Patent Publication Number: US-9415302-B2

Title: Storage medium for storing program capable of improving degree of freedom and effect of content provided by sponsor and information processing device

Description:
This nonprovisional application is based on Japanese Patent Application No 2009-017146 filed with the Japan Patent Office on Jan. 28, 2009, the entire contents of which are hereby incorporated by reference. 
     FIELD OF THE INVENTION 
     The present invention relates to a program involved with content distribution and an information processing device. 
     DESCRIPTION OF THE BACKGROUND ART 
     A configuration capable of reproducing an advertisement after reproduction of a motion picture displayed on a computer has conventionally been disclosed. For example, Japanese Patent Laying-Open No. 2002-197370 discloses a charging management system, a program and an information recording medium, with which advertisement reproduction states before reproduction of a movie, at the time of interruption of reproduction thereof, and after reproduction thereof are grasped so that charging in accordance with the advertisement reproduction states is attained. 
     In a system or the like disclosed in Japanese Patent Laying-Open No. 2002-197370, however, an advertisement reproduced after reproduction of a movie is brought into correspondence with the reproduced movie on the one-to-one basis, and it is not possible to arbitrarily and freely change the advertisement. Accordingly, the user has no choice but to watch only a predetermined advertisement, and the advertisement was less effective or the user may feel uncomfortable. Then, image of the sponsor, which is an advertiser, may be lowered. 
     SUMMARY OF THE INVENTION 
     The present invention was made to solve the above-described problems. An object of the present invention is to provide a program capable of improving a degree of freedom and an effect of a content provided by a sponsor and an information processing device. 
     According to a first aspect of the present invention, a storage medium for storing a program is provided. The program causes a computer ( 40 ) representing an information processing device ( 12 ) connected to be able to communicate with a server ( 104 ; reference numeral used in embodiments; to be understood similarly hereinafter) capable of distributing at least a sponsor content to perform an obtaining step (S 110 , S 116 ) of obtaining content information including a specific content and identification information of a sponsor providing the specific content brought into correspondence with the specific content, a reproduction step (S 128 , S 200 , S 202 ) of reproducing the obtained specific content, and a sponsor content output control step (S 226 , S 312 , S 314 ) of obtaining a sponsor content specified by the identification information of the sponsor from the server and outputting the obtained sponsor content when reproduction of the specific content in the reproduction step ends. 
     According to the first aspect, when reproduction of a specific content that can be distributed from a server ends, the sponsor content specified by the sponsor identification information is obtained from the server and output. Therefore, after reproduction of the content ends, the user can be led to a page where an independently managed sponsor content is provided. As the sponsor can independently manage the sponsor content, a degree of freedom in providing the content can be improved by freely arranging contents. In addition, as contents can be added or updated, contents that interest the user can freely be provided and the effect thereof can be enhanced. 
     According to a preferred second aspect, a description file storing information on the output sponsor content and stored in the server is specified based on the identification information of the sponsor. 
     According to the second aspect) the information on the sponsor content is stored in description information, so that another sponsor content to be provided can readily be added or changed simply by rewriting the description information. Therefore, a degree of freedom and the effect of the provided content can further be improved. 
     According to a preferred third aspect, in the sponsor content output control step, information on a list of a plurality of sponsor contents specified by the identification information of the sponsor is obtained from the server and output. 
     According to a preferred fourth aspect, in the sponsor content output control step, a plurality of sponsor contents ( 127 ) from which selection can be made in response to a user&#39;s operation are obtained from the server and output. 
     According to the third and fourth aspects, a plurality of sponsor contents or information on the list thereof are (is) output, so that the user can freely select a content in accordance with his/her own preference and the user is encouraged to select a content. In addition, an effect of the provided content can be improved because the user makes selection. 
     According to a preferred fifth aspect, the program further causes the computer representing the information processing device to perform, when one of the plurality of sponsor contents is selected in response to the user&#39;s operation, a sponsor content execution control step (S 322  to S 342 ) of performing processing brought into correspondence with the selected sponsor content. 
     According to the fifth aspect, when one of the plurality of sponsor contents is selected, processing brought into correspondence with the selected sponsor content is performed. Types of the sponsor contents include not only distribution of a motion picture but also questionnaire, offering of a discount coupon, acceptance of an order of a sample, and a mail order service of a commercial product, and these are processed as the sponsor contents. Thus, the user can freely select a content in accordance with his/her own preference and receive desired service or the like, thus being encouraged to select a content. 
     According to a preferred sixth aspect, in the sponsor content execution control step (S 324 , S 326 ), processing for reproducing a motion picture content is performed. 
     According to the sixth aspect, processing for reproducing the motion picture content as the sponsor content is performed, so that the content provided by the sponsor can readily be presented to the user and the effect of the content can be improved. 
     According to a preferred seventh aspect, in the sponsor content output control step (S 314 ), a thumbnail image ( 584   a  to  584   e ) for an icon for selecting the sponsor content is obtained from the server and output. 
     According to the seventh aspect, by outputting a thumbnail image for having the sponsor content selected, the substance of the sponsor content can readily be estimated prior to selection. Therefore, willingness to select the sponsor content can be enhanced. 
     According to a preferred eighth aspect, the sponsor content output control step includes a character object output step (S 316 ) of obtaining character information brought into correspondence with the sponsor content from the server and outputting a character object based on the character information, and a sponsor content information output control step (S 318 , S 320 ) of obtaining information for introducing the sponsor content from the server and outputting the obtained information in association with the character object. 
     According to the eighth aspect, by outputting the information for introducing the sponsor content in association with the character object, zest of the sponsor content can be increased and willingness to select the sponsor content can be enhanced. 
     According to a preferred ninth aspect, a plurality of sponsors (AAA, BBB, and CCC) independently manage the sponsor contents different from each other, and the computer is caused to function as a sponsor list selection screen output control step (S 302 , S 304 ) of obtaining sponsor list information including sponsor identification information corresponding to the plurality of sponsors from the server in response to a user&#39;s operation and outputting a sponsor list selection screen in which one of the plurality of sponsors can be selected in response to the user&#39;s operation, based on said obtained sponsor list information, and a selected sponsor content output control step (S 312 , S 314 ) of, when one of the plurality of sponsors is selected in response to the user&#39;s operation in the sponsor list selection screen, obtaining a sponsor content specified by the sponsor identification information corresponding to the selected sponsor from the server and outputting the obtained sponsor content. 
     According to the ninth aspect, the sponsor list selection screen in which one of the plurality of sponsors can be selected is output, so that a sponsor content specified by the sponsor identification information of the selected sponsor is obtained from the server and output. Therefore, the sponsor content of the sponsor that the user desires to watch can be output without watching the specific content, and the sponsor can achieve higher appeal to the user. 
     According to a preferred tenth aspect, the information processing device can further interact with a memory ( 44 ), and the program further causes the computer representing the information processing device to perform a registration step (S 5 ) of storing user character information for outputting a user character object set in response to a user&#39;s operation in the memory, a generation step (S 232 , S 400  to S 440 ) of generating the character information brought into correspondence with the specific content that has been reproduced in the reproduction step and including information for outputting the user character object, in response to a users operation, and a transmission step (S 448 ) of transmitting the generated character information to another information processing device. 
     According to the tenth aspect, as character information can be transmitted to another information processing device in correspondence with a reproduced specific content, the specific content reproduced by a certain user can easily be recommended to another user. Accordingly, the user does not have to select of himself/herself a content he/she desires to reproduce from among a large number of contents stored in the server. Here, the information processing device operated by the user to whom the specific content was recommended outputs information for introducing the recommended specific content in association with the output character object. Therefore, as compared with an example where a specific content is simply introduced, the user feels more familiar and user&#39;s willingness to watch the content can further be enhanced. In addition, an advertising effect by what is called “word of mouth” among users can be enhanced. 
     According to a preferred eleventh aspect, the program further causes the computer representing the information processing device to perform an evaluation acceptance step (S 204  to S 214 ) of accepting input of evaluation of a reproduced content when reproduction processing in the reproduction step ends. 
     According to the eleventh aspect, input of evaluation of the content by the user who watched the content is accepted, so that the sponsor can obtain evaluation of the content and review the substance of distributed contents stored in the server based on the obtained evaluation. In addition, contents that interest the user can freely be provided and an effect thereof can be enhanced. 
     According to a preferred twelfth aspect, in the reproduction step, the sponsor content obtained from the server is reproduced, and in the evaluation acceptance step, input of evaluation is accepted when reproduction processing of the specific content or the sponsor content ends. 
     According to the twelfth aspect, input of evaluation can be accepted when reproduction processing of any of the specific content and the sponsor content ends. Therefore, the sponsor can obtain evaluation of all contents stored in the server and the sponsor can also reflect obtained evaluation in the substance of the contents managed by the sponsor and stored in the server. Thus, contents that interest the user can freely be provided and an effect thereof can be enhanced. 
     According to a preferred thirteenth aspect, the program further causes the computer representing the information processing device to perform a search screen output control step (S 736 ) of outputting a search screen for searching for a desired content from among all contents including the sponsor content stored in the server in response to a user&#39;s operation, and a search step (S 738  to S 750 ) of performing search processing for searching for a desired content from among the all contents stored in the server based on search information input in response to the user&#39;s operation in the search screen. 
     According to the thirteenth aspect, search processing for searching for a desired content from among all contents including the sponsor contents is performed, so that the sponsor content can be retrieved and output without watching a specific content and the sponsor can achieve higher appeal to the user. 
     An information processing device according to a fourteenth aspect of the present invention is an information processing device connected to be able to communicate with a server capable of distributing at least a sponsor content, and includes: an obtaining unit ( 40 ; S 110 , S 116 ) for obtaining content information including a specific content and identification information of a sponsor providing the specific content brought into correspondence with the specific content; a reproduction unit ( 40 ; S 128 , S 200 , S 202 ) for reproducing the obtained specific content, and a sponsor content output control unit ( 40 ; S 226 , S 312 , S 314 ) for obtaining a sponsor content specified by the identification information of the sponsor from the server and outputting the obtained sponsor content when reproduction of the specific content by the reproduction unit ends. 
     According to the fourteenth aspect, when reproduction of a specific content that can be distributed from a server ends, the sponsor content specified by the sponsor identification information is obtained from the server and output. Therefore, after reproduction of the content ends, the user can be led to a page where an independently managed sponsor content is provided. As the sponsor can independently manage the sponsor content, a degree of freedom in providing the content can be improved by freely arranging contents. In addition, contents can be added or updated, contents that interest the user can freely be provided and the effect thereof can be enhanced. 
     In the description above, for better understanding of the present invention, reference numerals, supplemental explanation and the like for showing correspondence with embodiments which will be described below are provided, however, they are not intended to limit the present invention in any manner. 
     According to the present invention, a degree of freedom and an effect of a content provided by a sponsor can be improved. 
     The foregoing and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a schematic configuration diagram of a distribution system according to an embodiment of the present invention. 
         FIG. 2  is a schematic configuration diagram of a video game system according to the embodiment of the present invention. 
         FIG. 3  is a block diagram showing an electric configuration of the video game system shown in  FIG. 2 . 
         FIGS. 4A to 4E  show appearance of a controller shown in  FIG. 2 . 
         FIG. 5  is a block diagram showing an electric configuration of the controller shown in  FIG. 2 . 
         FIG. 6  is a diagram showing an exemplary state of playing a game using the controller shown in  FIG. 2 . 
         FIG. 7  is a diagram for illustrating a viewing angle of a marker and the controller. 
         FIG. 8  is a diagram showing an exemplary picked-up image including a target image. 
         FIG. 9  is a diagram showing a data configuration stored in a flash memory embedded in a game device. 
         FIG. 10  is a diagram showing an exemplary initial screen of a content distribution application according to the embodiment of the present invention. 
         FIG. 11  is a diagram showing an example (No. 1) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 12  is a diagram showing an example (No. 2) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 13  is a diagram showing an example (No. 3) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 14  is a diagram showing an exemplary screen displaying a profile of a user character of the content distribution application according to the embodiment of the present invention. 
         FIG. 15  is a diagram showing an example (No. 4) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 16  is a diagram showing an example (No. 5) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 17  is a diagram showing an example (No. 6) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 18  is a diagram showing an example (7) of a main screen of the content distribution application according to the embodiment of the present invention. 
         FIG. 19  is a flowchart showing a processing procedure at the time of start-up in the game device according to the embodiment of the present invention. 
         FIGS. 20A to 20D  are diagrams showing an exemplary operation for a character registration function according to the embodiment of the present invention. 
         FIGS. 21A to 21F  are diagrams showing an exemplary operation for creating a user character according to the embodiment of the present invention. 
         FIG. 22  is a flowchart showing a processing procedure (No. 1) of a main screen subroutine in the game device according to the embodiment of the present invention. 
         FIG. 23  is a flowchart showing a processing procedure (No. 2) of the main screen subroutine in the game device according to the embodiment of the present invention. 
         FIG. 24  is a sequence diagram relating to an introduction character in the distribution system according to the embodiment of the present invention. 
         FIGS. 25A to 25C  are diagrams showing an exemplary structure of data exchanged in the sequence diagram shown in  FIG. 24 . 
         FIG. 26  is a diagram showing an exemplary state of reproduction of a content in the game device according to the embodiment of the present invention. 
         FIG. 27  is a diagram showing an exemplary user evaluation input screen in the game device according to the embodiment of the present invention. 
         FIG. 28  is a diagram showing an exemplary sub menu screen relating to motion picture reproduction in the game device according to the embodiment of the present invention. 
         FIG. 29  is a flowchart showing a processing procedure in a motion picture reproduction subroutine in the game device according to the embodiment of the present invention. 
         FIGS. 30A and 30B  are diagrams showing an exemplary structure of data exchanged in the flowchart shown in  FIG. 29 . 
         FIG. 31  is a block diagram showing an exemplary summarizing process in the distribution server according to the embodiment of the present invention. 
         FIG. 32  is a schematic diagram of a directory structure in the distribution server according to the embodiment of the present invention. 
         FIGS. 33A to 33D  are diagrams showing an exemplary screen displayed when a sponsor selection screen subroutine is executed in the game device according to the embodiment of the present invention. 
         FIG. 34  is a flowchart showing a processing procedure in the sponsor selection screen subroutine in the game device according to the embodiment of the present invention. 
         FIGS. 35A to 35F  are diagrams showing an exemplary screen displayed when a message creation subroutine is executed in the game device according to the embodiment of the present invention. 
         FIG. 36  is a flowchart showing a processing procedure in the message creation subroutine in the game device according to the embodiment of the present invention. 
         FIG. 37  shows appearance of a portable game device according to the embodiment of the present invention. 
         FIG. 38  is a block diagram showing an electric configuration of the portable game device according to the embodiment of the present invention. 
         FIGS. 39A and 39B  are diagrams showing an exemplary screen displayed when a portable terminal transfer subroutine is executed in the game device according to the embodiment of the present invention. 
         FIGS. 40A to 40D  are diagrams showing an example (No. 1) of a screen displayed when a distribution application for portable terminal is executed in the portable game device according to the embodiment of the present invention. 
         FIGS. 41A to 41D  are diagrams showing an example (No. 2) of a screen displayed when the distribution application for portable terminal is executed in the portable game device according to the embodiment of the present invention. 
         FIG. 42  is a sequence diagram showing processing for transferring a content between the game device and the portable game device according to the embodiment of the present invention. 
         FIG. 43  is a flowchart showing a procedure for processing the distribution application for portable terminal in the portable game device according to the embodiment of the present invention. 
         FIG. 44  is a diagram showing an example (No. 1) of a screen displayed when a calendar subroutine is executed in the game device according to the embodiment of the present invention. 
         FIG. 45  is a diagram showing an example (No. 2) of a screen displayed when the calendar subroutine is executed in the game device according to the embodiment of the present invention. 
         FIG. 46  is a sequence diagram showing data exchange when a calendar function is attained in the distribution system according to the embodiment of the present invention. 
         FIGS. 47A and 47B  are diagrams showing an exemplary data structure of calendar data exchanged in the sequence diagram shown in  FIG. 46 . 
         FIG. 48  is a flowchart showing a processing procedure (No . 1) in a calendar subroutine in the game device according to the embodiment of the present invention. 
         FIG. 49  is a flowchart showing a processing procedure (No. 2) in the calendar subroutine in the game device according to the embodiment of the present invention. 
         FIG. 50  is a diagram showing an exemplary data structure of weekly calendar data according to a variation of the embodiment of the present invention. 
         FIGS. 51A to 51D  are diagrams showing an exemplary screen displayed when a content search subroutine is executed in the game device according to the embodiment of the present invention. 
         FIG. 52  is a sequence diagram showing a procedure for processing a search function in the distribution system according to the embodiment of the present invention. 
         FIG. 53  is a flowchart showing a procedure (No. 1) for processing the content search subroutine in the distribution system according to the embodiment of the present invention. 
         FIG. 54  is a flowchart showing a procedure (No. 2) for processing the content search subroutine in the distribution system according to the embodiment of the present invention. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     An embodiment of the present invention will be described in detail with reference to the drawings. The same or corresponding elements in the drawings have the same reference characters allotted, and description thereof will not be repeated. 
     &lt;Definition&gt; 
     The phrase “can interact” herein means that a device such as an input portion, a display portion, a storage portion, and an audio output portion is connected to a computer representing an information processing device (typically, a game device) via wire or wireless communication and that data can be communicated. Here, a device such as an input portion, a display portion, a storage portion, and an audio output portion may integrally be formed with the computer or separately be provided. 
     &lt;Overall Configuration&gt; 
     Initially, a distribution system  100  will be described as a typical example of an information processing system according to the present invention. Referring to  FIG. 1 , distribution system  100  according to an embodiment of the present invention includes a distribution server  104  distributing a content such as a motion picture which will be described later and a mail server  102  for exchanging a message between users or players (hereinafter, also simply collectively referred to as “user”). These servers  102  and  104  are connected to one video game device or a plurality of video game devices (hereinafter, also simply referred to as “game device”) through a network  106  including the Internet or LAN so that data can be communicated. As distribution of contents such as motion pictures requires a relatively wide network band, a distributed system may be adopted. The distributed system is provided by including at least one main server and at least one cache server for distributing the same data or content substantially in synchronization with this main server. Typically, by providing one main server and a plurality of cache servers on network  106  and configuring the plurality of cache servers so as to reflect data update in the main server, a cache server closest to a game device  12  that accesses from various locations on network  106  can distribute thereto contents or various types of data. Thus, response to game device  12  can be improved. 
     Though details of game device  12  will be described later, the user operates game device  12  to request distribution server  104  for downloading of a content that he/she found interesting or to inform a family member, a friend or the like of a content that he/she found interesting among the watched distribution contents via an e-mail. 
     Though  FIG. 1  illustrates a configuration where a plurality of game devices  12  are connected to network  106 , a single game device  12  may be provided. In addition, a plurality of distribution servers  104  may be provided, depending on a type, load, or the like of downloaded data (content). In addition, a personal computer (PC), a portable telephone or the like may be connected to network  106 . In addition, various electronic devices may be connected to network  106  so that a message can be exchanged with game device  12  via mail server  102 . 
     Alternatively, instead of what is called a server-client configuration shown in  FIG. 1 , a P2P (Peer to Peer) configuration in which data is directly exchanged between game devices  12  without using distribution server  104  may be adopted. Further alternatively, instead of a method using the network, a content, introduction character information, motion picture information, or the like may be obtained through a storage medium such as a portable semiconductor memory and an optical disc. 
     Game devices  12  can also communicate with each other through network  106  A message input by the user or a message generated by game device  12  is converted to an e-mail format and transmitted/received (exchanged) between game devices  12  through network  106  and mail server  102 . Therefore, a common mail server may be used as mail server  102 . Thus, game device  12  can also exchange a message, that is, an e-mail, with a portable terminal (a terminal other than another game device  12 ) such as a PC or a portable telephone. As such message exchange processing in game device  12  is automatically performed in accordance with prescribed schedule without a user&#39;s instruction for exchange, the user can receive a message while playing a game or executing another application, without his/her own periodic checking operation. In addition, game device  12  may also exchange a message only with game device  12  or a terminal other than game device  12  (hereinafter may simply also be referred to as “another terminal”), of which address has been registered in an address book (a friend list  44   d  which will be described later). In such a case, reception of an undesired message such as a spam mail by the user can be avoided, even though a common mail system is used. 
     In addition, game device  12  can provide a message board function which is an application for displaying a received message on a monitor  34 . Preferably, however, a specific message dependent on other applications (games and the like), that is, data used only by such applications can be read only by means of such applications. Therefore, if a user would like to send a message only to a specific user, by transmitting that message together with data dependent on an individual application, the message can be in such a format that cannot be read with the message board function. It is noted that a message that can be referred to regardless of a type of an application can be referred to (read) by anybody based on the message board function, when it is displayed on monitor  34 . 
     The message board function is provided by an application having a function to display a received message on monitor  34 , and it achieves display of the message obtained from network  106 . Not only a message received from other game devices  12  or other terminals but also a message created for the game device itself can also similarly be displayed. Therefore, even when game device  12  is not connected to network  106 , this message board function can be utilized as a message board at home and/or as a personal memo pad. In addition, a record generated by an application such as a game may also subsequently be viewed by using the message board function. Here, by storing in the same area a message generated in game device  12  in a format the same as that for the message obtained through network  106  (in the present embodiment, an e-mail format), it is not necessary to prepare individual display processing. For example, data should only be converted to an e-mail format in generating a memo or a message, or data in an e-mail format should only be generated in game program processing. 
     &lt;Configuration of Game Device&gt; 
     Referring to  FIG. 2 , a video game system  10  according to the embodiment of the present invention includes game device  12  and a controller  22 . A content distribution application is incorporated in game device  12  and video game system  10  functions as a content distribution terminal. 
     Game device  12  according to the present embodiment is designed to be able to communicate with four controllers  22  at the maximum. In addition, game device  12  and each controller  22  are connected to each other through wireless communication. For example, wireless communication is implemented under Bluetooth® specifications, however, it may be implemented under other specifications such as infrared or wireless LAN. Alternatively, wire connection may be adopted. 
     Game device  12  includes a housing  14  in a substantially parallelepiped shape, and a disc slot  16  is provided in a front surface of housing  14 . An optical disc  18  typically representative of a storage medium for storing a game program or the like is inserted in disc slot  16  and attached to a disc drive  54  (see  FIG. 3 ) within housing  14 . An LED and a light guide plate are arranged around disc slot  16 , and the LED can illuminate in response to various processes. 
     In addition, in the front surface of housing  14  of game device  12 , a power button  20   a  and a reset button  20   b  are provided in an upper portion thereof and an eject button  20   c  is provided in a lower portion thereof. Moreover, a connector cover  28  for an external memory card is provided between reset button  20   b  and eject button  20   c , in the vicinity of disc slot  16 . An external memory card connector  62  (see  FIG. 3 ) is provided inside connector cover  28  for external memory card, in which a not-shown external memory card (hereinafter simply also referred to as a “memory card”) is inserted. The memory card is used for temporarily storing a game program or the like that is read from optical disc  18  and loaded, or it is used for storing (saving) game data of the game played with this video game system  10  (data of a game result or data while playing the game). The game data above, however, may be stored in an internal memory such as a flash memory  44  (see  FIG. 3 ) provided inside game device  12 , instead of the memory card. In addition, the memory card may be used as a back-up memory for the internal memory. Furthers the game program or the like may be supplied (downloaded) to game device  12  from a server or the like connected to the network through a wire or wireless communication line. The game program or the like thus downloaded is stored in flash memory  44  (see  FIG. 3 ) or a memory card provided in game device  12 . 
     A general-purpose SD (Secured Digital) card may be employed as the memory card, however, other general-purpose memory cards such as a memory stick or a multimedia card (trademark) may also be employed. 
     An AV cable connector  58  (see  FIG. 3 ) is provided on a rear surface of housing  14  of game device  12 . An AV cable  32   a  is connected to AV connector  58 , and game device  12 , monitor  34  (display portion) and a speaker  34   a  (an audio output portion) are connected to one another through this AV cable  32   a . Monitor  34  and speaker  34   a  are typically implemented by a color television. AV cable  32   a  inputs a video signal from game device  12  to a video input terminal of the color television and inputs an audio signal to an audio input terminal. Therefore, for example, a game image of a three-dimensional (3D) video game is displayed on a screen of color television (monitor)  34  and stereophonic game sound such as game music or sound effect is output from left and right speakers  34   a . In addition, a marker portion  34   b  having two infrared LEDs (markers)  340   m  and  340   n  is provided around monitor  34  (in the example shown in  FIG. 2 , on the top of monitor  34 ). Marker portion  34   b  is connected to game device  12  through a power cable  32   b . Therefore, marker portion  34   b  is supplied with power from game device  12 . Thus, markers  340   m  and  340   n  emit light and output infrared rays from the front of monitor  34 . 
     Game device  12  is supplied with power by a general AC adapter (not shown). The AC adapter is inserted in an ordinary wall outlet at home and power supply for home (commercial power supply) is converted to a low DC voltage signal suitable for driving game device  12 . In other implementations, a battery may be employed as the power supply. 
     When the user plays some kind of a video game (or another application, without limited to the video game) with this video game system  10 , the user initially turns on power of game device  12 , selects appropriate optical disc  18  recording a program of a video game (or another application the user desires to play), and loads optical disc  18  to disc drive  54  of game device  12 . Then, game device  12  starts execution of the video game or another application based on the program recorded on that optical disc  18 . Alternatively, game device  12  may start execution of the video game or another application based on a program downloaded in advance from the server and stored in flash memory  44  (see  FIG. 3 ) or the like. 
     The user operates controller  22  to provide an input to game device  12 . For example, by operating any button in an input portion  26 , the user starts the video game or another application. Further, by moving controller  22  itself other than operating input portion  26 , the user can move a motion picture object (a user object) in a different direction or change a point of view of the user (a camera position) in a 3D game world. 
       FIG. 3  is a block diagram showing an electric configuration of video game system  10  shown in  FIG. 2 . Each component within housing  14  is mounted on a printed circuit board. As shown in  FIG. 3 , game device  12  is provided with a CPU  40 . CPU  40  functions as a game processor. A system LSI  42  is connected to CPU  40 . An external main memory  46 , a ROM/RTC  48 , disc drive  54 , and an AV_IC.  56  are connected to this system LSI  42 . 
     External main memory  46  stores a program of various applications or various types of data, and it is used as a work area or a buffer area of CPU  40 . ROM/RTC  48  is what is called a boot ROM, and a program for starting up game device  12  is incorporated therein and provided with a time counting circuit for counting time. Namely, CPU  40  obtains current time and day (year, month, day, and time) by referring to ROM/RTC  48 . Disc drive  54  reads program data, texture data or the like from optical disc  18 , and writes such data in an internal main memory  42   e  or external main memory  46  which will be described later under the control of CPU  40 . 
     System LSI  42  includes an input/output processor  42   a , a GPU (Graphics Processor Unit)  42   b , a DSP (Digital Signal Processor)  42   c , a VRAM  42   d , and internal main memory  42   e , and these components are connected to one another through an internal bus. 
     Input/output processor (I/O processor)  42   a  transmits and receives data or downloads data. Transmission and reception and downloading of data will be described later in detail. 
     GPU  42   b  forms a part of rendering means. Receiving a graphics command (an image creation command) from CPU  40 , GPU  42   b  generates game image data in accordance with the command. It is noted that CPU  40  provides an image generation program necessary for generating game image data to GPU  42   b , in addition to the graphics command. 
     As described above, VRAM  42   d  is connected to GPU  42   b . GPU  42   b  obtains data necessary for GPU  42   b  to execute the image creation command (image data: data such as polygon data or texture data) by accessing VRAM  42   d . It is noted that CPU  40  writes image data necessary for rendering in VRAM  42   d , by utilizing GPU  42   b . GPU  42   b  accesses VRAM  42   d  and creates the game image data for rendering. 
     In the present embodiment, an example where GPU  42   b  generates game image data is described. On the other hand, when some kind of application other than the game application is executed, GPU  42   b  generates image data for that application. 
     In addition, DSP  42   c  functions as an audio processor and generates audio data corresponding to sound, voice or music to be output from speaker  34   a , by using sound data or a sound waveform (tone) data stored in internal main memory  42   e  or external main memory  46 . 
     The game image data and the audio data generated as described above are read by AV_IC  56  and output to monitor  34  and speaker  34   a  through AV connector  58 . Therefore, a game picture is displayed on monitor  34  and sound (music) necessary for the game is output from speaker  34   a.    
     In addition, flash memory  44 , a wireless communication module  50  and a wireless controller module  52  are connected to input/output processor  42   a . Moreover, an antenna  50   a  is connected to wireless communication module  50  and an antenna  52   a  is connected to wireless controller module  52 . 
     Input/output processor  42   a  can communicate with another game device or various servers connected to the network through wireless communication module  50 . Input/output processor  42   a , however, can also communicate directly with another game device without communicating via the network. Input/output processor  42   a  periodically accesses flash memory  44  and detects whether data that should be transmitted to the network (referred to as transmission data) is present or not. If such transmission data is present, input/output processor  42   a  transmits the data to the network through wireless communication module  50  and antenna  50   a . In addition, input/output processor  42   a  receives data transmitted from another game device (also referred to as reception data) through the network, antenna  50   a  and wireless communication module  50  and causes flash memory  44  to store the reception data. Under a prescribed condition, however, input/output processor  42   a  discards the reception data. In addition, input/output processor  42   a  receives data downloaded from a download server (referred to as the downloaded data) through the network, antenna  50   a  and wireless communication module  50  and causes flash memory  44  to store the downloaded data. 
     In addition, input/output processor  42   a  receives input data transmitted from controller  22  through antenna  52   a  and wireless controller module  52 , and causes internal main memory  42   e  or external main memory  46  to store (temporarily store) the input data in a buffer area thereof. After the input data is used in game processing by CPU  40 , it is erased from the buffer area. 
     In the present embodiment, as described above, wireless controller module  52  communicates with controller  22  under Bluetooth® specifications. 
     In addition, an expansion connector  60  and external memory card connector  62  are connected to input/output processor  42   a . Expansion connector  60  is a connector for an interface such as a USB or an SCSI, and a medium such as an external storage medium or a peripheral device such as another controller can be connected. In addition, a wired LAN adapter may be connected to expansion connector  60  and wired LAN can be utilized instead of wireless communication module  50 . An external storage medium such as a memory card can be connected to external memory card connector  62 . Therefore, for example, input/output processor  42   a  can access the external storage medium to store data therein or to read data therefrom, through expansion connector  60  or external memory card connector  62 . 
     As shown also in  FIG. 2 , game device  12  (housing  14 ) is provided with power button  20   a , reset button  20   b  and eject button  20   c . Power button  20   a  is connected to system LSI  42 . When power button  20   a  is turned on, system LSI  42  supplies power to each component in game device  12  through a not-shown AC adapter and sets a mode in a normally powered state (referred to as a normal mode). On the other hand, when power button  20   a  is turned off, system LSI  42  supplies power only to some components in game device  12  and sets a mode in which power consumption is minimized (hereinafter also referred to as a “stand-by mode”). In the present embodiment, when the stand-by mode is set, system LSI  42  indicates stop of power supply to components other than input/output processor  42   a , flash memory  44 , external main memory  46 , ROM/RTC  48 , wireless communication module  50 , and wireless controller module  52 . Therefore, the stand-by mode refers to a mode in which CPU  40  does not execute an application. 
     Though power is supplied to system LSI  42  even in the stand-by mode, power consumption is lowered by avoiding drive of GPU  42   b , DSP  42   c  and VRAM  42   d  as a result of stop of supply of a clock thereto. 
     In addition, a fan for expelling heat of an IC such as CPU  40  or system LSI  42  is provided in housing  14  of game device  12 . In the stand-by mode, this fan is also stopped. If the user does not wish to use the stand-by mode, setting for not using the stand-by mode may be made so that power supply to all circuit components is completely stopped as power button  20   a  is turned off. 
     In addition, switching between the normal mode and the stand-by mode may also be made remotely by switching on and off a power switch  26   h  (see  FIG. 4 ) of controller  22 . When such a remote operation is not performed, such setting that power is not supplied to wireless controller module  52  in the stand-by mode may be made. 
     Reset button  20   b  is also connected to system LSI  42 . When reset button  20   b  is pressed, system LSI  42  re-starts a start-up program of game device  12 . Eject button  20   c  is connected to disc drive  54 . When eject button  20   c  is pressed, optical disc  18  is ejected from disc drive  54 . 
     &lt;Configuration of Controller&gt; 
       FIGS. 4A to 4E  show exemplary appearance of controller  22 .  FIG. 4A  shows a tip end surface of controller  22 ,  FIG. 4B  shows an upper surface of controller  22 ,  FIG. 4C  shows a right side surface of controller  22 ,  FIG. 4D  shows a lower surface of controller  22 , and  FIG. 4E  shows a rear end surface of controller  22 . 
     Referring to  FIGS. 4A to 4E , controller  22  has a housing  22   a  formed, for example, by plastic molding. Housing  22   a  is in a substantially parallelepiped shape and has such a size as being held by the user with one hand. Housing  22   a  (controller  22 ) is provided with input means (a plurality of buttons and/or switches)  26 . Specifically, as shown in  FIG. 4B , a cross key  26   a , a 1 button  26   b , a 2 button  26   c , an A button  26   d , a − button  26   e , a HOME button  26   f , a + button  26   g , and power switch  26   h  are provided on the upper surface of housing  22   a . In addition, as shown in  FIGS. 4C  and  4 D, an inclined surface is formed in the lower surface of housing  22   a , where a B trigger switch  26   i  is provided. 
     Cross key  26   a  is a four-directional push switch, and includes operation portions pointing to four directions shown with arrows, that is, front (or up), rear (or down), right, and left. As the user operates any one of these operation portions, a direction of movement of a character or an object (a user character or a user object) operable by the user can be indicated or a direction of movement of a cursor can be indicated. 
     Each of 1 button  26   b  and 2 button  26   c  is a push-button switch. For example, these buttons are used for a game operation such as adjustment of a position of a viewpoint or a direction of viewpoint, that is, a position or a field angle of a virtual camera, for example, in displaying a three-dimensional game image. Alternatively, 1 button  26   b  and 2 button  26   c  may be used for an operation the same as that with A button  26   d  and B trigger switch  26   i , respectively, or for an auxiliary operation. 
     A button  26   d  is a push-button switch, and it is used for causing the user character or the user object to perform an operation other than indication of a direction, that is, any action including hitting (punching), throwing, catching (grasping), riding, jumping, or the like. For example, in an action game, jumping, punching, actuating a weapon, or the like can be indicated. Alternatively, in a role-playing game (RPG) or simulation RPG, acquiring of an item, selection and determination of a weapon or a command, or the like can be indicated. 
     Each of − button  26   e , HOME button  26   f , + button  26   g , and power switch  26   h  is also a push-button switch. − button  26   e  is used for selecting a game mode. HOME button  26   f  is used for displaying a game menu (a menu screen). + button  26   g  is used for starting (resuming) a game or causing the game to pause. Power switch  26   h  is used for turning on/off power of game device  12  by remote operation. 
     In the present embodiment, a power switch for turning on/off controller  22  itself is not provided, and controller  22  is configured such that it is turned on by operating any input portion  26  of controller  22  and it is automatically turned off in the absence of an operation for a prescribed period (for example, 30 seconds) or longer. 
     B trigger switch  26   i  is also a push-button switch, and it is mainly used for providing an input simulating a trigger such as shooting a gun or for designating a position selected by controller  22 . In addition, by keep pressing B trigger switch  26   i , an operation of the user object or a parameter can also be maintained in a prescribed state. In addition, in a prescribed case, B trigger switch  26   i  functions similarly to a normal B button, and it is used for canceling an action selected by using A button  26   d.    
     In addition, as shown in  FIG. 4E , an external expansion connector  22   b  is provided in the rear end surface of housing  22   a , and as shown in  FIG. 4B , an indicator  22   c  is provided on the upper surface of housing  22   a , toward the side of the rear end surface. External expansion connector  22   b  is used, for example, for connection to a not-shown another expansion controller. Indicator  22   c  is constituted, for example, of four LEDs. Illumination of any one of these four LEDs can indicate identification information (a controller number) of controller  22  corresponding to the illuminating LED or indicate a state of charge of controller  22  based on the number of illuminating LEDs. 
     Moreover, controller  22  has an image pick-up information operating unit  80  (see  FIG. 5 ), and a light incident port  22   d  of image pick-up information operating unit  80  is provided at the tip end surface of housing  22   a  as shown in  FIG. 4A . Further, controller  22  has a speaker  86  (see  FIG. 5 ). As shown in  FIG. 4B , speaker  86  is provided inside housing  22   a , in correspondence with a sound emission hole  22   e  provided in the upper surface of housing  22   a , between 1 button  26   b  and HOME button  26   f.    
     The shape of controller  22  and the shape, the number, the position, and the like of input portions  26  shown in  FIGS. 4A to 4E  are merely by way of example, and even variation as appropriate thereof is encompassed in the essence of the present invention. 
       FIG. 5  is a block diagram showing an electric configuration of controller  22 . Referring to  FIG. 5 , controller  22  includes a processor  70 , to which external expansion connector  22   b , input portion  26 , a memory  72 , an acceleration sensor  74 , a wireless module  76 , image pick-up information operating unit  80 , an LED  82  (indicator  22   c ), a vibrator  84 , speaker  86 , and a power supply circuit  88  are connected through an internal bus (not shown). In addition, an antenna  78  is connected to wireless module  76 . 
     Processor  70  is responsible for overall control of controller  22 , and it transmits (inputs) as input data, information input from input portion  26 , acceleration sensor  74  and image pick-up information operating unit  80  (input information) to game device  12  through wireless module  76  and antenna  78 . Here, processor  70  uses memory  72  as a work area or a buffer area. 
     An operation signal (operation data) from input portion  26  ( 26   a  to  26   i ) described above is input to processor  70 , which once causes memory  72  to store the operation data. 
     In addition, acceleration sensor  74  detects each acceleration in three axes of a vertical direction (direction of y-axis), a horizontal direction (direction of x-axis) and a front-rear direction (direction of z-axis) of controller  22 . Acceleration sensor  74  is typically a capacitance-type acceleration sensor, however, a sensor of another type may be employed. 
     For example, acceleration sensor  74  detects acceleration for each of the x-axis, the y-axis and the z-axis (ax, ay, az) every first prescribed time, and inputs the detected acceleration data (acceleration data) to processor  70 . For example, acceleration sensor  74  detects acceleration in the direction of each axis in a range from −2.0 G to 2.0 G (G represents acceleration of gravity; to be understood similarly hereinafter). Processor  70  detects acceleration data provided from acceleration sensor  74  every second prescribed time, and causes memory  72  to once store the acceleration data. Processor  70  creates input data including at least one of operation data, acceleration data and marker coordinate data which will be described later, and transmits the created input data to game device  12  every third prescribed time (for example, 5 msec.). 
     Though not shown in  FIGS. 4A to 4E , in the present embodiment, acceleration sensor  74  is provided on a substrate inside housing  22   a , around a position where cross key  26   a  is arranged. 
     Here, a person skilled in the art could readily understand from the description in the present specification that further information on controller  22  can be estimated and/or calculated (determined) as a result of processing by the processor of game device  12  (such as CPU  40 ), the processor of controller  22  (such as processor  70 ) or the like, based on the acceleration data output from acceleration sensor  74 . 
     For example, in an example where the processor performs processing on the premise that the controller including a one-axis acceleration sensor is in a static state, that is, where it is assumed that acceleration detected by the acceleration sensor consists of only acceleration of gravity, if controller  22  is actually in a static state, whether an attitude of controller  22  is inclined with respect to the direction of gravity or how it is inclined can be determined based on the detected acceleration data. Specifically, if a state that an axis detected by the acceleration sensor is in the vertically downward direction is defined as the reference, inclination can be determined only based on whether 1 G (acceleration of gravity) is applied or not, and magnitude of inclination can be determined based on magnitude of acceleration of gravity. 
     Alternatively, in a case of a multi-axis acceleration sensor, acceleration data in each axis is further processed so that a degree of inclination with respect to the direction of gravity can be known in further detail. In such a case, processor  70  may perform processing for calculating data of an angle of inclination of controller  22  based on outputs from the acceleration sensors, however, processing may be such that approximate inclination can be estimated based on outputs from the acceleration sensors without processing for calculating inclination angle data. Thus, by combining the acceleration sensor with the processor, an inclination, an attitude or a position of controller  22  can be determined. 
     On the other hand, in an example where the acceleration sensor is premised on a dynamic state, acceleration in accordance with movement of the acceleration sensor is detected in addition to a component of acceleration of gravity. Therefore, by eliminating the component of acceleration of gravity with prescribed processing, a direction of movement or the like can be determined. Specifically, when controller  22  having the acceleration sensors is moved in a manner dynamically accelerated by a user&#39;s hand, the acceleration data generated by the acceleration sensors is processed so that various movements and/or positions of controller  22  can be calculated. 
     Even in an example where the acceleration sensor is premised on a dynamic state, inclination with respect to the direction of gravity can be determined by eliminating acceleration in accordance with movement of the acceleration sensor with prescribed processing. In another embodiment, the acceleration sensor may incorporate an embedded signal processing device or a dedicated processing device of another type for subjecting an acceleration signal (acceleration data) output from contained acceleration detection means to desired processing prior to output of acceleration data to processor  70 . For example, an embedded or dedicated processing device may convert sensed acceleration data into a corresponding inclination angle (or other preferred parameters) if the acceleration sensor serves to detect static acceleration (for example, acceleration of gravity). 
     Wireless module  76  modulates a carrier wave at a prescribed frequency with input data and emits the resultant weak radio signal from antenna  78 , using, for example, the Bluetooth® technique. Namely, input data is modulated by wireless module  76  into a weak radio signal and transmitted from antenna  78  (controller  22 ). This weak radio signal is received by wireless controller module  52  provided in game device  12  described above. The received weak radio wave is subjected to demodulation and decoding processing, and consequently, game device  12  (CPU  40 ) can obtain input data from controller  22 . Then, CPU  40  proceeds with game processing in accordance with the obtained input data and the program (game program). 
     In addition, as described above, controller  22  is provided with image pick-up information operating unit  80 . Image pick-up information operating unit  80  is constituted of an infrared filter  80   a , a lens  80   b , an image pick-up element  80   c , and an image processing circuit  80   d . Infrared filter  80   a  allows passage of only infrared of light incident from the front of controller  22 . As described above, markers  340   m  and  340   n  arranged in the vicinity of (around) a display screen of monitor  34  are infrared LEDs for outputting infrared rays from the front of monitor  34 . Therefore, an image of markers  340   m  and  340   n  can more accurately be picked up by providing infrared filter  80   a . Lens  80   b  collects the infrared rays that have passed through infrared filter  80   a  and directs the infrared rays toward image pick-up element  80   c . Image pick-up element  80   c  is implemented by a solid-state image pick-up element such as a CMOS sensor or a CCD, and it picks up an image of the infrared rays collected by lens  80   b . Therefore, image pick-up element  80   c  picks up an image only of the infrared rays that have passed through infrared filter  80   a  to generate image data. An image picked up by image pick-up element  80   c  is hereinafter referred to as a picked-up image. The image data generated by image pick-up element  80   c  is processed by image processing circuit  80   d . Image processing circuit  80   d  calculates a position of an image pick-up object (markers  340   m  and  340   n ) within the picked-up image and outputs each coordinate value indicating the position to processor  70  as the image pick-up data every fourth prescribed time. Processing in image processing circuit  80   d  will be described later. 
       FIG. 6  is a diagram showing an exemplary state of playing a game using controller  22 . As shown in  FIG. 6 , in playing a game using controller  22  in video game system  10 , the user holds controller  22  with one hand. Strictly speaking, the user holds controller  22  in such a state that the tip end surface of controller  22  (on the side of port  22   d  on which light to be picked up by image pick-up information operating unit  80  is incident) is directed toward markers  340   m  and  340   n . As can be seen also from  FIG. 6 , however, markers  340   m  and  340   n  are arranged in parallel to the horizontal direction of the screen of monitor  34 . In such a state, the user performs a game operation by changing a position on the screen indicated by controller  22  or by changing a distance between controller  22  and each marker  340   m ,  340   n.    
       FIG. 7  is a diagram for illustrating a viewing angle of markers  340   m  and  340   n  and controller  22 . As shown in  FIG. 7 , each of markers  340   m  and  340   n  emits infrared rays in a range of a viewing angle θ 1 . In addition, image pick-up element  80   c  of image pick-up information operating unit  80  can receive incident light in a range of a viewing angle θ 2 , with a direction of line of sight of controller  22  being defined as the center. For example, viewing angle θ 1  of markers  340   m  and  340   n  is set to 34° (half-value angle), while viewing angle θ 2  of image pick-up element  80   c  is set to 41°. The user holds controller  22  in such a position and an orientation that image pick-up element  80   c  can receive infrared rays from two markers  340   m  and  340   n . Specifically, the user holds controller  22  such that at least one of markers  340   m  and  340   n  is located within viewing angle θ 2  of image pick-up element  80   c  and controller  22  is located in viewing angle θ 1  of at least one of markers  340   m  and  340   n . In such a state, controller  22  can sense at least one of markers  340   m  and  340   n . The user can perform a game operation by changing the position and the orientation of controller  22  in a range satisfying this condition. 
     If the position and the orientation of controller  22  are out of this range, the game operation based on the position and the orientation of controller  22  cannot be performed. Such a range above will hereinafter be referred to as an “effective operation range.” 
     When controller  22  is held within the effective operation range, an image of each marker  340   m ,  340   n  is picked up by image pick-up information operating unit  80 . Namely, the picked-up image obtained by image pick-up element  80   c  includes an image of each marker  340   m ,  340   n , which is a target of image pick-up (target image).  FIG. 8  is a diagram showing an exemplary picked-up image including a target image. Using the image data of the picked-up image including the target image, image processing circuit  80   d  calculates a coordinate indicating a position of each marker  340   m ,  340   n  in the picked-up image (a marker coordinate). 
     As the target image appears as a high-luminance portion in the image data of the picked-up image, image processing circuit  80   d  initially detects this high-luminance portion as a candidate for the target image. Then, image processing circuit  80   d  determines whether that high-luminance portion is the target image or not, based on a size of the detected high-luminance portion. The picked-up image may include not only target images  340   m ′ and  340   n ′ corresponding to two respective markers  340   m  and  340   n  but also an image other than the target image due to solar rays passing through a window or light of a fluorescent lamp in a room. Processing for determining whether the high-luminance portion is the target image or not is performed in order to distinguish between target images  340   m ′ and  340   n ′ corresponding to respective markers  340   m  and  340   n  and an image other than that and to accurately detect the target image. Specifically, in the determination processing, whether the detected high-luminance portion has a size in a predetermined prescribed range or not is determined. When the high-luminance portion has a size in the prescribed range, the high-luminance portion is determined as the target image. In contrast, when the high-luminance portion does not have a size in the prescribed range, the high-luminance portion is determined as an image other than the target image. 
     In addition, image processing circuit  80   d  calculates a position of the ID high-luminance portion that has been determined as the target image as a result of the determination processing above. Specifically, the position of the center of gravity of the high-luminance portion is calculated. Here, the coordinate of the position of the center of gravity is referred to as a marker coordinate. In addition, the position of the center of gravity can be calculated on an order higher than resolution of image pick-up element  80   c . Here, the resolution of the image picked up by image pick-up element  80   c  is assumed as 126 dots×96 dots and the position of the center of gravity is calculated on a scale of 1024 dots×768 dots. Namely, the marker coordinate is expressed as an integer value from (0, 0) to (1024, 768). 
     It is noted that the position in the picked-up image is expressed in a coordinate system (an XY coordinate system) in which the upper left of the picked-up image is defined as the origin, a downward direction is defined as the positive direction of the Y-axis, and a right direction is defined as the positive direction of the N-axis. 
     In addition, if the target images are properly detected, two high-luminance portions are extracted as the target images through the determination processing, and therefore, two marker coordinates are calculated. Image processing circuit  80   d  outputs data indicating calculated two marker coordinates. The output data of the marker coordinates (marker coordinate data) is included in the input data and transmitted to game device  12  by processor  70 , as described above. 
     When game device  12  (CPU  40 ) detects the marker coordinate data from the received input data, it can calculate a position indicated by controller  22  on the screen of monitor  34  (an indicated coordinate) and a distance from controller  22  to each of markers  340   m  and  340   n  based on this marker coordinate data. Specifically, the position to which controller  22  is directed, that is, the indicated position, is calculated based on the position of an intermediate point between two marker coordinates. In addition, as the distance between the target images in the picked-up image is varied depending on a distance between controller  22  and markers  340   m ,  340   n , game device  12  can obtain the distance between controller  22  and markers  340   m ,  340   n  by calculating the distance between the two marker coordinates. 
     &lt;Data Configuration&gt; 
     A configuration of data stored in flash memory  44  contained in game device  12  will now be described with reference to  FIG. 9 . 
     Game device  12  performs two types of communication processing for exchange of a message with mail server  102  and downloading of data from distribution server  104 . Processing for exchanging the message and downloading is performed by input/output processor  42   a . Flash memory  44  includes as a storage area, a transmission message box  44   a , a reception message box  44   b , a file for administration  44   c , a friend list  44   d , a task list  44   e , a save area  44   f , a database  44   g , and a main body application area  44   h.    
     Transmission message box  44   a  is an area for storing a message in an e-mail format transmitted from game device  12  to another game device  12  or other terminals (referred to as transmission data). As can also be seen in  FIG. 9 , the transmission data is transmitted to mail server  102 . Therefore, game device  12  can transmit a message to another game device  12  through mail server  102  and network  106 . Input/output processor  42   a  refers to transmission message box  44   a  based on a prescribed schedule (for example, every 10 minutes), and if transmission data is stored, it transmits the stored transmission data to mail server  102 . When the transmission data is transmitted to mail server  102 , the transmission data is erased from transmission message box  44   a . Alternatively, the processing above may be performed in response to the user&#39;s operation. 
     Thus, input/output processor  42   a  transmits an e-mail independently of the application. Therefore, only by performing processing for creating a message and thereafter recording the message in the e-mail format in transmission message box  44   a , a message can be transmitted, with an application such as a message board function or a game being executed by CPU  40 . 
     In the present embodiment, data in a more general e-mail format is exchanged with mail server  102 , however, the data format is not limited to an e-mail but any data format may be adopted. Speaking in particular of communication between game devices  12 , it is not necessary to adopt a general format. Even in an example of communication with another terminal, any general format adapted to processing by that terminal is also applicable. In addition, regarding a type of the server as well, any server of a type other than the mail server may be adopted, so long as it holds received data until it is accessed from a terminal. 
     If a transmission function is suspended or communication fails for some reason, transmission data is not transmitted and a data capacity in transmission message box  44   a  may become full. In such a case, addition of a transmission message to transmission message box  44   a  is not accepted. 
     Reception message box  44   b  is an area for storing a message in an e-mail format received from another game device  12 , another terminal, or distribution server  104  (it may also herein be referred to as “reception data” in contrast to “transmission data” above). As can also be seen in  FIG. 9 , the reception data is transmitted from mail server  102  and/or distribution server  104 . Input/output processor  42   a  accesses mail server  102  based on a prescribed schedule (for example, every 10 minutes) to check whether there is a new incoming mail in the server or not. When there is a new incoming mail, the new mail is obtained and stored in reception message box  44   b  as reception data. In reception message box  44   b , the reception data is opened (used) by the application and erased, or held until reception message box  44   b  becomes full. For example, when reception message box  44   b  becomes full, oldest reception data is erased each time new reception data is received. In addition, when game device  12  is in the normal mode, the reception data held in reception message box  44   b  is moved to database  44   g  in accordance with header information except for such data as attached with data dependent on an application such as game data, and the reception data is readable by means of the message board function. 
     The reception data from mail server  102  is a message from another game device  12  or another terminal. Moreover, the reception data from distribution server  104  is a message such as notification from an administrator or the like of distribution server  104  to a plurality of users. For example, the administrator or the like of distribution server  104  transmits (notifies the user of) a message such as information on a new game application (game software) or information on an event in the game. Details of processing for storing data received from distribution server  104  in reception message box  44   b  will be described later. 
     File for administration  44   c  contains information on administration of game device  12 , and it stores information specific to game device  12  such as identification information of game device  12 , a user profile or the like, which is read as necessary. Friend list  44   d  corresponds to what is called an e-mail address book, and identification information of registered another game device  12  (or a mail address) and a mail address of another terminal are described. Friend list  44   d  can be referred to not only when a message board function is provided but it can also be referred to by various applications. It is noted that an e-mail other than an e-mail (reception data) that has the identification information of another game device  12  or is transmitted from another terminal having the mail address registered as friend in friend list  44   d  (address registration) is erased. Namely, when a sender is unknown, reception data is filtered. Thus, an undesired e-mail such as a spam mail can automatically be erased. 
     Task list  44   e  is a list of tasks representing a schedule of downloading data from distribution server  104 , and it stores tasks registered in advance for necessity of game device  12  or tasks arbitrarily registered by the user. As a result of execution of each task, downloading processing is performed. 
     Save area  44   f  is an area for storing (saving) data of an application, and it includes a download box  440  in that area. Download box  440  is an area for storing data downloaded from distribution server  104  in accordance with the task, as described above. In addition, an area for each application is secured in save area  44   f . Therefore, in another embodiment, a download box for each application may be provided in an area for storing data of an application corresponding to the download data. 
     Database  44   g  is an area for storing a message for each date that is used by the message board function described above, and it can be referred to also by another application. As described above, the reception data is stored in reception message box  44   b , however, the capacity of reception message box  44   b  is limited. Accordingly, when the capacity is full, oldest reception data is sequentially erased. Therefore, database  44   g  is provided for long-time storage of messages or sharing thereof, and the reception data (message) stored in reception message box  44   b  is moved to database  44   g  except for data used only with an individual application, such as data attached with game data. Here, the header information of the message is referred to, so that the message is stored in each area of database  44   g  managed for each date. For example, when year, month, day, and time are described as information for designating the time and day of the message board, the reception data is stored in the area corresponding to the designated year, month and day. If the header information of the message does not designate the time and day or the like, the message is stored in an area corresponding to the day of reception of the message. Regarding a method of managing the area for each date, for example, a folder is provided for each date so that the message is stored in a corresponding folder. Alternatively, a file may be stored under a name indicating the time. 
     When a memory card is attached to external memory card connector  62 , the content in database  44   g  may be backed up in the memory card either automatically or in accordance with a user&#39;s instruction. 
     Main body application area  44   h  is an area for storing a program of an application (software) incorporated as a main body function. For example, a menu program at the time of start-up of game device  12  or an application of a function of game device  12  itself (a main body function) such as a message board function and a friend registration function is stored (installed) in main body application area  44   h . Namely, game device  12  can read a program such as a game stored in optical disc  18  to execute an application, or can read a program stored in flash memory  44  to execute an application. In addition, the program stored in main body application area  44   h  may also be added, in addition to the software described above. 
     &lt;Configuration of Server&gt; 
     Mail server  102  and distribution server  104  are typically implemented by a general-purpose server computer. Such a server computer includes a processor such as a CPU (Central Processing Unit) or an MPU (Micro Processing Unit), a storage device such as a dynamic memory or a hard disk, and an input/output device such as a keyboard, a mouse and a monitor. As the configuration of the server computer has been known, further description will not be provided. Mail server  102  and distribution server  104  may also be configured such that a plurality of processors cooperate with each other to provide each server function, like what is called a cluster computer. 
     &lt;Overview of Application&gt; 
     Overview of an application provided by execution of a content distribution application according to the present embodiment will be described. When the content distribution application according to the present embodiment is started up, initially, an initial screen as shown in  FIG. 10  is displayed. 
     In game device  12  according to the present embodiment, when power button  20   a  ( FIG. 2 ) is turned on, a main menu screen is displayed in which a list of icons indicating one or more application installed in advance, including the content distribution application according to the present embodiment, is arranged. The user operates controller  22  to select an icon indicating a desired application on this main menu screen. Then, the program corresponding to the selected icon is executed. 
     Referring to  FIG. 10 , in the initial screen of the content distribution application according to the present embodiment, an icon, a banner and the like are displayed in a manner superimposed on a screen shot immediately after start-up of the present application which will be described later. 
     When the user operates controller  22  to select a “start” icon  504 , CPU  40  of game device  12  performs initialization processing and then has the main screen shown in  FIG. 11  displayed. On the other hand, when the user operates controller  22  to select a “to menu” icon  502 , the screen returns to the main menu. 
     Referring to  FIG. 11 , the main screen displays such a 3D game image that one character or a plurality of characters  510   a  to  510   e  registered in advance is (are) gathering in a living room. When the user operates controller  22 , a point of view of the user (camera position) in this 3D game world can be varied. Namely, CPU  40  of game device  12  has a game image different in a point of view displayed, in accordance with the user&#39;s operation of controller  22 . 
     Here, as characters  510   a  to  510   e  shown in  FIG. 11  can be registered in advance by the user as will be described later, they are also collectively referred to as “user character  510 ” for distinction from other characters. 
     In addition, the main screen shown in  FIG. 11  shows various objects, which typically include a television object  512 , a cork board object  514 , a calendar object  516 , a foliage plant object  518 , and a poster object (not shown). These objects are all displayed in a selectable manner, and when one is selected, a corresponding function is started. Such a function will be described later. 
     (1. Introduction Character from Distribution Server) 
     At predetermined timing or at completely random timing after display of the main screen shown in  FIG. 11  is started, a caption object  506  informing the user of appearance of a new character as shown in  FIG. 12  is displayed. More specifically, such a message as “somebody has come” is displayed in this object  506 . In succession to display of this object  506 , as shown in  FIG. 13 , a new introduction character  520  appears on the main screen in accordance with a pre-set behavior pattern. In other words, user character  510  registered in the game device itself and introduction character  520  are displayed in the same screen. It is noted that  FIG. 13  shows an effect that introduction character  520  comes out of television object  512 . In addition, such an effect that a door object  519  opens and introduction character  520  enters the living room through the door may also be provided. 
     Introduction character  520  is a character for introducing a content such as a motion picture registered in distribution server  104  ( FIG. 1 ) to the user of game device  12 . For distinction from the user character described above, this character is also hereinafter referred to as “introduction character  520 .” Introduction character  520  is displayed in a manner based on character setting set in advance on distribution server  104  side. Then, introduction character  520  initially introduces himself/herself such as his/her name, through a balloon object  522 , voice and sound, or the like.  FIG. 13  shows a message of first appearance such as “hello, my name is Suzuki” in balloon object  522 . In addition, introduction character  520  presents his/her own profile through balloon object  522 , voice and sound, or the like.  FIG. 14  shows such a profile as “my name is Suzuki . . . ” in a balloon object  523 . Namely, CPU  40  outputs information for introducing the introduction character itself in association with the introduction character. 
     After self-introduction, introduction character  520  tells the user of game device  12  that he/she will introduce a content registered in distribution server  104  through a balloon object  524 , voice and sound, or the like.  FIG. 15  shows such a video introduction message as “today, I came here to introduce you recommended motion picture” in balloon object  524 . 
     In succession, as shown in  FIG. 16 , the main screen displays content introduction information (such as a title or a comment) as a caption object  526  and also displays buttons  527  and  528  for asking the user whether to watch the introduced content or not, in a selectable manner. Namely, CPU  40  causes monitor  34  to display a selection screen for accepting an input for selection as to consent to reproduction of a specific introduced content. Thus, at least one of an image representing a substance of the content and voice and sound representing a substance of the content is output as the information for introducing the content. 
     When the user operates controller  22  to select a “watch” button  527 , downloading (typically streaming) from distribution server  104  to game device  12  which will be described later is started and the content is reproduced on monitor  34  connected to game device  12 . Details of the content reproduction processing will be described later. 
     On the other hand, when the user operates controller  22  to select a “not watch” button  528 , downloading from distribution server  104  is not started. Then, introduction of the content by introduction character  520  ends. 
     Thereafter, introduction character  520  stays in the main screen until prescribed timing comes. For example, as shown in  FIG. 17 , introduction character  520  remains in the living room with user character  510 . Here, when the user operates controller  22  to select introduction character  520 , the profile of introduction character  520  as shown in  FIG. 14  is displayed again. 
     When the prescribed timing comes subsequently, as shown in  FIG. 18 , a balloon object  529  indicating that introduction character  520  will leave is displayed and he/she exits from the main screen.  FIG. 18  shows a farewell message that “Thank you. I&#39;ll be leaving . . . ” in balloon object  529 . 
     Thus, when the content distribution application according to the present embodiment is executed, introduction character  520  introduces the content registered in distribution server  104  based on the character information set in distribution server  104 . Namely, each piece of character information is brought in correspondence with the specific content stored in distribution server  104 . In addition, distribution server  104  also stores content information (motion picture information) describing the information for introducing each content, and information for introducing the specific content brought in correspondence with is output based on the character information transmitted from game device  12 . In the present embodiment, the content information is information that is present independently of the content itself (a substance of a motion picture or a still image), and it includes content information such as a motion picture ID and a title or a comment of the corresponding content. Namely, the content information does not include the content itself. 
     It is noted that information on a plurality of characters can be set in distribution server  104 , and CPU  40  of game device  12  selects as appropriate the set character information such that frequency of appearance of these introduction characters  520  is substantially the same among one another. Namely, in game device  12 , the same introduction character  520  may appear a plurality of times. In such a case, the content in balloon objects  522  and  524  as shown in  FIGS. 13 and 15  respectively may be changed. Typically, the content of the message shown when certain introduction character  520  appears for the first time in a game space provided by game device  12  is preferably different from the content of the message shown when the same introduction character  520  appears in the game space provided by game device  12  for the second time or later. 
     For example, when introduction character  520  appears for the second time or later, such a message indicating its second appearance as “I came here again . . . ” may be displayed as the content in balloon object  522  shown in  FIG. 13 . Further, a video introduction message that “I came here to introduce again the recommended motion picture” may be displayed as the content in balloon object  524  shown in  FIG. 15 . 
     (2. Introduction Character from Another Game Device) 
     In the description above, the processing that introduction character  520  introduces the content based on the information registered in distribution server  104  has been illustrated, however, a content felt interesting by the user of another game device  12  among the watched contents can be introduced to a family member, a friend or the like. It is noted that processing for recommending a substance of the content to a family member, a friend or the like after the content is watched will be described later. Processing in game device  12  that has received a message for introducing a content from the user of another game device  12  will be described hereinafter. 
     When the message for introducing the content from another game device  12  is received as well, the introduction character appears and introduces the substance as described above. More specifically, when the message from another game device  12  is received, CPU  40  of game device  12  has caption object  506  indicating appearance of a new character displayed, as in  FIG. 12  above. In succession, subsequent to display of this object  506 , an introduction character appears on the main screen in accordance with a pre-set behavior pattern. Here, the introduction character that appears on the main screen is the same as the user character selected to transmit a message from among the user characters that have been registered in another game device  12 . Namely, such an effect that a character substantially the same as the user character that appears on certain game device  12  is displayed as the introduction character on the main screen of another game device  12  is provided. 
     In addition, in indicating transmission of a message from another game device  12 , the user of another game device  12  designates a behavior pattern in delivering the message (as will be described later, for example, any of calm, excited, sorrowful, apology, celebration, and birthday). The introduction character corresponding to the user character of another game device  12  that appears operates in accordance with this designated behavior pattern. Namely, CPU  40  changes animation of the introduction character to be shown, based on the behavior pattern which is the information for designating the behavior. 
     For example, the introduction character from another game device  12  that appears on the main screen takes a seat at the table in the living room together with user character  510 , and the substance input by the user of another game device  12  as a message is reproduced. Namely, as in  FIG. 15  above, the message input by the user of another game device  12  is displayed in balloon object  524  that is shown proximate to the introduction character. In other words, the user character registered in the game device itself and the introduction character based on the character information received from another game device  12  (the user character of another game device  12 ) are displayed in the same screen. 
     In addition, in an example where information on a recommended content is added to this message, the substance of the introduced content as shown in  FIG. 16  (such as a title or a comment) is displayed as caption object  526  and buttons  527  and  528  for asking the user whether to watch the introduced content or not are displayed in a selectable manner. 
     When the user operates controller  22  to select “watch” button  527 , downloading (typically streaming) from distribution server  104  to game device  12  is started and the content is reproduced on monitor  34  connected to game device  12 . On the other hand, when the user operates controller  22  to select “not watch” button  528 , downloading from distribution server  104  is not started. 
     Thereafter, the introduction character from another game device  12  exits from the main screen. 
     In addition to the substance described above, the “introduction information” according to the present embodiment may include information such as a message for introducing a content input by the user of another game device  12 , all or a part of content information such as a title of the content or duration of a motion picture, or lines included in the character information. 
     &lt;Processing Procedure at the Time of Start-Up&gt; 
       FIG. 19  is a flowchart showing a processing procedure when game device  12  according to the embodiment of the present invention is started up. Each step shown in  FIG. 19  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . 
     Referring to  FIG. 19 , when selection of an icon indicating the content distribution application according to the present embodiment is accepted on the main menu screen, CPU  40  of game device  12  loads the corresponding program into internal main memory  42   e  or the like and starts the content distribution application. Initially, CPU  40  of game device  12  performs initialization processing (step S 1 ). More specifically, CPU  40  performs processing such as memory check, initialization of an internal flag, establishment of network connection, or the like. In succession, CPU  40  determines whether the present application is started up for the first time or not (step S 2 ). When start-up of the present application is not for the first time (NO in step S 2 ), that is, when the present application has been executed in the past, CPU  40  loads user data stored in flash memory  44  or the like (step S 3 ). Then, the process proceeds to step S 6 . 
     On the other hand, when the present application is started up for the first time (YES in step S 2 ), that is, when the present application has never been executed in the past, CPU  40  newly generates user data relating to the present application (step S 4 ). In successive step S 5 , CPU  40  has the screen for creating the user character displayed and generates the user character in accordance with the user&#39;s operation of the screen. CPU  40  causes flash memory  44  or the like to store the information on the generated user character. Then, the process proceeds to step S 7 . Processing for registering such a user character will be described later. 
     In step S 6 , CPU  40  determines whether the user has requested new creation or change of the user character or not. When the user requests new creation or change of the user character (YES in step S 6 ), CPU  40  performs the processing in step S 5 . When the user does not request new creation or change of the user character (NO in step S 6 ), the process proceeds to step S 7 . 
     In step S 7 , CPU  40  downloads necessary information from connected distribution server  104  to internal main memory  42   e  or the like. More specifically, CPU  40  accesses distribution server  104  and searches for and obtains latest event data registered in distribution server  104 . It is noted that the event data includes information for introducing the content by having introduction character  520  described above appear, information or an image displayed in an object on the main screen, information for providing a calendar function which will be described later, or the like. 
     In succession, CPU  40  executes a main screen subroutine (step S 10 ). The details of processing in this main screen subroutine will be described later. 
     &lt;Character Registration Function&gt; 
     A character registration function will now be described with reference to  FIGS. 20A to 20D  and  FIGS. 21A to 21F . The content distribution application according to the present embodiment can generate and register various user characters in advance, in accordance with preference of the user. It is expected that such a character is created as an avatar of a user himself/herself who plays game device  12 . Therefore, in game device  12  according to the present embodiment, a program for creating a character face (a character face creation application) is installed as an application independent of the present content distribution application. 
       FIGS. 20A to 20D  are diagrams showing exemplary screens provided by the character face creation application according to the present embodiment. Referring to  FIG. 20A , in the character face creation application, initially, a screen for having the user select a contour and a hairstyle of the character is displayed. The user selects a desired contour and hairstyle on the screen shown in  FIG. 20A . In succession, the user selects each desired part of the face on the screen shown in  FIG. 20B . In addition, the user selects a desired physical constitution and height of the character on the screen shown in  FIG. 20C . Then, the character as shown in  FIG. 20D  is generated in accordance with selected items on respective screens shown in  FIGS. 20A to 20C . 
     In game device  12  according to the present embodiment, a prescribed number (such as 10) of characters can be registered. Such registration information is stored in flash memory  44  or the like. Thus, CPU  40  causes flash memory  44  or the like to store the user character information for displaying the user character object on monitor  34 . 
     Typically, such a usage that characters in number corresponding to the number of family members in a family who purchased game device  12  are registered is assumed. The characters thus registered can be used not only in the content distribution application according to the present embodiment but also in other applications installed in game device  12 . Thus, as the information is shared among many applications, only basic information such as the face or the physical constitution of the character is registered in the character face creation application shown in  FIGS. 20A to 20D . Namely, these characters are registered prior to execution of the flowchart shown in  FIG. 19 . 
     In “generate user character” shown in step S 5  shown in  FIG. 19 , the screen as shown in  FIGS. 21A to 21F  is displayed. It is noted that an item set for the user character shown in  FIG. 21F  is typically used as an attribute in evaluation after the content is watched which will be described later. 
     Referring to  FIG. 21A , in “generate user character” shown in step S 5  in  FIG. 19 , initially, a screen for having the user select the user character that has already been registered is displayed. The user selects a desired user character, on the screen shown in  FIG. 21A . In succession, the user checks the information already registered for the selected user character on the screen shown in  FIG. 21B . When a “YES” button is selected after checking the registered information, the screen shown in  FIG. 21C  is displayed. The user enters a year, month and date of birth of the selected user character, on the screen shown in  FIG. 21C . When the user selects the “YES” button after the year, month and date of birth is entered, the screen shown in  FIG. 21D  is displayed. The user enters a blood type of the selected user character, on the screen shown in  FIG. 21D . When the user selects the “YES” button after the blood type is entered, the screen shown in  FIG. 21E  is displayed. On the screen shown in  FIG. 21E , the information set by the user (a profile of the user character) is displayed. When the user selects the “YES” button after the user checks the registered information, a screen including the information of the user character profile, together with an effect that stars are twinkling, which indicates that registration has been completed, is displayed as shown in  FIG. 21E . 
     &lt;Processing Procedure in Main Screen&gt; 
     Referring next to  FIGS. 22 and 23 , the main screen subroutine (the details in step S 10  in  FIG. 19 ) for providing the main screen shown in  FIGS. 11 to 18  above will now be described. Each step shown in  FIGS. 22 and 23  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . In  FIGS. 22 and 23 , a first timer is an element for determining whether a condition for appearance of the introduction character on the main screen is satisfied or not and a second timer is an element for determining whether a condition for exit of the introduction character from the main screen is satisfied or not. 
     Referring to  FIGS. 22 and 23 , CPU  40  of game device  12  starts counting by the first timer (step S 100 ). Namely, CPU  40  starts counting of a timer value for determining timing of appearance of the introduction character in such a situation that the introduction character has not yet appeared in the main screen. In succession, CPU  40  reads the registered user object and various objects from flash memory  44  or the like and has the main screen displayed (step S 102 ). 
     Thereafter, CPU  40  determines whether the second timer has counted up to a second threshold time set in advance or not (step S 104 ). Specifically, CPU  40  determines whether the count value of the second timer of which counting is started after the introduction character appears has reached a predetermined time or not. Namely, CPU  40  determines whether a prescribed condition for disappearance of the introduction character has been satisfied or not. In other words, CPU  40  refers to ROM/RTC  48  to obtain a current time and day, and determines whether the current time point is the timing of exit of the introduction character or not. When the second timer has counted up to the second threshold time (YES in step S 104 ), the process proceeds to step S 132 . In contrast, when the second timer has not yet counted up to the second threshold time (NO in step S 104 ), the process proceeds to step S 106 . 
     In step S 106 , CPU  40  determines whether the first timer has counted up to a predetermined first threshold time or not. Namely, CPU  40  determines whether a prescribed condition for displaying the introduction character is satisfied or not. In other words, CPU  40  determines whether it is necessary to have a new introduction character appear or not. When the first timer has counted up to the first threshold time (YES in step S 106 ), the process proceeds to step S 108 . In contrast, when the first timer has not yet counted up to the first threshold time (NO in step S 106 ), the process proceeds to step S 140 . 
     In step S 108 , CPU  40  determines whether all of the registered introduction characters have appeared on the main screen or not, based on the registration information of introduction character  520  included in the event data downloaded at the time of start-up (step S 7  in  FIG. 19 ). As described above, a plurality of introduction characters can be registered in distribution server  104 . In order to introduce contents by having these introduction characters appear multiple times with similar frequencies on the main screen, in step S 108 , CPU  40  of game device  12  determines whether there is an introduction character that has not yet appeared or not. When all of the registered introduction characters have appeared on the main screen (YES in step S 108 ), the process proceeds to step S 112 . On the other hand, when all of the registered introduction characters have not appeared on the main screen (NO in step S 108 ), the process proceeds to step S 100 . 
     In step S 110 , CPU  40  downloads the introduction character information from a specified access target (distribution server  104 ) based on the registration information of introduction character  520  that has not yet appeared, included in the event data. Thus, CPU  40  obtains the character information brought in correspondence with the specific content from distribution server  104 . In a variation of the processing in this step S 110 , the introduction character information of introduction character  520  that has not yet appeared may be included in the event data (step S 7  shown in  FIG. 19 ) obtained in the processing immediately after start-up of the content distribution application according to the present embodiment. Alternatively, the processing in steps S 108  and S 110  may be performed immediately after reception of the event data (step S 7  shown in  FIG. 19 ). In such a case, as the introduction character information obtained in the initialization processing is stored in advance in internal main memory  42   e , external main memory  46 , or flash memory  44 , CPU  40  refers to the memory storing the information and reads the necessary introduction character information in step S 110 . 
     On the other hand, in step S 112 , CPU  40  determines whether or not a message attached with the introduction character information is present among the messages received from another game device  12  through mail server  102 , in reception message box  44   b  of flash memory  44 . Namely, CPU  40  determines whether a message for introducing some content is received from the user of another game device  12  or not. 
     In order to suppress reception of an undesired message such as a spam mail, a sender from which reception of a message is permitted may be limited to specific game device  12 . In this case, CPU  40  obtains a sender of a new incoming message (new incoming mail) that has arrived at mail server  102  and determines whether the obtained sender is included in the addresses registered in friend list  44   d  ( FIG. 9 ) or not. Then, CPU  40  causes reception message box  44   b  to store only a new message from the sender of which address is registered in friend list  44   d  and erases other new messages from mail server  102 . Alternatively, CPU  40  may cause reception message box  44   b  to once store all new incoming messages (new incoming mails) that have arrived at mail server  102  and thereafter determine whether the sender of each of the stored new incoming messages is registered in friend list  44   d  or not, so that only a message of which address is registered in friend list  44   d  is maintained and other messages are erased. Namely, the received messages may be filtered based on the registration settings in friend list  44   d . Thus, CPU  40  effectively receives a message only when the sender of the message is game device  12  registered in advance as the communication destination. Further alternatively, the registration settings in friend list  44   d  of game device  12  may periodically be transferred to mail server  102  so that mail server  102  itself determines whether or not the sender is registered in friend list  44   d  of corresponding game device  12  and only a message from the sender of which address is registered is received. 
     When a message attached with the introduction character information is present (YES in step S 112 ), the process proceeds to step S 114 . On the other hand, when a message attached with the introduction character information is not present (NO in step S 112 ), the process proceeds to step S 140 . 
     In step S 114 , CPU  40  reads the message of interest and the introduction character information attached with the message from reception message box  44   b  of flash memory  44 . Then, the process proceeds to step S 116 . 
     In step S 116 , CPU  40  downloads the motion picture information of the content corresponding to the motion picture ID included in the downloaded introduction character information or the introduction character information read from reception message box  44   b  from distribution server  104 . It is noted that the motion picture information includes a title, duration of the motion picture, sponsor identification information corresponding to the content, or the like, which will be described later. Thus, CPU  40  obtains the content information of the specific content brought in correspondence with the character information from distribution server  104 . Then, the process proceeds to step S 118 . It is noted that the message may be attached in advance with the motion picture information such as a title, duration of the motion picture, sponsor identification information corresponding to the content, or the like, in addition to the introduction character information. In this case, it is not necessary to download the motion picture information of the content from distribution server  104  in step S 116 . Namely, in sender game device  12 , the motion picture information relating to the content of interest may be added in advance to the message at the time of creation of the message. 
     In step S 118 , CPU  40  shows animation in which the introduction character appears. More specifically, CPU  40  shows animation after an expression, an action or the like of the introduction character is determined in accordance with the behavior pattern included in the introduction character information. Typically, CPU  40  provides such an effect that the introduction character appears out of the television as shown in  FIG. 13  or the introduction character enters the room through door object  519 . Thus, CPU  40  has the character object displayed when the condition for the first timer for displaying the introduction character is satisfied. 
     In addition, a message can be transmitted in game device  12  itself. In this case as well, the message is stored in reception message box  44   b  of flash memory  44 . In such a case of displaying the message on game device  12  itself, CPU  40  provides such an effect to cause the user character selected to transmit the message to raise hand. Then, when the user character that has raised hand is selected, the substance of the message is displayed. 
     In successive step S 120 , CPU  40  has the profile of the introduction character displayed as shown in  FIG. 14 . More specifically, based on the profile information included in the introduction character information, CPU  40  has the substance thereof displayed. In further successive step S 122 , CPU  40  has the introduction message displayed as shown in  FIG. 15 . More specifically, based on lines included in the introduction character information or the introduction message input and transmitted by another game device  12 , CPU  40  has the substance thereof displayed. 
     In subsequent step S 124 , CPU  40  has the motion picture information displayed as shown in  FIG. 16 . More specifically, based on the title or the like included in the motion picture information downloaded from distribution server  104 , CPU  40  has the substance thereof displayed. Namely, CPU  40  causes monitor  34  to display the introduction character (the character object) based on the obtained character information and outputs the information for introducing the specific content in association with the introduction character (the character object) based on the obtained content information. 
     At the same time, CPU  40  has a button displayed for asking the user whether or not to watch the motion picture specified based on the motion picture information. In successive step S 126 , CPU  40  determines which of the “watch” button and the “not watch” button has been selected. When the user selected the “watch” button (“watch” in step S 126 ), the process proceeds to step S 128 . In step S 128 , CPU  40  executes a motion picture reproduction subroutine. Namely, CPU  40  obtains the specific content from distribution server  104  in response to the user&#39;s operation and causes reproduction of the content on monitor  34 . The processing details of this motion picture reproduction subroutine will be described later. After this motion picture reproduction subroutine is executed, the process proceeds to step S 130 . 
     On the other hand, when the user selected the “not watch” button (“not watch” in step S 126 ), the process proceeds to step S 130 . 
     In step S 130 , CPU  40  starts counting by the second timer. Namely, CPU  40  starts counting of a timer value for determining the timing of exit of the introduction character that has appeared on the main screen. In other words, CPU  40  continues display of the introduction character, but when a condition for the second timer is satisfied, CPU  40  causes the introduction character object that is being displayed to disappear. Then, the process returns to step S 102 . 
     In contrast, in step S 132 , CPU  40  shows animation in which the introduction character exits. More specifically, CPU  40  causes the character to exit in accordance with the behavior pattern included in the introduction character information. In successive step S 134 , CPU  40  resets the count value of the second timer and stops counting by the second timer. In further successive step S 136 , CPU  40  resets the count value of the first timer and stops counting by the first timer. Then, the process returns to step S 100 . 
     In addition, in step S 140 , CPU  40  determines whether the poster object on the main screen has been selected or not. When the poster object on the main screen is selected (YES in step S 140 ), CPU  40  resets the second timer value (step S 142 ) and in succession, CPU  40  causes zoomed-in display of the poster content (step S 144 ). CPU  40  has the information registered as recommended in distribution server  104  displayed, based on poster data included in the event data (step S 7  in  FIG. 19 ) downloaded at the time of start-up. In further successive step S 146 , CPU  40  determines whether the zoomed-in poster has been selected or not. When the zoomed-in poster is selected (YES in step S 146 ), CPU  40  executes the motion picture reproduction subroutine in order to reproduce the motion picture brought in correspondence with the displayed poster (step S 148 ). The processing details of this motion picture reproduction subroutine will be described later. After this motion picture reproduction subroutine is executed, the process returns to step S 102 . 
     On the other hand, when the zoomed-in poster is not selected (NO in step S 146 ), CPU  40  determines whether a “back to main” button has been selected or not (step S 150 ). When the “back to main” button is selected (YES in step S 150 ), the process returns to step S 102 . In contrast, when the “back to main” button is not selected (NO in step S 150 ), the processing in step S 144  and subsequent steps is repeated. 
     On the other hand, when the poster object on the main screen is not selected (NO in step S 140 ), CPU  40  determines whether cork board object  514  on the main screen has been selected or not (step S 152 ). When cork board object  514  on the main screen is selected (YES in step S 152 ), CPU  40  resets the second timer value (step S 154 ) and in succession CPU  40  has the reception message box displayed (step S 156 ). In addition, CPU  40  reads the designated message from reception message box  44   b  of flash memory  44  in response to selection or the like of the message by the user and has the message displayed. Thereafter, the process returns to step S 102 . 
     On the other hand, when cork board object  514  is not selected (NO in step S 152 ), CPU  40  determines whether foliage plant object  518  on the main screen has been selected or not (step S 158 ). When foliage plant object  518  on the main screen is selected (YES in step S 158 ), CPU  40  resets the second timer value (step S 160 ) and in succession executes a sponsor selection screen subroutine (step S 162 ). This sponsor selection screen subroutine is processing for displaying a screen for providing various contents provided by sponsors which will be described later in a selectable manner for each sponsor. After this sponsor selection screen subroutine is executed, the process returns to step S 102 . 
     On the other hand, when foliage plant object  518  is not selected (NO in step S 158 ), CPU  40  determines whether calendar object  516  on the main screen has been selected or not (step S 164 ). When calendar object  516  on the main screen is selected (YES in step S 164 ), CPU  40  executes a calendar subroutine (step S 166 ). According to this calendar subroutine, a content that is being distributed or will be distributed is displayed in a form of a calendar, or a literary calendar or the like is displayed in correspondence with each date. After this calendar subroutine is executed, the process returns to step S 102 . 
     On the other hand, when calendar object  516  on the main screen is not selected (NO in step S 164 ), CPU  40  determines whether television object  512  on the main screen has been selected or not (step S 168 ). When television object  512  on the main screen is selected (YES in step S 168 ), CPU  40  executes a content search subroutine (step S 170 ). In this content search subroutine, a search function which will be described later is performed, or a list of contents such as “new arrival”, “high-satisfaction”, “recommended”, and “favorite” is displayed in a selectable manner. In addition, the sponsor selection screen subroutine which will be described later may also be executed from the content search subroutine. After this content search subroutine is executed, the process returns to step S 102 . 
     On the other hand, when television object  512  on the main screen is not selected (NO in step S 168 ), CPU  40  determines whether an “end” button has been selected or not (step S 172 ). When the “end” button is not selected (NO in step S 172 ), the process returns to step S 102 . In contrast, when the “end” button is selected (YES in step S 172 ), execution of the main screen subroutine ends and the process returns to the parent process. 
     In the flowchart described above, the processing for determining the timing of appearance of the introduction character based on the first timer and the timing of exit of the introduction character based on the second timer has been illustrated, however, appearance/exit of the introduction character may be determined based on other various conditions. For example, some kind of user&#39;s operation may be set as a condition for appearance. In such a case, as it can be determined that the user is definitely present in front of monitor  34 , the content can reliably be introduced to the user. Alternatively, a fact that game device  12  belongs to a specific region may be set as a condition for appearance. In such a case, a content aimed at that specific region can be introduced in a pinpoint manner. 
     &lt;Data Exchange Between Game Device and Server&gt; 
     Data exchange in distribution system  100  according to the present embodiment will now be described. 
     Referring to  FIG. 24 , processing when each of two game devices  12 - 1  and  12 - 2  executes the content distribution application and a message introducing a content from one game device  12 - 2  to the other game device  12 - 1  is further transmitted will be described by way of example of data exchange in distribution system  100  according to the present embodiment. 
     Initially, CPU  40  of game device  12 - 2  starts up a program relating to the content distribution application in response to the user&#39;s operation (sequence SQ 2 ). In succession, CPU  40  of game device  12 - 2  issues a query to distribution server  104  (sequence SQ 4 ). In response to this query, distribution server  104  transmits event data or the like to game device  12 - 2  (sequence SQ 6 ). 
     On the other hand, CPU  40  of game device  12 - 1  also starts up a program relating to the content distribution application in response to the user&#39;s operation (sequence SQ 12 ). In succession, CPU  40  of game device  12 - 1  issues a query to distribution server  104  (sequence SQ 14 ). In response to this query, distribution server  104  transmits event data or the like to game device  12 - 1  (sequence SQ 16 ). 
     CPU  40  of game device  12 - 2  transmits an introduction character information request to distribution server  104  at prescribed timing (the timing of counting up to the first threshold time by the first timer shown in  FIGS. 22 and 23 ) (sequence SQ 20 ). In response to this introduction character information request, distribution server  104  transmits the introduction character information to game device  12 - 2  (sequence SQ 22 ). In addition, CPU  40  of game device  12 - 2  transmits a motion picture information request to distribution server  104  (sequence SQ 24 ). In response to this motion picture information request, distribution server  104  transmits the motion picture information to game device  12 - 2  (sequence SQ 26 ). 
     Receiving the introduction character information and the motion picture information, CPU  40  of game device  12 - 2  has the introduction character appear on the main screen to introduce the content prepared in distribution server  104  (sequence SQ 28 ). 
     Similarly, CPU  40  of game device  12 - 1  transmits an introduction character information request to distribution server  104  at prescribed timing (the timing of counting up to the first threshold time by the first timer shown in  FIGS. 22 and 23 ) (sequence SQ 50 ). In response to this introduction character information request, distribution server  104  transmits the introduction character information to game device  12 - 1  (sequence SQ 52 ). In addition, CPU  40  of game device  12 - 1  transmits a motion picture information request to distribution server  104  (sequence SQ 54 ). In response to this motion picture information request, distribution server  104  transmits the motion picture information to game device  12 - 1  (sequence SQ 56 ). 
     Receiving the introduction character information and the motion picture information, CPU  40  of game device  12 - 1  has the introduction character appear on the main screen to introduce the content prepared in distribution server  104  (sequence SQ 58 ). 
     When the user who watched introduction of the content on game device  12 - 2  selects “watch” icon  527 , CPU  40  of game device  12 - 2  transmits a distribution request including the motion picture ID to distribution server  104  (sequence SQ 30 ). In response to this distribution request, distribution server  104  starts distribution (typically, streaming-play) of the content such as the designated motion picture stored therein to game device  12 - 2  (sequence SQ 32 ). CPU  40  of game device  12 - 2  generates this distributed motion picture (sequence SQ 34 ). 
     After reproduction of this motion picture ends, CPU  40  of game device  12 - 2  accepts evaluation on the motion picture from the user (sequence SQ 36 ). As will be described later, the content distribution application according to the present embodiment is configured to accept evaluation from the user without exception after the motion picture distributed from distribution server  104  is reproduced. Namely, CPU  40  of game device  12 - 2  does not perform subsequent processing until the user inputs some evaluation after reproduction of the motion picture. 
     When the user inputs evaluation of the motion picture, CPU  40  of game device  12 - 2  transmits the input evaluation to distribution server  104  (sequence SQ 38 ). 
     In succession, it is assumed that the user of game device  12 - 2  performs an operation to select a message screen and CPU  40  of game device  12 - 2  creates a message directed to game device  12 - 1  (sequence SQ 40 ). Thereafter, CPU  40  of game device  12 - 2  transmits the created message to mail server  102  (sequence SQ 42 ). Mail server  102  transmits the message received from game device  12 - 2  to destination game device  12 - 1  (sequence SQ  44 ). 
     When CPU  40  of game device  12 - 1  determines that the introduction character information is attached to the message received from mail server  102  at prescribed timing, it transmits the motion picture information request to distribution server  104  based on the attached introduction character information (sequence SQ 60 ). In response to this motion picture information request, distribution server  104  transmits the motion picture information to game device  12 - 1  (sequence SQ 62 ). 
     Receiving the motion picture information, CPU  40  of game device  12 - 1  has the introduction character appear on the main screen to introduce the content that the user of game device  12 - 2  once watched and found interesting, based on the introduction character information attached to the message and the received motion picture information (sequence SQ 64 ). 
     In the sequence diagram above, a configuration to download the introduction character information and the motion picture information from distribution server  104  has been illustrated, however, a source of supply of various contents (for example, a sponsor) may directly distribute an e-mail, a message or the like to each game device  12 . 
     In addition, in the sequence diagram above, a configuration in which a message from certain game device  12  to another game device  12  is transmitted via mail server  102  has been illustrated, however, sender game device  12  may upload the introduction character information, the motion picture information or the like to distribution server  104  so that receiver game device  12  can download the message from distribution server  104 . Alternatively, instead of a manner of using the network, the introduction character information, the motion picture information or the like may be exchanged between game devices  12  or between game device  12  and the server through a storage medium such as a portable semiconductor memory or an optical disc. 
     Alternatively, the introduction character information, the motion picture information or the like may be transmitted as attached with a message (e-mail) or it may directly be described in a text of the message. Alternatively, content data itself may directly be transmitted instead of the motion picture information for identifying the content. 
     &lt;Data Structure of Introduction Character&gt; 
     An exemplary structure of data exchanged in the sequence diagram shown in  FIG. 24  above will now be described with reference to  FIGS. 25A to 25C .  FIG. 25A  shows exemplary items included in the event data,  FIG. 25B  shows exemplary items included in the introduction character information, and  FIG. 25C  shows exemplary items included in the motion picture information. It is noted that such information is typically described in a markup language such as XML (extensible markup language). This is because ability to expand a system can be enhanced by freely defining a tag (an attribute provided to a character surrounded by &lt; &gt; and &lt;/&gt;). 
     Referring to  FIG. 25A , the event data typically includes (A 1 ) year, month and day of interest, (A 2 ) a poster ID, (A) a signature color, and (A 4 ) introduction character information. (A 1 ) year, month and day of interest indicates a date on which each piece of event data is to be displayed so that the content displayed on the poster on the main screen is daily changed. (A 2 ) poster ID is identification information for uniquely specifying the content to be displayed on the poster in distribution server  104 . (A 3 ) signature color indicates a signature color on that day used in a background of the poster or the like. (A 4 ) introduction character information indicates the introduction character that appears on the main screen. More specifically, (A 4 ) introduction character information includes (A 4 - 1 ) the order of display and (A 4 - 2 ) an introduction character ID for each of (normally a plurality of introduction characters that appears on that day. Regarding (A 4 - 1 ) the order of display, typically, the introduction characters are numbered such that an introduction character registered most recently is displayed first. In addition, (A 4 - 2 ) introduction character ID is the identification information for uniquely specifying the introduction character in distribution server  104 . 
     Referring to  FIG. 25B , the introduction character information typically includes (B 1 ) an introduction character ID, (B 2 ) an apparel attribute, (B 3 ) a jacket color attribute, (B 4 ) a trousers color attribute, (B 5 ) a behavior pattern, (B 6 ) a profile, (B 7 ) a list of messages, and (B 8 ) a motion picture ID. 
     (B 1 ) introduction character ID is the identification information for specifying the introduction character information, and it is brought in correspondence with (A 4 - 2 ) introduction character ID of the event data shown in  FIG. 25A  (B 2 ) apparel attribute is attribute information for defining apparel of the introduction character. (B 3 ) jacket color attribute and (B 4 ) trousers color attribute are attribute information for defining a color of the jacket and the trousers of the introduction character. (B 5 ) behavior pattern indicates an expression, an action or the like of the introduction character when it appears or exits. In (B 6 ) profile, comments and the like displayed in balloon object  523  in  FIG. 14  are stored as the profile of the introduction character. In (B 7 ) list of messages, comments and the like displayed in a balloon for the introduction character are stored. Namely, comments and the like displayed in balloon object  524  shown in  FIG. 15  are stored. More specifically, (B 7 ) list of messages includes (B 7 - 1 ) an order, (B 7 - 2 ) messages and (B 7 - 3 ) an expression, in number corresponding to the number of messages. The order of messages to be displayed in correspondence with the introduction character is allocated to (B 7 - 1 ) order. In (B 7 - 2 ) messages, contents to be displayed are stored, and in (B 7 - 3 ) expression, an expression of the introduction character in displaying the corresponding messages is stored. (B 8 ) motion picture ID is the identification information for uniquely specifying the content (motion picture) of interest in distribution server  104 . When the content is introduced with voice and sound, character strings stored in (B 7 - 2 ) lines are input for voice synthesis processing so that synthesized voice is output. 
     Referring to  FIG. 25C , the motion picture information typically includes (C 1 ) a motion picture ID, (C 2 ) a title, (C 3 ) duration of motion picture, (C 4 ) time and day of start of availability, (C 5 ) time and day of end of availability, (C 6 ) a sponsor ID, (C 7 ) a portable terminal distribution flag, (C 8 ) a motion picture ID for portable terminal, and (C 9 ) a staff list ID. 
     (C 1 ) motion picture ID is brought in correspondence with (B 8 ) motion picture ID of the introduction character information. (C 2 ) title stores the title of the motion picture of interest, and (C 3 ) duration of motion picture stores duration of the motion picture of interest. (C 4 ) time and day of start of availability and (C 5 ) time and day of end of availability store time and date of release of the motion picture of interest and the time and date of end of release of the motion picture, respectively. 
     As will be described later, the content (motion picture) distributed from distribution server  104  is basically provided by any sponsor, and (C 6 ) sponsor ID stores the identification information for specifying the sponsor providing the motion picture of interest. 
     In addition, as will be described later, a part of the content distributed from distribution server  104  to game device  12  can be transferred to a portable terminal which will be described later. Accordingly, (C 7 ) portable terminal distribution flag stores a flag value indicating permission/prohibition of transfer to such a portable terminal. In addition, (C 8 ) motion picture ID for portable terminal stores the identification information for indicating the motion picture having image quality optimal for the portable terminal, corresponding to the motion picture of interest. 
     In addition, (C 9 ) staff list ID stores the identification information for specifying production staff of the content (motion picture) of interest. As will be described later, staff credits are displayed based on the identification information stored in (C 9 ) staff list ID. 
     It is noted that a method of transmitting information as to which of prepared patterns is adopted as a part such as an eye or a nose constituting the face of the introduction character may be adopted as a method of expressing a face or the like of the introduction character. Alternatively, instead of such a method, bit map data or the like expressing a face of the introduction character may be transmitted. 
     In addition, the introduction character information shown in  FIG. 25A  above indicates a method of designating which behavior pattern should be used among behavior patterns prepared in advance, as a method of expressing animation of the introduction character. Instead of such a method, information for chronologically specifying actions of the introduction character (for example, a coordinate position or the like of a character at each time) may be designated. 
     &lt;Overview of Motion Picture Reproduction Subroutine&gt; 
     Overview of the motion picture reproduction subroutine shown in step S 128  in  FIG. 22  and step S 148  in  FIG. 23  will now be described. 
     Initially, when the motion picture reproduction subroutine is started, in parallel to downloading of the content (motion picture) from distribution server  104 , the content is reproduced and the video is displayed on monitor  34 . Typically, as described above, streaming-play in which downloading and reproduction are performed in parallel is preferred. Depending on a network environment or the like, however, all or some of content data may once be downloaded to game device  12  and thereafter the content may be reproduced.  FIG. 26  shows an exemplary screen in which the content (motion picture) is reproduced. 
     As shown in  FIG. 26 , during reproduction of the content, an icon or the like for controlling reproduction is displayed. Specifically, a play/stop icon  530   s , a pause icon  530   p , a fast forward/rewind icon  530   r , or the like is displayed in a lower left portion of the screen. When the user operates controller  22  to select play/stop icon  530   s , reproduction of the content is started or stopped. Play/stop icon  530   s  accepts stop of play of the content while the content is being played, and it accepts start of play of the content while reproduction of the content is stopped. In addition, when pause icon  530   p  is selected, play of the content is temporarily stopped. Moreover, when fast forward/rewind icon  530   r  is selected, fast forward or rewinding of the content being played is performed, depending on a selected position. 
     Thereafter, when reproduction of the content ends, basically, the screen automatically makes transition to a user evaluation input screen. It is noted that end of the content encompasses interruption or stop of play indicated at any timing by the user, in addition to completion of reproduction of the entire content. 
     Referring to  FIG. 27 , an exemplary screen for user evaluation input will be described. In the user evaluation input screen, user characters  510   a  to  510   c  registered in advance through the operation shown in  FIGS. 21A to 21F  are displayed and guest user characters  512   a  and  512   b  are also simultaneously displayed. In this user evaluation screen, for example, a “good” area  532 , a “fair” area  534  and a “not so good” area  536  representing examples of an evaluation item area are provided as evaluation items, in order to enter evaluation in three levels. Each user operates controller  22  to move the user character representing the user himself/herself to a position indicating evaluation that the user made after watching the content. Thus, user evaluation is voted. The example shown in  FIG. 27  shows such a state that a cursor  538  like a finger moves user character  510   a  to “good” area  532 . It is noted that cursor  538  may show the number of users that have already voted (in the example in  FIG. 27 , “1”). 
     Specific processing for evaluation input is as follows. Specifically, CPU  40  of game device  12  sets a determination area in correspondence with each area  532 ,  534 ,  536  displayed on the screen such that they are not overlapped with one another. Then, CPU  40  determines whether the user character is located in each determination area or not, and if the user character is located in the determination area, CPU  40  determines which user character is present, every prescribed cycle. Namely, CPU  40  periodically determines which user character is disposed for each determination area. Therefore, even when a plurality of user characters are arranged in the same area or even when the user characters are arranged in a plurality of different areas respectively, in any case, CPU  40  can simultaneously accept evaluation inputs. Therefore, even when a plurality of users simultaneously watch the content and thereafter the users operate and move the user characters corresponding to respective users to the areas corresponding to evaluations made by themselves, CPU  40  can simultaneously accept respective users&#39; evaluations. Namely, when the plurality of user characters are moved to positions in respective areas corresponding to a plurality of evaluation levels, CPU  40  determines that evaluation of the reproduced content by a plurality of persons has been input. 
     After evaluation inputs by a prescribed number of user characters are completed, an “enter” button  540  is activated to be in a selectable state. Typically, at the time point when evaluation input by at least one user character is completed, “enter” button  540  may be activated. On the other hand, “enter” button  540  may remain inactive until evaluation inputs by more user characters or all registered user characters are completed. 
     In the content distribution application according to the present embodiment, once evaluation input by the user character is provided, that evaluation cannot be changed until a prescribed period of time elapses (typically, until a month next to the month in which evaluation was input comes). 
     In the present embodiment, whether user&#39;s evaluation has been made or not is determined based on the position of the user character in the evaluation item area in the user evaluation screen, that is, based on whether the user character is located within the evaluation item area or not. The present embodiment, however, is not limited as such, and for example, evaluation can be made by providing a radio button for each evaluation item and then turning on/off the radio button. Alternatively, a numeric value input type for entering a numeric value or a description type for inputting characters by operating controller  22  may also be adopted for making evaluation. In addition, for each evaluation item, the number of persons that should make evaluation may also be designated. 
     In addition, regarding the guest user character, the maximum number of persons that are allowed to input evaluation may preferably be set in advance (for example, ten at the maximum), from a point of view of prevention of abuse of an evaluation result. 
     Thereafter, when “enter” button  540  is selected, a state of evaluation input by the user character at selected timing is stored in flash memory  44  or the like. Then, a sub menu screen as shown in  FIG. 28  is displayed on monitor  34 . 
     The sub menu screen shown in  FIG. 28  shows a watch again icon  544 , a message creation icon  546 , a portable terminal transfer icon  548 , a favorite icon  550 , a credit icon  552 , and a “next” button  542 , in a selectable manner. 
     When the user operates controller  22  to select “next” button  542 , CPU  40  of game device  12  transmits user information (such as age, sex, blood type, or the like) set for the user character to distribution server  104 , together with evaluation result shown in  FIG. 27 . In succession, CPU  40  causes flash memory  44  or the like to store a vote history transmitted to distribution server  104 . The vote history stored in flash memory  44  is used for avoiding redundant evaluation inputs made when the user watched again the content that he/she had watched in the past. Detailed processing will be described later. 
     After such evaluation input and evaluation transmission are processed, in case that the watched content is brought in correspondence with any sponsor, the sponsor selection screen subroutine which will be described later is executed. 
     On the other hand, when the user operates controller  22  to select watch again icon  544 , CPU  40  of game device  12  causes display again of the screen shown in  FIG. 26  and accepts again reproduction of the content. 
     On the other hand, when the user operates controller  22  to select message creation icon  546 , CPU  40  of game device  12  executes a message creation subroutine which will be described later. 
     Alternatively, when the user operates controller  22  to select portable terminal transfer icon  548 , CPU  40  of game device  12  executes a portable terminal transfer subroutine which will be described later. If transfer of the watched content to the portable terminal is not permitted, portable terminal transfer icon  548  may be displayed in an inactive state so that it cannot be selected, or portable terminal transfer icon  548  may not be displayed. 
     Alternatively, when the user operates controller  22  to select favorite icon  550 , CPU  40  of game device  12  adds the motion picture ID for identifying the watched content to a favorite folder (not shown) or the like. This favorite folder stores information on a link, for example, to a content selected by the user, and when the user wishes to watch the content again that he/she had once watched, the content can quickly be reproduced with a simplified selection operation. 
     Alternatively, when the user operates controller  22  to select credit icon  552 , CPU  40  of game device  12  downloads corresponding motion picture staff list data from distribution server  104  based on the staff list ID (see  FIG. 25C ) included in the motion picture information corresponding to the watched content. Then, CPU  40  has the credit list specifying the production staff or the like displayed, based on the downloaded data. 
     &lt;Processing Procedure for Motion Picture Reproduction&gt; 
     Referring next to  FIG. 29 , the motion picture reproduction subroutine providing the screen relating to motion picture reproduction shown in  FIGS. 26 to 28  above (the details in step S 128  in  FIG. 22  and step S 148  in  FIG. 23 ) will now be described. Each step shown in  FIG. 29  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . 
     Referring to  FIG. 29 , initially, CPU  40  of game device  12  accesses the content corresponding to the motion picture ID included in the designated motion picture information among the contents uploaded to distribution server  104  (step S 200 ). Namely, CPU  40  requests transmission of the content designated based on the motion picture ID. In succession, as distribution of the content from distribution server  104  is started, CPU  40  carries out streaming-play of the received content (step S 202 ). 
     When reproduction of the content ends, CPU  40  determines whether the vote history brought in correspondence with the corresponding motion picture ID has been stored in flash memory  44  or not (step S 204 ). Namely, CPU  40  determines whether evaluation of the same content has already been input or not. When the vote history brought in correspondence with the corresponding motion picture ID is not stored in flash memory  44  (NO in step S 204 ), the process proceeds to step S 212 . 
     On the other hand, when the vote history brought in correspondence with the corresponding motion picture ID is stored in flash memory  44  (YES in step S 204 ), CPU  40  determines whether the present reproduction of the content has been carried out based on selection of watch again icon  544  or not ( FIG. 28 ) (step S 206 ). When the present reproduction of the content has been carried out based on selection of watch again icon  544  (YES in step S 206 ), the process proceeds to step S 216 . In this case, evaluation of the content must have already been input after the content was watched for the first time. Therefore, CPU  40  does not request input of evaluation when the present reproduction of the content ends. 
     In contrast, when the present reproduction of the content is not based on selection of watch again icon  544  (NO in step S 206 ), CPU  40  determines whether evaluation by all registered user characters has already been input or not (step S 208 ). When evaluation by all registered user characters has not yet been input (NO in step S 208 ), the process proceeds to step S 212 . In this case (NO in step S 208 ), there is a user character that has not yet input evaluation. Therefore, in order to have that user character make evaluation, input of evaluation is requested. Accordingly, in an example where a plurality of user characters are registered, when evaluation input by some user characters has been made whereas evaluation by remaining user characters has not been made, the user evaluation input screen ( FIG. 27 ) is displayed again also after reproduction of the same content for the second time or later. In this user evaluation input screen displayed again, evaluation by the user character that had already input evaluation may also be made again, however, from a point of view of collecting more accurate statistic information, evaluation input by the same user character for the second time or later is preferably handled as invalid data. 
     In contrast, when evaluation by all registered user characters has been input (YES in step S 208 ), the process proceeds to step S 210 . 
     In step S 210 , CPU  40  determines whether or not the day of storage in the vote history is a day in a previous month or before. Namely, CPU  40  determines whether or not a month next to the month including the day of vote of evaluation of the same content has come. When the date of vote in the stored vote history is in a previous month or before (YES in step S 210 ), CPU  40  determines that new evaluation input is acceptable. Then, the process proceeds to step S 212 . 
     In contrast, when the date of vote in the stored vote history is not in a previous month or before (NO in step S 210 ), CPU  40  determines that a new evaluation input is unacceptable. Then, the process proceeds to step S 216 . 
     In the above, a condition for displaying the user evaluation input screen even though the vote history has already been stored was described in connection with the processing in steps S 206 , S 208  and S 210 . If the vote history has already been stored, that is, if the vote history has already been stored in step S 204  (YES in step S 204 ), however, the process may alternatively proceed to step S 216 . 
     In addition, regarding a condition for displaying the user evaluation input screen even when the vote history has already been stored, determination may be made based on any one condition in steps S 206 , S 208  and S 210 , or determination may be made based on combination of conditions as in the present embodiment. 
     In addition, instead of the condition as to whether evaluation by all registered user characters has been input or not shown in step S 208  described above, determination may be made based on such a condition that evaluation by a prescribed number of characters among the registered user characters has already been input. 
     In step S 212 , CPU  40  causes monitor  34  to display the user evaluation input screen ( FIG. 27 ) and accepts evaluation of the content. When evaluation by at least one user character is input, CPU  40  sets “enter” button  540  ( FIG. 27 ) to a state that can be pointed, that is, activates “enter” button  540 . On the other hand, when evaluation input by the user character has not yet been provided, CPU  40  sets “enter” button  540  ( FIG. 27 ) to a state that cannot be pointed. 
     In successive step S 214 , CPU  40  determines whether “enter” button  540  has been selected or not. When “enter” button  540  is selected (YES in step S 214 ), the process proceeds to step S 216 . On the other hand, when “enter” button  540  is not selected (NO in step S 214 ), the processing in step S 212  and subsequent step is repeated. 
     In step S 216 , CPU  40  has the sub menu screen ( FIG. 28 ) relating to motion picture reproduction displayed. In successive step S 218 , CPU  40  determines whether “next” button  542  ( FIG. 28 ) has been selected or not. When “next” button  542  ( FIG. 28 ) is selected (YES in step S 218 ), the process proceeds to step S 220 . On the other hand, when “next” button  542  ( FIG. 28 ) is not selected (NO in step S 218 ), the process proceeds to step S 228 . 
     In step S 220 , CPU  40  transmits the input evaluation result and the evaluation data including the user information (such as age, sex, blood type, or the like) set for the user character to distribution server  104 . In successive step S 222 , CPU  40  causes flash memory  44  to store the vote history transmitted to distribution server  104 . Here, CPU  40  causes the date of transmission of the evaluation data to be stored as the day of vote in the vote history. The day of vote is used for determination processing in step S 210  or the like described above. 
     In further successive step S 224 , CPU  40  determines whether the sponsor is brought in correspondence with the reproduced content or not. More specifically, CPU  40  makes determination based on a flag value of the sponsor ID (see  FIG. 25C ) included in the motion picture information corresponding to the reproduced content. When the sponsor is brought in correspondence with the reproduced content (YES in step S 224 ), the process proceeds to step S 226 . On the other hand, when the sponsor is not brought in correspondence with the reproduced content (NO in step S 224 ), the process returns to the main screen subroutine shown in  FIGS. 22 and 23 . When the reproduced content is a content selected in a sponsor content list screen (see  FIG. 33C ) which will be described later, the process returns to the sponsor selection screen subroutine shown in  FIG. 34 . 
     In step S 226 , CPU  40  executes the sponsor selection screen subroutine. After the sponsor selection screen subroutine is executed, the process returns to the main screen subroutine shown in  FIGS. 22 and 23 . 
     In contrast, in step S 228 , CPU  40  determines whether watch again icon  544  ( FIG. 28 ) has been selected or not. When watch again icon  544  is selected (YES in step S 228 ), the processing in step S 200  is repeated. In contrast, when watch again icon  544  is not selected (NO in step S 228 ), the process proceeds to step S 230 . 
     In step S 230 , CPU  40  determines whether message creation icon  546  ( FIG. 28 ) has been selected or not. When message creation icon  546  is selected (YES in step  8230 ), CPU  40  executes the message creation subroutine (step S 232 ). Thereafter, the process returns to step S 216 . In contrast, when message creation icon  546  is not selected (NO in step S 230 ), the process proceeds to step S 234 . 
     In step S 234 , CPU  40  determines whether portable terminal transfer icon  548  ( FIG. 28 ) has been selected or not. When portable terminal transfer icon  548  is selected (YES in step S 234 ), CPU  40  executes the portable terminal transfer subroutine (step S 236 ). Thereafter, the process returns to step S 216 . In contrast, when portable terminal transfer icon  548  is not selected (NO in step S 234 ), the process proceeds to step S 238 . 
     In step S 238 , CPU  40  determines whether favorite icon  550  ( FIG. 28 ) has been selected or not. When favorite icon  550  is selected (YES in step S 238 ), CPU  40  adds the motion picture ID for identifying the reproduced content to the favorite folder (step S 240 ). Thereafter, the process returns to step S 216 . In contrast, when favorite icon  550  is not selected (NO in step S 238 ), the process proceeds to step S 242 . 
     In step S 242 , CPU  40  determines whether credit icon  552  ( FIG. 28 ) has been selected or not. When credit icon  552  is selected (YES in step S 242 ), CPU  40  downloads the corresponding motion picture staff list data from distribution server  104  and has the credit list specifying the production staff or the like displayed (step S 244 ). Thereafter, the process returns to step S 216 . On the other hand, when credit icon  552  is not selected (NO in step S 242 ), the process returns to step S 216 . 
     &lt;Structure of Evaluation Data&gt; 
     An exemplary structure of data exchanged in the flowchart shown in  FIG. 29  above will now be described with reference to  FIGS. 30A and 30B .  FIG. 30  shows exemplary items included in the evaluation data and  FIG. 30B  shows exemplary items included in the vote history. It is noted that such information is typically described in a markup language such as XML. 
     Referring to  FIG. 30A , the evaluation data typically includes (D 1 ) a motion picture ID, (D 2 ) a time period of watching, (D 3 ) time and day of start of watching, (D 4 ) time and day of end of watching, (D 5 ) selected image quality, (D 6 ) a link source ID, (D 7 ) link source auxiliary information, (D 8 ) a game device number, (D 9 ) an equipment address, (D 10 ) region information, (D 11 ) the number of times of transfer, (D 12 ) the number of times of repeated watch, (D 13 ) the number of times of recommendation, (D  14 ) a sponsor ID, and (D 15 ) evaluation result. 
     (D 1 ) motion picture ID is the identification information for uniquely specifying the content (motion picture) of interest in distribution server  104 . (D 2 ) time period of watching refers to a period of time during which the content (motion picture) of interest was watched on game device  12 . (D 3 ) time and day of start of watching and (D 4 ) time and day of end of watching store a time stamp value at which watching of the content (motion picture) was started on game device  12  and a time stamp value at which watching ended, respectively. (D 5 ) selected image quality stores image quality of the content (motion picture) watched on game device  12 . 
     (D 6 ) link source ID stores a link address (a link source) that was present prior to access to the content (motion picture) and (D 7 ) link source auxiliary information stores information other than an address relating to the link source. 
     (D 8 ) game device number stores specific information for identifying game device  12  and (D 9 ) equipment address stores a network address or a MAC address of game device  12 . 
     (D 10 ) region information stores information on a region (for example, a prefecture name) where game device  12  is located. It is noted that the region information is set in advance for game device  12  through a user&#39;s operation or the like. 
     (D 11 ) the number of times of transfer stores the number of times that indicates how many times the content of interest was transferred to the portable terminal which will be described later. (D 12 ) the number of times of repeated watch stores how many times watching of the content of interest was repeated. (D 13 ) the number of times of recommendation stores the number of times of transmission of a message recommending the content of interest. Instead of such a configuration as transmitting a specific number of times of transmission of a message recommending the content to a family member, a friend or the like, information (typically, a flag) indicating whether a message recommending the content to a family member, a friend or the like has been transmitted or not may be employed. 
     (D 14 ) sponsor ID stores the identification information for specifying the sponsor when the sponsor is brought in correspondence with the content of interest. 
     (D 15 ) evaluation result stores the evaluation content input for each user character, the user information (such as age, sex, blood type, or the like) set for the user character, and the like. Specifically, (D 15 ) evaluation result includes, for each user character, (D 15 - 1 ) a user character ID, (D 15 - 2 ) age, (D 15 - 3 ) sex, (D 15 - 4 ) blood type, and (D 15 - 5 ) evaluation. (D 15 - 1 ) user character ID stores the identification information for specifying the user character registered in game device  12 , and (D 15 - 2 ) age, (D 15 - 3 ) sex and (D 15 - 4 ) blood type store the information set on the setting screen shown in  FIG. 21D  above. (D 15 - 5 ) evaluation stores evaluation set on the user evaluation input screen shown in  FIG. 27 . 
     Referring to  FIG. 30B , the vote history includes at least (E 1 ) a motion picture ID, (E 2 ) time and day of storage, (E 3 ) a sponsor ID, and (E 4 ) an evaluation result. In addition, (E 4 ) evaluation result includes (E 4 - 1 ) a user character ID and (E 4 - 2 ) evaluation. Details of each item included in the vote history are substantially the same as the details of the corresponding item included in the evaluation data shown in  FIG. 30A . Therefore, detailed description thereof will not be repeated. 
     &lt;Summarizing Processing in Distribution Server&gt; 
     Referring next to  FIG. 31 , exemplary summarizing processing in distribution server  104  to which the evaluation data is transmitted from game device  12  will be described. 
     Distribution server  104  according to the present embodiment calculates a popularity score indicating how popular the content (motion picture) is, based on the evaluation data for the most recent X days, by way of example of the summarizing processing thereof, and calculates popularity ranking in a group of contents provided by distribution server  104 . The popularity score and the popularity ranking thus calculated are in principle informed of the sponsor providing the content. In addition, a manner of display of the provided contents may be varied, depending on the calculated popularity score and popularity ranking. 
     The popularity score is calculated, for example, based on a value obtained by multiplying a score of evaluation (any of “good”, “fair” and “not so good) by a coefficient corresponding to the number of persons who made the vote and the number of times of transmission of a message recommending the content to a family member, a friend or the like (the number of times of recommendation). 
       FIG. 31  is a block diagram showing a schematic configuration for providing the summarizing processing in distribution server  104 . Distribution server  104  shown in  FIG. 31  includes, as its control structure, a sort and distribution unit  140 , an evaluation data storage unit  142 , an extraction unit  144 , coefficient multiplication units  146   a  to  146   g , a sum unit  148 , and a time counting unit  149 . 
     Sort and distribution unit  140  sorts and distributes evaluation data  130  transmitted from game device  12  based on the motion picture D. Namely, a plurality of evaluation data storage units  142  are prepared in correspondence with the motion picture IDs assigned to the provided contents. Then, sort and distribution unit  140  that has received evaluation data  130  from game device  12  refers to the motion picture ID included in the received evaluation data and causes corresponding evaluation data storage unit  142  to store evaluation data  130 . 
     Extraction unit  144  refers to evaluation data  130  included in each evaluation data storage unit  142  and outputs the number of pieces of evaluation data that satisfies each condition as statistic information. Namely, extraction unit  144  outputs the statistic information separately for each motion picture ID. More specifically, extraction unit  144  outputs the number of user characters that made evaluation as “good” in the evaluation data stored in certain evaluation data storage unit  142  to coefficient multiplication unit  146   a . Namely, extraction unit  144  refers to the value of (D 15 - 5 ) evaluation in (D 15 ) evaluation result included in the evaluation data shown in  FIG. 30A  and adds up the number of user characters that made evaluation as “good”. Similarly, extraction unit  144  outputs the number of user characters that made evaluation as “fair” in the evaluation data stored in certain evaluation data storage unit  142  to coefficient multiplication unit  146   b  and outputs the number of user characters made evaluation as “not so good” therein to coefficient multiplication unit  146   c.    
     In addition, extraction unit  144  outputs the number of guest characters that made evaluation as “good” in the evaluation data stored in certain evaluation data storage unit  142  to coefficient multiplication unit  146   d . Similarly, extraction unit  144  outputs the number of guest characters that made evaluation as “fair” in the evaluation data stored in certain evaluation data storage unit  142  to coefficient multiplication unit  146   e  and outputs the number of user characters that made evaluation as “not so good” in the evaluation data to coefficient multiplication unit  146   f.    
     Further, extraction unit  144  adds up the “number of times of recommendation” of each piece of evaluation data stored in certain evaluation data storage unit  142  to output the result to coefficient multiplication unit  146   g.    
     Coefficient multiplication units  146   a  to  146   g  output values obtained by multiplying values received from extraction unit  144  by respective corresponding coefficients A to G to sum unit  148 . 
     Sum unit  148  calculates the sum of values received from coefficient multiplication units  146   a  to  146   g  and outputs the result of sum as the popularity score. Namely, the popularity score output from sum unit  148  is shown as a value expressed in the following equation.
 
Popularity score=(the number of user characters who made evaluation as “good”×coefficient  A )+(the number of user characters who made evaluation as “fair”×coefficient  B )+(the number of user characters who made evaluation as “not so good”×coefficient  C )+(the number of guest characters who made evaluation as “good”×coefficient  D )+(the number of guest characters who made evaluation as “fair”×coefficient  E )+(the number of guest characters who made evaluation as “not so good”×coefficient  F )+(the number of times of recommendation (the total number)×coefficient  G )
 
     (1. First Variation of Summarizing Processing) 
     In the summarizing processing described above, a configuration in which the popularity score for each content is calculated based on the number of user characters or the like that made evaluation has been illustrated, however, an average of evaluations voted by user characters may be calculated. 
     Regarding more specific processing, for example, in a case where evaluation in three levels of “good”, “fair” and “not so good” is adopted, “5” points, “3” points and “1” point are allocated to respective evaluation levels. Then, the total points are calculated by multiplying the number of user characters that input evaluation by the corresponding points and then the total points are divided by the total number of user characters that input evaluation. Thus, an average point of each content for all user characters can be calculated. Namely, the average point of a certain content for all user characters can be calculated in the following equation.
 
Average point={(the number of user characters who made evaluation as “good”×5 points)+(the number of user characters who made evaluation as “fair”×3 points)+(the number of user characters who made evaluation as “not so good”×1 point)}/(the number of user characters who made evaluation as “good”+the number of user characters who made evaluation as “fair”+the number of user characters who made evaluation as “not so good”)
 
     (2. Second Variation of Summarizing Processing) 
     In the summarizing processing described above, a configuration in which the popularity score for each content for most recent period of X days is calculated based on the number of user characters or the like that made evaluation has been illustrated, however, the popularity score during each period may further be averaged. Namely, in addition to calculation of the popularity score of each content every X days, an average of the popularity score for a longer period of time (for example, for one month, for one year or the like) may be calculated. 
     Alternatively, the first variation and the second variation described above may be combined with each other. 
     It is noted that the processing described above is merely by way of example of the summarizing processing, and various types of statistic processing can naturally be performed by using a value of each item included in the evaluation data transmitted from game device  12 . 
     &lt;Directory Structure of Distribution Server&gt; 
     Referring next to  FIG. 32 , a directory structure in which contents and the like are arranged in distribution server  104  will be described. 
     Referring to  FIG. 32 , a storage area of distribution server  104  according to the present embodiment stores not only event data  120  downloaded at the time of start-up of game device  12  but also content main bodies  122   a ,  122   b  . . . . In addition, motion picture information  123   a ,  123   b , . . . describing a substance of each content is stored in correspondence with each of content main bodies  122   a ,  122   b  . . . . It is noted that a thumbnail image for displaying an icon for selecting a content main body in game device  12  may be prepared for each of content main bodies  122   a ,  122   b , . . . . Alternatively, instead of a thumbnail image for displaying an icon for selection, a list including only characters may be prepared, or an icon image provided in advance for selecting each content may be prepared. 
     As described above, some or all of contents distributed by distribution system  100  according to the present embodiment are brought in correspondence with (basically a single) sponsor. Namely, some or all of the distributed contents are provided by any sponsor. Which sponsor is brought in correspondence with each content is described by storing the sponsor ID in content motion picture information  123   a ,  123   b, . . . .    
     In distribution system  100  according to the present embodiment, contents produced or provided independently by (typically) a plurality of sponsors are distributed to the users of game device  12  and the user who watched the content brought in correspondence with such a sponsor is led to a page managed by the sponsor brought in correspondence with that content. Namely, in the storage area of distribution server  104 , an area (typically, a directory)  124   a ,  124   b ,  124   c , . . . managed independently by each sponsor is provided. In these areas  124   a ,  124   b ,  124   c , . . . , in principle, only the managing sponsor can add, modify or erase the content. Instead of management by the sponsor itself of these areas  124   a ,  124   b ,  124   c , . . . , an operator entrusted by each sponsor may be responsible for management on behalf of the sponsor. 
     The processing for providing watching or the like of the contents present in areas  124   a ,  124   b ,  124   c , . . . independently managed by such respective sponsors is the sponsor selection screen subroutine described above (step S 162  in  FIG. 23 , step S 226  in  FIG. 29 , and the like). As will be described later, access to areas  124   a ,  124   b ,  124   c , independently managed by the sponsor can be made based on user&#39;s arbitrary selection, in addition to an occasion after the user watched the content brought in correspondence with the sponsor. 
     Each of areas  124   a ,  124   b ,  124   c , . . . stores one content or a plurality of contents  127  (hereinafter also referred to as a sponsor content  127 ) prepared by each sponsor and stores content description information  126  describing what kind of sponsor content is stored. This content description information  126  stores a kind of metadata including a title or a substance of each content. Typically, content description information  126  is described in a markup language such as XML. Therefore, when a new content is added to areas  124   a ,  124   b ,  124   c , . . . , each sponsor should add the substance of the added content to content description information  126 . 
     In terms of a business method in distribution system  100  according to the present embodiment from a point of view of the sponsor, many users who watched the content can be led to the page managed by the sponsor itself as a result of supply of a content attracting user&#39;s interest. In addition, in this page managed by the sponsor, not only the motion picture but also an original questionnaire prepared by the sponsor, a discount coupon, acceptance of an order of a sample, a mail order service of a commercial product (hereinafter also collectively referred to as home delivery service), and the like can also be provided. In addition, from a point of view of the user, the user can arbitrarily select a content in which he/she is interested from among a wide variety of contents provided by a plurality of sponsors and can watch the content. Moreover, as provided contents are added or updated in a short cycle, the user is also motivated to access distribution server  104  for new information. 
     &lt;Sponsor Selection Screen&gt; 
     Overview of the sponsor selection screen subroutine shown in step S 162  in  FIG. 23  and step S 226  in  FIG. 29  will now be described. It is noted that the sponsor selection screen subroutine can be executed based on user&#39;s arbitrary selection, without watching the content. 
     Initially, when the user selects and executes the sponsor selection screen subroutine without watching the content, CPU  40  of game device  12  causes a sponsor list screen as shown in  FIG. 33A  displayed. The sponsor displayed on the sponsor list screen shown in  FIG. 33A  correspond to each of areas  124   a ,  124   b ,  124   c , independently managed by each sponsor shown in  FIG. 32 . In the sponsor list screen shown in  FIG. 33A , sponsor characters  580   a  to  580   f  representing respective sponsors are displayed. Each of sponsor characters  580   a  to  580   f  is typically expressed as carrying a logo or the like of the sponsor. 
     When any sponsor character is selected in the sponsor list screen shown in  FIG. 33A , CPU  40  of game device  12  has a page corresponding to the selected sponsor displayed. 
     For example, when sponsor character  580   a  of sponsor “AAA” is selected in the sponsor list screen shown in  FIG. 33A , CPU  40  of game device  12  has an individual logo screen shown in  FIG. 33B  displayed and then has the sponsor content list screen as shown in  FIG. 33C  displayed. 
     When the sponsor selection screen subroutine is executed in step S 162  in  FIG. 23  and step S 226  in  FIG. 29 , the individual logo screen as shown in  FIG. 33B  in connection with the sponsor brought in correspondence with the watched content is directly displayed. 
     In the sponsor content list screen shown in  FIG. 33C , initially, sponsor character  582   a  and/or  582   b  offers greeting for a visit to the page of the sponsor, in a balloon object (not shown) or through voice and sound. Here, a sponsor company can also be introduced. In addition, CPU  40  of game device  12  has thumbnail images  584   a  to  584   e  showing the substance of the sponsor content stored in an area independently managed by each sponsor displayed in a selectable manner, in the sponsor content list screen. Moreover, when the user operates controller  22  to point to any of thumbnail images  584   a  to  584   e  with a cursor or the like, sponsor character  582   a  and/or  582   b  explains the substance of the pointed sponsor content in a balloon object (not shown) or through voice and sound. Here, any user character registered in game device  12  may appear as one of sponsor characters  582   a  and  582   b . Here, user character  510  registered in the game device itself and introduction character  520  are displayed on the same screen. 
     In addition, when the user operates controller  22  to select any of thumbnail images  584   a  to  584   e , CPU  40  of game device  12  performs processing in accordance with the substance of the selected sponsor content. More specifically, if the selected sponsor content is the motion picture, CPU  40  of game device  12  starts reproduction of the selected sponsor content (motion picture). 
     Alternatively, when the selected sponsor content is the questionnaire, CPU  40  of game device  12  displays questions in the questionnaire and has a screen for accepting input of answers displayed. Then, when input of answers is completed, CPU  40  of game device  12  transmits the input answers to distribution server  104  or other server devices. 
     Alternatively, when the selected sponsor content is a discount coupon, CPU  40  of game device  12  has an image to be presented at a shop displayed. More specifically, for example in a case of a discount coupon for a hamburger or the like, a motion picture incorporating in a final frame an image of a hamburger and an image indicating an expiration date or the like as shown in  FIG. 33D  is downloaded from distribution server  104 . In addition, as will be described later, CPU  40  of game device  12  transfers the downloaded discount coupon to the portable terminal. Thus, the discount coupon can be displayed on the portable terminal and the user can present the coupon at the shop to receive discount service. 
     Alternatively, when the selected sponsor content is acceptance of an order of a sample, a home delivery service of mail order of a commercial product or the like, CPU  40  of game device  12  has a screen for accepting input of a delivery address or name of the user displayed. Then, when input of the address or the like is completed, CPU  40  of game device  12  transmits the input information to distribution server  104  or other server devices. 
     &lt;Procedure for Processing Sponsor Selection Screen&gt; 
     Referring next to  FIG. 34 , the sponsor selection screen subroutine (the details in step S 162  in  FIG. 23  and step S 226  in  FIG. 29 ) providing the sponsor selection screen shown in  FIG. 33A  above will be described. Each step shown in  FIG. 34  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . 
     Referring to  FIG. 34 , initially, CPU  40  of game device  12  determines whether the present processing is performed after reproduction of the content or not (step S 300 ). Namely, CPU  40  determines whether or not the present subroutine is executed after the user watched the content, based on the sponsor ID brought in correspondence with the content. When the present processing is not performed after reproduction of the content (NO in step S 300 ), the process proceeds to step S 302 . It is, for example, a case where foliage plant object  518  on the main screen shown in  FIG. 11  is selected. On the other hand, when the present processing is performed after reproduction of the content (YES in step S 300 ), the process proceeds to step S 310 . 
     In step S 302 , CPU  40  downloads the sponsor list from distribution server  104 . Namely, CPU  40  obtains the list indicating areas  124   a ,  124   b ,  124   c , . . . independently managed by the sponsor and generated in distribution server  104 . Here, CPU  40  also obtains information for expressing the sponsor character. In successive step S 304 , CPU  40  has the sponsor list screen as shown in  FIG. 33A  displayed, based on the obtained sponsor list. In further successive step S 306 , CPU  40  determines whether any of the sponsor characters displayed in a list has been selected or not. When any of the sponsor characters displayed in a list is selected (YES in step S 306 ), the process proceeds to step S 310 . On the other hand, when none of the sponsor characters displayed in a list is selected (NO in step S 306 ), the process proceeds to step S 308 . 
     In step S 308 , CPU  40  determines whether a “back to main” button has been selected or not. When the “back to main” button is selected (YES in step S 308 ), the process returns to the main screen subroutine shown in  FIGS. 22 and 23 . In contrast, when the “back to main” button is not selected (NO in step S 308 ), the processing in step S 304  and subsequent steps is repeated. 
     In step S 310 , CPU  40  has the designated sponsor or the individual logo screen (see  FIG. 33B ) of the selected sponsor displayed. In successive step S 312 , CPU  40  downloads the sponsor content list from distribution server  104 . Namely, CPU  40  obtains a list of sponsor contents stored in areas  124   a ,  124   b ,  124   c , . . . independently managed by the sponsor of interest. Here, CPU  40  also obtains a thumbnail image of each sponsor content. In successive step S 314 , CPU  40  has the sponsor content list screen as shown in  FIG. 33C  displayed. In further successive step S 316 , CPU  40  shows animation in which the sponsor character offers greeting. 
     In successive step S 318 , whether any of the sponsor contents displayed in a list has been pointed with a cursor or the like or not is determined. When any of the sponsor contents displayed in a list is pointed (YES in step S 318 ), the process proceeds to step S 320 . On the other hand, when none of the sponsor contents displayed in a list is pointed (NO in step S 318 ), the process proceeds to step S 322 . 
     In step S 320 , CPU  40  shows animation in which the sponsor character explains the substance of the pointed sponsor content. Thereafter, the process proceeds to step S 322 . 
     In step S 322 , whether any of the sponsor contents displayed in a list has been selected or not (typically, whether A button  26   d  has been pressed or not) is determined. When any of the sponsor contents displayed in a list is selected (YES in step S 322 ), the process proceeds to step S 324 . On the other hand, when none of the sponsor contents displayed in a list is pointed (NO in step S 322 ), the process proceeds to step S 344 . 
     In step S 324 , CPU  40  determines whether the selected sponsor content is the motion picture or not. When the selected sponsor content is the motion picture (YES in step S 324 ), the process proceeds to step S 326 . On the other hand, when the selected sponsor content is not the motion picture (NO in step S 324 ), the process proceeds to step S 328 . 
     In step S 326 , CPU  40  executes the motion picture reproduction subroutine to reproduce the selected sponsor content. After this motion picture reproduction subroutine is executed, the process returns to step S 314 . 
     In step S 328 , CPU  40  determines whether the selected sponsor content is a questionnaire or not. When the selected sponsor content is the questionnaire (YES in step S 328 ), the process proceeds to step S 330 . On the other hand, when the selected sponsor content is not the questionnaire (NO in step S 328 ), the process proceeds to step S 334 . 
     In step S 330 , CPU  40  has a screen for accepting input of answers displayed, together with display of questions in the questionnaire. In successive step S 332 , CPU  40  transmits the input answers to distribution server  104  or other server devices. Thereafter, the process returns to step S 314 . 
     In step S 334 , CPU  40  determines whether the selected sponsor content is the discount coupon or not. When the selected sponsor content is the discount coupon (YES in step S 334 ), the process proceeds to step S 336 . On the other hand, when the selected sponsor content is not the discount coupon (NO in step S 334 ), the process proceeds to step S 340 . 
     In step S 336 , CPU  40  downloads the motion picture including the image of the designated discount coupon from distribution server  104 . In successive step S 338 , CPU  40  executes the portable terminal transfer subroutine. After this portable terminal transfer subroutine is executed, the process returns to step S 314 . 
     In step S 340 , CPU  40  determines whether the selected sponsor content is the home delivery service or not. When the selected sponsor content is the home delivery service (YES in step S 340 ), the process proceeds to step S 342 . On the other hand, when the selected sponsor content is not the home delivery service (NO in step S 340 ), the process returns to step S 314 . 
     In step S 342 , CPU  40  has a screen for accepting input of a delivery address or name of the user displayed. In successive step S 343 , CPU  40  of game device  12  transmits the information such as the input address to distribution server  104  or other server devices. Thereafter, the process returns to step S 314 . 
     In step S 344 , CPU  40  determines whether the “back to main” button has been selected or not. When the “back to main” button is selected (YES in step S 344 ), the process returns to the main screen subroutine shown in  FIGS. 22 and 23 . In contrast, when the “back to main” button is not selected (NO in step S 344 ), the process returns to step S 314 . 
     &lt;Message Transmission Function&gt; 
     Overview of the message creation subroutine shown in step S 232  in  FIG. 29  will now be described. It is noted that the message creation subroutine can be executed based on user&#39;s arbitrary selection, without watching the content. 
     Referring to  FIGS. 35A to 35F , when the message creation subroutine is executed, CPU  40  of game device  12  initially has a message selection screen as shown in  FIG. 35A  displayed. In the message selection screen shown in  FIG. 35A , a “send to family” button  553  for selecting message transmission to game device  12  itself and a “send to friend” button  554  for selecting message transmission to a user of another game device  12  are displayed in a selectable manner. 
     When the user operates controller  22  to select “send to family” button  553 , CPU  40  of game device  12  has the user character selection screen as shown in  FIG. 35B  displayed. Namely, the user character selection screen shown in  FIG. 35B  is a screen for selecting user character  510  as the sender of the message, and user characters  510  registered in advance in game device  12  are displayed in a list in a selectable manner. 
     On the other hand, when the user operates controller  22  to select “send to friend” button  554 , CPU  40  of game device  12  has a destination selection screen as shown in  FIG. 35C  displayed. This destination selection screen is a screen for selecting message destination game device  12 , and friend list  44   d  including a game device number is registered as an address for specifying destination game device  12 . When no data is registered in friend list  44   d , a warning screen for urging the user to register friend list  44   d  may be displayed. Thereafter, when the user operates controller  22  to select any destination in the destination selection screen shown in  FIG. 35C , CPU  40  of game device  12  has the user character selection screen as shown in  FIG. 35B  displayed. 
     When the user operates controller  22  to select any user character  510  in the user character selection screen shown in  FIG. 35B , CPU  40  of game device  12  has a behavior pattern selection screen as shown in  FIG. 35D  displayed. Namely, the behavior pattern selection screen shown in  FIG. 35D  accepts selection of a behavior to be exhibited when selected user character  510  delivers the message. Specifically, in the behavior pattern selection screen shown in  FIG. 35D , the total of six icons of a calm icon  560   a , an excited icon  560   b , a sorrowful icon  560   c , an apology icon  560   d , a celebration icon  560   e , and a birthday icon  560   f  are displayed in a selectable manner. User character  510  delivers the message, with the expression or the action in accordance with the icon selected from among these icons. 
     When any behavior pattern is selected in  FIG. 35D , a message input screen as shown in  FIG. 35E  is displayed for creating a message for the user to recommend any content to a family member, a friend or the like, or otherwise, a message input screen as shown in  FIG. 35F  is displayed. Namely, CPU  40  of game device  12  determines whether or not the present message creation subroutine is executed after any content was watched. If it is the case, CPU  40  obtains the thumbnail image or the like of the content and has the thumbnail image or the like displayed together with a balloon object  558 . 
     In the message input screen shown in  FIG. 35E , balloon object  558  for accepting a message is displayed together with a thumbnail image  562  showing the content recommended by the user. For confirmation, the selected user character is also displayed. When the user selects balloon object  558 , CPU  40  of game device  12  has, for example, a character input screen like a keyboard displayed. When the user successively selects an icon corresponding to a key of the keyboard displayed on the character input screen, a character is input in balloon object  558 . When the user selects an “OK” button  564 , CPU  40  of game device  12  transmits the input message to mail server  102  or the like. It is noted that “OK” button  564  may remain inactive so long as no character is input to balloon object  558 . 
     On the other hand, in the message input screen shown in  FIG. 35F , balloon object  558  for accepting a message is displayed, without display of thumbnail image  562 . Input of a character in this balloon object  558  is also made, for example, through the character input screen like a keyboard. Then, when the user selects OK button  564 , CPU  40  of game device  12  transmits the input message to mail server  102  or the like. 
     If a query about an installation status of an application in destination game device  12  is issued to mail server  102  or the like and it is found that the present content distribution application is not installed in destination game device  12 , a message may be transmitted in a normal mail format or as converted into a format readable with the message board function described above. 
     Thus, CPU  40  generates the introduction character information brought in correspondence with the content reproduced in response to the user&#39;s operation and including information for displaying the selected user character object. Then, CPU  40  transmits the generated introduction character information to another game device  12  (information processing device). 
     In addition, CPU  40  of game device  12  indicated as the message destination obtains content information (motion picture information) of the reproduced content brought in correspondence with the introduction character information from distribution server  104 , in response to reception of the introduction character information from another game device  12 . Moreover, CPU  40  causes monitor  34  to display the introduction character information based on the introduction character information and outputs information for introducing the reproduced content in association with the introduction character object, based on the obtained content information (motion picture information). 
     &lt;Procedure for Processing Message Transmission Function&gt; 
     Referring next to  FIG. 36 , the message creation subroutine providing the screen for creating the message shown in  FIGS. 35A to 35F  above (details in step S 232  in  FIG. 29 ) will be described. Each step shown in  FIG. 36  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . 
     Referring to  FIG. 36 , initially, CPU  40  of game device  12  has the message selection screen as shown in  FIG. 35A  displayed (step S 400 ). In successive step S 402 , CPU  40  determines whether any button displayed on the message selection screen has been selected or not. When “send to family” button  553  on the message selection screen is selected (“FAMILY” in step S 402 ), the process proceeds to step S 414 . On the other hand, when “send to friend” button  554  on the message selection screen is selected (“FRIEND” in step S 402 ), the process proceeds to step S 404 . 
     In step S 404 , CPU  40  determines whether the registration data is present in friend list  44   d  or not. When there is no entry in friend list  44   d  (NO in step S 404 ), the process proceeds to step S 406 . When there is entry in friend list  44   d  (YES in step S 404 ), the process proceeds to step S 408 . 
     In step S 406 , CPU  40  has a warning screen for urging the user to register friend list  44   d  displayed. Then, the process returns to step S 400 . 
     In step S 408 , CPU  40  has a destination selection screen as shown in  FIG. 35C  displayed, based on the registration data in friend list  44   d . In successive step S 410 , CPU  40  determines whether a destination displayed on the destination selection screen has been selected or not. When the destination displayed on the destination selection screen is not selected (NO in step S 410 ), the processing in step S 410  is repeated. On the other hand, when the destination displayed on the destination selection screen is selected (YES in step S 410 ), CPU  40  sets the selected destination game device number as the destination address (step S 412 ). Thereafter, the process proceeds to step S 414 . 
     In step S 414 , CPU  40  has the user character selection screen shown in FIG.  35 B displayed. In successive step S 416 , CPU  40  determines whether the user character displayed on the user character selection screen has been selected or not. When the user character displayed on the user character selection screen is not selected (NO in step S 416 ), the processing in step S 416  is repeated. On the other hand, when the user character displayed on the user character selection screen is selected (YES in step S 416 ), CPU  40  sets the selected user character as the sender user character (step S 418 ). Thereafter, the process proceeds to step S 420 . 
     In step S 420 , CPU  40  has the behavior pattern selection screen shown in  FIG. 35D  displayed. In successive step S 422 , CPU  40  determines whether any icon displayed on the behavior pattern selection screen has been selected or not. When no icon displayed on the behavior pattern selection screen is selected (NO in step S 422 ), the processing in step S 422  is repeated. On the other hand, when any icon displayed on the behavior pattern selection screen is selected (YES in step S 422 ), CPU  40  sets the behavior pattern corresponding to the selected icon (step S 424 ). Thereafter, the process proceeds to step S 426 . 
     In step S 426 , CPU  40  determines whether it is necessary to attach the substance of the content to the message or not. More specifically, CPU  40  determines whether the present message creation subroutine was executed after any content was watched. When it is necessary to attach the substance of the content to the message (YES in step S 426 ), the process proceeds to step S 428 . On the other hand, when it is not necessary to attach the substance of the content to the message (NO in step S 426 ), the process proceeds to step S 432 . 
     In step S 428 , CPU  40  obtains the motion picture ID of the content that was previously watched and downloads a thumbnail image of the content corresponding to the obtained motion picture ID from distribution server  104 . In successive step S 430 , CPU  40  has the message input screen including the downloaded thumbnail image displayed (see  FIG. 35E ). Thereafter, the process proceeds to step S 434 . 
     On the other hand, in step S 432 , CPU  40  has the message input screen not including the thumbnail image of the content displayed (see  FIG. 35F ). Thereafter, the process proceeds to step S 434 . 
     In step S 434 , CPU  40  determines whether a balloon object on the message input screen has been selected or not. When the balloon object is selected (YES in step S 434 ), the process proceeds to step S 436 . On the other hand, when the balloon object is not selected (NO in step S 434 ), the process proceeds to step S 440 . 
     In step S 436 , CPU  40  has the character input screen displayed and accepts character input by the user. In successive step S 438 , CPU  40  sets the input character string in the buffer. Then, the process proceeds to step S 440 . 
     In step S 440 , CPU  40  determines whether “OK” button  564  has been selected or not. When “OK” button  564  is selected (YES in step S 440 ), the process proceeds to step S 442 . On the other hand, when “OK” button  564  is not selected (NO in step S 440 ), the processing in step S 434  and subsequent steps is repeated. 
     In step S 442 , CPU  40  determines whether “send to family” is the selected message or not. When “send to family” is the selected message (YES in step S 442 ), the process proceeds to step S 444 . On the other hand, when “send to family” is not the selected message (NO in step S 442 ), the process proceeds to step S 446 . Namely, this case corresponds to selection of “send to friend.” 
     In step S 444 , CPU  40  causes reception message box  44   b  of game device  12  itself to store information representing the sender user character, the behavior pattern, the input message, the thumbnail image and the motion picture ID of the content (as necessary), the type code, and the message including the designated date. Thereafter, the process returns to the parent process. 
     In contrast, in step S 446 , CPU  40  issues a query to mail server  102  to determine whether the present content distribution application has been installed in destination game device  12  or not. When the present content distribution application is installed in destination game device  12  (YES in step S 446 ), the process proceeds to step S 448 . On the other hand, when the present content distribution application is not installed in destination game device  12  (NO in step S 446 ), the process proceeds to step S 450 . 
     In step S 448 , CPU  40  transmits the information representing the sender user character, the behavior pattern, the input message, the thumbnail image and the motion picture ID of the content (as necessary), the type code, and the message including the designated date to mail server  102 , after designating the destination address (game device number). Thereafter, the process returns to the parent process. 
     In contrast, in step S 450 , CPU  40  generates a message in a format accessible by the message hoard function, including the input message, the thumbnail image and the motion picture ID of the content (as necessary), the type code, and the designated date. In addition, CPU  40  transmits the generated message to mail server  102 , after designating the destination address (game device number). Thereafter, the process returns to the parent process. 
     &lt;Configuration of Portable Terminal&gt; 
     Referring next to  FIGS. 37 and 38 , a portable game device  210  will be described by way of a typical example of a portable terminal according to the present embodiment. It is noted that distribution system  100  according to the present embodiment is also applicable to a general-purpose portable terminal such as a portable telephone or a PDA (Personal Digital Assistant). 
     Referring to  FIG. 37 , portable game device  210  according to the present embodiment is a foldable portable game device.  FIG. 37  shows portable game device  210  in an unfolded state (opened state). Portable game device  210  is configured to have such a size that the user can hold portable game device  210  with both hands or one hand even in the unfolded state. 
     Portable game device  210  has a first housing  211  and a second housing  221 . First housing  211  and second housing  221  are coupled to allow opening and closing (be foldable). In the example shown in  FIG. 37 , first housing  211  and second housing  221  are each formed in a shape of a horizontally long, rectangular plate, and they are coupled to each other to be pivotable around a long side portion thereof by means of a hinge. 
     A first LCD (Liquid Crystal Display)  212  is provided as a display portion (display means) in first housing  211 . First LCD  212  is in a rectangular shape and it is arranged such that a direction in which its long side extends coincides with a direction in which a long side of first housing  211  extends. In the present embodiment, though an LCD is adopted as the display portion (display means), other appropriate display device such as a display device utilizing EL (Electro Luminescence) may be adopted. In addition, resolution of the display portion (display means) may be designed as appropriate in accordance with an application to be executed. 
     Buttons  214 A to  214 K are provided as the input portion (input means) in first housing  211  for performing various operations on portable game device  210 . Among buttons  214 A to  214 K, a direction input button  214 A, an operation button  214 B, an operation button  214 C, an operation button  214 D, an operation button  214 E, a power button  214 F, a start button  214 G, and a select button  214 H are provided on an inner main surface of first housing  211 , which is located on the inner side when first housing  211  and second housing  221  are folded. 
     An L button  214 I is provided at a left end portion of an upper side surface of first housing  211  in the drawing and an R button  214 J is provided at a right end portion of the upper side surface of first housing  211  in the drawing. In addition, a volume button  214 K is provided on a left side surface of first housing  211 . 
     Direction input button  214 A, L button  214 I, and R button  214 J are used, for example, for a selection operation. Buttons  214 B to  214 E are used, for example, for an enter operation or a cancel operation. Power button  214 F is used for turning on/off the power of portable game device  210 . Volume button  214 K is used for adjusting a volume of a speaker included in portable game device  210 . 
     Portable game device  210  further includes a touch panel  213  as the input portion (input means) different from buttons  214 A to  214 K. Touch panel  213  is attached to cover a screen of first LCD  212  and detects a coordinate when the user performs an input operation. Namely, touch panel  213  is arranged in correspondence with a display surface of first LCD  212 . 
     For example, a resistive touch panel may be adopted as touch panel  213 , however, touch panel  213  is not limited to the resistive type and various pressing-type touch panels may be adopted. In addition, resolution (detection accuracy) of touch panel  213  is preferably as high as resolution (display accuracy) of first LCD  212 . The resolution of touch panel  213 , however, does not necessarily have to be equal to the resolution of first LCD  212 . 
     An insertion opening (shown with a dashed line in  FIG. 37 ) for a touch pen  227  is provided in a right side surface of first housing  211  in the drawing. Touch pen  227  used for performing an input operation on touch panel  213  can be accommodated in the insertion opening. Normally, an input operation to touch panel  213  is performed by using touch pen  227 , however, input operation of touch panel  213  can also be performed with a finger of the user, instead of touch pen  227 . 
     Moreover, an insertion opening (shown with a chain-double-dotted line in  FIG. 37 ) for accommodating a memory card  228  is provided in the right side surface of first housing  211  in the drawing. A connector (not shown) for electrically connecting portable game device  210  and memory card  228  with each other is provided in the inside of this insertion opening. Memory card  228  is removably attached to the connector. Memory card  228  is used, for example, for reading a game program or image data obtained from another information processing device or a game device, for storing (saving) image data picked up and/or processed by portable game device  210 , or the like. Memory card  228  is implemented by a non-volatile storage medium such as an SD (Secure Digital) card. 
     An insertion opening (shown with a chain-dotted line in  FIG. 37 ) for accommodating a memory card  229  is provided in the upper side surface of first housing  211  in the drawing. A connector (not shown) for electrically connecting portable game device  210  and memory card  229  with each other is provided in the inside of this insertion opening. Memory card  229  is removably attached to the connector. Memory card  229  stores a game program or the like. 
     Three LEDs  215 A to  215 C are disposed in a portion on the left of the coupling portion of first housing  211  and second housing  221  in the drawing. A first LED  215 A illuminates when the power of portable game device  210  is turned on. A second LED  215 B illuminates in accordance with a state of a battery of portable game device  210  (indicating during charging or a state of charge being low). As will be described later, portable game device  210  can establish wireless communication with other equipment, and a third LED  215 C illuminates depending on a status of wireless communication. Therefore, three LEDs  215 A to  215 C can notify the user of a state of power on/off, a state of charge, and a status of wireless communication of portable game device  210 . 
     A second LCD  222  is provided in second housing  221  as a display portion (display means). Second LCD  222  has a rectangular shape and it is arranged such that a direction in which its long side extends coincides with a direction in which a long side of second housing  221  extends. As in first LCD  212 , another appropriate display device may be adopted instead of the LCD. Though portable game device  210  adopts such a configuration that the touch panel serving as the input means (input portion) is attached to cover the screen of first LCD  212 , yet another touch panel may be attached to the screen of second LCD  222 . 
     In addition, two cameras (an inner camera  223  and an outer camera  225 ) serving as image pick-up means (an image pick-up device) are provided in second housing  221 . As shown in  FIG. 37 , inner camera  223  is disposed in an inner main surface of second housing  221  around the coupling portion. On the other hand, outer camera  225  is disposed in a surface opposite to the inner main surface where inner camera  223 , is disposed, that is, in an outer main surface of second housing  221  (corresponding to a surface on the outside when portable game device  210  is in the closed state). In  FIG. 37 , outer camera  225  is shown with a dashed line. 
     A microphone (a microphone  243  shown in  FIG. 38 ) is accommodated as an audio input device in the coupling portion of portable game device  210 . In the inner main surface around the coupling portion of portable game device  210 , a microphone hole  216  is provided such that microphone  243  can sense sound around portable game device  210 . 
     A fourth LED  226  is provided on the outer main surface of second housing  221  at a position proximate to outer camera  225 . Fourth LED  226  illuminates depending on a state of image pick-up by outer camera  225 . 
     A sound emission hole  224  is provided in the inner main surface of second housing  221 , on each of left and right sides of second LCD  222  provided around the center of the inner main surface. A speaker (a speaker  245  shown in  FIG. 38 ) is accommodated as an audio output device, in second housing  211  communicating to sound emission hole  224 . 
     Referring to  FIG. 38 , portable game device  210  includes such electronic parts as a CPU  231 , a main memory  232 , a memory control circuit  23 ), a data memory  234  for storage, a memory  235  for preset data, memory card interfaces (memory card I/F)  236  and  237 , a wireless communication module  238 , a local communication module  239 , a real time clock (RTC)  240 , a power supply circuit  241 , and an interface circuit (I/F circuit)  242 . These electronic parts are mounted on an electronic circuit board and accommodated in first housing  211  (or in second housing  221 ). 
     CPU  231  is an operation processing unit for executing various programs. CPU  231  develops and executes on main memory  232 , a game program stored in any of a memory within portable game device  210  (typically, data memory  234  for storage), memory card  228  and memory card  229 . As a result of execution of a program by CPU  231 , various types of processing according to the present embodiment which will be described later are provided. As will be described later, the game program according to the present embodiment is typically supplied from the distribution server or the like connected to the network through a wire or wireless communication line to portable game device  210 . The game program supplied to portable game device  210  is stored in data memory  234  for storage. 
     In addition, CPU  231  has a not-shown (Video Random Access Memory) for exclusively controlling display on first LCD  212  and second LCD  222 . The VRAM temporarily stores image data or the like for displaying various images which will be described later. It is noted that data stored in main memory  232  is transferred to the VRAM, or a file (data) or the like stored in data memory  234  for storage is directly read and the substance thereof is written in the VRAM. 
     Main memory  232 , memory control circuit  233  and memory  235  for preset data are connected to CPU  231 . In addition, data memory  234  for storage is connected to memory control circuit  233 . 
     Main memory  232  is storage means used as a work area or a buffer area of CPU  231 . Namely, main memory  232  temporarily stores data used for various types of processing or develops and temporarily stores a game program read from data memory  234  for storage, memory card  228 , memory card  229 , or the like. In the present embodiment, for example, a PSRAM (Pseudo-SRAM) is employed as main memory  232 . 
     Data memory  234  for storage is storage means for storing a game program executed by CPU  231 , data of images picked up by inner camera  223  and outer camera  225 , and the like. Data memory  234  for storage is implemented, for example, by a non-volatile storage medium such as a NAND-type flash memory. Memory control circuit  233  is a circuit for controlling reading and writing of data from/to data memory  234  for storage in accordance with an instruction from CPU  231 . 
     Memory  235  for preset data is storage means for storing data such as various parameters set in advance in portable game device  210  (preset data). A flash memory connected to CPU  231  through an SPI (Serial Peripheral Interface) bus may be adopted as memory  235  for preset data. 
     Memory card I/Fs  236  and  237  are each connected to CPU  231 . Memory card IF  236  performs reading and writing of data from/to memory card  228  attached to the connector in response to an instruction from CPU  231 . In addition, memory card I/F  237  performs reading and writing of data from/to memory card  229  attached to the connector in response to an instruction from CPU  231 . 
     Wireless communication module  238  establishes communication with game device  12  or the like under Bluetooth® specifications. It is noted that communication by wireless communication module  238  may be established under other specifications such as infrared or wireless LAN. Alternatively, wire connection may be adopted. In addition, local communication module  239  has a function to establish wireless communication with a game device of a similar type under a prescribed communication scheme. Wireless communication module  238  and local communication module  239  are connected to CPU  231 . CPU  231  can exchange data with other equipment through a network circuit such as the Internet by using wireless communication module  238 , or exchange data with another game device of a similar type by using local communication module  239 . 
     In addition, RTC  240  and power supply circuit  241  are connected to CPU  231  RTC  240  counts time and outputs the counted time to CPU  231 . For example, CPU  231  is also able to calculate current time (date) or the like based on the time counted by RTC  240 . Power supply circuit  241  controls electric power supplied from a power supply of portable game device  210  (typically, a battery housed in first housing  211 ) and supplies electric power to each part of portable game device  210 . 
     Portable game device  210  further includes I/F circuit  242  connected to CPU  231 . Microphone  243 , an amplifier  244  and touch panel  213  are connected to I/F circuit  242 . 
     Microphone  243  senses voice and sound or the like of the user issued toward portable game device  210  and outputs an audio signal indicating the sensed voice and sound to I/F circuit  242 . Amplifier  244  amplifies the audio signal from I/F circuit  242  and causes the audio signal to be output from speaker  245 . 
     A touch panel control circuit included in I/F circuit  242  generates touch position data based on a detection signal from touch panel  213  and outputs the data to CPU  231 . For example, the touch position data includes a coordinate value indicating a position where input to an input surface of touch panel  213  was made. Here, the touch panel control circuit performs, cyclically or in a prescribed cycle, reading of a signal from touch panel  213  and generation of the touch position data. CPU  231  obtains the touch position data through I/F circuit  242  (the touch panel control circuit) so that it can detect an input coordinate where the user has performed an input operation to touch panel  213 . 
     In addition, first LCD  212  and second LCD  222  are each connected to CPU  231 . First LCD  212  and second LCD  222  display an image in response to an instruction from CPU  231 . 
     &lt;Processing for Transfer to Portable Terminal&gt; 
     Referring next to  FIGS. 39A and 3913 ,  FIGS. 40A to 40D , and  FIGS. 41A to 41D , overview of the portable terminal transfer subroutine shown in step S 236  in  FIG. 29  and step S 338  in  FIG. 34  will be described. It is noted that  FIGS. 39A and 39B  show an exemplary screen displayed on monitor  34  of game device  12 , and  FIGS. 40A to 40D  and  FIGS. 41A to 41D  show an exemplary screen displayed on first LCD  212  and second LCD  222  of portable game device  210  representing a typical example of the portable terminal. In addition, it is assumed that a distribution application for portable terminal capable of establishing communication with the content distribution application according to the present embodiment is installed in portable game device  210 . 
     When the portable terminal transfer subroutine is executed, CPU  40  of game device  12  initially has a notification screen as shown in  FIG. 39A  displayed. In the notification screen shown in  FIG. 39A , a title of the content to be transferred to the portable terminal and a communication status between came device  12  and portable game device  210  (in the example shown in  FIG. 39A , “now preparing”) are displayed. In addition, in the notification screen shown in  FIG. 39A , a message urging the user to start up the distribution application for portable terminal in the portable terminal and a message notifying that the content cannot be transferred unless the distribution application for portable terminal is installed in the portable terminal are displayed. 
     Thereafter, when communication between game device  12  and portable game device  210  is established and transfer of the content from game device  12  to portable game device  210  is started, a status “now downloading” as shown in  FIG. 39B  is displayed. 
     On the other hand, when the user starts up the distribution application for portable terminal in portable game device  210 , a menu screen as shown in  FIG. 40A  is displayed. In  FIGS. 40A to 40D  and  FIGS. 41A to 41D , for the sake of illustration, the images (screen shots) displayed on respective first LCD  212  and second LCD  222  are shown together as a whole. 
     In the menu screen shown in  FIG. 40A , a “receive video from stationary device” button  602  for receiving the content from game device  12  and a “watch received video” button  604  for reproducing the content stored in portable game device  210  are displayed. 
     When the user uses touch pen  227  or the like to touch button  602 , CPU  231  of portable game device  210  performs processing for receiving the content from game device  12  as shown in  FIGS. 40B to 40D . On the other hand, when the user uses touch pen  227  or the like to touch button  604  CPU  231  of portable game device  210  performs processing for reproducing the stored content as shown in  FIGS. 41A to 41D . 
     Referring initially to  FIG. 40B , when button  602  is touched in the menu screen shown in  FIG. 40A , CPU  231  of portable game device  210  has a screen for accepting selection of a storage destination of the content received from game device  12  displayed. More specifically, a “portable terminal main body” button  612  for setting data memory  234  for storage of portable game device  210  as the storage destination and a “memory card” button  614  for setting memory card  228  attached to portable game device  210  as the storage destination are displayed. In succession, when the user uses touch pen  227  or the like to touch any of buttons  612  and  614 , CPU  231  of portable game device  210  starts processing for searching for game device  12  to be connected and has a screen indicating that game device  12  is being searched for as shown in  FIG. 40C  displayed. 
     Thereafter, when communication is established between portable game device  210  and game device  12 , transfer of the content from game device  12  to portable game device  210  is started. Along with this transfer processing, CPU  231  of portable game device  210  has a screen indicating that the content is being received from game device  12  as shown in  FIG. 40D  displayed. Here, a status indicating how much data of the entire content has been received is displayed. 
     Through such an operation, the content can be transferred from game device  12  to portable game device  210 . 
     On the other hand, when button  604  is touched on the menu screen shown in  FIG. 40A , CPU  231  of portable game device  210  has a screen displayed for accepting selection of a storage medium storing a content to be reproduced, as shown in  FIG. 41A . More specifically, a “portable terminal main body” button  622  for reproducing the content stored in data memory  234  for storage of portable game device  210  and a “memory card” button  624  for reproducing the content stored in memory card  228  attached to portable game device  210  are displayed. 
     In succession, when the user uses touch pen  227  or the like to touch any of buttons  622  and  624 , CPU  231  of portable game device  210  has a screen displayed for accepting selection of a type of a content to be reproduced, as shown in  FIG. 41B . More specifically, a “video” button  632  for reproducing a video content such as a motion picture and a “coupon” button  634  for reproducing a discount coupon as shown in  FIG. 33D  above are displayed. 
     When the user uses touch pen  227  or the like to touch button  632  on the screen shown in  FIG. 41B , CPU  231  of portable game device  210  has a screen for accepting selection of a video content to be reproduced as shown in  FIG. 41C  displayed. More specifically, CPU  231  of portable game device  210  extracts video contents stored in the storage medium selected in the screen shown in  FIG. 41A  and has thumbnail images and a list of titles  626  displayed. 
     In addition, when the user uses touch pen  227  or the like to touch any content on the screen shown in  FIG. 41C , CPU  231  of portable game device  210  starts reproduction of the touched content as shown in  FIG. 41D . 
     Though not shown, when the user uses touch pen  227  or the like to touch button  634  on the screen shown in  FIG. 41B , CPU  231  of portable game device  210  extracts images of coupons stored in the storage medium selected in the screen shown in  FIG. 41A  and has the thumbnail images thereof or the like displayed in a list. Then, when any coupon is touched, CPU  231  of portable game device  210  reproduces the motion picture of the selected coupon. 
     &lt;Processing Procedure for Transfer to Portable Terminal&gt; 
     Referring next to  FIG. 42 , processing for transferring the content between game device  12  and portable game device  210  will be described. 
     CPU  40  of game device  12  causes monitor  34  to display the notification screen as shown in  FIG. 39A  when the portable terminal transfer subroutine is executed (sequence SQ 100 ). In succession, CPU  40  of game device  12  downloads the content of interest from distribution server  104  (sequence SQ 102 ). Thereafter, CPU  40  of game device  12  starts transmission of a radio signal including a search message (sequence SQ 104 ). 
     On the other hand, when the distribution application for portable terminal is executed, CPU  231  of portable game device  210  has the storage destination selection screen as shown in  FIG. 40A  displayed (sequence SQ 200 ). In succession, after the storage destination is determined in response to the user&#39;s operation, CPU  231  of portable game device  210  starts transmission of a radio signal including a search message (sequence SQ 204 ). 
     When reception of the search message and a handshake procedure are completed between game device  12  and portable game device  210  and communication is established between these devices (sequence SQ 106 ), CPU  40  of game device  12  transmits the content obtained from distribution server  104  to portable game device  210  (sequence SQ 108 ). CPU  231  of portable game device  210  has the content received from game device  12  stored (sequence SQ 206 ). Thereafter, CPU  231  of portable game device  210  transmits a completion beacon to game device  12  (sequence SQ 208 ). Thereafter, CPU  231  of portable game device  210  has a completion screen displayed (sequence SQ 210 ) and the process ends. 
     On the other hand, a completion screen is also displayed on game device  12  that received the completion beacon (sequence SQ 110 ) and the process ends. 
     Referring next to  FIG. 43 , a procedure for processing the distribution application for portable terminal shown in  FIGS. 40A to 40D  and  FIGS. 41A to 41D  above will be described. Each step shown in  FIG. 43  is provided by execution of the distribution application for portable terminal according to the present embodiment by CPU  231  of portable game device  210 . 
     Referring to  FIG. 43 , initially, CPU  231  of portable game device  210  has the menu screen as shown in  FIG. 40A  displayed (step S 500 ). In successive step S 502 , CPU  231  determines whether “receive video from stationary device” button  602  on the menu screen has been selected or not. When “receive video from stationary device” button  602  is selected (YES in step S 502 ), the process proceeds to step S 504 . On the other hand, when “receive video from stationary device” button  602  is not selected (NO in step S 502 ), the process proceeds to step S 522 . 
     In step S 504 , CPU  231  has the content storage destination selection screen as shown in  FIG. 40B  displayed. In successive step S 506 , CPU  231  determines which storage medium has been selected as the storage destination. When data memory  234  for storage of portable game device  210  is selected as the storage destination (“stationary device” in step S 506 ), CPU  231  sets data memory  234  for storage as the storage destination. Then, the process proceeds to step S 510 . On the other hand, when memory card  228  attached to portable game device  210  is selected as the storage destination (“memory card” in step S 506 ), CPU  231  sets memory card  228  as the storage destination. In successive step S 508 , CPU  231  determines whether memory card  228  attached to portable game device  210  is healthy or not. When memory card  228  attached to portable game device  210  is healthy (YES in step S 508 ), the process proceeds to step S 510 . On the other hand, when memory card  228  attached to portable game device  210  is not healthy (NO in step S 508 ), the process returns to step S 504 . 
     In step S 510 , CPU  231  transmits a radio signal including a search message in order to search for communication target game device  12 . Here, CPU  231  has a screen indicating that game device  12  is being searched for displayed as shown in  FIG. 40C . In successive step S 512 , CPU  231  determines whether the search message has been received from communication target game device  12  or not. When the search message has not been received from communication target game device  12  (NO in step S 512 ), the processing in step S 512  is repeated. On the other hand, when the search message has been received from communication target game device  12  (YES in step  5512 ), the process proceeds to step S 514 . 
     In step S 54 , CPU  231  downloads the content from communication target game device  12 . Here, CPU  231  has a screen indicating that the content is being received from game device  12  as shown in  FIG. 40D  displayed. In successive step S 516 , when downloading of the content is completed, CPU  231  causes data memory  234  for storage or memory card  228  set as the storage destination to store the content. In further successive step S 518 , CPU  231  transmits the completion beacon to game device  12 . In successive step S 520 , CPU  231  has the completion screen displayed. Then, the process returns to step S 500 . 
     In contrast, in step S 522 , CPU  231  determines whether “watch received video” button  604  in the menu screen has been selected or not. When “watch received video” button  604  is selected (YES in step S 522 ), the process proceeds to step S 524 . On the other hand, when “watch received video” button  604  is not selected (NO in step S 522 ), the process returns to step S 500 . 
     In step S 524 , CPU  231  has a screen displayed for accepting which storage medium should be selected to reproduce a content stored therein, as shown in  FIG. 41A . In successive step S 526 , CPU  231  determines which storage medium is selected to reproduce a content stored therein. When reproduction of the content stored in data memory  234  for storage of portable game device  210  is selected (“main body” in step S 526 ), CPU  231  sets data memory  234  for storage as the source of reading of the content. Then, the process proceeds to step S 530 . On the other hand, when reproduction of the content stored in memory card  228  attached to portable game device  210  is selected (“memory card” in step S 526 ), CPU  231  sets memory card  228  as the source of reading of the content. In successive step S 528 , CPU  231  determines whether memory card  228  attached to portable game device  210  is healthy or not. When memory card  228  attached to portable game device  210  is healthy (YES in step S 528 ), the process proceeds to step S 530 . On the other hand, when memory card  228  attached to portable game device  210  is not healthy (NO in step S 528 ), the process returns to step S 524 . 
     In step S 530 , CPU  231  determines whether a content is present in the source of reading or not. When no content is present in the source of reading (NO in step S 530 ), the process returns to step S 524 . On the other hand, when a content is present in the source of reading (YES in step S 530 ), the process proceeds to step S 532 . 
     In step S 532 , CPU  231  has a screen for accepting selection of a type of a content to be reproduced as shown in  FIG. 41B  displayed. In successive step S 534 , CPU  231  determines which type of content has been selected as the content to be reproduced. When the video content is selected for reproduction (“video” in step S 534 ), the process proceeds to step S 536 . On the other hand, when the coupon is selected for reproduction (“coupon” in step S 534 ), the process proceeds to step S 542 . 
     In step S 536 , CPU  231  reads the video content to be reproduced, that has been read from the source of reading, and has a screen for accepting selection of the video content to be reproduced as shown in  FIG. 41C  displayed. In successive step S 538 , CPU  231  determines which content has been selected. When any content is selected (YES in step S 538 ), the process proceeds to step S 540 . On the other hand, no content is selected (NO in step S 538 ), the processing in step S 538  is repeated. 
     In step S 540 , CPU  231  reproduces the selected video content. Thereafter, the process returns to step S 536 . 
     In step S 542 , CPU  231  reads the coupon motion picture to be reproduced, that has been read from the source of reading, and has a screen displayed for accepting selection of the coupon motion picture to be reproduced. In successive step S 544 , CPU  231  determines whether any content has been selected or not. When any content has been selected (YES in step S 544 ), the process proceeds to step S 546 . On the other hand, when no content is selected (NO in step S 544 ), the processing in step S 544  is repeated. 
     In step S 546 , CPU  231  reproduces the selected coupon motion picture. Here, typically, as an image showing the content of the coupon is incorporated in the final frame of the coupon motion picture, the image in the final frame is displayed as a still image. Thereafter, the process returns to step S 542 . 
     Search for contents can further be facilitated by distributing any of the video content and the discount coupon in a form of a motion picture content. Regarding the discount coupon, however, an image that can be presented at a shop should only be displayed. Therefore, a still image may be used instead of a motion picture. By using a still image, load imposed on the network can be lessened. 
     &lt;Calendar Function&gt; 
     Referring next to  FIGS. 44 and 45 , overview of a calendar subroutine shown in step S 166  in  FIG. 23  will be described. 
     When the calendar subroutine is executed, CPU  40  of game device  12  initially has a weekly calendar screen  700  as shown in  FIG. 44  displayed. In this calendar screen  700 , dates in a week (in the example in  FIG. 44 , 14th to 20th) are displayed separately. Then, in the field of each day, a date  702  and weather forecast  704  on that day are displayed. In addition, in the field of each day, a literary calendar headword  740  indicating some anniversary is added. A field corresponding to the time and day of the current time point among these fields is displayed differently from fields of other days. In the example in  FIG. 44 , a bold frame  708  surrounds the field corresponding to the time and day of the current time point. 
     In addition, in the field of each day, if a message designated to be opened on that day has arrived, an icon  710  notifying the user of reception of the message is displayed. Icon  710  also shows the number indicating the number of received messages. 
     In addition, a content display field  706  is provided in calendar screen  700 , and a thumbnail image or the like of the content brought in correspondence with each day is displayed. More specifically, a time and day of start of availability and a time and day of end of availability are determined for each content such as a motion picture, and the user is permitted to download the content during a period from that time and day of start of availability to time and day of end of availability. It is noted that the time and day of start of availability of each content is a date brought in correspondence with that content. Thus, by bringing each content in correspondence with any date and by setting a period during which the content can be watched, content distribution in various forms in accordance with the substance thereof can be achieved. For example, in distributing a content that records a method of fabricating a jack-o&#39;-lantern used for Halloween, such a form as starting distribution from a day before Halloween is preferred. On the other hand, by limiting a period during which the content can be watched, user&#39;s willingness to watch the content can also be enhanced. 
     Typically, in calendar screen  700 , a manner of display of corresponding thumbnail images may be different between a content selectable at the current time point and other non-selectable contents. In the example shown in  FIG. 44 , content display field  706  includes a thumbnail image  720  surrounded with a bold frame, which indicates a selectable content, and a normal thumbnail image  730  which indicates a non-selectable content. 
     In addition, in a lower portion of calendar screen  700 , a “previous week” button  714  and a “next week” button  716  are displayed. When the user selects any of buttons  714  and  716 , the date displayed on calendar screen  700  is changed week by week. 
     In addition, in the lower portion of calendar screen  700 , a back icon  718  is displayed. When the user selects this icon  718 , the screen returns to the main screen. 
     In addition, when the user selects any date displayed on calendar screen  700 , a daily calendar screen  750  as shown in  FIG. 45  is displayed. In this calendar screen  750 , a literary calendar of the selected date, a content brought in correspondence with that day or the like is displayed. 
     More specifically, in calendar screen  750 , if a message designated to be opened on that day is present, icon  710  informing the user of that fact is displayed together with date  702  and weather forecast  704  on that day. In addition, in calendar screen  750 , literary calendar headword  740  of the literary calendar on that day is displayed in a selectable manner. 
     Moreover, in calendar screen  750 , if a date corresponding to the current time point or a date after that is selected, a “send message on this day” button  724  is displayed in a selectable manner. When this button  724  is selected, a screen for creating a message designated to be opened on that selected date is displayed on calendar  750 . With this function, for example, a message of which day of mailing (or a day of reception) is set in correspondence with a birthday or the like of a family member or a friend can be created and transmitted. Therefore, if a date prior to the current time point is selected, “send message on this day” button  724  is not displayed. 
     In addition, calendar screen  750  is provided with a content display field  756 , where a thumbnail image of the content brought in correspondence with each day is displayed. If the number of contents brought in correspondence with is greater than a prescribed number, display switch buttons  752  and  754  are displayed. When button  752  or  754  is selected, the displayed thumbnail images of the contents are changed. 
     Moreover, in the lower portion of calendar screen  750 , a “previous day” button  762  and a “next day” button  764  are displayed. When the user selects any of buttons  762  and  764 , the date displayed on calendar screen  750  is changed day by day. 
     Further, in the lower portion of calendar screen  750 , a back icon  768  is displayed. When the user selects this icon  768 , the screen returns to calendar screen  700 . 
     In addition, when any literary calendar headword  740  displayed on calendar screen  750  is selected, transition to a screen (not shown) displaying details of the selected literary calendar is made. In the screen displaying the details of this literary calendar, not only texts but also an image set in advance may be displayed. Alternatively, detailed explanation of the literary calendar may be provided only by the motion picture. 
     &lt;Data Exchange in Calendar Function&gt; 
     Data exchange in distribution system  100  during execution of the calendar function will now be described. 
     Referring to  FIG. 46 , when the user&#39;s operation to indicate execution of the calendar function is performed (sequence SQ 300 ), CPU  40  of game device  12  starts execution of the calendar function (sequence SQ 302 ). In succession, CPU  40  of game device  12  transmits a weekly calendar data request to distribution server  104  (sequence SQ 304 ). In response to this weekly calendar data request, distribution server  104  transmits the weekly calendar data to game device  12  (sequence SQ 306 ). In addition, CPU  40  of game device  12  transmits a thumbnail image request to distribution server  104  (sequence SQ 308 ). In response to this thumbnail image request, distribution server  104  transmits the thumbnail image to game device  12  (sequence SQ 310 ). In addition, CPU  40  of game device  12  sends a query about presence/absence of a mail to mail server  102  (sequence SQ 312 ). In response to this query, if a mail is present, mail server  102  transmits the mail to game device  12  (sequence SQ 314 ). 
     When downloading of data from distribution server  104  and mail server  102  is completed, CPU  40  of game device  12  has the weekly calendar displayed based on the weekly calendar data, the thumbnail image, and the message (sequence SQ 316 ). 
     Thereafter, when the user performs an operation to select any date displayed on the weekly calendar (sequence SQ 318 ), CPU  40  of came device  12  transmits a daily calendar data request to distribution server  104  (sequence SQ 320 ). In response to this daily calendar data request, distribution server  104  transmits the daily calendar data to game device  12  (sequence SQ 322 ). In addition, CPU  40  of game device  12  transmits a thumbnail image request to distribution server  104  (sequence SQ 324 ). In response to this thumbnail image request, distribution server  104  transmits the thumbnail image to game device  12  (sequence SQ 326 ). 
     When downloading of data from distribution server  104  is completed, CPU  40  of game device  12  has the daily calendar displayed based on the daily calendar data and the thumbnail image (sequence SQ 328 ). 
     Thereafter, when a user&#39;s operation to indicate selection of any literary calendar headword is performed (sequence SQ 330 ), CPU  40  of game device  12  has details of the selected literary calendar displayed on the screen (sequence SQ 332 ). 
     In addition, when a user&#39;s operation to indicate selection of any motion picture content is performed (sequence SQ 334 ), CPU  40  of game device  12  transmits a distribution request including the motion picture ID corresponding to the selected content to distribution server  104  (sequence SQ 336 ). In response to this distribution request, distribution server  104  starts distribution (typically, streaming-play) of the designated content stored in the server itself to game device  12  (sequence SQ 338 ). CPU  40  of game device  12  generates this distributed motion picture (sequence SQ 340 ). 
     &lt;Data Structure of Calendar Data&gt; 
     An exemplary structure of the calendar data exchanged in the sequence diagram shown in  FIG. 46  above will now be described with reference to  FIGS. 47A and 47B .  FIG. 47A  shows exemplary items included in the weekly calendar data and  FIG. 47B  shows exemplary items included in the daily calendar data. It is noted that such information is typically described in a markup language such as XML. 
     Referring to  FIG. 47A , the weekly calendar data typically includes (F 1 ) year, month and day of interest, (F 2 ) days of the week, (F 3 ) a holiday flag, (F 4 ) a literary calendar headword, and (F 5 ) motion picture information. As the items from (F 1 ) to (F 5 ) are set for each day, the weekly calendar data includes the items from (F 1 ) to (F 5 ) for seven days. 
     (F 1 ) year, month and day of interest indicates year, month and day that should reflect the stored information. (F 2 ) days of the week indicate a day of the week of corresponding (F 1 ) year, month and day of interest. (F 3 ) holiday flag indicates whether the corresponding (F 1 ) year, month and day of interest is a holiday or not. (F 4 ) literary calendar headword stores the substance of literary calendar headword  740  displayed on calendar screen  700  shown in  FIG. 44 . 
     (F 5 ) motion picture information stores the information on the content displayed on calendar screen  700  shown in  FIG. 44 . More specifically, (F 5 ) motion picture information includes (F 5 - 1 ) an order, (F 5 - 2 ) a motion picture ID, (F 5 - 3 ) a time and day of start of availability, (F 5 - 4 ) a time and day of end of availability, and (F 5 - 5 ) a title. Regarding (F 5 - 1 ) order, the order of display of the content of interest in the field of each day is allocated. (F 5 - 2 ) motion picture ID is the identification information for uniquely specifying the content (motion picture) of interest in distribution server  104 . (F 5 - 3 ) time and day of start of availability indicates beginning of a period during which watching (downloading) of the content of interest is permitted. (F 5 - 4 ) time and day of end of availability indicates an end of the period during which watching (downloading) of the content of interest is permitted. (F 5 - 5 ) title stores a title of the content of interest. It is noted that the number of pieces of described (F 5 ) motion picture information corresponds to the number of contents brought in correspondence with the day of interest. 
     Referring to  FIG. 47B , the daily calendar data typically includes (G 1 ) year, month and day of interest, (G 2 ) days of the week, (G 3 ) a holiday flag, (G 4 ) literary calendar information, and (G 5 ) motion picture information. The number of pieces of described (G 4 ) literary calendar information corresponds to the number of literary calendars brought in correspondence with the day of interest. Similarly, the number of pieces of described (G 5 ) motion picture information corresponds to the number of contents brought in correspondence with the day of interest. 
     In (G 1 ) year, month and day of interest, (G 2 ) days of the week and (G 3 ) holiday flag, substantially the same items as (F 1 ) year, month and day of interest, (F 2 ) days of the week and (F 3 ) holiday flag included in the weekly calendar data shown in  FIG. 47A  are stored respectively. 
     (G 4 ) literary calendar information stores information for displaying calendar screen  750  shown in  FIG. 45  and a screen (not shown) showing more detailed contents of the literary calendar. More specifically, (G 4 ) literary calendar information includes (G 4 - 1 ) a literary calendar index, (G 4 - 2 ) a literary calendar headword, (G 4 - 3 ) a literary calendar text, (G 4 - 4 ) a literary calendar image type, and (G 4 - 5 ) a literary calendar BGM. (G 4 - 1 ) literary calendar index is an identification number for specifying the literary calendar on the day of interest. (G 4 - 2 ) literary calendar headword stores the substance of literary calendar headword  740  displayed on calendar screen  750  shown in  FIG. 45 . (G 4 - 3 ) literary calendar text stores texts explaining the more detailed substance of the literary calendar. (G 4 - 4 ) literary calendar image type stores presence/absence of an image to be displayed together with the substance of the literary calendar, a size of the image for display, or the like. (G 4 - 5 ) literary calendar BGM stores the identification information for specifying a BGM in displaying the substance of the literary calendar. 
     In addition, (G 5 ) motion picture information stores the item substantially the same as (F 5 ) motion picture information included in the weekly calendar data shown in  FIG. 47A . 
     &lt;Processing Procedure of Calendar Function&gt; 
     Referring next to  FIGS. 48 and 49 , a calendar subroutine (details in step S 166  in  FIG. 23 ) providing the calendar function shown in  FIGS. 44 and 45  above will be described. Each step shown in  FIGS. 48 and 49  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . 
     Referring to  FIGS. 48 and 49 , initially, CPU  40  of game device  12  downloads the weekly calendar data from distribution server  104  (step S 600 ). In successive step S 602 , CPU  40  downloads the thumbnail image of the content corresponding to each motion picture ID based on the motion picture ID included in the downloaded weekly calendar data. In further successive step S 604 , CPU  40  sends a query to mail server  102  and downloads a message for which any day in the week included in that downloaded weekly calendar data is designated to be opened. CPU  40  causes reception message box  44   b  of flash memory  44  to store the downloaded message. 
     Thereafter, in step S 606 , CPU  40  has the weekly calendar as shown in  FIG. 44  displayed based on the downloaded weekly calendar data and the message. In successive step S 608 , CPU  40  refers to ROM/RTC  48  to obtain the current time and day, and determines whether or not the current time point is within an accessible time period (a period from the time and day of start of availability to the time and day of end of availability) of (F 5 ) motion picture information included in the downloaded weekly calendar data. When the current time point is within the accessible time period (YES in step S 608 ), the process proceeds to step S 610 . On the other hand, when the current time point is not within the accessible time period (NO in step S 608 ), the process proceeds to step S 612 . 
     In step S 610 , CPU  40  has the thumbnail image corresponding to (F 5 ) motion picture information of interest displayed, as surrounded by a bold frame indicating that the content is selectable. Thereafter, the process proceeds to step S 613 . 
     In step S 612 , CPU  40  has the thumbnail image corresponding to (F 5 ) motion picture information of interest displayed in a normal manner indicating that the content is not selectable. Thereafter, the process proceeds to step S 613 . 
     In step S 613 , CPU  40  determines whether the processing for every (F 5 ) motion picture information included in the downloaded weekly calendar data has been completed or not. When the processing for every (F 5 ) motion picture information included in the downloaded weekly calendar data has not been completed (NO in step S 613 ), the processing in step S 608  and subsequent steps is repeated. On the other hand, when the processing for every (F 5 ) motion picture information included in the downloaded weekly calendar data has been completed (YES in step S 613 ), the process proceeds to step S 614 . At this time point, display of weekly calendar screen  700  as shown in  FIG. 44  is completed. 
     In step S 614 , CPU  40  determines whether a next week or a previous week relative to the currently displayed week has been selected or not. When the next week or the previous week relative to the currently displayed week is selected (YES in step S 614 ), the processing in step S 600  and subsequent steps is repeated. When the next week or the previous week relative to the currently displayed week is not selected (NO in step S 614 ), the process proceeds to step S 616 . 
     In step S 616 , CPU  40  determines whether a message icon has been selected or not. When the message icon is selected (YES in step S 616 ), the process proceeds to step S 617 . On the other hand, when the message icon is not selected (NO in step S 616 ), the process proceeds to step S 620 . 
     In step S 617 , CPU  40  refers to ROM/RTC  48  to obtain the current time, and determines whether the current time point coincides with the date brought in correspondence with the selected message icon or has passed that date. When the current time point coincides with the date brought in correspondence with the selected message icon or has passed that date (YES in step S 617 ), the process proceeds to step S 618 . On the other hand, when the current time point does not coincide with the date brought in correspondence with the selected message icon and has not passed that date (NO in step S 617 ), the processing in step S 618  is skipped and the process proceeds to step S 620 . 
     In step S 618 , CPU  40  has the substance stored in reception message box  44   b  of flash memory  44  displayed in a selectable manner. Namely, a message transmitted from another game device  12  or the like via mail server  102  may be attached with a year, month and day designated as the day to open the message, and such a message of which day of opening is designated is stored in transmission message box  44   a  in correspondence with the designated date. In addition, in calendar screen  700  as well, the message is displayed in correspondence with the designated date. Such a message to which the designated day of opening has been added is typically intended to be read on a specific day such as a birthday or some kind of anniversary. Therefore, CPU  40  of game device  12  prohibits accessing by the user of such a message to which the designated day of opening has been added until the designated day of opening comes. Namely, CPU  40  outputs the message only when the designated day of opening added to the received message coincides with the current time point or the current time point has passed the designated day of opening. Then, the process proceeds to step S 620 . 
     In step S 620 , CPU  40  determines whether any thumbnail image displayed in the weekly calendar has been selected or not. When any thumbnail image is selected (YES in step S 620 ), the process proceeds to step S 622 . On the other hand, when no thumbnail image is selected (NO in step S 620 ), the process proceeds to step S 626 . 
     In step S 622 , CPU  40  refers to ROM/RTC  48  to obtain the current time and day, and determines whether the current time point is within the accessible time period (the period from the time and day of start of availability to the time and day of end of availability) of the content (motion picture) corresponding to the selected thumbnail image. More specifically, CPU  40  specifies the motion picture ID brought in correspondence with the selected thumbnail image and obtains (F 5 - 3 ) time and day of start of availability and (F 5 - 4 ) time and day of end of availability corresponding to that motion picture ID described in the downloaded weekly calendar data. Then, CPU  40  compares the obtained time and day of start of availability and time and day of end of availability with the current time point (current date). 
     When the current time point is within the accessible time period of the content (motion picture) corresponding to the selected thumbnail image (YES in step S 622 ), the motion picture reproduction subroutine is executed (step S 624 ). After this motion picture reproduction subroutine is executed, the process proceeds to step S 626 . On the other hand, when the current time point is not within the accessible time period of the content (motion picture) corresponding to the selected thumbnail image (NO in step S 622 ), CPU  40  prohibits reproduction of the selected content (motion picture). Then, the process proceeds to step S 626 . 
     In step S 626 , CPU  40  determines whether any date displayed in the weekly calendar has been selected or not. When any date is selected (YES in step S 626 ), the process proceeds to step S 628 . On the other hand, when no date is selected (NO in step S 628 ), the process proceeds to step S 662 . 
     In step S 628 , the daily calendar data in connection with the selected date is downloaded. In successive step S 630 , CPU  40  downloads the thumbnail image of the content corresponding to each motion picture ID based on the motion picture ID) included in the downloaded daily calendar data. 
     Thereafter, in step S 632 , CPU  40  has the daily calendar as shown in  FIG. 45  displayed, based on the downloaded daily calendar data and the message. In successive step S 634 , CPU  40  refers to ROM/RTC  48  to obtain the current time and day, and determines whether the current time point is within the accessible time period (the period from the time and day of start of availability to the time and day of end of availability) of (G 5 ) motion picture information included in the downloaded daily calendar data. When the current time point is within the accessible time period (YES in step S 634 ), the process proceeds to step S 636 . On the other hand, when the current time point is not within the accessible time period (NO in step S 634 ), the process proceeds to step S 638 . 
     In step S 636 , CPU  40  has the thumbnail image corresponding to (G 5 ) motion picture information of interest displayed, as surrounded by a bold frame indicating that the content is selectable. Thereafter, the process proceeds to step S 639 . 
     In step S 638 , CPU  40  has the thumbnail image corresponding to (G 5 ) motion picture information of interest displayed in a normal manner indicating that the content is not selectable. Thereafter, the process proceeds to step S 639 . 
     In step S 639 , CPU  40  determines whether the processing for every (G 5 ) motion picture information included in the downloaded daily calendar data has been completed or not. When the processing for every (G 5 ) motion picture information included in the downloaded daily calendar data has not been completed (NO in step S 639 ), the processing in step S 634  and subsequent steps is repeated. On the other hand, when the processing for every (G 5 ) motion picture information included in the downloaded daily calendar data has been completed (YES in step S 639 ), the process proceeds to step S 640 . At this time point, display of daily calendar screen  750  as shown in  FIG. 45  is completed. 
     In step S 640 , CPU  40  determines whether a next day or a previous day relative to the currently displayed day has been selected or not. When the next day or the previous day relative to the currently displayed day is selected (YES in step S 640 ), the processing in step S 628  and subsequent steps is repeated. When the next day or the previous day relative to the currently displayed day is not selected (NO in step S 640 ), the process proceeds to step S 642 . 
     In step S 642 , CPU  40  determines whether “send message on this day” button  724  has been selected or not. When “send message on this day” button  724  is selected (YES in step S 642 ), the process proceeds to step S 644 . On the other hand, when “send message on this day” button  724  is not selected (NO in step S 642 ), the process proceeds to step S 646 . 
     In step S 644 , CPU  40  executes the message creation subroutine assuming the selected date in the calendar as the year, month and day of interest. The year, month and day of interest is added as information indicating the designated day of opening the created message. After this message creation subroutine is executed, the process proceeds to step S 646 . 
     In step S 646 , CPU  40  determines whether a message icon has been selected or not. When the message icon is selected (YES in step S 646 ), the process proceeds to step S 648 . On the other hand, when the message icon is not selected (NO in step S 646 ), the process proceeds to step S 652 . 
     In step S 648 , CPU  40  refers to ROM/RTC  48  to obtain the current time and day, and determines whether the current time point coincides with the date brought in correspondence with the selected message icon or has passed that date. When the current time point coincides with the date brought in correspondence with the selected message icon or has passed that date (YES in step S 648 ), the process proceeds to step S 650 . On the other hand, when the current time point does not coincide with the date brought in correspondence with the selected message icon and has not passed that date (NO in step S 648 ), the processing in step S 650  is skipped and the process proceeds to step S 652 . 
     In step S 650 , CPU  40  has the substance stored in reception message box  44   b  of flash memory  44  displayed in a selectable manner. Then, the process proceeds to step S 652 . 
     In step S 652 , CPU  40  determines whether any thumbnail image displayed in the daily calendar has been selected or not. When any thumbnail image is selected (YES in step S 652 ), the process proceeds to step S 654 . On the other hand, when no thumbnail image is selected (NO in step S 652 ), the process proceeds to step S 658 . 
     In step S 654 , CPU  40  refers to ROM/RTC  48  to obtain the current time and day, and determines whether the current time point is within the accessible time period (the period from the time and day of start of availability to the time and day of end of availability) of the content (motion picture) corresponding to the selected thumbnail image. More specifically, CPU  40  specifies the motion picture ID brought in correspondence with the selected thumbnail image and obtains (G 5 - 3 ) time and day of start of availability and (G 5 - 4 ) time and day of end of availability corresponding to the motion picture ID described in the downloaded daily calendar data. Then, CPU  40  compares the obtained time and day of start of availability and time and day of end of availability with the current time point (current date). 
     When the current time point is within the accessible time period of the content (motion picture) corresponding to the selected thumbnail image (YES in step S 654 ), the motion picture reproduction subroutine is executed (step S 656 ). After this motion picture reproduction subroutine is executed, the process proceeds to step S 658 . On the other hand, when the current time point is not within the accessible time period of the content (motion picture) corresponding to the selected thumbnail image (NO in step S 654 ), CPU  40  prohibits reproduction of the selected content (motion picture). Then, the process proceeds to step S 658 . 
     In step S 658 , CPU  40  determines whether any literary calendar headword displayed in the daily calendar has been selected or not. When any literary calendar headword is selected (YES in step S 658 ), the process proceeds to step S 660 . On the other hand, when no literary calendar headword is selected (NO in step S 658 ), the process returns to step S 640 . 
     In step S 660 , CPU  40  has a more detailed literary calendar displayed based on the image and/or the literary calendar texts brought in correspondence with the selected literary calendar. Thereafter, the process returns to step S 640 . 
     In step S 662 , CPU  40  determines whether the “back” button has been selected or not. When the “back” button is selected (YES in step S 662 ), the process returns. On the other hand, when the “back” button is not selected (NO in step S 662 ), the process returns to step S 614 . 
     &lt;Variation of Calendar Data&gt; 
     In the weekly calendar data shown in  FIG. 47A , a configuration in which whether distribution of the content to the user is permitted or not is determined based on the time and day defined by (F 5 - 3 ) time and day of start of availability and (F 5 - 4 ) time and day of end of availability has been illustrated. 
     Instead of such a configuration, a configuration using the intended time and day at which distribution of the content is started and information indicating whether or not to permit distribution of the content prior to that time and day may be adopted.  FIG. 50  shows an exemplary data structure of weekly calendar data according to a variation of the embodiment of the present invention. The weekly calendar data shown in  FIG. 50  includes (F 5 - 3 ′) a selection permission flag instead of (F 5 - 3 ) time and day of start of availability and (F 5 - 4 ) time and day of end of availability in the weekly calendar data shown in  FIG. 47A . (F 5 - 3 ′) selection permission flag stores a flag value as to whether or not to permit distribution of a content of interest prior to a day of release, which is (F- 1 ) year, month and day of interest. 
     More specifically, when any content (or thumbnail image indicating the content) is selected, CPU  40  of game device  12  refers to ROM/RTC  48  to obtain the current time and day, and refers to the corresponding weekly calendar data. Then, CPU  40  determines whether the current time point is after (F 1 ) year, month and day of interest or not. When the current time point is after (F 1 ) year, month and day of interest, downloading and reproduction of the selected content is started. On the other hand, when the current time point is not after (F 1 ) year, month and day of interest, CPU  40  of game device  12  refers to (F 5 - 3 ′) selection permission flag and when this flag value permits distribution prior to the day of release, downloading and reproduction of the selected content is started. In contrast, when the flag value stored in (F 5 - 3 ′) selection permission flag does not permit distribution prior to the day of release, downloading of the selected content is not performed. 
     &lt;Search Function&gt; 
     Referring next to  FIGS. 51A to 51D , processing performed when the user operates controller  22  to select television object  512  displayed on the main screen will be described. When television object  512  is selected on the main screen shown in  FIG. 11 , CPU  40  of game device  12  has the content selection screen as shown in  FIG. 51A  displayed, by executing the content search subroutine. 
     In the content selection screen shown in  FIG. 51A , such animation that a plurality of characters behave in a predetermined manner is shown. More specifically, functions of “new arrival content display,” “high-satisfaction content display,” “recommended content display,” and “favorite content display” are allocated to characters  802 ,  804 ,  806 , and  808  respectively, and when the user operates controller  22  to point to any character with a cursor or the like, explanation thereof is displayed in a balloon object. In addition, when the user operates controller  22  to select any character, a list of contents in accordance with the corresponding function is displayed. When any content is selected, the motion picture reproduction subroutine as shown in  FIG. 29  is executed. 
     In the content selection screen shown in  FIG. 51A , foliage plant object  812  is displayed in a selectable manner, and when the user operates controller  22  to select foliage plant object  812 , the sponsor selection screen subroutine as shown in  FIG. 34  is executed. 
     In addition, a function of “content search” is allocated to character  810 , and when the user operates controller  22  to select character  810 , a screen providing the content search function as shown in  FIGS. 51B to 51D  is displayed. 
     Namely, when character  810  is selected, CPU  40  of game device  12  has a search keyword entry screen as shown in  FIG. 51B  displayed. In the search keyword entry screen shown in  FIG. 51B , an entry box  820  for entering a keyword, an “enter again” button  824 , and a “search with this word” button  826  are displayed. Moreover, in a balloon object  822  proximate to the character, a message that “do you want to start search for video with this keyword?” is displayed. 
     When the user selects entry box  820 , CPU  40  of game device  12  has a character input screen, for example like a keyboard, displayed. As the user successively selects an icon corresponding to a key of the keyboard displayed on this character input screen, a character is input in entry box  820 . Thereafter, when the user selects “search with this word” button  826 , CPU  40  of game device  12  transmits the input message to distribution server  104 . On the other hand, when the user selects “enter again” button  824 , CPU  40  of game device  12  resets the character string entered in entry box  820 . 
     Distribution server  104  basically regards all contents present in the server itself as search targets. Namely, when distribution server  104  receives a keyword from any game device  12 , distribution server  104  extracts motion picture information including all or a part of the received keyword(s) among motion picture information brought in correspondence with all contents stored in the server itself. In addition, distribution server  104  sends back to game device  12 , representative thumbnail image of each content corresponding to the extracted motion picture and information indicating the number of extracted contents. Game device  12  that received this information has the search result screen as shown in  FIG. 51C  displayed. 
     During a period from transmission of a search keyword to distribution server  104  until reception of a search result from distribution server  104 , CPU  40  of game device  12  may display such a message as “now searching for video . . . wait for a moment” in a balloon object proximate to the character, in order to inform the user of the fact that search is in progress. 
     In the search result screen shown in  FIG. 51C , a balloon object  830  proximate to the character shows the number of contents retrieved as hits, such as “102 videos were found.” At the same time, in the search result screen shown in  FIG. 51C , thumbnail images  834  of contents (in the example in  FIG. 51C , four contents) having motion picture information having a relatively high hit rate among the retrieved contents are displayed. In the search result screen shown in  FIG. 51C , a “more” button  832  is displayed, and when the user selects this “more” button  832 , thumbnail images of more retrieved contents are displayed. 
     When a search result received from distribution server  104  indicates zero, that is, when no content that hits the search keyword was found, a message urging the user to enter again a keyword may be displayed. For example, CPU  40  of game device  12  causes a balloon object proximate to the character to display a message: “No video corresponding to that keyword was found. Try another keyword.” 
     When the user selects any thumbnail image in the search result screen shown in  FIG. 51C , CPU  40  of game device  12  has a reproduction confirmation screen shown in  FIG. 51D  displayed. In the reproduction confirmation screen shown in  FIG. 51D , a selected thumbnail image  840  is zoomed in for display and a comment thereon is displayed in a balloon object  842  (in the example shown in  FIG. 51D , “secret of AAA!”). In addition, in the reproduction confirmation screen shown in  FIG. 511D , a “watch this” button  844  is also displayed, and when the user selects this “watch this” button  844 , reproduction of the selected content is started. 
     &lt;Data Exchange in Search Function&gt; 
     Referring next to  FIG. 52 , data exchange in the search function shown in  FIGS. 51A to 51D  above will be described. 
     Referring to  FIG. 52 , when a user&#39;s operation to indicate execution of the search function is performed (sequence SQ 400 ), CPU  40  of game device  12  starts execution of the search function (sequence SQ 402 ). In succession, when a user&#39;s operation to enter a search keyword is performed (sequence SQ 404 ), CPU  40  of game device  12  accepts the entered keyword (sequence SQ 406 ). In addition, when a user&#39;s operation to indicate start of search is performed (sequence SQ 408 ), CPU  40  of game device  12  transmits an entered keyword to distribution server  104  (sequence SQ 410 ). 
     In response to this transmitted keyword, distribution server  104  performs search processing based on the keyword for the motion picture information brought in correspondence with each content stored in the server itself (sequence SQ 412 ). Then, distribution server  104  transmits a search result extracted in the search processing and a thumbnail image included in the search result to game device  12  (sequence SQ 414 ). 
     CPU  40  of game device  12  has the search result as shown in  FIG. 51C  displayed based on the search result and the thumbnail image received from distribution server  104  (sequence SQ 416 ). Thereafter, when a user&#39;s operation to request more retrieved contents is performed (sequence SQ 418 ), CPU  40  of game device  12  transmits an update request to distribution server  104  (sequence SQ 420 ). In response to this update request, distribution server  104  transmits a thumbnail image that has not yet been transmitted in the extracted search result to game device  12  (sequence SQ 422 ) CPU  40  of game device  12  updates display of the search result based on a new thumbnail image received from distribution server  104  (sequence SQ 424 ). 
     In addition, when a user&#39;s operation to indicate selection of any motion picture content is performed (sequence SQ 426 ), CPU  40  of game device  12  transmits a distribution request including the motion picture ID corresponding to the selected content to distribution server  104  (sequence SQ 428 ). In response to this distribution request distribution server  104  starts distribution (typically, streaming-play) of the designated content stored in the server itself to game device  12  (sequence SQ 430 ). CPU  40  of game device  12  generates this distributed motion picture (sequence SQ 432 ). 
     &lt;Processing Procedure of Search Function&gt; 
     Referring next to  FIGS. 53 and 54 , the content search subroutine (details in step S 170  in  FIG. 23 ) providing the search function shown in  FIGS. 51A to 51D  above will be described. Each step shown in  FIGS. 53 and 54  is provided by execution of the content distribution application according to the present embodiment by CPU  40  of game device  12 . 
     Referring to  FIGS. 53 and 54 , initially, CPU  40  of game device  12  downloads data for displaying a character on the content selection screen shown in  FIG. 51A  from distribution server  104  (step S 700 ). In successive step S 702 , CPU  40  downloads a thumbnail image to be displayed in association with each downloaded character from distribution server  104 . Namely, CPU  40  obtains thumbnail images representative of a “new arrival content,” a “high-satisfaction content,” a “recommended content”, and a “favorite content” displayed on the content selection screen shown in  FIG. 51A , respectively. Thereafter, in step S 704 , CPU  40  causes monitor  34  to display the content selection screen shown in  FIG. 51A . Then, the process proceeds to step S 706 . 
     In step S 706 , CPU  40  determines whether any character on the content selection screen shown in  FIG. 51A  has been pointed or not. When any character on the content selection screen has been pointed (YES in step S 706 ), the process proceeds to step S 708 . On the other hand, when no character on the content selection screen is pointed (NO in step S 706 ), the process proceeds to step S 710 . 
     In step S 708 , CPU  40  causes monitor  34  to display a balloon object including explanation corresponding to the pointed character. Thereafter, the process proceeds to step S 710 . 
     In step S 710 , CPU  40  determines whether character  802  associated with the “new arrival content” has been selected or not. When character  802  associated with the “new arrival content” is selected (YES in step S 710 ), CPU  40  has contents registered as “new arrival contents” displayed in a list (step S 712 ). It is noted that information on contents registered as the “new arrival contents” is downloaded from distribution server  104  at appropriate timing. Then, the process proceeds to step S 726 . 
     On the other hand, when character  802  associated with the “new arrival content” is not selected (NO in step S 710 ), CPU  40  determines whether character  804  associated with the “high-satisfaction content” is selected or not (step S 714 ). When character  804  associated with the “high-satisfaction content” is selected (YES in step S 714 ), CPU  40  has contents registered as the “high-satisfaction contents” displayed in a list (step S 716 ). Then, the process proceeds to step S 726 . 
     On the other hand, when character  804  associated with the “high-satisfaction content” is not selected (NO in step S 714 ), CPU  40  determines whether character  806  associated with the “recommended content” has been selected or not (step S 718 ). When character  806  associated with the “recommended content” is selected (YES in step S 718 ), CPU  40  has contents registered as the “recommended contents” displayed in a list (step S 720 ). Then, the process proceeds to step S 726 . 
     On the other hand, when character  806  associated with the “recommended content” is not selected (NO in step S 718 ), CPU  40  determines whether character  808  associated with the “favorite content” has been selected or not (step S 722 ). When character  808  associated with the “favorite content” is selected (YES in step S 722 ), CPU  40  has contents registered as the “favorite contents” displayed in a list (step S 724 ). Then, the process proceeds to step S 726 . 
     On the other hand, when character  80 S associated with the “favorite content” is not selected (NO in step S 722 ), the process proceeds to step S 730 . 
     In step S 726 , CPU  40  determines whether any content in a list of displayed contents has been selected or not. When no content in the list of displayed contents is selected (NO in step S 726 ), the processing in step S 726  and subsequent step is repeated. 
     On the other hand, when any content in the list of displayed contents is selected (YES in step S 726 ), CPU  40  executes the motion picture reproduction subroutine for reproducing the selected content (step S 728 ). After this motion picture reproduction subroutine is executed, the process returns to step S 706 . 
     In contrast, in step S 730 , CPU  40  determines whether foliage plant object  812  has been selected or not. When foliage plant object  812  is selected (YES in step S 730 ), CPU  40  executes the sponsor selection screen subroutine (step S 732 ). After the sponsor selection screen subroutine is executed, the process returns to step S 706 . 
     On the other hand, when foliage plant object  812  is not selected (NO in step S 730 ), CPU- 40  determines whether character  810  associated with “content search” has been selected or not (step S 734 ). When character  810  associated with “content search” is not selected (NO in step S 734 ), the process returns to step S 706 . 
     On the other hand, when character  810  associated with “content search” is selected (YES in step S 734 ), CPU  40  has the search keyword entry screen as shown in  FIG. 51B  displayed (step S 736 ). In successive step S 738 , CPU  40  determines whether any keyword has been entered in the search keyword entry screen or not. When no keyword is entered in the search keyword entry screen (NO in step S 738 ), the processing in step S 738  is repeated. 
     On the other hand, when some keyword is entered in the search keyword entry screen (YES in step S 738 ), CPU  40  causes the buffer to store the entered keyword (step S 740 ). In successive step S 742 , CPU  40  determines whether “enter again” button  824  in the search keyword entry screen as shown in  FIG. 51B  has been selected or not. When “enter again” button  824  is selected (YES in step S 742 ), CPU  40  resets the keyword stored in the buffer (step S 744 ). Thereafter, the process returns to step S 738 . 
     On the other hand, when “enter again” button  824  is not selected (NO in step S 742 ), CPU  40  determines whether “search with this word” button  826  in the search keyword entry screen shown in  FIG. 51B  has been selected or not (step S 746 ). When “search with this word” button  826  is not selected (NO in step S 746 ), the process returns to step S 738 . 
     In contrast, when “search with this word” button  826  is selected (YES in step S 746 ), CPU  40  transmits the keyword stored in the buffer to distribution server  104  (step S 747 ). In successive step S 748 , CPU  40  determines whether the search result and the thumbnail image have been received from distribution server  104  or not. When the search result and the thumbnail image have not been received from distribution server  104  (NO in step S 748 ), the processing in step S 748  is repeated. 
     On the other hand, when the search result and the thumbnail image are received from distribution server  104  (YES in step S 748 ), CPU  40  has the search result as shown in  FIG. 51C  displayed based on the search result and the thumbnail image received from distribution server  104  (step S 750 ). In successive step S 752 , CPU  40  determines whether “more” button  832  in the search result screen as shown in  FIG. 51C  has been selected or not (step S 752 ). When “more” button  832  is not selected (NO in step S 752 ), the process proceeds to step S 760 . 
     In contrast, when “more” button  832  is selected (YES in step S 752 ), CPU  40  transmits the update request for updating the search result to distribution server  104  (step S 754 ). In successive step S 756 , CPU  40  determines whether a new thumbnail image has been received from distribution server  104  or not. When the new thumbnail image is not received from distribution server  104  (NO in step S 756 ), the processing in step S 756  is repeated. 
     On the other hand, when the new thumbnail image is received from distribution server  104  (YES in step S 756 ), CPU  40  updates the search result as shown in  FIG. 51C  based on the new thumbnail image received from distribution server  104  (step S 758 ). Thereafter, the process proceeds to step S 760 . 
     In step S 760 , CPU  40  determines whether any content in the list of contents displayed as the search result has been selected or not. When no content is selected (NO in step S 760 ), the processing in step S 760  and subsequent step is repeated. 
     On the other hand, when any content is selected (YES in step S 760 ), CPU  40  has the reproduction confirmation screen for the selected content as shown in  FIG. 51D  displayed (step S 762 ). In successive step S 764 , CPU  40  determines whether “watch this” button  844  in the reproduction confirmation screen as shown in  FIG. 51D  has been selected or not. When “watch this” button  844  is not selected (NO in step S 764 ), the process returns to step S 764 . 
     On the other hand, when “watch this” button  844  is selected (YES in step S 764 ), CPU  40  executes the motion picture reproduction subroutine in order to reproduce the selected content (step S 766 ). After this motion picture reproduction subroutine is executed, the process returns to step S 706 . 
     &lt;Other Embodiments&gt; 
     In the embodiments described above, game device  12  and portable game device  210  have been illustrated by way of representative examples of the information processing device according to the present invention, however, the information processing device is not limited thereto. Namely, an application executable by a personal computer may be provided as a program according to the present invention. Here, the program according to the present invention may be incorporated as a partial function of various applications executed on the personal computer. 
     Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the scope of the present invention being interpreted by the terms of the appended claims.