Patent Publication Number: US-2022233960-A1

Title: Recording medium, control method for game apparatus, and game system

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application is a Continuation Application of PCT Application No. PCT/JP2020/037099, filed on Sep. 30, 2020, and is based on and claims priority from Japanese Patent Application No. 2019-190853 filed on Oct. 18, 2019, the entire contents of each of which are incorporated herein by reference. 
    
    
     BACKGROUND 
     Field of the Invention 
     The present disclosure relates to recording mediums, game apparatuses, control methods for game apparatuses and game systems. 
     Description of Related Art 
     In recent years, video distribution services are widely used. In the video distribution services, videos are generally shown on video display areas that are parts of a web screen for video distribution. In addition, advertisements, such as banner ads, are shown for video viewers on advertisement display areas that are parts of the web screen, but are separate from the video display areas. In the field of games, a method is known in which advertisements are shown, for computer game players, on objects in a virtual space (e.g., Japanese Patent Application Laid-Open Publication No. 2002-253847). 
     Computer game users, as well as spectators who watch a computer game video, are targeted for distribution of computer game videos. For this reason, even when advertisements are shown on objects in a virtual space, it is expected to control content of the advertisements by looking at spectators. However, conventionally, content of advertisements are controlled without consideration of the presence of spectators watching the computer game video. 
     SUMMARY 
     The present disclosure has been made in view of the situations described above, and it has as an object to control content of an advertisement to be displayed in a virtual space by looking at the presence of spectators of a computer game. 
     To achieve the stated object, a recording medium according to an aspect of the present enclosure is a non-transitory computer-readable recording medium having instructions stored therein that cause at least one processor of a game apparatus to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supply a distribution video based on the video information to the distribution system; acquire spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and control content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     A control method according to an aspect of the present enclosure is a computer-implemented control method includes including: communicating with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progressing a computer game; generating, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supplying a distribution video based on the video information to the distribution system; acquiring spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and controlling content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     A game apparatus according to an aspect of the present disclosure includes: at least one memory storing instructions and at least one processor that implements the instructions to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supply a distribution video based on the video information to the distribution system; acquire spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and control content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     A game system according to an aspect of the present disclosure includes: a distribution system configured to distribute videos to a plurality of terminal apparatuses; and a game apparatus configured to communicate with the distribution system, in which the game apparatus includes: at least one memory storing instructions; and at least one processor that implements the instructions to: progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supply a distribution video based on the video information to the distribution system; acquire spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and control content of an advertisement to be displayed in the virtual space, based on the spectator information. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a diagram showing an overview of a game system according to an embodiment. 
         FIG. 2  is a diagram showing an example of an overview of a display-use video generated by a game apparatus shown in  FIG. 1 . 
         FIG. 3  is a diagram showing an example overview of a video distribution screen supplied by the distribution server to the terminal apparatus. 
         FIG. 4  is a functional block diagram of an example of the game apparatus shown in  FIG. 1 . 
         FIG. 5  is an example of hardware configuration of the game apparatus shown in  FIG. 4 . 
         FIG. 6  is a functional block diagram showing an example of the configuration of a distribution server shown in  FIG. 1 . 
         FIG. 7  is an example of a hardware configuration of the distribution server shown in  FIG. 6 . 
         FIG. 8  is a functional block diagram showing an example of a configuration of an advertisement management server shown in  FIG. 1 . 
         FIG. 9  is an example of a hardware configuration of the advertisement management server shown in  FIG. 8 . 
         FIG. 10  is a diagram showing an overview of spectator information. 
         FIG. 11  is an example of a data structure of a registrant management table. 
         FIG. 12  is an example of a data structure of an advertisement management table. 
         FIG. 13  is a sequence chart of example procedures for the game system shown in  FIG. 1 . 
         FIG. 14  is a flowchart showing an example of procedures for the game apparatus shown in  FIG. 1 . 
         FIG. 15  is an example of a data structure of an advertisement management table according to Modification 1. 
         FIG. 16  is an example of a data structure of an advertisement management table according to Modification 2. 
         FIG. 17  is a flowchart showing an example of procedures for the game apparatus according to Modification 6. 
         FIG. 18A  is a diagram showing an overview of a game system according to Modification 8. 
         FIG. 18B  is a functional block diagram of an example of a game server shown in  FIG. 18A . 
     
    
    
     DESCRIPTION OF THE EMBODIMENT 
     Hereinafter, modes for carrying out the present disclosure will be described with reference to the drawings. In each diagram, the dimensions and scale of each element are appropriately different from actual ones. The embodiment described below is preferable specific examples of the present disclosure. Accordingly, various technically preferable limitations are applied. However, the scope of the present disclosure is not limited to these modes unless there is a specific description limiting the present disclosure. 
     1. Embodiment 
     First, description will be given of an example outline of a game system  1  according to an embodiment with reference with  FIG. 1 . 
       FIG. 1  is a diagram showing an overview of the game system  1  according to the embodiment. 
     The game system  1  shown in  FIG. 1  includes a game apparatus  10  that is executable for a predetermined computer game, a display apparatus  20  that corresponds to the game apparatus  10 , a distribution server  30  (an example of a “distribution system”), an advertisement management server  50 , and a plurality of M terminal apparatuses  70  ( 70 - 1  to  70 -M). M is a natural number of 1 or more. In one example, the game apparatus  10 , the distribution server  30 , an advertisement management server  50 , and the plurality of M terminal apparatuses  70  are connected communicably to one another via a network NW. In the following description, the m-th terminal apparatus  70  of the M terminals apparatuses  70 - 1  to  70 -M is referred to as a terminal apparatus  70 - m . The m is a natural number satisfying 1≤m≤M. 
     In one example, the game apparatus  10  displays, on a display  21  provided in the display apparatus  20  commutable with the game apparatus  10 , a video of a predetermined computer game executed by the game apparatus  10 . In this embodiment, an assumption will be made that a computer baseball game (an example of a “computer game”) is executed at the game apparatus  10 . 
     In the following description, a video of a computer baseball game that is displayed on the display  21  by the game apparatus  10  is referred to as “display-use video GMV” (see  FIG. 2 ). In this embodiment, the display-use video GMV is an example of a “video of a computer game.” In one example, the display-use video GMV may be a display-use still image, and it may be updated per unit period of time (e.g., 1/60th of a second). For each unit period of time, a display-use still image is displayed on the display  21 . 
     In this embodiment, the game apparatus  10  supplies, to the distribution server  30 , a video of the computer baseball game executed at the game apparatus  10 . In the following description, the video of the computer baseball game that is supplied by the game apparatus  10  to the distribution server  30  is referred to as “distribution-use video DMV” (see  FIG. 3 ). In one example, the distribution-use video DMV may be a distribution-use still image, and may be updated per unit period of time. For each unit period of time, a distribution-use still image is supplied by the game apparatus  10  to the distribution server  30 . For example, the distribution-use still image may have a lower resolution than the display-use still image, or it may be identical to the display-use still image. 
     In this embodiment, an assumption is made that a distribution-use video DMV is based on video information that is used to play a display-use video GMV, and the distribution-use video DMV and the display-use video GMV are identical to each other. However, the present disclosure is not limited to such an aspect. In one example, the distribution-use video DMV may have a lower resolution than the display-use video GMV. 
     In this embodiment, the distribution-use video DMV is an example of a “distribution video.” 
     In one example, the game apparatus  10  supplies the distribution-use video DMV (specifically, the video information that is used to play the distribution-use video DMV) to the distribution server  30 . Hereinafter, the video information that is used to play the distribution-use video DMV is referred to as “distribution-use video information DMVinf” (see  FIG. 13 ). In this embodiment, video information that is used to play a display-use video GMV is not specifically shown in the drawings, but it is also referred to as “display-use information GMVinf” to be consistent with “distribution-use video information DMVinf.” 
     In this embodiment, an assumption will be made in which the game apparatus  10  is for home use. However, a freely selected information processing apparatus is used for the game apparatus  10 . Examples of the game apparatus  10  include a commercial-use game device installed in a store or an amusement facility, a mobile device such as a cellar phone or a smart phone, and a stationary information device such as a personal computer. Examples of the display apparatus  20  include a liquid crystal display, a television receiver, and a touch panel display. The display apparatus  20  may be included in the game apparatus  10 . 
     The distribution server  30  is an example of a distribution system that distributes a video, such as a distribution-use video DMV, to each of the terminal apparatuses  70 . In one example, when receiving (i) a distribution-use video DMV from the game apparatus  10 , and (ii) a distribution request of the distribution-use video DMV from a terminal apparatus  70 - m , the distribution server  30  distributes, to the terminal apparatus  70 - m , the distribution-use video DMV supplied form the game apparatus  10 . Furthermore, when receiving, from the terminal apparatus  70 - m , a distribution request of a video distribution screen DS that is used to display the distribution-use video DMV, the distribution server  30  distributes the video distribution screen DS to the terminal apparatus  70 - m  (see  FIG. 3 ). 
     As will be described with reference to  FIG. 13 , the distribution server  30  may send, to the game apparatus  10 , information (an example of “spectator information”) on the terminal apparatuses  70  playing the distribution-use videos DMV. 
     In an example shown in  FIG. 1 , the terminal apparatus  70 - m  includes a display  71 - m . When the distribution-use video DMV is distributed from the distribution server  30 , the terminal apparatus  70 - m  displays the distribution-use video DMV on a display  71 - m . A freely selected information processing apparatus connectable with the Internet may be used for the terminal apparatus  70 - m , examples of which include a smartphone, a cellar phone, and a personal computer. 
     In one example, the advertisement management server  50  supplies, to the game apparatus  10 , information necessary for the game apparatus  10  to incorporate advertisements for products or services into the display-use video GMV. Hereinafter, products and services are collectively referred to as “commodities.” 
     The configuration of the game system  1  is not limited to the example shown in  FIG. 1 . In one example, in the game system  1  shown in  FIG. 1 , a distribution system, in which a video such as a distribution-use video DMV is distributed to the terminal apparatuses  70 , is achieved by a single distribution server  30 . However, the distribution system may be achieved by multiple distribution servers  30 . In other words, the distribution system may include multiple distribution servers  30 . There may be one or more distribution providers for video distribution services to the distribution system. In one example, the distribution system may include (i) one or more distribution servers  30  that are managed by any provider from among multiple providers, and (ii) one or more distribution servers  30  that are managed by other providers. 
     The number of game apparatuses  10  included in the game system  1  is not limited to one. In one example, the game system  1  may include two or more game apparatuses  10 . The advertisement management server  50  may supply, to the distribution server  30 , information necessary for the distribution server  30  to distribute banner images. The banner images are still images or videos of advertisements for commodities. 
     Next, an overview will be given of the display-use video GMV generated by the game apparatus  10  with reference to  FIG. 2 . 
       FIG. 2  is a diagram showing an example of an overview of a display-use video GMV generated by the game apparatus  10  shown in  FIG. 1 . 
     A display-use video GMV according to this embodiment shows how the computer baseball game is progressed in a virtual space FD, such as a virtual baseball ground. In an example shown in  FIG. 2 , the display-use video GMV shows that, in the virtual space FD, a pitcher character CR 1  is throwing a ball object OB 1 , and a batter character CR 2  is hitting the ball object OB 1  thrown by the pitcher character CR 1  with a baseball bat object OB 2 . In an example of the display-use video GMV, spectator characters CR 3  watch the baseball game in the virtual space FD. 
     The progress of the computer baseball game in the virtual space FD is an example of a “state of a virtual space of a computer game.” The state of the virtual space FD may be some or all states relating to a game element in the virtual space FD, or it may be some or all states relating to sound in the virtual space FD. Alternatively, the state of the virtual space FD may be some or all states including: (i) a state relating to a game element in the virtual space FD; and (ii) a state relating to sound in the virtual space FD. 
     A game element in the virtual space FD may be disposed at any position in the virtual space FD. Here, the game element may be controlled by a program (a processor that executes the program) of the game apparatus  10 . Furthermore, the game element may be a character, an object, and an environmental component in the virtual space FD. The environmental component in the virtual space FD may be an element of a virtual baseball ground in the virtual space FD. Examples of the element of the virtual baseball ground include a baseball ground, and a back net thereof. 
     A state relating to a game element may be a position of a game element in the virtual space FD, or it may be the shape, pattern, or color of the game element. Alternatively, the state relating to the game element may be a direction or a movement speed of the game element in the virtual space FD. Alternatively, the “situation relating to the game element” may be some or all of the position, shape, pattern, color, direction of movement, and speed of movement of the game element in the virtual space FD. 
     Sound in the virtual space FD may be output or heard at any position in the virtual space FD, or it may be associated with a game element in the virtual space FD, or it may be both of these. The sound may include audio (voice). 
     In some cases, the display-use video GMV according to this embodiment includes one or more video advertisements AD (an example of an “advertisement”). In this embodiment, video advertisements AD may be still images or moving images relating to commodities for advertisements, which are displayed on game elements in the virtual space FD. Alternatively, the video advertisements AD may be audios relating thereto, which are output from game elements in the virtual space FD. 
     In the following description, if a video advertisement AD is a still image or a moving image displayed on a game element in the virtual space FD, it is referred to as an “image advertisement ADi.” In  FIG. 2 , in order to distinguish an image advertisement ADi from others, a dash and an appended number (e.g., 1 or 2) are added at the end of the reference sign thereof. Hereinafter, if a video advertisement AD is an audio in the virtual space FD, it is referred to as an “audio advertisement ADs.” 
     In  FIG. 2 , an example will be given in which (i) an image advertisement ADi- 1  is a still image displayed on a billboard BDa on a fence BS in a virtual baseball ground, and (ii) an image advertisement ADi- 2  is a still image displayed on a billboard BDb on the fence BS therein. Furthermore, in  FIG. 2 , an example will be given in which an audio advertisement ADs is an audio output from a speaker object OB 3  in the virtual baseball ground. 
     In this embodiment, an assumption will be made in which image advertisements ADi are displayed on the billboards BDa and BDb. However, the position at which an image advertisement ADi is displayed is not limited to the billboards BD (including BDa and BDb). In one example, the image advertisement ADi may be displayed on the uniforms of player characters, such as a pitcher character CR 1  and a batter character CR 2 . 
     In this embodiment, the image advertisements ADi being displayed on the billboards BDa and BDb, and the audio advertisement ADs being output from the speaker object OB 3 , and the like, mean that “the video advertisements AD are displayed in the virtual space FD.” Furthermore, in this embodiment, content of each of the video advertisements AD to be displayed in the virtual space FD (e.g., content of video advertisements ADi to be displayed on the billboards BDa or BDb) is determined based on the number of the terminal apparatuses  70  playing distribution-use videos DMV. The method of determining video advertisements AD to be displayed in the virtual space FD will be described later in  FIG. 12 . 
     Next, description will be given of an overview of a video distribution screen DS supplied by the distribution server  30  to a terminal apparatus  70 - m  with reference to  FIG. 3 . 
       FIG. 3  is a diagram showing an example overview of a video distribution screen DS supplied by the distribution server  30  to a terminal apparatus  70 - m.    
     In one example, on the video distribution screen DS displayed is a distribution-use video DMV supplied from the distribution server  30 . Furthermore, as shown in  FIG. 3 , on the video distribution screen DS shown are, for example, a play button BTst, a full screen button BTfs, a like button BTgd, a comment entering area CIW, and a comment display area CDW. In one example, during stopping of a play of the distribution-use video DMV displayed on the video distribution screen DS, when the play button BTst is clicked, the distribution-use video DMV is resumed. In one example, when the full screen button BTfs is clicked while the distribution-use video DMV is displayed on the video distribution screen DS, the display area of the distribution-use video DMV is expanded to cover the entire display area  71 - m.    
     In one example, when the like button BTgd is clicked while the distribution-use video DMV is displayed on the video distribution screen DS, information indicative of a click of the like button BTgd is sent from the terminal apparatus  70 - m  to the distribution server  30 . 
     The like button BTgd is used to express user&#39;s positive feelings (e.g., like, enjoyable, and agree) toward the distribution-use video DMV. This user is intended to be the user of the terminal apparatus  70 - m  who watches the distribution-use video DMV. 
     In one example, the user of the terminal apparatus  70 - m  enters, into the terminal apparatus  70 - m , a comment on the distribution-use video DMV. In the comment entering area CIW, shown is the comment that has been entered to the terminal apparatus  70 - m , but it is not yet posted. In the comment display area CDW, shown are comments on the distribution-use video DMV. 
     In the comment display area CDW, shown are comments posted by users other than the user of the terminal apparatus  70 - m  who watches the distribution-use video DMV. The comments on the distribution-use video DMV may be displayed on the display  21  of the display apparatus  20  corresponding to the game apparatus  10 . In one example, the game apparatus  10  may control the display  21  such that comments on the distribution-use video DMV are displayed in an area different from the area for showing the display-use video GMV. 
     The video distribution screen DS is not limited to the example shown in  FIG. 3 . In one example, some or all of the play button BTst, the full screen button BTfs, the like button BTgd, the comment entering area CIW and the comment display area CDW may not be displayed on the video distribution screen DS. In one example, banner images of advertisements of commodities may be displayed on the video distribution screen DS. 
     Next, description will be given of functions of the game apparatus  10 , the distribution server  30 , and the advertisement management server  50  with reference to  FIGS. 4 to 9 . First, the configuration of the game apparatus  10  will be described with reference to  FIGS. 4 and 5 . 
       FIG. 4  is a functional block diagram of an example of the game apparatus  10  shown in  FIG. 1 . 
     The game apparatus  10  includes: a control section  120 ; a memory section  140  that stores therein a computer game program PRg (an example of a “program”), a control program PRcg, and such various information; a communication section  160  that communicates with external apparatuses including the distribution server  30  and the advertisement management server  50 ; and an input section  180  that receives input made by the user of the game apparatus  10 . The computer game program PRg is, for example, an application program for the computer baseball game executed by the game apparatus  10 . The control program PRcg is, for example, an application program for controlling each part of the game apparatus  10  by the control section  120 . An advertisement management table TBL 1  includes information necessary for the game apparatus  10  to incorporate advertisements of commodities into the display-use video GMV. The data structure of the advertisement management table TBL 1  will be described later with reference to  FIG. 12 . 
     The control section  120  controls each part of the game apparatus  10 . Furthermore, the control section  120  controls progress of the computer baseball game executed at the game apparatus  10 . In one example, the control section  120  includes a game processor  121  (an example of a “computer game controller”), a video supplier  122  (an example of a “supplier”), and a spectator information acquirer  123  (an example of an “acquirer”). 
     In one example, the game processor  121  progresses the computer baseball game based on inputs made by the user of the game apparatus  10 . The game processor  121  generates, based on a progress result of the computer baseball game, display-use video information GMVinf that is used to play a display-use video GMV. The display-use video MGV indicates a state of the virtual space FD. In one example, the game processor  121  generates progress state information indicative of the state of progressed computer game. Then, the game processor  121  generates, based on the generated progress state information, display-use video information GMVinf that is used to play a display-use video GMV. The display  21  displays the display-use video GMV, based on the display-use video information GMVinf generated by the game processor  121 . 
     In one example, the progress state information is used to manage states of various game elements in the virtual space FD and sound in the virtual space FD, based on the state of the virtual space FD changing as the computer baseball game progress. Specifically, in this embodiment, the progress state information includes some or all of the following: position, shape, posture, orientation, color, pattern, speed of movement, direction of movement of each of the game elements in the virtual space FD, and sound in the virtual space FD. 
     The display-use video information GMVinf may indicate a display-use still image that is updated per unit period of time (a display-use still image that is updated per unit period of time in real time). Alternatively, it may indicate a set of display-use still images that correspond one-to-one to unit periods of time (a set of display-use still images that have been accumulated over unit periods of time). Alternatively, the display-use video information GMVinf may be obtained by adding information indicative of sound in the virtual space FD to (i) a display-use still image that is updated per unit period of time, or (ii) a set of display-use still images that are updated per unit period of time. The display-use still image may represent the virtual space FD in each unit period of time, and a state of each of the various game elements in each unit period of time. 
     When distributing a distribution-use video DMV, the video supplier  122  generates, based on the display-use video information GMVinf, distribution-use video information DMVinf that is used to play the distribution-use video DMV, and supplies the generated distribution-use video information DMVinf to the distribution server  30  via the communication section  160 . As a result, a distribution-use video DMV based on the distribution-use video information DMVinf is distributed to a terminal apparatus  70 - m  and to others. It is noted that distribution-use video information DMVinf is generated based on the display-use video information GMVinf, and therefore the distribution-use video DMV based on the distribution-use video information DMVinf corresponds to a distribution video based on the display-use video information GMVinf. 
     The distribution-use video information DMVinf may indicate a distribution-use still image that is updated per unit period of time (a distribution-use still image that is updated per unit period of time in real time). Alternatively, it may indicate a set of distribution-use still images that correspond one-to-one to unit periods of time (a set of distribution-use still images that have been accumulated over unit periods of time). Alternatively, the distribution-use video information DMVinf may be obtained by adding information on sound in the virtual space FD to (i) a distribution-use still image that is updated per unit period of time, or (ii) a set of distribution-use still images that are updated per unit period of time. Furthermore, as described in  FIG. 1 , the distribution-use still image may have a lower resolution than the display-use still image, or it may be identical to the display-use still image. The distribution-use video information DMVinf may be generated by a functional block other than the video supplier  122 . 
     The spectator information acquirer  123  acquires, from the distribution server  30 , information on one or more terminal apparatuses  70  playing the distribution-use videos DMV. 
     The terminal apparatuses  70  playing the distribution-use videos DMV are parts of the M terminal apparatuses  70 - 1  to  70 -M, and are spectator apparatuses. Each of the spectator apparatuses receives, from the distribution server  30 , the distribution-use video DMV based on the distribution-use video information DMVinf. 
     Hereinafter, the terminal apparatuses  70  that receive the distribution-use videos DMV from the distribution server  30 , that is, the terminal apparatuses  70  playing the distribution-use video DMV are referred to as “spectator apparatuses.” Furthermore, hereinafter, information on the spectator apparatuses that receive the distribution-use video DMV from the distribution server  30  is referred to as “spectator information WTinf” (see  FIG. 10 ). In one example, the game processor  121  controls content of advertisements to be displayed in the virtual space FD, based on the spectator information WTinf acquired by the spectator information acquirer  123 . A detailed description will be given of controlling the content of the advertisements to be displayed in the virtual space FD in  FIG. 12 . 
     The configuration of the game apparatus  10  is not limited to the example shown in  FIG. 4 . In one example, if the display apparatus  20  shown in  FIG. 1  is included in the game apparatus  10 , the game apparatus  10  may include a display  21  that displays various images, such as a display-use video GMV. 
     Next, the hardware configuration of the game apparatus  10  will be described with reference to  FIG. 5 . 
       FIG. 5  is an example of a hardware configuration of the game apparatus  10  shown in  FIG. 4 . 
     The game apparatus  10  includes a processor  12  (an example of a “processor of the game apparatus”) that controls each part of the game apparatus  10 , a memory  14  that stores various information, a communication apparatus  16 , and an input apparatus  18 . 
     The memory  14  is, for example, a computer-readable recording medium. The memory  14  is a non-transitory storage medium, and functions as the memory section  140 . The memory  14  includes one or both of (i) volatile memory, such as Random Access Memory (RAM) as a work area of the processor  12 , and (ii) a non-volatile memory, such as an Electrically Erasable Programmable Read-Only Memory (EEPROM) that stores various information, such as the computer game program PRg and the control program PRcg. 
     The memory  14  may be detachable from the game apparatus  10 , specific examples of which include a storage medium, such as a memory card detachable therefrom. The memory  14  may be a memory apparatus (e.g., an online storage) communicatively connected to the game apparatus  10  via the network NW or the like. In other words, the “recording medium” having the computer game program PRg recorded therein may be a storage included in an external apparatus external to the game apparatus  10 , or it may be a storage that has the computer game program PRg recorded therein and that is included in a distribution server. The distribution server is external to the game apparatus  10  and distributes the computer game program PRg. 
     In one example, the processor  12  includes one or more Central Processing Units (CPUs). In one example, the processor  12  executes the control program PRcg stored in the memory  14  and is operated in accordance with the control program PRcg, to function as the control section  120  that controls each part of the game apparatus  10 . Furthermore, the processor  12  executes the computer game program PRg stored in the memory  14  and is operated in accordance with the computer game program PRg, to function as the control section  120  that executes the computer baseball game. In one example, the processor  12  that is operated in accordance with the computer game program PRg stored in the memory  14  functions as the control section  120  including the game processor  121 , the video supplier  122  and the spectator information acquirer  123 . 
     In one example of the processor  12  including CPUs, some or all of the functions of the control section  120  may be achieved by operation in cooperation with these CPUs in accordance with a program, such as the control program PRcg and the computer game program PRg. In addition to the one or more CPUs, or in place of some or all of the CPUs, the processor  12  may include a Graphics Processing Unit (GPU), a Digital Signal Processor (DSP), a Field Programmable Gate Array (FPGA), or other hardware. A part or all of the control section  120  achieved by the processor  12  may be achieved by hardware, such as a DSP. 
     The communication apparatus  16  is hardware to communicate with external apparatuses external to the game apparatus  10  via one or both of the wired network and the wireless network, and functions as the communication section  160 . 
     The input apparatus  18  is hardware to receive user inputs made to the game apparatus  10 , and functions as the input section  180 . In one example, the input apparatus  18  may comprise one or more devices, including some or all of input buttons, a touch panel, a keyboard, a joystick, and a pointing device, such as a mouse. 
     Next, a configuration of the distribution server  30  will be described with reference to  FIGS. 6 and 7 . 
       FIG. 6  is a functional block diagram showing an example of the configuration of the distribution server  30  shown in  FIG. 1 . 
     The distribution server  30  includes a control section  320  that controls each part of the distribution server  30 , a memory section  340  that stores various information, and a communication section  360  that communicates with external apparatuses including the game apparatus  10  and a terminal apparatus  70 - m . The control section  320  includes a video acquirer  321  that acquires distribution-use video information DMVinf from the game apparatus  10  via the communication section  360 , a video distributor  322 , and a spectator information supplier  324  that supplies spectator information WTinf to the game apparatus  10  via the communication section  360 . 
     In one example, the video distributor  322  sends, to the terminal apparatus  70 - m , information that is used to display a video distribution screen DS on the terminal apparatus  70 - m  via the communication section  360 , to distribute the video distribution screen DS to the terminal apparatus  70 - m . Hereinafter, information that is used to show the video distribution screen DS on a terminal apparatus  70  is referred to as “distribution screen information DSinf” (see  FIG. 13 ). In one example, the distribution screen information DSinf may be generated by the video distributor  322 , or it may be generated by another functional block different from the video distributor  322 . Furthermore, the video distributor  322  sends the distribution-use video information DMVinf to the terminal apparatus  70 - m  via the communication section  360 , to distribute a distribution-use video DMV based on the distribution-use video information DMVinf to the terminal apparatus  70 - m . The memory section  340  stores a control program PRcd for controlling each part of the distribution server  30 , and various information such as the registrant management table TBL 2 . In one example, the registrant management table TBL 2  includes information that is registered by users for the video distribution service for watching videos distributed from the distribution server  30 . The data structure of the registrant management table TBL 2  will be described later in  FIG. 11 . 
     Next, a hardware configuration of the distribution server  30  will be described with reference to  FIG. 7 . 
       FIG. 7  is an example of the hardware configuration of the distribution server  30  shown in  FIG. 6 . 
     The distribution server  30  includes a processor  32  that controls each part of the distribution server  30 , a memory  34  that stores various information, and a communication apparatus  36  that communicates with external apparatuses external to the distribution server  30 . 
     In one example, the memory  34  functions as a memory section  340 , and includes one or both of: (i) a volatile memory, such as a RAM, that acts as a work area of the processor  32 ; and (ii) a non-volatile memory, such as an EEPROM, for storing various information, such as the control program PRcd. In one example, the processor  32  includes one or more CPUs. The processor  32  executes the control program PRcd stored in the memory  34  and is operated in accordance with the control program PRcd, to function as the control section  320 . The communication apparatus  36  is hardware to communicate with external apparatuses external to the distribution server  30 , and functions as the communication section  360 . 
     The configuration of the distribution server  30  is not limited to the examples shown in  FIGS. 6 and 7 . In one example, the distribution server  30  may include an input apparatus that functions as an input section that receives inputs from the administrator. 
     Next, a configuration of the advertisement management server  50  will be described with reference to  FIGS. 8 and 9 . 
       FIG. 8  is a functional block diagram showing an example of the configuration of the advertisement management server  50  shown in  FIG. 1 . 
     The advertisement management server  50  includes a control section  520  that controls each part of the advertisement management server  50 , a memory section  540  that stores various information, and a communication section  560  that communicates with external apparatuses including the game apparatus  10 . The control section  520  includes a supplier  521 . The memory section  540  stores a control program PRca that is used to control each part of the advertisement management server  50 , and various information, such as an advertisement management table TBL 1 . In one example, the advertisement management table TBL 1  stored in the memory section  540  is supplied to the game apparatus  10 . 
     In one example, when receiving a table acquisition request REQtb 1  shown in  FIG. 13  from the game apparatus  10  via the communication section  560 , the supplier  521  sends, to the game apparatus  10  via the communication section  560 , the advertisement management table TBL 1  stored in the memory section  540 . The table acquisition request REQtb 1  will be described later. Accordingly, the advertisement management table TBL 1  stored in the memory section  140  of the game apparatus  10  shown in  FIG. 3  is identical to one sent by the supplier  521  to the game apparatus  10 . 
     Next, a hardware configuration of the advertisement management server  50  will be described with reference to  FIG. 9 . 
       FIG. 9  is an example of the hardware configuration of the advertisement management server  50  shown in  FIG. 8 . 
     The advertisement management server  50  includes a processor  52  that controls each part of the advertisement management server  50 , a memory  54  that stores various information, and a communication apparatus  56  that communicates with external apparatuses external to the advertisement management server  50 . 
     In one example, the memory  54  functions as the memory section  540 , and includes one or both of: (i) a volatile memory, such as a RAM, that acts as a work area of the processor  52 ; and (ii) a non-volatile memory, such as an EEPROM, for storing various information, such as the control program PRca and the advertisement management table TBL 1 . In one example, the processor  52  includes one or more CPUs. The processor  52  executes the control program PRca stored in the memory  54 , and is operated in accordance with the control program PRca, to function as the control section  520 . The communication apparatus  56  is hardware to communicate with external apparatuses external to the advertisement management server  50 , and functions as the communication section  560 . 
     The configuration of the advertisement management server  50  is not limited to the examples shown in  FIGS. 8 and 9 . In one example, the advertisement management server  50  may include an input apparatus that functions as an input section that receives inputs by the administrator and others for the advertisement management server  50 . 
     Next, the spectator information WTinf will be described with reference to  FIG. 10 . 
       FIG. 10  is a diagram showing an overview of the spectator information WTinf. 
     As described in  FIG. 4 , the spectator information WTinf relates to spectator apparatuses that receive distribution-use videos DMV from the distribution server  30 . Hereinafter, users of the spectator apparatuses, that is, the users watching the distribution-use videos DMV, are referred to simply as “spectators.”  FIG. 10  shows an example of classification of information that corresponds to the spectator information WTinf, and this is not limited to the spectator information WTinf including all of the information shown in  FIG. 10 . 
     In one example, the spectator information WTinf may be spectator status information on the spectators, or it may be apparatus information on the spectator apparatuses, or it may be information including both of these. In one example, the spectator status information may be spectator attribution information (an example of “user attribution information”) indicative of attributions of each of the spectators (an example of an “attribution of a user”). The spectator attribution information may be information associated with each spectator. The information associated with each spectator may be item information that is the same for each spectator, and the item information may indicate some or all of age, gender, residential area, hobbies and interests of each of the spectators. The information indicating age of each of the spectators also applies to age groups of the spectators. 
     In one example, the apparatus information may be the number of spectator apparatuses, or it may be apparatus attribution information indicative of attributions of each of the spectator apparatuses, or it may include both of these. In one example, the apparatus attribution information may indicate some or all of the following: a type, a location area, and an operating system (e.g., iOS (registered trademark) and Android (registered trademark)) of each of the spectator apparatuses; and an application that is used to play distribution-use video DMV. The type of each of the spectator apparatuses may be indicated by whether each is a personal computer, a smartphone, or other device, or it may be indicated by the model thereof. The location area of each of the spectator apparatuses may be indicated by an Internet Protocol (IP) address of each spectator apparatus. 
     The spectator information WTinf is not limited to the example described above. In one example, the apparatus information may include response information based on user inputs made to the spectator apparatuses. In one example, the response information may be rating information on ratings of a distribution-use video DMV that are given by spectators, or it may be comment information on comments posted by the spectators on the distribution-use video DMV, or it may include both the rating information and the comment information. In one example, the rating information may indicate the number of spectators who gave a favorable rating to the distribution-use video DMV. Specifically, the rating information may indicate the number of users who clicked the like button BTgd shown in  FIG. 3 , or it may indicate the number of times the like button BTgd has was clicked. In one example, the comment information may indicate the number of comments posted on the distribution-use video DMV. 
     In one example, if distribution-use video DMV is watchable for users who are not registered for the video distribution service, the spectator status information may include the number of spectators registered for the video distribution service (hereinafter, the “number of registered spectators”) in addition to, or instead of the spectator attribution information. In one example, if a ratio of the number of registered spectators to the number of spectator apparatuses is a predetermined ratio or fewer, the location area of each spectator apparatus may be used in preference to the residential area of each spectator, to predict the region or country where the greatest number spectators live. 
     In this embodiment, an assumption will be made in which the spectator information WTinf includes the age of each spectator. Next, description of the registrant management table TBL 2  stored in the memory section  340  of the distribution server  30  with reference to  FIG. 11 . 
       FIG. 11  is an example of a data structure of the registrant management table TBL 2 . 
     The registrant management table TBL 2  includes records corresponding one-to-one to users who have registered for the video distribution service for watching videos distributed by the distribution server  30 . Hereinafter, users who have registered for the video distribution service are referred to as “registered users. 
     In one example, each record in the registrant management table TBL 2  includes a registrant ID, a registrant name, and registrant attribution information indicative of the attributions of the registrant. The registrant ID identifies one registrant among the registrants who have registered for the video distribution service. The information indicative of registrant names is used to distinguish each registrant from the other registrants. The registrant attribution information may be obtained from the user (registrant) when the user has registered for the video distribution service, or after the user registration. The dash (“-”) shown in  FIG. 11  indicates that nothing has been obtained from the registrant. 
     In this embodiment, in one example, the registrant attribution information includes age, gender, residential area of the registrant, and hobbies and interests information. The hobbies and interests information indicates hobbies and interests of the registrant. In the example of the registrant management table TBL 2  shown in  FIG. 11 , the hobbies and interests information includes the registrant&#39;s pets, the registrant&#39;s favorite music genres, and the number of trips the registrant has taken in a year. 
     In one example, some or all of the items (age, gender, etc.) included in the registrant attribution information is sent as the spectator information WTinf from the distribution server  30  to the game apparatus  10 . The registrant attribution information corresponds to the registrant (spectator) who watches the distribution-use video DMV. In this embodiment, the age of the registrant corresponds to information indicative of the age thereof shown in  FIG. 10 . The gender of the registrant corresponds to information indicative of the gender thereof shown in  FIG. 10 . The residential area of the registrant corresponds to information indicative of the residential area thereof shown in  FIG. 10 . The hobbies and interests information corresponds to hobbies and interests information of each spectator shown in  FIG. 10 . 
     The data structure of the registrant management table TBL 2  is not limited to the example shown in  FIG. 11 . In one example, the hobbies and interests information may include one or both of the registrant&#39;s Internet browsing history and Internet service usage history. In one example, the hobbies and interests information may include results of analysis of the registrant&#39;s interests based on one or both of the browsing history and the usage history. 
     Next, description will be given of the advertisement management table TBL 1  stored in the memory section  540  of the advertisement management server  50  with reference to  FIG. 12 . 
       FIG. 12  is an example of the data structure of the advertisement management table TBL 1 . 
     In the advertisement management table TBL 1  shown in  FIG. 12 , the ages of the spectators are divided into gropes. Advertisement information, which includes an advertisement ID, a commodity name, file information, and display position information, is managed for each of the age groups. In one example, the age of the spectators may be divided in accordance with the age group which targets users of the advertisement (hereinafter, a target audience of the advertisement). The age of the target audience of the advertisement may be obtained from the advertiser. 
     The advertisement ID identifies one from among multiple video advertisements AD. The commodity name is one that is given to a video advertisement AD that is targeted and corresponds to the advertisement ID. 
     If the video advertisement AD corresponding to an advertisement ID is an image advertisement ADi, the file information indicates a still image file or a video file that is used to display the image advertisement ADi corresponding to the advertisement ID. If the video advertisement AD corresponding to the advertisement ID is an audio advertisement ADs, the file information indicates an audio file that is used to play the audio advertisement ADs corresponding to the advertisement ID. Hereinafter, a still image file or a video file that is used to display an image advertisements ADi, and an audio file that is used to play an audio advertisement ADs may be collectively referred to as an “advertisement file.” 
     In one example, when acquiring the advertisement management table TBL 1  from the advertisement management server  50 , the game apparatus  10  may acquire, from the advertisement management server  50 , an advertisement file that is registered in the advertisement management table TBL 1  to be acquired. Alternatively, when determining a video advertisement AD to be display in the virtual space FD, the game apparatus  10  may acquire, from the advertisement management server  50 , an advertisement file for the determined video advertisement AD. 
     The display position information indicates a position in the virtual space FD at which the video advertisement AD associated with the advertisement ID is displayed. If the video advertisement AD associated with the advertisement ID is an image advertisement ADi, examples of a position in the virtual space FD at which the video advertisement AD is displayed include positions of billboards. In one example, a “first billboard” shown in  FIG. 12  corresponds to the billboard BDa shown in  FIG. 2 , and a “second billboard” corresponds to the billboard BDb shown in  FIG. 2 . 
     If the video advertisement AD associated with the advertisement ID is an audio advertisement ADs, examples of a position in the virtual space FD at which the video advertisement AD is displayed include announcements. In one example, the announcements shown in  FIG. 12  mean that content of an audio advertisement ADs is output as an audio from the speaker object OB 3  shown in  FIG. 2 . In  FIG. 2 , to clarify the description, an example has been described in which the speaker object OB 3  is displayed on the screen for a display-use video GMV. However, even if the speaker object OB 3  is not displayed on the screen of the display-use video GMV, audio for the audio advertisement ADs may be output. 
     Hereinafter, the position in the virtual space FD at which a video advertisement AD is displayed is referred to as a “display position.” 
     The data structure of the advertisement management table TBL 1  is not limited to the example shown in  FIG. 12 . In one example, a field for the file information may include a first subfield for a still image file or a video file, and a second subfield for an audio file. 
     Next, an example will be described of a method of determining a video advertisement AD to be displayed in the virtual space FD using the advertisement management table TBL 1 . Determining a video advertisement AD to be displayed in the virtual space FD corresponds to determining content of the advertisement to be displayed in the virtual space FD. 
     In one example, the game processor  121  collects the ages of the spectators, based on the spectator information WTinf acquired by the spectator information acquirer  123 . The game processor  121  then identifies, based on the result of the collected ages of the spectators, an age group to which the greatest number of spectators who watch the distribution-use video DMV belong, from among the age groups of spectators included in the advertisement management table TBL 1 . Furthermore, from among the age groups of spectators included in the advertisement management table TBL 1 , the game processor  121  determines to display, in the virtual space FD, a video advertisement AD for the age group to which the greatest number of spectators belong. 
     In one example, when the age group to which the greatest number of spectators belong is “16 to 20-year-olds,” the game processor  121  determines that the following (i) to (iii) are video advertisements AD to be displayed in the virtual space FD: (i) an image advertisement ADi of “Fresh Taste Cider;” (ii) an image advertisement ADi of “Fresh-baked Bread;” and (iii) an audio advertisement ADs of “Okinawa Trip.” As a result, the image advertisement ADi of “Fresh Taste Cider” is displayed on the billboard BDa shown in  FIG. 2 . The image advertisement ADi of “Fresh-baked Bread” is displayed on the billboard BDb. The audio advertisement ADs of “Okinawa Trip” is played from the speaker object OB 3 . Thus, when the age group to which the greatest number of spectators belong is “16 to 20-year-olds,” video advertisements AD that target users in the age group “16 to 20-year-olds” are displayed in the virtual space FD. 
     Furthermore, in one example, when the age group to which the greatest number of spectators belong is “21 to 30-year-olds,” the game processor  121  determines that the following (i) to (iii) are video advertisements AD to be displayed in the virtual space FD: (i) an image advertisement ADi “XY Music;” (ii) an image advertisement ADi “Delicious Dog Food;” and (iii) an audio advertisement ADs “Hawaii Trip.” Thus, the game processor  121  determines content of advertisements to be displayed in the virtual space FD, based on the spectator information WTinf acquired by the spectator information acquirer  123 . 
     The game processor  121  may determine to display the following (i) and (ii) in the virtual space FD: (i) a video advertisement AD for the age group to which the greatest number of spectators belong (hereinafter, a “first majority age group”); and (ii) a video advertisement AD for the age group to which the second greatest number of spectators belong (hereinafter, a “second majority age group”). 
     In one example, if the difference between the number of people in the first majority age group and the number of people in the second majority age group is a predetermined value or fewer, the game processor  121  may determine to display the following (i) and (ii) in the virtual space FD: (i) a video advertisement AD for the first majority age group, and (ii) a video advertisement AD for the second majority age group. Alternatively, instead of the difference described above, a ratio of the number of people in the first majority age group to the number of people in the second majority age group is used to determine video advertisements AD to be displayed. 
     Next, an overview of procedures for the game system  1  will be described with reference to  FIG. 13 . 
       FIG. 13  is a sequence chart of example procedures for the game system  1  shown in  FIG. 1 . 
     In  FIG. 13 , the terminal apparatuses  70 - 1  and  70 - 2  are shown from among the M terminal apparatuses  70  to clarify the drawing. However, the terminal apparatuses  70  playing distribution-use videos DMV are not limited to the terminal apparatuses  70 - 1  and  70 - 2 . Hereinafter, an example of the procedures for the game system  1  shown in  FIG. 13  is referred to as “system procedure example.” 
     First, the control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send, to the advertisement management server  50 , a table acquisition request REQtb 1  that is used to acquire the advertisement management table TBL 1  (S 100 ). 
     When the advertisement management server  50  receives the table acquisition request REQtb 1 , the control section  520  thereof controls each part of the advertisement management server  50  to send the advertisement management table TBL 1  to the game apparatus  10  that has sent the table acquisition request REQtb 1  (S 500 ). The control section  120  of the game apparatus  10  receives the advertisement management table TBL 1  from the advertisement management server  50  via the communication section  160  (S 102 ). The advertisement management table TBL 1  is a response to the table acquisition request REQtb 1 . 
     As long as the game apparatus  10  acquires the advertisement management table TBL 1  before the start of step S 126  (determining a content of an advertisement), the table acquisition request REQtb 1  may be sent to the advertisement management server  50  after the start of the computer baseball game. Description of step S 126  will be given later. 
     The control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send a distribution start request REQst to the distribution server  30  (S 104 ). The distribution start request REQst indicates that the game apparatus  10  will start to supply a distribution-use video DMV to the distribution server  30 . 
     When the distribution server  30  receives the distribution start request REQst, the control section  320  thereof controls each part of the distribution server  30  to send a permission response ACKst to the game apparatus  10  (S 300 ). The permission response ACKst is a response to the distribution start request REQst. Thereafter, the control section  120  of the game apparatus  10  acquires, via the communication section  160 , the permission response ACKst that is sent from the distribution server  30  and is a response to the distribution start request REQst (S 106 ). 
     Thereafter, the control section  120  of the game apparatus  10  starts the computer baseball game (S 108 ). The control section  120  of the game apparatus  10  may start the computer baseball game before sending the distribution start request REQst to the distribution server  30 . After the start of the computer baseball game, the control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send the distribution-use video information DMVinf to the distribution server  30  (S 118 ). As a result, the distribution server  30  receives a supply of the distribution-use video DMV based on the video information DMVinf. 
     In the system procedure example, the distribution period starts at the timing of step S 118 . In other words, in the system procedure example, the timing of step S 118  corresponds to a distribution start time t 0 . In the example shown in  FIG. 13 , during the distribution period, an assumption will be made in which each of the terminal apparatuses  70 - 1  and  70 - 2  sends a video distribution screen request REQds to the distribution server  30  (S 700 ). 
     In one example, the terminal apparatus  70 - 1  sends a video distribution screen request REQds to the distribution server  30  (S 700 - 1 ). When the distribution server  30  receives the video distribution screen request REQds, the control section  320  thereof controls each part of the distribution server  30  to send distribution screen information DSinf to the terminal apparatus  70 - 1  (S 302   a ). As described in  FIG. 6 , the distribution screen information DSinf is used to show a video distribution screen DS on the terminal apparatus  70 . 
     Thereafter, while the video distribution screen DS is shown in the display  71 - 1  of the terminal apparatus  70 , when the play button BTst is clicked, the terminal apparatus  70 - 1  sends a video distribution request REQmv to the distribution server  30  (S 702 - 1 ). In one example, the video distribution request REQmv indicates a request for distributing a distribution-use video DMV. 
     In the system procedure example, an example will be assumed in which step S 702 - 1  is executed at a timing after time t 0 , but before time t 1 . In the system procedure example, time t 1  indicates time at which the game apparatus  10  sends a spectator information acquisition request REQwt to the distribution server  30 . This request REQwt will be described later. 
     When the distribution server  30  receives the video distribution request REQmv, the control section  320  thereof controls each part of the distribution server  30  to send the distribution-use video information DMVinf to the terminal apparatus  70 - 1  (S 304   a ). Although details are not shown in  FIG. 13 , the terminal apparatus  70 - 1  plays the distribution-use video DMV, based on the distribution-use video information DMVinf received from the distribution server  30 . 
     In one example, the terminal apparatus  70 - 2  sends a video distribution screen request REQds to the distribution server  30  (S 700 - 2 ). When the distribution server  30  receives the video distribution screen request REQds, the control section  320  thereof controls each part of the distribution server  30  to send a distribution screen information DSinf to the terminal apparatus  70 - 2  (S 302   b ). 
     Thereafter, when the video distribution screen DS is displayed on the display  71 - 2  of the terminal apparatus  70 - 2 , when the play button BTst is clicked, the terminal apparatus  70 - 2  sends a video distribution request REQmv to the distribution server  30  (S 702 - 2 ). 
     When the distribution server  30  receives the video distribution request REQmv, the control section  320  thereof controls each part of the distribution server  30  to send distribution-use video information DMVinf to the terminal apparatuses  70 - 1  and  70 - 2  (S 304   b ). Before receiving the video distribution request REQmv from the terminal apparatus  70 - 2 , the distribution server  30  has started distributing the distribution-use video DMV to the terminal apparatus  70 - 1 . For this reason, at step S 304   b , the distribution-use video information DMVinf is sent to both terminal apparatuses  70 - 1  and  70 - 2 . 
     At time t 1  after a predetermined time Ta has elapsed from the distribution start time t 0 , the control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send, to the distribution server  30 , a spectator information acquisition request REQwt that is used to acquire spectator information WTinf (S 122 ). When the distribution server  30  receives the spectator information acquisition request REQwt, the control section  320  thereof controls the distribution server  30  to send the spectator information WTinf to the game apparatus  10  (S 306 ). The control section  120  of the game apparatus  10  acquires the spectator information WTinf via the communication section  160 . The spectator information WTinf relates to the terminal apparatus  70  receiving the distribution-use video DMV from the distribution server  30  (S 124 ). 
     The control section  120  of the game apparatus  10  determines the content of each of the advertisements to be displayed in the virtual space FD, based on (i) the spectator information WTinf acquired from the distribution server  30  at step S 124 , and (ii) the advertisement management table TBL 1  acquired from the advertisement management server  50  at step S 102  (S 126 ). In one example, as described in  FIG. 12 , the control section  120  of the game apparatus  10  determines to display, in the virtual space FD, a video advertisement AD that targets the age group to which the greatest number of spectators belong. 
     In one example, after step S 126  (determining content of an advertisement), the control section  120  of the game apparatus  10  incorporates the video advertisements AD determined at step S 126  into the virtual space FD. Thus, the video advertisements AD are set, as textures, to objects (e.g., the billboards BD) in the virtual space FD. Then, the control section  120  of the game apparatus  10  generates display-use video information GMVinf that is used to play a display-use video GMV. The display-use video GMV indicates a state of the virtual space FD in which the video advertisements AD are incorporated. The control section  120  generates distribution-use video information DMVinf based on the generated display-use video information GMVinf. The distribution-use video information DMVinf generated based on the display-use video information GMVinf is sent from the game apparatus  10  to the distribution server  30  (S 138 ). 
     In other words, the control section  120  of the game apparatus  10  determines the content of the advertisements, and then controls each part of the game apparatus  10  to send the distribution-use video information DMVinf to the distribution server  30  (S 138 ). As a result, the distribution-use video DMV based on the distribution-use video information DMVinf is supplied to the distribution server  30 . 
     The control section  320  of the distribution server  30  controls each part of the distribution server  30  to send the distribution-use video information DMVinf to the terminal apparatuses  70 - 1  and  70 - 2  (S 304   c ). Each of the terminal apparatuses  70  plays a distribution-use video DMV, based on the distribution-use video information DMVinf received from the game apparatus  10  via the distribution server  30 . For this reason, video advertisements AD are incorporated into the virtual space FD shown by the distribution-use video DMV (i.e., the virtual space FD played by each of the terminal apparatuses  70 ). 
     As described above, in the system procedure example, content of each of advertisements to be displayed in the virtual space FD is determined after time t 1 . In other words, content of each of the advertisements to be displayed in the virtual space FD is not determined before time t 1  (i.e., a period of time from the distribution start time t 0  until the predetermined time Ta elapses). Accordingly, before content of each of the advertisements is determined (e.g., before time t 1 ), video advertisements AD may not be displayed in the virtual space FD. 
     The procedures for the game system  1  are not limited to the example shown in  FIG. 13 . In one example, step S 122  (sending a spectator information acquisition request REQwt to the distribution server  30 ) may be omitted. If step S 122  is omitted, the distribution server  30  may repeatedly send spectator information WTinf to the game apparatus  10  at intervals. In this case, the control section  120  of the game apparatus  10  may determine the content of each of the advertisements, based on the spectator information WTinf which is first received by the game apparatus  10  from the distribution server  30  after time t 1 . Alternatively, the control section  120  of the game apparatus  10  may determine the content of each of the advertisements based on the spectator information WTinf which was last received by the game apparatus  10  from the distribution server  30  before time t 1 . 
     If step S 122  is omitted, the distribution server  30  may send the spectator information WTinf to the game apparatus  10  at time t 1 , which is after the predetermined time Ta has elapsed from the distribution start time t 0 . 
       FIG. 14  is a flowchart showing an example of procedures for the game apparatus  10  shown in  FIG. 1 . 
     In  FIG. 14 , an example is shown of procedures for the game apparatus  10  after a series of steps S 100  and S 102  shown in  FIG. 13  is executed (sending a table acquisition request REQtb 1  and acquiring the advertisement management table TBL 1 ). Step S 104  shown in  FIG. 14  is executed after the series of steps S 100  and S 102  shown in  FIG. 13 . Detailed description is omitted for procedures similar to those described in  FIG. 13 . 
     At step S 104 , the game processor  121  sends a distribution start request REQst to the distribution server  30 . At step S 106 , the game processor  121  acquires a permission response ACKst that is sent from the distribution server  30  and is a response to the distribution start request REQst. Thereafter, at step S 108 , the game processor  121  starts the computer baseball game. 
     In one example, at step S 110 , the game processor  121  progresses the computer baseball game, based on an input made to the input section  180  of the game apparatus  10 . At step S 110 , the game processor  121  may generate progress state information indicative of the state of the computer game progressed based on an input made to the input section  180  of the game apparatus  10 . 
     Next, at step S 112 , the game processor  121  generates display-use video information GMVinf. The display-use video information GMVinf is used to play a display-use video GMV indicative of the state of the computer game progressed at step S 110 . In one example, the game processor  121  generates distribution-use video information GMVinf that is used to play a display-use video GMV, based on the progress state information indicative of the state of the computer game progressed at step S 110 . In the procedures shown in  FIG. 14 , video advertisements AD based on the advertisement management table TBL 1  are not incorporated into the display-use video information GMVinf generated at step S 112 . 
     Next, at step S 114 , the game processor  121  plays the display-use video GMV, based on the display-use video information GMVinf generated at step S 110 . As a result, the display-use video GMV is displayed on the display  21 . 
     Next, at step S 116 , the video supplier  122  generates distribution-use video information DMVinf that is used to play a distribution-use video DMV, based on the display-use video information GMVinf generated at step S 112 . The video advertisements AD based on the advertisement management table TBL 1  are not incorporated into the distribution-use video information DMVinf generated based on the display-use video information GMVinf generated at step S 112 . 
     Next, at step S 118 , the video supplier  122  sends, to the distribution server  30 , the distribution-use video information DMVinf generated at step S 116 . The distribution-use video DMV based on the distribution-use video information DMVinf is supplied to the distribution server  30 , and a distribution period starts. 
     Next, at step S 120 , the spectator information acquirer  123  determines whether the predetermined time Ta has elapsed from the distribution start time t 0 . When the result of the determination at step S 120  is negative, the spectator information acquirer  123  returns the process to step S 110 . When the result of the determination at step S 120  is positive, the spectator information acquirer  123  moves the process to step S 122 . 
     At step S 122 , the spectator information acquirer  123  sends a spectator information acquisition request REQwt to the distribution server  30 . At step S 124 , the spectator information acquirer  123  acquires the spectator information WTinf that is sent from the distribution server  30  and is a response to the spectator information acquisition request REQwt. 
     Next, at step S 126 , the game processor  121  determines content of each of the advertisements to be displayed in the virtual space FD, based on (i) the advertisement management table TBL 1  and (ii) the spectator information WTinf acquired from the distribution server  30  at step S 124 . In one example, the game processor  121  identifies, based on the spectator information WTinf, the age group to which the greatest number of spectators belong, from among the age groups of spectators included in the advertisement management table TBL 1 . From among video advertisements AD managed in the advertisement management table TBL 1 , the game processor  121  then determines to display, in the virtual space FD, a video advertisement AD for the age group identified based on the spectator information WTinf (the age group to which the greatest number of spectators belong). 
     Then, the game processor  121  executes a series of steps S 130  to S 138 . The series of steps S 130  to S 138  is identical to that of steps S 110  to S 118 , except that video advertisements AD determined at step S 126  are incorporated into the virtual space FD. 
     In one example, step S 130  is identical to step S 110 . Furthermore, step S 132  is identical to step S 112 , and step S 134  is identical to step S 114 . However, the display-use video information GMVinf generated at step S 132  differs from that generated at step S 112  in that the video advertisements AD based on the advertisement management table TBL 1  are incorporated into the virtual space FD. Accordingly, the video advertisements AD based on the advertisement management table TBL 1  are incorporated into the virtual space FD shown by the display-use video GMV played at step S 134 . 
     Step S 136  is identical to step S 116 , and step S 138  is identical to step S 118 . However, the distribution-use video information DMVinf generated at step S 136  differs from that generated at step S 116  in that the video advertisements AD based on the advertisement management table TBL 1  are incorporated into the virtual space FD. Accordingly, the video advertisements AD based on the advertisement management table TBL 1  are incorporated into the virtual space FD shown by the distribution-use video DMV. This distribution-use video DMV is based on the distribution-use video information DMVinf sent to the distribution server  30  at step S 138 . After step S 138 , the video supplier  122  moves the process to step S 140 . 
     At step S 140 , the game processor  121  determines whether a predetermined end condition is satisfied, for example, the computer baseball game has ended. When the result of the determination at step S 140  is negative, the game processor  121  returns the process to step S 130 . When the result of the determination at step S 140  is positive, the game processor  121  ends the processes shown in  FIG. 14 . 
     The procedures of the game apparatus  10  are not limited to the example shown in  FIG. 14 . In one example, steps S 104  and S 106  may be executed by a functional block other than the game processor  121 , such as the video supplier  122 . In one example, step S 120  (determining whether the predetermined time Ta has elapsed from the distribution start time t 0 ) may be executed by a functional block different from the spectator information acquirer  123 , such as the game processor  121 . In addition, step S 122  (sending a spectator information acquisition request REQwt to the distribution server  30 ) may be omitted. 
     In one example, step S 116  (sending distribution-use video information DMVinf) may be executed before step S 114  (playing a display-use video GMV), or it may be executed in parallel with step S 114 . Similarly, step S 136  may be executed before step S 134 , or it may be executed in parallel with step S 134 . Furthermore, in one example, a series of steps S 116  and S 118  may be executed before step S 114  (playing a display-use video GMV), or it may be executed in parallel with step S 114 . Similarly, in one example, a series of steps S 136  and S 138  may be executed before step S 134  (playing a display-use video GMV), or it may be executed in parallel with step S 134 . 
     In the foregoing embodiment, the game processor  121  progresses the computer baseball game, and generates, based on the progress result of the computer baseball game, display-use video information GMVinf that is used to play a display-use video GMV. The display-use video GMV indicates a state of the virtual space FD of the computer baseball game. The video supplier  122  supplies the distribution-use video DMV based on the distribution-use video information DMVinf to the distribution server  30 . The distribution-use video information DMVinf is generated based on the display-use video information GMVinf. Furthermore, the spectator information acquirer  123  acquires spectator information WTinf from the distribution server  30 . The spectator information WTinf relates to one or more terminal apparatuses  70  (spectator apparatuses), each of which is a part of the terminal apparatuses and receives a distribution-use video DMV from the distribution server  30 . The game processor  121  determines video advertisements AD to be displayed in the virtual space FD, based on the spectator information WTinf acquired by the spectator information acquirer  123 . 
     Thus, in this embodiment, a video advertisement AD to be displayed in the virtual space FD is determined based on the spectator information WTinf. The spectator information WTinf relates to the terminal apparatuses  70  which receive distribution-use videos DMV from the distribution server  30 . The terminal apparatuses  70  that receive the distribution-use videos DMV from the distribution server  30  correspond to terminal apparatuses  70  that play the distribution-use videos DMV. For this reason, determining a video advertisement AD to be displayed in the virtual space FD based on the spectator information WTinf is the same as determining a video advertisement AD to be displayed in the virtual space FD by looking at the presence of spectators of the computer baseball game. Accordingly, in this embodiment, content of an advertisement in the virtual space FD is controlled by looking not only at the users playing the computer baseball game, but also at the spectators watching the video thereof. 
     Specifically, in one example, if the spectator information WTinf indicates an age group of spectators watching the distribution-use videos DMV, the game processor  121  determines, based on the age group of the spectators, a video advertisement AD to be displayed in the virtual space FD. 
     Thus, in this embodiment, a video advertisement AD to be displayed in the virtual space FD is determined by looking at age groups of spectators of the computer baseball game. In this embodiment, the age groups of the spectators watching the computer baseball game in real time can be known based on the spectator information WTinf. Accordingly, a video advertisement AD to be displayed in the virtual space FD is determined based on the age groups thereof. 
     2. Modifications 
     The mode described above may be variously modified. Specific modified modes will be exemplified below. Two or more modes freely selected from among the following examples may be appropriately combined so long as they do not conflict. In the modifications exemplified below, elements having operations and functions equivalent to those of the embodiment are also assigned symbols referred to in the above description, and detailed descriptions of the elements are omitted as appropriate. 
     Modification 1 
     In the foregoing embodiment, an example has been described in which a video advertisement AD to be displayed in the virtual space FD is determined in accordance with the age groups of spectators. However, the present disclosure is not limited to such an aspect. In one example, if the number of spectator apparatuses is included in the spectator information WTinf, the game processor  121  may determine a video advertisement AD to be displayed in the virtual space FD, based on the number of the spectator apparatuses. In this case, as shown in  FIG. 15 , advertisement information, which includes an advertisement ID, a commodity name, file information, and display position information, is managed using classifications based on the number of spectator apparatuses. 
       FIG. 15  is an example of a data structure of an advertisement management table TBL 1   a  according to Modification 1. 
     In the advertisement management table TBL 1   a  shown in  FIG. 15 , for example, the number of spectator apparatuses is divided into groups. The advertisement information, which includes an advertisement ID, a commodity name, file information, and display position information, is managed for each of the groups. In one example, the number of spectator apparatuses may be classified based on advertising fees for displaying advertisements in the virtual space FD. The dash (“-”) shown in  FIG. 15  indicates that a video advertisement to be displayed in the virtual space FD AD is not identified. 
     The advertising information is identical to that described in  FIG. 12 . In one example, the advertisement information includes an advertisement ID, a commodity name, file information, and display position information, description of which will be omitted since these have been described for  FIG. 12 . 
     In one example, the spectator information WTinf is acquired by the spectator information acquirer  123 . The game processor  121  identifies the group to which the number of spectator apparatuses obtained from the spectator information WTinf belongs from among the groups of the number of spectator apparatuses included in the advertisement management table TBL 1   a . The game processor  121  then determines to display, in the virtual space FD, a video advertisement AD corresponding to the identified group. 
     In one example, if the number of spectator apparatuses is “12,” the game processor  121  determines that an image advertisement ADi of “Sugoroku Software” is a video advertisement AD to be displayed in the virtual space FD. In this case, the image advertisement ADi of “Sugoroku Software” is displayed on the billboard BDa shown in  FIG. 2 . No image advertisement ADi may be displayed on the billboard BDb, or a predetermined image advertisement ADi may be displayed thereon. The predetermined image advertisement ADi may be an image advertisement (e.g., “Sugoroku Software”) ADi displayed on the billboard BDa. No audio advertisement ADs may be played from the speaker object OB 3 , or a predetermined audio advertisement ADs may be played therefrom. 
     In one example, if the number of spectator apparatuses is “234”, the game processor  121  determines that image advertisements ADi of “Morning Playset,” and “Tasty Dog Food” are video advertisements AD to be displayed in the virtual space FD. In this case, the image advertisements ADi “Morning Playset” is displayed on the billboard BDa shown in  FIG. 2 . The image advertisement ADi “Tasty Dog Food” is displayed on the billboard BDb. No audio advertisement ADs may be played from the speaker object OB 3 , or a predetermined audio advertisement ADs may be played therefrom. 
     In one example, if the number of spectator apparatuses is “345”, the game processor  121  determines that the following (i) to (iii) are video advertisements AD to be displayed in the virtual space FD: (i) an image advertisement ADi of “Fresh Taste Cider,” (ii) an image advertisement ADi of “Fresh-baked Bread;” and (iii) an audio advertisement ADs of “Okinawa Trip.” In this case, the image advertisement ADi of “Fresh Taste Cider” is displayed on the billboard BDa shown in  FIG. 2 . The image advertisement ADi of “Fresh-baked Bread” is displayed on the billboard BDb. The audio advertisement ADS of “Okinawa Trip” is played from the speaker object OB 3 . Thus, the game processor  121  displays the video advertisements AD in the virtual space FD in accordance with the number of spectator apparatuses. 
     The game processor  121  may determine video advertisements AD to be displayed in the virtual space FD, based on information other than the number of spectator apparatuses. In example, if response information based on user input is included in the spectator information WTinf, the game processor  121  may determine, based on the response information, video advertisements AD to be displayed in the virtual space FD. Specifically, in one example, if the response information indicates the number of spectators who have clicked the like button BTgd shown in  FIG. 3 , the “number of spectators who have clicked the like button BTgd” may be used instead of the “number of spectator apparatuses.” 
     In one example, if the spectator information WTinf includes the hobbies and interests of spectators, the game processor  121  may determine video advertisements AD to be displayed in the virtual space FD, based on the hobbies and interests of the spectators. In this case, in the advertisement management table TBL 1   a , advertisement information, which includes an advertisement ID, a commodity name, file information, and display position information, may be managed for classification based on the hobbies and interests of the spectators. Specifically, in one example, the advertisement information may be managed separately for the following (i) to (v): (i) spectators who have no pets, (ii) spectators who have cats, (iii) spectators who have dogs, (iv) spectators who have both cats and dogs, and (v) spectators who have animals other than cats and dogs. If the number of spectators who have dogs is the greatest, the game processor  121  may determine to display, in the virtual space FD, a video advertisement (e.g. “Tasty Dog Food”) AD that targets users who have dogs. 
     In one example, if the spectator information WTinf includes the residential area of each spectator or the location area of each spectator apparatus, the game processor  121  may determine video advertisements AD to be displayed in the virtual space FD, based on the residential area of each spectator. In this case, for example, it is possible to reduce display of video advertisements AD in the virtual space FD for commodities that are not supplied to areas or countries where the greatest number of spectators live. Furthermore, if the spectator information WTinf includes the nationality of each spectator, the game processor  121  may change the language to be displayed in video advertisements AD or the language to be spoken in video advertisements AD in accordance with the nationality to which the greatest number of spectators belong. 
     In Modification 1, the same effects as those in the foregoing embodiment are obtained. 
     Modification 2 
     In the foregoing embodiment and in Modification 1, an example has been described in which video advertisements AD to be displayed in the virtual space FD are determined based on only one item (e.g., age groups of spectators) included in the spectator information WTinf. However, the present disclosure is not limited to such an aspect. 
     In one example, the game processor  121  may determine a video advertisement AD to be displayed in the virtual space FD from among one or more video advertisements AD, based on (i) relevant information indicating relationships between one or more video advertisements AD and the attributions of each of the spectators, and (ii) the spectator information WTinf acquired by the spectator information acquirer  123 . In one example, the relevant information may be index values, each of which indicates how much the attributions of each of the spectators correlate with those of the target audience of the advertisement. As shown in  FIG. 16 , each index value may be a weight for each item of the attributions of the spectator, such as an age group and gender. 
       FIG. 16  is an example of a data structure of an advertisement management table TBL 1   b  according to Modification 2. 
     The advertisement management table TBL 1   b  includes records that correspond one-to-one with advertisements, which are obtained from one or more advertisers. Each record in the advertisement management table TBL 1   b  includes advertisement information and weighting information (an example of “relevant information”). 
     The advertisement information is identical to that described in  FIG. 12 . In one example, the advertisement information includes an advertisement ID, a commodity name, file information, and display position information, description of which will be omitted since they have been described for  FIG. 12 . 
     In one example, the weighting information includes an age group of a spectator, a weighting for the age group thereof, and a weighting for gender thereof. In the example shown in  FIG. 16 , a field for the weighting information includes sub-records, the number of which has the number of combinations of (i) age groups to which a value other than “1” is weighted, and (ii) genders to which a value other than “1” is weighted. For example, in the record with an advertisement ID “c002,” there are two fields, one for the age group of the spectator, and the other for the weighting thereof, and each includes three sub-records for “16 to 20 year-olds,” “21 to 30 year-olds,” and “other.” The “other” shown in  FIG. 16  refers to age groups other than the specified age group in each record. 
     There are two fields, one for gender of the spectator, the other for a weighting thereof, and each includes two sub-records. One of the two sub-records corresponds to a sub-record for males, and the other corresponds to a sub-record for females. If the weighting for males is identical to that for females, each of the two fields, one for gender of the spectator, and the other for a weighting thereof, may include one sub-record that does not distinguish between males and females for the age group. 
     In the example shown in  FIG. 16 , the age group with the greater weighting value is closer to the age group of the target audience of the advertisement than that with the lesser weighting value. Similarly, the gender with the greater weighting value is closer to the gender of the target audience of the advertisement than that with a lesser weighting value. In other words, the attributions of a spectator with a greater weighting value is closer to the attributions of the target audience of the advertisement than one with a lesser weighting value. 
     Here, the dash (“-”) shown in  FIG. 16  indicates that nothing is weighted. Furthermore, in each record, if the “other” is not specified in a field for the age groups, the dash indicates that nothing is weighted in the combinations of (i) age groups other than the specified age group and (ii) gender. Age groups and gender that are not weighted are interpreted as a weighting value being “1.” 
     Next, description will be given of an example method of determining a video advertisement AD to be displayed in the virtual space FD using the advertisement management table TBL 1   b.    
     In one example, the game processor  121  calculates, for each spectator, points of relationships between the attributions of a spectator and the target audience of the advertisement, based on the advertisement management table TBL 1   b  and the spectator information WTinf. The generation of points is repeated for each video advertisement AD. Then, the game processor  121  determines to display, in the virtual space FD, for each display position specified by the display position information, the video advertisement AD with the greatest number of points. 
     Hereinafter, specific examples of the method of calculating points will be described under the assumption that spectators include (i) 10 males under 10 years old, and (ii) 40 females from 16 to 20 years old. For simplicity, the assumption will be made in which a video advertisement to be displayed in the virtual space FD is determined from among the four video advertisements the advertisements ID of which correspond to “a001,” “a002,” “c001,” and “c002.” 
     In one example, in a video advertisement for the “Morning Playset” with the advertisement ID “a001,” a weighting value for males under 10 years old is obtained by multiplying the weighting value “1.0” for the age group by the weighting value for the males “0.5.” A weighting value for females from 16 to 20 years old is “1” because weighting is not specified. Accordingly, points of the video advertisement AD for the “Morning Playset” is “45,” which is obtained as follows: The weighting value “0.5” for males under 10 years old is multiplied by the number of males thereof “10,” which is “5.” The weighting value “1” for females from 16 to 20 years old is multiplied by the number of females thereof “40,” which is “40.” Then both are added up to be “45 (=1.0×0.5×10+1.0×40).” 
     Points other than the video advertisement AD for the “Morning Playset” are calculated similarly to those for the “Morning Playset.” In one example, points for a video advertisement AD for the “Hero Photo Book” with the advertisement ID “a002” is “70 (=1.0×3.0×10+1.0×40).” Points for a video advertisement AD for the “Fresh Taste Cider” with the advertisement ID “c001” is to be “50 (=1.0×10+1.0×40).” Points for a video advertisement AD for the “Fresh-baked Bread” with the advertisement ID “c002” is to be “130 (=1.0×1.0×10+2.0×1.5×40).” 
     In the above-mentioned numerical example, among the video advertisements AD, the display position, each of which is at the first billboard (BDa shown in  FIG. 1 ), the video advertisement AD “Fresh Taste Cider” has points “50,” which is greater than the video advertisement AD “Morning Playset” having points “45.” For this reason, the game processor  121  determines to display the video advertisement AD “Fresh Taste Cider” on the billboard BDa. Furthermore, among the video advertisements AD, the display position of each of which is at the second billboard (BDb shown in  FIG. 1 ), the video advertisement AD “Fresh-baked Bread” has points “130,” which is higher than the video advertisement AD “Hero Photo Book” having points “70.” For this reason, the game processor  121  determines to display the video advertisement AD “Fresh-baked Bread” on the billboard BDb. 
     The data structure of the advertisement management table TBL 1   b  is not limited to the example shown in  FIG. 16 . In one example, there may be one or more than three items to be weighted. Specifically, in one example, there are items (e.g., age group, gender, residential area, hobbies and interests) that correspond to the spectator information WTinf, which has been described for  FIG. 10 . From among these items, one or more of the items may be weighted. 
     The weighting value may be “0”. In one example, in an advertisement that does not target spectators under 10 years old, the weighting value for the age group under 10 years old may be “0.” If there are many spectators with attributions different from those of the target audience of the advertisement, the advertisement will be less effective. Accordingly, the weighting value for the attributions different from the attributions of the target audience of the advertisement is set to “0.” This prevents display of video advertisements that target users with attributions different from those of spectators (less effective advertisements) in the virtual space FD. 
     In an example of the weighting information, if the number of spectator apparatuses is weighted additionally, it is set to “0” for the weighting value for the number of spectator apparatuses other than the desired number thereof. During a period when the number of spectator apparatuses is not the desired number thereof, display of video advertisements AD in the virtual space FD is prevented. Specifically, for example, in the weighting information for “Fresh-baked Bread” with the advertisement ID “c002,” a weighting of “0” may be applied to the number of spectator apparatuses of 50 or less. In this case, during a period when the number of spectator apparatuses is 50 or less, the video advertisement AD “Fresh-baked Bread” is not selected as a video advertisement AD to be displayed in the virtual space FD because the points are always “0.” 
     In one example, if the spectator information “WTinf” includes information indicating that the spectator has positive feelings toward the distribution-use video DMV, a weighting value greater than “1” may be applied to such a spectator. The information indicating a positive feeling may be information indicating that the like button BTgd was clicked. In one example, the game processor  121  may set the weighting value for a spectator who clicked the like button BTgd to be a times the weighting value for a spectator who does click it, and has the same attribution as that of the spectator (age group, gender, etc.). In one example, a is a numerical value greater than “1,” and it indicates a weighting for the like button BTgd being clicked. Specifically, the weighting value for females who are 16 to 20 years old and who do not click the like button BTgd is “1” for the video advertisement AD “Fresh Taste Cider,” and it is “3 (=2×1.5)” for the video advertisement AD “Fresh-baked Bread.” In contrast, the weighting value for females who are 16 to 20 years old and who clicked the like button BTgd is “1×α” for the video advertisement AD “Fresh Taste Cider,” and it is “3×α” for the video advertisement AD “Fresh-baked Bread.” 
     A spectator who has clicked the like button BTgd is less likely to stop watching the distribution-use video DMV than one who does not. For this reason, if a click of the like button BTgd is weighted, as compared to if it is not, advertisements, which target users with attributions closer to those of spectators who watch the video of a computer baseball game to the end, are displayed in the virtual space FD. 
     In one example, if the spectator information WTinf includes information indicating that the spectator has a negative feeling (e.g., dislike, not enjoyable, and disagree) toward the distribution-use video DMV, a weighting value less than “1” may be applied to such a spectator. In this case, a button for expressing a spectator&#39;s negative feelings toward the distribution-use video DMV may be displayed on the video distribution screen DS. 
     In Modification 2, the same effects as those in the foregoing embodiment, and in Modification 1, are obtained. 
     Furthermore, in Modification 2, video advertisements AD to be displayed in the virtual space FD are determined by looking at multiple items such as age groups and gender of spectators. Accordingly, advertisements that target users with attributions closer to those of spectators are displayed in the virtual space FD. In other words, in Modification 2, the effect of the advertisements displayed in the virtual space FD is enhanced as compared to a case in which advertisements to be displayed in the virtual space FD is determined based only on one of the attributions of the spectators. 
     In one example, if video advertisements AD to be displayed in the virtual space FD are determined based on (i) one item (e.g., age group of a spectator) included in the spectator information WTinf, and (ii) a weighting value for that one item, as compared if the one item is not weighted, commodities are advertised to spectators with the attributions desired by the advertiser. 
     Modification 3 
     In the foregoing embodiments and in Modifications 1 and 2, an example has been described in which on the bases of the display position information, it is specified that an advertisement ADi is to be displayed on which of the first billboard and the second billboard. However, the present disclosure is not limited to such an aspect. 
     In one example, the display position information may simply indicate a billboard without distinguishing between the first and second billboards. Alternatively, the display position information may be omitted. 
     In one example, when Modification 3 is applied to the foregoing Modification 2, among four video advertisements AD: “Morning Playset,” “Hero Photo Book,” “Fresh Taste Cider,” and “Fresh-baked Bread,” two video advertisements AD with the greatest number of points may be determined to be displayed in the virtual space FD. Alternatively, among those, the video advertisement AD with the greatest number of points may be determined to be displayed on both billboards BDa and BDb. 
     In the same numerical example as Modification 2, among the four video advertisements AD, the video advertisement AD “Fresh-baked Bread” has points “130,” which is the highest. The video advertisement AD “Hero Photo Book” has points “70,” which is the second highest. Accordingly, the game processor  121  may determine to display, on the billboards BDa and BDb, these two video advertisements AD “Fresh-baked Bread” and “Hero Photo Book.” Alternatively, the game processor  121  may determine to display, on both the billboards BDa and BDb, the video advertisement AD “Fresh-baked Bread.” 
     If two video advertisements AD “Fresh-baked Bread” and “Hero Photo Book” are determined to be displayed on the billboards BDa and BDb, these two may be displayed on the billboards BDa and BDb. Alternatively, the following (i) and (ii) may be repeated: (i) a first period during which the video advertisement AD “Fresh-baked Bread” is displayed on both billboards BDa and BDb; and (ii) a second period during which the video advertisement AD “Hero Photo Book” is displayed on both billboards BDa and BDb. The first and second periods may have the same length, or they may have different lengths based on points (e.g., 130 seconds for the first period, and 70 seconds for the second period). 
     In Modification 3, the same effects as those in the foregoing embodiment, and in Modifications 1 and 2, are obtained. 
     Modification 4 In the foregoing embodiment and in Modifications 1 to 3, an example has been described in which the game apparatus  10  acquires, from the advertisement management server  50 , the advertisement management table TBL 1 , TBL 1   a , or TBL 1   b . However, the present disclosure is not limited to such an aspect. 
     In one example, the advertisement management table TBL 1 , TBL 1   a , or TBL 1   b , and the advertisement file may be included in the computer game program PRg. The advertisement management server  50  may access the game apparatus  10  via the network NW to update the advertisement management table TBL 1  and others including the computer game program PRg. 
     In Modification 4, the same effects as those in the foregoing embodiment, and in Modifications 1 to 3, are obtained. 
     Modification 5 
     In the foregoing embodiment and in Modifications 1 to 4, an example aspect has been given in which the game apparatus  10  acquires the spectator information WTinf at time t 1  after the predetermined time Ta has elapsed from the distribution start time t 0 . However, the present disclosure is not limited to such an aspect. In one example, the game apparatus  10  may acquire the spectator information WTinf at the start of a predetermined inning in a computer baseball game (e.g., at the start of the third inning). In Modification 5, the same effects as those in the foregoing embodiment, and in Modifications 1 to 4, are obtained. 
     Modification 6 
     In the foregoing embodiment and in Modifications 1 to 5, an example aspect has been given in which a video advertisement AD determined once, as a video advertisement AD to be displayed in the virtual space FD, is not changed until the end of the computer baseball game. However, the present disclosure is not limited to such an aspect. In one example, a video advertisement AD to be displayed in the virtual space FD may be determined repeatedly at intervals, as shown in  FIG. 17 . 
       FIG. 17  is a flowchart showing an example of procedures for the game apparatus  10  according to Modification 6. 
     Detailed description will be omitted for procedures similar to those described in  FIG. 14 . In the procedures shown in  FIG. 17 , in one example, a series of steps S 110  to step S 118  serves as a series of steps S 110  to S 118 , and a series of steps S 130  to S 138  shown in  FIG. 14 . Furthermore, in the procedures shown in  FIG. 17 , the determination procedure at step S 121  is executed instead of that at step S 120  shown in  FIG. 14 . The remaining procedures shown in  FIG. 17  are identical to those shown in  FIG. 14 . In one example, step S 110  is executed after step S 108 , or it is executed when the result of the determination at step S 140  is negative. 
     When content of each of the advertisements to be displayed in the virtual space FD has not yet been determined (e.g., when step S 126  has not yet been executed), a series of steps S 110  to S 118  shown in  FIG. 17  is identical to that shown in  FIG. 14 . In addition, when content of each of the advertisements to be displayed in the virtual space FD is determined (e.g., when step S 126  is executed even once), a series of steps S 10  to S 118  shown in  FIG. 17  is identical to a series of steps S 130  to S 138  shown in  FIG. 14 . In one example, after step S 118 , the video supplier  122  moves the process to step S 121 . 
     At step S 121 , the spectator information acquirer  123  determines whether the current time is the timing for acquiring the spectator information WTinf. In one example, the spectator information acquirer  123  determines whether the predetermined time Ta has elapsed from the distribution start time t 0  or the previous timing for acquisition. When the result of the determination at step S 121  is negative, the spectator information acquirer  123  moves the process to step S 140 . When the result of the determination at step S 121  is positive, the spectator information acquirer  123  moves the process to step S 122 . 
     The series of steps S 122  to S 126  is identical to that shown in  FIG. 14 . In step S 126  shown in  FIG. 17 , the game processor  121  determines video advertisements AD (content of advertisements) to be displayed in the virtual space FD, based on the spectator information WTinf acquired by the spectator information acquirer  123  at the latest timing for acquisition. After step S 126 , the game processor  121  moves the process to step S 140 . 
     At step S 140 , the game processor  121  determines whether a predetermined end condition is satisfied, for example, the baseball game has ended. When the result of the determination at step S 140  is negative, the game processor  121  returns the process to step S 110 . When the result of the determination at step S 140  is positive, the game processor  121  ends the processes shown in  FIG. 17 . Thus, in Modification 6, content of advertisements AD to be displayed in the virtual space FD (content of advertisements) are determined every time the predetermined time Ta elapses. 
     The procedures for the game apparatus  10  according to Modification 6 is not limited to the example shown in  FIG. 17 . In one example, an interval from the distribution start time t 0  to the first timing of acquiring the spectator information WTinf may differ from an interval from the time t 0  to the second timing or thereafter. In one example, a timing of acquiring the spectator information WTinf may be at the start of a predetermined inning, such as the third inning, the fifth inning, or the seventh inning. In one example, step S 121  may be executed before S 110 . In this case, a series of steps S 110  to S 118  may be executed when the result of the determination at step S 121  is negative, or it may be executed after step S 126 . 
     Thus, in Modification 6, the spectator information acquirer  123  repeatedly acquires the spectator information WTinf at intervals. The game processor  121  determines video advertisements AD to be displayed in the virtual space FD every time the spectator information acquirer  123  acquires the spectator information WTinf. Accordingly, in Modification 6, video advertisements AD to be displayed in the virtual space FD are determined accordingly based on attributions of spectators (e.g., age groups and gender) that change during the computer baseball game. 
     Modification 7 
     In the foregoing embodiment, and in Modifications 1 to 6, a “computer baseball game” has been given as an example of a “computer game,” but the present disclosure is not limited to such an aspect. A freely selected computer game may be employed as the “computer game” according to the present disclosure. 
     Modification 8 
     In the foregoing embodiment, and in Modifications 1 to 7, an example has been given in which the predetermined computer game is executed at the user&#39;s game apparatus  10 , but the present disclosure is not limited to such an aspect. In one example, as shown in  FIGS. 18A and 18B , the predetermined computer game may be executed at a game server  51 . 
       FIG. 18A  is a diagram showing an overview of a game system  1 A according to Modification 8.  FIG. 18B  is a functional block diagram of an example of the game server  51  shown in  FIG. 18A . 
     The game system  1 A shown in  FIG. 18A  includes the game server  51  instead of the advertisement management server  50  shown in  FIG. 1 , and a game apparatus  11  instead of the game apparatus  10  shown in  FIG. 1 . The rest of the configuration of the game system  1 A is identical to the game system  1  shown in  FIG. 1 . In one example, the game system  1 A includes the game server  51  that executes the predetermined computer game, the game apparatus  11 , the display apparatus  20  corresponding to the game apparatus  11 , the distribution server  30 , and a plurality of M terminal apparatuses  70  ( 70 - 1  to  70 -M). The M is a natural number of 1 or more. The game apparatus  11 , the distribution server  30 , the game server  51 , and a plurality of M terminal apparatus  70  are connected communicably to one another via a network NW. 
     The game server  51  (another example of a “game apparatus”) executes the predetermined computer game. Furthermore, the game server  51  serves as the advertisement management server  50  shown in  FIG. 1 . In one example, as shown in  FIG. 18B , the game server  51  includes a control section  520 A that controls each part of the game server  51 , the memory section  540  that stores various information, the communication section  560  that communicates with external apparatuses including the game apparatus  11 , the distribution server  30 , and the terminal apparatus  70 , and an input section  580  that receives administrator&#39;s inputs made to the game server  51 . 
     In one example, the control section  520 A includes the game processor  121 , the video supplier  122 , and the spectator information acquirer  123 , all of which are described in  FIG. 4  and other drawings. In one example, the memory section  540  includes a computer game program PRgA (an example of a “computer program”) for executing the predetermined computer game, a control program PRcaA for controlling each part of the game server  51 , and the advertisement management table TBL 1 . The memory section  540  may store the advertisement management table TBL 1   a  or TBL 1   b  instead of the advertisement management table TBL 1 . 
     As shown in  FIG. 18A , the game apparatus  11  includes a control section  120 A, the memory section  140  that stores a control program PRcgA and other programs of the game apparatus  11 , and the communication section  160  that communicates with external apparatuses including the distribution server  30  and the game server  51 , and the input section  180  that receives user&#39;s inputs made to the game apparatus  11 . On the bases of display-use video information GMVinf generated by the game server  51 , the control section  120 A shows a display-use video GMV relating to the predetermined computer game on the display  21 , which is included in the display apparatus  20  corresponding to the game apparatus  11 . 
     In one example, the hardware configuration of the game server  51  is identical to that of the advertisement management server  50  including an input apparatus that functions as the input section  580 , as shown in  FIG. 9 . In one example, as described in  FIG. 9 , the memory  54  functions as the memory section  540 . Accordingly, in Modification 8, the memory  54 , which functions as the memory section  540  storing the computer game program PRgA, corresponds to a non-transitory recording medium on which the computer game program PRgA is recorded. In one example, the memory  54  is a computer-readable recording medium. In Modification 8, the “storage medium” on which the computer game program PRgA is recorded is a storage device provided in an external apparatus external to the game server  51 . In one example, the “storage medium” may be a storage device that is configured to record therein the computer game program PRgA. The storage device may be included in a server apparatus external to the game server  51  and distributes the computer game program PRgA. 
     In Modification 8, the same effects as those in the foregoing embodiment, and in Modifications 1 and 7, are obtained. 
     Modification 9 
     In the foregoing embodiment and in Modifications 1 to 7, an example has been given of a game apparatus  10  including the spectator information acquirer  123 , but the present disclosure is not limited to such an aspect. In one example, the advertisement management server  50  may include the spectator information acquirer  123 . In this case, the advertisement management server  50  may supply, to the game apparatus  10 , spectator information WTinf acquired from the distribution server  30 . Alternatively, based on the advertisement management table TBL 1  and the spectator information WTinf, the advertisement management server  50  may determine video advertisements AD to be displayed in the virtual space FD, and it may supply information indicative of the determined video advertisements AD to the game apparatus  10 . Furthermore, in the game system  1 A shown in  FIG. 18A , the game processor  121  and the video supplier  122  may be included in the game apparatus  11 . In Modification 9, the same effects as those in the foregoing embodiment, and in Modifications 1 and 7 are obtained. 
     3. APPENDICES 
     From the foregoing description, the present disclosure can be understood as follows: 
     Appendix 1 
     A recording medium according to an aspect of the present disclosure is a non-transitory computer-readable recording medium having instructions stored therein that cause at least one processor (e.g., a processor  12 ) of a game apparatus (e.g., a game apparatus  10 ) to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information (display-use video information GMVinf) that is used to play a video of the computer game (e.g., a display-use video GMV) indicating a state of a virtual space of the computer game; supply a distribution video (a distribution-use video DMV) based on the video information to the distribution system; acquire spectator information (e.g., spectator information WTinf) from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and control content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     According to this aspect, content of an advertisement to be displayed in the virtual space is determined based on the spectator information relating to a spectator apparatus. The spectator apparatus corresponds to a terminal apparatus that plays a distribution video received from the game apparatus via the distribution system. For this reason, determining content of an advertisement to be displayed in the virtual space based on the spectator information is the same as determining the content of the advertisement to be displayed in the virtual space by looking at the presence of a spectator of the computer game. Accordingly, according to this aspect, the content of the advertisement to be displayed in the virtual space is controlled by looking at not only a user playing the computer game, but also a spectator watching the video thereof. 
     In this aspect, the “state of a virtual space” may relate to a game element in the virtual space, or it may relate to sound in the virtual space, or it may be some or all of the states. 
     The “game element in the virtual space” may be disposed at any position in the virtual space. The “game element” may be controlled by a program of the game apparatus (a processor executed by the program). Alternatively, the “game element” may be a character relating to the computer game, an object of the computer game, an environmental component of the virtual space, or it may be some or all of these. The “state relating to a game element” may be a position of a game element in the virtual space, or it may be the shape, pattern, or color of the game element, or it may be a direction or a speed of movement of the game element in the virtual space, or it may be some or all of these. 
     The “sound in the virtual space” may be output or heard at any position in the virtual space, or it may be associated with a game element in the virtual space, or it may be both of these. The “sound” may also be voice (audio). 
     In this aspect, the “video information” may indicate a game image (a still image indicative of the state of the virtual space) that is updated every unit period of time in real time, or it may indicate a set of game images that correspond one-to-one to unit periods of time (information indicative of a set of game images accumulated over multiple unit periods of time). Alternatively, the “video information” may be obtained by adding information on sound in the virtual space to information described above. 
     In this aspect, the “spectator information” may be user information on a user that watches the distribution video (a user of the spectator apparatus), or it may be apparatus information on the spectator apparatus, or it may be information using both of these. 
     The “user information” may be user attribution information indicative of an attribution of the user. 
     The “user attribution information” may be information associated with each user, for example, item information common to each user. The “item information common to each user” may indicate some or all of age, residential area, hobbies and interests of each user. 
     In one example, if the distribution video is watchable for a user who are not registered for a video distribution service that is distributed from the distribution system, the “user information” may include the number of users who have registered with the video distribution service among users watching the distribution video. 
     In one example, the “apparatus information” may be the number of spectator apparatuses playing the distribution video, or it may be apparatus attribution information indicative of an attribution of the spectator apparatus, or it may be information using both of these. 
     In one example, the “apparatus attribution information” may indicate some or all of the following: a type, a location area, and an operating system of the spectator apparatus; and an application that is used to play the distribution video. 
     In this aspect, the “advertisement” may be a still image or moving images relating to a target advertisement, such as a product or a service, which is displayed on a game element in the virtual space, or it may be an audio relating to the advertisement, which is output from the game element in the virtual space, or it may be some or all of these. 
     Appendix 2 
     In the recording medium according to Appendix 1, the spectator information includes user attribution information indicating an attribution of a user of the at least one spectator apparatus. 
     According to this aspect, the same effects as those in Appendix 1 are obtained. Specifically, content of an advertisement to be displayed in the virtual space is determined based on an attribution of the user watching the distribution video in real time. 
     Appendix 3 
     In the recording medium according to Appendix 2, the user attribution information includes hobbies and interests of the user of the at least one spectator apparatus. 
     According to this aspect, the same effects as those in Appendix 2 are obtained. Specifically, content of an advertisement to be displayed in the virtual space is determined based on hobbies and interests of the user watching the distribution video in real time. 
     In this aspect, for example, the “hobbies and interests” may be one or both of (i) the user&#39;s tendencies in browsing the Internet, and (ii) the user&#39;s tendencies in using services on the Internet. Furthermore, in one example, the “hobbies and interests” may be hobbies obtained from a user when the user registers for user registration for watching the distribution video based on the video information. 
     In this aspect, for example, the “information indicating hobbies and interests” may be one or both of (i) browsing history on the Internet by the user&#39;s terminal apparatus, and (ii) usage history of services on the Internet, or it may be analysis results of the user&#39;s interests based on one or both of the browsing history and the usage history. Furthermore, in one example, the “information indicating hobbies and interests” may be information obtained from a user when the user registers for user registration for watching the distribution video based on the video information. 
     Appendix 4 
     In the recording medium according to any one of Appendices 1 to 3, the instructions cause the at least one processor to determine, from among one or more advertisements, an advertisement to be displayed in the virtual space, based on: (i) relevant information indicating relationships between the one or more advertisements, and an attribution of a user: and (ii) the spectator information. 
     According to this aspect, the same effects as those in any one of Appendices 1 to 3 are obtained. Furthermore, according to this aspect, content of an advertisement to be displayed in the virtual space is determined by looking at the relevant information between the advertisement and the attribution, such as age group and gender of the user. In one example, according to this aspect, an advertisement that targets users with an attribute closer to that of the user is displayed in the virtual space. 
     In this aspect, for example, the “relevant information” may be an index value indicating how much an attribution of a user correlates with that of a user that is targeted for the advertisement. 
     Appendix 5 
     In recording medium according to any one of Appendices 1 to 4, the spectator information includes a location area of the at least one spectator apparatus. 
     According to this aspect, the same effects as those in any one of Appendices 1 to 4 are obtained. According to this aspect, in one example, content of an advertisement to be displayed in the virtual space is determined based on a location area of the spectator apparatus receiving the distribution video in real time. In one example, the location area of the spectator apparatus corresponds to a location area of the user who owns the spectator apparatus. In other words, according to this aspect, content of an advertisement to be displayed in the virtual space is determined based on the location area of the user watching the distribution video in real time. Accordingly, in this aspect, it is possible to reduce display of video advertisements in the virtual space for commodities that are not supplied to areas or countries where the greatest number of users live. 
     Appendix 6 
     In the recording medium according to any one of Appendices 1 to 5, the spectator information includes a number of the at least one spectator apparatus. 
     According to this aspect, the same effects as those in any one of Appendices 1 to 5 are obtained. According to this aspect, for example, content of an advertisement to be displayed in the virtual space is determined based on the number of spectator apparatuses receiving the distribution video in real time. 
     Appendix 7 
     A computer-implemented control method according to an aspect of the present disclosure includes: communicating with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progressing a computer game, generating, based on a progress of the computer game; video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supplying a distribution video based on the video information to the distribution system; acquiring spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and controlling content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     According to this aspect, the same effects as those of Appendix 1 are obtained. 
     Appendix 8 
     A game apparatus according to an aspect of the present disclosure includes: at least one memory storing instructions and at least one processor that implements the instructions to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supply a distribution video based on the video information to the distribution system; acquire spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and control content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     According to this aspect, the same effects as those of Appendix 1 are obtained. 
     Appendix 9 
     A game system according to an aspect of the present disclosure includes: a distribution system configured to distribute videos to a plurality of terminal apparatuses; and a game apparatus configured to communicate with the distribution system, in which the game apparatus includes: at least one memory storing instructions; and at least one processor that implements the instructions to: progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supply a distribution video based on the video information to the distribution system; acquire spectator information from the distribution system, the spectator information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatuses, and receives the distribution video from the distribution system; and control content of an advertisement to be displayed in the virtual space, based on the spectator information. 
     According to this aspect, the same effects as those of Appendix 1 are obtained. 
     DESCRIPTION OF REFERENCE SIGNS 
       1 ,  1 A . . . game system,  10  . . . game apparatus,  11  . . . game apparatus,  12  . . . processor,  14  . . . memory  16  . . . communication apparatus,  18  . . . input apparatus,  20  . . . display apparatus,  21  . . . display,  30  . . . distribution server,  32  . . . processor,  34  . . . memory,  36  . . . communication apparatus,  50  . . . advertisement management server,  51  . . . game server,  52  . . . processor,  54  . . . memory,  56  . . . communication apparatus,  70  . . . terminal apparatus,  71  . . . display,  120 ,  120 A . . . control section,  121  . . . game processor,  122  . . . video supplier,  123  . . . spectator information acquirer,  140  . . . memory section,  160  . . . communication section,  180  . . . input section,  320  . . . control section,  321  . . . video acquirer,  322  . . . video distributor,  324  . . . spectator information supplier,  340  . . . memory section,  360  . . . communication section,  520 ,  520 A . . . control section,  521  . . . supplier,  540  . . . memory section,  560  . . . communication section, and  580  . . . input section.