Information processing systems, information processing methods, and storage media

CN115243772BActive Publication Date: 2025-10-28KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
CN202180018544.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2020-03-31
Filing Date
2021-01-27
Publication Date
2025-10-28
Estimated Expiration
2041-01-27

AI Technical Summary

Technical Problem

Gamers often struggle to recognize messages sent by viewers while watching live streams of gameplay.

Method used

The first terminal receives and displays the message by sending it to a second terminal that does not control the game process and displaying the message within the game space.

Benefits of technology

It improves the ease with which game players can identify messages sent by viewers.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides an information processing system, an information processing method, and a program storage medium. An information processing system (1) includes a first terminal (20) controlling the process of a game and a second terminal (10) communicatively connected to the first terminal (20) but not having the function of controlling the game process. The second terminal (10) includes a sending unit (113) that sends message information based on user operations on the second terminal (10), the message information including at least a message and scene information of a scene within the game space where the game is playing, for displaying the aforementioned message. The first terminal (20) includes a receiving unit (212) for receiving message information and a message display unit (213) for displaying the message in the scene based on the message information.
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Description

Technical Field

[0001] This invention relates to a technology for sending messages to a game screen. Background Technology

[0002] Patent document 1 discloses a technique for a viewer to send messages to information posted by a user.

[0003] [Existing Technical Documents]

[0004] [Patent Literature]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2016-21251 (published on February 4, 2016) Summary of the Invention

[0006] [The problem the invention aims to solve]

[0007] In recent years, there have been instances of live streaming or capturing gameplay footage in real time. When viewers use these technologies to send messages to the live stream, the messages are often difficult for viewers to recognize because the players are focused on the game.

[0008] One aspect of the present invention is to provide a technique that makes it easier for gamers to identify messages sent by viewers in response to game footage during a live stream.

[0009] [Methods used to solve problems]

[0010] To address the aforementioned problems, one aspect of the present invention relates to an information processing system comprising: a first terminal that controls the progress of a game; and a second terminal that is connected to the first terminal in a manner capable of communicating with the first terminal but does not have the function of controlling the progress of the game. The information processing system is characterized in that the second terminal includes: a sending unit that sends message information based on user operations on the second terminal, wherein the message information includes at least a message and scene information of a scene within the game space where the game is playing, for displaying the message; and the first terminal includes: a receiving unit that receives the message information; and a message display unit that displays the message in the scene based on the message information.

[0011] Furthermore, one aspect of the information processing method of the present invention includes the following steps: a second terminal sends message information based on user operations on the second terminal, wherein the second terminal is connected to the first terminal in a manner capable of communicating with the first terminal, the first terminal controls the process of a game, the second terminal does not have the function of controlling the process of the game, and the message information includes at least a message and scene information of a scene within the game space where the game is playing, for displaying the message; the first terminal receives the message information; and the first terminal displays the message in the scene based on the message information.

[0012] Furthermore, one aspect of the present invention relates to a program that causes a computer in a second terminal to perform the following steps: obtaining user operation information on the second terminal, wherein the second terminal is connected to the first terminal in a manner capable of communicating with the first terminal, the first terminal controls the game's progress, and the second terminal does not have the function of controlling the game's progress; and sending message information to the first terminal based on the operation information, wherein the message information includes at least a message and scene information of a scene within the game space where the game is playing, for displaying the message on the first terminal.

[0013] Furthermore, another program according to one aspect of the present invention causes a computer in a first terminal controlling the game's progress to execute: a receiving step, receiving message information from a second terminal, wherein the second terminal is connected to the first terminal in a manner capable of communicating with the first terminal and does not have the function of controlling the game's progress, the second terminal having a sending unit that sends the message information based on user operations on the second terminal, the message information including at least a message and scene information of a scene within the game space where the game is playing for displaying the message; and a message display step, displaying the message in the scene based on the message information.

[0014] [The effects of the invention]

[0015] According to one aspect of the present invention, a technique may be provided that makes it easier for gamers to identify messages sent by viewers to game footage in a live stream. Attached Figure Description

[0016] Figure 1 This is a flowchart illustrating an example of the configuration of an information processing system according to Embodiment 1 of the present invention.

[0017] Figure 2 This is a diagram illustrating an example of the hardware configuration of a user terminal according to Embodiment 1 of the present invention.

[0018] Figure 3This is a diagram illustrating an example of the hardware configuration of a player terminal according to Embodiment 1 of the present invention.

[0019] Figure 4 This is a diagram illustrating an example of the hardware configuration of a game server according to Embodiment 1 of the present invention.

[0020] Figure 5 This is a diagram illustrating an example of the functional configuration of a user terminal according to Embodiment 1 of the present invention.

[0021] Figure 6 This is a diagram illustrating an example of the functional configuration of a player terminal according to Embodiment 1 of the present invention.

[0022] Figure 7 This is a diagram illustrating an example of the functional configuration of a game server according to Embodiment 1 of the present invention.

[0023] Figure 8 This is a flowchart of an example of the animation distribution processing flow of the information processing system according to Embodiment 1 of the present invention.

[0024] Figure 9 This is a flowchart of an example of the message sending and processing flow of the information processing system according to Embodiment 1 of the present invention.

[0025] Figure 10 This is a diagram illustrating an example of the data structure for message information in Embodiment 1 of the present invention.

[0026] Figure 11 This is an example of a display image in a user terminal according to Embodiment 1 of the present invention.

[0027] Figure 12 This is a table illustrating the selectable scene data in Embodiment 1 of the present invention.

[0028] Figure 13 This is an example of a display image in a user terminal according to Embodiment 1 of the present invention.

[0029] Figure 14 This is a table illustrating a portion of the server managing user data in Embodiment 1 of the present invention.

[0030] Figure 15 This is a table illustrating the presentation setting data in Embodiment 1 of the present invention.

[0031] Figure 16 This is a diagram illustrating message information sent from a game server to a player's terminal in Embodiment 1 of the present invention.

[0032] Figure 17 This is a diagram of a message display example based on message information in Embodiment 1 of the present invention.

[0033] Figure 18 This is a diagram of a message display example based on message information in Embodiment 1 of the present invention.

[0034] Figure 19 This is a table illustrating the consumption setting data in Embodiment 1 of the present invention.

[0035] Figure 20 This is a diagram of a variation of the image displayed in the user terminal according to Embodiment 1 of the present invention.

[0036] Figure 21 This is a flowchart of a variation of the configuration of the information processing system according to Embodiment 1 of the present invention.

[0037] Figure 22 This is a diagram of a variation of the data structure of message information in Embodiment 1 of the present invention.

[0038] Figure 23 This is a diagram of a variation of the data structure of message information in Embodiment 1 of the present invention.

[0039] Figure 24 This is a table illustrating a portion of the server managing user data in a variant of Embodiment 1 of the present invention.

[0040] Figure 25 This is a diagram illustrating a message display example based on message information in the reference method.

[0041] Figure 26 This is a diagram illustrating recruitment-related information in Embodiment 2 of the present invention.

[0042] Figure 27 This is a flowchart illustrating an example of the operation process of a game server according to Embodiment 2 of the present invention.

[0043] Figure 28 This is a flowchart illustrating an example of the operation process of a game server according to Embodiment 2 of the present invention.

[0044] Figure 29 This is a diagram illustrating an example of the functional configuration of a player terminal according to Embodiment 3 of the present invention.

[0045] Figure 30 This is a flowchart of an example of the message sending and processing flow of the information processing system according to Embodiment 3 of the present invention.

[0046] Figure 31 This is a diagram illustrating an example of the data structure for message information in Embodiment 3 of the present invention.

[0047] Figure 32This is a table illustrating the output mode setting data in Embodiment 3 of the present invention.

[0048] Figure 33 This is a diagram illustrating message information sent from the game server to the player's terminal in Embodiment 3 of the present invention. Detailed Implementation

[0049] [Implementation Method 1]

[0050] First, refer to Figures 1 to 24 The information system 1 involved in this embodiment will be described.

[0051] (The composition of information processing system 1)

[0052] Figure 1 This is a flowchart illustrating an example of the configuration of an information processing system 1. The information processing system 1 includes: user terminal 10-1, user terminal 10-2, ..., user terminal 10-N, player terminal 20, game server 30, and animation distribution server 40. These devices are connected via a network NW such as the Internet. Since user terminals 10-1, 10-2, ..., 10-N have the same configuration, unless otherwise specified, the designations "-1", "-2", etc., are omitted, and the system is simply described as user terminal 10.

[0053] Player terminal 20 (an example of the first terminal) is the computer operated by a player playing a game. User terminal 10 (an example of the second terminal) is the computer operated by a user who is not playing the game. Hereinafter, the operator who operates the first terminal to play the game on player terminal 20 will be referred to as the player, and the operator who operates user terminal 10 will be referred to as the user. Furthermore, a user can be someone who watches the game played by the player.

[0054] Player terminal 20 and user terminal 10 are physically different computers that can be directly connected or communicate with each other via other servers. Player terminal 20 and user terminal 10 can be home game consoles, smartphones, tablets, personal computers, or commercial game consoles installed in stores, etc.

[0055] For example, player terminal 20 is a home game console that runs a game or a commercial game console that is installed in a store, while user terminal 10 can be a smartphone, tablet or personal computer that cannot run the game.

[0056] For example, player terminal 20 may be a home game console, smartphone, tablet, personal computer, or commercial game console in a store where a game application is executed, while user terminal 10 may be a home game console, smartphone, tablet, personal computer, or commercial game console in a store where the game application is not executed when player terminal 20 is executing the aforementioned game application.

[0057] Furthermore, within the information processing system 1, there may be a situation where multiple user terminals 10 are included, and each user terminal 10 may be a device of a different type from the others.

[0058] The game server 30 (an example of a server) and the animation distribution server 40 are each composed of computers and are communicatively connected to the player terminal 20 and the user terminal 10. The game server 30 and the animation distribution server 40 function as servers providing services to the player terminal 20 and the user terminal 10 via a network (NW). In addition to providing services such as matchmaking for game battles and management of user-owned items and points, the game server 30 provides message processing services as described in this specification. The animation distribution server 40 provides animation distribution services.

[0059] (Hardware configuration of user terminal 10)

[0060] Figure 2 This diagram illustrates an example of the hardware configuration of the user terminal 10 according to this embodiment. The user terminal 10 includes, for example, a processor 11, a communication unit 12, an input unit 13, a storage unit 14, a display unit 15, and a voice output unit 16. It communicates with a game server 30, an animation distribution server 40, and other devices connected via a network (NW) through the communication unit 12. These components are communicatively connected to each other via a bus 19. The processor 11 executes various programs stored in the storage unit 14 and controls the various components of the user terminal 10. The processor 11 may be constructed from integrated circuits such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit).

[0061] The communication unit 12 has the function of communicating with a network (NW) via, for example, a wired connection such as Ethernet (registered trademark) or a wireless connection such as WiFi (registered trademark). The input unit 13 is integrated with the display as, for example, a touch panel, and various instructions are input through user operation. Furthermore, the input unit 13 can be other input devices such as a keyboard, mouse, touchpad, or microphone.

[0062] Display unit 15 is a display that shows images, text, and other information. Display unit 15 may be composed of, for example, a liquid crystal display panel or an organic EL (Electro Luminescence) display panel. Display unit 15 may be configured as a separate entity from user terminal 10, in which case display unit 15 and user terminal 10 may be connected by wired or wireless connection.

[0063] The storage unit 14 stores various information and images processed by the user terminal 10, as well as programs (which may be game control programs). The storage unit 14 can be constructed from, for example, HDD (hard disk drive), SSD (solid-state drive), EEPROM (electrically erasable programmable read-only memory), ROM (read-only memory), and RAM (random access memory). Furthermore, the storage unit 14 is not limited to being built into the user terminal 10, but can also be an external storage device connected via a digital input / output port such as USB. Additionally, the user terminal 10 may further include hardware such as a camera, gyroscope sensor, and GPS (Global Positioning System) receiver module (not shown).

[0064] The voice output unit 16 outputs voice. The voice output unit 16 may be configured as, for example, a speaker, a voice output terminal, etc. The voice output unit 16 may also output voice from external in-ear headphones, headphones, or speakers via a wireless connection such as Blu-ray (registered trademark).

[0065] (Hardware configuration of player terminal 20)

[0066] Figure 3 This diagram illustrates an example of the hardware configuration of the player terminal 20 according to this embodiment. The player terminal 20 includes, for example, a processor 21, a communication unit 22, an input unit 23, a storage unit 24, a display unit 25, and a voice output unit 26. It communicates with a game server 30, an animation distribution server 40, and other devices connected via a network (NW) through the communication unit 22. These components are interconnected via a bus 29. Like the processor 11, the processor 21 executes various programs stored in the storage unit 24 and controls various parts of the player terminal 20.

[0067] Input unit 23 can be a controller such as a game controller or joystick, or other input devices such as a touch panel, keyboard, mouse, touchpad, or microphone. Display unit 25 is a display that shows images, text, and other information. Display unit 25 can be constructed from, for example, a liquid crystal display panel or an organic EL (electroluminescent) display panel. Display unit 25 can be a separate entity from player terminal 20; in this case, display unit 25 and player terminal 20 can be connected via wired or wireless connection. Communication unit 22, storage unit 24, and voice output unit 26 can be configured similarly to communication unit 12, storage unit 14, and voice output unit 16.

[0068] (Hardware configuration of game server 30)

[0069] Figure 4 This diagram illustrates an example of the hardware configuration of the game server 30 according to this embodiment. The game server 30 includes, for example, a processor 31, a communication unit 32, an input unit 33, and a storage unit 34. It communicates with multiple user terminals 10, player terminals 20, and other devices connected via a network NW through the communication unit 32. These components are interconnected communicatively via a bus 39. Like the processor 11, the processor 31 executes various programs stored in the storage unit 34 and controls various parts of the game server 30. The input unit 33 can be, for example, a keyboard and mouse, or other input devices such as a touchpad, touch panel, or microphone. The communication unit 32 and storage unit 34 can be configured similarly to the communication unit 12 and storage unit 14.

[0070] (Functional composition of user terminal 10)

[0071] Figure 5 This is a flowchart illustrating an example of the functional configuration of the user terminal 10 involved in this embodiment. Figure 5 Only the control unit 110 and the storage unit 14 are shown in the diagram; other components are omitted. Figure 2 Other configurations shown. Furthermore, the control unit 110 is configured to perform functions by the processor 11 executing user terminal programs stored in the storage unit 14.

[0072] User terminal 10 does not have the function of controlling the game process. That is, control unit 110 cannot control the game process.

[0073] A game is an application that takes player input and outputs results to the player, thus keeping them engaged. Game progression refers to the sequential execution of a series of processes within the game, from player input to the output of a result. Controlling game progression means managing this series of processes—from player input to the output of a result—through the game application. Not controlling game progression means not performing these processes.

[0074] A series of processes could include, for example, receiving operations that enable the game to proceed, controlling the configuration of objects within the game space based on the operations that enable the game to proceed, calculating in-game parameters based on the operations that enable the game to proceed, sending and receiving information required for the game process with external systems, and displaying game progress images.

[0075] Furthermore, the game's progress may include actions that affect the game's outcome, quality, or state of achievement. In this case, controlling the game's progress includes performing actions that affect the game's outcome, quality, or state of achievement.

[0076] The outcome of a game refers to winning or losing, scoring points, and whether the game's objectives have been achieved. The quality of a game refers to whether the probability of a positive outcome is high (advantage) or low (disadvantage). The progress of a game can be considered as it progresses up to achieving the game's objective.

[0077] The storage unit 14 stores the user terminal program, user data, and application data. Application data is data referenced by the processor 11 in the user terminal program for performing various processes; for example, it may include image data of various objects displayed on the display unit 15. Application data may also be data displayed by the operation information acquisition unit 112 (described later) to obtain operation information. Furthermore, application data may also be data updated by machines other than the user terminal, such as game servers. User data is data associated with the user and includes a user ID used to identify the user.

[0078] The control unit 110 includes an animation processing unit 111, an operation information acquisition unit 112, and a message sending unit 113 (an example of a sending unit). The animation processing unit 111 plays animation data distributed from the animation distribution server 40 on the user terminal 10. The operation information acquisition unit 112 acquires user operation information on the user terminal 10 through a user interface displayed with reference to application data. The message sending unit 113 sends message information containing at least a message through the communication unit 12 based on the user operation information on the user terminal 10.

[0079] (Functional composition of player terminal 20)

[0080] Figure 6 This is a flowchart illustrating an example of the functional configuration of the player terminal 20 according to this embodiment. Figure 6 Only the control unit 210 and the storage unit 24 are shown in the diagram, and other details are omitted. Figure 3 Other configurations shown. Furthermore, the control unit 210 is configured to perform functions implemented by the processor 21 executing the game program stored in the storage unit 24.

[0081] The storage unit 24 stores the game program, game data, player data, and message data. Game data is data used by the processor 21 executing the game program to execute the game and display or output messages. It may include model data and texture data of various objects such as player characters and background objects, as well as sound sources used in the game. Furthermore, game data may also be data managing the game's progress. Player data is data associated with the player, such as settings data including the game environment settings configured by the player. Message data includes message information sent from the game server 30 to the player terminal 20 and displayed or output on the player terminal 20.

[0082] The control unit 210 includes a game process unit 211, a message receiving unit 212 (an example of a receiving unit), and a message display unit 213. The player terminal 20 has the function of controlling the game process, and the game process unit 211 controls the game process. The message receiving unit 212 receives message information from the game server 30. The message display unit 213 displays the message information received by the message receiving unit 212 within the game space.

[0083] (Functional composition of game server 30)

[0084] Figure 7 This is a flowchart illustrating an example of the functional configuration of the game server 30 involved in this embodiment. Figure 7 The diagram shows a control unit 310 consisting of data stored in the storage unit 34 and functions implemented by the processor 31 executing a server program stored in the storage unit 34. (The last part is omitted.) Figure 4 Other components shown.

[0085] The storage unit 34 stores the server program, server management user data, server data, and message data. The server management user data is stored per user in the storage unit 34 and may include each user's user ID, username, and the number of coins they hold. The server data is the data referenced by the processor 31 executing the server program for various processing tasks; for example, it may include rendering setting data, consumption setting data, and output mode setting data, which will be described later. The message data contains message information sent from each user terminal 10 to the game server 30.

[0086] The control unit 310 includes a message processing unit 311. The message processing unit 311 processes message information received from the user terminal 10.

[0087] Furthermore, the animation distribution server 40 is a server capable of receiving animation data from the player terminal 20 or an external machine connected to the player terminal 20 and instantly sending the animation data to each user terminal 10. It can have the same configuration as a general animation distribution server. Also, the game server 30 can also be used as the animation distribution server 40.

[0088] (Overview of Information Processing System 1)

[0089] Information processing system 1 provides a mechanism for sending messages from user terminal 10, which does not have the function of controlling the game's progress, to player terminal 20, which controls the game's progress. In one aspect, an animation displaying the game's progress in player terminal 20 is distributed to user terminal 10, and the user sends messages to assist the player through user terminal 10 while watching the animation.

[0090] Furthermore, the type of game is not limited to a specific category. Regardless of the game's form or type, examples include, for instance, sports games (games based on sports such as soccer, baseball, tennis, American football, basketball, and volleyball), war games, adventure games, simulation games, role-playing games, and raising simulation games. Also, games can be single-player or multiplayer. The following example illustrates the case where the game played on player terminal 20 is a baseball game.

[0091] (Animation distribution process)

[0092] Figure 8 This is a flowchart illustrating an example of the animation distribution process in Information Processing System 1. For example... Figure 8 As shown, the information processing system 1 can distribute game animations played on the player terminal 20 to the user terminal 10.

[0093] First, in the player terminal 20, the game process unit 21 starts the game and outputs video and audio signals to the display unit 25 and the audio output unit 26 respectively (step S10). The control unit 210 encodes the video and audio signals into animation data and sends it to the animation distribution server 40 via the communication unit 22 (step S12). Alternatively, the control unit 210 does not perform encoding; instead, another machine connected to the player terminal 20 captures the video and audio signals output by the player terminal 20, encodes them into animation data, and sends it to the animation distribution server 40.

[0094] The animation distribution server 40 receives animation data from the player terminal 20 (step S14) and distributes it to each user terminal 10 in real time (step S16). In each user terminal 10, the animation processing unit 111 receives the animation data from the animation distribution server 40 via the communication unit 12 (step S18) and plays the animation data (step S20). In one aspect, the animation processing unit 111 decodes the animation data, displays the image signal contained in the animation data on the display unit 15, and outputs the voice signal contained in the animation data from the voice output unit 16.

[0095] Furthermore, since information processing system 1 does not have an animation distribution server 40, it may not need to distribute game animations from player terminal 20 to user terminal 10. In this case, for example, the user could use an animation distribution system different from information processing system 1 to watch the game animations from player terminal 20. As described above, information processing system 1 provides a mechanism to send messages from user terminal 10, which does not have the function of controlling the game process, to player terminal 20, which controls the game process; therefore, information processing system 1 may not need to perform animation distribution processing.

[0096] (Message sending and processing flow)

[0097] Figure 9 This is a flowchart illustrating an example of the message sending and processing flow in information processing system 1. For example... Figure 9 As shown, the information processing system 1 enables messages sent from the user terminal 10 to be displayed on the player terminal 20.

[0098] First, in the player terminal 20, the game process unit 211 starts the game and updates the game process information contained in the game data (step S24). The game process information is information showing the status of the game process. The game process unit 211 sends the game process information to the game server 30 via the communication unit 22.

[0099] In the game server 30, the message information processing unit 311 generates selectable scene data based on the game progress information received through the communication unit 32 (step S26). Selectable scene data is data of options that can be selected as scenes for displaying messages at this point in time.

[0100] Figure 12 This is a graph illustrating the selectable scene data. For example... Figure 12As shown, the selectable scene data includes options for the display timing and the display location for each selected timing. In this example, when the display timing is selected as "during the 6th inning alternation of offense" or "at the end of the 6th inning," the display location cannot be selected. When "unspecified (at any time)" is selected, the display location options show "first base side banner," "third base side banner," and "fence under the net." Furthermore, in... Figure 12 In the examples shown, the selectable scene data shows an example where the display location cannot be selected when a specific display time is selected, but the selectable scene data may show an example where the display time cannot be selected when a specific display time is selected.

[0101] Furthermore, items that become unselectable in the selectable scenario data can be, for example, items that are pre-selected. For instance, in... Figure 12 In the examples shown, when the display timing is "during the alternation of offense and defense in the 6th inning" or "at the end of the 6th inning", the display location can be, for example, the green barrier behind the outfield, and the display location can be unselectable.

[0102] The message processing unit 311 refers to the game progress information and determines the display timing and display location options included in the selectable scene data. In one aspect, the message processing unit 311 can determine the display timing option as a point in the game where the game has progressed further than indicated by the game progress information. For example, in a baseball game, during the first half of the sixth inning, the message processing unit 311 can determine "during the change of ends in the sixth inning" and "at the end of the sixth inning" as selectable display timing options. Furthermore, the message processing unit 311 can also select "unspecified (at any time)" as an option that is selectable regardless of the game's progress. Moreover, the message processing unit 311 sends the selectable scene data to the user terminal 10 via the communication unit 32.

[0103] In the user terminal 10, the operation information acquisition unit 112 acquires selectable scene data through the communication unit 12 and stores it in the storage unit 14 as application data (step S28).

[0104] Next, the operation information acquisition unit 112 acquires the user's operation information on the user terminal 10 through the input unit 13 (step S30), and based on the operation information, the message sending unit 113 sends the message information to the game server 30 (step S32).

[0105] The message information sent in step S32 includes at least a message and information about the scene within the game space where the message is displayed. That is, based on the user's operation on the user terminal 10, the message sending unit 113 sends a message information, which includes at least a message and information about the scene within the game space where the message is displayed.

[0106] The game space is a virtual space within the game process; it can be a three-dimensional or two-dimensional space. Within the game space, there may be movable or configurable areas for various objects appearing in the game, such as player characters and background objects; dedicated areas for displaying in-game messages; and dedicated areas for displaying UI objects. However, in one aspect, messages contained in messages sent from the user terminal 10 may be displayed in the aforementioned movable or configurable spaces for these objects, and may not be displayed in the dedicated areas for displaying in-game messages or UI objects.

[0107] Scene refers to in-game objects defined by timing during the game process and / or location within the game space.

[0108] Timing in a game is specific to the game's progression, such as the point in time when conditions related to the game's progress are met. Examples of such conditions include, in baseball, the alternation of offense and defense in a specific inning, a specific player standing in the batter's box, and the start of halftime in soccer. Furthermore, these conditions may depend on player actions such as, in baseball, a specific team hitting a home run, or in soccer, a specific player being below a certain distance from the goal.

[0109] Furthermore, a location within the game space refers to a specific location within the game space. This location can be a fixed location or a variable location. A fixed location can be represented by specific coordinates in the coordinate system representing the game space, or by the position of a specific object statically positioned within the game space. Examples of fixed locations include fences under a ball net, banners in the stands, advertising boards on fences, and green barriers behind the outer field. A variable location can be represented by the time-varying changes of coordinates in the coordinate system representing the game space, or by the position of a specific object that can be moved within the game space. Examples of variable locations include the position of a player's uniform while moving within the court, and the position of an airship moving in the air. When the location for displaying a message is represented by the position of a specific object, the message is displayed on that specific object.

[0110] Furthermore, the message information sent in step S32 may also include consumption amount information corresponding to the message, which is the amount of consumption value held by the user. The consumption amount corresponding to the message refers to the amount of consumption value redeemed in order for the message to be displayed on the player terminal 20.

[0111] Consumer value refers to the value consumed in exchange for goods or services provided to the user. For example, consumer value can be represented by information on items or services that can be exchanged for in a specific game (in-game currency), information on items or services that are unrelated to a specific game (virtual currency other than in-game currency), or amounts associated with bank accounts, credit cards, cashless payment services, etc.

[0112] exist Figure 10 An example of the data structure for a message is shown. This message includes a user ID (identifying the user), the message itself, scene information, and consumption information. Scene information represents the scene in which the message is displayed within the game space. Scene information includes timing information indicating a specific moment in the game's progress and location information indicating a specific location within the game space. Consumption information represents the amount of consumption value held by the user and corresponds to the message. Furthermore, in this embodiment, the data structure of the message is not limited; it may omit some information or include other information. Specifically, scene information does not necessarily need to include both timing and location information; it may include only one of them.

[0113] The operation information acquisition unit 112 refers to the selectable scene data acquired in step S28 and displays it on the display unit 15 as follows: Figure 11 , Figure 13 The UI shown is used to obtain operation information. The message sending unit 113 sends a message based on this operation information.

[0114] Figure 11 This is an example of an image displayed in user terminal 10. For example... Figure 11 As shown, the display unit 15 displays the following: a video V of playing a game obtained by playing animation data sent from the player terminal 20; an object O2 for selecting a scene to display a message; an object O1 for displaying the selected scene; an object O6 for inputting a message; an object O3 for displaying the input message; an object O4 for inputting consumption; and an object O5 for sending message information.

[0115] Furthermore, user terminal 10 can display the game video V through an application different from the application used to send message information. For example, user terminal 10 can display the game video V through a general browser or other SNS application. Alternatively, user terminal 10 can be configured not to display the game video V. In this case, the user can use another terminal to view the game video V.

[0116] When the operation information acquisition unit 112 detects the operation of selecting object O2 through the input unit 13, it refers to the selectable scene data acquired in step S28, for example, such as Figure 13 The image displayed on the switching display unit 15 is shown. Figure 13 As shown, the display unit 15 displays an object O10 for selecting the timing and an object O11 for selecting the location.

[0117] Object O10 may include options such as selecting when any round alternates between offense and defense, selecting when any round ends, and selecting not to specify a specific time during the game. The "round" in each option can be entered by the user. Furthermore, if no specific time during the game is specified, the message is displayed immediately after the message information is sent. Also, object O10 may contain alternatives... Figure 13 Other options shown, or besides Figure 13 In addition to the options shown, other options may be included, such as the timing of a specific player standing in the batter's box, or the timing of a specific team hitting a home run, which are options that meet specific conditions during the course of the game.

[0118] Object O11 may include options such as selecting a banner for first base, selecting a banner for third base, and selecting the fence under the pitch net. Additionally, object O10 may include alternatives... Figure 13 Other options shown, or besides Figure 13 In addition to the options shown, other options may be included, such as selecting one side fence billboard, three side fence billboards, the green barrier behind the outer field, the players' uniforms, and the airships that appear in the game space.

[0119] Furthermore, the operation information acquisition unit 112 will gray out items that are not selectable in the selectable scene data of object O10 or O11, making them unselectable. For example, Figure 12 When the selectable scene data displayed is selected as "during the alternation of offense and defense" or "at the end of each round", the display location cannot be selected. Therefore, the operation information acquisition unit 112 grays out object O11 in object O10 so that it cannot be selected when either "during the alternation of offense and defense" or "at the end of each round" is selected.

[0120] Furthermore, the operation information acquisition unit 112 acquires the input of the value of object O4 and the input of the string of object O6 through the input unit 13.

[0121] Furthermore, the message sending unit 113 obtains, for example, the user ID contained in the user data from the storage unit 14, determines the message based on the string input to object O3, determines the timing information based on the option selected in object O10, determines the location information based on the option selected in object O11, determines the timing information based on the option selected in object O10, determines the consumption information based on the value input in object O4, and sends the message information generated in this way through the communication unit 12.

[0122] Furthermore, the operation information acquisition unit 112 can display on the display unit 15 objects that can input image data, such as stamps, which are objects for inputting messages. Also, the message sending unit 113 can determine the message based on the image data input to that object.

[0123] Furthermore, the message sending unit 113 can determine the timing of message display based on the progress of the game, regardless of the operation information. For example, if there are 6 rounds in the game, the timing information can be determined to be the 7th round when the offense and defense alternate.

[0124] The message information sent from the user terminal 10 is received by the communication unit 32 of the game server 30 (step S34), and the message information processing unit 311 begins processing the message information.

[0125] The message information processing unit 311 first determines whether the message can be displayed from several viewpoints (step S36).

[0126] Figure 14 Example: A table that is stored in storage unit 34, representing a portion of the server's user data management. For example... Figure 14 As shown, the server manages user data including user ID, username, and the consumption value and number of coins held by the user. The username and the number of coins held correspond to the user ID. If the number of coins held corresponding to the user ID in the received message is insufficient compared to the consumption amount shown in the consumption amount information contained in the message, the message processing unit 311 determines that the message cannot be displayed.

[0127] The message processing unit 311 further determines whether the received message contains any expressions that are unsuitable for display (so-called NG words). If such expressions are present, the message processing unit 311 determines that the message cannot be displayed or converts the expressions into other text.

[0128] Furthermore, sometimes the game server 30 receives messages from multiple user terminals 10 that display the same scene repeatedly. In this case, the game server 30 can prioritize processing the earlier received messages. In one aspect, the message processing unit 311 can determine that messages containing information indicating the same scene as already received messages (excluding messages determined not to be displayed) cannot be displayed. Furthermore, to prevent the transmission of messages from user terminals 10 that display the same scene repeatedly, the message processing unit 311 can notify each user terminal 10 of the received scene via the communication unit 32. Upon receiving this received information, each user terminal 10 can, in step S30, gray out or otherwise disable the option to display the received scene.

[0129] If the message processing unit 311 determines that the received message can be displayed, it subtracts the amount indicated by the consumption amount information contained in the message from the number of coins owned by the user in the server-managed user data, and continues processing the message. On the other hand, if the message processing unit 311 determines that the received message cannot be displayed, it stops processing the message and returns a message indicating that the message cannot be displayed to the user terminal 10.

[0130] Next, the message processing unit 311 sets the rendering level corresponding to the message information that is determined to be displayable (step S38).

[0131] Renderability is a measure of how easily an object used in a game can be identified. For example, renderingability can indicate the ease with which a display element corresponding to an object on a screen can be identified, or it can indicate the ease with which an object can be identified within the game space. Here, an object refers to an object that can display the message contained in the message information. Examples include billboards, green barriers at the back of the field, uniforms worn by player characters, banners, and airships.

[0132] For example, when rendering degree represents the ease with which elements are recognized on a screen, the rendering degree can represent the display duration of the element, the display method of the element, or both the display duration and the display method of the element.

[0133] The display period is the duration during which a display element is displayed on the screen. Here, a display element refers to the message contained in the message information. For example, the duration for which a message is displayed is determined based on the game's progress or independently of the game's progress. (i) A display period determined based on the game's progress is the length from one point in time to another, for example, from the start of the first half of round 6 to the end of the second half of round 6. Also, (ii) a display period determined independently of the game's progress is represented by the length of real-time, for example, 5 minutes. Furthermore, the message display period can be determined by combining (i) and (ii), such as 1 minute after the start of the first half of round 6. Also, the longer the display period, the higher the rendering quality.

[0134] Display mode refers to how display elements are shown on the screen. Here, display elements refer to the messages contained within the message information. For example, the display mode of a message is determined by its size, orientation, color, font, animation, etc.

[0135] Furthermore, for example, the way messages are displayed can be adjusted based on the position, direction, and viewing angle of the virtual camera. That is, one method for adjusting the way messages are displayed is to adjust the focus of the virtual camera on messages displayed within the game space.

[0136] Even if a message is displayed within the game space of the game on the player's terminal 20, depending on the position, direction, and viewing angle of the virtual camera, the message may not be displayed on the display unit 25, or it may be too far away for the player to recognize. Therefore, in order for the player to visually recognize the message, the position, direction, and viewing angle of the virtual camera are adjusted so that the object of the message is displayed within a certain area of ​​the game image.

[0137] In one aspect, the virtual camera is positioned close to the location where the message is displayed within the game space, and the virtual camera's viewing angle is reduced (magnified). Adjustments are made to the position and orientation of the virtual camera to ensure it is directly facing the message within the game space. In this specification, "focus" refers to the degree of adjustment of this virtual camera; a higher focus indicates a greater degree of adjustment. Furthermore, a higher focus results in a higher level of rendering.

[0138] In this embodiment, the message processing unit 311 sets the display time and focus of the message based on the consumption information contained in the message. The higher the consumption amount indicated by the consumption information contained in the message, the longer the display time and the higher the focus of the message. Alternatively, the message processing unit 311 can set either the display time or the focus.

[0139] Figure 15 This is a table that represents the rendering settings data contained in the server data. For example... Figure 15As shown, the rendering setting data includes the range of consumption, display time, and focus, with the display time and focus corresponding to the range of consumption. In one aspect, the message processing unit 311 can refer to this rendering setting data and set the display time and focus corresponding to the message based on the consumption information contained in the message.

[0140] Furthermore, in another aspect, the message processing unit 311 can use a formula that defines the relationship between consumption volume, display time, and focus to set the display time and focus corresponding to the message based on the consumption volume information contained in the message.

[0141] Next, the message processing unit 311 sends the message information setting the display time and focus to the player terminal 20 (step S40).

[0142] Figure 16 This is a diagram illustrating message information sent from game server 30 to player terminal 20. The message processing unit 311 appends an identifier (command ID) to each message. Furthermore, the message processing unit 311 references server-managed user data to obtain the username corresponding to the user ID contained in the message. The message processing unit 311 then matches the obtained username with the display time and focus set in step S38 and sends it to player terminal 20 via communication unit 32. Also, in the message information sent from game server 30 to player terminal 20, such as... Figure 16 As shown, the message may not include user ID and consumption information, but these information may also be included in the message.

[0143] The message receiving unit 212 of the player terminal 20 receives message information sent from the game server 30 via the communication unit 22 and stores it in the storage unit 24 (step S42). The message display unit 213 processes the message information stored in the storage unit 24 and displays the message (step S44). While the message is displayed on the display unit 25, it is also displayed on the display unit 15 of the user terminal 10 via the animation distribution server 40. In one aspect, the message display unit 213 displays the message in a scene where the information contained in the message information is presented, based on the message information itself.

[0144] When the location information contained in the message indicates a specific object within the game space, the message display unit 213 sets the image containing the message string as the texture of that specific object and draws the game space. Therefore, the message display unit 213 can display the message at the location indicated by the location information. Furthermore, when the location information contained in the message indicates specific coordinates within the game space, the message display unit 213 sets the object as a texture of the image containing the message string at those specific coordinates and draws the game space. Therefore, the message display unit 213 can display the message at the location indicated by the location information. If the message does not contain location information, or the location information does not specify a specific location, the message display unit 213 can display the message at a predetermined specific object or specific coordinates.

[0145] Furthermore, if the timing information contained in the message indicates a specific timing, the message display unit 213 will begin displaying the message when that specific timing arrives. If the message does not contain timing information or the timing information does not specify a specific timing, the message display unit 213 may begin displaying the message immediately after receiving it.

[0146] Furthermore, the message display unit 213 displays the display time and message corresponding to the message information. If the message information and display time do not correspond, the message display unit 213 can display the period and message corresponding to the timing information. For example, if the timing information indicates a six-inning alternation of offense and defense, the message display unit 213 can display the period and message from the end of the first half of the sixth inning until the beginning of the second half.

[0147] Figure 17 Based on Figure 16 The diagram shown illustrates a display example of message M, where the command ID is 0001. Figure 16 As shown, the message information with command ID 0001 includes the message "●●Miss / Mr., good luck!!", the display timing "unspecified", the display location "the fence under the ball net", the display time "5 minutes", and the focus "5". The message display unit 213 refers to the display location and message contained in this message information, such as... Figure 17 As shown, the message "●●Miss / Sir, good luck!!" is displayed on the fence under the net in the game space. Furthermore, the message display unit 213, referring to the display timing and duration contained in the message information, immediately begins displaying message M after the player terminal 20 receives the message information and displays it for 5 minutes. Also, the message display unit 213, referring to the focus contained in the message information, can adjust the direction of the virtual camera to prevent message M from being interrupted.

[0148] Figure 18 Based on Figure 16The diagram shown illustrates a display example of message M, where the command ID is 0002. Figure 16 As shown, the message information with command ID 0002 includes the message "Towards the Endless Peak", the display timing "During the 6th inning alternation of offense and defense", the display location "Banner at first base", and the focus "2". The message display unit 213 refers to the display location and message contained in this message information, such as... Figure 18 As shown, a banner displaying the message "Towards the Endless Peak" is shown on the first base side banner within the game space. Furthermore, the message display unit 213, referencing the display timing contained in this message, begins displaying message M at the end of the first half of the 6th inning and displays it until the beginning of the second half of the 6th inning. Additionally, the message display unit 213, referencing the focus contained in this message, can adjust the position of the virtual camera to display the entire message M.

[0149] As described above, when displaying a message on a large object such as a banner, the message display unit 213 can move the virtual camera away from the object; when displaying a message on a small object, the message display unit 213 can adjust the position of the virtual camera closer to the object. The message display unit 213 can adjust the viewing angle instead of adjusting the camera position. Furthermore, to make the text of the message easier to visually recognize, the message display unit 213 can adjust the direction of the virtual camera so that it is orthogonal to the surface of the object on which the message is displayed.

[0150] Furthermore, the message display unit 213 does not need to adjust the virtual camera during the message display period; it can adjust it only during a portion of the period. Also, adjusting the virtual camera during actions such as pitching and hitting (while playing a game) might hinder the player's progress; therefore, the message display unit 213 preferably adjusts the virtual camera at a time other than during these actions. Such times could be, for example, when there is a character's celebratory performance immediately after a home run, or when replaying images. Furthermore, in the case of a soccer game, such times could be, for example, during halftime.

[0151] (Effects of this implementation method)

[0152] As described above, the information processing system 1 according to this embodiment includes: a player terminal 20 that controls the process of a game, and a user terminal 10 that can be communicatively connected to the player terminal 20 but does not have the function of controlling the process of the aforementioned game. The user terminal 10 has a message sending unit 113 that sends message information, which includes at least a message based on the user's operation on the user terminal 10 and information showing a scene for displaying the aforementioned message in the game space where the aforementioned game is playing. The player terminal 20 has a message receiving unit 212 that receives the aforementioned message information and a message display unit 213 that displays the aforementioned message in the aforementioned scene based on the aforementioned message information.

[0153] Players are focused on playing the game. Therefore, if a message entered by the user of user terminal 10 is displayed outside the game space, the player is unlikely to notice it. According to this embodiment, since the message is displayed within the game space, the player can easily identify it. Furthermore, while there may be scenarios where the message is prominent and scenarios where it is not prominent in the game, the user of user terminal 10 can specify the scenario in which the message is displayed so that the player can identify it. Thus, the user of user terminal 10 can effectively support the player.

[0154] Furthermore, based on the operation of the user terminal 10, the message sending unit 113 includes consumption quantity information in the message information that corresponds to and shows the consumption value of the user's consumption value. As the aforementioned consumption quantity increases, the message display unit 313 displays the message with a higher degree of presentation in the scenario shown by the information contained in the message information.

[0155] Therefore, since messages are displayed more prominently based on the value of a user's purchases, discounts can be offered to users with higher-value purchases. Furthermore, users can determine the message display level based on their purchase volume.

[0156] Furthermore, in another aspect, the information representing the scene includes timing information representing a specific moment in the game's progress, and the message display unit 313 displays a message at that specific moment.

[0157] Therefore, users can specify when a message should be displayed. The impression a player gets may change depending on when the message is displayed, but through the above configuration, users can specify when they deem it appropriate to display a message.

[0158] Furthermore, in another aspect, the information representing the scene includes location information representing a specific location within the game space, and the message display unit 313 displays the message in that specific location.

[0159] Therefore, users can specify where the message should be displayed. The impression a player gets may vary depending on where the message is displayed, but through the above configuration, users can specify the places they deem appropriate for displaying the message.

[0160] [Variant Example]

[0161] (Based on consumption in the scenario)

[0162] In one respect, the amount of consumption value corresponding to a message can be determined based on the scenario in which the message is displayed.

[0163] Figure 19 This example shows the consumption setting data contained in the server data. The consumption setting data includes multiple scenarios, each corresponding to a set consumption limit to determine the consumption of messages within that scenario.

[0164] In step S30, when the operation information acquisition unit 112 detects through the input unit 13 the operation of selecting object O2 for selecting a scene with a message display, the display image displayed on the display unit 15 is as follows: Figure 20 Switch. For example... Figure 20 As shown, the display unit 15 displays an object O20 for selecting the timing and an object O21 for selecting the location.

[0165] The operation information acquisition unit 112 obtains consumption setting data from the game server 30 via the communication unit 12. Referring to this consumption setting data and matching it with the options on object O21, the necessary consumption is displayed in order to display the message in the scenario indicated by that option. Figure 20 For example, it takes 500 coins to display the message on the banner at first base, 0 coins to display the message on the banner at third base, and 2000 coins to display the message on the fence under the pitch net.

[0166] Also, in Figures 19-20 In this example, the consumption volume corresponds to the location where the message is displayed, but the consumption volume can also correspond to the timing when the message is displayed, or it can correspond to both.

[0167] Furthermore, in step S32, the message sending unit 113 refers to the consumption setting data and determines the consumption information based on the scenario shown by the option selected in object O21.

[0168] As described above, in one aspect, scenario information represents any one of multiple scenarios, in which the consumption value held by the user corresponds to the consumption amount displayed in the scenario and the consumption amount set according to the scenario.

[0169] Therefore, depending on the scenario, the ease of identifying messages varies, and the consumption amount can be set according to the ease of identification in each scenario.

[0170] (Multiple player terminals 20)

[0171] The number of player terminals 20 included in the information processing system 1 is not particularly limited. For example, if the game played on the player terminal 20 is a battle game, multiple players can play the battle game on one player terminal 20, or multiple players can use various player terminals 20 connected to the network NW to play the battle game.

[0172] Figure 21 This is a flowchart of a variant of the structure of information processing system 1A. For example... Figure 21 As shown, the information processing system 1A contains M player terminals 20-1 to 20-M. The animation distribution server 40 receives animation data from any player terminal 20 and distributes the animation data to each user terminal 10.

[0173] In one aspect, in step S40, the message processing unit 311 can send the same message to all player terminals 20 via the communication unit 32. As a result, the message is displayed on all player terminals 20.

[0174] Furthermore, in another aspect, it is possible to display independent messages on each player terminal 20. For example, in step S30, the operation information acquisition unit 112 acquires the operation information of the player terminal 20 that sent the message or the designated player through the input unit 13. Then, in step S32, the message sending unit 113 determines, based on the operation information, the terminal information of the player terminal 20 that sent the message to be displayed, such as... Figure 22 As shown, a message containing terminal information is sent. Then, in step S40, the message processing unit 311 sends the message to the user-specified player terminal 20 by sending the message to the player terminal 20 indicated by the terminal information contained in the message.

[0175] Therefore, users can allow specific players among multiple players to recognize their own messages and provide special support to those players. Furthermore, since player terminals 20 can be supported individually, the number of support opportunities can increase accordingly.

[0176] Furthermore, in step S30, the operation information acquisition unit 112 can acquire the operation information of the player terminal 20 providing consumption value or a designated player through the input unit 13. Then, in step S32, the message sending unit 113, based on the operation information, determines and displays the destination information of the player providing consumption value, such as... Figure 22As shown, a message containing terminal information is sent. Then, in step S40, the message processing unit 311 provides consumption value to the user-specified player by providing a portion or all of the consumption value indicated by the consumption amount information contained in the message to the player indicated by the destination information contained in the message.

[0177] Currently, there are organizations that provide consumption value to animation distributors. However, in this case, when multiple players provide consumption value for battle animations, it's impossible to specify which player to provide the consumption value to. In contrast, based on the above structure, users can provide consumption value only to a specific player among multiple players, thereby increasing user motivation to support the animation.

[0178] (Adjustment of presentation)

[0179] In this embodiment, in step S36, the message processing unit 311 adjusts the presentation level based on the consumption information, but it is not limited to this. In step 44, the message display unit 213 may adjust the presentation level based on the consumption information. In this case, in step S40, the message processing unit 311 can send the message containing the consumption information to the player terminal 20.

[0180] Furthermore, in step S30, the operation information acquisition unit 112 can obtain operation information, such as the display time and focus, of the directly specified message through the input unit 13. Then, in step S32, the message sending unit 113 can determine the display time and focus based on the operation information and send a message containing the display time and focus. In this case, in step S36, the message processing unit 311 does not adjust the rendering level.

[0181] Furthermore, in step S44, the message display unit 213 can further adjust the display time and focus corresponding to the message information. That is, the message display unit 213 can adjust the presentation level of the message to be displayed in the scene shown by the scene information contained in the message information.

[0182] In one aspect, the rendering adjustment performed by the message display unit 213 can be based on the player's operation information on the player terminal 20. That is, at least one operation can be performed on the player terminal 20 to increase the rendering and to decrease the rendering.

[0183] By appropriately adjusting the rendering level on the player's terminal 20, an appropriate level of exposure can be maintained for the player. For example, it is possible to increase the rendering level when the player wants to recognize messages more reliably, and to decrease the rendering level when the player wants to improve their concentration on the game.

[0184] In one aspect, the message display unit 213 can adjust one or two of the display period and display mode of the message display, as well as the presentation of the message displayed in the scene shown by the scene information contained in the message information.

[0185] In one aspect, the adjustment of one or both of the display period and display mode performed by the message display unit 213 can be based on the player's operation information on the player terminal 20. That is, at least one operation can be performed on the player terminal 20 to extend the display period, shorten the display period, increase the emphasis of the display mode, or decrease the emphasis of the display mode.

[0186] On the player terminal 20, by appropriately adjusting one or both of the display duration and display mode, an appropriate display duration or display mode can be maintained for the player. For example, if the player wants to recognize the message more clearly, the display duration can be longer than the baseline (e.g., 5 minutes) (increase by 1 minute), and if the player wants to improve concentration, it can be shortened (decrease by 1 minute), etc. Similarly, if the player wants to recognize the message more clearly, the display mode can be set to a mode with higher emphasis than the baseline (e.g., increase the font size), and if the player wants to improve concentration, it can be set to a mode with reduced emphasis (e.g., decrease the font size), etc.

[0187] (tickets)

[0188] In one respect, the timing of a user's consumption of value and the timing of displaying the message may differ. For example, information processing system 1 may pre-obtain vouchers redeemable for consumption value, and when displaying the message, consume the vouchers to replace the composition of the consumption value. Figure 23 This is a diagram illustrating an example of a data structure for message information in this context. Figure 24 This is a table that represents a portion of the server management user data for this purpose.

[0189] In this respect, users can purchase tickets in advance. Based on the operation of the user terminal 10, the control unit 110 sends ticket purchase instruction information, including the user ID and the number of tickets to be purchased, to the game server 30. For example... Figure 24 As shown, the server manages user data containing the number of tickets held by each user. Based on the received ticket purchase instruction information, the control unit 310 reduces the number of tickets to be purchased for the corresponding ticket according to the number of coins held by the corresponding user ID, and increases the number of tickets to be purchased according to the number of tickets held.

[0190] Furthermore, in this respect, users can use purchased tickets to send messages. The message sending unit 113, based on operations on the user terminal 10, such as... Figure 23As shown, a message containing ticket information is sent. This ticket information includes whether the user has used their held tickets, or the number of tickets they have used.

[0191] In this respect, in step S36, the message information processing unit 311 reduces the number of tickets held by the user based on the ticket information. Furthermore, in step S38, the message information processing unit 311 sets at least one of the display time and focus of the message based on the ticket information.

[0192] Furthermore, the server data may include ticket consumption number setting data instead of consumption quantity setting data. The ticket consumption number setting data includes multiple scenarios, each corresponding to the number of tickets consumed for the consumption setting that triggers the message displayed in that scenario. In this case, in step S32, the message sending unit 113 may refer to the ticket consumption number setting data and determine the ticket information according to the scenario shown by the option selected in object O21.

[0193] [Reference Example]

[0194] In this embodiment, the message display unit 213 displays the message on a specific coordinate or a specific object within the game space. However, in a reference example, the message display unit 213 displays the message as follows: Figure 25 As shown, the message M is overlaid with an image drawn in the game space displayed on the display unit 25. In this case, since the message is not displayed in the game space, the performance is not natural, but the processing is simplified and the workload is reduced.

[0195] [Implementation Method 2]

[0196] In another embodiment of the present invention, the following description will be provided. In Embodiment 1, the game server 30 simply prioritizes processing previously received message information. However, in this embodiment, the configuration of the message information selected for processing by the game server 30 based on the consumption amount shown in the consumption information will be described. Furthermore, for ease of explanation, components having the same function as those described in the above embodiments will be labeled with the same reference numerals, and their descriptions will be omitted.

[0197] In one aspect, the message processing unit 311 (an example of a selection sending unit) of the game server 30 sends a selection message to the player terminal 20, based on the consumption information contained in one or more message messages received from multiple user terminals 10. The user terminals 10 send the message to the game server 30 in the same manner as in Embodiment 1, and the player terminal 20 displays the message in the game space based on the selection message, in the same manner as in Embodiment 1.

[0198] In one aspect, for each solicitation, the message processing unit 311 selects a selection message from one or more message messages. That is, the message processing unit 311 selects a selection message corresponding to a specific solicitation from one or more message messages corresponding to that specific solicitation. In another aspect, each solicitation corresponds to a solicitation period, and one or more message messages corresponding to a specific solicitation need to be sent from the user terminal 10 within the solicitation period corresponding to that specific solicitation. Furthermore, in another aspect, as a method for selecting a selection message corresponding to a specific solicitation from one or more message messages corresponding to that specific solicitation, there are non-rapid decision methods and rapid decision methods.

[0199] In one aspect, the recruitment corresponds to a scenario where a message is displayed within the game space. That is, the message information processing unit 311 can select a message for each scenario where a message is displayed within the game space during gameplay, and send the selected message to the player terminal 20. However, this embodiment is not limited to this; for example, the recruitment may correspond to a specific time in reality.

[0200] Figure 26 This is a diagram illustrating recruitment-related information set up by the message information processing unit 311. Figure 26 In the example shown, the specific recruitment information corresponds to the recruitment target, recruitment period, availability of quick decisions, and quick decision amount for each recruitment ID.

[0201] Figure 27 This is a flowchart illustrating the operation process of game server 30 when selecting message information in a manner that does not involve a rapid decision. The message processing unit 311 executes [the following steps] for each recruitment. Figure 27 The operation shown.

[0202] The message processing unit 311 first determines whether the solicitation period has ended (step S50). If the solicitation period has not ended ("No" in step S50), the message processing unit 311 determines whether it has received the solicitation target's message information from the user terminal 10 (step S52). For example, in Figure 26 In the example shown with recruitment ID 0001, the timing information displays the message information during the alternation of offense and defense in round 6, which becomes the recruitment target message information. If no recruitment target message information is received (No in step S52), return to step S50. If the recruitment target message information has been received (Yes in step S52), the message information processing unit 311... Figure 9Similarly, in step S36, it is determined from the perspective of consumption and message content whether the received message information of the solicitation target should be displayed (step S54). However, in step S54, the repetition of the message scenario is not checked. If the received message information of the solicitation target cannot be displayed ("No" in step S54), the process returns to step S50. If the received message information of the solicitation target is displayable ("Yes" in step S54), the message processing unit 311 stores the received message information of the solicitation target and the corresponding solicitation in the storage unit 34 (step S58).

[0203] Then, if the recruitment period has ended (step S50, "Yes"), the message processing unit 311 selects the message containing consumption information displaying the maximum consumption from the recruitment target message information stored in the storage unit 34 as the selection message information (step S64). Afterwards, with... Figure 9 Similarly, in steps S38 and S40, the message processing unit 311 sets the presentation level corresponding to the selected message (step S66) and sends the selected message to the player terminal 20 (step S68). Messages other than the selected message are discarded from the recruitment target message information stored in the storage unit 34, and the consumption value held by the user who sent each message is not consumed. The message processing unit 311 can then send the intended message to the user terminal 10.

[0204] In one aspect, if the consumption amount shown in the consumption amount information contained in the message information stored in the storage unit 34 by the message information processing unit 311 in step S58 is the maximum consumption amount shown in the consumption amount information contained in the message information of the recruitment target already stored in the storage unit 34, then each user terminal 10 may be notified of this consumption amount. The operation information acquisition unit 112 of the user terminal 10 that has been notified of this consumption amount may display the consumption amount on the display unit 15. As a result, the user can send a message information by specifying a consumption amount that exceeds the displayed consumption amount, thereby increasing the likelihood of displaying a message about the recruitment.

[0205] Furthermore, in step S58, the message information processing unit 311 may choose not to notify each user terminal 10 of the consumption amount.

[0206] Figure 28 This is a flowchart illustrating the operation process of game server 30, which selects information through a rapid decision-making method. The message processing unit 311 executes [the following steps] for each recruitment. Figure 28 The operation shown.

[0207] Steps S50 to S54 are described above and will not be repeated here. If the received message from the target applicant is displayable ("Yes" in step S54), the message processing unit 311 determines whether the consumption amount indicated by the consumption information contained in the received message exceeds a threshold (step S56). If the consumption amount is below the threshold ("No" in step S56), the process proceeds to step S58. If the consumption amount exceeds the threshold ("Yes" in step S56), the message processing unit 311 selects this message as the selection message (step S60). Next, the message processing unit 311 notifies each user terminal 10 that the recruitment has ended.

[0208] Steps S58, S64 to S68 are omitted as described above. Figure 28 In the operation shown, when the message information processing unit 311 receives a message information containing information showing that the consumption amount exceeds the threshold from any one of the multiple user terminals 10, it selects the message information containing information showing that the consumption amount exceeds the threshold as the selection message information.

[0209] (Effects of this implementation method)

[0210] As described above, the information processing system 1 involved in this embodiment includes a player terminal 20 that controls the game process, a game server 30 that is communicatively connected to the player terminal 20, and multiple user terminals 10 that are communicatively connected to the game server 30. Each of the multiple user terminals 10 has a message sending unit 113, which sends message information, which includes at least a message and information displaying the consumption value held by the user corresponding to the message, to the game server 30 based on the user's operation on the user terminal 10. The game server 30 has a message information processing unit 311, which selects a message information based on the consumption value information contained in each message information from one or more message information received from the multiple user terminals 10, and sends it to the player terminal 20. The player terminal 20 has a message display unit 213, which displays the selected message in the game space based on the selected message information received from the game server 30.

[0211] Players are focused on playing the game. Therefore, if a message entered by the user is displayed outside the game space, the player is unlikely to notice it. Based on the above configuration, since the message is displayed within the game space, the player can easily identify it. This prevents a decrease in the user's willingness to send messages.

[0212] However, the number of game spaces where messages can be displayed without interfering with the game's progress is limited, and there may be situations where only a subset of messages need to be displayed within the game space. In such cases, if messages can be sent for free, the number of messages will increase, resulting in most messages not being displayed, which may reduce users' willingness to send messages. Based on the above structure, messages are displayed based on the amount of consumption value; therefore, users with a higher willingness to send messages are more likely to have their messages displayed, which can suppress the decrease in users' willingness to send messages.

[0213] Furthermore, in another aspect, the message processing unit 311 selects a message containing information about the maximum display consumption from one or more messages. This allows for interest-based engagement by creating competition among users for the consumption value of the message to be displayed.

[0214] Furthermore, in another aspect, when the message processing unit 311 receives a message containing information about consumption exceeding a threshold from any of the multiple user terminals 10, it selects the message containing this information as the selected message. Thus, when the consumption value for displaying a message exceeds the threshold, the message is displayed without competition with other users. This prevents unnecessarily high consumption. It also reduces the willingness of users who dislike competition to send messages.

[0215] Furthermore, in another aspect, the message processing unit 311 selects the message information for each scene in the game space where the message is displayed, and sends the selected message information to the player terminal 20.

[0216] Therefore, users can compete among themselves to determine the consumption value of messages displayed in each scenario. Given that the ease of message identification varies depending on the scenario, competition among users is expected to be more intense in scenarios where messages are easily identified. Therefore, taking this into account, users can be given the option to choose which scenario displays their messages.

[0217] [Variant Example]

[0218] The message information sent from user terminal 10 to game server 30 only needs to include message and consumption information, and does not necessarily need to include scene information.

[0219] Furthermore, the message processing unit 311 may not be limited to one selection message for a single recruitment; it may select multiple selection messages for a single recruitment. For example, for a recruitment targeting the green barrier behind the field, the message processing unit 311 may select two selection messages, and the message display unit 213 may display the messages contained in each of the two selection messages on the upper and lower halves of the green barrier behind the field, respectively.

[0220] In one aspect, when the message processing unit 311 selects N (N is a natural number) selection messages for a specific solicitation, the message processing unit 311 can (i) select message messages containing information displaying the consumption amount of the 1st to the Nth messages received for the specific solicitation as selection message messages, and (ii) select message messages containing information displaying the consumption amount exceeding the threshold received for the specific solicitation as selection message messages.

[0221] Similarly to Embodiment 1, there can be multiple player terminals 20. Based on the operation of the user terminal 10, the message sending unit 113 includes terminal information indicating the player terminal 20 that displays the message in the message information. The message information processing unit 311 can send selection message information to the player terminal 20 indicated by the terminal information contained in the selection message information. The details and effects of this configuration are the same as in Embodiment 1.

[0222] Furthermore, similar to Embodiment 1, in step S44, the message display unit 213 can further adjust the display time and focus corresponding to the message information. That is, the message display unit 213 can adjust the presentation level of the message to be displayed in the scene shown by the scene information contained in the message information. The details and effects of this configuration are the same as in Embodiment 1.

[0223] Furthermore, similar to Embodiment 1, in one aspect, the message display unit 213 may adjust one or both of the display period and display mode of the message display as the presentation level of the message displayed in the scene shown by the scene information contained in the message information.

[0224] Similarly to Embodiment 1, the message display unit 213 can display the message in the game space with a higher degree of presentation as the amount of consumption information contained in the message information increases.

[0225] The higher the value of a user's consumption, the more prominent the message display will be based on that user's actions, thus allowing for discounts for users with higher consumption value. Furthermore, users can determine the message display level based on their consumption volume.

[0226] [Implementation Method 3]

[0227] Other embodiments of the present invention will be described below. In Embodiment 1, the configuration for displaying messages in the game space was described; however, in this embodiment, the configuration for outputting messages via voice will be described. Furthermore, for ease of explanation, components having the same functions as those described in the above embodiments will be labeled with the same reference numerals, and their descriptions will be omitted.

[0228] (Functional composition of the player terminal 20A)

[0229] Figure 29 This is a flowchart illustrating an example of the functional configuration of the player terminal 20A involved in this embodiment.

[0230] The control unit 210 includes a game process unit 211, a message information receiving unit 212 (an example of a receiving unit), a game voice output unit 214, and a message output unit 215.

[0231] The storage unit stores the game program, game data including sound sources, player data, and message data.

[0232] A sound source is data referenced for outputting speech. A sound source can be, for example, recorded speech data, phoneme groups used for speech synthesis, or data representing the location of articulation in a virtual space (game space) where a game takes place. Furthermore, specifying a sound source means specifying at least one of the following: specific speech data, phoneme groups, and articulation locations.

[0233] The game voice output unit 214 uses the sound source (a specific sound source) contained in the game data to output the voice corresponding to the game process from the voice output unit 26. Examples of specific sound sources include, for example, the sound source of audience cheers, the sound source of a female announcer, the sound source of a live broadcast announcer, etc.

[0234] Figure 30 This is a flowchart of an example of the message sending and processing flow in this embodiment.

[0235] In the user terminal 10, the operation information acquisition unit 112, similar to step S30, acquires the user's operation information on the user terminal 10 through the input unit 13 (step S130), and the message sending unit 113 sends the message information to the game server 30 based on the operation information (step S132).

[0236] The message information sent in step S132 contains at least a message. That is, the message sending unit 113 sends message information containing at least a message based on the user's operation on the user terminal 10.

[0237] Furthermore, the message information sent in step S132 may further include timing information for displaying the timing of the message being output as voice in the game, sound source information for displaying the sound source used for the voice output of the message in the game, and consumption amount information for displaying the consumption value held by the user corresponding to the message.

[0238] exist Figure 31 This embodiment presents an example of the data structure for the message information. The message information includes a user ID, message type, timing information, audio source information, and consumption information. However, in this embodiment, the data structure for the message information is not limited to this; it may omit some information or include other information.

[0239] For example, the message sending unit 113 obtains the user ID contained in the user data from the storage unit 14, and based on the operation information obtained by the operation information acquisition unit 112, sends the message information generated by the message, timing information, audio source information, and consumption determination information via the communication unit 12.

[0240] Furthermore, the operation information acquisition unit 112 can record voice through the microphone provided with the user terminal 10, and the message sending unit 113 can determine the voice as a message. Thus, the user's voice can be directly transmitted to the player.

[0241] The message information sent from the user terminal 10 is received by the communication unit 32 of the game server 30 (step S34), and the message information processing unit 311 begins processing the message information.

[0242] The message information processing unit 311 first checks whether the message can be output from several viewpoints (step S136).

[0243] First, the message processing unit 311 determines that the message cannot be output if the number of coins held by the user ID contained in the received message is insufficient compared to the consumption amount shown in the consumption amount information contained in the message.

[0244] The message processing unit 311 determines whether the received message contains any characters that are unsuitable for output (so-called NG characters). If the message processing unit 311 contains characters, it determines that the message cannot be output, or converts the characters into another character.

[0245] Furthermore, if the received message contains voice information, the message processing unit 311 temporarily converts the voice into text and determines whether it contains any inappropriate expressions for output. If such expressions are present, the message processing unit 311 determines that the message cannot be output, or replaces the voice with another voice.

[0246] Furthermore, the game server 30 sometimes receives messages from multiple user terminals 10 at times that coincide with the time when the messages are output. In such cases, the game server 30 may prioritize processing messages received earlier. In one aspect, the message processing unit 311 determines that messages containing information displayed at the same time as already received messages (except those determined not to be displayable) cannot be output. Furthermore, to prevent messages from being sent from user terminals 10 at times that coincide with the time when the messages are output, the message processing unit 311 may notify each user terminal 10 of the reception information of the scene where the received message information will be displayed via the communication unit 32. Upon receiving this information, each user terminal 10 may, in step S130, gray out or otherwise disable the option to select the scene shown by the received information.

[0247] If the message processing unit 311 determines that the received message can be output, it subtracts the amount shown in the consumption information contained in the message from the number of coins held by the user in the server-managed user data, and continues processing the message. On the other hand, if the message processing unit 311 determines that the received message cannot be output, it stops processing the message and sends a message indicating that the message cannot be output back to the user terminal 10.

[0248] Next, the message processing unit 311 sets the output mode corresponding to the message information that is determined to be output (step S138).

[0249] The output mode describes how the message is output as voice. For example, the output mode could be the volume of the voice output, the number of times the message is output as voice, or the sound effects applied during the voice output. Sound effects could include echo, reverb, chorus, pitch shift, equalization, delay, etc.

[0250] In this embodiment, the message processing unit 311 sets the display volume and sound effects of the message based on the consumption information contained in the message. The message processing unit 311 increases the display volume and sets the sound effects as the consumption information in the message increases.

[0251] Figure 32 This is a table that represents the output mode setting data contained in the server data. For example... Figure 32 As shown, the output mode setting data includes the consumption range, volume, and sound effects, with the volume and sound effects corresponding to the consumption range. In one aspect, the message processing unit 311 refers to this output mode setting data and, based on the consumption information contained in the message, can set the volume and sound effects corresponding to the message.

[0252] Next, the message processing unit 311 sends the message information for setting the volume and sound effects to the player terminal 20 (step S40).

[0253] Figure 33 This diagram illustrates message information sent from game server 30 to player terminal. Message processing unit 311 appends an identifier (command ID) to each message. Furthermore, message processing unit 311 references server-managed user data to obtain the username corresponding to the user ID contained in the message. Additionally, message processing unit 311 matches the obtained username, the volume and sound effects set in step S38, with the message information and sends this information to player terminal 20 via communication unit 32. The message information sent from game server 30 to player terminal, such as... Figure 33 As shown, user ID and consumption information may not be included, but this information may be included in the message information.

[0254] The message receiving unit 212 of the player terminal 20 receives message information sent from the game server 30 via the communication unit 22 and stores it in the storage unit 24 (step S42). Furthermore, the message output unit 215 processes the message information stored in the storage unit 24 and outputs the message via voice (step S144). Simultaneously with the message being output from the voice output unit 26, the message is also output from the voice output unit 16 of the user terminal 10 via the animation distribution server 40.

[0255] If the timing information contained in the message indicates a specific timing, the message output unit 215 begins outputting the message when that specific timing arrives. If the message does not contain timing information, or the timing information does not specify a specific timing, the message output unit 215 may begin outputting the message immediately after receiving the message.

[0256] However, in one aspect, the message output unit 215 can determine the timing of voice output of a message based on when the specified conditions related to the progress of the game are met.

[0257] The conditions related to the progress of a game refer to conditions relating to one or more processes included in a series of processes performed for the progress of the game. For example, these one or more processes could be processes that receive operations to initiate the game, processes that control the configuration of objects within the game space based on the operations initiated the game, processes that calculate in-game parameters based on the operations initiated the game, processes that send and receive information required for the game's progress with external systems, processes that display images showing the game's progress, etc. The conditions could be conditions related to the progress of these one or more processes, conditions related to the results of these one or more processes, conditions related to the parameters used in these one or more processes, conditions related to the images or audio output by these one or more processes, conditions of objects that are the objects of processing in these one or more processes, etc. For example, such conditions could include, in a baseball game, the alternation of offense and defense in a specific inning, a specific team hitting a home run, or in a soccer game, the broadcast being cut off when a specific player's distance from the goal is below a certain threshold, or a specific player standing in the batter's box.

[0258] Furthermore, if the audio source information contained in the message indicates a specific audio source, the message output unit 215 outputs the message using that specific audio source. If the message does not contain audio source information or the audio source information does not specify a specific audio source, the message output unit 215 can output the message using a predetermined audio source.

[0259] Furthermore, if the volume information contained in the message indicates a specific volume, the message output unit 215 outputs the message at that specific volume. If the message does not contain volume information or the volume information does not specify a specific volume, the message output unit 215 outputs the message using a predetermined volume.

[0260] Furthermore, if the sound effect information contained in the message indicates a specific effect, the message output unit 215 assigns that specific effect and outputs the message. If the message does not contain sound effect information or the sound effect information does not specify a specific effect, the message output unit 215 outputs the message without assigning a sound effect.

[0261] For example, such as Figure 33As shown, the message information with command ID 0001 includes the message "●●Ms / Mr., good luck!!", the timing "unspecified", the sound source "audience", and the volume "3". When the message output unit 215 outputs voice based on this message information, it refers to the sound source and message contained in the message information, and uses the audience's sound source to output the message "●●Ms / Mr., good luck!!". Furthermore, the message output unit 215 refers to the timing contained in the message information, and the player terminal 20 starts outputting the message voice immediately after receiving the message information. Additionally, the message display unit 213 outputs the message voice at a volume corresponding to the volume contained in the message information.

[0262] Also, such as Figure 33 As shown, the message information with command ID 0002 includes the message "Towards the Endless Peak," the timing "During the 6th inning alternation of offense and defense," the sound source "Female announcer," the volume "5," and the effect "Echo." When the message output unit 215 outputs voice based on this message information, it refers to the sound source and message contained in the message information, uses the female announcer's sound source, and outputs the message "Towards the Endless Peak." Furthermore, the message output unit 215 refers to the timing contained in the message information and begins voice output of the message during the 6th inning alternation of offense and defense. The message display unit 213 outputs the message at a volume corresponding to the volume contained in the message information. Finally, the message display unit 213 refers to the effect contained in the message information and applies an echo effect to the message output.

[0263] (Effects of this implementation method)

[0264] As described above, the information processing system involved in this embodiment includes a player terminal 20 that controls the process of a game, and a user terminal 10 that can be communicatively connected to the player terminal 20 but does not have the function of controlling the process of the aforementioned game. The user terminal 100 has a message sending unit 113 that sends message information containing at least a message based on the user's operation on the user terminal 10. The player terminal 20 has a message receiving unit 212 that receives the aforementioned message information, and a message output unit 215 that outputs the aforementioned message by voice in the aforementioned game based on the aforementioned message information.

[0265] Players are focused on playing the game. Therefore, even if a user-inputted message is displayed on the game screen, the player is unlikely to notice it. Based on the above configuration, since the message is output verbally within the game, the player can easily recognize it. Furthermore, since the message is output verbally, it does not obstruct the player's view or interfere with gameplay.

[0266] Furthermore, in another aspect, the message output unit 215 determines the timing for outputting a message via voice when the specified conditions related to the game's progress are met.

[0267] If messages are output via voice unrelated to the game's progress, this voice output might hinder the game's progress. Based on the above structure, by outputting messages via voice at the appropriate time when certain conditions related to the game's progress are met, messages can be output via voice at an effective time without interfering with the game's progress.

[0268] Furthermore, in another aspect, the player terminal 20 includes a game voice output unit 214 that outputs voice messages using a specific sound source corresponding to the game's progress, and a message output unit 215 that uses this specific sound source to output messages via voice. Thus, by using the same sound source as the voice corresponding to the game's progress, messages can be output via voice without any sense of incongruity.

[0269] Furthermore, in another aspect, the message sending unit 113 includes timing information in the message information, indicating the timing for voice output of the message in the game, based on the operation of the user terminal 10, and the message output unit 215 outputs the message in the game at the timing indicated by the timing information, based on the message information.

[0270] Users can specify when to output messages via voice. The impression a message gives to a player may change depending on when it is output via voice, but through the above configuration, users can specify the appropriate time for the message to be output via voice.

[0271] Furthermore, in another aspect, the message sending unit 113, based on the operation of the user terminal 10, includes sound source information in the message information for the sound source used to output the message by voice in the game, and the message output unit 215 outputs the message by voice in the game using the sound source based on the message information.

[0272] Users can specify the audio source they will use to output messages via voice. The impression a message gives to a player may change depending on the audio source used, but through the above configuration, users can specify the audio source they deem suitable for outputting messages via voice.

[0273] Furthermore, in another aspect, the message sending unit 113, based on the operation of the user terminal 10, includes consumption quantity information in the aforementioned message information that represents the consumption value held by the user corresponding to the message, and the message output unit 215, based on the message information, outputs the aforementioned message via voice in the game according to the output mode corresponding to the consumption quantity shown in the consumption quantity information.

[0274] Therefore, by outputting messages in a mode that corresponds to the amount of consumption value, it is possible to offer discounts to users who consume more. Furthermore, users can specify the message output mode by specifying their consumption amount, effectively supporting players.

[0275] [Variant Example]

[0276] Similarly to Embodiment 1, there can be multiple player terminals 20. The message sending unit 113, based on the operation of the user terminal 10, includes terminal information showing the player terminal 20 that enables message voice output in the message information. The message information processing unit 311 can send selection message information to the player terminal 20 shown in the terminal information contained in the selection message information. The details and effects of this configuration are the same as in Embodiment 1.

[0277] Furthermore, the information indicating the timing or sound source represents any one of multiple timings or any one of multiple sound sources. In each timing or sound source, the consumption value held by the user in the game or when the sound source is used for the consumption of the message output by voice can correspond to the consumption amount set for that timing or sound source.

[0278] Different consumption rates can be set for each time a message is output as a voice message or for each audio source used to output a message as a voice message. Thus, when the ease of message recognition needs to vary depending on the time or audio source, a consumption rate corresponding to the ease of recognition can be set for each time or audio source.

[0279] Similarly to Embodiment 2, in one aspect, the message processing unit 311 can send a message containing information displaying the maximum consumption from one or more message messages received from multiple user terminals 10 to the player terminal 20. The details and effects of this configuration are the same as in Embodiment 2.

[0280] [Example of software implementation]

[0281] The control blocks (especially control units 110, 210, and 310) of the user terminal 10, player terminal 20, and game server 30 can be implemented by logic circuits (hardware) formed on integrated circuits (IC chips) or by software.

[0282] In the latter case, the user terminal 10, the player terminal 20, and the game server 30 are equipped with computers that execute programs that implement software functions. This computer has, for example, one or more processors and a computer-readable storage medium for storing the aforementioned program. Then, in the computer, the processors achieve the purpose of this invention by executing the program readable from the storage medium. The processor can be, for example, a CPU (Central Processing Unit). The storage medium can be, in addition to "non-transitory tangible media," such as ROM (Read-Only Memory), magnetic tape, disks, cards, semiconductor memory, programmable logic circuits, etc. Furthermore, RAM (Random Access Memory) can be added to expand the program. The program can be supplied to the computer via any transmission medium capable of transmitting it (communication network, broadcast wave, etc.). Furthermore, one aspect of this invention can also be implemented as a data signal embedded in a carrier wave, embodied by the electronic transmission of the program.

[0283] 〔Summarize〕

[0284] From the above examples, the following configuration can be understood. Furthermore, for ease of understanding, the reference numerals in the accompanying drawings are enclosed in parentheses for convenience; however, this invention is not intended to be limited to the aspects illustrated.

[0285] One aspect of the present invention relates to a first information processing system comprising a first terminal for controlling the process of a game, and a second terminal communicatively connected to the first terminal but not having the function of controlling the process of the game. The second terminal includes a sending unit that sends message information based on user operations on the second terminal. The message information includes at least a message and scene information of a scene within the game space where the game is playing, for displaying the message. The first terminal includes a receiving unit for receiving the message information and a message display unit that displays the message in the scene based on the message information.

[0286] Based on the above configuration, the player's attention is focused on playing the game. Therefore, if a message entered by the user on the second terminal is displayed outside the game space, the player is unlikely to notice it. However, because the message is displayed within the game space, the player can easily recognize it. Furthermore, while the game can assume scenarios where the message is prominent and scenarios where it isn't, the user on the second terminal can specify the scenario in which the message is displayed so that the player can recognize the message they entered. Thus, the user on the second terminal can effectively support the player.

[0287] In the aforementioned first information processing system, the aforementioned sending unit can, based on the aforementioned operation, make the aforementioned message information include the consumption amount information of the aforementioned user's consumption value corresponding to the aforementioned message, and the aforementioned message display unit can display the aforementioned message with a higher presentation level in the aforementioned scenario when the aforementioned consumption amount is higher.

[0288] Based on the above structure, the more value a user consumes, the higher the visibility of messages based on that user's actions, thus allowing for preferential treatment to users who consume more value. Furthermore, the visibility of messages can be determined by the amount of consumption a user makes.

[0289] In the aforementioned first information processing system, the scenario information of the aforementioned scenario represents a scenario among multiple scenarios. Each scenario can correspond to the consumption quantity set as consideration according to the consumption value held by the aforementioned user, wherein the consideration is the aforementioned message displayed in the scenario.

[0290] Based on the above structure, different consumption levels can be set for each scenario. Therefore, while the ease of message recognition needs to vary depending on the scenario, a consumption level corresponding to that ease of recognition can be set for each scenario.

[0291] In the aforementioned first information processing system, the scene information of the aforementioned scenario includes information about specific moments in the process of the aforementioned game, and the aforementioned message display unit can display the aforementioned message at the aforementioned specific moments.

[0292] Based on the above configuration, users can specify when to display messages. The impression given to players may change depending on when the message is displayed, but through the above configuration, users can specify when they deem it appropriate to display the message.

[0293] In the aforementioned first information processing system, the scene information of the aforementioned scenario includes information about a specific location within the aforementioned game space, and the aforementioned message display unit can display the aforementioned message in the aforementioned specific location.

[0294] Based on the above configuration, users can specify the location for displaying messages. The impression given to players may change depending on where the message is displayed, but through the above configuration, users can specify the location they deem appropriate for displaying messages.

[0295] In the aforementioned first information processing system, the aforementioned information processing system includes multiple first terminals, and the aforementioned sending unit can determine the first terminal among the multiple first terminals as the recipient of the aforementioned message information based on the aforementioned operation.

[0296] Based on the above configuration, a user can allow only a specific player among multiple players to recognize the message requested by the user and provide special support to that player.

[0297] In the aforementioned first information processing system, the aforementioned message display unit can adjust the presentation of the aforementioned message in the aforementioned scenario.

[0298] Based on the above configuration, by appropriately adjusting the presentation level on the first terminal, an appropriate level of exposure can be maintained for the player. For example, if the player wants to more clearly recognize the message, a response that increases the presentation level can be taken, while if the player wants to improve their concentration, a response that decreases the presentation level can be taken.

[0299] In the aforementioned first information processing system, the aforementioned message display unit of the aforementioned first terminal may adjust one or both of the display period and display mode of the aforementioned message, wherein the display period and display mode serve as the presentation degree of the aforementioned message in the aforementioned scenario.

[0300] Based on the above configuration, by appropriately adjusting one or both of the display duration and display mode in the first terminal, an appropriate display duration or display mode can be maintained for the player. For example, if the player wants to recognize the message more clearly, the display duration can be longer than the baseline (e.g., 5 minutes) (increase by 1 minute); if the player wants to improve concentration, the display duration can be shortened (decrease by 1 minute), etc. Similarly, if the player wants to recognize the message more clearly, the display mode can be set to a higher emphasis than the baseline (e.g., increase the font size); if the player wants to improve concentration, a weaker emphasis can be achieved (e.g., decrease the font size), etc.

[0301] One aspect of the present invention relates to a first information processing method comprising the following steps: a second terminal communicatively connected to a first terminal controlling the process of a game but not having the function of controlling the process of the game sends a message based on a user's operation on the second terminal, wherein the message includes at least a message and scene information of a scene within the game space where the game is playing, for displaying the message; the first terminal receives the message; and the first terminal displays the message in the scene based on the message.

[0302] Based on the above configuration, the same effect as the first information processing system described above is produced.

[0303] One aspect of the present invention relates to a first program that enables a computer in a second terminal, which is communicatively connected to a first terminal that controls the process of a game and does not have the function of controlling the process of the aforementioned game, to perform the following steps: obtaining user operation information on the aforementioned second terminal; and sending message information to the aforementioned first terminal based on the aforementioned operation information, wherein the message information includes at least a message and scene information of a scene within the game space in which the aforementioned game is playing, for displaying the aforementioned message on the aforementioned first terminal.

[0304] Based on the above configuration, the same effect as the first information processing system described above is produced.

[0305] One aspect of the invention relates to a second program that causes a computer in a first terminal controlling the game's progress to execute: a receiving step, receiving message information from a second terminal that is communicatively connected to the first terminal but does not have the function of controlling the game's progress, wherein the second terminal has a sending unit that sends message information based on user operations on the second terminal, the message information including at least a message and scene information of a scene within the game space where the game is playing for displaying the message; and a message display step, displaying the message in the scene based on the message information.

[0306] Based on the above configuration, the first information processing system produces the same effect.

[0307] One aspect of the present invention relates to a second information processing system comprising a first terminal controlling the progress of a game, a server communicatively connected to the first terminal, and a plurality of second terminals communicatively connected to the server. Each of the plurality of second terminals includes a sending unit that sends message information to the server based on user operations on the second terminal. The message information includes at least a message and consumption information of the consumption value held by the user corresponding to the message. The server includes a selection sending unit that sends to the first terminal a selected message information selected from one or more message information received from the plurality of second terminals based on the consumption information contained in each message information. The first terminal includes a message display unit that displays the selected message in the game space based on the selected message information received from the server.

[0308] Based on the above configuration, the player's attention is focused on playing the game. Therefore, if a message entered by the user is displayed outside the game space, the player is unlikely to notice it. However, because the message is displayed within the game space, the player can easily identify it. This prevents a decrease in the user's willingness to send messages.

[0309] However, the number of game spaces where messages can be displayed without interfering with the game's progress is limited, and there may be situations where only a subset of messages need to be displayed within the game space. In such cases, if sending messages is free, most messages will not be displayed, which may reduce users' willingness to send messages. Based on the above structure, messages are displayed based on the amount of consumption value; therefore, users with a higher willingness to send messages are more likely to have their messages displayed, which can suppress the decrease in users' willingness to send messages.

[0310] In the aforementioned second information processing system, the aforementioned selection and sending unit may select one or more message messages that contain information displaying the maximum aforementioned consumption amount as the aforementioned selection message message.

[0311] Based on the above structure, interest can be generated by allowing users to compete for the consumption value of messages to be displayed.

[0312] In the aforementioned second information processing system, when the aforementioned selection and transmission unit receives a message containing information showing consumption exceeding a threshold from any of the aforementioned plurality of second terminals, it may select the message containing information showing consumption exceeding the threshold as the aforementioned selection message.

[0313] Based on the above configuration, if the consumption volume for displaying the consumption value of a message exceeds a threshold, the message is displayed without competition from other users. This prevents unnecessarily high consumption volumes. Furthermore, it reduces the willingness of users who dislike competition to send messages.

[0314] In the aforementioned second information processing system, the aforementioned selection and sending unit selects the aforementioned selection message information for each scene in the game space where the aforementioned game is playing, and can send the selected aforementioned selection message information to the aforementioned first terminal.

[0315] Based on the above structure, users can compete to consume the amount of messages displayed for their consumption value in each scenario. Since the ease of message identification varies depending on the scenario, competition among users is expected to be more intense in scenarios where messages are easily identified. Therefore, taking this into account, users can be given the option to choose which scenario the message should be displayed in.

[0316] In the aforementioned second information processing system, the aforementioned information processing system includes a plurality of the aforementioned first terminals. Based on the aforementioned operation, the aforementioned sending unit includes terminal information showing the first terminal displaying the aforementioned message in the aforementioned message information. The aforementioned selection sending unit can send the aforementioned selection message information to the first terminal shown by the terminal information contained in the selection message information.

[0317] Based on the above structure, since users can send messages to players they want to support, this increases users' willingness to send messages.

[0318] In the aforementioned second information processing system, the aforementioned message display unit can adjust the presentation level of the aforementioned message displayed in the aforementioned game space.

[0319] Based on the above configuration, the presentation level can be appropriately adjusted on the first terminal to maintain an appropriate level of exposure for the player. For example, if the player wants to more accurately identify the message, a response that increases the presentation level can be taken; if the player wants to improve their concentration, a response that decreases the presentation level can be taken.

[0320] In the aforementioned second information processing system, the aforementioned message display unit can adjust one or both of the display period and display mode of the aforementioned message as the presentation level of the aforementioned message displayed in the aforementioned game space.

[0321] Based on the above configuration, by appropriately adjusting one or both of the display duration and display mode in the first terminal, an appropriate display duration or display mode can be maintained for the player. For example, if the player wants to recognize the message more clearly, the display duration can be longer than the baseline (e.g., 5 minutes) (increase by 1 minute); if the player wants to improve concentration, the display duration can be shortened (decrease by 1 minute), etc. Similarly, if the player wants to recognize the message more clearly, the display mode can be set to a higher emphasis than the baseline (e.g., increase the font size); if the player wants to improve concentration, a weaker emphasis can be achieved (e.g., decrease the font size), etc.

[0322] In the aforementioned second information processing system, the aforementioned message display unit can display the aforementioned message in the aforementioned game space with a higher degree of presentation as the amount of consumption increases.

[0323] Based on the above structure, since messages are displayed more prominently based on user actions with higher consumption value, discounts can be offered to users with higher consumption value. Furthermore, users can determine the message display level based on their consumption volume.

[0324] A second information processing method according to one aspect of the present invention includes the following steps: each of a plurality of second terminals, based on a user's operation on the second terminal, sends a message containing at least a message and consumption information of the consumption value held by the user corresponding to the message to the server, wherein the plurality of second terminals are communicatively connected to the server, and the server is communicatively connected to a first terminal controlling the game process; the server sends a selection message to the first terminal, based on the consumption information contained in each message, selected from one or more message messages received from the plurality of second terminals; the first terminal displays the message in the game space based on the selection message received from the server.

[0325] Based on the above configuration, the second information processing system produces the same effect.

[0326] A third program according to one aspect of the present invention causes a computer in each of a plurality of second terminals to perform the following steps: obtaining user operation information on the second terminal; based on the aforementioned operation information, sending to a server a message containing at least a message and consumption information of the consumption value held by the aforementioned user corresponding to the aforementioned message, wherein the plurality of second terminals are communicatively connected to the aforementioned server, the aforementioned server is communicatively connected to a first terminal controlling the game process, and the aforementioned server sends to the aforementioned first terminal a selection message selected from one or more message messages received from the aforementioned plurality of second terminals based on the aforementioned consumption information contained in each message message, the selection message message being used to display the aforementioned message in the aforementioned game space in the aforementioned first terminal.

[0327] Based on the above configuration, the second information processing system produces the same effect.

[0328] A fourth procedure according to one aspect of the present invention causes a computer equipped with a first terminal controlling the game process to perform the following steps: receiving selection message information from a server, wherein the first terminal is communicatively connected to the server, the server is communicatively connected to a plurality of second terminals, the plurality of second terminals sending to the server, based on user operations on each of the second terminals, message information containing at least a message and consumption information of the consumption value held by the user corresponding to the message, the selection message information being selected from one or more message information sent by the plurality of second terminals based on the consumption information contained in each message information; and displaying the message in the game space based on the selection message information.

[0329] Based on the above configuration, the second information processing system produces the same effect.

[0330] A fifth procedure according to one aspect of the present invention causes a computer equipped with a server to perform the following steps: receiving one or more message messages from a plurality of second terminals, wherein the server is communicatively connected to a first terminal controlling the game process, the plurality of second terminals are communicatively connected to the server, and the plurality of second terminals send message messages to the server based on user operations on each of the second terminals, including at least a message and consumption information of the consumption value held by the user corresponding to the message; and sending a selection message message to the first terminal, selected from the plurality of message messages based on the consumption information contained in each message message, wherein the selection message message is used to display the message in the game space on the first terminal.

[0331] Based on the above configuration, the second information processing system produces the same effect.

[0332] One aspect of the present invention relates to a third information processing system comprising a first terminal for controlling the progress of a game, and a second terminal communicatively connected to the first terminal but not having the function of controlling the progress of the game. The second terminal includes a transmitting unit that transmits message information containing at least a message based on user operations on the second terminal. The first terminal includes a receiving unit for receiving the message information and a message output unit that outputs the message information via voice in the game based on the message information.

[0333] Based on the above configuration, the player's attention is focused on playing the game. Therefore, even if a message entered by the user is displayed on the game screen, the player is unlikely to notice it. However, because messages are output via voice in the game, players can easily recognize them. Furthermore, since messages are output via voice, they do not obstruct the player's view or interfere with gameplay.

[0334] In the aforementioned third information processing system, the aforementioned message output unit can determine the timing of voice output of the aforementioned message based on when the specified conditions related to the progress of the aforementioned game are met.

[0335] Based on the above structure, if a message is output via voice unrelated to the game's progress, the voice output might hinder the game's progress. According to this structure, by outputting messages via voice at a time when certain conditions related to the game's progress are met, messages can be output via voice at an effective time without interfering with the game's progress.

[0336] In the aforementioned third information processing system, the aforementioned first terminal has a game voice output unit, which uses a specific sound source to output voice corresponding to the progress of the aforementioned game, and the aforementioned message output unit can use the aforementioned specific sound source to output the aforementioned message via voice.

[0337] Based on the above structure, by using the same sound source as the voice of the corresponding game's progress, messages can be output via voice without any sense of incongruity.

[0338] In the aforementioned third information processing system, the aforementioned sending unit may, based on the aforementioned operation, include timing information of when the aforementioned message will be voice-output in the aforementioned game in the aforementioned message information, and the aforementioned message output unit may, based on the aforementioned message information, voice-output the aforementioned message in the aforementioned game at the aforementioned timing.

[0339] Based on the above configuration, users can specify when to output messages via voice. The impression a message gives to a player may change depending on when it is output via voice, but through the above configuration, users can specify the appropriate time for the message to be output via voice.

[0340] In the aforementioned third information processing system, the aforementioned sending unit may, based on the aforementioned operation, include in the aforementioned message information the sound source information of the sound source used to output the aforementioned message by voice in the aforementioned game, and the aforementioned message output unit may, based on the aforementioned message information, use the aforementioned sound source to output the aforementioned message by voice in the aforementioned game.

[0341] Based on the above configuration, the user can specify the audio source used to output messages via voice. The impression a message gives to the player may change depending on the audio source used, but through the above configuration, the user can specifically determine the audio source suitable for outputting messages via voice.

[0342] In the aforementioned third information processing system, the aforementioned sending unit can, based on the aforementioned operation, make the aforementioned message information include the consumption amount information of the aforementioned user's consumption value corresponding to the aforementioned message, and the aforementioned message output unit can, based on the aforementioned message information, output the aforementioned message in the aforementioned game in an output mode corresponding to the aforementioned consumption amount.

[0343] Based on the above configuration, messages are output via voice in an output mode corresponding to the amount of consumption value. Therefore, for example, discounts can be offered to users who consume more. Furthermore, users can specify the message output mode by specifying their consumption amount, effectively supporting players.

[0344] In the aforementioned third information processing system, the aforementioned sending unit may, based on the aforementioned operation, include in the message information timing information of the time when the aforementioned message is voice-outputted in the aforementioned game, or in the sound source information of the sound source used for the voice output of the aforementioned message. The aforementioned message output unit may, based on the aforementioned message information, voice-output the aforementioned message at the aforementioned timing or use the aforementioned sound source to voice-output the aforementioned message in the aforementioned game. The aforementioned timing information or sound source information may represent any one of multiple timings or any one of multiple sound sources. Each timing or each sound source may correspond to the consumption amount set as consideration according to the timing or sound source in the consumption value held by the aforementioned user, wherein the consideration is voice-outputting the aforementioned message at the aforementioned timing or using the sound source to voice-output the aforementioned message in the aforementioned game.

[0345] Based on the above configuration, different consumption levels can be set for each time a message is output as a voice or for each audio source used to output a message as a voice. Therefore, when the ease of message recognition needs to vary depending on the time or audio source, a consumption level corresponding to that ease of recognition can be set for each time or audio source.

[0346] In the aforementioned third information processing system, the aforementioned information processing system may include multiple aforementioned second terminals, and includes a server that can be communicatively connected to the aforementioned first terminal and the multiple second terminals. The aforementioned sending unit may, based on the aforementioned operation, include information on the consumption amount as consideration from the consumption value held by the aforementioned user in the aforementioned message information, and send the message information to the aforementioned server, wherein the consideration is the voice output of the aforementioned message in the aforementioned game. The aforementioned server may have a selective sending unit, which selects a message information containing information indicating the maximum aforementioned consumption amount from one or more message information received from the aforementioned multiple second terminals and sends it to the aforementioned first terminal.

[0347] Based on the above structure, interest can be generated by competing among users for the consumption value of voice message output.

[0348] In the aforementioned third information processing system, the aforementioned information processing system may include multiple aforementioned first terminals, and include a server that can be communicatively connected to the multiple first terminals and the aforementioned second terminals. The aforementioned sending unit may, based on the aforementioned operation, include terminal information of the first terminal that needs to output the aforementioned message via voice in the aforementioned message information, and send the message information to the aforementioned server. The aforementioned server may have a selective sending unit, which sends the aforementioned message information received from the aforementioned second terminal to the first terminal indicated by the terminal information contained in the message information.

[0349] Based on the above structure, since users can send messages to players they want to support, this increases users' willingness to send messages.

[0350] A third information processing method according to one aspect of the present invention includes the following steps: a second terminal, which is communicatively connected to a first terminal that controls the process of a game and does not have the function of controlling the process of the game, sends a message containing at least a message based on the user's operation on the second terminal; the first terminal receives the message; and the first terminal outputs the message to the game by voice based on the message.

[0351] Based on the above configuration, the third information processing system produces the same effect.

[0352] A sixth procedure according to one aspect of the present invention enables a computer in a second terminal that is communicatively connected to a first terminal controlling the process of a game and does not have the function of controlling the process of the game to perform the following steps: obtaining user operation information on the second terminal; and based on the operation information, sending message information containing at least a message to the first terminal, wherein the message information is information for voice output of the message in the game in the first terminal.

[0353] Based on the above configuration, the third information processing system produces the same effect.

[0354] A seventh program according to one aspect of the present invention executes on a computer of a first terminal that controls the process of a game: a receiving step, receiving message information containing at least a message from a second terminal that is communicatively connected to the first terminal and does not have the function of controlling the process of the game, wherein the second terminal has a sending unit that sends the message information based on the user's operation on the second terminal; and a message output step, outputting the message by voice in the game based on the message information.

[0355] Based on the above configuration, the third information processing system produces the same effect.

[0356] This invention is not limited to the above-described embodiments. Various modifications can be made within the scope of the invention. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of this invention.

[0357] <Explanation of Figure Markers>

[0358] 1. Information Processing System

[0359] 10 User Terminals

[0360] 20, 20A Player Terminal

[0361] 30 game servers

[0362] 40 Animation Distribution Servers

[0363] Processors 11, 21, and 31

[0364] Communications Department (12, 22, 32)

[0365] Input sections 13, 23, and 33

[0366] Storage sections 14, 24, and 34

[0367] Display sections 15 and 25

[0368] 16, 26 Voice Output Section

[0369] 110, 210, 310 Control Department

[0370] 111 Animation Processing Department

[0371] 112 Operational Information Acquisition Department

[0372] 113 Message Sending Department

[0373] 211 Game Process Department

[0374] 212 Message Receiving Department

[0375] 213 Message Display Department

[0376] 214 Game Voice Output Department

[0377] 215 Message Output Department

[0378] 311 Message and Information Processing Department

Claims

1. An information processing system, comprising: a first terminal that controls the progress of a game; and a second terminal that is connected to the first terminal in a manner capable of communicating with the first terminal but does not have the function of controlling the progress of the game. The information processing system is characterized by, The aforementioned second terminal has the following features: The operation information acquisition unit acquires selectable scene data and, with reference to the selectable scene data, displays a UI on the display unit to obtain operation information for the second terminal; and The sending unit sends message information based on the aforementioned operation information, wherein the message information includes at least a message and scene information of the scene within the game space where the aforementioned game is playing, for displaying the aforementioned message. The aforementioned selectable scenario data is generated based on the game progress information of the game played on the aforementioned first terminal. The aforementioned selectable scene data includes options for selectable display times and options for selectable display locations when choosing each display time. The aforementioned scenario refers to in-game objects defined by timing within the game process and / or location within the game space. The aforementioned first terminal has the following features: The receiving unit receives the aforementioned message information; and The message display unit, based on the aforementioned message information, displays the aforementioned message in the aforementioned scenario. The aforementioned game is a battle game. The aforementioned information processing system includes multiple of the aforementioned first terminals used by multiple players playing the aforementioned battle game. Based on the aforementioned operations, the sending unit identifies one of the aforementioned first terminals as the recipient of the aforementioned message information. The aforementioned operations include specifying one of the aforementioned first terminals as the recipient of the aforementioned message information, or the user of that first terminal. The aforementioned selectable display timing refers to the point in time when conditions related to the game's progress are met.

2. The information processing system according to claim 1, characterized in that, Based on the aforementioned operations, the sending unit makes the aforementioned message information include the consumption quantity information of the aforementioned user's consumption value, corresponding to the aforementioned message. The aforementioned message display department will display the aforementioned message with a higher presentation level in the aforementioned scenario as the consumption volume increases.

3. The information processing system according to claim 1 or 2, characterized in that, The scene information mentioned above refers to a specific scene among multiple scenarios. Each scenario corresponds to the consumption amount set as consideration within the aforementioned user's consumption value, where the consideration is the amount of the aforementioned message displayed in that scenario.

4. The information processing system according to claim 1 or 2, characterized in that, The scene information in the aforementioned scenario includes information about specific moments in the game's progression. The aforementioned message display unit displays the aforementioned message at the aforementioned specific time.

5. The information processing system according to claim 1 or 2, characterized in that, The scene information mentioned above includes information about specific locations within the aforementioned game space. The aforementioned message display unit enables the aforementioned message to be displayed in the aforementioned specific location.

6. The information processing system according to claim 1 or 2, characterized in that, The aforementioned message display department adjusts the presentation of the aforementioned message in the aforementioned scenario.

7. The information processing system according to claim 6, characterized in that, The aforementioned message display unit of the aforementioned first terminal adjusts the display period and / or display mode of the aforementioned message, wherein the display period and display mode serve as the presentation degree of the aforementioned message displayed in the aforementioned scenario.

8. An information processing method, characterized in that, The second terminal performs the following steps: The operation information acquisition step involves obtaining selectable scene data and, with reference to the selectable scene data, displaying the UI on the display unit to obtain operation information for the second terminal. The steps for sending message information based on the aforementioned operational information The aforementioned second terminal is connected to the first terminal in a manner that enables communication with the first terminal. The aforementioned first terminal controls the game's progress, while the aforementioned second terminal does not have the function of controlling the game's progress. The aforementioned message information includes at least the message itself and scene information of the scene within the game space where the aforementioned game is playing, which is used to display the aforementioned message. The aforementioned selectable scenario data is generated based on the game progress information of the game played on the aforementioned first terminal. The aforementioned selectable scene data includes options for selectable display times and options for selectable display locations when choosing each display time. The aforementioned scenario refers to in-game objects defined by timing within the game process and / or location within the game space. The aforementioned first terminal performs the following steps: Receive the aforementioned message information; and The aforementioned first terminal displays the aforementioned message in the aforementioned scenario based on the aforementioned message information. The aforementioned game is a battle game. Multiple players playing the aforementioned battle game each used multiple of the aforementioned first terminals. In the aforementioned sending step, the second terminal, based on the aforementioned operations, identifies one of the multiple first terminals that serves as the recipient of the aforementioned message information. The aforementioned operations include specifying one of the aforementioned first terminals as the recipient of the aforementioned message information, or the user of that first terminal. The aforementioned selectable display timing refers to the point in time when conditions related to the game's progress are met.

9. A storage medium having a program recorded thereon, characterized in that, The aforementioned procedure causes the computer on the second terminal to perform the following steps: The system acquires selectable scene data and, with reference to this data, displays a UI on the display unit to obtain user operation information on the aforementioned second terminal. The aforementioned second terminal is connected to the aforementioned first terminal in a manner that enables communication with the first terminal. The aforementioned first terminal controls the game's progress, while the aforementioned second terminal does not have the function of controlling the game's progress. Based on the aforementioned operational information, message information is sent to the aforementioned first terminal, wherein the aforementioned message information includes at least a message and scene information of the scene within the game space where the aforementioned game is playing, for displaying the aforementioned message on the aforementioned first terminal. The aforementioned selectable scenario data is generated based on the game progress information of the game played on the aforementioned first terminal. The aforementioned selectable scene data includes options for selectable display times and options for selectable display locations when choosing each display time. The aforementioned scenario refers to in-game objects defined by timing within the game process and / or location within the game space. The aforementioned game is a battle game. In the aforementioned sending step, the computer, based on the aforementioned operation information, determines that the multiple players playing the aforementioned battle game are each using one of the multiple aforementioned first terminals as the recipient of the aforementioned message information. The aforementioned operation information includes information indicating the operation of a first terminal or its user that is designated as the recipient of the aforementioned message information among a plurality of the aforementioned first terminals. The aforementioned selectable display timing refers to the point in time when conditions related to the game's progress are met.

10. A storage medium having a program recorded thereon, the program being executed by a computer on a first terminal controlling the progress of a game, characterized in that... The aforementioned game is a battle game. The aforementioned procedure enables multiple players playing the aforementioned battle game to use the computers of the aforementioned first terminals, determined by the second terminal as described below, to perform the receiving and message display steps. in, The aforementioned second terminal is connected to the aforementioned first terminal in a manner capable of communicating with it, but does not have the function of controlling the progress of the aforementioned game. The aforementioned second terminal has a sending unit that sends message information based on user operations on the second terminal obtained by displaying selectable scene data obtained by referring to the second terminal on a display unit. The aforementioned message information includes at least a message and scene information of the scene within the game space where the aforementioned game is playing, for displaying the aforementioned message. Based on the aforementioned operations, the aforementioned sending unit determines one of the aforementioned first terminals as the recipient of the aforementioned message information. The aforementioned receiving step involves receiving the aforementioned message information from the aforementioned second terminal. The aforementioned message display steps, based on the aforementioned message information, enable the aforementioned message to be displayed in the aforementioned scenario. The aforementioned operations include specifying one of the aforementioned first terminals as the recipient of the aforementioned message information, or the user of that first terminal. The aforementioned selectable scenario data is generated based on the game progress information of the game played on the aforementioned first terminal. The aforementioned selectable scene data includes options for selectable display times and options for selectable display locations when choosing each display time. The aforementioned scenario refers to in-game objects defined by timing within the game process and / or location within the game space. The aforementioned selectable display timing refers to the point in time when conditions related to the game's progress are met.

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