WO2022137523A1 - Game method, computer-readable medium, and information processing device - Google Patents

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

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Publication number
WO2022137523A1
WO2022137523A1 PCT/JP2020/048802 JP2020048802W WO2022137523A1 WO 2022137523 A1 WO2022137523 A1 WO 2022137523A1 JP 2020048802 W JP2020048802 W JP 2020048802W WO 2022137523 A1 WO2022137523 A1 WO 2022137523A1
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WIPO (PCT)
Prior art keywords
user
game
distribution
information
image
Prior art date
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PCT/JP2020/048802
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French (fr)
Japanese (ja)
Inventor
潤哉 福重
俊己 安藤
Original Assignee
株式会社コロプラ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Priority to JP2022570963A priority Critical patent/JPWO2022137523A1/ja
Priority to PCT/JP2020/048802 priority patent/WO2022137523A1/en
Publication of WO2022137523A1 publication Critical patent/WO2022137523A1/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]

Definitions

  • This disclosure relates to game methods, computer-readable media, and information processing devices.
  • Patent Document 1 describes an information processing system that distributes data for displaying contents such as live moving images and game screens on a viewing terminal to the viewing terminal.
  • a display screen composed of a content display area in which the content distributed from the content server is displayed and a background area other than the content display area is displayed on the viewing terminal.
  • the background area an image including an avatar that displays decorations, money, and messages in a balloon format is displayed superimposed on the background image.
  • the background image is set in advance by the performer, provider, or the like of the content. As a result, the performer, the provider, or the like of the content can select a background image that matches the atmosphere of each content.
  • the present disclosure has been devised in view of such circumstances, and an object thereof is to provide a game method, a computer-readable medium, and an information processing device that can improve the taste.
  • the present disclosure is a game method executed by the processor in a computer including a processor, a memory, an input unit, and a display unit, and the input operation from the user to the input unit is performed.
  • the first step is based on the second step of outputting the above to the server and the first information for specifying the operation of the specific character in the first virtual space generated in the server based on the virtual space information.
  • the third step of performing the second game part of displaying the image in which the specific character operates in the virtual space, and the first step of granting the right medium to the user as the billing process is performed according to the input operation from the user.
  • the video in which the specific character operates in the second virtual space is displayed.
  • the third step includes a fifth step of performing a third game part to be displayed, the third step enables the second game part to be started by consuming the right medium, and the first information includes the user.
  • the information is distributed to a user who has placed an object in the first virtual space among a plurality of users, and can also be distributed to a user who has a specific relationship with the user.
  • the 2 information is information that can be distributed to any of the plurality of users, and the method further advances the second game part again after the completion of the first progress of the second game part.
  • the second game part of the second game part which displays an image in which the specific character operates based on the first information delivered again from the server for the sixth step and the requested step.
  • a game method is provided, including a seventh step of performing a progression.
  • (C) is the figure which shows the structure of the private distribution schedule management table stored in the memory of a game play terminal.
  • A is a diagram showing an example of an image displayed on the touch screen of the user terminal
  • B is a diagram showing another example of the image displayed on the touch screen of the user terminal
  • C is a diagram showing another example.
  • D is the figure which shows the other example of the image displayed on the touch screen of a user terminal.
  • It is a flowchart which shows a part of the flow of processing executed in a user terminal.
  • 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 disclosure is not limited to these examples, and is indicated by the scope of claims, and it is intended that the present disclosure includes all changes in the meaning and scope equivalent to the scope of claims. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description is not repeated.
  • FIG. 1 is a diagram showing an outline of the system 1 according to the present embodiment.
  • the system 1 includes a plurality of user terminals 100 (computers), a server 200, a game play terminal 300 (external device, a second external device), and a distribution terminal 400 (external, first external device).
  • FIG. 1 describes user terminals 100A to 100C, in other words, three user terminals 100 as an example of a plurality of user terminals 100, but the number of user terminals 100 is not limited to the illustrated example. .. Further, in the present embodiment, when it is not necessary to distinguish the user terminals 100A to C, it is described as "user terminal 100".
  • the user terminal 100, the game play terminal 300, and the distribution terminal 400 are connected to the server 200 via the network 2.
  • the network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
  • the game As an example of the game provided by the system 1 (hereinafter referred to as the game), a game mainly played by the user of the game play terminal 300 will be described.
  • the user of the game play terminal 300 is referred to as a "player".
  • the player advances the game by operating the characters appearing in the game.
  • the user of the user terminal 100 plays a role of supporting the progress of the game by the player. Details of this game will be described later.
  • the game provided by the system 1 may be a game in which a plurality of users participate, and is not limited to this example.
  • Gameplay terminal 300 The game play terminal 300 advances the game in response to an input operation by the player. Further, the game play terminal 300 sequentially distributes information generated by the player's game play (hereinafter, game progress information) to the server 200 in real time.
  • game progress information information generated by the player's game play
  • the server 200 transmits the game progress information (second data) received in real time from the game play terminal 300 to the user terminal 100. Further, the server 200 mediates the transmission / reception of various information between the user terminal 100, the game play terminal 300, and the distribution terminal 400.
  • the distribution terminal 400 generates operation instruction data (first data) in response to an input operation by the user of the distribution terminal 400, and distributes the operation instruction data to the user terminal 100 via the server 200.
  • the operation instruction data is data for playing a moving image on the user terminal 100, and specifically, is data for operating a character appearing in the moving image.
  • the game play terminal 300 and the distribution terminal 400 are separate devices.
  • the game play terminal 300 and the distribution terminal 400 may be an integrated device.
  • the user of the distribution terminal 400 is a player of this game.
  • the moving image played on the user terminal 100 based on the operation instruction data is a moving image in which the character operated by the player in the game operates. "Movement" is to move at least a part of the character's body, including utterances. Therefore, the motion instruction data according to the present embodiment includes, for example, voice data for causing the character to speak and motion data for moving the character's body.
  • the operation instruction data is transmitted to the user terminal 100 after the end of this game.
  • the details of the operation instruction data and the moving image played based on the operation instruction data will be described later.
  • the user terminal 100 receives game progress information in real time, and uses the information to generate and display a game screen. In other words, the user terminal 100 reproduces the game screen of the game being played by the player by real-time rendering. As a result, the user of the user terminal 100 can visually recognize the same game screen as the game screen that the player is visually recognizing while playing the game at substantially the same timing as the player.
  • the user terminal 100 generates information for supporting the progress of the game by the player in response to the input operation by the user, and transmits the information to the game play terminal 300 via the server 200. Details of the information will be described later.
  • the user terminal 100 receives the operation instruction data from the distribution terminal 400, and generates and reproduces a moving image (video) using the operation instruction data. In other words, the user terminal 100 renders and reproduces the operation instruction data.
  • FIG. 2 is a diagram showing a hardware configuration of the user terminal 100.
  • FIG. 3 is a diagram showing a hardware configuration of the server 200.
  • FIG. 4 is a diagram showing a hardware configuration of the game play terminal 300.
  • FIG. 5 is a diagram showing a hardware configuration of the distribution terminal 400.
  • the user terminal 100 is not limited to the smartphone.
  • the user terminal 100 may be realized as a feature phone, a tablet computer, a laptop computer (so-called notebook computer), a desktop computer, or the like.
  • the user terminal 100 may be a game device suitable for game play.
  • the user terminal 100 measures the processor 10, the memory 11, the storage 12, the communication interface (IF) 13, the input / output IF 14, the touch screen 15 (display unit), the camera 17, and the like.
  • a distance sensor 18 is provided. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus.
  • the user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
  • the user terminal 100 may be configured to be communicable with one or more controllers 1020.
  • the controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark).
  • the controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100.
  • the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
  • the controller 1020 may have the camera 17 and the distance measuring sensor 18.
  • the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game.
  • the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
  • each user terminal 100 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with.
  • each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • the user terminal 100 When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the
  • the user terminal 100 may communicate with the server 200.
  • information indicating a play result such as a result or a win or loss in a certain game may be associated with user identification information and transmitted to the server 200.
  • the controller 1020 may be configured to be detachable from the user terminal 100.
  • a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100.
  • the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded 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 other devices, or a plurality of these. It may be realized by the combination of the devices of.
  • FIG. 8 is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal 100.
  • FIG. 9 is a diagram showing a virtual space 600A provided to the player and a field of view image visually recognized by the player according to a certain embodiment.
  • FIG. 10 is a diagram showing a virtual space 600B provided to a user of a user terminal 100 and a field of view image visually recognized by the user according to a certain embodiment.
  • virtual space 600 when it is not necessary to distinguish between the virtual spaces 600A and 600B, it is described as "virtual space 600".
  • step S1 the processor 30 defines the virtual space 600A shown in FIG. 9 as the virtual space control unit 316.
  • the processor 30 defines a virtual space 600A by using virtual space data (not shown).
  • the virtual space data may be stored in the game play terminal 300, may be generated by the processor 30 based on the game program 331, or may be acquired by the processor 30 from an external device such as the server 200. May be good.
  • the virtual space 600 has an all-sky spherical structure that covers the entire 360-degree direction of the point defined as the center.
  • the celestial sphere in the upper half of the virtual space 600 is illustrated so as not to complicate the explanation.
  • step S2 the processor 30 arranges the avatar object 610 (character) in the virtual space 600A as the virtual space control unit 316.
  • the avatar object 610 is an avatar object associated with the player and operates according to the input operation of the player.
  • step S3 the processor 30 arranges other objects in the virtual space 600A as the virtual space control unit 316.
  • the processor 30 arranges the objects 631 to 634.
  • Other objects imitate, for example, character objects (so-called non-player characters, NPCs) that operate according to the game program 331, operation objects such as virtual hands, animals, plants, artificial objects, and natural objects that are arranged as the game progresses.
  • Can include objects and the like.
  • step S4 the processor 30 arranges the virtual camera 620A in the virtual space 600A as the virtual space control unit 316. As an example, the processor 30 arranges the virtual camera 620A at the position of the head of the avatar object 610.
  • step S5 the processor 30 displays the field of view image 650 on the monitor 51 and the display 530.
  • the processor 30 defines a field of view 640A, which is the field of view from the virtual camera 620A in the virtual space 600A, depending on the initial position and tilt of the virtual camera 620A.
  • the processor 30 defines the field of view image 650 corresponding to the field of view area 640A.
  • the processor 30 outputs the field of view image 650 to the monitor 51 and the display 530 to display the field of view image 650 on the HMD 500 and the display 530.
  • a part of the object 634 is included in the field of view region 640A, so that the field of view image 650 is one of the objects 634 as shown in FIG. 9B. Including the part.
  • step S6 the processor 30 transmits the initial arrangement information to the user terminal 100 via the server 200.
  • the initial placement information is information indicating the initial placement position of various objects in the virtual space 600A.
  • the initial placement information includes the avatar object 610 and the information of the initial placement positions of the objects 631 to 634.
  • the initial placement information can also be expressed as one of the game progress information.
  • step S7 the processor 30 controls the virtual camera 620A according to the movement of the HMD 500 as the virtual space control unit 316. Specifically, the processor 30 controls the orientation and tilt of the virtual camera 620A according to the movement of the HMD 500, that is, the posture of the player's head. As will be described later, when the player moves the head (changes the posture of the head), the processor 30 moves the head of the avatar object 610 in accordance with this movement. The processor 30 controls the direction and tilt of the virtual camera 620A so that the direction of the line of sight of the avatar object 610 and the direction of the line of sight of the virtual camera 620A match, for example. In step S8, the processor 30 updates the field of view image 650 in response to changes in the orientation and tilt of the virtual camera 620A.
  • step S9 the processor 30 moves the avatar object 610 as the virtual space control unit 316 according to the movement of the player.
  • the processor 30 moves the avatar object 610 in the virtual space 600A in response to the player moving in the real space.
  • the processor 30 moves the head of the avatar object 610 in the virtual space 600A in response to the player moving the head in the real space.
  • step S10 the processor 30 moves the virtual camera 620A as the virtual space control unit 316 so as to follow the avatar object 610. That is, the virtual camera 620A is always at the position of the head of the avatar object 610 even if the avatar object 610 moves.
  • the processor 30 updates the field of view image 650 according to the movement of the virtual camera 620A. That is, the processor 30 updates the view area 640A according to the posture of the player's head and the position of the virtual camera 620A in the virtual space 600A. As a result, the view image 650 is updated.
  • step S11 the processor 30 transmits the operation instruction data of the avatar object 610 to the user terminal 100 via the server 200.
  • the operation instruction data here is motion data that captures the player's motion during the virtual experience (for example, during game play), voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. Includes at least one.
  • the operation instruction data is transmitted to the user terminal 100 as, for example, game progress information.
  • steps S7 to S11 are continuously and repeatedly executed while the player is playing the game.
  • step S21 the processor 10 of the user terminal 100 of the user 3 defines the virtual space 600B shown in FIG. 10 as the virtual space control unit 116.
  • the processor 10 defines a virtual space 600B by using virtual space data (not shown).
  • the virtual space data may be stored in the user terminal 100, may be generated by the processor 10 based on the game program 131, or may be acquired by the processor 10 from an external device such as the server 200. good.
  • step S22 the processor 10 receives the initial placement information.
  • step S23 the processor 10 arranges various objects in the virtual space 600B as the virtual space control unit 116 according to the initial arrangement information.
  • the various objects are the avatar object 610 and the objects 631 to 634.
  • step S24 the processor 10 arranges the virtual camera 620B in the virtual space 600B as the virtual space control unit 116. As an example, the processor 10 arranges the virtual camera 620B at the position shown in FIG. 10 (A).
  • step S25 the processor 10 displays the field of view image 660 on the display unit 152.
  • the processor 10 defines a field of view 640B, which is the field of view from the virtual camera 620B in the virtual space 600B, according to the initial position and tilt of the virtual camera 620B. Then, the processor 10 defines the field of view image 660 corresponding to the field of view area 640B.
  • the processor 10 outputs the field of view image 660 to the display unit 152 so that the field of view image 660 is displayed on the display unit 152.
  • the field of view image 660 is the avatar object 610 as shown in FIG. 10B. And the object 631.
  • step S26 the processor 10 receives the operation instruction data.
  • step S27 the processor 10 moves the avatar object 610 in the virtual space 600B as the virtual space control unit 116 according to the operation instruction data. In other words, the processor 10 reproduces the video in which the avatar object 610 is operating by real-time rendering.
  • step S28 the processor 10 controls the virtual camera 620B as the virtual space control unit 116 according to the operation of the user accepted as the operation reception unit 111.
  • step S29 the processor 10 updates the view image 660 in response to changes in the position of the virtual camera 620B in the virtual space 600B, the orientation and tilt of the virtual camera 620B.
  • the processor 10 may automatically control the virtual camera 620B according to the movement of the avatar object 610, for example, the movement of the avatar object 610 or the change of the orientation.
  • the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the front, or change the orientation and tilt.
  • the processor 10 may automatically move the virtual camera 620B so as to always shoot the avatar object 610 from the rear, or change the orientation and tilt according to the movement of the avatar object 610. good.
  • the avatar object 610 operates according to the movement of the player.
  • the operation instruction data indicating this operation is transmitted to the user terminal 100.
  • the avatar object 610 operates according to the received operation instruction data.
  • the avatar object 610 performs the same operation in the virtual space 600A and the virtual space 600B.
  • the user 3 can visually recognize the operation of the avatar object 610 according to the operation of the player by using the user terminal 100.
  • FIG. 11 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of the game (this game) executed by the system 1 played by a player.
  • an avatar object 610 that operates weapons such as guns and knives and a plurality of enemy objects 671 that are NPCs appear in the virtual space 600, and the avatar object 610 battles against the enemy object 671. It is a game to let you.
  • Various game parameters such as the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, and the remaining number of the enemy object 671 are updated as the game progresses.
  • a plurality of stages are prepared in this game, and the player can clear the stage by satisfying the predetermined achievement conditions associated with each stage.
  • the predetermined achievement conditions are, for example, defeating all the enemy objects 671 that appear, defeating the boss object among the appearing enemy objects 671, acquiring a predetermined item, reaching a predetermined position, and the like. It may include the condition to be used.
  • the achievement conditions are defined in the game program 131.
  • the player clears the stage when the achievement condition is satisfied according to the content of the game, in other words, the avatar object 610 wins the enemy object 671 (avatar object 610 and enemy object 671). The victory or defeat between) is decided.
  • the game executed by the system 1 is a racing game or the like, the ranking of the avatar object 610 is determined when the condition of reaching the goal is satisfied.
  • the game progress information is live-distributed to the plurality of user terminals 100 at predetermined time intervals.
  • a field-of-view image of the field of view region defined by the virtual camera 620B corresponding to the user terminal 100 is displayed.
  • parameter images showing the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, the remaining number of the enemy object 671 and the like are displayed superimposed. ..
  • This view image can also be expressed as a game screen.
  • the game progress information includes motion data that captures the player's motion, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540.
  • These data are, that is, information for specifying the position, posture, orientation, etc. of the avatar object 610, information for specifying the position, posture, orientation, etc. of the enemy object 671, and other objects (for example, obstacle objects 672, 673).
  • This is information that identifies the position of the object.
  • the processor 10 identifies the position, posture, orientation, and the like of each object by analyzing (rendering) the game progress information.
  • the game information 132 includes data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673.
  • the processor 10 uses the data and the analysis result of the game progress information to update the position, posture, orientation, and the like of each object.
  • the game progresses, and each object in the virtual space 600B moves in the same manner as each object in the virtual space 600A.
  • each object including the avatar object 610 operates based on the game progress information regardless of whether or not the user operates the user terminal 100.
  • UI images 701 and 702 are displayed superimposed on the field of view image.
  • the UI image 701 is a UI image that accepts an operation for displaying the UI image 711 for displaying the item input operation for supporting the avatar object 610 from the user 3 on the touch screen 15.
  • the UI image 702 accepts an operation for displaying a UI image (described later) on the touch screen 15 for inputting a comment for the avatar object 610 (in other words, the player 4) and receiving an operation for transmitting from the user 3. It is a UI image.
  • the operation accepted by the UI images 701 and 702 may be, for example, an operation of tapping the UI images 701 and 702.
  • the UI image 711 is displayed superimposed on the view image.
  • the UI image 711 is, for example, a UI image 711A on which a magazine icon is drawn, a UI image 711B on which an emergency box icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a UI on which a barricade icon is drawn. Includes image 711D.
  • the item input operation corresponds to, for example, an operation of tapping any UI image.
  • Obstacle objects 672 and 673 may be one that more obstructs the movement of enemy object 671 than the other.
  • the processor 10 transmits the item input information indicating that the item input operation has been performed to the server 200.
  • the item input information includes at least information for specifying the type of the item specified by the item input operation.
  • the item input information may include other information about the item, such as information indicating the position where the item is placed.
  • the item input information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
  • FIG. 12 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of this game, and is the figure for demonstrating the communication between a player and a user terminal 100 during a game play.
  • the user terminal 100 causes the avatar object 610 to execute the utterance 691.
  • the user terminal 100 causes the avatar object 610 to execute the utterance 691 according to the voice data included in the game progress information.
  • the content of the utterance 691 is "There is no bullet! Spoken by the player 4. That is, the content of the utterance 691 is to inform each user that the magazine is 0 and the ammunition loaded in the gun is 1, so that the means for attacking the enemy object 671 is likely to be lost.
  • a balloon is used to visually indicate the utterance of the avatar object 610, but in reality, the voice is output from the speaker of the user terminal 100.
  • the balloon shown in FIG. 12A (that is, the balloon including the text of the audio content) may be displayed in the view image. This also applies to the utterance 692 described later.
  • the user terminal 100 Upon receiving the tap operation for the UI image 702, the user terminal 100 superimposes and displays the UI images 705 and 706 (message UI) on the field of view image as shown in FIG. 12 (B).
  • the UI image 705 is a UI image that displays a comment for the avatar object 610 (in other words, the player).
  • the UI image 706 is a UI image that accepts a comment transmission operation from the user 3 in order to transmit the input comment.
  • the user terminal 100 when the user terminal 100 receives a tap operation on the UI image 705, the user terminal 100 displays a UI image imitating a keyboard (not shown, hereinafter simply referred to as "keyboard") on the touch screen 15.
  • the user terminal 100 causes the UI image 705 to display text corresponding to the user's input operation on the keyboard.
  • the text "Magazine is sent" is displayed on the UI image 705.
  • the user terminal 100 When the user terminal 100 receives a tap operation on the UI image 706 as an example after inputting text, the user terminal 100 transmits comment information including information indicating the input content (text content) and information indicating the user to the server 200. do. The comment information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
  • the UI image 703A is a UI image showing the user name of the user who sent the comment
  • the UI image 704A is a UI image showing the content of the comment sent by the user.
  • the user whose user name is "BBBBBB” uses his / her own user terminal 100 to transmit comment information having the content of "dangerous!, That is, the UI image 703A and the UI image 704A.
  • the UI image 703A and the UI image 704A are displayed on the touch screen 15 of all the user terminals 100 participating in this game and the monitor 51 of the HMD 500.
  • the UI images 703A and 704A may be one UI image. That is, one UI image may include a user name and the content of a comment.
  • the UI image 703B includes the user name "AAAAAA”, and the UI image 704B contains the comment "Magazine send! Entered in the example of FIG. 12B.
  • the user "AAAAA” further inputs a tap operation to the UI image 701, displays the UI image 711 on the touch screen 15, and inputs a tap operation to the UI image 711A. It is a later view image 611. That is, as a result of the item input information indicating the magazine being transmitted from the user terminal 100 of the user "AAAAA" to the other user terminal 100 and the HMD set 1000, the user terminal 100 and the HMD set 1000 have the effect object 674 (described later). Is arranged in the virtual space 600. 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 one of the record images 732 on the user list screen 731.
  • the player inputs a tap operation to the record image 732A. That is, the player has selected the user "AAAAAA" as the user who distributes the operation instruction data.
  • the processor 40 Upon receiving the tap operation for the record image 732, in step S65, the processor 40 causes the display unit 452 to display the motion list 422 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the motion list screen generated based on the motion list 422.
  • the motion list screen may be the motion list screen 741 shown in FIG.
  • the motion list screen 741 is composed of a record image corresponding to each record in the motion list 422.
  • record images 742A to 742C are described as record images, but the number of record images is not limited to three. In the example of FIG.
  • the player inputs another record, for example, an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen 45.
  • the image can be displayed on the display unit 452.
  • the record images 742A to 742C include motion names 743A to 743C, motion images 744A to 744C, and UI images 745A to 745C, respectively.
  • the motion names 743A to 743C, the motion images 744A to 744C, and the UI images 745A to 745C "record image 7432" and "motion name 743", respectively. It is described as “motion image 744" and "UI image 745".
  • the motion name 743 is information for identifying the motion stored in the motion list 422.
  • the motion image 744 is an image generated from the motion data associated with each motion name in the motion list 422.
  • the processor 40 includes an image of the avatar object 610 that takes the first posture in each motion data as a motion image 744 in the record image 742.
  • the motion image 744 may be a UI image that accepts a predetermined operation (for example, a tap operation on the motion image 744) by the player.
  • the processor 40 may play a motion moving image in which the avatar object 610 operates based on the motion data.
  • the processor 40 may automatically redisplay the motion list screen 741 when the motion moving image is finished.
  • the record image 742 may include, for example, a UI image including the text "motion reproduction" instead of the motion image 744.
  • step S66 the processor 40 receives the third operation of selecting a motion as the operation receiving unit 413.
  • the third operation may be a tap operation on the UI image 745. That is, the UI image 745 accepts an operation of selecting motion data corresponding to each record image 742.
  • the processor 40 specifies the motion data selected by the player as the motion specifying unit 415.
  • step S67 the processor 40 receives the voice input of the player as the display control unit 412 and the voice reception unit 414 while the avatar object 610 plays a motion 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 by the player 4 in the generation of the motion instruction data addressed to the user 3B, and the voice 920B 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 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 described with reference to FIGS. 11 and 12 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. be.
  • the live distribution schedule is managed by the game play terminal 300.
  • the live distribution schedule management table TBL11 shown in FIG. 29A is stored in the memory 31 of the game play terminal 300, and the live distribution schedule management table TBL11 causes a live distribution time zone (that is, live distribution start). Time and live stream end time) are managed.
  • the live distribution game is executed during the live distribution time zone.
  • the first live distribution starts at 12:00 and ends at 13:00.
  • the second live stream starts at 21:00 and ends at 22:00.
  • the type of the avatar object 610 arranged in the virtual space 600 may be different between the first live distribution and the second live distribution.
  • the live distribution game is composed of, for example, a game part in which the avatar object 610 plays against the enemy object 671, an introduction part before the game part is started, and an end part after the game part is finished.
  • the game part When the game part is started, the user supports the avatar object 610 by throwing a magazine object or a first aid kit object into the virtual space 600A in a battle between the avatar object 610 and the enemy object 671.
  • a specific condition is satisfied in the match, an item or coin corresponding to the specific condition is given to the user.
  • the introduction part for example, the avatar object 610 explains to the viewer the game part to be started after that, requests support, and the like.
  • the avatar object 610 evaluates the end game part and thank the user for supporting the viewer.
  • the specific condition is, for example, a condition that is satisfied when the user inputs a predetermined number or more of magazine objects and the avatar object 610 defeats all the enemy objects 671, or the user has a predetermined number or more of first aid kit objects. This is a condition that is satisfied when the avatar object 610 reaches a predetermined position.
  • the items given to the user include normal items that imitate letters of appreciation and trophies, and private viewing items (described later).
  • the amount of coins given to the user is specified, for example, based on the degree of support of the user in the match (the number and types of items inserted by the user). In addition to giving coins to the user when the specific condition is satisfied, coins may be given to the user by a billing process.
  • the system 1 provides a location information game.
  • a map image displaying a plurality of portal objects PTL is displayed on the touch screen 15 (see FIG. 30A).
  • the map image is scrolled by accepting a scroll operation (flick operation or swipe operation). Further, the map image is scrolled so that the current position of the user terminal 100 is displayed in the center according to the movement of the user terminal 100.
  • a game for example, a shooting game
  • a specific condition for example, a condition satisfied when the number of repelled enemy objects reaches a predetermined number
  • an item or a coin is given to the user.
  • the items include local items, private viewing items, coins, etc. that are unique to the area where the portal object PTL is located. If the portal object PTL is located in Tokyo, the local item is, for example, an item that imitates the Tokyo Sky Tree, and if the portal object PTL is located in Osaka, it is an item that imitates Tsutenkaku, for example. .. Further, the amount of coins given to the user increases, for example, as the difficulty level of the game increases.
  • a plurality of icons including the LV distribution icon ICN1, the my room icon ICN2, and the PV reservation icon ICN3 are superimposed and displayed in the lower part of the map image.
  • the LV distribution icon ICN1 when the LV distribution icon ICN1 is tapped, it shifts to the live distribution part, which is a game part for playing a live distribution game, and when the My Room icon ICN2 is tapped, it shifts to the room part (described later).
  • the PV reservation icon ICN3 When the PV reservation icon ICN3 is tapped, it shifts to the distribution reservation part (described later).
  • the system 1 provides a private distribution game.
  • the private distribution game is a game in which the avatar object 610 operates or the like in a room (a space in a user's room (building)) created according to a user's operation.
  • the game image is displayed only on the user terminal 100 of the user.
  • the room can be created in the room part.
  • Reservation for private delivery can be executed in the delivery reservation part. Private delivery can be performed in the private delivery part.
  • the user's room is managed by the user-side room management table TBL2 (see FIG. 28B) stored in the memory 11.
  • the user ID of the user the size of the room, the type of the object arranged in the room, and the arrangement coordinates of the object in the room are the room information. It is registered in the user side room management table TBL2.
  • the room of user A has a size of X1 ⁇ Y1 ⁇ Z1.
  • X corresponds to the horizontal axis
  • Y corresponds to the vertical axis
  • Z corresponds to the height axis.
  • the coordinates (x11, y11, z11), (x12, y12, z12), (x13, y13, z13), (x14, y14, z14), (x15, y15, z15), (x16, y16, z16) are These are the coordinates in the room.
  • An object imitating a door (hereinafter referred to as "door") is arranged at coordinates (x11, y11, z11), and an object imitating a television (hereinafter referred to as “television”) is arranged at coordinates (x12, y12, z13). Is placed. Further, an object imitating a sideboard (hereinafter referred to as “sideboard”) is arranged at the coordinates (x13, y13, z13), and an object imitating a low chest (hereinafter referred to as “”) is arranged at the coordinates (x14, y14, z14). “Low chest”) is placed.
  • round table an object imitating a round table
  • y15, z15 an object imitating a sofa
  • round table is arranged at the coordinates (x16, y16, z16). "Sofa" is placed.
  • the user's room is defined based on the user's room management table TBL2, and the virtual camera 620B is arranged vertically downward on the ceiling of the room in the initial state.
  • the room image 760 shown in FIG. 30B is displayed on the touch screen 15.
  • the upward direction in FIG. 30B is referred to as north
  • the left direction is referred to as west
  • the downward direction is referred to as south
  • the right direction is referred to as east.
  • the door DR is mounted east of the north wall of the room and the TV TV is mounted approximately in the center of the north wall of the room.
  • sideboards are placed along the eastern wall of the room and low chests are placed along the southern wall of the room.
  • a round table is placed in the center of the room, and a sofa is placed on the south side of the round table.
  • the position and orientation of the virtual camera 620B are changed.
  • the room image 760 is updated with an image corresponding to the position and orientation of the changed virtual camera 620B.
  • the lower part of the touch screen 15 displays a UI image 770 on which a plurality of icons of objects that can be placed in the room (for example, objects such as a dining table, an auxiliary round chair, a foliage plant, a bookcase, and a dresser) are drawn. Will be done. Further, when the item (local item, normal item, etc.) given in the live distribution game or the location information game is registered in the item / coin management table TBL1, the UI image 770 corresponds to the object of the item. An icon is also displayed.
  • an object different from the object of the item given in the live distribution game or the location information game is charged.
  • the icon representing the paid object the amount of coins consumed when placing it in the room is displayed. For example, a character of 80 coins is displayed in the vicinity of an icon representing a dining table, and a character of 20 coins is displayed in the vicinity of an icon representing a foliage plant.
  • the object placement operation includes a tap operation on any icon on the UI image 770 or a long press operation on an object placed in the room, a swipe operation on the object in the room, and a tap operation on the position determination icon. ..
  • the object corresponding to the icon is blinked and displayed at a predetermined position in the room. If the object is a paid object, a confirmation screen (not shown) for confirming whether or not coins can be consumed is displayed, and the object is in the room according to the confirmation operation on the confirmation screen. Flashes at the specified position in the box. In this state, the object can be moved by swiping the object. The positioning icon is displayed near the blinking object.
  • the tap operation for the position determination icon is performed, the position of the object is determined to the position where the object is currently arranged, and the display mode of the object changes from the blinking display to the continuous display.
  • the object when a long press operation is performed on an object in the room, the object blinks in the room. In this state, the object can be moved by swiping the object.
  • the position of the object is determined to the position where the object is currently arranged, and the display mode of the object changes from the blinking display to the continuous display.
  • the type and placement coordinates of the object are newly registered in the user side room management table TBL2. If the object is a paid object, the coins registered in the item / coin management table TBL1 will be consumed in an amount corresponding to the value of the object. On the other hand, when the position of the object in the room is changed by the object placement operation including the long press operation, the placement coordinates of the object registered in the user side room management table TBL2 are updated.
  • the room information on the user-side room management table TBL2 is transmitted to the game play terminal 300.
  • the game play terminal 300 updates the distributor side room management table TBL12 (see FIG. 29B) stored in the memory 31 based on the room information.
  • the room information of each of the plurality of users who can watch the private distribution game is shared between the user terminal 100 and the game play terminal 300 of the user.
  • the distributor-side room management table TBL12 is arranged with the user IDs of each of the plurality of users who can watch the private distribution game, the size of the user's room, and the room.
  • the type and placement coordinates of the existing object are registered as room information for each of the plurality of users.
  • the room size of the user A, the type of the object, and the arrangement coordinates match those of the user-side room management table TBL2.
  • a room having a size of X2 ⁇ Y2 ⁇ Z2 is registered.
  • a door is arranged at the coordinates (x21, y21, z21), and a television is arranged at the coordinates (x22, y22, z22).
  • an object imitating a foliage plant hereinafter referred to as "foliage plant” is arranged at the coordinates (x23, y23, z23), and an object imitating a bed (hereinafter, "" "Bed" is placed.
  • a room with a size of X3 x Y3 x Z3 is registered.
  • a door is arranged at the coordinates (x31, y31, z31), and a television is arranged at the coordinates (x32, y32, z32).
  • an object imitating a piano hereinafter referred to as "piano"
  • a chair hereinafter referred to as "chair”
  • FIG. 29B shows some of the users who can watch the private distribution game.
  • the distribution reservation screen shown in FIG. 30C is displayed on the touch screen 15.
  • the distribution reservation icon ICN4 is displayed at the upper part of the distribution reservation screen.
  • the reservation icon ICN4 is tapped while the private viewing item is registered in the item / coin management table TBL1
  • the item information of the private viewing item is transmitted to the game play terminal 300.
  • the quantity of private viewing items registered in the item / coin management table TBL1 is reduced according to the transmission of the item information.
  • the item information includes a user ID of the own user and item type information indicating that the item is a private viewing item.
  • the game play terminal 300 registers the user ID included in the item information in the private distribution schedule management table TBL13 (see FIG. 29C) stored in the memory 31. Further, the game play terminal 300 determines a private distribution time zone (that is, a private distribution start time and a private distribution end time) so as not to overlap with the live distribution time zone managed by the live distribution schedule management table TBL11.
  • the private delivery time zone is associated with the user ID and registered in the private delivery schedule management table TBL13.
  • the private delivery to the user C is executed in the time zone from 16:10 to 16:10, and the private delivery to the user A is executed in the time zone from 16:15 to 16:25.
  • Private delivery to user B is executed in the time zone from 16:30 to 16:40.
  • the game play terminal 300 notifies the user terminal 100 of the user who is the target of the private distribution of the private distribution time zone at the stage when the private distribution time zone is determined.
  • the user terminal 100 that has received the notification displays the private delivery time zone in the middle of the delivery reservation screen (see FIG. 30C). According to FIG. 30C, the start time of the private distribution indicates 16:15, and the end time of the private distribution indicates 16:25.
  • the LV distribution icon ICN1 and the My Room icon ICN2 are displayed at the bottom of the distribution reservation screen. Similar to the above, when the LV distribution icon ICN1 is tapped, it shifts to the live distribution part, and when the my room icon ICN2 is tapped, it shifts to the room part.
  • the processing in the private delivery part is executed in the private delivery time zone. That is, when the private distribution start time registered in the private distribution schedule management table TBL13 arrives, the game play terminal 300 notifies the user terminal 100 of the user to be distributed of the start of private distribution. Further, the game play terminal 300 defines the room of the user as the virtual space 600A based on the room management table TBL12 on the distributor side, and arranges a plurality of objects including the door DR and the TV TV in the room. In addition, an avatar object 610 is placed in the room. The game play terminal 300 generates game progress information including motion instruction data for making it possible to specify the arrangement / motion of these objects, and distributes the game progress information to the user terminal 100 of the user.
  • the user terminal 100 turns on the voice chat function with the player by receiving the private distribution start notification. As a result, transmission of voice data corresponding to the voice emitted by the user to the server 200 is permitted. Further, the user terminal 100 specifies a room size registered in the user-side room management table TBL2, and defines a room having the room size as a virtual space 600B. In the room, an object including the avatar object 610 is arranged or an object already arranged is operated based on the game progress information distributed from the game play terminal 300. 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 current virtual camera 620B is displayed.
  • the user can invite the avatar object 610 to the room unique to the user and enjoy various games (for example, shiritori, quiz, etc.) using the one-to-one dialogue with the avatar object 610. ..
  • the game play terminal 300 ends the distribution of the game progress information, and notifies the user terminal 100 of the user of the end of the private distribution.
  • the user terminal 100 turns off the voice chat function, and then shifts to the room part.
  • voice chat voice data corresponding to the user's voice is transmitted from the user terminal 100 to the game play terminal 300, and voice data corresponding to the player's voice is transmitted from the game play terminal 300 to the user terminal 100.
  • the voice data corresponding to the voice of the player is distributed to the user terminal 100 as a part of the game progress information. At this time, the voice data representing the content of the dialogue by the voice chat is not delivered to the other user terminal 100.
  • the avatar object 610 appears in the room created by arranging the user's favorite objects, so that dialogue based on the user's favorite topics is promoted. Further, in the private distribution part, distribution to users other than the user who created the room is restricted, and voice chat between the user who created the room and the player is allowed. As a result, the user who created the room can proceed with the dialogue with the player by voice chat without the other users knowing what kind of topic was raised in the private distribution part. Furthermore, it is also possible to place an object of the item given in the live distribution game or the location information game in the room. As a result, the user can deepen the dialogue with the player by talking about the local item.
  • FIGS. 31 to 33 are flowcharts showing an example of the basic game progress of the game and the private distribution game. Of these, the flowchart shown in FIG. 31 is executed by the user terminal 100, and the flowcharts shown in FIGS. 32 and 33 are executed by the user terminal 100 and the game play terminal 300.
  • step S81 it is determined whether or not the current part is a “room part”.
  • the current part is identified based on the part setting information.
  • the part setting information is stored in the memory 11, is updated according to the input operation to the various icons shown in FIG. 30 (A), and is the information for specifying the "room part” according to the input operation to the My Room ICN2. Will be updated to. If it is determined to be the "room part", the process proceeds to step S82.
  • step S82 the user's room is defined based on the user-side room management table TBL2, and a plurality of objects including the door DR and the TV TV are arranged in the room.
  • step S82 the room image 760 according to the position and orientation of the virtual camera 620B and the UI image 770 on which a plurality of icons of objects that can be arranged in the room are drawn are displayed on the touch screen 15 (FIG. 30 (FIG. 30). B) See).
  • step S83 it is determined whether or not the object placement operation has been performed by the user based on the input operation on the touch screen 15.
  • the object placement operation is a tap operation on any icon on the UI image 770, a long press operation on an object placed in the room, a swipe operation on an object in the room, and a tap on the position-fixing icon. Including operations.
  • the object corresponding to the icon is blinked and displayed at a predetermined position in the room. Also, when a long press operation is performed on an object in the room, the object is blinked and displayed in the room. If a swipe operation is performed on the object in this state, the object moves in the room. After that, when the tap operation on the position determination icon is performed, the position of the object is determined, and the display mode of the object changes from the blinking display to the continuous display. When the tap operation for the position determination icon is performed, it is determined that the object placement operation is completed, and the process proceeds to step S84.
  • step S84 When an object is newly placed by an object placement operation including a tap operation on the icon on the UI image 770, in step S84, the type and placement coordinates of the object are newly registered in the user side room management table TBL2. If the object is a paid object, the coins registered in the item / coin management table TBL1 will be consumed in an amount corresponding to the value of the object.
  • step S84 when the position of the object in the room is changed by the object placement operation including the long press operation, in step S84, the placement coordinates of the object registered in the user side room management table TBL2 are updated. Further, in step S84, the room information registered in the user-side room management table TBL2 is transmitted to the game play terminal 300. When the process of step S84 is completed, the process returns to step S82.
  • the game play terminal 300 updates the distributor side room management table TBL12 based on the room information. As a result, the room information of each of the plurality of users who can view the game is shared between the user terminal 100 and the game play terminal 300 of the user.
  • step S83 When it is not determined that the object placement operation has been performed in step S83, specifically, both the tap operation on the icon on the UI image 770 and the long press operation on the object placed in the room are performed. If not, the process proceeds to step S85, and it is determined whether or not the tap operation to the door DR has been performed based on the input operation to the touch screen 15. When it is determined that the tap operation has been performed, the process proceeds to step S86, and the part setting information stored in the memory 11 is updated to the "location information game part". When the update is completed, the process proceeds to step S97.
  • step S85 If it is not determined in step S85 that the tap operation on the door DR has been performed, the process proceeds to step S87, and it is determined based on the input operation on the touch screen 15 whether or not the tap operation on the TV TV has been performed. When it is determined that the tap operation has been performed, the process proceeds to step S88, and the part setting information stored in the memory 11 is updated to the "live distribution part". When the update is completed, the process proceeds to step S97. If it is not determined in step S87 that the tap operation on the TV TV has been performed, the process proceeds to step S97 without executing the process of step S88.
  • step S81 If it is not determined in step S81 that the current part is a "room part”, the process proceeds to step S89, and whether or not the current part is a "location information game part" is stored in the memory 11. Judgment is made based on the part setting information. When it is determined to be the "location information game part”, the process proceeds to step S90, and the game process according to the user's operation is executed.
  • a map image displaying a plurality of portal objects PTL is displayed on the touch screen 15 (see FIG. 30 (A)).
  • the game associated with the portal object PTL is executed.
  • a specific condition is satisfied in the game, a local item, a private viewing item, a coin, etc. peculiar to the area where the portal object PTL is placed are given to the user, and the item / coin management table TBL1 (see FIG. 28 (A)) is given. ) Is registered.
  • step S91 it is determined whether or not the tap operation to the my room icon ICN2 has been performed based on the input operation to the touch screen 15.
  • step S92 the part setting information stored in the memory 11 is updated to the "room part".
  • step S97 the process proceeds to step S97.
  • step S93 it is determined whether or not the tap operation to the LV distribution icon ICN1 has been performed based on the input operation on the touch screen 15.
  • step S94 the part setting information stored in the memory 11 is updated to the "live distribution part".
  • step S97 the process proceeds to step S97.
  • step S95 it is determined whether or not the tap operation to the PV reservation icon ICN3 has been performed based on the input operation on the touch screen 15.
  • step S96 the part setting information stored in the memory 11 is updated to the "delivery reservation part".
  • step S97 the process proceeds to step S97 without executing the process of step S96.
  • step S89 If it is not determined in step S89 that the current part is the "location information game part”, the process proceeds to step S98, and whether or not the current part is the "live distribution part" is stored in the memory 11. Judgment is made based on the existing part setting information.
  • the live viewing process is executed in step S99, and then the process proceeds to step S97.
  • step S100 On the other hand, if it is not determined to be the "live distribution part”, other processing is executed in step S100, and then the process proceeds to step S97.
  • the process corresponding to the delivery reservation part is executed in step S100.
  • step S97 the private viewing process is executed.
  • the private viewing process is executed, and as a result, when the private distribution start notification described later is received, the private distribution is preferentially viewed. be able to.
  • the process of step S97 is completed, the process returns.
  • step S99 The live viewing process in step S99 is executed according to the subroutine shown on the left side of FIG. 32.
  • the game play terminal 300 executes the process shown on the right side of FIG. 32.
  • step S121 the game play terminal 300 determines whether or not the live distribution start time has arrived based on the live distribution schedule management table TBL11. When it is determined that the live distribution start time has arrived, the process proceeds to step S122, and all users who can watch the live distribution game are set as distribution targets.
  • step S123 the live distribution space is defined as the virtual space 600A, and the virtual object including the avatar object 610 is arranged in the live distribution space.
  • step S124 game progress information including operation instruction data for making it possible to specify the arrangement / operation of the virtual object is generated, and the game progress information is distributed to the distribution target user terminal 100 set in step S122. do.
  • step S125 it is determined whether or not the live distribution end time has arrived based on the live distribution schedule management table TBL11. If it is not determined that the live distribution end time has arrived, the process returns to step S124, and if it is determined that the live distribution end time has arrived, the process returns.
  • step S101 the user terminal 100 defines the live distribution space as the virtual space 600B, and arranges the virtual camera 620B at a predetermined position in the live distribution space.
  • step S102 it is determined whether or not live distribution is in progress based on the distribution status of the operation instruction data from the game play terminal 300.
  • the game progress information is distributed from the game play terminal 300 every predetermined time (for example, 1/60 second). Therefore, in step S102, when the game progress information can be received within 0.5 seconds, for example, it is determined that live distribution is in progress, but when the game progress information cannot be received within 0.5 seconds, the game progress information cannot be received. It is not determined that live distribution is in progress.
  • step S103 a virtual object including the avatar object 610 is placed in the live distribution space, or a virtual object that has already been placed is operated based on the game progress information. Further, in step S103, a field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is defined, and a field of view image 660 corresponding to the field of view area 640B (for example, FIGS. 11 and 12) is described. The video of the game) is displayed on the touch screen 15. Further, in step S103, the My Room icon ICN2 is superimposed and displayed on the lower stage of the view image 660.
  • step S104 it is determined based on the game progress information whether or not the game part has been started in the live distribution. If it is determined that the game part has started, the process proceeds to step S105.
  • step S105 a specific condition (for example, a condition satisfied by the user inputting a predetermined number or more of magazine objects and the avatar object 610 defeating all the enemy objects 671) in the game part, or a condition in which the user has a predetermined number or more of emergency It is determined whether or not the condition) that is satisfied when the box object is thrown in and the avatar object 610 reaches a predetermined position is satisfied based on the game parameter value that can specify the progress of the game.
  • step S106 the process proceeds to step S106, and the item or icon corresponding to the specific condition is registered in the icon / coin management table TBL1. Items registered here include regular items that imitate letters of appreciation and trophies, and private viewing items. Further, the amount of coins given to the user is specified, for example, based on the degree of support of the user in the match.
  • step S106 the process returns to step S102.
  • step S107 an object for making it possible to identify that the live distribution is inactive is arranged in the live distribution space, and a field image 660 corresponding to the field of view area 640B according to the position and orientation of the virtual camera 620B is displayed. Displayed on the touch screen 15. Further, in step S107, the My Room icon ICN2 is superimposed and displayed on the view image 660.
  • step S108 it is determined whether or not the tap operation for the my room icon ICN2 has been performed based on the input operation for the touch screen 15. If it is not determined that the tap operation has been performed, the process returns to step S102. On the other hand, when it is determined that the tap operation has been performed, the process proceeds to step S109, and the part setting information stored in the memory 11 is updated to the "room part". When the update is completed, it returns.
  • step S97 The private viewing process in step S97 is executed according to the subroutine shown on the left side of FIG. 33. At this time, the game play terminal 300 executes the process shown on the right side of FIG. 33.
  • step S126 it is determined whether or not the private distribution start time for any user has arrived based on the private distribution schedule management table TBL13.
  • step S127 the user ID associated with the private distribution start time is specified on the private distribution schedule management table TBL13, and the user corresponding to the user ID is set as the distribution target.
  • step S128, the user terminal 100 of the user to be distributed is notified of the start of private distribution.
  • the user terminal 100 determines whether or not the private distribution start notification has been received based on the output from the communication IF 13. If it is not determined that the private distribution start notification has been received, a return is made, and if it is determined that the private distribution start notification has been received, the voice chat function with the player is turned on in step S112. In step S113, the room size registered in the user-side room management table TBL2 is specified, and the room having the room size is defined as the virtual space 600B.
  • step S129 the game play terminal 300 defines the room of the user to be distributed as the virtual space 600A based on the room management table TBL12 on the distributor side, and sets a plurality of objects including the door DR and the TV TV in the room. Deploy. Further, in step S129, the avatar object 610 is placed in the room. In step S130, game progress information including operation instruction data for making it possible to specify the arrangement / operation of a virtual object in the room is generated, and the game progress information is distributed to the user terminal 100 of the user to be distributed.
  • step S131 it is determined whether or not the private distribution end time has arrived based on the private distribution schedule management table TBL13. If it is not determined that the private delivery end time has arrived, the process returns to step S130. As a result, the game progress information is distributed to the user terminal 100 of the user to be distributed every predetermined time (for example, 1/60 second).
  • step S114 the user terminal 100 arranges a virtual object including the avatar object 610 in the room or operates a virtual object already arranged based on the game progress information distributed from the game play terminal 300. .. Further, in step S114, a field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is defined, and the field of view image 660 corresponding to the field of view area 640B is displayed on the touch screen 15.
  • step S131 When it is determined in step S131 that the private distribution end time has arrived, the game play terminal 300 proceeds to step S132 and notifies the user terminal 100 of the user to be distributed of the end of private distribution. When the notification is completed, it will return.
  • step S115 the user terminal 100 determines whether or not the private distribution end notification has been received from the game play terminal 300 based on the output from the communication IF 13. If it is not determined that the private delivery end notification has been received, the process returns to step S114. On the other hand, when it is determined that the private distribution end notification has been received, the voice chat function is turned off in step S116. In step S117, the part setting information stored in the memory 11 is updated to the "live distribution part", and when the update is completed, the process returns.
  • a room image representing a user-specific room is displayed on the touch screen 15 based on the user-side room management table TBL2.
  • the room information on the user-side room management table TBL2 is updated, and the updated room information is transmitted to the game play terminal 300.
  • the user's room is defined as the virtual space 600B.
  • the virtual object including the avatar object 610 performs an operation or the like based on the game progress information distributed from the game play terminal 300.
  • the image in the room is displayed on the touch screen 15.
  • the avatar object 610 appears in the room created by the user. For this reason, it is possible to promote dialogue based on the user's favorite topic and enhance the taste of the game.
  • game progress information for specifying the operation of the avatar object 610 in the live distribution space is distributed.
  • the game progress information is distributed to the user who created the room among the plurality of users, and in the live distribution part, the game progress information is distributed to each of the plurality of users. Game progress information is delivered. Further, each game progress information includes the voice data of the player emitted in correspondence with the avatar object 610. However, the output of the voice data emitted by the user to the server 200 is permitted in the private distribution part, but is restricted in the live distribution part.
  • a private viewing item is given to the user when a specific condition is satisfied in the location information game or the live distribution game.
  • the private distribution part can be started by consuming the private viewing item. This can motivate the user to advance the game and meet specific conditions.
  • the location information game part is transferred based on the door DR arranged in the room, that is, the tap operation to the object reminiscent of going out of the building.
  • the room part and the location-based game part are seamlessly connected, and the taste of the game is improved.
  • the object arranged in the room includes the object of the local item given to the user by advancing the game in the location information game part.
  • the user can deepen the dialogue with the player by talking about the local item.
  • the user can execute the game with the avatar object 610 in the private distribution part. This can improve the taste of the private distribution part.
  • the game progress information is distributed to a plurality of users in the live distribution mode, while in the private distribution part, only to the user who generated the room in which the avatar object 610 is arranged. It will be delivered.
  • voice chat between the user and the player who watch the video of the game is restricted in the live distribution mode, while it is allowed in the private distribution part.
  • the game progress information may be distributed to a plurality of users even in the private distribution part, and the voice chat may be regulated in both the live distribution part and the private distribution part. That is, during private distribution, the voice output from the user may be restricted and the user's intention may be conveyed to the player by text input. In this case, other users may also be able to watch the game video by private distribution.
  • the distribution target in the private distribution part is the user who created the room in which the avatar object 610 is arranged.
  • the game progress information for making it possible to display the image of the room in which the avatar object 610 is arranged may be distributed to other users designated by the user.
  • the other user may be, for example, a user who has permitted viewing by the user who created the room, a user who has a friendship with the user who created the room, and the like.
  • the private distribution is executed at a time zone different from the time zone of the live distribution.
  • the private distribution may be executed at a time zone that overlaps with the time zone of the live distribution.
  • the private distribution may be executed in the last time zone of the live distribution time zone.
  • the player may say "I'm going to everyone's room today” and shift to private distribution.
  • a display such as "going out” may be displayed to other users.
  • a peep item may be given to the user so that the user can see the room of the user to be privately distributed by consuming the peep item (voice from the user is cut).
  • the object registered in the user side room management table TBL2 and the avatar object 610 are arranged in the room.
  • an object operated by the user in the private distribution part for example, an object imitating an animal such as a puppy
  • an object operated by another user described in the above modification (2) may be invited to the room.
  • the room size is fixed.
  • the room size may be expanded or reduced according to the user's operation. Further, at least when expanding, the coins associated with the user may be consumed.
  • the private viewing item is given to the user when a specific condition is satisfied in the live distribution game or the location information game.
  • the private viewing item may be given to the user by a billing process.
  • a shooting game is assumed as a game executed in response to a tap operation on a portal object.
  • the game is not limited to the shooting game, and may be a game such as a puzzle game, a card game, or a mahjong game.
  • the objects other than the objects of the items given in the live distribution game or the location information game are all charged.
  • some of the objects for example, ornaments such as foliage plants
  • the PV reservation icon ICN3 is superimposed on the map image shown in FIG. 30A regardless of whether or not the private viewing item is registered in the item / coin management table TBL1. Will be done. However, when the private viewing item is not registered in the item / coin management table TBL1, the PV reservation icon ICN3 is displayed depending on whether or not the private viewing item is registered, such as not displaying the PV reservation icon ICN3. You may try to make it different.
  • the establishment of the achievement condition by the avatar object 610 is supported according to the item input operation by the user.
  • the avatar object 610 may exert an inhibitory action that hinders the establishment of the achievement condition (which is disadvantageous to the player).
  • an emergency box is provided to the enemy object 671 to recover the physical strength of the enemy object 671, or an ax or a hoe that can be used by the enemy object 671 is thrown into the virtual space 600A.
  • the attack power of the enemy object 671 may be increased to hinder the progress of the game by the avatar object 610.
  • a live distribution game a game in which the user supports the avatar object 610 in a battle between the avatar object 610 and the enemy object 671 is assumed.
  • a puzzle game for example, a player and a challenger
  • a game object operated by each of a player and a user is made to appear in each of the virtual spaces 600A and 600B and a battle is performed using the game object.
  • players take turns operating objects that imitate pachinko and compete for how many objects that imitate the fruits that were blown by the pachinko can be placed on the objects that imitate the tray placed in front of them.
  • the avatar object 610 appears in the room created by the user, and the dialogue between the user and the player is performed by voice chat.
  • the room A special object commemorating the visit (or proof that it was targeted for private delivery) is given to the user after the private delivery is completed (that is, registered in the item / coin management table TBL1), and the special object is given.
  • the icon corresponding to the object may be made displayable on the UI image 770. This allows the user to place the special object in the room, thus motivating the user to repeatedly use private delivery.
  • the icon corresponding to the object of the local item or the normal item given in the live distribution game or the location information game is also included. Is displayed. In addition to this, the icon corresponding to the object of the private viewing item may also be displayed on the UI image 770.
  • the number of times a certain user is targeted for private distribution is not notified to other users.
  • the number of times a person has been targeted for private distribution may be managed as user information, and the number of times a user has been targeted for private distribution may be notified to another user. Further, the ratio of accepting reservations for private distribution may be increased for users who have a large number of such times.
  • a private viewing item can be given to the user when a specific condition is satisfied in the live distribution game or the location information game, but the ratio of the private viewing item being given is another item. It may be set lower than (normal items and local items) (private viewing items become so-called rare items).
  • the room information on the user-side room management table TBL2 is transmitted to the game play terminal 300.
  • the transmission timing of the room information may be the timing of reserving the private distribution or the timing of starting the private distribution.
  • the game play terminal 300 determines the private delivery time zone.
  • the game play terminal 300 presents a plurality of candidate time zones to the user terminal 100, and determines a time zone selected by the user from the plurality of candidate time zones as the private delivery time zone. May be good.
  • the user terminal 100 of the user to be distributed is notified of the start of private distribution.
  • the start of private distribution may be notified (for example, pop-up notification) before a predetermined time (for example, 30 minutes before) the private distribution start time.
  • a predetermined time for example, 30 minutes before
  • the private distribution icon is separately displayed on the screens shown in FIGS. 30 (A) to 30 (C) and the private distribution icon is tapped before the private distribution start time, the private distribution icon is displayed separately. , You may make it possible to play a special game before private distribution until the private distribution start time.
  • the private distribution ends at the end time of the private distribution.
  • the private delivery can be extended by consuming the extension item. You may.
  • step S102 shown in FIG. 32 when it is not determined in step S102 shown in FIG. 32 that live distribution is in progress, the touch screen 15 notifies that live distribution is suspended. However, if it is before the live distribution start time, the special game before the live distribution may be executed before the live distribution start time.
  • the room of the user to be distributed is defined as the virtual space 600A in the game play terminal 300, and a plurality of objects including the door DR and the TV TV are concerned. Placed in the room.
  • the regulation of the room and the arrangement of the plurality of objects may be executed before a predetermined time of the private distribution start time. This allows the player to preview the room and extract areas that are likely to be talked about with the user.
  • the distribution function from the room created by the user may be applied even in the normal live distribution (live distribution in the live distribution part).
  • an arbitrary user may be selected from the users (viewers) who watch the live distribution, and the avatar played by the performer may be visited in the room created by the selected user for live distribution.
  • the user may be selected according to the game results and points earned during live distribution.
  • the timing for selecting a user may be at the start of live distribution, during live distribution, or at the end of live distribution.
  • the live distribution is performed from the room created by the user after this.
  • the live distribution from the room created by the user may be made available to other users, or may be made available to only some users (for example, the user with the highest game performance or earned points). ), Only the user who created the room as in the above embodiment may be used.
  • the decorative object related to the avatar played by the performer can be acquired or purchased for a fee, and this decorative object can be obtained. It may be possible to place it in a room created by the user. By placing a decorative object in the created room, the user can get a favorable impression from the avatar (the performer who plays the avatar) when the avatar visits.
  • the user requests and receives the progress of the completed live distribution part.
  • the live distribution part can be advanced again based on the operation instruction data.
  • 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 private distribution part and the live distribution part distributed to each of a plurality of users may be collectively referred to as a live distribution 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.
  • the step of receiving the recorded operation instruction data related to the live distribution part and the step of advancing the completed live distribution part by operating the character 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, if it is determined that the user has a track record of advancing the live distribution part in real time, the same live distribution part (including the private distribution part) as the one in which the user has advanced the live distribution part in real time is included. ) Should be advanced again (return delivery). In return delivery, it is better to perform a selective progression of the live delivery part.
  • the live distribution part having a progress mode different from that progressed in real time (missed distribution).
  • the private distribution part the user who received the distribution has already watched the content, so that the distribution is not overlooked. Therefore, on a terminal in which the private distribution part progresses in real time, the overlooked distribution is not performed.
  • 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 determines the user in the live distribution part. Receives and analyzes action history information.
  • the user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution part, in addition to the contents of the recorded action instruction data.
  • the user action history information is often associated with the recorded action instruction data, and is preferably stored in the storage unit 220 of the server 200, the memory 31 of the game play terminal 300, or the memory 41 of the distribution terminal 400.
  • the user behavior history information may be stored in the storage unit 120 of the user terminal 100.
  • FIG. 34 is a diagram showing an example of a data structure of user behavior history information.
  • the user action history information includes, for example, items such as action time, action type, and action details in which the user has acted in the live distribution part, and is associated with a user ID that identifies the user.
  • the item “behavior time” is the time information in which the user performed an action in the live distribution part
  • the item “behavior type” is a type indicating the user's action
  • the item “behavior details” is the specific action of the user. Content.
  • the user action history information may include actions such as an object placement operation and a position change operation in the room by the user.
  • actions may include time selection for later playback of a particular progression of the livestream part.
  • such actions may include the acquisition of rewards, points, etc. during the live distribution part.
  • the user turns on / off the voice chat function, the user's voice input by voice chat, and the game progress operation on the user's turn when the user is a challenger (in one example, pachinko by the challenger). Operation) 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. 35. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
  • FIG. 35 is a diagram showing an example of the data structure of the game information 132 processed by the system 1 according to the present embodiment.
  • the items provided in the game information 132 are appropriately determined according to the genre, nature, content, etc. of the game, and the exemplary items do not limit the scope of the present disclosure.
  • the game information 132 is configured to include each item of "play history”, “item”, “delivery history”, and "game object". Each of these items is appropriately referred to when the game progress unit 115 advances the game.
  • the user's play history is stored in the item "play history”.
  • the play history is information indicating whether or not the user's play is completed for each scenario stored in the storage unit 120.
  • the play history includes a list of scenarios downloaded for the first time in play. 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 in the past, so-called back numbers, in the live distribution part.
  • the video that was live-streamed in the past is, for example, a video in which the avatar object 610 is fighting an enemy object in the live-streaming part that is live-streamed to a plurality of players, and in the private distribution part, the room generated by the user. It is a moving image in which the avatar object 610 appears and operates, and a moving image of the avatar object 610 interacting with the user.
  • 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.
  • the item "game object” stores data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673.
  • the "game object” stores data of various objects (objects imitating doors, objects imitating televisions, etc.) that can be arranged in the room and are associated with the room part.
  • FIG. 36 is a flowchart showing an example of a basic game progress of a game executed based on the game program according to the present embodiment.
  • the processing flow is applied to the scene after the end of the real-time live distribution part (including the private distribution part) and the end of the live distribution time.
  • step S301 the input unit 151 of the user terminal 100 newly requests the progress of the completed live distribution part.
  • step S302 in response to the request in step S301, the user terminal 100 receives the recorded operation instruction data related to the completed live distribution part from the server 200 or the distribution terminal 400.
  • the recorded action instruction data includes motion data and voice data input by the operator associated with the character.
  • An example of the recorded action instruction data is voice chat data for the user who generated the room input by the operator in the private distribution part.
  • 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.
  • 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).
  • the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution part (including the private distribution part) in real time. The determination may be performed, for example, based on whether there is a record in which the action instruction data has been sent to the user terminal 100. Alternatively, even if the live 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. 35, 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.
  • 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”. If the live distribution part is a private distribution part, the process does not proceed to step 306, and the overlooked distribution part is not executed. Further, as described above, the user experience is different between "return delivery” and "missed delivery”.
  • step S303 If it is determined in step S303 that the user has a track record of advancing the live distribution part in real time, the processing flow proceeds from YES in step S303 to step S304.
  • step S304 the game progress unit 115 acquires and analyzes the user action history information of the live distribution part shown in FIG. 34.
  • the user action history information may be acquired from the server 200 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 (including the private distribution part) (that is, the above-mentioned “return distribution”).
  • the recorded operation instruction data and the user action history information analyzed in step S304 are used to re-progress the live distribution part.
  • the user terminal displaying the play video of the private distribution game in real time receives the recorded data regarding the operation of the avatar object that appeared in the game in the real-time distribution from the external device after the real-time distribution. Then, the user terminal obtains recorded data regarding the operation of the avatar object and recorded data regarding the user's behavior of the user terminal in real-time private distribution (for example, data included in the above-mentioned user behavior history information). Use to generate and play gameplay video.
  • the throwing item for supporting the avatar object 610 input in the real-time live distribution part may be reflected in the operation mode of the character (avatar object 610). For example, if the user has acquired a tossed item 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. 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 inputs a comment 2 minutes and 45 seconds after the start of the live distribution part, the user can advance the live distribution part again by specifying the timing after 2 minutes and 45 seconds. ..
  • 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 whether the user has no record of advancing the live distribution part in real time. 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.
  • the process does not proceed to step 306, that is, the missed distribution is not executed and the process returns to step S301.
  • step S306 the game progress unit 115 executes a limited progress (that is, the above-mentioned "missed distribution") of the completed live distribution part (excluding the private 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 (not including the private 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. 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 live distribution part and the like include (but is not limited to) a user-participatory event as described in the first embodiment, and the user is provided with an interactive experience with the avatar object.
  • 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 second part (live distribution part) again. That is, it is preferable that the return delivery or the missed delivery can be repeatedly executed a plurality of times. In this case, the processing flow returns to step S301.
  • the user terminal 100 even after the live distribution part has progressed in real time, the user can proceed with the live distribution part again in various modes. As a result, the user feels more attached to the character through the experience of interacting with the character in a rich sense of reality, so that another part that operates the character can be played with even more interest. .. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
  • ⁇ 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.
  • ⁇ Modification 2> In the second embodiment, after the end of the return distribution (step S305 in FIG. 36) or the overlooked distribution (step S306 in FIG. 36), the progress of the completed second part (live distribution part) may be requested again. And said. That is, the return delivery or the missed delivery could be repeatedly executed a plurality of times. In the second modification, it is preferable that the second and subsequent return delivery or missed delivery correspond to the record of the previous return delivery or missed delivery.
  • the first distribution history data is stored in the storage unit 220 of the server 200 or the storage unit 320 of the distribution terminal 400. After that, when the recorded operation instruction data related to the completed live distribution part is requested again from the user terminal 100, the first distribution history data is sent from the server 200 or the distribution terminal 400 together with the recorded operation instruction data. It will be delivered. In the user terminal 100, the received first delivery history data is referred to, and if the first return delivery or the missed delivery is performed halfway, the user terminal 100 will perform the second return delivery or the second return delivery from the continuation. Resume the progress of overlooked delivery. As a result, the user can efficiently perform return delivery or missed delivery.
  • the return delivery should be executed from the second time onward, and if the first delivery is a missed delivery, the missed delivery should be executed from the second time onward. Further, when the recorded operation instruction data already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. As a result, the amount of data received by the user terminal 100 can be saved.
  • ⁇ Modification 3> In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined according to the actual result of the user advancing the live distribution part in real time (). Step S303 in FIG. 36).
  • the third modification when it is determined that the user has progressed the live distribution part halfway in real time, it is preferable to restart the progress of the completed live distribution part from the continuation.
  • the record of how far the user has advanced the live distribution part in real time can be determined from the user behavior history information described above in FIG. 34. That is, the user behavior history information records how long the user has progressed with respect to a specific live distribution part.
  • the resumption of the completed live distribution part should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
  • FIG. 37 shows an example of a screen displayed on the display unit 152 of the user terminal 100 based on the game program according to the present embodiment, and an example of a transition between these screens.
  • screens include 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 part based on the received operation instruction data.
  • the moving image reproduction unit 117 generates a moving image reproduction screen (for example, thank-you moving image 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution part, and displays it on the display unit 152.
  • the live selection screen 800B has a "return (x)" icon 808 for transitioning to the screen displayed immediately before and a "missing delivery” icon 810 for transitioning to the missed selection screen 800C on the display unit 152. It may be displayed.
  • the game progress unit 115 shifts the screen 800B to the home screen 800A in response to an input operation for the “return (x)” icon 808 on the live selection screen 800B.
  • the game progress unit 115 shifts to the missed selection screen 800C on the screen 800B for the input operation for the missed distribution icon 810 on the live selection screen 800B.
  • the overlook selection screen 800C displays 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 delivery or the missed delivery is executed depending on whether or not the user has progressed the live delivery part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the above-mentioned return distribution is performed. On the other hand, if it is determined that the user has no record of advancing the live distribution part in real time, the distribution will be overlooked. As described above with respect to FIG. 36, the look-back delivery and the missed delivery can provide different user experiences.
  • (Appendix 1) is a game method executed by the processor in a computer (user terminal 100) including a processor, a memory, an input unit, and a display unit, and the user with respect to the input unit.
  • a second game part that displays an image in which the specific character operates in the first virtual space based on the first information (game progress information) for specifying the operation of the specific character (avatar object 610) in the game.
  • the third step (S97) for performing (private distribution part), the fourth step for granting the right medium (private viewing item) to the user as the billing process is performed according to the input operation from the user, and the above.
  • the image in which the specific character operates in the second virtual space is displayed.
  • the third step includes the fifth step (S99) of performing the third game part (live distribution part) to be displayed, and the third step starts the second game part (private distribution part) by consuming the right medium.
  • the first information can be distributed to a user who has placed an object in the first virtual space among a plurality of users including the user, and has a specific relationship with the user.
  • the second information is information that can be distributed to any of the plurality of users, and the method further comprises the second game part. After the end of the first progress of the second game part, the sixth step requesting the progress of the second game part again, and the first information delivered again from the server for the requested step, said.
  • a game method including a seventh step of performing a re-progress of the second game part, which displays an image in which a specific character operates.
  • the record of the action includes time information
  • the re-progress of the second game part is the user's progress via the input unit during the first progress of the second game part. According to the specification of the time information by the input operation.
  • the action includes selection of a specific progress portion by an input operation of the user via the input unit during the first progress of the second game part. In the second progress of the second game part, the progress of only the selected specific progress portion is executed.
  • Appendix 5 A computer-readable medium in which a computer-executable instruction is stored, and when the computer-executable instruction is executed, the computer-readable medium causes the processor to execute any of the methods (Appendix 1) to (Appendix 4). ..
  • Appendix 6 An information processing apparatus, wherein the information processing apparatus includes a memory for storing a program including each step described in (Appendix 1), and a processor that controls the operation of the information processing apparatus by executing the program. , An information processing device.
  • 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 the program, thereby achieving the object of the present disclosure.
  • a CPU Central Processing Unit
  • the recording medium in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used.
  • a RAM RandomAccessMemory
  • the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.

Abstract

The present invention provides a game method, a computer-readable medium, and an information terminal device with which it is possible to increase interest and enjoyment. Provided is a game method that includes: a step for performing a first game part for displaying a video in a user-specific first virtual space in which an object is disposed on the basis of input operation by a user; a step for outputting, to a server, virtual space information for making it possible to specify the first virtual space; a step for performing, on the basis of first information for specifying the motion of a specific character in the first virtual space generated in the server on the basis of the virtual space information, a second game part for displaying a video in which the specific character performs motion. The game method further includes: a step for making a request for advance again of the second game part after the end of a first advance of the second game part; and a step for executing advance again of the second game part for displaying a video in which the specific character performs motion, on the basis of the first information delivered again from the server in response to the step for making a request.

Description

ゲーム方法、コンピュータ可読媒体、および情報処理装置Game methods, computer-readable media, and information processing equipment
 本開示は、ゲーム方法、コンピュータ可読媒体、および情報処理装置に関する。 This disclosure relates to game methods, computer-readable media, and information processing devices.
 特許文献1には、ライブ動画やゲーム画面などのコンテンツを視聴端末において表示するためのデータを当該視聴端末に配信する情報処理システムが記載されている。当該情報処理システムにおいては、コンテンツサーバから配信されたコンテンツが表示されるコンテンツ表示領域と、コンテンツ表示領域以外の背景領域によって構成された表示画面が、視聴端末に表示される。背景領域においては、デコレーションや投げ銭、メッセージを吹き出し形式で表示するアバターを含む画像が、背景画像に重畳して表示される。また、背景画像は、コンテンツの演者や提供者等により事前に設定される。これにより、各コンテンツの雰囲気に合った背景画像を、コンテンツの演者や提供者等自身が選択できる。 Patent Document 1 describes an information processing system that distributes data for displaying contents such as live moving images and game screens on a viewing terminal to the viewing terminal. In the information processing system, a display screen composed of a content display area in which the content distributed from the content server is displayed and a background area other than the content display area is displayed on the viewing terminal. In the background area, an image including an avatar that displays decorations, money, and messages in a balloon format is displayed superimposed on the background image. In addition, the background image is set in advance by the performer, provider, or the like of the content. As a result, the performer, the provider, or the like of the content can select a background image that matches the atmosphere of each content.
特開2012-120098号公報Japanese Unexamined Patent Publication No. 2012-12598
 しかし、特許文献1のシステムでは、背景画像がコンテンツの演者や提供者等により選択されるため、個々の視聴者が好む話題による対話は期待できない。この結果、当該システムでは、好趣(興趣)が低下する虞がある。 However, in the system of Patent Document 1, since the background image is selected by the performer, the provider, etc. of the content, dialogue on the topic preferred by each viewer cannot be expected. As a result, in the system, there is a risk that the taste (interest) will be reduced.
 本開示は、かかる実情に鑑み考え出されたものであり、その目的は、好趣を向上させることができる、ゲーム方法、コンピュータ可読媒体、および情報処理装置を提供することである。 The present disclosure has been devised in view of such circumstances, and an object thereof is to provide a game method, a computer-readable medium, and an information processing device that can improve the taste.
 本開示に示す一実施形態のある局面によれば、プロセッサ、メモリ、入力部、および表示部を備えるコンピュータにおいて前記プロセッサにより実行されるゲーム方法であって、前記入力部に対するユーザからの入力操作に基づいてオブジェクトが配置されている当該ユーザ固有の第1の仮想空間内の映像を表示する第1ゲームパートを行う第1ステップと、前記第1の仮想空間を特定可能にするための仮想空間情報をサーバに出力する第2ステップと、前記仮想空間情報に基づいて前記サーバにおいて生成された第1の仮想空間内における特定キャラクタの動作を特定するための第1情報に基づいて、前記第1の仮想空間内において前記特定キャラクタが動作する映像を表示する第2ゲームパートを行う第3ステップと、ユーザからの入力操作に応じて課金処理が行われることに伴って権利媒体をユーザに付与する第4ステップと、前記サーバにおいて生成された第2の仮想空間内における前記特定キャラクタの動作を特定するための第2情報に基づいて、前記第2の仮想空間内において前記特定キャラクタが動作する映像を表示する第3ゲームパートを行う第5ステップと、を含み、前記第3ステップは、前記権利媒体を消費することにより前記第2ゲームパートを開始可能とし、前記第1情報は、前記ユーザを含む複数のユーザのうちの前記第1の仮想空間内にオブジェクトを配置したユーザに対して配信されるとともに、当該ユーザと特定関係を有するユーザに対しても配信可能となる情報である一方、前記第2情報は、前記複数のユーザのいずれに対しても配信可能となる情報であり、前記方法はさらに、前記第2ゲームパートの第1の進行の終了後に、前記第2ゲームパートの再度の進行を要求する第6ステップと、前記要求するステップに対して、前記サーバから再び配信される前記第1情報に基づいて、前記特定キャラクタが動作する映像を表示する、前記第2ゲームパートの再度の進行を実行する第7ステップと、を含む、ゲーム方法を提供する。 According to an aspect of one embodiment shown in the present disclosure, it is a game method executed by the processor in a computer including a processor, a memory, an input unit, and a display unit, and the input operation from the user to the input unit is performed. The first step of performing the first game part for displaying the image in the first virtual space peculiar to the user in which the object is arranged based on the above, and the virtual space information for making the first virtual space identifiable. The first step is based on the second step of outputting the above to the server and the first information for specifying the operation of the specific character in the first virtual space generated in the server based on the virtual space information. The third step of performing the second game part of displaying the image in which the specific character operates in the virtual space, and the first step of granting the right medium to the user as the billing process is performed according to the input operation from the user. Based on the four steps and the second information for specifying the operation of the specific character in the second virtual space generated by the server, the video in which the specific character operates in the second virtual space is displayed. The third step includes a fifth step of performing a third game part to be displayed, the third step enables the second game part to be started by consuming the right medium, and the first information includes the user. The information is distributed to a user who has placed an object in the first virtual space among a plurality of users, and can also be distributed to a user who has a specific relationship with the user. The 2 information is information that can be distributed to any of the plurality of users, and the method further advances the second game part again after the completion of the first progress of the second game part. The second game part of the second game part, which displays an image in which the specific character operates based on the first information delivered again from the server for the sixth step and the requested step. A game method is provided, including a seventh step of performing a progression.
 本開示によれば、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.
ある実施の形態に従うシステムの概要の一例を示す図である。It is a figure which shows an example of the outline of the system which follows a certain embodiment. ある実施の形態に従うユーザ端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the user terminal which follows a certain embodiment. ある実施の形態に従うサーバのハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware configuration of the server according to a certain embodiment. ある実施の形態に従うゲームプレイ端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the game play terminal which follows a certain embodiment. ある実施の形態に従う配信端末のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware composition of the distribution terminal which follows a certain embodiment. ある実施の形態に従うユーザ端末、サーバ、HMDセットの機能的構成の一例を示すブロック図である。It is a block diagram which shows an example of the functional configuration of a user terminal, a server, and an HMD set according to a certain embodiment. ある実施の形態に従う配信端末の機能的構成の一例を示すブロック図である。It is a block diagram which shows an example of the functional configuration of the distribution terminal according to a certain embodiment. ある実施の形態に従うユーザ端末およびゲームプレイ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the user terminal and the game play terminal which follow a certain embodiment. ある実施の形態に従う、プレイヤに提供される仮想空間、および、プレイヤが視認する視界画像の一例を示す図である。It is a figure which shows an example of the virtual space provided to a player, and the visual field image which a player visually recognizes, according to a certain embodiment. ある実施の形態に従う、ユーザ端末のユーザに提供される仮想空間、および、該ユーザが視認する視界画像の一例を示す図である。It is a figure which shows an example of the virtual space provided to the user of a user terminal, and the visual field image which the user visually recognizes, according to a certain embodiment. ユーザ端末のユーザが視認する視界画像の他の例を示す図である。It is a figure which shows the other example of the field of view image visually seen by the user of a user terminal. ユーザ端末のユーザが視認する視界画像のさらに別の例を示す図である。It is a figure which shows still another example of the field of view image which the user of a user terminal sees. ある実施の形態に従うゲームプレイ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the process executed in the game play terminal which follows a certain embodiment. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. ある実施の形態に従うサーバにおいて実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the server which follows a certain embodiment. ある実施の形態に従う、ゲームに参加したユーザのリストの一具体例を示す図である。It is a figure which shows a specific example of the list of the user who participated in a game according to a certain embodiment. ある実施の形態に従う配信端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面の一具体例を示す図である。It is a figure which shows a specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う配信端末に表示される画面の他の具体例を示す図である。It is a figure which shows the other specific example of the screen which is displayed on the distribution terminal which follows a certain embodiment. ある実施の形態に従う、プレイヤによる音声入力の一具体例を示す図である。It is a figure which shows a specific example of the voice input by a player according to a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例と、動作指図データの配信の概要とを示す図である。It is a figure which shows still another specific example of the screen displayed on the distribution terminal according to a certain embodiment, and the outline of distribution of operation instruction data. ある実施の形態に従う、プレイヤによる音声入力の他の具体例を示す図である。It is a figure which shows the other specific example of the voice input by a player according to a certain embodiment. ある実施の形態に従う配信端末に表示される画面のさらなる別の具体例と、動作指図データの配信の概要とを示す図である。It is a figure which shows still another specific example of the screen displayed on the distribution terminal according to a certain embodiment, and the outline of distribution of operation instruction data. ある実施形態に従うゲームプレイ端末からユーザ端末へのゲーム進行情報の送信の概要を示す図である。It is a figure which shows the outline of transmission of the game progress information from a game play terminal to a user terminal according to a certain embodiment. ある実施の形態に従うユーザ端末において実行される処理の一部を表すフローチャートである。It is a flowchart which shows a part of the processing which is executed in the user terminal which follows a certain embodiment. 動画再生の一具体例を示す図である。It is a figure which shows a specific example of moving image reproduction. 動画再生の他の具体例を示す図である。It is a figure which shows the other specific example of moving image play. (A)はユーザ端末のメモリに記憶されているアイテム/コイン管理テーブルの構成を示す図であり、(B)はユーザ端末のメモリに記憶されているユーザ側ルーム管理テーブルの構成を示す図である。(A) is a diagram showing the configuration of the item / coin management table stored in the memory of the user terminal, and (B) is a diagram showing the configuration of the user side room management table stored in the memory of the user terminal. be. (A)はゲームプレイ端末のメモリに記憶されているライブ配信スケジュール管理テーブルの構成を示す図であり、(B)はゲームプレイ端末のメモリに記憶されている配信者側ルーム管理テーブルの構成を示す図であり、(C)はゲームプレイ端末のメモリに記憶されているプライベート配信スケジュール管理テーブルの構成を示す図である。(A) is a diagram showing the configuration of the live distribution schedule management table stored in the memory of the game play terminal, and (B) is the configuration of the distributor side room management table stored in the memory of the game play terminal. It is a figure which shows, and (C) is the figure which shows the structure of the private distribution schedule management table stored in the memory of a game play terminal. (A)はユーザ端末のタッチスクリーンに表示された画像の一例を示す図であり、(B)はユーザ端末のタッチスクリーンに表示された画像の他の一例を示す図であり、(C)はユーザ端末のタッチスクリーンに表示された画像のその他の一例を示す図であり、(D)はユーザ端末のタッチスクリーンに表示された画像のさらにその他の一例を示す図である。(A) is a diagram showing an example of an image displayed on the touch screen of the user terminal, (B) is a diagram showing another example of the image displayed on the touch screen of the user terminal, and (C) is a diagram showing another example. It is a figure which shows the other example of the image displayed on the touch screen of a user terminal, and (D) is the figure which shows the other example of the image displayed on the touch screen of a user terminal. ユーザ端末において実行される処理の流れの一部を示すフローチャートである。It is a flowchart which shows a part of the flow of processing executed in a user terminal. ユーザ端末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、本開示はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味および範囲内でのすべての変更が本開示に含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。
[Embodiment 1]
The system according to the present disclosure is a system for providing a game to a plurality of users. Hereinafter, the system will be described with reference to the drawings. It should be noted that the present disclosure is not limited to these examples, and is indicated by the scope of claims, and it is intended that the present disclosure includes all changes in the meaning and scope equivalent to the scope of claims. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description is not repeated.
 <システム1の動作概要>
 図1は、本実施形態に係るシステム1の概要を示す図である。システム1は、複数のユーザ端末100(コンピュータ)と、サーバ200と、ゲームプレイ端末300(外部装置、第2外部装置)と、配信端末400(外部、第1外部装置)とを含む。なお、図1では、複数のユーザ端末100の一例として、ユーザ端末100A~100C、換言すれば、3台のユーザ端末100を記載しているが、ユーザ端末100の台数は図示の例に限定されない。また、本実施形態では、ユーザ端末100A~Cを区別する必要が無い場合、「ユーザ端末100」と記載する。ユーザ端末100、ゲームプレイ端末300、および配信端末400は、サーバ200とネットワーク2を介して接続する。ネットワーク2は、インターネットおよび図示しない無線基地局によって構築される各種移動通信システム等で構成される。この移動通信システムとしては、例えば、所謂3G、4G移動通信システム、LTE(Long Term Evolution)、および所定のアクセスポイントによってインターネットに接続可能な無線ネットワーク(例えばWi-Fi(登録商標))等が挙げられる。
<Overview of system 1 operation>
FIG. 1 is a diagram showing an outline of the system 1 according to the present embodiment. The system 1 includes a plurality of user terminals 100 (computers), a server 200, a game play terminal 300 (external device, a second external device), and a distribution terminal 400 (external, first external device). Note that FIG. 1 describes user terminals 100A to 100C, in other words, three user terminals 100 as an example of a plurality of user terminals 100, but the number of user terminals 100 is not limited to the illustrated example. .. Further, in the present embodiment, when it is not necessary to distinguish the user terminals 100A to C, it is described as "user terminal 100". The user terminal 100, the game play terminal 300, and the distribution terminal 400 are connected to the server 200 via the network 2. The network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
 (ゲームの概要)
 本実施形態では、システム1によって提供されるゲーム(以下、本ゲーム)の一例として、ゲームプレイ端末300のユーザが主としてプレイするゲームを説明する。以下、ゲームプレイ端末300のユーザを、「プレイヤ」と称する。プレイヤ(演者)は、一例として、本ゲームに登場するキャラクタを操作することにより、ゲームを進行させる。また、本ゲームにおいて、ユーザ端末100のユーザは、プレイヤによるゲームの進行を支援する役割を担う。本ゲームの詳細については後述する。なお、システム1によって提供されるゲームは、複数のユーザが参加するゲームであればよく、この例に限定されない。
(Outline of the game)
In the present embodiment, as an example of the game provided by the system 1 (hereinafter referred to as the game), a game mainly played by the user of the game play terminal 300 will be described. Hereinafter, the user of the game play terminal 300 is referred to as a "player". As an example, the player (performer) advances the game by operating the characters appearing in the game. Further, in this game, the user of the user terminal 100 plays a role of supporting the progress of the game by the player. Details of this game will be described later. The game provided by the system 1 may be a game in which a plurality of users participate, and is not limited to this example.
 (ゲームプレイ端末300)
 ゲームプレイ端末300は、プレイヤによる入力操作に応じてゲームを進行させる。また、ゲームプレイ端末300は、プレイヤのゲームプレイにより生成された情報(以下、ゲーム進行情報)を、順次、サーバ200にリアルタイムで配信する。
(Gameplay terminal 300)
The game play terminal 300 advances the game in response to an input operation by the player. Further, the game play terminal 300 sequentially distributes information generated by the player's game play (hereinafter, game progress information) to the server 200 in real time.
 (サーバ200)
 サーバ200は、ゲームプレイ端末300からリアルタイムに受信したゲーム進行情報(第2データ)を、ユーザ端末100に送信する。また、サーバ200は、ユーザ端末100、ゲームプレイ端末300、および配信端末400の間の各種情報の送受信を仲介する。
(Server 200)
The server 200 transmits the game progress information (second data) received in real time from the game play terminal 300 to the user terminal 100. Further, the server 200 mediates the transmission / reception of various information between the user terminal 100, the game play terminal 300, and the distribution terminal 400.
 (配信端末400)
 配信端末400は、配信端末400のユーザによる入力操作に応じて、動作指図データ(第1データ)を生成し、サーバ200を介してユーザ端末100へ動作指図データを配信する。動作指図データとは、ユーザ端末100において動画を再生するためのデータであり、具体的には、動画に登場するキャラクタを動作させるためのデータである。
(Distribution terminal 400)
The distribution terminal 400 generates operation instruction data (first data) in response to an input operation by the user of the distribution terminal 400, and distributes the operation instruction data to the user terminal 100 via the server 200. The operation instruction data is data for playing a moving image on the user terminal 100, and specifically, is data for operating a character appearing in the moving image.
 本実施形態では、ゲームプレイ端末300と配信端末400とが別個の装置である例について説明する。しかしながら、ゲームプレイ端末300と配信端末400は一体の装置であってもよい。 In this embodiment, an example in which the game play terminal 300 and the distribution terminal 400 are separate devices will be described. However, the game play terminal 300 and the distribution terminal 400 may be an integrated device.
 本実施形態では、一例として、配信端末400のユーザは、本ゲームのプレイヤである。また、一例として、ユーザ端末100にて動作指図データに基づいて再生される動画は、プレイヤがゲームで操作したキャラクタが動作する動画である。「動作」とは、キャラクタの身体の少なくとも一部を動かすことであり、発話も含む。このため、本実施形態に係る動作指図データは、例えば、キャラクタに発話させるための音声データと、キャラクタの身体を動かすためのモーションデータとを含む。 In the present embodiment, as an example, the user of the distribution terminal 400 is a player of this game. Further, as an example, the moving image played on the user terminal 100 based on the operation instruction data is a moving image in which the character operated by the player in the game operates. "Movement" is to move at least a part of the character's body, including utterances. Therefore, the motion instruction data according to the present embodiment includes, for example, voice data for causing the character to speak and motion data for moving the character's body.
 動作指図データは、一例として、本ゲームの終了後にユーザ端末100へ送信される。動作指図データ、および、該動作指図データに基づいて再生される動画の詳細については後述する。 As an example, the operation instruction data is transmitted to the user terminal 100 after the end of this game. The details of the operation instruction data and the moving image played based on the operation instruction data will be described later.
 (ユーザ端末100)
 ユーザ端末100は、ゲーム進行情報をリアルタイムに受信し、該情報を用いてゲーム画面を生成して表示する。換言すれば、ユーザ端末100は、リアルタイムレンダリングにより、プレイヤがプレイしているゲームのゲーム画面を再生する。これにより、ユーザ端末100のユーザは、プレイヤがゲームをプレイしながら視認しているゲーム画面と同一のゲーム画面を、プレイヤとほぼ同じタイミングで視認することができる。
(User terminal 100)
The user terminal 100 receives game progress information in real time, and uses the information to generate and display a game screen. In other words, the user terminal 100 reproduces the game screen of the game being played by the player by real-time rendering. As a result, the user of the user terminal 100 can visually recognize the same game screen as the game screen that the player is visually recognizing while playing the game at substantially the same timing as the player.
 また、ユーザ端末100は、ユーザによる入力操作に応じて、プレイヤによるゲームの進行を支援するための情報を生成し、該情報を、サーバ200を介してゲームプレイ端末300へ送信する。該情報の詳細については後述する。 Further, the user terminal 100 generates information for supporting the progress of the game by the player in response to the input operation by the user, and transmits the information to the game play terminal 300 via the server 200. Details of the information will be described later.
 また、ユーザ端末100は、配信端末400から動作指図データを受信し、該動作指図データを用いて動画(映像)を生成して再生する。換言すれば、ユーザ端末100は、動作指図データをレンダリングして再生する。 Further, the user terminal 100 receives the operation instruction data from the distribution terminal 400, and generates and reproduces a moving image (video) using the operation instruction data. In other words, the user terminal 100 renders and reproduces the operation instruction data.
 <システム1のハードウェア構成>
 図2は、ユーザ端末100のハードウェア構成を示す図である。図3は、サーバ200のハードウェア構成を示す図である。図4は、ゲームプレイ端末300のハードウェア構成を示す図である。図5は、配信端末400のハードウェア構成を示す図である。
<Hardware configuration of system 1>
FIG. 2 is a diagram showing a hardware configuration of the user terminal 100. FIG. 3 is a diagram showing a hardware configuration of the server 200. FIG. 4 is a diagram showing a hardware configuration of the game play terminal 300. FIG. 5 is a diagram showing a hardware configuration of the distribution terminal 400.
 (ユーザ端末100)
 本実施形態では、一例として、ユーザ端末100がスマートフォンとして実現される例を説明するが、ユーザ端末100はスマートフォンに限定されない。例えば、ユーザ端末100はフィーチャーフォン、タブレット型コンピュータ、ラップトップ型コンピュータ(いわゆる、ノートパソコン)、または、デスクトップ型コンピュータなどとして実現されてもよい。また、ユーザ端末100は、ゲームプレイに適したゲーム装置であってもよい。
(User terminal 100)
In the present embodiment, as an example, an example in which the user terminal 100 is realized as a smartphone will be described, but the user terminal 100 is not limited to the smartphone. For example, the user terminal 100 may be realized as a feature phone, a tablet computer, a laptop computer (so-called notebook computer), a desktop computer, or the like. Further, the user terminal 100 may be a game device suitable for game play.
 ユーザ端末100は図2に示すように、プロセッサ10と、メモリ11と、ストレージ12と、通信インターフェース(IF)13と、入出力IF14と、タッチスクリーン15(表示部)と、カメラ17と、測距センサ18とを備える。ユーザ端末100が備えるこれらの構成は、通信バスによって互いに電気的に接続される。なお、ユーザ端末100は、タッチスクリーン15に代えて、または、加えて、ユーザ端末100本体とは別に構成されたディスプレイ(表示部)を接続可能な入出力IF14を備えていてもよい。 As shown in FIG. 2, the user terminal 100 measures the processor 10, the memory 11, the storage 12, the communication interface (IF) 13, the input / output IF 14, the touch screen 15 (display unit), the camera 17, and the like. A distance sensor 18 is provided. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus. The user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
 また、図2に示すように、ユーザ端末100は、1つ以上のコントローラ1020と通信可能に構成されることとしてもよい。コントローラ1020は、例えば、Bluetooth(登録商標)等の通信規格に従って、ユーザ端末100と通信を確立する。コントローラ1020は、1つ以上のボタン等を有していてもよく、該ボタン等に対するユーザの入力操作に基づく出力値をユーザ端末100へ送信する。また、コントローラ1020は、加速度センサ、および、角速度センサ等の各種センサを有していてもよく、該各種センサの出力値をユーザ端末100へ送信する。 Further, as shown in FIG. 2, the user terminal 100 may be configured to be communicable with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100. Further, the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
 なお、ユーザ端末100がカメラ17および測距センサ18を備えることに代えて、または、加えて、コントローラ1020がカメラ17および測距センサ18を有していてもよい。 Note that, instead of or in addition to the user terminal 100 including the camera 17 and the distance measuring sensor 18, the controller 1020 may have the camera 17 and the distance measuring sensor 18.
 ユーザ端末100は、例えばゲーム開始時に、コントローラ1020を使用するユーザに、該ユーザの名前またはログインID等のユーザ識別情報を、該コントローラ1020を介して入力させることが望ましい。これにより、ユーザ端末100は、コントローラ1020とユーザとを紐付けることが可能となり、受信した出力値の送信元(コントローラ1020)に基づいて、該出力値がどのユーザのものであるかを特定することができる。 It is desirable that the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game. As a result, the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
 ユーザ端末100が複数のコントローラ1020と通信する場合、各コントローラ1020を各ユーザが把持することで、ネットワーク2を介してサーバ200などの他の装置と通信せずに、該1台のユーザ端末100でマルチプレイを実現することができる。また、各ユーザ端末100が無線LAN(Local Area Network)規格等の無線規格により互いに通信接続する(サーバ200を介さずに通信接続する)ことで、複数台のユーザ端末100によりローカルでマルチプレイを実現することもできる。1台のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、ユーザ端末100は、さらに、サーバ200が備える後述する種々の機能の少なくとも一部を備えていてもよい。また、複数のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、複数のユーザ端末100は、サーバ200が備える後述する種々の機能を分散して備えていてもよい。 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with. In addition, each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it. When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the plurality of user terminals 100 may be provided with various functions described later described in the server 200 in a distributed manner.
 なお、ローカルで上述のマルチプレイを実現する場合であっても、ユーザ端末100はサーバ200と通信を行ってもよい。例えば、あるゲームにおける成績または勝敗等のプレイ結果を示す情報と、ユーザ識別情報とを対応付けてサーバ200に送信してもよい。 Even when the above-mentioned multiplayer is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as a result or a win or loss in a certain game may be associated with user identification information and transmitted to the server 200.
 また、コントローラ1020は、ユーザ端末100に着脱可能な構成であるとしてもよい。この場合、ユーザ端末100の筐体における少なくともいずれかの面に、コントローラ1020との結合部が設けられていてもよい。該結合部を介して有線によりユーザ端末100とコントローラ1020とが結合している場合は、ユーザ端末100とコントローラ1020とは、有線を介して信号を送受信する。 Further, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are connected by wire via the coupling portion, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.
 図2に示すように、ユーザ端末100は、外部のメモリカード等の記憶媒体1030の装着を、入出力IF14を介して受け付けてもよい。これにより、ユーザ端末100は、記憶媒体1030に記録されるプログラムおよびデータを読み込むことができる。記憶媒体1030に記録されるプログラムは、例えばゲームプログラムである。 As shown in FIG. 2, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded 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いずれかであってもよい。プロセッサ20は、ユーザ端末100、ゲームプレイ端末300、および配信端末400の少なくともいずれかからの要求等に応じて、ゲームプログラム、配信プログラム、視聴プログラムの少なくともいずれかを実行する。なお、配信プログラムと視聴プログラムは、並行して実行されてもよい。 In the present embodiment, the program executed by the processor 20 may be at least one of the above-mentioned game program, distribution program, and viewing program. The processor 20 executes at least one of a game program, a distribution program, and a viewing program in response to a request from at least one of a user terminal 100, a game play terminal 300, and a distribution terminal 400. The distribution program and the viewing program may be executed in parallel.
 すなわち、ゲームプログラムは、ゲームをユーザ端末100、サーバ200、およびゲームプレイ端末300の協働により実現するプログラムであってもよい。配信プログラムは、動作指図データの配信を、サーバ200と配信端末400との協働により実現するプログラムであってもよい。視聴プログラムは、動画の再生を、ユーザ端末100とサーバ200との協働により実現するプログラムであってもよい。 That is, the game program may be a program that realizes the game by the cooperation of the user terminal 100, the server 200, and the game play terminal 300. The distribution program may be a program that realizes distribution of operation instruction data by cooperation between the server 200 and the distribution terminal 400. The viewing program may be a program that realizes the reproduction of the moving image by the cooperation between the user terminal 100 and the server 200.
 ストレージ12、22、32、42は補助記憶装置である。ストレージ12、22、32、42は、フラッシュメモリまたはHDD(Hard Disk Drive)等の記憶装置で構成される。ストレージ12、32には、例えば、ゲームに関する各種データが格納される。ストレージ42には、動作指図データの配信に関する各種データが格納される。また、ストレージ12には、動画の再生に関する各種データが格納される。ストレージ22には、ゲーム、動作指図データの配信、および動画の再生それぞれに関する各種データのうち、少なくとも一部が格納されてもよい。 Storages 12, 22, 32, 42 are auxiliary storage devices. The storages 12, 22, 32, and 42 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive). For example, various data related to the game are stored in the storages 12 and 32. Various data related to the distribution of the operation instruction data are stored in the storage 42. Further, various data related to the reproduction of the moving image are stored in the storage 12. The storage 22 may store at least a part of various data related to the game, the distribution of the operation instruction data, and the reproduction of the moving image.
 通信IF13、23、33、43は、それぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400における各種データの送受信を制御する。通信IF13、23、33、43は例えば、無線LAN(Local Area Network)を介する通信、有線LAN、無線LAN、または携帯電話回線網を介したインターネット通信、ならびに近距離無線通信等を用いた通信を制御する。 The communication IFs 13, 23, 33, and 43 control the transmission and reception of various data in the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400, respectively. The communication IFs 13, 23, 33, and 43 are, for example, communication using a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, communication using a short-range wireless communication, or the like. Control.
 入出力IF14、24、34、44は、それぞれ、ユーザ端末100、サーバ200、ゲームプレイ端末300、配信端末400がデータの入力を受け付けるため、また、データを出力するためのインターフェースである。入出力IF14、24、34、44は、USB(Universal Serial Bus)等を介してデータの入出力を行ってもよい。入出力IF14、24、34、44は、物理ボタン、カメラ、マイク、スピーカ、マウス、キーボード、ディスプレイ、スティック、レバーなどを含み得る。また、入出力IF14、24、34、44は、周辺機器との間でデータを送受信するための接続部を含み得る。 The input / output IFs 14, 24, 34, and 44 are interfaces for the user terminal 100, the server 200, the game play terminal 300, and the distribution terminal 400 to receive data input and to output data, respectively. The input / output IFs 14, 24, 34, and 44 may input / output data via USB (Universal Serial Bus) or the like. Input / output IFs 14, 24, 34, 44 may include physical buttons, cameras, microphones, speakers, mice, keyboards, displays, sticks, levers and the like. Further, the input / output IFs 14, 24, 34, 44 may include a connection unit for transmitting / receiving data to / from a peripheral device.
 タッチスクリーン15は、入力部151と表示部152(ディスプレイ)とを組み合わせた電子部品である。タッチスクリーン45は、入力部451と表示部452とを組み合わせた電子部品である。入力部151および451は、一例として、タッチセンシティブなデバイスであり、例えばタッチパッドによって構成される。表示部152および452は、例えば液晶ディスプレイ、または有機EL(Electro-Luminescence)ディスプレイ等によって構成される。 The touch screen 15 is an electronic component that combines an input unit 151 and a display unit 152 (display). The touch screen 45 is an electronic component that combines an input unit 451 and a display unit 452. The input units 151 and 451 are, for example, touch-sensitive devices, and are configured by, for example, a touch pad. The display units 152 and 452 are configured by, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
 入力部151および451は、入力面に対しユーザの操作(主にタッチ操作、スライド操作、スワイプ操作、およびタップ操作等の物理的接触操作)が入力された位置を検知して、位置を示す情報を入力信号として送信する機能を備える。入力部151および451は、図示しないタッチセンシング部を備えていればよい。タッチセンシング部は、静電容量方式または抵抗膜方式等のどのような方式を採用したものであってもよい。 The input units 151 and 451 detect the position where the user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and information indicating the position. It has a function to transmit as an input signal. The input units 151 and 451 may include touch sensing units (not shown). The touch sensing unit may adopt any method such as a capacitance method or a resistance film method.
 図示していないが、ユーザ端末100および配信端末400は、それぞれ、ユーザ端末100および配信端末400の保持姿勢を特定するための1以上のセンサを備えていてもよい。このセンサは、例えば、加速度センサ、または、角速度センサ等であってもよい。 Although not shown, the user terminal 100 and the distribution terminal 400 may be provided with one or more sensors for specifying the holding posture of the user terminal 100 and the distribution terminal 400, respectively. This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like.
 ユーザ端末100および配信端末400がセンサを備えている場合、プロセッサ10および40は、それぞれ、センサの出力からユーザ端末100および配信端末400の保持姿勢を特定して、保持姿勢に応じた処理を行うことも可能になる。例えば、プロセッサ10および40は、それぞれ、ユーザ端末100および配信端末400が縦向きに保持されているときには、縦長の画像を表示部152および452に表示させる縦画面表示としてもよい。一方、ユーザ端末100および配信端末400が横向きに保持されているときには、横長の画像を表示部に表示させる横画面表示としてもよい。このように、プロセッサ10および40は、それぞれ、ユーザ端末100および配信端末400の保持姿勢に応じて縦画面表示と横画面表示とを切り替え可能であってもよい。 When the user terminal 100 and the distribution terminal 400 include a sensor, the processors 10 and 40 each specify the holding postures of the user terminal 100 and the distribution terminal 400 from the output of the sensor, and perform processing according to the holding posture. It will also be possible. For example, the processors 10 and 40 may be vertical screen displays for displaying vertically long images on the display units 152 and 452 when the user terminal 100 and the distribution terminal 400 are held vertically, respectively. On the other hand, when the user terminal 100 and the distribution terminal 400 are held sideways, a horizontally long image may be displayed on the display unit as a horizontal screen display. As described above, the processors 10 and 40 may be able to switch between the vertical screen display and the horizontal screen display according to the holding postures of the user terminal 100 and the distribution terminal 400, respectively.
 <システム1の機能的構成>
 図6は、システム1に含まれるユーザ端末100、サーバ200、およびHMDセット1000の機能的構成を示すブロック図である。図7は、図6に示す配信端末400の機能的構成を示すブロック図である。
<Functional configuration of system 1>
FIG. 6 is a block diagram showing a functional configuration of a user terminal 100, a server 200, and an HMD set 1000 included in the system 1. FIG. 7 is a block diagram showing a functional configuration of the distribution terminal 400 shown in FIG.
 ユーザ端末100は、ユーザの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能を有する。ユーザ端末100は、プロセッサ10、メモリ11、ストレージ12、通信IF13、入出力IF14、およびタッチスクリーン15等の協働によって、制御部110および記憶部120として機能する。 The user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound. The user terminal 100 functions as a control unit 110 and a storage unit 120 in cooperation with a processor 10, a memory 11, a storage 12, a communication IF 13, an input / output IF 14, a touch screen 15, and the like.
 サーバ200は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する機能を有する。サーバ200は、プロセッサ20、メモリ21、ストレージ22、通信IF23、および入出力IF24等の協働によって、制御部210および記憶部220として機能する。 The server 200 has a function of mediating the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. The server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
 HMDセット1000(ゲームプレイ端末300)は、プレイヤの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能と、ゲーム進行情報を、サーバ200を介してユーザ端末100へリアルタイムに送信する機能を有する。HMDセット1000は、ゲームプレイ端末300のプロセッサ30、メモリ31、ストレージ32、通信IF33、入出力IF34、並びに、HMD500、HMDセンサ510、モーションセンサ520、およびコントローラ540等の協働によって、制御部310および記憶部320として機能する。 The HMD set 1000 (game play terminal 300) has a function as an input device for receiving input operations of a player, a function as an output device for outputting game images and sounds, and a user of game progress information via a server 200. It has a function of transmitting to the terminal 100 in real time. The HMD set 1000 is a control unit 310 by the cooperation of the processor 30, the memory 31, the storage 32, the communication IF 33, the input / output IF 34, and the HMD 500, the HMD sensor 510, the motion sensor 520, the controller 540, and the like of the game play terminal 300. And functions as a storage unit 320.
 配信端末400は、動作指図データを生成して、該動作指図データを、サーバ200を介してユーザ端末100へ送信する機能を有する。配信端末400は、プロセッサ40、メモリ41、ストレージ42、通信IF43、入出力IF44、およびタッチスクリーン45等の協働によって、制御部410および記憶部420として機能する。 The distribution terminal 400 has a function of generating operation instruction data and transmitting the operation instruction data to the user terminal 100 via the server 200. The distribution terminal 400 functions as a control unit 410 and a storage unit 420 in cooperation with a processor 40, a memory 41, a storage 42, a communication IF 43, an input / output IF 44, a touch screen 45, and the like.
 (各装置の記憶部が格納するデータ)
 記憶部120は、ゲームプログラム131(プログラム)、ゲーム情報132、および、ユーザ情報133を格納する。記憶部220は、ゲームプログラム231、ゲーム情報232、ユーザ情報233、および、ユーザリスト234を格納する。記憶部320は、ゲームプログラム331、ゲーム情報332、および、ユーザ情報333を格納する。記憶部420は、ユーザリスト421、モーションリスト422、配信プログラム423(プログラム、第2プログラム)を格納する。
(Data stored in the storage unit of each device)
The storage unit 120 stores the game program 131 (program), the game information 132, and the user information 133. The storage unit 220 stores the game program 231, the game information 232, the user information 233, and the user list 234. The storage unit 320 stores the game program 331, the game information 332, and the user information 333. The storage unit 420 stores the user list 421, the motion list 422, and the distribution program 423 (program, second program).
 ゲームプログラム131、231、331は、それぞれ、ユーザ端末100、サーバ200、HMDセット1000が実行するゲームプログラムである。ゲームプログラム131、231、331に基づいて各装置が協働して動作することにより、本ゲームが実現される。なお、ゲームプログラム131および331は、記憶部220に格納され、ユーザ端末100およびHMDセット1000にそれぞれダウンロードされる構成でもよい。なお、本実施形態では、ユーザ端末100は、ゲームプログラム131に基づいて、配信端末400から受信したデータをレンダリングし、動画を再生するものとする。換言すれば、ゲームプログラム131は、配信端末400から配信された動画指図データを用いて、動画を再生するためのプログラムでもある。該動画を再生するためのプログラムは、ゲームプログラム131と異なってもよい。この場合、記憶部120は、ゲームプログラム131とは別に、該動画を再生するためのプログラムを格納する。 The game programs 131, 231 and 331 are game programs executed by the user terminal 100, the server 200, and the HMD set 1000, respectively. This game is realized by the cooperative operation of each device based on the game programs 131, 231 and 331. The game programs 131 and 331 may be stored in the storage unit 220 and downloaded to the user terminal 100 and the HMD set 1000, respectively. In the present embodiment, the user terminal 100 renders the data received from the distribution terminal 400 based on the game program 131, and reproduces the moving image. In other words, the game program 131 is also a program for playing a moving image using the moving image instruction data distributed from the distribution terminal 400. The program for playing the moving image may be different from the game program 131. In this case, the storage unit 120 stores a program for playing the moving image separately from the game program 131.
 ゲーム情報132、232、332は、それぞれ、ユーザ端末100、サーバ200、HMDセット1000がゲームプログラムを実行する際に参照するデータである。ユーザ情報133、233、333は、ユーザ端末100のユーザのアカウントに関するデータである。ゲーム情報232は、各ユーザ端末100のゲーム情報132、および、HMDセット1000のゲーム情報332である。ユーザ情報233は、各ユーザ端末100のユーザ情報133、および、ユーザ情報333に含まれる、プレイヤのユーザ情報である。ユーザ情報333は、各ユーザ端末100のユーザ情報133、および、プレイヤのユーザ情報である。 The game information 132, 232, and 332 are data referred to when the user terminal 100, the server 200, and the HMD set 1000 execute the game program, respectively. The user information 133, 233, and 333 are data relating to the user account of the user terminal 100. The game information 232 is the game information 132 of each user terminal 100 and the game information 332 of the HMD set 1000. The user information 233 is the user information of the player included in the user information 133 of each user terminal 100 and the user information 333. The user information 333 is the user information 133 of each user terminal 100 and the user information of the player.
 ユーザリスト234およびユーザリスト421は、ゲームに参加したユーザのリストである。ユーザリスト234およびユーザリスト421は、プレイヤによる直近のゲームプレイにおいて参加したユーザのリストの他、該ゲームプレイ以前の各ゲームプレイにおいて参加したユーザのリストを含んでいてもよい。モーションリスト422は、予め作成されている複数のモーションデータのリストである。モーションリスト422は、例えば、各モーションを識別する情報(例えば、モーション名)のそれぞれに、モーションデータが対応付けられたリストである。配信プログラム423は、ユーザ端末100にて動画を再生するための動作指図データの、ユーザ端末100への配信を実現するためのプログラムである。 The user list 234 and the user list 421 are a list of users who have participated in the game. The user list 234 and the user list 421 may include a list of users who participated in the most recent gameplay by the player, as well as a list of users who participated in each gameplay before the gameplay. The motion list 422 is a list of a plurality of motion data created in advance. The motion list 422 is, for example, a list in which motion data is associated with each of the information (for example, a motion name) that identifies each motion. The distribution program 423 is a program for realizing distribution of operation instruction data for playing a moving image on the user terminal 100 to the user terminal 100.
 (サーバ200の機能的構成)
 制御部210は、記憶部220に格納されたゲームプログラム231を実行することにより、サーバ200を統括的に制御する。例えば制御部210は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する。
(Functional configuration of server 200)
The control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 mediates the transmission / reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400.
 制御部210は、ゲームプログラム231の記述に応じて、通信仲介部211、ログ生成部212、リスト生成部213として機能する。制御部210は、ゲームプレイおよび動作指図データの配信に係る各種情報の送受信の仲介、並びに、ゲームの進行の支援のために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 210 functions as a communication mediation unit 211, a log generation unit 212, and a list generation unit 213 according to the description of the game program 231. The control unit 210 can also function as another functional block (not shown) for mediating the transmission / reception of various information related to game play and distribution of operation instruction data, and for supporting the progress of the game.
 通信仲介部211は、ユーザ端末100、HMDセット1000、および配信端末400の間の各種情報の送受信を仲介する。例えば、通信仲介部211は、HMDセット1000から受信したゲーム進行情報をユーザ端末100へ送信する。ゲーム進行情報は、プレイヤによって操作されるキャラクタの動き、該キャラクタのパラメータ、該キャラクタが所持しているアイテムや武器、敵キャラクタなどの情報などを示すデータが含まれる。サーバ200は、ゲーム進行情報を、ゲームに参加している全てのユーザのユーザ端末100へ送信する。換言すれば、サーバ200は、共通のゲーム進行情報をゲームに参加している全てのユーザのユーザ端末100へ送信する。これにより、ゲームに参加している全てのユーザのユーザ端末100それぞれにおいて、HMDセット1000と同様にゲームが進行する。 The communication mediation unit 211 mediates the transmission and reception of various information between the user terminal 100, the HMD set 1000, and the distribution terminal 400. For example, the communication mediation unit 211 transmits the game progress information received from the HMD set 1000 to the user terminal 100. The game progress information includes data indicating the movement of the character operated by the player, the parameters of the character, information on items and weapons possessed by the character, enemy characters, and the like. The server 200 transmits the game progress information to the user terminals 100 of all the users participating in the game. In other words, the server 200 transmits common game progress information to the user terminals 100 of all users participating in the game. As a result, the game progresses in the same manner as the HMD set 1000 on each of the user terminals 100 of all the users participating in the game.
 また、例えば、通信仲介部211は、ユーザ端末100のいずれかから受信した、プレイヤによるゲームの進行を支援するための情報を、その他のユーザ端末100、および、HMDセット1000へ送信する。該情報は、一例として、プレイヤがゲームを有利に進行するためのアイテムであって、プレイヤ(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いずれかに応じて、UIを構築するために表示部152に表示させるUI画像を制御する。UI画像は、ユーザが、ゲームの進行上必要な入力をユーザ端末100に対して行うためのツール、または、ゲームの進行中に出力される情報をユーザ端末100から得るためのツールである。UI画像は、これには限定されないが、例えば、アイコン、ボタン、リスト、メニュー画面などである。 The UI control unit 113 controls a UI image to be displayed on the display unit 152 in order to construct a UI according to at least one of a user's input operation and received game progress information. The UI image is a tool for the user to make an input necessary for the progress of the game to the user terminal 100, or a tool for obtaining information output during the progress of the game from the user terminal 100. UI images are, but are not limited to, icons, buttons, lists, menu screens, and the like.
 アニメーション生成部114は、各種オブジェクトの制御態様に基づいて、各種オブジェクトのモーションを示すアニメーションを生成する。 The animation generation unit 114 generates an animation showing the motion of various objects based on the control mode of various objects.
 ゲーム進行部115は、ゲームプログラム131、受信したゲーム進行情報、および、ユーザによる入力操作などに基づいて、ゲームを進行する。ゲーム進行部115は、ユーザによる入力操作により、所定のゲーム処理を行った場合、該ゲーム処理に関する情報を、サーバ200を介してHMDセット1000へ送信する。これにより、該所定のゲーム処理が、HMDセット1000において共有される。換言すれば、HMDセット1000におけるゲームの進行と、ユーザ端末100におけるゲームの進行とが同期する。所定のゲーム処理とは、例えば、アバターオブジェクトにアイテムを提供する処理であり、この例の場合、ゲーム処理に関する情報は、上述したアイテム情報である。 The game progress unit 115 advances the game based on the game program 131, the received game progress information, the input operation by the user, and the like. When a predetermined game process is performed by an input operation by the user, the game progress unit 115 transmits information about the game process to the HMD set 1000 via the server 200. As a result, the predetermined game processing is shared in the HMD set 1000. In other words, the progress of the game in the HMD set 1000 and the progress of the game in the user terminal 100 are synchronized. The predetermined game process is, for example, a process of providing an item to the avatar object, and in this example, the information related to the game process is the item information described above.
 仮想空間制御部116は、ゲームの進行に応じて、ユーザに提供される仮想空間に関する各種の制御を行う。一例として、仮想空間制御部116は、各種オブジェクトを生成し、仮想空間に配置する。また、仮想空間制御部116は、仮想カメラを仮想空間に配置する。また、仮想空間制御部116は、ゲームの進行、具体的には、受信したゲーム進行情報に応じて、仮想空間に配置した各種オブジェクトを動作させる。また、仮想空間制御部316は、ゲームの進行、具体的には、受信したゲーム進行情報に応じて、仮想空間に配置した仮想カメラの位置、傾きを制御する。 The virtual space control unit 116 performs various controls related to the virtual space provided to the user according to the progress of the game. As an example, the virtual space control unit 116 creates various objects and arranges them in the virtual space. Further, the virtual space control unit 116 arranges the virtual camera in the virtual space. Further, the virtual space control unit 116 operates various objects arranged in the virtual space according to the progress of the game, specifically, the received game progress information. Further, the virtual space control unit 316 controls the position and inclination of the virtual camera arranged in the virtual space according to the progress of the game, specifically, the received game progress information.
 表示制御部112は、表示部152に対して、上述の各要素によって実行された処理結果が反映されたゲーム画面を出力する。表示制御部112は、ユーザに提供される仮想空間に配置された仮想カメラからの視界に基づく画像を、ゲーム画面として、表示部152に表示してもよい。また、表示制御部112は、アニメーション生成部114によって生成されたアニメーションを該ゲーム画面に含めてもよい。また、表示制御部112は、UI制御部113によって制御される上述のUI画像を、該ゲーム画面に重畳して描画してもよい。いずれにしても、表示部152に表示されるゲーム画面は、他のユーザ端末100、および、HMDセット1000にて表示されるゲーム画面と同様のゲーム画面である。 The display control unit 112 outputs to the display unit 152 a game screen 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 other devices, or a plurality of these. It may be realized by the combination of the devices of.
 <仮想空間の制御処理>
 図8は、プレイヤに提供される仮想空間、および、ユーザ端末100のユーザに提供される仮想空間の制御処理の流れの一例を示すフローチャートである。図9は、ある実施の形態に従う、プレイヤに提供される仮想空間600A、および、プレイヤが視認する視界画像を示す図である。図10は、ある実施の形態に従う、ユーザ端末100のユーザに提供される仮想空間600B、および、ユーザが視認する視界画像を示す図である。なお以降、仮想空間600Aおよび600Bを区別する必要が無い場合、「仮想空間600」と記載する。
<Control processing of virtual space>
FIG. 8 is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal 100. FIG. 9 is a diagram showing a virtual space 600A provided to the player and a field of view image visually recognized by the player according to a certain embodiment. FIG. 10 is a diagram showing a virtual space 600B provided to a user of a user terminal 100 and a field of view image visually recognized by the user according to a certain embodiment. Hereinafter, when it is not necessary to distinguish between the virtual spaces 600A and 600B, it is described as "virtual space 600".
 ステップS1において、プロセッサ30は、仮想空間制御部316として、図9に示す仮想空間600Aを規定する。プロセッサ30は、仮想空間データ(不図示)を用いて、仮想空間600Aを規定する。仮想空間データは、ゲームプレイ端末300に記憶されていてもよいし、プロセッサ30が、ゲームプログラム331に基づいて生成してもよいし、プロセッサ30が、サーバ200などの外部の装置から取得してもよい。 In step S1, the processor 30 defines the virtual space 600A shown in FIG. 9 as the virtual space control unit 316. The processor 30 defines a virtual space 600A by using virtual space data (not shown). The virtual space data may be stored in the game play terminal 300, may be generated by the processor 30 based on the game program 331, or may be acquired by the processor 30 from an external device such as the server 200. May be good.
 仮想空間600は、一例として、中心として定義された点の360度方向の全体を覆う全天球状の構造を有する。図9および図10では、説明を複雑にしないために、仮想空間600のうちの上半分の天球が例示されている。 As an example, the virtual space 600 has an all-sky spherical structure that covers the entire 360-degree direction of the point defined as the center. In FIGS. 9 and 10, the celestial sphere in the upper half of the virtual space 600 is illustrated so as not to complicate the explanation.
 ステップS2において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに、アバターオブジェクト610(キャラクタ)を配置する。アバターオブジェクト610は、プレイヤに関連付けられたアバターオブジェクトであり、プレイヤの入力操作に従って動作する。 In step S2, the processor 30 arranges the avatar object 610 (character) in the virtual space 600A as the virtual space control unit 316. The avatar object 610 is an avatar object associated with the player and operates according to the input operation of the player.
 ステップS3において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに、その他のオブジェクトを配置する。図9の例では、プロセッサ30は、オブジェクト631~634を配置する。その他のオブジェクトは、例えば、ゲームプログラム331に従って動作するキャラクタオブジェクト(いわゆるノンプレイヤキャラクタ、NPC)、仮想手などの操作オブジェクト、ゲームの進行に従って配置される動物、植物、人工物、自然物などを模したオブジェクトなどを含み得る。 In step S3, the processor 30 arranges other objects in the virtual space 600A as the virtual space control unit 316. In the example of FIG. 9, the processor 30 arranges the objects 631 to 634. Other objects imitate, for example, character objects (so-called non-player characters, NPCs) that operate according to the game program 331, operation objects such as virtual hands, animals, plants, artificial objects, and natural objects that are arranged as the game progresses. Can include objects and the like.
 ステップS4において、プロセッサ30は、仮想空間制御部316として、仮想空間600Aに仮想カメラ620Aを配置する。プロセッサ30は、一例として、仮想カメラ620Aを、アバターオブジェクト610の頭部の位置に配置する。 In step S4, the processor 30 arranges the virtual camera 620A in the virtual space 600A as the virtual space control unit 316. As an example, the processor 30 arranges the virtual camera 620A at the position of the head of the avatar object 610.
 ステップS5において、プロセッサ30は、視界画像650をモニタ51およびディスプレイ530に表示する。プロセッサ30は、仮想カメラ620Aの初期の位置と傾きとに応じて、仮想空間600Aにおける仮想カメラ620Aからの視界である視界領域640Aを定義する。そして、プロセッサ30は、視界領域640Aに対応する視界画像650を定義する。プロセッサ30は、視界画像650をモニタ51およびディスプレイ530に出力することによって、視界画像650をHMD500およびディスプレイ530に表示させる。 In step S5, the processor 30 displays the field of view image 650 on the monitor 51 and the display 530. The processor 30 defines a field of view 640A, which is the field of view from the virtual camera 620A in the virtual space 600A, depending on the initial position and tilt of the virtual camera 620A. Then, the processor 30 defines the field of view image 650 corresponding to the field of view area 640A. The processor 30 outputs the field of view image 650 to the monitor 51 and the display 530 to display the field of view image 650 on the HMD 500 and the display 530.
 図9の例において、図9(A)に示すように、オブジェクト634の一部が視界領域640Aに含まれているため、視界画像650は、図9(B)に示すようにオブジェクト634の一部を含む。 In the example of FIG. 9, as shown in FIG. 9A, a part of the object 634 is included in the field of view region 640A, so that the field of view image 650 is one of the objects 634 as shown in FIG. 9B. Including the part.
 ステップS6において、プロセッサ30は、初期配置情報を、サーバ200を介してユーザ端末100へ送信する。初期配置情報とは、仮想空間600Aにおける各種オブジェクトの初期の配置位置を示す情報である。図9の例において、初期配置情報は、アバターオブジェクト610、および、オブジェクト631~634の初期の配置位置の情報を含む。初期配置情報は、ゲーム進行情報の1つであると表現することもできる。 In step S6, the processor 30 transmits the initial arrangement information to the user terminal 100 via the server 200. The initial placement information is information indicating the initial placement position of various objects in the virtual space 600A. In the example of FIG. 9, the initial placement information includes the avatar object 610 and the information of the initial placement positions of the objects 631 to 634. The initial placement information can also be expressed as one of the game progress information.
 ステップS7において、プロセッサ30は、仮想空間制御部316として、HMD500の動きに応じて仮想カメラ620Aを制御する。具体的には、プロセッサ30は、HMD500の動き、すなわち、プレイヤの頭部の姿勢に応じて、仮想カメラ620Aの向きおよび傾きを制御する。後述のように、プロセッサ30は、プレイヤが頭部を動かす(頭部の姿勢を変更する)と、この動きに合わせて、アバターオブジェクト610の頭部を動かす。プロセッサ30は、例えば、アバターオブジェクト610の視線の方向と、仮想カメラ620Aの視線の方向とが一致するように、仮想カメラ620Aの向きおよび傾きを制御する。ステップS8において、プロセッサ30は、仮想カメラ620Aの向きおよび傾きが変更されたことに応じて、視界画像650を更新する。 In step S7, the processor 30 controls the virtual camera 620A according to the movement of the HMD 500 as the virtual space control unit 316. Specifically, the processor 30 controls the orientation and tilt of the virtual camera 620A according to the movement of the HMD 500, that is, the posture of the player's head. As will be described later, when the player moves the head (changes the posture of the head), the processor 30 moves the head of the avatar object 610 in accordance with this movement. The processor 30 controls the direction and tilt of the virtual camera 620A so that the direction of the line of sight of the avatar object 610 and the direction of the line of sight of the virtual camera 620A match, for example. In step S8, the processor 30 updates the field of view image 650 in response to changes in the orientation and tilt of the virtual camera 620A.
 ステップS9において、プロセッサ30は、仮想空間制御部316として、プレイヤの動きに応じて、アバターオブジェクト610を動かす。一例として、プロセッサ30は、プレイヤが現実空間で移動したことに応じて、仮想空間600Aでアバターオブジェクト610を移動させる。また、プロセッサ30は、プレイヤが現実空間で頭部を動かしたことに応じて、仮想空間600Aでアバターオブジェクト610の頭部を動かす。 In step S9, the processor 30 moves the avatar object 610 as the virtual space control unit 316 according to the movement of the player. As an example, the processor 30 moves the avatar object 610 in the virtual space 600A in response to the player moving in the real space. Further, the processor 30 moves the head of the avatar object 610 in the virtual space 600A in response to the player moving the head in the real space.
 ステップS10において、プロセッサ30は、仮想空間制御部316として、仮想カメラ620Aを、アバターオブジェクト610に追随するように移動させる。つまり、仮想カメラ620Aは、アバターオブジェクト610が移動しても、常にアバターオブジェクト610の頭部の位置にある。 In step S10, the processor 30 moves the virtual camera 620A as the virtual space control unit 316 so as to follow the avatar object 610. That is, the virtual camera 620A is always at the position of the head of the avatar object 610 even if the avatar object 610 moves.
 プロセッサ30は、仮想カメラ620Aの移動に応じて、視界画像650を更新する。つまり、プロセッサ30は、プレイヤの頭部の姿勢と、仮想空間600Aにおける仮想カメラ620Aの位置とに応じて、視界領域640Aを更新する。その結果、視界画像650が更新される。 The processor 30 updates the field of view image 650 according to the movement of the virtual camera 620A. That is, the processor 30 updates the view area 640A according to the posture of the player's head and the position of the virtual camera 620A in the virtual space 600A. As a result, the view image 650 is updated.
 ステップS11において、プロセッサ30は、アバターオブジェクト610の動作指図データを、サーバ200を介してユーザ端末100へ送信する。ここでの動作指図データは、仮想体験中(例えば、ゲームプレイ中)において、プレイヤの動作を取り込んだモーションデータ、プレイヤが発話した音声の音声データ、コントローラ540に対する入力操作の内容を示す操作データの少なくともいずれかを含む。プレイヤがゲームをプレイしている場合、動作指図データは、例えば、ゲーム進行情報としてユーザ端末100へ送信される。 In step S11, the processor 30 transmits the operation instruction data of the avatar object 610 to the user terminal 100 via the server 200. The operation instruction data here is motion data that captures the player's motion 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および複数のユーザ端末100の間で仮想空間を共有するために、ゲーム進行情報が、所定時間毎に複数のユーザ端末100にライブ配信される。この結果、ゲームを視聴中のユーザ端末100のタッチスクリーン15には、ユーザ端末100に対応する仮想カメラ620Bによって規定される視界領域の視界画像が表示される。また、視界画像の右上段および左上段には、アバターオブジェクト610の体力、使用可能なマガジンの数、銃の残弾数、敵オブジェクト671の残数等を表すパラメータ画像が重畳的に表示される。この視界画像は、ゲーム画面と表現することもできる。 In this game, in order to share the virtual space between the HMD set 1000 and the plurality of user terminals 100, the game progress information is live-distributed to the plurality of user terminals 100 at predetermined time intervals. As a result, on the touch screen 15 of the user terminal 100 during viewing the game, a field-of-view image of the field of view region defined by the virtual camera 620B corresponding to the user terminal 100 is displayed. Further, in the upper right and upper left of the view image, parameter images showing the physical strength of the avatar object 610, the number of magazines that can be used, the number of remaining bullets of the gun, the remaining number of the enemy object 671 and the like are displayed superimposed. .. This view image can also be expressed as a game screen.
 ゲーム進行情報は、上述したとおり、プレイヤの動作を取り込んだモーションデータ、プレイヤが発話した音声の音声データ、コントローラ540に対する入力操作の内容を示す操作データを含む。これらのデータはすなわち、アバターオブジェクト610の位置、姿勢、向きなどを特定するための情報、敵オブジェクト671の位置、姿勢、向きなどを特定する情報、その他オブジェクト(例えば、障害物オブジェクト672、673)の位置などを特定する情報である。プロセッサ10は、ゲーム進行情報を解析(レンダリング)することにより、各オブジェクトの位置、姿勢、向きなどを特定する。 As described above, the game progress information includes motion data that captures the player's motion, voice data of the voice spoken by the player, and operation data indicating the content of the input operation to the controller 540. These data are, that is, information for specifying the position, posture, orientation, etc. of the avatar object 610, information for specifying the position, posture, orientation, etc. of the enemy object 671, and other objects (for example, obstacle objects 672, 673). This is information that identifies the position of the object. The processor 10 identifies the position, posture, orientation, and the like of each object by analyzing (rendering) the game progress information.
 ゲーム情報132は、アバターオブジェクト610、敵オブジェクト671、障害物オブジェクト672、673等の各種オブジェクトのデータを含む。プロセッサ10は、該データと、ゲーム進行情報の解析結果とを用いて、各オブジェクトの位置、姿勢、向きなどを更新する。これにより、ゲームが進行し、仮想空間600Bにおける各オブジェクトは、仮想空間600Aにおける各オブジェクトと同様に動く。具体的には、仮想空間600Bにおいて、アバターオブジェクト610を含む各オブジェクトは、ユーザ端末100に対するユーザからの操作の有無に関わらず、ゲーム進行情報に基づいて動作する。 The game information 132 includes data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673. The processor 10 uses the data and the analysis result of the game progress information to update the position, posture, orientation, and the like of each object. As a result, the game progresses, and each object in the virtual space 600B moves in the same manner as each object in the virtual space 600A. Specifically, in the virtual space 600B, each object including the avatar object 610 operates based on the game progress information regardless of whether or not the user operates the user terminal 100.
 ユーザ端末100のタッチスクリーン15においては、一例として、UI画像701および702が、視界画像に重畳して表示される。UI画像701は、アバターオブジェクト610を支援するためのアイテム投入操作をユーザ3から受け付けるUI画像711を、タッチスクリーン15に表示するための操作を受け付けるUI画像である。UI画像702は、アバターオブジェクト610(換言すれば、プレイヤ4)に対するコメントを入力し、送信するための操作をユーザ3から受け付けるUI画像(後述)を、タッチスクリーン15に表示するための操作を受け付けるUI画像である。UI画像701および702が受け付ける操作は、例えば、UI画像701および702をタップする操作であってもよい。 On the touch screen 15 of the user terminal 100, as an example, UI images 701 and 702 are displayed superimposed on the field of view image. The UI image 701 is a UI image that accepts an operation for displaying the UI image 711 for displaying the item input operation for supporting the avatar object 610 from the user 3 on the touch screen 15. The UI image 702 accepts an operation for displaying a UI image (described later) on the touch screen 15 for inputting a comment for the avatar object 610 (in other words, the player 4) and receiving an operation for transmitting from the user 3. It is a UI image. The operation accepted by the UI images 701 and 702 may be, for example, an operation of tapping the UI images 701 and 702.
 UI画像701がタップされると、UI画像711が、視界画像に重畳して表示される。UI画像711は、例えば、マガジンのアイコンが描かれたUI画像711A、救急箱のアイコンが描かれたUI画像711B、三角コーンのアイコンが描かれたUI画像711C、バリケードのアイコンが描かれたUI画像711Dを含む。アイテム投入操作は、例えば、いずれかのUI画像をタップする操作に相当する。 When the UI image 701 is tapped, the UI image 711 is displayed superimposed on the view image. The UI image 711 is, for example, a UI image 711A on which a magazine icon is drawn, a UI image 711B on which an emergency box icon is drawn, a UI image 711C on which a triangular cone icon is drawn, and a UI on which a barricade icon is drawn. Includes image 711D. The item input operation corresponds to, for example, an operation of tapping any UI image.
 一例として、UI画像711Aがタップされると、アバターオブジェクト610が使用する銃の残弾数が増加する。UI画像711Bがタップされると、アバターオブジェクト610の体力が回復する。UI画像711Cおよび711Dがタップされると、敵オブジェクト671の移動を妨害する障害物オブジェクト672、673が仮想空間に配置される。障害物オブジェクト672、673は、一方が他方に比べて、敵オブジェクト671の移動をより妨害するものであってもよい。 As an example, when the UI image 711A is tapped, the number of remaining bullets of the gun used by the avatar object 610 increases. When the UI image 711B is tapped, the physical strength of the avatar object 610 is restored. When the UI images 711C and 711D are tapped, obstacle objects 672 and 673 that obstruct the movement of the enemy object 671 are placed in the virtual space. Obstacle objects 672 and 673 may be one that more obstructs the movement of enemy object 671 than the other.
 プロセッサ10は、アイテム投入操作が行われたことを示すアイテム投入情報を、サーバ200へ送信する。アイテム投入情報には、アイテム投入操作により指定されたアイテムの種別を特定するための情報が少なくとも含まれる。アイテム投入情報には、アイテムが配置される位置を示す情報など、アイテムに関するその他の情報が含まれていてもよい。アイテム投入情報は、サーバ200を介して、他のユーザ端末100、および、HMDセット1000へ送信される。 The processor 10 transmits the item input information indicating that the item input operation has been performed to the server 200. The item input information includes at least information for specifying the type of the item specified by the item input operation. The item input information may include other information about the item, such as information indicating the position where the item is placed. The item input information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
 図12は、ユーザ端末100において表示される視界画像の他の例を示す図である。具体的には、本ゲームのゲーム画面の一例を示す図であり、ゲームプレイ中のプレイヤとユーザ端末100とのコミュニケーションについて説明するための図である。 FIG. 12 is a diagram showing another example of the field view image displayed on the user terminal 100. Specifically, it is a figure which shows an example of the game screen of this game, and is the figure for demonstrating the communication between a player and a user terminal 100 during a game play.
 図12(A)の例において、ユーザ端末100は、アバターオブジェクト610に発話691を実行させている。具体的には、ユーザ端末100は、ゲーム進行情報に含まれる音声データに従って、アバターオブジェクト610に発話691を実行させている。発話691の内容は、プレイヤ4が発話した「弾が無いよー!」というものである。すなわち、発話691の内容は、マガジンが0、銃に装填した銃弾が1となったことにより、敵オブジェクト671を攻撃する手段を失いそうであることを各ユーザに伝えるものである。 In the example of FIG. 12A, the user terminal 100 causes the avatar object 610 to execute the utterance 691. Specifically, the user terminal 100 causes the avatar object 610 to execute the utterance 691 according to the voice data included in the game progress information. The content of the utterance 691 is "There is no bullet!" Spoken by the player 4. That is, the content of the utterance 691 is to inform each user that the magazine is 0 and the ammunition loaded in the gun is 1, so that the means for attacking the enemy object 671 is likely to be lost.
 なお、図12(A)では、アバターオブジェクト610の発話を視覚的に示すため吹き出しを用いているが、実際は、ユーザ端末100のスピーカから音声が出力される。なお、音声出力とともに、図12(A)に示す吹き出し(すなわち、音声の内容のテキストを含む吹き出し)が視界画像中に表示されてもよい。これは、後述する発話692でも同様である。 In FIG. 12A, a balloon is used to visually indicate the utterance of the avatar object 610, but in reality, the voice is output from the speaker of the user terminal 100. In addition to the audio output, the balloon shown in FIG. 12A (that is, the balloon including the text of the audio content) may be displayed in the view image. This also applies to the utterance 692 described later.
 UI画像702に対するタップ操作を受け付けると、ユーザ端末100は、図12(B)に示すように、UI画像705および706(メッセージUI)を視界画像に重畳して表示する。UI画像705は、アバターオブジェクト610(換言すれば、プレイヤ)に対するコメントを表示するUI画像である。UI画像706は、入力されたコメントを送信するためコメント送信操作をユーザ3から受け付けるUI画像である。 Upon receiving the tap operation for the UI image 702, the user terminal 100 superimposes and displays the UI images 705 and 706 (message UI) on the field of view image as shown in FIG. 12 (B). The UI image 705 is a UI image that displays a comment for the avatar object 610 (in other words, the player). The UI image 706 is a UI image that accepts a comment transmission operation from the user 3 in order to transmit the input comment.
 ユーザ端末100は、一例として、UI画像705へのタップ操作を受け付けると、キーボードを模したUI画像(不図示、以下、単に「キーボード」と記載)をタッチスクリーン15に表示させる。ユーザ端末100は、キーボードに対するユーザの入力操作に応じたテキストを、UI画像705に表示させる。図12(B)の例では、「マガジン送るね」というテキストがUI画像705に表示されている。 As an example, when the user terminal 100 receives a tap operation on the UI image 705, the user terminal 100 displays a UI image imitating a keyboard (not shown, hereinafter simply referred to as "keyboard") on the touch screen 15. The user terminal 100 causes the UI image 705 to display text corresponding to the user's input operation on the keyboard. In the example of FIG. 12B, the text "Magazine is sent" is displayed on the UI image 705.
 ユーザ端末100は、テキスト入力後に、一例として、UI画像706へのタップ操作を受け付けると、入力した内容(テキストの内容)を示す情報と、ユーザを示す情報とを含むコメント情報をサーバ200へ送信する。コメント情報は、サーバ200を介して、他のユーザ端末100、および、HMDセット1000へ送信される。 When the user terminal 100 receives a tap operation on the UI image 706 as an example after inputting text, the user terminal 100 transmits comment information including information indicating the input content (text content) and information indicating the user to the server 200. do. The comment information is transmitted to the other user terminal 100 and the HMD set 1000 via the server 200.
 UI画像703Aは、コメントを送信したユーザのユーザ名を示すUI画像であり、UI画像704Aは、該ユーザが送信したコメントの内容を示すUI画像である。図12(B)の例では、ユーザ名が「BBBBB」であるユーザが、自身のユーザ端末100を用い、「危ない!」という内容のコメント情報を送信したことにより、UI画像703AおよびUI画像704Aが表示されている。UI画像703AおよびUI画像704Aは、本ゲームに参加しているすべてのユーザ端末100のタッチスクリーン15、および、HMD500のモニタ51に表示される。なお、UI画像703Aおよび704Aは、1つのUI画像であってもよい。すなわち、1つのUI画像にユーザ名とコメントの内容とが含まれていてもよい。 The UI image 703A is a UI image showing the user name of the user who sent the comment, and the UI image 704A is a UI image showing the content of the comment sent by the user. In the example of FIG. 12B, the user whose user name is "BBBBBB" uses his / her own user terminal 100 to transmit comment information having the content of "dangerous!", That is, the UI image 703A and the UI image 704A. Is displayed. The UI image 703A and the UI image 704A are displayed on the touch screen 15 of all the user terminals 100 participating in this game and the monitor 51 of the HMD 500. The UI images 703A and 704A may be one UI image. That is, one UI image may include a user name and the content of a comment.
 図12(C)の例では、図12に示すユーザ端末100のユーザである、「AAAAA」というユーザ名のユーザが、上述したとおりコメントを入力し、送信したことにより、タッチスクリーン15にUI画像703Bおよび704Bが表示されている。UI画像703Bにはユーザ名「AAAAA」が含まれており、UI画像704Bには、図12(B)の例において入力された「マガジン送るね!」とのコメントが含まれている。 In the example of FIG. 12C, a user with the user name "AAAAAA", which is the user of the user terminal 100 shown in FIG. 12, inputs and transmits a comment as described above, whereby the UI image is displayed on the touch screen 15. 703B and 704B are displayed. The UI image 703B includes the user name "AAAAAA", and the UI image 704B contains the comment "Magazine send!" Entered in the example of FIG. 12B.
 また、図12(C)の例は、ユーザ「AAAAA」がさらに、UI画像701へのタップ操作を入力し、UI画像711をタッチスクリーン15に表示させ、UI画像711Aへのタップ操作を入力した後の視界画像611である。つまり、ユーザ「AAAAA」のユーザ端末100から、他のユーザ端末100およびHMDセット1000に、マガジンを示すアイテム投入情報が送信された結果、ユーザ端末100およびHMDセット1000は、演出オブジェクト674(後述)を仮想空間600に配置している。一例として、ユーザ端末100およびHMDセット1000は、アイテム投入情報にて示された経過時間が経過した後に、演出オブジェクト674に関する演出を実行し、アイテムオブジェクトの効果を発動させる処理を実行する。 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 has participated in the game is stored. The "tag" column stores information (tags) generated based on the support provided by each user to the player. In the example of FIG. 16, among the tags stored in the "tag" column, those without the key brackets are the information automatically generated by the processor 20, and those with the key brackets are those stored by the game operator. Information entered manually.
 図16の例において、ユーザ「AAAAA」には、マガジン、10F、ボス、「マガジンのプレゼントによりボスに勝利」という情報が対応付けられている。これは、例えば、10Fというステージでのボス戦において、ユーザ「AAAAA」がマガジンを投入し、その投入されたマガジンの銃弾でアバターオブジェクト610がボスに勝利したことを示している。 In the example of FIG. 16, the user "AAAAAA" is associated with information such as a magazine, 10F, a boss, and "winning the boss by presenting the magazine". This indicates that, for example, in the boss battle on the stage of 10F, the user "AAAAA" inserts a magazine, and the avatar object 610 wins the boss with the ammunition of the inserted magazine.
 また、ユーザ「BBBBB」には、救急箱、3F、ザコ、「ゲームオーバー寸前で回復」という情報が対応付けられている、これは、例えば、3Fというステージのザコ敵との戦闘において、ユーザ「BBBBB」が救急箱を投入し、その結果、アバターオブジェクト610の体力が0になる(ゲームオーバーになる)寸前で体力が回復したことを示している。 Further, the user "BBBBBB" is associated with information such as a first aid kit, 3rd floor, Zako, and "recovery on the verge of game over". For example, in a battle with a Zako enemy on the 3rd floor, the user "BBBB" "BBBBBB" throws in the first aid kit, and as a result, it shows that the physical strength of the avatar object 610 has recovered just before it becomes 0 (the game is over).
 また、ユーザ「CCCCC」には、バリケード、5F、ザコ、「バリケードでゾンビを二人足止め」という情報が対応付けられている。これは、例えば、5Fというステージのザコ敵との戦闘において、ユーザ「CCCCC」がバリケード(図11における障害物オブジェクト672)を投入し、その結果、二人のザコ敵の足止めに成功したことを示している。 In addition, the user "CCCCC" is associated with information such as barricade, 5th floor, Zako, and "stopping two zombies with barricade". This means that, for example, in a battle with a Zako enemy on the 5th floor, the user "CCCCC" throws in a barricade (obstacle object 672 in FIG. 11), and as a result, succeeds in stopping the two Zako enemies. Shows.
 図16の例では、各ユーザ3のユーザ名に対し、行った支援が1つ対応付けられているが、支援を複数回行なったユーザ3のユーザ名には、複数回の支援それぞれのタグが対応付けられる。ユーザリスト234において、該それぞれのタグは区別されていることが好ましい。これにより、ゲーム終了後に、配信端末400を用いてユーザリスト421を参照するプレイヤが、各支援の内容を正確に把握できる。 In the example of FIG. 16, one support provided is associated with the user name of each user 3, but the user name of the user 3 who has performed the support a plurality of times has a tag for each of the plurality of support times. Can be associated. In the user list 234, it is preferable that each tag is distinguished. As a result, after the game is over, the player who refers to the user list 421 using the distribution terminal 400 can accurately grasp the content of each support.
 <動作指図データの配信>
 (配信端末400における配信処理)
 図17は、配信端末400で実行される配信処理の流れの一例を示すフローチャートである。図18は、配信端末400に表示される画面の一具体例を示す図である。図19は、配信端末に表示される画面の他の具体例を示す図である。
<Distribution of operation instruction data>
(Distribution processing in the distribution terminal 400)
FIG. 17 is a flowchart showing an example of the flow of the distribution process executed by the distribution terminal 400. FIG. 18 is a diagram showing a specific example of a screen displayed on the distribution terminal 400. FIG. 19 is a diagram showing another specific example of the screen displayed on the distribution terminal.
 ステップS61において、プロセッサ40は、操作受付部413として、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、およ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いずれかを選択するための第2操作を受け付ける。第2操作は、一例として、ユーザリスト画面731におけるレコード画像732のいずれかをタップする操作であってもよい。図18(B)の例では、プレイヤは、レコード画像732Aへのタップ操作を入力している。すなわち、プレイヤは、動作指図データを配信するユーザとしてユーザ「AAAAA」を選択している。 In step S64, the processor 40 receives a second operation for selecting any of the users included in the user list screen 731 as the operation receiving unit 413. As an example, the second operation may be an operation of tapping any one of the record images 732 on the user list screen 731. In the example of FIG. 18B, the player inputs a tap operation to the record image 732A. That is, the player has selected the user "AAAAAA" as the user who distributes the operation instruction data.
 レコード画像732に対するタップ操作を受け付けると、ステップS65において、プロセッサ40は、表示制御部412として、モーションリスト422を表示部452に表示させる。具体的には、プロセッサ40は、モーションリスト422に基づいて生成されたモーションリスト画面を、表示部452に表示させる。モーションリスト画面は、一例として、図19に示すモーションリスト画面741であってもよい。モーションリスト画面741は、モーションリスト422における各レコードに対応するレコード画像からなる。図19の例では、レコード画像として、レコード画像742A~742Cを記載しているが、レコード画像の数は3つに限定されない。図19の例において、モーションリスト422におけるレコードの数が4より多い場合、プレイヤは、例えば画面をスクロールする操作(例えば、ドラッグ操作やフリック操作)をタッチスクリーン45に入力することにより、他のレコード画像を表示部452に表示させることができる。 Upon receiving the tap operation for the record image 732, in step S65, the processor 40 causes the display unit 452 to display the motion list 422 as the display control unit 412. Specifically, the processor 40 causes the display unit 452 to display the motion list screen generated based on the motion list 422. As an example, the motion list screen may be the motion list screen 741 shown in FIG. The motion list screen 741 is composed of a record image corresponding to each record in the motion list 422. In the example of FIG. 19, record images 742A to 742C are described as record images, but the number of record images is not limited to three. In the example of FIG. 19, when the number of records in the motion list 422 is more than 4, the player inputs another record, for example, an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen 45. The image can be displayed on the display unit 452.
 一例として、レコード画像742A~742Cは、それぞれ、モーション名743A~743C、モーション画像744A~744C、および、UI画像745A~745Cを含む。以降、レコード画像742A~742C、モーション名743A~743C、モーション画像744A~744C、および、UI画像745A~745Cについて、区別する必要が無い場合、それぞれ、「レコード画像7432」、「モーション名743」、「モーション画像744」、「UI画像745」と記載する。 As an example, the record images 742A to 742C include motion names 743A to 743C, motion images 744A to 744C, and UI images 745A to 745C, respectively. Hereinafter, when it is not necessary to distinguish between the record images 742A to 742C, the motion names 743A to 743C, the motion images 744A to 744C, and the UI images 745A to 745C, "record image 7432" and "motion name 743", respectively. It is described as "motion image 744" and "UI image 745".
 モーション名743は、モーションリスト422に格納されているモーションを識別する情報である。モーション画像744は、モーションリスト422において、各モーション名に対応付けられているモーションデータから生成される画像である。プロセッサ40は、一例として、各モーションデータにおける最初の姿勢をとるアバターオブジェクト610の画像を、モーション画像744とてレコード画像742に含める。モーション画像744は、プレイヤによる所定の操作(例えば、モーション画像744に対するタップ操作)を受け付けるUI画像であってもよい。プロセッサ40は、該所定の操作を受け付けた場合、モーションデータに基づいてアバターオブジェクト610が動作するモーション動画を再生してもよい。プロセッサ40は、モーション動画が終了すると、自動的にモーションリスト画面741を再表示してもよい。 The motion name 743 is information for identifying the motion stored in the motion list 422. The motion image 744 is an image generated from the motion data associated with each motion name in the motion list 422. As an example, the processor 40 includes an image of the avatar object 610 that takes the first posture in each motion data as a motion image 744 in the record image 742. The motion image 744 may be a UI image that accepts a predetermined operation (for example, a tap operation on the motion image 744) by the player. When the processor 40 accepts the predetermined operation, the processor 40 may play a motion moving image in which the avatar object 610 operates based on the motion data. The processor 40 may automatically redisplay the motion list screen 741 when the motion moving image is finished.
 なお、レコード画像742は、モーション画像744に代えて、例えば、「モーション再生」とのテキストを含むUI画像を含んでもよい。 Note that the record image 742 may include, for example, a UI image including the text "motion reproduction" instead of the motion image 744.
 ステップS66において、プロセッサ40は、操作受付部413として、モーションを選択する第3操作を受け付ける。第3操作は、一例として、UI画像745へのタップ操作であってもよい。つまり、UI画像745は、各レコード画像742に対応するモーションデータを選択する操作を受け付ける。第3操作を受け付けたことにより、プロセッサ40は、モーション特定部415として、プレイヤが選択したモーションデータを特定する。 In step S66, the processor 40 receives the third operation of selecting a motion as the operation receiving unit 413. As an example, the third operation may be a tap operation on the UI image 745. That is, the UI image 745 accepts an operation of selecting motion data corresponding to each record image 742. Upon receiving the third operation, the processor 40 specifies the motion data selected by the player as the motion specifying unit 415.
 ステップS67において、プロセッサ40は、表示制御部412および音声受付部414として、アバターオブジェクト610が、選択されたモーションデータに基づき動作するモーション動画を再生しながら、プレイヤの音声入力を受け付ける。 In step S67, the processor 40 receives the voice input of the player as the display control unit 412 and the voice reception unit 414 while the avatar object 610 plays a motion 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 by the player 4 in the generation of the motion instruction data addressed to the user 3B, and the voice 920B 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 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および図12を参照して説明した本ゲームは、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。ライブ配信スケジュールは、ゲームプレイ端末300において管理される。具体的には、図29(A)に示すライブ配信スケジュール管理テーブルTBL11がゲームプレイ端末300のメモリ31に記憶されており、当該ライブ配信スケジュール管理テーブルTBL11によりライブ配信時間帯(即ち、ライブ配信開始時刻およびライブ配信終了時刻)が管理される。ライブ配信ゲームは、当該ライブ配信時間帯に実行される。
(Supplement to the outline of this game)
The game described with reference to FIGS. 11 and 12 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. be. The live distribution schedule is managed by the game play terminal 300. Specifically, the live distribution schedule management table TBL11 shown in FIG. 29A is stored in the memory 31 of the game play terminal 300, and the live distribution schedule management table TBL11 causes a live distribution time zone (that is, live distribution start). Time and live stream end time) are managed. The live distribution game is executed during the live distribution time zone.
 図29(A)によれば、例えば、1回目のライブ配信は、12:00に開始され、13:00に終了する。また、2回目のライブ配信は、21:00に開始され、22:00に終了する。なお、仮想空間600に配置されるアバターオブジェクト610の種類は、1回目のライブ配信と2回目のライブ配信とで異なってもよい。 According to FIG. 29 (A), for example, the first live distribution starts at 12:00 and ends at 13:00. The second live stream starts at 21:00 and ends at 22:00. The type of the avatar object 610 arranged in the virtual space 600 may be different between the first live distribution and the second live distribution.
 当該ライブ配信ゲームは、例えば、アバターオブジェクト610が敵オブジェクト671と対戦するゲームパートと、当該ゲームパートを開始する前の導入パートと、当該ゲームパートを終了した後の終了パートとにより構成される。ゲームパートが開始されると、ユーザは、アバターオブジェクト610と敵オブジェクト671との対戦において、マガジンオブジェクトや救急箱オブジェクトを仮想空間600Aに投入することにより、アバターオブジェクト610を支援する。当該対戦において特定条件が成立すると、当該特定条件に応じたアイテムまたはコインが当該ユーザに付与される。導入パートにおいては、例えば、アバターオブジェクト610が視聴者に対して、その後に開始されるゲームパートの説明や、応援要請などが行われる。終了パートにおいては、例えば、アバターオブジェクト610が視聴者に対して、終了したゲームパートに対する評価や、応援してくれたユーザに対するお礼などが行われる。 The live distribution game is composed of, for example, a game part in which the avatar object 610 plays against the enemy object 671, an introduction part before the game part is started, and an end part after the game part is finished. When the game part is started, the user supports the avatar object 610 by throwing a magazine object or a first aid kit object into the virtual space 600A in a battle between the avatar object 610 and the enemy object 671. When a specific condition is satisfied in the match, an item or coin corresponding to the specific condition is given to the user. In the introduction part, for example, the avatar object 610 explains to the viewer the game part to be started after that, requests support, and the like. In the end part, for example, the avatar object 610 evaluates the end game part and thank the user for supporting the viewer.
 ここで、特定条件は、例えば、ユーザが所定数以上のマガジンオブジェクトを投入し、かつアバターオブジェクト610が敵オブジェクト671をすべて倒すことにより成立する条件であり、あるいはユーザが所定数以上の救急箱オブジェクトを投入し、かつアバターオブジェクト610が所定位置に到達することにより成立する条件である。また、ユーザに付与されるアイテムには、感謝状やトロフィーなどを模したアイテムである通常アイテムや、プライベート視聴アイテム(後述)が含まれる。さらに、ユーザに付与されるコインの量は、例えば、当該対戦における当該ユーザの支援の程度(ユーザにより投入されたアイテムの数や種別)に基づいて特定される。なお、コインは、当該特定条件の成立によりユーザに付与する以外に、課金処理によってユーザに付与するようにしてもよい。 Here, the specific condition is, for example, a condition that is satisfied when the user inputs a predetermined number or more of magazine objects and the avatar object 610 defeats all the enemy objects 671, or the user has a predetermined number or more of first aid kit objects. This is a condition that is satisfied when the avatar object 610 reaches a predetermined position. In addition, the items given to the user include normal items that imitate letters of appreciation and trophies, and private viewing items (described later). Further, the amount of coins given to the user is specified, for example, based on the degree of support of the user in the match (the number and types of items inserted by the user). In addition to giving coins to the user when the specific condition is satisfied, coins may be given to the user by a billing process.
 <位置情報ゲームの概要>
 本実施形態に係るシステム1は、位置情報ゲームを提供する。当該位置情報ゲームでは、複数のポータルオブジェクトPTLが表示されている地図画像が、タッチスクリーン15に表示される(図30(A)参照)。当該地図画像は、スクロール操作(フリック操作またはスワイプ操作)を受け付けることによりスクロールされる。また、当該地図画像は、ユーザ端末100の移動に応じて、当該ユーザ端末100の現在位置が中心に表示されるようにスクロールされる。
<Outline of location-based game>
The system 1 according to the present embodiment provides a location information game. In the location-based game, a map image displaying a plurality of portal objects PTL is displayed on the touch screen 15 (see FIG. 30A). The map image is scrolled by accepting a scroll operation (flick operation or swipe operation). Further, the map image is scrolled so that the current position of the user terminal 100 is displayed in the center according to the movement of the user terminal 100.
 タッチスクリーン15に表示されているポータルオブジェクトPTLへのタップ操作が行われると、当該ポータルオブジェクトPTLに関連付けられているゲーム(例えばシューティングゲーム)が実行される。当該ゲームにおいて特定条件(例えば、撃退した敵オブジェクトの数が所定数に達することにより成立する条件)が成立すると、アイテムまたはコインがユーザに付与される。 When a tap operation is performed on the portal object PTL displayed on the touch screen 15, a game (for example, a shooting game) associated with the portal object PTL is executed. When a specific condition (for example, a condition satisfied when the number of repelled enemy objects reaches a predetermined number) is satisfied in the game, an item or a coin is given to the user.
 当該アイテムとしては、当該ポータルオブジェクトPTLが配置されている地域特有のご当地アイテム、プライベート視聴アイテム、コインなどが含まれる。ご当地アイテムは、当該ポータルオブジェクトPTLが東京に配置されていれば、例えば東京スカイツリーを模したアイテムであり、当該ポータルオブジェクトPTLが大阪に配置されていれば、例えば通天閣を模したアイテムである。また、ユーザに付与されるコインの量は、例えば、ゲームの難易度が高いほど増大する。 The items include local items, private viewing items, coins, etc. that are unique to the area where the portal object PTL is located. If the portal object PTL is located in Tokyo, the local item is, for example, an item that imitates the Tokyo Sky Tree, and if the portal object PTL is located in Osaka, it is an item that imitates Tsutenkaku, for example. .. Further, the amount of coins given to the user increases, for example, as the difficulty level of the game increases.
 上述のライブ配信ゲームおよび位置情報ゲームにおいてユーザに付与されたアイテムやコインは、メモリ11に記憶されているアイテム/コイン管理テーブルTBL1(図28(A)参照)に登録される。図28(A)によれば、東京スカイツリーを模したご当地アイテムと通天閣を模したご当地アイテムとが1つずつ登録され、トロフィーを模した通常アイテムが3つ登録される。また、コインが1200枚登録され、プライベート視聴アイテムが2つ登録される。 Items and coins given to the user in the above-mentioned live distribution game and location information game are registered in the item / coin management table TBL1 (see FIG. 28A) stored in the memory 11. According to FIG. 28 (A), one local item imitating the Tokyo Sky Tree and one local item imitating Tsutenkaku are registered, and three normal items imitating a trophy are registered. In addition, 1200 coins are registered and two private viewing items are registered.
 また、図30(A)に示すように、地図画像の下段には、LV配信アイコンICN1、マイルームアイコンICN2、PV予約アイコンICN3を含む複数のアイコンが重畳して表示される。このうち、LV配信アイコンICN1がタップされると、ライブ配信ゲームを行うためのゲームパートであるライブ配信パートに移行し、マイルームアイコンICN2がタップされると、ルームパート(後述)に移行し、PV予約アイコンICN3がタップされると、配信予約パート(後述)に移行する。 Further, as shown in FIG. 30A, a plurality of icons including the LV distribution icon ICN1, the my room icon ICN2, and the PV reservation icon ICN3 are superimposed and displayed in the lower part of the map image. Of these, when the LV distribution icon ICN1 is tapped, it shifts to the live distribution part, which is a game part for playing a live distribution game, and when the My Room icon ICN2 is tapped, it shifts to the room part (described later). When the PV reservation icon ICN3 is tapped, it shifts to the distribution reservation part (described later).
 <プライベート配信ゲームの概要>
 本実施形態に係るシステム1は、プライベート配信ゲームを提供する。当該プライベート配信ゲームは、ユーザの操作に応じて作成されたルーム(ユーザの部屋(建物)内の空間)においてアバターオブジェクト610が動作等を行うゲームである。ゲーム映像は、当該ユーザのユーザ端末100にのみ表示される。なお、ルームは、ルームパートにおいて作成可能である。プライベート配信の予約は、配信予約パートで実行可能である。プライベート配信は、プライベート配信パートで実行可能である。
<Overview of private distribution game>
The system 1 according to the present embodiment provides a private distribution game. The private distribution game is a game in which the avatar object 610 operates or the like in a room (a space in a user's room (building)) created according to a user's operation. The game image is displayed only on the user terminal 100 of the user. The room can be created in the room part. Reservation for private delivery can be executed in the delivery reservation part. Private delivery can be performed in the private delivery part.
 (ルームパート)
 ユーザのルームは、メモリ11に記憶されているユーザ側ルーム管理テーブルTBL2(図28(B)参照)によって管理される。図28(B)によれば、当該ユーザのユーザIDと、当該ルームのサイズと、当該ルームに配置されているオブジェクトの種別と、当該ルームにおける当該オブジェクトの配置座標とが、ルーム情報として、当該ユーザ側ルーム管理テーブルTBL2に登録される。
(Room part)
The user's room is managed by the user-side room management table TBL2 (see FIG. 28B) stored in the memory 11. According to FIG. 28B, the user ID of the user, the size of the room, the type of the object arranged in the room, and the arrangement coordinates of the object in the room are the room information. It is registered in the user side room management table TBL2.
 例えば、ユーザAのルームはX1×Y1×Z1のサイズを有する。Xは横軸、Yは縦軸、Zは高さ軸に対応する。座標(x11,y11,z11)、(x12,y12,z12)、(x13,y13,z13)、(x14,y14,z14)、(x15,y15,z15)、(x16,y16,z16)は、当該ルーム内の座標である。座標(x11,y11,z11)には扉を模したオブジェクト(以下、「扉」という)が配置され、座標(x12,y12,z13)にはテレビを模したオブジェクト(以下、「テレビ」という)が配置される。また、座標(x13,y13,z13)にはサイドボードを模したオブジェクト(以下、「サイドボード」という)が配置され、座標(x14,y14,z14)にはローチェストを模したオブジェクト(以下、「ローチェスト」という)が配置される。さらに、座標(x15,y15,z15)には丸テーブルを模したオブジェクト(以下、「丸テーブル」という)が配置され、座標(x16,y16,z16)にはソファを模したオブジェクト(以下、「ソファ」という)が配置される。 For example, the room of user A has a size of X1 × Y1 × Z1. X corresponds to the horizontal axis, Y corresponds to the vertical axis, and Z corresponds to the height axis. The coordinates (x11, y11, z11), (x12, y12, z12), (x13, y13, z13), (x14, y14, z14), (x15, y15, z15), (x16, y16, z16) are These are the coordinates in the room. An object imitating a door (hereinafter referred to as "door") is arranged at coordinates (x11, y11, z11), and an object imitating a television (hereinafter referred to as "television") is arranged at coordinates (x12, y12, z13). Is placed. Further, an object imitating a sideboard (hereinafter referred to as "sideboard") is arranged at the coordinates (x13, y13, z13), and an object imitating a low chest (hereinafter referred to as "") is arranged at the coordinates (x14, y14, z14). "Low chest") is placed. Further, an object imitating a round table (hereinafter referred to as "round table") is arranged at the coordinates (x15, y15, z15), and an object imitating a sofa (hereinafter referred to as "round table") is arranged at the coordinates (x16, y16, z16). "Sofa") is placed.
 ユーザのルームは、当該ユーザ側ルーム管理テーブルTBL2に基づいて規定され、仮想カメラ620Bは、初期状態において当該ルームの天井において鉛直下向きで配置される。この結果、タッチスクリーン15には、例えば図30(B)に示すルーム画像760が表示される。図30(B)の説明においては、便宜上、図30(B)における上方向を北、左方向を西、下方向を南、右方向を東と称する。図30(B)によれば、扉DRがルームの北側の壁の東寄りに取り付けられ、テレビTVがルームの北側の壁の略中央に取り付けられる。また、サイドボードがルームの東側の壁に沿って配置され、ローチェストがルームの南側の壁に沿って配置される。さらに、ルームの中央に丸テーブルが配置され、当該丸テーブルの南側にソファが配置される。 The user's room is defined based on the user's room management table TBL2, and the virtual camera 620B is arranged vertically downward on the ceiling of the room in the initial state. As a result, for example, the room image 760 shown in FIG. 30B is displayed on the touch screen 15. In the description of FIG. 30B, for convenience, the upward direction in FIG. 30B is referred to as north, the left direction is referred to as west, the downward direction is referred to as south, and the right direction is referred to as east. According to FIG. 30B, the door DR is mounted east of the north wall of the room and the TV TV is mounted approximately in the center of the north wall of the room. Also, sideboards are placed along the eastern wall of the room and low chests are placed along the southern wall of the room. Further, a round table is placed in the center of the room, and a sofa is placed on the south side of the round table.
 当該ルーム画像760上でスワイプ操作またはフリック操作が行われると、当該仮想カメラ620Bの位置および向きが変更される。この結果、ルーム画像760は、変更後の仮想カメラ620Bの位置および向きに応じた画像に更新される。テレビTVがタッチスクリーン15に表示されている状態で当該テレビTVに対するタップ操作が行われると、ライブ配信パートに移行する。また、扉DRがタッチスクリーン15に表示されている状態で当該扉DRに対するタップ操作が行われると、位置情報ゲームを行うためのゲームパートである位置情報ゲームパートに移行する。 When a swipe operation or a flick operation is performed on the room image 760, the position and orientation of the virtual camera 620B are changed. As a result, the room image 760 is updated with an image corresponding to the position and orientation of the changed virtual camera 620B. When a tap operation is performed on the TV TV while the TV TV is displayed on the touch screen 15, the live distribution part is started. Further, when a tap operation is performed on the door DR while the door DR is displayed on the touch screen 15, the game shifts to the position information game part, which is a game part for playing the position information game.
 ルームパートにおいて、タッチスクリーン15の下段には、当該ルームに配置可能なオブジェクト(例えば、食卓、補助丸イス、観葉植物、書棚、ドレッサー等のオブジェクト)のアイコンが複数描かれたUI画像770が表示される。また、ライブ配信ゲームまたは位置情報ゲームにおいて付与されたアイテム(ご当地アイテム、通常アイテム等)がアイテム/コイン管理テーブルTBL1に登録されている場合、UI画像770には、当該アイテムのオブジェクトに対応するアイコンも表示される。 In the room part, the lower part of the touch screen 15 displays a UI image 770 on which a plurality of icons of objects that can be placed in the room (for example, objects such as a dining table, an auxiliary round chair, a foliage plant, a bookcase, and a dresser) are drawn. Will be done. Further, when the item (local item, normal item, etc.) given in the live distribution game or the location information game is registered in the item / coin management table TBL1, the UI image 770 corresponds to the object of the item. An icon is also displayed.
 ここで、ライブ配信ゲームまたは位置情報ゲームにおいて付与されたアイテムのオブジェクトと異なるオブジェクトは有償である。当該有償のオブジェクトを表すアイコンの近傍には、ルームに配置する際に消費されるコインの量が表示される。例えば、食卓を表すアイコンの近傍には80コインの文字が表示され、観葉植物を表すアイコンの近傍には20コインの文字が表示される。 Here, an object different from the object of the item given in the live distribution game or the location information game is charged. In the vicinity of the icon representing the paid object, the amount of coins consumed when placing it in the room is displayed. For example, a character of 80 coins is displayed in the vicinity of an icon representing a dining table, and a character of 20 coins is displayed in the vicinity of an icon representing a foliage plant.
 ルームパートでは、ユーザは、タッチスクリーン15上でオブジェクト配置操作を実行可能である。オブジェクト配置操作は、UI画像770上のいずれかのアイコンに対するタップ操作またはルーム内に配置されているオブジェクトに対する長押し操作と、ルーム内のオブジェクトに対するスワイプ操作と、位置決定アイコンに対するタップ操作とを含む。 In the room part, the user can execute the object placement operation on the touch screen 15. The object placement operation includes a tap operation on any icon on the UI image 770 or a long press operation on an object placed in the room, a swipe operation on the object in the room, and a tap operation on the position determination icon. ..
 UI画像770上のアイコンに対するタップ操作が行われると、当該アイコンに対応するオブジェクトがルーム内の所定位置に点滅表示される。当該オブジェクトが有償のオブジェクトであれば、コインを消費してもよいか否かを確認する確認画面(図示せず)が表示され、当該確認画面上での確認操作に応じて、当該オブジェクトがルーム内の所定位置に点滅表示される。この状態で当該オブジェクトに対するスワイプ操作により、当該オブジェクトを移動させることができる。位置決定アイコンは、点滅表示されているオブジェクトの近傍に表示される。当該位置決定アイコンに対するタップ操作が行われると、オブジェクトの位置が現在配置されている位置に決定され、当該オブジェクトの表示態様が点滅表示から継続表示に遷移する。 When the tap operation for the icon on the UI image 770 is performed, the object corresponding to the icon is blinked and displayed at a predetermined position in the room. If the object is a paid object, a confirmation screen (not shown) for confirming whether or not coins can be consumed is displayed, and the object is in the room according to the confirmation operation on the confirmation screen. Flashes at the specified position in the box. In this state, the object can be moved by swiping the object. The positioning icon is displayed near the blinking object. When the tap operation for the position determination icon is performed, the position of the object is determined to the position where the object is currently arranged, and the display mode of the object changes from the blinking display to the continuous display.
 また、ルーム内のオブジェクトに対する長押し操作が行われると、当該オブジェクトがルーム内で点滅表示される。この状態で当該オブジェクトに対するスワイプ操作により、当該オブジェクトを移動させることができる。位置決定アイコンに対するタップ操作が行われると、オブジェクトの位置が現在配置されている位置に決定され、当該オブジェクトの表示態様が点滅表示から継続表示に遷移する。 Also, when a long press operation is performed on an object in the room, the object blinks in the room. In this state, the object can be moved by swiping the object. When the tap operation on the position determination icon is performed, the position of the object is determined to the position where the object is currently arranged, and the display mode of the object changes from the blinking display to the continuous display.
 UI画像770上のアイコンに対するタップ操作を含むオブジェクト配置操作によりオブジェクトが新たに配置された場合には、当該オブジェクトの種別と配置座標とがユーザ側ルーム管理テーブルTBL2に新たに登録される。また、当該オブジェクトが有償のオブジェクトであれば、アイテム/コイン管理テーブルTBL1に登録されているコインのうち当該オブジェクトの価値に応じた量のコインが消費される。一方、長押し操作を含むオブジェクト配置操作によりルーム内のオブジェクトの位置が変更された場合には、ユーザ側ルーム管理テーブルTBL2に登録されている当該オブジェクトの配置座標が更新される。 When an object is newly placed by an object placement operation including a tap operation on the icon on the UI image 770, the type and placement coordinates of the object are newly registered in the user side room management table TBL2. If the object is a paid object, the coins registered in the item / coin management table TBL1 will be consumed in an amount corresponding to the value of the object. On the other hand, when the position of the object in the room is changed by the object placement operation including the long press operation, the placement coordinates of the object registered in the user side room management table TBL2 are updated.
 こうしてユーザ側ルーム管理テーブルTBL2が更新されると、当該ユーザ側ルーム管理テーブルTBL2上のルーム情報がゲームプレイ端末300に送信される。ゲームプレイ端末300は、当該ルーム情報に基づいて、メモリ31に記憶されている配信者側ルーム管理テーブルTBL12(図29(B)参照)を更新する。この結果、プライベート配信ゲームを視聴可能な複数のユーザ各々のルーム情報が、当該ユーザのユーザ端末100とゲームプレイ端末300との間で共有される。 When the user-side room management table TBL2 is updated in this way, the room information on the user-side room management table TBL2 is transmitted to the game play terminal 300. The game play terminal 300 updates the distributor side room management table TBL12 (see FIG. 29B) stored in the memory 31 based on the room information. As a result, the room information of each of the plurality of users who can watch the private distribution game is shared between the user terminal 100 and the game play terminal 300 of the user.
 図29(B)を参照して、配信者側ルーム管理テーブルTBL12には、プライベート配信ゲームを視聴可能な複数のユーザ各々のユーザIDと、当該ユーザのルームのサイズと、当該ルームに配置されているオブジェクトの種別および配置座標とが、当該複数のユーザ各々のルーム情報として登録される。 With reference to FIG. 29B, the distributor-side room management table TBL12 is arranged with the user IDs of each of the plurality of users who can watch the private distribution game, the size of the user's room, and the room. The type and placement coordinates of the existing object are registered as room information for each of the plurality of users.
 図29(B)によれば、ユーザAのルームのサイズと、オブジェクトの種別および配置座標とは、ユーザ側ルーム管理テーブルTBL2のものと一致する。ユーザBについては、X2×Y2×Z2のサイズのルームが登録される。当該ルームにおいて、座標(x21,y21,z21)には扉が配置され、座標(x22,y22,z22)にはテレビが配置される。また、座標(x23,y23,z23)には観葉植物を模したオブジェクト(以下、「観葉植物」という)が配置され、座標(x24,y24,z24)にはベッドを模したオブジェクト(以下、「ベッド」という)が配置される。 According to FIG. 29 (B), the room size of the user A, the type of the object, and the arrangement coordinates match those of the user-side room management table TBL2. For user B, a room having a size of X2 × Y2 × Z2 is registered. In the room, a door is arranged at the coordinates (x21, y21, z21), and a television is arranged at the coordinates (x22, y22, z22). In addition, an object imitating a foliage plant (hereinafter referred to as "foliage plant") is arranged at the coordinates (x23, y23, z23), and an object imitating a bed (hereinafter, "" "Bed") is placed.
 ユーザCについては、X3×Y3×Z3のサイズのルームが登録される。当該ルームにおいて、座標(x31,y31,z31)には扉が配置され、座標(x32,y32,z32)にはテレビが配置される。また、座標(x33,y33,z33)にはピアノを模したオブジェクト(以下、「ピアノ」という)が配置され、座標(x34,y34,z34)にはイスを模したオブジェクト(以下、「イス」という)が配置される。なお、図29(B)では、プライベート配信ゲームを視聴可能なユーザの一部を示している。 For user C, a room with a size of X3 x Y3 x Z3 is registered. In the room, a door is arranged at the coordinates (x31, y31, z31), and a television is arranged at the coordinates (x32, y32, z32). Further, an object imitating a piano (hereinafter referred to as "piano") is arranged at the coordinates (x33, y33, z33), and an object imitating a chair (hereinafter referred to as "chair") is arranged at the coordinates (x34, y34, z34). ) Is placed. Note that FIG. 29B shows some of the users who can watch the private distribution game.
 (配信予約パート)
 配信予約パートでは、図30(C)に示す配信予約画面がタッチスクリーン15に表示される。図30(C)によれば、配信予約アイコンICN4が、当該配信予約画面の上段に表示される。アイテム/コイン管理テーブルTBL1にプライベート視聴アイテムが登録されている状態で、当該予約アイコンICN4がタップされると、当該プライベート視聴アイテムのアイテム情報がゲームプレイ端末300に対して送信される。アイテム/コイン管理テーブルTBL1に登録されているプライベート視聴アイテムの数量は、当該アイテム情報の送信に応じて減じられる。
(Delivery reservation part)
In the distribution reservation part, the distribution reservation screen shown in FIG. 30C is displayed on the touch screen 15. According to FIG. 30C, the distribution reservation icon ICN4 is displayed at the upper part of the distribution reservation screen. When the reservation icon ICN4 is tapped while the private viewing item is registered in the item / coin management table TBL1, the item information of the private viewing item is transmitted to the game play terminal 300. The quantity of private viewing items registered in the item / coin management table TBL1 is reduced according to the transmission of the item information.
 当該アイテム情報には、自ユーザのユーザIDと、プライベート視聴アイテムであることを示すアイテム種別情報とが含まれる。ゲームプレイ端末300は、当該アイテム情報に含まれるユーザIDを、メモリ31に記憶されているプライベート配信スケジュール管理テーブルTBL13(図29(C)参照)に登録する。また、ゲームプレイ端末300は、ライブ配信スケジュール管理テーブルTBL11により管理されているライブ配信時間帯と重ならないようにプライベート配信時間帯(即ち、プライベート配信開始時刻およびプライベート配信終了時刻)を決定し、当該プライベート配信時間帯を当該ユーザIDに関連付けてプライベート配信スケジュール管理テーブルTBL13に登録する。 The item information includes a user ID of the own user and item type information indicating that the item is a private viewing item. The game play terminal 300 registers the user ID included in the item information in the private distribution schedule management table TBL13 (see FIG. 29C) stored in the memory 31. Further, the game play terminal 300 determines a private distribution time zone (that is, a private distribution start time and a private distribution end time) so as not to overlap with the live distribution time zone managed by the live distribution schedule management table TBL11. The private delivery time zone is associated with the user ID and registered in the private delivery schedule management table TBL13.
 図29(C)によれば、ユーザCに対するプライベート配信は、16:10~16:10の時間帯に実行され、ユーザAに対するプライベート配信は、16:15~16:25の時間帯に実行され、ユーザBに対するプライベート配信は、16:30~16:40の時間帯に実行される。 According to FIG. 29 (C), the private delivery to the user C is executed in the time zone from 16:10 to 16:10, and the private delivery to the user A is executed in the time zone from 16:15 to 16:25. , Private delivery to user B is executed in the time zone from 16:30 to 16:40.
 また、ゲームプレイ端末300は、プライベート配信時間帯が決定された段階で、当該プライベート配信の対象であるユーザのユーザ端末100に対して、当該プライベート配信時間帯を通知する。当該通知を受信したユーザ端末100は、当該プライベート配信時間帯を配信予約画面の中段に表示する(図30(C)参照)。図30(C)によれば、プライベート配信の開始時刻は16:15を示し、プライベート配信の終了時刻は16:25を示す。 Further, the game play terminal 300 notifies the user terminal 100 of the user who is the target of the private distribution of the private distribution time zone at the stage when the private distribution time zone is determined. The user terminal 100 that has received the notification displays the private delivery time zone in the middle of the delivery reservation screen (see FIG. 30C). According to FIG. 30C, the start time of the private distribution indicates 16:15, and the end time of the private distribution indicates 16:25.
 なお、配信予約画面の下段には、LV配信アイコンICN1とマイルームアイコンICN2とが表示される。上述と同様、LV配信アイコンICN1がタップされるとライブ配信パートに移行し、マイルームアイコンICN2がタップされるとルームパートに移行する。 The LV distribution icon ICN1 and the My Room icon ICN2 are displayed at the bottom of the distribution reservation screen. Similar to the above, when the LV distribution icon ICN1 is tapped, it shifts to the live distribution part, and when the my room icon ICN2 is tapped, it shifts to the room part.
 (プライベート配信パート)
 プライベート配信パートにおける処理は、プライベート配信時間帯に実行される。即ち、プライベート配信スケジュール管理テーブルTBL13に登録されているプライベート配信開始時刻が到来すると、ゲームプレイ端末300は、配信対象のユーザのユーザ端末100に対してプライベート配信の開始を通知する。また、ゲームプレイ端末300は、配信者側ルーム管理テーブルTBL12に基づいて、当該ユーザのルームを仮想空間600Aとして規定し、扉DRおよびテレビTVを含む複数のオブジェクトを当該ルームに配置する。また、当該ルームには、アバターオブジェクト610を配置する。ゲームプレイ端末300は、これらのオブジェクトの配置・動作等を特定可能にするための動作指図データを含むゲーム進行情報を生成し、当該ゲーム進行情報を当該ユーザのユーザ端末100に配信する。
(Private delivery part)
The processing in the private delivery part is executed in the private delivery time zone. That is, when the private distribution start time registered in the private distribution schedule management table TBL13 arrives, the game play terminal 300 notifies the user terminal 100 of the user to be distributed of the start of private distribution. Further, the game play terminal 300 defines the room of the user as the virtual space 600A based on the room management table TBL12 on the distributor side, and arranges a plurality of objects including the door DR and the TV TV in the room. In addition, an avatar object 610 is placed in the room. The game play terminal 300 generates game progress information including motion instruction data for making it possible to specify the arrangement / motion of these objects, and distributes the game progress information to the user terminal 100 of the user.
 一方、当該ユーザ端末100は、プライベート配信開始通知を受信することにより、プレイヤとのボイスチャット機能をオンする。この結果、ユーザが発した音声に対応する音声データのサーバ200への送信が許容される。また、当該ユーザ端末100は、ユーザ側ルーム管理テーブルTBL2に登録されているルームサイズを特定し、当該ルームサイズを有するルームを仮想空間600Bとして規定する。当該ルームには、ゲームプレイ端末300から配信されたゲーム進行情報に基づいて、アバターオブジェクト610を含むオブジェクトが配置され、または既に配置されているオブジェクトが動作する。タッチスクリーン15には、現在の仮想カメラ620Bの位置および向きに応じた視界領域640Bの視界画像660が表示される。 On the other hand, the user terminal 100 turns on the voice chat function with the player by receiving the private distribution start notification. As a result, transmission of voice data corresponding to the voice emitted by the user to the server 200 is permitted. Further, the user terminal 100 specifies a room size registered in the user-side room management table TBL2, and defines a room having the room size as a virtual space 600B. In the room, an object including the avatar object 610 is arranged or an object already arranged is operated based on the game progress information distributed from the game play terminal 300. 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 current virtual camera 620B is displayed.
 この結果、ユーザは、当該ユーザ固有の部屋にアバターオブジェクト610を招き、当該アバターオブジェクト610との1対1の対話を利用した様々なゲーム(例えば、しりとり、クイズ等)を楽しむことが可能となる。プライベート配信終了時刻になると、ゲームプレイ端末300は、当該ゲーム進行情報の配信を終了し、当該ユーザのユーザ端末100に対してプライベート配信の終了を通知する。ユーザ端末100は、ボイスチャット機能をオフし、その後にルームパートに移行する。 As a result, the user can invite the avatar object 610 to the room unique to the user and enjoy various games (for example, shiritori, quiz, etc.) using the one-to-one dialogue with the avatar object 610. .. At the end time of the private distribution, the game play terminal 300 ends the distribution of the game progress information, and notifies the user terminal 100 of the user of the end of the private distribution. The user terminal 100 turns off the voice chat function, and then shifts to the room part.
 なお、ボイスチャットとは、ユーザの音声に対応する音声データをユーザ端末100からゲームプレイ端末300に対して送信し、プレイヤの音声に対応する音声データをゲームプレイ端末300から当該ユーザ端末100に対して送信する機能であり、プレイヤの音声に対応する音声データはゲーム進行情報の一部として当該ユーザ端末100に配信される。このとき、当該ボイスチャットによる対話の内容を表す音声データは、他のユーザ端末100には配信されない。 In voice chat, voice data corresponding to the user's voice is transmitted from the user terminal 100 to the game play terminal 300, and voice data corresponding to the player's voice is transmitted from the game play terminal 300 to the user terminal 100. The voice data corresponding to the voice of the player is distributed to the user terminal 100 as a part of the game progress information. At this time, the voice data representing the content of the dialogue by the voice chat is not delivered to the other user terminal 100.
 このように、プライベート配信パートでは、ユーザの好みのオブジェクトを配置して作成されたルームにアバターオブジェクト610が登場するため、ユーザの好みの話題による対話が促される。また、プライベート配信パートにおいては、ルームを生成したユーザ以外のユーザに対する配信が規制されるとともに、ルームを生成したユーザとプレイヤとのボイスチャットが許容される。これによって、ルームを生成したユーザは、プライベート配信パートにおいてどのような話題で盛り上がったかを他のユーザに知られることなく、ボイスチャットによりプレイヤとの対話を進めることが可能となる。さらに、ルームには、ライブ配信ゲームまたは位置情報ゲームにおいて付与されたアイテムのオブジェクトを配置することも可能である。これにより、ユーザは、ご当地アイテムを話題としてプレイヤとの対話を深めることが可能となる。 In this way, in the private distribution part, the avatar object 610 appears in the room created by arranging the user's favorite objects, so that dialogue based on the user's favorite topics is promoted. Further, in the private distribution part, distribution to users other than the user who created the room is restricted, and voice chat between the user who created the room and the player is allowed. As a result, the user who created the room can proceed with the dialogue with the player by voice chat without the other users knowing what kind of topic was raised in the private distribution part. Furthermore, it is also possible to place an object of the item given in the live distribution game or the location information game in the room. As a result, the user can deepen the dialogue with the player by talking about the local item.
 (動作について)
 図31~図33は、本ゲームおよびプライベート配信ゲームの基本的なゲーム進行についてその一例を示すフローチャートである。このうち、図31に示すフローチャートはユーザ端末100により実行され、図32および図33の各々に示すフローチャートは、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。
(About operation)
31 to 33 are flowcharts showing an example of the basic game progress of the game and the private distribution game. Of these, the flowchart shown in FIG. 31 is executed by the user terminal 100, and the flowcharts shown in FIGS. 32 and 33 are executed by the user terminal 100 and the game play terminal 300.
 なお、図31~図33に示すフローチャートの一部の処理はサーバ200において実行し、処理結果をユーザ端末100に送信するようにしてもよい。また、ユーザ端末100とゲームプレイ端末300との間での情報の送受信は、サーバ200を介して実行されるものであるが、これに限らず、サーバ200を介することなく実行されるものであってもよい。 Note that some processes of the flowcharts shown in FIGS. 31 to 33 may be executed by the server 200, and the process results may be transmitted to the user terminal 100. Further, the transmission / reception of information between the user terminal 100 and the game play terminal 300 is executed via the server 200, but is not limited to this, and is executed without going through the server 200. You may.
 図31を参照して、ステップS81では、現在のパートは「ルームパート」であるか否かを判定する。現在のパートは、パート設定情報に基づいて特定される。パート設定情報は、メモリ11に記憶されており、図30(A)に示す各種アイコンへの入力操作に応じて更新され、マイルームICN2への入力操作に応じて「ルームパート」を特定する情報に更新される。「ルームパート」であると判定されると、ステップS82に進む。ステップS82では、ユーザ側ルーム管理テーブルTBL2に基づいて、ユーザのルームを規定するとともに、扉DRおよびテレビTVを含む複数のオブジェクトを当該ルームに配置する。また、ステップS82では、仮想カメラ620Bの位置および向きに応じたルーム画像760と、当該ルームに配置可能なオブジェクトのアイコンが複数描かれたUI画像770とをタッチスクリーン15に表示する(図30(B)参照)。 With reference to FIG. 31, in step S81, it is determined whether or not the current part is a “room part”. The current part is identified based on the part setting information. The part setting information is stored in the memory 11, is updated according to the input operation to the various icons shown in FIG. 30 (A), and is the information for specifying the "room part" according to the input operation to the My Room ICN2. Will be updated to. If it is determined to be the "room part", the process proceeds to step S82. In step S82, the user's room is defined based on the user-side room management table TBL2, and a plurality of objects including the door DR and the TV TV are arranged in the room. Further, in step S82, the room image 760 according to the position and orientation of the virtual camera 620B and the UI image 770 on which a plurality of icons of objects that can be arranged in the room are drawn are displayed on the touch screen 15 (FIG. 30 (FIG. 30). B) See).
 ステップS83では、ユーザによりオブジェクト配置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。ある局面では、オブジェクト配置操作は、UI画像770上のいずれかのアイコンに対するタップ操作またはルーム内に配置されているオブジェクトに対する長押し操作と、ルーム内のオブジェクトに対するスワイプ操作と、位置決定アイコンに対するタップ操作とを含む。 In step S83, it is determined whether or not the object placement operation has been performed by the user based on the input operation on the touch screen 15. In one aspect, the object placement operation is a tap operation on any icon on the UI image 770, a long press operation on an object placed in the room, a swipe operation on an object in the room, and a tap on the position-fixing icon. Including operations.
 UI画像770上のいずれかのアイコンに対するタップ操作が行われると、当該アイコンに対応するオブジェクトがルーム内の所定位置に点滅表示される。また、ルーム内のオブジェクトに対する長押し操作が行われると、当該オブジェクトがルーム内で点滅表示される。この状態で当該オブジェクトに対するスワイプ操作が行われると、当該オブジェクトがルーム内を移動する。その後、位置決定アイコンに対するタップ操作が行われると、オブジェクトの位置が決定され、当該オブジェクトの表示態様が点滅表示から継続表示に遷移する。当該位置決定アイコンに対するタップ操作が行われると、オブジェクト配置操作が完了したと判定され、ステップS84に進む。 When a tap operation is performed for any of the icons on the UI image 770, the object corresponding to the icon is blinked and displayed at a predetermined position in the room. Also, when a long press operation is performed on an object in the room, the object is blinked and displayed in the room. If a swipe operation is performed on the object in this state, the object moves in the room. After that, when the tap operation on the position determination icon is performed, the position of the object is determined, and the display mode of the object changes from the blinking display to the continuous display. When the tap operation for the position determination icon is performed, it is determined that the object placement operation is completed, and the process proceeds to step S84.
 UI画像770上のアイコンに対するタップ操作を含むオブジェクト配置操作によりオブジェクトが新たに配置された場合、ステップS84では、当該オブジェクトの種別と配置座標とをユーザ側ルーム管理テーブルTBL2に新たに登録する。また、当該オブジェクトが有償のオブジェクトであれば、アイテム/コイン管理テーブルTBL1に登録されているコインのうち当該オブジェクトの価値に応じた量のコインが消費される。 When an object is newly placed by an object placement operation including a tap operation on the icon on the UI image 770, in step S84, the type and placement coordinates of the object are newly registered in the user side room management table TBL2. If the object is a paid object, the coins registered in the item / coin management table TBL1 will be consumed in an amount corresponding to the value of the object.
 一方、長押し操作を含むオブジェクト配置操作によりルーム内のオブジェクトの位置が変更された場合、ステップS84では、ユーザ側ルーム管理テーブルTBL2に登録されている当該オブジェクトの配置座標を更新する。また、ステップS84では、ユーザ側ルーム管理テーブルTBL2に登録されているルーム情報を、ゲームプレイ端末300に送信する。ステップS84の処理が完了すると、ステップS82に戻る。 On the other hand, when the position of the object in the room is changed by the object placement operation including the long press operation, in step S84, the placement coordinates of the object registered in the user side room management table TBL2 are updated. Further, in step S84, the room information registered in the user-side room management table TBL2 is transmitted to the game play terminal 300. When the process of step S84 is completed, the process returns to step S82.
 ゲームプレイ端末300は、当該ルーム情報に基づいて配信者側ルーム管理テーブルTBL12を更新する。この結果、本ゲームを視聴可能な複数のユーザ各々のルーム情報が、当該ユーザのユーザ端末100とゲームプレイ端末300との間で共有される。 The game play terminal 300 updates the distributor side room management table TBL12 based on the room information. As a result, the room information of each of the plurality of users who can view the game is shared between the user terminal 100 and the game play terminal 300 of the user.
 ステップS83において、オブジェクト配置操作が行われたと判定されなかったとき、具体的には、UI画像770上のアイコンに対するタップ操作、およびルーム内に配置されているオブジェクトに対する長押し操作のいずれも行われていないときは、ステップS85に進み、扉DRへのタップ操作が行われたか否かをタッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われた判定されたときは、ステップS86に進み、メモリ11に記憶されているパート設定情報を「位置情報ゲームパート」に更新する。更新が完了すると、ステップS97に進む。 When it is not determined that the object placement operation has been performed in step S83, specifically, both the tap operation on the icon on the UI image 770 and the long press operation on the object placed in the room are performed. If not, the process proceeds to step S85, and it is determined whether or not the tap operation to the door DR has been performed based on the input operation to the touch screen 15. When it is determined that the tap operation has been performed, the process proceeds to step S86, and the part setting information stored in the memory 11 is updated to the "location information game part". When the update is completed, the process proceeds to step S97.
 ステップS85において、扉DRに対するタップ操作が行われたと判定されなかったときは、ステップS87に進み、テレビTVへのタップ操作が行われたか否かをタッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われた判定されたときは、ステップS88に進み、メモリ11に記憶されているパート設定情報を「ライブ配信パート」に更新する。更新が完了すると、ステップS97に進む。また、ステップS87においてテレビTVに対するタップ操作が行われたと判定されなかったときは、ステップS88の処理を実行することなくステップS97に進む。 If it is not determined in step S85 that the tap operation on the door DR has been performed, the process proceeds to step S87, and it is determined based on the input operation on the touch screen 15 whether or not the tap operation on the TV TV has been performed. When it is determined that the tap operation has been performed, the process proceeds to step S88, and the part setting information stored in the memory 11 is updated to the "live distribution part". When the update is completed, the process proceeds to step S97. If it is not determined in step S87 that the tap operation on the TV TV has been performed, the process proceeds to step S97 without executing the process of step S88.
 ステップS81において、現在のパートは「ルームパート」であると判定されなかったときは、ステップS89に進み、現在のパートは「位置情報ゲームパート」であるか否かをメモリ11に記憶されているパート設定情報に基づいて判定する。「位置情報ゲームパート」であると判定されたときは、ステップS90に進み、ユーザの操作に応じたゲーム処理を実行する。 If it is not determined in step S81 that the current part is a "room part", the process proceeds to step S89, and whether or not the current part is a "location information game part" is stored in the memory 11. Judgment is made based on the part setting information. When it is determined to be the "location information game part", the process proceeds to step S90, and the game process according to the user's operation is executed.
 位置情報ゲームパートにおいては、複数のポータルオブジェクトPTLが表示されている地図画像が、タッチスクリーン15に表示される(図30(A)参照)。ポータルオブジェクトPTLへのタップ操作が行われると、当該ポータルオブジェクトPTLに関連付けられているゲームが実行される。当該ゲームにおいて特定条件が成立すると、当該ポータルオブジェクトPTLが配置されている地域特有のご当地アイテム、プライベート視聴アイテム、コインなどがユーザに付与され、アイテム/コイン管理テーブルTBL1(図28(A)参照)に登録される。 In the location-based game part, a map image displaying a plurality of portal objects PTL is displayed on the touch screen 15 (see FIG. 30 (A)). When the tap operation to the portal object PTL is performed, the game associated with the portal object PTL is executed. When a specific condition is satisfied in the game, a local item, a private viewing item, a coin, etc. peculiar to the area where the portal object PTL is placed are given to the user, and the item / coin management table TBL1 (see FIG. 28 (A)) is given. ) Is registered.
 位置情報ゲームパートにおいては、LV配信アイコンICN1、マイルームアイコンICN2およびPV予約アイコンICN3を含む複数のアイコンが、地図画像の下段に重畳して表示される。ステップS91では、当該マイルームアイコンICN2へのタップ操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われた判定されたときは、ステップS92に進み、メモリ11に記憶されているパート設定情報を「ルームパート」に更新する。更新が完了すると、ステップS97に進む。 In the location information game part, a plurality of icons including the LV distribution icon ICN1, the my room icon ICN2, and the PV reservation icon ICN3 are displayed superimposed on the lower part of the map image. In step S91, it is determined whether or not the tap operation to the my room icon ICN2 has been performed based on the input operation to the touch screen 15. When it is determined that the tap operation has been performed, the process proceeds to step S92, and the part setting information stored in the memory 11 is updated to the "room part". When the update is completed, the process proceeds to step S97.
 当該タップ操作が行われたと判定されなかったときは、ステップS93に進み、LV配信アイコンICN1へのタップ操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われたと判定されたときは、ステップS94に進み、メモリ11に記憶されているパート設定情報を「ライブ配信パート」に更新する。更新が完了すると、ステップS97に進む。 If it is not determined that the tap operation has been performed, the process proceeds to step S93, and it is determined whether or not the tap operation to the LV distribution icon ICN1 has been performed based on the input operation on the touch screen 15. When it is determined that the tap operation has been performed, the process proceeds to step S94, and the part setting information stored in the memory 11 is updated to the "live distribution part". When the update is completed, the process proceeds to step S97.
 当該タップ操作が行われたと判定されなかったときは、ステップS95に進み、PV予約アイコンICN3へのタップ操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われたと判定されたときは、ステップS96に進み、メモリ11に記憶されているパート設定情報を「配信予約パート」に更新する。更新が完了すると、ステップS97に進む。当該タップ操作が行われたと判定されなかったときは、ステップS96の処理を実行することなくステップS97に進む。 If it is not determined that the tap operation has been performed, the process proceeds to step S95, and it is determined whether or not the tap operation to the PV reservation icon ICN3 has been performed based on the input operation on the touch screen 15. When it is determined that the tap operation has been performed, the process proceeds to step S96, and the part setting information stored in the memory 11 is updated to the "delivery reservation part". When the update is completed, the process proceeds to step S97. If it is not determined that the tap operation has been performed, the process proceeds to step S97 without executing the process of step S96.
 ステップS89において、現在のパートは「位置情報ゲームパート」であると判定されなかったときは、ステップS98に進み、現在のパートは「ライブ配信パート」であるか否かをメモリ11に記憶されているパート設定情報に基づいて判定する。「ライブ配信パート」であると判定されたときは、ステップS99でライブ視聴処理を実行し、その後にステップS97に進む。一方、「ライブ配信パート」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、その後にステップS97に進む。なお、配信予約パートに対応する処理は、ステップS100で実行する。 If it is not determined in step S89 that the current part is the "location information game part", the process proceeds to step S98, and whether or not the current part is the "live distribution part" is stored in the memory 11. Judgment is made based on the existing part setting information. When it is determined to be the "live distribution part", the live viewing process is executed in step S99, and then the process proceeds to step S97. On the other hand, if it is not determined to be the "live distribution part", other processing is executed in step S100, and then the process proceeds to step S97. The process corresponding to the delivery reservation part is executed in step S100.
 ステップS97では、プライベート視聴処理を実行する。この結果、パート設定情報がルームパートおよび位置情報ゲームパートなどのいずれであっても、プライベート視聴処理が実行され、その結果、後述するプライベート配信開始通知を受信したときにはプライベート配信を優先的に視聴させることができる。ステップS97の処理が完了すると、リターンする。 In step S97, the private viewing process is executed. As a result, regardless of whether the part setting information is the room part or the location information game part, the private viewing process is executed, and as a result, when the private distribution start notification described later is received, the private distribution is preferentially viewed. be able to. When the process of step S97 is completed, the process returns.
 ステップS99のライブ視聴処理は、図32の左側に示すサブルーチンに従って実行される。このとき、ゲームプレイ端末300は、図32の右側に示す処理を実行する。ゲームプレイ端末300は、ステップS121において、ライブ配信開始時刻が到来したか否かをライブ配信スケジュール管理テーブルTBL11に基づいて判定する。当該ライブ配信開始時刻が到来したと判定されたときは、ステップS122に進み、ライブ配信ゲームを視聴可能な全てのユーザを配信対象として設定する。 The live viewing process in step S99 is executed according to the subroutine shown on the left side of FIG. 32. At this time, the game play terminal 300 executes the process shown on the right side of FIG. 32. In step S121, the game play terminal 300 determines whether or not the live distribution start time has arrived based on the live distribution schedule management table TBL11. When it is determined that the live distribution start time has arrived, the process proceeds to step S122, and all users who can watch the live distribution game are set as distribution targets.
 ステップS123では、ライブ配信空間を仮想空間600Aとして規定し、アバターオブジェクト610を含む仮想オブジェクトを当該ライブ配信空間に配置する。ステップS124では、当該仮想オブジェクトの配置・動作等を特定可能にするための動作指図データを含むゲーム進行情報を生成し、当該ゲーム進行情報をステップS122で設定された配信対象のユーザ端末100に配信する。 In step S123, the live distribution space is defined as the virtual space 600A, and the virtual object including the avatar object 610 is arranged in the live distribution space. In step S124, game progress information including operation instruction data for making it possible to specify the arrangement / operation of the virtual object is generated, and the game progress information is distributed to the distribution target user terminal 100 set in step S122. do.
 ステップS125では、ライブ配信終了時刻が到来したか否かをライブ配信スケジュール管理テーブルTBL11に基づいて判定する。当該ライブ配信終了時刻が到来したと判定されなかったときはステップS124に戻り、当該ライブ配信終了時刻が到来したと判定されたときはリターンする。 In step S125, it is determined whether or not the live distribution end time has arrived based on the live distribution schedule management table TBL11. If it is not determined that the live distribution end time has arrived, the process returns to step S124, and if it is determined that the live distribution end time has arrived, the process returns.
 ユーザ端末100は、ステップS101で、ライブ配信空間を仮想空間600Bとして規定するとともに、当該ライブ配信空間の所定位置に仮想カメラ620Bを配置する。ステップS102では、ゲームプレイ端末300からの動作指図データの配信状況に基づいて、ライブ配信中であるか否かを判定する。 In step S101, the user terminal 100 defines the live distribution space as the virtual space 600B, and arranges the virtual camera 620B at a predetermined position in the live distribution space. In step S102, it is determined whether or not live distribution is in progress based on the distribution status of the operation instruction data from the game play terminal 300.
 ライブ配信時間帯においては、ゲーム進行情報は、ゲームプレイ端末300から所定時間(例えば1/60秒)毎に配信される。このため、ステップS102では、当該ゲーム進行情報を例えば0.5秒以内に受信できたときにライブ配信中であると判定する一方、当該ゲーム進行情報を0.5秒以内に受信できなかったときにはライブ配信中とは判定しない。 In the live distribution time zone, the game progress information is distributed from the game play terminal 300 every predetermined time (for example, 1/60 second). Therefore, in step S102, when the game progress information can be received within 0.5 seconds, for example, it is determined that live distribution is in progress, but when the game progress information cannot be received within 0.5 seconds, the game progress information cannot be received. It is not determined that live distribution is in progress.
 ステップS102においてライブ配信中であると判定されると、ステップS103に進む。ステップS103では、当該ゲーム進行情報に基づいて、アバターオブジェクト610を含む仮想オブジェクトをライブ配信空間に配置し、または既に配置されている仮想オブジェクトを動作させる。また、ステップS103では、現在の仮想カメラ620Bの位置および向きに応じた視界領域640Bを規定し、当該視界領域640Bに対応する視界画像660(例えば、図11および図12を参照して説明した本ゲームの映像)をタッチスクリーン15に表示する。さらに、ステップS103では、マイルームアイコンICN2を当該視界画像660の下段に重畳して表示する。 If it is determined in step S102 that live distribution is in progress, the process proceeds to step S103. In step S103, a virtual object including the avatar object 610 is placed in the live distribution space, or a virtual object that has already been placed is operated based on the game progress information. Further, in step S103, a field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is defined, and a field of view image 660 corresponding to the field of view area 640B (for example, FIGS. 11 and 12) is described. The video of the game) is displayed on the touch screen 15. Further, in step S103, the My Room icon ICN2 is superimposed and displayed on the lower stage of the view image 660.
 ステップS104では、当該ライブ配信においてゲームパートが開始されたか否かを当該ゲーム進行情報に基づいて判定する。当該ゲームパートが開始されたと判定されるとステップS105に進む。ステップS105では、当該ゲームパートにおいて特定条件(例えば、ユーザが所定数以上のマガジンオブジェクトを投入し、かつアバターオブジェクト610が敵オブジェクト671をすべて倒すことにより成立する条件、あるいはユーザが所定数以上の救急箱オブジェクトを投入し、かつアバターオブジェクト610が所定位置に到達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。 In step S104, it is determined based on the game progress information whether or not the game part has been started in the live distribution. If it is determined that the game part has started, the process proceeds to step S105. In step S105, a specific condition (for example, a condition satisfied by the user inputting a predetermined number or more of magazine objects and the avatar object 610 defeating all the enemy objects 671) in the game part, or a condition in which the user has a predetermined number or more of emergency It is determined whether or not the condition) that is satisfied when the box object is thrown in and the avatar object 610 reaches a predetermined position is satisfied based on the game parameter value that can specify the progress of the game.
 当該特定条件が成立したと判定されたときは、ステップS106に進み、当該特定条件に応じたアイテムまたはアイコンをアイコン/コイン管理テーブルTBL1に登録する。ここで登録されるアイテムには、感謝状やトロフィーなどを模したアイテムである通常アイテムや、プライベート視聴アイテムが含まれる。さらに、ユーザに付与されるコインの量は、例えば、当該対戦における当該ユーザの支援の程度に基づいて特定される。ステップS106の処理が完了すると、ステップS102に戻る。 When it is determined that the specific condition is satisfied, the process proceeds to step S106, and the item or icon corresponding to the specific condition is registered in the icon / coin management table TBL1. Items registered here include regular items that imitate letters of appreciation and trophies, and private viewing items. Further, the amount of coins given to the user is specified, for example, based on the degree of support of the user in the match. When the process of step S106 is completed, the process returns to step S102.
 ステップS102においてライブ配信中であると判定されなかったときは、現在時刻はライブ配信開始時刻よりも前の時刻またはライブ配信終了時刻よりも後の時刻であるとみなし、ステップS107に進む。ステップS107では、ライブ配信が休止中であることを特定可能にするためのオブジェクトを当該ライブ配信空間に配置し、当該仮想カメラ620Bの位置および向きに応じた視界領域640Bに対応する視界画像660をタッチスクリーン15に表示する。また、ステップS107では、マイルームアイコンICN2を当該視界画像660に重畳して表示する。ステップS107の処理が完了したとき、ステップS104においてライブゲームパートと判定されなかったとき、またはステップS105において特定条件が成立したと判定されなかったときは、ステップS108に進む。 If it is not determined in step S102 that live distribution is in progress, the current time is regarded as a time before the live distribution start time or a time after the live distribution end time, and the process proceeds to step S107. In step S107, an object for making it possible to identify that the live distribution is inactive is arranged in the live distribution space, and a field image 660 corresponding to the field of view area 640B according to the position and orientation of the virtual camera 620B is displayed. Displayed on the touch screen 15. Further, in step S107, the My Room icon ICN2 is superimposed and displayed on the view image 660. When the process of step S107 is completed, when it is not determined in step S104 that it is a live game part, or when it is not determined in step S105 that the specific condition is satisfied, the process proceeds to step S108.
 ステップS108では、当該マイルームアイコンICN2に対するタップ操作が行われたか否かを、タッチスクリーン15に対する入力操作に基づいて判定する。当該タップ操作が行われたと判定されなかったときは、ステップS102に戻る。一方、当該タップ操作が行われたと判定されたときは、ステップS109に進み、メモリ11に記憶されているパート設定情報を「ルームパート」に更新する。更新が完了すると、リターンする。 In step S108, it is determined whether or not the tap operation for the my room icon ICN2 has been performed based on the input operation for the touch screen 15. If it is not determined that the tap operation has been performed, the process returns to step S102. On the other hand, when it is determined that the tap operation has been performed, the process proceeds to step S109, and the part setting information stored in the memory 11 is updated to the "room part". When the update is completed, it returns.
 ステップS97のプライベート視聴処理は、図33の左側に示すサブルーチンに従って実行される。このとき、ゲームプレイ端末300は、図33の右側に示す処理を実行する。 The private viewing process in step S97 is executed according to the subroutine shown on the left side of FIG. 33. At this time, the game play terminal 300 executes the process shown on the right side of FIG. 33.
 ゲームプレイ端末300は、図32に示すステップS121においてライブ配信開始時刻が到来したと判定されなかったとき、ステップS126に進む。ステップS126では、いずれかのユーザに対するプライベート配信開始時刻が到来したか否かを、プライベート配信スケジュール管理テーブルTBL13に基づいて判定する。 The game play terminal 300 proceeds to step S126 when it is not determined in step S121 shown in FIG. 32 that the live distribution start time has arrived. In step S126, it is determined whether or not the private distribution start time for any user has arrived based on the private distribution schedule management table TBL13.
 当該プライベート配信開始時刻が登録したと判定されなかったときはリターンし、当該プライベート配信開始時刻が到来したと判定されたときは、ステップS127に進む。ステップS127では、当該プライベート配信開始時刻に関連付けられているユーザIDをプライベート配信スケジュール管理テーブルTBL13上で特定し、当該ユーザIDに対応するユーザを配信対象として設定する。ステップS128では、当該配信対象のユーザのユーザ端末100に対してプライベート配信の開始を通知する。 If it is determined that the private distribution start time has not been registered, a return is made, and if it is determined that the private distribution start time has arrived, the process proceeds to step S127. In step S127, the user ID associated with the private distribution start time is specified on the private distribution schedule management table TBL13, and the user corresponding to the user ID is set as the distribution target. In step S128, the user terminal 100 of the user to be distributed is notified of the start of private distribution.
 当該ユーザ端末100は、プライベート配信開始通知を受信したか否かを通信IF13からの出力に基づいて判定する。当該プライベート配信開始通知を受信したと判定されなかったときはリターンし、当該プライベート配信開始通知を受信したと判定されたときは、ステップS112でプレイヤとのボイスチャット機能をオンする。ステップS113では、ユーザ側ルーム管理テーブルTBL2に登録されているルームサイズを特定し、当該ルームサイズを有するルームを仮想空間600Bとして規定する。 The user terminal 100 determines whether or not the private distribution start notification has been received based on the output from the communication IF 13. If it is not determined that the private distribution start notification has been received, a return is made, and if it is determined that the private distribution start notification has been received, the voice chat function with the player is turned on in step S112. In step S113, the room size registered in the user-side room management table TBL2 is specified, and the room having the room size is defined as the virtual space 600B.
 ステップS129において、ゲームプレイ端末300は、配信者側ルーム管理テーブルTBL12に基づいて、配信対象のユーザのルームを仮想空間600Aとして規定するとともに、扉DRおよびテレビTVを含む複数のオブジェクトを当該ルームに配置する。また、ステップS129では、アバターオブジェクト610を当該ルームに配置する。ステップS130では、当該ルームにおける仮想オブジェクトの配置・動作等を特定可能にするための動作指図データを含むゲーム進行情報を生成し、当該ゲーム進行情報を配信対象のユーザのユーザ端末100に配信する。 In step S129, the game play terminal 300 defines the room of the user to be distributed as the virtual space 600A based on the room management table TBL12 on the distributor side, and sets a plurality of objects including the door DR and the TV TV in the room. Deploy. Further, in step S129, the avatar object 610 is placed in the room. In step S130, game progress information including operation instruction data for making it possible to specify the arrangement / operation of a virtual object in the room is generated, and the game progress information is distributed to the user terminal 100 of the user to be distributed.
 ステップS131では、プライベート配信終了時刻が到来したか否かをプライベート配信スケジュール管理テーブルTBL13に基づいて判定する。当該プライベート配信終了時刻が到来したと判定されなかったときは、ステップS130に戻る。この結果、ゲーム進行情報は、所定時間(例えば1/60秒)毎に、配信対象のユーザのユーザ端末100に配信される。 In step S131, it is determined whether or not the private distribution end time has arrived based on the private distribution schedule management table TBL13. If it is not determined that the private delivery end time has arrived, the process returns to step S130. As a result, the game progress information is distributed to the user terminal 100 of the user to be distributed every predetermined time (for example, 1/60 second).
 ステップS114において、当該ユーザ端末100は、ゲームプレイ端末300から配信されたゲーム進行情報に基づいて、アバターオブジェクト610を含む仮想オブジェクトを当該ルームに配置し、または既に配置されている仮想オブジェクトを動作させる。また、ステップS114では、現在の仮想カメラ620Bの位置および向きに応じた視界領域640Bを規定し、当該視界領域640Bに対応する視界画像660をタッチスクリーン15に表示する。 In step S114, the user terminal 100 arranges a virtual object including the avatar object 610 in the room or operates a virtual object already arranged based on the game progress information distributed from the game play terminal 300. .. Further, in step S114, a field of view area 640B corresponding to the position and orientation of the current virtual camera 620B is defined, and the field of view image 660 corresponding to the field of view area 640B is displayed on the touch screen 15.
 ステップS131においてプライベート配信終了時刻が到来したと判定されたとき、ゲームプレイ端末300は、ステップS132に進み、配信対象のユーザのユーザ端末100にプラベート配信の終了を通知する。通知が完了すると、リターンする。 When it is determined in step S131 that the private distribution end time has arrived, the game play terminal 300 proceeds to step S132 and notifies the user terminal 100 of the user to be distributed of the end of private distribution. When the notification is completed, it will return.
 ステップS115において、当該ユーザ端末100は、ゲームプレイ端末300からプライベート配信終了通知を受信したか否かを通信IF13からの出力に基づいて判定する。当該プライベート配信終了通知を受信したと判定されなかったときは、ステップS114に戻る。一方、当該プライベート配信終了通知を受信したと判定されたときは、ステップS116で当該ボイスチャット機能をオフする。ステップS117では、メモリ11に記憶されているパート設定情報を「ライブ配信パート」に更新し、更新が完了すると、リターンする。 In step S115, the user terminal 100 determines whether or not the private distribution end notification has been received from the game play terminal 300 based on the output from the communication IF 13. If it is not determined that the private delivery end notification has been received, the process returns to step S114. On the other hand, when it is determined that the private distribution end notification has been received, the voice chat function is turned off in step S116. In step S117, the part setting information stored in the memory 11 is updated to the "live distribution part", and when the update is completed, the process returns.
 <本実施形態の効果>
 本実施形態によれば、ルームパートにおいては、ユーザ固有のルームを表すルーム画像が、ユーザ側ルーム管理テーブルTBL2に基づいてタッチスクリーン15に表示される。この状態でオブジェクト配置操作が行われると、ユーザ側ルーム管理テーブルTBL2上のルーム情報が更新され、更新後のルーム情報がゲームプレイ端末300に送信される。プライベート配信パートにおいては、当該ユーザのルームが仮想空間600Bとして規定される。また、当該ルーム内においては、アバターオブジェクト610を含む仮想オブジェクトが、ゲームプレイ端末300から配信されたゲーム進行情報に基づいて動作等を行なう。タッチスクリーン15には、当該ルーム内の映像が表示される。
<Effect of this embodiment>
According to the present embodiment, in the room part, a room image representing a user-specific room is displayed on the touch screen 15 based on the user-side room management table TBL2. When the object placement operation is performed in this state, the room information on the user-side room management table TBL2 is updated, and the updated room information is transmitted to the game play terminal 300. In the private distribution part, the user's room is defined as the virtual space 600B. Further, in the room, the virtual object including the avatar object 610 performs an operation or the like based on the game progress information distributed from the game play terminal 300. The image in the room is displayed on the touch screen 15.
 このように、プライベート配信パートでは、アバターオブジェクト610は、ユーザが作成したルームに登場する。このため、ユーザの好みの話題による対話が促され、ゲームの好趣を高めることが可能となる。 In this way, in the private distribution part, the avatar object 610 appears in the room created by the user. For this reason, it is possible to promote dialogue based on the user's favorite topic and enhance the taste of the game.
 また、本実施形態によれば、ライブ配信パートにおいては、ライブ配信空間におけるアバターオブジェクト610の動作を特定するためのゲーム進行情報が配信される。タッチスクリーン15には、当該ライブ配信空間においてアバターオブジェクト610が動作する映像が表示される。これによって、通常のライブ配信も視聴することができる。 Further, according to the present embodiment, in the live distribution part, game progress information for specifying the operation of the avatar object 610 in the live distribution space is distributed. On the touch screen 15, an image in which the avatar object 610 operates in the live distribution space is displayed. This allows you to watch regular live streaming as well.
 さらに、本実施形態によれば、プライベート配信パートにおいては、複数のユーザのうち当該ルームを生成したユーザに対してゲーム進行情報が配信され、ライブ配信パートにおいては、当該複数のユーザの各々に対してゲーム進行情報が配信される。また、いずれのゲーム進行情報にも、アバターオブジェクト610に対応させて発せられたプレイヤの音声データが含まれる。ただし、ユーザにより発せられた音声データのサーバ200への出力は、プライベート配信パートにおいては許容される一方、ライブ配信パートにおいては規制される。 Further, according to the present embodiment, in the private distribution part, the game progress information is distributed to the user who created the room among the plurality of users, and in the live distribution part, the game progress information is distributed to each of the plurality of users. Game progress information is delivered. Further, each game progress information includes the voice data of the player emitted in correspondence with the avatar object 610. However, the output of the voice data emitted by the user to the server 200 is permitted in the private distribution part, but is restricted in the live distribution part.
 即ち、プライベート配信パートにおいては、ルームを生成したユーザ以外のユーザに対する配信が規制され、ルームを生成したユーザとプレイヤとのボイスチャットが許容される。これによって、ルームを生成したユーザは、プライベート配信パートにおいてどのような話題で盛り上がったかを他のユーザに知られることなく、ボイスチャットによりプレイヤとの対話を進めることが可能となる。 That is, in the private distribution part, distribution to users other than the user who created the room is restricted, and voice chat between the user who created the room and the player is allowed. As a result, the user who created the room can proceed with the dialogue with the player by voice chat without the other users knowing what kind of topic was raised in the private distribution part.
 また、本実施形態によれば、位置情報ゲームまたはライブ配信ゲームにおいて特定条件が成立することにより、プライベート視聴アイテムがユーザに付与される。プライベート配信パートは、当該プライベート視聴アイテムを消費することにより開始可能となる。これによって、ゲームを進行させて特定条件を成立させようという動機付けをユーザに働かせることができる。 Further, according to the present embodiment, a private viewing item is given to the user when a specific condition is satisfied in the location information game or the live distribution game. The private distribution part can be started by consuming the private viewing item. This can motivate the user to advance the game and meet specific conditions.
 さらに、本実施形態によれば、位置情報ゲームパートには、ルームに配置されている扉DR即ち建物から外出することを想起させるオブジェクトへのタップ操作に基づいて移行する。これによって、ルームパートと位置情報ゲームパートとがシームレスに繋がり、ゲームの好趣が向上する。 Further, according to the present embodiment, the location information game part is transferred based on the door DR arranged in the room, that is, the tap operation to the object reminiscent of going out of the building. As a result, the room part and the location-based game part are seamlessly connected, and the taste of the game is improved.
 また、本実施形態によれば、ルームに配置されているオブジェクトは、位置情報ゲームパートでゲームを進行させることによりユーザに付与されたご当地アイテムのオブジェクトを含む。これにより、ユーザは、ご当地アイテムを話題としてプレイヤとの対話を深めることができる。 Further, according to the present embodiment, the object arranged in the room includes the object of the local item given to the user by advancing the game in the location information game part. As a result, the user can deepen the dialogue with the player by talking about the local item.
 さらに、本実施形態によれば、ユーザは、プライベート配信パートにおいてアバターオブジェクト610とゲームを実行できる。これによって、プライベート配信パートの好趣を向上させることができる。 Further, according to the present embodiment, the user can execute the game with the avatar object 610 in the private distribution part. This can improve the taste of the private distribution part.
 <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、ゲーム進行情報は、ライブ配信モードにおいては複数のユーザに配信される一方、プライベート配信パートにおいては、アバターオブジェクト610が配置されるルームを生成したユーザに対してのみ配信される。また、ゲームの映像を視聴するユーザとプレイヤとのボイスチャットは、ライブ配信モードにおいては規制される一方、プライベート配信パートでは許容される。しかし、ゲーム進行情報は、プライベート配信パートにおいても複数のユーザに配信し、ボイスチャットは、ライブ配信パートおよびプライベート配信パートのいずれにおいても規制するようにしてもよい。即ち、プライベート配信中は、ユーザからの音声出力を規制し、テキスト入力によりユーザの意思をプレイヤに伝えるようにしてもよい。この場合、他のユーザもプライベート配信によるゲーム映像を視聴できるようにしてもよい。 (1) In the above embodiment, the game progress information is distributed to a plurality of users in the live distribution mode, while in the private distribution part, only to the user who generated the room in which the avatar object 610 is arranged. It will be delivered. In addition, voice chat between the user and the player who watch the video of the game is restricted in the live distribution mode, while it is allowed in the private distribution part. However, the game progress information may be distributed to a plurality of users even in the private distribution part, and the voice chat may be regulated in both the live distribution part and the private distribution part. That is, during private distribution, the voice output from the user may be restricted and the user's intention may be conveyed to the player by text input. In this case, other users may also be able to watch the game video by private distribution.
 (2) 上記実施形態においては、プライベート配信パートにおける配信対象は、アバターオブジェクト610が配置されるルームを作成したユーザである。しかし、当該ユーザにより指定された他のユーザに対しても、アバターオブジェクト610が配置されたルームの映像を表示可能にするためのゲーム進行情報を配信するようにしてもよい。また、当該他のユーザは、例えば、ルームを作成したユーザが視聴を許可したユーザや、ルームを作成したユーザとフレンド関係にあるユーザ等であってもよい。 (2) In the above embodiment, the distribution target in the private distribution part is the user who created the room in which the avatar object 610 is arranged. However, the game progress information for making it possible to display the image of the room in which the avatar object 610 is arranged may be distributed to other users designated by the user. Further, the other user may be, for example, a user who has permitted viewing by the user who created the room, a user who has a friendship with the user who created the room, and the like.
 (3) 上記実施形態においては、プライベート配信は、ライブ配信の時間帯と異なる時間帯に実行するようにしている。しかし、プライベート配信は、ライブ配信の時間帯と重なる時間帯に実行するようにしてもよい。具体的には、ライブ配信の時間帯のうちの末尾の時間帯において、プライベート配信を実行するようにしてもよい。これによって、プライベート配信の対象ユーザはライブ配信に続いてプライベート配信を楽しむことができ、好趣の向上が期待できる。 (3) In the above embodiment, the private distribution is executed at a time zone different from the time zone of the live distribution. However, the private distribution may be executed at a time zone that overlaps with the time zone of the live distribution. Specifically, the private distribution may be executed in the last time zone of the live distribution time zone. As a result, the target user of the private distribution can enjoy the private distribution following the live distribution, and it is expected that the preference will be improved.
 また、ライブ配信の途中で、プレイヤが「今日は誰々さんの部屋に行ってきます」といってプライベート配信に移行するようにしてもよい。この場合、当該プライベート配信中は、他のユーザに対して「外出中」といった表示がされるようにしてもよい。さらに、覗き見アイテムをユーザに付与可能にし、ユーザが当該覗き見アイテムを消費することによりプライベート配信対象のユーザの部屋を見ることができる(当該ユーザからの音声はカット)ようにしてもよい。 Also, in the middle of live distribution, the player may say "I'm going to everyone's room today" and shift to private distribution. In this case, during the private distribution, a display such as "going out" may be displayed to other users. Further, a peep item may be given to the user so that the user can see the room of the user to be privately distributed by consuming the peep item (voice from the user is cut).
 (4) 上記実施形態においては、プライベート配信パートにおいては、ユーザ側ルーム管理テーブルTBL2に登録されているオブジェクトと、アバターオブジェクト610とがルームに配置される。しかし、これに加えて、当該プライベート配信パートにおいてユーザにより操作されるオブジェクト(例えば、子犬などの動物を模したオブジェクト)を当該ルームに配置するようにしてもよい。また、上記変形例(2)で説明した他のユーザにより操作されるオブジェクトを当該ルームに招き入れることができるようにしてもよい。 (4) In the above embodiment, in the private distribution part, the object registered in the user side room management table TBL2 and the avatar object 610 are arranged in the room. However, in addition to this, an object operated by the user in the private distribution part (for example, an object imitating an animal such as a puppy) may be placed in the room. Further, an object operated by another user described in the above modification (2) may be invited to the room.
 (5) 上記実施形態においては、ルームサイズは固定的である。しかし、当該ルームサイズは、ユーザの操作に応じて拡張できるようにしてもよく、または縮小できるようにしてもよい。さらに、少なくとも拡張する際には、ユーザに関連付けられているコインを消費するようにしてもよい。 (5) In the above embodiment, the room size is fixed. However, the room size may be expanded or reduced according to the user's operation. Further, at least when expanding, the coins associated with the user may be consumed.
 (6) 上記実施形態においては、プライベート視聴アイテムは、ライブ配信ゲームまたは位置情報ゲームにおいて特定条件が成立することによりユーザに付与される。しかし、プライベート視聴アイテムは課金処理によってユーザに付与するようにしてもよい。 (6) In the above embodiment, the private viewing item is given to the user when a specific condition is satisfied in the live distribution game or the location information game. However, the private viewing item may be given to the user by a billing process.
 (7) 上記実施形態においては、ポータルオブジェクトへのタップ操作に応じて実行されるゲームとしてシューティングゲームを想定している。しかし、当該ゲームは、シューティングゲームに限られるものではなく、パズルゲーム、カードゲーム、麻雀ゲームなどのゲームであってもよい。 (7) In the above embodiment, a shooting game is assumed as a game executed in response to a tap operation on a portal object. However, the game is not limited to the shooting game, and may be a game such as a puzzle game, a card game, or a mahjong game.
 (8) 上記実施形態においては、UI画像770上のアイコンに対応するオブジェクトのうち、ライブ配信ゲームまたは位置情報ゲームにおいて付与されたアイテムのオブジェクト以外のオブジェクトは、いずれも有償である。しかし、当該オブジェクトのうちの一部(例えば、観葉植物などの装飾品)については無償とするようにしてもよい。 (8) In the above embodiment, among the objects corresponding to the icons on the UI image 770, the objects other than the objects of the items given in the live distribution game or the location information game are all charged. However, some of the objects (for example, ornaments such as foliage plants) may be free of charge.
 (9) 上記実施形態においては、ライブ配信ゲームまたは位置情報ゲームにおいて付与されたアイテムのオブジェクトは、初期状態においてUI画像770に表示されるアイコンに対応するオブジェクトと異なることを想定している。しかし、当該アイテムのオブジェクトは、初期状態においてUI画像770に表示されるアイコンに対応するオブジェクトのいずれかと一致してもよい。 (9) In the above embodiment, it is assumed that the object of the item given in the live distribution game or the location information game is different from the object corresponding to the icon displayed on the UI image 770 in the initial state. However, the object of the item may match any of the objects corresponding to the icons displayed in the UI image 770 in the initial state.
 (10) 上記実施形態においては、PV予約アイコンICN3は、アイテム/コイン管理テーブルTBL1にプライベート視聴アイテムが登録されているか否かにかかわらず、図30(A)に示す地図画像に重畳して表示される。しかし、アイテム/コイン管理テーブルTBL1にプライベート視聴アイテムが登録されていないときには、PV予約アイコンICN3は表示しないようにする等、プライベート視聴アイテムが登録されているか否かによりPV予約アイコンICN3の表示態様を異ならせるようにしてもよい。 (10) In the above embodiment, the PV reservation icon ICN3 is superimposed on the map image shown in FIG. 30A regardless of whether or not the private viewing item is registered in the item / coin management table TBL1. Will be done. However, when the private viewing item is not registered in the item / coin management table TBL1, the PV reservation icon ICN3 is displayed depending on whether or not the private viewing item is registered, such as not displaying the PV reservation icon ICN3. You may try to make it different.
 (11) 上記実施形態のライブ配信ゲームにおいては、ユーザによるアイテム投入操作に応じて、アバターオブジェクト610による達成条件の成立が支援される。しかし、ユーザの操作に応じて、アバターオブジェクト610による達成条件の成立を阻害する(プレイヤにとって不利にする)阻害作用を及ぼすようにしてもよい。具体的には、ユーザの操作により、敵オブジェクト671に救急箱を提供して当該敵オブジェクト671の体力を回復させたり、当該敵オブジェクト671が使用可能な斧や鍬を仮想空間600Aに投入して当該敵オブジェクト671の攻撃力を高めたりして、アバターオブジェクト610によるゲーム進行を阻害するようにしてもよい。 (11) In the live distribution game of the above embodiment, the establishment of the achievement condition by the avatar object 610 is supported according to the item input operation by the user. However, depending on the operation of the user, the avatar object 610 may exert an inhibitory action that hinders the establishment of the achievement condition (which is disadvantageous to the player). Specifically, by the user's operation, an emergency box is provided to the enemy object 671 to recover the physical strength of the enemy object 671, or an ax or a hoe that can be used by the enemy object 671 is thrown into the virtual space 600A. The attack power of the enemy object 671 may be increased to hinder the progress of the game by the avatar object 610.
 (12) 上記実施形態では、ライブ配信ゲームとして、アバターオブジェクト610と敵オブジェクト671との対戦において、ユーザがアバターオブジェクト610を支援するゲームを想定している。しかし、ライブ配信ゲームとしては、プレイヤおよびユーザの各々により操作されるゲームオブジェクトを仮想空間600Aおよび600Bの各々に登場させ、当該ゲームオブジェクトを用いて対戦を行なうパズルゲーム(例えば、プレイヤと挑戦者とがパチンコを模したオブジェクトを交替で操作し、前方に配置されているトレーを模したオブジェクト上に、当該パチンコで飛ばした果物を模したオブジェクトをどれだけ載せられるかを競うパズルゲーム)や、プレイヤおよびユーザの各々により操作される動物(例えばペンギン)を模したオブジェクトにより対戦(相撲)する対戦ゲームを想定してもよい。また、上記のパズルゲームや対戦ゲームは、プライベート配信パートにおいてプレイヤとユーザとにより実行可能とするようにしてもよい。 (12) In the above embodiment, as a live distribution game, a game in which the user supports the avatar object 610 in a battle between the avatar object 610 and the enemy object 671 is assumed. However, as a live distribution game, a puzzle game (for example, a player and a challenger) in which a game object operated by each of a player and a user is made to appear in each of the virtual spaces 600A and 600B and a battle is performed using the game object. Is a puzzle game in which players take turns operating objects that imitate pachinko and compete for how many objects that imitate the fruits that were blown by the pachinko can be placed on the objects that imitate the tray placed in front of them. And you may assume a battle game in which an object imitating an animal (for example, a penguin) operated by each of the users is used for battle (sumo wrestling). Further, the above-mentioned puzzle game and battle game may be made playable by the player and the user in the private distribution part.
 (13) 上記実施形態においては、プライベート配信が開始されると、ユーザが作成したルームにアバターオブジェクト610が登場し、ボイスチャットによりユーザとプレイヤとの対話が行われるが、これに加えて、ルームを訪問した記念となる(または、プライベート配信の対象となった証となる)特別のオブジェクトをプライベート配信の終了後にユーザに付与し(即ち、アイテム/コイン管理テーブルTBL1に登録し)、当該特別のオブジェクトに対応するアイコンをUI画像770に表示可能とするようにしてもよい。これによって、ユーザは当該特別のオブジェクトをルームに配置することが可能となるため、プライベート配信を繰り返し利用しようという動機付けを当該ユーザに働かせることが可能となる。 (13) In the above embodiment, when the private distribution is started, the avatar object 610 appears in the room created by the user, and the dialogue between the user and the player is performed by voice chat. In addition to this, the room A special object commemorating the visit (or proof that it was targeted for private delivery) is given to the user after the private delivery is completed (that is, registered in the item / coin management table TBL1), and the special object is given. The icon corresponding to the object may be made displayable on the UI image 770. This allows the user to place the special object in the room, thus motivating the user to repeatedly use private delivery.
 (14) 上記実施形態においては、UI画像770には、有償のオブジェクトに対応するアイコンに加えて、ライブ配信ゲームまたは位置情報ゲームにおいて付与されたご当地アイテムまたは通常アイテムのオブジェクトに対応するアイコンも表示される。これに加えて、プライベート視聴アイテムのオブジェクトに対応するアイコンもUI画像770に表示するようにしてもよい。 (14) In the above embodiment, in the UI image 770, in addition to the icon corresponding to the paid object, the icon corresponding to the object of the local item or the normal item given in the live distribution game or the location information game is also included. Is displayed. In addition to this, the icon corresponding to the object of the private viewing item may also be displayed on the UI image 770.
 (15) 上記実施形態においては、あるユーザがプライベート配信の対象となった回数が他のユーザに報知されることはない。しかし、プライベート配信の対象となった回数をユーザ情報として管理し、あるユーザがプライベート配信の対象となった回数を他のユーザに報知するようにしてもよい。さらに、当該回数が多いユーザに対して、プライベート配信の予約を受け付ける割合を高くするようにしてもよい。 (15) In the above embodiment, the number of times a certain user is targeted for private distribution is not notified to other users. However, the number of times a person has been targeted for private distribution may be managed as user information, and the number of times a user has been targeted for private distribution may be notified to another user. Further, the ratio of accepting reservations for private distribution may be increased for users who have a large number of such times.
 (16) 上記実施形態においては、ライブ配信ゲームまたは位置情報ゲームにおいて特定条件が成立したときにプライベート視聴アイテムをユーザに付与可能としているが、当該プライベート視聴アイテムが付与される割合は、他のアイテム(通常アイテムやご当地アイテム)よりも低くする(プライベート視聴アイテムがいわゆるレアアイテムとなる)ようにしてもよい。 (16) In the above embodiment, a private viewing item can be given to the user when a specific condition is satisfied in the live distribution game or the location information game, but the ratio of the private viewing item being given is another item. It may be set lower than (normal items and local items) (private viewing items become so-called rare items).
 (17) 上記実施形態においては、ユーザ側ルーム管理テーブルTBL2が更新されると、当該ユーザ側ルーム管理テーブルTBL2上のルーム情報がゲームプレイ端末300に送信される。ここで、当該ルーム情報の送信タイミングは、プライベート配信を予約するタイミングや、プライベート配信が開始されるタイミングであってもよい。 (17) In the above embodiment, when the user-side room management table TBL2 is updated, the room information on the user-side room management table TBL2 is transmitted to the game play terminal 300. Here, the transmission timing of the room information may be the timing of reserving the private distribution or the timing of starting the private distribution.
 (18) 上記実施形態においては、図30(C)に示す予約アイコンICN4がタップされると、ゲームプレイ端末300によりプライベート配信時間帯が決定される。ここで、ゲームプレイ端末300は、複数の候補時間帯をユーザ端末100に提示し、当該複数の候補時間帯のうちからユーザにより選択された時間帯を当該プライベート配信時間帯として決定するようにしてもよい。 (18) In the above embodiment, when the reservation icon ICN4 shown in FIG. 30 (C) is tapped, the game play terminal 300 determines the private delivery time zone. Here, the game play terminal 300 presents a plurality of candidate time zones to the user terminal 100, and determines a time zone selected by the user from the plurality of candidate time zones as the private delivery time zone. May be good.
 (19) 上記実施形態においては、プライベート配信スケジュール管理テーブルTBL13に登録されているプライベート配信開始時刻が到来すると、配信対象のユーザのユーザ端末100に対してプライベート配信の開始が通知される。しかし、プライベート配信の開始は、プライベート配信開始時刻の所定時間前(例えば30分前)に通知(例えばポップアップ通知など)するようにしてもよい。また、図30(A)~図30(C)の各々に示す画面上にプライベート配信アイコンを別途表示するようにした上で、プライベート配信開始時刻前に当該プライベート配信アイコンがタップされた場合には、プライベート配信開始時刻までプライベート配信前の特別なゲームをプレイ可能とするようにしてもよい。 (19) In the above embodiment, when the private distribution start time registered in the private distribution schedule management table TBL13 arrives, the user terminal 100 of the user to be distributed is notified of the start of private distribution. However, the start of private distribution may be notified (for example, pop-up notification) before a predetermined time (for example, 30 minutes before) the private distribution start time. Further, if the private distribution icon is separately displayed on the screens shown in FIGS. 30 (A) to 30 (C) and the private distribution icon is tapped before the private distribution start time, the private distribution icon is displayed separately. , You may make it possible to play a special game before private distribution until the private distribution start time.
 (20) 上記実施形態においては、プライベート配信終了時刻になると、プライベート配信が終了される。しかし、ユーザに付与可能なアイテムとして延長アイテムを設けるようにした上で、ユーザが当該延長アイテムを保有している場合には、当該延長アイテムを消費することによりプライベート配信を延長可能とするようにしてもよい。 (20) In the above embodiment, the private distribution ends at the end time of the private distribution. However, after providing an extension item as an item that can be given to the user, if the user owns the extension item, the private delivery can be extended by consuming the extension item. You may.
 (21) 上記実施形態においては、図32に示すステップS102においてライブ配信中であると判定されなかったときは、ライブ配信が休止中であることがタッチスクリーン15により報知される。しかし、ライブ配信開始時刻前である場合には、ライブ配信開始時刻までの時間にライブ配信前の特別なゲームを実行可能とするようにしてもよい。 (21) In the above embodiment, when it is not determined in step S102 shown in FIG. 32 that live distribution is in progress, the touch screen 15 notifies that live distribution is suspended. However, if it is before the live distribution start time, the special game before the live distribution may be executed before the live distribution start time.
 (22) 上記実施形態においては、プライベート配信開始時刻になると、ゲームプレイ端末300において、配信対象のユーザのルームが仮想空間600Aとして規定されるとともに、扉DRおよびテレビTVを含む複数のオブジェクトが当該ルームに配置される。しかし、当該ルームの規定と当該複数のオブジェクトの配置は、プライベート配信開始時刻の所定時間前に実行するようにしてもよい。これにより、プレイヤは、当該ルームを下見して、ユーザとの話題になりそうなところを抽出することが可能となる。 (22) In the above embodiment, at the private distribution start time, the room of the user to be distributed is defined as the virtual space 600A in the game play terminal 300, and a plurality of objects including the door DR and the TV TV are concerned. Placed in the room. However, the regulation of the room and the arrangement of the plurality of objects may be executed before a predetermined time of the private distribution start time. This allows the player to preview the room and extract areas that are likely to be talked about with the user.
 (23) 上記実施形態において、通常のライブ配信(ライブ配信パートでのライブ配信)においても、ユーザの作成したルームからの配信機能を適用するようにしてもよい。例えば、ライブ配信を視聴するユーザ(視聴者)の中から任意のユーザを選択し、この選択したユーザの作成したルームに、演者が演じるアバターを訪問させてライブ配信するようにしてもよい。また例えば、ライブ配信中のゲーム成績や獲得ポイントなどに応じて、上記ユーザを選択するようにしてもよい。ユーザを選択するタイミングは、ライブ配信の開始時でも、ライブ配信中でも、ライブ配信の終了時でも構わない。ライブ配信の終了時の場合には、この後に、ユーザの作成したルームからのライブ配信が行われる。ユーザの作成したルームからのライブ配信は、他のユーザも視聴できるようにしてもよいし、一部のユーザだけが視聴できるようにしてもよいし(例えば、ゲーム成績や獲得ポイントが上位のユーザ)、上記実施形態のようにルームを作成したユーザのみであってもよい。 (23) In the above embodiment, the distribution function from the room created by the user may be applied even in the normal live distribution (live distribution in the live distribution part). For example, an arbitrary user may be selected from the users (viewers) who watch the live distribution, and the avatar played by the performer may be visited in the room created by the selected user for live distribution. Further, for example, the user may be selected according to the game results and points earned during live distribution. The timing for selecting a user may be at the start of live distribution, during live distribution, or at the end of live distribution. At the end of the live distribution, the live distribution is performed from the room created by the user after this. The live distribution from the room created by the user may be made available to other users, or may be made available to only some users (for example, the user with the highest game performance or earned points). ), Only the user who created the room as in the above embodiment may be used.
 (24) 上記実施形態の位置ゲームやライブゲームなどにおいて、演者が演じるアバターに関わる装飾オブジェクト(アバターを模したオブジェクトなど)を取得できたり、課金により購入できたりするようにして、この装飾オブジェクトをユーザの作成したルームに配置できるようにしてもよい。ユーザは、作成したルームに装飾オブジェクトを配置しておけば、アバターが訪問した際に、アバター(アバターを演じる演者)から好意的な印象を得られる。 (24) In the position game or live game of the above embodiment, the decorative object related to the avatar played by the performer (object imitating the avatar, etc.) can be acquired or purchased for a fee, and this decorative object can be obtained. It may be possible to place it in a room created by the user. By placing a decorative object in the created room, the user can get a favorable impression from the avatar (the performer who plays the avatar) when the avatar visits.
 〔実施形態2〕
 本実施形態では、特に、ライブ配信パート(プライベート配信パートも含む)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。また、以下では、プレイベート配信パートと、複数のユーザ各々に対して配信されるライブ配信パートを、ライブ配信パートと総称することがある。
[Embodiment 2]
In the present embodiment, in particular, even after the real-time live distribution in the live distribution part (including the private distribution part) is once terminated, the user requests and receives the progress of the completed live distribution part. The live distribution part can be advanced again based on the operation instruction data. 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. Further, in the following, the private distribution part and the live distribution part distributed to each of a plurality of users may be collectively referred to as a live distribution 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. The step of receiving the recorded operation instruction data related to the live distribution part and the step of advancing the completed live distribution part by operating the character 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(プライベート配信パート含む)を再度進行させるのがよい(見返し配信)。見返し配信では、ライブ配信パートの選択的な進行を実行するのがよい。一方、ユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定される場合には、リアルタイムで進行させたのとは異なる進行態様のライブ配信パートを進行させるのがよい(見逃し配信)。なお、プライベート配信パートの場合、配信を受けたユーザはコンテンツを既に視聴しているから、配信を見逃すということはない。したがって、プレイベート配信パートがリアルタイムで進行した端末では、見逃し配信がなされることはない。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, if it is determined that the user has a track record of advancing the live distribution part in real time, the same live distribution part (including the private distribution part) as the one in which the user has advanced the live distribution part in real time is included. ) Should be advanced again (return delivery). In return delivery, it is better to perform a selective progression of the live delivery part. On the other hand, when it is determined that the user 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). In the case of the private distribution part, the user who received the distribution has already watched the content, so that the distribution is not overlooked. Therefore, on a terminal in which the private distribution part progresses in real time, the overlooked distribution is not performed. 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(プライベート配信パート含む)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 (including the private distribution part) in real time in the user terminal 100 according to the present embodiment, the game progress unit 115 further determines the user in the live distribution part. Receives and analyzes action history information. The user action history information is a data set of user actions recorded by an input operation during the progress of the live distribution part, in addition to the contents of the recorded action instruction data. The user action history information is often associated with the recorded action instruction data, and is preferably stored in the storage unit 220 of the server 200, the memory 31 of the game play terminal 300, or the memory 41 of the distribution terminal 400. In addition to or instead of this, the user behavior history information may be stored in the storage unit 120 of the user terminal 100.
 図34は、ユーザ行動履歴情報のデータ構造の一例を示す図である。ユーザ行動履歴情報は、例えば、ライブ配信パート内においてユーザが行動した行動時間、行動種別、および行動詳細のような項目を含み、ユーザを識別するユーザIDに関連付けられる。項目「行動時間」は、ライブ配信パート内でユーザが行動を行った時間情報であり、項目「行動種別」はユーザの行動を示す種別であり、項目「行動詳細」はユーザの行動の具体的な内容である。例えば、項目「行動種別」および「行動詳細」で特定される行動には、ユーザの入力操作による有価データの消費(一例では、投げ銭アイテムの投入、およ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、ユーザ行動履歴情報は、ユーザによるルーム内のオブジェクト配置操作や位置変更操作等の行動が含まれてもよい。さらに、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。ライブ対戦ゲームパートにおいては、ユーザによるボイスチャット機能のオン・オフ操作、ボイスチャットによるユーザの音声入力、およびユーザが挑戦者である場合にユーザのターンでのゲーム進行操作(一例では挑戦者によるパチンコの操作)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35で後述するゲーム情報のデータ構造との間で相互に関連付けられるのがよい。なお、これらのデータ構造は例示にすぎず、これに限定されないことが当業者に理解されるべきである。 FIG. 34 is a diagram showing an example of a data structure of user behavior history information. The user action history information includes, for example, items such as action time, action type, and action details in which the user has acted in the live distribution part, and is associated with a user ID that identifies the user. The item "behavior time" is the time information in which the user performed an action in the live distribution part, the item "behavior type" is a type indicating the user's action, and the item "behavior details" is the specific action of the user. Content. For example, for an action specified by the items "behavior type" and "behavior details", consumption of valuable data by a user's input operation (for example, input of a thrown item and billing by purchasing an item, etc.), comment input, In addition, actions such as changing items (so-called dress-up) such as clothing of the character may be included. Further, the user action history information may include actions such as an object placement operation and a position change operation in the room by the user. In addition, such actions may include time selection for later playback of a particular progression of the livestream part. In addition to this, such actions may include the acquisition of rewards, points, etc. during the live distribution part. In the live battle game part, the user turns on / off the voice chat function, the user's voice input by voice chat, and the game progress operation on the user's turn when the user is a challenger (in one example, pachinko by the challenger). Operation) 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. 35. It should be understood by those skilled in the art that these data structures are merely examples and are not limited thereto.
 図35は、本実施形態に係るシステム1にて処理されるゲーム情報132のデータ構造の一例を示す図である。ゲーム情報132において設けられる項目は、ゲームのジャンル、性質、内容等に応じて適宜決定されるものであり、例示の項目は、本開示の範囲を限定するものではない。一例として、ゲーム情報132は、「プレイ履歴」、「アイテム」、「配信履歴」、「ゲームオブジェクト」の各項目を含んで構成されている。これらの各項目は、ゲーム進行部115がゲームを進行させるときに適宜参照される。 FIG. 35 is a diagram showing an example of the data structure of the game information 132 processed by the system 1 according to the present embodiment. The items provided in the game information 132 are appropriately determined according to the genre, nature, content, etc. of the game, and the exemplary items do not limit the scope of the present disclosure. As an example, the game information 132 is configured to include each item of "play history", "item", "delivery history", and "game object". Each of these items is appropriately referred to when the game progress unit 115 advances the game.
 項目「プレイ履歴」には、ユーザのプレイ履歴が格納されている。プレイ履歴は、記憶部120に記憶されているシナリオごとに、ユーザのプレイが完遂しているかどうかを示す情報である。例えば、プレイ履歴は、プレイ初回にダウンロードされた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 scenarios downloaded for the first time in play. 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、過去にライブ配信された動画、いわゆるバックナンバーの一覧が格納されている。過去にライブ配信された動画は、例えば、複数のプレイヤにライブ配信するライブ配信パートにおいては、アバターオブジェクト610が敵オブジェクトと戦っている動画であり、プライベート配信パートにおいては、ユーザにより生成されたルーム内にアバターオブジェクト610が登場し動作等する動画や、ユーザと対話しているアバターオブジェクト610の動画である。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 in the past, so-called back numbers, in the live distribution part. The video that was live-streamed in the past is, for example, a video in which the avatar object 610 is fighting an enemy object in the live-streaming part that is live-streamed to a plurality of players, and in the private distribution part, the room generated by the user. It is a moving image in which the avatar object 610 appears and operates, and a moving image of the avatar object 610 interacting with the user. 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、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。例えば、「ゲームオブジェクト」には、ルームパートに関連付けられた、ルーム内に配置可能な各種オブジェクト(扉を模したオブジェクト、テレビを模したオブジェクト等)のデータが格納されている。 The item "game object" stores data of various objects such as an avatar object 610, an enemy object 671, an obstacle object 672, and 673. For example, the "game object" stores data of various objects (objects imitating doors, objects imitating televisions, etc.) that can be arranged in the room and are associated with the room part.
 <処理フロー>
 図36は、本実施形態に係るゲームプログラムに基づいて実行されるゲームの基本的なゲーム進行について、その一例を示すフローチャートである。処理フローは、リアルタイムのライブ配信パート(プライベート配信パートを含む)が既に終了済みであり、ライブ配信時刻の終了以降の場面に適用される。
<Processing flow>
FIG. 36 is a flowchart showing an example of a basic game progress of a game executed based on the game program according to the present embodiment. The processing flow is applied to the scene after the end of the real-time live distribution part (including the private distribution part) and the end of the live distribution time.
 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を受信する。 In step S301, the input unit 151 of the user terminal 100 newly requests the progress of the completed live distribution part. In step S302, in response to the request in step S301, the user terminal 100 receives the recorded operation instruction data related to the completed live distribution part from the server 200 or the distribution terminal 400.
 記録済みの動作指図データは、キャラクタに関連付けられるオペレータが入力したモーションデータおよび音声データを含む。記録済み動作指図データの一例は、プライベート配信パートにおけるオペレータが入力したルームを生成したユーザに対するボイスチャットデータである。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. An example of the recorded action instruction data is voice chat data for the user who generated the room input by the operator in the private distribution part. 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(プライベート配信パートを含む)をリアルタイムで進行させた実績があるか否かを判定する。判定は、例えば、動作指図データがユーザ端末100に宛てに送信された記録があるかに基づいて実行されてもよい。或いは、図35に示された項目「プレイ履歴」を参照して、ライブ配信パートが「プレイ済」のステータスであるかに基づいて実行されても、同項目「配信履歴」を参照して、過去にキャラクタからライブ配信された実績があるかに基づいて実行されても何れでもよい。これ以外にも、ユーザ端末100の記憶部120に既に記録済みの動作指図データが格納されているような場合は、ライブ配信パートをリアルタイムで既に進行させたものと判定してよい。加えて、判定は、これらを組み合わせることで実行されてもよく、または他の任意の手法で実行されてもよい。 Next, in step S303, the game progress unit 115 determines whether or not the user has a track record of progressing the live distribution part (including the private distribution part) in real time. The determination may be performed, for example, based on whether there is a record in which the action instruction data has been sent to the user terminal 100. Alternatively, even if the live 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. 35, 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。なお、ライブ配信パートがプライベート配信パートの場合、ステップ306に進まず、見逃し配信のパートは実行されない。また、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". If the live distribution part is a private distribution part, the process does not proceed to step 306, and the overlooked distribution part is not executed. Further, as described above, the user experience is different between "return delivery" and "missed delivery".
 ステップS303で、ユーザがライブ配信パートをリアルタイムで進行させた実績があると判定されると、処理フローはステップS303のYESからステップS304に進む。ステップS304では、ゲーム進行部115は、図34に示されたライブ配信パートのユーザ行動履歴情報を取得して、これを解析する。ユーザ行動履歴情報は、サーバ200または配信端末400から取得してもよいし、ユーザ端末100の記憶部120に既に格納されている場合は直接それを使用してもよい。 If it is determined in step S303 that the user has a track record of advancing the live distribution part in real time, the processing flow proceeds from YES in step S303 to step S304. In step S304, the game progress unit 115 acquires and analyzes the user action history information of the live distribution part shown in FIG. 34. The user action history information may be acquired from the server 200 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(プライベート配信パートを含む)の再度の進行(つまり上述の「見返し配信」)を実行する。具体的には、記録済みの動作指図データとステップS304で解析したユーザ行動履歴情報とを用いて、ライブ配信パートの再度の進行を実行する。例えば、プライベート配信ゲームの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に関する記録済みのデータと、リアルタイムのプライベート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 (including the private distribution part) (that is, the above-mentioned “return distribution”). Specifically, the recorded operation instruction data and the user action history information analyzed in step S304 are used to re-progress the live distribution part. For example, the user terminal displaying the play video of the private distribution game in real time receives the recorded data regarding the operation of the avatar object that appeared in the game in the real-time distribution from the external device after the real-time distribution. Then, the user terminal obtains recorded data regarding the operation of the avatar object and recorded data regarding the user's behavior of the user terminal in real-time private distribution (for example, data included in the above-mentioned user behavior history information). Use to generate and play gameplay video.
 さらに、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、ユーザが投げ銭アイテムを服飾アイテム(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。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 part may be reflected in the operation mode of the character (avatar object 610). For example, if the user has acquired a tossed item 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. 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34で説明されたユーザ行動履歴情報に含まれる「行動時間」のデータを用いて、ユーザが特定の行動時間を指定することにより、そこからライブ配信パートを選択的に進行させることができる。例えば、ユーザがライブ配信パートの開始から2分45秒後にコメントを入力していた場合には、その2分45秒後のタイミングを指定して、ユーザはライブ配信パートを再度進行させることができる。なお、このような再度の進行は、上記のコメント入力の記録に加え、ユーザの入力操作による有価データの消費、およびキャラクタの服飾品等のアイテムの変更等の行動の記録に対応した「行動時間」に基づいて、実行可能とするのがよい。 Also, in the return distribution, the live distribution part will be re-progressed. At this time, it is preferable to selectively execute the live distribution part according to the time information specified by the user's input operation via the operation unit recorded at the time of the first progress. Specifically, by using the data of "action time" included in the user action history information described with reference to FIG. 34, the user specifies a specific action time, and the live distribution part is selectively advanced from there. Can be made to. For example, if the user inputs a comment 2 minutes and 45 seconds after the start of the live distribution part, the user can advance the live distribution part again by specifying the timing after 2 minutes and 45 seconds. .. 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36に戻り、ステップS303で、ユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定されると、処理フローはステップS303のNOからステップS306に進む。上述したように、ライブ配信パートがプライベート配信パートの場合、ステップ306に進まず、すなわち、見逃し配信は実行されずに処理はステップS301へ戻る。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(プライベート配信パートは含まない)の制限付きの進行(つまり上述の「見逃し配信」)を実行する。見逃し配信を制限付きのものとしているのは、ユーザはライブ配信を受ける権利を有していたにも拘わらず、この権利を放棄したと考えることができるのであるから、必ずしも、ライブ配信の全てを再現してユーザに提示する必要もないとの発想に基づく。
(Missed delivery)
Returning to FIG. 36, if it is determined in step S303 that the user has no record of advancing the live distribution part in real time, the processing flow proceeds from NO in step S303 to step S306. As described above, when the live distribution part is a private distribution part, the process does not proceed to step 306, that is, the missed distribution is not executed and the process returns to step S301. 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 (excluding the private 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(プライベート配信パートは含まない)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。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 (not including the private 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. 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、ライブ配信パート等に参加することができる。ライブ配信パート等には、実施形態1において説明したような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 distribution and the overlooked distribution, the user can participate in the live distribution part, etc., as in the live distribution part, etc., which progresses in real time. The live distribution part and the like include (but is not limited to) a user-participatory event as described in the first embodiment, and the user is provided with an interactive experience with the avatar object. Examples of user-participation-type events include 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、終了済みの第2パート(ライブ配信パート)の進行が要求されてもよい。つまり、見返し配信または見逃し配信は、複数回数にわたり繰り返し実行可能とするのがよい。この場合、処理フローはステップS301に戻ることになる。 After the end of the return distribution (step S305) or the overlooked distribution (step S306), the user terminal 100 may request the progress of the completed second part (live distribution part) again. That is, it is preferable that the return delivery or the missed delivery can be repeatedly executed a plurality of times. In this case, the processing flow returns to step S301.
 上述の構成および方法によれば、ユーザ端末100において、ライブ配信パートがリアルタイムに進行した後であっても、ユーザは再度ライブ配信パートを様々な態様で進行させることができる。これにより、ユーザは、キャラクタとの現実感が豊かなやりとりの体験を通じて、よりキャラクタに愛着を感じることになるので、該キャラクタを操作する別のパートもよりいっそう興味を持ってプレイすることができる。結果として、ゲームの世界への没入感を高め、該ゲームの興趣性を向上させるという効果を奏する。 According to the above configuration and method, in the user terminal 100, even after the live distribution part has progressed in real time, the user can proceed with the live distribution part again in various modes. As a result, the user feels more attached to the character through the experience of interacting with the character in a rich sense of reality, so that another part that operates the character can be played with even more interest. .. As a result, it has the effect of increasing the immersive feeling of the game and improving the interest of the game.
 <変形例1>
 上記実施形態2では、終了済みのライブ配信パートの進行が見返し配信となるか、見逃し配信となるかは、ユーザがライブ配信パートをリアルタイムで進行させた実績があるか否かに基づいて決定されるものとした(図36のステップS303)。これに対し、本実施形態の変形例1では、ユーザが見返し配信または見逃し配信を選択可能とするように構成してもよい。或いは、上記実績の有無に拘わらず、見逃し配信のみがユーザに提供されるように構成してもよい。
<Modification 1>
In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined based on whether or not the user has a track record of advancing the live distribution part in real time. (Step S303 in FIG. 36). On the other hand, in the first modification of the present embodiment, the user may be configured to select the return delivery or the overlooked delivery. Alternatively, regardless of the presence or absence of the above-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36のステップS305)または見逃し配信(図36のステップS306)の終了後に、再び、終了済みの第2パート(ライブ配信パート)の進行が要求されてよいものとした。つまり、見返し配信または見逃し配信は、複数回数にわたり繰り返し実行可能であった。本変形例2では、2回目以降の見返し配信または見逃し配信は、前回の見返し配信または見逃し配信の記録に応じたものとするのがよい。
<Modification 2>
In the second embodiment, after the end of the return distribution (step S305 in FIG. 36) or the overlooked distribution (step S306 in FIG. 36), the progress of the completed second part (live distribution part) may be requested again. And said. That is, the return delivery or the missed delivery could be repeatedly executed a plurality of times. In the second modification, it is preferable that the second and subsequent return delivery or missed delivery correspond to the record of the previous return delivery or missed delivery.
 1回目に見返し配信または見逃し配信が行われた場合、1回目の配信履歴データが、サーバ200の記憶部220または配信端末400の記憶部320に格納される。その後、終了済みのライブ配信パートに係る記録済みの動作指図データがユーザ端末100から再び要求されると、サーバ200または配信端末400から、1回目の配信履歴データが、記録済みの動作指図データと共に配信される。ユーザ端末100では、受信した1回目の配信履歴データを参照し、1回目の見返し配信または見逃し配信が途中まで行われていた場合には、ユーザ端末100は、その続きから2回目の見返し配信または見逃し配信の進行を再開させる。これにより、ユーザは効率的に見返し配信または見逃し配信を実行することができる。 When the first return distribution or the overlooked distribution is performed, the first distribution history data is stored in the storage unit 220 of the server 200 or the storage unit 320 of the distribution terminal 400. After that, when the recorded operation instruction data related to the completed live distribution part is requested again from the user terminal 100, the first distribution history data is sent from the server 200 or the distribution terminal 400 together with the recorded operation instruction data. It will be delivered. In the user terminal 100, the received first delivery history data is referred to, and if the first return delivery or the missed delivery is performed halfway, the user terminal 100 will perform the second return delivery or the second return delivery from the continuation. Resume the progress of overlooked delivery. As a result, the user can efficiently perform return delivery or missed delivery.
 なお、1回目が見返し配信であれば2回目以降も見返し配信が実行され、1回目が見逃し配信であれば2回目以降も見逃し配信が実行されるのがよい。また、記録済みの動作指図データが既にユーザ端末100に存在している場合には、ユーザ端末100は、記録済みの動作指図データの再度の受信を行わないようにしてもよい。これにより、ユーザ端末100が受信するデータ容量を節約することができる。 If the first delivery is a return delivery, the return delivery should be executed from the second time onward, and if the first delivery is a missed delivery, the missed delivery should be executed from the second time onward. Further, when the recorded operation instruction data already exists in the user terminal 100, the user terminal 100 may not receive the recorded operation instruction data again. As a result, the amount of data received by the user terminal 100 can be saved.
 <変形例3>
 実施形態2では、終了済みのライブ配信パートの進行が見返し配信となるか、または見逃し配信となるかは、ユーザがライブ配信パートをリアルタイムで進行させた実績に応じて決定されるものとした(図36のステップS303)。本変形例3では、ユーザがライブ配信パートをリアルタイムで途中まで進行させていたと判定される場合には、その続きから、終了済みのライブ配信パートの進行を再開させるのがよい。ユーザがライブ配信パートをリアルタイムでどこまで進行させたかの記録は、図34で上述したユーザ行動履歴情報から判断することができる。つまり、ユーザ行動履歴情報には、特定のライブ配信パートに関し、ユーザがどの時間まで進行させたかが記録されている。なお、これに限定されないが、終了済みのライブ配信パートの再開は、制限付きの進行である見逃し配信とするのがよい。これにより、ユーザは効率的に見逃し配信を実行することができる。
<Modification 3>
In the second embodiment, whether the progress of the completed live distribution part is a return distribution or a missed distribution is determined according to the actual result of the user advancing the live distribution part in real time (). Step S303 in FIG. 36). In the third modification, when it is determined that the user has progressed the live distribution part halfway in real time, it is preferable to restart the progress of the completed live distribution part from the continuation. The record of how far the user has advanced the live distribution part in real time can be determined from the user behavior history information described above in FIG. 34. That is, the user behavior history information records how long the user has progressed with respect to a specific live distribution part. Although not limited to this, the resumption of the completed live distribution part should be a missed distribution, which is a limited progress. As a result, the user can efficiently execute the overlooked delivery.
<ユーザ端末100の表示画面例>
 図37は本実施形態に係るゲームプログラムに基づきユーザ端末100の表示部152に表示される画面例と、これら画面の間の遷移例を示す。画面例には、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. 37 shows an example of a screen displayed on the display unit 152 of the user terminal 100 based on the game program according to the present embodiment, and an example of a transition between these screens. Examples of screens include 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、ライブ配信パートにおいてキャラクタを動作させる。動画再生部117は、ライブ配信パートにおいて動作指図データに基づいて動作するキャラクタを含む動画再生画面(例えば、図26のありがとう動画910A)を生成し、表示部152に表示させる。 The user terminal 100 accepts a live playback operation, for example, a selection operation for a live at the live distribution time on the live selection screen 800B (more specifically, a touch operation for a live image). Accordingly, the game progress unit 115 shifts the display unit 152 to the actual distribution screen (not shown). As a result, the user terminal 100 can advance the live distribution part and advance the live viewing process in real time. When the live viewing process is executed, the moving image reproduction unit 117 operates the character in the live distribution part based on the received operation instruction data. The moving image reproduction unit 117 generates a moving image reproduction screen (for example, thank-you moving image 910A of FIG. 26) including a character that operates based on the operation instruction data in the live distribution part, and displays it on the display unit 152.
 また、ライブ選択画面800Bは、直前に表示していた画面に遷移させるための「戻る(×)」アイコン808と、見逃し選択画面800Cに遷移させるための「見逃し配信」アイコン810を表示部152に表示させてもよい。ここでは、ライブ選択画面800Bにおける「戻る(×)」アイコン808に対する入力操作に応じて、ゲーム進行部115は、画面800Bをホーム画面800Aに遷移させる。一方、ライブ選択画面800Bにおける見逃し配信アイコン810に対する入力操作に対しては、ゲーム進行部115は、画面800Bを見逃し選択画面800Cに遷移させる。 Further, the live selection screen 800B has a "return (x)" icon 808 for transitioning to the screen displayed immediately before and a "missing delivery" icon 810 for transitioning to the missed selection screen 800C on the display unit 152. It may be displayed. Here, the game progress unit 115 shifts the screen 800B to the home screen 800A in response to an input operation for the “return (x)” icon 808 on the live selection screen 800B. On the other hand, for the input operation for the missed distribution icon 810 on the live selection screen 800B, the game progress unit 115 shifts to the missed selection screen 800C on the screen 800B.
(見逃し選択画面)
 見逃し選択画面800Cは、過去に配信された1以上のライブに関する配信済み情報のうち、特にユーザがライブ配信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いずれかが実行されるのがよい。具体的には、ユーザがライブ配信パートをリアルタイムで進行させた実績があると判定される場合は、前述の見返し配信となる。他方、ユーザがライブ配信パートをリアルタイムで進行させた実績がないと判定される場合は見逃し配信となる。図36に関して前述したように、見返し配信と見逃し配信とでは、異なるユーザ体験を提供することができる。 In addition, on the overlooked selection screen 800C, the delivered information that the user has not made the live 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 delivery or the missed delivery is executed depending on whether or not the user has progressed the live delivery part in real time. Specifically, when it is determined that the user has a track record of advancing the live distribution part in real time, the above-mentioned return distribution is performed. On the other hand, if it is determined that the user has no record of advancing the live distribution part in real time, the distribution will be overlooked. As described above with respect to FIG. 36, the look-back delivery and the missed delivery can provide different user experiences.
 <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コンピュータ(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方法であって、前記入力部に対するユーザからの入力操作に基づいてオブジェクトが配置されている当該ユーザ固有の第1の仮想空間(ルーム)内の映像を表示する第1ゲームパート(ルームパート)を行う第1ステップ(S82)と、前記第1の仮想空間を特定可能にするための仮想空間情報(ルーム情報)をサーバに出力する第2ステップ(S84)と、前記仮想空間情報に基づいて前記サーバにおいて生成された第1の仮想空間内における特定キャラクタ(アバターオブジェクト610)の動作を特定するための第1情報(ゲーム進行情報)に基づいて、前記第1の仮想空間内において前記特定キャラクタが動作する映像を表示する第2ゲームパート(プライベート配信パート)を行う第3ステップ(S97)と、ユーザからの入力操作に応じて課金処理が行われることに伴って権利媒体(プライベート視聴アイテム)をユーザに付与する第4ステップと、前記サーバにおいて生成された第2の仮想空間内における前記特定キャラクタの動作を特定するための第2情報(ゲーム進行情報)に基づいて、前記第2の仮想空間内において前記特定キャラクタが動作する映像を表示する第3ゲームパート(ライブ配信パート)を行う第5ステップ(S99)と、を含み、前記第3ステップは、前記権利媒体を消費することにより前記第2ゲームパート(プライベート配信パート)を開始可能とし、前記第1情報(ゲーム進行情報)は、前記ユーザを含む複数のユーザのうちの前記第1の仮想空間内にオブジェクトを配置したユーザに対して配信されるとともに、当該ユーザと特定関係を有するユーザに対しても配信可能となる情報である一方、前記第2情報は、前記複数のユーザのいずれに対しても配信可能となる情報であり、前記方法はさらに、前記第2ゲームパートの第1の進行の終了後に、前記第2ゲームパートの再度の進行を要求する第6ステップと、前記要求するステップに対して、前記サーバから再び配信される前記第1情報に基づいて、前記特定キャラクタが動作する映像を表示する、前記第2ゲームパートの再度の進行を実行する第7ステップと、を含む、ゲーム方法を提供する。
(Appendix 1)
According to an aspect of one embodiment shown in the present disclosure, it is a game method executed by the processor in a computer (user terminal 100) including a processor, a memory, an input unit, and a display unit, and the user with respect to the input unit. The first step (S82) of performing the first game part (room part) to display the image in the first virtual space (room) peculiar to the user in which the object is arranged based on the input operation from the above. The second step (S84) of outputting the virtual space information (room information) for making the first virtual space identifiable to the server, and the first virtual space generated in the server based on the virtual space information. A second game part that displays an image in which the specific character operates in the first virtual space based on the first information (game progress information) for specifying the operation of the specific character (avatar object 610) in the game. The third step (S97) for performing (private distribution part), the fourth step for granting the right medium (private viewing item) to the user as the billing process is performed according to the input operation from the user, and the above. Based on the second information (game progress information) for specifying the operation of the specific character in the second virtual space generated by the server, the image in which the specific character operates in the second virtual space is displayed. The third step includes the fifth step (S99) of performing the third game part (live distribution part) to be displayed, and the third step starts the second game part (private distribution part) by consuming the right medium. The first information (game progress information) can be distributed to a user who has placed an object in the first virtual space among a plurality of users including the user, and has a specific relationship with the user. The second information is information that can be distributed to any of the plurality of users, and the method further comprises the second game part. After the end of the first progress of the second game part, the sixth step requesting the progress of the second game part again, and the first information delivered again from the server for the requested step, said. Provided is a game method including a seventh step of performing a re-progress of the second game part, which displays an image in which a specific character operates.
(付記2)
 (付記1)において、前記第2ゲームパートの再度の進行が、前記第1情報と、前記第2ゲームパートの第1の進行の間に受け付けられた前記ユーザの入力操作による行動の記録とに基づいて実行される。
(Appendix 2)
In (Appendix 1), the re-progress of the second game part is the first information and the record of the action by the input operation of the user received during the first progress of the second game part. Is executed based on.
(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ゲームパートの再度の進行が、前記第2ゲームパートの第1の進行の間における、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 re-progress of the second game part is the user's progress via the input unit during the first progress of the second game part. According to the specification of the time information by the input operation.
(付記4)
 (付記2)または(付記3)において、前記行動が、前記第2ゲームパートの第1の進行の間における、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ゲームパートの第2の進行において、選択された前記特定進行部分のみの進行が実行される。
(Appendix 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 during the first progress of the second game part. In the second progress of the second game part, the progress of only the selected specific progress portion is executed.
(付記5)
 コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、前記コンピュータ実行可能命令が実行されると、前記プロセッサに、(付記1)から(付記4)のいずれかの方法を実行させる、コンピュータ可読媒体。
(Appendix 5)
A computer-readable medium in which a computer-executable instruction is stored, and when the computer-executable instruction is executed, the computer-readable medium causes the processor to execute any of the methods (Appendix 1) to (Appendix 4). ..
(付記6)
 情報処理装置であって、前記情報処理装置は、(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、前記情報処理装置の動作を制御するプロセッサと、を備える、情報処理装置。
(Appendix 6)
An information processing apparatus, wherein the information processing apparatus includes a memory for storing a program including each step described in (Appendix 1), and a processor that controls the operation of the information processing apparatus by executing the program. , An information processing device.
 〔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、本発明の一態様は、上記プログラムが電子的な伝送によって具現化された、搬送波に埋め込まれたデータ信号の形態でも実現され得る。 In the latter case, the user terminal 100, the server 200, the game play terminal 300 (HMD set 1000), and the distribution terminal 400 include a computer that executes a program command that is software that realizes each function. The computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes the program, thereby achieving the object of the present disclosure. As the processor, for example, a CPU (Central Processing Unit) can be used. As the recording medium, in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used. Further, a RAM (RandomAccessMemory) for expanding the above program may be further provided. Further, the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
 本発明は上述した各実施形態に限定されるものではなく、請求項に示した範囲で種々の変更が可能であり、異なる実施形態にそれぞれ開示された技術的手段を適宜組み合わせて得られる実施形態についても本発明の技術的範囲に含まれる。 The present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the claims, and the embodiments obtained by appropriately combining the technical means disclosed in the different embodiments. Is also included in the technical scope of the present invention.
 1 システム、2 ネットワーク、3、3A、3B ユーザ(第1ユーザ)、4 プレイヤ(演者)、10,20,30,40 プロセッサ、11,21,31,41 メモリ、12,22,32,42 ストレージ、13,23,33,43 通信IF、14,24,34,44 入出力IF、15,45 タッチスクリーン、17 カメラ、18 測距センサ、51 モニタ、52 注視センサ、53 第1カメラ、54 第2カメラ、55 マイク、56 スピーカ、100,100A,100B,100C ユーザ端末(コンピュータ、第1コンピュータ、第1情報処理装置)、110,210,310,410 制御部(第1制御部、第2制御部)、111,311,413 操作受付部、112,312,412 表示制御部、113,313 UI制御部、114,314 アニメーション生成部、115,315 ゲーム進行部、116,316 仮想空間制御部、117 動画再生部、120,220,320,420 記憶部(第1記憶部、第2記憶部)、131,231,331 ゲームプログラム(プログラム、第1プログラム)、132,232,332 ゲーム情報、133,233,333 ユーザ情報、151,451 入力部、152,452 表示部(ディスプレイ)、200 サーバ、211 通信仲介部、212 ログ生成部、213 リスト生成部、234,421 ユーザリスト、300 ゲームプレイ端末(外部装置、第2外部装置)、317 反応処理部、400 配信端末(外部、第1外部装置、コンピュータ、第2情報処理装置)、411 通信制御部、414 音声受付部、415 モーション特定部、416 動作指図データ生成部、422 モーションリスト、423 配信プログラム(プログラム、第2プログラム)、540,1020,1021 コントローラ、500 HMD、510 HMDセンサ、520 モーションセンサ、530 ディスプレイ、600A、600B 仮想空間、610 アバターオブジェクト(キャラクタ)、620A,620B 仮想カメラ、631,632,633,634 オブジェクト、640A,640B 視界領域、650,660 視界画像、671 敵オブジェクト、672,673 障害物オブジェクト、674 演出オブジェクト、691,692 発話、701,702,703A,70B,704A,704B,705,706,711,711A,711B,711C,711D,722,723,745,745A,745B,745C,752,762,763,930,2011、2022、2031、2032、2033、2034、2037、2038、2051、2063、2072、2073、2075 UI画像(メッセージUI、UI)、721 ダウンロード画面、731 ユーザリスト画面(リスト)、732,732A,732B,732C,742,742A,742B,742C レコード画像、733,733A,733B,733C ユーザ名、734,734A,734B,734C タグ情報、735,735A,735B,735C アイコン、741 モーションリスト画面(選択肢)、743,743A,743B,743C モーション名、744,744A,744B,744C,753 モーション画像、751 配信画面、761 配信完了画面、810A,810B モーション動画、820A,820B 発話音声、910A,910B 動画、920A,920B 音声、1000 HMDセット、1010 物体、1030 記憶媒体 1 system, 2 network, 3, 3A, 3B user (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 (6)

  1.  プロセッサ、メモリ、入力部、および表示部を備えるコンピュータにおいて前記プロセッサにより実行されるゲーム方法であって、
     前記入力部に対するユーザからの入力操作に基づいてオブジェクトが配置されている当該ユーザ固有の第1の仮想空間内の映像を表示する第1ゲームパートを行う第1ステップと、
     前記第1の仮想空間を特定可能にするための仮想空間情報をサーバに出力する第2ステップと、
     前記仮想空間情報に基づいて前記サーバにおいて生成された第1の仮想空間内における特定キャラクタの動作を特定するための第1情報に基づいて、前記第1の仮想空間内において前記特定キャラクタが動作する映像を表示する第2ゲームパートを行う第3ステップと、
     ユーザからの入力操作に応じて課金処理が行われることに伴って権利媒体をユーザに付与する第4ステップと、
     前記サーバにおいて生成された第2の仮想空間内における前記特定キャラクタの動作を特定するための第2情報に基づいて、前記第2の仮想空間内において前記特定キャラクタが動作する映像を表示する第3ゲームパートを行う第5ステップと、を含み、
     前記第3ステップは、前記権利媒体を消費することにより前記第2ゲームパートを開始可能とし、
     前記第1情報は、前記ユーザを含む複数のユーザのうちの前記第1の仮想空間内にオブジェクトを配置したユーザに対して配信されるとともに、当該ユーザと特定関係を有するユーザに対しても配信可能となる情報である一方、前記第2情報は、前記複数のユーザのいずれに対しても配信可能となる情報であり、
     前記方法はさらに、前記第2ゲームパートの第1の進行の終了後に、前記第2ゲームパートの再度の進行を要求する第6ステップと、
     前記要求するステップに対して、前記サーバから再び配信される前記第1情報に基づいて、前記特定キャラクタが動作する映像を表示する、前記第2ゲームパートの再度の進行を実行する第7ステップと、を含む、
    ゲーム方法。
    A game method executed by the processor in a computer including a processor, a memory, an input unit, and a display unit.
    The first step of performing the first game part of displaying the image in the first virtual space peculiar to the user in which the object is arranged based on the input operation from the user to the input unit, and the first step.
    The second step of outputting the virtual space information for making the first virtual space identifiable to the server, and
    The specific character operates in the first virtual space based on the first information for specifying the operation of the specific character in the first virtual space generated in the server based on the virtual space information. The third step of performing the second game part to display the image,
    The fourth step of granting the right medium to the user as the billing process is performed according to the input operation from the user,
    A third display of an image in which the specific character operates in the second virtual space based on the second information for specifying the operation of the specific character in the second virtual space generated by the server. Including the 5th step to do the game part,
    The third step makes it possible to start the second game part by consuming the right medium.
    The first information is distributed to a user who has placed an object in the first virtual space among a plurality of users including the user, and is also distributed to a user who has a specific relationship with the user. While the second information is possible information, the second information is information that can be distributed to any of the plurality of users.
    The method further comprises a sixth step of requesting another progress of the second game part after the end of the first progress of the second game part.
    With respect to the requested step, a seventh step of executing the re-progress of the second game part, which displays an image in which the specific character operates based on the first information delivered again from the server. ,including,
    Game method.
  2.  請求項1記載の方法において、
     前記第2ゲームパートの再度の進行が、前記第1情報と、前記第2ゲームパートの第1の進行の間に受け付けられた前記ユーザの入力操作による行動の記録とに基づいて実行される、方法。
    In the method according to claim 1,
    The re-progress of the second game part is executed based on the first information and the record of the action by the input operation of the user received during the first progress of the second game part. Method.
  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ゲームパートの再度の進行が、前記第2ゲームパートの第1の進行の間における、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.
    A method in which the re-progress of the second game part follows the designation of the time information by the user's input operation via the input unit during the first progress of the second game part.
  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2ゲームパートの第1の進行の間における、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ゲームパートの第2の進行において、選択された前記特定進行部分のみの進行が実行される、方法。
    In the method according to claim 2 or 3,
    The action comprises selecting a specific progress portion by the user's input operation via the input section during the first progress of the second game part.
    A method in which, in the second progression of the second game part, the progression of only the selected specific progression portion is executed.
  5.  コンピュータ実行可能命令を格納したコンピュータ可読媒体であって、前記コンピュータ実行可能命令が実行されると、前記プロセッサに、請求項1から4のいずれか一項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 computer-readable medium causes the processor to execute the method according to any one of claims 1 to 4.
  6.  情報処理装置であって、
     前記情報処理装置は、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、前記情報処理装置の動作を制御するプロセッサと、を備える、情報処理装置。
    It is an information processing device
    The information processing apparatus includes a memory for storing a program including each step according to claim 1, and a memory.
    An information processing device including a processor that controls the operation of the information processing device by executing the program.
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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
JP2020163043A (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
JP2020163043A (en) * 2019-03-29 2020-10-08 株式会社コロプラ Game program, game method, and information terminal device

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