Program, matching server, and matching system

JP2025028683AActive Publication Date: 2025-03-03BANDAI CO LTD

Patent Information

Application Number
JP2023133643
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、興趣性を向上させたマッチングサービスを提供することが可能となる。

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Abstract

To provide a matching service with improved amusement properties.SOLUTION: A virtual space in which a virtual character associated with a user is movably arranged is displayed and matching processing is executed for a plurality of users to compete in a game. On condition that matching is established, execution of a game in which a plurality of users participate is triggered, and communication control processing is executed for controlling information transmission and reception on the communication among the users. The virtual space includes a first virtual space and a second virtual space, and matching is executed for the users as objects with the associated virtual characters being arranged in the first virtual space. The communication control processing executes control to enable communication on the reservation of matching among a plurality of users with the associated virtual characters being arranged in the same second virtual space, and controls matching processing to establish matching for a plurality of users who have performed communication on the reservation of matching in the second virtual space.SELECTED DRAWING: Figure 11
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Description

[Technical field]

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

[0002] There is a game system that executes a competitive game in which a user selects a user from among candidate users determined by a server as an opponent and competes for game results (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-037462 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, when candidate users are determined by the server as in Patent Document 1, the possibility of a user playing a competitive game with a person desired by the user, such as an acquaintance or a person with whom the user has a history of competing, is low.

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

[0006] One aspect of the present invention is a program that causes a computer to execute a display control process that displays a virtual space in which virtual characters associated with users are movably arranged, a matching process that matches multiple users who will compete in a game, a trigger process that triggers the execution of a game in which the multiple users involved in the matching participate, on the condition that matching is established by the matching process, and a communication control process that controls the transmission and reception of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space, the matching process is executed for users whose associated virtual characters are placed in the first virtual space, and the communication control process controls contact regarding matching reservations between multiple users whose associated virtual characters are placed in the same second virtual space to enable such contact, and the program further causes the computer to execute a control process that controls the matching process to establish matching for the multiple users who have contacted each other regarding matching reservations in the second virtual space. Effect of the Invention

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

[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of a matching system according to an embodiment and a modification of the present invention. [Diagram 2] FIG. 1 illustrates an example of a hardware configuration of a user terminal 100 according to an embodiment and a modification of the present invention. [Diagram 3] FIG. 2 is a diagram illustrating a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 13 is a diagram illustrating an avatar used in a matching service according to an embodiment and a modification of the present invention. [Diagram 5] FIG. 13 is a diagram illustrating a match room of a matching service according to an embodiment and a modification of the present invention; [Figure 6]FIG. 13 is a diagram for explaining a matching function in a battle room according to an embodiment and a modified example of the present invention; [Figure 7] FIG. 13 is a diagram illustrating a play screen of a fighting game according to an embodiment and a modified example of the present invention; [Figure 8] FIG. 13 is a diagram showing an example of the configuration of various information managed regarding the matching service according to the embodiment and the modified example of the present invention. [Figure 9] FIG. 13 is a diagram illustrating an entrance room of a matching service according to an embodiment and a modification of the present invention; [Figure 10] FIG. 13 is a diagram illustrating 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 11] A flowchart illustrating a reservation process executed by the server 200 according to an embodiment and a modification of the present invention. [Figure 12] 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] <<Overview of the Matching Service>> An outline of the matching service provided by the matching system of this embodiment will be described below with reference to the drawings.

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

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

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

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

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

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

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

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

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

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

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

[0039] In the matching system of this embodiment, the entrance room is provided as a space enclosed by walls and windows as shown in Fig. 9, and the user can perform operation input related to the use of the transition function to the battle room by moving the operation avatar to a predetermined position set in the space. Below, an example will be described in which a user interface related to transition to the battle room is presented to the user by moving the operation avatar near a window 901 provided in the entrance room.

[0040] By performing an operation input related to transition to a battle room, the user can transmit a transition request for the operational avatar to the battle room to the server 200. In response to the transition request, the server 200 determines to which battle room the user's operational avatar should be transitioned (placed). Then, the server control unit 201 performs a process of transitioning the operational avatar to the determined battle room.

[0041] (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.

[0042] 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. 10, 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] (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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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).

[0056] 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.

[0057] 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.

[0058] (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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] (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.

[0066] 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.

[0067] 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).

[0068] Reservation function However, in a normal match-making process in a match room, there are cases where a user cannot be reliably matched with a user who wishes to play a match. That is, if a user's avatar is seated at a table object first, the next user who selects the table object can apply for a match on a first-come, first-served basis. Depending on the timing, it may take some time for the desired user to apply for a match, as other users may apply for a match. Also, if a user's avatar is seated at a table object later (applies for a match), the user cannot play against that user unless the application for a match is accepted by the user who was there first. As a result, it may take a long time for each user to be matched.

[0069] For this reason, the matching service of this embodiment has a function (reservation function) that enables a user to make a reservation for matching with another user on the condition that the user has visited an entrance room associated with the other user with an operation avatar. A reservation for matching using the reservation function is made on the condition that the avatars of the two users who make a reservation for a match are placed in the same entrance room, and is realized without going through the table object of the match room. When the reservation is confirmed and the conditions set for the reservation (play start date and time) are met, the operation avatar of the user is automatically placed in the match room on the condition that the user is logged in to the service. At this time, the avatars of the two users who will compete against each other are placed in a seated state directly on chair objects of the table object that are controlled so as not to accept selection operations by other users, and the matching process can be executed exclusively.

[0070] That is, with the reservation function, two users to be matched can be specified, and then matching processing can be executed to establish the match. Therefore, when avatars are placed in a battle room using the reservation function, they are placed in a seated state on a chair object corresponding to the same table object, and on condition that both avatars are present, matching processing is started and the match is established without accepting a matching request from each user terminal 100.

[0071] A reservation for matching between users is set through reservation-related communication between the users, with the avatars of the multiple users being placed in the same entrance room. For this reservation function, the matching service of this embodiment provides a communication function between users that can be used when an operation avatar is placed in the entrance room. By using this communication function, information can be transmitted and received between the user terminals 100 of the users via the matching system. As described above, the reservation function is provided for multiple users whose avatars are placed in the same entrance room, and therefore the communication function is also provided between users whose avatars are placed in the same entrance room. Therefore, each user can use the communication function as a part of the reservation function to contact a specific user regarding a reservation for matching.

[0072] However, if any text information input by a user can be sent via the contact function, there is a possibility that inappropriate messages such as abusive language or solicitations may be sent to other users. Such messages may cause trouble between users or reduce users' interest in the game. For this reason, in the matching service of this embodiment, the text information that can be sent and received as a communication regarding a matching reservation is limited to text information (standard text information) showing standard phrases in which only some items are editable. In other words, the contact function does not have a function for sending and receiving newly entered text information, such as each user inputting any sentence.

[0073] The editable items included in the standard text information include information about the play start time of the match game to be played through matching. The information about the play start time may be configured to be selectable from two types, for example, "now" or the date and start time of the play.

[0074] A user who requests a reservation for a match can, for example, input a play start time in an editable field in the standard text information, thereby transmitting a reservation request to the server 200 to a user who desires to play against the match. The reservation request is transmitted to the user terminal 100 of the user who has requested the reservation via the server 200, and is presented to the user. The user who has requested the reservation can select whether or not to agree to the reservation for the match related to the reservation request, and respond. That is, when a reservation request is made using the contact function, the user who has requested the reservation is configured to be able to respond to the request using the contact function. Therefore, the contact function also transmits and receives information corresponding to a response to the reservation (response information). The response information is also transmitted as a response to the user terminal 100 of the user who requested the reservation.

[0075] On the condition that the matching reservation is agreed upon in the reply, the server control unit 201 manages information related to the matching reservation for these users, and performs control so that, for example, on the condition that a specified play start time has arrived, the avatars of the users involved in the reservation are forcibly placed and displayed in the battle room. Note that, as described above, such placement control is performed on the condition that each of the users involved in the reservation is logged in to the service at the play start time.

[0076] In this way, the reservation function allows each user to easily play a competitive game with a desired user. That is, a user can make a reservation for a new competitive game against a user whose avatar has visited the user's entrance room, for example. In addition, a user can make a reservation for a rematch with the same opponent by moving the operated avatar to the entrance room related to the opponent after the competitive game ends, for example.

[0077] <Play preparation function> The competitive game in which opponents are matched in the matching service of this embodiment is a TCG, and users participating in the competitive game can progress in the game by sharing information on game cards deployed on the playfield in the real world and spoken voices for declaring turns. For this reason, each user needs to have the user terminal 100 he or she uses acquire information on the real-space environment that the user uses in the competitive game. In this embodiment, the imaging unit 120 and microphone 130 of each user terminal 100 are used to acquire information on the real space. More specifically, the imaging unit 120 of the user terminal 100 is used to acquire information on the playfield as captured image data, and the microphone 130 is used to acquire spoken voices related to game play as audio data.

[0078] However, since the user terminal 100 is not always set for a competitive game, it is necessary to prepare for playing the competitive game so that each piece of information used in the competitive game can be suitably acquired before playing the competitive game. On the other hand, in a specification in which such preparation for playing is performed after matching is established, for example, after transition to an external service, it takes time to start the game even after matching is established, so that the time until the competitive game ends may be extended. The matching service of this embodiment is configured to ensure that the table object placed in the competition room is occupied by the avatar involved in the competitive game during the period from the matching request related to the start of matching to the end of the game, so that other users can watch the competitive game realized by matching between users and the establishment of the matching. Therefore, the extension of the time until the end of the competitive game results in making it impossible to match the competitive game via the table object during that time, and therefore the frequency of competitive games being executed in the matching service as a whole decreases.

[0079] For this reason, the matching service of this embodiment is configured to enable preparation of a device for acquiring real-space information related to a competitive game in the entrance room so that the user does not have to prepare for play after matching is established. That is, on the condition that the operating avatar is placed in the entrance room, the user can make a request to use the play preparation function, and processing related to play preparation is executed in response to the request.

[0080] In the matching system of this embodiment, the play preparation function is configured to be available in response to a selection operation on a dedicated object arranged on a wall in the entrance room. In response to a user selecting the dedicated object, a play preparation screen (hereinafter referred to as a preparation screen) is displayed on the display 110 of the user terminal 100 of the user in place of the service screen displaying the entrance room. As described above, the process related to play preparation includes control to activate at least one of the imaging unit 120 and the microphone 130 provided on the user terminal 100 used by the user, and the preparation screen includes displays related to the operation and adjustment of the relevant devices.

[0081] For example, the preparation screen for the imaging unit 120 includes an area for displaying a captured image obtained by making the imaging unit 120 perform an imaging operation. The preparation screen includes, for example, a display for encouraging the user to adjust the play field used when playing a competitive game so that it fits within the angle of view of the imaging unit 120. The user adjusts, for example, the position or attitude of the user terminal 100 or the stand holding the imaging unit 120 while checking the image of the play field included in the captured image displayed on the preparation screen. In order to ensure fairness between players when playing a competitive game, the process related to the play preparation for the imaging unit 120 can be controlled to end by analyzing the captured image, for example, on the condition that the entire play field is included in the captured image.

[0082] Even if the playfield is within the angle of view, if the area is too small, it may hinder optimal gameplay. Therefore, the preparation screen may be controlled so that a guide indicating the position and size of the playfield image to be captured in the captured image is superimposed on the captured image. In this way, the user can be prompted to adjust the imaging unit 120 so that the competitive game progresses optimally.

[0083] Also, for example, the preparation screen for the microphone 130 includes an area for displaying the audio level of the audio signal collected by the microphone 130. Since the TCG progresses by players declaring game cards and reading out effects caused by game cards, it is preferable that audio data with appropriate volume and sound quality that is easy for both users to hear is shared during playing of a competitive game. On the other hand, the audibility of the spoken voice related to the audio data acquired by each user terminal 100 varies depending on factors such as the microphone 130 used by each user, the audio input interface used in the user terminal 100, the voice volume of each user, and environmental sounds generated in the environment in which each user exists.

[0084] For this reason, the preparation screen for the microphone 130 includes an area showing at least one of the sound level of the environmental sound and the sound level of the speech sound included in the collected sound data (input sound data). The environmental sound and the speech sound can be separated, for example, by extracting a frequency band specific to each of them from the input sound data. The preparation screen may also include a graphical user interface for adjusting the sound level measured in this way to, for example, a recommended sound level defined for the execution environment of the TCG. The GUI for this adjustment may include a GUI that allows the user to adjust the amplification / attenuation rate of the sound level, or may include a GUI for automatically selecting the amplification / attenuation rate so that, for example, the peak value or median value of the measured sound level satisfies a predetermined sound level condition.

[0085] Therefore, the process related to the preparation for playing the microphone 130 can be controlled to end on the condition that the sound level of the measured sound (at least one of the user's environmental sound and the user's speech) satisfies a setting condition set for the execution of the competitive game. Here, the setting condition related to the sound level can include, for example, in the case of the sound level of the environmental sound, the sound level of the environmental sound after adjustment falls below a predetermined level set for the environmental sound, in the case of the sound level of the speech sound, the peak value of the sound level of the speech sound after adjustment falls within a predetermined peak level set for the speech sound, or the sound level of the normal speech sound exceeds a predetermined level set for the speech sound. In addition, the setting condition related to the sound level can also include, for example, the sound level ratio of the speech sound to the environmental sound exceeds a threshold value.

[0086] By configuring the preparation function to be available in the entrance room in this way, it is possible to reduce the time required to prepare various devices to obtain information on the real space of the players in the battle game that is executed after matching is established in the battle room. In order to utilize the time-saving effect of such a preparation function, when a process related to play preparation is completed in the entrance room, information indicating that fact is associated with the operating avatar, and when a transition is made to an external service, execution of the battle game may be triggered to omit the sequence related to play preparation. In this case, information indicating that play preparation is completed is also transmitted to the external service. In addition, since the time-saving effect is maximized when both players who will compete have completed their play preparation, it is also possible to control so that matching can be performed by distinguishing users who have completed their play preparation in the matching process. This control can be realized, for example, by making some table objects selectable on the condition that play preparation is completed, or by presenting information on whether or not a waiting player or an applicant has completed their play preparation before or when a battle application is made.

[0087] 《Information management》 Hereinafter, with regard to the matching service of this embodiment configured as described above, an example of the configuration of various information managed by the server 200 will be described with reference to FIG.

[0088] 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.

[0089] 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 an avatar in a 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] Reservation Processing Hereinafter, a specific process of reservation processing executed in the server 200 of this embodiment in relation to the reservation function for matching when the user's operation avatar is placed in any of the entrance rooms will be described with reference to the flowchart of FIG. 11. The process corresponding to the flowchart can be realized by the server control unit 201 reading out a corresponding processing program stored in, for example, the server storage device 202, and deploying and executing the program in the server memory 203. Note that this reservation processing will be described as being started when, for example, the server 200 receives a request from the user terminal 100 for placing the operation avatar in the entrance room (a service login request, a request to move to the entrance room, a request to visit an entrance room associated with another user's avatar). In the description of this reservation processing, the user terminal 100 that has sent the service login request will be referred to as the target terminal, the user using the target terminal as the target user, and the operation avatar corresponding to the target user as the target avatar. In parallel with this reservation processing, information required for providing the matching service, including virtual space information, will be transmitted to the target terminal and used to display a service screen on the target terminal. In addition, in this embodiment, in order to make it easier to understand the invention, it is described that both users involved in the matching are logged in to the service from the time the matching reservation is made until the start time of playing the competitive game related to the reservation.

[0097] In S1101, the server control unit 201 judges whether or not multiple avatars exist in the entrance room in which the target avatar is placed. The judgment in this step can be made by referring to the entering avatar information 833 in the virtual space information related to the entrance room. If the server control unit 201 judges that multiple avatars exist in the entrance room in which the target avatar is placed, it proceeds to S1102, and if it judges that no avatars exist, it repeats the processing in this step.

[0098] In S1102, the server control unit 201 judges whether or not a reservation request for a reservation for matching has been received from the target terminal. The reservation request is transmitted from the target terminal to the server 200 in response to, for example, a selection operation of another avatar in the entrance room in which the target avatar is placed being performed when the entrance room is displayed as a service screen on the display 110 of the target terminal, and in response to completion of input of information (contact information) to be transmitted to the user terminal 100 of the user of the avatar based on the contact function. The contact information includes standard text information and information on the start time of play, as described above. When transmitting the reservation request, the control unit 101 of the target terminal controls to transmit, in addition to the contact information, information on the other party (reservation partner) who is applying for a reservation for matching, i.e., information that uniquely identifies the avatar selected by the target user, to the server 200 together with the reservation request. If the server control unit 201 judges that the reservation request has been received, it shifts the process to S1103, and if it judges that the reservation request has not been received, it shifts the process to S1109.

[0099] In S1103, the server control unit 201 transmits contact information to the user terminal 100 used by the person to whom the reservation is made, based on the received reservation request.

[0100] In S1104, the server control unit 201 judges whether the reservation partner has agreed to the matching reservation. The judgment in this step can be made based on the response information received from the user terminal 100 used by the reservation partner in response to the transmission of the contact information in S1103. If the server control unit 201 judges that the reservation partner has agreed to the matching reservation, it shifts the process to S1105, and if it judges that the reservation partner has not agreed, it shifts the process to S1108.

[0101] In S1105, the server control unit 201 judges whether the play start time set in the reservation for the agreed upon matching has arrived. If the server control unit 201 judges that the play start time has arrived, the process proceeds to S1106, and if it judges that the play start time has not arrived, the process of this step is repeated.

[0102] In S1106, the server control unit 201 forcibly moves the target avatar and the reservation partner avatar to the battle room, and further places these avatars in a seated state in a chair object related to one table object, and starts matching processing for the table object. That is, the server control unit 201 executes matching processing without the intervention of others, so as to forcibly establish a match between the target user who made the reservation for matching and the reservation partner.

[0103] In S1107, the server control unit 201 triggers the execution of a competitive game in an external service that provides the service of the target game title for the table object for which matching has been established. That is, the server control unit 201 transmits a request to create a connection destination for the competitive game to the game server of the external service, and transmits the connection destination information obtained in response to this together with a transfer command to the target terminal and the reserved party user terminal 100, thereby controlling these terminals to connect to the game server and execute the competitive game. Through the processing of this step, a competitive game in which the target user and the reserved party participate is executed. After that, when the server control unit 201 receives result information related to the end of the competitive game, it returns the processing to S1101.

[0104] On the other hand, if it is determined in S1104 that the reservation partner has not agreed to the matching reservation, the server control unit 201 transmits information to the target terminal in S1108 that the matching reservation has not been established, and returns the process to S1101.

[0105] If it is determined in S1102 that a reservation request has not been received from the target terminal, the server control unit 201 determines in S1109 whether or not a reservation request for matching specifying the target avatar has been received. That is, the server control unit 201 determines whether or not a reservation request for the target avatar has been received from another user whose avatar is located in the same entrance room as the target avatar. If the server control unit 201 determines that a reservation request has been received, it moves the process to S1110, and if it determines that a reservation request has not been received, it returns the process to S1101.

[0106] In S1110, the server control unit 201 transmits the contact information received together with the reservation request for the target avatar to the target terminal.

[0107] In S1111, the server control unit 201 determines whether the target user has agreed to the matching reservation. The determination in this step can be made based on the response information received from the target terminal in response to the transmission of the contact information in S1110. If the server control unit 201 determines that the target user has agreed to the matching reservation, it moves the process to S1105, and if it determines that the target user has not agreed, it returns the process to S1101.

[0108] <Display control process> Next, a specific display control process executed in the user terminal 100 of this embodiment for displaying a virtual space when using a matching service will be described with reference to the flowchart of FIG. 12. 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 expanding and executing the program in the memory 103. The display control process will be described as being started when, for example, the user terminal 100 accesses a service site and accepts an operation input related to a service login request or transition to an entrance room. In other words, the display control process is started when an operation avatar corresponding to a user is placed in any virtual space in response to a request from the user, and then a movement operation for the operation avatar is made available. In addition, in the description of the display control process, unless otherwise specified, the GPU 104 is assumed to repeatedly execute a process of generating a service screen by drawing at least a three-dimensional space in which the user's operation avatar is placed, 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.

[0109] In S1201, the control unit 101 determines whether the user's avatar is located in the entrance room or the battle room. The determination in this step can be made, for example, by referring to the room type 832 in the virtual space information received from the server 200. If the control unit 101 determines that the avatar is located in the entrance room, it shifts the process to S1202, and if it determines that the avatar is located in the battle room, it shifts the process to S1210.

[0110] In S1202, the control unit 101 determines whether or not an operational input has been made to transition to another virtual space. That is, the control unit 101 determines whether or not an operational input has been made to transition to a battle room or an entrance room associated with another user's avatar. If the control unit 101 determines that an operational input has been made to transition to another virtual space, it shifts the process to S1203, and if it determines that an operational input has not been made, it shifts the process to S1204.

[0111] In S1203, the control unit 101 transmits a virtual space transition request to the server 200 based on information on the post-transition room type specified by the operation input for transition to another virtual space, etc. In response to the transition request, the server control unit 201 updates the placement status information 815 of the avatar information related to the operated avatar, the entering avatar information 833 of the virtual space information related to the entrance room in which the operated avatar is currently placed, and the entering avatar information 833 of the virtual space information related to the virtual space to be placed after the transition. This realizes placement of the operated avatar in the other virtual space. When the processing of this step is completed, the control unit 101 returns the processing to S1201.

[0112] In S1204, the control unit 101 judges whether or not an operation input related to the use of the play preparation function has been made. That is, the control unit 101 judges whether or not a selection operation has been made on a dedicated object arranged on a wall in the entrance room. If the control unit 101 judges that an operation input related to the use of the play preparation function has been made, the process proceeds to S1205, and if it judges that an operation input related to the use of the play preparation function has not been made, the process proceeds to S1206.

[0113] In S1205, the control unit 101 controls the GPU 104 to display a preparation screen related to play preparation instead of the service screen, and executes various processes related to preparation of the device that acquires information of the real space. The various processes related to preparation may be performed by receiving a control signal related to play preparation operation from the server 200 and operating the corresponding device in the user terminal 100, and may be performed by connecting to a game server related to an external service and receiving a control signal related to play preparation operation, for example.

[0114] In S1206, the control unit 101 judges whether or not an operational input related to a change in the appearance of the operational avatar has been made. If the control unit 101 judges that an operational input related to a change in the appearance of the operational avatar has been made, the process proceeds to S1207, and if the control unit 101 judges that an operational input related to a change in the appearance of the operational avatar has not been made, the process proceeds to S1208.

[0115] In S1207, the control unit 101 transmits a request to change the appearance of the operational avatar to the server 200 based on the operation input related to the appearance change that has been made. In response to the change request, the server control unit 201 updates the appearance information 813 of the avatar information associated with the operational avatar, and updates the entering avatar information 833 of the virtual space information related to the entrance room where the operational avatar is currently located based on the avatar information. By receiving the virtual space information updated in this manner, it becomes possible to display the operational avatar with the changed appearance on the user terminal 100 used by the user.

[0116] In S1208, the control unit 101 judges whether or not an operation input related to the movement of the operational avatar has been made. If the control unit 101 judges that an operation input related to the movement of the operational avatar has been made, the control unit 101 proceeds to S1209, and if the control unit 101 judges that an operation input related to the movement of the operational avatar has not been made, the control unit 101 returns to S1201.

[0117] In S1209, the control unit 101 transmits a movement request for the operational avatar to the server 200 based on the amount of operation input related to the movement of the avatar. In response to the movement request, the server control unit 201 executes a process of changing the position and posture of the operational avatar. At this time, the server control unit 201 updates information about the operational avatar included in the entry avatar information 833 of the virtual space information related to the entrance room where the operational avatar is currently located, based on information about the amount of operation input included in the movement request. By receiving the virtual space information updated in this way, it becomes possible to display a service screen on the user terminal 100 used by the user, in which the operational avatar is located at a position according to the movement operation. When the process of this step is completed, the control unit 101 returns the process to S1201.

[0118] On the other hand, if it is determined in S1201 that the operational avatar is located in the battle room, the control unit 101 determines in S1210 whether or not an operational input related to a transition to another virtual space has been made. If the control unit 101 determines that an operational input related to a transition to another virtual space has been made, the control unit 101 proceeds to S1211, and if it determines that an operational input related to a transition to another virtual space has not been made, the control unit 101 proceeds to S1212.

[0119] In S1211, the control unit 101 transmits a virtual space transition request to the server 200 based on information on the post-transition room type specified by the operation input for transition to another virtual space, etc. In response to the transition request, the server control unit 201 updates the placement status information 815 of the avatar information related to the operated avatar, the entering avatar information 833 of the virtual space information related to the battle room in which the operated avatar is currently placed, and the entering avatar information 833 of the virtual space information related to the virtual space to be placed after the transition. This realizes the placement of the operated avatar in the other virtual space. When the processing of this step is completed, the control unit 101 returns the processing to S1201.

[0120] In S1212, the control unit 101 judges whether or not an operational input related to the use of the matching function has been made. That is, the control unit 101 judges whether or not a selection operation has been made on a table object arranged in the battle room. If the control unit 101 judges that an operational input related to the use of the matching function has been made, the process proceeds to S1213, and if it judges that an operational input related to the use of the matching function has not been made, the process proceeds to S1214.

[0121] In S1213, the control unit 101 transmits a matching request based on the table object on which the selection operation has been performed to the server 200. In response to the matching request, the server control unit 201 executes a matching process. In executing the matching process, the server control unit 201 generates or updates matching information. In addition, the server control unit 201 updates the arrangement state 822 included in the arrangement status information 815 of the avatar information related to the target avatar, and the table information related to the table object related to the matching request.

[0122] Although detailed description of the display control process of this embodiment will be omitted, the matching process executed by the server 200 based on the matching request may end on conditions such as a user making an operational input to cancel matching, a waiting player declining a match application, or matching being established. Thus, when the control unit 101 receives information from the server 200 indicating that the matching process for the operation avatar has ended due to failure to establish matching, or that the match game executed due to establishment of matching has ended, the control unit 101 ends the process of this step and returns the process to S1201.

[0123] In S1214, the control unit 101 judges whether or not an operation input related to the movement of the operational avatar has been made. If the control unit 101 judges that an operation input related to the movement of the operational avatar has been made, the process proceeds to S1215, and if the control unit 101 judges that an operation input related to the movement of the operational avatar has not been made, the process returns to S1201.

[0124] In S1215, the control unit 101 transmits a movement request for the operational avatar to the server 200 based on the amount of operation input related to the movement of the avatar. In response to the movement request, the server control unit 201 executes a process of changing the position and posture of the operational avatar. At this time, the server control unit 201 updates information about the operational avatar included in the entering avatar information 833 of the virtual space information related to the battle room in which the operational avatar is currently located, based on information about the amount of operation input included in the movement request. By receiving the virtual space information updated in this way, it becomes possible to display a service screen on the user terminal 100 used by the user, in which the operational avatar is located at a position according to the movement operation. When the process of this step is completed, the control unit 101 returns the process to S1201.

[0125] As described above, according to the matching system of the present embodiment, it is possible to provide a matching service with improved interest.

[0126] [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.

[0127] In such an embodiment, a battle room is provided for each game title so that a user can easily match up with an opponent for a game title that the user wishes to play. That is, one battle room is associated with any one game title, and the matching process performed through the battle room matches users who wish to play the game of that game title. For example, the room type 832 of the virtual space information related to the battle room includes information on the game title associated with the battle room, and the information can be referenced to determine which game title is associated with the battle room.

[0128] Therefore, in order to transition the operational avatar from the entrance room to the battle room, the user selects the game title to be played (with which matching is desired). That is, which game content's transition request to the battle room is made is determined, for example, based on a selection operation performed by the user while the operational avatar is placed in the entrance room. Information on the selected game title is transmitted to the server 200 together with the transition request, and the server control unit 201 performs control to place the operational avatar in the battle room associated with the game title based on the information.

[0129] Furthermore, when the matching service is configured to enable the matching of opponents for multiple game titles, the reservation function for reserving a match is configured to enable the selection of the game title to be reserved. In other words, when the operating avatar is placed in the entrance room, the communication function that the user can use by selecting another avatar placed in the same entrance room is configured to enable the user to notify the other party of the game title for which the user wishes to reserve a match. In other words, the fixed text information that can be sent and received by the communication function includes, as an editable item, information indicating the game title to be played, in addition to information regarding the start time of play.

[0130] In a battle game such as a TCG, the actual items used vary depending on the game title. For example, a play field is provided for each game title, and its shape varies depending on the game rules. Therefore, in an aspect in which a matching service allows matching of multiple game titles, the state of the imaging unit 120 to be adjusted by play preparation may also change. For this reason, in the matching service of this embodiment, the play preparation function available when the operation avatar is placed in the entrance room accepts the selection of a game title with which the user subsequently moves to the battle room and wishes to be matched. In response to the selection of the game title, a guide corresponding to the game title is displayed superimposed on the captured image on the preparation screen for the imaging unit 120 displayed when the play preparation function is used. That is, in the play preparation function of this embodiment, the guide indicating the position and size of the image of the play field to be captured in the captured image is made different depending on the game title with which the user wishes to be matched, enabling appropriate play preparation.

[0131] [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.

[0132] Furthermore, the related products do not have to be physical goods and may include, for example, in-game items or downloadable content.

[0133] 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.

[0134] [Variation 2] In the above embodiment, when the play preparation function is used, the preparation screen is displayed in place of the service screen on the user terminal 100, but the present invention is not limited to this. The preparation screen may be displayed in parallel with the service screen, for example, superimposed on the service screen.

[0135] [Variation 3] In the above embodiment, the reservation function for matching reservations is described as being available on the condition that avatars are placed in the same entrance room, but the implementation of the present invention is not limited to this. For example, when many avatars are placed in the entrance room, it is difficult for users to know which avatar's user has contacted them regarding a matching reservation, so the reservation function may be configured to be available between users corresponding to the avatars only when the avatars are close to each other in the entrance room (the distance between the avatars is below a predetermined threshold).

[0136] [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.

[0137] [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.

[0138] 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.

[0139] [Variation 6] In the above embodiment, the matching service has been described as being provided by the server 200 to the user terminal 100 that has logged in to the service via a browser, but the matching service may be provided via a dedicated application installed on the user terminal 100. In this case, the dedicated application may communicate with an external device including the server 200 to provide the matching service, transmit processing requests for some functions to the external device, and obtain the processing results to control the display, etc., related to the dedicated application.

[0140] [Variation 7] In the above-mentioned embodiment and modified example, the virtual space provided in the matching service is described as a three-dimensional space expressed by arranging three-dimensional models, but the implementation of the present invention is not limited to this. For example, it goes without saying that the present invention can also be applied to a two-dimensional space configured by arranging two-dimensional models.

[0141] [Summary of the embodiment] The above embodiment discloses at least the following program, matching server, and matching system.

[0142] (1) To the computer: a display control process for displaying a virtual space in which a virtual character associated with a user is movably arranged; A matching process for matching multiple users to play a game; a trigger process for triggering execution of the game in which a plurality of users involved in the matching have participated, on the condition that matching has been established through the matching process; A communication control process for controlling transmission and reception of information regarding contact between users; A program for executing the virtual space includes a first virtual space and a second virtual space; the matching process is executed for a user in which a corresponding virtual character is placed in the first virtual space; the communication control process controls communication regarding a matching reservation between a plurality of users whose associated virtual characters are located in the same second virtual space to be possible; The program further causes the computer to execute a control process to control the matching process so as to establish a match for multiple users who have contacted each other in the second virtual space regarding a reservation for the match.

[0143] (2) The program described in (1) in which the communication control process controls the sending and receiving of text information based on standard phrases, some of which are editable, as communication regarding the matching reservation.

[0144] (3) The program described in (2) in which the communication control process controls so as not to send or receive newly entered text information as a communication regarding the matching reservation.

[0145] (4) the communication control process controls to transmit and receive information corresponding to a reply to the requested matching reservation as a contact regarding the matching reservation; The program according to (2) or (3), further causing the computer to execute a selection process of accepting, as the response, a selection of whether or not to agree to the proposed matching reservation.

[0146] (5) The program described in (4), wherein the display control process, when "agreement" is selected as the response, places and displays virtual characters corresponding to multiple users who have contacted the matching reservation in the first virtual space.

[0147] (6) The certain items include a play start time, The program described in (5) above, wherein the display control process, when "agreement" is selected as the response, places and displays virtual characters corresponding to the multiple users who made the contact in the first virtual space, on condition that the play start time specified in the contact regarding the matching reservation has arrived.

[0148] (7) The program described in any one of (1) to (6), wherein the matching reservation includes a new match reservation and a rematch reservation for the game between users.

[0149] (8) The program described in any one of (1) to (7), wherein the communication control process controls communication regarding the matching reservation to be possible between users associated with multiple virtual characters, on the condition that the multiple virtual characters are in close proximity to each other in the second virtual space.

[0150] (9) The program described in any one of (1) to (8), wherein the communication control process controls communication regarding the matching reservation between users associated with multiple virtual characters, on condition that the distance between the multiple virtual characters in the second virtual space falls below a threshold.

[0151] (10) The second virtual space is provided in association with each of the virtual characters; The program according to any one of (1) to (9), further causing the computer to execute a process of accepting an instruction to move to the second virtual space associated with another virtual character.

[0152] (11) The program described in (10), wherein the display control process displays predetermined identification information in the vicinity of other virtual characters that have a predetermined relationship with the virtual character associated with the user, among the virtual characters to be placed in the second virtual space.

[0153] (12) The program according to (10) or (11), wherein the display control process changes and displays the interior of the second virtual space in accordance with a state of a virtual character associated with the second virtual space.

[0154] (13) The program described in (12), wherein the display control process changes and displays the interior of the second virtual space in accordance with at least one of the number of plays and the number of wins of the game executed through matching via a virtual character associated with the second virtual space.

[0155] (14) The program described in (12) or (13), wherein the interior of the second virtual space includes decoration related to the results of playing the game executed through matching via a virtual character associated with the second virtual space.

[0156] (15) A display control means for displaying a virtual space in which a virtual character associated with a user is movably arranged; A matching means for matching a plurality of users to play a game against each other; a trigger means for triggering execution of the game in which a plurality of users involved in the matching have participated, on the condition that matching has been established by the matching means; A communication control means for controlling transmission and reception of information regarding contact between users; Equipped with the virtual space includes a first virtual space and a second virtual space; the matching means performs matching for a user who has a corresponding virtual character placed in the first virtual space; the communication control means controls communication between a plurality of users whose associated virtual characters are located in the same second virtual space to enable communication regarding a matching reservation between the users; The matching server further includes a control means for controlling the matching means to establish a match for a plurality of users who have contacted each other in the second virtual space to make a reservation for the match.

[0157] (16) A display control means for displaying on a display means of an information processing device a virtual space in which a virtual character associated with a user is movably arranged; A matching means for matching a plurality of users to play a game against each other; a trigger means for triggering execution of the game in which a plurality of users involved in the matching have participated, on the condition that matching has been established by the matching means; A communication control means for controlling transmission and reception of information regarding contact between users; Equipped with the virtual space includes a first virtual space and a second virtual space; the matching means performs matching for a user who has a corresponding virtual character placed in the first virtual space; the communication control means controls communication between a plurality of users whose associated virtual characters are located in the same second virtual space to enable communication regarding a matching reservation between the users; The matching system further includes a control means for controlling the matching means to establish a match for a plurality of users who have contacted each other in the second virtual space regarding a reservation for the match.

[0158] [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]

[0159] 100: user terminal, 101: control unit, 102: storage device, 103: memory, 104: GPU, 110: display, 105: operation I / F, 106: communication I / F, 120: imaging unit, 130: microphone, 140: speaker, 200: server, 201: server control unit, 202: server storage device, 203: server memory, 204: server communication I / F, 300: network

Claims

1. On the computer, a display control process for displaying a virtual space in which a virtual character associated with a user is movably arranged; A matching process for matching multiple users to play a game; a trigger process for triggering execution of the game in which a plurality of users involved in the matching have participated, on the condition that matching has been established through the matching process; A communication control process for controlling transmission and reception of information regarding contact between users; A program for executing the virtual space includes a first virtual space and a second virtual space; the matching process is executed for a user who has a corresponding virtual character placed in the first virtual space; the communication control process controls communication regarding a reservation for matching between a plurality of users whose associated virtual characters are located in the same second virtual space to be enabled; The program further causes the computer to execute a control process to control the matching process so as to establish a match for multiple users who have contacted each other in the second virtual space regarding a reservation for the match.

2. The program according to claim 1 , wherein the communication control process controls transmission and reception of text information based on a template, some of which is configured to be editable, as a communication regarding the matching reservation.

3. 3. The program according to claim 2, wherein the communication control process controls so as not to send or receive newly entered text information as a contact related to the matching reservation.

4. The communication control process controls to transmit and receive information corresponding to a reply to the requested matching reservation as a contact regarding the matching reservation, The program according to claim 2 , further causing the computer to execute a selection process of accepting, as the response, a selection as to whether or not to agree to the proposed matching reservation.

5. The program according to claim 4 , wherein the display control process, when "agreement" is selected as the response, places and displays virtual characters associated with a plurality of users who have contacted the user regarding the matching reservation in the first virtual space.

6. The part of items includes a play start time, When "agreement" is selected as the response, the display control process places and displays virtual characters associated with the plurality of users who have made the contact in the first virtual space, on condition that the play start time designated in the contact regarding the reservation for the matching has arrived. The program according to claim 5.

7. The program according to claim 1 , wherein the matching reservation includes a new match reservation and a rematch reservation for the game between users.

8. The program according to claim 1 , wherein the communication control process controls communication regarding the matching reservation to be possible between users to which a plurality of virtual characters are associated, on the condition that the plurality of virtual characters are in close proximity to each other in the second virtual space.

9. 2. The program according to claim 1, wherein the communication control process controls communication regarding the matching reservation to be enabled between users associated with the multiple virtual characters on condition that the distance between the multiple virtual characters in the second virtual space falls below a threshold.

10. The second virtual space is provided in association with each of the virtual characters, The program further causes the computer to execute a process of receiving an instruction to move to the second virtual space associated with another virtual character. The program according to any one of claims 1 to 9.

11. The program according to claim 10 , wherein the display control process displays, among virtual characters to be placed in the second virtual space, predetermined identification information for other virtual characters having a predetermined relationship with the virtual character associated with the user in the vicinity of the other virtual characters.

12. The program according to claim 10 , wherein the display control process changes and displays an interior of the second virtual space in accordance with a state of a virtual character associated with the second virtual space.

13. The program described in claim 12, wherein the display control process changes and displays the interior of the second virtual space in accordance with at least one of the number of plays and the number of wins of the game executed through matching via a virtual character associated with the second virtual space.

14. The program according to claim 12 , wherein the interior of the second virtual space includes decoration related to the results of playing the game executed through matching via a virtual character associated with the second virtual space.

15. a display control means for displaying a virtual space in which a virtual character associated with a user is movably arranged; A matching means for matching a plurality of users to play a game against each other; a trigger means for triggering execution of the game in which a plurality of users involved in the matching have participated, on the condition that matching has been established by the matching means; A communication control means for controlling transmission and reception of information regarding contact between users; Equipped with the virtual space includes a first virtual space and a second virtual space; the matching means performs matching for a user who has a corresponding virtual character placed in the first virtual space; the communication control means controls communication between a plurality of users whose associated virtual characters are located in the same second virtual space to enable communication regarding a matching reservation between the users; The matching server further includes a control means for controlling the matching means to establish a match for a plurality of users who have contacted each other in the second virtual space to make a reservation for the match.

16. a display control means for causing a display means of an information processing device to display a virtual space in which a virtual character associated with a user is movably arranged; A matching means for matching a plurality of users to play a game against each other; a trigger means for triggering execution of the game in which a plurality of users involved in the matching have participated, on the condition that matching has been established by the matching means; A communication control means for controlling transmission and reception of information regarding contact between users; Equipped with the virtual space includes a first virtual space and a second virtual space; the matching means performs matching for a user who has a corresponding virtual character placed in the first virtual space; the communication control means controls communication between a plurality of users whose associated virtual characters are located in the same second virtual space to enable communication regarding a matching reservation between the users; The matching system further includes a control means for controlling the matching means to establish a match for multiple users who have contacted each other in the second virtual space regarding a reservation for the match.

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