Patent Publication Number: US-2022219084-A1

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

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application is a Continuation Application of PCT Application No. PCT/JP2020/037097, filed on Sep. 30, 2020, and is based on and claims priority from Japanese Patent Application No. 2019-183502 filed on Oct. 4, 2019, the entire contents of each of which are incorporated herein by reference. 
    
    
     BACKGROUND 
     Field of the Invention 
     The present disclosure relates to recording mediums, game apparatuses, control methods for game apparatuses and game systems. 
     Description of Related Art 
     In recent years, video distribution services are widely used. In the video distribution services, videos are generally shown on video display areas that are parts of a web screen for video distribution. In addition, advertisements, such as banner ads, are shown for video viewers on advertisement display areas that are parts of the web screen, but are separate from the video display areas. In the field of games, a method is known in which advertisements are shown, for computer game players, on objects in a virtual space (e.g., Japanese Patent Application Laid-Open Publication No. 2002-253847). 
     Computer game users, as well as spectators who watch a computer game video, are targeted for distribution of a computer game video. For this reason, even when advertisements are shown on objects in a virtual space, it is expected to control display of advertisements by looking at spectators. However, conventionally, advertisements are shown without consideration of the presence of spectators. 
     SUMMARY 
     The present disclosure has been made in view of the situations described above, and it has as an object to control display of an advertisement in a virtual space by looking at the presence of spectators of a computer game. 
     To achieve the stated object, a recording medium according to an aspect of the present enclosure is a non-transitory computer-readable recording medium having instructions stored therein that cause at least one processor of a game apparatus to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; supply the video information to the distribution system; acquire spectator apparatus information from the distribution system, the spectator apparatus information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatus, and receives a video based on the video information from the distribution system; and control display of an advertisement in the virtual space, based on the spectator apparatus information. 
     A game apparatus according to an aspect of the present disclosure includes: at least one memory storing instructions; and at least one processor that implements the instructions to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; acquire spectator apparatus information from the distribution system, when the distribution system distributes a video based on the video information to at least one spectator apparatus that is a part of the plurality of the terminal apparatuses, the spectator apparatus information relating to the at least one spectator apparatus; and control display of an advertisement in the virtual space, based on the spectator apparatus information. 
     A computer-implemented control method according to an aspect of the present disclosure includes: communicating with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progressing a computer game; generating, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; acquiring spectator apparatus information from the distribution system, when the distribution system distributes a video based on the video information to at least one spectator apparatus that is a part of the plurality of the terminal apparatuses, the spectator apparatus information relating to the at least one spectator apparatus; and controlling display of an advertisement in the virtual space, based on the spectator apparatus information. 
     A game system according to an aspect of the present disclosure includes: a distribution system configured to distribute videos to a plurality of terminal apparatuses; and a game apparatus that is configured to communicate with the distribution system, in which the game apparatus includes: at least one memory storing instructions; and at least one processor that implements the instructions to: progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; acquire spectator apparatus information from the distribution system, when the distribution system distributes a video based on the video information to at least one spectator apparatus that is a part of the plurality of the terminal apparatuses, the spectator apparatus information relating to the at least one spectator apparatus; and control display of an advertisement in the virtual space, based on the spectator apparatus information. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a diagram showing an overview of a game system according to an embodiment. 
         FIG. 2  is a diagram showing an example of an overview of a display-use video generated by a game apparatus shown in  FIG. 1 . 
         FIG. 3  is a diagram showing an example overview of a video distribution screen supplied by the distribution server to the terminal apparatus. 
         FIG. 4  is a functional block diagram of an example of the game apparatus shown in  FIG. 1 . 
         FIG. 5  is an example of hardware configuration of the game apparatus shown in  FIG. 4 . 
         FIG. 6  is a functional block diagram showing an example of the configuration of a distribution server shown in  FIG. 1 . 
         FIG. 7  is an example of a hardware configuration of the distribution server shown in  FIG. 6 . 
         FIG. 8  is a functional block diagram showing an example of a configuration of an advertisement management server shown in  FIG. 1 . 
         FIG. 9  is an example of a hardware configuration of the advertisement management server shown in  FIG. 8 . 
         FIG. 10  is an example of a data structure of an advertisement management table. 
         FIG. 11  is a sequence chart of example procedures for the game system shown in  FIG. 1 . 
         FIG. 12  is a flowchart showing an example of procedures for the game apparatus shown in  FIG. 1 . 
         FIG. 13  is a flowchart showing an example of procedures for the game apparatus according to Modification 6. 
         FIG. 14A  is a diagram showing an overview of a game system according to Modification 8. 
         FIG. 14B  is a functional block diagram of an example of a game server shown in  FIG. 14A . 
     
    
    
     DESCRIPTION OF THE EMBODIMENT 
     Hereinafter, modes for carrying out the present disclosure will be described with reference to the drawings. In each diagram, the dimensions and scale of each element are appropriately different from actual ones. The embodiment described below has preferable specific examples of the present disclosure. Accordingly, various technically preferable limitations are applied. However, the scope of the present disclosure is not limited to these modes unless there is a specific description limiting the present disclosure. 
     1. Embodiment 
     First, description will be given of an example outline of a game system  1  according to an embodiment with reference with  FIG. 1 . 
       FIG. 1  is a diagram showing an overview of the game system  1  according to the embodiment. 
     The game system  1  shown in  FIG. 1  includes a game apparatus  10  that is executable for a predetermined computer game, a display apparatuses  20  that corresponds to the game apparatus  10 , a distribution server  30  (an example of a “distribution system”), an advertisement management server  50 , and a plurality of M terminal apparatuses  70  ( 70 - 1  to  70 -M). M is a natural number of 1 or more. In one example, the game apparatus  10 , the distribution server  30 , advertisement management server  50 , and each of the terminal apparatuses  70  are connected communicably to one another via a network NW. In the following description, the m-th terminal apparatus  70  of the M terminals apparatuses  70 - 1  to  70 -M is referred to as a terminal apparatus  70 - m . The m is a natural number satisfying 1≤m≤M. 
     In one example, the game apparatus  10  displays, on a display  21  provided in the display apparatus  20  commutable with the game apparatus  10 , a video of a predetermined computer game executed by the game apparatus  10 . In this embodiment, an assumption will be made in which a computer baseball game (an example of a “computer game”) is executed at the game apparatus  10 . 
     In the following description, a video of the computer baseball game that is displayed on the display  21  by the game apparatus  10  is referred to as a “display-use video MVo” (see  FIG. 2 ). In this embodiment, the display-use video MVo is an example of a “video of a computer game.” In one example, the display-use video MVo may be a display-use still image, and it may be updated per unit period of time (e.g., 1/60th of a second). For each unit period of time, a display-use still image is displayed on the display  21 . 
     In this embodiment, the game apparatus  10  supplies, to the distribution server  30 , a video of the computer baseball game executed at the game apparatus  10 . In the following description, the video of the computer baseball game that is supplied by the game apparatus  10  to the distribution server  30  is referred to as a “distribution-use video MVd” (see  FIG. 3 ). In one example, the distribution-use video MVd may be a distribution-use still image, and it may be updated per unit period of time. For each unit period of time, a distribution-use still image is supplied by the game apparatus  10  to the distribution server  30 . 
     In this embodiment, an assumption will be made in which a distribution-use video MVd is generated based on video information that is used to play a display-use video MVo, and the distribution-use video MVd and the display-use video MVo are identical to each other. However, the present disclosure is not limited to such an aspect. In one example, the distribution-use video MVd may have a lower resolution than the display-use video MVo. 
     In this embodiment, the distribution-use video MVd is an example of a “video based on the video information.” 
     In one example, the game apparatus  10  supplies the distribution-use video MVd (the video information that is used to play a display-use video MVo) to the distribution server  30 . Hereinafter, the video information that is used to play the display-use video MVo is referred to as “video information MVinf” (see  FIG. 11 ). 
     In this embodiment, an assumption will be made that the game apparatus  10  is for home use. However, a freely selected information processing apparatus is used for the game apparatus  10 . Examples of the game apparatus  10  include a commercial-use game device installed in a store or an amusement facility, a mobile device such as a cellar phone or a smart phone, and a stationary information device such as a personal computer. Examples of the display apparatus  20  include a liquid crystal display, a television receiver, and a touch panel display. The display apparatus  20  may be included in the game apparatus  10 . 
     The distribution server  30  is an example of a distribution system that distributes a video, such as a distribution-use video MVd, to each of the terminal apparatuses  70 . In one example, when receiving (i) a distribution-use video MVd from the game apparatus  10 , and (ii) a distribution request of the distribution-use video MVd from a terminal apparatus  70 - m , the distribution server  30  distributes, to the terminal apparatus  70 -M, the distribution-use video MVd supplied form the game apparatus  10 . Furthermore, when receiving, from the terminal apparatus  70 - m , a distribution request of a video distribution screen DS that is used to display the distribution-use video MVd, the distribution server  30  distributes the video distribution screen DS to the terminal apparatus  70 - m  (see  FIG. 3 ). 
     As will be described with reference to  FIG. 11 , the distribution server may send, to the game apparatus  10 , information (an example of “spectator apparatus information”) on the terminal apparatuses  70  playing the distribution-use videos MVd. 
     In an example shown in  FIG. 1 , the terminal apparatus  70 - m  includes a display  71 - m . When the distribution-use video MVd is distributed from the distribution server  30 , the terminal apparatus  70 - m  displays the distribution-use video MVd on a display  71 - m . A freely selected information processing apparatus connectable with the Internet may be used for the terminal apparatus  70 - m , examples of which include a smartphone, a cellar phone, and a personal computer. 
     In one example, the advertisement management server  50  supplies, to the game apparatus  10 , information necessary for the game apparatus  10  to incorporate advertisements for products or services into the display-use video MVo. 
     The configuration of the game system  1  is not limited to the example shown in  FIG. 1 . In one example, in the game system  1  shown in  FIG. 1 , a distribution system, in which a video such as a distribution-use video MVd is distributed to the terminal apparatuses  70 , is achieved by a single distribution server  30 . However, the distribution system may be achieved by multiple distribution servers  30 . In other words, the distribution system may include multiple distribution servers  30 . There may be one or more distribution providers for distribution services to the distribution system. In one example, the distribution system may include (i) one or more distribution servers  30  that are managed by any provider from among multiple providers, and (ii) one or more distribution servers  30  that are managed by other providers. 
     The number of game apparatuses  10  included in the game system  1  is not limited to one. In one example, the game system  1  may include two or more game apparatuses  10 . The advertisement management server  50  may supply, to the distribution server  30 , information necessary for the distribution server  30  to distribute banner images. The banner images are still images or videos of advertisements for products or services. 
     Next, an overview will be given of the display-use video MVo generated by the game apparatus  10  with reference to  FIG. 2 . 
       FIG. 2  is a diagram showing an example of an overview of a display-use video MVo generated by the game apparatus  10  shown in  FIG. 1 . 
     A display-use video MVo according to this embodiment shows how the computer baseball game is progressed in a virtual space FD, such as a virtual baseball ground. In an example shown in  FIG. 2 , the display-use video MVo shows that, in the virtual space FD, a pitcher character CR 1  is throwing a ball object OB 1 , and a batter character CR 2  is hitting the ball object OB 1  thrown by the pitcher character CR 1  with a baseball bat object OB 2 . In an example of the display-use video MVo, spectator characters CR 3  watch the baseball game in the virtual space FD. 
     The progress of the computer baseball game in the virtual space FD is an example of a “state of a virtual space of a computer game.” 
     The state of the virtual space FD may be some or all of states relating to a game element in the virtual space FD, or it may be some or all of states relating to sound in the virtual space FD. Alternatively, the state of the virtual space FD may be some or all of states including: (i) a state relating to a game element in the virtual space FD; and (ii) a state relating to sound in the virtual space FD. 
     A game element in the virtual space FD may be disposed at any position in the virtual space FD. Here, the game element may be controlled by a program (a processor that executes the program) of the game apparatus  10 . Furthermore, the game element may be a character, an object, and an environmental component in the virtual space FD. The environmental component in the virtual space FD may be an element of a virtual baseball ground in the virtual space FD. Examples of the element of the virtual baseball ground include a baseball ground, and a back net thereof. 
     A state relating to a game element may be a position of a game element in the virtual space FD, or it may be the shape, pattern, or color of the game element. Alternatively, the state relating to the game element may be a direction or a movement speed of the game element in the virtual space FD. Alternatively, the “situation relating to the game element” may be some or all of the position, shape, pattern, color, direction of movement, and speed of movement of the game element in the virtual space FD. 
     Sound in the virtual space FD may be output or heard at any position in the virtual space FD, or it may be associated with a game element in the virtual space FD, or it may be both of these. The sound may include audio (voice). 
     In some cases, the display-use video MVo according to this embodiment includes one or more video advertisements AD (an example of an “advertisement”). In this embodiment, video advertisements AD may be still images or moving images relating to target advertisements, such as products or services, which are shown on game elements in the virtual space FD. Alternatively, the video advertisements AD may be audios relating thereto, which are output from game elements in the virtual space FD. 
     In the following description, if a video advertisement AD is a still image or a moving image displayed on a game element in the virtual space FD, it is referred to as an “image advertisement ADi.” 
     In  FIG. 2 , in order to distinguish an image advertisement ADi from others, a hyphen and a suffix number (e.g., 1 or 2) are added at the end of the reference sign thereof. Hereinafter, if a video advertisement AD is an audio in the virtual space FD, it is referred to as an “audio advertisement ADs.” 
     In  FIG. 2 , an example will be given in which (i) an image advertisement ADi−1 is a still image displayed on a billboard BDa on a fence BS in a virtual baseball ground, and (ii) an image advertisement ADi−2 is a still image displayed on a billboard BDb on the fence BS therein. 
     Furthermore, in  FIG. 2 , an example will be given in which an audio advertisement ADs is an audio output from a speaker object OB 3  in the virtual baseball ground. 
     The position at which an image advertisement ADi is shown is not limited to the billboards BD (including BDa and BDb). In one example, the image advertisement ADi may be displayed on the uniforms of player characters, such as a pitcher character CR 1  and a batter character CR 2 . 
     In this embodiment, for example, duration of display of an image advertisement ADi displayed on the billboard BD (BDa or BDb) is determined based on the number of the terminal apparatuses  70  playing distribution-use videos MVd. The method of determining the duration of display of an image advertisement ADi will be described later in  FIG. 10 . 
     Next, description will be given of an overview of a video distribution screen DS supplied by the distribution server  30  to a terminal apparatus  70 - m  with reference to  FIG. 3 . 
       FIG. 3  is a diagram showing an example overview of a video distribution screen DS supplied by the distribution server  30  to a terminal apparatus  70 - m.    
     In one example, on the video distribution screen DS shown is a distribution-use video MVd supplied from the distribution server  30 . 
     Furthermore, as shown in  FIG. 3 , on the video distribution screen DS shown are, for example, a play button BTst, a full screen button BTfs, a like button BTgd, a comment entering area CTW, and a comment display area CDW. In one example, during stopping of a play of the distribution-use video MVd displayed on the video distribution screen DS, when the play button BTst is clicked, the distribution-use video MVd is resumed. In one example, when the full screen button BTfs is clicked while the distribution-use video MVd is displayed on the video distribution screen DS, the display area of the distribution-use video MVd is expanded to cover the entire display area  71 - m.    
     In one example, when the like button BTgd is clicked while the distribution-use video MVd is displayed on the video distribution screen DS, information indicative of a click of the like button BTgd is sent from the terminal apparatus  70 - m  to the distribution server  30 . 
     The like button BTgd is used to express user&#39;s positive feelings (e.g., like, enjoyable, and agree) toward the distribution-use video MVd. This user is intended to be the user of the terminal apparatus  70 - m  who watches the distribution-use video MVd. 
     In one example, the user of the terminal apparatus  70 - m  enters, into the terminal apparatus  70 - m , a comment on the distribution-use video MVd. In the comment entering area CIW shown is the comment that has been entered to the terminal apparatus  70 - m , but it is not yet posted. In the comment display area CDW shown are comments on the distribution-use video MVd. In the comment display area CDW, shown are comments posted by users other than the user of the terminal apparatus  70 - m  who watches the distribution-use video MVd. The comments on the distribution-use video MVd may be displayed on the display  21  of the display apparatus corresponding to the game apparatus  10 . In one example, the game apparatus  10  may control the display  21  such that comments on the distribution-use video MVd are displayed in an area different from the area for showing the display-use video MVo. 
     The video distribution screen DS is not limited to the example shown in  FIG. 3 . In one example, some or all of the play button BTst, the full screen button BTfs, the like button BTgd, the comment entering area CIW and the comment display area CDW may not be displayed on the video distribution screen DS. In one example, banner images of advertisements of products or services may be displayed on the video distribution screen DS. 
     Next, description will be given of functions of the game apparatus  10 , the distribution server  30 , and the advertisement management server  50  with reference to  FIGS. 4 to 9 . First, the configuration of the game apparatus  10  will be described with reference to  FIGS. 4 and 5 . 
       FIG. 4  is a functional block diagram of an example of the game apparatus  10  shown in  FIG. 1 . 
     The game apparatus  10  includes: a control section  120 ; a memory section  140  that stores therein a computer game program PRg (an example of a “program”), a control program PRcg, and such various information; a communication section  160  that communicates with external apparatuses including the distribution server  30  and the advertisement management server  50 ; and an input section  180  that receives input made by the user of the game apparatus  10 . The computer game program PRg is, for example, an application program for the computer baseball game executed by the game apparatus  10 . The control program PRcg is, for example, an application program for controlling each part of the game apparatus  10  by the control section  120 . An advertisement management table TBL includes information necessary for the game apparatus  10  to incorporate advertisements of products or services into the display-use video MVo. The data structure of the advertisement management table TBL will be described later with reference to  FIG. 10 . 
     The control section  120  controls each part of the game apparatus  10 . Furthermore, the control section  120  controls progress of the computer baseball game executed at the game apparatus  10 . In one example, the control section  120  includes a game processor  121  (an example of a “computer game controller”), a video supplier  122  (an example of a “supplier”), and an apparatus information acquirer  123  (an example of an “acquirer”). 
     In one example, the game processor  121  progresses the computer baseball game based on inputs made by the user of the game apparatus  10 . The game processor  121  generates, based on a progress result of the computer baseball game, video information MVinf that is used to play a display-use video MVo. The display-use video MVo indicates a state of the virtual space FD. In one example, the game processor  121  generates progress state information indicative of the state of the progressed computer game. Then, the game processor  121  generates, based on the generated progress state information, video information MVinf that is used to play a display-use video MVo. The display  21  displays the display-use video MVo, based on the video information MVinf generated by the game processor  121 . 
     In one example, the progress state information is used to manage states of various game elements in the virtual space FD and sound in the virtual space FD, based on the state of the virtual space FD changing as the computer baseball game progress. Specifically, in this embodiment, the progress state information includes some or all of the following: position, shape, posture, orientation, color, pattern, speed of movement, and direction of movement of each of the game elements in the virtual space FD, sound in the virtual space FD. 
     The video information MVinf may indicate a display-use still image that is updated per unit period of time (a display-use still image that is updated per unit period of time in real time). Alternatively, it may indicate a set of display-use still images that correspond one-to-one to unit periods of time (a set of display-use still images that have been accumulated over unit periods of time). Alternatively, the video information MVinf may be obtained by adding information indicative of sound in the virtual space FD to (i) a display-use still image that is updated per unit period of time, or (ii) a set of display-use still images that are updated per unit period of time. The display-use still image may represent the virtual space FD in each unit period of time, and a state of each of the various game elements in each unit period of time. 
     When distributing a distribution-use video MVd, the video supplier  122  supplies video information MVinf to the distribution server  30  via the communication section  160 . As a result, a distribution-use video MVd based on the video information MVinf is distributed to the terminal apparatus  70 - m  and others. 
     The apparatus information acquirer  123  acquires, from the distribution server  30 , information on one or more terminal apparatuses  70  playing the distribution-use videos MVd. 
     The terminal apparatuses  70  playing the distribution-use videos MVd are parts of the M terminal apparatuses  70 - 1  to  70 -M, and are spectator apparatuses. Each of the spectator apparatuses receives, from the distribution server  30 , the distribution-use video MVd based on the video information MVinf. Hereinafter, information on the spectator apparatuses that receive the distribution-use video MVd from the distribution server  30  is referred to as “spectator apparatus information WTinf” (see  FIG. 11 ). 
     In one example, the spectator apparatus information WTinf may be apparatus information of a terminal apparatus  70  playing the distribution-use video MVd. Alternatively, it may be response information based on user inputs made to the terminal apparatuses  70  playing the distribution-use videos MVd. Alternatively, the spectator apparatus information WTinf may be information including both apparatus information and response information. 
     In one example, the apparatus information may indicate the number of terminal apparatuses  70  playing distribution-use videos MVd, or it may indicate types of terminal apparatuses  70 . Alternatively, the terminal information may indicate both the number of terminal apparatuses  70  playing the distribution-use videos MVd and types thereof. 
     In one example, the response information may be rating information on a rating of a distribution-use video MVd that is given by a user (a spectator), or it may be comment information on comments posted by the user on the distribution-use video MVd. Alternatively, the response information may be information using both the rating information and the comment information. In one example, the rating information may indicate the number of users who gave a favorable rating to the distribution-use video MVd. Specifically, the rating information may indicate the number of users who have clicked the like button BTgd shown in  FIG. 3 , or it may indicate the number of times the like button BTgd has been clicked. In one example, the comment information may indicate the number of comments posted on the distribution-use video MVd. 
     In this embodiment, an assumption will be made in which the spectator apparatus information WTinf indicates the number of terminal apparatuses  70  playing distribution-use videos MVd (hereinafter, “the number of spectator apparatuses”). In one example, the game processor  121  controls display of advertisements in the virtual space FD, based on the number of terminal apparatuses  70  playing the distribution-use videos MVd. The controlling of display of advertisements in the virtual space FD will be described in detail later in  FIG. 10 . 
     The display of an advertisement in the virtual space FD may mean that there is a video advertisement AD in the virtual space FD (that is, there are one or both of an image advertisement ADi and an audio advertisement ADs relating to the targeted advertisement). In this case, the video advertisement AD in the virtual space FD may be displayed on one or both of the displays  21  and  71 , or it may not be. 
     The display of an advertisement in the virtual space FD may mean that the same video advertisement AD in the virtual space FD is displayed on one or both of the displays  21  and  71 . In one example, the display of an advertisement in the virtual space FD may mean that a video advertisement AD in the virtual space FD is displayed on the display  21  by playing a display-use video MVo or a distribution-use video MVd. In this embodiment, an assumption will be made in which there is no limitation on whether video advertisements AD in the virtual space FD are displayed on either the display  21  or  71 . 
     The controlling of display of an advertisement may mean that a duration during which a video advertisement AD is displayed in the virtual space FD is controlled (hereinafter, a “display duration”), or it may mean the number of times the video advertisement AD is displayed in the virtual space FD is controlled (hereinafter, a “display frequency”), or it may mean that both the display duration and the display frequency are controlled. 
     The configuration of the game apparatus  10  is not limited to the example shown in  FIG. 4 . In one example, if the display apparatus  20  shown in  FIG. 1  is included in the game apparatus  10 , the game apparatus  10  may include a display  21  that displays various images, such as a display-use video MVo. 
     Next, the hardware configuration of the game apparatus  10  will be described with reference to  FIG. 5 . 
       FIG. 5  is an example of hardware configuration of the game apparatus shown in  FIG. 4 . 
     The game apparatus  10  includes a processor  12  (an example of a “processor of the game apparatus”) that controls each part of the game apparatus  10 , a memory  14  that stores various information, a communication apparatus  16 , and an input apparatus  18 . 
     The memory  14  is, for example, a computer-readable recording medium. The memory  14  is anon-transitory storage medium, and functions as the memory section  140 . The memory  14  includes one or both of (i) volatile memory, such as Random Access Memory (RAM) as a work area of the processor  12 , and (ii) a non-volatile memory, such as an Electrically Erasable Programmable Read-Only Memory (EEPROM) that stores various information, such as the computer game program PRg and the control program PRcg. 
     The memory  14  may be detachable from the game apparatus  10 , specific examples of which include a storage medium, such as a memory card detachable therefrom. The memory  14  may be a memory apparatus (e.g., an online storage) communicatively connected to the game apparatus  10  via the network NW or the like. In other words, the “recording medium” having the computer game program PRg recorded therein may be a storage included in an external apparatus external to the game apparatus  10 , or it may be a storage that has the computer game program PRg recorded therein and that is included in a distribution server. The distribution server is external to the game apparatus  10  and distributes the computer game program PRg. 
     In one example, the processor  12  includes one or more Central Processing Units (CPUs). In one example, the processor  12  executes the control program PRcg stored in the memory  14  and is operated in accordance with the control program PRcg, to function as the control section  120  that controls each part of the game apparatus  10 . Furthermore, the processor  12  executes the computer game program PRg stored in the memory  14  and is operated in accordance with the computer game program PRg, to function as the control section  120  that executes the computer baseball game. In one example, the processor  12  that is operated in accordance with the computer game program PRg stored in the memory  14  functions as the control section  120  including the game processor  121 , the video supplier  122  and the apparatus information acquirer  123 . 
     In one example of the processor  12  including CPUs, some or all of the functions of the control section  120  may be achieved by operation in cooperation with these CPUs in accordance with a program, such as the control program PRcg and the computer game program PRg. In addition to the one or more CPUs, or in place of some or all of the CPUs, the processor  12  may include a Graphics Processing Unit (GPU), a Digital Signal Processor (DSP), a Field Programmable Gate Array (FPGA), or other hardware. Some or all of the control section  120  achieved by the processor  12  may be achieved by hardware, such as a DSP. 
     The communication apparatus  16  is hardware to communicate with external apparatuses external to the game apparatus  10  via one or both of the wired network and the wireless network, and functions as the communication section  160 . 
     The input apparatus  18  is hardware to receive user inputs made to the game apparatus  10 , and functions as the input section  180 . In one example, the input apparatus  18  may comprise one or more devices, including some or all of input buttons, a touch panel, a keyboard, a joystick, and a pointing device, such as a mouse. 
     Next, a configuration of the distribution server  30  will be described with reference to  FIGS. 6 and 7 . 
       FIG. 6  is a functional block diagram showing an example of the configuration of the distribution server  30  shown in  FIG. 1 . 
     The distribution server  30  includes a control section  320  that controls each part of the distribution server  30 , a memory section  340  that stores various information, and a communication section  360  that communicates with external apparatuses including the game apparatus  10  and a terminal apparatus  70 - m . The control section  320  includes a video acquirer  321  that acquires video information MVinf from the game apparatus  10  via the communication section  360 , a video distributor  322 , and an apparatus information supplier  324  that supplies spectator apparatus information WTinf to the game apparatus  10  via the communication section  360 . 
     In one example, the video distributor  322  sends, to the terminal apparatus  70 - m , information that is used to display a video distribution screen DS on the terminal apparatus  70 - m  via the communication section  360 , to distribute the video distribution screen DS to the terminal apparatus  70 - m . Hereinafter, information that is used to show the video distribution screen DS on a terminal apparatus  70  is referred to as “distribution screen information DSinf” (see  FIG. 11 ). In one example, the distribution screen information DSinf may be generated by the video distributor  322 , or it may be generated by another functional block different from the video distributor  322 . Furthermore, in one example, the video distributor  322  sends the video information MVinf to the terminal apparatus  70 - m  via the communication section  360 , to distribute a distribution-use video MVd based on the video information MVinf to the terminal apparatus  70 - m . The memory section  340  stores a control program PRcd for controlling each part of the distribution server  30 . 
     Next, a hardware configuration of the distribution server  30  will be described with reference to  FIG. 7 . 
       FIG. 7  is an example of the hardware configuration of the distribution server  30  shown in  FIG. 6 . 
     The distribution server  30  includes a processor  32  that controls each part of the distribution server  30 , a memory  34  that stores various information, and a communication apparatus  36  that communicates with external apparatuses external to the distribution server  30 . 
     In one example, the memory  34  functions as a memory section  340 , and includes one or both of: (i) a volatile memory, such as a RAM, that acts as a work area of the processor  32 ; and (ii) a non-volatile memory, such as an EEPROM, for storing various information, such as the control program PRcd. In one example, the processor  32  includes one or more CPUs. The processor  32  executes the control program PRcd stored in the memory  34  and is operated in accordance with the control program PRcd, to function as the control section  320 . The communication apparatus  36  is hardware to communicate with external apparatuses external to the distribution server  30 , and functions as the communication section  360 . 
     The configuration of the distribution server  30  is not limited to the examples shown in  FIGS. 6 and 7 . In one example, the distribution server  30  may include an input apparatus that functions as an input section that receives inputs by the administrator and others for the distribution server  30 . 
     Next, a configuration of the advertisement management server  50  will be described with reference to  FIGS. 8 and 9 . 
       FIG. 8  is a functional block diagram showing an example of the configuration of the advertisement management server  50  shown in  FIG. 1 . 
     The advertisement management server  50  includes a control section  520  that controls each part of the advertisement management server  50 , a memory section  540  that stores various information, and a communication section  560  that communicates with external apparatuses including the game apparatus  10 . The control section  520  includes a supplier  521 . The memory section  540  stores a control program PRca that is used to control each part of the advertisement management server  50 , and various information, such as an advertisement management table TBL. In one example, the advertisement management table TBL stored in the memory section  540  is supplied to the game apparatus  10 . 
     In one example, when receiving a table acquisition request REQtbl shown in  FIG. 11  from the game apparatus  10  via the communication section  560 , the supplier  521  sends the advertisement management table TBL stored in the memory section  540  to the game apparatus  10  via the communication section  560 . The table acquisition request REQtbl will be described later. Before the start of the computer baseball game, the advertisement management table TBL stored in the memory section  140  of the game apparatus  10  shown in  FIG. 3  is identical to one sent by the supplier  521  to the game apparatus  10 . After the end of the computer baseball game, in one example, the advertisement management table TBL stored in the memory section  540  is updated based on the content of the advertisement management table TBL sent from the game apparatus  10 . Alternatively, the advertisement management table TBL stored in the memory section  540  is updated based on the content of the advertisement management table TBL sent from the game apparatus  10  in response to the end of the computer baseball game. 
     Next, a hardware configuration of the advertisement management server  50  will be described with reference to  FIG. 9 . 
       FIG. 9  is an example of the hardware configuration of the advertisement management server  50  shown in  FIG. 8 . 
     The advertisement management server  50  includes a processor  52  that controls each part of the advertisement management server  50 , a memory  54  that stores various information, and a communication apparatus  56  that communicates with external apparatuses external to the advertisement management server  50 . 
     In one example, the memory  54  functions as the memory section  540 , and includes one or both of: (i) a volatile memory, such as a RAM, that acts as a work area of the processor  52 ; and (ii) a non-volatile memory, such as an EEPROM, for storing various information, such as the control program PRca and the advertisement management table TBL. In one example, the processor  52  includes one or more CPUs. The processor  52  executes the control program PRca stored in the memory  54 , and is operated in accordance with the control program PRca, to function as the control section  520 . The communication apparatus  56  is hardware to communicate with external apparatuses external to the advertisement management server  50 , and functions as the communication section  560 . 
     The configuration of the advertisement management server  50  is not limited to the examples shown in  FIGS. 8 and 9 . In one example, the advertisement management server  50  may include an input apparatus that functions as an input section that receives inputs by the administrator and others for the advertisement management server  50 . 
     Next, the advertisement management table TBL stored in the memory section  540  of the advertisement management server  50  will be described with reference to  FIG. 10 . 
       FIG. 10  is an example of a data structure of the advertisement management table TBL. In one example, the advertisement management table TBL has records associated one-to-one with video advertisements AD to be displayed in the virtual space FD. 
     Each record in the advertisement management table TBL includes an advertisement ID, a commodity name, image information, audio information, display position information, and advertisement points. The advertisement ID is used to identify one from among the video advertisements AD. The commodity name indicates, for example, a product or a service for a video advertisement AD associated with the advertisement ID. 
     The image information indicates a still image file or a video file that is used to show the video advertisement AD associated with the advertisement ID. If the video advertisement AD is an audio advertisement ADs, image information may indicate invalidity, such as a null, or it may indicate that the video advertisement AD is an audio advertisement ADs. 
     The audio information indicates an audio file that is used to play the video advertisement AD associated with the advertisement ID. If the video advertisement AD is an image advertisement ADi, audio information may indicate invalidity, such as a null, or it may indicate that the video advertisement AD is an audio advertisement ADs. 
     The display position information indicates a position in the virtual space FD at which the video advertisement AD associated with the advertisement ID is displayed. If the video advertisement AD associated with the advertisement ID is an image advertisement ADi, examples of a position in the virtual space FD at which the video advertisement AD is displayed include positions of billboards, and uniforms of the player characters. In one example, a “first billboard” shown in  FIG. 10  corresponds to the billboard BDa shown in  FIG. 2 , and a “second billboard” corresponds to the billboard BDb shown in  FIG. 2 . 
     If the video advertisement AD associated with the advertisement ID is an audio advertisement ADs, examples of a position in the virtual space FD at which the video advertisement AD is displayed include announcements. In one example, the announcements shown in  FIG. 10  mean that content of an audio advertisement ADs is output as an audio from the speaker object OB 3  shown in  FIG. 2 . In  FIG. 2 , to clarify description, an example has been described in which the speaker object OB 3  is displayed on the screen for a display-use video MVo. However, even if the speaker object OB 3  is not displayed on the screen of the display-use video MVo, an audio corresponding to the audio advertisement ADs may be output. 
     The advertisement points represent numerical values that are used to calculate display duration of the video advertisement AD associated with the advertisement ID. In one example, the advertisement points correspond to advertising fees for displaying the video advertisement AD associated with the advertisement ID in the virtual space FD. In one example, display duration of a video advertisement AD (e.g., unit is “seconds”) is defined by “advertisement points/number of spectator apparatuses.” As described in  FIG. 4 , the number of spectator apparatuses refers to the number of the terminal apparatuses  70  playing the distribution-use video MVd, and it is obtained from spectator apparatus information WTinf. 
     In one example, if the number of spectator apparatuses indicated by the spectator apparatus information WTinf is 100, the game processor  121  determines that a display duration of a video advertisement AD with the advertisement ID “a001” is 300 seconds (=30,000/100). A display duration of a video advertisement AD with an advertisement ID “a002” is determined to be 100 seconds (=10,000/100). A display duration of a video advertisement AD with an advertisement ID “a003” is determined to be 800 seconds (=80,000/100). A display duration of a video advertisement AD with an advertisement ID “a004” is determined to be 150 seconds (=15,000/100). A display duration of a video advertisement AD with an advertisement ID “a005” is determined to be 200 seconds (=20,000/100). 
     Upon determining a display duration of each of the video advertisements AD, the game processor  121  displays the video advertisements AD in the virtual space FD sequentially in accordance with the determined display durations. 
     Specifically, the game processor  121  displays an image advertisement ADi−1 indicative of “Fresh Taste Cider” on the billboard BDa shown in  FIG. 2  for 300 seconds, and it displays an image advertisement ADi−2 indicative of “Fresh-baked Bread” on the billboard BDb for 100 seconds. Furthermore, the game processor  121  displays an image advertisement ADi indicative of “Sugoroku Software” on each uniform of the player character for 800 seconds, and it plays an audio advertisement ADs indicative of “Okinawa Trip” from the speaker object OB 3  for 150 seconds. After displaying the image advertisement ADi−2 indicative of “Fresh-baked Bread” on the billboard BDb for 100 seconds, the game processor  121  displays an image advertisement ADi indicative of “Comfortable Shoes” on the billboard BDb for 200 seconds. 
     Thus, the game processor  121  controls display of each of the video advertisements AD in the virtual space FD, based on (i) the spectator apparatus information WTinf acquired by the apparatus information acquirer  123  and (ii) the advertisement points of each video advertisement AD. 
     The order in which the video advertisements AD are displayed in the virtual space FD may be determined in advance, or it may be randomly selected. Alternatively, the order may be determined based on information on spectators of the computer baseball game (e.g., the order in which the advertisement effects are expected). 
     A display duration may be separated by a predetermined unit of time. In one example, if the unit of time is 15 seconds, an image advertisement ADi−1 indicative of “Fresh Taste Cider” may be shown 20 times on the billboard BDa (=300 seconds/15 seconds), and an image advertisement ADi−2 indicative of “Fresh-baked Bread” may be shown 6 times on the billboard BDb (=90 seconds/15&lt;100 seconds/15). 
     The image advertisement ADi−1 indicative of “Fresh Taste Cider” may be shown 20 times in series on the billboard BDa, or it may be shown 20 times at intervals on the billboard BDa. Similarly, the image advertisement ADi−2 indicative of “Fresh-baked Bread” may be shown 6 times in series on the billboard BDb, or it may be shown 6 times at intervals on the billboard BDb. 
     The advertisement points of each video advertisement AD will be used in accordance with how much they are displayed in the current computer baseball game. Display points corresponding to some that are not displayed in the current computer baseball game will be carried over to the next. 
     In one example, if the total time of displaying the image advertisement ADi−2 indicative of “Fresh-baked Bread” on the billboard BDb is 90 seconds (=15 seconds×6 times), advertisement points for 90 seconds (“9,000”=90 seconds×100 times) is used. The remaining (“1,000”=10,000-9,000) is carried over to the next computer baseball game. 
     If each display frequency is managed in terms of unit of time, the unit of time may be the same for an image advertisement ADi and an audio advertisement ADs, or it may not be. In one example, an image advertisement ADi may be managed in terms of 15 seconds, and an audio advertisement ADS may be managed in terms of 5 seconds. Alternatively, both the image advertisement ADi and audio advertisement ADS may be managed in terms of 5-second units. The unit of time is not limited to the foregoing examples of numerical values. 
     The data structure of the advertisement management table TBL is not limited to the example shown in  FIG. 10 . In one example, the advertisement points may be numerical values that are used to calculate a display frequency of a video advertisement AD associated with an advertisement ID. In this case, a display frequency of a video advertisement AD in the virtual space FD may be defined by “advertisement points/number of spectator apparatuses.” Alternatively, a display frequency of a video advertisement AD in the virtual space FD for a predetermined unit time may be counted as one count. 
     Next, description will be given of an overview of procedures for the game system  1  with reference to  FIG. 11 . 
       FIG. 11  is a sequence chart of example procedures for the game system  1  shown in  FIG. 1 . In  FIG. 11 , the terminal apparatuses  70 - 1  and  70 - 2  are shown from among the M terminal apparatuses  70  to clarify the drawing. However, the terminal apparatuses  70  playing distribution-use videos MVd are not limited to the terminal apparatuses  70 - 1  and  70 - 2 . Hereinafter, an example of the procedures for the game system  1  shown in  FIG. 1I  is referred to as “system procedure example.” 
     First, the control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send, to the advertisement management server  50 , a table acquisition request REQtbl that is used to acquire the advertisement management table TBL (S 100 ). 
     When the advertisement management server  50  receives the table acquisition request REQtbl, the control section  520  thereof controls each part of the advertisement management server  50  to send the advertisement management table TBL to the game apparatus  10  that has sent the table acquisition request REQtbl (S 500 ). The control section  120  of the game apparatus  10  receives the advertisement management table TBL from the advertisement management server  50  via the communication section  160  (S 102 ). The advertisement management table TBL is a response to the table acquisition request REQtbl. 
     As long as the game apparatus  10  acquires the advertisement management table TBL before the start of step S 124  (calculating a display degree of an advertisement), the table acquisition request REQtbl may be sent to the advertisement management server  50  after the start of the computer baseball game. Description of step S 124  will be given later. 
     The control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send a distribution start request REQst to the distribution server  30  (S 104 ). The distribution start request REQst indicates that the game apparatus  10  will start to supply a distribution-use video MVd to the distribution server  30 . 
     When the distribution server  30  receives the distribution start request REQst, the control section  320  thereof controls each part of the distribution server  30  to send a permission response ACKst to the game apparatus  10  (S 300 ). The permission response ACKst is a response to the distribution start request REQst. Thereafter, the control section  120  of the game apparatus  10  acquires, via the communication section  160 , the permission response ACKst that is sent from the distribution server  30  and is a response to the distribution start request REQst (S 106 ). 
     Thereafter, the control section  120  of the game apparatus  10  starts the computer baseball game (S 108 ). The control section  120  of the game apparatus  10  may start the computer baseball game before sending the distribution start request REQst to the distribution server  30 . After the start of the computer baseball game, the control section  120  of the game apparatus controls each part of the game apparatus  10  to send the video information MVinf to the distribution server  30  (S 116 ). As a result, the distribution server  30  receives a supply of the distribution-use video MVd based on the video information MVinf. 
     In the system procedure example, the distribution period starts at the timing of step S 116 . In other words, in the system procedure example, the timing of step S 116  corresponds to a distribution start time t 0 . In the example shown in  FIG. 11 , during the distribution period, an assumption will be made in which each of the terminal apparatuses  70 - 1  and  70 - 2  sends a video distribution screen request REQds to the distribution server  30  (S 700 ). 
     In one example, the terminal apparatus  70 - 1  sends a video distribution screen request REQds to the distribution server  30  (S 700 - 1 ). When the distribution server  30  receives the video distribution screen request REQds, the control section  320  thereof controls each part of the distribution server  30  to send distribution screen information DSinf to the terminal apparatus  70 - 1  (S 302   a ). As described in  FIG. 6 , the distribution screen information DSinf is used to display a video distribution screen DS on the terminal apparatus  70 . 
     Thereafter, when the video distribution screen DS is displayed in the display  71 - 1  of the terminal apparatus  70 , when the play button BTst is clicked, the terminal apparatus  70 - 1  sends a video distribution request REQmv to the distribution server  30  (S 702 - 1 ). In one example, the video distribution request REQmv indicates a request for distributing a distribution-use video MVd. 
     In the system procedure example, an example will be assumed in which step S 702 - 1  is executed at a timing after time t 0 , but before time t 1 . In the system procedure example, time t 1  indicates a time at which the game apparatus  10  sends an apparatus information acquisition request REQwt to the distribution server  30 . This request REQwt will be described later. 
     When the distribution server  30  receives the video distribution request REQmv, the control section  320  thereof controls each part of the distribution server  30  to send the video information MVinf to the terminal apparatus  70 - 1  (S 304   a ). Although details are not shown in  FIG. 11 , the terminal apparatus  70 - 1  plays the distribution-use video MVd, based on the video information MVinf received from the distribution server  30 . 
     In one example, the terminal apparatus  70 - 2  sends a video distribution screen request REQds to the distribution server  30  (S 700 - 2 ). When the distribution server  30  receives the video distribution screen request REQds, the control section  320  thereof controls each part of the distribution server  30  to send a distribution screen information DSinf to the terminal apparatus  70 - 2  (S 302   b ). 
     Thereafter, during the video distribution screen DS is displayed on the display  71 - 2  of the terminal apparatus  70 - 2 , when the play button BTst is clicked, the terminal apparatus  70 - 2  sends a video distribution request REQmv to the distribution server  30  (S 702 - 2 ). 
     When the distribution server  30  receives the video distribution request REQmv, the control section  320  thereof controls each part of the distribution server  30  to send video information MVinf to the terminal apparatuses  70 - 1  and  70 - 2  (S 304   b ). Before receiving the video distribution request REQmv from the terminal apparatus  70 - 2 , the distribution server  30  has started distributing the distribution-use video MVd to the terminal apparatus  70 - 1 . For this reason, at step S 304   b , the video information MVinf is sent to both the terminal apparatuses  70 - 1  and  70 - 2 . 
     At time t 1  after a predetermined time Ta has elapsed from the distribution start time t 0 , the control section  120  of the game apparatus  10  controls each part of the game apparatus  10  to send, to the distribution server  30 , an apparatus information acquisition request REQwt that is used to acquire spectator apparatus information WTinf (S 120 ). When the distribution server  30  receives the apparatus information acquisition request REQwt, the control section  320  thereof controls the distribution server  30  to send the spectator apparatus information WTinf to the game apparatus  10  (S 306 ). The control section  120  of the game apparatus  10  acquires the spectator apparatus information WTinf via the communication section  160 . The spectator apparatus information WTinf relates to the terminal apparatus  70  receiving the distribution-use video MVd from the distribution server  30  (S 122 ). 
     The control section  120  of the game apparatus  10  calculates a display degree of each of the advertisements, based on (i) the spectator apparatus information WTinf acquired from the distribution server  30  at step S 122 , and (ii) the advertisement management table TBL acquired from the advertisement management server  50  at step S 102  (S 124 ). 
     The display degree of the advertisement may be defined by a duration during which a video advertisement AD is displayed in the virtual space FD, or it may be defined as the number of times the video advertisement AD is displayed in the virtual space FD. Alternatively, the display degree of the advertisement may be a concept including both (i) a duration during which a video advertisement AD is displayed in the virtual space FD, and (ii) the number of times the video advertisement AD is displayed in the virtual space FD. 
     After step S 124  (calculating a display degree of an advertisement), video advertisements AD are incorporated into the virtual space FD such that a display degree of each of the video advertisements AD in the virtual space FD is identical to a corresponding display degree calculated at step S 124 . In one example, the control section  120  of the game apparatus  10  incorporates video advertisements AD into the virtual space FD, based on (i) the advertisement management table TBL, and (ii) a display degree of each of the advertisements calculated at step S 124 . Thereafter, the control section  120  of the game apparatus  10  generates video information MVinf that is used to play a display-use video MVo. The display-use video MVo shows the state of the virtual space FD in which the video advertisements AD are incorporated. The generated video information MVinf is sent from the game apparatus  10  to the distribution server  30  (S 136 ). 
     In other words, the control section  120  of the game apparatus  10  calculates a display degree of each of the advertisements, and then controls each part of the game apparatus  10  to send the video information MVinf to the distribution server  30  (S 136 ). As a result, the distribution-use video MVd based on the video information MVinf is supplied to the distribution server  30 . 
     The control section  320  of the distribution server  30  controls each part of the distribution server  30  to send the video information MVinf to the terminal apparatuses  70 - 1  and  70 - 2  (S 304   c ). Each of the terminal apparatuses  70  plays a distribution-use video MVd, based on the video information MVinf received from the game apparatus  10  via the distribution server  30 . For this reason, video advertisements AD are incorporated into the virtual space FD shown by the distribution-use video MVd (i.e., the virtual space FD played by each of the terminal apparatuses  70 ). 
     As described above, in the system procedure example, a display degree of each of the advertisements is calculated after time t 1 . In other words, a display degree of each of the advertisements is not calculated before time t 1  (i.e., a period of time from the distribution start time t 0  until the predetermined time Ta elapses). Accordingly, before a display degree of each of the advertisements is calculated (e.g., before time t 1 ), video advertisements AD may not be displayed in the virtual space FD. 
     The procedures for the game system  1  are not limited to the example shown in  FIG. 11 . In one example, step S 120  (sending an apparatus information acquisition request REQwt to the distribution server  30 ) may be omitted. If step S 120  is omitted, the distribution server  30  may repeatedly send spectator apparatus information WTinf to the game apparatus  10  at intervals. In this case, the control section  120  of the game apparatus  10  may calculate a display degree of each of the advertisements, based on the spectator apparatus information WTinf which is first received by the game apparatus  10  from the distribution server  30  after time t 1 . Alternatively, the control section  120  of the game apparatus  10  may calculate a display degree of each of the advertisements based on the spectator apparatus information WTinf which is last received by the game apparatus  10  from the distribution server  30  before time t 1 . 
     If step S 120  is omitted, the distribution server  30  may send the spectator apparatus information WTinf to the game apparatus  10  at time t 1 , which is after the predetermined time Ta has elapsed from the distribution start time t 0 . 
       FIG. 12  is a flowchart showing an example of procedures for the game apparatus  10  shown in  FIG. 1 . In  FIG. 12 , an example is shown of procedures for the game apparatus  10  after a series of steps S 100  and S 102  shown in  FIG. 11  is executed (sending a table acquisition request REQtbl and acquiring the advertisement management table TBL). Step S 104  shown in  FIG. 12  is executed after the series of steps S 100  and S 102  shown in  FIG. 11 . Detailed description is omitted for procedures similar to those described in  FIG. 11 . 
     At step S 104 , the game processor  121  sends a distribution start request REQst to the distribution server  30 . At step S 106 , the game processor  121  acquires a permission response ACKst that is sent from the distribution server and is a response to the distribution start request REQst. Thereafter, at step S 108 , the game processor  121  starts a computer baseball game. 
     In one example, at step S 110 , the game processor  121  progresses the computer baseball game, based on an input made to the input section  180  of the game apparatus  10 . At step S 110 , the game processor  121  may generate progress state information indicative of the state of the computer game progressed based on an input made to the input section  180  of the game apparatus  10 . 
     Next, at step S 112 , the game processor  121  generates video information MVinf. The video information MVinf is used to play a display-use video MVo indicative of the state of the computer game progressed at step S 110 . In one example, the game processor  121  generates video information MVinf that is used to play a display-use video MVo, based on the progress state information indicative of the state of the computer game progressed at step S 112 . In the procedures shown in  FIG. 12 , video advertisements AD based on the advertisement management table TBL are not incorporated into the video information MVinf generated at step S 112 . 
     Next, at step S 114 , the game processor  121  plays the display-use video MVo, based on the video information MVinf generated at step S 110 . As a result, the display-use video MVo is displayed on the display  21 . 
     Next, at step S 116 , the video supplier  122  sends the video information MVinf generated at step S 110  to the distribution server  30 . The distribution-use video MVd based on the video information MVinf is supplied to the distribution server  30 , and a distribution period starts. 
     Next, at step S 118 , the apparatus information acquirer  123  determines whether the predetermined time Ta has elapsed from the distribution start time t 0 . When the result of the determination at step S 118  is negative, the apparatus information acquirer  123  returns the process to step S 110 . When the result of the determination at step S 118  is positive, the apparatus information acquirer  123  moves the process to step S 120 . 
     At step S 120 , the apparatus information acquirer  123  sends an apparatus information acquisition request REQwt to the distribution server  30 . 
     At step S 122 , the apparatus information acquirer  123  acquires spectator apparatus information WTinf that is sent from the distribution server  30  and is in response to the apparatus information acquisition request REQwt. 
     Next, at step S 124 , the game processor  121  calculates a display degree of each of the advertisements, based on (i) the advertisement management table TBL and (ii) the spectator apparatus information WTinf acquired from the distribution server  30  at step S 122 . Then, the game processor  121  executes a series of steps S 130  to S 136 . 
     The series of steps S 130  to S 136  is identical to that of steps S 110  to S 116 , except that video advertisements AD are incorporated into the virtual space FD such that a display degree of each of the video advertisements AD in the virtual space FD is identical to that calculated at step S 124 . 
     In one example, step S 130  is identical to step S 110 , and step S 132  is identical to step S 112 . However, the video information MVinf generated at step S 132  differs from that generated at step S 1   l   2  in that the video advertisements AD based on the advertisement management table TBL are incorporated into the virtual space FD. 
     Step S 134  is identical to step S 114 , and step S 136  is identical to step S 116 . The video advertisements AD based on the advertisement management table TBL are incorporated into the virtual space FD indicated by the display-use video MVo played at step S 134 . Similarly, the video advertisements AD based on the advertisement management table TBL are incorporated into the virtual space FD indicated by the distribution-use video MVd, which is based on the video information MVinf sent to the distribution server  30  at step S 136 . After step S 136 , the video supplier  122  moves the process to step S 140 . 
     At step S 140 , the game processor  121  determines whether a predetermined end condition is satisfied, for example, the computer baseball game has ended. When the result of the determination at step S 140  is negative, the game processor  121  returns the process to step S 130 . When the result of the determination at step S 140  is positive, the game processor  121  ends the processes shown in  FIG. 12 . 
     After the end of the processes shown in  FIG. 12 , the game processor  121  may update the advertisement points of each of the video advertisements AD recorded in the advertisement management table TBL to a numerical value that takes into account points that have been used to show advertisements in the current computer baseball game. Then, the game processor  121  may send the updated advertisement management table TBL to the advertisement management server  50 . Alternatively, when the result of the determination at step S 140  is positive, the game processor  121  may send the updated advertisement management table TBL to the advertisement management server  50 , and ends the processes shown in  FIG. 12 . 
     The procedures of the game apparatus  10  are not limited to the example shown in  FIG. 12 . In one example, steps S 104  and S 106  may be executed by a functional block other than the game processor  121 , such as the video supplier  122 . In one example, step S 118  (determining whether the predetermined time Ta has elapsed from the distribution start time t 0 ) may be executed by a functional block different from the apparatus information acquirer  123 , such as the game processor  121 . In addition, step S 120  (sending an apparatus information acquisition request REQwt to the distribution server  30 ) may be omitted. In one example, step S 116  (sending video information MVinf) may be executed before step S 114  (playing a display-use video MVo), or it may be executed in parallel with step S 114 . Similarly, step S 136  may be executed before step S 134 , or it may be executed in parallel with step S 134 . 
     In the foregoing embodiment, the game processor  121  progresses the computer baseball game, and generates, based on the progress result of the computer baseball game, video information MVinf that is used to play a display-use video MVo. The display-use video MVo indicates a state of the virtual space FD of the computer baseball game. The video supplier  122  supplies the video information MVinf to the distribution server  30  that distributes videos to the terminal apparatuses  70 . Furthermore, the apparatus information acquirer  123  acquires spectator apparatus information WTinf from the distribution server  30 . The spectator apparatus information WTinf relates to one or more terminal apparatuses  70 , each of which is a part of the terminal apparatuses and receives a distribution-use video MVd based on the video information MVinf from the distribution server  30 . The game processor  121  controls display of video advertisements AD in the virtual space FD, based on the spectator apparatus information WTinf acquired by the apparatus information acquirer  123 . 
     Thus, in this embodiment, display of the video advertisements AD in the virtual space FD is controlled based on the spectator apparatus information WTinf. The spectator apparatus information WTinf relates to the terminal apparatuses  70  which receive distribution-use videos MVd from the distribution server  30 . The terminal apparatuses  70  that receive the distribution-use videos MVd from the distribution server  30  correspond to terminal apparatuses  70  that play the distribution-use videos MVd. For this reason, controlling of display of video advertisements AD in the virtual space FD based on the spectator apparatus information WTinf is the same as controlling of display of the video advertisements AD in the virtual space FD by looking at the presence of spectators of the computer baseball game. Accordingly, in this embodiment, display of advertisements in the virtual space FD is controlled by looking at not only the users playing the computer baseball game, but also the spectators who watch the video thereof. 
     In one example, the game processor  121  may determine a duration during which a video advertisement AD is displayed in the virtual space FD, based on the apparatus information WTinf acquired by the apparatus information acquirer  123 . Alternatively, the game processor  121  may determine the number of times a video advertisement AD is displayed in the virtual space FD, based on the spectator apparatus information WTinf acquired by the apparatus information acquirer  123 . 
     Specifically, in one example, if the spectator apparatus information WTinf indicates the number of terminal apparatuses  70  receiving the distribution-use videos MVd from the distribution server  30  (i.e., the number of spectators), the game processor  121  can control, based on the number of spectators, a display duration or a display frequency of a video advertisement AD in the virtual space FD. 
     Thus, in this embodiment, a display degree of a video advertisement AD in the virtual space FD (e.g., a display duration and a display frequency) is determined by looking at the number of spectators of the computer baseball game. In other words, advertising values per unit period of time for displaying an advertisement are calculated based on the number of spectators, as a result of which, the advertisement is displayed for a time appropriate in view of advertisement points (advertising fees). In this embodiment, the number of spectators who watch the computer baseball game in real time can be known based on the spectator apparatus information WTinf. Accordingly, a display degree of a video advertisement AD in the virtual space FD is determined based on the number of spectators. 
     2. Modifications 
     The mode described above may be variously modified. Specific modified modes will be exemplified below. Two or more modes freely selected from among the following examples may be appropriately combined in a range so long as they do not conflict. In the modifications exemplified below, elements having operations and functions equivalent to those of the embodiment are also assigned symbols referred to in the above description, and detailed descriptions of the elements are omitted as appropriate. 
     Modification 1 
     In the foregoing embodiment, an example has been described in which the spectator apparatus information WTinf indicates the number of terminal apparatuses  70  that have received distribution-use videos MVd from the distribution server  30 . However, the present disclosure is not limited to such an aspect. In one example, the apparatus information WTinf may be rating information on ratings of the distribution-use videos MVd that are given by the users of the terminal apparatuses  70 , which receive the distribution-use videos MVd from the distribution server  30 . 
     In one example, the rating information may indicate the number of users who gave a favorable rating to the distribution-use video MVd. Specifically, the rating information may indicate the number of users who have clicked the like button BTgd shown in  FIG. 3 , or it may indicate the number of times the like button BTgd has been clicked. Hereinafter, the number of users who have clicked the like button BTgd and the number of times the like button BTgd has been clicked are referred to as “number of high ratings” without making any particular distinction. In one example, a display duration of a video advertisement AD may be defined by “advertisement points/number of high ratings.” 
     Alternatively, the spectator apparatus information WTinf may include both the number of spectator apparatuses and the number of high ratings. In this case, the display duration of the video advertisement AD may be defined by “advertisement points/((α×number of spectator apparatuses)+(β×number of high ratings))”. Where α and β indicate weight coefficients. The α is not particularly limited, but it may be “1.” The β is not particularly limited, but it may be a positive value less than 1. 
     In addition to a high rating, a poor rating may be used to calculate a display duration of a video advertisement AD. In this case, a button (hereinafter, “dislike button”) for expressing user&#39;s negative feelings (e.g., dislike, not enjoyable, and disagree) toward a distribution-use video MVd may be displayed in a video distribution screen DS. This user is intended to be a user of the terminal apparatus  70 - m . If high and poor ratings are used to calculate a display duration of a video advertisement AD, the display duration may be defined by “advertisement points/(number of high ratings−number of poor ratings)”. The number of poor ratings may be the number of users who have clicked the dislike button, or it may be the number of times the dislike button has been clicked. 
     If a rating, such as a high or poor rating, is presented at multiple levels (e.g., five levels), the total score is obtained by adding up points that are given by users, each of the points corresponding to a high or a poor rating (the total score=the sum of points). 
     In Modification 1, display of advertisements in the virtual space FD is controlled by looking at the number of high ratings. A distribution-use video MVd with a favorable rating will be of high attention, which allows for effective advertisement, as compared to one with no favorable rating. In other words, in Modification 1, advertising values per unit period of time for displaying an advertisement are calculated accordingly by looking at the number of high ratings. 
     Modification 2 
     In the foregoing embodiments and in Modification 1, an example has been described in which the spectator apparatus information WTinf includes one or both of (i) the number of spectator apparatuses and (ii) the number of high ratings. However, the present disclosure is not limited to such an aspect. In one example, the spectator apparatus information WTinf may be comment information. The comment information relates to comments on the distribution-use videos MVd that are given by the users of the terminal apparatuses  70 , which receive the distribution-use videos MVd from the distribution server  30 . 
     The comment information may indicate the number of comments posted on the distribution-use video MVd (hereinafter, “number of comments”). In this case, a display duration of a video advertisement AD may be defined by “advertisement points/number of comments.” 
     Alternatively, the spectator apparatus information WTinf may include (i) one or both of the number of spectator apparatuses and the number of high ratings, and (ii) the number of comments. In this case, a display duration of a video advertisement AD may be defined by “advertisement points/((α×number of spectator apparatuses)+(β×number of high ratings)+(γ×number of comments))”. Where α, β and γ indicate weight coefficients. The α is not particularly limited, but it may be “1” or “0.” The β is not particularly limited, but it may be 0 or more, and 1 or less. The γ is not particularly limited, but it may be 0 or more, and 1 or less. 
     In Modification 2, display of advertisements in the virtual space FD is controlled by looking at the number of comments. The distribution-use video MVd with posted comments will be of high attention, which allows for effective advertisement as compared to one with fewer posted comments. In other words, in Modification 2, advertising values per unit period of time for displaying an advertisement are calculated accordingly by looking at the number of comments. 
     Modification 3 
     In the foregoing embodiment, and in Modifications 1 and 2, particular description has not been given of a method of calculating a display duration of a video advertisement AD by use of types of terminal apparatuses  70  playing a distribution-use video MVd. However, types of terminal apparatuses  70  are used to calculate a display duration of a video advertisement AD. In one example, a different weight value may be applied to a according to Modifications 1 and 2 in the following cases: (i) a case in which the terminal apparatuses  70  playing the distribution-use video MVd are mobile devices, such as smartphones; and (ii) a case in which they are stationary information devices, such as personal computers. Specifically, the (α×number of spectator apparatuses) may be defined by (α1×number of mobile devices+a2×number of stationary information devices). The α1 and α2 are not particularly limited, but they may satisfy “0≤α1≤α2≤1.” In Modification 3, the same effects as those in the foregoing embodiment, and in Modifications 1 and 2, are obtained. 
     Modification 4 
     In the foregoing embodiment and in Modifications 1 to 3, particular description has not been given of how long and how many times video advertisements AD are displayed on each of the displays  21  and  71  (e.g., a display duration and a display frequency). However, the display duration and the display frequency may be controlled based on the spectator apparatus information WTinf. 
     In one example, a video advertisement AD in the virtual space FD is displayed on the display  21  by playing the display-use video MVo. The game processor  121  may control one or both of a display duration and a display frequency of the video advertisement AD, based on the apparatus information WTinf acquired by the apparatus information acquirer  123 . In this case, advertisement points may not be used during a period of time during which the video advertisement AD in the virtual space FD is not displayed on the display  21 . Accordingly, advertising values per unit period of time for showing an advertisement on the display  21  or  71  are calculated accordingly. 
     Modification 5 
     In the foregoing embodiment and in Modifications 1 to 4, an example aspect has been given in which the game apparatus  10  acquires the spectator apparatus information WTinf at time t 1  after the predetermined time Ta has elapsed from the distribution start time t 0 . However, the present disclosure is not limited to such an aspect. In one example, the game apparatus  10  may acquire the spectator apparatus information WTinf at the start of a predetermined inning in a computer baseball game (e.g., at the start of the third inning). In Modification 5, the same effects as those in the foregoing embodiment, and in Modifications 1 to 4, are obtained. 
     Modification 6 
     In the foregoing embodiment and in Modifications 1 to 5, an example aspect has been given in which a display degree of an advertisement that is calculated once is not updated until the end of the computer baseball game. However, the present disclosure is not limited to such an aspect. In one example, a display degree of an advertisement may be calculated repeatedly at intervals, as shown in  FIG. 13 . 
       FIG. 13  is a flowchart showing an example of procedures for the game apparatus  10  according to Modification 6. Detailed description will be omitted for procedures similar to those described in  FIG. 12 . In the procedures shown in  FIG. 13 , in one example, a series of steps S 110  to step S 116  serves as a series of steps S 110  to S 116 , and a series of steps S 130  to S 136  shown in  FIG. 12 . Furthermore, in the procedures shown in  FIG. 13 , the determination procedure at step S 119  is executed instead of that at step S 18  shown in  FIG. 12 . The remaining procedures shown in  FIG. 13  are identical to those shown in  FIG. 12 . In one example, step S 110  is executed after step S 108 , or it is executed when the result of the determination at step S 140  is negative. 
     When a display degree of each of the advertisements has not yet been calculated (e.g., when step S 124  has not yet been executed), a series of steps S 110  to S 116  shown in  FIG. 13  is identical to that shown in  FIG. 12 . In addition, when a display degree of each of the advertisements is calculated (e.g., when step S 124  is executed even once), a series of steps S 110  to S 116  shown in  FIG. 13  is identical to a series of steps S 130  to S 136  shown in FIG. In one example, after step S 116 , the video supplier  122  moves the process to step S 119 . 
     At step S 119 , the apparatus information acquirer  123  determines whether the current time is the timing for acquiring the spectator apparatus information WTinf. In one example, the apparatus information acquirer  123  determines whether the predetermined time Ta has elapsed from the distribution start time t 0  or the previous timing for acquisition. When the result of the determination at step S 119  is negative, the apparatus information acquirer  123  moves the process to step S 140 . When the result of the determination at step S 119  is positive, the apparatus information acquirer  123  moves the process to step S 120 . 
     The series of steps S 120  to S 124  is identical to that shown in  FIG. 12 . In one example, at step S 124  shown in  FIG. 13 , display degrees of advertisements that have not yet been displayed in the virtual space FD are calculated based on the remaining advertisement points, and the number of spectator apparatuses indicated by the spectator apparatus information WTinf acquired at step S 122 . After step S 124 , the game processor  121  moves the process to step S 140 . 
     At step S 140 , the game processor  121  determines whether a predetermined end condition is satisfied, for example, the baseball game has ended. When the result of the determination at step S 140  is negative, the game processor  121  returns the process to step S 110 . When the result of the determination at step S 140  is positive, the game processor  121  ends the processes shown in  FIG. 12 . Thus, in Modification 6, a display degree of each of the advertisements is calculated every time the predetermined time Ta elapses. 
     The procedures for the game apparatus  10  according to Modification 6 is not limited to the example shown in  FIG. 13 . In one example, an interval from the distribution start time t 0  to the first timing of acquiring the spectator apparatus information WTinf may differ from an interval from the time t 0  to the second timing or thereafter. In one example, a timing of acquiring the spectator apparatus information WTinf may be at the start of a predetermined inning, such as the third inning, the fifth inning, or the seventh inning. In one example, step S 119  may be executed before S 110 . In this case, a series of steps S 110  to S 116  may be executed when the result of the determination at step S 119  is negative, or it may be executed after step S 124 . 
     Thus, in Modification 6, the apparatus information acquirer  123  repeatedly acquires the spectator apparatus information WTinf at intervals. The game processor  121  calculates a display degree of each of advertisements every time the apparatus information acquirer  123  acquires the spectator apparatus information WTinf. Accordingly, in Modification 6, advertising values per unit period of time for displaying an advertisement are calculated accordingly based on the number of spectator apparatuses that changes during the computer baseball game. 
     Modification 7 
     In the foregoing embodiment, and in Modifications 1 to 6, a “computer baseball game” has been given as an example of a “computer game,” but the present disclosure is not limited to such an aspect. A freely selected computer game may be employed as the “computer game” according to the present disclosure. 
     Modification 8 
     In the foregoing embodiment, and in Modifications 1 to 7, an example has been given in which the predetermined computer game is executed at the user&#39;s game apparatus  10 , but the present disclosure is not limited to such an aspect. In one example, as shown in  FIGS. 14A and 14B , the predetermined computer game may be executed at a game server  51 . 
       FIG. 14A  is a diagram showing an overview of a game system  1 A according to Modification 8.  FIG. 14B  is a functional block diagram of an example of the game server  51  shown in  FIG. 14A . The game system  1 A shown in  FIG. 14A  includes the game server  51  instead of the advertisement management server  50  shown in  FIG. 1 , and a game apparatus  11  instead of the game apparatus  10  shown in  FIG. 1 . The rest of the configuration of the game system  1 A is identical to the game system  1  shown in  FIG. 1 . In one example, the game system  1 A includes the game server  51  that executes the predetermined computer game, the game apparatus  11 , the display apparatus corresponding to the game apparatus  11 , the distribution server  30 , and a plurality of M terminal apparatuses  70  ( 70 - 1  to  70 -M). The M is a natural number of 1 or more. The game apparatus  11 , the distribution server  30 , the game server  51 , and each terminal apparatus  70  are connected communicably to one another via a network NW. 
     The game server  51  (another example of a “game apparatus”) executes the predetermined computer game. Furthermore, the game server  51  serves as the advertisement management server  50  shown in  FIG. 1 . In one example, as shown in  FIG. 14B , the game server  51  includes a control section  520 A that controls each part of the game server  51 , the memory section  540  that stores various information, the communication section  560  that communicates with external apparatuses including the game apparatus  11 , the distribution server  30 , and the terminal apparatus  70 , and an input section  580  that receives administrator&#39;s inputs made to the game server  51 . 
     In one example, the control section  520 A includes the game processor  121 , the video supplier  122 , and the apparatus information acquirer  123 , all of which are described in  FIG. 4  and other drawings. In one example, the memory section  540  includes a computer game program PRgA (an example of a “computer program) for executing the predetermined computer game, a control program PRcaA for controlling each part of the game server  51 , and the advertisement management table TBL. 
     As shown in  FIG. 14A , the game apparatus  11  includes a control section  120 A, the memory section  140  that stores a control program PRcgA and other programs of the game apparatus  11 , and the communication section  160  that communicates with external apparatuses including the distribution server  30  and the game server  51 , and the input section  180  that receives user&#39;s inputs made to the game apparatus  11 . On the bases of video information MVinf generated by the game server  51 , the control section  120 A shows a display-use video MVo relating to the predetermined computer game on the display  21 , which is included in the display apparatus  20  corresponding to the game apparatus  11 . 
     In one example, the hardware configuration of the game server  51  is identical to that of the advertisement management server  50  including an input apparatus that functions as the input section  580 , as shown in  FIG. 9 . In one example, as described in  FIG. 9 , the memory  54  functions as the memory section  540 . Accordingly, in Modification 8, the memory  54 , which functions as the memory section  540  storing the computer game program PRgA, corresponds to a non-transitory recording medium on which the computer game program PRgA is recorded. In one example, the memory  54  is a computer-readable recording medium. In Modification 8, the “storage medium” on which the computer game program PRgA is recorded is a storage device provided in an external apparatus external to the game server  51 . In one example, the “storage medium” may be a storage device that is configured to record therein the computer game program PRgA. The storage device may be included in a server apparatus external to the game server  51  and distributes the computer game program PRgA. 
     In Modification 8, the same effects as those in the foregoing embodiment, and in Modifications 1 and 7 are obtained. 
     Modification 9 
     In the foregoing embodiment and in Modifications 1 to 7, an example has been given of a game apparatus  10  including the apparatus information acquirer  123 , but the present disclosure is not limited to such an aspect. In one example, the advertisement management server  50  may include the apparatus information acquirer  123 . In this case, the advertisement management server  50  may supply, to the game apparatus  10 , spectator apparatus information WTinf acquired from the distribution server  30 . Alternatively, based on the advertisement management table TBL and the spectator apparatus information WTinf, the advertisement management server  50  may calculate a display degree of each of the video advertisements AD in the virtual space FD (e.g., a display duration and a display frequency), and it may supply information indicative of the calculated degrees thereof to the game apparatus  10 . Furthermore, in the game system  1 A shown in  FIG. 14A , the game processor  121  and the video supplier  122  may be included in the game apparatus  11 . In Modification 9, the same effects as those in the foregoing embodiment, and in Modifications 1 and 7 are obtained. 
     3. Appendices 
     From the foregoing description, the present disclosure can be understood as follows: 
     Appendix 1 
     A recording medium according to an aspect of the present disclosure is a non-transitory computer-readable recording medium having instructions stored therein that cause at least one processor (e.g., a processor  12 ) of a game apparatus (e.g., a game apparatus  10 ) to: communicate with a distribution system (e.g., a distribution server  30 ) configured to distribute videos to a plurality of terminal apparatuses (e.g., terminal apparatuses  70 ); progress a computer game; generate, based on a progress of the computer game, video information (e.g., video information MVinf) that is used to play a video of the computer game (e.g., a display-use video MVo) indicating a state of a virtual space of the computer game; supply the video information to the distribution system; acquire spectator apparatus information (e.g., spectator apparatus information WTinf) from the distribution system, the spectator apparatus information relating to at least one spectator apparatus that is a part of the plurality of terminal apparatus, and receives a video (e.g., a distribution-use video MVd) based on the video information from the distribution system; and control display of an advertisement in the virtual space, based on the spectator apparatus information. 
     According to this aspect, display of an advertisement in the virtual space is controlled based on the spectator apparatus information. The spectator apparatus corresponds to a terminal apparatus that plays a video based on video information received from the game apparatus via the distribution system. For this reason, controlling of display of an advertisement in the virtual space based on the spectator apparatus information is the same as controlling of display of the advertisement in the virtual space by looking at the presence of a spectator of the computer game. Accordingly, according to this aspect, display of the advertisement in the virtual space is controlled by looking at not only a user playing the computer game, but also a spectator watching the video thereof. 
     In this aspect, the “state of a virtual space” may relate to a game element in the virtual space, or it may relate to sound in the virtual space, or it may be some or all of the states. 
     The “game element in the virtual space” may be disposed at any position in the virtual space. The “game element” may be controlled by a program of the game apparatus (a processor executed by the program). Alternatively, the “game element” may be a character relating to the computer game, an object of the computer game, an environmental component of the virtual space, or it may be some or all of these. The “state relating to a game element” may be a position of a game element in the virtual space, or it may be the shape, pattern, or color of the game element, or it may be a direction or a speed of movement of the game element in the virtual space, or it may be some or all of these. 
     The “sound in the virtual space” may be outputted or heard at any position in the virtual space, or it may be associated with a game element in the virtual space, or it may be both of these. The “sound” may also be voice (audio). 
     In this aspect, the “video information” may indicate a game image (a still image indicative of the state of the virtual space) that is updated every unit period of time in real time, or it may indicate a set of game images that correspond one-to-one to unit periods of time (information indicative of a set of game images accumulated over multiple unit periods of time). Alternatively, the “video information” may be obtained by adding information on sound in the virtual space to information described above. 
     In this aspect, the “spectator apparatus information” may be information on a spectator apparatus that plays the video of the computer game, or it may be information based on a user input made to the spectator apparatus, or it may be information using both of these. 
     The “information on a spectator apparatus” may indicate the number of spectator apparatuses, or the type thereof, or both of these. 
     The “information based on a user input made to the spectator apparatus” may be information on a rating of the video of the computer game that is given by a user of the spectator apparatus, or it may be information on comments posted on the video of the computer game by the user of the spectator apparatus, or it may be information using both of these. 
     The “information on a rating of the video of the computer game” may be the number of users who gave a favorable rating to the video of the computer game. 
     The “information on comments” may be the number of comments posted on the video of the computer game. 
     In this aspect, the “advertisement” may be a still image or moving images relating to a target advertisement, such as a product or a service, which is displayed on a game element in the virtual space, or it may be an audio relating to the advertisement, which is output from the game element in the virtual space, or it may be some or all of these. 
     In this aspect, the “display of the advertisement in the virtual space” may mean that there is an advertisement (one or both of image and sound relating to the target advertisement) in the virtual space. Alternatively, the “display of the advertisement in the virtual space” may mean the advertisement in the virtual space is displayed by playing the video of the computer game. 
     In this aspect, “controlling the display of the advertisement” may mean that a duration during which an advertisement is displayed in the virtual space is controlled, or it may mean that the number of times the advertisement is displayed in the virtual space is controlled, or it may be both of these. 
     Appendix 2 
     In the recording medium according to Appendix 1, the instructions cause the at least one processor to determine, based on the spectator apparatus information, a duration during which the advertisement is displayed in the virtual space. 
     According to this aspect, the duration during which the advertisement is displayed in the virtual space (a display duration) is determined based on the spectator apparatus information. Accordingly, according to this aspect, the advertising values per unit period of time at for displaying the advertisement is calculated based on the spectator apparatus information. For this reason, in this aspect, as to advertising fees for displaying the advertisement in the virtual space, occurrence of excessive display or insufficient display of the advertisement is controlled. 
     Appendix 3 
     In the recording medium according to Appendix 1, the instructions cause the at least one processor to determine, based on the spectator apparatus information, a number of times the advertisement is displayed in the virtual space. 
     According to this aspect, the number of times the advertisement is displayed in the virtual space (a display frequency) is determined based on the spectator apparatus information. Accordingly, in this aspect, the advertising values for displaying the advertisement one time is calculated based on the spectator apparatus information. For this reason, in this aspect, as to advertising fees for displaying the advertisement in the virtual space, occurrence of excessive display or insufficient display of the advertisement is controlled. 
     Appendix 4 
     In the recording medium according to any one of Appendices 1 to 3, the spectator apparatus information indicates a number of the at least one spectator apparatus. 
     According to this aspect, the display duration or the display frequency of the advertisement in the virtual space is determined based on the number of spectator apparatuses. In one example, the number of spectator apparatuses corresponds to the number of spectators who watch the video of the computer game. Accordingly, in this aspect, a display degree of the advertisement in the virtual space (e.g., a display duration and a display frequency) is determined based on the number of spectators watching the computer game in real time. For this reason, according to this aspect, the advertising values per unit period of time or for displaying the advertisement one time is calculated based on the number of spectators. 
     Appendix 5 
     In recording medium according to any one of Appendices 1 to 3, the spectator apparatus information relates to a rating of the video of the computer game that is given by a user of the at least one spectator apparatus. 
     According to this aspect, the display duration or the display frequency of displaying the advertisement in the virtual space is determined based on a rating of the video of the computer game that is given by a user of the spectator apparatus (i.e., a spectator). In one example, a highly rated video of the computer game will have a high level of attention, which allows for effective advertisement, as compared to a poorly rated one. In other words, in this aspect, the advertising values per unit period of time or for displaying the advertisement one time is calculated accordingly by looking at the rating of the video of the computer game. 
     In this aspect, the “spectator apparatus information” may indicate the number of users who gave favorable ratings of the video of the computer game, or it may indicate the number of favorable ratings thereof. 
     Appendix 6 
     In the recording medium according to any one of Appendices 1 to 3, the spectator apparatus information relates to a comment on the computer game that is given by a user of the at least one spectator apparatus. 
     According to this aspect, the display duration or the display frequency of displaying the advertisement in the virtual space is determined based on a comment on the video of the computer game that is given by a user of the spectator apparatus (i.e., a spectator) (hereinafter, a posted comment). 
     In one example, a video of the computer game with numerous posted comments will have a high level of attention, which allows for effective advertisement, as compared to one with fewer posted comments. In other words, in this aspect, the advertising values per unit period of time or for displaying the advertisement one time is calculated by looking at the number of comments on the video of the computer game. 
     Appendix 7 
     In the recording medium according to any one of Appendices 1 to 6, the instructions cause the at least one processor to control, based on the spectator apparatus information, at least one of display duration or display frequency of the advertisement in the virtual space that is displayed by playing the video of the computer game. 
     According to this aspect, one or both of the display duration and the display frequency of the advertisement that is in the virtual space and is displayed by playing the video of the computer game is determined based on the spectator apparatus information. According to this aspect, for example, the advertising values per unit period of time or for displaying the advertisement one time on the display is calculated accordingly based on the spectator apparatus information. 
     Appendix 8 
     A game apparatus according to an aspect of the present disclosure includes: at least one memory storing instructions; and at least one processor that implements the instructions to: communicate with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; acquire spectator apparatus information from the distribution system, when the distribution system distributes a video based on the video information to at least one spectator apparatus that is a part of the plurality of the terminal apparatuses, the spectator apparatus information relating to the at least one spectator apparatus; and control display of an advertisement in the virtual space, based on the spectator apparatus information. 
     According to this aspect, the same effects as those in Appendix 1 are obtained. 
     Appendix 9 
     A computer-implemented control method according to an aspect of the present disclosure includes: communicating with a distribution system configured to distribute videos to a plurality of terminal apparatuses; progressing a computer game; generating, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; acquiring spectator apparatus information from the distribution system, when the distribution system distributes a video based on the video information to at least one spectator apparatus that is a part of the plurality of the terminal apparatuses, the spectator apparatus information relating to the at least one spectator apparatus; and controlling display of an advertisement in the virtual space, based on the spectator apparatus information. 
     According to this aspect, the same effects as those in Appendix 1 are obtained. 
     Appendix 10 
     A game system according to an aspect of the present disclosure includes: a distribution system configured to distribute videos to a plurality of terminal apparatuses; and a game apparatus configured to communicate with the distribution system, in which the game apparatus includes: at least one memory storing instructions; and at least one processor that implements the instructions to: progress a computer game; generate, based on a progress of the computer game, video information that is used to play a video of the computer game indicating a state of a virtual space of the computer game; acquire spectator apparatus information from the distribution system, when the distribution system distributes a video based on the video information to at least one spectator apparatus that is a part of the plurality of the terminal apparatuses, the spectator apparatus information relating to the at least one spectator apparatus; and control display of an advertisement in the virtual space, based on the spectator apparatus information. 
     According to this aspect, the same effects as those in Appendix 1 is obtained. 
     DESCRIPTION OF REFERENCE SIGNS 
       1 ,  1 A . . . game system,  10  . . . game apparatus,  11  . . . game apparatus,  12  . . . processor,  14  . . . memory  16  . . . communication apparatus,  18  . . . input apparatus,  20  . . . display apparatus,  21  . . . display,  30  . . . distribution server,  32  . . . processor,  34  . . . memory,  36  . . . communication apparatus,  50  . . . advertisement management server,  51  . . . game server,  52  . . . processor,  54  . . . memory,  56  . . . communication apparatus,  70  . . . terminal apparatus,  71  . . . display,  120  . . . control section,  121  . . . game processor,  122  . . . video supplier,  123  . . . apparatus information acquirer,  140  . . . memory section,  160  . . . communication section,  180  . . . input section,  320  . . . control section,  321  . . . video acquirer,  322  . . . video distributor,  324  . . . apparatus information supplier,  340  . . . memory section,  360  . . . communication section,  520  . . . control section,  521  . . . supplier,  540  . . . memory section, and,  560  . . . communication section.