を再生するための動作指図データの、ユーザ端末100への配信を実現するためのプログラムである。 The user list 234 and the user list 421 are a list of users who have participated in the game. The user list 234 and the user list 421 may include a list of users who participated in the most recent gameplay by the player, as well as a list of users who participated in each gameplay before the gameplay. The motion list 422 is a list of a plurality of motion data created in advance. The motion list 422 is, for example, a list in which motion data is associated with each of the information (for example, a motion name) that identifies each motion. The distribution program 423 is a program for realizing distribution of operation instruction data for playing a moving image on the user terminal 100 to the user terminal 100.
 (サーバ200の機能的構成)
 制御部210は、記憶部220に格納されたゲームプログラム231を実行することにより、サーバ200を統括的に制御する。例えば制御部210は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する。
(Functional configuration of server 200)
The control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 mediates the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
 制御部210は、ゲームプログラム231の記述に応じて、通信仲介部211、ログ生成部212、リスト生成部213として機能する。制御部210は、ゲームプレイおよび動作指図データの配信に係る各種情報の送受信の仲介、並びに、ゲームの進行の支援のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 210 functions as a communication mediation unit 211, a log generation unit 212, and a list generation unit 213 according to the description of the game program 231. The control unit 210 can also function as another functional block (not shown) for mediating the transmission / reception of various information related to game play and distribution of operation instruction data, and for supporting the progress of the game.
 通信仲介部211は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する。例えば、通信仲介部211は、HMDセット1000から受信したゲーム進行情報をユーザ端末100へ送信する。ゲーム進行情報は、プレイヤによって操作されるキャラクタの動き、該キャラクタのパラメータ、該キャラクタが所持しているアイテムや武器、敵キャラクタなどの情報などを示すデータが含まれる。サーバ200は、ゲーム進行情報を、ゲームに参加している全てのユーザのユーザ端末100へ送信する。換言すれば、サーバ200は、共通のゲーム進行情報をゲームに参加している全てのユーザのユーザ端末100へ送信する。これにより、ゲームに参加している全てのユーザのユーザ端末100それぞれにおいて、HMDセット1000と同様にゲームが進行する。 The communication mediation unit 211 mediates the transmission and reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. For example, the communication mediation unit 211 transmits the game progress information received from the HMD set 1000 to the user terminal 100. The game progress information includes data indicating the movement of the character operated by the player, the parameters of the character, information on items and weapons possessed by the character, enemy characters, and the like. The server 200 transmits the game progress information to the user terminals 100 of all the users participating in the game. In other words, the server 200 transmits common game progress information to the user terminals 100 of all users participating in the game. As a result, the game progresses in the same manner as the HMD set 1000 on each of the user terminals 100 of all the users participating in the game.
 また、例えば、通信仲介部211は、ユーザ端末100のいずれかから受信した、プレイヤによるゲームの進行を支援するための情報を、その他のユーザ端末100、および、HMDセット1000へ送信する。該情報は、一例として、プレイヤがゲームを有利に進行するためのアイテムであって、プレイヤ(キャラクタ)に提供されるアイテムを示すアイテム情報であってもよい。アイテム情報は、アイテムを提供したユーザを示す情報(ユーザ名、ユーザIDなど)を含む。また、通信仲介部211は、配信端末400からユーザ端末100への動作指図データの配信を仲介してもよい。 Further, for example, the communication mediation unit 211 transmits the information received from any one of the user terminals 100 to support the progress of the game by the player to the other user terminals 100 and the HMD set 1000. As an example, the information may be item information indicating an item provided to the player (character), which is an item for the player to advance the game advantageously. The item information includes information (user name, user ID, etc.) indicating the user who provided the item. Further, the communication mediation unit 211 may mediate the distribution of the operation instruction data from the distribution terminal 400 to the user terminal 100.
 ログ生成部212は、HMDセット1000から受信するゲーム進行情報に基づいて、ゲーム進行のログを生成する。リスト生成部213は、ゲームプレイの終了後にユーザリスト234を生成する。詳細については後述するが、ユーザリスト234における各ユーザには、そのユーザが行ったプレイヤへの支援の内容を示すタグが関連付けられている。リスト生成部213は、ログ生成部212が生成したゲーム進行のログに基づいて、タグを生成し、該当するユーザに関連付ける。なお、リスト生成部213は、ゲームの運営者などがパーソナルコンピュータなどの端末装置を用いて入力した、各ユーザが行ったプレイヤへの支援の内容を、タグとして、該当するユーザに関連付けてもよい。これにより、各ユーザが行った支援の内容がより詳細なものとなる。なお、ユーザ端末100は、ユーザがゲームに参加する際、ユーザの操作に基づいて、ユーザを示す情報をサーバ200へ送信する。例えば、ユーザ端末100は、ユーザが入力したユーザIDをサーバ200へ送信する。つまり、サーバ200は、ゲームに参加している全てのユーザについて、各ユーザを示す情報を保持している。リスト生成部213は、該情報を用いて、ユーザリスト234を生成すればよい。 The log generation unit 212 generates a game progress log based on the game progress information received from the HMD set 1000. The list generation unit 213 generates the user list 234 after the end of the game play. Although the details will be described later, each user in the user list 234 is associated with a tag indicating the content of the support provided by the user to the player. The list generation unit 213 generates a tag based on the game progress log generated by the log generation unit 212, and associates it with the corresponding user. The list generation unit 213 may associate the content of the support provided by each user to the player, which is input by the game operator or the like using a terminal device such as a personal computer, with the corresponding user as a tag. .. As a result, the content of the support provided by each user becomes more detailed. When the user participates in the game, the user terminal 100 transmits information indicating the user to the server 200 based on the user's operation. For example, the user terminal 100 transmits the user ID entered by the user to the server 200. That is, the server 200 holds information indicating each user for all the users participating in the game. The list generation unit 213 may generate the user list 234 using the information.
 (HMDセット1000の機能的構成)
 制御部310は、記憶部320に格納されたゲームプログラム331を実行することにより、HMDセット1000を統括的に制御する。例えば、制御部310は、ゲームプログラム331、および、プレイヤの操作に従って、ゲームを進行させる。また、制御部310は、ゲームを進行させている間、必要に応じて、サーバ200と通信して、情報の送受信を行う。制御部310は、情報の送受信を、サーバ200を介さずにユーザ端末100と直接行ってもよい。
(Functional configuration of HMD set 1000)
The control unit 310 comprehensively controls the HMD set 1000 by executing the game program 331 stored in the storage unit 320. For example, the control unit 310 advances the game according to the game program 331 and the operation of the player. Further, the control unit 310 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 310 may send and receive information directly to and from the user terminal 100 without going through the server 200.
 制御部310は、ゲームプログラム331の記述に応じて、操作受付部311、表示制御部312、UI制御部313、アニメーション生成部314、ゲーム進行部315、仮想空間制御部316、および反応処理部317として機能する。制御部310は、実行されるゲームの性質に応じて、該ゲームに登場するキャラクタの制御などのために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 310 has an operation reception unit 311, a display control unit 312, a UI control unit 313, an animation generation unit 314, a game progress unit 315, a virtual space control unit 316, and a reaction processing unit 317 according to the description of the game program 331. Functions as. The control unit 310 can also function as another functional block (not shown) for controlling characters appearing in the game, depending on the nature of the game to be executed.
 操作受付部311は、プレイヤの入力操作を検知し、受け付ける。操作受付部311は、HMD500、モーションセンサ520、コントローラ540などから入力された信号を受け付け、いかなる入力操作がなされたかを判別し、その結果を制御部310の各要素に出力する。 The operation reception unit 311 detects and accepts the input operation of the player. The operation reception unit 311 receives signals input from the HMD 500, the motion sensor 520, the controller 540, etc., determines what kind of input operation has been performed, and outputs the result to each element of the control unit 310.
 UI制御部313は、モニタ51、ディスプレイ530などに表示させるユーザインターフェース(以下、UI)画像を制御する。UI画像は、プレイヤが、ゲームの進行上必要な入力をHMDセット1000に対して行うためのツール、または、ゲームの進行中に出力される情報をHMDセット1000から得るためのツールである。UI画像は、これには限定されないが、例えば、アイコン、ボタン、リスト、メニュー画面などである。 The UI control unit 313 controls a user interface (hereinafter, UI) image to be displayed on the monitor 51, the display 530, and the like. The UI image is a tool for the player to make an input necessary for the progress of the game to the HMD set 1000, or a tool for obtaining information output during the progress of the game from the HMD set 1000. UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
 アニメーション生成部314は、各種オブジェクトの制御態様に基づいて、各種オブジェクトのモーションを示すアニメーションを生成する。例えば、アニメーション生成部314は、オブジェクト(例えば、プレイヤのアバターオブジェクト)がまるでそこにいるかのように動いたり、口を動かしたり、表情を変えたりする様子を表現したアニメーション等を生成してもよい。 The animation generation unit 314 generates an animation showing the motion of various objects based on the control mode of various objects. For example, the animation generation unit 314 may generate an animation or the like that expresses how an object (for example, a player's avatar object) moves, moves its mouth, or changes its facial expression as if it were there. ..
 ゲーム進行部315は、ゲームプログラム331、プレイヤによる入力操作、および、該入力操作に応じたアバターオブジェクトの動作などに基づいて、ゲームを進行する。例えば、ゲーム進行部315は、アバターオブジェクトが所定の動作を行った場合に、所定のゲーム処理を行う。また、例えば、ゲーム進行部315は、ユーザ端末100におけるユーザの操作を表す情報を受信し、当該ユーザの操作に基づいてゲーム処理を行ってもよい。また、ゲーム進行部315は、ゲームの進行に従ってゲーム進行情報を生成し、サーバ200へ送信する。該ゲーム進行情報は、サーバ200を介してユーザ端末100へ送信される。これにより、HMDセット1000におけるゲームの進行が、ユーザ端末100において共有される。換言すれば、HMDセット1000におけるゲームの進行と、ユーザ端末100におけるゲームの進行とが同期する。 The game progress unit 315 progresses the game based on the game program 331, the input operation by the player, the operation of the avatar object in response to the input operation, and the like. For example, the game progress unit 315 performs a predetermined game process when the avatar object performs a predetermined operation. Further, for example, the game progress unit 315 may receive information representing a user's operation on the user terminal 100 and perform game processing based on the user's operation. Further, the game progress unit 315 generates game progress information according to the progress of the game and transmits it to the server 200. The game progress information is transmitted to the user terminal 100 via the server 200. As a result, the progress of the game in the HMD set 1000 is shared in the user terminal 100. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized.
 仮想空間制御部316は、ゲームの進行に応じて、プレイヤに提供される仮想空間に関する各種の制御を行う。一例として、仮想空間制御部316は、各種オブジェクトを生成し、仮想空間に配置する。また、仮想空間制御部316は、仮想カメラを仮想空間に配置する。また、仮想空間制御部316は、ゲームの進行に応じて、仮想空間に配置した各種オブジェクトを動作させる。また、仮想空間制御部316は、ゲームの進行に応じて、仮想空間に配置した仮想カメラの位置、傾きを制御する。 The virtual space control unit 316 performs various controls related to the virtual space provided to the player according to the progress of the game. As an example, the virtual space control unit 316 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 316 arranges the virtual camera in the virtual space. Further, the virtual space control unit 316 operates various objects arranged in the virtual space according to the progress of the game. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game.
 表示制御部312は、モニタ51、ディスプレイ530に対して、上述の各要素によって実行された処理結果が反映されたゲーム画面を出力する。表示制御部312は、仮想空間に配置された仮想カメラからの視界に基づく画像を、ゲーム画面として、モニタ51、ディスプレイ530に表示してもよい。また、表示制御部312は、アニメーション生成部314によって生成されたアニメーションを該ゲーム画面に含めてもよい。また、表示制御部312は、UI制御部313によって制御される上述のUI画像を、該ゲーム画面に重畳して描画してもよい。 The display control unit 312 outputs a game screen reflecting the processing results executed by each of the above-mentioned elements to the monitor 51 and the display 530. The display control unit 312 may display an image based on the field of view from the virtual camera arranged in the virtual space on the monitor 51 and the display 530 as a game screen. Further, the display control unit 312 may include the animation generated by the animation generation unit 314 in the game screen. Further, the display control unit 312 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 313 on the game screen.
 反応処理部317は、ユーザ端末100のユーザによる、プレイヤのゲームプレイに対する反応についてフィードバックを受け付けて、これを、プレイヤに対して出力する。本実施形態では、例えば、ユーザ端末100は、ユーザの入力操作に基づいて、アバターオブジェクトに宛てたコメント(メッセージ)を作成することができる。反応処理部317は、該コメントのコメントデータを受け付けて、これを出力する。反応処理部317は、ユーザのコメントに対応するテキストデータを、モニタ51、ディスプレイ530に表示してもよいし、ユーザのコメントに対応する音声データを、図示しないスピーカから出力してもよい。前者の場合、反応処理部317は、上記テキストデータに対応する画像(すなわち、コメントの内容を含む画像)を、ゲーム画面に重畳して描画してもよい。 The reaction processing unit 317 receives feedback on the reaction of the user of the user terminal 100 to the game play of the player, and outputs this to the player. In the present embodiment, for example, the user terminal 100 can create a comment (message) addressed to the avatar object based on the input operation of the user. The reaction processing unit 317 receives the comment data of the comment and outputs it. The reaction processing unit 317 may display the text data corresponding to the user's comment on the monitor 51 and the display 530, or may output the voice data corresponding to the user's comment from a speaker (not shown). In the former case, the reaction processing unit 317 may superimpose and draw an image corresponding to the text data (that is, an image including the content of the comment) on the game screen.
 (ユーザ端末100の機能的構成)
 制御部110は、記憶部120に格納されたゲームプログラム131を実行することにより、ユーザ端末100を統括的に制御する。例えば、制御部110は、ゲームプログラム131、および、ユーザの操作に従って、ゲームを進行させる。また、制御部110は、ゲームを進行させている間、必要に応じて、サーバ200と通信して、情報の送受信を行う。制御部110は、情報の送受信を、サーバ200を介さずにHMDセット1000と直接行ってもよい。
(Functional configuration of user terminal 100)
The control unit 110 comprehensively controls the user terminal 100 by executing the game program 131 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 131 and the user's operation. Further, the control unit 110 communicates with the server 200 to send and receive information as needed while the game is in progress. The control unit 110 may send and receive information directly to and from the HMD set 1000 without going through the server 200.
 制御部110は、ゲームプログラム131の記述に応じて、操作受付部111、表示制御部112、UI制御部113、アニメーション生成部114、ゲーム進行部115、仮想空間制御部116、および動画再生部117として機能する。制御部110は、実行されるゲームの性質に応じて、ゲームの進行のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 110 has an operation reception unit 111, a display control unit 112, a UI control unit 113, an animation generation unit 114, a game progress unit 115, a virtual space control unit 116, and a moving image playback unit 117 according to the description of the game program 131. Functions as. The control unit 110 can also function as other functional blocks (not shown) for the progress of the game, depending on the nature of the game being played.
 操作受付部111は、入力部151に対するユーザの入力操作を検知し受け付ける。操作受付部111は、タッチスクリーン15およびその他の入出力IF14を介したコンソールに対してユーザが及ぼした作用から、いかなる入力操作がなされたかを判別し、その結果を制御部110の各要素に出力する。 The operation reception unit 111 detects and accepts a user's input operation to the input unit 151. The operation reception unit 111 determines what input operation has been performed from the action exerted by the user on the console via the touch screen 15 and other input / output IF 14, and outputs the result to each element of the control unit 110. do.
 例えば、操作受付部111は、入力部151に対する入力操作を受け付け、該入力操作の入力位置の座標を検出し、該入力操作の種類を特定する。操作受付部111は、入力操作の種類として、例えばタッチ操作、スライド操作、スワイプ操作、およびタップ操作等を特定する。また、操作受付部111は、連続して検知されていた入力が途切れると、タッチスクリーン15から接触入力が解除されたことを検知する。 For example, the operation receiving unit 111 receives an input operation for the input unit 151, detects the coordinates of the input position of the input operation, and specifies the type of the input operation. The operation receiving unit 111 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation receiving unit 111 detects that the contact input is canceled from the touch screen 15 when the continuously detected input is interrupted.
 UI制御部113は、ユーザの入力操作、および、受信したゲーム進行情報の少なくとも何れかに応じて、UIを構築するために表示部152に表示させるUI画像を制御する。UI画像は、ユーザが、ゲームの進行上必要な入力をユーザ端末100に対して行うためのツール、または、ゲームの進行中に出力される情報をユーザ端末100から得るためのツールである。UI画像は、これには限定されないが、例えば、アイコン、ボタン、リスト、メニュー画面などである。 The UI control unit 113 controls a UI image to be displayed on the display unit 152 in order to construct a UI according to at least one of a user's input operation and received game progress information. The UI image is a tool for the user to make an input necessary for the progress of the game to the user terminal 100, or a tool for obtaining information output during the progress of the game from the user terminal 100. UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
 アニメーション生成部114は、各種オブジェクトの制御態様に基づいて、各種オブジェクトのモーションを示すアニメーションを生成する。 The animation generation unit 114 generates an animation showing the motion of various objects based on the control mode of various objects.
 ゲーム進行部115は、ゲームプログラム131、受信したゲーム進行情報、および、ユーザによる入力操作などに基づいて、ゲームを進行する。ゲーム進行部115は、ユーザによる入力操作により、所定のゲーム処理を行った場合、該ゲーム処理に関する情報を、サーバ200を介してHMDセット1000へ送信する。これにより、該所定のゲーム処理が、HMDセット1000において共有される。換言すれば、HMDセット1000におけるゲームの進行と、ユーザ端末100におけるゲームの進行とが同期する。所定のゲーム処理とは、例えば、アバターオブジェクトにアイテムを提供する処理であり、この例の場合、ゲーム処理に関する情報は、上述したアイテム情報である。 The game progress unit 115 advances the game based on the game program 131, the received game progress information, the input operation by the user, and the like. When a predetermined game process is performed by an input operation by the user, the game progress unit 115 transmits information about the game process to the HMD set 1000 via the server 200. As a result, the predetermined game processing is shared in the HMD set 1000. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized. The predetermined game process is, for example, a process of providing an item to the avatar object, and in this example, the information related to the game process is the item information described above.
 仮想空間制御部116は、ゲームの進行に応じて、ユーザに提供される仮想空間に関する各種の制御を行う。一例として、仮想空間制御部116は、各種オブジェクトを生成し、仮想空間に配置する。また、仮想空間制御部116は、仮想カメラを仮想空間に配置する。また、仮想空間制御部116は、ゲームの進行、具体的には、受信したゲーム進行情報に応じて、仮想空間に配置した各種オブジェクトを動作させる。また、仮想空間制御部316は、ゲームの進行、具体的には、受信したゲーム進行情報に応じて、仮想空間に配置した仮想カメラの位置、傾きを制御する。 The virtual space control unit 116 performs various controls related to the virtual space provided to the user according to the progress of the game. As an example, the virtual space control unit 116 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 116 arranges the virtual camera in the virtual space. Further, the virtual space control unit 116 operates various objects arranged in the virtual space according to the progress of the game, specifically, the received game progress information. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
 表示制御部112は、表示部152に対して、上述の各要素によって実行された処理結果が反映されたゲーム画面を出力する。表示制御部112は、ユーザに提供される仮想空間に配置された仮想カメラからの視界に基づく画像を、ゲーム画面として、表示部152に表示してもよい。また、表示制御部112は、アニメーション生成部114によって生成されたアニメーションを該ゲーム画面に含めてもよい。また、表示制御部112は、UI制御部113によって制御される上述のUI画像を、該ゲーム画面に重畳して描画してもよい。いずれにしても、表示部152に表示されるゲーム画面は、他のユーザ端末100、および、HMDセット1000にて表示されるゲーム画面と同様のゲーム画面である。 The display control unit 112 outputs to the display unit 152 a game screen in which the processing results executed by each of the above elements are reflected. The display control unit 112 may display an image based on the field of view from the virtual camera arranged in the virtual space provided to the user on the display unit 152 as a game screen. Further, the display control unit 112 may include the animation generated by the animation generation unit 114 in the game screen. Further, the display control unit 112 may superimpose and draw the above-mentioned UI image controlled by the UI control unit 113 on the game screen. In any case, the game screen displayed on the display unit 152 is the same game screen as the game screen displayed on the other user terminal 100 and the HMD set 1000.
 動画再生部117は、配信端末400から受信した動作指図データを解析(レンダリング)し、動画を再生する。 The video playback unit 117 analyzes (renders) the operation instruction data received from the distribution terminal 400 and reproduces the video.
 (配信端末400の機能的構成)
 制御部410は、記憶部420に格納されたプログラム(不図示)を実行することにより、配信端末400を統括的に制御する。例えば、制御部410は、該プログラム、および、配信端末400のユーザ(本実施形態ではプレイヤ)の操作に従って、動作指図データを生成し、ユーザ端末100に配信する。また、制御部410は、必要に応じて、サーバ200と通信して、情報の送受信を行う。制御部410は、情報の送受信を、サーバ200を介さずにユーザ端末100と直接行ってもよい。
(Functional configuration of distribution terminal 400)
The control unit 410 comprehensively controls the distribution terminal 400 by executing a program (not shown) stored in the storage unit 420. For example, the control unit 410 generates operation instruction data and distributes it to the user terminal 100 according to the operation of the program and the user (player in this embodiment) of the distribution terminal 400. Further, the control unit 410 communicates with the server 200 as necessary to send and receive information. The control unit 410 may send and receive information directly to and from the user terminal 100 without going through the server 200.
 制御部410は、プログラムの記述に応じて、通信制御部411、表示制御部412、操作受付部413、音声受付部414、モーション特定部415、および動作指図データ生成部416として機能する。制御部410は、動作指図データの生成および配信のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 410 functions as a communication control unit 411, a display control unit 412, an operation reception unit 413, a voice reception unit 414, a motion identification unit 415, and an operation instruction data generation unit 416 according to the description of the program. The control unit 410 can also function as other functional blocks (not shown) for the generation and distribution of operation instruction data.
 通信制御部411は、サーバ200、または、サーバ200を介したユーザ端末100との情報の送受信を制御する。通信制御部411は、一例として、サーバ200からユーザリスト421を受信する。また、通信制御部411は、一例として、動作指図データをユーザ端末100へ送信する。 The communication control unit 411 controls transmission / reception of information to / from the server 200 or the user terminal 100 via the server 200. The communication control unit 411 receives the user list 421 from the server 200 as an example. Further, the communication control unit 411 transmits the operation instruction data to the user terminal 100 as an example.
 表示制御部412は、表示部452に対して、各要素によって実行された処理結果が反映された各種画面を出力する。表示制御部412は、一例として、受信したユーザリスト234を含む画面を表示する。また、表示制御部412は、一例として、配信する動作指図データに含まれる、アバターオブジェクトを動作させるためのモーションデータを、プレイヤに選択させるためのモーションリスト422を含む画面を表示する。 The display control unit 412 outputs various screens reflecting the processing results executed by each element to the display unit 452. As an example, the display control unit 412 displays a screen including the received user list 234. Further, as an example, the display control unit 412 displays a screen including a motion list 422 for allowing the player to select motion data for operating the avatar object included in the motion instruction data to be distributed.
 操作受付部413は、入力部151に対するプレイヤの入力操作を検知し受け付ける。操作受付部111は、タッチスクリーン45およびその他の入出力IF44を介したコンソールに対してプレイヤが及ぼした作用から、いかなる入力操作がなされたかを判別し、その結果を制御部410の各要素に出力する。 The operation reception unit 413 detects and accepts the input operation of the player with respect to the input unit 151. The operation reception unit 111 determines what kind of input operation has been performed from the action exerted by the player on the console via the touch screen 45 and other input / output IF44s, and outputs the result to each element of the control unit 410. do.
 例えば、操作受付部413は、入力部451に対する入力操作を受け付け、該入力操作の入力位置の座標を検出し、該入力操作の種類を特定する。操作受付部413は、入力操作の種類として、例えばタッチ操作、スライド操作、スワイプ操作、およびタップ操作等を特定する。また、操作受付部413は、連続して検知されていた入力が途切れると、タッチスクリーン45から接触入力が解除されたことを検知する。 For example, the operation receiving unit 413 receives an input operation for the input unit 451, detects the coordinates of the input position of the input operation, and specifies the type of the input operation. The operation reception unit 413 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation reception unit 413 detects that the contact input is canceled from the touch screen 45 when the continuously detected input is interrupted.
 音声受付部414は、配信端末400の周囲で発生した音声を受け付け、該音声の音声データを生成する。音声受付部414は、一例として、プレイヤが発話した音声を受け付け、該音声の音声データを生成する。 The voice reception unit 414 receives the voice generated around the distribution terminal 400 and generates the voice data of the voice. As an example, the voice receiving unit 414 receives the voice spoken by the player and generates voice data of the voice.
 モーション特定部415は、プレイヤの入力操作に応じて、モーションリスト422から、プレイヤが選択したモーションデータを特定する。 The motion specifying unit 415 specifies the motion data selected by the player from the motion list 422 according to the input operation of the player.
 動作指図データ生成部416は、動作指図データを生成する。一例として、動作指図データ生成部416は、生成された音声データと、特定されたモーションデータとを含む動作指図データを生成する。 The operation instruction data generation unit 416 generates operation instruction data. As an example, the motion instruction data generation unit 416 generates motion instruction data including the generated voice data and the specified motion data.
 なお、図6に示すHMDセット1000、サーバ200、およびユーザ端末100の機能、並びに、図7に示す配信端末400の機能は一例にすぎない。HMDセット1000、サーバ200、ユーザ端末100、および配信端末400の各装置は、他の装置が備える機能の少なくとも一部を備えていてもよい。さらに、HMDセット1000、サーバ200、ユーザ端末100、および配信端末400以外のさらに別の装置をシステム1の構成要素とし、該別の装置にシステム1における処理の一部を実行させてもよい。すなわち、本実施形態においてゲームプログラムを実行するコンピュータは、HMDセット1000、サーバ200、ユーザ端末100、および配信端末400、並びに、それ以外の別の装置の何れであってもよいし、これらの複数の装置の組み合わせにより実現されてもよい。 The functions of the HMD set 1000, the server 200, and the user terminal 100 shown in FIG. 6 and the functions of the distribution terminal 400 shown in FIG. 7 are merely examples. Each device of the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may have at least a part of the functions of the other devices. Further, another device other than the HMD set 1000, the server 200, the user terminal 100, and the distribution terminal 400 may be a component of the system 1, and the other device may be made to execute a part of the processing in the system 1. That is, the computer that executes the game program in the present embodiment may be any of the HMD set 1000, the server 200, the user terminal 100, the distribution terminal 400, and another device other than the HMD set 1000, or a plurality of these. It may be realized by the combination of the devices of.
 <仮想空間の制御処理>
 図8は、プレイヤに提供される仮想空間、および、ユーザ端末100のユーザに提供される仮想空間の制御処理の流れの一例を示すフローチャートである。図9は、ある実施の形態に従う、プレイヤに提供される仮想空間600A、および、プレイヤが視認する視界画像を示す図である。図10は、ある実施の形態に従う、ユーザ端末100のユーザに提供される仮想空間600B、および、ユーザが視認する視界画像を示す図である。なお以降、仮想空間600Aおよび600Bを区別する必要が無い場合、「仮想空間600」と記載する。
<Control processing of virtual space>
FIG. 8 is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal 100. FIG. 9 is a diagram showing a virtual space 600A provided to the player and a field of view image visually recognized by the player according to a certain embodiment. FIG. 10 is a diagram showing a virtual space 600B provided to a user of a user terminal 100 and a field of view image visually recognized by the user according to a certain embodiment. Hereinafter, when it is not necessary to distinguish between the virtual spaces 600A and 600B, it is described as "virtual space 600".
 ステップS1において、プロセッサ30は、仮想空間制御部316として、図9に示す仮想空間600Aを規定する。プロセッサ30は、仮想空間データ(不図示)を用いて、仮想空間600Aを規定する。仮想空間データは、ゲームプレイ端末300に記憶されていてもよいし、プロセッサ30が、ゲームプログラム331に基づいて生成してもよいし、プロセッサ30が、サーバ200などの外部の装置から取得してもよい。 In step S1, the processor 30 defines the virtual space 600A shown in FIG. 9 as the virtual space control unit 316. The processor 30 defines a virtual space 600A by using virtual space data (not shown). The virtual space data may be stored in the game play terminal 300, may be generated by the processor 30 based on the game program 331, or may be acquired by the processor 30 from an external device such as the server 200. May be good.
 仮想空間600は、一例として、中心として定義された点の360度方向の全体を覆う全天球状の構造を有する。図9および図10では、説明を複雑にしないために、仮想空間600のうちの上半分の天球が例示されている。 As an example, the virtual space 600 has an all-sky spherical structure that covers the entire 360-degree direction of the point defined as the center. In FIGS. 9 and 10, the celestial sphere in the upper half of the virtual space 600 is illustrated so as not to complicate the explanation.
 ステップS2において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに、アバターオブジェクト610(キャラクタ)を配置する。アバターオブジェクト610は、プレイヤに関連付けられたアバターオブジェクトであり、プレイヤの入力操作に従って動作する。 In step S2, the processor 30 arranges the avatar object 610 (character) in the virtual space 600A as the virtual space control unit 316. The avatar object 610 is an avatar object associated with the player and operates according to the input operation of the player.
 ステップS3において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに、その他のオブジェクトを配置する。図9の例では、プロセッサ30は、オブジェクト631~634を配置する。その他のオブジェクトは、例えば、ゲームプログラム331に従って動作するキャラクタオブジェクト(いわゆるノンプレイヤキャラクタ、NPC)、仮想手などの操作オブジェクト、ゲームの進行に従って配置される動物、植物、人工物、自然物などを模したオブジェクトなどを含み得る。 In step S3, the processor 30 arranges other objects in the virtual space 600A as the virtual space control unit 316. In the example of FIG. 9, the processor 30 arranges the objects 631 to 634. Other objects imitate, for example, character objects (so-called non-player characters, NPCs) that operate according to the game program 331, operation objects such as virtual hands, animals, plants, artificial objects, and natural objects that are arranged as the game progresses. Can include objects and the like.
 ステップS4において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに仮想カメラ620Aを配置する。プロセッサ30は、一例として、仮想カメラ620Aを、アバターオブジェクト610の頭部の位置に配置する。 In step S4, the processor 30 arranges the virtual camera 620A in the virtual space 600A as the virtual space control unit 316. As an example, the processor 30 arranges the virtual camera 620A at the position of the head of the avatar object 610.
 ステップS5において、プロセッサ30は、視界画像650をモニタ51およびディスプレイ530に表示する。プロセッサ30は、仮想カメラ620Aの初期の位置と傾きとに応じて、仮想空間600Aにおける仮想カメラ620Aからの視界である視界領域640Aを定義する。そして、プロセッサ30は、視界領域640Aに対応する視界画像650を定義する。プロセッサ30は、視界画像650をモニタ51およびディスプレイ530に出力することによって、視界画像650をHMD500およびディスプレイ530に表示させる。 In step S5, the processor 30 displays the field of view image 650 on the monitor 51 and the display 530. The processor 30 defines a field of view 640A, which is the field of view from the virtual camera 620A in the virtual space 600A, depending on the initial position and tilt of the virtual camera 620A. Then, the processor 30 defines the field of view image 650 corresponding to the field of view area 640A. The processor 30 outputs the field of view image 650 to the monitor 51 and the display 530 to display the field of view image 650 on the HMD 500 and the display 530.
 図9の例において、図9(A)に示すように、オブジェクト634の一部が視界領域640Aに含まれているため、視界画像650は、図9(B)に示すようにオブジェクト634の一部を含む。 In the example of FIG. 9, as shown in FIG. 9A, a part of the object 634 is included in the field of view region 640A, so that the field of view image 650 is one of the objects 634 as shown in FIG. 9B. Including the part.
 ステップS6において、プロセッサ30は、初期配置情報を、サーバ200を介してユーザ端末100へ送信する。初期配置情報とは、仮想空間600Aにおける各種オブジェクトの初期の配置位置を示す情報である。図9の例において、初期配置情報は、アバターオブジェクト610、および、オブジェクト631~634の初期の配置位置の情報を含む。初期配置情報は、ゲーム進行情報の1つであると表現することもできる。 In step S6, the processor 30 transmits the initial arrangement information to the user terminal 100 via the server 200. The initial placement information is information indicating the initial placement position of various objects in the virtual space 600A. In the example of FIG. 9, the initial placement information includes the avatar object 610 and the information of the initial placement positions of the objects 631 to 634. The initial placement information can also be expressed as one of the game progress information.
 ステップS7において、プロセッサ30は、仮想空間制御部316として、HMD500の動きに応じて仮想カメラ620Aを制御する。具体的には、プロセッサ30は、HMD500の動き、すなわち、プレイヤの頭部の姿勢に応じて、仮想カメラ620Aの向きおよび傾きを制御する。後述のように、プロセッサ30は、プレイヤが頭部を動かす(頭部の姿勢を変更する)と、この動きに合わせて、アバターオブジェクト610の頭部を動かす。プロセッサ30は、例えば、アバターオブジェクト610の視線の方向と、仮想カメラ620Aの視線の方向とが一致するように、仮想カメラ620Aの向きおよび傾きを制御する。ステップS8において、プロセッサ30は、仮想カメラ620Aの向きおよび傾きが変更されたことに応じて、視界画像650を更新する。 In step S7, the processor 30 controls the virtual camera 620A according to the movement of the HMD 500 as the virtual space control unit 316. Specifically, the processor 30 controls the orientation and tilt of the virtual camera 620A according to the movement of the HMD 500, that is, the posture of the player's head. As will be described later, when the player moves the head (changes the posture of the head), the processor 30 moves the head of the avatar object 610 in accordance with this movement. The processor 30 controls the direction and tilt of the virtual camera 620A so that the direction of the line of sight of the avatar object 610 and the direction of the line of sight of the virtual camera 620A match, for example. In step S8, the processor 30 updates the field of view image 650 in response to changes in the orientation and tilt of the virtual camera 620A.
 ステップS9において、プロセッサ30は、仮想空間制御部316として、プレイヤの動きに応じて、アバターオブジェクト610を動かす。一例として、プロセッサ30は、プレイヤが現実空間で移動したことに応じて、仮想空間600Aでアバターオブジェクト610を移動させる。また、プロセッサ30は、プレイヤが現実空間で頭部を動かしたことに応じて、仮想空間600Aでアバターオブジェクト610の頭部を動かす。 In step S9, the processor 30 moves the avatar object 610 as the virtual space control unit 316 according to the movement of the player. As an example, the processor 30 moves the avatar object 610 in the virtual space 600A in response to the player moving in the real space. Further, the processor 30 moves the head of the avatar object 610 in the virtual space 600A in response to the player moving the head in the real space.
 ステップS10において、プロセッサ30は、仮想空間制御部316として、仮想カメラ620Aを、アバターオブジェクト610に追随するように移動させる。つまり、仮想カメラ620Aは、アバターオブジェクト610が移動しても、常にアバターオブジェクト610の頭部の位置にある。 In step S10, the processor 30 moves the virtual camera 620A as the virtual space control unit 316 so as to follow the avatar object 610. That is, the virtual camera 620A is always at the position of the head of the avatar object 610 even if the avatar object 610 moves.
 プロセッサ30は、仮想カメラ620Aの移動に応じて、視界画像650を更新する。つまり、プロセッサ30は、プレイヤの頭部の姿勢と、仮想空間600Aにおける仮想カメラ620Aの位置とに応じて、視界領域640Aを更新する。その結果、視界画像650が更新される。 The processor 30 updates the field of view image 650 according to the movement of the virtual camera 620A. That is, the processor 30 updates the view area 640A according to the posture of the player's head and the position of the virtual camera 620A in the virtual space 600A. As a result, the view image 650 is updated.
 ステップS11において、プロセッサ30は、アバターオブジェクト610の動作指図データを、サーバ200を介してユーザ端末100へ送信する。ここでの動作指図データは、仮想体験中(例えば、ゲームプレイ中)において、プレイヤの動作を取り込んだモーションデータ、プレイヤが発話した音声の音声データ、コントローラ540に対する入力操作の内容を示す操作データの少なくとも何れかを含む。プレイヤがゲームをプレイしている場合、動作指図データは、例えば、ゲーム進行情報としてユーザ端末100へ送信される。 In step S11, the processor 30 transmits the operation instruction data of the avatar object 610 to the user terminal 100 via the server 200. The operation instruction data here is motion data that captures the player's motion during the virtual experience (for example, during game play), voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. Includes at least one. When the player is playing the game, the operation instruction data is transmitted to the user terminal 100 as, for example, game progress information.
 ステップS7~S11の処理は、プレイヤがゲームをプレイしている間、継続して繰り返し実行される。 The processes of steps S7 to S11 are continuously and repeatedly executed while the player is playing the game.
 ステップS21において、ユーザ3のユーザ端末100のプロセッサ10は、仮想空間制御部116として、図10に示す仮想空間600Bを規定する。プロセッサ10は、仮想空間データ(不図示)を用いて、仮想空間600Bを規定する。仮想空間データは、ユーザ端末100に記憶されていてもよいし、プロセッサ10が、ゲームプログラム131に基づいて生成してもよいし、プロセッサ10が、サーバ200などの外部の装置から取得してもよい。 In step S21, the processor 10 of the user terminal 100 of the user 3 defines the virtual space 600B shown in FIG. 10 as the virtual space control unit 116. The processor 10 defines a virtual space 600B by using virtual space data (not shown). The virtual space data may be stored in the user terminal 100, may be generated by the processor 10 based on the game program 131, or may be acquired by the processor 10 from an external device such as the server 200. good.
 ステップS22において、プロセッサ10は、初期配置情報を受信する。ステップS23において、プロセッサ10は、仮想空間制御部116として、初期配置情報に応じて各種オブジェクトを仮想空間600Bに配置する。図10の例の場合、各種オブジェクトは、アバターオブジェクト610、および、オブジェクト631~634である。 In step S22, the processor 10 receives the initial placement information. In step S23, the processor 10 arranges various objects in the virtual space 600B as the virtual space control unit 116 according to the initial arrangement information. In the case of the example of FIG. 10, the various objects are the avatar object 610 and the objects 631 to 634.
 ステップS24において、プロセッサ10は、仮想空間制御部116として、仮想空間600Bに仮想カメラ620Bを配置する。プロセッサ10は、一例として、仮想カメラ620Bを、図10(A)に示す位置に配置する。 In step S24, the processor 10 arranges the virtual camera 620B in the virtual space 600B as the virtual space control unit 116. As an example, the processor 10 arranges the virtual camera 620B at the position shown in FIG. 10 (A).
 ステップS25において、プロセッサ10は、視界画像660を表示部152に表示する。プロセッサ10は、仮想カメラ620Bの初期の位置と傾きとに応じて、仮想空間600Bにおける仮想カメラ620Bからの視界である視界領域640Bを定義する。そして、プロセッサ10は、視界領域640Bに対応する視界画像660を定義する。プロセッサ10は、視界画像660を表示部152に出力することによって、視界画像660を表示部152に表示させる。 In step S25, the processor 10 displays the field of view image 660 on the display unit 152. The processor 10 defines a field of view 640B, which is the field of view from the virtual camera 620B in the virtual space 600B, according to the initial position and tilt of the virtual camera 620B. Then, the processor 10 defines the field of view image 660 corresponding to the field of view area 640B. The processor 10 outputs the field of view image 660 to the display unit 152 so that the field of view image 660 is displayed on the display unit 152.
 図10の例において、図10(A)に示すように、アバターオブジェクト610およびオブジェクト631が視界領域640Bに含まれているため、視界画像660は、図10(B)に示すようにアバターオブジェクト610およびオブジェクト631を含む。 In the example of FIG. 10, as shown in FIG. 10A, since the avatar object 610 and the object 631 are included in the field of view area 640B, the field of view image 660 is the avatar object 610 as shown in FIG. 10B. And the object 631.
 ステップS26において、プロセッサ10は、動作指図データを受信する。ステップS27において、プロセッサ10は、仮想空間制御部116として、動作指図データに応じて、仮想空間600Bでアバターオブジェクト610を動かす。換言すれば、プロセッサ10は、リアルタイムレンダリングにより、アバターオブジェクト610が動作している映像を再生する。 In step S26, the processor 10 receives the operation instruction data. In step S27, the processor 10 moves the avatar object 610 in the virtual space 600B as the virtual space control unit 116 according to the operation instruction data. In other words, the processor 10 reproduces the video in which the avatar object 610 is operating by real-time rendering.
 ステップS28において、プロセッサ10は、仮想空間制御部116として、操作受付部111として受け付けたユーザの操作に応じて仮想カメラ620Bを制御する。ステップS29において、プロセッサ10は、仮想カメラ620Bの仮想空間600Bにおける位置、仮想カメラ620Bの向きおよび傾きが変更されたことに応じて、視界画像660を更新する。なお、ステップS28において、プロセッサ10は、アバターオブジェクト610の動き、例えば、アバターオブジェクト610の移動や、向きの変更に応じて仮想カメラ620Bを自動的に制御してもよい。例えば、プロセッサ10は、常にアバターオブジェクト610を正面から撮影するように自動的に仮想カメラ620Bを移動させたり、向きおよび傾きを変更したりしてもよい。また、一例として、プロセッサ10は、アバターオブジェクト610の動きに応じて、常にアバターオブジェクト610を後方から撮影するように自動的に仮想カメラ620Bを移動させたり、向きおよび傾きを変更したりしてもよい。 In step S28, the processor 10 controls the virtual camera 620B as the virtual space control unit 116 according to the operation of the user accepted as the operation reception unit 111. In step S29, the processor 10 updates the view image 660 in response to changes in the position of the virtual camera 620B in the virtual space 600B, the orientation and tilt of the virtual camera 620B. In step S28, the processor 10 may automatically control the virtual camera 620B according to the movement of the avatar object 610, for example, the movement of the avatar object 610 or the change of the orientation. For example, the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the front, or change the orientation and tilt. Further, as an example, the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the rear, or change the orientation and tilt according to the movement of the avatar object 610. good.
 このように、仮想空間600Aにおいて、アバターオブジェクト610は、プレイヤの動きに応じて動作する。この動作を示す動作指図データは、ユーザ端末100に送信される。仮想空間600Bにおいて、アバターオブジェクト610は、受信した動作指図データに応じて動作する。これにより、仮想空間600Aと仮想空間600Bとにおいて、アバターオブジェクト610は同様の動作を行う。換言すれば、ユーザ3は、ユーザ端末100を用いて、プレイヤの動作に応じたアバターオブジェクト610の動作を視認することができる。 In this way, in the virtual space 600A, the avatar object 610 operates according to the movement of the player. The operation instruction data indicating this operation is transmitted to the user terminal 100. In the virtual space 600B, the avatar object 610 operates according to the received operation instruction data. As a result, the avatar object 610 performs the same operation in the virtual space 600A and the virtual space 600B. In other words, the user 3 can visually recognize the operation of the avatar object 610 according to the operation of the player by using the user terminal 100.
 <ゲーム概要>
 図11は、ユーザ端末100において表示される視界画像の他の例を示す図である。具体的には、プレイヤがプレイしている、システム1が実行するゲーム(本ゲーム)のゲーム画面の一例を示す図である。
<Game overview>
FIG. 11 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of the game (this game) executed by the system 1 played by a player.
 本ゲームは、一例として、銃、ナイフなどの武器を操作するアバターオブジェクト610と、NPCである複数の敵オブジェクト671とを仮想空間600に登場させ、アバターオブジェクト610に敵オブジェクト671との対戦を行わせるゲームである。アバターオブジェクト610の体力、使用可能なマガジンの数、銃の残弾数、敵オブジェクト671の残数等の各種ゲームパラメータは、ゲームの進行に応じて更新される。 In this game, as an example, an avatar object 610 that operates weapons such as guns and knives and a plurality of enemy objects 671 that are NPCs appear in the virtual space 600, and the avatar object 610 battles against the enemy object 671. It is a game to let you. Various game parameters such as the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, and the remaining number of the enemy object 671 are updated as the game progresses.
 本ゲームには、複数のステージが用意されており、プレイヤは、各ステージに関連付けられている所定の達成条件を成立させることにより、当該ステージをクリアすることができる。所定の達成条件としては、例えば、出現する敵オブジェクト671をすべて倒すことや、出現する敵オブジェクト671のうちボスオブジェクトを倒すこと、所定のアイテムを獲得すること、所定位置に到達することなどにより成立する条件を含むものであってもよい。該達成条件は、ゲームプログラム131内で定義されている。なお、本ゲームでは、ゲームの内容に即し、達成条件が成立された場合にプレイヤはステージをクリア、換言すれば、アバターオブジェクト610の敵オブジェクト671への勝利(アバターオブジェクト610と敵オブジェクト671との間の勝敗)が決定される。これに対し、例えば、システム1で実行されるゲームがレースゲーム等である場合、ゴールに到達するという条件が成立した場合に、アバターオブジェクト610の順位が決定される。 A plurality of stages are prepared in this game, and the player can clear the stage by satisfying the predetermined achievement conditions associated with each stage. The predetermined achievement conditions are, for example, defeating all the enemy objects 671 that appear, defeating the boss object among the appearing enemy objects 671, acquiring a predetermined item, reaching a predetermined position, and the like. It may include the condition to be used. The achievement conditions are defined in the game program 131. In this game, the player clears the stage when the achievement condition is satisfied according to the content of the game, in other words, the avatar object 610 wins the enemy object 671 (avatar object 610 and enemy object 671). The victory or defeat between) is decided. On the other hand, for example, when the game executed by the system 1 is a racing game or the like, the ranking of the avatar object 610 is determined when the condition of reaching the goal is satisfied.
 本ゲームでは、HMDセット1000及び複数のユーザ端末100の間で仮想空間を共有するために、ゲーム進行情報が、所定時間毎に複数のユーザ端末100にライブ配信される。この結果、ゲームを視聴中のユーザ端末100のタッチスクリーン15には、ユーザ端末100に対応する仮想カメラ620Bによって規定される視界領域の視界画像が表示される。また、視界画像の右上段および左上段には、アバターオブジェクト610の体力、使用可能なマガジンの数、銃の残弾数、敵オブジェクト671の残数等を表すパラメータ画像が重畳的に表示される。この視界画像は、ゲーム画面と表現することもできる。 In this game, in order to share the virtual space between the HMD set 1000 and the plurality of user terminals 100, the game progress information is live-distributed to the plurality of user terminals 100 at predetermined time intervals. As a result, on the touch screen 15 of the user terminal 100 during viewing the game, a field-of-view image of the field of view region defined by the virtual camera 620B corresponding to the user terminal 100 is displayed. Further, in the upper right and upper left of the view image, parameter images showing the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, the remaining number of the enemy object 671 and the like are displayed superimposed. .. This view image can also be expressed as a game screen.
 ゲーム進行情報は、上述したとおり、プレイヤの動作を取り込んだモーションデータ、プレイヤが発話した音声の音声データ、コントローラ540に対する入力操作の内容を示す操作データを含む。これらのデータはすなわち、アバターオブジェクト610の位置、姿勢、向きなどを特定するための情報、敵オブジェクト671の位置、姿勢、向きなどを特定する情報、その他オブジェクト(例えば、障害物オブジェクト672、673)の位置などを特定する情報である。プロセッサ10は、ゲーム進行情報を解析(レンダリング)することにより、各オブジェクトの位置、姿勢、向きなどを特定する。 As described above, the game progress information includes motion data that captures the player's motion, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. These data are, that is, information for specifying the position, posture, orientation, etc. of the avatar object 610, information for specifying the position, posture, orientation, etc. of the enemy object 671, and other objects (for example, obstacle objects 672, 673). This is information that identifies the position of the object. The processor 10 identifies the position, posture, orientation, and the like of each object by analyzing (rendering) the game progress information.
 ゲーム情報132は、アバターオブジェクト610、敵オブジェクト671、障害物オブジェクト672、673等の各種オブジェクトのデータを含む。プロセッサ10は、該データと、ゲーム進行情報の解析結果とを用いて、各オブジェクトの位置、姿勢、向きなどを更新する。これにより、ゲームが進行し、仮想空間600Bにおける各オブジェクトは、仮想空間600Aにおける各オブジェクトと同様に動く。具体的には、仮想空間600Bにおいて、アバターオブジェクト610を含む各オブジェクトは、ユーザ端末100に対するユーザからの操作の有無に関わらず、ゲーム進行情報に基づいて動作する。 The game information 132 includes data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673. The processor 10 uses the data and the analysis result of the game progress information to update the position, posture, orientation, and the like of each object. As a result, the game progresses, and each object in the virtual space 600B moves in the same manner as each object in the virtual space 600A. Specifically, in the virtual space 600B, each object including the avatar object 610 operates based on the game progress information regardless of whether or not the user operates the user terminal 100.
 ユーザ端末100のタッチスクリーン15においては、一例として、UI画像701および702が、視界画像に重畳して表示される。UI画像701は、アバターオブジェクト610を支援するための投げ銭アイテム投入操作をユーザ3から受け付けるUI画像711を、タッチスクリーン15に表示するための操作を受け付けるUI画像である。UI画像702は、アバターオブジェクト610(換言すれば、プレイヤ4)に対するコメントを入力し、送信するための操作をユーザ3から受け付けるUI画像(後述)を、タッチスクリーン15に表示するための操作を受け付けるUI画像である。UI画像701および702が受け付ける操作は、例えば、UI画像701および702をタップする操作であってもよい。 On the touch screen 15 of the user terminal 100, as an example, UI images 701 and 702 are displayed superimposed on the field of view image. The UI image 701 is a UI image that accepts an operation for displaying the UI image 711 for displaying the UI image 711 from the user 3 for supporting the avatar object 610 to throw money items. The UI image 702 accepts an operation for displaying a UI image (described later) on the touch screen 15 for inputting a comment for the avatar object 610 (in other words, the player 4) and receiving an operation for transmitting from the user 3. It is a UI image. The operation accepted by the UI images 701 and 702 may be, for example, an operation of tapping the UI images 701 and 702.
 UI画像701がタップされると、UI画像711が、視界画像に重畳して表示される。UI画像711は、例えば、マガジンのアイコンが描かれたUI画像711A、救急箱のアイコンが描かれたUI画像711B、三角コーンのアイコンが描かれたUI画像711C、バリケードのアイコンが描かれたUI画像711Dを含む。アイテム投入操作は、例えば、いずれかのUI画像をタップする操作に相当する。 When the UI image 701 is tapped, the UI image 711 is displayed superimposed on the view image. The UI image 711 is, for example, a UI image 711A on which a magazine icon is drawn, a UI image 711B on which an emergency box icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a UI on which a barricade icon is drawn. Includes image 711D. The item input operation corresponds to, for example, an operation of tapping any UI image.
 一例として、UI画像711Aがタップされると、アバターオブジェクト610が使用する銃の残弾数が増加する。UI画像711Bがタップされると、アバターオブジェクト610の体力が回復する。UI画像711Cおよび711Dがタップされると、敵オブジェクト671の移動を妨害する障害物オブジェクト672、673が仮想空間に配置される。障害物オブジェクト672、673は、一方が他方に比べて、敵オブジェクト671の移動をより妨害するものであってもよい。あるいは、UI画像がタップされると、アバターオブジェクト610が装着する服飾アイテムを変更するようにしてもよい。 As an example, when the UI image 711A is tapped, the number of remaining bullets of the gun used by the avatar object 610 increases. When the UI image 711B is tapped, the physical strength of the avatar object 610 is restored. When the UI images 711C and 711D are tapped, obstacle objects 672 and 673 that obstruct the movement of the enemy object 671 are placed in the virtual space. Obstacle objects 672 and 673 may be one that more obstructs the movement of enemy object 671 than the other. Alternatively, when the UI image is tapped, the clothing item worn by the avatar object 610 may be changed.
 プロセッサ10は、アイテム投入操作が行われたことを示すアイテム投入情報を、サーバ200へ送信する。アイテム投入情報には、アイテム投入操作により指定されたアイテムの種別を特定するための情報が少なくとも含まれる。アイテム投入情報には、アイテムが配置される位置を示す情報など、アイテムに関するその他の情報が含まれていてもよい。アイテム投入情報は、サーバ200を介して、他のユーザ端末100、および、HMDセット1000へ送信される。 The processor 10 transmits the item input information indicating that the item input operation has been performed to the server 200. The item input information includes at least information for specifying the type of the item specified by the item input operation. The item input information may include other information about the item, such as information indicating the position where the item is placed. The item input information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
 図12は、ユーザ端末100において表示される視界画像の他の例を示す図である。具体的には、本ゲームのゲーム画面の一例を示す図であり、ゲームプレイ中のプレイヤとユーザ端末100とのコミュニケーションについて説明するための図である。 FIG. 12 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of this game, and is the figure for demonstrating the communication between a player and a user terminal 100 during a game play.
 図12(A)の例において、ユーザ端末100は、アバターオブジェクト610に発話691を実行させている。具体的には、ユーザ端末100は、ゲーム進行情報に含まれる音声データに従って、アバターオブジェクト610に発話691を実行させている。発話691の内容は、プレイヤ4が発話した「弾が無いよー!」というものである。すなわち、発話691の内容は、マガジンが0、銃に装填した銃弾が1となったことにより、敵オブジェクト671を攻撃する手段を失いそうであることを各ユーザに伝えるものである。 In the example of FIG. 12A, the user terminal 100 causes the avatar object 610 to execute the utterance 691. Specifically, the user terminal 100 causes the avatar object 610 to execute the utterance 691 according to the voice data included in the game progress information. The content of the utterance 691 is "There is no bullet!" Spoken by the player 4. That is, the content of the utterance 691 is to inform each user that the magazine is 0 and the ammunition loaded in the gun is 1, so that the means for attacking the enemy object 671 is likely to be lost.
 なお、図12(A)では、アバターオブジェクト610の発話を視覚的に示すため吹き出しを用いているが、実際は、ユーザ端末100のスピーカから音声が出力される。なお、音声出力とともに、図12(A)に示す吹き出し(すなわち、音声の内容のテキストを含む吹き出し)が視界画像中に表示されてもよい。これは、後述する発話692でも同様である。 In FIG. 12A, a balloon is used to visually indicate the utterance of the avatar object 610, but in reality, the voice is output from the speaker of the user terminal 100. In addition to the audio output, the balloon shown in FIG. 12A (that is, the balloon including the text of the audio content) may be displayed in the view image. This also applies to the utterance 692 described later.
 UI画像702に対するタップ操作を受け付けると、ユーザ端末100は、図12(B)に示すように、UI画像705および706(メッセージUI)を視界画像に重畳して表示する。UI画像705は、アバターオブジェクト610(換言すれば、プレイヤ)に対するコメントを表示するUI画像である。UI画像706は、入力されたコメントを送信するためコメント送信操作をユーザ3から受け付けるUI画像である。 Upon receiving the tap operation for the UI image 702, the user terminal 100 superimposes and displays the UI images 705 and 706 (message UI) on the field of view image as shown in FIG. 12 (B). The UI image 705 is a UI image that displays a comment for the avatar object 610 (in other words, the player). The UI image 706 is a UI image that accepts a comment transmission operation from the user 3 in order to transmit the input comment.
 ユーザ端末100は、一例として、UI画像705へのタップ操作を受け付けると、キーボードを模したUI画像(不図示、以下、単に「キーボード」と記載)をタッチスクリーン15に表示させる。ユーザ端末100は、キーボードに対するユーザの入力操作に応じたテキストを、UI画像705に表示させる。図12(B)の例では、「マガジン送るね」というテキストがUI画像705に表示されている。 As an example, when the user terminal 100 receives a tap operation on the UI image 705, the user terminal 100 displays a UI image imitating a keyboard (not shown, hereinafter simply referred to as "keyboard") on the touch screen 15. The user terminal 100 causes the UI image 705 to display text corresponding to the user's input operation on the keyboard. In the example of FIG. 12B, the text "Magazine is sent" is displayed on the UI image 705.
 ユーザ端末100は、テキスト入力後に、一例として、UI画像706へのタップ操作を受け付けると、入力した内容(テキストの内容)を示す情報と、ユーザを示す情報とを含むコメント情報をサーバ200へ送信する。コメント情報は、サーバ200を介して、他のユーザ端末100、および、HMDセット1000へ送信される。 When the user terminal 100 receives a tap operation on the UI image 706 as an example after inputting text, the user terminal 100 transmits comment information including information indicating the input content (text content) and information indicating the user to the server 200. do. The comment information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
 UI画像703Aは、コメントを送信したユーザのユーザ名を示すUI画像であり、UI画像704Aは、該ユーザが送信したコメントの内容を示すUI画像である。図12(B)の例では、ユーザ名が「BBBBB」であるユーザが、自身のユーザ端末100を用い、「危ない!」という内容のコメント情報を送信したことにより、UI画像703AおよびUI画像704Aが表示されている。UI画像703AおよびUI画像704Aは、本ゲームに参加しているすべてのユーザ端末100のタッチスクリーン15、および、HMD500のモニタ51に表示される。なお、UI画像703Aおよび704Aは、1つのUI画像であってもよい。すなわち、1つのUI画像にユーザ名とコメントの内容とが含まれていてもよい。 The UI image 703A is a UI image showing the user name of the user who sent the comment, and the UI image 704A is a UI image showing the content of the comment sent by the user. In the example of FIG. 12B, the user whose user name is "BBBBBB" uses his / her own user terminal 100 to transmit comment information having the content of "dangerous!", That is, the UI image 703A and the UI image 704A. Is displayed. The UI image 703A and the UI image 704A are displayed on the touch screen 15 of all the user terminals 100 participating in this game and the monitor 51 of the HMD 500. The UI images 703A and 704A may be one UI image. That is, one UI image may include a user name and the content of a comment.
 図12(C)の例では、図12に示すユーザ端末100のユーザである、「AAAAA」というユーザ名のユーザが、上述したとおりコメントを入力し、送信したことにより、タッチスクリーン15にUI画像703Bおよび704Bが表示されている。UI画像703Bにはユーザ名「AAAAA」が含まれており、UI画像704Bには、図12(B)の例において入力された「マガジン送るね!」とのコメントが含まれている。 In the example of FIG. 12C, a user with the user name "AAAAAA", which is the user of the user terminal 100 shown in FIG. 12, inputs and transmits a comment as described above, whereby the UI image is displayed on the touch screen 15. 703B and 704B are displayed. The UI image 703B includes the user name "AAAAAA", and the UI image 704B contains the comment "Magazine send!" Entered in the example of FIG. 12B.
 また、図12(C)の例は、ユーザ「AAAAA」がさらに、UI画像701へのタップ操作を入力し、UI画像711をタッチスクリーン15に表示させ、UI画像711Aへのタップ操作を入力した後の視界画像611である。つまり、ユーザ「AAAAA」のユーザ端末100から、他のユーザ端末100およびHMDセット1000に、マガジンを示すアイテム投入情報が送信された結果、ユーザ端末100およびHMDセット1000は、演出オブジェクト674(後述)を仮想空間600に配置している。一例として、ユーザ端末100およびHMDセット1000は、アイテム投入情報にて示された経過時間が経過した後に、演出オブジェクト674に関する演出を実行し、アイテムオブジェクトの効果を発動させる処理を実行する。 Further, in the example of FIG. 12C, the user "AAAAA" further inputs a tap operation to the UI image 701, displays the UI image 711 on the touch screen 15, and inputs a tap operation to the UI image 711A. It is a later view image 611. That is, as a result of the item input information indicating the magazine being transmitted from the user terminal 100 of the user "AAAAA" to the other user terminal 100 and the HMD set 1000, the user terminal 100 and the HMD set 1000 have the effect object 674 (described later). Is arranged in the virtual space 600. As an example, the user terminal 100 and the HMD set 1000 execute the effect related to the effect object 674 and execute the process of invoking the effect of the item object after the elapsed time indicated by the item input information has elapsed.
 図12(D)の例では、アイテムオブジェクトの効果を発動させる処理の実行により、マガジンの数が0から1に増加している。この結果、プレイヤは、ユーザ「AAAAA」に対して、「ありがとう!」と発話し、該発話の音声データが、各ユーザ端末100に送信される。これにより、各ユーザ端末100は、アバターオブジェクト610の発話692として、「ありがとう!」という音声を出力する。 In the example of FIG. 12D, the number of magazines is increased from 0 to 1 by executing the process of activating the effect of the item object. As a result, the player speaks "Thank you!" To the user "AAAAAA", and the voice data of the utterance is transmitted to each user terminal 100. As a result, each user terminal 100 outputs the voice "Thank you!" As the utterance 692 of the avatar object 610.
 以上のように、本ゲームにおいては、プレイヤの発話に基づくアバターオブジェクト610の発話音声の出力と、各ユーザによるコメントの入力とにより、ユーザとアバターオブジェクト610とのコミュニケーションが実現される。 As described above, in this game, communication between the user and the avatar object 610 is realized by outputting the utterance voice of the avatar object 610 based on the utterance of the player and inputting a comment by each user.
 (ゲームプレイ端末300におけるゲーム進行処理)
 図13は、ゲームプレイ端末300で実行されるゲーム進行処理の流れの一例を示すフローチャートである。
(Game progress processing in the game play terminal 300)
FIG. 13 is a flowchart showing an example of the flow of the game progress process executed by the game play terminal 300.
 ステップS31において、プロセッサ30は、ゲーム進行部315として、ゲームプログラム331とプレイヤの動きとに基づいてゲームを進行させる。ステップS32において、プロセッサ30は、ゲーム進行情報を生成し、ユーザ端末100へ配信する。具体的には、プロセッサ30は、生成したゲーム進行情報を、サーバ200を介して、各ユーザ端末100へ送信する。 In step S31, the processor 30 advances the game as the game progress unit 315 based on the game program 331 and the movement of the player. In step S32, the processor 30 generates game progress information and distributes it to the user terminal 100. Specifically, the processor 30 transmits the generated game progress information to each user terminal 100 via the server 200.
 ステップS33において、プロセッサ30は、アイテム投入情報を受信すると(S33でYES)、ステップS34において、アイテム投入情報に基づいて、アイテムオブジェクトを仮想空間600Aに配置する。一例として、プロセッサ30は、アイテムオブジェクトの配置の前に、演出オブジェクト674を仮想空間600Aに配置する(図11(C)参照)。演出オブジェクト674は、例えば、プレゼント箱を模したオブジェクトであってもよい。プロセッサ30は、一例として、アイテム投入情報にて示された経過時間が経過した後に、演出オブジェクト674に関する演出を実行してもよい。該演出は、例えば、プレゼント箱の蓋が開くアニメーションであってもよい。プロセッサ30は、該アニメーションの実行の後、アイテムオブジェクトの効果を発動させる処理を実行する。例えば、図11(D)の例では、障害物オブジェクト673を配置する。 When the processor 30 receives the item input information in step S33 (YES in S33), the processor 30 arranges the item object in the virtual space 600A based on the item input information in step S34. As an example, the processor 30 arranges the effect object 674 in the virtual space 600A before arranging the item object (see FIG. 11C). The effect object 674 may be, for example, an object imitating a present box. As an example, the processor 30 may execute the effect regarding the effect object 674 after the elapsed time indicated by the item input information has elapsed. The effect may be, for example, an animation in which the lid of the present box is opened. After executing the animation, the processor 30 executes a process of invoking the effect of the item object. For example, in the example of FIG. 11D, the obstacle object 673 is arranged.
 プロセッサ30は、アニメーションの実行の後、タップ操作されたUI画像に対応するアイテムオブジェクトを仮想空間600Aに配置してもよい。例えば、UI画像711Aに対してタップ操作が行われた場合、プロセッサ30は、アニメーションの実行の後、マガジンを示すマガジンオブジェクトを仮想空間600Aに配置する。また、UI画像711Bに対してタップ操作が行われた場合、プロセッサ30は、アニメーションの実行の後、救急箱を示す救急箱オブジェクトを仮想空間600Aに配置する。プロセッサ30は、例えば、マガジンオブジェクトまたは救急箱オブジェクトの位置に、アバターオブジェクト610が移動した場合に、マガジンオブジェクトまたは救急箱オブジェクトの効果を発動させる処理を実行してもよい。 After executing the animation, the processor 30 may arrange an item object corresponding to the tapped UI image in the virtual space 600A. For example, when a tap operation is performed on the UI image 711A, the processor 30 arranges a magazine object indicating a magazine in the virtual space 600A after executing the animation. Further, when the tap operation is performed on the UI image 711B, the processor 30 arranges the first aid kit object indicating the first aid kit in the virtual space 600A after executing the animation. The processor 30 may execute a process of invoking the effect of the magazine object or the first aid kit object when the avatar object 610 moves to the position of the magazine object or the first aid kit object, for example.
 プロセッサ30は、ゲームが終了するまで、ステップS31~S34の処理を継続し、繰り返す。ゲームが終了した場合、例えば、プレイヤがゲームを終了するための所定の入力操作を入力した場合(ステップS35でYES)、図13に示す処理は終了する。 The processor 30 continues and repeats the processes of steps S31 to S34 until the game is completed. When the game ends, for example, when the player inputs a predetermined input operation for ending the game (YES in step S35), the process shown in FIG. 13 ends.
 (ユーザ端末100におけるゲーム進行処理)
 図14は、ユーザ端末100で実行されるゲーム進行処理の流れの一例を示すフローチャートである。
(Game progress processing in the user terminal 100)
FIG. 14 is a flowchart showing an example of the flow of the game progress process executed by the user terminal 100.
 ステップS41において、プロセッサ10は、ゲーム進行情報を受信する。ステップS42において、プロセッサ10は、ゲーム進行部115として、ゲーム進行情報に基づいてゲームを進行させる。 In step S41, the processor 10 receives the game progress information. In step S42, the processor 10 advances the game as the game progress unit 115 based on the game progress information.
 ステップS43において、プロセッサ10が、ユーザ3によるアイテム投入操作を受け付けると(ステップS43にてYES)、ステップS44において、プロセッサ10は、仮想通貨を消費し、演出オブジェクト674を仮想空間600Bに配置する。ここで、仮想通貨は、ゲームへの参加の前、あるいは、ゲームへの参加中に、ユーザ3がプロセッサ10に対し所定の操作を行うことにより購入(本ゲームに対して課金)されるものであってもよいし、所定の条件を満たした場合にユーザ3に付与されるものであってもよい。所定の条件とは、本ゲームにおけるクエストのクリア等、本ゲームへの参加が必要なものであってもよいし、アンケートに答える等、本ゲームへの参加が不要なものであってもよい。仮想通貨の金額(仮想通貨の所有量)は、一例として、ゲーム情報132としてユーザ端末100に記憶される。 In step S43, when the processor 10 accepts the item input operation by the user 3 (YES in step S43), in step S44, the processor 10 consumes the virtual currency and arranges the effect object 674 in the virtual space 600B. Here, the virtual currency is purchased (charged for the game) by the user 3 performing a predetermined operation on the processor 10 before or during the participation in the game. It may be present, or it may be given to the user 3 when a predetermined condition is satisfied. The predetermined conditions may be those that require participation in this game, such as clearing a quest in this game, or those that do not require participation in this game, such as answering a questionnaire. The amount of virtual currency (the amount of possession of virtual currency) is stored in the user terminal 100 as game information 132 as an example.
 ステップS45において、プロセッサ10は、アイテム投入情報をサーバ200へ送信する。アイテム投入情報は、サーバ200を介してゲームプレイ端末300へ送信される。 In step S45, the processor 10 transmits the item input information to the server 200. The item input information is transmitted to the game play terminal 300 via the server 200.
 プロセッサ10は、演出オブジェクト674の配置後、所定時間が経過すると、アイテムオブジェクトを仮想空間600Aに配置する。図11の例では、障害物オブジェクト673を配置する。つまり、ユーザ3が、UI画像711Cへのタップ操作を入力することにより、所定量の仮想通貨が消費され、障害物オブジェクト673が配置される。 The processor 10 arranges the item object in the virtual space 600A after a predetermined time elapses after the arrangement of the effect object 674. In the example of FIG. 11, the obstacle object 673 is arranged. That is, when the user 3 inputs a tap operation to the UI image 711C, a predetermined amount of virtual currency is consumed and the obstacle object 673 is arranged.
 プロセッサ10は、ゲームが終了するまで、ステップS41~S45の処理を継続し、繰り返す。ゲームが終了した場合、例えば、プレイヤがゲームを終了するための所定の入力操作を行った場合や、ユーザ3が、ゲームから途中退席するための所定の入力操作を行った場合(ステップS46でYES)、図14に示す処理は終了する。 The processor 10 continues and repeats the processes of steps S41 to S45 until the game is completed. When the game is finished, for example, when the player performs a predetermined input operation for ending the game, or when the user 3 performs a predetermined input operation for leaving the game halfway (YES in step S46). ), The process shown in FIG. 14 is completed.
 (サーバ200におけるゲーム進行処理)
 図15は、サーバ200で実行されるゲーム進行処理の流れの一例を示すフローチャートである。
(Game progress processing on the server 200)
FIG. 15 is a flowchart showing an example of the flow of the game progress process executed by the server 200.
 ステップS51において、プロセッサ20は、ゲーム進行情報をゲームプレイ端末300から受信する。ステップS52において、プロセッサ20は、ログ生成部212として、ゲーム進行のログ(以下、プレイログ)を更新する。なお、プレイログは、一例として、ゲームプレイ端末300から初期配置情報を受信したとき、プロセッサ20が生成する。 In step S51, the processor 20 receives the game progress information from the game play terminal 300. In step S52, the processor 20 updates the game progress log (hereinafter, play log) as the log generation unit 212. As an example, the play log is generated by the processor 20 when the initial arrangement information is received from the game play terminal 300.
 ステップS53において、プロセッサ20は、受信したゲーム進行情報を、各ユーザ端末100へ送信する。 In step S53, the processor 20 transmits the received game progress information to each user terminal 100.
 ステップS54において、アイテム投入情報をいずれかのユーザ端末100から受信した場合(ステップS54にてYES)、ステップS55において、プロセッサ20は、ログ生成部212としてプレイログを更新する。ステップS56において、プロセッサ20は、受信したアイテム投入情報をゲームプレイ端末300へ送信する。 When the item input information is received from any user terminal 100 in step S54 (YES in step S54), the processor 20 updates the play log as the log generation unit 212 in step S55. In step S56, the processor 20 transmits the received item input information to the game play terminal 300.
 プロセッサ20は、ゲームが終了するまで、ステップS51~S56の処理を継続し、繰り返す。ゲームが終了した場合、例えば、ゲームプレイ端末300から、ゲームが終了したことを示す情報を受信した場合(ステップS57でYES)、ステップS58において、プロセッサ20は、リスト生成部213として、プレイログからゲームに参加したユーザのリスト(ユーザリスト234)を生成する。プロセッサ20は、生成したユーザリスト234を、サーバ200に記憶する。 The processor 20 continues and repeats the processes of steps S51 to S56 until the game is completed. When the game is finished, for example, when information indicating that the game is finished is received from the game play terminal 300 (YES in step S57), in step S58, the processor 20 is used as a list generation unit 213 from the play log. Generate a list of users who participated in the game (user list 234). The processor 20 stores the generated user list 234 in the server 200.
 図16は、ユーザリスト234の一具体例を示す図である。「ユーザ」のカラムには、ゲームに参加した各ユーザを示す情報(例えば、ユーザ名)が格納されている。「タグ」のカラムには、各ユーザがプレイヤに対して行った支援に基づいて生成された情報(タグ)が格納されている。図16の例において、「タグ」のカラムに格納されたタグのうち、鍵括弧を有さないものは、プロセッサ20が自動生成した情報であり、鍵括弧を有するものは、ゲームの運営者が手動で入力した情報である。 FIG. 16 is a diagram showing a specific example of the user list 234. In the "user" column, information (for example, a user name) indicating each user who participated in the game is stored. The "tag" column stores information (tags) generated based on the support provided by each user to the player. In the example of FIG. 16, among the tags stored in the "tag" column, those without the key brackets are the information automatically generated by the processor 20, and those with the key brackets are those stored by the game operator. Information entered manually.
 図16の例において、ユーザ「AAAAA」には、マガジン、10F、ボス、「マガジンのプレゼントによりボスに勝利」という情報が対応付けられている。これは、例えば、10Fというステージでのボス戦において、ユーザ「AAAAA」がマガジンを投入し、その投入されたマガジンの銃弾でアバターオブジェクト610がボスに勝利したことを示している。 In the example of FIG. 16, the user "AAAAAA" is associated with information such as a magazine, 10F, a boss, and "winning the boss by presenting the magazine". This indicates that, for example, in the boss battle on the stage of 10F, the user "AAAAA" inserts a magazine, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
 また、ユーザ「BBBBB」には、救急箱、3F、ザコ、「ゲームオーバー寸前で回復」という情報が対応付けられている、これは、例えば、3Fというステージのザコ敵との戦闘において、ユーザ「BBBBB」が救急箱を投入し、その結果、アバターオブジェクト610の体力が0になる(ゲームオーバーになる)寸前で体力が回復したことを示している。 Further, the user "BBBBBB" is associated with information such as a first aid kit, 3rd floor, Zako, and "recovery on the verge of game over". For example, in a battle with a Zako enemy on the 3rd floor, the user "BBBB" "BBBBBB" throws in the first aid kit, and as a result, it shows that the physical strength of the avatar object 610 has recovered just before it becomes 0 (the game is over).
 また、ユーザ「CCCCC」には、バリケード、5F、ザコ、「バリケードでゾンビを二人足止め」という情報が対応付けられている。これは、例えば、5Fというステージのザコ敵との戦闘において、ユーザ「CCCCC」がバリケード(図11における障害物オブジェクト672)を投入し、その結果、二人のザコ敵の足止めに成功したことを示している。 In addition, the user "CCCCC" is associated with information such as barricade, 5th floor, Zako, and "stopping two zombies with barricade". This means that, for example, in a battle with a Zako enemy on the 5th floor, the user "CCCCC" throws in a barricade (obstacle object 672 in FIG. 11), and as a result, succeeds in stopping the two Zako enemies. Shows.
 図16の例では、各ユーザ3のユーザ名に対し、行った支援が1つ対応付けられているが、支援を複数回行なったユーザ3のユーザ名には、複数回の支援それぞれのタグが対応付けられる。ユーザリスト234において、該それぞれのタグは区別されていることが好ましい。これにより、ゲーム終了後に、配信端末400を用いてユーザリスト421を参照するプレイヤが、各支援の内容を正確に把握できる。 In the example of FIG. 16, one support provided is associated with the user name of each user 3, but the user name of the user 3 who has performed the support a plurality of times has a tag for each of the plurality of support times. Can be associated. In the user list 234, it is preferable that each tag is distinguished. As a result, after the game is over, the player who refers to the user list 421 using the distribution terminal 400 can accurately grasp the content of each support.
 <動作指図データの配信>
 (配信端末400における配信処理)
 図17は、配信端末400で実行される配信処理の流れの一例を示すフローチャートである。図18は、配信端末400に表示される画面の一具体例を示す図である。図19は、配信端末に表示される画面の他の具体例を示す図である。
<Distribution of operation instruction data>
(Distribution processing in the distribution terminal 400)
FIG. 17 is a flowchart showing an example of the flow of the distribution process executed by the distribution terminal 400. FIG. 18 is a diagram showing a specific example of a screen displayed on the distribution terminal 400. FIG. 19 is a diagram showing another specific example of the screen displayed on the distribution terminal.
 ステップS61において、プロセッサ40は、操作受付部413として、ライブ配信を受ける権利があるユーザのリスト(ユーザリスト234)を表示するための第1操作を受け付ける。ライブ配信を受けられる条件は、適宜ゲームマスターが設定すればよいが、少なくとも、本ゲームのアプリケーションをインストールしていること、及びライブ配信時刻時点でオンラインであることなどが条件としてあげられる。ライブ配信を受ける権利があるユーザは、リアルタイムでゲームに参加したユーザである。さらに、ライブ配信を受けるための対価を支払い済みのユーザであることを条件に加えてもよい。ライブ配信を受けるための対価は、例えば、チケットで支払うようにしてもよい。あるいは、事前にライブ配信時刻においてライブ配信を受ける旨の予約を行った特定のユーザ端末100を、ライブ配信を受ける権利があるユーザ端末としてもよい。図18(A)に示すダウンロード画面721は、ユーザリスト234をサーバ200からダウンロードし、表示部452に表示させるための画面である。ダウンロード画面721は、一例として、図17に示す配信処理を実行するアプリケーションの起動操作を、配信端末400に入力した直後に表示される画面である。 In step S61, the processor 40 receives the first operation for displaying the list of users who have the right to receive live distribution (user list 234) as the operation reception unit 413. The conditions for receiving live distribution may be set by the game master as appropriate, but at least the conditions are that the application of this game is installed and that the game is online at the time of live distribution. The user who is entitled to livestream is the user who participated in the game in real time. In addition, you may add that you are a paid user for the livestreaming. For example, the consideration for receiving the live distribution may be paid by a ticket. Alternatively, the specific user terminal 100 reserved in advance to receive live distribution at the live distribution time may be a user terminal having the right to receive live distribution. The download screen 721 shown in FIG. 18A is a screen for downloading the user list 234 from the server 200 and displaying it on the display unit 452. As an example, the download screen 721 is a screen displayed immediately after inputting the start operation of the application for executing the distribution process shown in FIG. 17 into the distribution terminal 400.
 ダウンロード画面721は、一例として、UI画像722および723を含む。UI画像722は、ユーザリスト234をダウンロードするための操作、すなわち、上記第1操作を受け付ける。第1操作は、例えば、UI画像722をタップする操作であってもよい。UI画像723は、アプリケーションを終了するための操作を受け付ける。該操作は、例えば、UI画像723をタップする操作であってもよい。 The download screen 721 includes UI images 722 and 723 as an example. The UI image 722 accepts an operation for downloading the user list 234, that is, the first operation. The first operation may be, for example, an operation of tapping the UI image 722. The UI image 723 accepts an operation for terminating the application. The operation may be, for example, an operation of tapping the UI image 723.
 UI画像722に対するタップ操作を受け付けると、ステップS62において、プロセッサ40は、通信制御部411として、ユーザリスト234をサーバ200から取得(受信)する。ステップS63において、プロセッサ40は、表示制御部412として、ユーザリスト234を表示部452に表示させる。具体的には、プロセッサ40は、ユーザリスト234に基づいて生成されたユーザリスト画面を、表示部452に表示させる。ユーザリスト画面は、一例として、図18(B)に示すユーザリスト画面731であってもよい。ユーザリスト画面731は、ユーザリスト234における各レコードに対応するレコード画像からなる。図18(B)の例では、レコード画像として、レコード画像732A~732Cを記載しているが、レコード画像の数は3つに限定されない。図18(B)の例において、ユーザリスト234におけるレコードの数が3より多い(すなわち、ゲームに参加したユーザの人数が3人より多い)場合、プレイヤは、例えば画面をスクロールする操作(例えば、ドラッグ操作やフリック操作)をタッチスクリーン45に入力することにより、他のレコード画像を表示部452に表示させることができる。 Upon receiving the tap operation for the UI image 722, in step S62, the processor 40 acquires (receives) the user list 234 from the server 200 as the communication control unit 411. In step S63, the processor 40 causes the display unit 452 to display the user list 234 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the user list screen generated based on the user list 234. As an example, the user list screen may be the user list screen 731 shown in FIG. 18B. The user list screen 731 is composed of a record image corresponding to each record in the user list 234. In the example of FIG. 18B, record images 732A to 732C are described as record images, but the number of record images is not limited to three. In the example of FIG. 18B, if the number of records in the user list 234 is greater than 3 (ie, the number of users participating in the game is greater than 3), the player may perform, for example, scroll the screen (eg,). By inputting a drag operation or a flick operation) to the touch screen 45, another record image can be displayed on the display unit 452.
 一例として、レコード画像732A~732Cは、それぞれ、ユーザ名733A~733C、タグ情報734A~734C、および、アイコン735A~735Cを含む。以降、レコード画像732A~732C、ユーザ名733A~733C、タグ情報734A~734C、および、アイコン735A~735Cについて、区別する必要が無い場合、それぞれ、「レコード画像732」、「ユーザ名733」、「タグ情報734」、「アイコン735」と記載する。 As an example, the record images 732A to 732C include user names 733A to 733C, tag information 734A to 734C, and icons 735A to 735C, respectively. Hereinafter, when it is not necessary to distinguish the record images 732A to 732C, the user names 733A to 733C, the tag information 734A to 734C, and the icons 735A to 735C, "record image 732", "user name 733", and "user name 733", respectively. It is described as "tag information 734" and "icon 735".
 ユーザ名733は、ユーザリスト234において、「ユーザ」のカラムに格納されている、ゲームに参加した各ユーザを示す情報である。タグ情報734は、ユーザリスト234において、ゲームに参加した各ユーザを示す情報のそれぞれに対応付けられているタグを示す情報である。例えば、レコード画像732Aは、ユーザ名733Aとして、「AAAAA」を含む。このため、レコード画像732Aは、タグ情報734Aとして、ユーザリスト234において「AAAAA」に対応付けられている、『マガジン、10F、ボス、「マガジンのプレゼントによりボスに勝利」』を含む。アイコン735は、例えば、ユーザが事前に設定した画像である。 The user name 733 is information indicating each user who participated in the game, which is stored in the "user" column in the user list 234. The tag information 734 is information indicating a tag associated with each of the information indicating each user who participated in the game in the user list 234. For example, the record image 732A includes "AAAAAA" as the user name 733A. Therefore, the record image 732A includes "magazine, 10F, boss," win the boss by presenting the magazine "" associated with "AAAAAA" in the user list 234 as the tag information 734A. The icon 735 is, for example, an image preset by the user.
 なお、プロセッサ40は、受信したユーザリストを配信端末400に記憶してもよい(図7のユーザリスト421)。ダウンロード画面721は、ユーザリスト421を表示部452に表示するためのUI画像(不図示)を含んでいてもよい。この例において、該UI画像がタップされた場合、プロセッサ40は、ユーザリスト234のダウンロードを行わず、ユーザリスト421を読み出し、該ユーザリスト421からユーザリスト画面を生成し、表示部452に表示させる。 The processor 40 may store the received user list in the distribution terminal 400 (user list 421 in FIG. 7). The download screen 721 may include a UI image (not shown) for displaying the user list 421 on the display unit 452. In this example, when the UI image is tapped, the processor 40 does not download the user list 234, reads the user list 421, generates a user list screen from the user list 421, and displays the user list screen on the display unit 452. ..
 ステップS64において、プロセッサ40は、操作受付部413として、ユーザリスト画面731に含まれるユーザの何れかを選択するための第2操作を受け付ける。第2操作は、一例として、ユーザリスト画面731におけるレコード画像732の何れかをタップする操作であってもよい。図18(B)の例では、プレイヤは、レコード画像732Aへのタップ操作を入力している。すなわち、プレイヤは、動作指図データを配信するユーザとしてユーザ「AAAAA」を選択している。 In step S64, the processor 40 receives a second operation for selecting any of the users included in the user list screen 731 as the operation receiving unit 413. As an example, the second operation may be an operation of tapping any of the record images 732 on the user list screen 731. In the example of FIG. 18B, the player inputs a tap operation to the record image 732A. That is, the player has selected the user "AAAAAA" as the user who distributes the operation instruction data.
 レコード画像732に対するタップ操作を受け付けると、ステップS65において、プロセッサ40は、表示制御部412として、モーションリスト422を表示部452に表示させる。具体的には、プロセッサ40は、モーションリスト422に基づいて生成されたモーションリスト画面を、表示部452に表示させる。モーションリスト画面は、一例として、図19に示すモーションリスト画面741であってもよい。モーションリスト画面741は、モーションリスト422における各レコードに対応するレコード画像からなる。図19の例では、レコード画像として、レコード画像742A~742Cを記載しているが、レコード画像の数は3つに限定されない。図19の例において、モーションリスト422におけるレコードの数が4より多い場合、プレイヤは、例えば画面をスクロールする操作(例えば、ドラッグ操作やフリック操作)をタッチスクリーン45に入力することにより、他のレコード画像を表示部452に表示させることができる。 Upon receiving the tap operation for the record image 732, in step S65, the processor 40 causes the display unit 452 to display the motion list 422 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the motion list screen generated based on the motion list 422. As an example, the motion list screen may be the motion list screen 741 shown in FIG. The motion list screen 741 is composed of a record image corresponding to each record in the motion list 422. In the example of FIG. 19, record images 742A to 742C are described as record images, but the number of record images is not limited to three. In the example of FIG. 19, when the number of records in the motion list 422 is more than 4, the player inputs another record, for example, an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen 45. The image can be displayed on the display unit 452.
 一例として、レコード画像742A~742Cは、それぞれ、モーション名743A~743C、モーション画像744A~744C、および、UI画像745A~745Cを含む。以降、レコード画像742A~742C、モーション名743A~743C、モーション画像744A~744C、および、UI画像745A~745Cについて、区別する必要が無い場合、それぞれ、「レコード画像7432」、「モーション名743」、「モーション画像744」、「UI画像745」と記載する。 As an example, the record images 742A to 742C include motion names 743A to 743C, motion images 744A to 744C, and UI images 745A to 745C, respectively. Hereinafter, when it is not necessary to distinguish between the record images 742A to 742C, the motion names 743A to 743C, the motion images 744A to 744C, and the UI images 745A to 745C, "record image 7432" and "motion name 743", respectively. It is described as "motion image 744" and "UI image 745".
 モーション名743は、モーションリスト422に格納されているモーションを識別する情報である。モーション画像744は、モーションリスト422において、各モーション名に対応付けられているモーションデータから生成される画像である。プロセッサ40は、一例として、各モーションデータにおける最初の姿勢をとるアバターオブジェクト610の画像を、モーション画像744とてレコード画像742に含める。モーション画像744は、プレイヤによる所定の操作(例えば、モーション画像744に対するタップ操作)を受け付けるUI画像であってもよい。プロセッサ40は、該所定の操作を受け付けた場合、モーションデータに基づいてアバターオブジェクト610が動作するモーション動画を再生してもよい。プロセッサ40は、モーション動画が終了すると、自動的にモーションリスト画面741を再表示してもよい。 The motion name 743 is information for identifying the motion stored in the motion list 422. The motion image 744 is an image generated from the motion data associated with each motion name in the motion list 422. As an example, the processor 40 includes an image of the avatar object 610 that takes the first posture in each motion data as a motion image 744 in the record image 742. The motion image 744 may be a UI image that accepts a predetermined operation (for example, a tap operation on the motion image 744) by the player. When the processor 40 accepts the predetermined operation, the processor 40 may play a motion moving image in which the avatar object 610 operates based on the motion data. The processor 40 may automatically redisplay the motion list screen 741 when the motion moving image is finished.
 なお、レコード画像742は、モーション画像744に代えて、例えば、「モーション再生」とのテキストを含むUI画像を含んでもよい。 Note that the record image 742 may include, for example, a UI image including the text "motion reproduction" instead of the motion image 744.
 ステップS66において、プロセッサ40は、操作受付部413として、モーションを選択する第3操作を受け付ける。第3操作は、一例として、UI画像745へのタップ操作であってもよい。つまり、UI画像745は、各レコード画像742に対応するモーションデータを選択する操作を受け付ける。第3操作を受け付けたことにより、プロセッサ40は、モーション特定部415として、プレイヤが選択したモーションデータを特定する。 In step S66, the processor 40 receives the third operation of selecting a motion as the operation receiving unit 413. As an example, the third operation may be a tap operation on the UI image 745. That is, the UI image 745 accepts an operation of selecting motion data corresponding to each record image 742. Upon receiving the third operation, the processor 40 specifies the motion data selected by the player as the motion specifying unit 415.
 ステップS67において、プロセッサ40は、表示制御部412および音声受付部414として、アバターオブジェクト610が、選択されたモーションデータに基づき動作するモーション動画を再生しながら、プレイヤの音声入力を受け付ける。 In step S67, the processor 40 receives the voice input of the player as the display control unit 412 and the voice reception unit 414 while the avatar object 610 plays a motion video that operates based on the selected motion data.
 図20は、プレイヤ4による音声入力の一具体例を示す図である。図20に示すように、プレイヤ4は、モーション動画810Aを再生しながら、発話音声820Aを入力している。この発話音声820Aは、ユーザ名が「AAAAA」であるユーザ3(以下、ユーザ3A)宛の発話音声である。つまり、図20の例において、プレイヤ4は、ステップS64にて、ユーザ3A(第1ユーザ)を選択し、該ユーザ3A宛の動作指図データを作成している。なお、ユーザ3Aが使用するユーザ端末100は、ユーザ端末100Aであるとする。 FIG. 20 is a diagram showing a specific example of voice input by the player 4. As shown in FIG. 20, the player 4 is inputting the utterance voice 820A while playing the motion moving image 810A. The utterance voice 820A is a utterance voice addressed to the user 3 (hereinafter, user 3A) whose user name is "AAAAAA". That is, in the example of FIG. 20, the player 4 selects the user 3A (first user) in step S64 and creates the operation instruction data addressed to the user 3A. It is assumed that the user terminal 100 used by the user 3A is the user terminal 100A.
 発話音声820Aは、ユーザ3A宛の発話音声であるため、該ユーザ3Aがアバターオブジェクト610(換言すれば、プレイヤ4)に対して行った支援の内容に基づく発話音声となっている。具体的には、ユーザ3Aは、10Fというステージでのボス戦において、マガジンを投入し、その投入されたマガジンの銃弾でアバターオブジェクト610がボスに勝利している。このため、発話音声820Aは、「ボス戦でマガジンをプレゼントしてくれてありがとう!タイミングも完璧だったね!AAAAAさんのおかげでクリアできたよ!」という内容である。このように、発話音声は、ユーザ3がゲームにおいて行った支援の内容と、ユーザ3への感謝とを含むものであることが好ましい。 Since the utterance voice 820A is a utterance voice addressed to the user 3A, the utterance voice is based on the content of the support provided by the user 3A to the avatar object 610 (in other words, the player 4). Specifically, the user 3A inserts a magazine in the boss battle on the stage of 10F, and the avatar object 610 wins the boss with the ammunition of the inserted magazine. For this reason, the utterance voice 820A says, "Thank you for giving me the magazine in the boss battle! The timing was perfect! Thanks to Mr. AAAAA, I was able to clear it!" As described above, it is preferable that the uttered voice includes the content of the support provided by the user 3 in the game and the gratitude to the user 3.
 ある局面において、プレイヤ4は、音声入力を開始する前、すなわち、第3操作を配信端末400へ入力する前に、ユーザ3宛の発話内容を作成する。別の局面において、ユーザ3宛の発話内容は、プロセッサ40が自動生成してもよい。また、プロセッサ40は、第2操作によって選択されたユーザ3に対応付けられたタグを、モーション動画810Aに重畳して表示させてもよい。 In a certain aspect, the player 4 creates the utterance content addressed to the user 3 before starting the voice input, that is, before inputting the third operation to the distribution terminal 400. In another aspect, the utterance content addressed to the user 3 may be automatically generated by the processor 40. Further, the processor 40 may superimpose and display the tag associated with the user 3 selected by the second operation on the motion moving image 810A.
 プロセッサ40は、受け付けた音声を音声データに変換する。ステップS68において、プロセッサ40は、動作指図データ生成部416として、該音声データと、選択されたモーションのモーションデータとを含む動作指図データを生成する。 The processor 40 converts the received voice into voice data. In step S68, the processor 40 generates the operation instruction data including the voice data and the motion data of the selected motion as the operation instruction data generation unit 416.
 ステップS69において、プロセッサ40は、通信制御部411として、生成した動作指図データを選択されたユーザ3(図20の例ではユーザ3A)のユーザ端末100(第1コンピュータ)に配信する。図21は、配信端末400に表示される画面のさらなる別の具体例を示す図である。プロセッサ40は、ステップS68の実行後、表示制御部412として、配信画面を表示部452に表示させる。配信画面は、一例として、図21(A)に示す配信画面751であってもよい。配信画面751は、UI画像752、および、モーション画像753Aを含む。また、配信画面751は、図21(A)に示すように、動作指図データの配信先のユーザを示す情報を含むものであってもよい。 In step S69, the processor 40 distributes the generated operation instruction data to the user terminal 100 (first computer) of the selected user 3 (user 3A in the example of FIG. 20) as the communication control unit 411. FIG. 21 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400. After the execution of step S68, the processor 40 causes the display unit 452 to display the distribution screen as the display control unit 412. As an example, the distribution screen may be the distribution screen 751 shown in FIG. 21 (A). The distribution screen 751 includes a UI image 752 and a motion image 753A. Further, as shown in FIG. 21A, the distribution screen 751 may include information indicating a user to whom the operation instruction data is distributed.
 UI画像752は、動作指図データを選択されたユーザ3へ配信するための操作を受け付ける。該操作は、例えば、UI画像752へのタップ操作であってもよい。モーション画像753Aは、生成した動作指図データに基づく動画、すなわち、ユーザ3A用に生成した動作指図データに基づく動画を再生するための操作を受け付けるUI画像である。該操作は、例えば、モーション画像753Aへのタップ操作であってもよい。なお、生成した動画を再生するための操作を受け付けるUI画像は、モーション画像753Aに限定されない。例えば、「動画再生」とのテキストを含むUI画像であってもよい。プロセッサ40は、動画が終了すると、自動的に配信画面751を再表示してもよい。 The UI image 752 accepts an operation for delivering the operation instruction data to the selected user 3. The operation may be, for example, a tap operation on the UI image 752. The motion image 753A is a UI image that accepts an operation for playing a moving image based on the generated motion instruction data, that is, a moving image based on the motion instruction data generated for the user 3A. The operation may be, for example, a tap operation on the motion image 753A. The UI image that accepts the operation for playing the generated moving image is not limited to the motion image 753A. For example, it may be a UI image including the text "video playback". The processor 40 may automatically redisplay the distribution screen 751 when the moving image is finished.
 配信画面751は、音声入力の受け付けに戻るための操作を受け付けるUI画像をさらに含むことが好ましい。該操作は、例えば、該UI画像へのタップ操作であってもよい。配信画面751が該UI画像を含むことにより、プレイヤ4は、例えば、発話する内容を間違えた場合など、音声入力に失敗した場合に、再度音声入力を行うことができる。なお、該UI画像は、モーションデータの選択に戻るための操作を受け付けるUI画像であってもよい。 It is preferable that the distribution screen 751 further includes a UI image that accepts an operation for returning to the acceptance of voice input. The operation may be, for example, a tap operation on the UI image. By including the UI image in the distribution screen 751, the player 4 can perform voice input again when the voice input fails, for example, when the content to be spoken is mistaken. The UI image may be a UI image that accepts an operation for returning to the selection of motion data.
 UI画像752に対するタップ操作を受け付けると、プロセッサ40は、ユーザ3Aを示す情報とともに、動作指図データをサーバ200へ送信する。サーバ200は、ユーザ3Aを示す情報に基づいて、動作指図データの送信先のユーザ端末100を特定し、該動作指図データを特定したユーザ端末100(すなわち、ユーザ端末100A)へ送信する。 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3A. The server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3A, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100A).
 プロセッサ40は、動作指図データの送信が終了した場合、一例として、図21(B)に示す配信完了画面761を表示部452に表示させてもよい。配信完了画面761は、一例として、UI画像762および763を含む。また、配信完了画面761は、図21(B)に示すように、動作指図データの送信が完了したことを示すテキストを含むものであってもよい。 When the transmission of the operation instruction data is completed, the processor 40 may display the distribution completion screen 761 shown in FIG. 21B on the display unit 452 as an example. The delivery completion screen 761 includes UI images 762 and 763 as an example. Further, the distribution completion screen 761 may include a text indicating that the transmission of the operation instruction data is completed, as shown in FIG. 21 (B).
 UI画像762は、別のユーザ3宛の動作指図データの作成を開始するための操作を受け付ける。該操作は、例えば、UI画像762をタップする操作であってもよい。プロセッサ40は、該タップ操作を受け付けると、ユーザリスト画面を、表示部452に再度表示させる。すなわち、該タップ操作を受け付けた場合、配信処理は、ステップS63に戻る。このとき、プロセッサ40は、配信端末400に記憶したユーザリスト421に基づいて、ユーザリスト画面を生成し、表示部452に表示させてもよい。UI画像763は、アプリケーションを終了するための操作を受け付ける。該操作は、例えば、UI画像763をタップする操作であってもよい。該操作を受け付けると、配信処理は終了する。 The UI image 762 accepts an operation for starting the creation of operation instruction data addressed to another user 3. The operation may be, for example, an operation of tapping the UI image 762. When the processor 40 receives the tap operation, the processor 40 causes the display unit 452 to display the user list screen again. That is, when the tap operation is accepted, the distribution process returns to step S63. At this time, the processor 40 may generate a user list screen based on the user list 421 stored in the distribution terminal 400 and display it on the display unit 452. The UI image 763 accepts an operation for terminating the application. The operation may be, for example, an operation of tapping the UI image 763. When the operation is accepted, the distribution process ends.
 図20、図21を参照して説明した例では、図21(C)に示すように、配信端末400は、ユーザ3A(ユーザ名が「AAAAA」のユーザ3)宛の動画の動作指図データを、ユーザ端末100Aのみに送信する。 In the example described with reference to FIGS. 20 and 21, as shown in FIG. 21 (C), the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3A (user 3 whose user name is "AAAAAA"). , Sent only to the user terminal 100A.
 図22は、プレイヤ4による音声入力の他の具体例を示す図である。図22に示すように、プレイヤ4は、モーション動画810Bを再生しながら、発話音声820Bを入力している。この発話音声820Bは、ユーザ名が「BBBBB」であるユーザ3(以下、ユーザ3B)宛の発話音声である。つまり、図22の例において、プレイヤ4は、ステップS64にて、ユーザ3Bに対応するレコード画像732Bへのタップ操作を入力し、ユーザ3B宛の動作指図データを作成している。なお、ユーザ3Bが使用するユーザ端末100は、ユーザ端末100Bであるとする。 FIG. 22 is a diagram showing another specific example of voice input by the player 4. As shown in FIG. 22, the player 4 is inputting the utterance voice 820B while playing the motion moving image 810B. The utterance voice 820B is a utterance voice addressed to the user 3 (hereinafter, user 3B) whose user name is "BBBBBB". That is, in the example of FIG. 22, the player 4 inputs the tap operation to the record image 732B corresponding to the user 3B in step S64, and creates the operation instruction data addressed to the user 3B. It is assumed that the user terminal 100 used by the user 3B is the user terminal 100B.
 発話音声820Bは、ユーザ3B宛の発話音声であるため、該ユーザ3Bがアバターオブジェクト610(換言すれば、プレイヤ4)に対して行った支援の内容に基づく発話音声となっている。具体的には、ユーザ3Bは、3Fというステージのザコ敵との戦闘において、ユーザ「BBBBB」が救急箱を投入し、その結果、アバターオブジェクト610の体力が0になる(ゲームオーバーになる)寸前で体力が回復している。このため、発話音声820Bは、「BBBBBさんがプレゼントしてくれた救急箱のおかげで、3Fでゲームオーバーにならずにすんだよ。本当にありがとう!」という内容である。 Since the utterance voice 820B is a utterance voice addressed to the user 3B, the utterance voice is based on the content of the support provided by the user 3B to the avatar object 610 (in other words, the player 4). Specifically, in the battle with the Zako enemy on the 3rd floor, the user "BBBBBB" throws in the first aid kit, and as a result, the physical strength of the avatar object 610 becomes 0 (the game is over). I am recovering my physical strength. For this reason, the utterance voice 820B has the content of "Thanks to the first aid kit given by Mr. BBBBB, the game did not end on the 3rd floor. Thank you very much!"
 図23は、配信端末400に表示される画面のさらなる別の具体例を示す図である。図23(A)に示す配信画面751は、UI画像752、および、モーション画像753Bを含む。モーション画像753Bは、タップ操作を受け付けると、ユーザ3B用に生成した動作指図データに基づく動画を再生する。 FIG. 23 is a diagram showing still another specific example of the screen displayed on the distribution terminal 400. The distribution screen 751 shown in FIG. 23A includes a UI image 752 and a motion image 753B. When the motion image 753B accepts the tap operation, the motion image 753B reproduces a moving image based on the motion instruction data generated for the user 3B.
 UI画像752に対するタップ操作を受け付けると、プロセッサ40は、ユーザ3Bを示す情報とともに、動作指図データをサーバ200へ送信する。サーバ200は、ユーザ3Bを示す情報に基づいて、動作指図データの送信先のユーザ端末100を特定し、該動作指図データを特定したユーザ端末100(すなわち、ユーザ端末100B)へ送信する。 Upon receiving the tap operation for the UI image 752, the processor 40 transmits the operation instruction data to the server 200 together with the information indicating the user 3B. The server 200 identifies the user terminal 100 to which the operation instruction data is transmitted based on the information indicating the user 3B, and transmits the operation instruction data to the specified user terminal 100 (that is, the user terminal 100B).
 図22、図23を参照して説明した例では、図23(C)に示すように、配信端末400は、ユーザ3B(ユーザ名が「BBBBB」のユーザ3)宛の動画の動作指図データを、ユーザ端末100Bのみに送信する。 In the example described with reference to FIGS. 22 and 23, as shown in FIG. 23C, the distribution terminal 400 uses the operation instruction data of the moving image addressed to the user 3B (user 3 whose user name is “BBBBBB”). , Sent only to the user terminal 100B.
 以上のように、動作指図データに含まれる音声データに基づく音声の内容は、ユーザ3が直近のゲームへの参加において、プレイヤ4に対して行った支援の内容に基づくものとなる。該支援の内容はユーザ3ごとに異なるため、音声の内容は、ユーザ3ごとに異なる内容となる。つまり、ゲームの終了後、ゲームに参加したユーザ3の少なくとも一部のユーザ端末100には、それぞれ異なる内容の音声を含む動作指図データが送信される。 As described above, the content of the voice based on the voice data included in the operation instruction data is based on the content of the support provided to the player 4 in the participation of the user 3 in the latest game. Since the content of the support is different for each user 3, the content of the voice is different for each user 3. That is, after the end of the game, operation instruction data including voices having different contents is transmitted to at least a part of the user terminals 100 of the user 3 who participated in the game.
 また、図22の例におけるアバターオブジェクト610のモーションは、図20の例におけるモーションと異なる。つまり、プレイヤ4は、ユーザ3B宛の動作指図データ生成において、ユーザ3A宛の動作指図データ生成時と異なるモーションデータを選択している。具体的には、プレイヤ4は、ステップS66において、レコード画像742Bに対応するモーションデータを選択する、UI画像745Bへのタップ操作を入力している。このように、プレイヤ4は、動作指図データに含まれるモーションデータを、ユーザ3毎に異ならせることができる。 Further, the motion of the avatar object 610 in the example of FIG. 22 is different from the motion of the example of FIG. 20. That is, the player 4 selects motion data different from that at the time of generating the operation instruction data addressed to the user 3A in the operation instruction data generation addressed to the user 3B. Specifically, in step S66, the player 4 inputs a tap operation to the UI image 745B for selecting the motion data corresponding to the record image 742B. In this way, the player 4 can make the motion data included in the operation instruction data different for each user 3.
 そして、ユーザ3毎に異なる内容の音声データと、ユーザ3毎に選択されたモーションデータとを含む、ユーザ3毎の動作指図データは、各ユーザ3のユーザ端末100のみに送信される。換言すれば、ユーザ端末100毎にユニーク(一意)の動作指図データが、選択されたユーザ3のユーザ端末100の各々に送信される。 Then, the operation instruction data for each user 3, including the voice data having different contents for each user 3 and the motion data selected for each user 3, is transmitted only to the user terminal 100 of each user 3. In other words, the operation instruction data unique to each user terminal 100 is transmitted to each of the user terminals 100 of the selected user 3.
 図24は、ゲームプレイ端末300からユーザ端末100へのゲーム進行情報の送信の概要を示す図である。ユーザ端末100における動画再生のための動作指図データが、ユーザ端末100毎にユニークである一方、図24に示すように、ゲーム実行中に、ゲームに参加している全てのユーザ3のユーザ端末100に送信されるゲーム進行情報は、各ユーザ端末100の間で共通である。すなわち、ゲーム進行情報に含まれる動作指図データもまた、各ユーザ端末100の間で共通である。このように、動画再生のための動作指図データと、ゲームを進行させるための動作指図データとは、ユーザ端末100間での同異、および、送信先といった観点で異なるデータであると言える。 FIG. 24 is a diagram showing an outline of transmission of game progress information from the game play terminal 300 to the user terminal 100. While the operation instruction data for playing a moving image in the user terminal 100 is unique for each user terminal 100, as shown in FIG. 24, the user terminals 100 of all the users 3 participating in the game during the game execution. The game progress information transmitted to is common among the user terminals 100. That is, the operation instruction data included in the game progress information is also common among the user terminals 100. As described above, it can be said that the operation instruction data for playing the moving image and the operation instruction data for advancing the game are different data from the viewpoint of the difference between the user terminals 100 and the destination.
 (ユーザ端末100における動画再生処理)
 図25は、ユーザ端末100で実行される動画再生処理の流れの一例を示すフローチャートである。
(Video playback processing on the user terminal 100)
FIG. 25 is a flowchart showing an example of the flow of the moving image reproduction process executed by the user terminal 100.
 ステップS71において、プロセッサ10は、動画再生部117として、動作指図データを受信する。ステップS72において、プロセッサ10は、動画再生部117として、動作指図データの受信をユーザ3へ通知する。プロセッサ10は、一例として、通知画像の表示部152への表示、スピーカ(不図示)からの通知音声の再生、LED(light-emitting diode)などで構成される点灯部(不図示)の点灯または点滅の少なくともいずれかにより、動作指図データの受信をユーザ3へ通知する。 In step S71, the processor 10 receives the operation instruction data as the moving image reproduction unit 117. In step S72, the processor 10 notifies the user 3 of the reception of the operation instruction data as the moving image reproduction unit 117. As an example, the processor 10 displays a notification image on the display unit 152, reproduces a notification voice from a speaker (not shown), lights a lighting unit (not shown) composed of an LED (light-emitting diode), or the like. The user 3 is notified of the reception of the operation instruction data by at least one of the blinking.
 ステップS73において、プロセッサ10は、操作受付部111として、動画を再生するための第1再生操作を受け付ける。第1再生操作は、一例として、通知画像をタップする操作であってもよい。ステップS74において、プロセッサ10は、動画再生部117として、動作指図データをレンダリングし、動画を再生する。プロセッサ10は、一例として、本ゲームをプレイするためのアプリケーションを起動し、動画を再生してもよいし、該アプリケーションとは別の、動画再生用のアプリケーションを起動し、動画を再生してもよい。以降、該動画を、「ありがとう動画」と記載する。 In step S73, the processor 10 receives the first reproduction operation for reproducing the moving image as the operation reception unit 111. As an example, the first reproduction operation may be an operation of tapping the notification image. In step S74, the processor 10 renders the operation instruction data as the moving image reproduction unit 117 and reproduces the moving image. As an example, the processor 10 may start an application for playing this game and play a video, or may start an application for playing a video different from the application and play a video. good. Hereinafter, the video will be referred to as a “thank you video”.
 図26は、ありがとう動画の再生の一具体例を示す図である。具体的には、ユーザ3Aのユーザ端末100における、ありがとう動画の再生の一例を示す図である。該ユーザ端末100において再生されたありがとう動画910Aにおいて、アバターオブジェクト610は、或るモーションを実行しながら、音声920Aを発話している。換言すれば、プロセッサ10は、或るモーションを実行するアバターオブジェクト610を含むありがとう動画910Aを再生しながら、音声920Aをスピーカ(不図示)から出力させている。 FIG. 26 is a diagram showing a specific example of playing a thank-you video. Specifically, it is a figure which shows an example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3A. In the thank-you video 910A played on the user terminal 100, the avatar object 610 is uttering the voice 920A while executing a certain motion. In other words, the processor 10 outputs the audio 920A from the speaker (not shown) while playing the thank-you video 910A including the avatar object 610 that executes a certain motion.
 ありがとう動画910Aにおけるモーションは、ユーザ3A宛の動作指図データの生成において、プレイヤ4が選択したモーションデータに基づくものであり、音声920Aは、該動作指図データの生成において、プレイヤ4が入力した発話音声820Aから生成された音声データに基づくものである。つまり、音声920Aは、ユーザ3Aがゲームにおいて行った支援の内容と、該支援に対する感謝とを含む音声である。このように、ユーザ3Aは、第1再生操作の入力により、自身がゲームにおいて行った支援の内容と、該支援に対する感謝とを、アバターオブジェクト610が発話するありがとう動画を視聴することができる。 The motion in the thank-you video 910A is based on the motion data selected by the player 4 in the generation of the motion instruction data addressed to the user 3A, and the voice 920A is the utterance voice input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the 820A. That is, the voice 920A is a voice including the content of the support provided by the user 3A in the game and the gratitude for the support. In this way, the user 3A can watch the thank-you video in which the avatar object 610 utters the content of the support provided by himself / herself in the game and the gratitude for the support by inputting the first playback operation.
 あるいは、ありがとう動画910Aにおけるモーションは、ユーザ3A宛の動作指図データの生成において、プレイヤ4の動きをモーションデータとして取得したものに基づくものとしてもよい。この場合、プレイヤ4の動きが、そのまま、表示部152に表示されるアバターオブジェクト610の動きに反映される。ユーザ端末100のゲーム進行部115は、プレイヤ4がゲームプレイ端末300の設置場所で、声を出したり、動いたりしているのとほぼ同時に、リアルタイムで、その音声、および動きを、ユーザ端末100におけるアバターオブジェクト610の発言および動きに反映させる。動画再生部117およびゲーム進行部115は、リアルタイムの動画のレンダリングおよび再生を、配信端末400から動作指図データを継続して受信し続けている間継続することができる。このような動作を行うアバターオブジェクトを見て、ユーザは、アバターオブジェクトに対して、まるで、現実の世界に存在するかのような現実感を有し、ゲームの世界に没入することができる。 Alternatively, the motion in the thank-you video 910A may be based on the motion of the player 4 acquired as motion data in the generation of the motion instruction data addressed to the user 3A. In this case, the movement of the player 4 is directly reflected in the movement of the avatar object 610 displayed on the display unit 152. The game progress unit 115 of the user terminal 100 transmits the voice and movement of the player 4 in real time at the installation location of the game play terminal 300 almost at the same time as the player 4 makes a voice or moves. It is reflected in the remarks and movements of the avatar object 610 in. The moving image reproduction unit 117 and the game progress unit 115 can continue rendering and reproduction of the real-time moving image while continuously receiving the operation instruction data from the distribution terminal 400. By seeing the avatar object that performs such an operation, the user can feel the reality of the avatar object as if it exists in the real world and can immerse himself in the game world.
 ユーザ端末100は、一例として、ありがとう動画910Aの再生が終了した後、少なくとも1つのUI画像をタッチスクリーン15に表示させてもよい。該UI画像は、例えば、ありがとう動画910Aをもう一度再生するための操作を受け付けるUI画像であってもよいし、別の画面に遷移するための操作を受け付けるUI画像であってもよいし、アプリケーションを終了するための操作を受け付けるUI画像であってもよい。 As an example, the user terminal 100 may display at least one UI image on the touch screen 15 after the reproduction of the thank-you video 910A is completed. The UI image may be, for example, a UI image that accepts an operation for playing the thank-you video 910A again, a UI image that accepts an operation for transitioning to another screen, or an application. It may be a UI image that accepts an operation for terminating.
 また、ユーザ端末100は、一例として、ありがとう動画910Aの再生中に、少なくとも1つのUI画像をタッチスクリーン15に表示させてもよい。該UI画像は、例えば、再生中のありがとう動画910Aを一時的に停止させたり、終了させたり、再生する場面を変更させたりする操作をそれぞれ受け付ける、複数のUI画像であってもよい。 Further, as an example, the user terminal 100 may display at least one UI image on the touch screen 15 during the reproduction of the thank-you video 910A. The UI image may be, for example, a plurality of UI images that accept operations such as temporarily stopping, ending, or changing the scene to be played back, for example, the thank-you moving image 910A being played back.
 なお、ありがとう動画910Aの再生中、および、ありがとう動画910Aの再生が終了した後に表示されるこれらのUI画像には、アバターオブジェクト610に対する返答を行うためのUI画像は含まれない。すなわち、本実施形態に係るありがとう動画910Aにおいては、アバターオブジェクト610に対する返答を行うための手段が備えられていない。 Note that these UI images displayed during the playback of the thank-you video 910A and after the playback of the thank-you video 910A is completed do not include the UI image for making a response to the avatar object 610. That is, the thank-you video 910A according to the present embodiment is not provided with a means for responding to the avatar object 610.
 図27は、ありがとう動画の再生の他の具体例を示す図である。具体的には、ユーザ3Bのユーザ端末100における、ありがとう動画の再生の例を示す図である。該ユーザ端末100において再生されたありがとう動画910Bにおいて、アバターオブジェクト610は、或るモーションを実行しながら、音声920Bを発話している。換言すれば、プロセッサ10は、或るモーションを実行するアバターオブジェクト610を含むありがとう動画910Bを再生しながら、音声920Bをスピーカ(不図示)から出力させている。 FIG. 27 is a diagram showing another specific example of playing the thank-you video. Specifically, it is a figure which shows the example of the reproduction of the thank-you moving image in the user terminal 100 of the user 3B. In the thank-you video 910B played on the user terminal 100, the avatar object 610 is uttering the voice 920B while executing a certain motion. In other words, the processor 10 outputs the audio 920B from the speaker (not shown) while playing the thank-you video 910B including the avatar object 610 that executes a certain motion.
 ありがとう動画910Bにおけるモーションは、ユーザ3B宛の動作指図データの生成において、プレイヤ4が選択あるいは入力したモーションデータに基づくものであり、音声920Bは、該動作指図データの生成において、プレイヤ4が入力した発話音声820Bから生成された音声データに基づくものである。このため、図27の例において、アバターオブジェクト610が行っているモーションは、図26の例のモーションとは異なる。また、音声920Bは、ユーザ3Bがゲームにおいて行った支援の内容と、該支援に対する感謝とを含む音声である。このため、図27の例において、音声920Bの内容は、図26の例における音声920Aの内容とは異なる。 The motion in the thank-you video 910B is based on the motion data selected or input by the player 4 in the generation of the motion instruction data addressed to the user 3B, and the voice 920B is input by the player 4 in the generation of the motion instruction data. It is based on the voice data generated from the spoken voice 820B. Therefore, in the example of FIG. 27, the motion performed by the avatar object 610 is different from the motion of the example of FIG. 26. Further, the voice 920B is a voice including the content of the support provided by the user 3B in the game and the gratitude for the support. Therefore, in the example of FIG. 27, the content of the voice 920B is different from the content of the voice 920A in the example of FIG. 26.
 このように、ゲームの終了後に、ゲームに参加したユーザ3の少なくとも一部のユーザ端末100が受信するありがとう動画は、ユーザ3毎にアバターオブジェクト610の発話内容が異なる動画である。 As described above, the thank-you video received by at least a part of the user terminals 100 of the users 3 who participated in the game after the end of the game is a video in which the utterance content of the avatar object 610 is different for each user 3.
 なお、プロセッサ10は、次回のゲームへの参加を促す内容を含むUI画像930を、動画910に重畳させて表示させてもよい。UI画像930は、動作指図データとともに配信されてもよいし、ゲーム情報132として、ユーザ端末100が記憶していてもよい。 Note that the processor 10 may display the UI image 930 including the content for encouraging participation in the next game by superimposing it on the moving image 910. The UI image 930 may be distributed together with the operation instruction data, or may be stored in the user terminal 100 as the game information 132.
 また、ユーザは、リアルタイムのライブ配信ゲームでは、外部の装置から送信された動作指図データに基づいてリアルタイムに動作するキャラクタと自由にインタラクティブに対話することができる。より具体的には、動画再生部117は、プレイヤ4の入力操作の内容に応じて生成された音声データおよびモーションデータを含む動作指図データをゲームプレイ端末300から受信する。そして、動画再生部117は、受信された動作指図データに含まれる音声データに基づいて、キャラクタに発話させるともに、上述のモーションデータに基づいてキャラクタに動きをつける。これにより、上述のプレイヤ4の入力操作に対するキャラクタの反応を、ユーザに提示することができる。 Further, in the real-time live distribution game, the user can freely and interactively interact with the character that operates in real time based on the operation instruction data transmitted from the external device. More specifically, the moving image reproduction unit 117 receives the operation instruction data including the voice data and the motion data generated according to the content of the input operation of the player 4 from the game play terminal 300. Then, the moving image reproduction unit 117 causes the character to speak based on the voice data included in the received operation instruction data, and moves the character based on the above-mentioned motion data. Thereby, the reaction of the character to the above-mentioned input operation of the player 4 can be presented to the user.
 上述の構成によれば、ユーザ端末100は、ゲームプレイ端末300から動作指図データを受信し、動作指図データに基づいてキャラクタを動作させる。ゲームプレイ端末300から受信した動作指図データに基づいてキャラクタを動作させることができるため、キャラクタの動作は、型にはまらず、その表現は大幅に広がる。そのため、ユーザは、ゲームプレイ中のキャラクタとの関わり合いを通じて、該キャラクタがまるで現実の世界にいるかのような現実感を覚えることができる。結果として、ゲームの世界への没入感を高め、該ゲームの興趣性を向上させるという効果を奏する。 According to the above configuration, the user terminal 100 receives the operation instruction data from the game play terminal 300 and operates the character based on the operation instruction data. Since the character can be operated based on the operation instruction data received from the game play terminal 300, the operation of the character is unconventional and its expression is greatly expanded. Therefore, the user can feel the reality as if the character is in the real world through the relationship with the character during the game play. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
 また、リアルタイムのライブ配信ゲームのパートにおいては、ユーザは、当該アバターオブジェクト610との対話を利用した様々なユーザ参加型のイベント(例えば、ビンゴゲーム、クイズゲーム等)を楽しむことができる。当該イベントについて特定条件(例えば、ビンゴゲームにおいてユーザがビンゴとなる、クイズゲームにおいて当該ユーザが正解することにより成立する条件)が成立したか否かを、ゲームの進行状況を特定可能なゲームパラメータ値に基づいて判定する。当該特定条件が成立したと判定されたときは、当該特定条件に応じた特典(投げ銭アイテムやゲームポイント等)をユーザに付与してもよい。 Further, in the real-time live distribution game part, the user can enjoy various user-participation-type events (for example, bingo game, quiz game, etc.) using the dialogue with the avatar object 610. A game parameter value that can specify the progress of the game, whether or not a specific condition (for example, a condition that the user becomes a bingo in a bingo game and a condition that is satisfied when the user answers correctly in a quiz game) is satisfied for the event. Judgment is based on. When it is determined that the specific condition is satisfied, the user may be given a privilege (such as a thrown item or a game point) according to the specific condition.
 (本ゲームの概要の補足)
 図11に示す本ゲームは、サーバ200を介してリアルタイムでライブ配信されるゲーム進行情報に基づいて、視聴コンテンツであるゲーム画面をタッチスクリーン15に表示するライブ配信ゲームである。当該ライブ配信ゲームにおいてユーザが投げ銭アイテムの投入操作を行うと、アイテム投入情報がゲームプレイ端末300に送信され、アイテムオブジェクトが仮想空間600Aに投入される。アイテム投入操作により投げ銭アイテムがアバターオブジェクト610に付与される。例えば、投入された投げ銭アイテムをキャラクタ(アバターオブジェクト610)の動作態様に反映させるようにしてもよい。
(Supplement to the outline of this game)
The game shown in FIG. 11 is a live distribution game in which a game screen, which is viewing content, is displayed on the touch screen 15 based on game progress information that is live-distributed in real time via the server 200. When the user performs a throwing item throwing operation in the live distribution game, the item throwing information is transmitted to the game play terminal 300, and the item object is thrown into the virtual space 600A. An item to be thrown is given to the avatar object 610 by the item input operation. For example, the thrown money item may be reflected in the operation mode of the character (avatar object 610).
 <参加型ライブゲームの概要>
 本実施形態に係るシステム1は、リアルタイムのライブ配信を行うライブ配信パートにおいて、上述のライブ配信ゲームに加えて、参加型のライブゲームを提供する。図28を参照して当該参加型のライブゲームを説明する。参加型のライブゲームでは、プレイヤにより操作されるアバターオブジェクト610と、複数のユーザ各々により操作される兵士オブジェクト720と、ゲームプログラムにより動作する敵オブジェクト730とが、ゲームプレイ端末300により規定された仮想空間600Aとユーザ端末100により規定された仮想空間600Bとの各々に登場する。
<Overview of participatory live games>
The system 1 according to the present embodiment provides a participatory live game in addition to the above-mentioned live distribution game in the live distribution part that performs real-time live distribution. The participatory live game will be described with reference to FIG. 28. In a participatory live game, an avatar object 610 operated by a player, a soldier object 720 operated by each of a plurality of users, and an enemy object 730 operated by a game program are virtual defined by a gameplay terminal 300. It appears in each of the space 600A and the virtual space 600B defined by the user terminal 100.
 対戦は、アバターオブジェクト610を支援する立場の兵士オブジェクト720と敵オブジェクト730との間で行われる。兵士オブジェクト720は、例えば青の弓兵または赤の弓兵を模したオブジェクトであり、敵オブジェクト730は、例えばドラゴンを模したオブジェクトである。青の弓兵は弓矢を所持し、当該弓矢を用いて敵オブジェクト730を攻撃する。一方、赤の弓兵は弓矢と盾とを所持し、当該弓矢を用いて敵オブジェクト730を攻撃するとともに、盾を用いて敵オブジェクト730からの攻撃を防御する。また、ドラゴンは、口から火炎を放射して兵士オブジェクト720を攻撃する。なお、アバターオブジェクト610は、敵オブジェクト730から攻撃を受けることはなく、敵オブジェクト730を攻撃することもない。即ち、アバターオブジェクト610は、司令官ないし象徴として位置付けられ、対戦中のユーザに対して声援を送る。 The battle is between the soldier object 720 and the enemy object 730, who are in a position to support the avatar object 610. The soldier object 720 is, for example, an object imitating a blue archer or a red archer, and the enemy object 730 is an object imitating, for example, a dragon. The blue archer possesses a bow and arrow and uses the bow and arrow to attack the enemy object 730. On the other hand, the red archer possesses a bow and arrow and a shield, and uses the bow and arrow to attack the enemy object 730 and uses the shield to defend against the attack from the enemy object 730. The dragon also radiates flames from its mouth to attack the soldier object 720. The avatar object 610 is not attacked by the enemy object 730 and does not attack the enemy object 730. That is, the avatar object 610 is positioned as a commander or a symbol, and cheers for the user in the battle.
 敵オブジェクト730に関連付けられているHPの最大値は、例えば9999である。当該HPは、兵士オブジェクト720による攻撃が1回ヒットする毎に、例えば1~10程度減少するに留まる。このため、例えば、ゲームに参加している兵士オブジェクト720の数が100で、当該兵士オブジェクト720が各々5回攻撃してヒットさせたとしても、敵オブジェクト730のHPを最大で10(最大攻撃)×5(回)×100(人)=5000しか減少させることができず、当該HPを0に到達させることができない。 The maximum value of HP associated with the enemy object 730 is, for example, 9999. The HP is reduced by, for example, about 1 to 10 for each hit by the soldier object 720. Therefore, for example, even if the number of soldier objects 720 participating in the game is 100 and the soldier object 720 attacks and hits each of them 5 times, the HP of the enemy object 730 is 10 (maximum attack) at the maximum. Only x5 (times) x100 (person) = 5000 can be reduced, and the HP cannot be reached to 0.
 一方、兵士オブジェクト720に関連付けられているHPの最大値は1であり、敵オブジェクト730から放射された火炎が当該兵士オブジェクト720に1回でもヒットすると、当該兵士オブジェクト720は、仮想空間600Aおよび600Bから消滅する。即ち、兵士オブジェクト720は、敵オブジェクト730よりも格段に弱く、すぐに消滅する。ただし、兵士オブジェクト720は、ユーザが参戦操作を行うことにより、再び仮想空間600Aおよび600Bに配置されて対戦に参加する。 On the other hand, the maximum HP associated with the soldier object 720 is 1, and if the flame radiated from the enemy object 730 hits the soldier object 720 even once, the soldier object 720 will have virtual spaces 600A and 600B. Disappears from. That is, the soldier object 720 is much weaker than the enemy object 730 and disappears immediately. However, the soldier object 720 is arranged again in the virtual spaces 600A and 600B and participates in the battle by the user performing the participation operation.
 対戦が進行して、敵オブジェクト730のHPが0に到達すると、プレイヤによるゲームクリアとなって、ゲームは終了する。このため、ゲーム進行におけるプレイヤにとっての有利度合い(ゲームをクリアする可能性)は、当該ゲームに参加する兵士オブジェクト720(ユーザ)の数によって異なり、兵士オブジェクト720(ユーザ)の数が多い程、有利度合いが高くなる。また、プレイヤがゲームクリアするためには、相当多数の兵士オブジェクト720(ユーザ)が当該ゲームに参加することが必須条件となり、その結果、ユーザに対してゲーム参加および再参加を促すことができる。 When the battle progresses and the HP of the enemy object 730 reaches 0, the game is cleared by the player and the game ends. Therefore, the degree of advantage (possibility of clearing the game) for the player in the progress of the game depends on the number of soldier objects 720 (users) participating in the game, and the larger the number of soldier objects 720 (users), the more advantageous. The degree is high. Further, in order for the player to clear the game, it is essential that a considerable number of soldier objects 720 (users) participate in the game, and as a result, the user can be encouraged to participate in the game and re-participate in the game.
 また、プレイヤによるゲームクリアとなると、攻撃回数が多い方から順に選定した所定人数のユーザ、敵オブジェクト730に与えた総ダメージ量が多い方から順に選定したユーザ、対戦に参加した回数が多い方から順に選定したユーザ、コインの消費量が多い方から順に選定したユーザなどに対して、特典が付与される。このとき、特典の価値は、順位が低くなるにつれて低下する。特典は、当該HPが0に到達する最後の一撃を加えたユーザに対して付与してもよい。このように、特典は、敵オブジェクト730との対戦におけるユーザの貢献度に応じて付与されるため、対戦に対するユーザの参加意欲を増大させることができる。 In addition, when the game is cleared by the player, the predetermined number of users selected in order from the one with the largest number of attacks, the user selected in order from the one with the largest amount of total damage given to the enemy object 730, and the one with the largest number of participation in the battle. Benefits are given to users selected in order, users selected in order from the one with the highest coin consumption, and the like. At this time, the value of the privilege decreases as the ranking becomes lower. The privilege may be given to the user who made the last blow when the HP reaches 0. In this way, since the privilege is given according to the degree of contribution of the user in the battle with the enemy object 730, the user's willingness to participate in the battle can be increased.
 特典は、当該ライブゲームで使用可能なコインや、アバターオブジェクト610が登場する他のゲームにおいて使用可能なアイテムを含んでもよい。また、特典は、当該ライブゲーム特有の特典であってもよい。具体的には、ライブ配信等で投入可能な投げ銭アイテムであって、当該ライブゲームでしか入手できない投げ銭アイテムであってもよい。 The privilege may include coins that can be used in the live game and items that can be used in other games in which the avatar object 610 appears. Further, the privilege may be a privilege peculiar to the live game. Specifically, it may be a throwing item that can be thrown in by live distribution or the like, and may be a throwing item that can be obtained only in the live game.
 当該ライブゲームにおいても、ゲームプレイ端末300は、仮想空間600A内におけるアバターオブジェクト610の頭部の位置に、仮想カメラ620Aを配置する。当該仮想カメラ620Aの位置および向きは、プレイヤの頭部の動き、即ちアバターオブジェクト610の頭部の動きに応じて変更される。仮想カメラ620Aの位置および向きに応じて規定された視界領域640Aを表す視界画像650は、ライブゲームの映像として、プレイヤ側のモニタ51およびディスプレイ530に表示される。 Also in the live game, the game play terminal 300 arranges the virtual camera 620A at the position of the head of the avatar object 610 in the virtual space 600A. The position and orientation of the virtual camera 620A are changed according to the movement of the player's head, that is, the movement of the head of the avatar object 610. The field of view image 650 representing the field of view area 640A defined according to the position and orientation of the virtual camera 620A is displayed on the monitor 51 and the display 530 on the player side as a live game image.
 ゲームプレイ端末300は、ゲームの進行に従ってゲーム進行情報を生成し、当該ゲーム進行情報を所定時間(例えば1/60秒)毎に複数のユーザ端末100に配信する。ここで、ゲーム進行情報には、アバターオブジェクト610を配置・動作等を特定可能にするための動作指図データと、敵オブジェクト730を配置・動作や火炎の放射態様等を特定可能にするための動作指図データと、敵オブジェクト730のHPと、仮想空間600Aに配置されている兵士オブジェクト720の人数を特定可能にするための人数情報と、当該兵士オブジェクト720の各々の大まかな位置を特定可能にするための初期位置情報とが含まれる。兵士オブジェクト720は、ユーザにより操作されている兵士オブジェクトと、ライブゲームに参戦している他のユーザにより操作されている兵士オブジェクトを含む。ゲーム進行情報には、プレイヤが発した音声に対応する音声データが含まれてもよい。 The game play terminal 300 generates game progress information according to the progress of the game, and distributes the game progress information to a plurality of user terminals 100 at predetermined time (for example, 1/60 second) intervals. Here, in the game progress information, the action instruction data for making it possible to specify the placement / movement of the avatar object 610 and the action for making it possible to specify the placement / movement of the enemy object 730 and the radiation mode of the flame. The instruction data, the HP of the enemy object 730, the number information for making it possible to specify the number of soldier objects 720 arranged in the virtual space 600A, and the rough position of each of the soldier objects 720 can be specified. Includes initial location information for. The soldier object 720 includes a soldier object operated by a user and a soldier object operated by another user participating in a live game. The game progress information may include voice data corresponding to the voice emitted by the player.
 ゲームプレイ端末300およびユーザ端末100の各々は、当該初期位置情報と各端末のゲームプログラムとに基づいて、兵士オブジェクト720を移動させる。また、ゲームプレイ端末300は、兵士オブジェクト720に攻撃を行わせる旨の攻撃情報を受信したときは、ゲームプログラムに基づいて当該兵士オブジェクト720に攻撃動作を行わせる。さらに、ゲームプレイ端末300は、兵士オブジェクト720に防御を行わせる旨の防御情報を受信したときは、ゲームプログラムに基づいて当該兵士オブジェクト720に防御動作を行わせる。これにより、兵士オブジェクト720の配置・動作等および攻撃態様(攻撃の有無、攻撃部位)、防御態様(防御の成否)に関する情報を逐一正確に送受信せずとも、多くの兵士オブジェクト720を動作表示させることができる。即ち、アバターオブジェクト610と敵オブジェクト730とに絞って正確に動作表示させることにより、処理負担を増大させてしまうことなく、プレイヤおよびユーザに対して違和感を生じさせない映像を表示することが可能となる。 Each of the game play terminal 300 and the user terminal 100 moves the soldier object 720 based on the initial position information and the game program of each terminal. Further, when the game play terminal 300 receives the attack information to the effect that the soldier object 720 makes an attack, the game play terminal 300 causes the soldier object 720 to perform an attack operation based on the game program. Further, when the game play terminal 300 receives the defense information to the effect that the soldier object 720 is to perform the defense, the game play terminal 300 causes the soldier object 720 to perform the defense operation based on the game program. As a result, many soldier objects 720 can be displayed in motion without accurately transmitting and receiving information on the arrangement and operation of the soldier object 720, the attack mode (whether or not there is an attack, the attack site), and the defense mode (success or failure of defense). be able to. That is, by focusing on the avatar object 610 and the enemy object 730 and displaying the operation accurately, it is possible to display an image that does not cause a sense of discomfort to the player and the user without increasing the processing load. ..
 当該人数情報は、仮想空間600Aに配置可能な兵士オブジェクト720の数(ライブゲームを視聴中のユーザの数)と、実際に配置されている兵士オブジェクト720の数(対戦に参加中のユーザの数)との比率という形で規定される。例えば、ライブゲームを視聴中のユーザが500人で、対戦に参加中のユーザが430人であれば、当該人数情報は、430/500という形で規定される。 The number information is the number of soldier objects 720 that can be placed in the virtual space 600A (the number of users watching the live game) and the number of soldier objects 720 that are actually placed (the number of users participating in the battle). ) And the ratio. For example, if the number of users watching the live game is 500 and the number of users participating in the match is 430, the number information is defined as 430/500.
 図29に示すように、仮想空間600Aにおける敵オブジェクト730の周囲にはサークルCCLが設定され、兵士オブジェクト720は当該サークルCCL内に配置される。また、当該サークルCCLは、複数のエリアに区分される。このため、各々の兵士オブジェクト720の初期位置情報には、当該兵士オブジェクト720が属するエリアのエリアIDと、当該兵士オブジェクト720を操作するユーザのユーザIDと、当該兵士オブジェクト720が青の弓兵および赤の弓兵のいずれであるかを特定可能な兵士種別情報とが含まれる。なお、当該エリアIDにより特定されるエリアが、当該兵士オブジェクト720の大まかな位置である。 As shown in FIG. 29, a circle CCL is set around the enemy object 730 in the virtual space 600A, and the soldier object 720 is arranged in the circle CCL. Further, the circle CCL is divided into a plurality of areas. Therefore, in the initial position information of each soldier object 720, the area ID of the area to which the soldier object 720 belongs, the user ID of the user who operates the soldier object 720, and the soldier object 720 is a blue archer and Includes soldier type information that can identify which of the red archers it is. The area specified by the area ID is a rough position of the soldier object 720.
 複数のユーザ端末100各々においては、ゲームプレイ端末300から配信されたゲーム進行情報から動作指図データが特定され、当該動作指図データに基づいて、アバターオブジェクト610および敵オブジェクト730が仮想空間600Bに配置・動作等されるとともに、敵オブジェクト730から放たれる火炎の放射態様が変化する。 In each of the plurality of user terminals 100, the operation instruction data is specified from the game progress information distributed from the game play terminal 300, and the avatar object 610 and the enemy object 730 are arranged in the virtual space 600B based on the operation instruction data. As it is operated, the radiation mode of the flame emitted from the enemy object 730 changes.
 また、当該ゲーム進行情報から他ユーザのユーザIDを含む初期位置情報が特定され、当該初期位置情報に基づいて、他ユーザにより操作される兵士オブジェクト720が仮想空間600Bに配置される。当該兵士オブジェクト720は、ユーザ端末100のゲームプログラムに従って動作する。さらに、ゲーム進行情報から敵オブジェクト730のHPと兵士オブジェクト720の人数情報とが特定され、当該HPおよび当該人数情報を表すパラメータ画像が生成される。 Further, the initial position information including the user ID of another user is specified from the game progress information, and the soldier object 720 operated by the other user is arranged in the virtual space 600B based on the initial position information. The soldier object 720 operates according to the game program of the user terminal 100. Further, the HP of the enemy object 730 and the number information of the soldier object 720 are specified from the game progress information, and a parameter image representing the HP and the number information is generated.
 この結果、アバターオブジェクト610および敵オブジェクト730の配置・動作等、敵オブジェクト730からの火炎の放射態様、敵オブジェクト730のHP、兵士オブジェクト720の人数情報については、ゲームプレイ端末300とユーザ端末100との間で同期が取られる。一方、兵士オブジェクト720の配置・動作等および攻撃態様(攻撃の有無、攻撃部位)については、当該同期が取られることはない。 As a result, regarding the arrangement and operation of the avatar object 610 and the enemy object 730, the radiation mode of the flame from the enemy object 730, the HP of the enemy object 730, and the number information of the soldier object 720, the game play terminal 300 and the user terminal 100 Is synchronized between. On the other hand, the arrangement / operation of the soldier object 720 and the attack mode (presence / absence of attack, attack site) are not synchronized with each other.
 仮想空間600Bには、仮想カメラ620Bが配置される。視界画像660は、当該仮想カメラ620Bの位置および向きに応じて規定された視界領域640Bを表すように生成される。また、アバターオブジェクト610の顔の前方には、当該顔を捉える仮想カメラ(図示せず)が配置される。アバターオブジェクト610の顔画像740は、当該仮想カメラの位置および向きに対応して生成される。当該視界画像660には、当該顔画像740と、上記のパラメータ画像とが重畳され、ゲーム映像としてタッチスクリーン15に表示される(図28参照)。 A virtual camera 620B is arranged in the virtual space 600B. The field of view image 660 is generated to represent the field of view area 640B defined according to the position and orientation of the virtual camera 620B. Further, in front of the face of the avatar object 610, a virtual camera (not shown) for capturing the face is arranged. The face image 740 of the avatar object 610 is generated corresponding to the position and orientation of the virtual camera. The face image 740 and the above parameter image are superimposed on the view image 660 and displayed on the touch screen 15 as a game image (see FIG. 28).
 なお、顔画像740は視界画像660の左下段に重畳され、敵オブジェクト730のHPを表すパラメータ画像は視界画像660の左上段に重畳され、兵士オブジェクト720の人数情報を表すパラメータ画像は視界画像660の右下段に重畳される。また、当該ゲーム進行情報がプレイヤの音声に対応する音声データを含む場合、当該音声はスピーカから出力される。 The face image 740 is superimposed on the lower left of the view image 660, the parameter image representing the HP of the enemy object 730 is superimposed on the upper left of the view image 660, and the parameter image representing the number of soldier objects 720 is the view image 660. It is superimposed on the lower right of. Further, when the game progress information includes voice data corresponding to the voice of the player, the voice is output from the speaker.
 また、当該ライブゲームを視聴中のユーザであって対戦に参加していないユーザがコメントを入力すると、当該コメントがゲームプレイ端末300に送信される。当該コメントは、ゲームプレイ端末300により複数のユーザ端末100に配信される。ユーザ端末100においては、当該コメントが視界画像660に重畳して表示される。なお、コメントは、対戦中のユーザも入力できるようにしてもよい。 Further, when a user who is watching the live game and has not participated in the match inputs a comment, the comment is transmitted to the game play terminal 300. The comment is delivered to a plurality of user terminals 100 by the game play terminal 300. On the user terminal 100, the comment is superimposed and displayed on the view image 660. The comment may also be input by the user in the match.
 ゲームパートは、ユーザにより操作される兵士オブジェクト720(即ち、自兵士オブジェクト720A)により対戦に参加する前のパートである参戦前パートと、当該自兵士オブジェクト720Aにより対戦に参加している参戦中パートとにより構成される。 The game part is the pre-participation part, which is the part before participating in the battle by the soldier object 720 (that is, the own soldier object 720A) operated by the user, and the participating part, which is the part participating in the battle by the own soldier object 720A. It is composed of.
 参戦前パートにおいては、仮想カメラ620Bは、上空から敵オブジェクト730を捉える位置に配置される。この状態でタッチスクリーン15に対するスワイプ操作またはスライド操作行われると、仮想カメラ620Bがパン/チルトされる。また、視界画像660の下段には、参戦UI画像771および772が表示される(図28(A)参照)。 In the pre-war part, the virtual camera 620B is placed at a position to catch the enemy object 730 from the sky. If a swipe operation or a slide operation is performed on the touch screen 15 in this state, the virtual camera 620B is panned / tilted. Further, the participation UI images 771 and 772 are displayed in the lower part of the view image 660 (see FIG. 28 (A)).
 このうち、参戦UI画像771は、青の弓兵を自兵士オブジェクト720Aとして仮想空間600Bに投入するための画像であり、参戦UI画像771は、赤の弓兵を自兵士オブジェクト720Aとして仮想空間600Bに投入するための画像である。参戦UI画像771には、青の弓兵の画像が描かれるとともに、投入に必要なコインが100枚であることが示されている。一方、参戦UI画像772には、赤の弓兵の画像が描かれるとともに、ガード(防御)が可能であることと、投入に必要なコインが300枚であることが示されている。 Of these, the participation UI image 771 is an image for throwing a blue archer into the virtual space 600B as a self-soldier object 720A, and the participation UI image 771 is an image for putting a red archer as a self-soldier object 720A in the virtual space 600B. It is an image to put in. The entry UI image 771 has an image of a blue archer and shows that 100 coins are required for insertion. On the other hand, the participation UI image 772 shows that an image of a red archer is drawn, that it can be guarded, and that 300 coins are required for insertion.
 自兵士オブジェクト720Aを仮想空間600Bに投入するための参戦操作は、参戦UI画像771または772をタップする操作と、当該操作に応じて図28(B)に示すように表示される確認画面780上で「はい」をタップする操作とにより構成される。 The entry operation for throwing the own soldier object 720A into the virtual space 600B is the operation of tapping the entry UI image 771 or 772 and the confirmation screen 780 displayed as shown in FIG. 28 (B) according to the operation. It consists of the operation of tapping "Yes" in.
 当該参戦操作が行われると、ユーザに関連付けられているコインのうち、参戦する兵士オブジェクトの種別(青の弓兵か、赤の弓兵かの種別)に応じた量のコインが消費される。図28(A)および図28(B)によれば、ユーザには1000コインが関連付けられていることを示すコイン情報750が表示される。このため、参戦UI画像771がタップされた場合には、当該1000コインのうちから100コインが消費され、参戦UI画像772がタップされた場合には、300コインが消費される。 When the participation operation is performed, among the coins associated with the user, the amount of coins corresponding to the type of the soldier object to participate in (the type of blue archer or red archer) is consumed. According to FIGS. 28 (A) and 28 (B), the user is displayed with coin information 750 indicating that 1000 coins are associated. Therefore, when the entry UI image 771 is tapped, 100 coins are consumed from the 1000 coins, and when the entry UI image 772 is tapped, 300 coins are consumed.
 コインが消費されると、タップされた参戦UI画像に対応する自兵士オブジェクト720Aが、仮想空間600Bに配置される。自兵士オブジェクト720の投入位置は、仮想カメラ620Bの位置および向き(視界画像)等に応じた位置となる。参戦UI画像771がタップされた場合には、青の弓兵を模した自兵士オブジェクト720Aが仮想空間600Bに配置され、参戦UI画像772がタップされた場合には、赤の弓兵を模した自兵士オブジェクト720Aが仮想空間600Bに配置される。仮想カメラ620Bは、当該自兵士オブジェクト720Aの背後に配置され、敵オブジェクト730が配置されている方向を捉える。この結果、ゲーム映像は、図28(C)に示すようにタッチスクリーン15に表示される。当該自兵士オブジェクト720Aが移動すると、当該仮想カメラ620Bの位置および向きは、当該敵オブジェクト730を自兵士オブジェクト720A越しに捉え続けるように変更される。 When coins are consumed, the own soldier object 720A corresponding to the tapped entry UI image is placed in the virtual space 600B. The insertion position of the own soldier object 720 is a position corresponding to the position and orientation (field of view image) of the virtual camera 620B. When the entry UI image 771 is tapped, the own soldier object 720A imitating the blue archer is placed in the virtual space 600B, and when the entry UI image 772 is tapped, the red archer is imitated. The own soldier object 720A is placed in the virtual space 600B. The virtual camera 620B is placed behind the own soldier object 720A and captures the direction in which the enemy object 730 is placed. As a result, the game image is displayed on the touch screen 15 as shown in FIG. 28 (C). When the own soldier object 720A moves, the position and orientation of the virtual camera 620B are changed so that the enemy object 730 is continuously captured through the own soldier object 720A.
 自兵士オブジェクト720Aの配置が完了すると、参戦情報が、ゲームプレイ端末300に対して送信される。当該参戦情報には、当該自兵士オブジェクト720Aの種別を特定するための兵士種別情報と、当該自兵士オブジェクト720Aの位置を特定するための位置情報と、当該自兵士オブジェクト720Aを操作するユーザのユーザIDとが含まれる。なお、当該位置情報は、当該自兵士オブジェクト720Aが配置されているエリアを特定可能な情報であってもよい。 When the placement of the own soldier object 720A is completed, the participation information is transmitted to the game play terminal 300. The participation information includes soldier type information for specifying the type of the own soldier object 720A, position information for specifying the position of the own soldier object 720A, and a user of the user who operates the own soldier object 720A. ID and is included. The position information may be information that can identify the area where the own soldier object 720A is arranged.
 ゲームプレイ端末300においては、ユーザ端末100から送信された参戦情報に基づいて、兵士オブジェクト720が仮想空間600Aに新たに配置される。具体的には、当該参戦情報から兵士種別情報および位置情報が特定され、当該兵士種別情報により特定される種別の兵士オブジェクト720が、当該位置情報により特定される位置に配置される。また、仮想空間600Aに配置されている兵士オブジェクト720の人数が1人増える。更新された人数は、ゲーム進行情報に含まれる兵士オブジェクト720の人数情報に反映され、各ユーザ端末100に配信される。 In the game play terminal 300, the soldier object 720 is newly placed in the virtual space 600A based on the participation information transmitted from the user terminal 100. Specifically, the soldier type information and the position information are specified from the participation information, and the soldier object 720 of the type specified by the soldier type information is arranged at the position specified by the position information. In addition, the number of soldier objects 720 placed in the virtual space 600A increases by one. The updated number of people is reflected in the number of soldier objects 720 included in the game progress information, and is distributed to each user terminal 100.
 参戦中パートにおいては、ユーザ端末100のタッチスクリーン15の下段に、操作支援画像790が表示される(図28(C)参照)。当該操作支援画像790には、「タップで攻撃(長押しタメ攻撃)」の文字と、「ドラッグで移動」の文字とが、各々の操作態様を図解するイラストとが描かれる。また、自兵士オブジェクト720Aが赤の弓兵であれば、「下フリックでガード」の文字と当該操作態様を図解するイラストが、当該操作支援画像790にさらに描かれる。 In the participating part, the operation support image 790 is displayed on the lower part of the touch screen 15 of the user terminal 100 (see FIG. 28 (C)). In the operation support image 790, the characters "tap to attack (long press tame attack)" and the characters "drag to move" are drawn with illustrations illustrating each operation mode. If the own soldier object 720A is a red archer, the characters "down flick to guard" and an illustration illustrating the operation mode are further drawn on the operation support image 790.
 タッチスクリーン15上の任意の位置を指でタッチし、当該指を上下左右のいずれの方向にもスライドさせることなく解除すると、攻撃操作が行われたとみなされる。照準は敵オブジェクト730の身体のどこかの部位(例えば首)に合わせられており、自兵士オブジェクト720Aは、矢を放って敵オブジェクト730の首を攻撃する。また、タッチスクリーン15上の任意の位置を指でタッチし、当該指を左右のいずれかの方向にドラッグさせると、移動操作が行われたとみなされる。このとき、自兵士オブジェクト720Aは、仮想空間600B内をドラッグ方向に移動する。さらに、自兵士オブジェクト720Aとして赤の弓兵を配置した上で、タッチスクリーン15上の任意の位置において指を下方向にフリックすると、ガード操作が行われたとみなされる。このとき、自兵士オブジェクト720Aは、盾を前方に配置して、敵オブジェクト730の攻撃から身を守る。 If you touch any position on the touch screen 15 with your finger and release it without sliding the finger up, down, left or right, it is considered that the attack operation has been performed. The aim is aimed at some part of the body of the enemy object 730 (eg, the neck), and the own soldier object 720A shoots an arrow to attack the neck of the enemy object 730. Further, when an arbitrary position on the touch screen 15 is touched with a finger and the finger is dragged in either the left or right direction, it is considered that the movement operation has been performed. At this time, the own soldier object 720A moves in the virtual space 600B in the drag direction. Further, if a red archer is placed as the own soldier object 720A and the finger is flicked downward at an arbitrary position on the touch screen 15, it is considered that the guard operation has been performed. At this time, the own soldier object 720A arranges a shield in front and protects itself from the attack of the enemy object 730.
 攻撃操作が行われた場合には、指のタッチから解除までの時間であるタメ時間と、当該自兵士オブジェクト720Aを操作するユーザのユーザIDとを含む攻撃情報が、ゲームプレイ端末300に対して送信される。ゲームプレイ端末300においては、当該攻撃情報に含まれているタメ時間に基づいて、敵オブジェクト730のHPを更新する。自兵士オブジェクト720Aの攻撃力は、当該タメ時間が長いほど増大する。この結果、敵オブジェクト730のHPは、当該タメ時間が長いほど大きく減少する。更新されたHPは、ゲーム進行情報に含まれるHPに反映され、ユーザ端末100に配信される。 When an attack operation is performed, the attack information including the time from the touch of the finger to the release and the user ID of the user who operates the own soldier object 720A is sent to the game play terminal 300. Will be sent. In the game play terminal 300, the HP of the enemy object 730 is updated based on the time included in the attack information. The attack power of the own soldier object 720A increases as the time required for the soldier increases. As a result, the HP of the enemy object 730 is greatly reduced as the time required is longer. The updated HP is reflected in the HP included in the game progress information and distributed to the user terminal 100.
 また、ユーザ端末100においては、敵オブジェクト730から放たれる火炎の放射態様(具体的には、火炎放射の有無および放射方向)と自兵士オブジェクト720Aの位置とに基づいて、敵オブジェクト730からの攻撃が自兵士オブジェクト720Aにヒットしたか否かが判定される。当該攻撃がヒットしたと判定されると、自兵士オブジェクト720Aは仮想空間600Bから消去される。即ち、図28(D)に示すように、タッチスクリーン15上の視界画像660から消滅する。 Further, in the user terminal 100, the radiation mode of the flame emitted from the enemy object 730 (specifically, the presence / absence of flame radiation and the radiation direction) and the position of the own soldier object 720A are used from the enemy object 730. It is determined whether or not the attack hits the own soldier object 720A. If it is determined that the attack is a hit, the own soldier object 720A is erased from the virtual space 600B. That is, as shown in FIG. 28 (D), it disappears from the field of view image 660 on the touch screen 15.
 このとき、ユーザ端末100は、ユーザIDを含む消滅情報をゲームプレイ端末300に対して送信する。また、ユーザ端末100のゲームパートは、自兵士オブジェクト720Aの消滅により参戦前パートに戻る。 At this time, the user terminal 100 transmits the disappearance information including the user ID to the game play terminal 300. Further, the game part of the user terminal 100 returns to the pre-war part due to the disappearance of the own soldier object 720A.
 ゲームプレイ端末300においては、当該消滅情報からユーザIDが特定され、当該ユーザIDに対応する兵士オブジェクト720が仮想空間600Aから消滅する。また、仮想空間600Aに配置されている兵士オブジェクト720の人数が1人減る。更新された人数は、ゲーム進行情報に含まれる兵士オブジェクト720の人数情報に反映され、各ユーザ端末100に配信される。 In the game play terminal 300, the user ID is specified from the disappearance information, and the soldier object 720 corresponding to the user ID disappears from the virtual space 600A. In addition, the number of soldier objects 720 placed in the virtual space 600A is reduced by one. The updated number of people is reflected in the number of soldier objects 720 included in the game progress information, and is distributed to each user terminal 100.
 (動作について)
 図30~図31は、ライブゲームの基本的なゲーム進行についてその一例を示すフローチャートであり、ユーザ端末100およびゲームプレイ端末300により実行される。ただし、当該処理の一部はサーバ200において実行し、処理結果をユーザ端末100およびゲームプレイ端末300に送信するようにしてもよい。また、ユーザ端末100とゲームプレイ端末300との間での情報の送受信は、サーバ200を介して実行されるものであるが、これに限らず、サーバ200を介することなく実行されるものであってもよい。
(About operation)
30 to 31 are flowcharts showing an example of the basic game progress of a live game, which is executed by the user terminal 100 and the game play terminal 300. However, a part of the processing may be executed on the server 200, and the processing result may be transmitted to the user terminal 100 and the game play terminal 300. Further, the transmission / reception of information between the user terminal 100 and the game play terminal 300 is executed via the server 200, but is not limited to this, and is executed without going through the server 200. You may.
 図30を参照して、ゲームプレイ端末300は、ステップS101において、プレイヤにより操作されるコントローラ540の出力に基づいて、仮想空間600Aに配置されているアバターオブジェクト610の位置や姿勢を更新する。ステップS102では、ゲームプログラムに従って、仮想空間600Aに配置されている敵オブジェクト730の位置や姿勢を更新するとともに、当該敵オブジェクト730から放たれる火炎の放射態様(具体的には、火炎放射の有無、放射方向)を更新する。ステップS103では、少なくとも1人の兵士オブジェクト720が仮想空間600Aに配置されているときに、ゲームプログラムに従って当該兵士オブジェクト720の位置や姿勢を更新する。 With reference to FIG. 30, the game play terminal 300 updates the position and posture of the avatar object 610 arranged in the virtual space 600A based on the output of the controller 540 operated by the player in step S101. In step S102, the position and posture of the enemy object 730 arranged in the virtual space 600A are updated according to the game program, and the radiation mode of the flame emitted from the enemy object 730 (specifically, the presence or absence of flame radiation). , Radiation direction). In step S103, when at least one soldier object 720 is arranged in the virtual space 600A, the position and posture of the soldier object 720 are updated according to the game program.
 ステップS104では、当該アバターオブジェクト610の配置・動作等を特定可能にするための動作指図データと、当該敵オブジェクト730の配置・動作や火炎の放射態様等を特定可能にするための動作指図データと、当該敵オブジェクト730のHPと、当該兵士オブジェクト720の人数を特定可能にするための人数情報と、当該兵士オブジェクト720の大まかな位置を特定可能にするための初期位置情報とを含むゲーム進行情報を生成し、当該ゲーム進行情報を複数のユーザ端末100に配信する。 In step S104, the operation instruction data for making it possible to specify the arrangement / operation of the avatar object 610, and the operation instruction data for making it possible to specify the arrangement / operation of the enemy object 730, the radiation mode of the flame, and the like. , HP of the enemy object 730, number information for making it possible to specify the number of soldier objects 720, and initial position information for making it possible to specify a rough position of the soldier object 720. Is generated, and the game progress information is distributed to a plurality of user terminals 100.
 ユーザ端末100は、ステップS81において、ゲームプレイ端末300から配信されたゲーム進行情報を受信する。ステップS82では、当該ゲーム進行情報から動作指図データを特定し、当該動作指図データに基づいてアバターオブジェクト610および敵オブジェクト730を仮想空間600Bに配置・動作等させるとともに、敵オブジェクト730から放たれる火炎の放射態様を変化させる。ステップS83では、当該ゲーム進行情報から他ユーザのユーザIDを含む初期位置情報を特定し、当該初期位置情報に基づいて兵士オブジェクト720を仮想空間600Bに配置・動作等させる。 The user terminal 100 receives the game progress information distributed from the game play terminal 300 in step S81. In step S82, the action instruction data is specified from the game progress information, the avatar object 610 and the enemy object 730 are arranged and operated in the virtual space 600B based on the action instruction data, and the flame emitted from the enemy object 730 is emitted. Change the radiation mode of. In step S83, the initial position information including the user ID of another user is specified from the game progress information, and the soldier object 720 is arranged and operated in the virtual space 600B based on the initial position information.
 ステップS84では、現在の仮想カメラ620Bの位置および向きに応じた視界領域640Bを特定し、当該視界領域640Bに対応する視界画像660を生成する。また、ステップS84では、アバターオブジェクト610の顔の前方に配置されている仮想カメラ(図示せず)の位置および向きを特定し、当該位置および向きに対応してアバターオブジェクト610の顔画像740を生成する。 In step S84, the field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is specified, and the field of view image 660 corresponding to the field of view area 640B is generated. Further, in step S84, the position and orientation of the virtual camera (not shown) arranged in front of the face of the avatar object 610 are specified, and the face image 740 of the avatar object 610 is generated corresponding to the position and orientation. do.
 ステップS85では、当該ゲーム進行情報から敵オブジェクト730のHPと兵士オブジェクト720の人数情報とを特定し、当該HPおよび当該人数情報を表すパラメータ画像を生成する。また、ステップS85では、アバターオブジェクト610の顔画像740とパラメータ画像とを視界画像660に重畳してタッチスクリーン15に表示する。この結果、タッチスクリーン870には、図28に示すゲームプレイ映像が表示される。 In step S85, the HP of the enemy object 730 and the number information of the soldier object 720 are specified from the game progress information, and a parameter image representing the HP and the number information is generated. Further, in step S85, the face image 740 of the avatar object 610 and the parameter image are superimposed on the field of view image 660 and displayed on the touch screen 15. As a result, the gameplay image shown in FIG. 28 is displayed on the touch screen 870.
 ステップS86では、現在のゲームパートが参戦前パートであるか否かを、メモリ11に記憶されているゲームパート情報に基づいて判定する。当該参戦前パートであると判定されるとステップS87に進み、参戦UI画像771および772を当該視界画像660の下段に重畳して表示する(図28(A)参照)。ステップS88では、参戦操作が行われたか否かをタッチスクリーン15に対する入力操作に基づいて判定する。参戦操作は、参戦UI画像771または772をタップする操作と、当該操作に応じて図28(B)に示すように表示される確認画面780上で「はい」をタップする操作とにより構成される。 In step S86, it is determined whether or not the current game part is a pre-war part based on the game part information stored in the memory 11. If it is determined that the part is the pre-participation part, the process proceeds to step S87, and the participation UI images 771 and 772 are superimposed and displayed on the lower part of the view image 660 (see FIG. 28 (A)). In step S88, it is determined whether or not the participation operation has been performed based on the input operation on the touch screen 15. The participation operation is composed of an operation of tapping the participation UI image 771 or 772 and an operation of tapping "Yes" on the confirmation screen 780 displayed as shown in FIG. 28 (B) according to the operation. ..
 当該参戦操作が行われたと判定されなかったとき、即ち、参戦UI画像771および772のいずれもタップされていないとき、参戦UI画像771または772がタップされたものの、確認画面780上で「いいえ」および「はい」のいずれもタップされていないとき、あるいは参戦UI画像771または772がタップされたものの、確認画面780上で「いいえ」がタップされたときは、リターンする。なお、確認画面780上で「いいえ」がタップされると、表示状態は図28(B)から図28(A)に戻る。 When it is not determined that the entry operation has been performed, that is, when neither of the entry UI images 771 and 772 has been tapped, the entry UI image 771 or 772 has been tapped, but "No" on the confirmation screen 780. And when neither "Yes" is tapped, or when the entry UI image 771 or 772 is tapped but "No" is tapped on the confirmation screen 780, the process returns. When "No" is tapped on the confirmation screen 780, the display state returns from FIG. 28 (B) to FIG. 28 (A).
 一方、当該参戦操作が行われたと判定されたときは、ステップS89に進む。ステップS89では、ユーザに関連付けられているコインのうち、参戦する兵士オブジェクトの種別(青の弓兵か、赤の弓兵かの種別)に応じた量のコインを消費する。即ち、参戦UI画像771がタップされた場合には100コインが消費され、参戦UI画像772がタップされた場合には300コインが消費される。 On the other hand, when it is determined that the participation operation has been performed, the process proceeds to step S89. In step S89, among the coins associated with the user, the amount of coins corresponding to the type of the soldier object to participate in the war (the type of blue archer or the type of red archer) is consumed. That is, when the entry UI image 771 is tapped, 100 coins are consumed, and when the entry UI image 772 is tapped, 300 coins are consumed.
 ステップS90では、タップされた参戦UI画像に対応する自兵士オブジェクト720Aを仮想空間600Bに配置する。この結果、タッチスクリーン15上の視界画像660には、図28(C)に示すように自兵士オブジェクト720Aが現れる。 In step S90, the own soldier object 720A corresponding to the tapped entry UI image is placed in the virtual space 600B. As a result, the own soldier object 720A appears in the field of view image 660 on the touch screen 15 as shown in FIG. 28 (C).
 ステップS91では、当該自兵士オブジェクト720Aの種別を特定可能にするための兵士種別情報と、当該自兵士オブジェクト720Aの位置を特定可能にするための位置情報と、自ユーザのユーザIDとを含む参戦情報を生成し、当該参戦情報をゲームプレイ端末300に対して送信する。また、ステップS91では、メモリ11に記憶されているゲームパート情報を参戦中パートに更新する。ステップS91の処理が完了すると、リターンする。 In step S91, the participation including the soldier type information for making it possible to specify the type of the own soldier object 720A, the position information for making it possible to specify the position of the own soldier object 720A, and the user ID of the own user. Information is generated, and the participation information is transmitted to the game play terminal 300. Further, in step S91, the game part information stored in the memory 11 is updated to the participating part. When the process of step S91 is completed, the process returns.
 ゲームプレイ端末300は、ステップS104の処理が完了した後、図31に示すステップS105に進む。ステップS105では、ユーザ端末100から参戦情報を受信したか否かを通信IF33の出力に基づいて判定する。当該参戦情報を受信したと判定されたときは、ステップS106に進み、当該参戦情報に基づいて兵士オブジェクト720を仮想空間600Aに新たに配置する。具体的には、当該参戦情報から兵士種別情報および位置情報を特定し、当該兵士種別情報に対応する兵士オブジェクト720を当該位置情報により特定される位置に配置する。ステップS109では仮想空間600Aに配置されている兵士オブジェクト720の人数を更新し(即ち1人増やし)、その後にリターンする。 The game play terminal 300 proceeds to step S105 shown in FIG. 31 after the processing of step S104 is completed. In step S105, it is determined based on the output of the communication IF 33 whether or not the participation information is received from the user terminal 100. When it is determined that the participation information has been received, the process proceeds to step S106, and the soldier object 720 is newly placed in the virtual space 600A based on the participation information. Specifically, the soldier type information and the position information are specified from the participation information, and the soldier object 720 corresponding to the soldier type information is arranged at the position specified by the position information. In step S109, the number of soldier objects 720 arranged in the virtual space 600A is updated (that is, increased by one), and then the number of soldier objects is returned.
 図30に示すステップS86において現在のゲームパートが参戦前パートであると判定されなかったとき、ユーザ端末100は、ステップS92に進む。ステップS92では、現在のゲームパートが参戦中パートであるか否かを、メモリ11に記憶されているゲームパート情報に基づいて判定する。当該参戦中パートであると判定されなかったときは、ステップS100でその他の処理を実行し、リターンする。一方、当該参戦中パートであると判定されたときは、ステップS93に進む。 When the current game part is not determined to be the pre-war part in step S86 shown in FIG. 30, the user terminal 100 proceeds to step S92. In step S92, it is determined whether or not the current game part is a participating part based on the game part information stored in the memory 11. If it is not determined that the part is participating in the war, other processing is executed in step S100 and a return is made. On the other hand, if it is determined that the part is participating in the war, the process proceeds to step S93.
 ステップS93では、操作支援画像790を当該視界画像660の下段に重畳して表示する(図28(C)参照)。ステップS94では、敵オブジェクト730からの攻撃が自兵士オブジェクト720Aにヒットしたか否かを、敵オブジェクト730から放たれる火炎の放射態様(具体的には、火炎放射の有無と放射方向)と自兵士オブジェクト720Aの位置とに基づいて判定する。 In step S93, the operation support image 790 is superimposed and displayed on the lower part of the view image 660 (see FIG. 28 (C)). In step S94, whether or not the attack from the enemy object 730 hits the own soldier object 720A is determined by the radiation mode (specifically, the presence or absence of flame radiation and the radiation direction) of the flame emitted from the enemy object 730 and the self. Judgment is based on the position of the soldier object 720A.
 当該攻撃がヒットしたと判定されたときは、ステップS95に進み、自兵士オブジェクト720Aを仮想空間600Bから消去する。図28(D)に示すように、自兵士オブジェクト720Aは、タッチスクリーン15上の視界画像660から消滅する。ステップS96では、ユーザIDを含む消滅情報をゲームプレイ端末300に対して送信し、メモリ11に記憶されているゲームパート情報を参戦前パートに更新する。ステップS96の処理が完了すると、リターンする。 When it is determined that the attack is a hit, the process proceeds to step S95, and the own soldier object 720A is deleted from the virtual space 600B. As shown in FIG. 28 (D), the own soldier object 720A disappears from the field of view image 660 on the touch screen 15. In step S96, the disappearance information including the user ID is transmitted to the game play terminal 300, and the game part information stored in the memory 11 is updated to the pre-war part. When the process of step S96 is completed, the process returns.
 ゲームプレイ端末300は、ステップS105において参戦情報を受信したと判定されなかったとき、ステップS107に進む。ステップS107では、ユーザ端末100から消滅情報を受信したか否かを通信IF33の出力に基づいて判定する。当該消滅情報を受信したと判定されたときは、ステップS108に進み、当該消滅情報に含まれているユーザIDに対応する兵士オブジェクト720を仮想空間600Aから消滅させる。ステップS108の処理が完了すると、ステップS109で兵士オブジェクト720の人数を更新し(即ち1人減らし)、その後にリターンする。 When it is not determined in step S105 that the game play terminal 300 has received the participation information, the game play terminal 300 proceeds to step S107. In step S107, it is determined whether or not the disappearance information has been received from the user terminal 100 based on the output of the communication IF 33. When it is determined that the disappearance information has been received, the process proceeds to step S108, and the soldier object 720 corresponding to the user ID included in the disappearance information is extinguished from the virtual space 600A. When the process of step S108 is completed, the number of soldier objects 720 is updated (that is, reduced by one) in step S109, and then the soldier object returns.
 ステップS94において、敵オブジェクト730からの攻撃が自兵士オブジェクト720Aにヒットしたと判定されなかったとき、ユーザ端末100は、ステップS97に進む。ステップS97では、攻撃操作が行われたか否か、タッチスクリーン15に対する入力操作に基づいて判定する。攻撃操作は、タッチスクリーン15上の任意の位置を指でタッチするタッチ操作と、当該指を上下左右のいずれの方向にもスライドさせることなく解除する解除操作とにより構成される。 In step S94, when it is not determined that the attack from the enemy object 730 hits the own soldier object 720A, the user terminal 100 proceeds to step S97. In step S97, it is determined whether or not the attack operation has been performed based on the input operation on the touch screen 15. The attack operation is composed of a touch operation of touching an arbitrary position on the touch screen 15 with a finger and a release operation of releasing the finger without sliding it in any of the up, down, left, and right directions.
 当該タッチ操作が行われ、その後に当該解除操作が行われたときは、ステップS98に進む。ステップS98では、敵オブジェクト730の身体のうち照準が定められている部位に対して矢を放つ動作を、自兵士オブジェクト720Aに行わせる。ステップS99では、タッチ操作から解除操作までの時間であるタメ時間と自ユーザのユーザIDとを含む攻撃情報をゲームプレイ端末300に対して送信する。ステップS99の処理が完了すると、リターンする。一方、当該タッチ操作が行われていないとき、または当該タッチ操作が行われたもののその後の解除操作はまだ行われていないときは、当該攻撃操作が行われたとは判定されない。このときは、ステップS98およびS99の処理を実行することなくリターンする。 When the touch operation is performed and then the release operation is performed, the process proceeds to step S98. In step S98, the soldier object 720A is made to shoot an arrow at a part of the body of the enemy object 730 that is aimed at. In step S99, attack information including the time required from the touch operation to the release operation and the user ID of the own user is transmitted to the game play terminal 300. When the process of step S99 is completed, the process returns. On the other hand, when the touch operation has not been performed, or when the touch operation has been performed but the subsequent release operation has not yet been performed, it is not determined that the attack operation has been performed. At this time, the process returns without executing the processes of steps S98 and S99.
 ゲームプレイ端末300は、ステップS107において当該消滅情報を受信したと判定されなかったとき、ステップS110に進む。ステップS110では、ユーザ端末100から攻撃情報を受信したか否かを通信IF33の出力に基づいて判定する。当該攻撃情報を受信したと判定されたときは、ステップS111に進み、当該攻撃情報に含まれているタメ時間に基づいて、敵オブジェクト730のHPを更新する。ステップS111の処理が完了すると、リターンする。また、ステップS110において当該攻撃情報を受信したと判定されなかったときは、ステップS111の処理を実行することなくリターンする。 The game play terminal 300 proceeds to step S110 when it is not determined in step S107 that the extinction information has been received. In step S110, it is determined whether or not the attack information is received from the user terminal 100 based on the output of the communication IF 33. When it is determined that the attack information has been received, the process proceeds to step S111, and the HP of the enemy object 730 is updated based on the time taken included in the attack information. When the process of step S111 is completed, the process returns. If it is not determined in step S110 that the attack information has been received, the player returns without executing the process of step S111.
 <本実施形態の効果>
 本実施形態によれば、ライブゲームは、プレイヤにより操作されるアバターオブジェクト610と兵士オブジェクト720とが仮想空間600B内に配置されて進行するゲームである。ユーザ端末100のタッチスクリーン15には、サーバ200から送信されるゲーム進行情報に基づいて、当該ライブゲームの映像が表示される。ユーザにより参戦操作が行われると、当該ユーザにより操作される兵士オブジェクト720(即ち、自兵士オブジェクト720A)が仮想空間600Bに配置されて当該ライブゲームに参加する。ここで、ライブゲームの進行におけるプレイヤにとっての有利度合い(ゲームをクリアする可能性)は、仮想空間600B内に配置されている兵士オブジェクト720の数が多くなるほど高くなる。
<Effect of this embodiment>
According to the present embodiment, the live game is a game in which the avatar object 610 and the soldier object 720 operated by the player are arranged in the virtual space 600B and proceed. The video of the live game is displayed on the touch screen 15 of the user terminal 100 based on the game progress information transmitted from the server 200. When the participation operation is performed by the user, the soldier object 720 operated by the user (that is, the own soldier object 720A) is arranged in the virtual space 600B and participates in the live game. Here, the degree of advantage for the player (possibility of clearing the game) in the progress of the live game increases as the number of soldier objects 720 arranged in the virtual space 600B increases.
 これにより、ユーザには、参戦操作により自兵士オブジェクト720Aを仮想空間600Bに配置して、プレイヤを支援しようという動機付けが働く。当該動機付けは、仮想空間600Bに配置される兵士オブジェクト720の数の増大を促し、この結果、ゲームの好趣の向上が図られる。 As a result, the user is motivated to support the player by arranging the own soldier object 720A in the virtual space 600B by the participation operation. The motivation promotes an increase in the number of soldier objects 720 placed in the virtual space 600B, and as a result, the taste of the game is improved.
 また、本実施形態によれば、ゲームの進行に応じて更新される敵オブジェクト730のHPが0に到達することによりプレイヤがゲームクリアとなる。ここで、仮想空間600Bに配置されている兵士オブジェクト720の数が多くなるほど、敵オブジェクト730への攻撃回数が多くなるため、当該HPが0に向けて更新される頻度は高くなる。この結果、敵オブジェクト730のHPを素早く減少させてプレイヤによるゲームクリアを支援しようという動機付けを、ユーザに働かせることが可能になる。 Further, according to the present embodiment, the player clears the game when the HP of the enemy object 730, which is updated according to the progress of the game, reaches 0. Here, as the number of soldier objects 720 arranged in the virtual space 600B increases, the number of attacks on the enemy object 730 increases, so that the frequency at which the HP is updated toward 0 increases. As a result, it becomes possible to motivate the user to quickly reduce the HP of the enemy object 730 to assist the player in clearing the game.
 さらに、本実施形態によれば、ユーザから攻撃操作を受け付けることにより、敵オブジェクト730のHPを減少させるための攻撃が、自兵士オブジェクト720Aから敵オブジェクト730に対して及ぼされる。また、敵オブジェクト730からの攻撃が兵士オブジェクト720に所定回数(=1回)ヒットすると、当該兵士オブジェクト720は、仮想空間600Bから消滅する。ここで、敵オブジェクト730のHPの最大値は例えば9999であり、当該HPは、兵士オブジェクト720による攻撃が1回ヒットする毎に、例えば1~10程度減少するに留まる。このため、例えば、ゲームに参加している兵士オブジェクト720の数が100で、当該兵士オブジェクト720が各々5回攻撃してヒットさせたとしても、敵オブジェクト730のHPを最大で10(最大攻撃)×5(回)×100(人)=5000しか減少させることができず、当該HPを0に到達させることができない。 Further, according to the present embodiment, by accepting an attack operation from the user, an attack for reducing the HP of the enemy object 730 is delivered from the own soldier object 720A to the enemy object 730. Further, when the attack from the enemy object 730 hits the soldier object 720 a predetermined number of times (= once), the soldier object 720 disappears from the virtual space 600B. Here, the maximum HP of the enemy object 730 is, for example, 9999, and the HP is reduced by, for example, about 1 to 10 for each hit by the soldier object 720. Therefore, for example, even if the number of soldier objects 720 participating in the game is 100 and the soldier object 720 attacks and hits each of them 5 times, the HP of the enemy object 730 is 10 (maximum attack) at the maximum. Only x5 (times) x100 (person) = 5000 can be reduced, and the HP cannot be reached to 0.
 このため、敵オブジェクト730のHPを0にするためには、多くの兵士オブジェクト720を仮想空間600Bに配置する必要がある。これにより、ユーザに参戦操作を促すことができる。 Therefore, in order to reduce the HP of the enemy object 730 to 0, it is necessary to place many soldier objects 720 in the virtual space 600B. This makes it possible to encourage the user to participate in the war.
 また、本実施形態によれば、敵オブジェクト730からの攻撃がヒットすることにより自兵士オブジェクト720Aが仮想空間600Bから消滅した後においても、ユーザに関連付けられているコインを消費することにより、当該自兵士オブジェクト720Aを仮想空間600B内に再び配置させてゲームに参加することが可能となる。これにより、ユーザには参戦の機会が繰り返しもたらされ、仮想通貨の消費を促すことができる(その結果、ゲームの運営者には事業収益がもたらされる)。 Further, according to the present embodiment, even after the own soldier object 720A disappears from the virtual space 600B due to the hit of the attack from the enemy object 730, the self is consumed by consuming the coin associated with the user. The soldier object 720A can be rearranged in the virtual space 600B to participate in the game. This repeatedly provides users with opportunities to participate in the war and encourages the consumption of virtual currency (as a result, the game operator is able to generate business profits).
 さらに、本実施形態によれば、自兵士オブジェクト720Aが仮想空間600Bに配置されると、当該自兵士オブジェクト720Aの位置情報を含む参戦情報がサーバ200に送信される。ただし、サーバ200から送信されるゲーム進行情報には、仮想空間600B内におけるオブジェクトの配置を特定可能な動作指図データとして、アバターオブジェクト610に関する動作指図データは含むものの、自兵士オブジェクト720Aに関する動作指図データは含まない。 Further, according to the present embodiment, when the own soldier object 720A is arranged in the virtual space 600B, the participation information including the position information of the own soldier object 720A is transmitted to the server 200. However, although the game progress information transmitted from the server 200 includes the operation instruction data related to the avatar object 610 as the operation instruction data that can specify the arrangement of the objects in the virtual space 600B, the operation instruction data related to the own soldier object 720A. Does not include.
 その上で、アバターオブジェクト610は、動作指図データに基づいて仮想空間600Bに配置され、自兵士オブジェクト720Aは、ユーザの参戦操作に応じて仮想空間600Bに配置される。これにより、兵士オブジェクト720の数の増大に伴ってサーバ200の処理負荷が増大する懸念を軽減することが可能となる。 On top of that, the avatar object 610 is arranged in the virtual space 600B based on the operation instruction data, and the own soldier object 720A is arranged in the virtual space 600B according to the user's participation operation. This makes it possible to alleviate the concern that the processing load of the server 200 will increase as the number of soldier objects 720 increases.
 また、本実施形態によれば、ゲーム進行情報は、敵オブジェクト730のHPと仮想空間600Bに配置されている兵士オブジェクト720の人数情報とを含む。タッチスクリーン15上のライブゲーム映像には、当該HPおよび当該人数情報を表すパラメータ画像が重畳される。これにより、ユーザは、ライブゲームの進行状況を容易に把握することが可能となる。 Further, according to the present embodiment, the game progress information includes the HP of the enemy object 730 and the number of soldier objects 720 arranged in the virtual space 600B. A parameter image representing the HP and the number of people information is superimposed on the live game image on the touch screen 15. This allows the user to easily grasp the progress of the live game.
 さらに、本実施形態によれば、仮想空間600Bには、仮想カメラ620Bが配置される。タッチスクリーン15には、仮想カメラ620Bの位置および向きに応じた視界領域640Bの視界画像660が、ライブゲーム映像として表示される。ここで、仮想カメラ620Bの視点は、自兵士オブジェクト720Aが当該ライブゲームに参戦しているか否かに応じて変更される。これにより、参戦操作の前後で仮想カメラ620Bの視点が異なることになり、ゲームの好趣の向上が図られる。 Further, according to the present embodiment, the virtual camera 620B is arranged in the virtual space 600B. On the touch screen 15, the field of view image 660 of the field of view area 640B according to the position and orientation of the virtual camera 620B is displayed as a live game image. Here, the viewpoint of the virtual camera 620B is changed depending on whether or not the own soldier object 720A is participating in the live game. As a result, the viewpoints of the virtual camera 620B will be different before and after the entry operation, and the taste of the game will be improved.
 <変形例>
 以上説明した実施形態の変形例などを以下に列挙する。
<Modification example>
Modifications of the embodiments described above are listed below.
 (1) 上記実施形態においては、敵オブジェクト730からの攻撃が兵士オブジェクト720に1回でもヒットすると、当該兵士オブジェクト720は仮想空間600Bから消滅する。しかし、兵士オブジェクト720に関連付けられるHPの最大値を10として、敵オブジェクト730からの攻撃を当該兵士オブジェクト720が受けたときに、当該HPを1ずつ減少させ、当該HPの値が0に到達することにより当該兵士オブジェクト720を仮想空間600Bから消去するようにしてもよい。この場合、ゲームに参加している兵士オブジェクト720の数が100で、当該兵士オブジェクト720が各々5回攻撃してヒットさせたとしても、敵オブジェクト730のHPを最大で10(最大攻撃)×5(回)×100(人)=5000しか減少させることができず、当該HPを0に到達させることができない。一方、兵士オブジェクト720のHPは、敵オブジェクト730からの攻撃が500回よりも少ない10回及ぼされることにより0に到達する。 (1) In the above embodiment, if the attack from the enemy object 730 hits the soldier object 720 even once, the soldier object 720 disappears from the virtual space 600B. However, when the maximum value of HP associated with the soldier object 720 is 10, and the soldier object 720 receives an attack from the enemy object 730, the HP is reduced by 1 and the value of the HP reaches 0. Thereby, the soldier object 720 may be deleted from the virtual space 600B. In this case, even if the number of soldier objects 720 participating in the game is 100 and the soldier object 720 attacks and hits each 5 times, the HP of the enemy object 730 is 10 (maximum attack) x 5 at the maximum. (Times) x 100 (persons) = 5000 can only be reduced, and the HP cannot be reached to 0. On the other hand, the HP of the soldier object 720 reaches 0 when the enemy object 730 attacks 10 times, which is less than 500 times.
 (2) 上記実施形態においては、アバターオブジェクト610および敵オブジェクト730の配置・動作等、敵オブジェクト730からの火炎の放射態様、敵オブジェクト730のHP、兵士オブジェクト720の人数情報については、ゲームプレイ端末300とユーザ端末100との間で同期が取られる一方、兵士オブジェクト720の配置・動作等および攻撃態様(攻撃の有無、攻撃部位)については、当該同期が取られることはない。しかし、特定の兵士オブジェクト720には最大値が10のHPを関連付けるようにし、当該特定の兵士オブジェクト720の配置・動作等およびHPについては、ゲームプレイ端末300とユーザ端末100との間で同期を取るようにしてもよい。 (2) In the above embodiment, the gameplay terminal provides information on the arrangement and operation of the avatar object 610 and the enemy object 730, the radiation mode of the flame from the enemy object 730, the HP of the enemy object 730, and the number of soldier objects 720. While synchronization is achieved between the 300 and the user terminal 100, the synchronization is not achieved with respect to the arrangement / operation of the soldier object 720 and the attack mode (presence / absence of attack, attack site). However, the HP with the maximum value of 10 is associated with the specific soldier object 720, and the arrangement / operation and the HP of the specific soldier object 720 are synchronized between the game play terminal 300 and the user terminal 100. You may try to take it.
 (3) 上記実施形態においては、当該兵士オブジェクト720に関連付けられるHPの最大値は1である。また、兵士オブジェクト720はいずれも弓兵であり、使用可能な武器は弓矢だけである。しかし、過去の対戦の実績に応じて、兵士オブジェクト720のHPの最大値を増大させたり、兵士オブジェクト720が使用可能な武器の数や種類を増やしたり、同時に投入可能な兵士オブジェクト720の数を増やしたり、兵士オブジェクト720が使用可能なスキルの数を増やしたりするようにしてもよい。また、兵士オブジェクト720のHPの最大値、兵士オブジェクト720が使用可能な武器の数や種類、同時に投入可能な兵士オブジェクト720の数、兵士オブジェクト720が使用可能なスキルの数は、課金処理に応じて増やすようにしてもよい。 (3) In the above embodiment, the maximum value of HP associated with the soldier object 720 is 1. Also, all soldier objects 720 are archers, and the only weapons that can be used are bows and arrows. However, depending on the past battle record, increase the maximum HP of the soldier object 720, increase the number and types of weapons that the soldier object 720 can use, and increase the number of soldier objects 720 that can be thrown at the same time. You may want to increase or increase the number of skills that the Soldier Object 720 can use. In addition, the maximum HP of the soldier object 720, the number and types of weapons that the soldier object 720 can use, the number of soldier objects 720 that can be thrown at the same time, and the number of skills that the soldier object 720 can use depend on the billing process. You may try to increase it.
 (4) 上記実施形態においては、兵士オブジェクト720と敵オブジェクト730との間で対戦を行わせている。しかし、兵士オブジェクト720とアバターオブジェクト610との間で対戦を行わせるようにしてもよい。この場合、ゲームの進行におけるプレイヤにとっての有利度合い(ゲームをクリアする可能性)は、兵士オブジェクト720の数が多くなるほど低くなる。これにより、自兵士オブジェクト720Aを仮想空間600Bに投入してプレイヤによるゲームの進行を阻害しようという動機付けをユーザに働かせることが可能となる。 (4) In the above embodiment, a battle is performed between the soldier object 720 and the enemy object 730. However, a battle may be made between the soldier object 720 and the avatar object 610. In this case, the degree of advantage (the possibility of clearing the game) for the player in the progress of the game decreases as the number of soldier objects 720 increases. This makes it possible to motivate the user to throw the own soldier object 720A into the virtual space 600B and hinder the progress of the game by the player.
 (5) 上記実施形態においては、敵オブジェクト730のHPが0に到達してプレイヤによるゲームクリアとなった場合に、ユーザに特典を付与するか否かについては、何ら言及していない。しかし、攻撃回数が多い方から順に選定した所定人数のユーザに対して、特典を付与したりするようにしてもよい。この場合、特典の価値は、攻撃回数が多いほど高くするようにしてもよい。また、当該HPが0に到達する最後の一撃を加えたユーザに対して特典を付与するようにしてもよい。また、特典は、当該ライブゲームで使用可能なコインや、アバターオブジェクト610が登場する他のゲームにおいて使用可能なアイテムを含んでもよい。 (5) In the above embodiment, there is no mention of whether or not to give a privilege to the user when the HP of the enemy object 730 reaches 0 and the game is cleared by the player. However, a privilege may be given to a predetermined number of users selected in order from the one with the largest number of attacks. In this case, the value of the privilege may be increased as the number of attacks increases. In addition, a privilege may be given to the user who has made the final blow when the HP reaches 0. In addition, the privilege may include coins that can be used in the live game and items that can be used in other games in which the avatar object 610 appears.
 (6) 上記実施形態においては、兵士オブジェクト720およびアバターオブジェクト610が、敵オブジェクト730の攻撃対象とされる。しかし、対戦場所に配置される建物(例えば、対戦場所が都会であれば、ビルや駅等の施設)のオブジェクトも敵オブジェクト730の攻撃対象に含めるようにしてもよい。この場合、敵オブジェクト730のHPが0に到達するまでに受けた建物の被害状況に応じて異なる特典をユーザに付与するようにしてもよい。 (6) In the above embodiment, the soldier object 720 and the avatar object 610 are targeted by the enemy object 730. However, the object of the building arranged in the battle place (for example, if the battle place is an urban area, a facility such as a building or a station) may be included in the attack target of the enemy object 730. In this case, the user may be given different benefits depending on the damage status of the building received by the time when the HP of the enemy object 730 reaches 0.
 (7) 上記実施形態においては、アバターオブジェクト610と敵オブジェクト730との間で対戦することを想定していない。しかし、アバターオブジェクト610と敵オブジェクト730との間で対戦させるようにしてもよい。この場合、アバターオブジェクト610が敵オブジェクト730にネットを被せるなどして当該敵オブジェクト730の動きを妨害することにより、兵士オブジェクト720による敵オブジェクト730の攻撃を支援することが可能となる。 (7) In the above embodiment, it is not assumed that the avatar object 610 and the enemy object 730 will play against each other. However, the avatar object 610 and the enemy object 730 may be made to play against each other. In this case, the avatar object 610 can cover the enemy object 730 with a net to obstruct the movement of the enemy object 730, thereby supporting the attack of the enemy object 730 by the soldier object 720.
 (8) 上記実施形態においては、兵士オブジェクト720の攻撃・防御力は、種別が同じであれば、ユーザ間で異なるものではない。しかし、自兵士オブジェクト720Aが仮想空間600Bに配置されている状況において、自ユーザによって指定された他ユーザ(例えば自ユーザとフレンド関係にある他ユーザ)の兵士オブジェクト720が仮想空間600Bに存在する場合には、自兵士オブジェクト720Aおよび当該他のユーザの兵士オブジェクト720の少なくとも一方の攻撃力または防御力を高めるようにしてもよい。 (8) In the above embodiment, the attack / defense power of the soldier object 720 does not differ between users as long as the types are the same. However, in the situation where the own soldier object 720A is arranged in the virtual space 600B, the soldier object 720 of another user specified by the own user (for example, another user who has a friendship with the own user) exists in the virtual space 600B. May increase the offensive or defensive power of at least one of the own soldier object 720A and the other user's soldier object 720.
 (9) 上記実施形態においては、アバターオブジェクト610を支援する立場の兵士オブジェクト720と敵オブジェクト730との間で、対戦が行われる。しかし、複数のプレイヤがそれぞれ操作する複数のアバターオブジェクト610と、当該複数のアバターオブジェクト610各々を支援する立場の兵士オブジェクト720とを仮想空間600Bに配置し、支援するアバターオブジェクト610が互いに異なる兵士オブジェクト720の間で対戦を行わせるようにしてもよい。具体的には、3人のアバターオブジェクト610が配置される場合には、兵士オブジェクト720を3つの勢力に区分し、当該3つの勢力の間で対戦を行わせるようにしてもよい。 (9) In the above embodiment, a battle is performed between the soldier object 720 and the enemy object 730, who are in a position to support the avatar object 610. However, a plurality of avatar objects 610 operated by a plurality of players and a soldier object 720 in a position to support each of the plurality of avatar objects 610 are arranged in the virtual space 600B, and the supporting avatar objects 610 are different soldier objects. You may want to have a match between 720. Specifically, when three avatar objects 610 are arranged, the soldier object 720 may be divided into three powers, and a battle may be performed between the three powers.
 (10) 上記実施形態においては、自兵士オブジェクト720Aを仮想空間600Bに投入するための参戦操作が行われると、ユーザに関連付けられているコインが消費される。ここで、仮想通貨である当該コインは、有償であっても無償であってもよい。また、無償でユーザに関連付けるコインは所定量とし、当該所定量を超える量のコインは、有償即ち課金処理によって当該ユーザに関連付けるようにしてもよい。 (10) In the above embodiment, when the participation operation for inserting the own soldier object 720A into the virtual space 600B is performed, the coin associated with the user is consumed. Here, the coin, which is a virtual currency, may be paid or free of charge. Further, the coins associated with the user free of charge may be a predetermined amount, and the coins in an amount exceeding the predetermined amount may be associated with the user for a fee, that is, by a billing process.
 (11) 上記実施形態においては、広大な平地で対戦を行わせるようにしている。ここで、対戦を行なう場所は、ゲームプレイ端末300により選定するようにしてもよく、当該対戦を開始する際に参加可能な複数のユーザのうち特定のユーザ(例えば、過去の対戦の実績が最も優れているユーザ)により選定可能とするようにしてもよい。 (11) In the above embodiment, the battle is made to be played on a vast flat land. Here, the place where the battle is performed may be selected by the game play terminal 300, and a specific user among a plurality of users who can participate at the start of the battle (for example, the past record of the battle is the most). It may be possible to select by an excellent user).
 上記実施形態において、敵オブジェクトを登場させずに、アバターオブジェクトとユーザ(視聴者)により操作されるオブジェクトとを対戦させるようにしてもよい。例えば、上記敵オブジェクトの役割をアバターオブジェクトに担わせるようにすればよい。なお、アバターオブジェクトとユーザにより操作されるオブジェクトとの対戦形式は上記のような戦闘形式に限定されるものではなく、どのような対戦形式であってもよい。例えば、ユーザにより操作されるオブジェクトが、アバターオブジェクトに見つからないように制限時間内に任務を遂行するステルスゲームとしてもよい。この場合も、上記実施形態と同思想のゲーム設計を適用できる。例えば、ユーザにより操作されるオブジェクトがミッション中にアバターオブジェクトに見つかったらゲームオーバーとし、コンティニューするためにはコインが必要とすることができる。ゲームオーバーとなる条件は任意の見つかった回数(例えば、1回)とできる。 In the above embodiment, the avatar object and the object operated by the user (viewer) may be made to play against each other without the enemy object appearing. For example, the role of the enemy object may be assigned to the avatar object. The battle format between the avatar object and the object operated by the user is not limited to the battle format as described above, and any battle format may be used. For example, it may be a stealth game in which an object operated by the user performs a mission within a time limit so that the object is not found in the avatar object. Also in this case, the game design of the same idea as the above embodiment can be applied. For example, if an object manipulated by the user is found in the avatar object during a mission, the game is over and coins can be required to continue. The condition for the game to be over can be any number of times found (for example, once).
 なお、アバターオブジェクトを演じる演者側のゲーム画面では、ユーザにより操作されるオブジェクトそのものを表示させずに、図29に示すような、ユーザにより操作されるオブジェクトの分布を示す情報を表示(配置)するようにしてもよいし、エリアごとに、ユーザにより操作されるオブジェクトの数を表示してもよい。上記実施形態においてもこのようにしてもよい。 On the game screen of the performer who plays the avatar object, the information indicating the distribution of the objects operated by the user is displayed (arranged) as shown in FIG. 29 without displaying the object itself operated by the user. Alternatively, the number of objects manipulated by the user may be displayed for each area. This may be done in the above embodiment as well.
 〔実施形態2〕
 本実施形態では、特に、ライブ配信パートにおける、リアルタイムのライブ配信が一旦終了した後であっても、ユーザは、終了済みのライブ配信パートの進行を要求し、受信した動作指図データに基づいてライブ配信パートを改めて進行させることができる。これにより、ユーザは、ライブ配信を再度見返すこと、および仮に見逃した場合でも改めてライブ配信を見ることができる。以下では、ライブ配信時刻終了後の場面を想定している。また、ここでのキャラクタは、ユーザによる直接操作の対象ではないキャラクタ(アバターオブジェクト)を想定している。ライブ配信パートはライブ配信ゲームパートに加えて、参加型のライブゲームパートを提供することができる。
[Embodiment 2]
In the present embodiment, in particular, even after the real-time live distribution in the live distribution part is once completed, the user requests the progress of the completed live distribution part and performs the live based on the received operation instruction data. The distribution part can be advanced again. As a result, the user can look back at the live stream again, and even if he / she misses it, he / she can watch the live stream again. In the following, the scene after the end of the live distribution time is assumed. Further, the character here is assumed to be a character (avatar object) that is not the target of direct operation by the user. The live distribution part can provide a participatory live game part in addition to the live distribution game part.
 <処理概要>
 本実施形態では、ユーザ端末100は、ゲームプログラム131に基づいて、ゲームの興趣性を向上させるために以下のステップを実行するように構成されている。具体的には、ユーザ端末100(コンピュータ)は、例えば入力部151などの操作部を介して、終了済みのライブ配信パートの進行を要求するステップと、サーバ200または配信端末400から、終了済みのライブ配信パートに係る記録済みの動作指図データを受信するステップと、記録済みの動作指図データに基づいてキャラクタ等を動作させることにより終了済みのライブ配信パートを進行させるステップとを実行する。ここでは、記録済みの動作指図データは、キャラクタに関連付けられるプレイヤ4が入力したモーションデータおよび音声データを含んでいる。プレイヤは、モデルや声優のみならず、ゲームプレイ端末300(キャラクタ制御装置)への何らかの操作を行う作業者も含むが、ユーザは含まない。なお、記録済みの動作指図データは、サーバ200の記憶部220または配信端末400の記憶部420に格納されるのがよく、ユーザ端末100からの要求に応じて、改めてユーザ端末110に配信されるのがよい。
<Processing overview>
In the present embodiment, the user terminal 100 is configured to execute the following steps in order to improve the interest of the game based on the game program 131. Specifically, the user terminal 100 (computer) has a step of requesting the progress of a completed live distribution part via an operation unit such as an input unit 151, and has been completed from the server 200 or the distribution terminal 400. A step of receiving the recorded operation instruction data related to the live distribution part and a step of advancing the completed live distribution part by operating a character or the like based on the recorded operation instruction data are executed. Here, the recorded motion instruction data includes motion data and voice data input by the player 4 associated with the character. The player includes not only a model and a voice actor but also a worker who performs some operation on the game play terminal 300 (character control device), but does not include a user. The recorded operation instruction data is often stored in the storage unit 220 of the server 200 or the storage unit 420 of the distribution terminal 400, and is distributed to the user terminal 110 again in response to a request from the user terminal 100. Is good.
 本実施形態では、ユーザがライブ配信パートをリアルタイムで進行させたか否かの結果に応じて、記録済みの動作指図データに基づく終了済みのライブ配信パートの進行を異なるものとするのがよい。具体的には、ユーザがライブ配信パートをリアルタイムで進行させた実績があると判定される場合には、ユーザがライブ配信パートをリアルタイムで進行させたものと同様のライブ配信パートを再度進行させるのがよい(見返し配信)。例えば、ユーザが参加型ライブゲームのパートをリアルタイムで進行させた実績があると判定される場合には、ユーザが参加型ライブゲームパートをリアルタイムで進行させたものと同様の参加型ライブゲームパートを再度進行させるのがよい。ライブゲームパートの再度の進行では、終了済みの参加型ライブゲームに係るゲーム進行情報をサーバ200から受信して、受信したゲーム進行情報に基づいて各種キャラクタ(例えば、プレイヤにより操作されるアバターオブジェクト610、兵士オブジェクト720、敵オブジェクト730)を含むゲームの映像を表示部に表示させる。見返し配信では、ライブ配信パートの選択的な進行を実行するのがよい。一方、ユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定される場合には、リアルタイムで進行させたのとは異なる進行態様のライブ配信パートを進行させるのがよい(見逃し配信)。例えば、ユーザが参加型ライブゲームのパートをリアルタイムで進行させた実績がないと判定される場合には、リアルタイムで進行した参加型ライブゲームパートと異なる進行態様の参加型ライブゲームパートを進行させるのがよい。終了済みの参加型ライブゲームに係るゲーム進行情報に基づいて各種キャラクタ(例えば、プレイヤにより操作されるアバターオブジェクト610、兵士オブジェクト720、敵オブジェクト730)を含むゲームの映像を表示部に表示させる。見逃し配信では、ユーザはリアルタイムで参加型ライブゲームのパートを進行していないため、ライブゲームにリアルタイムで参加した他のユーザの兵士オブジェクト720が配置されたゲームが進行する。ここで、見逃し配信において実績がないと判定される場合には、例えば、ユーザがライブ配信を受ける権利を有し、ユーザがライブ配信時刻であればリアルタイムのライブ配信パートを進行可能であったにも拘わらず、実際にはこれを実行しなかった場合が含まれる。見逃し配信では、ライブ配信パートの制限付きの進行を実行するのがよい。 In the present embodiment, it is preferable that the progress of the completed live distribution part based on the recorded operation instruction data is different depending on the result of whether or not the user has progressed the live distribution part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the same live distribution part as the user has advanced the live distribution part in real time is advanced again. Is good (return delivery). For example, if it is determined that the user has a track record of progressing a part of a participatory live game in real time, a participatory live game part similar to the one in which the user has progressed the participatory live game part in real time is used. It is better to proceed again. In the re-progress of the live game part, the game progress information related to the completed participatory live game is received from the server 200, and various characters (for example, the avatar object 610 operated by the player) are received based on the received game progress information. , Soldier object 720, Enemy object 730) are displayed on the display. In return delivery, it is better to perform a selective progression of the live delivery part. On the other hand, when it is determined that the user has no record of progressing the live distribution part in real time, it is preferable to proceed with the live distribution part having a progress mode different from that progressed in real time (missed distribution). For example, if it is determined that the user has no record of progressing the part of the participatory live game in real time, the participatory live game part having a different progress mode from the participatory live game part progressing in real time is progressed. Is good. A game image including various characters (for example, an avatar object 610, a soldier object 720, and an enemy object 730 operated by the player) is displayed on the display unit based on the game progress information related to the completed participatory live game. In the missed distribution, since the user does not progress the part of the participatory live game in real time, the game in which the soldier object 720 of another user who participated in the live game in real time is arranged progresses. Here, if it is determined that there is no track record in the overlooked distribution, for example, the user has the right to receive the live distribution, and if the user has the live distribution time, the real-time live distribution part can proceed. Nevertheless, this includes cases where this was not actually done. For missed deliveries, it's a good idea to perform a limited progression of the live stream part.
 <システム1の機能的構成>
 本実施形態に係るユーザ端末100において、ユーザがライブ配信パートをリアルタイムで進行させた実績があると判定される場合に、ゲーム進行部115は、さらに、ライブ配信パートにおけるユーザ行動履歴情報を受信して解析する。ユーザ行動履歴情報とは、記録済みの動作指図データの中身とは別に、ライブ配信パートの進行の間に入力操作により受け付けられたユーザの行動の記録のデータ・セットである。ユーザ行動履歴情報は、記録済みの動作指図データに関連付けられるのがよく、サーバ200の記憶部220、ゲームプレイ端末300のメモリ31、または配信端末400のメモリ41に格納されるのがよい。これに加えて、或いはこれに替えて、ユーザ行動履歴情報はユーザ端末100の記憶部120に格納されてもよい。
<Functional configuration of system 1>
When it is determined that the user has a track record of advancing the live distribution part in real time in the user terminal 100 according to the present embodiment, the game progress unit 115 further receives the user action history information in the live distribution part. To analyze. The user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution part, in addition to the contents of the recorded action instruction data. The user action history information is often associated with the recorded action instruction data, and is preferably stored in the storage unit 220 of the server 200, the memory 31 of the game play terminal 300, or the memory 41 of the distribution terminal 400. In addition to or instead of this, the user behavior history information may be stored in the storage unit 120 of the user terminal 100.
 図32は、ユーザ行動履歴情報のデータ構造の一例を示す図である。ユーザ行動履歴情報は、例えば、ライブ配信パート内においてユーザが行動した行動時間、行動種別、および行動詳細のような項目を含み、ユーザを識別するユーザIDに関連付けられる。項目「行動時間」は、ライブ配信パート内でユーザが行動を行った時間情報であり、項目「行動種別」はユーザの行動を示す種別であり、項目「行動詳細」はユーザの行動の具体的な内容である。例えば、項目「行動種別」および「行動詳細」で特定される行動には、ユーザの入力操作による有価データの消費(一例では、投げ銭アイテムの投入、及びアイテム購入等による課金等)、コメント入力、並びにキャラクタの服飾品等のアイテムの変更(いわゆる、着せ替え)等の行動が含まれてよい。また、このような行動には、ライブ配信パートの特定進行部分を後からプレイバックするための時間の選択が含まれてもよい。これ以外にも、このような行動には、ライブ配信パート中の報酬やポイント等の獲得が含まれてもよい。さらにこのような行動には、参加型ライブゲームパートにおいては、ライブゲームに参加ユーザのゲーム進行操作(一例では兵士オブジェクトの敵オブジェクトへの攻撃や、敵オブジェクトからの攻撃防御のための入力操作)やコメント入力、ライブゲームに参加していない視聴ユーザのコメント入力操作を含んでもよい。なお、ユーザ行動履歴情報は、動作指図データのデータ構造と、図33で後述するゲーム情報のデータ構造との間で相互に関連付けられるのがよい。なお、これらのデータ構造は例示にすぎず、これに限定されないことが当業者に理解されるべきである。 FIG. 32 is a diagram showing an example of a data structure of user behavior history information. The user action history information includes, for example, items such as action time, action type, and action details in which the user has acted in the live distribution part, and is associated with a user ID that identifies the user. The item "behavior time" is the time information in which the user performed an action in the live distribution part, the item "behavior type" is a type indicating the user's action, and the item "behavior details" is the specific action of the user. Content. For example, for an action specified by the items "behavior type" and "behavior details", consumption of valuable data by a user's input operation (for example, input of a thrown item and billing by purchasing an item, etc.), comment input, In addition, actions such as changing items (so-called dress-up) such as clothing of the character may be included. Such actions may also include time selection for later playback of a particular progress portion of the livestreaming part. In addition to this, such actions may include the acquisition of rewards, points, etc. during the live distribution part. Furthermore, for such actions, in the participatory live game part, the game progress operation of the user participating in the live game (for example, an attack on an enemy object by a soldier object or an input operation for attack defense from an enemy object). , Comment input, and comment input operation of a viewing user who has not participated in the live game may be included. The user action history information is preferably associated with each other between the data structure of the action instruction data and the data structure of the game information described later in FIG. 33. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
 図33は、本実施形態に係るシステム1にて処理されるゲーム情報132のデータ構造の一例を示す図である。ゲーム情報132において設けられる項目は、ゲームのジャンル、性質、内容等に応じて適宜決定されるものであり、例示の項目は、本発明の範囲を限定するものではない。一例として、ゲーム情報132は、「プレイ履歴」、「アイテム」、「配信履歴」、「ゲームオブジェクト」の各項目を含んで構成されている。これらの各項目は、ゲーム進行部115がゲームを進行させるときに適宜参照される。 FIG. 33 is a diagram showing an example of the data structure of the game information 132 processed by the system 1 according to the present embodiment. The items provided in the game information 132 are appropriately determined according to the genre, nature, content, etc. of the game, and the exemplary items do not limit the scope of the present invention. As an example, the game information 132 is configured to include each item of "play history", "item", "delivery history", and "game object". Each of these items is appropriately referred to when the game progress unit 115 advances the game.
 項目「プレイ履歴」には、ユーザのプレイ履歴が格納されている。プレイ履歴は、記憶部120に記憶されているシナリオごとに、ユーザのプレイが完遂しているかどうかを示す情報である。例えば、プレイ履歴は、プレイ初回にダウンロードされたライブ配信ゲームや、参加型ライブゲームのシナリオのリストを含む。それぞれのリストにおいて、シナリオごとに、「プレイ済」、「未プレイ」、「プレイ可」、「プレイ不可」などのステータスが紐付けられている。 The user's play history is stored in the item "play history". The play history is information indicating whether or not the user's play is completed for each scenario stored in the storage unit 120. For example, the play history includes a list of live-streamed games downloaded for the first time in play and scenarios of participatory live games. In each list, statuses such as "played", "unplayed", "playable", and "unplayable" are associated with each scenario.
 項目「アイテム」には、ユーザが保有するゲーム媒体としてのアイテム一覧が格納されている。本ゲームにおいて、アイテムは、一例として、キャラクタに身に付けさせる服飾品である。ユーザは、シナリオをプレイすることによって得られた服飾品のアイテムを、キャラクタに身に付けさせ、キャラクタの見た目をカスタマイズすることができる。 The item "item" stores a list of items owned by the user as a game medium. In this game, the item is, for example, a clothing item worn by a character. The user can make the character wear the clothing items obtained by playing the scenario and customize the appearance of the character.
 項目「配信履歴」には、ライブ配信パートにおいて、過去にプレイヤ4からライブ配信された動画や、過去にライブ配信された参加型ライブゲームの動画、いわゆるバックナンバーの一覧が格納されている。ライブ配信パートにおいて、リアルタイムにPUSH配信されている動画は、そのときにしか閲覧できない。一方、過去の配信分の動画は、サーバ200または配信端末400において録画されており、ユーザ端末100からのリクエストに応じて、PULL配信することが可能である。本実施形態では、一例として、バックナンバーは、ユーザが課金することにより、ダウンロードできるようにしてもよい。 The item "Distribution history" stores a list of videos that have been live-distributed from the player 4 in the past and videos of participatory live games that have been live-distributed in the past, so-called back numbers, in the live distribution part. In the live distribution part, the video that is PUSH-distributed in real time can be viewed only at that time. On the other hand, the moving images for past distribution are recorded on the server 200 or the distribution terminal 400, and can be PULL-distributed in response to a request from the user terminal 100. In the present embodiment, as an example, the back number may be made available for download by the user for a fee.
 項目「ゲームオブジェクト」には、ライブ配信ゲームパートにおいては、アバターオブジェクト610、敵オブジェクト671、障害物オブジェクト672、673等の各種オブジェクトのデータが格納されている。また、参加型ライブゲームパートにおいては、アバターオブジェクト610、敵オブジェクト730、兵士オブジェクト720等の各種オブジェクトのデータが格納されている。 In the item "game object", data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673 are stored in the live distribution game part. Further, in the participatory live game part, data of various objects such as an avatar object 610, an enemy object 730, and a soldier object 720 are stored.
 <処理フロー>
 図34は、本実施形態に係るゲームプログラムに基づいて実行されるゲームの基本的なゲーム進行について、その一例を示すフローチャートである。処理フローは、リアルタイムのライブ配信パートが既に終了済みであり、ライブ配信時刻の終了以降の場面に適用される。
<Processing flow>
FIG. 34 is a flowchart showing an example of a basic game progression of a game executed based on the game program according to the present embodiment. The processing flow is applied to the scenes after the end of the live distribution time when the real-time live distribution part has already been completed.
 ステップS301では、ユーザ端末100の入力部151によって、終了済みのライブ配信パートの進行が新たに要求される。ステップS302では、ステップS301での要求に対して、ユーザ端末100は、サーバ200または配信端末400から、終了済みのライブ配信パートに係る記録済みの動作指図データ等を受信する。例えば、ユーザ端末100は、終了済みの参加型ライブゲームの場合には、アバターオブジェクト610の動作指図データと、敵オブジェクト730の動作指図データと、兵士オブジェクトの人数を特定するための人数情報と、兵士オブジェクト各々の位置を特定するための初期位置情報を受信する。さらに、兵士オブジェクト各々の攻撃・防御情報、兵士種別情報等を受信してもよい。 In step S301, the input unit 151 of the user terminal 100 newly requests the progress of the completed live distribution part. In step S302, in response to the request in step S301, the user terminal 100 receives recorded operation instruction data and the like related to the completed live distribution part from the server 200 or the distribution terminal 400. For example, in the case of a completed participatory live game, the user terminal 100 includes motion instruction data of the avatar object 610, motion instruction data of the enemy object 730, and number of people information for specifying the number of soldier objects. Receives initial position information to locate each soldier object. Further, attack / defense information, soldier type information, etc. of each soldier object may be received.
 記録済みの動作指図データは、キャラクタに関連付けられるオペレータが入力したモーションデータおよび音声データを含む。ユーザ端末100は、記録済みの動作指図データに加えて、リアルタイムのライブ配信パートの進行時にキャラクタの動作に伴って取得および記録された各種進行実績データを受信してもよい。具体的には、進行実績データには、リアルタイムのライブ配信パートに参加したユーザがキャラクタの動作に伴って行動した視聴者行動データが含まれてもよい。視聴者行動データは、リアルタイムのライブ配信パートを、リアルタイムで進行させた全てのユーザ(つまり、ライブに参加した視聴者)のライブ中の行動の記録を含んだデータである。特に、視聴者行動データは、ライブの途中で視聴者がキャラクタに向けてリアルタイムに発信したテキストメッセージやアイコン等のメッセージングの内容を含むのがよい。このように、進行実績データを用いて、終了済みのライブ配信パートを進行させることにより、リアルタイムで進行したライブ配信パートにおける視聴者の反応を忠実に再現することができ、リアルタイムでのライブ空間の臨場感を更に向上することができる。 The recorded action instruction data includes motion data and voice data input by the operator associated with the character. In addition to the recorded operation instruction data, the user terminal 100 may receive various progress record data acquired and recorded along with the movement of the character during the progress of the real-time live distribution part. Specifically, the progress record data may include viewer behavior data in which the user who participated in the real-time live distribution part behaves in accordance with the movement of the character. The viewer behavior data is data including a record of the behavior during the live of all the users (that is, the viewers who participated in the live) who have advanced the real-time live distribution part in real time. In particular, the viewer behavior data should include messaging content such as text messages and icons sent by the viewer to the character in real time during the live performance. In this way, by advancing the completed live distribution part using the progress record data, it is possible to faithfully reproduce the reaction of the viewer in the live distribution part that has progressed in real time, and it is possible to faithfully reproduce the reaction of the viewer in the live space in real time. The sense of presence can be further improved.
 なお、記録済みの動作指図データおよび進行実績データは、ユーザ端末100が別データとして受信し、それぞれを解析(レンダリング)してもよい。代替では、サーバ200またはゲームプレイ端末300において、予め、記録済みの動作指図データおよび視聴者行動データが結合され、結合されたデータ・セットをユーザ端末100が一度に受信してもよい。結合されたデータ・セットを受信することにより、ユーザ端末100による後のデータの解析(レンダリング)の負荷を低減することができる。以降の説明では、進行実績データは、記録済みの動作指図データに結合されたものとする(つまり、記録済みの動作指図データに進行実績データが含まれるものとする。)。 Note that the recorded operation instruction data and progress record data may be received by the user terminal 100 as separate data, and each may be analyzed (rendered). Alternatively, in the server 200 or the game play terminal 300, the previously recorded operation instruction data and the viewer behavior data may be combined, and the combined data set may be received by the user terminal 100 at one time. By receiving the combined data set, it is possible to reduce the load of subsequent data analysis (rendering) by the user terminal 100. In the following description, it is assumed that the progress record data is combined with the recorded action instruction data (that is, the recorded action order data includes the progress record data).
 次いで、ステップS303では、ゲーム進行部115は、ユーザがライブ配信パートをリアルタイムで進行させた実績があるか否かを判定する。判定は、例えば、動作指図データ等がユーザ端末100に宛てに送信された記録があるかに基づいて実行されてもよい。或いは、図33に示された項目「プレイ履歴」を参照して、ライブ配信パートが「プレイ済」のステータスであるかに基づいて実行されても、同項目「配信履歴」を参照して、過去にキャラクタからライブ配信された実績があるかに基づいて実行されても何れでもよい。これ以外にも、ユーザ端末100の記憶部120に既に記録済みの動作指図データが格納されているような場合は、ライブ配信パートをリアルタイムで既に進行させたものと判定してよい。加えて、判定は、これらを組み合わせることで実行されてもよく、または他の任意の手法で実行されてもよい。 Next, in step S303, the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution part in real time. The determination may be performed, for example, based on whether there is a record in which the operation instruction data or the like is transmitted to the user terminal 100. Alternatively, even if the live distribution part is executed based on whether the status of the live distribution part is "played" by referring to the item "play history" shown in FIG. 33, the item "distribution history" is also referred to. It may be executed based on whether or not there is a record of live distribution from the character in the past. In addition to this, when the operation instruction data already recorded is stored in the storage unit 120 of the user terminal 100, it may be determined that the live distribution part has already been advanced in real time. In addition, the determination may be performed by combining them, or by any other method.
 ステップS303でユーザがライブ配信パートをリアルタイムで進行させた実績があると判定される場合(YES)は、終了済みのライブ配信パートの進行は「見返し配信」となる。他方、ステップS303でユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定される場合(NO)は、終了済みのライブ配信パートの進行は「見逃し配信」となる。上述したように、「見返し配信」と「見逃し配信」とでは、ユーザ体験は異なる。 If it is determined in step S303 that the user has a track record of advancing the live distribution part in real time (YES), the progress of the completed live distribution part is "return distribution". On the other hand, when it is determined in step S303 that the user has no record of advancing the live distribution part in real time (NO), the progress of the completed live distribution part is "missed distribution". As mentioned above, the user experience is different between "return delivery" and "missed delivery".
 ステップS303で、ユーザがライブ配信パートをリアルタイムで進行させた実績があると判定されると、処理フローはステップS303のYESからステップS304に進む。ステップS304では、ゲーム進行部115は、図32に示されたライブ配信パートのユーザ行動履歴情報を取得して、これを解析する。ユーザ行動履歴情報は、サーバ200または配信端末400から取得してもよいし、ユーザ端末100の記憶部120に既に格納されている場合は直接それを使用してもよい。 If it is determined in step S303 that the user has a track record of advancing the live distribution part in real time, the processing flow proceeds from YES in step S303 to step S304. In step S304, the game progress unit 115 acquires the user action history information of the live distribution part shown in FIG. 32 and analyzes it. The user action history information may be acquired from the server 200 or the distribution terminal 400, or may be used directly when it is already stored in the storage unit 120 of the user terminal 100.
(見返し配信)
 引き続き、ステップS305では、ゲーム進行部115は、終了済みのライブ配信パートの再度の進行(つまり上述の「見返し配信」)を実行する。具体的には、ステップS302で受信した記録済みの動作指図データ等とステップS304で解析したユーザ行動履歴情報とを用いて、ライブ配信パートの再度の進行を実行する。例えば、リアルタイム配信のゲームプレイ映像をリアルタイムで表示したユーザ端末は、リアルタイム配信後に、リアルタイム配信においてゲームに登場した、アバターオブジェクトの動作、敵オブジェクトの動作、兵士オブジェクトに関する記録済みのデータを、外部装置から受信する。そして、当該ユーザ端末は、アバターオブジェクトの動作、敵オブジェクトの動作、兵士オブジェクトに関する記録済みのデータと、リアルタイム配信におけるユーザ端末のユーザの行動に関する記録済みのデータ(例えば、上述のユーザ行動履歴情報に含まれるデータ)とを用いて、ゲームプレイ映像を生成し、再生する。
(Endpaper delivery)
Subsequently, in step S305, the game progress unit 115 re-progresses the completed live distribution part (that is, the above-mentioned “return distribution”). Specifically, the live distribution part is re-progressed using the recorded operation instruction data and the like received in step S302 and the user action history information analyzed in step S304. For example, a user terminal that displays real-time gameplay video in real time can use an external device to record recorded data about avatar object movements, enemy object movements, and soldier objects that appeared in the game in real-time distribution after real-time distribution. Receive from. Then, the user terminal has recorded data regarding the operation of the avatar object, the operation of the enemy object, and the soldier object, and recorded data regarding the user behavior of the user terminal in real-time distribution (for example, in the above-mentioned user behavior history information). A gameplay video is generated and played back using the included data).
 さらに、見返し配信では、リアルタイムのライブ配信ゲームパートで投入されたアバターオブジェクト610を支援するための投げ銭アイテムをキャラクタ(アバターオブジェクト610)の動作態様に反映させるようにしてもよい。例えば、ユーザが報酬を服飾アイテム(ここでは、「ネックレス」)として獲得しているような場合は、当該アイテムに基づいて(つまり、ネックレスを身に付けて)キャラクタを動作させる。これにより、ライブ配信パートの再度の進行を実行してもよい。例えば、ライブ配信ゲームパートで投入された服飾アイテム(ネックレス)を、参加型ライブゲームパートの見返し配信において、キャラクタに身につけさせて動作させるようにしてもよい。つまり、リアルタイムのライブ配信パートの再度の進行は、ユーザ行動履歴情報および報酬の情報が反映されており、リアルタイムで進行したライブ配信パートと同様のものであると共に、ユーザに固有のものとなる。 Further, in the return distribution, the throwing item for supporting the avatar object 610 input in the real-time live distribution game part may be reflected in the operation mode of the character (avatar object 610). For example, if the user has earned a reward as a clothing item (here, a "necklace"), the character is actuated based on that item (ie, wearing a necklace). As a result, the live distribution part may be re-progressed. For example, the clothing item (necklace) introduced in the live distribution game part may be worn and operated by the character in the endpaper distribution of the participatory live game part. That is, the re-progress of the real-time live distribution part reflects the user action history information and the reward information, is similar to the live distribution part that has progressed in real time, and is unique to the user.
 また、見返し配信では、ライブ配信パートの再度の進行を行う。この際、最初の進行の際に記録された、操作部を介したユーザの入力操作による時間情報の指定にしたがい、ライブ配信パートを選択的に実行させるのがよい。具体的には、図32で説明されたユーザ行動履歴情報に含まれる「行動時間」のデータを用いて、ユーザが特定の行動時間を指定することにより、そこからライブ配信パートを選択的に進行させることができる。例えば、ユーザがライブ配信パート(ライブ配信ゲームパートあるいは参加型ライブゲームパート)の開始から2分45秒後にコメントを入力していた場合には、その2分45秒後のタイミングを指定して、ユーザはライブ配信パートを再度進行させることができる。なお、このような再度の進行は、上記のコメント入力の記録に加え、ユーザの入力操作による有価データの消費、およびキャラクタの服飾品等のアイテムの変更等の行動の記録に対応した「行動時間」に基づいて、実行可能とするのがよい。 Also, in the return distribution, the live distribution part will be re-progressed. At this time, it is preferable to selectively execute the live distribution part according to the time information specified by the user's input operation via the operation unit recorded at the time of the first progress. Specifically, by using the data of "action time" included in the user action history information described with reference to FIG. 32, the user specifies a specific action time, and the live distribution part is selectively advanced from there. Can be made to. For example, if the user has entered a comment 2 minutes and 45 seconds after the start of the live distribution part (live distribution game part or participatory live game part), specify the timing 2 minutes and 45 seconds after that. The user can advance the livestreaming part again. In addition to the above-mentioned record of comment input, such re-progress is "action time" corresponding to the consumption of valuable data by the user's input operation and the record of actions such as change of items such as character's clothing. It is better to make it feasible based on.
 更に、見返し配信では、リアルタイムで進行したライブ配信パートの間において、ユーザが入力操作によって特定進行部分を選択していた場合は、ライブ配信パートの再度の進行において、選択された特定進行部分のみを選択的に進行させることができる。これにより、ユーザは、ライブ配信パートの特定進行部分のみを後から効率的にプレイバックすることができる。具体的には、ユーザが特定進行部分を選択し、ユーザ行動履歴情報にそのような行動の記録が登録されている場合に、その行動時間のデータを用いて、ライブ配信パートを選択的に進行させることができる。例えば、ユーザが、ライブ配信パートの開始から2分45秒から5分10秒の期間を選択していた場合には、ユーザは、その期間にわたるライブ配信パートを再度進行させることができる。 Furthermore, in the return distribution, if the user has selected a specific progress part by an input operation between the live distribution parts that have progressed in real time, only the selected specific progress part is selected in the re-progress of the live distribution part. It can be advanced selectively. As a result, the user can efficiently play back only the specific progress part of the live distribution part later. Specifically, when the user selects a specific progress part and a record of such an action is registered in the user action history information, the live distribution part is selectively progressed by using the data of the action time. Can be made to. For example, if the user has selected a period of 2 minutes 45 seconds to 5 minutes 10 seconds from the start of the live distribution part, the user can re-progress the live distribution part over that period.
 (見逃し配信)
 図34に戻り、ステップS303で、ユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定されると、処理フローはステップS303のNOからステップS306に進む。ステップS306では、ゲーム進行部115は、終了済みのライブ配信パートの制限付きの進行(つまり上述の「見逃し配信」)を実行する。見逃し配信を制限付きのものとしているのは、ユーザはライブ配信を受ける権利を有していたにも拘わらず、この権利を放棄したと考えることができるのであるから、必ずしも、ライブ配信の全てを再現してユーザに提示する必要もないとの発想に基づく。
(Missed delivery)
Returning to FIG. 34, if it is determined in step S303 that the user has no record of advancing the live distribution part in real time, the processing flow proceeds from NO in step S303 to step S306. In step S306, the game progress unit 115 executes a limited progress (that is, the above-mentioned "missed distribution") of the completed live distribution part. The reason why the missed delivery is restricted is that the user has the right to receive the live stream, but it can be considered that he has waived this right, so not all of the live stream is necessarily limited. Based on the idea that it is not necessary to reproduce and present it to the user.
 具体的には、見逃し配信では、記録済みの動作指図データを用いて、ライブ配信パートの進行を実行する。上述のとおり、ユーザが投げ銭アイテムを服飾アイテム(例えば「ネックレス」)として獲得していた場合、リアルタイムで進行したライブ配信パートでは、そのアイテムをキャラクタが身に付けて動作するよう画像合成していた。つまり、リアルタイムのライブ配信パートでは、キャラクタの動作態様は投げ銭アイテムが関連付けられていたものであった。しかしながら、見逃し配信においては、このようなリアルタイムで進行したライブ配信パートとは異なり、キャラクタの動作態様には服飾アイテムが関連付けられることはない。例えば、終了済みの参加型ライブゲームパートの配信においては、ライブ配信ゲームパートで投入された服飾アイテム(ネックレス)を、キャラクタに身につけずに動作させるようにしてもよい。つまり、アイテムをキャラクタが身に付けて動作するような画像合成の処理は行わない。終了済みのライブ配信パートの進行は、投げ銭アイテムの情報が反映されておらず、ユーザに固有のものとはならない点で制限付きのものとなる。 Specifically, in the overlooked distribution, the progress of the live distribution part is executed using the recorded operation instruction data. As mentioned above, if the user had acquired the tossed item as a clothing item (eg, a "necklace"), the livestreaming part that progressed in real time would image-synthesize the item so that the character would wear it and operate. .. That is, in the real-time live distribution part, the movement mode of the character was associated with the throwing item. However, in the overlooked distribution, unlike the live distribution part that progresses in real time, the clothing item is not associated with the movement mode of the character. For example, in the distribution of the completed participatory live game part, the clothing item (necklace) introduced in the live distribution game part may be operated without being worn by the character. That is, the image composition process is not performed so that the character wears the item and operates. The progress of the completed livestreaming part is limited in that it does not reflect the information of the thrown item and is not unique to the user.
 上述の構成および方法によれば、見返し配信では、リアルタイムのライブ配信パートで投入された投げ銭アイテムをキャラクタの動作態様に反映させることができる。一方、見逃し配信では、リアルタイムのライブ配信パートで投入された投げ銭アイテムを、キャラクタの動作態様に反映させない。つまり、見返し配信(過去にリアルタイムのライブ配信を視聴している)では、見逃し配信よりも興趣性の高い画像を配信することができる。このため、ユーザに対し、見逃し配信よりも見返し配信を視聴するインセンティブを与え、結果としてリアルタイムのライブ配信へユーザを誘導することができる。 According to the above-mentioned configuration and method, in the return distribution, the thrown money item input in the real-time live distribution part can be reflected in the movement mode of the character. On the other hand, in the overlooked distribution, the thrown money item input in the real-time live distribution part is not reflected in the movement mode of the character. In other words, in the retrospective distribution (viewing real-time live distribution in the past), it is possible to distribute an image that is more interesting than the overlooked distribution. Therefore, it is possible to give the user an incentive to watch the retrospective distribution rather than the overlooked distribution, and as a result, guide the user to the real-time live distribution.
 また、見逃し配信では、リアルタイムで進行したライブ配信パートとは異なり、受け付け可能なユーザの行動も制限するのがよい。具体的には、リアルタイムで進行したライブ配信パートでは、ユーザの入力操作による有価データの消費(一例では、投げ銭の投入、およびアイテム購入等による課金等)が受け付け可能であった。その一方で、終了済みのライブ配信パートの進行では、このような有価データの消費が受け付けられないように制限してもよい。より詳しくは、リアルタイムで進行したライブ配信パートにおいては、有価データの消費を実行するためのボタンおよび画面を含むユーザ・インターフェイス(UI)が表示部152に表示されていた。例えば、図11におけるUI画像711Aから711Dが表示部152に表示されていた。そして、ユーザは、このようなUIでの入力操作を通じて有価データの消費を実行することができた。その一方で、見逃し配信では、このようなUIは非表示とされ、ユーザによる入力操作を明示的に行えないようにするのがよい。その結果、見返し配信および見逃し配信では、ユーザ3は、キャラクタを支援するための投げ銭アイテムを投入することはできない。 Also, in the overlooked distribution, unlike the live distribution part that progressed in real time, it is better to limit the actions of the users that can be accepted. Specifically, in the live distribution part that progressed in real time, it was possible to accept the consumption of valuable data by the user's input operation (in one example, throwing money, charging by purchasing items, etc.). On the other hand, in the progress of the completed live distribution part, the consumption of such valuable data may be restricted so as not to be accepted. More specifically, in the live distribution part progressed in real time, a user interface (UI) including a button and a screen for executing the consumption of valuable data was displayed on the display unit 152. For example, the UI images 711A to 711D in FIG. 11 were displayed on the display unit 152. Then, the user could execute the consumption of valuable data through such an input operation in the UI. On the other hand, in the overlooked delivery, such a UI should be hidden so that the user cannot explicitly perform an input operation. As a result, in the return delivery and the missed delivery, the user 3 cannot insert a throwing item to support the character.
 さらに、見返し配信および見逃し配信では、リアルタイムで進行するライブ配信パート等と同様、ユーザは、ライブ配信パートに関連付けられる特定のシナリオをプレイすることができる。特定のシナリオには、例えば実施形態1において説明したユーザ参加型のイベントが含まれ(これに限定されない)、ユーザには、アバターオブジェクトとのインタラクティブな体験が提供される。ユーザ参加型のイベントの例には、キャラクタから提供されたアンケート、アバターオブジェクトから出題されたクイズ、アバターオブジェクトとの対戦ゲーム(例えばジャンケンゲーム、ビンゴゲーム)等が含まれる。そして、リアルタイムでのライブ配信と同様に、見逃し配信においても、このようなユーザ参加型のイベントの参加結果はユーザにフィードバックされる。例えば、見返し配信において、アバターオブジェクトから出題された四択クイズのイベントにユーザが参加して回答した場合、その正誤判定の結果はユーザにフィードバックされる。(ただし、ライブにリアルタイムで参加しなかったユーザが見逃し配信においてアンケートやクイズ等に回答した場合や、ライブにリアルタイムで参加した見返し配信においてライブ参加中とは異なる回答をした場合は、これらのユーザの回答内容は反映されないが、プログラムが自動的に簡単な判定のみ(正誤判定など)を行ってフィードバックするようになっていてもよい。)。また、見返し配信において、ユーザがライブ参加中とは異なる回答をした場合は、ライブ参加中の当該ユーザの回答と比較をして「ライブ中と回答が違いますよ」というような表示がユーザ端末に表示出力されるようになっていてもよい。 Furthermore, in the return delivery and the missed delivery, the user can play a specific scenario associated with the live delivery part, as in the live delivery part that progresses in real time. Certain scenarios include, for example, include, but are not limited to, user-participatory events as described in Embodiment 1, and users are provided with an interactive experience with an avatar object. Examples of user-participation-type events include questionnaires provided by characters, quizzes given by avatar objects, and battle games against avatar objects (for example, junken games and bingo games). Then, as in the case of live distribution in real time, the participation result of such a user participation type event is fed back to the user in the overlooked distribution. For example, in the return delivery, when the user participates in and answers the event of the four-choice quiz given by the avatar object, the result of the correctness determination is fed back to the user. (However, if a user who did not participate in the live in real time answered a questionnaire or quiz in the missed delivery, or if a feedback delivery that participated in the live in real time gave a different answer than during the live participation, these users Although the content of the answer is not reflected, the program may automatically make only a simple judgment (correctness judgment, etc.) and give feedback.) In addition, when the user gives a different answer from the one during the live participation in the return delivery, the user terminal displays a message such as "The answer is different from the one during the live" by comparing with the answer of the user who is participating in the live. It may be displayed and output to.
 また、見逃し配信では、リアルタイムで進行したライブ配信パートとは異なり、上記フィードバックに対して所定のゲームポイントをユーザが獲得できないように制限してもよい。具体的には、リアルタイムで進行したライブ配信パートでは、ユーザが特定のシナリオをプレイした結果、所定のゲームポイントがユーザに関連付けられて、ユーザ保有のポイントに加算されることがある。その一方で、終了済みのライブ配信パートの進行においては、ユーザにはこのようなゲームポイントが関連付けられないようにしてもよい。ユーザ保有のポイントが加算されない結果、例えば、ポイントに基づいてゲームプレイヤである複数のユーザが順位付けされるようなゲームの場合、終了済みのライブ配信パートを仮にユーザが進行させたところで、このような順位には影響を与えないことになる。 Also, in the overlooked distribution, unlike the live distribution part that progresses in real time, the user may be restricted from acquiring predetermined game points for the above feedback. Specifically, in the live distribution part progressed in real time, as a result of the user playing a specific scenario, predetermined game points may be associated with the user and added to the points owned by the user. On the other hand, in the progress of the completed live distribution part, such game points may not be associated with the user. As a result of not adding the points owned by the user, for example, in the case of a game in which a plurality of users who are game players are ranked based on the points, when the user advances the completed live distribution part, this is the case. It will not affect the ranking.
 見返し配信(ステップS305)または見逃し配信(ステップS306)の終了後は、ユーザ端末100によって再び、終了済みのライブ配信パートの進行が要求されてもよい。つまり、見返し配信または見逃し配信は、複数回数にわたり繰り返し実行可能とするのがよい。この場合、処理フローはステップS301に戻ることになる。 After the end of the return distribution (step S305) or the overlooked distribution (step S306), the user terminal 100 may request the progress of the completed live distribution part again. That is, it is preferable that the return delivery or the missed delivery can be repeatedly executed a plurality of times. In this case, the processing flow returns to step S301.
 上述の構成および方法によれば、ユーザ端末100において、ライブ配信パートがリアルタイムに進行した後であっても、ユーザは再度ライブ配信パートを様々な態様で進行させることができる。これにより、ユーザは、キャラクタとの現実感が豊かなやりとりの体験を通じて、よりキャラクタに愛着を感じることになるので、該キャラクタを操作する別のパートもよりいっそう興味を持ってプレイすることができる。結果として、ゲームの世界への没入感を高め、該ゲームの興趣性を向上させるという効果を奏する。 According to the above configuration and method, in the user terminal 100, even after the live distribution part has progressed in real time, the user can proceed with the live distribution part again in various modes. As a result, the user feels more attached to the character through the experience of interacting with the character in a rich sense of reality, so that another part that operates the character can be played with even more interest. .. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
 <変形例1>
 上記実施形態2では、終了済みのライブ配信パートの進行が見返し配信となるか、見逃し配信となるかは、ユーザがライブ配信パートをリアルタイムで進行させた実績があるか否かに基づいて決定されるものとした(図34のステップS303)。これに対し、本実施形態の変形例1では、ユーザが見返し配信または見逃し配信を選択可能とするように構成してもよい。或いは、上記実績の有無に拘わらず、見逃し配信のみがユーザに提供されるように構成してもよい。
<Modification 1>
In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined based on whether or not the user has a track record of advancing the live distribution part in real time. (Step S303 in FIG. 34). On the other hand, in the first modification of the present embodiment, the user may be configured to select the return delivery or the overlooked delivery. Alternatively, regardless of the presence or absence of the above-mentioned achievements, only the overlooked distribution may be provided to the user.
 <変形例2>
 上記実施形態2では、見返し配信(図34のステップS305)または見逃し配信(図34のステップS306)の終了後に、再び、終了済みのライブ配信パートの進行が要求されてよいものとした。つまり、見返し配信または見逃し配信は、複数回数にわたり繰り返し実行可能であった。本変形例2では、2回目以降の見返し配信または見逃し配信は、前回の見返し配信または見逃し配信の記録に応じたものとするのがよい。
<Modification 2>
In the second embodiment, after the end of the return distribution (step S305 in FIG. 34) or the missed distribution (step S306 in FIG. 34), the progress of the completed live distribution part may be requested again. That is, the return delivery or the missed delivery could be repeatedly executed a plurality of times. In the second modification, it is preferable that the second and subsequent return delivery or missed delivery correspond to the record of the previous return delivery or missed delivery.
 1回目に見返し配信または見逃し配信が行われた場合、1回目の配信履歴データが、サーバ200の記憶部220または配信端末400の記憶部320に格納される。その後、終了済みのライブ配信パートに係る記録済みの動作指図データがユーザ端末100から再び要求されると、サーバ200または配信端末400から、1回目の配信履歴データが、記録済みの動作指図データと共に配信される。ユーザ端末100では、受信した1回目の配信履歴データを参照し、1回目の見返し配信または見逃し配信が途中まで行われていた場合には、ユーザ端末100は、その続きから2回目の見返し配信または見逃し配信の進行を再開させる。これにより、ユーザは効率的に見返し配信または見逃し配信を実行することができる。 When the first return distribution or the overlooked distribution is performed, the first distribution history data is stored in the storage unit 220 of the server 200 or the storage unit 320 of the distribution terminal 400. After that, when the recorded operation instruction data related to the completed live distribution part is requested again from the user terminal 100, the first distribution history data is sent from the server 200 or the distribution terminal 400 together with the recorded operation instruction data. It will be delivered. In the user terminal 100, the received first delivery history data is referred to, and if the first return delivery or the missed delivery is performed halfway, the user terminal 100 will perform the second return delivery or the second return delivery from the continuation. Resume the progress of overlooked delivery. As a result, the user can efficiently perform return delivery or missed delivery.
 なお、1回目が見返し配信であれば2回目以降も見返し配信が実行され、1回目が見逃し配信であれば2回目以降も見逃し配信が実行されるのがよい。また、記録済みの動作指図データが既にユーザ端末100に存在している場合には、ユーザ端末100は、記録済みの動作指図データの再度の受信を行わないようにしてもよい。これにより、ユーザ端末100が受信するデータ容量を節約することができる。 If the first delivery is a return delivery, the return delivery should be executed from the second time onward, and if the first delivery is a missed delivery, the missed delivery should be executed from the second time onward. Further, when the recorded operation instruction data already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. As a result, the amount of data received by the user terminal 100 can be saved.
 <変形例3>
 実施形態2では、終了済みのライブ配信パートの進行が見返し配信となるか、または見逃し配信となるかは、ユーザがライブ配信パートをリアルタイムで進行させた実績に応じて決定されるものとした(図34のステップS303)。本変形例3では、ユーザがライブ配信パートをリアルタイムで途中まで進行させていたと判定される場合には、その続きから、終了済みのライブ配信パートの進行を再開させるのがよい。ユーザがライブ配信パートをリアルタイムでどこまで進行させたかの記録は、図32で上述したユーザ行動履歴情報から判断することができる。つまり、ユーザ行動履歴情報には、特定のライブ配信パートに関し、ユーザがどの時間まで進行させたかが記録されている。なお、これに限定されないが、終了済みのライブ配信パートの再開は、制限付きの進行である見逃し配信とするのがよい。これにより、ユーザは効率的に見逃し配信を実行することができる。
<Modification 3>
In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined according to the actual result of the user advancing the live distribution part in real time (). Step S303 in FIG. 34). In the third modification, when it is determined that the user has progressed the live distribution part halfway in real time, it is preferable to restart the progress of the completed live distribution part from the continuation. The record of how far the user has advanced the live distribution part in real time can be determined from the user behavior history information described above in FIG. 32. That is, the user behavior history information records how long the user has progressed with respect to a specific live distribution part. Although not limited to this, the resumption of the completed live distribution part should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
<ユーザ端末100の表示画面例>
 図35は本実施形態に係るゲームプログラムに基づきユーザ端末100の表示部152に表示される画面例と、これら画面の間の遷移例を示す。画面例には、ホーム画面800A、ライブ配信のライブ選択画面800Bおよび見逃し配信の見逃し選択画面800Cの例が含まれる。遷移例において、ホーム画面800Aからはライブ選択画面800Bに遷移可能である。また、ライブ選択画面800Bからはホーム画面800Aおよび見逃し選択画面800Cに遷移可能である。同様に、見逃し選択画面800Cからはライブ選択画面800Bに遷移可能である。なお、実際の配信画面(不図示)は、ライブ選択画面800Bおよび見逃し選択画面800Cから遷移される。
<Example of display screen of user terminal 100>
FIG. 35 shows an example of a screen displayed on the display unit 152 of the user terminal 100 based on the game program according to the present embodiment, and an example of a transition between these screens. Examples of screens include a home screen 800A, a live selection screen 800B for live distribution, and a missed selection screen 800C for missed distribution. In the transition example, the transition from the home screen 800A to the live selection screen 800B is possible. Further, the live selection screen 800B can be transitioned to the home screen 800A and the overlooked selection screen 800C. Similarly, it is possible to transition from the overlooked selection screen 800C to the live selection screen 800B. The actual distribution screen (not shown) is transitioned from the live selection screen 800B and the overlooked selection screen 800C.
(ホーム画面)
 ホーム画面800Aは、ライブ配信パートを進行させるための各種メニューをユーザ端末100の表示部152に表示する。ゲーム進行部115は、ゲームの開始のために入力操作を受け付けると、最初にホーム画面800Aを表示する。具体的には、ホーム画面800Aは、ライブ選択画面800Bに遷移させるための「ライブ」アイコン802を含む。ホーム画面800Aにおける「ライブ」アイコン802に対する入力操作を受け付けると、ゲーム進行部115は、ライブ選択画面800Bを表示部152に表示させる。
(Home Screen)
The home screen 800A displays various menus for advancing the live distribution part on the display unit 152 of the user terminal 100. When the game progress unit 115 receives an input operation for starting the game, the game progress unit 115 first displays the home screen 800A. Specifically, the home screen 800A includes a "live" icon 802 for transitioning to the live selection screen 800B. Upon receiving an input operation for the "live" icon 802 on the home screen 800A, the game progress unit 115 causes the display unit 152 to display the live selection screen 800B.
(ライブ選択画面)
 ライブ選択画面800Bは、配信可能なライブ情報をユーザに提示する。特に、ライブ配信時刻等をあらかじめユーザに通知するための1以上のライブに関する告知情報をリスト表示する。ライブ告知情報は、少なくともライブ配信日時を含む。さらにライブ告知情報は、ライブの無料/有料の情報や、ライブに出演するキャラクタの画像等を含む広告画像を含んでもよい。また、ライブ選択画面800Bは、最も近い将来に配信するライブ配信に関する告知情報をライブ選択画面にポップアップ画面806で表示してもよい。
(Live selection screen)
The live selection screen 800B presents live information that can be distributed to the user. In particular, a list of one or more live notification information for notifying the user of the live distribution time and the like in advance is displayed. The live announcement information includes at least the live delivery date and time. Further, the live announcement information may include free / paid live information, an advertisement image including an image of a character appearing in the live, and the like. Further, the live selection screen 800B may display the notification information regarding the live distribution to be distributed in the near future on the live selection screen on the pop-up screen 806.
 ライブ配信時刻になると、サーバ200は、ライブ配信を受ける権利がある1以上のユーザ端末100を探索する。ライブ配信を受ける権利は、ライブ配信を受けるための対価を支払い済みであること(例えばチケットを保有すること)などが条件としてあげられる。ライブ配信を受ける権利があるユーザ端末100には、対応するライブ告知情報が表示されることになる。 At the live distribution time, the server 200 searches for one or more user terminals 100 having the right to receive the live distribution. The right to receive livestreaming is conditioned on the fact that the consideration for receiving livestreaming has been paid (for example, holding a ticket). The corresponding live notification information will be displayed on the user terminal 100 having the right to receive the live distribution.
 ユーザ端末100において、ライブ再生操作、例えば、ライブ選択画面800Bにおけるライブ配信時刻となったライブに対する選択操作(より詳しくは、ライブの画像に対するタッチ操作)を受け付ける。それに応じて、ゲーム進行部115は、表示部152を実際の配信画面(不図示)に遷移させる。これにより、ユーザ端末100は、ライブ配信パートを進行させ、ライブ視聴処理をリアルタイムで進行させることができる。ライブ視聴処理が実行されると、動画再生部117は、受信した動作指図データに基づいて、ライブ配信ゲームパートにおいてキャラクタを動作させる。動画再生部117は、ライブ配信ゲームパートにおいて動作指図データに基づいて動作するキャラクタを含む動画再生画面(例えば、図26のありがとう動画910A)を生成し、表示部152に表示させる。 The user terminal 100 accepts a live playback operation, for example, a selection operation for a live at the live distribution time on the live selection screen 800B (more specifically, a touch operation for a live image). Accordingly, the game progress unit 115 shifts the display unit 152 to the actual distribution screen (not shown). As a result, the user terminal 100 can advance the live distribution part and advance the live viewing process in real time. When the live viewing process is executed, the moving image reproduction unit 117 operates the character in the live distribution game part based on the received operation instruction data. The moving image reproduction unit 117 generates a moving image reproduction screen (for example, thank-you moving image 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution game part, and displays it on the display unit 152.
 また、ライブ選択画面800Bは、直前に表示していた画面に遷移させるための「戻る(×)」アイコン808と、見逃し選択画面800Cに遷移させるための「見逃し配信」アイコン810を表示部152に表示させてもよい。ここでは、ライブ選択画面800Bにおける「戻る(×)」アイコン808に対する入力操作に応じて、ゲーム進行部115は、画面800Bをホーム画面800Aに遷移させる。一方、ライブ選択画面800Bにおける見逃し配信アイコン810に対する入力操作に対しては、ゲーム進行部115は、ライブ選択画面800Bを見逃し選択画面800Cに遷移させる。 Further, the live selection screen 800B has a "return (x)" icon 808 for transitioning to the screen displayed immediately before and a "missing delivery" icon 810 for transitioning to the missed selection screen 800C on the display unit 152. It may be displayed. Here, the game progress unit 115 shifts the screen 800B to the home screen 800A in response to an input operation for the “return (x)” icon 808 on the live selection screen 800B. On the other hand, for the input operation for the missed distribution icon 810 on the live selection screen 800B, the game progress unit 115 shifts to the missed selection screen 800C on the live selection screen 800B.
(見逃し選択画面)
 見逃し選択画面800Cは、過去に配信された1以上のライブに関する配信済み情報のうち、特にユーザがライブ配信パートをリアルタイムで進行させた実績がない配信済みの情報を表示する。ユーザ端末100の入力部151によって、見逃し選択画面800Cに表示されるライブの配信済み情報、例えばライブに出演したキャラクタを含む画像830に対する入力操作を受け付けると、ゲーム進行部115はライブ配信パート終了後、終了済みのライブ配信パートを再度進行することができる。
(Missing selection screen)
The overlook selection screen 800C displays the delivered information related to one or more live delivered in the past, in particular, the delivered information that the user has not actually advanced the live delivery part in real time. When the input unit 151 of the user terminal 100 receives an input operation for the live distribution information displayed on the overlooked selection screen 800C, for example, the image 830 including the character appearing in the live, the game progress unit 115 after the live distribution part ends. , You can proceed with the livestreaming part that has already been completed.
 見逃し選択画面800Cの例に示すように、ライブに関する配信済み情報は、さらに、それぞれの配信済みライブの再生時間812、配信終了までの期間(日数など)814、現在から起算して何日前に配信されたかを示す情報816、および過去の配信日時等を含んでもよい。さらに、見逃し選択画面800Cは、ライブ選択画面800Bに遷移させるための「戻る(<)」アイコン818を含む。「戻る(<)」アイコン818に対する入力操作に応じて、ゲーム進行部115は、ライブ選択画面800Bに遷移させる。 As shown in the example of the overlook selection screen 800C, the delivered information about the live is further delivered with the playback time 812 of each delivered live, the period until the end of delivery (days, etc.) 814, and how many days before the present. It may include information 816 indicating whether or not it has been done, a past delivery date and time, and the like. Further, the overlooked selection screen 800C includes a “back (<)” icon 818 for transitioning to the live selection screen 800B. In response to the input operation for the "return (<)" icon 818, the game progress unit 115 transitions to the live selection screen 800B.
 本実施形態では、これに限定されないが、見逃し選択画面800Cは、ライブ選択画面800Bのみから遷移され、ホーム画面800Aからは直接遷移されないようにするのがよい。見逃し配信は、ライブ配信を見逃したユーザに対し行うものであり、ライブ配信機能に付随する機能にすぎない。また、見逃し配信は、本ゲームの目的の一つはユーザがリアルタイムのライブ配信を視聴し、リアルタイムでキャラクタを応援し、キャラクタとの交流を深めることでゲームの興趣を高めることにある。このため、キャラクタ(プレイヤ)とのリアルタイムの交流ができない見逃し配信よりも、ライブ配信をリアルタイムで視聴するようユーザを誘導するために、ここでは、ホーム画面800Aからは見逃し選択画面800Cへ直接遷移できないようにするのがよい。 In the present embodiment, the overlooked selection screen 800C is not limited to this, but it is preferable that the transition is made only from the live selection screen 800B and not directly from the home screen 800A. The missed distribution is performed for the user who missed the live distribution, and is only a function accompanying the live distribution function. In addition, one of the purposes of this game is to enhance the fun of the game by allowing the user to watch the live distribution in real time, support the character in real time, and deepen the interaction with the character. Therefore, in order to guide the user to watch the live distribution in real time rather than the overlooked distribution in which real-time interaction with the character (player) is not possible, here, the overlooked selection screen 800C cannot be directly transitioned from the home screen 800A. It is better to do so.
 なお、見逃し選択画面800Cでは、ユーザがライブ配信パートをリアルタイムで進行させた実績がない配信済みの情報を表示するようにした。これに代えて、過去に配信された全てのライブに関する配信済み情報をライブ毎にリスト表示してもよい。この場合、ユーザがライブ配信パートをリアルタイムで進行させた実績の有無に応じて、見返し配信または見逃し配信の何れかが実行されるのがよい。具体的には、ユーザがライブ配信パートをリアルタイムで進行させた実績があると判定される場合は、前述の見返し配信となる。他方、ユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定される場合は見逃し配信となる。図34に関して前述したように、見返し配信と見逃し配信とでは、異なるユーザ体験を提供することができる。 In addition, on the overlooked selection screen 800C, the delivered information that the user has not made the live delivery part in real time is displayed. Instead of this, the delivered information about all the live delivered in the past may be displayed in a list for each live. In this case, it is preferable that either the return distribution or the overlooked distribution is executed depending on whether or not the user has progressed the live distribution part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the above-mentioned return distribution is performed. On the other hand, if it is determined that the user has no record of advancing the live distribution part in real time, the distribution will be overlooked. As described above with respect to FIG. 34, the look-back delivery and the missed delivery can provide different user experiences.
 <付記>
 以上の各実施形態で説明した事項を、以下に付記する。
<Additional Notes>
The matters described in each of the above embodiments will be added below.
  (付記1)
 本開示に示す一実施形態のある局面によれば、プロセッサ、メモリ、入力部、および表示部を備える情報端末装置(ユーザ端末100)において前記プロセッサにより実行されるゲームの方法であって、前記方法は、前記ゲームのリアルタイムの第1の進行期間において、複数種類のキャラクタのうち、配信者によって操作される第1キャラクタ(アバターオブジェクト610)と、前記配信者によって操作されない複数の第2キャラクタ(兵士キャラクタ)とが仮想空間(仮想空間600B)内に配置されて進行するゲームの映像を表示可能にするための表示用データ(ゲーム進行情報)をサーバ(サーバ200)から受信する第1ステップ(S81)と、前記第1ステップにより受信された前記表示用データに基づいて、前記仮想空間内において進行するゲームの映像を前記表示部に表示する第2ステップ(S82からS85)と、前記複数の第2キャラクタのうちから前記入力部に対するユーザからの入力操作に応じて選択したキャラクタ(自兵士キャラクタ)を、当該ユーザによって操作されるサブキャラクタ(自兵士オブジェクト720A)として前記仮想空間内に配置させて前記ゲームに参加可能とする第3ステップ(S90)と、を含み、前記複数種類のキャラクタは、参加するゲームにおいて生じさせ得る作用が異なり、前記ゲームは、前記仮想空間内に配置されている前記第2キャラクタの数に応じて、前記ゲームの進行における配信者にとっての有利度合いが異なっており、前記方法はさらに、前記第1の進行期間の終了後の第2の進行期間において、前記終了後のゲームを再度視聴するための要求を送信する第4ステップと、前記要求に対して、前記サーバから再び受信する前記表示用データに基づいて、前記ゲームの映像を前記表示部に表示する第5ステップと、を含む、方法を提供する。
(Appendix 1)
According to an aspect of one embodiment shown in the present disclosure, a method of a game executed by the processor in an information terminal device (user terminal 100) including a processor, a memory, an input unit, and a display unit. Is a first character (avatar object 610) operated by the distributor and a plurality of second characters (soldier) not operated by the distributor among the plurality of types of characters during the first real-time progress period of the game. The first step (S81) of receiving display data (game progress information) from a server (server 200) for making it possible to display an image of a game in which a character) is arranged in a virtual space (virtual space 600B) and progresses. ), The second step (S82 to S85) of displaying the image of the game progressing in the virtual space on the display unit based on the display data received by the first step, and the plurality of first steps. A character (own soldier character) selected from the two characters according to an input operation from the user to the input unit is arranged in the virtual space as a sub-character (own soldier object 720A) operated by the user. The plurality of types of characters include the third step (S90) that enables participation in the game, and the actions that can occur in the participating games are different, and the game is arranged in the virtual space. Depending on the number of second characters, the degree of advantage for the distributor in the progress of the game is different, and the method further comprises the post-end in the second progress period after the end of the first progress period. A fourth step of transmitting a request for viewing the game again, and a fifth step of displaying the image of the game on the display unit based on the display data received again from the server in response to the request. Provides methods, including steps and.
  (付記2)
 (付記1)において、前記第2の進行期間における前記ゲームの進行は、前記表示用データと、前記第1の進行期間に受け付けられた前記ユーザの入力操作による行動の記録とに基づいて実行される。
(Appendix 2)
In (Appendix 1), the progress of the game in the second progress period is executed based on the display data and the record of the action by the input operation of the user received in the first progress period. To.
  (付記3)
 (付記2)において、前記行動の記録が時間情報を含み、前記第2の進行期間における前記ゲームの進行は、前記第1の進行期間における、前記入力部を介した前記ユーザの入力操作による前記時間情報の指定にしたがう。
(Appendix 3)
In (Appendix 2), the record of the action includes time information, and the progress of the game in the second progress period is the operation by the user's input operation via the input unit in the first progress period. According to the time information specification.
  (付記4)
 (付記2)または(付記3)において、前記行動が、前記第1の進行期間における、前記入力部を介した前記ユーザの入力操作による特定進行部分の選択を含み、前記第2の進行期間において、選択された前記特定進行部分のみの進行が実行される。
(Appendix 4)
In (Appendix 2) or (Appendix 3), the action includes selection of a specific progress portion by an input operation of the user via the input unit in the first progress period, and in the second progress period. , Only the selected progress of the specific progress portion is executed.
  (付記5)
 (付記1)から(付記4)のいずれかにおいて、前記表示部は、リアルタイムの配信に関するメニューを表示する第1画面と、前記第1画面から遷移され、視聴可能なリアルタイム配信に関する情報を表示する第2画面と、前記配信済みのゲームプレイ映像に関する情報を表示するための第3画面とを表示することができるように構成され、前記第3画面は、前記第2画面から遷移され、前記第1画面からは遷移されないように構成される。
(Appendix 5)
In any of (Appendix 1) to (Appendix 4), the display unit displays a first screen for displaying a menu related to real-time distribution and information on real-time distribution that can be viewed by transitioning from the first screen. The second screen is configured to be able to display a third screen for displaying information about the distributed gameplay video, and the third screen is transitioned from the second screen to display the third screen. It is configured so that it does not transition from one screen.
  (付記6)
 (付記5)であって、前記情報端末装置が、前記第2画面に対する前記ユーザによる入力操作を受け付けると、前記第2画面から前記第3画面に遷移させるステップを含む。
(Appendix 6)
(Appendix 5) includes a step of transitioning from the second screen to the third screen when the information terminal device receives an input operation by the user for the second screen.
  (付記7)
 本開示に示す一実施形態のある局面によれば、第1のプロセッサ、第1のメモリ、第1の入力部、および第1の表示部を備える第1の情報端末装置(第1ユーザ端末100)において前記第1のプロセッサによりリアルタイムの第1の進行期間において実行される、第1のステップ群であって、複数種類のキャラクタのうち、配信者によって操作される第1キャラクタ(アバターオブジェクト610)と、前記配信者によって操作されない複数の第2キャラクタとが仮想空間(仮想空間600B)内に配置されて進行するゲームの映像を表示可能にするための表示用データ(ゲーム進行情報)をサーバ(サーバ200)から受信する第1ステップ(S81)と、前記第1ステップにより受信された前記表示用データに基づいて、前記仮想空間内において進行するゲームの映像を前記第1の表示部に表示する第2ステップ(S82からS85)と、複数の第2キャラクタのうちから前記第1の入力部に対する第1ユーザからの入力操作に応じて選択したキャラクタを、当該第1ユーザによって操作されるサブキャラクタ(自兵士オブジェクト720A)として前記仮想空間内に配置させて前記ゲームに参加可能とする第3ステップ(S90)と、を含み、前記複数種類のキャラクタは、参加するゲームにおいて生じさせ得る作用が異なり、前記ゲームは、前記仮想空間内に配置されている前記第2キャラクタの数に応じて、前記ゲームの進行における配信者にとっての有利度合いが異なる、第1のステップ群と、第2のプロセッサと、第2のメモリと、第2の表示部とを備え、前記第1の表示部に表示されたゲームの映像をリアルタイムに視聴した第1ユーザ以外の第2ユーザの視聴端末としての第2の情報端末装置(第2ユーザ端末)の前記第2のプロセッサにより実行される第2のステップ群であって、前記第1のステップ群の実行後に進行する第2の進行期間において、配信済みの前記ゲームを視聴するための要求を前記サーバへ送信する第4ステップと、前記サーバから記録済みの表示用データを受信する第5ステップと、前記表示用データに基づいて、前記複数種類のキャラクタを動作させることにより配信済みのゲームの映像を前記第2の表示部に表示する第6ステップと、を含む、第2のステップ群と、を含む、方法を提供する。
(Appendix 7)
According to an aspect of one embodiment presented in the present disclosure, a first information terminal device (first user terminal 100) comprising a first processor, a first memory, a first input unit, and a first display unit. ), Which is a first step group executed by the first processor in the first progress period in real time, and is the first character (avatar object 610) operated by the distributor among a plurality of types of characters. And the server (game progress information) for displaying the video of the game in which the plurality of second characters not operated by the distributor are arranged in the virtual space (virtual space 600B) and progresses. Based on the first step (S81) received from the server 200) and the display data received by the first step, the video of the game progressing in the virtual space is displayed on the first display unit. A sub-character operated by the first user in the second step (S82 to S85) and a character selected from a plurality of second characters in response to an input operation from the first user to the first input unit. The plurality of types of characters have different actions that can occur in the participating game, including the third step (S90) of arranging the (own soldier object 720A) in the virtual space so as to be able to participate in the game. , The game includes a first step group and a second processor in which the degree of advantage for the distributor in the progress of the game differs depending on the number of the second characters arranged in the virtual space. , A second user as a viewing terminal for a second user other than the first user who has a second memory and a second display unit and has viewed the video of the game displayed on the first display unit in real time. The second step group executed by the second processor of the information terminal device (second user terminal), which has been delivered in the second progress period after the execution of the first step group. A fourth step of transmitting a request for viewing a game to the server, a fifth step of receiving recorded display data from the server, and operating the plurality of types of characters based on the display data. Provided is a method including a second step group including a sixth step of displaying a video of a delivered game on the second display unit, and a second step group.
  (付記8)
 (付記7)において、前記第1の進行期間において、前記第1キャラクタの動作態様は、前記配信者を支援する効果を引き起こさせる報酬を関連付け可能であり、前記第2の進行期間において、前記第1キャラクタの動作態様は、前記報酬が関連付けられない。
(Appendix 8)
In (Appendix 7), in the first progress period, the operation mode of the first character can be associated with a reward that causes an effect of supporting the distributor, and in the second progress period, the first. The reward is not associated with the movement mode of one character.
  (付記9)
 (付記7)または(付記8)において、前記第2の進行期間において、前記第2の情報端末装置の第2の入力部を介した前記第2ユーザの入力操作による報酬の消費が受け付けられない。
(Appendix 9)
In (Appendix 7) or (Appendix 8), during the second progress period, the consumption of the reward due to the input operation of the second user via the second input unit of the second information terminal device is not accepted. ..
  (付記10)
 (付記7)から(付記9)のいずれかにおいて、前記第1の進行期間において、前記第1のステップ群の実行に関連付けられるシナリオのプレイの結果にポイントが関連付け可能であり、前記第2の進行期間において、前記プレイの結果には前記ポイントが関連付けられない。
(Appendix 10)
In any of (Appendix 7) to (Appendix 9), points can be associated with the result of the play of the scenario associated with the execution of the first step group in the first progress period, and the second. During the progress period, the points are not associated with the result of the play.
  (付記11)
 (付記7)から(付記10)のいずれかにおいて、前記第2の表示部は、リアルタイム配信に関するメニューを表示する第1画面と、前記第1画面から遷移され、視聴可能なリアルタイム配信を表示する第2画面と、配信済みゲームの映像に関する情報を表示するための第3画面とを表示可能に構成されており、前記第3画面は、前記第2画面から遷移され、前記第1画面からは遷移されないように構成されている。
(Appendix 11)
In any of (Appendix 7) to (Appendix 10), the second display unit displays a first screen for displaying a menu related to real-time distribution and a real-time distribution that can be viewed by transitioning from the first screen. The second screen and the third screen for displaying information about the video of the delivered game are configured to be displayable, and the third screen is transitioned from the second screen and is displayed from the first screen. It is configured so that it will not be transitioned.
  (付記12)
 (付記11)において、さらに、前記第2の情報端末装置に前記第2画面に対する第2ユーザによる入力操作を受け付けると、前記第2画面から前記第3画面に遷移させるステップを実行させる。
(Appendix 12)
Further, in (Appendix 11), when the second information terminal device receives an input operation by the second user for the second screen, the step of transitioning from the second screen to the third screen is executed.
  (付記13)
 コンピュータ実行可能命令を格納したコンピュータ可読媒体は、前記コンピュータ実行可能命令が実行されると、前記第2の情報端末装置に、(付記7)から(付記12)のいずれかに記載の前記第2のステップ群を実行させる。
(Appendix 13)
When the computer-executable instruction is executed, the computer-readable medium in which the computer-executable instruction is stored is connected to the second information terminal device according to any one of (Appendix 7) to (Appendix 12). Execute the steps of.
  (付記14)
 コンピュータシステムは、前記第1の情報端末装置と、前記第2の情報端末装置とを備え、前記第1の情報端末装置は、(付記7)に記載の第1のステップ群を含む第1のプログラムを記憶するメモリと、前記第1のプログラムを実行することにより、第1のコンピュータの動作を制御するプロセッサとを備え、前記第2の情報端末装置は、(付記7)に記載の第2のステップ群を含む第2のプログラムを記憶するメモリと、前記第2のプログラムを実行することにより、第2のコンピュータの動作を制御するプロセッサとを備える。
(Appendix 14)
The computer system includes the first information terminal device and the second information terminal device, and the first information terminal device includes a first step group according to (Appendix 7). The second information terminal device includes a memory for storing a program and a processor that controls the operation of the first computer by executing the first program, and the second information terminal device is described in (Appendix 7). A memory for storing a second program including the step group of the above, and a processor for controlling the operation of the second computer by executing the second program.
  (付記15)
 コンピュータ実行可能命令を格納したコンピュータ可読媒体は、前記コンピュータ実行可能命令が実行されると、前記情報端末装置に、(付記1)から(付記6)のいずれかの方法を実行させる。
(Appendix 15)
When the computer-executable instruction is executed, the computer-readable medium storing the computer-executable instruction causes the information terminal device to execute any of the methods (Appendix 1) to (Appendix 6).
  (付記16)
 情報端末装置は、(付記1)に記載の各ステップを含むプログラムを記憶するメモリと、前記プログラムを実行することにより、前記情報端末装置の動作を制御するプロセッサと、を備える。
(Appendix 16)
The information terminal device includes a memory for storing a program including each step described in (Appendix 1), and a processor that controls the operation of the information terminal device by executing the program.
 〔ソフトウェアによる実現例〕
 ユーザ端末100、サーバ200、ゲームプレイ端末300(HMDセット1000)、および配信端末400の制御ブロック(特に制御部110、210、310、410)は、集積回路(ICチップ)等に形成された論理回路(ハードウェア)によって実現してもよいし、ソフトウェアによって実現してもよい。
[Example of implementation by software]
The control blocks (particularly the control units 110, 210, 310, 410) of the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 are logic formed in an integrated circuit (IC chip) or the like. It may be realized by a circuit (hardware) or by software.
 後者の場合、ユーザ端末100、サーバ200、ゲームプレイ端末300(HMDセット1000)、および配信端末400は、各機能を実現するソフトウェアであるプログラムの命令を実行するコンピュータを備えている。このコンピュータは、例えば1つ以上のプロセッサを備えていると共に、上記プログラムを記憶したコンピュータ読み取り可能な記録媒体を備えている。そして、上記コンピュータにおいて、上記プロセッサが上記プログラムを上記記録媒体から読み取って実行することにより、本開示の目的が達成される。上記プロセッサとしては、例えばCPU(Central Processing Unit)を用いることができる。上記記録媒体としては、「一時的でない有形の媒体」、例えば、ROM(Read Only Memory)等の他、テープ、ディスク、カード、半導体メモリ、プログラマブルな論理回路などを用いることができる。また、上記プログラムを展開するRAM(Random Access Memory)などをさらに備えていてもよい。また、上記プログラムは、該プログラムを伝送可能な任意の伝送媒体(通信ネットワークや放送波等)を介して上記コンピュータに供給されてもよい。なお、本開示の一態様は、上記プログラムが電子的な伝送によって具現化された、搬送波に埋め込まれたデータ信号の形態でも実現され得る。 In the latter case, the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 include a computer that executes a program command that is software that realizes each function. The computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes it, thereby achieving the object of the present disclosure. As the processor, for example, a CPU (Central Processing Unit) can be used. As the recording medium, in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used. Further, a RAM (RandomAccessMemory) for expanding the above program may be further provided. Further, the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present disclosure can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
 本発明は上述した各実施形態に限定されるものではなく、請求項に示した範囲で種々の変更が可能であり、異なる実施形態にそれぞれ開示された技術的手段を適宜組み合わせて得られる実施形態についても本発明の技術的範囲に含まれる。 The present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the claims, and the embodiments obtained by appropriately combining the technical means disclosed in the different embodiments. Is also included in the technical scope of the present invention.
 1 システム、2 ネットワーク、3、3A、3B ユーザ(第1ユーザ)、4 プレイヤ(演者)、10,20,30,40 プロセッサ、11,21,31,41 メモリ、12,22,32,42 ストレージ、13,23,33,43 通信IF、14,24,34,44 入出力IF、15,45 タッチスクリーン、17 カメラ、18 測距センサ、51 モニタ、52 注視センサ、53 第1カメラ、54 第2カメラ、55 マイク、56 スピーカ、100,100A,100B,100C ユーザ端末(コンピュータ、第1コンピュータ、第1情報処理装置)、110,210,310,410 制御部(第1制御部、第2制御部)、111,311,413 操作受付部、112,312,412 表示制御部、113,313 UI制御部、114,314 アニメーション生成部、115,315 ゲーム進行部、116,316 仮想空間制御部、117 動画再生部、120,220,320,420 記憶部(第1記憶部、第2記憶部)、131,231,331 ゲームプログラム(プログラム、第1プログラム)、132,232,332 ゲーム情報、133,233,333 ユーザ情報、151,451 入力部、152,452 表示部(ディスプレイ)、200 サーバ、211 通信仲介部、212 ログ生成部、213 リスト生成部、234,421 ユーザリスト、300 ゲームプレイ端末(外部装置、第2外部装置)、317 反応処理部、400 配信端末(外部、第1外部装置、コンピュータ、第2情報処理装置)、411 通信制御部、414 音声受付部、415 モーション特定部、416 動作指図データ生成部、422 モーションリスト、423 配信プログラム(プログラム、第2プログラム)、540,1020,1021 コントローラ、500 HMD、510 HMDセンサ、520 モーションセンサ、530 ディスプレイ、600A、600B 仮想空間、610 アバターオブジェクト(キャラクタ)、620A,620B 仮想カメラ、631,632,633,634 オブジェクト、640A,640B 視界領域、650,660 視界画像、671 敵オブジェクト、672,673 障害物オブジェクト、674 演出オブジェクト、691,692 発話、701,702,703A,70B,704A,704B,705,706,711,711A,711B,711C,711D,722,723,745,745A,745B,745C,752,762,763,930,2011、2022、2031、2032、2033、2034、2037、2038、2051、2063、2072、2073、2075 UI画像(メッセージUI、UI)、721 ダウンロード画面、731 ユーザリスト画面(リスト)、732,732A,732B,732C,742,742A,742B,742C レコード画像、733,733A,733B,733C ユーザ名、734,734A,734B,734C タグ情報、735,735A,735B,735C アイコン、741 モーションリスト画面(選択肢)、743,743A,743B,743C モーション名、744,744A,744B,744C,753 モーション画像、751 配信画面、761 配信完了画面、810A,810B モーション動画、820A,820B 発話音声、910A,910B 動画、920A,920B 音声、1000 HMDセット、1010 物体、1030 記憶媒体 1 system, 2 network, 3, 3A, 3B user (first user), 4 player (performer), 10,20,30,40 processor, 11,21,31,41 memory, 12,22,32,42 storage , 13, 23, 33, 43 communication IF, 14, 24, 34, 44 input / output IF, 15, 45 touch screen, 17 camera, 18 distance measurement sensor, 51 monitor, 52 gaze sensor, 53 first camera, 54th 2 cameras, 55 microphones, 56 speakers, 100, 100A, 100B, 100C user terminals (computer, first computer, first information processing device), 110, 210, 310, 410 control units (first control unit, second control) Part), 111,311,413 Operation reception part, 112,312,412 Display control part, 113,313 UI control part, 114,314 Animation generation part, 115,315 Game progress part, 116,316 Virtual space control part, 117 video playback unit, 120, 220, 320, 420 storage unit (first storage unit, second storage unit), 131,231,331 game program (program, first program), 132,232,332 game information, 133 , 233,333 User information, 151,451 Input unit, 152,452 Display unit (display), 200 server, 211 Communication mediation unit, 212 Log generation unit, 213 List generation unit, 234,421 User list, 300 Gameplay terminal (External device, second external device), 317 reaction processing unit, 400 distribution terminal (external, first external device, computer, second information processing device), 411 communication control unit, 414 voice reception unit, 415 motion identification unit, 416 Operation instruction data generator, 422 motion list, 423 distribution program (program, second program), 540, 1020, 1021 controller, 500 HMD, 510 HMD sensor, 520 motion sensor, 530 display, 600A, 600B virtual space, 610. Avatar object (character), 620A, 620B virtual camera, 631,632,633,634 object, 640A, 640B view area, 650,660 view image, 671 enemy object, 672,673 obstacle object, 674 production object, 691, 692 Speaking, 701, 702, 703A, 70B, 70 4A, 704B, 705,706,711,711A, 711B, 711C, 711D, 722,723,745,745A, 745B, 745C, 752,762,763,930,2011,2022,2031,2032,2033,2034, 2037, 2038, 2051, 2063, 2072, 2073, 2075 UI image (message UI, UI), 721 download screen, 731 user list screen (list), 732,732A, 732B, 732C, 742,742A, 742B, 742C record Image, 733,733A, 733B, 733C user name, 734,734A, 734B, 734C tag information, 735,735A, 735B, 735C icon, 741 motion list screen (choice), 734,743A, 743B, 743C motion name, 744 , 744A, 744B, 744C, 753 motion image, 751 distribution screen, 761 distribution completion screen, 810A, 810B motion video, 820A, 820B spoken audio, 910A, 910B video, 920A, 920B audio, 1000 HMD set, 1010 object, 1030 Storage medium

Claims (16)

  1.  プロセッサ、メモリ、入力部、および表示部を備える情報端末装置において前記プロセッサにより実行されるゲームの方法であって、前記方法は、
     前記ゲームのリアルタイムの第1の進行期間において、
      複数種類のキャラクタのうち、配信者によって操作される第1キャラクタと、前記配信者によって操作されない複数の第2キャラクタとが仮想空間内に配置されて進行するゲームの映像を表示可能にするための表示用データをサーバから受信する第1ステップと、
      前記第1ステップにより受信された前記表示用データに基づいて、前記仮想空間内において進行するゲームの映像を前記表示部に表示する第2ステップと、
      前記複数の第2キャラクタのうちから前記入力部に対するユーザからの入力操作に応じて選択したキャラクタを、当該ユーザによって操作されるサブキャラクタとして前記仮想空間内に配置させて前記ゲームに参加可能とする第3ステップと、を含み、
      前記複数種類のキャラクタは、参加するゲームにおいて生じさせ得る作用が異なり、
      前記ゲームは、前記仮想空間内に配置されている前記第2キャラクタの数に応じて、前記ゲームの進行における配信者にとっての有利度合いが異なっており、
     前記方法はさらに、前記第1の進行期間の終了後の第2の進行期間において、
      前記終了後のゲームを再度視聴するための要求を送信する第4ステップと、
      前記要求に対して、前記サーバから再び受信する前記表示用データに基づいて、前記ゲームの映像を前記表示部に表示する第5ステップと、
    を含む、方法。
    A method of a game executed by the processor in an information terminal device including a processor, a memory, an input unit, and a display unit.
    In the first real-time progression of the game
    Among a plurality of types of characters, a first character operated by a distributor and a plurality of second characters not operated by the distributor are arranged in a virtual space to enable display of a video of a game progressing. The first step of receiving display data from the server,
    A second step of displaying an image of a game progressing in the virtual space on the display unit based on the display data received by the first step.
    A character selected from the plurality of second characters in response to an input operation from the user to the input unit is arranged in the virtual space as a sub-character operated by the user so that the character can participate in the game. Including the third step,
    The plurality of types of characters have different actions that can occur in the participating games.
    The game has different degrees of advantage for the distributor in the progress of the game depending on the number of the second characters arranged in the virtual space.
    The method further comprises, in a second progression period after the end of the first progression period.
    The fourth step of sending a request to watch the game again after the end, and
    In response to the request, the fifth step of displaying the video of the game on the display unit based on the display data received again from the server.
    Including, how.
  2.  請求項1記載の方法において、
     前記第2の進行期間における前記ゲームの進行は、前記表示用データと、前記第1の進行期間に受け付けられた前記ユーザの入力操作による行動の記録とに基づいて実行される、方法。
    In the method according to claim 1,
    A method in which the progress of the game in the second progress period is executed based on the display data and the record of the action by the input operation of the user received in the first progress period.
  3.  請求項2記載の方法において、前記行動の記録が時間情報を含み、
     前記第2の進行期間における前記ゲームの進行は、前記第1の進行期間における、前記入力部を介した前記ユーザの入力操作による前記時間情報の指定にしたがう、方法。
    In the method of claim 2, the record of the action includes time information.
    The progress of the game in the second progress period follows the designation of the time information by the input operation of the user via the input unit in the first progress period.
  4.  請求項2または3記載の方法において、
     前記行動が、前記第1の進行期間における、前記入力部を介した前記ユーザの入力操作による特定進行部分の選択を含み、
     前記第2の進行期間において、選択された前記特定進行部分のみの進行が実行される、方法。
    In the method according to claim 2 or 3,
    The action includes the selection of a specific progress portion by the user's input operation via the input unit during the first progress period.
    A method in which the progression of only the selected specific progression is performed during the second progression period.
  5.  請求項1から4のいずれか一項に記載の方法であって、前記表示部は、
     リアルタイムの配信に関するメニューを表示する第1画面と、前記第1画面から遷移され、視聴可能なリアルタイム配信に関する情報を表示する第2画面と、前記配信済みのゲームプレイ映像に関する情報を表示するための第3画面とを表示することができるように構成され、
     前記第3画面は、前記第2画面から遷移され、前記第1画面からは遷移されないように構成される、方法。
    The method according to any one of claims 1 to 4, wherein the display unit is a display unit.
    A first screen for displaying a menu related to real-time distribution, a second screen for displaying information related to real-time distribution that can be viewed by transitioning from the first screen, and information related to the distributed gameplay video. It is configured to be able to display the third screen and
    A method in which the third screen is configured so as to be transitioned from the second screen and not transitioned from the first screen.
  6.  請求項5記載の方法であって、前記情報端末装置が、
     前記第2画面に対する前記ユーザによる入力操作を受け付けると、前記第2画面から前記第3画面に遷移させるステップを含む、方法。
    The method according to claim 5, wherein the information terminal device is
    A method comprising a step of transitioning from the second screen to the third screen when an input operation by the user for the second screen is accepted.
  7.  第1のプロセッサ、第1のメモリ、第1の入力部、および第1の表示部を備える第1の情報端末装置において前記第1のプロセッサによりリアルタイムの第1の進行期間において実行される、第1のステップ群であって、
      複数種類のキャラクタのうち、配信者によって操作される第1キャラクタと、前記配信者によって操作されない複数の第2キャラクタとが仮想空間内に配置されて進行するゲームの映像を表示可能にするための表示用データをサーバから受信する第1ステップと、
      前記第1ステップにより受信された前記表示用データに基づいて、前記仮想空間内において進行するゲームの映像を前記第1の表示部に表示する第2ステップと、
      複数の第2キャラクタのうちから前記第1の入力部に対する第1ユーザからの入力操作に応じて選択したキャラクタを、当該第1ユーザによって操作されるサブキャラクタとして前記仮想空間内に配置させて前記ゲームに参加可能とする第3ステップと、を含み、
      前記複数種類のキャラクタは、参加するゲームにおいて生じさせ得る作用が異なり、
      前記ゲームは、前記仮想空間内に配置されている前記第2キャラクタの数に応じて、前記ゲームの進行における配信者にとっての有利度合いが異なる、第1のステップ群と、
     第2のプロセッサと、第2のメモリと、第2の表示部とを備え、前記第1の表示部に表示されたゲームの映像をリアルタイムに視聴した第1ユーザ以外の第2ユーザの視聴端末としての第2の情報端末装置の前記第2のプロセッサにより実行される第2のステップ群であって、前記第1のステップ群の実行後に進行する第2の進行期間において、
      配信済みの前記ゲームを視聴するための要求を前記サーバへ送信する第4ステップと、
      前記サーバから記録済みの表示用データを受信する第5ステップと、
      前記表示用データに基づいて、前記複数種類のキャラクタを動作させることにより配信済みのゲームの映像を前記第2の表示部に表示する第6ステップと、を含む、第2のステップ群と、
    を含む、方法。
    A first information terminal device comprising a first processor, a first memory, a first input unit, and a first display unit, executed by the first processor in a real-time first progress period. It is a group of steps 1
    Among a plurality of types of characters, a first character operated by a distributor and a plurality of second characters not operated by the distributor are arranged in a virtual space to enable display of a video of a game progressing. The first step of receiving display data from the server,
    A second step of displaying an image of a game progressing in the virtual space on the first display unit based on the display data received by the first step.
    A character selected from a plurality of second characters in response to an input operation from the first user to the first input unit is arranged in the virtual space as a sub-character operated by the first user. Including the third step, which allows you to participate in the game
    The plurality of types of characters have different actions that can occur in the participating games.
    The game includes a first step group in which the degree of advantage to the distributor in the progress of the game differs depending on the number of the second characters arranged in the virtual space.
    A viewing terminal of a second user other than the first user who has a second processor, a second memory, and a second display unit and has viewed the video of the game displayed on the first display unit in real time. In the second progress period, which is the second step group executed by the second processor of the second information terminal device as described above, and which progresses after the execution of the first step group.
    The fourth step of transmitting a request for viewing the delivered game to the server, and
    The fifth step of receiving the recorded display data from the server, and
    A second step group including a sixth step of displaying a delivered game image on the second display unit by operating the plurality of types of characters based on the display data, and a second step group.
    Including, how.
  8.  請求項7記載の方法において、
     前記第1の進行期間において、前記第1キャラクタの動作態様は、前記配信者を支援する効果を引き起こさせる報酬を関連付け可能であり、
     前記第2の進行期間において、前記第1キャラクタの動作態様は、前記報酬が関連付けられない、方法。
    In the method according to claim 7,
    In the first progress period, the motion mode of the first character can be associated with a reward that causes an effect to support the distributor.
    The method in which the reward is not associated with the motion mode of the first character in the second progress period.
  9.  請求項7または8記載の方法において、
     前記第2の進行期間において、前記第2の情報端末装置の第2の入力部を介した前記第2ユーザの入力操作による報酬の消費が受け付けられない、方法。
    In the method according to claim 7 or 8.
    A method in which, during the second progress period, consumption of a reward due to an input operation of the second user via the second input unit of the second information terminal device is not accepted.
  10.  請求項7から9のいずれか一項記載の方法において、
     前記第1の進行期間において、前記第1のステップ群の実行に関連付けられるシナリオのプレイの結果にポイントが関連付け可能であり、
     前記第2の進行期間において、前記プレイの結果には前記ポイントが関連付けられない、方法。
    In the method according to any one of claims 7 to 9,
    During the first progress period, points can be associated with the play result of the scenario associated with the execution of the first step group.
    A method in which the points are not associated with the result of the play during the second progress period.
  11.  請求項7から10のいずれか一項に記載の方法であって、前記第2の表示部は、
     リアルタイム配信に関するメニューを表示する第1画面と、前記第1画面から遷移され、視聴可能なリアルタイム配信を表示する第2画面と、配信済みゲームの映像に関する情報を表示するための第3画面とを表示可能に構成されており、
     前記第3画面は、前記第2画面から遷移され、前記第1画面からは遷移されないように構成されている、方法。
    The method according to any one of claims 7 to 10, wherein the second display unit is
    A first screen that displays a menu related to real-time distribution, a second screen that displays real-time distribution that can be viewed after being transitioned from the first screen, and a third screen that displays information about the video of the delivered game. It is configured to be displayable and
    A method in which the third screen is configured to be transitioned from the second screen and not transitioned from the first screen.
  12.  請求項11に記載の方法であって、さらに、前記第2の情報端末装置に
     前記第2画面に対する第2ユーザによる入力操作を受け付けると、前記第2画面から前記第3画面に遷移させるステップを実行させる、方法。
    The step according to claim 11, further, when the second information terminal device receives an input operation by a second user for the second screen, the step of transitioning from the second screen to the third screen is performed. How to do it.
  13.  コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、前記コンピュータ実行可能命令が実行されると、前記第2の情報端末装置に、請求項7から12のいずれか一項に記載の前記第2のステップ群を実行させる、コンピュータ可読媒体。 2. A computer-readable medium that runs the steps of.
  14.  コンピュータシステムであって、前記第1の情報端末装置と、前記第2の情報端末装置とを備え、
    前記第1の情報端末装置は、
      請求項7に記載の第1のステップ群を含む第1のプログラムを記憶するメモリと、
      前記第1のプログラムを実行することにより、第1のコンピュータの動作を制御するプロセッサとを備え、
     前記第2の情報端末装置は、
      請求項7に記載の第2のステップ群を含む第2のプログラムを記憶するメモリと、
      前記第2のプログラムを実行することにより、第2のコンピュータの動作を制御するプロセッサとを備える、
    コンピュータシステム。
    A computer system including the first information terminal device and the second information terminal device.
    The first information terminal device is
    A memory for storing the first program including the first step group according to claim 7.
    A processor that controls the operation of the first computer by executing the first program is provided.
    The second information terminal device is
    A memory for storing a second program including the second step group according to claim 7.
    It includes a processor that controls the operation of the second computer by executing the second program.
    Computer system.
  15.  コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、前記コンピュータ実行可能命令が実行されると、前記情報端末装置に、請求項1から6のいずれか一項に記載の方法を実行させる、コンピュータ可読媒体。 A computer-readable medium in which a computer-executable instruction is stored, and when the computer-executable instruction is executed, the information terminal device is made to execute the method according to any one of claims 1 to 6. Readable medium.
  16.  情報端末装置であって、
     前記情報端末装置は、請求項1に記載の各ステップを含むプログラムを記憶するメモリと、
     前記プログラムを実行することにより、前記情報端末装置の動作を制御するプロセッサと、を備える、情報端末装置。
    It is an information terminal device
    The information terminal device includes a memory for storing a program including each step according to claim 1, and a memory.
    An information terminal device including a processor that controls the operation of the information terminal device by executing the program.
PCT/JP2020/048797 2020-12-25 2020-12-25 Game method, computer system, computer-readable medium, and information terminal device WO2022137522A1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
PCT/JP2020/048797 WO2022137522A1 (en) 2020-12-25 2020-12-25 Game method, computer system, computer-readable medium, and information terminal device
JP2022570962A JPWO2022137522A1 (en) 2020-12-25 2020-12-25

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/JP2020/048797 WO2022137522A1 (en) 2020-12-25 2020-12-25 Game method, computer system, computer-readable medium, and information terminal device

Publications (1)

Publication Number Publication Date
WO2022137522A1 true WO2022137522A1 (en) 2022-06-30

Family

ID=82157792

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2020/048797 WO2022137522A1 (en) 2020-12-25 2020-12-25 Game method, computer system, computer-readable medium, and information terminal device

Country Status (2)

Country Link
JP (1) JPWO2022137522A1 (en)
WO (1) WO2022137522A1 (en)

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019150577A (en) * 2018-02-28 2019-09-12 エヌエイチエヌ コーポレーション Game play image replay method and device
JP2020163039A (en) * 2019-03-29 2020-10-08 株式会社コロプラ Game program, game method, and information terminal device

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019150577A (en) * 2018-02-28 2019-09-12 エヌエイチエヌ コーポレーション Game play image replay method and device
JP2020163039A (en) * 2019-03-29 2020-10-08 株式会社コロプラ Game program, game method, and information terminal device

Also Published As

Publication number Publication date
JPWO2022137522A1 (en) 2022-06-30

Similar Documents

Publication Publication Date Title
JP6776393B2 (en) Viewing program, viewing method, and information terminal device
JP7286588B2 (en) game program
WO2022202126A1 (en) Program, method, and information processing device
JP2021010181A (en) Viewing program, viewing method, and information terminal device
JP6722320B1 (en) Game program, game method, and information terminal device
JP6813618B2 (en) Viewing program, viewing method, viewing terminal, distribution program, distribution method, and information terminal device
JP6826635B2 (en) Game programs, game methods, and terminal devices
JP2021168748A (en) Program, computer, and method
WO2022137519A1 (en) Viewing method, computer-readable medium, computer system, and information processing device
JP6813617B2 (en) Game programs, game methods, and information terminals
WO2020262332A1 (en) Game program, game method, and information terminal device
JP2022000218A (en) Program, method, information processing device, and system
JP6770603B2 (en) Game programs, game methods, and information terminals
JP6776425B1 (en) Programs, methods, and delivery terminals
JP6754859B1 (en) Programs, methods, and computers
JP6776394B2 (en) Programs, game methods, computers, and information terminals
WO2022137522A1 (en) Game method, computer system, computer-readable medium, and information terminal device
JP2021058747A (en) Game program, game method and terminal device
JP2021006274A (en) Program, game method, computer, and information terminal device
JP2020185476A (en) Program, method, and computer
WO2022113326A1 (en) Game method, computer-readable medium, and information terminal device
WO2022137377A1 (en) Information processing method, computer-readable medium, computer system, and information processing device
JP7336429B2 (en) game program
JP7087148B2 (en) Game programs, game methods, and information terminals
WO2022113329A1 (en) Method, computer-readable medium, computer system, and information processing device

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 20967008

Country of ref document: EP

Kind code of ref document: A1

ENP Entry into the national phase

Ref document number: 2022570962

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 20967008

Country of ref document: EP

Kind code of ref document: A1