Program, method, information processing device, and system

JP2025003438A5Pending Publication Date: 2026-06-30THE POKEMON CO

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
THE POKEMON CO
Filing Date
2024-09-09
Publication Date
2026-06-30

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To support efficient accumulation of information regarding a TCG match regardless of an analog card or a digital card.SOLUTION: A program is executed by a computer having a processor and a memory. The program allows the processor to execute the steps of: receiving information regarding multiple decks pertaining to a match of TCG (Trading Card Game) using an analog card; displaying contents of a card for composing the multiple decks recognizably and selectably; receiving selection of a card played by a player in the match from a displayed card and storing the history of the selected card; and creating shared data on the basis of the stored history.SELECTED DRAWING: Figure 17
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]

[0002] Patent Document 1 describes a technology for recording information during play of a game played by images and information on the play results. Specifically, Patent Document 1 acquires image information as information showing the state of a specific evaluation object shown in an image at a specific time or time period. Prior Document 1 then replaces the acquired image information with state record information as at least one of numerical information, character information, and symbol information depending on a specific rule and records it. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-023514 Summary of the Invention [Problem to be solved by the invention]

[0004] In Patent Document 1, image information of the game is acquired, and the acquired image information is replaced with state record information depending on a predetermined rule. TCG (Trading Card Game) is not limited to battles in a digital space using digital cards, and battles using real cards also exist. Patent Document 1 does not support battles using real cards.

[0005] An object of the present disclosure is to support efficient accumulation of information regarding TCG battles, regardless of whether analog cards or digital cards are used. [Means for solving the problem]

[0006] A program to be executed by a computer having a processor and a memory. The program causes the processor to execute the following steps: accepting information about multiple decks involved in a TCG match using analog cards; displaying the contents of cards constituting the multiple decks in a recognizable and selectable manner in order to create shared data based on the play history of the match; accepting selections of cards played by players in the match from the displayed cards and storing the history of the selected cards; and creating shared data based on the stored history. Effect of the Invention

[0007] According to the disclosure, it is possible to support efficient accumulation of information relating to TCG battles, regardless of whether analog cards or digital cards are used. [Brief description of the drawings]

[0008] [Figure 1] FIG. 2 is a diagram showing a situation in which a TCG match is being prepared according to the present embodiment. [Diagram 2] FIG. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to begin. [Diagram 3] FIG. 2 shows a situation in which each user is progressing in a TCG match. [Figure 4] 1 is a block diagram showing an example of the overall configuration of a system 1. FIG. [Diagram 5] 5 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. 4. [Figure 6] FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20. [Figure 7] 2 is a diagram showing an example of the data structure of a user information table 2021. FIG. [Figure 8] 13 is a diagram showing an example of the data structure of a card master table 2022. FIG. [Figure 9] 13 is a diagram showing an example of the data structure of a deck information table 2023. FIG. [Figure 10] 13 is a diagram showing an example of the data structure of a match information table 2024. FIG. [Figure 11] 2 is a diagram showing an example of the data structure of a conversion table 2025. FIG. [Figure 12] FIG. 23 is a diagram showing an example of the data structure of a play history table 2026. [Figure 13] FIG. 23 is a diagram showing an example of the data structure of a game record table 2027. [Figure 14] FIG. 13 is a diagram illustrating an example of the data structure of an error detection table 2028. [Figure 15] 13 is a flowchart showing an example of the operation of the control unit 203 when creating game record data based on an operation by a user. [Figure 16] 1 is a schematic diagram showing an example of a game record data creation screen displayed on the terminal device 10. FIG. [Figure 17] 13 is a schematic diagram showing an example of a creation screen when cards are dealt. FIG. [Figure 18] 13 is a schematic diagram showing an example of a creation screen when cards are placed in the win / lose condition card placement sections 33A and 33B. FIG. [Figure 19] 13 is a schematic diagram illustrating an example of a creation screen when guide information is presented. FIG. [Figure 20] 13A and 13B are schematic diagrams illustrating other examples of the creation screen when the guide information is presented. [Figure 21] 13 is a flowchart showing an example of the operation of the control unit 203 when presenting game record data in response to a request from a user. [Figure 22] 1 is a schematic diagram showing an example of a list screen of game record data displayed on a terminal device 10. FIG. [Diagram 23] 1 is a schematic diagram showing an example of a display screen of the terminal device 10 when game record data is displayed in text format. FIG. [Figure 24] 1 is a schematic diagram showing an example of a display screen of the terminal device 10 when game record data is displayed in video format. [Diagram 25] 13 is a schematic diagram showing another example of the display screen of the terminal device 10 when game record data is displayed in text format. FIG. [Figure 26] 13 is a schematic diagram showing another example of the display screen of the terminal device 10 when displaying game record data in video format. FIG. [Figure 27] 13 is a flowchart showing an example of the operation of the control unit 203 when analyzing game record data. [Figure 28] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.

[0010] <Summary> The information processing device that executes the program according to the present embodiment supports the storage of play details of a TCG match using real cards (analog cards) in a shareable manner. Specifically, for example, the information processing device acquires information about a plurality of decks. That is, the information processing device acquires information about the decks used by, for example, a first player and a second player who will compete in the TCG. The information processing device displays the contents of the cards that compose the deck to the user in a recognizable and selectable manner based on the acquired information. The user, for example, while watching a video or actually watching the match, refers to the play between the first player and the second player, and selects cards selected by the first player and the second player during the play in accordance with the play details. The information processing device stores a history of the cards selected by the user. The information processing device creates shared data based on the stored history. The shared data is data that stores the play details of a TCG match for each step under a predetermined condition. In Go, Shogi, Chess, etc., a record in which the moves taken by each player are written in order is called a game record. In this embodiment, the shared data is referred to as TCG game record data, in analogy with the game record. In this embodiment, the information processing device has a function for assisting in creating shared data as described above, but this function is not a function for playing a TCG match.

[0011] First, an overview of the TCG according to this embodiment will be described, followed by a description of the program according to this embodiment.

[0012] <0 Overview of TCG> Fig. 1 is a diagram showing a situation in which a TCG match according to the present embodiment is being prepared. Fig. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to start. Fig. 3 is a diagram showing a situation in which each user is progressing in a TCG match.

[0013] A user places a play mat 30 and plays a TCG match using a deck constructed by combining cards to be used in the TCG match.

[0014] <0.1 Composition of 30 playmats> With reference to Fig. 1, various items used by each user in a TCG match will be described. As shown in Fig. 1, when a user 5A (first user) and a user 5B (second user) start a TCG match, a play mat 30 is placed between the user 5A and the user 5B. The play mat 30 is for placing cards included in a deck. Each user places cards on the play mat 30 as a deck or the like, and proceeds with the TCG match while adding cards from the deck to their hand.

[0015] The configuration of the play mat 30 will be described. The play mat 30 includes, for example, a mat on which the positions for placing cards are indicated. The play mat 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter, sometimes collectively referred to as the "deck placement section 31"); a preparation card placement section 32A and a preparation card placement section 32B (hereinafter, sometimes collectively referred to as the "preparation card placement section 32"); a win / lose condition card placement section 33A and a win / lose condition card placement section 33B (hereinafter, sometimes collectively referred to as the "win / lose condition card placement section 33"); a battle card placement section 34A and a battle card placement section 34B (hereinafter, sometimes collectively referred to as the "battle card placement section 34"); and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter, sometimes collectively referred to as the "consumption card placement section 35"). The play mat 30 may be arranged for each user. In this case, for example, the play mat 30 includes an area related to one user. Specifically, for example, the play mat 30 includes a deck card placement area 31A, a preparation card placement area 32A, a win / lose condition card placement area 33A, a battle card placement area 34A, and a consumption card placement area 35A.

[0016] As shown in Fig. 3, in a TCG match, each user advances a card battle while replenishing their hand with cards from the deck. In the example of Fig. 3, user 5A has hand 93A (two cards in the hand in the example of Fig. 3). User 5B has hand 93B (three cards in the hand in the example of Fig. 3).

[0017] The deck placement section 31 is an area for placing any of the cards constituting the deck owned by each user as a deck. The deck placement section 31A is an area for the user 5A to place cards as a deck. The deck placement section 31B is an area for the user 5B to place cards as a deck.

[0018] 2, when each user starts a TCG match, each user shuffles the cards that make up the deck and places the cards face down in the deck placement section 31. User 5A places cards in the deck placement section 31A as a deck 91A. User 5B places cards in the deck placement section 31B as a deck 91B.

[0019] The preparation card placement section 32 is an area for preparing cards that can be used to fight against the opponent's cards. Each user switches the cards placed in the preparation card placement section 32 with the cards placed in the battle card placement section 34, and makes the cards placed in the battle card placement section 34 fight each other.

[0020] As shown in Fig. 2, before the start of a TCG match, no cards are placed in the preparation card placement unit 32 and the battle card placement unit 34. On the other hand, as shown in Fig. 3, as the TCG match progresses, each user places cards in the preparation card placement unit 32 and the battle card placement unit 34, and the cards are made to fight each other in the battle card placement unit 34. Each user places cards to be used in the battle from their hand in the preparation card placement unit 32 and the battle card placement unit 34 while replenishing their hand from the deck. User 5A places cards in the preparation card placement unit 32A. User 5B places cards in the preparation card placement unit 32B.

[0021] The win / loss condition card placement section 33 is an area that indicates to what extent each player has fulfilled the win condition. In this embodiment, each player places a predetermined number of cards from the deck face down in the win / loss condition card placement section 33. As shown in FIG. 2, user 5A places cards in the win / loss condition card placement section 33A. User 5B places cards in the win / loss condition card placement section 33B. The cards placed in the win / loss condition card placement section 33 may be referred to as a side.

[0022] The battle card placement section 34 is an area for placing cards that will fight against the opponent's cards. The user 5A places cards in the battle card placement section 34A. The user 5B places cards in the battle card placement section 34B. In this embodiment, the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the vitality, attack power, character attributes shown on the cards, weak point attributes, and other parameters set for each card. The cards placed in the battle card placement section 34 are given damage according to the attack power, card attributes, weak points, etc., and the given damage is reduced from the vitality. When the vitality set for a card is lost due to being attacked, etc., the card is removed from the battle card placement section 34 and placed in the consumption card placement section 35.

[0023] The consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost vitality in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 3, user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.

[0024] The cards placed in the consumed card placement section 35 can be placed in the deck placement section 31, the preparation card placement section 32, the hand, etc., by activating a predetermined card effect. The play mat 30 may further have an area for placing cards consumed in a match in addition to the consumed card placement section 35. This area is referred to as, for example, a second consumed card placement section. The cards placed in the second consumed card placement section will not be returned to the field even if the effect of the predetermined card is activated. Note that a predetermined effect may be activated depending on the number of cards placed in the second consumed card placement section.

[0025] <0.2 Types of cards used in TCG> In the TCG of this embodiment, the types of cards include: (i) character cards that can be used in battle, (ii) action cards (energy cards) that are used in association with character cards, and (iii) effect cards (support cards, goods cards, stadium cards, etc.) that exert specific effects during battle.

[0026] (i) Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when a user draws a card from the deck and adds it to their hand (also referred to as “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by satisfying certain conditions (also referred to as “conditional cards”).

[0027] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is placed. For example, in analogy with character evolution, an unconditional card is first presented to an opponent user by placing it on the play mat 30, and then a conditional card related to the unconditional card is placed on the play mat 30. Such a conditional card is sometimes called an "evolved character" as it is evolved from an unconditional card. In addition, the unconditional card is sometimes called a "seed character" because it can be said to be a character that is the source of the "evolved character" to be placed.

[0028] (iB) For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, it may be possible to consume an unconditional card placed on the play mat 30 as a specific card (by moving it to the consumption card placement section 35) and place the conditional card in the preparation card placement section 32 or the battle card placement section 34.

[0029] For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 in exchange for one or more character cards placed by the user on the play mat 30. For example, if each character card is provided with a parameter (e.g., an evolution level) indicating the overall performance of the character in addition to individual parameters such as the attack power of the character shown on the card, a conditional card having an evolution level corresponding to the evolution level value of the character card placed by the user may be placed. For example, with a character of evolution level 1 and a character of evolution level 2 placed on the play mat 30, a conditional card of evolution level 3 can be placed on top of the cards of these characters (or in exchange for these character cards).

[0030] In addition, the conditional card may be allowed to participate in the battle in exchange for a plurality of character cards defined by the conditional card. In this case, the conditional card may be allowed to participate in the battle by consuming an auxiliary card, which will be described later, different from the character card. For example, the effect indicated by the auxiliary card may be set such that a specific conditional card can be allowed to participate in the battle in exchange for a specific unconditional card in the battle card arrangement section 34, the consumption card arrangement section 35, or the like of the play mat 30.

[0031] (iC) These cards include cards that serve as multiple of the above-mentioned character cards, action power cards, and support cards described below. For example, special cards that can be used as both character cards and support cards may be included. When the user places the special card in a position where a character card should be placed (e.g., the preparation card placement area 32, the battle card placement area 34), the user can use the special card as a character card.

[0032] (ii) An action power card (energy card) is a card that a user draws from a deck and adds to his / her hand, and then associates it with a character card and places it on the play mat 30, thereby enabling the user to perform a predetermined action indicated on the character card. The operation of associating an action power card with a character card may be performed, for example, during the user's turn. For example, the action power card may be associated with a character card by placing the action power card near the character card placed on the play mat 30. In addition, the number of times that an action power card can be associated with a character card during a turn may be limited. For example, once during the user's turn, an action power card in the hand may be associated with any of the character cards placed on the play mat 30. For example, a first attack action and a second attack action are set to the character card. The first attack action may be available when one action power card is associated with the character card, and the second attack action may be available when one action power card is not enough and two action power cards are associated with the character card.

[0033] When a character card is removed from the battle card placement section 34 due to the exhaustion of its vitality value in a battle, the action power card associated with the character card may be made unusable during the battle. Also, the action power card associated with the character card may be moved to the consumption card placement section 35.

[0034] (iii) Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one card during a turn. These support cards also include cards that have their effect activated when the user declares that they will use the effect of the support card.

[0035] In addition, the auxiliary card may be placed face down in advance in a predetermined position on the play mat 30 (in this embodiment, the predetermined position is not shown), and the effect of the auxiliary card may be exerted when the user declares the use of the auxiliary card by vocalization or the like.

[0036] <0.3 Overview of TCG battle rules> The play mat 30 and the types of cards used in the TCG match have been explained above. Next, the TCG match rules will be explained in detail.

[0037] In the TCG shown in this embodiment, as described above, each user performs an attack or defense (battle) based on the cards placed in the battle card placement section 34A and the battle card placement section 34B to progress the TCG battle. The TCG battle progresses as the users take turns to act. For example, when a first user acts and ends his turn, it becomes the second user's turn. The second user acts during his turn, and when he ends his action, it becomes the first user's turn.

[0038] Each time a turn comes, each user draws a predetermined number of cards from the deck and adds them to their hand.

[0039] Each user places, from among the cards in his / her hand, candidates for cards (character cards) to be used in attack or defense against the opponent user's cards in the preparation card placement section 32.

[0040] The user 5A can switch between the cards arranged in the preparation card placement unit 32A and the cards arranged in the battle card placement unit 34A during the turn of the user 5A. Also, the user 5B can switch between the cards arranged in the preparation card placement unit 32A and the cards arranged in the battle card placement unit 34A during the turn of the user 5B.

[0041] As described above, the win / loss condition card placement section 33A and the win / loss condition card placement section 33B are areas for notifying each user of the degree of progress toward the conditions for winning the match. Here, the condition for a user to win the match may be, for example, that all cards placed in the win / loss condition card placement section 33A or the win / loss condition card placement section 33B are collected. In other words, the outcome of the match may be decided when all cards are collected in either the win / loss condition card placement section 33A or the win / loss condition card placement section 33B.

[0042] For example, each user places a predetermined number of cards from the deck in the win / lose condition card placement section 33 before a TCG match. That is, the user 5A removes a predetermined number of cards from the deck 91A and places them in the win / lose condition card placement section 33A. The user 5B removes a predetermined number of cards from the deck 91B and places them in the win / lose condition card placement section 33B. The user 5A and the user 5B make the character card placed in the battle card placement section 34A and the character card placed in the battle card placement section 34B battle each other, and when the exit condition set for the character card is satisfied (for example, when the vitality value set for the character card is subtracted based on the attack power set for the opponent's character card and runs out), the character of the character card is considered to have fainted, and the character card is moved to the consumption card placement section 35 (also called "trash").

[0043] As a result, the user who has won the battle and dismissed the opponent's character card adds the cards placed in the win / loss condition card placement section 33A or the win / loss condition card placement section 33B to his / her hand. For example, when the user 5B dismisses the cards placed in the battle card placement section 34A by attacking the character card of the user 5A in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / loss condition card placement section 33B and adds them to his / her hand. On the other hand, when the user 5A dismisses the cards placed in the battle card placement section 34B by attacking the character card of the user 5B in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / loss condition card placement section 33A and adds them to his / her hand. By repeating these operations, when the user 5B collects all the cards placed in the win / loss condition card placement section 33B, or when the user 5A collects all the cards placed in the win / loss condition card placement section 33A, the user who has collected all the cards may be determined to be the user who won the TCG battle.

[0044] Alternatively, the winning condition of the match may be that a user loses if there is no character card in either the battle card placement unit 34 or the preparation card placement unit 32. Alternatively, the winning condition of the match may be that a user loses if he or she is unable to draw a deck from the deck placement unit 31 during his or her turn.

[0045] 1 to 3 illustrate an example in which users face each other to play a TCG match. However, the TCG match is not limited to one in which users face each other. Users may connect to each other via the Internet and play a match by acquiring the opponent's voice and the opponent's card arrangement, etc., via the Internet. Specifically, for example, a user plays a match while taking a picture of his / her own area on the play mat 30 with a camera or the like. The taken image is transmitted to the opponent in real time. A terminal device possessed by the user receives an image of the opponent's area sent from the opponent, and displays the received image on a display. This allows the user to check the opponent's cards in real time through the screen while handling his / her own cards in real life. In this way, the user may play a TCG match using analog cards online.

[0046] If there are multiple cameras or if there is a device that allows the viewing angle of the camera to be adjusted, the user's face may be photographed and the photographed image may be sent to the opponent. This allows the opponent's facial expression to be confirmed during the match, making it possible to obtain the same level of satisfaction in an online TCG match as in a face-to-face match.

[0047] <1 Overall system configuration> Fig. 4 is a block diagram showing an example of the overall configuration of the system 1. The system 1 shown in Fig. 4 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 are communicatively connected via a network 80, for example.

[0048] 4 shows an example in which the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three. The number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.

[0049] 4 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices that constitutes one server. The method of allocating multiple functions required to realize the server 20 according to this embodiment to one or multiple pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.

[0050] The terminal device 10 shown in Fig. 4 is, for example, an information processing device operated by a user who creates a TCG game record (shared data). The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or a tablet. The terminal device 10 may also be realized by a stationary PC (Personal Computer), a laptop PC, or a wearable terminal such as an HMD (Head Mount Display).

[0051] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving an input operation from a user. The output device 14 is a device (a display, a speaker, etc.) for presenting information to a user.

[0052] The server 20 is, for example, an information processing device that creates a game record based on an input from a user and stores the created game record. The server 20 is also an information processing device that provides the stored game record to a user in response to a request from the user.

[0053] The server 20 is realized by, for example, a computer connected to a network 80. As shown in Fig. 4, the server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface of an input device for receiving an input operation from a user and an output device for presenting information to the user.

[0054] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.

[0055] <1.1 Terminal device configuration> Fig. 5 is a block diagram showing a configuration example of the terminal device 10 shown in Fig. 4. As shown in Fig. 5, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.

[0056] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on a signal generated by the control unit 190 and transmits the signal to the outside (for example, the server 20). The communication unit 120 performs reception processing on a signal received from the outside and outputs the signal to the control unit 190.

[0057] The input device 13 is a device for inputting instructions or information by a user who operates the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like in which an instruction is input by touching an operation surface. In the case where the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, a keyboard, a mouse, or the like. The input device 13 converts an instruction input by a user into an electrical signal, and outputs the electrical signal to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives an electrical signal input from an external input device.

[0058] The output device 14 is a device for presenting information to a user who operates the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.

[0059] The audio processing unit 17 performs, for example, digital-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0060] The camera 160 is a device for receiving light with a light receiving element and outputting the received light as an image capturing signal.

[0061] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0062] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181.

[0063] The user information 181 includes, for example, information about the user, such as a user ID, the user's name, age, address, date of birth, and date of registration.

[0064] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. The control unit 190 performs functions as an operation reception unit 191, a transmission / reception unit 192, a management unit 193, and a display control unit 194 by operating according to the program.

[0065] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like.

[0066] Furthermore, operation acceptance unit 191 accepts an image input from camera 160. Specifically, operation acceptance unit 191 receives image data captured by camera 160, for example.

[0067] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0068] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various pieces of acquired information to the server 20. The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information for allowing the user to create a game record, or information for displaying a game record stored in the server 20.

[0069] The management unit 193 manages the user information 181 stored in the storage unit 180. For example, when information related to a user is edited, the management unit 193 stores the edited information in the user information 181.

[0070] The display control unit 194 controls the output device 14 to display a predetermined image to the user. For example, the display control unit 194 controls the display 141 to display a created image of a game record based on information for allowing the user to create the game record. The display control unit 194 also controls the display 141 to display an image related to the game record based on information for displaying the game record.

[0071] <1.2 Functional configuration of the server> 6 is a diagram showing an example of a functional configuration of the server 20. As shown in FIG. 6, the server 20 fulfills the functions of a communication unit 201, a storage unit 202, and a control unit 203.

[0072] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0073] The memory unit 202 has, for example, a user information table 2021, a card master table 2022, a deck information table 2023, a match information table 2024, a conversion table 2025, a play history table 2026, a game record table 2027, and an error detection table 2028.

[0074] The user information table 2021 is a table that stores information about users who have registered for services related to the TCG, for example. Details will be described later.

[0075] The card master table 2022 is a table that stores, for example, information about cards that are available to users. Details will be described later.

[0076] The deck information table 2023 is a table that stores, for example, information about decks registered by users. Details will be described later.

[0077] The match information table 2024 is a table that stores, for example, information about matches that have been held in the past, as will be described in detail later.

[0078] The conversion table 2025 is a table in which the movement of a card or the activation of an effect is associated with the text of the corresponding action. The conversion table 2025 is also a table in which the text of the action is associated with the corresponding image. Details will be described later. Note that, when a trained model that has been trained to input the movement of a card or the activation of an effect and output the corresponding action text is stored in the storage unit 202, the relationship between the movement of a card or the activation of an effect and the text of the corresponding action does not need to be stored in the conversion table 2025.

[0079] The play history table 2026 is a table that stores the history of actions taken during a match, as will be described in detail later.

[0080] The game record table 2027 is a table that stores game record data. The game record data is created by a creation module 2034 based on the action history of the match stored in the play history table 2026. Details will be described later.

[0081] The error detection table 2028 is a table that stores events detected as errors. Details will be described later. Note that, when a trained model that is trained to input a history of an operation and output whether or not the input operation has an error is stored in the storage unit 202, the error detection table 2028 does not need to be stored in the storage unit 202.

[0082] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 performs functions as a reception control module 2031, a transmission control module 2032, a management module 2033, a creation module 2034, an analysis module 2035, and a presentation module 2036 by operating according to the program.

[0083] The reception control module 2031 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol. Specifically, for example, the reception control module 2031 receives a signal transmitted from the terminal device 10.

[0084] The transmission control module 2032 controls the process in which the server 20 transmits a signal to an external device in accordance with a communication protocol. Specifically, for example, the transmission control module 2032 transmits a predetermined signal to the terminal device 10.

[0085] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, the management module 2033 updates the play history table 2026 based on actions during a match acquired based on a user's operation. The management module 2033 also updates the game record table 2027 based on game record data created by the creation module 2034. When a comment is input by a viewer viewing the game record data, the management module 2033 associates the input comment with the game record data and stores it in the game record table 2027. When a condition for detecting an error is added, the management module 2033 also updates the error detection table 2028.

[0086] The creation module 2034 controls the process of creating a game record. Specifically, for example, the creation module 2034 creates an image related to a creation screen of the game record. The creation module 2034 sets the positions of the preparation card placement section 32, the win / lose condition card placement section 33, the battle card placement section 34, and the consumption card placement section 35 on the creation screen. In creating game record data, since the draw of the deck is performed by selecting the card to be placed in the placement area, the deck placement section 31 does not need to be included in the creation screen, but the creation module 2034 may set the position of the deck placement section 31. The creation module 2034 transmits a signal to the terminal device 10 to display the created image on the terminal device 10.

[0087] The creation module 2034 accepts information about multiple decks. Specifically, the creation module 2034 acquires, for example, information about the decks of a first player and a second player who play the TCG. The creation module 2034 may acquire information about the decks by referring to the deck information table 2023, or may acquire information about the decks input by a user. At this time, the creation module 2034 may set one of the first player and the second player as the "player" in the battle and the other as the "opponent" based on, for example, a selection from the user.

[0088] The creation module 2034 may receive an input of an indicator representing the skill of the first or second player as a player, and may not accept a request to create a game record depending on the indicator. The creation module 2034 may also receive an input of information regarding the tournament in which the match was held, and may not accept a request to create a game record depending on the tournament held. This makes it possible to guarantee the quality of the game record to be created.

[0089] The creation module 2034, for example, grasps the cards that make up the decks used by the first player and the second player based on the acquired deck-related information. The creation module 2034, for example, arranges the cards that make up the decks of the first player and the second player in a predetermined area of ​​the creation screen so that the contents of the cards, that is, the side of the card with a distinctive display, can be seen. The creation module 2034, for example, displays the cards of the first player and the cards of the second player in a distinguishable manner in the arrangement area of ​​the cards.

[0090] The creation module 2034, for example, displays a group of cards so that the user can select them. The creation module 2034, for example, forms an arrangement area for the group of cards in an area on the creation screen that is easy for the user to select. The creation module 2034 forms an arrangement area in the right area of ​​the creation screen, for example.

[0091] The user reproduces the content of the match actually played between the first player and the second player by moving cards displayed on the creation screen and activating the effects of the cards. At this time, the creation module 2034 may present the user with guidance information based on the rules of the game. For example, when the user needs to draw a card from the deck placement section 31, the creation module 2034 presents the user with information that guides the user to select a card from the placement area and move it to a predetermined position. Also, for example, when the user needs to move a card from the preparation card placement section 32, the win / lose condition card placement section 33, the battle card placement section 34, etc., the creation module 2034 presents the user with information that guides the user to select a card placed in the preparation card placement section 32, the win / lose condition card placement section 33, the battle card placement section 34, etc., and move it to a predetermined position.

[0092] Furthermore, the creation module 2034 may present the user with guidance information based on the effect of the activated card. For example, when the activation of the effect of a card requires the user to take a predetermined action, the creation module 2034 presents the user with information guiding the user to select the corresponding card and move it to a predetermined position.

[0093] The creation module 2034 refers to the conversion table 2025 and converts the card movement or effect activation input by the user into the text of the corresponding action.

[0094] When the match ends, the creation module 2034 creates game record data based on the actions stored in the play history table 2026. The creation module 2034 references the created game record data and creates video data of the game record data based on the conversion table 2025. When creating the game record data, the creation module 2034 may determine whether or not an error (violation) has occurred in the actions used to create the game record data. Note that the creation module 2034 does not suggest correcting the game record data even if an error is detected.

[0095] The creation module 2034 may accept, from the user, an input of a comment on the action input by the user. The input comment is stored in the play history table 2026 by, for example, the management module 2033 in association with the action.

[0096] The analysis module 2035 controls the analysis of the stored game records. Specifically, for example, the analysis module 2035 analyzes game record data stored in the game record table 2027 and acquires a predetermined tendency. For example, the analysis module 2035 analyzes multiple game record data stored for the same deck and estimates the card that will be initially dealt as a hand. The estimation of the card that will be initially dealt may be performed by attaching a statistical index (for example, a percentage) to multiple candidates. Note that the same deck includes similar decks that have the same main cards and only a few different cards.

[0097] The analysis module 2035 also analyzes, for example, multiple game record data stored for the same deck, and estimates the favorable state in the preparation card arrangement unit 32, the battle card arrangement unit 34, etc. after a predetermined turn. The analysis module 2035 also analyzes, for example, multiple game record data stored for the same deck, and estimates a statistical indicator for using a predetermined card in a predetermined situation. The analysis module 2035 also analyzes, for example, multiple game record data stored for the same deck, and estimates the role of a predetermined card included in the deck. The roles include, for example, an attacker, an energy supplier, a card supplier, a supporter, etc.

[0098] The analysis module 2035 may also analyze, for example, a number of game record data created during a given period, and estimate currently trending decks. The analysis module 2035 may also analyze, for example, a number of game record data created during a given period, and estimate newly incorporated cards.

[0099] The presentation module 2036 presents the game record data to a user who requests viewing of the game record data. Specifically, for example, the presentation module 2036 presents the game record data stored in the game record table 2027 to the viewer in a form including text. Also, for example, when viewing of the game record data as a video is requested, the presentation module 2036 converts the game record data stored in the game record table 2027 into a video based on the conversion table 2025. The presentation module 2036 transmits information for presenting the video to the terminal device 10.

[0100] <2 Data Structure> 7 to 14 are diagrams showing examples of data structures of information stored in the server 20. Note that, Figs. 7 to 14 are merely examples, and do not exclude data that is not shown.

[0101] Fig. 7 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in Fig. 7 is a table having columns such as name, age, address, date of birth, and date of registration, with a user ID as a key. The user information table 2021 is not limited to the above, and may have columns such as skill (proficiency), followers, etc.

[0102] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user began using services related to the TCG.

[0103] A record in the user information table 2021 is added when a new user is registered.

[0104] Fig. 8 is a diagram showing an example of the data structure of the card master table 2022. The card master table 2022 shown in Fig. 8 is a table having columns such as name, type, attribute, card information, and image data, with the card ID as a key.

[0105] The card ID is an item that stores an identifier for uniquely identifying the type of card. The name is an item that stores the name of the card. The type is an item that stores the type of card. The attribute is an item that stores the nature to which the character belongs. The card information is an item that stores information that explains the contents of the card. The image data is an item that stores an image. Cards with the same content but different images may be assigned different card IDs.

[0106] A record in the card master table 2022 is added, for example, when a new card is issued.

[0107] FIG. 9 is a diagram showing an example of the data structure of the deck information table 2023. The deck information table 2023 shown in FIG. 9 is a table having columns such as name, creator, creation date, composition cards, battle information, and publication, with the deck code as a key. In addition to these, the deck information table 2023 may also have information regarding the nickname of the deck, a representative image, the number of views, and the like. The number of views is, for example, the number of users who have confirmed the contents of the deck. If the server 20 provides a function for copying deck composition, the number of users who have copied may be stored as the number of references.

[0108] The deck code is an item that stores an identifier for uniquely identifying a registered deck. The deck code is issued by the management module 2033 when the deck requested to be made public by the user is a new deck. A new deck, for example, refers to a deck in which at least a part of the deck is different from existing decks. In other words, a new deck can be said to refer to a deck in which no deck with the exact same configuration exists.

[0109] Name is an item that stores the name of the deck. The name is given by the user. Creator is an item that stores the user ID of the user who originally created the deck. Creation date is an item that stores the date the deck was originally created. Organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card IDs of the cards that make up the deck are stored. Match information is an item that stores information about a match that was performed using a deck identified by a deck code. Match information includes, for example, the following information: - Match ID to identify the match Date and time of match -Participated competitions Competition Results

[0110] "Public" is an item that stores whether or not a deck is publicly available to other users. In this embodiment, a circle indicates that the deck is publicly available to other users, and a cross indicates that the deck is not publicly available to other users. As long as it is possible to identify whether or not the deck has been approved for publication, input of a circle or a cross is not required. In this embodiment, a deck that is not publicly available means that only the user himself can view it.

[0111] Records in the deck information table 2023 are added when a new deck is registered.

[0112] Fig. 10 is a diagram showing an example of the data structure of the match information table 2024. The match information table 2024 shown in Fig. 10 is a table having columns such as date and time, opponent, deck code, winner, match log information, and tournament information, with a match ID as a key. The match information table 2024 may have a column for storing videos taken during a match. For example, reference information (path) for a video data file saved in another area is stored in the column.

[0113] The battle ID is an item that stores an identifier for uniquely identifying a battle. The battle ID is issued by the management module 2033 when new information about a battle is registered. The date and time is an item that stores the date and time when the battle took place. The opponents is an item that stores information about the players who fought the battle. In this embodiment, for example, the user IDs of the players who fought the battle are stored as the opponents.

[0114] The deck code is an item that stores a code that identifies the deck used in a match. In this embodiment, for example, a player who played a match is associated with the deck code of the deck used by that player. Note that the deck code does not necessarily have to be stored. In other words, the deck code does not necessarily have to be registered.

[0115] Winner is an item that stores the winner of a match. Match log information is an item that stores playing actions adopted by players during a match. Tournament information is an item that stores information about a match. For example, tournament information includes the name of the tournament in which the match was held and the number of rounds of the match in the tournament. Regardless of whether the tournament was held officially, tournament information may include match information in a privately held tournament. Furthermore, tournament information is not limited to tournaments and may include match information in private matches.

[0116] When a new match is registered, a record is added to the match information table 2024. The records stored may be match information for analog cards or may be match information for digital cards.

[0117] Fig. 11 is a diagram showing an example of the data structure of the conversion table 2025. The conversion table 2025 shown in Fig. 11 is a table having columns such as action, action text, and image data, with action ID as a key.

[0118] The action ID is an item that stores an identifier for uniquely identifying an action. The behavior is an item that stores an action on the game record creation screen that the user can take during a match. Specifically, an action on the game record creation screen represents an operation, command, etc. that the user inputs while creating the game record. Actions on the game record creation screen include, for example, the following: - Move a card from one position to another Commands to activate card effects A command to make a card located in the battle card placement area 34 attack the opponent or the opponent's card

[0119] The operation of moving a card from a predetermined position to another predetermined position includes, for example, an operation of moving a card from the placement area to the hand (coordinates (X2, Y2)), an operation of moving a card from the preparation card placement area 32 (coordinates (X3, Y3)) to the battle card placement area 34 (coordinates (X4, Y4)), an operation of moving a card from the battle card placement area 34 (coordinates (X4, Y4)) to the consumed card placement area 35 (coordinates (X5, Y5)), an operation of moving a card from the win / lose condition card placement area 33 (coordinates (X6, Y6)) to the hand (coordinates (X2, Y2)), etc.

[0120] The action text is an item that stores text information associated with the action stored in the item "action." The text information may be expressed in language, or may be expressed with symbols that allow the action to be intuitively understood, or may be a combination of these. When the text information is expressed in language, it is preferable that it is expressed in as short a sentence as possible. This is to make it easier for the user to understand the stored match information when checking the game record in text.

[0121] Specifically, for example, when the item "Action" stores "operation to move a card from the arrangement area to the hand" as an operation instruction, the item "Action Text" stores "draw a card from the deck and add it to the hand." Also, for example, when the item "Action" stores "command to activate the effect of a card" as a command, the item "Action Text" stores "use effect YYYY of XXXX." Also, for example, when the item "Action" stores "command to make a card located in the battle card arrangement area 34 attack a card located in the opponent's battle card arrangement area 34" as a command, the item "Action Text" stores "battle card: XXXX attacks battle card: YYYY." The action text is, for example, a combination of preset words.

[0122] The image data is an item that stores an image associated with the action stored in the item "action text". Specifically, the image data is a video that visually represents the action stored in the item "action text". The item "image" may store, for example, reference information (path) to a video data file saved in another area.

[0123] Fig. 12 is a diagram showing an example of the data structure of the play history table 2026. The play history table 2026 shown in Fig. 12 is a table having columns such as deck code, opponent, creator, action number, actor, target card, action text, etc., with a play history ID as a key. In addition to these, the play history table 2026 may have columns for an index indicating the skill of the opponent, and tournament information that stores information about the tournament in which the match took place.

[0124] The play history ID is an item that stores an identifier for uniquely identifying a play history group for creating a game record. The deck code is an item that stores an identifier of a deck used in the game record. In FIG. 12, the deck codes of the two decks used by the players in the match are stored. Note that instead of the deck code, information on the cards that make up the deck may be stored. The opponent is an item that stores the player who played the match. In FIG. 12, the user ID of the player who played the match is stored as the opponent. However, the information stored as the opponent is not limited to the user ID. Any name, nickname, etc. may be used as long as it is possible to identify the opponent.

[0125] The creator is an item that stores the user who created the game record. In FIG. 12, a user ID is stored as the creator. However, the information stored as the creator is not limited to the user ID. As long as the creator can be identified, any name, nickname, etc. may be used.

[0126] The action number is an item for storing a number indicating the order of actions taken by the opponent. In FIG. 12, the first action is assigned action number: 1, and subsequent actions are assigned numbers from 2 onwards. The method of assigning action numbers is not limited to this. Action numbers may be assigned in association with the turn that has passed. For example, they may be expressed as "turn number-number" or "turn number-actor-number". By expressing them in this way, it becomes possible to recognize both the turn number and the actor. Furthermore, actions that are activated in response to a specific action may be expressed in a way that makes it clear that they are corresponding actions.

[0127] The actor is an item that stores the player who acted during a match. For example, if one of the players is the first person and this person acts, "first person" is stored in the "actor" item. The other player is the opponent and if this opponent acts, "opponent" is stored in the "actor" item. The target card is an item that stores the card that was acted by a player. For example, the card ID of the card selected by the user and acted is stored in the "target card" item.

[0128] The action text is an item for storing text information related to an action taken by a player. The item "action text" stores, for example, an action converted based on a user's operation with reference to the conversion table 2025.

[0129] Fig. 13 is a diagram showing an example of the data structure of the game record table 2027. The game record table 2027 shown in Fig. 13 is a table having columns such as name, action, situation, comment, deck code, opponent, creator, tag, video data, etc., with the game record ID as a key. In addition to these, the game record table 2027 may have columns for the creation date when the game record data was created, an index showing the skill of the opponent, and tournament information that stores information about the tournament in which the match took place.

[0130] The game record ID is an item that stores an identifier for uniquely identifying a registered game record. The name is an item that stores the name of the game record. The name is given by the user. The action is an item that stores an action as text information included in the game record. The information included in the item "action" is based on, for example, the information stored in the item "action text" of the play history table 2026 when the game record was created. The situation is an item that stores cards that are placed in a specified area. For example, the item "situation" stores identification information of cards placed in the preparation card placement section 32 and the battle card placement section 34 at the time of each action, identification information of cards included in the hand 93, etc.

[0131] The comment is an item for storing a comment input by the creator or the viewer of the game record. The item "comment" is, for example, added for each predetermined unit in the match. The unit in the match includes, for example, each turn or each action. The deck code is an item for storing an identifier of the deck used in the game record. In FIG. 13, the deck codes of the two decks used by the players in the match are stored. Note that, instead of the deck code, information on the cards that constitute the deck may be stored. The opponent is an item for storing the player who played the match for which the game record was created. In FIG. 13, the user ID is stored as the opponent. However, the information stored as the opponent is not limited to the user ID. Any name, nickname, etc. may be used as long as it is possible to identify the opponent.

[0132] The creator is an item that stores the user who created the game record. In FIG. 13, the user ID is stored as the creator. However, the information stored as the creator is not limited to the user ID. As long as the creator can be identified, any name, nickname, etc. may be used. The tag is an item that stores information that represents the attributes of the game record. Information related to the item "tag" is set by the user. The item "tag" stores, for example, information related to regulations. Information related to regulations includes, for example, standard regulations in which the range of use is determined mainly for the latest cards, and extra regulations in which the range of use is determined for past cards as well. The video data is an item that stores a video created based on the item "action". Specifically, the video data is a video that visually represents the content stored in the item "action". The item "video data" may store, for example, reference information (path) for a video data file stored in another area.

[0133] Fig. 14 is a diagram showing an example of the data structure of the error detection table 2028. The error detection table 2028 shown in Fig. 14 is a table having columns such as an error name and condition, with an error ID as a key.

[0134] The error ID is an item that stores an identifier for uniquely identifying an error. The error name is an item that stores the name of the error. The item "error name" stores, for example, a name that allows an intuitive understanding of the error that has occurred. Specifically, examples of names that allow an intuitive understanding of the error include the following: Energy Deposition Error Support card usage restriction error Card effect activation error

[0135] The condition is an item that stores a condition for determining whether an error has occurred. For example, if the item "error name" is an "energy grant error", the item "condition" stores "granting two or more energy cards from the hand during one turn". Also, for example, if the item "error name" is a "support card use restriction error", the item "condition" stores "granting two or more support cards during one turn". Also, for example, if the item "error name" is a "card effect activation error", the item "condition" stores "YYYY is not done when card XXXX is used".

[0136] The condition associated with the item "Error Name": "Card Effect Activation Error" is set, for example, for each card having a characteristic effect. The records in the error detection table 2028 may be linked to Q&A regarding the effects of the cards. Furthermore, the records in the error detection table 2028 may be added by the user.

[0137] <3 operations> The operation of the server 20 when creating shared data (game record data) and sharing it with other users will be described. For example, a user creates game record data while watching a video of a match recorded in the past, or creates game record data while watching a match currently being played. The following describes the operation of the server 20 when, for example, a user creates game record data and shares the created game record data with other users.

[0138] (Creating game record data) FIG. 15 is a flowchart showing an example of the operation of the control unit 203 when creating game record data based on an operation by the user.

[0139] First, a user operating the terminal device 10 accesses the server 20 to create game record data. The user operates the terminal device 10 and inputs an instruction to start creating game record data. The terminal device 10 transmits an instruction to start creating game record data to the server 20.

[0140] In step S11, the server 20 accepts an instruction to start creating game record data. Specifically, for example, the control unit 203 of the server 20 receives the instruction transmitted from the terminal device 10 via the reception control module 2031.

[0141] In step S12, the server 20 accepts input of information for creating game record data. Specifically, for example, when the user requests the creation of game record data, the control unit 203 requests the user for information about the player, which is information for creating the game record data, through the creation module 2034. The creation module 2034 also requests the user for information about the deck used by the player.

[0142] In response to a request from the server 20, the user inputs information about the player and information about the deck used by the player. The user searches for the player, for example, by inputting predetermined information about the player who played the match for which the user wishes to create game record data. The predetermined information includes, for example, the player's user ID, name, nickname, etc. The user specifies the desired player from among the players found based on the predetermined information as the player related to the game record data. The user inputs, for example, the deck code of the deck used by the player. The user specifies the deck extracted based on the input deck code as the deck to be used in the game record data. The user may input information about the deck, for example, by specifying cards that constitute the deck used by the player.

[0143] The creation module 2034 may request information about a match from the user. In response to a request from the server 20, the user searches for a match by, for example, inputting predetermined information about the match for which the user wishes to create game record data. The predetermined information includes, for example, the name of the tournament, the venue of the tournament, the date and time of the tournament, etc. The user specifies the desired match from among the matches found based on the predetermined information as a match to be included in the game record data.

[0144] The creation module 2034 acquires information input by the user. For example, the creation module 2034 acquires card IDs constituting a deck from the deck information table 2023 based on a deck code input by the user. For example, the creation module 2034 acquires information about a card from the card master table 2022 based on the card ID acquired from the deck information table 2023.

[0145] In step S13, the creation module 2034 stores the moves made by the players in the match. Specifically, for example, the creation module 2034 creates an image related to a creation screen of a game record. The creation screen may be configured so that the players playing the TCG are positioned in the front and back, or on the left and right. When the players are positioned in the front and back, the creation module 2034, for example, accepts the designation of "player" and "opponent", and places the viewpoint of the player designated as "player" in the foreground and the viewpoint of the player designated as "opponent" in the background.

[0146] The creation module 2034 sets the positions of the preparation card placement section 32, the victory / loss condition card placement section 33, the battle card placement section 34, and the consumption card placement section 35 on the creation screen. The creation module 2034, for example, grasps the cards that constitute the deck used by the player based on the acquired deck information. The creation module 2034 forms an arrangement area in which the cards that constitute the player's deck are arranged in a predetermined area on the creation screen so that the contents of the cards, that is, the side of the card on which the characteristic display is made, can be visually recognized. The creation module 2034, for example, displays the first player's card group and the second player's card group in a distinguishable manner in the arrangement area. The creation module 2034 arranges the first player's card group and the second player's card group so that the user can select them. Specifically, for example, the creation module 2034 displays the following group of cards in the placement area. All cards that make up the deck All cards that may be used in play (not necessarily all cards that make up the deck) The group of cards displayed in the arrangement area includes, for example, cards that would be face down and would not be visible during game play of a TCG using real analog cards. The display of the group of cards in the arrangement area is different from the disclosure of a specific group of cards due to the use of a specific card during game play of the TCG.

[0147] Fig. 16 is a schematic diagram showing an example of a screen for creating game record data displayed on the terminal device 10. In the example shown in Fig. 16, the board is assumed to have players in the foreground and the background. In the following, the player assumed to be in the foreground is referred to as the first player, and the player assumed to be in the background is referred to as the second player.

[0148] In the example shown in FIG. 16, card placement areas 36A and 36B are formed on the right side of the screen. The placement area 36A is an area for placing cards that constitute the deck used by the first player. The placement area 36B is an area for placing cards that constitute the deck used by the second player. In the placement areas 36A and 36B, cards 361A and 361B that constitute the deck are placed so that the user can select them. The cards displayed in the placement areas 36A and 36B can be switched by operating sliders 362A and 362B.

[0149] In the example shown in Figure 16, the preparation card placement area 32A, the win / lose condition card placement area 33A, the battle card placement area 34A, and the consumption card placement area 35A are set up for the first player, and the preparation card placement area 32B, the win / lose condition card placement area 33B, the battle card placement area 34B, and the consumption card placement area 35B are set up for the second player.

[0150] The user reproduces the content of a match actually played between the first player and the second player by moving cards displayed on the creation screen and activating the effects of cards. The user creates game record data, for example, while watching a video of a match recorded in the past. The user also creates game record data, for example, while watching a match currently being played. The user may create game record data by referring to, for example, predetermined information. The user may also create game record data based on an imaginary match without referring to information.

[0151] First, the user selects a card that has been dealt to the first player as a hand in an actual play from the arrangement area 36A, and moves the selected card to the area where the first player's hand is arranged. Also, the user selects a card that has been dealt to the second player as a hand in an actual play from the arrangement area 36B, and moves the selected card to the area where the second player's hand is arranged. The creation module 2034 deletes the cards moved from the arrangement areas 36A and 36B from the arrangement areas 36A and 36B. Note that the creation module 2034 may maintain the cards moved from the arrangement areas 36A and 36B in the arrangement areas 36A and 36B without deleting them from the arrangement areas 36A and 36B.

[0152] Fig. 17 is a schematic diagram showing an example of a creation screen when cards are dealt. In the diagram shown in Fig. 17, cards 93A are dealt to the first player, and cards 93B are dealt to the second player. Since Fig. 17 shows a creation screen for game record data, cards 93B of the second player are not hidden, and the fronts of the cards are displayed so that the user can see them.

[0153] The creation module 2034 converts the action of moving multiple cards from the placement area 36A as the hand 93A into an action text such as "take cards as hand" based on the conversion table 2025. The management module 2033 associates the action text with the actor: first player and the target card: cards CXXX1 to CXXXX, and stores the action text in the play history table 2026. The creation module 2034 also converts the action of moving multiple cards from the placement area 36B as the hand 93B into an action text such as "take cards as hand" based on the conversion table 2025. The management module 2033 associates the action text with the actor: second player and the target card: cards CYYY1 to CYYYY, and stores the action text in the play history table 2026.

[0154] When the hand is dealt, the user places a predetermined number of cards in the win / lose condition card placement sections 33A and 33B. The user may or may not move the cards from the placement area 36A to the win / lose condition card placement section 33A. The cards placed in the win / lose condition card placement section 33A cannot be used until the first player acquires the cards, so they are not moved from the placement area 36A, and since they become clear as the match progresses, they can be moved from the placement area 36A when they become clear. The cards placed in the win / lose condition card placement section 33A are usually face down, but they may be face up. Since it is important how to use the cards from the hand, it is not necessary to place the cards in the win / lose condition card placement section 33A. The same applies to the win / lose condition card placement section 33B.

[0155] Fig. 18 is a schematic diagram showing an example of a creation screen when cards are placed in the win / lose condition card placement sections 33A and 33B. When the cards are placed as shown in Fig. 18, the user operates the cards to reproduce the play between the first player and the second player.

[0156] For example, when the first player who is ahead draws a character card from the deck in the first turn, the user moves the same character card from the arrangement area 36A to the hand 93A. Next, when the first player activates the effect of an effect card included in the hand, the user activates the effect of the same effect card included in the hand 93A and moves the card to the consumed card arrangement section 35A. The user activates the effect activated by the first player on the creation screen. For example, when the effect of the effect card is to make one of the character cards present in the deck appear in the preparation card arrangement section 32A, the user moves the card from the arrangement area 36A to the preparation card arrangement section 32A.

[0157] The creation module 2034 converts the movement of the card or the activation of the effect input by the user into a corresponding action text based on the conversion table 2025. The management module 2033 associates the converted action text with the actor: the first player and the target card: card CXXXX, and stores them in the play history table 2026.

[0158] The user moves cards displayed on the creation screen and activates the effects of cards based on the play between the first player and the second player until the match ends.

[0159] For example, the user selects a character card included in the hand 93A and places it in the preparation card placement section 32A. Also, for example, the user selects a character card placed in the preparation card placement section 32A and places it in the battle card placement section 34A. Also, for example, the user activates the effect of an effect card included in the hand 93A, moves a card from the placement area 36A to the hand 93A or the preparation card placement section 32A, etc., swaps a character card placed in the battle card placement section 34A with a character card placed in the preparation card placement section 32A, or moves a card from the consumption card placement section 35A to the hand 93A, etc. Also, for example, the user activates the effect of an effect card included in the hand 93A, and affects the card of the second player. Also, for example, the user uses a character card placed in the preparation card placement section 32A or the battle card placement section 34A to affect the card of the second player. The user acts in the same way with respect to the play of the second player.

[0160] The creation module 2034 may present guidance information to the user on the creation screen. For example, the creation module 2034 may present guidance information based on the rules of the game to the user. Specifically, for example, when the user needs to draw a card from the deck, the creation module 2034 presents information to guide the user to select a card from the arrangement area 36A and move it to a predetermined position. Also, for example, when the user needs to move a card from the preparation card arrangement section 32A, the win / lose condition card arrangement section 33A, the battle card arrangement section 34A, etc., the creation module 2034 presents information to guide the user to select a card arranged in the preparation card arrangement section 32A, the win / lose condition card arrangement section 33A, the battle card arrangement section 34A, etc., and move it to a predetermined position.

[0161] Also, for example, the creation module 2034 may present the user with guidance information based on the effect of the activated card. When the activation of the effect of the card requires the user to take a predetermined action, the creation module 2034 presents the user with information to guide the user to select the corresponding card and move it to a predetermined position. More specifically, for example, when the creation module 2034 uses a card that activates the effect of calling a predetermined character card from the deck, the creation module 2034 presents the user with information to guide the user to select the corresponding character card from the arrangement area 36A and move it to a predetermined position. The creation module 2034 similarly presents guidance information for the actions of the user on the second player side.

[0162] 19 and 20 are schematic diagrams showing an example of a creation screen when guidance information is presented. In the diagram shown in Fig. 19, information guiding a player to select a card from the arrangement area 36A and move it to a predetermined position is displayed in a window 1411. Also, in the diagram shown in Fig. 20, when an effect card that activates the effect of calling a predetermined character card from the deck is used, information guiding a player to select the corresponding character card from the arrangement area 36A and move it to a predetermined position is displayed in a window 1412.

[0163] When the match ends, the user operates the terminal device 10 to input an instruction to end the operation of the board. The operation of the board may end not only when the outcome of the match has been decided, but also when the match is in progress. When the operation of the board ends without deciding the outcome, the fact that the match has not been decided is stored in the play history table 2026. The terminal device 10 transmits an instruction to end the operation of the board to the server 20.

[0164] In step S14, the server 20 creates game record data based on the information stored in the play history table 2026. Specifically, for example, when the control unit 203 receives an instruction to end the operation of the board, the creation module 2034 creates game record data based on the records stored in the play history table 2026 from the start of game record creation to the end of operation. The game record data includes, for example, text information about the actions taken by the first player and the second player in the match, and information about card placement in a predetermined area (for example, the preparation card placement unit 32, the battle card placement unit 34, and the hand 93) under each situation. The management module 2033 assigns an identification number to the created game record data, and stores it in the game record table 2027 so that any user can view it.

[0165] The creation module 2034 creates video data of the game record data based on the created game record data. Specifically, for example, the creation module 2034 acquires an image corresponding to the action text included in the game record data by referring to the conversion table 2025. The creation module 2034 adapts the image of the card that was the target of the action to the acquired image. The creation module 2034 combines the image to which the card image is adapted to create a video. The management module 2033 stores the created video data in the game record table 2027. The process of creating video data from the game record data may be performed using a trained model. In this case, for example, the trained model is trained with the text related to the action during the match as input and the corresponding image as the correct answer output.

[0166] When creating game record data, the creation module 2034 judges whether an error (violation) occurs in the action used to create the game record data. Specifically, the creation module 2034 judges whether an error occurs in the stored player's action by, for example, comparing the action used to create the game record data with the conditions stored in the error detection table 2028. More specifically, the creation module 2034 judges whether an error occurs in the stored record by, for example, referring to the conditions stored in the error detection table 2028 for each record stored in the play history table 2026. The creation module 2034 creates game record data so that the detected error can be recognized when viewing the game record data. Note that the creation module 2034 does not suggest correction of the game record data even if an error is detected. By analyzing game record data in which an error remains, it becomes possible to recognize errors that are likely to occur.

[0167] The creation module 2034 may determine whether an error occurs in the action when converting the action input by the user into the action text. Specifically, the creation module 2034, for example, compares the converted action with the conditions stored in the error detection table 2028 to determine whether an error occurs in the stored action of the player.

[0168] The creation module 2034 may accept, from the user, an input of a comment on the action input by the user. The input comment is stored in the play history table 2026 by, for example, the management module 2033 in association with the action.

[0169] (Presentation of game record data) FIG. 21 is a flowchart showing an example of the operation of the control unit 203 when presenting game record data in response to a request from a user.

[0170] First, a user operating the terminal device 10 accesses the server 20 to view game record data. The server 20 presents a list of viewable game record data to the user based on the game record table 2027.

[0171] Fig. 22 is a schematic diagram showing an example of a list screen of game record data displayed on the terminal device 10. In the example shown in Fig. 22, a list of stored game record data is displayed on the display 141. The control unit 190 of the terminal device 10 causes the display control unit 194 to display the game record data with the name of the game record data, information about the deck used in the game record data, information about the opponents, information about the tournament in which the match was held, information about the creator, and the like. The user refers to the information attached to the game record data and selects the desired game record data.

[0172] In the list screen shown in FIG. 22, a search window 1413 is displayed. The user inputs a keyword from the search window 1413 to search for desired game record data. The display control unit 194 may receive information for changing the display order of game record data. For example, the user inputs information about game record data that the user wants to display preferentially. Specifically, the user inputs, for example, information about the deck, information about the opponent, information about the tournament in which the match was held, information about the creator, tag information associated with the game record data, an index indicating the skill of the opponent, and the like. The display control unit 194 changes the order in which the game record data is displayed based on the input information.

[0173] The user operates the terminal device 10 to select desired game record data, and inputs a request to view the selected game record data. The terminal device 10 transmits the request to view the game record data to the server 20.

[0174] In step S21, the server 20 accepts a request to view game record data. Specifically, for example, the control unit 203 receives the view request transmitted from the terminal device 10 via the reception control module 2031.

[0175] In step S22, the server 20 presents information for selecting a viewing mode of the game record data. Specifically, when the presentation module 2036 receives a viewing request from a user, it provides the user with a choice of viewing the game record data in text or video, for example. The user operates the terminal device 10 to select the viewing mode. The terminal device 10 transmits an instruction to select the viewing mode to the server 20.

[0176] In step S23, the server 20 presents the game record data to the user in the format selected by the terminal device 10. Specifically, for example, when the user selects to view the game record data in text format, the control unit 203 transmits, via the presentation module 2036, to the terminal device 10, information for displaying the action text stored in the game record table 2027 and the arrangement of the cards.

[0177] Fig. 23 is a schematic diagram showing an example of the display screen of the terminal device 10 when game record data is displayed in text format. In the diagram shown in Fig. 23, actions during the match are displayed in text. Also, in the diagram shown in Fig. 23, the status of cards in the preparation card placement section 32, the battle card placement section 34, and the hand 93 at the time of each action is displayed in a schematic manner. Since the status of the match is displayed simply and with good visibility, the user can intuitively grasp the status of the match.

[0178] Also, for example, when viewing of game record data as a video is selected by the user, the presentation module 2036 transmits information for displaying video data of the game record data to the terminal device 10. The presentation module 2036, for example, plays back the video in a streaming manner.

[0179] Fig. 24 is a schematic diagram showing an example of a display screen of the terminal device 10 when game record data is displayed in a video format. In the diagram shown in Fig. 24, video data created based on game record data is displayed. In Fig. 24, for example, the cards placed in the preparation card placement section 32B and the battle card placement section 34B are oriented in a direction that is easy for the user to view. The presentation module 2036 may display an interface that allows operations on the video. Specifically, for example, the presentation module 2036 displays an interface that allows operations such as play, stop, fast forward play, rewind play, and double speed play.

[0180] In the diagram shown in FIG. 24, the second player's cards are displayed with their backs in some areas. Specifically, for example, cards placed in non-disclosure areas such as the hand 93B, the deck placement section 31B, the win / lose condition card placement section 33B, and the consumed card placement section 35B are displayed with their backs. The presentation module 2036 may display the fronts of these cards in response to, for example, an instruction from the user. The presentation module 2036 may individually switch the faces of the cards to be displayed for each of the hand 93B, the deck placement section 31B, the win / lose condition card placement section 33B, and the consumed card placement section 35B in response to an instruction from the user.

[0181] That is, when the user specifies the hand 93B and instructs the display of the face-up side, the presentation module 2036 may display the cards of the hand 93B face-up. Also, when the user specifies the deck placement section 31B and instructs the display of the face-up side, the presentation module 2036 may display the cards of the deck placement section 31B face-up. Also, when the user specifies the win / lose condition card placement section 33B and instructs the display of the face-up side, the presentation module 2036 may display the cards of the win / lose condition card placement section 33B face-up. Also, when the user specifies the consumption card placement section 35B and instructs the display of the face-up side, the presentation module 2036 may display the cards of the consumption card placement section 35B face-up. This allows the user viewing the video to improve his / her understanding of the match.

[0182] For example, the presentation module 2036 may make the playback speed of the first player's turn slower than the playback speed of the second player's turn. Specifically, the presentation module 2036 may slow down the playback speed when transitioning from the second player's turn to the first player's turn. This slows down the playback speed of the turn of the first player who is in the foreground, allowing the user to view the video while considering the move of the first player.

[0183] The presentation module 2036 may switch between "yourself" and "others" in response to an instruction from the user.

[0184] For example, the presentation module 2036 may present a comment associated with the game record data when presenting the game record data. Specifically, for example, the presentation module 2036 presents a comment associated with a predetermined unit, such as each action or each turn, in the game record data together with the game record data.

[0185] FIG. 25 is a schematic diagram showing another example of the display screen of the terminal device 10 when displaying game record data in text format. In the diagram shown in FIG. 25, comments entered by the creator or the viewer are displayed for each predetermined unit. In the example shown in FIG. 25, a window 1415 for displaying comments with a turn leading as a predetermined unit of the match is displayed. In the window 1415, comments entered by the creator or the viewer in turn 1 leading, a window 14151 for the viewer to input comments, and a button 14152 for posting the input comment are displayed. In FIG. 25, the predetermined unit in the match is not limited to each turn. A comment may be added for each action included in a turn. When a comment is posted by a viewer, the management module 2033 stores the posted comment in the game record table 2027 in association with the game record data.

[0186] FIG. 26 is a schematic diagram showing another example of the display screen of the terminal device 10 when game record data is displayed in a video format. In the diagram shown in FIG. 26, comments entered by the creator or the viewer are displayed for each predetermined unit. In the example shown in FIG. 26, a window 1416 for displaying comments is displayed. In the window 1416, a comment entered by the creator or the viewer for turn 1 leading, a window 14161 for the viewer to input a comment, and a button 14162 for posting the input comment are displayed. In FIG. 26, the predetermined unit in the battle is not limited to each turn. A comment may be added for each action included in a turn. When a comment is posted by a viewer, the management module 2033 stores the posted comment in the game record table 2027 in association with the game record data.

[0187] The presentation module 2036 may receive a predetermined designation from the user regarding the comments to be displayed. For example, the user designates the writer. The presentation module 2036 displays the comments in the windows 1415 and 1416, for example, based on the designation regarding the writer. Specifically, the presentation module 2036 may display only the comments of the designated writer in the windows 1415 and 1416, or may display the comments of the designated writer in the windows 1415 and 1416 in a priority order.

[0188] Also, for example, the user specifies an index representing the skill of the writer. The presentation module 2036 displays the comments in the windows 1415 and 1416, for example, based on the specification of the index. Specifically, the presentation module 2036 may display only the comments of writers with an index equal to or higher than the specified index in the windows 1415 and 1416, or may display the comments of writers with an index equal to or higher than the specified index in the windows 1415 and 1416 in order of priority.

[0189] The presentation module 2036 may restrict the entry of comments based on the commenter. Specifically, the presentation module 2036 may not accept comments from players other than those preset. The presentation module 2036 may also not accept comments from users who do not satisfy the conditions for the index representing skill. This makes it possible to guarantee the quality of the comments added to the game record data.

[0190] The presentation module 2036 may, for example, display the operation in which the error occurred along with an indicator that the error occurred.

[0191] Although an example has been described in which the presentation module 2036 streams a video related to game record data, the video related to game record data may be downloaded to the terminal device 10. The display control unit 194 can play the video in response to an instruction from a user.

[0192] (Analysis of game record data) FIG. 27 is a flowchart showing an example of the operation of the control unit 203 when analyzing game record data.

[0193] In step S31, the server 20 analyzes the game record data. Specifically, for example, the control unit 203 presents analyzable items to the user through the presentation module 2036, allowing the user to select a desired analysis. For example, the selectable analyses are as follows. -Trends of cards distributed The optimal state of the preparation card placement area 32A, the battle card placement area 34A, etc. after a given number of turns Statistical indicators for using a given card in a given situation The role of a given card in a deck Deck win rate Currently trending decks Currently trending cards

[0194] The user selects the desired analysis. The terminal device 10 transmits the analysis requested by the user to the server 20.

[0195] The analysis module 2035 receives a request to analyze game record data from the terminal device 10. The analysis module 2035 performs the analysis requested by the user based on the game record data stored in the game record table 2027.

[0196] In step S32, the server 20 presents the analysis result to the user. Specifically, for example, the control unit 203 causes the presentation module 2036 to transmit to the terminal device 10 information for displaying the information obtained by the analysis.

[0197] The timing when the analysis module 2035 analyzes the game record data is not limited to when requested by the user. The analysis module 2035 may analyze the game record data at a predetermined timing. The predetermined timing includes, for example, a predetermined cycle, a predetermined date, a predetermined time, etc. The analysis module 2035 stores the analysis results and presents the stored analysis results in response to a request from the user.

[0198] As described above, in this embodiment, the creation module 2034 accepts information on a plurality of decks involved in a TCG (Trading Card Game) match using analog cards. The creation module 2034 displays the contents of the cards constituting the plurality of decks in a recognizable and selectable manner. The creation module 2034 accepts the selection of cards played by the players in the match from the displayed cards, and stores the history of the selected cards. The creation module 2034 creates shared data based on the stored history. This enables the server 20 to create shared data (game record data) based on the contents of the match between the first player and the second player involved in the match. Also, in this embodiment, the creation module 2034 provides support for creating shared data. In other words, the function according to this embodiment is not a function for playing a TCG match. For this reason, the user can select and check the decks of both players involved in the match.

[0199] Therefore, according to this embodiment, it is possible to support efficient accumulation of information relating to TCG matches, regardless of whether analog cards or digital cards are used.

[0200] In the above embodiment, the creation module 2034 assigns an identification number to the shared data, making it accessible to any player. This allows users to freely view the game record data created by referring to a specific match.

[0201] In the above embodiment, the creation module 2034 accepts the designation of the first or second player as the person. The creation module 2034 associates information that can identify the person's deck with the shared data. This makes it possible to search for game record data based on the deck, allowing the user to efficiently reach the desired game record data.

[0202] In the above embodiment, the creation module 2034 accepts the designation of the first or second player as the person. The creation module 2034 associates information that can identify cards included in the person's deck with the shared data. This makes it possible to search for game record data based on cards, allowing the user to efficiently reach the desired game record data.

[0203] In the above embodiment, the creation module 2034 accepts the designation of the first player as the person himself / herself. The creation module 2034 associates information that can identify the first player with the shared data. This makes it possible to search for game record data based on the first player who played the match, allowing the user to efficiently reach the desired game record data.

[0204] In the above embodiment, the creation module 2034 receives information about the match to be referenced. The creation module 2034 associates information that can identify the match with the shared data. This makes it possible to search for game record data based on the match that was played, allowing the user to efficiently reach the desired game record data.

[0205] In the above embodiment, the creation module 2034 accepts comments about the selected card and stores the accepted comments in association with the history. This enables the creation module 2034 to create game record data including the creator's comments.

[0206] In the above embodiment, the management module 2033 receives comments on the cards played by the first and second players from viewers who view the shared data, and stores the received comments in association with the shared data. This allows the viewers' comments to be added to the game record data.

[0207] In the above embodiment, the analysis module 2035 analyzes the tendency to play cards based on the shared data. Specifically, for example, the analysis module 2035 analyzes the playing trend of cards and estimates the first action to be taken in the state of the hand. The analysis module 2035 also analyzes the playing trend of cards and estimates the state of the field after a predetermined turn. The analysis module 2035 also analyzes the playing trend of cards and estimates the role of the cards. The analysis module 2035 also analyzes the playing trend of cards and calculates a statistical index for a predetermined hand in a predetermined situation. This makes it possible to confirm the rationality of the hand played during a match.

[0208] In the above embodiment, the creation module 2034 presents guidance information based on the rules of the game when storing the history of the selected cards. This makes it possible to reduce user operation errors when creating game record data.

[0209] In the above embodiment, the creation module 2034 presents guidance information based on the cards used when storing the history of selected cards. This makes it possible to reduce user operation errors when creating game record data.

[0210] In the above embodiment, the creation module 2034 determines whether there is an error in the stored history when creating the shared data. This makes it clear that an error has occurred in the shared data, making it possible to prevent the spread of erroneous play. In addition, the user can grasp points where mistakes are likely to be made.

[0211] In the above embodiment, when the shared data is selected, the presentation module 2036 plays the play history of the cards based on the selected shared data. This allows the viewer to check the game record data in a video, improving their understanding of how to use the cards.

[0212] In the above embodiment, the presentation module 2036 accepts the selection of whether to disclose or not disclose the card placed in the opponent's private area. This makes it possible to deepen the understanding of the play.

[0213] Also, in the above embodiment, the presentation module 2036 adjusts the playback speed of the playing history of the cards, which allows the presentation module 2036 to slow down the playback speed in situations where the user wants to consider their hand.

[0214] <Modification> In the above embodiment, the presentation module 2036 plays a video of game record data selected by a user. However, the video playback of game record data by the presentation module 2036 is not limited to this. The presentation module 2036 may, for example, continuously play videos of other matches using the same deck. Specifically, for example, when the video playback of game record data selected by a user ends, the presentation module 2036 extracts game record data in which the first player uses the same deck. The presentation module 2036 plays a video of the extracted game record data. The presentation module 2036 repeats the extraction of game record data and the video playback of the extracted game record data. As a result, the video of the deck in which the user is interested is continuously played, and the user can naturally understand how to use the deck.

[0215] When the video playback of the game record data selected by the user is completed, the presentation module 2036 may extract game record data in which the deck used by the first player is slightly different (for example, by about 2 to 3 cards). The presentation module 2036 suggests playing the video of the extracted game record data. This allows the user to understand how to use a deck derived from a deck of interest, which allows the user to gain a new perspective on deck construction.

[0216] In the above embodiment, a case where a comment from the creator or the viewer is added to the game record data has been described. The information added to the game record data is not limited to the comment. A questionnaire filled in by the creator or the viewer may be added to the game record data. The questionnaire is filled in by the creator while creating the game record data, for example. When the creator fills in the questionnaire, the management module 2033 associates the filled-in questionnaire with the action text and stores it in the play history table 2026. Alternatively, the questionnaire is filled in by the viewer while viewing the game record data, for example. When the viewer fills in the questionnaire, the management module 2033 associates the filled-in questionnaire with the game record data and stores it in the game record table 2027. The questionnaire includes, for example, a question about the plausibility of the adopted move, a question about other options under a certain situation, a question about the appropriateness of the deck, and the like. When the viewer fills in the answer to the questionnaire, the management module 2033 associates the filled-in answer with the game record data and stores it in the game record table 2027. The questionnaire can be filled out, for example, for each predetermined unit of a match.

[0217] For example, when presenting game record data, the presentation module 2036 presents a questionnaire associated with the game record data. Specifically, for example, the presentation module 2036 presents a questionnaire associated with a predetermined unit, such as each action or each turn, in the game record data together with the game record data.

[0218] The presentation module 2036 may receive a predetermined designation from the user regarding the questionnaire to be displayed. For example, the user designates the person who completed the questionnaire. The presentation module 2036 presents the questionnaire to the terminal device 10, for example, based on the designation regarding the person who completed the questionnaire. Specifically, the presentation module 2036 may present only the questionnaires of the designated person who completed the questionnaire to the terminal device 10, or may present the questionnaires of the designated person who completed the questionnaire to the terminal device 10 in order of priority.

[0219] Also, for example, the user specifies an index representing the skill of the person who has filled out the questionnaire. The presentation module 2036 presents the questionnaire to the terminal device 10, for example, based on the specification of the index. Specifically, the presentation module 2036 may present to the terminal device 10 only questionnaires of people who have filled out the questionnaire with an index equal to or higher than the specified index, or may present to the terminal device 10 questionnaires of people who have filled out the questionnaire with an index equal to or higher than the specified index in order of priority.

[0220] The presentation module 2036 may restrict the questionnaire entry based on the person who has completed the questionnaire. Specifically, the presentation module 2036 may not accept the questionnaire entry from players other than those preset. The presentation module 2036 may also not accept the questionnaire entry from users who do not satisfy the conditions for the index representing skill. This makes it possible to guarantee the quality of the questionnaire attached to the game record data.

[0221] The presentation module 2036 may restrict the entry of answers to the questionnaire based on the person who wrote it. Specifically, the presentation module 2036 may not accept answers to the questionnaire from players other than those preset. Furthermore, the presentation module 2036 may not accept answers to the questionnaire from users who do not satisfy the conditions for the index representing skill. This makes it possible to guarantee the quality of answers to the questionnaire.

[0222] In the above embodiment, a reward may be given to a player or a creator associated with game record data. Specifically, for example, the control unit 203 gives a reward to a player associated with a large number of game record data based on the game record table 2027. The control unit 203 also gives a reward to a player or a creator associated with game record data that satisfies a predetermined requirement. Satisfying a predetermined requirement includes, for example, being referenced more than a predetermined number of times, being rated higher than a predetermined value by viewers, etc. This creates an incentive to create game record data, which contributes to increasing the number of game record data created.

[0223] In the above embodiment, the creation of game record data has been described. However, it is also possible to delete game record data. Specifically, for example, the control unit 203 can delete game record data that may have a negative effect on analysis if it is stored in response to an instruction from the administrator of the server 20. Game record data that may have a negative effect on analysis includes, for example, data that shows a game not played seriously, that shows that the rules for deck construction are not followed, and the like.

[0224] In addition, the creator of the game record data can stop free browsing of the game record data that he / she created. The control unit 203 sets the designated game record data so that it cannot be freely browsed in response to an instruction from the creator. Even if the control unit 203 restricts browsing of the game record data, the control unit 203 may allow the game record data to be included in the analysis target.

[0225] In the above embodiment, information regarding the use of cards is accumulated by analyzing multiple game record data. Therefore, the control unit 203 can provide advice to users in response to questions about the use of cards. For example, the control unit 203 accepts a designation of a specific card. The control unit 203 outputs a situation in which the specified card is used in a specific deck. That is, the control unit 203 outputs an answer to a question regarding how to use the card. Also, for example, the control unit 203 may accept a designation of a specific card in a deck and output a situation in which the specified card is used in the deck.

[0226] In the above embodiment, errors in game record data are permitted. The control unit 203 can obtain a tendency of errors that are likely to occur by analyzing a plurality of game record data that are determined to have errors. The control unit 203 may, for example, aggregate events in which errors have occurred and create an error collection. This allows the user to recognize errors that are likely to occur, making it possible to suppress the occurrence of errors.

[0227] In the above embodiment, the case where there are two players has been described, but the number of players may be three or more.

[0228] <4 Basic hardware configuration of computer> 28 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main storage device 95, an auxiliary storage device 96, and a communication IF (interface) 99. These are electrically connected to each other by a bus.

[0229] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.

[0230] The main storage device 95 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0231] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.

[0232] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.

[0233] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.

[0234] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.

[0235] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 28. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.

[0236] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0237] The control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96, expanding the programs in the main storage device 95, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0238] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with a program. Furthermore, the control unit can cause the processor 94 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0239] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them.

[0240] Usually, a column is set in each table as a key for uniquely identifying a record, but setting a key in the column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.

[0241] The communication unit is realized by the communication IF 99. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.

[0242] Although several embodiments of the present disclosure have been described above, these embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are within the scope of the invention and its equivalents as described in the claims, as well as the scope and spirit of the invention.

[0243] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: accepting information regarding multiple decks involved in a TCG (Trading Card Game) match using analog cards; displaying the contents of the cards that make up the multiple decks in a recognizable and selectable manner in order to create shared data based on the play history of the match; accepting selections of cards played by players in the match from the displayed cards and storing the history of the selected cards; and creating shared data based on the stored history. (Appendix 2) The program according to claim 1, wherein in the step of creating shared data, an identification number is assigned to the shared data, making it accessible to any player. (Appendix 3) The multiple decks are decks used by a first player and a second player, respectively, and the program described in (Appendix 1) or (Appendix 2) causes a processor to execute a step of accepting designation of the first player or the second player as the individual, and in a step of creating shared data, associates information capable of identifying the individual's deck with the shared data. (Appendix 4) The multiple decks are decks used by a first player and a second player, respectively, and a program described in any of (Appendix 1) to (Appendix 3) that causes a processor to execute a step of accepting designation of the first player or the second player as the individual, and in a step of creating shared data, associates information capable of identifying cards included in the individual's deck with the shared data. (Appendix 5) The multiple decks are decks used by a first player and a second player, respectively, and the program described in any of (Appendix 1) to (Appendix 4) causes the processor to execute a step of accepting designation of the first player as the player himself, and in a step of creating shared data, associates information capable of identifying the first player with the shared data. (Appendix 6) A program described in any one of (Appendix 1) to (Appendix 5), which causes a processor to execute a step of receiving information regarding the match to be referenced, and in a step of creating shared data, associates information capable of identifying the match with the shared data. (Appendix 7) A program described in any one of (Appendix 1) to (Appendix 6), in which, in the step of storing the history of the selected card, comments about the selected card are accepted, and the accepted comments are stored in association with the history. (Appendix 8) The multiple decks are decks used by a first player and a second player, respectively, and a program described in any of (Appendix 1) to (Appendix 7) causes a processor to execute steps of accepting comments about the cards played by the first player and the second player from viewers viewing the shared data, and storing the accepted comments in association with the shared data. (Appendix 9) A program described in any one of (Appendix 1) to (Appendix 8) that causes a processor to execute a step of analyzing card playing trends based on the shared data. (Appendix 10) The program according to any one of (Supplementary Note 1) to (Supplementary Note 9), wherein in the step of storing the history of the selected card, guidance information based on the rules of the game is presented. (Appendix 11) A program as described in any one of (Supplementary Note 1) to (Supplementary Note 10), which presents guidance information based on the card used in the step of storing the history of the selected card. (Appendix 12) The program according to any one of (Supplementary Note 1) to (Supplementary Note 11), wherein in the step of creating shared data, it is determined whether or not there is an error in the stored history. (Appendix 13) The program according to any one of (Appendix 1) to (Appendix 12), which causes a processor to execute a step of reproducing a play history of a card based on the selected sharing data when the sharing data is selected. (Appendix 14) A program as described in claim 13, wherein in the step of playing back the card play history, a selection is accepted as to whether or not to disclose a card to be placed in the opponent's private area. (Appendix 15) The program according to claim 13, wherein in the step of playing the play history of the cards, a playback speed of the play history of the cards is adjusted. (Appendix 16) The program according to any one of (Appendix 13) to (Appendix 15), wherein in the step of playing back the play history of the card, the play history of the card is played back based on the shared data similar to the selected shared data. (Appendix 17) The program described in (Appendix 5) causes a processor to execute a step of granting a reward to a player who is associated with a large amount of shared data. (Appendix 18) The program described in (Appendix 5) causes a processor to execute a step of granting a reward to a player associated with shared data that is frequently referenced. (Appendix 19) A method implemented by a computer having a processor and a memory, wherein the processor executes all of the steps performed in any of the inventions according to (Appendix 1) to (Appendix 18). (Appendix 20) An information processing device comprising a control unit and a memory unit, wherein the control unit executes all of the steps executed in the invention according to any one of (Appendix 1) to (Appendix 18). (Appendix 21) A system comprising means for executing all the steps performed in any of the inventions according to (Appendix 1) to (Appendix 18). [Explanation of symbols]

[0244] 1. System 10...Terminal device 12…Communication Interface 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141…Display 15…Memory 150...Location information sensor 16…Storage 160…Camera 17...Audio processing unit 171…Mike 172…Speaker 180...Storage section 19…Processor 190...Control unit 20…Server

Claims

[Claim 1] A program to be executed by a computer having a processor and memory, wherein the program is to be executed by the processor, A step to receive information on multiple decks involved in a trading card game (TCG) match using analog cards, In order to create shared data based on the play history of the aforementioned battle, the steps include displaying the contents of the cards constituting the multiple decks in a recognizable and selectable manner, The steps include: accepting the selection of a card played by the player in the match from the displayed cards, and storing the history of the selected card; The steps include creating the shared data based on the stored history and A program that executes the command.