Program, matching server, and matching system

JP2025028679AActive Publication Date: 2025-03-03BANDAI CO LTD
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Patent Information

Application Number
JP2023133639
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-18
Publication Date
2025-03-03
Estimated Expiration
2043-08-18

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、利便性を向上させたマッチングサービスを提供することが可能となる。

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Abstract

To provide matching services increasing convenience.SOLUTION: A program allows a computer to execute display control processing for displaying a virtual space in which a virtual character associated with a user is disposed, and control processing for switching a mode of services provided to the user according to a period when the user's virtual character is disposed in the virtual space. In the program, the control processing provides a user with services in a first mode during a first period and provides the user with services in a second mode in a second period, can move a user's virtual character according to a movement instruction in the virtual space in the services in the first mode, and is controlled so as to be capable of matching an opponent of a game to the user, and can move the user's virtual character according to a movement instruction in the virtual space in the services in the second mode, the meantime, control is performed so as to prevent the user from being matched to the opponent of the game.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to a program, a matching server and a matching system, and more particularly to a matching service for a game that utilizes a virtual space. [Background technology]

[0002] There is a matching system that matches players involved in a competitive game executed by an external service through a virtual space (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-078744 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the matching system described in Patent Document 1, it may take time for users to understand what they should do in the virtual space before playing the competitive game (for example, to which area of ​​the virtual space they should move their avatar to perform a desired action, and how they should move the avatar). Therefore, for a while after starting to use the matching system's service, there is a possibility that users will not actively use the matching service.

[0005] An object of the present invention is to provide a program, a matching server, and a matching system for providing a matching service with improved convenience. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to execute a display control process that displays a virtual space in which a virtual character associated with a user is placed, and a control process that switches the mode of a service to be provided to the user depending on a time when the user's virtual character is placed in the virtual space, wherein the control process provides a service of a first mode to the user during a first period, and a service of a second mode to the user during a second period, and in the service of the first mode, the service is controlled so that the user's virtual character can be moved in the virtual space in response to a movement instruction and a game opponent can be matched to the user, and in the service of the second mode, the service is controlled so that the user's virtual character can be moved in the virtual space in response to a movement instruction, but a game opponent cannot be matched to the user. Effect of the Invention

[0007] According to the present invention, it is possible to provide a matching service with improved convenience. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of a matching system according to an embodiment and a modification of the present invention. [Diagram 2] FIG. 1 illustrates an example of a hardware configuration of a user terminal 100 according to an embodiment and a modification of the present invention. [Diagram 3] FIG. 2 is a diagram illustrating a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 13 is a diagram illustrating an avatar used in a matching service according to an embodiment and a modification of the present invention. [Diagram 5] FIG. 13 is a diagram illustrating a match room of a matching service according to an embodiment and a modification of the present invention; [Figure 6] FIG. 13 is a diagram for explaining a matching function in a battle room according to an embodiment and a modified example of the present invention; [Figure 7] FIG. 13 is a diagram illustrating a play screen of a fighting game according to an embodiment and a modified example of the present invention; [Figure 8] FIG. 13 is a diagram showing an example of the configuration of various information managed regarding the matching service according to the embodiment and the modified example of the present invention. [Figure 9] FIG. 13 is a diagram illustrating an entrance room of a matching service according to an embodiment and a modification of the present invention; [Figure 10] FIG. 13 is a diagram illustrating a user interface displayed in relation to the selection of a destination battle room according to an embodiment and a modification of the present invention; [Figure 11] FIG. 13 is a diagram illustrating an example of display of avatars in a friend relationship in an entrance room according to an embodiment and a modification of the present invention; [Figure 12] FIG. 13 is a diagram illustrating a display regarding a notice of an event period in a matching service according to an embodiment and a modified example of the present invention; [Figure 13] 1 is a flowchart illustrating a switching process executed in the server 200 according to an embodiment and a modification of the present invention. [Figure 14] A flowchart illustrating an event period process executed by the server 200 according to an embodiment and a modification of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment 1] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.

[0010] In the embodiment described below, an example of a matching system will be described in which the present invention is applied to a system in which a server that accepts connections from information processing devices (user terminals) used by users provides a service that realizes matching for two-player competitive games provided in external services through a virtual space. However, the present invention can be applied to a system realized by any device configuration that can perform matching for games in which multiple users participate through a virtual space and trigger the execution of the game.

[0011] In addition, in this specification, the term "user" will be explained as meaning a user who uses the service (matching service) provided by the server 200 in this matching system. For convenience, a user who has been matched in the virtual space and is currently playing a game may be referred to as a "player."

[0012] 《Matching System Structure》 1 is a diagram showing the configuration of a matching system according to this embodiment. As shown in the figure, the matching system is configured so that a server 200 and a plurality of user terminals 100 can be communicatively connected via a network 300. In this embodiment, the server 200 provides a matching service that matches users of the connected user terminals 100 as players of a competitive game realized by an external service and triggers the execution of the competitive game.

[0013] In the following, the external service is described as a service that supports the execution of a competitive game between remote players, and does not have a matching function of a free matching method that extracts and matches a corresponding number of players when providing the service. In this embodiment, the external service is a service that realizes game play of a trading card game (TCG) in which a video chat function using the camera and microphone of the user terminal 100 is available by accessing a room (connection destination) created by a host player using the user terminal 100, and the status of game items deployed in the environment (real world) in which the players are present is shared between the players. For this reason, the user terminal 100 can be a PC or a smartphone equipped with a camera and a microphone.

[0014] Although details will be described later, a user of the matching service can use a service that involves displaying a virtual space in which an avatar (operation avatar) corresponding to the user is placed by logging in to the service using the user terminal 100 to be used. The matching service is a Web service that can be accessed via a browsing application (hereinafter simply referred to as a browser), and service login is performed by completing a procedure related to user authentication on a specific Web page. By performing various operational inputs, the user can move the operation avatar placed in the virtual space, communicate with other users via the avatar (text chat, etc.), and be matched with opponents for a competitive game provided by an external service.

[0015] <Hardware configuration of user terminal> Next, the hardware configuration of the user terminal 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram showing an example of the hardware configuration of the user terminal 100.

[0016] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the user terminal 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it in the memory 103, and executing it.

[0017] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The storage device 102 stores an operating system for operating the user terminal 100 and programs related to various applications, as well as parameter information required to realize various controls and various data used for display and communication functions related to the browser. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as an area for developing each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0018] The GPU 104 is a drawing device that executes various drawing processes related to the generation of a display screen related to the user terminal 100. The GPU 104 also executes drawing processes of a screen related to a virtual space presented on a browser during use of the matching service. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102, and generates various images including a screen by performing a predetermined calculation. The screen or image generated by the GPU 104 is presented to the user by being displayed on a display 110 provided in the user terminal 100, for example. The display 110 is a device for displaying information that is provided in the user terminal 100 or is detachably connected to the user terminal 100, such as a liquid crystal display. The display 110 displays the screen generated by the GPU 104.

[0019] The operation I / F 105 is a user interface provided in the user terminal 100 for accepting an operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes, for example, an operation member such as a button provided on the exterior of the user terminal 100, various sensors, and the like. Furthermore, the display 110 provided in the user terminal 100 of this embodiment is configured to be able to detect a touch input, and the operation I / F 105 includes a touch input detection sensor provided on the display 110.

[0020] The communication I / F 106 is a communication interface with an external device provided in the user terminal 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the communication I / F 106 will be described as being performed wirelessly, but this does not exclude a wired form of information communication.

[0021] The imaging unit 120 is a unit including an imaging device having an imaging element such as a CCD or CMOS sensor. Although details will be described later, the imaging unit 120 intermittently captures images of game cards placed in the imaging range by users during the execution of a competitive game related to an external service, and outputs the captured images.

[0022] The microphone 130 is a voice input interface provided in the user terminal 100. In this embodiment, the competitive game related to the external service triggered from the matching service is described as a TCG, so the microphone 130 acquires voice related to the player's declaration, the reading out of the effects of game cards, and the like. The speaker 140 is a voice output interface provided in the user terminal 100. The speaker 140 outputs voice related to the matching service and voice related to the competitive game (opponent player's declaration, sound effects, etc.).

[0023] <Server hardware configuration> 3 is a block diagram showing a hardware configuration of the server 200 according to this embodiment. In the following description, the hardware configuration that realizes the same functions as the user terminal 100 will be prefixed with "server" to clearly distinguish it from the configuration of the user terminal 100.

[0024] The server control unit 201 is a processor such as a CPU, and performs control related to the realization of various functions including operation control of each piece of hardware equipped in the server 200, user management related to the matching service, and a matching function between users. Specifically, the server control unit 201 performs the relevant control by, for example, reading out a necessary program stored in the server storage device 202, expanding it in the server memory 203, and executing it.

[0025] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The server storage device 202 stores an operating system for operating the server 200 and a program related to matching, as well as parameter information required for implementing various controls and various data required for providing a matching function. The server storage device 202 also has a database function for managing information on each player registered as a user of the matching system. The server memory 203 is a storage device used for temporary data storage, such as a volatile memory. The server memory 203 may be used not only as an area for developing each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0026] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the server communication I / F 204 may be performed either wired or wirelessly.

[0027] Matching Service Overview An outline of the matching service provided by the matching system of this embodiment will be described below with reference to the drawings.

[0028] As described above, the matching service can be used by each user by starting a browser on the user terminal 100 used by the user, accessing a Web page related to the service (service site), and logging in to the service.

[0029] When the user logs in to the service, a virtual space expressed by three-dimensional computer graphics is displayed as a service screen on each user terminal 100. The service screen is an image that depicts the virtual space, and the number of pixels is set, for example, according to the area in which a web page of a browser is displayed. In the virtual space, each user is assigned an avatar (hereinafter referred to as an operation avatar) that is a three-dimensional human-shaped model that includes a head, a torso, and legs as shown in FIG. 4 and is associated with the user. Each user can move the operation avatar associated with the user in the virtual space by performing an operation input related to movement. In this embodiment, the virtual space is constructed as, for example, a room-shaped three-dimensional space, and hereinafter, the virtual space may be referred to as a "room". Therefore, the operation avatar moves within the room according to the operation input of the user. The room is constructed as a space having a certain degree of spaciousness.

[0030] In the matching service of this embodiment, multiple types of virtual spaces are provided, and each user can move between the virtual spaces according to the purpose and receive the service. That is, the server 200 manages the user's avatar so that it is placed in only one virtual space at a time.

[0031] Two types of virtual spaces are provided for use in the matching service: an entrance room and a battle room. The two types of virtual spaces (rooms) have different uses, and the processes that can be executed as functions of the matching service in response to a request from a user differ depending on which virtual space the operation avatar is placed in. In other words, the functions of the matching service that are made available to the user change depending on whether the operation avatar is placed in the entrance room or the battle room. The operation avatar is controlled so that it is placed in only one room while the user is logged in to the service, and is not placed in multiple rooms in parallel. Movement (transition) between rooms is basically performed by transmitting a corresponding request from the user terminal 100 to the server 200 in response to an operation input related to the transition being made in each room, and updating information managed on the operation avatar in the server 200.

[0032] Of the two types of rooms, the battle room is a virtual space that actually provides a function (matching function) of matching a user with an opponent for a battle game that the user wishes to play. When matching is established in the battle room, execution of the battle game is triggered. On the other hand, the entrance room is a virtual space that does not basically provide a function of matching a user with an opponent, but provides the user with auxiliary functions (hereinafter referred to as auxiliary functions) such as setting an operation avatar and selecting a battle room to which the operation avatar is to be transferred. In other words, matching cannot be established in the entrance room, and execution of a battle game is not triggered. The characteristics of each room will be described in further detail below. In the following description, a state in which a corresponding operation avatar is placed in a three-dimensional space related to any room may be expressed as a user of the operation avatar "entering" the room.

[0033] <Entrance room> The entrance room is a virtual space that provides auxiliary functions for each user to use the battle room as described above. An entrance room is provided for each operating avatar, and is managed in association with an avatar ID that uniquely identifies the operating avatar, for example. In other words, the entrance room is a virtual space that is unique to each operating avatar.

[0034] When a user logs in to a service on a service site, the user's operation avatar is first placed and displayed in an entrance room provided for the operation avatar. The user can perform operation input related to the use of various auxiliary functions, for example, by moving the operation avatar in the entrance room.

[0035] (Appearance customization feature) The auxiliary functions available in the entrance room include an appearance customization function that changes the appearance of the operating avatar. The operating avatar can have different drawing elements that make up its appearance, such as the avatar's color and the items worn on the head and torso. In the entrance room, the user can change the appearance of the operating avatar, for example, by selecting an item to be worn from a list of items owned.

[0036] (Transition feature) The auxiliary functions also include a transition function that selects a battle room in response to a transition request from a user and transitions the user's avatar.

[0037] Although details will be described later, in the matching service of this embodiment, avatars of users who wish to be matched with opponents at the same time are placed in a battle room, and the situation is displayed as a service screen (a screen related to the matching service presented to the user via a browser) on the display 110 of the user terminal 100 of each user. Here, in order to generate a service screen showing the situation in the battle room, information indicating the status of other avatars placed in the same battle room (whether or not they are being matched, what their appearance is, etc.) is required. Such information is managed in association with the battle room in the server 200, and is shared with the user terminal 100 when the user's avatar is placed in the battle room, and is used to generate the service screen.

[0038] Therefore, the more avatars placed in a battle room, the greater the amount of information that must be referenced when generating a service screen, which may increase the computational load on the user terminal 100. Therefore, in the matching system of this embodiment, an upper limit is set for the number of operation avatars that can be placed in each battle room (the upper limit of the number of users that can enter the room). Meanwhile, in order to ensure that a number of people can use the matching function at the same time, multiple battle rooms are provided. The transition function is performed by the server control unit 201, which selects a battle room based on a user's request from among multiple battle rooms thus provided in parallel, and transitions the operation avatar to that room.

[0039] In the matching system of this embodiment, a battle room is provided for each of a plurality of game titles so that a service can be provided that matches users with opponents for competitive games (TCGs) of a plurality of game titles. That is, each battle room is associated with a game title, and users who wish to play a competitive game of that game title can be matched with each other. In other words, in the matching system, all users whose avatars are placed in the same battle room are users who wish to be matched for the game title associated with that battle room.

[0040] Therefore, each user selects the game title to play when making a request to move the operating avatar to the battle room. In the matching system of this embodiment, the entrance room is provided as a closed space as shown in Fig. 9, for example, and the user can select the game title to play by moving the operating avatar to a predetermined position set in the space. Below, an example will be described in which a user interface for selecting the game title to play is presented to the user by moving the operating avatar near a window 901 provided in the entrance room.

[0041] In one embodiment, the user interface for selecting a game title in the window 901 is controlled according to the distance between the operation avatar and the window 901. For example, the user interface for selecting a game title is controlled so as to be displayed in the window 901 when the distance between the operation avatar and the window 901 falls below a threshold, and not to be displayed in the window 901 when the distance exceeds the threshold. When the distance between the operation avatar and the window 901 exceeds the threshold, the user interface for selecting a game title is displayed in a list by enlarging the window 901 on the service screen as shown in FIG. 10, for example, and further arranging icons 1001 of the game titles in the area of ​​the window 901. The user can select the game title to play by selecting the icon 1001 relating to any one of the game titles displayed on the display 110 of the user terminal 100.

[0042] By performing an operation input related to the selection of the game title to be played, the user can transmit to the server 200 a request to transfer the operational avatar to a battle room associated with the game play title. In response to the transfer request, the server 200 determines which battle room the user's operational avatar should be transferred (placed) to. Here, the battle room in which it is determined to place the operational avatar is the battle room associated with the game title selected by the user. The server control unit 201 then performs a process of transferring the operational avatar to the determined battle room.

[0043] As mentioned above, since an upper limit is set for the number of avatars that can be placed in each battle room, when selecting a game title to play, the icon 1001 of a game title associated with a battle room in which the upper limit of avatars has already been placed may be controlled so as to be presented in an unselectable state.

[0044] (Visit feature) The auxiliary functions also include a visit function for visiting an entrance room provided for an avatar of another user. A user can use the visit function by, for example, selecting an item related to an instruction to move to an entrance room from a menu that can be displayed when an operation avatar is placed in the entrance room. By the visit function, an operation avatar associated with a user is moved and placed in an entrance room provided for an avatar of another user and displayed. The entrance room in which the operation avatar is placed by the visit function may be determined, for example, by the server control unit 201, or may be determined based on a selection of a visit destination avatar by the user.

[0045] In the matching service, the operating avatar is provided with a friend registration function. This function sets a friend relationship between avatars associated with a user, for example, on the condition that an agreement is made between the user and an acquaintance or a user with whom the user has played against the user. In this way, for example, users with a friend relationship between avatars can check the login status or easily visit the entrance room. For example, when the operating avatar of a user is placed in an entrance room, if an avatar with a friend relationship visits the entrance room, an icon indicating that the avatar is a friend is displayed near the avatar as shown in FIG. 11, so that the user can know that the friend has visited. Such a clearly indicated relationship between avatars is not limited to a friend relationship, but can also include, for example, having played against each other in a competitive game in the past.

[0046] In this way, the visit function allows other users to see the entrance room associated with their own avatar, so in the matching service of this embodiment, the interior and decoration of the entrance room can be changed to express the individuality of each user. The interior decoration placed in the entrance room can be done, for example, by placing any decorative object that each user has obtained.

[0047] The interior of the entrance room may include decorative elements that change depending on the state of an operation avatar associated with the entrance room. Such decorative elements may include elements that change depending on at least one of the number of plays and the number of wins for a competitive game executed through matching via the operation avatar. In an aspect in which a tournament, play season, or the like is provided for a competitive game, the decorative elements may include elements related to the play results of the competitive game executed through matching via the operation avatar, such as trophies and medals.

[0048] Battle Room In contrast, a battle room is a virtual space in which all users in the matching service can perform matching for a battle game. Unlike an entrance room, a battle room contains not only the operating avatar, but also the avatars of other users who have entered the same room. A user who has entered the battle room can move the operating avatar within the battle room by inputting a movement-related operation. Thus, in the battle room, each user who has an avatar placed in the battle room can move the avatar associated with that user and use functions unique to the battle room.

[0049] As shown in FIG. 5, a plurality of table objects 501 are placed in the competition room. In addition, a chair object 502 is placed near each table object 501. A user who desires matching can use the matching function by selecting one of the table objects 501. When a matching request is made using the matching function, the server control unit 201 executes processing related to matching. In addition, when matching is established by performing processing related to matching, the matching service triggers the execution of a competition game related to the external service in which the matched (two) users have participated.

[0050] (Matching function) The matching function matches a user with an opponent for a competitive game related to an external service. In the matching service of this embodiment, a matching request is accepted by a selection operation on a table object in a competitive room, so that opponents matched with a user are users who have avatars placed in the same competitive room.

[0051] The matching of opponents realized by the matching function is not forced by the server 200, but is configured to be performed based on an agreement between users. More specifically, the matching function is configured to enable a user who wishes to be challenged by another user to make a challenge to that user, and to establish a match when the challenge is accepted by the former user. The status of such a process related to matching, which is started by a selection operation of one table object, is presented through a display using that table object.

[0052] When a user who wants to wait for a challenge from another user selects a table object, for example, after a confirmation display indicating a transition to a match-waiting state, a match-waiting request (sometimes referred to as a wait request) for waiting is transmitted to the server 200. The wait request may include, for example, identification information that uniquely identifies the table object (a combination of a room ID that uniquely identifies a match-up room and a table ID that uniquely identifies the selected table object in that match-up room) and identification information that uniquely identifies the user (or the operating avatar) who made the wait request. When the server control unit 201 receives the wait request, it updates the state of the operating avatar of that user to a match-waiting state, and transmits the information to the user terminal 100 of a user who is in the same match-up room.

[0053] When the matching standby state is entered, the user's operating avatar is displayed in a seated state on one of the chair objects 502 arranged near the table object 501 on which the selection operation was performed, as shown in FIG. 6(a). Since TCG is generally played one-to-one, in the matching system of this embodiment, two chair objects are arranged near each table object so as to face each other with the table object in between. The display of such a seated avatar continues until the user performs an operation input related to canceling the standby or until the match game executed by the matching establishment ends. That is, the operating avatar of the user who has entered the matching standby state is displayed in a state of not moving from the position of the chair object 502 near the table object 501 in the match room. In the matching standby state, the operating avatar is controlled not to move even if the user performs an operation input related to the movement of the operating avatar.

[0054] A table object 501 in which one user's avatar is seated on a chair object 502 and in a matching waiting state (hereinafter referred to as a waiting table) is in a state in which other users can request a match. In other words, the table object 501 is in a state in which a matching process related to the matching waiting state is being executed. In order to inform other users that the table object 501 is in a state in which a match request is available, the table object 501 is displayed in a different manner from before (when the process was not being executed), for example, by changing the color of the table object 501, upon execution of the matching process related to the matching waiting state.

[0055] A user who wishes to apply for a match can apply for a match to a user (hereinafter referred to as a waiting person) of an avatar (hereinafter referred to as a waiting avatar) who is already seated at the waiting table by performing an operation input on the waiting table. Specifically, when an operation input is performed on the waiting table on the user terminal 100 used by the user who applies for a match (hereinafter referred to as an applicant), a matching request for applying for a match is transmitted to the server 200 after, for example, a confirmation display for applying for a match is displayed. The matching request may include, for example, identification information that uniquely identifies the waiting table and identification information that uniquely identifies the applicant (or the operating avatar). When the server control unit 201 receives the matching request, it temporarily updates the state of the applicant's operating avatar (hereinafter referred to as the applying avatar) to a matching waiting state, and shares the information with the user terminal 100 of the user who is in the same match room.

[0056] When the applying avatar enters a matching standby state, as shown in FIG. 6(b), the applying avatar is displayed seated on a chair object 502 near the waiting table, and the applying avatar and the waiting avatar face each other across the table object 501. This display continues until the applicant performs an operation input related to canceling the application for battle, the waiting player performs an operation input related to declining the application, or the match game executed due to successful matching ends. In other words, the applying avatar in the matching standby state is displayed without moving from the position of the chair object 502 near the waiting table in the battle room. In this matching standby state, the applying avatar is controlled not to move even if the applicant performs an operation input related to moving the applying avatar.

[0057] In this way, when the waiting avatar and the applicant avatar are seated facing each other on the table object 501, the server 200 transmits an inquiry to the user terminal 100 of the waiting person as to whether or not to accept the challenge from the applicant. The waiting person can perform an operation input related to accepting / declining the challenge to a match made by the applicant. When the waiting person accepts the challenge to a match, the server control unit 201 executes a process of matching the waiting person with the applicant, and establishes a match. The server control unit 201 then updates the status information managed for both avatars during the matching. In other words, the waiting person and the applicant who have been matched become players of the match game that is triggered thereafter.

[0058] In a battle room, the table objects placed in the battle room are configured to allow matching between users who have entered the same battle room using this procedure. That is, in each battle room, matching can be performed simultaneously for a maximum of the number of table objects placed in the battle room. Therefore, the server 200 manages status information for each table object in the battle room, such as whether matching processing is being performed, whether a battle game has been triggered by matching, or neither (matching processing is not being performed, and the battle game has not been triggered).

[0059] In addition, when matching is established in the table object 501 and a competitive game is triggered, the appearance of the table object 501 can be further changed until the triggered competitive game ends, thereby letting other users know that matching has already been established.

[0060] Furthermore, in the matching service of this embodiment, a series of processes related to matching is executed via the table object 501, so that avatars are controlled not to enter the area in the battle room where the table object 501 is placed. In contrast, during this series of processes, the area where the chair object 502 is placed is controlled so that waiting avatars and application avatars can be placed. Therefore, avatars are controlled to be able to enter the area where the chair object 502 is placed. At this time, only avatars that are actually involved in the matching process and placed in the area of ​​the chair object 502 are controlled to be in a seated state.

[0061] In this way, when the operation avatar is placed in a battle room, a matching process related to the matching function is executed as part of the process related to preparation for playing a battle game executed using an external service. More specifically, the matching service is controlled so that, on the condition that the operation avatar of the user is placed in a battle room, a matching process for matching an opponent with the user is executed as part of preparation for playing the battle game of the game title associated with the battle room only.

[0062] When an operational avatar is placed in the battle room, the user can perform an operation input related to a request to transition to the entrance room. The request to transition to the entrance room is configured to be able to accept a corresponding operation input, for example, when a matching process is not being executed for the operational avatar, that is, when the operational avatar is not involved in matching and is placed movably in the battle room. When a request to transition to the entrance room is made, the operational avatar is relocated and displayed in the entrance room provided for that operational avatar. This allows the user to reselect the game title to play.

[0063] (Battle function) The battle function is a function for executing a battle game in which the users involved in the matching established in the battle room participate. As described above, in the matching system of this embodiment, the battle game is realized by using an external service.

[0064] When matching is established in the match room, the server 200 transmits a request to create a connection destination for the match game to a game server (not shown) related to an external service together with information on the two matched players (the waiting player and the applicant). The game server creates a connection destination for the new match game in response to the creation request, and returns the information on the connection destination to the server 200. The server 200 then transmits the returned information on the connection destination together with a transfer command to the user terminal 100 used by each player. In the user terminal 100 that receives the transfer command, a connection to the connection destination is triggered in the browser, and the display is switched from the matching service to the external service. In this way, each player can start a match game with an opponent player matched in the matching service, even if he or she does not directly carry out a registration procedure or the like with the external service.

[0065] In this embodiment, the login state of the matching service is maintained even during the transition to the external service (while the competitive game in the external service is being executed) so that each player can easily return to the matching service after finishing the match. More specifically, for example, when information on a connection destination related to an external service is received in the user terminal 100 of each player, a separate tab (or separate window) of the browser is opened to connect to the connection destination, and the tab is displayed primarily (selected as the display tab and the browser display is switched (a tab related to the external service is displayed instead of the tab displaying the service screen of the matching service), or the separate window is displayed at the forefront), thereby realizing a temporary transition from the matching service to the external service. At this time, since the tab related to the matching service exists even during the transition, each player can check the situation of the competition room related to the matching service and the play screen of the competitive game related to the external service in parallel.

[0066] As described above, the competitive game related to the external service in which the matching system of the present embodiment matches players is a TCG. In simple terms, the TCG is played by each player constructing a deck using game cards, which are real objects, acquiring game cards that will be the initial hand from the shuffled deck, and during the player's turn, adding game cards from the deck to the hand, placing the hand on the play field, which is the field, as necessary, declaring the action of the hand placed on the play field, and performing various operations related to the resolution of the declaration. Therefore, in the progress of the competitive game, it is essential to be able to check the state of each player's play field. For this reason, the competitive game executed using the external service progresses while the image of each player's hand and the sound of the declaration made by the player are shared with each other using a video chat function.

[0067] The screen (play screen) displayed on the user terminal 100 used by the player during game play may display the actual image 701 captured by the user terminal 100 used by the opponent, as shown in Fig. 7(a), for example. The example of Fig. 7(a) shows a mode in which the image 701 captured by the user terminal 100 used by the opponent is displayed as is on the full screen, but the play screen may be configured by arranging frame images of the image 701 together with a predetermined GUI.

[0068] When the competitive game related to the external service ends, the display of the user terminal 100 used by each player returns to the matching service from the external service. Information (end information) regarding the end of the player's use of the external service may be transmitted from at least one of the user terminals 100 of the players to the server 200, or may be transmitted directly from the game server related to the external service to the server 200. The end information also includes information on the result (win or loss) of the competitive game. The server 200 performs control to transmit information for displaying the result of the competitive game to the user terminal 100 used by each player together with a display request so that each player can display the result of the competitive game based on the received end information. When the user terminal 100 of each player receives the information, the result of the competitive game played using the external service is displayed.

[0069] Furthermore, when the server control unit 201 receives information on the results of a match game played between players, it updates the information on the battle record managed for the user in question, and updates the state of the avatar of that user from being matched to a state not involved in matching (free state). The avatar of each user whose state has been changed to a free state is released from its seated state on the chair object near the table object and is displayed as having left its seat, and becomes able to move again within the match room in response to operational inputs made on the user terminal 100 used by that user, just as it was before the state was waiting for matching.

[0070] (Spectator function) The spectating function is a function that allows users other than the players to watch a competitive game whose execution has been triggered via a competitive game room. That is, in the matching service of this embodiment, a function related to watching a competitive game executed via a competitive game room is provided as an entertainment element that can be enjoyed by users who are not matched while in the competitive game room. The spectating function may be realized, for example, by using a function provided by an external service related to competitive games that makes public the play screens transmitted and received between the user terminals 100 used by the players during the match.

[0071] A user can make a request to watch a competitive game realized through a table object by performing an operation input on a service screen of a matching service for a table object in which a competitive game is being played. When a user makes a request to watch a table object with which a match has been established, the display of the user terminal 100 of the user is switched to a display of a play video of the competitive game related to the table object. In this case, the user's operating avatar may be controlled to be displayed to other users in a manner of watching the table object, for example, in the vicinity of the table object.

[0072] With this watching function, the display 110 of the user terminal 100 of the user who has made a watching request may display, for example, a video of the hands of one player focused on as shown in FIG. 7(a), or an image including videos of the hands of both players playing against each other as shown in FIG. 7(b).

[0073] <Switching of service provision mode> Incidentally, in a competitive game that uses game cards (actual items) such as TCG, a user must obtain game cards and build a deck (a set of game cards to be used in one competitive game) based on a strategy devised based on the obtained game cards. In addition, if the same deck is used in multiple competitive games, it will be recognized by opponents and users who are watching, and it will be possible to beat it with a countermeasure deck, making it difficult to maintain a good record. Therefore, each time a user uses a matching service, they tend to update their deck by replenishing it with new game cards or devising a new strategy, and then enter a competitive game.

[0074] Considering the characteristics of TCGs, it is believed that a matching service that is provided at regular intervals, rather than being provided all the time, would be more in line with user demand. In other words, by setting intervals between periods during which battles are possible, time is ensured for each user to prepare their deck, making it possible to provide a highly interesting playing experience. Furthermore, by limiting the period during which battles are possible, users who wish to battle can be encouraged to use the service during that period, making it easier to make matches and ensuring opportunities for each user to play.

[0075] On the other hand, if the matching service were available only during the period when battles are possible, users may be unfamiliar with the mechanism of the matching service that uses virtual spaces, and as a result, matching between users may not be performed appropriately during the period when battles are possible. In other words, if the matching service were available only during the period when battles are possible, users would need to start by understanding the structure and functions of each virtual space and getting used to moving the operating avatar in each virtual space, and so on, and this period may not be utilized effectively.

[0076] For this reason, the matching system of this embodiment is configured to be able to provide a matching service in two different modes. The two modes of service are provided to users at different times. In either mode, a user who has logged in to the service can move an operational avatar in the virtual space by performing an operational input related to movement. That is, when a user logs in to the service, an operational avatar arranged in the virtual space is displayed on the user terminal 100 of the user. On the other hand, the service of each mode differs at least in whether or not an opponent is matched to the user when an operational input related to a matching request is performed in a virtual section.

[0077] In the following description, the matching service is assumed to have two types of periods: a period in which an event related to a competitive game, such as a player exchange event, is held as a first period according to the present invention (hereinafter referred to as an event period), and a period in which the event is not held as a second period according to the present invention (a non-event period). In addition, the service provided to the user is assumed to be switchable between the event period and the non-event period, with the first type of service being provided during the event period and the second type of service being provided during the non-event period.

[0078] In the service of the first aspect, a user can move an operational avatar in a virtual space, and can select a table object when the operational avatar is placed in a battle room to be matched with an opponent and play a battle game via an external service. That is, the service of the first aspect is a service configured to be able to accept a matchmaking request for an opponent in a battle game from a user whose associated avatar is placed movable in a battle room.

[0079] In contrast, in the service of the second aspect, although a user can move an operational avatar in a virtual space, even if the user performs a selection operation on a table object when the operational avatar is located in a battle room, an opponent is not matched and the user cannot play a battle game via an external service. In other words, the service of the second aspect is a service that is configured not to accept a matchmaking request for an opponent for a battle game from a user who is located movable in the associated battle room.

[0080] As described above, in the service of the second aspect, since a function for matching opponents is not provided, when moving from the entrance room to the battle room, multiple game titles that can be matched with are not presented, and selecting a game title to play is not required. This selection of a game title to play is only possible when multiple game titles are displayed in the entrance room, provided that the current time is during an event period.

[0081] In the matching service of this embodiment, the user can move the operation avatar in the virtual space in both the first and second modes of service, but the area in which the user can move the operation avatar is the same regardless of the mode of service provision. That is, the area in which the user can move the operation avatar is set to be the same for both the first and second modes of service.

[0082] The second aspect of the service is provided to enable users to become accustomed to the virtual space and to increase the number of users of the matching service during the event period, and in order to allow users to use the first aspect of the service in a similar manner, in this embodiment, both the first aspect of the service and the second aspect of the service are provided free of charge.

[0083] In order to allow users to fully prepare their decks and to publicize events related to competitive games to increase service usage during the event period, the event period will be set shorter than the non-event period. In order to increase users' opportunities to participate, events related to competitive games will be held multiple times, and the matching service will be configured so that event periods and non-event periods alternate.

[0084] Whether the current period is an event period or a non-event period can be presented so that the user can check it before logging in on the service site, as shown in Fig. 12. In the example shown in the figure, in addition to an information display area 1201 indicating whether the current period is an event period or a non-event period, an information display area 1202 notifying the user of the schedule of the event period is included.

[0085] 《Information management》 Hereinafter, with regard to the matching service of this embodiment configured as above, an example of the configuration of various information managed by the server 200 will be described with reference to FIG.

[0086] FIG. 8(a) is a configuration example of user information managed for each user. As shown in the figure, the user information for one user is associated with a user ID 801 that uniquely identifies the user, and manages a login status 802 indicating whether the user has logged in to the service and a match record 803 indicating the match record of a competitive game played by the user through a matching service. The login status 802 is updated to a corresponding value when a service login request associated with the user ID 801 is received through a service site or when a service logout request is received. The match record 803 is updated based on information on the match result (result information) received when the competitive game played after matching is completed is completed. The result information may be received from a game server of a corresponding external service, or may be input by each user who participated in the competitive game.

[0087] FIG. 8(b) is a configuration example of avatar information managed for each avatar. As shown in the figure, the avatar information for one avatar manages, in association with an avatar ID 811 that uniquely identifies the avatar, a user ID 812 that uniquely identifies a user associated with the avatar, appearance information 813 that indicates an appearance set for the avatar, an associated entrance room ID 814 that uniquely identifies an entrance room associated with the avatar, and placement status information 815 that indicates the current placement status of the avatar in the virtual space. The appearance information 813 is updated when an appearance change request related to the appearance customization function is received while the avatar is placed in the entrance room. The placement status information 815 includes a placement room ID 821 that uniquely identifies a room (virtual space) in which the avatar is placed, and a placement status 822 that indicates the status of the avatar in the room. The status of the avatar indicated by the placement status 822 includes a waiting state for matching, a matching in progress (or a match in progress), and a free state. The placement status 822 is mainly used to indicate information about the avatar in the battle room, and is updated to a corresponding value when various requests related to the matching function are received while the avatar is placed in the battle room.

[0088] FIG. 8(c) is a configuration example of virtual space information managed for each room. As shown in the figure, the virtual space information for one room manages a room type 832 indicating whether the room is an entrance room or a battle room, entering avatar information 833 regarding an avatar who has entered the room, and arranged object information 834 regarding an object arranged in the room, in association with a room ID 831 that uniquely identifies the room. The entering avatar information 833 includes, for each avatar who has entered the room, information necessary for drawing the room, such as the position and posture in the room in which the avatar is arranged, and appearance information, in addition to the avatar ID of the avatar. When the avatar is seated in a chair object, the information on the position and posture of the avatar can be a value uniquely determined for the chair object. When the room is an entrance room, the arranged object information 834 can include information on decorations arranged in the entrance room, etc. Furthermore, if the room is a battle room, the placed object information 834 can include table information for each table object placed in the room.

[0089] Furthermore, in the case of a battle room, the room type 832 includes information on the game title associated with the battle room. That is, the room type 832 indicates whether the room is an entrance room or a battle room for which a game title matching process is to be performed.

[0090] The virtual space information is updated sequentially in response to changes in the state of the avatars and table objects placed in the corresponding rooms, and is shared each time with the user terminals 100 of the users whose avatars are placed in the same virtual space. The user terminals 100 can use the virtual space information to render the virtual space in which the operating avatar is placed.

[0091] 8(d) is a configuration example of table information managed for each table object arranged in a battle room. As shown in the figure, the table information for one table object manages a table state 843 indicating the use state of the table object, a seated avatar ID 844 uniquely identifying an avatar who is seated in a chair object associated with the table object, a matching ID 845 uniquely identifying a matching process being executed via the table object, and an execution trigger flag 846 indicating whether execution of a battle game is triggered via the table object, in association with a table ID 841 that may be an identification number assigned to the table object within the room and an arrangement room ID 842 that uniquely identifies the room. All table objects managed in the matching service can be uniquely identified by a combination of the table ID 841 and the arrangement room ID 842.

[0092] The state of the table object indicated by the table state 843 includes a state in which a matching process is in progress, a state in which a triggered competitive game is in progress, and a state other than these (a state in which the triggered competitive game has ended, or a state in which the matching process has not started). The table state 843 is updated to a value corresponding to a state in which a matching request related to a matching function is received while an avatar is placed in a competitive room, a state in which a competitive game is triggered, or a state in which result information related to a competitive game is received. The seated avatar ID 844 is updated based on the identification information of the avatar when a matching request based on a selection operation of the table object is received while an avatar is placed in a competitive room. The matching ID 845 is issued as information for referring to the matching process when a matching process for the table object is started, for example, and is stored in the table information, and is deleted in response to the completion (establishment or cancellation) of the matching process or the end of the competitive game that triggered the execution. The execution trigger flag 846 is, for example, Boolean information, and can be configured to be set to True when a matching process is established and a competitive game is being executed in an external service, and to be set to False when a competitive game is not being executed.

[0093] FIG. 8(e) is a configuration example of matching information managed for a matching process being executed for each table object. As shown in the figure, the matching information related to the matching process manages target information 852 indicating a target of matching in the matching process and a matching status 853 indicating a progress status of the matching process in association with a matching ID 851 that uniquely identifies the matching process. The target information 852 can be, for example, a user ID of a user who is a target of matching, an avatar ID of an avatar operated by the user, or both. The target information 852 is updated in response to receiving a matching request for the table object. Progress statuses indicated by the matching status 853 include a state in which matching is waiting, a state in which an application has been made, and a state in which matching has been established. The matching status 853 is set to a state in which matching is waiting when a matching process is started for a table object, and is further updated in response to a matching request related to a battle application received thereafter for the table object or a response to the battle application.

[0094] These pieces of information are generated, managed, and updated by the server control unit 201. Moreover, these pieces of information can be held and managed by using an external storage server or the like instead of or in addition to the server storage device 202 and the server memory 203.

[0095] <<Switching process>> Hereinafter, a specific switching process executed in the server 200 of this embodiment for switching the form of the matching service provided will be described with reference to the flowchart in FIG. 13. The process corresponding to the flowchart can be realized by the server control unit 201 reading out a corresponding processing program stored in the server storage device 202, for example, and deploying and executing the program in the server memory 203. Note that this switching process will be described as being started when the server 200 receives a service login request for the matching service from the user terminal 100. In the description of this switching process, the user terminal 100 that has transmitted the service login request will be referred to as the target terminal, the user using the target terminal as the target user, and the operating avatar corresponding to the target user as the target avatar. In parallel with this switching process, information necessary for providing the matching service, including virtual space information, will be transmitted to the target terminal and used to display a service screen on the target terminal.

[0096] In S1301, the server control unit 201 determines whether the current time is in an event period or a non-event period. If the server control unit 201 determines that the current time is in an event period, the process proceeds to S1302, and if the server control unit 201 determines that the current time is in a non-event period, the process proceeds to S1310.

[0097] In S1302, the server control unit 201 controls to transmit information to the target terminal that the service of the first aspect will be provided. Based on the information transmitted in this step, the display 110 of the target terminal displays information that the event period is currently in progress and that the service of the first aspect will be provided.

[0098] In S1303, the server control unit 201 executes a process of placing the target avatar in the virtual space. At this time, the server control unit 201 updates the placement status information 815 of the avatar information related to the target avatar and the entering avatar information 833 of the virtual space information related to the virtual space in which the target avatar is placed. Specifically, the server control unit 201 updates the placement room ID 821 of the placement status information 815 of the corresponding avatar information to the room ID of the virtual space in which the target avatar is placed, and updates the placement state 822 to a free state. Furthermore, the server control unit 201 updates the entering avatar information 833 of the corresponding virtual space information by adding information about the target avatar. In the matching service of this embodiment, the virtual space in which the target avatar is first placed at the time of logging in to the service is the entrance room associated with the target avatar, so the placement room ID 821 is input with the room ID of the entrance room. Furthermore, the virtual space information related to the entrance room is the subject of updating the entering avatar information 833.

[0099] In S1304, the server control unit 201 determines whether or not a movement request for the target avatar has been received. That is, the server control unit 201 determines whether or not a movement request transmitted in response to an operation input related to the movement of the target avatar in the virtual space has been received from the compatible terminal. If the server control unit 201 determines that a movement request has been received, it shifts the process to S1305, and if it determines that a movement request has not been received, it shifts the process to S1306.

[0100] In S1305, the server control unit 201 executes a process of changing the position and posture of the target avatar in the virtual space based on the received movement request. At this time, the server control unit 201 updates information about the target avatar, which is included in the entering avatar information 833 of the virtual space information related to the virtual space in which the target avatar is placed, based on, for example, information about the amount of operation input included in the movement request.

[0101] In S1306, the server control unit 201 judges whether or not a virtual space transition request has been received from the target terminal. That is, the server control unit 201 judges whether or not a transition request transmitted in response to an operation input related to a transition of the virtual space has been received from the target terminal. If the server control unit 201 judges that a transition request has been received, the process proceeds to S1307, and if it judges that a transition request has not been received, the process proceeds to S1308.

[0102] In S1307, the server control unit 201 executes a process of changing the virtual space in which the target avatar is placed based on the received transition request. At this time, the server control unit 201 updates the placement status information 815 of the avatar information related to the target avatar, the entering avatar information 833 of the virtual space information related to the virtual space in which the avatar is currently placed, and the entering avatar information 833 of the virtual space information related to the virtual space to be placed after the transition. Specifically, the server control unit 201 updates the placement room ID 821 of the placement status information 815 of the corresponding avatar information to the room ID of the virtual space to be transferred to, and updates the placement state 822 to a free state. In addition, the server control unit 201 deletes information about the target avatar from the entering avatar information 833 of the virtual space information related to the virtual space in which the avatar is currently placed. In addition, the server control unit 201 adds information about the target avatar to the entering avatar information 833 of the virtual space information related to the virtual space to be placed after the transition.

[0103] In S1308, the server control unit 201 determines whether or not a matching request has been received from the target terminal. That is, the server control unit 201 determines whether or not a matching request has been received from the target device, the matching request being transmitted in response to a user selecting an operation within a battle room in which the target avatar is located. If the server control unit 201 determines that a matching request has been received, it moves the process to S1309, and if it determines that a matching request has not been received, it returns the process to S1304.

[0104] In S1309, the server control unit 201 executes a matching process for setting the target avatar as a matching target based on the received matching request. When executing the matching process, the server control unit 201 generates or updates matching information. The server control unit 201 also updates the arrangement state 822 included in the arrangement status information 815 of the avatar information related to the target avatar, and table information related to the table object related to the matching request.

[0105] Although detailed description of the switching process of this embodiment will be omitted, the matching process executed in this step may end, for example, when the matching request is canceled, the application for a match is declined by a waiting player, or matching is established. The server control unit 201 ends the processing of this step and returns the process to S1304 when the matching process for the target avatar ends due to failure to match, or when the match game executed due to matching is established ends.

[0106] On the other hand, if it is determined in S1301 that the current time is a non-event period, the server control unit 201 controls in S1310 to transmit information to the target terminal that the service of the second mode will be provided. Based on the information transmitted in this step, the display 110 of the target terminal displays information that the current time is a non-event period and that the service of the second mode will be provided.

[0107] In S1311, the server control unit 201 executes a process of placing the target avatar in the virtual space. The process of this step may be similar to that of S1303.

[0108] In S1312, the server control unit 201 judges whether or not a movement request for the target avatar has been received. If the server control unit 201 judges that a movement request has been received, the process proceeds to S1313, and if it judges that a movement request has not been received, the process proceeds to S1314.

[0109] In S1313, the server control unit 201 executes a process of changing the position and posture of the target avatar in the virtual space based on the received movement request. The process of this step may be similar to that of S1305.

[0110] In S1314, the server control unit 201 judges whether or not a virtual space transition request has been received from the target terminal. If the server control unit 201 judges that a transition request has been received, the process proceeds to S1315, and if it judges that a transition request has not been received, the process proceeds to S1316.

[0111] In S1315, the server control unit 201 executes a process of changing the virtual space in which the target avatar is placed based on the received transition request. The process of this step may be the same as that of S1307.

[0112] In S1316, the server control unit 201 judges whether or not a matching request has been received from the target terminal. If the server control unit 201 judges that a matching request has been received, the process proceeds to S1317, and if the server control unit 201 judges that a matching request has not been received, the process returns to S1312.

[0113] In S1317, the server control unit 201 transmits information indicating that the matching process will not be executed to the target terminal, and returns the process to S1312. Based on the information, the target terminal is notified that the current non-event period means that the opponent cannot be matched. That is, the server control unit 201 controls the target user so that the opponent cannot be matched even if a matching request is received during the non-event period. Note that, in the switching process of this embodiment, the server control unit 201 does not execute the matching process even if a matching request is received in the service of the second mode, but the implementation of the present invention is not limited to this. For example, the matching of the opponent can be similarly made impossible by configuring the server control unit 201 not to accept a selection operation on a table object in a battle room, or by configuring the server 200 not to transmit a matching request to the server 200 even if a selection operation is performed on the target terminal.

[0114] Event Period Processing Next, the event period process executed in the server 200 of this embodiment with respect to matching of users during an event period will be described in detail with reference to the flowchart of FIG. 14. The process corresponding to the flowchart can be realized by the server control unit 201 reading out a corresponding processing program stored in the server storage device 202, for example, and deploying it in the server memory 203 for execution. The event period process corresponds in part to the processes of S1306 to S1309 of the switching process described above, and will be described as being started on the condition that the target avatar has been placed in the entrance room by the process of S1303. In the switching process described above, the process when a transition request is received without limiting the type of virtual space has been described, but the event period process mainly relates to the provision of services when a transition request from the entrance room to the battle room is received. Also, in the description of the event period process, the user terminal 100 that has sent the service login request will be referred to as the target terminal, the user using the target terminal as the target user, and the operating avatar corresponding to the target user as the target avatar.

[0115] In S1401, the server control unit 201 determines whether or not a request to transition to a battle room has been received from the target terminal. If the server control unit 201 determines that a request to transition to a battle room has been received, it moves the process to S1402, and if it determines that a request has not been received, it repeats the process of this step.

[0116] In S1402, the server control unit 201 selects one battle room associated with the play title based on the play title information included in the received transition request, and performs processing to change the virtual space in which the target avatar is placed from the entrance room to the selected battle room.

[0117] In S1403, the server control unit 201 judges whether or not a matching request has been received from the target terminal. If the server control unit 201 judges that a matching request has been received, the process proceeds to S1404, and if the server control unit 201 judges that a matching request has not been received, the process proceeds to S1407.

[0118] In S1404, the server control unit 201 executes a matching process based on the matching request. The matching request includes information that uniquely identifies the table object selected by the target user. Here, the table object managed by the server 200 in relation to the matching service is specified by a combination of an identification number (table ID 841) that uniquely identifies the table object in the battle room and identification information (placement room ID 842) that uniquely identifies the battle room, as shown in the table information. Therefore, when the server control unit 201 receives the matching request, it executes a matching process for the game title associated with the battle room specified by the placement room ID included in the matching request. That is, by executing the matching process, the server control unit 201 matches the target user with another user who also requests a match for an opponent for the game title selected by the target user to play.

[0119] In S1405, the server control unit 201 judges whether or not matching has been established by the matching process executed for the target user. If the server control unit 201 judges that matching has been established, the process proceeds to S1406, and if it judges that matching has not been established, the process proceeds to S1407.

[0120] In S1406, the server control unit 201 triggers the execution of a competitive game in an external service that provides the service of the target game title for the table object for which matching has been established. That is, the server control unit 201 transmits a request to create a connection destination for the competitive game to the game server of the external service, and transmits the connection destination information obtained in response to this together with a transfer command to the target terminal and the opponent's user terminal 100, thereby controlling these terminals to connect to the game server and execute the competitive game. Through the processing of this step, a competitive game is executed in which the target user and the opponent matched with the target user participate. After that, when the server control unit 201 receives result information related to the end of the competitive game, it shifts the processing to S1407.

[0121] In S1407, the server control unit 201 judges whether or not a request for another function provided as available for use in the battle room has been received from the target terminal. If the server control unit 201 judges that a request for another function has been received from the target terminal, the process proceeds to S1408, and if it judges that a request for another function has not been received, the process returns to S1403.

[0122] In S1408, the server control unit 201 executes processing according to the received request, and returns the process to S1403.

[0123] As described above, according to the matching system of the present embodiment, it is possible to provide a matching service with improved convenience.

[0124] In this embodiment, the area in the virtual space in which the operation avatar can move is the same in both the first aspect of the service (event period) and the second aspect of the service (non-event period), but the implementation of the present invention is not limited to this. For example, the area in the virtual space in which the operation avatar can move may be controlled to be narrower in the second aspect of the service than in the first aspect of the service, in other words, the area in the virtual space in which the operation avatar can move may be controlled to be wider in the first aspect of the service than in the second aspect of the service.

[0125] In addition, in this embodiment, the period during which no event is held is described as the non-event period, but the implementation of the present invention is not limited to this. In other words, the service of the second aspect may be one that allows users to experience a service that uses a virtual space during a period different from the period during which the service of the first aspect is provided, and it is not necessary that the entire period during which the service of the first aspect is not provided is the period during which the service of the second aspect is provided. The period during which the service of the second aspect is provided may be set so as not to overlap with at least the event period that includes the implementation of the event.

[0126] [Variation 1] In the above embodiment, each battle room has been described as mainly providing a matching function between users and a spectating function, but the implementation of the present invention is not limited to this. Each battle room may provide, for example, a sales / purchase function for products related to the game content for which matching is provided. For example, if the battle game for which the matching function is provided is a TCG, a sales / purchase function for real items (game cards) that can be used in the TCG may be provided. The sales / purchase function may be a payment procedure performed in the matching service, or may be indirectly provided by, for example, a function of transferring the user terminal 100 to a sales page for the relevant product on an EC site.

[0127] Furthermore, the related products do not have to be physical goods and may include, for example, in-game items or downloadable content.

[0128] The selling / purchasing function may be provided, for example, during an event period. That is, in the matching service of this modified example, in addition to the service of the first aspect, a service of the third aspect relating to the selling / purchasing function of related products is provided during the event period.

[0129] The use of the selling / purchasing function may be configured such that, for example, a matching function is provided in a battle room, i.e., the selling / purchasing function is available in an area (second area) different from an area (first area) where a table object is placed. In this embodiment, for example, the matching function is available to a user on condition that an operation avatar is placed in the first area, and the selling / purchasing function is available to a user on condition that an operation avatar is placed in the second area. That is, the server control unit 201 accepts a matching request from the user terminal 100 on condition that an operation avatar of the user of the user terminal 100 is placed in the first area and performs a matching process, while accepting a request to purchase a related product from the user terminal 100 on condition that an operation avatar of the user of the user terminal 100 is placed in the first area and performs a process related to sales.

[0130] [Variation 2] In the above embodiment, when the operating avatar is placed near the window 901 provided in the entrance room, a user interface for selecting the game title to be played is displayed in the window 901, but the embodiment of the present invention is not limited to this. To make it easier for the user to understand that a selection operation for the game title to be played needs to be performed in the window 901 when transitioning to the battle room, for example, the user interface may be controlled to be displayed only when the operating avatar is facing the window 901.

[0131] [Variation 3] In the above embodiment, the selection of a game title to be played is explained as being acceptable when the operating avatar is near the window 901 of the entrance room, but the implementation of the present invention is not limited to this. For example, when the operating avatar is placed near a wall instead of near the window 901 of the entrance room, or in addition to near the window 901, the user interface may be displayed near the placement position (window 901, wall) and be configured to be able to accept a selection operation from the user.

[0132] Furthermore, the display of the user interface for selecting the game title to play in the entrance room is not limited to the window 901 or the wall, but can be displayed in the entrance room when the operating avatar is placed in a specific position set in the entrance room. In addition, the user interface for selecting the game title to play can also be displayed using a window displayed by a function menu provided for the matching service.

[0133] [Variation 4] In the above embodiment, it has been described that the operation input related to the use of the matching function can be received via a table object provided in the battle room, but the implementation of the present invention is not limited to this. For example, the operation input related to the use of the matching function may be configured to be executable when the operational avatar is placed at a specific position provided in the battle room, without going through any object.

[0134] [Variation 5] In the above embodiment, the external service competitive game for which matching is provided in the matching service is described as a TCG, but the implementation of the present invention is not limited to this. The competitive game for which matching is provided may be a competitive game of another genre. Furthermore, the game for which matching is provided is not limited to competitive games, such as games in which players play cooperatively, as long as it is configured to allow multiple users to participate.

[0135] Furthermore, the game for which matching is provided does not need to be executed using an external service, but may be a game provided as one of the functions of the matching service. That is, the matching service may include a function of executing an online game in which users matched by the matching process participate. In this embodiment, the trigger for execution of a competitive game due to the establishment of matching is a control in which the server control unit 201 further executes a process corresponding to the game function provided by the matching service. Therefore, when the game provided by the game function is a TCG, the server control unit 201 controls information transmitted to each user terminal 100 so that an image captured by the imaging unit 120 of the user terminal 100 of the other user (opponent) participating in the TCG is displayed on the display 110 of the user terminal 100 of one user instead of the service screen.

[0136] [Variation 6] In the above embodiment, the matching service has been described as being provided by the server 200 to the user terminal 100 that has logged in to the service via a browser, but the matching service may be provided via a dedicated application installed on the user terminal 100. In this case, the dedicated application may communicate with an external device including the server 200 to provide the matching service, transmit processing requests for some functions to the external device, and obtain the processing results to control the display, etc., related to the dedicated application.

[0137] [Variation 7] In the above-mentioned embodiment and modified example, the virtual space provided in the matching service is described as a three-dimensional space expressed by arranging three-dimensional models, but the implementation of the present invention is not limited to this. For example, it goes without saying that the present invention can also be applied to a two-dimensional space configured by arranging two-dimensional models.

[0138] [Summary of the embodiment] The above embodiment discloses at least the following program, matching server, and matching system.

[0139] (1) To the computer: a display control process for displaying a virtual space in which a virtual character associated with a user is placed; a control process for switching a mode of a service to be provided to the user depending on a time when the virtual character of the user is placed in the virtual space; A program for executing The control process provides a service of a first aspect to the user during a first period, and provides a service of a second aspect to the user during a second period; In the service of the first aspect, the virtual character of the user is controlled to be able to move in the virtual space in response to a movement instruction, and a game opponent is matched with the user; In the second aspect of the service, a program is provided that is controlled so that the user's virtual character can be moved in the virtual space in response to movement instructions, while an opponent for the game cannot be matched with the user.

[0140] (2) The program described in (1), wherein the display control process displays a notification indicating whether the current period is the first period or the second period prior to displaying the virtual space in which the user's virtual character is placed.

[0141] (3) The program according to (1) or (2), wherein the display control process displays a notification of a schedule for the first period prior to displaying the virtual space in which the user's virtual character is placed.

[0142] (4) The program according to any one of (1) to (3), wherein the first period and the second period are set so as not to overlap each other.

[0143] (5) The program according to any one of (1) to (4), wherein the first period is set to be shorter in time than the second period.

[0144] (6) The program according to any one of (1) to (5), wherein the first period and the second period are set to occur alternately.

[0145] (7) the first period is a period during which an event related to the game is held; The program according to any one of (1) to (6), wherein the second period is a period during which no events related to the game are held.

[0146] (8) A program described in any one of (1) to (7), wherein the control process includes, as the first aspect of the service, control of executing the game in which the user participates with a matched opponent, and does not include control of executing the game as the second aspect of the service.

[0147] (9) The program according to any one of (1) to (8), wherein the control process controls an area in which a virtual character can move in the virtual space in the same manner for the service of the first aspect and the service of the second aspect.

[0148] (10) The program described in any one of (1) to (8), wherein the control process controls an area in which a virtual character can move in the virtual space so that the area is larger for the service of the first aspect than for the service of the second aspect.

[0149] (11) The program according to any one of (1) to (10), wherein the control process controls to provide a service of a third aspect in addition to the service of the first aspect during the first period.

[0150] (12) The program according to (11), wherein the service of the third aspect is a service of selling items that can be used in the game.

[0151] (13) The game includes a plurality of game titles, the program further causes the computer to execute a selection process of accepting, from the user, a selection of one game title from among the plurality of game titles; In the service of the first aspect, an opponent is matched with the user in the virtual space for a game of the one game title, The program according to any one of (1) to (12), wherein the selection process accepts a selection of the one game title on condition that the selection process is performed during the first period.

[0152] (14) The program according to any one of (1) to (13), wherein the first service and the second service are provided free of charge.

[0153] (15) The program according to any one of (1) to (14), wherein only one virtual character is associated with the user.

[0154] (16) A display control means for causing an information processing device to display a virtual space in which a virtual character associated with a user is placed; a control means for switching a mode of a service to be provided to the user depending on a time when the virtual character of the user is placed in the virtual space; Equipped with the control means provides the user with a service of a first aspect during a first period, and provides the user with a service of a second aspect during a second period; In the service of the first aspect, the virtual character of the user is controlled to be able to move in the virtual space in response to a movement instruction, and a game opponent is matched with the user; In the second aspect of the service, a matching server is controlled so that the user's virtual character can move in the virtual space in response to movement instructions, but cannot match an opponent for the game with the user.

[0155] (17) A display control means for displaying a virtual space in which a virtual character associated with a user is placed on a display means of an information processing device; a control means for switching a mode of a service to be provided to the user depending on a time when the virtual character of the user is placed in the virtual space; Equipped with the control means provides the user with a service of a first aspect during a first period, and provides the user with a service of a second aspect during a second period; In the service of the first aspect, the virtual character of the user is controlled to be able to move in the virtual space in response to a movement instruction, and a game opponent is matched with the user; In the second aspect of the service, a matching system is provided in which the user's virtual character can be moved in the virtual space in response to movement instructions, while being controlled so that an opponent for the game cannot be matched with the user.

[0156] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0157] 100: user terminal, 101: control unit, 102: storage device, 103: memory, 104: GPU, 110: display, 105: operation I / F, 106: communication I / F, 120: imaging unit, 130: microphone, 140: speaker, 200: server, 201: server control unit, 202: server storage device, 203: server memory, 204: server communication I / F, 300: network

Claims

1. On the computer, a display control process for displaying a virtual space in which a virtual character associated with a user is placed; a control process for switching a mode of a service to be provided to the user depending on a time when the virtual character of the user is placed in the virtual space; A program for executing The control process provides a first aspect of the service to the user during a first period, and provides a second aspect of the service to the user during a second period; In the service of the first aspect, the virtual character of the user is controlled to be able to move in the virtual space in response to a movement instruction, and an opponent for a game is matched with the user; In the second aspect of the service, a program is provided that is controlled so that the user's virtual character can be moved in the virtual space in response to movement instructions, while an opponent for the game cannot be matched with the user.

2. The program according to claim 1 , wherein the display control process displays a notification indicating whether the current period is the first period or the second period prior to displaying the virtual space in which the user's virtual character is placed.

3. The program according to claim 1 , wherein the display control process displays a notification of a schedule for the first period prior to displaying the virtual space in which the user's virtual character is placed.

4. The program according to claim 1 , wherein the first period and the second period are set so as not to overlap each other.

5. The program according to claim 1 , wherein the first period is set to be shorter in time than the second period.

6. The program according to claim 1 , wherein the first period and the second period are set to alternate.

7. the first period is a period during which an event related to the game is held, The second period is a period during which no events related to the game are held. The program according to any one of claims 1 to 6.

8. The program according to claim 1 , wherein the control process includes, as the first aspect of the service, control of executing the game in which the user participates with a matched opponent, and does not include, as the second aspect of the service, control of executing the game.

9. The program according to claim 1 , wherein the control process controls an area in the virtual space in which a virtual character can move in the same manner in the first aspect service and the second aspect service.

10. The program according to claim 1 , wherein the control process controls the area in which a virtual character can move in the virtual space so that the area in which the virtual character can move in the first aspect of the service is larger than the area in which the virtual character can move in the second aspect of the service.

11. The program according to claim 1 , wherein the control process controls to provide a service of a third aspect in addition to the service of the first aspect during the first period.

12. The program according to claim 11 , wherein the service of the third aspect is a service of selling an item that can be used in the game.

13. The games include games of a plurality of game titles, the program further causes the computer to execute a selection process of accepting, from the user, a selection of one game title from among the plurality of game titles; In the service of the first aspect, an opponent is matched with the user in the virtual space for a game of the one game title, The selection process accepts a selection of the one game title on condition that the selection process is performed during the first period. The program according to claim 1.

14. The program according to claim 1 , wherein the first service and the second service are provided free of charge.

15. 2. The program of claim 1, wherein only one virtual character is associated with the user.

16. a display control means for causing an information processing device to display a virtual space in which a virtual character associated with a user is placed; a control means for switching a mode of a service to be provided to the user depending on a time when the virtual character of the user is placed in the virtual space; Equipped with the control means provides the user with a service of a first aspect during a first period, and provides the user with a service of a second aspect during a second period; In the service of the first aspect, the virtual character of the user is controlled to be able to move in the virtual space in response to a movement instruction, and an opponent for a game is matched with the user; In the second aspect of the service, a matching server is controlled so that the user's virtual character can be moved in the virtual space in response to movement instructions, while being unable to match an opponent for the game with the user.

17. a display control means for causing a display means of an information processing device to display a virtual space in which a virtual character associated with a user is placed; a control means for switching a mode of a service to be provided to the user depending on a time when the virtual character of the user is placed in the virtual space; Equipped with the control means provides the user with a service of a first aspect during a first period, and provides the user with a service of a second aspect during a second period; In the service of the first aspect, the virtual character of the user is controlled to be able to move in the virtual space in response to a movement instruction, and an opponent for a game is matched with the user; In the second aspect of the service, a matching system is provided in which the user's virtual character can be moved in the virtual space in response to movement instructions, while being controlled so that an opponent for the game cannot be matched with the user.

Citation Information

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