Program, information processing device, matching server, and matching system

JP2025028681AActive Publication Date: 2025-03-03BANDAI CO LTD

Patent Information

Application Number
JP2023133641
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、仮想空間を利用時の利便性を高めることが可能となる。

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Abstract

To enhance convenience when using a virtual space.SOLUTION: A program causes a computer to execute: display control processing for displaying a first virtual space in which a virtual character associated with a user is movably arranged, and matching with a game opponent is possible; and control processing for triggering execution of a game on condition that matching in the first virtual space is established. In the display control processing, the first virtual space is displayed in a first display state drawn by a first view point, and in a second display state drawn by a second view point different from the first view point.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] There is a matching system that matches players involved in a competitive game executed on an external service through a two-dimensional virtual space (Patent Document 1). Patent Document 2 discloses a three-dimensional virtual space in which users can interact with each other through virtual characters. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-078744 [Patent Document 2] JP 2009-301404 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, since a user can look around and move in various directions in a three-dimensional virtual space, if the technology described in Patent Document 2 is applied to a matching system such as that described in Patent Document 1, there is a possibility that the user will not be able to know whether there are other users currently waiting to be matched.

[0005] The present invention aims to provide a program, an information processing device, a matching server, and a matching system that improve the convenience when using a virtual space. [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 first virtual space in which a virtual character associated with a user is movably positioned and in which matching with a game opponent is possible, and a control process that triggers execution of a game on the condition that matching is established in the first virtual space, wherein the display control process displays the first virtual space in a first display state drawn from a first viewpoint, and a second display state drawn from a second viewpoint different from the first viewpoint. Effect of the Invention

[0007] According to the present invention, it is possible to improve the convenience when using a virtual space. [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 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 10] FIG. 13 is a diagram for explaining two types of drawing viewpoints that can be selected in a battle room according to an embodiment and a modified example of the present invention; [Figure 11] 1 is a flowchart illustrating a display control process executed in the user terminal 100 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) of a humanoid three-dimensional model that includes a head, a torso, and legs as shown in FIG. 4 and that 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, an object for room transition (transition object), such as a door-shaped object, is provided in the entrance room, and the user can transmit a transition request for the operated avatar to the battle room to the server 200 by moving the operated avatar in the entrance room to reach the transition object. That is, in response to a movement operation for causing the operated avatar to reach the transition object, a transition request is transmitted from the user terminal 100 to the server 200, and the server 200 determines which battle room the operated avatar should transition to. Then, a process of transitioning the operated avatar to the determined battle room is performed.

[0040] (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.

[0041] In the matching service, the operation 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 operation 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. 9, 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] (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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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).

[0055] 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.

[0056] 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.

[0057] (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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] (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.

[0065] 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.

[0066] 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).

[0067] <Change of perspective> As described above, in the matching service of this embodiment, a user can make a matching request by selecting a table object in a battle room. On the other hand, when various operations are performed by touching an area where a service screen is displayed on the user terminal 100, a desired table object may not be selected.

[0068] The three-dimensional space in which the character to be operated is placed is generally drawn as an image from a first-person or third-person perspective set based on the character so that the surrounding situation can be understood based on the character. In the matching service of this embodiment, each virtual space is also drawn based on a viewpoint set at a certain distance from the operating avatar as shown in FIG. 10(a). More specifically, the viewpoint set when drawing the virtual space in which the operating avatar is placed is set at a position at a certain distance from the operating avatar, with the direction toward the operating avatar as the line of sight. By setting the viewpoint in this way, the service screen presented to the user when using the matching service can be configured so that the image of the operating avatar appears at a certain position even if a movement operation or viewpoint movement operation is performed.

[0069] However, as shown in Fig. 10(a), the service screen drawn based on the viewpoint thus set may show images of table objects at various distances, or the image of a table object in the foreground may be drawn overlapping the image of a distant table object depending on the angle of the viewpoint. In the former case, it may be difficult for the user to input a selection operation because the image of the distant table object is small. In the latter case, the selection operation may be erroneously recognized as a selection operation for a table object other than the table object desired by the user.

[0070] Therefore, in order to allow the user to easily select a desired table object, it is conceivable to configure the system to accept a selection operation only for table objects within a predetermined distance range from the operating avatar. That is, the user can select the table object and make a matching request by moving the operating avatar close to the table object he or she wishes to select for matching and operating the viewpoint to bring the table object within the angle of view of the viewpoint (capture it on the service screen).

[0071] On the other hand, with such a configuration, even if a user finds a table object with a waiting avatar seated in the battle room, there is a possibility that the user will not be matched with the user (waiting person) associated with the waiting avatar, because it is necessary to move the operating avatar, adjust the viewpoint, and select the table object in order to select the table object. In particular, if a user is unfamiliar with moving an operating avatar in a virtual space, even if the user finds a waiting avatar, there is a possibility that another user will be matched with the waiting person and the user will not be able to apply for a battle by the time the user completes the selection operation of the table object.

[0072] For this reason, the matching service of this embodiment is configured to be able to switch between two types of viewpoints when the operation avatar is placed in the battle room. That is, while using the service, the user can display on the service screen a battle room drawn from a viewpoint selected from two types of viewpoints. In other words, the two types of viewpoints are not used simultaneously for drawing the battle room.

[0073] One of the two types of viewpoints is a viewpoint (hereinafter referred to as a first viewpoint) determined corresponding to the operated avatar as shown in FIG. 10(a). In other words, while the first viewpoint is selected, the battle room is rendered in a manner according to the positional relationship between the operated avatar and the first viewpoint as shown in FIG. 10(a). The other of the two types of viewpoints is a viewpoint (hereinafter referred to as a second viewpoint) that does not correspond to the operated avatar and overlooks the battle room as shown in FIG. 10(b). In other words, while the second viewpoint is selected, the battle room is rendered in a manner not according to the positional relationship between the operated avatar and the second viewpoint as shown in FIG. 10(b).

[0074] The viewpoint change function related to viewpoint switching becomes available in response to a service login by a battle room user and a request to transition to a battle room in order to match an opponent for a battle game. The viewpoint selected as an initial value in response to the transition request is the first viewpoint, and then, for example, the viewpoint is switched to the second viewpoint in response to an operation input to the viewpoint switching icon 1002. That is, on the user's user terminal 100, after receiving an operation input related to a transition request to a battle room, the battle room drawn from the first viewpoint is displayed, and then the battle room drawn from the second viewpoint is displayed in response to receiving an operation input related to viewpoint switching. Hereinafter, the service screen on which the battle room is drawn from the first viewpoint is referred to as the first display mode, and the service screen on which the battle room is drawn from the second viewpoint is referred to as the second display mode.

[0075] This viewpoint change function is provided to improve the convenience of selecting table objects, and is configured to be unavailable when the operating avatar is placed in the entrance room. In the entrance room, the first viewpoint is forcibly adopted to ensure the visibility of the operating avatar.

[0076] In addition, in the first display mode, the operation avatar placed in the battle room is controlled to be movable within the battle room in response to a movement operation by the user. On the other hand, in the second display mode, the operation avatar is not necessarily displayed, so the operation avatar is controlled not to move within the battle room even if a movement operation is performed by the user. In the second display mode, a selection operation on a table object is configured to be acceptable, and the user selects a desired table object instead of moving the operation avatar.

[0077] As shown in Fig. 10, the first display mode and the second display mode at least have different shapes of table objects due to the difference in viewpoint. More specifically, in the first display mode shown in Fig. 10(a), a table object 1001 is displayed in a three-dimensional manner including its legs, whereas in the second display mode shown in Fig. 10(b), a table object 1011 is displayed in a flat disk manner without including its legs. Therefore, when a user switches to the second viewpoint in a battle room, the user can pinpoint a desired table object from the table objects displayed in a disk shape.

[0078] Here, as shown in Fig. 10(b), in the second display mode, each table object is displayed with an identification number for identifying which table object it is. The identification number is not usually displayed on table objects in the first display mode. On the other hand, in the case of table objects waiting for matching or in which a triggered match game is being played, the identification number is displayed even in the first display mode to facilitate a matching request or a spectating request related to a match application in the second display mode.

[0079] That is, in a state where a selection operation is performed by any user and matching processing is started for the table object (where the user becomes a waiting player and a waiting avatar is seated in the chair object corresponding to the table object), the table object is displayed with an identification number even in the first display mode so that the user can be easily challenged to a match. Therefore, a user who wishes to be matched with a waiting player can easily start the matching processing by switching to the second viewpoint and selecting the table object with the same identification number.

[0080] Furthermore, when matching is established and a competitive game is triggered in an external service for the table object and is in progress (when the operational avatars of the two matched users are seated in the chair objects corresponding to the table object), the table object is displayed with an identification number even in the first display mode to facilitate watching the competitive game. Therefore, a user who wishes to watch the competitive game in progress can easily start using the watching function by switching to the second viewpoint and selecting the table object with the corresponding identification number.

[0081] When a table object is selected for matching in the second display mode, the viewpoint is forcibly switched from the second viewpoint to the first viewpoint. At this time, the operation avatar of the user who performed the selection operation is placed in a seated state at the position of the chair object corresponding to the table object. In other words, by performing a table object selection operation in the second display mode, the user can move and place the operation avatar near the desired table object without performing a movement operation of the operation avatar.

[0082] 《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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] <Display control process> Hereinafter, a specific display control process executed in the user terminal 100 of this embodiment for displaying a battle room when using the matching service will be described with reference to the flowchart in FIG. 11. The process corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and deploying it in the memory 103 for execution. Note that this display control process will be described as being started, for example, when an operation input for transitioning to a battle room is accepted in the user terminal 100. In addition, in the description of this display control process, unless otherwise specified, the GPU 104 is assumed to repeatedly execute a process for generating a service screen by drawing at least a three-dimensional space in which the user's operation avatar is arranged based on the virtual space information received from the server 200 during the execution of the process, and a description of the specific process related to drawing may be omitted in the following flowchart.

[0092] In S1101, the control unit 101 selects the first viewpoint as the viewpoint for depicting the battle room.

[0093] In S1102, the control unit 101 judges whether or not an operational input related to a change in the viewpoint for depicting the battle room has been made. If the control unit 101 judges that an operational input related to a change in the viewpoint has been made, the process proceeds to S1103, and if it judges that an operational input related to a change in the viewpoint has not been made, the process proceeds to S1104.

[0094] In S1103, the control unit 101 changes the viewpoint for depicting the battle room to the viewpoint of the other player. That is, if the currently selected viewpoint is the first viewpoint, the control unit 101 selects the second viewpoint as the viewpoint for depicting, and if the currently selected viewpoint is the second viewpoint, the control unit 101 selects the first viewpoint as the viewpoint for depicting.

[0095] In S1104, the control unit 101 determines whether the currently selected viewpoint for rendering is the second viewpoint. If the control unit 101 determines that the viewpoint for rendering is the second viewpoint, the process proceeds to S1111. If the control unit 101 determines that the viewpoint for rendering is the first viewpoint, the process proceeds to S1105.

[0096] In S1105, the control unit 101 controls the operation of the GPU 104 so as to render the battle room from the first viewpoint.

[0097] In S1106, the control unit 101 determines whether or not a selection operation of a table object has been performed. The selection operation of a table object when the first viewpoint is selected may be accepted on the condition that the operation avatar is placed in the vicinity of the table object by, for example, a movement operation of the operation avatar performed by the user. If the control unit 101 determines that a selection operation of a table object has been performed, the control unit 101 proceeds to S1107, and if it determines that a selection operation of a table object has not been performed, the control unit 101 returns to S1102.

[0098] In S1107, the control unit 101 transmits a matching request to the server 200. The matching request transmitted in this step may include, for example, identification information (table ID and room ID) that uniquely identifies the table object selected by the user, and identification information (user ID) that uniquely identifies the user or identification information (avatar ID) that uniquely identifies the operation avatar. At this time, in the user terminal 100, based on the virtual space information received from the server 200, the operation avatar is displayed in a seated state in a chair object associated with the selected table object.

[0099] In S1108, the control unit 101 judges whether or not matching has been established in the matching process started by the server 200 based on the matching request transmitted in S1107. The judgment in this step can be made, for example, based on whether or not a transfer command including connection destination information for a competitive game acquired by the server 200 from a game server of an external service is transmitted in response to the establishment of matching, and whether or not this command is received by the communication I / F 106. If the control unit 101 judges that matching has been established, it shifts the process to S1109, and if it judges that matching has not been established, it repeats the process in this step.

[0100] In S1109, based on the transfer command received from the server 200, the control unit 101 switches the display to a game screen related to a competitive game.

[0101] In S1110, the control unit 101 judges whether the competitive game started in S1109 has ended and the matching service has been returned to. That is, the control unit 101 judges whether the display on the display 110 has been switched from the game screen to the service screen. If the control unit 101 judges that the matching service has been returned to, the process returns to S1102, and if the control unit 101 judges that the matching service has not been returned to, the process of this step is repeated.

[0102] On the other hand, if it is determined in S1104 that the viewpoint to be rendered is the second viewpoint, the control unit 101 controls the operation of the GPU 104 in S1111 so as to render the battle room from the second viewpoint.

[0103] In S1112, the control unit 101 determines whether or not a selection operation of a table object has been performed. Unlike the first viewpoint, the selection operation of a table object when the second viewpoint is selected does not require the user to move the operating avatar, and is accepted by directly selecting the table object. If the control unit 101 determines that a selection operation of a table object has been performed, it moves the process to S1107, and if it determines that a selection operation of a table object has not been performed, it returns the process to S1102.

[0104] As described above, the matching system of this embodiment can improve the convenience when using a virtual space.

[0105] [Embodiment 2] In the above embodiment, the matching service is described as matching a competitive game related to one game title, but the implementation of the present invention is not limited to this. There may be multiple types of game titles that can be matched using the matching system.

[0106] In this embodiment, when a user selects a table object arranged in a battle room and requests execution of a new matching process via the table object, the user selects a game title with which the user wishes to be matched. That is, each of the table objects arranged in the battle room is configured to be able to match opponents for battle games of multiple game titles.

[0107] In order to clarify for which game title the user (waiting player) of an avatar who is waiting for matching in a battle room wishes to be matched with an opponent, the table object whose table state 843 is in the matching process is displayed with information about the game title of the battle game that will be triggered when matching is established via that table object.

[0108] [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.

[0109] Furthermore, the related products do not have to be physical goods and may include, for example, in-game items or downloadable content.

[0110] 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.

[0111] [Variation 2] In the above embodiment, it has been described that in the second display mode, each table object is always displayed with an identification number, and in the first display mode, the identification number of the table object is displayed only when waiting for matching or a competitive game is being played, but the embodiment of the present invention is not limited to this. For example, in the first display mode, each table object may always be displayed with an identification number, and in the second display mode, the identification number of the table object may be displayed only when waiting for matching or a competitive game is being played. In this way, in the second display mode, the identification numbers are displayed only for table objects for which a match request can be made and table objects for which a spectator can be present, so that the user can easily select a desired table object.

[0112] [Variation 3] In the above embodiment, it has been described that, when a competitive game ends, the avatar of a user who was involved in the competitive game leaves the room and is placed in the competitive room, but the implementation of the present invention is not limited to this. When a competitive game ends, the avatar may leave the room and be placed in an entrance room associated with the avatar.

[0113] [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.

[0114] [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.

[0115] 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.

[0116] [Variation 6] In the above embodiment, the control unit 101 executes the display control process, but the function corresponding to the process may be realized by the server control unit 201 generating a corresponding display control command to cause the control unit 101 to execute the same process, and transmitting the command to the user terminal 100. In this case, the determination results of the user terminal 100 for some of the processes required in the course of the display control process may be transmitted from the user terminal 100 to the server 200, and may be used to generate the display control command based on the information received by the server control unit 201.

[0117] [Variation 7] 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.

[0118] [Variation 8] 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.

[0119] [Summary of the embodiment] The above embodiment discloses at least the following program, information processing device, matching server, and matching system.

[0120] (1) To the computer: a display control process for displaying a first virtual space in which a virtual character associated with a user is movably arranged and in which the user can be matched with an opponent for a game; a control process for triggering execution of the game on the condition that matching is established in the first virtual space; A program for executing The display control process is a program that displays the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

[0121] (2) the first viewpoint is a viewpoint determined corresponding to the virtual character; The program according to (1), wherein the second viewpoint is a viewpoint overlooking the first virtual space.

[0122] (3) the first display state displays the first virtual space in a state corresponding to a positional relationship between the first viewpoint and the virtual character; The program according to (1) or (2), wherein the second display state displays the first virtual space in a state that does not correspond to a positional relationship between the second viewpoint and the virtual character.

[0123] (4) The program according to any one of (1) to (3), wherein the display control process does not simultaneously display the first virtual space in the first display state and the first virtual space in the second display state.

[0124] (5) The display control process displays the first virtual space in response to a request from a user to start using a service, and controls the first virtual space to be displayable in the second display state, on the condition that the first virtual space is displayed in the first display state after use of the service has started.

[0125] (6) a plurality of objects for matching of the game are arranged in the first virtual space; The program is A program described in any one of (1) to (5), which further causes the computer to execute a matching process to match an opponent with the user, on the condition that the user has performed a selection operation of one of the objects for matching.

[0126] (7) The program according to (6), wherein the display control process displays the form of the object for matching in a different form between the first display state and the second display state.

[0127] (8) the game triggered via the first virtual space includes a plurality of game titles; The program according to (6) or (7), wherein the display control process causes the object for matching to display the game title of the game that is triggered on the condition that matching is established due to a selection operation on the object.

[0128] (9) The program described in any one of (6) to (8), wherein the display control process, on condition that a user has performed an operation to select the object for matching, places the virtual character associated with the user in the vicinity of the object for matching.

[0129] (10) The display control process changing a position of the virtual character in the first virtual space on condition that a user has performed a movement operation of the virtual character in the first display state; The program according to any one of (6) to (9), wherein, on condition that a user performs an operation of selecting the object for matching in the second display state, the virtual character associated with the user is placed in the vicinity of the object for matching without moving the virtual character.

[0130] (11) The display control process In the first display state, displaying each of the matching objects with identification information; The program according to any one of (6) to (11), wherein in the second display state, each of the matching objects is displayed without the identification information being added.

[0131] (12) The display control process includes: In the second display state, identification information is added to each of the matching objects and the matching objects are displayed; The program according to any one of (6) to (11), wherein in the first display state, each of the objects for matching is displayed without being assigned the identification information.

[0132] (13) The program further causes the computer to execute a management process for managing the matching object for which the matching process has been started and the matching object for which execution of the game has been triggered on the condition that matching has been established by the matching process; The program described in (11) , wherein the display control process displays the matching object in the second display state with the identification information attached thereto, under the condition that the matching process is being executed and execution of the game has been triggered, in the second display state.

[0133] (14) The program further causes the computer to execute a management process for managing the matching object for which the matching process has been started and the matching object for which execution of the game has been triggered on the condition that matching has been established by the matching process; The program described in (12) , wherein the display control process displays the matching object in the first display state with the identification information attached thereto, under the condition that the matching process is being executed and execution of the game has been triggered, in the first display state.

[0134] (15) The program described in (13) or (14), wherein the display control process displays the matching object in different manners in the first display state depending on whether execution of the game is triggered or not.

[0135] (16) The program described in any one of (13) to (15), wherein the display control process displays the matching object in a different manner in the first display state depending on whether the matching process is being executed or not.

[0136] (17) The matching object is a table; The display control process includes: on condition that a user has performed an operation to select the table, placing the virtual character associated with the user in a seated state on a chair placed near the table; The program according to any one of (13) to (16), further comprising displaying the virtual character in a seated state in a state of having left the chair on condition that the triggered game has ended.

[0137] (18) The display control process includes, for one of the tables, The two chairs are arranged at positions facing each other across the table, Two of the virtual characters can be arranged in a seated state on two of the chairs; The program according to (17), wherein the matching process establishes matching on the condition that the two virtual characters are positioned facing each other with the corresponding table in between.

[0138] (19) The display control process includes: Further displaying a second virtual space that does not perform matching; The program according to (17) or (18), further comprising: in response to a user's movement operation on the virtual character placed in the second virtual space, the virtual character is placed in the first virtual space and displayed.

[0139] (20) The program according to (19), wherein the display control process displays the second virtual space in the first display state but does not display it in the second display state.

[0140] (21) The program according to (19) or (20), wherein the display control process places and displays the virtual character in the second virtual space on condition that the triggered game has ended.

[0141] (22) The program described in any one of (1) to (21), further comprising causing the computer to execute an execution process for executing the game in response to execution of the game being triggered by the control process.

[0142] (23) The game progresses with the display of captured images of a real space; The program according to (22), wherein the display control process displays the captured image instead of the first virtual space in response to execution of the game being triggered.

[0143] (24) A display control means for displaying on a display means a first virtual space in which a virtual character associated with a user is movably arranged, the first virtual space being capable of being matched with an opponent for a game; a control means for triggering execution of the game on the condition that a match is made in the first virtual space; Equipped with The display control means is an information processing device that causes the display means to display the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

[0144] (25) A display control means for causing an information processing device to display a first virtual space in which a virtual character associated with a user is movably disposed, the first virtual space being capable of being matched with an opponent for a game; a control means for triggering execution of the game on the condition that a match is made in the first virtual space; Equipped with The display control means is a matching server that causes the information processing device to display the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

[0145] (26) A display control means for displaying on a display means of an information processing device a first virtual space in which a virtual character associated with a user is movably disposed, the first virtual space being capable of being matched with an opponent for a game; a control means for triggering execution of the game on the condition that a match is made in the first virtual space; Equipped with The display control means is a matching system that causes the display means to display the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

[0146] [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]

[0147] 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 first virtual space in which a virtual character associated with a user is movably arranged, the first virtual space being capable of being matched with an opponent for a game; a control process for triggering execution of the game on the condition that matching is established in the first virtual space; A program for executing The display control process is a program that displays the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

2. the first viewpoint is a viewpoint determined corresponding to the virtual character, The second viewpoint is a viewpoint overlooking the first virtual space. The program according to claim 1.

3. the first display state displays the first virtual space in a state corresponding to a positional relationship between the first viewpoint and the virtual character; The second display state displays the first virtual space in a state not corresponding to a positional relationship between the second viewpoint and the virtual character. The program according to claim 1.

4. The program according to claim 1 , wherein the display control process does not cause the first virtual space in the first display state and the first virtual space in the second display state to be displayed simultaneously.

5. The display control process displays the first virtual space in response to a request from a user to start using a service, and controls the first virtual space to be displayable in the second display state on the condition that the first virtual space is displayed in the first display state after use of the service has started.

6. a plurality of objects for matching of the game are arranged in the first virtual space; The program is On the condition that a user has performed a selection operation of any one of the objects for matching, the computer is further caused to execute a matching process for matching the user with an opponent. The program according to any one of claims 1 to 5.

7. The program according to claim 6 , wherein the display control process displays the form of the object for matching in a different form between the first display state and the second display state.

8. the game triggered via the first virtual space includes a plurality of game titles; The display control process displays, on the object for matching, a game title of the game that is triggered on the condition that matching is established due to a selection operation on the object. The program according to claim 6.

9. 7. The program according to claim 6, wherein the display control process, on condition that a user has performed an operation to select the object for matching, places the virtual character associated with the user in the vicinity of the object for matching.

10. The display control process includes: changing a position of the virtual character in the first virtual space on condition that a user has performed a movement operation of the virtual character in the first display state; On condition that a user performs an operation of selecting the object for matching in the second display state, the virtual character associated with the user is placed in the vicinity of the object for matching without an operation of moving the virtual character. The program according to claim 6.

11. The display control process includes: In the first display state, identification information is added to each of the objects for matching and the objects are displayed; In the second display state, each of the objects for matching is displayed without the identification information. The program according to claim 6.

12. The display control process includes: In the second display state, identification information is added to each of the objects for matching and the objects are displayed; In the first display state, each of the objects for matching is displayed without the identification information. The program according to claim 6.

13. the program further causes the computer to execute a management process for managing the matching object for which the matching process has been started and the matching object for which execution of the game has been triggered on the condition that matching has been established by the matching process; The display control process displays the object for matching in the second display state with the identification information added thereto, on condition that the matching process is being executed and execution of the game is triggered in the second display state. The program according to claim 11.

14. the program further causes the computer to execute a management process for managing the matching object for which the matching process has been started and the matching object for which execution of the game has been triggered on the condition that matching has been established by the matching process; The display control process displays the object for matching in the first display state with the identification information added thereto, on condition that the matching process is being executed and execution of the game is triggered in the first display state. The program according to claim 12.

15. The program according to claim 13 , wherein the display control process displays the matching object in a manner different from that in a state in which execution of the game has been triggered and a state in which execution of the game has not been triggered in the first display state.

16. The program according to claim 13 , wherein the display control process displays the matching object in a different manner in the first display state depending on whether the matching process is being performed or not.

17. the matching object is a table, The display control process includes: on condition that a user has performed an operation to select the table, placing the virtual character associated with the user in a seated state on a chair placed near the table; On condition that the triggered game is ended, the seated virtual character is displayed in a state of having left the chair. The program according to claim 13.

18. The display control process includes the steps of: The two chairs are arranged at positions facing each other across the table, Two of the virtual characters can be arranged in a seated state on two of the chairs; The matching process is performed under the condition that the two virtual characters are arranged facing each other with the corresponding table in between.

18. The program according to claim 17.

19. The display control process includes: Further displaying a second virtual space in which no matching is performed; In response to a user's movement operation on the virtual character placed in the second virtual space, the virtual character is placed in the first virtual space and displayed.

18. The program according to claim 17.

20. The computer-readable medium according to claim 19 , wherein the display control process causes the second virtual space to be displayed in the first display state but not in the second display state.

21. The program according to claim 19 , wherein the display control process causes the virtual character to be arranged and displayed in the second virtual space on condition that the triggered game has ended.

22. The program according to claim 1 , further comprising: an execution process for executing the game in response to the execution of the game being triggered by the control process.

23. the game progresses with the display of captured images of a real space; The display control process displays the captured image instead of the first virtual space in response to a trigger of execution of the game.

23. The program of claim 22.

24. a display control means for causing a display means to display a first virtual space in which a virtual character associated with a user is movably arranged and in which the user can be matched with an opponent for a game; a control means for triggering execution of the game on the condition that matching is established in the first virtual space; Equipped with The display control means is an information processing device that causes the display means to display the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

25. a display control means for causing an information processing device to display a first virtual space in which a virtual character associated with a user is movably arranged, the first virtual space being capable of being matched with an opponent for a game; a control means for triggering execution of the game on the condition that matching is established in the first virtual space; Equipped with The display control means is a matching server that causes the information processing device to display the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

26. a display control means for causing a display means of the information processing device to display a first virtual space in which a virtual character associated with a user is movably disposed, the first virtual space being capable of being matched with an opponent in a game; a control means for triggering execution of the game on the condition that matching is established in the first virtual space; Equipped with The display control means is a matching system that causes the display means to display the first virtual space in a first display state drawn from a first viewpoint, and in a second display state drawn from a second viewpoint different from the first viewpoint.

Citation Information

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