Game program, recording medium, game device, game system, and game processing method

The game system simplifies item acquisition and use by evaluating and distributing items within a virtual space, improving player engagement and enjoyment through rewards and influencer incentives.

JP2024179029APending Publication Date: 2024-12-26MARVELOUS INC

Patent Information

Application Number
JP2023097516
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-14
Publication Date
2024-12-26

AI Technical Summary

Technical Problem

Conventional games complicate the acquisition and use of virtual items, reducing the essential fun of the game for players.

Method used

A game system and method that allows players to easily acquire and use items by evaluating and generating evaluation information for objects and items within a virtual space, using a game program that includes identification, evaluation generation, and display control mechanisms to facilitate item exchange and distribution.

Benefits of technology

Enables players to easily obtain and utilize items, enhancing the gaming experience by increasing the fun and incentive to become influencers through rewards and item distribution.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2024179029000001_ABST
    Figure 2024179029000001_ABST
Patent Text Reader

Abstract

To provide a game program, a recording medium, a game device, a game system, and a game processing method used in a game that allows acquisition and use of items to be performed easily.SOLUTION: A game program used in a game in which an object having a predetermined item acts in a game space causes a computer to function as: game control means for processing a game; display control means for controlling display of a scene including at least one of the object and the predetermined item in the game space; identification means for identifying either the object or the predetermined item in the scene; and evaluation generation means for evaluating the identified object or the predetermined item, and generating evaluation information. The evaluation information includes first information and second information different from the first information, which indicates characteristics of the object and the item.SELECTED DRAWING: Figure 22
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a game program, a recording medium, a game device, a game system, and a game processing method. [Background technology]

[0002] In conventional games, multiple objects can exchange items that they possess with each other (for example, Patent Document 1). The invention described in Patent Document 1 discloses an exchange method for exchanging virtual items that can be used in a virtual space between virtual users. However, such an exchange method can complicate the process for players to obtain and use items. As a result, there is a possibility that the essential fun of a game in which items can be obtained and used may be reduced.

[0003] For this reason, there is a demand for new games that allow players to easily acquire and use items. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2014-90905 A Summary of the Invention [Problem to be solved by the invention]

[0005] An object of the present invention is to provide a game program, a recording medium, a game device, a game system, and a game processing method for use in a game in which items can be easily acquired and used. [Means for solving the problem]

[0006] Such an object can be achieved by the present invention described below in (1) to (13). (1) A game program for use in a game in which an object having a predetermined item moves within a game space, comprising: a game control means for processing the game; a display control means for controlling display of a scene including at least one of the object and the predetermined item within the game space; An identification means for identifying one of the object and the predetermined item in the scene; causing the computer to function as an evaluation generating means for evaluating the identified object or the specified item and generating evaluation information; A game program, characterized in that the evaluation information includes first information and second information that is different from the first information and represents properties of the object and the item.

[0007] (2) The game program according to (1) above, wherein the display control means controls the display of the evaluation information.

[0008] (3) The game program according to (1) above, wherein the first information is a symbol constituting a hashtag.

[0009] (4) The game program according to (1) above, wherein the evaluation generating means automatically evaluates the identified object or item based on a plurality of evaluation criteria stored in advance.

[0010] (5) The game program described in (1) above, in which the evaluation generating means evaluates the identified object or item by comparing the identified object and item with objects and items identified earlier.

[0011] (6) The game program according to (1) above, further causing a computer to function as an imaging means for imaging the scene in the game space.

[0012] (7) The game program according to (1) above, wherein the scene is a scene in which the item of the object is displayed.

[0013] (8) The game program according to (1) above, wherein the item is a coordinate item including a plurality of sub-items.

[0014] (9) The game program according to (8) above, wherein the coordinating item is provided by an object other than the object.

[0015] (10) A computer-readable recording medium having recorded thereon the game program according to any one of (1) to (9) above.

[0016] (11) A game device having a processing unit that processes a game in which an object having a predetermined item is active in a game space, The processing unit includes: A game control unit that processes the game; a display control unit that controls display of a scene including at least one of the object and the predetermined item within the game space; an identification unit that identifies either the object or the predetermined item in the scene; a rating generating unit that generates rating information by rating the specified object or the specified item, A game device, wherein the evaluation information includes first information and second information that is different from the first information and indicates properties of the object and the item.

[0017] (12) A game system including: a plurality of game devices each having a processing unit for processing a game in which an object having a predetermined item is active in a game space; and a server capable of communicating with each of the plurality of game devices, The processing unit includes: A game control unit that processes the game; a display control unit that controls display of a scene including at least one of the object and the predetermined item within the game space; an identification unit that identifies either the object or the predetermined item in the scene; a rating generating unit that generates rating information by rating the specified object or the specified item, A game system characterized in that the evaluation information includes first information and second information that is different from the first information and represents characteristics of the object and the item.

[0018] (13) A game processing method executed by the game system according to (12) above, processing said game; controlling display of a scene including at least one of the object and the predetermined item within the game space; identifying one of the object and the predetermined item in the scene; evaluating the identified object or the predetermined item to generate evaluation information; A game processing method, characterized in that the evaluation information includes first information and second information that is different from the first information and represents properties of the object and the item. Effect of the Invention

[0019] According to the present invention, it is possible to provide a game program, a recording medium, a game device, and a game system for use in a game in which items can be easily acquired and used. [Brief description of the drawings]

[0020] [Figure 1] FIG. 1 is a diagram showing a configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server included in the game system according to an embodiment of the present invention. [Diagram 3] FIG. 3 is a diagram illustrating an example of a configuration of the server storage unit. [Figure 4] FIG. 4 is a diagram illustrating an example of a configuration of the server storage unit. [Diagram 5] FIG. 5 is a block diagram showing a configuration of a game device included in a game system according to an embodiment of the present invention. [Figure 6] FIG. 6 is a block diagram showing the configuration of a processing unit included in the game device. [Figure 7] 7A and 7B are diagrams showing an example of a game image displayed on a display unit of a game device. Fig. 7(a) is a diagram showing an example of a game image including a plurality of player objects in a virtual space. Fig. 7(b) is a diagram showing an example of a game image including a non-player object in a virtual space. [Figure 8] FIG. 8 is a diagram showing an example of an item box image displayed on the display unit of the game device. [Figure 9] FIG. 9 is a diagram showing an example of a pattern selection image displayed on the display unit of the game device. [Figure 10] FIG. 10 is a diagram showing an example of a virtual item creation image displayed on the display unit of the game device. [Figure 11] FIG. 11 is a diagram showing an example of a virtual item completion image displayed on the display unit of the game device. [Figure 12] FIG. 12 is a schematic diagram illustrating the relationship between the assignment of evaluation information, the generation and provision of a copy of an item, and the assignment of a reward. [Figure 13] FIG. 13 is a schematic diagram illustrating the relationship between end evaluation information from end objects, the generation and provision of item copies, and reward awarding. [Figure 14] FIG. 14 is a diagram showing an example of a game image when evaluation information is acquired. [Figure 15] FIG. 15 is a diagram showing an example of a reaction information image including reaction information from other objects. [Figure 16] FIG. 16 is a diagram showing an example of a game image when the influencer rank is increased. [Figure 17]Fig. 17 is a diagram showing the relationship between the assignment of evaluation information in a showroom and the generation and provision of duplicates of items. Fig. 17(a) is a diagram showing a showroom image and an item box image when selecting an item to which evaluation information is assigned. Fig. 17(b) is a diagram showing candidate items to which evaluation information is assigned. Fig. 17(c) is a diagram showing a showroom image and an item box image after evaluation information has been assigned. [Figure 18] Fig. 18 is a diagram for explaining the Lucat activity. Fig. 18(a) is a diagram showing an image of creating a coordinating item in the Lucat activity. Fig. 18(b) is a diagram showing an image of completing a coordinating item in the Lucat activity. Fig. 18(c) is a diagram showing an image of providing a coordinating item in the Lucat activity. [Figure 19] Fig. 19 is a diagram for explaining drone camera activity. Fig. 19(a) is a diagram for explaining an image captured by a virtual camera. Fig. 19(b) is a diagram for explaining the positional relationship between the virtual camera and an object. [Figure 20] FIG. 20 is a diagram illustrating a showroom image. [Figure 21] FIG. 21 is a diagram illustrating showroom activities. [Figure 22] FIG. 22 is a diagram illustrating an example of a recorded information image. [Figure 23] FIG. 23 is a flowchart showing an example of a game processing method according to an embodiment of the present invention. [Figure 24] FIG. 24 is a flow chart illustrating an example of a processing method of the game system for creating a virtual item. [Diagram 25] FIG. 25 is a flowchart showing an example of a procedure for creating a virtual item. [Figure 26] FIG. 26 is a flowchart showing an example of a processing method of a game system for providing copies of an item. [Figure 27] FIG. 27 is a flowchart showing an example of a processing method of the game system for providing a replica of an item to an end object. [Figure 28] FIG. 28 is a flowchart showing an example of a processing method of the game system regarding the awarding of rewards. [Figure 29] FIG. 29 is a flowchart illustrating an example of a processing method relating to record information. [Diagram 30] FIG. 30 is a flowchart showing an example of a procedure for generating recording evaluation information. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] The game program, recording medium, game device, game system, and game processing method of the present invention will be described in detail below based on the preferred embodiments shown in the attached drawings. For convenience of explanation, the upper side of each figure will be referred to as "upper", the lower side as "lower", the left side as "left", the right side as "right", the front side of the page as "front", and the back side of the page as "rear".

[0022] 1. Game System FIG. 1 is a diagram showing a configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 of this embodiment includes a server 2 and a plurality of game devices 3 (for example, three game devices 3a to 3c) connected to the server 2 via a network 4. The plurality of game devices 3 are used by respective players 5. For example, the game device 3a is used by a first player 5a, the game device 3b is used by a second player 5b, and the game device 3c is used by a third player 5c. This allows the plurality of players 5 to share information via the server 2 and enjoy a game.

[0023] Prior to describing the hardware configuration of the game system 1, an overview of the game executed on the game device 3 will be described with reference to Fig. 7. Fig. 7 is a diagram showing an example of a game image displayed on a display unit of the game device. Fig. 7(a) is a diagram showing an example of a game image including a plurality of player objects in a virtual space. Fig. 7(b) is a diagram showing an example of a game image including a non-player object in a virtual space.

[0024] (1) Overview of the Game As shown in FIG. 7(a), in the game played on the game device 3 of this embodiment, a plurality of objects 50 exist in a virtual space 101. The virtual space 101 is a game space (cocoon) in which a plurality of objects 50 exist. The object 50 is wearing an item 60. The object 50 can have a plurality of items 60 in addition to the item 60 it is wearing. In this embodiment, the item 60 is clothing, but is not limited thereto. The clothing includes clothes, hats, shoes, bags, accessories, and the like. The item 60 may include furniture 64 in addition to clothing. The item 60 may be something other than clothing (for example, a weapon, a card, and the like). Note that the virtual space 101 may include things (for example, a mannequin 63) and buildings (for example, a showroom, and the like) other than the object 50 and the item 60.

[0025] The objects 50 include a player object 51 corresponding to the player 5 and a non-player object 52 not corresponding to the player 5. The player object 51 is an avatar character that the player 5 can control.

[0026] For example, in a game played on a game device 3a operated by a first player 5a, there may be a first player object (first object) 51a corresponding to the first player 5a and a non-player object (second object) 52 other than the first player object 51a. In addition, in the game played on the game device 3a, a second player object 51b corresponding to a second player 5b of a game device 3b may appear as a second object 50. Hereinafter, the player object 51 and the non-player object 52 may be collectively simply referred to as objects 50.

[0027] The non-player object 52 is not operable by the player 5, and performs a predetermined action based on information stored in the storage unit 33 of the game device 3. For example, the non-player object 52 can provide the player 5 with information for assisting the progress of the game. Specifically, such information includes trend information 106 from the non-player object 52 as shown in FIG. 7(b). The trend information 106 becomes an evaluation criterion when generating record evaluation information 90, which will be described later. The multiple objects 50 may be composed of only multiple player objects 51.

[0028] A plurality of objects 50 can give evaluation information (for example, an indication of "like") to the items 60 owned by each other. For example, as shown in FIG. 7(a), a first player object 51a can give evaluation information to an item 60 owned by a second player object 51b. In this case, the first player object 51a obtains a copy of the item 60 to which the evaluation information has been given.

[0029] In this way, in the game played in this embodiment, the player object 51 can obtain a copy of the item 60 free of charge by simply providing evaluation information. The first player object 51a can then freely wear and coordinate the added copy of the item 60 as his or her own item 60.

[0030] On the other hand, the second player object 51b holds the duplicated item 60. In addition, evaluation information is given, and a reward is given to the second player object 51b holding the item 60. In this embodiment, the reward is composed of the number of followers and excitement points (EP), which will be described later. Therefore, a player object 51 to which evaluation information is given many times has a higher number of followers. Also, a high number of followers means that a larger number of items 60 are circulated in the virtual space 101. In this way, the number of followers of the player object 51 correlates with the number of items 60 in the virtual space 101. A player object 51 having a high number of followers is called an influencer. In this way, the player object 51 uses the items 60 with the aim of becoming an influencer.

[0031] (2) Hardware Configuration (2-1) Configuration of the game device Next, the configuration of the multiple game devices 3 included in the game system 1 will be described. FIG. 5 is a block diagram showing the configuration of the game devices included in the game system according to the embodiment of the present invention. FIG. 6 is a block diagram showing the configuration of a processing unit of the game device. FIG. 7 is a diagram showing an example of a game image displayed on a display unit of the game device. FIG. 8 is a diagram showing an example of an item box image displayed on a display unit of the game device. FIG. 9 is a diagram showing an example of a pattern selection image displayed on a display unit of the game device. FIG. 10 is a diagram showing an example of a virtual item creation image displayed on a display unit of the game device. FIG. 11 is a diagram showing an example of a virtual item completion image displayed on a display unit of the game device. FIG. 14 is a diagram showing an example of a game image when evaluation information is acquired. FIG. 15 is a diagram showing an example of a reaction information image including reaction information from other objects. FIG. 16 is a diagram showing an example of a game image when the influencer rank is increased.

[0032] In this embodiment, the multiple game devices 3 (3a, 3b, 3c, etc.) have the same configuration. Each game device 3 is configured to execute the game processing described above. As shown in FIG. 5, the game device 3 includes at least an operation unit 31, a display unit 32, a storage unit 33, a processing unit 34, a communication unit 35, and a recording medium connection unit 36. These are connected by a system bus to exchange data and signals with each other. Each unit of the game device 3 will be described below.

[0033] (Operation unit) 1, the operation unit 31 includes an analog stick 311 and an operation button 312. The analog stick 311 is disposed on the left side of the game device 3. The analog stick 311 can be tilted up, down, left, and right to move the object 50 and the cursor. The analog stick 311 can also be used to operate a virtual camera 80 as shown in FIG. 19(b).

[0034] The operation button 312 is disposed on the right side of the game device 3. In this embodiment, the operation button 312 is configured with four digital buttons (so-called ABXY buttons). Each button is circular, and has a function used for selecting an item 60, a function used for canceling, a function used for displaying a status, and a function used for using the item 60, etc.

[0035] (Display) The display unit 32 is configured to include a touch display 321. The touch display 321 is configured to be directly operable by the fingertips of the player 5. This allows the player 5 to intuitively perform operations. For example, the player 5 can select or scroll by touching a menu displayed on the touch display 321 with his / her finger.

[0036] The touch display 321 may have any configuration. For example, the touch display 321 may be configured to be of a type (e.g., a capacitive type) that allows multi-touch input by using multiple fingers at the same time. The touch display 321 may also be configured to be of a type (e.g., a resistive type) that allows single-touch input.

[0037] The display unit 32 thus configured is disposed in the center of the game device 3. The display unit 32 displays various images and various information (for example, menu information) according to the processing of the processing unit 34. For example, as shown in FIG. 7, the display unit 32 displays a game image 10. The game image 10 in FIG. 7(a) includes a virtual space 101, a first player object 51a corresponding to a first player 5a, a second player object 51b corresponding to a second player 5b, and follower number information 102. The follower number information 102 is displayed above the first player object 51a, and indicates the player level (99480) of the first player object 51a.

[0038] The display unit 32 also displays the status and item information of the player object 51. For example, the display unit 32 displays an item box image 11 as shown in Fig. 8. The item box image 11 includes a plurality of items 60 possessed by the player object 51. The item box image 11 in Fig. 8 includes a plurality of items 60 belonging to the category of tops. The item box image 11 also includes an item box label 111, a category label 112, possessed number information 113, and a cursor 114. The possessed number information 113 is displayed in the upper right corner of the touch display 321, and indicates that the player object 51 possesses 258 items 60.

[0039] 9, the display unit 32 displays a paper pattern selection image 12. The paper pattern selection image 12 includes a plurality of paper patterns 70, a category icon 121, and paper pattern information 122.

[0040] The pattern 70 is a template material for creating the virtual item 62. The pattern 70 is composed of two types, an open pattern 71 and a consumable pattern 72, but is not limited thereto. The open pattern 71 is configured to be opened (used) by using creative points. The player 5 can create (prepare) the virtual item 62 from the open pattern 71 any number of times. EP is consumed each time the virtual item 62 is created. On the other hand, the consumable pattern 72 is configured to be available to the player object 51 according to the progress of the game. For example, the player object 51 can obtain the consumable pattern 72 by using a gacha device that appears in the virtual space 101. The consumable pattern 72 is configured to disappear once it is used. In other words, the consumable pattern 72 is configured to be unable to be used multiple times.

[0041] The category icon 121 is displayed at the top right of the touch display 321. The category icon 121 indicates a selectable category (tops category, bottoms category, etc.) of the virtual item 62 that can be created from the pattern 70. Furthermore, pattern information 122 is displayed at the right side of the touch display 321. The pattern information 122 indicates item information (information on rarity, category, type, and color) regarding the virtual item 62 to be created from the selected pattern 70, and excitement points (required EP) required to create the virtual item 62. The required EP shown in FIG. 9 is 40,000. Details of the item information will be described later.

[0042] Furthermore, in relation to the object information related to the player object 51, the display unit 32 displays brand level information 103, excitement point information 104, and creative point information 105 at the bottom right of the touch display 321.

[0043] The brand level information 103 indicates the brand level (27 in FIG. 9) of the player object 51. The excitement point information 104 indicates the EP (1523700 in FIG. 9) owned by the player object 51. The creative point information 105 indicates the creative points (1015 in FIG. 9) owned by the player object 51 that are required when obtaining a new pattern 70.

[0044] Furthermore, as shown in FIG. 9, when the selected pattern 70 is an open-type pattern 71 that has not yet been opened, the display unit 32 additionally displays information 711 on the creative points (required CP) required to make the selected open-type pattern 71 usable (to open it from an unusable state). In FIG. 9, the required CP is 20. The display unit 32 also displays a lock icon 712 together with the open-type pattern 71. The lock icon 712 indicates that the open-type pattern 71 has not yet been opened. In this case, the game control means 341, which will be described later, opens the pattern 70 selected by the player 5. Opening the pattern 70 and creating the virtual item 62 will be described later.

[0045] Furthermore, the display unit 32 displays a virtual item creation image 13a as shown in Fig. 10. The virtual item creation image 13a includes a mannequin 63 wearing a virtual item 62, a plurality of color palettes 132, and a selected color box 133. Furthermore, the display unit 32 displays a virtual item completion image 13b including the completed virtual item 62, and changed brand level information 103 as shown in Fig. 11.

[0046] As shown in Fig. 14, the display unit 32 displays a pop-up menu 107. The pop-up menu 107 is configured to notify the player 5 of various information. The pop-up menu 107 in Fig. 14 is displayed in the upper left corner of the touch display 321, and includes information that evaluation information has been given to the virtual item 62 of the player object 51 (your virtual item has been "liked"!).

[0047] The display unit 32 also displays a reaction information image 14 as shown in Fig. 15. The reaction information image 14 includes a reaction tag 141 and a notification field 142. The notification field 142 includes evaluation giving information 81 of the other object 50, reward excitement point information 82, and reward follower number information 83. The evaluation giving information 81 includes, for example, content that evaluation information has been given to a specific item 60 by another player object 51 ("The second object liked it" in Fig. 15).

[0048] The reward excitement point information 82 includes EP (in FIG. 15, the reward EP is 2000) given to the player object 51 that has received the evaluation information in association with the grant of the evaluation information. The reward follower number information 83 includes the number of followers (in FIG. 15, the reward follower number is 600) given to the player object 51 that has received the evaluation information.

[0049] 16, the pop-up menu 107 includes information that the influencer rank of the first player object 51a has increased (the first player object 51a has become a gold influencer). The pop-up menu 107 may be configured to allow option information to be set. For example, when the player object 51 encounters another object 50, the pop-up menu 107 may be configured to include an icon (option for checking item information, profile information, etc.) for approaching the other object 50.

[0050] The display unit 32 also displays a coordinate item creation image 16a, a coordinate item completion image 16b, and a coordinate item provision image 16c, as shown in Fig. 18. The display unit 32 also displays a photographed image 17, as shown in Fig. 19(a). The display unit 32 also displays a showroom image 15, as shown in Fig. 20. These images are merely examples, and will be described later.

[0051] The display unit 32 may also display menu information. The menu information is displayed first when the game is started, for example. The player 5 can perform operations such as starting the game, changing settings, and selecting options from the menu information. The display unit 32 may also have a writing function that allows the player 5 to directly draw characters and illustrations using a touch pen. When the game device 3 is configured as a stationary game device or a personal computer, the display unit 32 may be configured separately from the game device 3.

[0052] (Storage part) The storage unit (storage means) 33 stores the game program executed by the processing unit 34 and various data used in the game program. The storage unit 33 is composed of a ROM (Read-Only Memory) and a RAM (Random-Access Memory).

[0053] Examples of the ROM include a flash memory, which is a non-volatile memory, and a hard disk device. The information stored in the storage unit 33 by the ROM is maintained even when the power of the game device 3 is turned off.

[0054] Examples of the RAM include main memories such as SRAM (Static Random-Access Memory) and DRAM (Dynamic Random-Access Memory). The RAM allows the storage unit 33 to be readable and writable, and is configured to temporarily store the results of calculations executed by the CPU of the processing unit 34.

[0055] The storage unit 33 also stores game data such as information about the pattern 70 (such as an image of the pattern 70), information about rewards (such as a predetermined number of reward followers and reward EP, tiered reward information), information about evaluation information (such as tiered evaluation information), the play record of the player 5, play status, setting information, etc. In addition to the game data, the storage unit 33 stores the system software of the game device 3, audio files (sound information such as music data), game images, etc.

[0056] The storage unit 33 stores various data used when the processing unit 34 executes game processing. The storage unit 33 is, for example, a memory provided in the game device 3 that is accessible by the CPU of the processing unit 34, but is not limited to this. For example, the storage unit 33 may include a storage device connected to the game device 3 via the network 4.

[0057] Furthermore, the storage unit 33 stores the following object information of the player object 51 corresponding to the player 5 of the game device 3. The following object information relates to a first player object 51a corresponding to a first player 5a.

[0058] Table 1. Object information TIFF2024179029000002.tif26152

[0059] In this manner, the storage unit 33 stores the number of followers, the brand level, the excitement points (EP), the number of items possessed (the number of items 60 in the item box), and the creative points (CP) of the first player object 51a.

[0060] The number of followers is a numerical value having the same meaning as the player level. That is, the number of followers may be a numerical value similar to the experience points (points obtained by the actions performed by the character in the game) of a virtual game. The number of followers of the first player object 51a is 99,480.

[0061] The brand level is a numerical value based on the number of times the player object 51 has created a virtual item 62. The brand level of the first player object 51a is 27. The player 5 may have a brand icon to indicate who created the virtual item 62. In this case, the brand icon may be given to the created virtual item 62.

[0062] EP is points required for the player object 51 to create the virtual item 62. The EP of the first player object 51a is 1523700. EP is granted by the reward granting means 346 when the player object 51 receives evaluation information, performs a predetermined activity, or the like. EP can be used to purchase items that cannot be acquired by granting evaluation information (for example, furniture 64 or stuffed toy 65 as shown in FIG. 21).

[0063] The number of items possessed is the total number of items 60 possessed by the player object 51. The first player object 51a possesses 258 items 60. All of the items 60 possessed by the player object 51 can be confirmed in an item box image 11 as shown in Fig. 8. Note that the items 60 in the item box can be displayed by category as shown in Fig. 8.

[0064] Creative points (CP) are points required when obtaining a new pattern 70. The CP of the first player object 51a is 1015. The CP may be granted by the reward granting means 346 in relation to the number of followers. For example, the CP is granted by the reward granting means 346 as the number of followers increases. Specifically, the reward granting means 346 may grant a CP of the same value as the number of followers granted (reward number of followers). The granting of CP by the reward granting means 346 is not limited to this. For example, the reward granting means 346 may grant a fixed or arbitrary CP every time the number of followers exceeds a multiple of a predetermined value (for example, 50). Also, for example, every time the player object 51 receives evaluation information, the reward granting means 346 may grant CP to at least one of the player object 51 to which the evaluation information has been granted and the player object 51 that granted the evaluation information. Furthermore, the reward granting means 346 may grant CP based on the relationship with the non-player object 52 (for example, according to the number of contacts with the non-player object 52, etc.).

[0065] The object information may include information other than the above. For example, the object information includes influencer rank information including the influencer rank of the player object 51. The influencer rank may be classified into bronze, silver, gold, and platinum according to the number of followers. The object information may also include the number of times (total number) that the object has received evaluation information.

[0066] The storage unit 33 also stores therein item information, as shown below, owned by a player object 51 corresponding to a player 5 of the game device 3.

[0067] Table 2. Item information TIFF2024179029000003.tif93142

[0068] As shown in Table 2, the storage unit 33 stores existing items 61 and virtual items 62 in a distinguished manner. That is, in this embodiment, the items 60 include existing items 61 prepared in advance and virtual items (original items) 62 created by the object 50 from a template (pattern 70). The existing items 61 are stored in the storage unit 33 from the start of the game. That is, the existing items 61 are not created by the player object 51 but are prepared in advance. The virtual items 62 are created by the player object 51. The procedure for creating the virtual items 62 will be described later.

[0069] The storage unit 33 does not store an existing item 61 in association with a player object 51, but stores a virtual item 62 in association with a player object 51. For example, the storage unit 33 stores that the virtual items 62 with No. 2 to 4 were created by the first player object 51a. The storage unit 33 also stores that the virtual item 62 with No. 5 was created by the second player object 51b. The storage unit 33 also stores that the virtual item 62 with No. 6 was created by the third player object 51c.

[0070] When the existing item 61 is provided from the second player object 51b to the first player object 51a, the storage unit 33 may store the second player object 51b and the existing item 61 in association with each other as provider information of the existing item 61. In this case, every time the existing item 61 is provided, a reward providing means 346 described later may provide a reward to the second player object 51b that is the provider of the existing item 61. This allows the second player object 51b, who takes the initiative in using the existing item 61, to acquire more rewards and aim to become an influencer.

[0071] Each of the existing item 61 and the virtual item 62 has item information (information on color, category, rarity, and type).

[0072] Color is information that indicates the color of the item 60 numerically. In Table 2, the color of the existing item 61 No. 1 is 3 (e.g., green). The color of the virtual item 62 No. 2 is 2 (e.g., brown). The display of the color of the item 60 is not limited to this. For example, the color of the item 60 may be displayed using RGB values, color names, etc.

[0073] The category is an index for classifying the items 60. The existing item 61 No. 1 and the virtual item 62 No. 2 are tops. The virtual items 62 No. 3 and 4 are bottoms. The virtual item 62 No. 5 is an accessory. The virtual item 62 No. 6 is a dress. These categories may be further subdivided.

[0074] The rarity is a value determined based on the difficulty of obtaining the item in the game, its rarity, etc. In this embodiment, the higher the value, the higher the rarity. For example, among a plurality of items 60 circulating in the virtual space 101, an item 60 having a rare color may have a high rarity. For example, the rarity of the existing item 61 No. 1 is 1. The rarity of the virtual items 62 No. 2 and 5 is 2. The item information may include the style (cute, cool style), performance (heat retention, breathability), effect (extreme warmth, cool feeling), etc. of the item 60. In this case, the rarity may be determined based on the performance, effect, etc. of the item 60.

[0075] The type indicates the gender of the person wearing the item 60. The existing item 61 No. 1 and the virtual items 62 No. 2, 5 and 6 are A (e.g., for women). The virtual item 62 No. 3 is B (e.g., for men). The virtual item 62 No. 4 is C (e.g., for both men and women). The item information may include information other than the above-mentioned contents. For example, the item information may include information regarding the number of times the item 60 has been copied (copy count information).

[0076] The storage unit 33 stores information other than object information and item information (for example, player information regarding the player 5, record information including scenes of a predetermined activity, etc.). The player information may include personal information of the player 5, such as the name and gender. The record information includes at least one of object information of the player object 51 included in the scene of the predetermined activity and item information of the item 60. The record information may also include record evaluation information 90. Information including the player information, object information, item information, and record information is referred to as player data 211.

[0077] Such player data 211 can be transmitted to the server 2 or another game device 3 by the communication unit 35 described later. Furthermore, when the communication unit 35 receives the player data 211 stored in the server 2 or another game device 3, the storage unit 33 can store the received player data 211.

[0078] The storage unit 33 can also store information about objects 50 different from the first player object 51a. The objects 50 different from the first player object 51a include at least one of other player objects 51 and non-player objects 52. This allows the player 5 to enjoy a game in each game device 3 in which a plurality of objects 50 give evaluation information to items 60 owned by each other.

[0079] Furthermore, the storage unit 33 may store a plurality of evaluation criteria to be used for evaluation by the evaluation generating means 348 described later. The plurality of evaluation criteria may include, for example, trend information (first evaluation criterion) 106 as shown in Fig. 7(b). That is, the storage unit 33 may store trend information 106 including a plurality of trends as shown in the following Table 3 as the first evaluation criterion.

[0080] Table 3. Trend information TIFF2024179029000004.tif36147

[0081] The multiple evaluation criteria may also include request information (second evaluation criteria) from other player objects 51. That is, the storage unit 33 stores the request information of other player objects 51 as shown in the following Table 4 as the second evaluation criteria. The request information includes item information (color, etc.) that the player 5 wants.

[0082] Table 4. Request information TIFF2024179029000005.tif41158

[0083] The storage unit 33 may also store a color standard (third evaluation standard) for checking color uniformity, etc., within the multiple items 60 that the evaluation generation means 348 is to evaluate. The color standard is, for example, information based on a color space such as a hue wheel in which multiple colors are arranged in a circle, RGB, etc. The storage unit 33 may also store recorded information as a fourth evaluation standard. This allows the evaluation generation means 348 to compare the current recorded information with the previous recorded information to generate the recorded evaluation information 90. The storage unit 33 may also store multiple data sets (for example, image data of multiple items 60, etc.), image recognition algorithms, etc., so that the evaluation generation means 348 can generate the recorded evaluation information 90 by image recognition. This improves the accuracy with which the evaluation generation means 348 recognizes images, and the evaluation generation means 348 can perform appropriate evaluation.

[0084] (Processing section) The processing unit 34 executes information processing (particularly, game processing, which will be described later). The processing unit 34 also executes data transmission and reception processing via the server 2. The processing unit 34 also controls the game device 3 overall. That is, the processing unit 34 has a function of controlling the game device 3 as well as a function of performing various types of data processing.

[0085] The processing unit 34 includes a central processing unit (CPU) that executes a game program. The processing unit 34 may also include a main memory that temporarily stores the game program and information. The CPU executes a part or all of a predetermined game program at an appropriate timing, thereby realizing each function (means) of the processing unit 34. Each function (means) of the processing unit 34 will be described below.

[0086] As shown in FIG. 6, the processing unit 34 has a game control means 341, a display control means 342, an information granting means 343, a copy providing means 344, an information acquiring means 345, a reward granting means 346, an identification means 347, an evaluation generating means 348, and an imaging means 349.

[0087] (Game Control Means) The game control means (game control unit) 341 has a function of processing the progress of the game. That is, the game control means 341 processes the progress of the entire game. For example, the game control means 341 determines information of the game image 10 stored in the storage unit 33, and provides it to the display control means 342.

[0088] Further, the game control means 341 may control a plurality of objects 50. For example, the game control means 341 controls the game so that the plurality of objects 50 approach or come into contact with each other based on information based on an input operation by the player 5 to the operation unit 31 (hereinafter referred to as input operation information). The game control means 341 may control the game so that the plurality of objects 50 can converse with each other, and provide a predetermined icon including the contents of the conversation to the display control means 342. The predetermined icon includes comment information (e.g., like, thank you) and profile information. The player 5 can check information of other objects 50 by selecting the predetermined icon.

[0089] The game control means 341 can control the game so that the player object 51 performs activities such as providing evaluation information, providing the item 60, etc. For example, the game control means 341 can control the game so that the player object 51 creates a virtual item 62.

[0090] Specifically, when the pattern 70 selected by the player 5 is an open type and has not yet been opened, the game control means 341 judges whether the opening condition is satisfied and opens the open type pattern 71 to make it usable. Specifically, when a predetermined CP is set as the opening condition, the game control means 341 judges whether the player object 51 has creative points equal to or greater than the predetermined CP based on an opening instruction input to the operation unit 31 by the player 5. When the player object 51 has creative points equal to or greater than the predetermined CP, the game control means 341 subtracts a predetermined number of CP from the CP value of the player 5 and decides to open the open type pattern 71. Based on the decision, the display control means 342 makes the lock icon 712 additionally displayed on the open type pattern 71 invisible. This allows the player 5 to recognize that the open type pattern 71 has become usable.

[0091] Also, the game control means 341 can create (prepare) the virtual item 62 from the open-type pattern 71. For example, the game control means 341 determines the color of the virtual item 62 obtained from the open-type pattern 71 based on the input operation information by the player 5. Based on the determination, the display control means 342 controls the display of the color of the virtual item 62 worn by the mannequin 63 in the virtual item creation image 13a of FIG. 10 every time the color of the virtual item 62 is determined. For example, when red is selected by the player 5 as the color of the virtual item 62, the display control means 342 controls the color of the virtual item 62 to be red and displays it. Based on the determination of the game control means 341, the display control means 342 controls the display of the completed virtual item 62 in the virtual item completion image 13b of FIG. 11. Note that, when creating the virtual item 62, the game control means 341 can reduce the required EP from the EP value of the player 5 and proceed with the process of creating the virtual item 62. A processing method for creating a virtual item by selecting a pattern 70 and a color will be described later. Note that the method for creating a virtual item is not limited to this. For example, the game control means 341 may control the game so that a new item 60 is created by collecting item materials and combining a plurality of item materials into a specific pattern. The game control means 341 may also control the game so that a new item 60 is created by combining a plurality of items 60.

[0092] The game control means 341 provides the created virtual item 62 to the storage unit 33 to update the item information. Based on the updated item information, the game control means 341 can control the game so as to make the player object 51 wear the virtual item 62 in response to input operation information by the player 5. In addition, the game control means 341 provides the created virtual item 62 to the display control means 342. As a result, the display control means 342 controls the display of the item box image 11 as shown in FIG. 8 so that the virtual item 62 is added.

[0093] The virtual item 62 worn in this way or the virtual item 62 added to the item box image 11 can also be stored in the item information (Table 2) in the storage unit 33 of the game device 3 of the other player 5 via the server 2. This allows an information providing means 343 (described later) on the game device 3 side of the other player 5 to provide evaluation information for the virtual item 62 from the item information in the storage unit 33 in response to input operation information by the other player 5. In addition, a copy providing means 344 generates a copy of the virtual item 62 and provides it to the other player object 51.

[0094] Therefore, for example, the virtual item 62 created by the first player 5a is distributed one after another in the virtual space 101 every time evaluation information is received from the second to nth players 5b to n. As a result of the distribution of the virtual item 62, the first player object 51a corresponding to the first player 5a who is the creator of the virtual item 62 has an increased opportunity to obtain rewards (number of followers and EP). As a result, the influencer rank of the first player object 51a increases, so that the first player 5a can enjoy the game as if he or she were becoming an influencer. In this way, the item 60 can be easily acquired and used, so that the essential fun of the game can be prevented from decreasing. As a result, each player 5 can enjoy the essential fun of the game.

[0095] The number of times the open-type pattern 71 is used is not particularly limited. The game control means 341 can create a plurality of virtual items 62 with different colors and patterns from the same open-type pattern 71. The game control means 341 can increase the brand level of the player object 51 according to the number of times the virtual items 62 are created. At the beginning of the game, the number of selectable open-type patterns 71 is limited, but the game control means 341 can increase the number of open-type patterns 71 that can be opened as the brand level increases. Therefore, the player 5 can create new types of virtual items 62 as the number of times the virtual items 62 are created increases. This allows the influencer rank of the first player object 51a to easily rise, so that the first player 5a can enjoy the game more as he or she becomes an influencer.

[0096] The game control means 341 can also determine and initiate a predetermined event. For example, the game control means 341 can cause the player object 51 to perform a predetermined activity in response to input operation information by the player 5. At this time, the game control means 341 can store information on the scene of these activities in the storage unit 33. As a result, as will be described later, the identification means 347 can automatically identify the evaluation target based on the stored scene information, not based on the input operation information by the player 5. The predetermined activity includes a lucut activity, a showroom activity, a drone camera activity, a photo egg activity, and the like. In the following, the showroom activity will be described with reference to FIG. 20 and FIG. 21. Predetermined activities other than the showroom activity will be described later.

[0097] Fig. 20 is a diagram for explaining a showroom image. Fig. 21 is a diagram for explaining a showroom activity. The showroom activity is an activity in which the player object 51 displays and exhibits a coordinate item 66 recommended by the player object 51 and a plurality of items 60 in a showroom (scene) in the virtual space 101.

[0098] 20 includes a second player object 51b, a plurality of virtual items 62, a plurality of mannequins 63, and a plurality of pieces of furniture 64. This showroom image 15 may be displayed on the display unit 32 of the game device 3b operated by the second player 5b, or may be displayed on the display unit 32 of another game device 3.

[0099] Furthermore, based on input operation information by the player 5, the game control means 341 can place a plurality of items 60 owned by the player 5, a mannequin 63, furniture 64, and stuffed toys 65 in the showroom.

[0100] Specifically, the showroom image 15 shown in FIG. 21 includes a category of items to be placed 153, a selection menu of items to be placed 154, showroom information 155, and a grid 156 for placement.

[0101] Based on the input operation information by the player 5, the game control means 341 determines a category for placement from the item for placement categories 153. In response to the determination by the game control means 341, the display unit 32 displays an item for placement selection menu 154 including items corresponding to the selected category. The item for placement selection menu 154 in FIG. 21 includes a plurality of furniture pieces 64. Furthermore, based on the input operation information by the player 5, the game control means 341 selects and determines the furniture piece 64 to be placed from the item for placement selection menu 154.

[0102] In addition, based on the input operation information by the player 5, the game control means 341 can arrange the selected furniture 64 along the arrangement grid 156. The showroom information 155 indicates the number of items, the number of furniture, and the number of mannequins arranged in the showroom. The player data 211 storing such a scene of showroom activity is shared among the other game devices 3. This allows the information providing means 343 on the other game devices 3 side to efficiently provide evaluation information to the item 60 exhibited in that scene. In response to this, the copy providing means 344 can generate a copy of the item 60 and provide it to the other objects 50. As a result, the exhibited item 60 will be distributed to the other objects 50 one after another. This allows the above-mentioned effect to be efficiently achieved.

[0103] (Display control means) The display control means (display control unit) 342 has a function of controlling the display of an image displayed on the display unit 32. Specifically, the display control means 342 controls the display of the game image 10 in response to input operation information by the player 5.

[0104] For example, when the player 5 operates the analog stick 311 of the operation unit 31 in any direction, up, down, left or right, the display control means 342 can control the display of the game image 10 in accordance with such input operation information so as to move the player object 51 corresponding to the player 5. In addition, the display control means 342 can control the display of the game image 10 so as to change the background of the virtual space 101 in accordance with the movement of the player object 51.

[0105] Furthermore, the display control means 342 can also control the display of the game image 10 so that a plurality of objects 50 work together in the virtual space 101 in accordance with input operation information by the player 5. For example, as shown in Fig. 7(a), the display control means 342 can control the display of the game image 10 so that a first player object 51a approaches a second player object 51b in accordance with input operation information by the player 5 and the two have a conversation.

[0106] The display control means 342 can also control the display of a list of a plurality of items 60 worn by the player object 51. The display control means 342 may also control the display of each item 60 as well as the display of an item information icon 115 of the item 60. The item information icon 115 is, for example, information indicating whether the item 60 is an existing item 61 or a virtual item 62. The display control means 342 can also control the display of the item box image 11 so that the rarity information 621 of the item 60 is displayed near the item 60. Furthermore, the display control means 342 can also control the display of the item 60 so that additional information (for example, a comment saying "recommended") is displayed superimposed on the item 60.

[0107] Furthermore, the display control means 342 can control the display of images related to the game (such as the pattern selection image 12) and the display of item information. For example, in the pattern selection image 12 of Fig. 9, the display control means 342 controls the display of required creative point information 711 below the selected pattern 70 each time the pattern 70 is selected (Fig. 9 shows that the required CP is 20). As shown in Fig. 9, the display control means 342 can control the display of an icon selected in the category icon 121 (a tops icon in Fig. 9) and the selected pattern 70 so as to highlight them.

[0108] Furthermore, the display control means 342 controls the display of images related to the game (e.g., game image 10, etc.) and the display of object information. For example, as shown in FIG. 14, the display control means 342 controls the display of a pop-up menu 107 together with the game image 10. Specifically, in the game image 10 of FIG. 14, the display control means 342 controls the display of the follower number information 102 so as to indicate that the number of followers of the first player object 51a is "99480". On the other hand, in the game image 10 of FIG. 16, the display control means 342 controls the display of the follower number information 102 so as to indicate that the number of followers of the first player object 51a is "100080".

[0109] 18, the display control means 342 controls the display of a coordinate item creation image 16a, a coordinate item completion image 16b, and a coordinate item provision image 16c in response to game processing by the game control means 341 based on input operation information by the player 5. In addition, as shown in Fig. 20 and Fig. 21, the display control means 342 controls the display of a showroom image 15 in response to game processing by the game control means 341 based on input operation information by the player 5. In addition, the display control means 342 controls the display of recorded evaluation information (evaluation information) 90 as shown in Fig. 22.

[0110] (Information provision means) The information imparting means (information imparting unit) 343 has a function of imparting information in the game. Such information includes evaluation information, profile information, status information, comment information, and the like. In particular, the information imparting means 343 imparts evaluation information to a predetermined item 60 possessed by another object 50 from among item information such as that shown in Table 2 stored in the storage unit 33 in response to input operation information by the player 5. The evaluation information is, for example, information expressing an intention such as "Like." Furthermore, the information imparting means 343 can collectively impart evaluation information to a plurality of items 60 worn by the player object 51.

[0111] In this way, the information providing means 343 can provide evaluation information to a predetermined item 60 included in the item information stored in the storage unit 33. Therefore, the information providing means 343 can provide evaluation information to the item 60 in any scene in the virtual space 101. For example, in addition to the item 60 worn by another object 50, evaluation information can be provided to the item 60 exhibited in a predetermined scene (for example, a showroom image 15 as shown in FIG. 17). A specific description will be given with reference to FIG. 17.

[0112] Fig. 17 is a diagram showing the relationship between the assignment of evaluation information in a showroom and the generation and provision of duplicates of items. Fig. 17(a) is a diagram showing a showroom image and an item box image when selecting an item to which evaluation information is assigned. Fig. 17(b) is a diagram showing candidate items to which evaluation information is assigned. Fig. 17(c) is a diagram showing a showroom image and an item box image after evaluation information has been assigned.

[0113] The showroom image 15 in FIG. 17(a) is displayed on the display unit 32 of the game device 3b of the second player 5b. This showroom image 15 includes the first player object 51a, a plurality of virtual items 62, and a mannequin 63. The display unit 32 also displays the visiting object information 151 in the upper left of the touch display 321. The visiting object information 151 includes a face icon of the second player object 51b. This causes the showroom image 15 to be displayed as if the player objects 51 are exchanging information with each other in real time. As a result, even if, for example, intermittent information exchange is performed between the game device 3a and the game device 3b via the server 2, the second player 5b can enjoy the game as if he or she were directly interacting with the first player 5a. Similarly, the item box image 11 in FIG. 17(a) is displayed on the display unit 32 of the game device 3b. This item box image 11 includes a plurality of items 60 owned by the second player object 51b.

[0114] The second player 5b can select a preferred virtual item 62 from among the displayed virtual items 62. Specifically, the game control means 341 determines the selected virtual item 62 based on input operation information by the second player 5b. Based on the determination by the game control means 341, the display control means 342 controls the display of the showroom image 15 as shown in FIG. 17(b). The showroom image 15 in FIG. 17(b) includes candidate item information 152. Furthermore, the candidate item information 152 includes two virtual items 62.

[0115] The second player 5b can further select a virtual item 62 that he / she wishes to acquire from the two virtual items 62 included in the candidate item information 152. The display unit 32 further displays the selected one virtual item 62 and the rarity information 621 of the virtual item 62 on the left side of the candidate item information 152. The game control means 341 determines the virtual item 62 to acquire based on the input operation information by the second player 5b. At this time, the information providing means 343 provides evaluation information to the virtual item 62. This evaluation information may be, for example, an indication of intent such as "like," or may be numerical information (graded evaluation information). The graded evaluation information may be, for example, a five-level evaluation (5: best, 4: very good, 3: fairly good, 2: good, 1: slightly good) based on the subjectivity of the player 5. In this case, the graded evaluation information is stored in the storage unit 33. Then, the information providing means 343 can provide the graded evaluation information to the virtual item 62 based on the input operation information by the player 5.

[0116] Based on the decision of the game control means 341, the display control means 342 controls the display of the showroom image 15 and the item box image 11 as shown in FIG. 17(c). The item box image 11 includes the acquired virtual item 62. That is, the copy providing means 344 described later generates a copy of the virtual item 62 to which the evaluation information is given, and provides it to the second player object 51b. At this time, the game control means 341 updates the number of items possessed in the object information of the second player object 51b stored in the storage unit 33, and adds information of the copied virtual item 62 to the item information. Meanwhile, the showroom image 15 is the same as that in FIG. 17(a). That is, the copy providing means 344 keeps the virtual item 62 held by the first player object 51a.

[0117] In this embodiment, the information giving means 343 of each of the multiple game devices 3 may give evaluation information to the same item 60 any number of times, or may be able to give evaluation information only once. In the latter case, the information giving means 343 can give evaluation information to an item 60 that is not yet owned by the player object 51 corresponding to the player 5 of the game device 3. In other words, even for the same item 60, evaluation information can be given any number of times by different players 5. The configuration of the information giving means 343 is not limited thereto. For example, the information giving means 343 may be configured to limit the number of times that evaluation information can be given depending on the number of followers of the player object 51.

[0118] Furthermore, the information providing means 343 can provide information on a combination (coordinating item 66) of a plurality of items 60 owned by the player object 51 to another object 50. The information on a combination of a plurality of items 60 includes at least one of information on each of the items 60 constituting the combination and information on the coordinating item 66 consisting of the combination.

[0119] Thereby, the player object 51 can perform a lucat activity. The lucat activity is to propose a coordinate item 66 to another object 50. In addition, in the lucat activity, one item 60 may be proposed to another object 50. Hereinafter, the lucat activity will be described with reference to FIG. 18.

[0120] Fig. 18 is a diagram for explaining the Lucat activity. Fig. 18(a) is a diagram showing an image of creating a coordinating item in the Lucat activity. Fig. 18(b) is a diagram showing an image of completing a coordinating item in the Lucat activity. Fig. 18(c) is a diagram showing an image of providing a coordinating item in the Lucat activity.

[0121] 18(a), a coordinate item creation image 16a includes a first player object 51a being coordinated and a plurality of items 60 owned by a second player object 51b coordinating the coordinated item. This coordinate item creation image 16a is displayed on the display unit 32 of a game device 3b operated by a second player 5b.

[0122] The second player 5b can select a plurality of virtual items 62 constituting a coordinate item 66 from the coordinate item creation image 16a displayed on the display unit 32. Specifically, based on input operation information by the second player 5b, the game control means 341 determines the selected virtual item 62. Based on the determination by the game control means 341, the display unit 32 displays a coordinate item completion image 16b as shown in FIG. 18(b).

[0123] 18(b) includes a plurality of virtual items 62 constituting a coordinating item 66, and a first player object 51a wearing the coordinating item 66. This allows the second player 5b to check the proposed coordinating item 66. Then, based on input operation information by the second player 5b, the game control means 341 determines the coordinating item 66 to be proposed to the first player object 51a.

[0124] Based on the determination of the game control means 341, the display unit 32 displays a coordinating item providing image 16c as shown in Fig. 18(c). The coordinating item providing image 16c includes a box 163 including a coordinating item 66, and lukewarm information 164. The lukewarm information 164 includes information about the proposed coordinating item 66, and object information of the sender and receiver of the coordinating item 66. Based on the determination of the game control means 341, the communication unit 35, which will be described later, transmits the lukewarm information 164 to the game device 3a.

[0125] On the side of the game device 3a corresponding to the first player object 51a that has received the loot information 164, the information providing means 343 can provide evaluation information to the coordinate item 66. In addition, the information providing means 343 can provide evaluation information to each virtual item (sub-item) 62 that constitutes the coordinate item 66. This makes it easier to acquire and use the item 60, and each player 5 can enjoy the essential fun of the game.

[0126] Such a lukat activity may be performed when the player objects 51 come into contact with each other in the virtual space 101, but is not limited to this. For example, the lukat activity may be performed in response to a request from another player 5. For example, the communication unit 35 on the game device 3a side may transmit request information as shown in Table 4 to the game device 3b. As a result, the lukat activity may be performed on the game device 3b side that has received the request information.

[0127] (Means for providing copies) The duplicate providing means (duplicate providing unit) 344 has a function of generating a duplicate of the item 60 and providing it to the other object 50. For example, when the player object 51 and the other object 50 are in the virtual space 101, and the information providing means 343 provides evaluation information to the item 60 held by the other object 50, the duplicate providing means 344 generates a duplicate of the item 60 and provides (gives) the duplicate to the player object 51. At this time, the duplicate providing means 344 is configured to hold the item 60 in the other object 50. With this configuration, each player 5 can acquire a favorite item 60 without paying a price such as coins. Therefore, each player 5 can easily acquire and use the item 60, and can enjoy the essential fun of the game.

[0128] Also, for example, in the game device 3b of the second player 5b, when the information providing means 343 provides evaluation information to the item 60 possessed by the first player object 51a, the duplicate providing means 344 generates a duplicate of the item 60 and provides the duplicate to the second player object 51b. At this time, the duplicate providing means 344 is configured to hold the item 60 in the first player object 51a.

[0129] Furthermore, the copy providing means 344 can generate a copy from the copy of the item 60 and provide it to the object 50. For this reason, for example, the virtual item 62 created by the first player 5a is distributed to the objects 50 one after another every time evaluation information is received from other objects 50. As a result of the distribution of the virtual item 62, the first player object 51a corresponding to the first player 5a who is the creator of the virtual item 62 has an increased opportunity to obtain rewards (number of followers and EP). As a result, the influencer rank of the first player object 51a increases, so that the first player 5a can enjoy the game as if he or she were becoming an influencer.

[0130] The duplicate providing means 344 may be capable of generating a plurality of duplicates at one time from one item 60. In particular, the duplicate providing means 344 may be configured to be capable of changing the number of duplicates that can be generated at one time according to object information (e.g., the number of followers) of the player object 51. For example, the duplicate providing means 344 may be configured to increase the number of duplicates that can be generated when the number of followers of the player object 51 becomes equal to or greater than a predetermined value.

[0131] Note that the item 60 and its replica are identical, but are not limited to this. For example, item information (e.g., rarity) may be different between the item 60 and its replica. Note that the item 60 may be provided between player objects 51, or between the player object 51 and the non-player object 52.

[0132] (Information acquisition means) The information acquiring means (information acquiring section) 345 has a function of acquiring information used in a game. For example, the information acquiring means 345 can acquire evaluation giving information 81 from another game device 3 via the communication section 35 described later. Specifically, a case will be described in which the information assigning means 343 on the game device 3b side assigns evaluation information to the item 60 possessed by the first player object 51a. In this case, the communication section 35 of the game device 3b transmits the evaluation giving information 81 to the game device 3a. In response to this, the information acquiring means 345 can acquire the evaluation giving information 81 via the communication section 35 of the game device 3a. In this way, the information assigning means 343 can acquire information used in a game of the other game device 3 via the communication section 35.

[0133] Furthermore, the information acquiring means 345 acquires evaluation information of the other objects 50 from the information providing means 343. Specifically, in the game device 3a, evaluation information of the non-player object 52 may be acquired from the information providing means 343 for the item 60 owned by the first player object 51a.

[0134] Furthermore, the information acquiring means 345 may acquire other information (profile information, status information, comment information, etc.) possessed by other objects 50. Furthermore, the information acquiring means 345 acquires information within the virtual space 101. For example, the information acquiring means 345 may acquire information regarding various events held within the virtual space 101.

[0135] (Means of giving reward) The reward giving means (reward giving unit) 346 has a function of giving a reward to the object 50. In particular, the reward giving means 346 gives a reward to the player object 51 having the item 60 to which the evaluation information is given in response to the information acquisition means 345 acquiring the evaluation information. Then, the reward giving means 346 updates the object information. For example, in the object information shown in Table 1, the reward giving means 346 can increase the number of followers. In the case where the reward is composed of the reward number of followers and the reward EP, the calculation of these numerical values ​​will be described below.

[0136] First, the reward follower number and the reward EP may be uniform. In this case, the reward granting means 346 can grant a predetermined reward follower number and reward EP to the object 50 based on a predetermined reward follower number and reward EP stored in the storage unit 33. The reward granting means 346 may also grant different reward follower numbers and reward EP. For example, the reward granting means 346 may grant different rewards depending on the item information of the item 60 for which the evaluation information has been received. Specifically, the reward granting means 346 can calculate the reward follower number and the reward EP value by multiplying the rarity value included in the item information of the item 60 for which the evaluation information has been received by a predetermined weight. For example, when evaluation information is granted to an item 60 with a rarity of 2, the reward granting means 346 may multiply the rarity value (2) by a weight of 100 to calculate a number of followers of 200. The reward granting means 346 may also multiply the rarity value 2 by a weight of 1000 to calculate a reward EP of 2000.

[0137] Furthermore, the reward giving means 346 may determine the reward follower number and the numerical value of the reward EP in consideration of the number of followed players from other players 5. For example, the reward giving means 346 may add the number of followed players from other players 5 (for example, 100) to the above calculated reward follower number of 200, and give a reward follower number of 300. In addition, when the information giving means 343 gives graded evaluation information to the item 60, the reward giving means 346 may give a different reward according to the graded evaluation information. Specifically, the reward giving means 346 may multiply the numerical value (5: highest) included in the graded evaluation information by a weight of 100 to calculate a reward follower number of 500.

[0138] In this way, the reward granting means 346 can grant different rewards depending on the item information and the predetermined weight. As a result, the reward granting means 346 can grant different rewards depending on the type of the item 60. Furthermore, the reward granting means 346 can grant different rewards depending on the existing item 61 or the virtual item 62. For example, when the rarity of the existing item 61 is set lower than the rarity of the virtual item 62, the reward granting means 346 can multiply the rarity by a predetermined weight to make the reward higher when the virtual item 62 is provided than the reward when the existing item 61 is provided. This increases the incentive to create the virtual item 62, and can improve the overall fun of the game.

[0139] Similarly, the reward granting means 346 may grant different rewards depending on the object information and a predetermined weight. In this way, the reward granting means 346 can grant different rewards depending on, for example, the number of followers of the object 50. The method of granting rewards is not limited to this. For example, a reward may be set in advance for each of the multiple items 60. In this case, the reward granting means 346 can grant a predetermined reward for each of the multiple items 60 based on the information related to the reward stored in the storage unit 33.

[0140] In this way, the reward granting means 346 can grant a reward to the player object 51 to which evaluation information has been directly granted (which has received a direct response). Granting of a reward when a direct response has been received will be described with reference to Fig. 12. Fig. 12 is a schematic diagram for explaining the relationship between granting of evaluation information, generation and provision of a duplicate of an item, and granting of a reward.

[0141] FIG. 12 shows an outline of game processing carried out between a game device 3a operated by a first player 5a and a game device 3b operated by a second player 5b.

[0142] First, in the game device 3b, the information providing means 343 provides first evaluation information from the second player object 51b to the virtual item 62 worn by the first player object 51a. In response to the first evaluation information, the duplicate providing means 344 generates a first duplicate 62(1) of the virtual item 62 and provides it to the second player object 51b.

[0143] Thereafter, in the game device 3a, the information acquiring means 345 acquires the evaluation giving information 81 from the second player object 51b via the communication unit 35. In response to this, the reward giving means 346 gives a reward to the first player object 51a. The above is the explanation based on FIG. 12. From the situation in FIG. 12, the first duplicate 62(1) owned by the second player object 51b is circulated to the object 50 every time evaluation information is given from another object 50.

[0144] Here, the reward granting means 346 can grant a reward to the player object 51 to which evaluation information has been indirectly given (received an indirect response) based on the creator player object stored in the storage unit 33. The object 50 that receives the indirect response is the player object 51 that created the virtual item 62, but is not limited thereto. As described later, the object 50 that receives the indirect response may include an object 50 between the player object 51 that created the virtual item 62 and the terminal object 51(n). Hereinafter, the granting of a reward when an indirect response is received will be described with reference to FIG. 13. FIG. 13 is a schematic diagram for explaining the relationship between the terminal evaluation information from the terminal object, the generation and provision of a copy of the item, and the granting of a reward.

[0145] In FIG. 13, the first copy 62(1) of the virtual item 62 created by the first player object 51a is further circulated from the situation in FIG. 12. In FIG. 13, a case where the terminal object 51(n) is the third player object 51c will be described. In the game device 3c of the third player 5c, the information providing means 343 provides the evaluation information (second evaluation information) from the third player object 51c to the first copy 62(1) owned by the immediately preceding second player object 51b. At this time, the copy providing means 344 of the game device 3c (or game device 3b) copies the second copy 62(2) and provides the second copy 62(2) to the third player object 51c. In addition, the communication unit 35 of the game device 3c transmits evaluation providing information 81 including the second evaluation information to the game devices 3a and 3b via the server 2. In response to this, the information acquisition means 345 on the game device 3a and the game device 3b side acquire the evaluation assignment information 81 via the communication unit 35. Furthermore, each reward assignment means 346 assigns a reward to the first player object 51a and the second player object 51b, respectively. In this way, a reward is assigned to the object 50 side that provided the copy. As a result, the influencer rank of the object 50 increases, and the player 5 can enjoy the game more as if he or she were an influencer. In particular, the first player object 51a, who is the creator of the virtual item 62, is also assigned a reward for the indirect response, so that the influencer rank easily increases. This increases the incentive to create the virtual item 62, and the overall fun of the game can be improved.

[0146] Further, based on FIG. 13, a situation in which three or more copies of the virtual item 62 created by the first player object 51a are distributed in the virtual space 101 will be described. In the game device 3n, the information providing means 343 provides the end evaluation information from the end object 51(n) to the n-1th copy held by the immediately preceding upstream object 51(n-1). At this time, the copy providing means 344 of the game device 3n (or the game device 3(n-1)) copies the nth copy and provides the nth copy to the end object 51(n). In addition, the communication unit 35 of the game device 3n transmits the evaluation assignment information 81 including the end evaluation information to the game device 3a and the game device 3(n-1) via the server 2. In response to this, the information acquiring means 345 on the game device 3a and the game device 3(n-1) side acquires the evaluation assignment information 81 via the communication unit 35. Furthermore, each reward granting means 346 grants a reward to the first player object 51a and the upstream object 51(n-1), respectively. As a result, the more copies of the virtual item 62 there are, the more rewards the first player object 51a corresponding to the first player 5a who is the creator of the virtual item 62 will obtain. As a result, the influencer rank of the first player object 51a will easily rise, so that the first player 5a can enjoy the game more as if he or she were an influencer.

[0147] The reward granting means 346 may provide a reward for an indirect response that is different from the reward for a direct response. For example, the reward granting means 346 of the game device 3a may grant a higher reward (reward for indirect response) to the first player object 51a in FIG. 13 than the reward (reward for direct response) granted to the first player object 51a in FIG. 12 by the reward granting means 346 of the game device 3a. In this case, the reward granting means 346 may multiply the reward for the direct response by an additional weight of 1.5 to determine the numerical value of the reward for the indirect response. For example, the reward granting means 346 may further multiply the number of followers 200 calculated using the predetermined weight as described above by the weight of 1.5 to calculate the number of followers to be 300. Note that, in the case where the reward for the direct response is determined by the item information and the predetermined weight as described above, the reward for the indirect response may be constant based on the predetermined reward number of followers and the reward EP stored in the storage unit 33. In this way, the reward granting means 346 can grant different rewards for direct responses and indirect responses. This makes it possible to more reliably achieve the above-mentioned effects. As a result, the first player 5a can enjoy the game more, as if he or she were becoming an influencer.

[0148] Furthermore, when the storage unit 33 stores object-related information as shown in FIG. 4, the reward granting means 346 of the game devices 3a to 3(n-1) may grant rewards to the first player object 51a to the upstream object 51(n-1), respectively. In this case, each reward granting means 346 may be configured so that different rewards are granted stepwise to the first player object 51a to the upstream object 51(n-1). For example, each reward granting means 346 may be configured so that the highest reward is granted to the first player object 51a. In such a configuration, the storage unit 33 may store a plurality of stepwise rewards (stepwise reward information) for the first player object 51a to the upstream object 51(n-1) so that the reward decreases stepwise, or may store a plurality of stepwise weights to be multiplied by the reward. Note that the reward granting means 346 may grant rewards randomly from among the first player object 51a to the upstream object 51(n-1). Furthermore, when the item information includes the duplication count information, the reward granting means 346 can grant a reward based on the duplication count information. For example, the reward granting means 346 may grant a larger reward to an object 50 having an item 60 with a large number of duplications. Furthermore, in FIG. 4, the reward for the first player object 51a may be set higher when the items are associated in a tree shape than when the items are associated in a line shape. As a result, the influencer rank of the first player object 51a, who is the creator of the virtual item 62, easily rises. Therefore, the incentive to create the virtual item 62 increases, and the overall fun of the game can be improved. The reward granting means 346 may grant a reward to a non-player object 52 other than the player object 51.

[0149] (Specific means) The identification means (identification unit) 347 identifies information including at least one of the object 50 and the item 60 in a predetermined scene (hereinafter, also referred to as "evaluation target"). The predetermined scene includes scenes of the lucut activity, the showroom activity, the drone camera activity, and the photo egg activity. The identification means 347 may identify the evaluation target by accessing the scene information stored in the storage unit 33 based on the input operation information by the player 5. Also, the identification means 347 may automatically identify the evaluation target by accessing the stored scene information under the instruction of the game control means 341, without being based on the input operation information by the player 5. Also, the identification means 347 may identify the evaluation target in the image of the predetermined scene by image recognition. Note that the processing unit 34 may have image recognition means in addition to the identification means 347, but the following describes a case where the identification means 347 also functions as image recognition means.

[0150] The identification means 347 may function to extract features of the object 50 and the item 60 to be evaluated from the image. For example, the identification means 347 extracts features of the edge, angle, color, texture, etc. of the evaluation target. This allows the object 50 and the item 60 in the image to be converted into numerical data. The identification means 347 can then process the numerical data to recognize and classify the object 50 and the item 60 in the image. The identification means 347 may also recognize position information of the object 50 and the item 60 in the image. Furthermore, the identification means 347 may recognize and classify the object 50 and the item 60 in the image based on a plurality of data sets stored in the storage unit 33. The identification means 347 may also recognize and classify the image based on an image recognition algorithm, etc.

[0151] In this manner, the identification means 347 can identify the object information of the first player object 51a and the item information of the plurality of virtual items 62 included in the scene of the lukat activity described in Fig. 18 at the end of the activity. The identification means 347 can similarly identify the scene of the showroom activity.

[0152] In addition, the identification means 347 can identify object information of the second player object 51b included in the scene of the drone camera activity in Fig. 19 described later and item information of a plurality of virtual items 62 worn by the second player object 51b at the time of the shooting. The identification means 347 can also identify the scene of the photo egg activity in the same manner.

[0153] The information thus identified is evaluated by the evaluation generating means 348 and stored as record information (e-log) in the storage unit 33. The timing at which the identification means 347 identifies an evaluation target for a predetermined scene is not particularly limited, and can be performed after the predetermined activity is completed. In the following description, a case will be described in which the identification means 347 automatically identifies an evaluation target based on scene information stored in the storage unit 33.

[0154] (Means of generating ratings) The evaluation generating means (evaluation generating unit) 348 generates an evaluation for an evaluation target including the object 50 and the item 60. In particular, the evaluation generating means 348 generates recorded evaluation information (evaluation information) 90 for at least one of the object 50 and the item 60 included in a predetermined scene identified by the identification means 347.

[0155] The recorded evaluation information 90 will be described with reference to FIG. 22. FIG. 22 is a diagram for explaining an example of a recorded information image. The recorded information image 18 includes a first player object 51a included in the scene of the above-mentioned Lucut activity, a plurality of virtual items 62 constituting the coordinate item 66, reward follower number information 83, and recorded evaluation information 90. This reward follower number information 83 indicates the number of reward followers as a result of a predetermined activity. This number of reward followers may be the same as or different from the number of reward followers that the reward granting means 346 grants to the object 50 as a result of the information acquisition means 345 acquiring the evaluation granting information 81.

[0156] The record evaluation information 90 is composed of a plurality of hashtag information 91 and eblog evaluation (number of likes) information 92. The hashtag information 91 includes first information 911 and second information 912. The first information 911 indicates symbols constituting a hashtag. The second information 912 includes information (property information) indicating properties of the object 50 and the item 60. This property information includes information such as the appearance, color, impression, design, and type of the object 50 and the item 60. The second information 912 may include property information of the first player object 51a. The eblog evaluation information 92 is information that quantifies the evaluation of the record information (eblog), and is displayed as the number of "likes." The player 5 can check the eblog evaluation information 92 and feel that his / her activities are evaluated by others, and can play the game with enthusiasm.

[0157] The evaluation generating means 348 can generate the recorded evaluation information 90 based on at least one of a plurality of evaluation criteria stored in the storage unit 33. In the following description, a case where the evaluation target is a virtual item 62 will be described, but the evaluation target may be an object 50, an item 60, or other objects (e.g., a mannequin 63, furniture 64, etc.).

[0158] Specifically, the evaluation generating means 348 can generate the recorded evaluation information 90 by comparing the trend information 106, which is the first evaluation criterion stored in the storage unit 33, with the item information of the evaluation target. Here, a case will be described in which the first evaluation criterion is the content of trend No. 1 described in Table 3. The evaluation generating means 348 compares the main color (light blue) included in trend No. 1 with the main color of each virtual item 62 of the evaluation target. When the main color of the knit of the virtual item 62 is "light blue", the evaluation generating means 348 selects "light blue" as the second information 912. Then, the evaluation generating means 348 can generate the hashtag information 91 by combining "#" of the first information 911 and "light blue" of the second information 912. In this way, the evaluation generating means 348 can hash tag a predetermined scene. In other words, the evaluation generating means 348 can add a hash symbol to the property information of the object 50 and the item 60 in the predetermined scene. The hashtag information 91 may be configured to be used (for example, viewed and searched) only by the game device 3, or may be configured to be used by other game devices 3. In the latter case, other players 5 may be able to search for their favorite items 60 by searching the hashtag information 91 included in the recorded evaluation information 90. This makes it possible to increase the fun of the game by using information (predetermined scenes) stored in the storage unit 33 as a hashtag.

[0159] Similarly, the evaluation generating means 348 can generate hashtag information 91 by comparing the color configuration, pattern, and style included in trend No. 1 with the item information of the evaluation target. In addition, if there is request information (second evaluation criterion) from the first player object 51a, the evaluation generating means 348 may compare the request information with the item information of the evaluation target to determine the second information 912. In this case, the first evaluation criterion and the second evaluation criterion may be applied sequentially, or one of them may be applied preferentially. This enables a multifaceted evaluation, and the evaluation generating means 348 can appropriately evaluate the recorded information.

[0160] Following the generation of the hashtag information 91, the evaluation generating means 348 can generate the e-blog evaluation information 92 based on such a comparison result. For example, the number of generated hashtag information 91 may be multiplied by a predetermined weight (predetermined numerical value) to determine the numerical value of the e-blog evaluation information 92. In FIG. 22, since three hashtag information 91 are generated, the number of hashtag information 91 (three) is multiplied by a predetermined weight (for example, 100) to calculate 300 "Likes". In this way, the evaluation generating means 348 can generate the e-blog evaluation information 92 after generating the hashtag information 91. That is, the evaluation generating means 348 can generate the record evaluation information 90 in stages. This allows the evaluation generating means 348 to efficiently generate the record evaluation information 90.

[0161] The evaluation generating means 348 may generate the recorded evaluation information 90 without using multiple evaluation criteria. For example, the evaluation generating means 348 may generate the hashtag information 91 by searching for the item information to be evaluated and arbitrarily extracting and specifying the content (text) that becomes the second information 912. The evaluation generating means 348 may also generate the eblog evaluation information 92 by multiplying the rarity value included in the item information to be evaluated by a predetermined weight (100), for example.

[0162] The evaluation generating means 348 may generate the e-blog evaluation information 92 by checking the uniformity of colors in the multiple virtual items 62 to be evaluated based on a color standard (third evaluation standard) stored in the storage unit 33. For example, the evaluation generating means 348 may check whether the multiple colors included in the item information to be evaluated belong to the warm color system or the cool color system based on a color wheel. As a result, if all of the multiple colors belong to either the warm color system or the cool color system, the evaluation generating means 348 may change the predetermined weight (for example, increase it from 100 to 150).

[0163] In this manner, the evaluation generating means 348 can automatically generate recorded evaluation information 90 for at least one of the object information of the object 50 and the item information of the item 60 included in a predetermined scene identified by the identifying means 347.

[0164] Furthermore, the evaluation generating means 348 can compare the item information in a predetermined scene with the item information (fourth evaluation criterion) included in the record information before the predetermined scene to generate the record evaluation information 90. This makes it possible to more significantly exhibit the above-mentioned effects.

[0165] For example, a case will be described where the specification means 347 specifies an evaluation target included in the scene of the showroom image 15 in Fig. 20. At this time, the evaluation generation means 348 compares the evaluation target of that scene with an evaluation target included in the scene of the showroom image 15 specified before the showroom image 15 in Fig. 20.

[0166] Based on the comparison result, the evaluation generating means 348 extracts and identifies the content (text) that will become the second information 912 from the item information of the virtual item 62 newly displayed in the showroom (scene). This allows the evaluation generating means 348 to generate the hashtag information 91. Thereafter, as described above, the evaluation generating means 348 can generate the recorded evaluation information 90.

[0167] It should be noted that, when no matching information is found as a result of comparing the evaluation criteria information with the information of the evaluation target, the evaluation generating means 348 may not generate the second information 912, and therefore may not generate the hashtag information 91. Alternatively, the evaluation generating means 348 may generate the hashtag information 91 by searching for the item information of the evaluation target and arbitrarily extracting and specifying the content (text) that will become the second information 912.

[0168] The recorded evaluation information 90 generated by the evaluation generating means 348 is stored in the storage unit 33 as recorded information (e-blog) that is a part of the player data 211. Such player data 211 may also be stored and used in the server storage unit 21 or the storage unit 33 of another game device 3. This allows the game control means 341 in another game device 3 to use the player data 211. When the hashtag information 91 is configured to be used in another game device 3, each player 5 can search for the hashtag information 91 included in the recorded evaluation information 90 to search for his / her favorite item 60. At this time, the display control means 342 controls the display of the recorded evaluation information 90. In addition, the information providing means 343 can provide evaluation information to a plurality of items 60 included in the recorded information. For this reason, a player 5 who stores a lot of recorded information can more easily circulate the items 60 he / she owns in the virtual space 101, and can aim to become an influencer.

[0169] In this way, since the item 60 can be easily acquired and used, the essential fun of the game can be prevented from being reduced. As a result, each player 5 can enjoy the essential fun of the game. The evaluation method by the evaluation generating means 348 is not limited to the above. The evaluation generating means 348 may generate the recorded evaluation information 90 based on other evaluation criteria (such as the influencer rank of the object 50). In addition, even when the specifying means 347 automatically specifies the evaluation target by image recognition, the recorded evaluation information 90 can be generated in the same manner, but the recorded evaluation information 90 may be generated by a different method. For example, the specifying means 347 can identify the object 50 and the item 60 in the image by assigning a class to each pixel in the image. The specifying means 347 may generate the recorded evaluation information 90 based on the identified information (evaluation target) and the object information and item information stored in the storage unit 33.

[0170] (Imaging means) The imaging means (imaging unit) 349 controls the shooting of the virtual camera (drone camera) 80. That is, the imaging means 349 has a function of identifying and recording the above-mentioned predetermined scene. This allows the player object 51 to perform drone camera activity. The drone camera activity is that the player object 51 takes a selfie using the virtual camera 80. Hereinafter, the drone camera activity will be described with reference to FIG. 19.

[0171] FIG. 19 is a diagram explaining drone camera activity. FIG. 19(a) is a diagram explaining an image captured by a virtual camera. FIG. 19(b) is a diagram explaining the positional relationship between the virtual camera and an object. The captured image 17 in FIG. 19(a) includes a second player object 51b in the virtual space 101. The imaging means 349 can control the imaging of the virtual camera 80 based on input operation information by the player 5.

[0172] For example, the virtual camera 80 shown in Fig. 19(b) moves in the positive direction of the Z axis when the player 5 operates the analog stick 311 upward. Also, the orientation of the virtual camera 80 may be changeable while maintaining the position of the virtual camera 80 in accordance with the input operation information by the player 5. For example, the virtual camera 80 shown in Fig. 19(b) may face in the positive direction of the Z axis at the position when the player 5 operates the analog stick 311 upward.

[0173] In this way, the imaging means 349 can change the imaging position and imaging direction of the virtual camera 80 in response to the input operation information by the player 5. After the position and orientation of the virtual camera 80 are adjusted, the imaging means 349 captures (specifies and records) the player object 51 in the virtual space 101 based on the input operation information by the player 5. In response to this, the display unit 32 displays a captured image (scene) 17 including the player object 51 as shown in FIG. 19(a). In addition, the storage unit 33 stores the captured image 17 as a virtual photograph. This allows the player 5 to reconfirm his / her play history in the virtual photograph, which can increase his / her enthusiasm for the game.

[0174] Furthermore, the imaging means 349 can also photograph the player object 51 in a manner other than the drone camera activity. For example, the player object 51 may function to take a photograph in a place such as a photo studio. The activity of the player object 51 using such a function is called a photo egg activity. In the photo egg activity, the imaging means 349 can process a virtual photograph of the object 50 in response to input operation information by the player 5, and the storage unit 33 stores the processed virtual photograph. The imaging means 349 may also be capable of photographing various objects in the virtual space 101.

[0175] (Communications Department) The communication unit 35 is connected to the network 4 by wired or wireless communication, and transmits and receives predetermined data to and from the server 2 and other game devices 3. The communication unit 35 may be configured with a predetermined communication module. For example, the communication unit 35 includes a circuit that realizes a communication standard such as wireless LAN.

[0176] The communication unit 35 transmits the player data 211 stored in the storage unit 33 to the server 2 via the network 4. In addition, the communication unit 35 receives the player data 211 of the other game devices 3 stored in the server storage unit 21 via the network 4.

[0177] In this embodiment, communication between the game device 3 and the server 2 is performed at a predetermined time interval (for example, every 5 minutes), but is not limited to this. For example, communication between the game device 3 and the server 2 or another game device 3 may be performed constantly, or may be performed every time data is updated.

[0178] (Connection for recording media) The recording medium connection unit 36 ​​is configured to connect a computer-readable recording medium on which a game program is recorded to the game device 3. The recording medium connection unit 36 ​​is, for example, a slot or tray for connecting a recording medium such as a game cartridge or an optical disk. When a game cartridge is used, the recording medium connection unit 36 ​​is configured so that the cartridge can be inserted. When an optical disk is used, the recording medium connection unit 36 ​​is configured as a disk tray. Note that, when a game program is downloaded and executed, the recording medium connection unit 36 ​​may be omitted. In this case, the game device 3 may be provided with a port for connecting to the Internet.

[0179] (Other components) The game device 3 may include other components. For example, the game device 3 may include an inertial sensor and an output unit. The inertial sensor is configured to detect a motion applied to the game device 3 itself. The output unit is configured to output sound effects corresponding to input operation information by the player 5 and game music.

[0180] The game device 3 of the present embodiment is configured to execute a game in both an offline mode (solo player mode) and an online mode (multiplayer mode), but is not limited thereto. The game device 3 may be configured to execute a game in only one of the modes. In the online mode, a plurality of game devices 3 may be configured to be able to communicate with each other without the server 2 or with the server 2. In the game device 3 of the present embodiment, the operation unit 31 and the display unit 32 are integrally configured, but is not limited thereto. The game device 3 may be a stationary type in which the operation unit 31 and the display unit 32 are separately provided.

[0181] (2-2) Server configuration Next, the server 2 included in the game system 1 of this embodiment will be described with reference to Fig. 2 to Fig. 4. Fig. 2 is a block diagram showing the configuration of the server included in the game system according to the embodiment of the present invention. Fig. 3 is a diagram showing an example of the configuration of the server storage unit. Fig. 4 is a diagram showing an example of the configuration of the server storage unit.

[0182] The server 2, which is communicatively connected to the game device 3 via the network 4, includes a server storage unit 21, a server control unit 22, and a server communication unit 23, as shown in FIG.

[0183] (Server memory section) The server storage unit 21 stores various data necessary for communication with the game device 3. The server storage unit 21 also stores programs executed by the server control unit 22, various data necessary for the processing, and the like.

[0184] Further, the server storage unit 21 stores a plurality of pieces of player data 211 as shown in FIG. 2. The plurality of player data 211 corresponds to a plurality of players 5 of a plurality of game devices 3 capable of communicating with the server 2. For example, when the plurality of game devices 3 are four game devices 3a to 3d, the plurality of player data 211 includes a first player data 211a, a second player data 211b, a third player data 211c, and a fourth player data 211d. As shown in FIG. 3, each piece of player data 211 includes player information, object information, item information, and record information. These pieces of information are the same as the information stored in the storage unit 33 of the game device 3 described above.

[0185] For example, the object information and item information of the first player data 211a are the same as those described above. In this manner, the server storage unit 21 stores the player data 211 of each of the multiple game devices 3. This allows each game device 3 to use the multiple player data 211. As a result, each player 5 can share information with the other players 5 to play the game.

[0186] Also, as shown in FIG. 4, the server storage unit 21 may store object-related information of a plurality of objects 50. Such object-related information is associated with, for example, item provision between the plurality of objects 50. Specifically, a first object 50 having an item 60 may be linearly associated with a second object 50, a third object 50, and an end object 51(n) having a plurality of the item 60. Also, for example, a first object 50 having an item 60 may be tree-like associated with a second object 50, a third object 50, and an end object 51(n) having a plurality of the item 60.

[0187] The object-related information may include at least one of object information and item information of the plurality of objects 50. For example, the object-related information may include the object information shown in Table 1 and the item information shown in Table 2 for the first object 50. The object-related information may also be associated with the object information and item information of the plurality of objects 50. This allows the server control unit 22 to grasp through which object 50 the item 60 of the first object 50 has circulated to the terminal object 51(n). As a result of this information being shared by each game device 3, the reward granting means 346 of the game device 3 can grant a reward to the object 50 between the first object 50 and the terminal object 51(n).

[0188] The object-related information may also be associated with following among a plurality of objects 50. For example, a first object 50 may be associated in a linear fashion with a second object 50, a third object 50, and an end object 51(n) that follow the first object 50. Also, for example, a first object 50 may be associated in a tree fashion with a second object 50, a third object 50, and an end object 51(n) that follow the first object 50.

[0189] By storing such object-related information in the server storage unit 21, the server control unit 22, which will be described later, can easily manage the multiple game devices 3 in the game system 1. Furthermore, the server control unit 22 can efficiently manage the progress of the game being played on each of the multiple game devices 3. Furthermore, such object-related information may be stored in the storage unit 33 of each game device 3. This allows the game control means 341 in each game device 3 to process the object-related information. Through such processing, for example, the reward granting means 346 can efficiently grant rewards to the multiple objects 50.

[0190] (Server control unit) The server control unit 22 includes an information processing means (e.g., a CPU) for executing various information processes of the server 2, and a main memory for temporarily storing programs and information. The server control unit 22 manages the player data 211 stored in the server storage unit 21. The server control unit 22 also manages a plurality of game devices 3 in the game system 1.

[0191] For example, the server control unit 22 may be configured to manage the progress of a game played among a plurality of game devices 3. When a game is played among a plurality of game devices 3, the server control unit 22 may be configured to manage the pairing (matching) of game devices 3 that play the game, and data communication between the matched plurality of game devices 3. The server control unit 22 may also manage updates to the game. The server control unit 22 may also manage the progress of the game played on each of the plurality of game devices 3.

[0192] (Server communication part) The server communication unit 23 is configured to communicate with each of the multiple game devices 3 via the network 4.

[0193] (Other components) The server 2 may be realized by a computer having a general-purpose hardware configuration. The server 2 may be composed of a single server machine or may be composed of multiple server machines. The server 2 may include an operation input unit that receives operation input from an operator of the server 2 using a keyboard, mouse, or the like, and a display unit that displays the results of arithmetic processing, etc.

[0194] Such transmission and reception between the server 2 and the game device 3 is performed at a predetermined time interval (for example, at five-minute intervals) as described above. For this reason, for example, when the second player 5b of the game device 3b creates a virtual item 62, the communication unit 35 of the game device 3b transmits information of the created virtual item 62 to the server 2. The transmitted information of the virtual item 62 is received by the server communication unit 23 and stored by the server storage unit 21. In this manner, the server 2 updates the second player data 211b. Meanwhile, the communication unit 35 of the game device 3a can receive the updated second player data 211b stored in the server storage unit 21 via the communication unit 35. As a result, the information providing means 343 of the game device 3a can provide information to the virtual item 62 created by the second player 5b, and the copy providing means 344 can generate a copy of the item and provide it to the first player object 51a.

[0195] 2. Processing Method Fig. 23 is a flowchart showing an example of a game processing method according to an embodiment of the present invention. Fig. 24 is a flowchart showing an example of a processing method of the game system related to virtual item creation. Fig. 25 is a flowchart showing an example of a procedure for creating a virtual item. Fig. 26 is a flowchart showing an example of a processing method of the game system related to providing a duplicate of an item. Fig. 27 is a flowchart showing an example of a processing method of the game system related to providing a duplicate of an item to an end object. Fig. 28 is a flowchart showing an example of a processing method of the game system related to providing a reward.

[0196] (Game Processing Method) First, a game processing method (a processing method for providing a copy of an item in response to the assignment of evaluation information) in the game device 3a of the first player 5a will be described with reference to Fig. 23. When the game starts, the game control means 341 processes the progress of the game based on input operation information by the first player 5a (S1).

[0197] In response to processing by the game control means 341 based on input operation information by the first player 5a, the display control means 342 controls the display of the plurality of objects 50 in the virtual space 101. Such display control may be performed before or after step 1. As a result, the first player object 51a moves within the virtual space 101.

[0198] Note that the number of operable player objects 51 is not particularly limited. For example, the first player 5a may have a plurality of player objects 51. In this case, the first player 5a may select one player object 51 to be used in the game from the plurality of player objects 51 and start the game.

[0199] As a result, when the first player object 51a comes into contact with (meets) the second player object 51b as shown in FIG. 7(a) (Yes in S2), the display unit 32 displays item information of the other object 50 through processing of the game control means 341 based on input operation information by the first player 5a. For example, the display unit 32 displays an item box image 11 as shown in FIG. 8. This allows the first player 5a to check a plurality of items 60 possessed by the other object 50 and the item information thereof (S3). On the other hand, when the first player object 51a does not meet the other object 50 in step 2 (No in S2), the processing of steps 1 to 2 is repeated.

[0200] The first player 5a can select a predetermined item 60 that he / she wishes to acquire from the item box image 11 displayed on the display unit 32. Specifically, the game control means 341 determines the selected item 60 (for example, a virtual item 62) based on input operation information by the first player 5a. In response to the determination by the game control means 341, the information providing means 343 provides evaluation information to the selected virtual item 62 (Yes in S4). Furthermore, the duplicate providing means 344 generates a duplicate of the selected virtual item 62 and provides it to the first player object 51a (S5). Thereafter, the game ends. Note that the processing of steps 1 to 5 may be repeated without ending the game.

[0201] On the other hand, in step 4, if the first player 5a does not select the predetermined item 60 and the information providing means 343 does not provide evaluation information to the predetermined item 60 (No in S4), the processing of steps 1 to 4 is repeated. Then, the game ends.

[0202] (How Virtual Item Creation is Processed) Next, a processing method for creating a virtual item 62 in the game device 3a will be described with reference to Figs. 9 to 11, 24 and 25. When the game starts, the game control means 341 performs processing related to virtual item creation based on input operation information by the first player 5a (S11 in Fig. 24). An example of the procedure for creating a virtual item is shown in Fig. 25. First, the display unit 32 displays a pattern selection image 12 as shown in Fig. 9 (S111). Then, in response to the processing of the game control means 341, the display control means 342 controls the display of the pattern selection image 12.

[0203] For example, based on an input operation by the player 5 to the analog stick 311, the display control means 342 controls the display of the pattern selection image 12 so as to emphasize the selected pattern 70. In FIG. 9, an open-type pattern 71 with a required CP of 20 is selected. Then, based on an input operation by the player 5 to the operation button 312, the game control means 341 determines the selected pattern 70 (S112).

[0204] The game control means 341 confirms whether to open the selected pattern 70 (S113). If the selected pattern 70 is an unopened open pattern 71 and the first player object 51a has creative points equal to or greater than the required CP (Yes in S113), the game control means 341 uses the creative points (S114) to make the selected open pattern 71 usable (opens it from an unusable state). On the other hand, if the selected pattern 70 is not an open type (no CP is required) or is an open type but has already been opened (No in S113), step 114 is omitted.

[0205] In the next step 115, the display unit 32 displays a virtual item creation image 13a as shown in Fig. 10. Then, in response to the processing of the game control means 341, the display control means 342 controls the display of the virtual item creation image 13a. Specifically, under the instruction of the game control means 341, the display control means 342 controls the display of the virtual item 62 worn by the mannequin 63 and the display of the multiple color palettes 132.

[0206] Next, the game control means 341 selects and determines the color of the virtual item 62 obtained from the selected pattern 70 based on the input operation information by the player 5 (S116). Specifically, based on the determination of the game control means 341, the display unit 32 displays the selected predetermined color in the selected color box 133. In FIG. 10, the selected color box 133 includes two colors. The game control means 341 may determine one of the two colors as the color of the virtual item 62, or may determine a color obtained by mixing the two colors as the color of the virtual item 62. The game control means 341 completes the virtual item 62 by determining the color. This ends the process related to virtual item creation, and the process returns to FIG. 24.

[0207] 24, the game control means 341 checks whether the number of times the virtual item 62 of the first player object 51a has been created has reached a predetermined number or more (S12). If the number of times has reached the predetermined number or more (Yes in S12), the game control means 341 increases the brand level of the first player object 51a (S13). Thereafter, the display unit 32 displays a virtual item completion image 13b as shown in FIG. 11 (S14). At this time, the display unit 32 displays the changed brand level information 103 of the first player object 51a. The changed brand level in FIG. 11 is 28.

[0208] On the other hand, if the number of times is less than the predetermined number (No in S12), step 13 is omitted, and the display unit 32 displays the virtual item completed image 13b without displaying the changed brand level information 103. After that, the game control means 341 updates the first player data 211a (S15). Specifically, the game control means 341 increases the number of items owned by the first player object 51a by one. Therefore, the game control means 341 updates the item information of the first player data 211a. Also, if the answer is Yes in step 12, the game control means 341 increases the brand level of the first player object 51a by one. Therefore, the game control means 341 updates the object information of the first player data 211a.

[0209] In step 16 of FIG. 24, the communication unit 35 transmits the updated first player data 211a to the server 2. In response to this, the server communication unit 23 receives the updated first player data 211a (S17). Thereafter, the server storage unit 21 stores the updated first player data 211a (S18). This ends the processing method for creating a virtual item. Note that if the game device 3a is in the offline mode, the processing method ends in step S15. In this case, steps 16 to 18 may be performed when the game device 3a goes into the online mode.

[0210] (Game system processing method) 26 to 28, a processing method of the game system 1 including the three game devices 3a to 3c and the server 2 will be described. In addition, in Fig. 26, the server storage unit 21 of the server 2 stores the first player data 211a updated as a result of the processing in Fig. 24.

[0211] On the side of the game device 3b of the second player 5b, the communication unit 35 transmits a game start request to the server 2 (S21). In response, the server communication unit 23 of the server 2 receives the game start request (S22). Then, the server control unit 22 processes the game start request and determines to transmit one or more of the multiple player data 211 stored in the server storage unit 21 to the game device 3b. In FIG. 26, based on the determination of the server control unit 22, the server communication unit 23 transmits the first player data 211a to the game device 3b (S23).

[0212] In the game device 3b, the communication unit 35 receives the first player data 211a (S24). Then, based on the input operation information by the second player 5b, the game control means 341 processes the progress of the game (S25). In response to the processing of the game control means 341 based on the input operation information by the second player 5b, the display control means 342 controls the display of the multiple objects 50 in the virtual space 101. Such display control can be performed before or after step 25. As a result, the second player object 51b moves within the virtual space 101.

[0213] As a result, when the second player object 51b encounters the first player object 51a (Yes in S26), the display unit 32 displays item information of the first player object 51a through processing of the game control means 341 based on input operation information by the second player 5b. For example, the display unit 32 displays an item box image 11 as shown in FIG. 8. This allows the second player 5b to check the multiple items 60 possessed by the first player object 51a and the item information thereof (S27). On the other hand, when the second player object 51b does not encounter the first player object 51a in step 26 (No in S26), the processing of steps 25 to 26 is repeated.

[0214] The second player 5b can select a predetermined item 60 that he / she wishes to acquire from the item box image 11 displayed on the display unit 32. Specifically, the game control means 341 determines the selected item 60 based on the input operation information by the second player 5b. Here, it is assumed that the virtual item 62 created according to the process of FIG. 25 is selected. In response to the determination by the game control means 341, the information providing means 343 provides evaluation information to the virtual item 62 of the first player object 51a (Yes in S28). In addition, the copy providing means 344 generates a first copy 62(1) of the selected virtual item 62 and provides it to the second player object 51b (S29). Thereafter, the communication unit 35 transmits the evaluation providing information 81 to the server 2 (S30). This evaluation assignment information 81 includes content that evaluation information has been assigned to the virtual item 62 of the first player object 51a, and that the first copy 62(1) has been provided to the second player object 51b.

[0215] On the server 2 side, the server communication unit 23 receives the evaluation giving information 81 (S31). Furthermore, the server communication unit 23 transmits the evaluation giving information 81 to the game device 3a (S33). In response to this, the communication unit 35 of the game device 3a receives the evaluation giving information 81 (S33). At this time, the information acquisition means 345 of the game device 3a acquires the evaluation giving information 81, and the game control means 341 processes the evaluation giving information 81. This allows the display unit 32 to display a pop-up menu 107 as shown in FIG. 14 and a reaction information image 14 as shown in FIG. 15. Furthermore, in response to the processing of the game control means 341, the reward granting means 346 grants a reward to the first player object 51a (S34).

[0216] Also, on the server 2 side, after step 32, the server control unit 22 processes the evaluation assignment information 81 to update the corresponding second player data 211b. Then, the server storage unit 21 stores the updated second player data 211b (S35). This ends the processing between the game device 3a and the game device 3b via the server 2. Note that, after step 34, although not shown, the game control means 341 updates the object information of the first player object 51a, and the communication unit 35 transmits the updated first player data 211a to the server 2 at a predetermined timing. On the server 2 side, the updated first player data 211a is stored in the server storage unit 21. The processing continues to FIG. 27.

[0217] As shown in FIG. 27, on the side of the game device 3c of the third player 5c, the communication unit 35 transmits a game start request to the server 2 (S36). In response to this, the server communication unit 23 of the server 2 receives the game start request (S37). Then, the server control unit 22 processes the game start request and determines to transmit one or more of the multiple player data 211 stored in the server storage unit 21. In FIG. 27, based on the determination of the server control unit 22, the server communication unit 23 transmits the second player data 211b to the game device 3c (S38).

[0218] In the game device 3c, the communication unit 35 receives the second player data 211b (S39). The second player data 211b includes the first duplicate 62(1) as item information. Then, based on the input operation information by the third player 5c, the game control means 341 processes the progress of the game (S40). In response to the processing of the game control means 341 based on the input operation information by the third player 5c, the display control means 342 controls the display of the multiple objects 50 in the virtual space 101. Such display control can be performed before or after step 40. As a result, the third player object 51c (end object 51(n)) moves in the virtual space 101.

[0219] As a result, when the third player object 51c encounters the second player object 51b (Yes in S41), the display unit 32 displays item information of the second player object 51b through processing by the game control means 341 based on input operation information by the third player 5c. For example, the display unit 32 displays an item box image 11 as shown in FIG. 8. This allows the third player 5c to check the multiple items 60 possessed by the second player object 51b and the item information thereof (S42). On the other hand, when the third player object 51c does not encounter another object 50 in step 41 (No in S41), the processing of steps 40 to 41 is repeated.

[0220] The third player 5c can select a predetermined item 60 that he / she wishes to acquire from the item box image 11 displayed on the display unit 32. Specifically, the game control means 341 determines the selected item 60 based on the input operation information by the third player 5c. Here, it is assumed that the first copy 62(1) is selected. In response to the determination by the game control means 341, the information providing means 343 provides evaluation information to the selected first copy 62(1) (Yes in S43). In response to this, the copy providing means 344 generates a copy (second copy 62(2)) of the selected first copy 62(1) and provides it to the third player object 51c (S44). Thereafter, the communication unit 35 transmits the evaluation providing information 81 to the server 2 (S45). This evaluation assignment information 81 includes content that evaluation information has been assigned to the first copy 62(1) owned by the second player object 51b, and that the second copy 62(2) has been provided to the third player object 51c.

[0221] On the server 2 side, the server communication unit 23 receives the evaluation giving information 81 (S46). As a result, the server control unit 22 processes the evaluation giving information 81 and updates the corresponding third player data 211c. As a result, the server storage unit 21 stores the updated third player data 211c (S47). The processing continues to FIG. 28. The server communication unit 23 transmits the evaluation giving information 81 to the game device 3a and the game device 3b (S48).

[0222] On the game device 3b side, the communication unit 35 receives the evaluation giving information 81 (S49). As a result, the game control means 341 processes the evaluation giving information 81. In response to the processing of the game control means 341, the information giving means 343 gives a reward (reward by direct response) to the second player object 51b (S50).

[0223] On the other hand, on the game device 3a side, the communication unit 35 receives the evaluation giving information 81 (S51). As a result, the game control means 341 processes the evaluation giving information 81. In response to the processing of the game control means 341, the information giving means 343 gives a reward (reward by indirect response) to the first player object 51a (S52). Thereafter, although not shown, on each game device 3, the game control means 341 updates the object information, and the communication unit 35 transmits the updated player data 211 to the server 2 at a predetermined timing. On the server 2 side, the updated player data 211 is stored in the server storage unit 21.

[0224] (Processing method for recorded information) Next, an example of a method for processing record information and a procedure for generating record evaluation information will be described with reference to Fig. 29 and Fig. 30. Fig. 29 is a flowchart for explaining an example of a method for processing record information. Fig. 30 is a flowchart for showing an example of a procedure for generating record evaluation information.

[0225] When the game starts, the game control means 341 processes the progress of the game based on the input operation information by the player 5 (S61). In response to the processing of the game control means 341 based on the input operation information by the player 5, the display control means 342 controls the display of the object 50 in the virtual space 101. Such display control can be performed before or after step 61. This allows the object 50 to perform a predetermined activity in the virtual space 101. At this time, the game control means 341 stores information on the scene of the predetermined activity in the storage unit 33.

[0226] Then, when the object 50 has performed the predetermined activity (Yes in S62), the identification means 347 identifies an evaluation target included in the scene stored in the memory unit 33 (S63). When the object 50 has not performed the predetermined activity (No in S62), the game control means 341 can repeat steps 61 to 62.

[0227] Next, the evaluation generating means 348 generates the recorded evaluation information 90 for the evaluation target included in the predetermined scene identified by the identifying means 347 (S64). An example of the procedure for generating the recorded evaluation information 90 is shown in FIG.

[0228] First, the evaluation generating means 348 evaluates an evaluation target (for example, an evaluation target included in the scene of the captured image 17 shown in FIG. 19) based on at least one of a plurality of evaluation criteria (first to fourth evaluation criteria) stored in the storage unit 33 (S641). For example, the evaluation generating means 348 compares the content (first evaluation criterion) of the trend information 106 stored in the storage unit 33 with the item information of a plurality of virtual items 62 of the evaluation target.

[0229] If there is matching information between the evaluation criteria information and the evaluation target information (Yes in S642), the evaluation generation means 348 generates second information 912 based on the comparison result (S643). If there is no matching information (No in S642), the process proceeds to step 644.

[0230] Then, the evaluation generating means 348 checks whether there is an evaluation target identified before the evaluation target (for example, an evaluation target included in a scene of a photographed image 17 captured before the photographed image 17 in FIG. 19) (S644). If there is an evaluation target identified before the evaluation target (Yes in S644), the evaluation generating means 348 compares the evaluation target with an evaluation target included in a scene of a photographed image 17 identified before that (S645).

[0231] If the comparison shows that the current captured image 17 contains a new virtual item 62 (Yes in S646), the evaluation generation means 348 extracts and identifies the content (text) that will become the second information 912 from the item information of the new virtual item 62. As a result, the evaluation generation means 348 further generates the second information 912 (S647). Then, the evaluation generation means 348 combines the "#" of the first information 911 with the second information 912 to generate the hashtag information 91 (S648).

[0232] On the other hand, if there is no evaluation target identified before the evaluation target in step 644 (No in S644), and if there is no new virtual item 62 included in the current captured image 17 in step 646 (No in S646), the process proceeds to step 648. In this case, the evaluation generating means 348 may generate the hashtag information 91 by combining the second information 912 generated in step 643 with the "#" of the first information 911 (S648). Note that if there is no second information 912 generated in step 643 either (No in S642), the evaluation generating means 348 may search for the item information of the evaluation target, and arbitrarily extract and identify the content (text) that will become the second information 912, thereby generating the hashtag information 91.

[0233] The process proceeds to step 649, where the evaluation generating means 348 generates the eblog evaluation information 92. At this time, if there is matching information in the collation result, or if there is new item information in the comparison result, the evaluation generating means 348 can generate the eblog evaluation information 92 based on these results. In addition, the evaluation generating means 348 may generate the eblog evaluation information 92, for example, by multiplying the rarity value included in the item information to be evaluated by a predetermined weight (100). As a result, the record evaluation information 90 consisting of the hash tag information 91 and the eblog evaluation information 92 is generated, and the procedure for generating the record evaluation information 90 is completed. The process returns to step 65 in FIG. 29.

[0234] After the evaluation generating means 348 generates the recorded evaluation information 90, the storage unit 33 stores the recorded information including the recorded evaluation information 90 (S65). This ends the processing method related to the recorded information.

[0235] The above processing method can be created by a program executed by a computer. Such a program is realized by a CPU (Central Processing Unit), a microprocessor, a GPU (Graphic Processing Unit), a RAM (Random Access Memory), a ROM (Read Only Memory), etc.

[0236] Moreover, a game program for processing the above-mentioned processing method is one example of the game program of the present invention. As described above, the processing unit 34 of the game device 3 can process the game program of the present invention. Moreover, a computer-readable recording medium on which such a game program is recorded is one example of the recording medium of the present invention.

[0237] The game program, recording medium, game device, game system, and game processing method of the present invention have been described above based on preferred embodiments, but the present invention is not limited thereto. The configuration of each part can be replaced with any configuration having a similar function. Any other means or configuration may be added to the present invention. The present invention may include any combination of two or more configurations (features). The present invention may not include some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments.

[0238] In the above embodiment, a case has been described in which a series of steps related to the game processing is executed in the game system 1 including the multiple game devices 3 and the server 2, but the present invention is not limited to this.

[0239] For example, the game processing may be executed in a single game device 3. For example, the game processing based on the above-mentioned FIG. 12 and FIG. 13 may be executed in one game device 3. Specifically, the following four processes may be executed in one game device 3a. The information providing means 343 provides evaluation information from the other objects 50 (including the end object 51(n)) to the item 60 worn by the first player object 51a. In response to this, the information acquiring means 345 acquires the evaluation information from the other objects 50. Furthermore, the duplicate providing means 344 generates a duplicate of the item 60 and provides it to the other objects 50. Then, the reward granting means 346 grants a reward to the first player object 51a having the item 60 for which the evaluation information has been received.

[0240] In this case, the reward granting means 346 may be configured to grant a reward to the first player object 51a and to another object 50 between the first player object 51a and the end object 51(n).

[0241] The game device 3 may also adopt a so-called cloud gaming configuration. For example, the game device 3 may be configured to transmit input operation information by the player 5 to the server 2, and various game processes are executed in the server control unit 22 of the server 2, and the execution results are streamed to the game device 3 as video and audio. [Explanation of symbols]

[0242] 1...game system 2...server 3...game device 4...network 5...player 10...game image 11...item box image 12...pattern selection image 13a...virtual item creation image 13b...virtual item completed image 14...reaction information image 15...showroom image 16a...coordination item creation image 16b...coordination item completed image 16c...coordination item provided image 17...photographed image 18...recorded information image 21...server storage unit 22...server control unit 23...server communication unit 31...operation unit 32...display unit 33...storage unit 34...processing unit 35...communication unit 36...recording medium connection unit 50...object 51(n)...terminal object 51(n-1)...upstream object 51...player object 52...non-player object 60...item 61...existing item 62(1-n)...duplicate 62...virtual item 63...Mannequin 64...Furniture 65...Plush toy 66...Coordination item 70...Pattern 71...Open pattern 72...Consumable pattern 80...Virtual camera 81...Rating information 82...Reward excitement point information 83...Reward number of followers information 90...Record rating information 91...Hashtag information 92...Eblog rating information 101...Virtual space 102...Number of followers information 103...Brand level information 104...Excitement point information 105...Creative point information 106...Trend information 107...Pop-up menu 111...Item box label 112...Category label 113...Number of possessions information 114...Cursor 115...Item information icon 121...Category icon 122...Pattern information 132...Color palette 133...Color box 141...Reaction tag 142...Notification column 151...Visited object information 152...candidate item information 153...category of item to be placed 154...item selection menu to be placed 155...showroom information 156...grid for placement 163...box 164...luccut information 211...player data 311...analog stick 312...operation button 321...touch display 341...game control means 342...display control means 343...information providing means 344...copy providing means 345...information acquiring means 346...reward providing means347: Identification means 348: Evaluation generation means 349: Imaging means 621: Rarity information 711: Required creative point information 712: Key icon 911: First information 912: Second information

Claims

1. A game program used in a game in which an object having a predetermined item moves within a game space, comprising: a game control means for processing the game; a display control means for controlling display of a scene including at least one of the object and the predetermined item within the game space; An identification means for identifying one of the object and the predetermined item in the scene; causing the computer to function as an evaluation generating means for evaluating the identified object or the specified item and generating evaluation information; A game program, characterized in that the evaluation information includes first information and second information that is different from the first information and represents properties of the object and the item.

2. The computer-readable storage medium according to claim 1 , wherein the display control means controls so as to display the evaluation information.

3. The game program according to claim 1 , wherein the first information is a symbol constituting a hashtag.

4. The game program according to claim 1 , wherein the evaluation generating means automatically evaluates the identified object or item based on a plurality of evaluation criteria stored in advance.

5. The game program according to claim 1 , wherein the evaluation generating means evaluates the identified object or item by comparing the identified object and item with the previously identified object and item.

6. The game program according to claim 1 , further causing a computer to function as an imaging means for imaging the scene in the game space.

7. The game program according to claim 1 , wherein the scene is a scene in which the items of the object are displayed.

8. The game program according to claim 1 , wherein the item is a coordinate item including a plurality of sub-items.

9. The game program according to claim 8 , wherein the coordinate item is provided by an object other than the object.

10. A computer-readable recording medium on which the game program according to any one of claims 1 to 9 is recorded.

11. A game device having a processing unit that processes a game in which an object having a predetermined item acts in a game space, The processing unit includes: A game control unit that processes the game; a display control unit that controls display of a scene including at least one of the object and the predetermined item within the game space; an identification unit that identifies either the object or the predetermined item in the scene; a rating generating unit that generates rating information by rating the specified object or the specified item, A game device, wherein the evaluation information includes first information and second information that is different from the first information and indicates properties of the object and the item.

12. A game system including: a plurality of game devices each having a processing unit for processing a game in which an object having a predetermined item is active in a game space; and a server capable of communicating with each of the plurality of game devices, The processing unit includes: A game control unit that processes the game; a display control unit that controls display of a scene including at least one of the object and the predetermined item within the game space; an identification unit that identifies either the object or the predetermined item in the scene; a rating generating unit that generates rating information by rating the specified object or the specified item, A game system characterized in that the evaluation information includes first information and second information that is different from the first information and represents properties of the object and the item.

13. A game processing method executed by the game system according to claim 12, comprising: processing said game; controlling display of a scene including at least one of the object and the predetermined item within the game space; identifying one of the object and the predetermined item in the scene; evaluating the identified object or the predetermined item to generate evaluation information; A game processing method, characterized in that the evaluation information includes first information and second information that is different from the first information and represents properties of the object and the item.

Citation Information

Patent Citations

  • Game server, game control method, program, game system, and recording medium

    JP2014090905A

Cited By

  • Value-adding method, value-adding program, and value-adding system

    JP7806325B1

  • Virtual space provision method, virtual space provision program, and virtual space provision system

    JP7867595B1

  • Information processing device, information processing method, and program

    JP7937071B1