Program, information processing device, server, and display system

JP2025028748APending Publication Date: 2025-03-03BANDAI CO LTD
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Patent Information

Application Number
JP2024069169
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-22
Publication Date
2025-03-03

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、仮想空間を利用時の操作性を向上させることが可能となる。

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Abstract

To improve operability when utilizing a virtual space.SOLUTION: A program allows a computer to execute display control processing for displaying a virtual space in which a virtual character associated with a user is disposed, input processing for receiving movement operation of the virtual character, and control processing for controlling the movement of the virtual character according to the movement operation. The input processing includes a first input method and a second input method as input methods of movement operation, and the display control processing performs control so as to disable display after movement operation is received while constantly displaying a first image regarding the first input method along with a virtual space regardless of whether a virtual character has moved, and displaying a second image regarding the second input method until movement operation is received after displaying the virtual space.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] For games played on devices capable of inputting touch operations, such as smartphones and tablets, there is an information interaction method in which a GUI (such as a virtual joystick) is superimposed on the game screen and, for example, the movement of a virtual character is controlled based on touch operations on the GUI (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-522443 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in recent years, game playing experiences are provided in ways other than by installing a dedicated application in advance on a client terminal and executing the application. In one aspect, a user can access a specific service site using a browsing application and play a game as a service on the site. In this aspect, since it is sufficient to be able to execute the browsing application, use of the service is not limited to client terminals capable of inputting touch operations as described in Patent Document 1.

[0005] However, when the service is used on a client device that cannot input touch operations, it is possible that a user may not be able to enjoy a suitable playing experience for a game with a screen configuration such as that of Patent Document 1. For example, in order to move a virtual character, the user needs to operate a GUI related to a virtual joystick on the screen using a pointing device or the like, which requires cumbersome input operations when playing the game.

[0006] An object of the present invention is to provide a program, an information processing device, a server, and a display system that improve operability when using a virtual space. [Means for solving the problem]

[0007] One aspect of the present invention is a program that causes a computer to execute a display control process for displaying a virtual space in which a virtual character associated with a user is placed, an input process for accepting a movement operation of the virtual character, and a control process for controlling the movement of the virtual character in response to the movement operation, wherein the input process includes a first input method and a second input method as input methods for the movement operation, and the display control process controls so that a first image related to the first input method is always displayed together with the virtual space regardless of whether the virtual character has moved, and a second image related to the second input method is displayed after the virtual space is displayed and until the movement operation is accepted, but is hidden after the movement operation is accepted. Effect of the Invention

[0008] According to the present invention, it is possible to improve operability when using a virtual space. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating a configuration of a matching system according to an embodiment and a modification of the present invention. [Diagram 2] FIG. 1 illustrates an example of a hardware configuration of a user terminal 100 according to an embodiment and a modification of the present invention. [Diagram 3]FIG. 2 is a diagram illustrating a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 13 is a diagram illustrating an avatar used in a matching service according to an embodiment and a modification of the present invention. [Diagram 5] FIG. 13 is a diagram illustrating a match room of a matching service according to an embodiment and a modification of the present invention; [Figure 6] FIG. 13 is a diagram for explaining a matching function in a battle room according to an embodiment and a modified example of the present invention; [Figure 7] FIG. 13 is a diagram illustrating a play screen of a fighting game according to an embodiment and a modified example of the present invention; [Figure 8] FIG. 13 is a diagram showing an example of the configuration of various information managed regarding the matching service according to the embodiment and the modified example of the present invention. [Figure 9] FIG. 13 is a diagram illustrating an example of display of avatars in a friend relationship in an entrance room according to an embodiment and a modification of the present invention; [Figure 10] FIG. 13 is a diagram illustrating an example of a configuration of a service screen according to an embodiment and a modification of the present invention. [Figure 11] 1 is a flowchart illustrating a display control process executed in the user terminal 100 according to an embodiment and a modification of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [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.

[0011] 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.

[0012] 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."

[0013] 《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.

[0014] 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.

[0015] 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.

[0016] <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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.).

[0024] <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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] Matching Service Overview An outline of the matching service provided by the matching system of this embodiment will be described below with reference to the drawings.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] <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.

[0035] 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.

[0036] (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.

[0037] (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.

[0038] 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.

[0039] 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.

[0040] (Visit feature) The auxiliary functions also include a visit function for visiting an entrance room provided for an avatar of another user. A user can use the visit function by, for example, selecting an item related to an instruction to move to an entrance room from a menu that can be displayed when an operation avatar is placed in the entrance room. By the visit function, an operation avatar associated with a user is moved and placed in an entrance room provided for an avatar of another user and displayed. The entrance room in which the operation avatar is placed by the visit function may be determined, for example, by the server control unit 201, or may be determined based on a selection of a visit destination avatar by the user.

[0041] In the matching service, the operation avatar is provided with a friend registration function. This function sets a friend relationship between avatars associated with a user, for example, on the condition that an agreement is made between the user and an acquaintance or a user with whom the user has played against the user. In this way, for example, users with a friend relationship between avatars can check the login status or easily visit the entrance room. For example, when the operation avatar of a user is placed in an entrance room, if an avatar with a friend relationship visits the entrance room, an icon indicating that the avatar is a friend is displayed near the avatar as shown in FIG. 9, so that the user can know that the friend has visited. Such a clearly indicated relationship between avatars is not limited to a friend relationship, but can also include, for example, having played against each other in a competitive game in the past.

[0042] In this way, the visit function allows other users to see the entrance room associated with their own avatar, so in the matching service of this embodiment, the interior and decoration of the entrance room can be changed to express the individuality of each user. The interior decoration placed in the entrance room can be done, for example, by placing any decorative object that each user has obtained.

[0043] The interior of the entrance room may include decorative elements that change depending on the state of an operation avatar associated with the entrance room. Such decorative elements may include elements that change depending on at least one of the number of plays and the number of wins for a competitive game executed through matching via the operation avatar. In an aspect in which a tournament, play season, or the like is provided for a competitive game, the decorative elements may include elements related to the play results of the competitive game executed through matching via the operation avatar, such as trophies and medals.

[0044] Battle Room In contrast, a battle room is a virtual space in which all users in the matching service can perform matching for a battle game. Unlike an entrance room, a battle room contains not only the operating avatar, but also the avatars of other users who have entered the same room. A user who has entered the battle room can move the operating avatar within the battle room by inputting a movement-related operation. Thus, in the battle room, each user who has an avatar placed in the battle room can move the avatar associated with that user and use functions unique to the battle room.

[0045] As shown in FIG. 5, a plurality of table objects 501 are placed in the competition room. In addition, a chair object 502 is placed near each table object 501. A user who desires matching can use the matching function by selecting one of the table objects 501. When a matching request is made using the matching function, the server control unit 201 executes processing related to matching. In addition, when matching is established by performing processing related to matching, the matching service triggers the execution of a competition game related to the external service in which the matched (two) users have participated.

[0046] (Matching function) The matching function matches a user with an opponent for a competitive game related to an external service. In the matching service of this embodiment, a matching request is accepted by a selection operation on a table object in a competitive room, so that opponents matched with a user are users who have avatars placed in the same competitive room.

[0047] The matching of opponents realized by the matching function is not forced by the server 200, but is configured to be performed based on an agreement between users. More specifically, the matching function is configured to enable a user who wishes to be challenged by another user to make a challenge to that user, and to establish a match when the challenge is accepted by the former user. The status of such a process related to matching, which is started by a selection operation of one table object, is presented through a display using that table object.

[0048] When a user who wants to wait for a challenge from another user selects a table object, for example, after a confirmation display indicating a transition to a match-waiting state, a match-waiting request (sometimes referred to as a wait request) for waiting is transmitted to the server 200. The wait request may include, for example, identification information that uniquely identifies the table object (a combination of a room ID that uniquely identifies a match-up room and a table ID that uniquely identifies the selected table object in that match-up room) and identification information that uniquely identifies the user (or the operating avatar) who made the wait request. When the server control unit 201 receives the wait request, it updates the state of the operating avatar of that user to a match-waiting state, and transmits the information to the user terminal 100 of a user who is in the same match-up room.

[0049] When the matching standby state is entered, the user's operating avatar is displayed in a seated state on one of the chair objects 502 arranged near the table object 501 on which the selection operation was performed, as shown in FIG. 6(a). Since TCG is generally played one-to-one, in the matching system of this embodiment, two chair objects are arranged near each table object so as to face each other with the table object in between. The display of such a seated avatar continues until the user performs an operation input related to canceling the standby or until the match game executed by the matching establishment ends. That is, the operating avatar of the user who has entered the matching standby state is displayed in a state of not moving from the position of the chair object 502 near the table object 501 in the match room. In the matching standby state, the operating avatar is controlled not to move even if the user performs an operation input related to the movement of the operating avatar.

[0050] A table object 501 in which one user's avatar is seated on a chair object 502 and in a matching waiting state (hereinafter referred to as a waiting table) is in a state in which other users can request a match. In other words, the table object 501 is in a state in which a matching process related to the matching waiting state is being executed. In order to inform other users that the table object 501 is in a state in which a match request is available, the table object 501 is displayed in a different manner from before (when the process was not being executed), for example, by changing the color of the table object 501, upon execution of the matching process related to the matching waiting state.

[0051] A user who wishes to apply for a match can apply for a match to a user (hereinafter referred to as a waiting person) of an avatar (hereinafter referred to as a waiting avatar) who is already seated at the waiting table by performing an operation input on the waiting table. Specifically, when an operation input is performed on the waiting table on the user terminal 100 used by the user who applies for a match (hereinafter referred to as an applicant), a matching request for applying for a match is transmitted to the server 200 after, for example, a confirmation display for applying for a match is displayed. The matching request may include, for example, identification information that uniquely identifies the waiting table and identification information that uniquely identifies the applicant (or the operating avatar). When the server control unit 201 receives the matching request, it temporarily updates the state of the applicant's operating avatar (hereinafter referred to as the applying avatar) to a matching waiting state, and shares the information with the user terminal 100 of the user who is in the same match room.

[0052] When the applying avatar enters a matching standby state, as shown in FIG. 6(b), the applying avatar is displayed seated on a chair object 502 near the waiting table, and the applying avatar and the waiting avatar face each other across the table object 501. This display continues until the applicant performs an operation input related to canceling the application for battle, the waiting player performs an operation input related to declining the application, or the match game executed due to successful matching ends. In other words, the applying avatar in the matching standby state is displayed without moving from the position of the chair object 502 near the waiting table in the battle room. In this matching standby state, the applying avatar is controlled not to move even if the applicant performs an operation input related to moving the applying avatar.

[0053] In this way, when the waiting avatar and the applicant avatar are seated facing each other on the table object 501, the server 200 transmits an inquiry to the user terminal 100 of the waiting person as to whether or not to accept the challenge from the applicant. The waiting person can perform an operation input related to accepting / declining the challenge to a match made by the applicant. When the waiting person accepts the challenge to a match, the server control unit 201 executes a process of matching the waiting person with the applicant, and establishes a match. The server control unit 201 then updates the status information managed for both avatars during the matching. In other words, the waiting person and the applicant who have been matched become players of the match game that is triggered thereafter.

[0054] In a battle room, the table objects placed in the battle room are configured to allow matching between users who have entered the same battle room using this procedure. That is, in each battle room, matching can be performed simultaneously for a maximum of the number of table objects placed in the battle room. Therefore, the server 200 manages status information for each table object in the battle room, such as whether matching processing is being performed, whether a battle game has been triggered by matching, or neither (matching processing is not being performed, and the battle game has not been triggered).

[0055] In addition, when matching is established in the table object 501 and a competitive game is triggered, the appearance of the table object 501 can be further changed until the triggered competitive game ends, thereby letting other users know that matching has already been established.

[0056] Furthermore, in the matching service of this embodiment, a series of processes related to matching is executed via the table object 501, so that avatars are controlled not to enter the area in the battle room where the table object 501 is placed. In contrast, during this series of processes, the area where the chair object 502 is placed is controlled so that waiting avatars and application avatars can be placed. Therefore, avatars are controlled to be able to enter the area where the chair object 502 is placed. At this time, only avatars that are actually involved in the matching process and placed in the area of ​​the chair object 502 are controlled to be in a seated state.

[0057] (Battle function) The battle function is a function for executing a battle game in which the users involved in the matching established in the battle room participate. As described above, in the matching system of this embodiment, the battle game is realized by using an external service.

[0058] When matching is established in the match room, the server 200 transmits a request to create a connection destination for the match game to a game server (not shown) related to an external service together with information on the two matched players (the waiting player and the applicant). The game server creates a connection destination for the new match game in response to the creation request, and returns the information on the connection destination to the server 200. The server 200 then transmits the returned information on the connection destination together with a transfer command to the user terminal 100 used by each player. In the user terminal 100 that receives the transfer command, a connection to the connection destination is triggered in the browser, and the display is switched from the matching service to the external service. In this way, each player can start a match game with an opponent player matched in the matching service, even if he or she does not directly carry out a registration procedure or the like with the external service.

[0059] In this embodiment, the login state of the matching service is maintained even during the transition to the external service (while the competitive game in the external service is being executed) so that each player can easily return to the matching service after finishing the match. More specifically, for example, when information on a connection destination related to an external service is received in the user terminal 100 of each player, a separate tab (or separate window) of the browser is opened to connect to the connection destination, and the tab is displayed primarily (selected as the display tab and the browser display is switched (a tab related to the external service is displayed instead of the tab displaying the service screen of the matching service), or the separate window is displayed at the forefront), thereby realizing a temporary transition from the matching service to the external service. At this time, since the tab related to the matching service exists even during the transition, each player can check the situation of the competition room related to the matching service and the play screen of the competitive game related to the external service in parallel.

[0060] As described above, the competitive game related to the external service in which the matching system of the present embodiment matches players is a TCG. In simple terms, the TCG is played by each player constructing a deck using game cards, which are real objects, acquiring game cards that will be the initial hand from the shuffled deck, and during the player's turn, adding game cards from the deck to the hand, placing the hand on the play field, which is the field, as necessary, declaring the action of the hand placed on the play field, and performing various operations related to the resolution of the declaration. Therefore, in the progress of the competitive game, it is essential to be able to check the state of each player's play field. For this reason, the competitive game executed using the external service progresses while the image of each player's hand and the sound of the declaration made by the player are shared with each other using a video chat function.

[0061] The screen (play screen) displayed on the user terminal 100 used by the player during game play may display the actual image 701 captured by the user terminal 100 used by the opponent, as shown in Fig. 7(a), for example. The example of Fig. 7(a) shows a mode in which the image 701 captured by the user terminal 100 used by the opponent is displayed as is on the full screen, but the play screen may be configured by arranging frame images of the image 701 together with a predetermined GUI.

[0062] When the competitive game related to the external service ends, the display of the user terminal 100 used by each player returns to the matching service from the external service. Information (end information) regarding the end of the player's use of the external service may be transmitted from at least one of the user terminals 100 of the players to the server 200, or may be transmitted directly from the game server related to the external service to the server 200. The end information also includes information on the result (win or loss) of the competitive game. The server 200 performs control to transmit information for displaying the result of the competitive game to the user terminal 100 used by each player together with a display request so that each player can display the result of the competitive game based on the received end information. When the user terminal 100 of each player receives the information, the result of the competitive game played using the external service is displayed.

[0063] Furthermore, when the server control unit 201 receives information on the results of a match game played between players, it updates the information on the battle record managed for the user in question, and updates the state of the avatar of that user from being matched to a state not involved in matching (free state). The avatar of each user whose state has been changed to a free state is released from its seated state on the chair object near the table object and is displayed as having left its seat, and becomes able to move again within the match room in response to operational inputs made on the user terminal 100 used by that user, just as it was before the state was waiting for matching.

[0064] (Spectator function) The spectating function is a function that allows users other than the players to watch a competitive game whose execution has been triggered via a competitive game room. That is, in the matching service of this embodiment, a function related to watching a competitive game executed via a competitive game room is provided as an entertainment element that can be enjoyed by users who are not matched while in the competitive game room. The spectating function may be realized, for example, by using a function provided by an external service related to competitive games that makes public the play screens transmitted and received between the user terminals 100 used by the players during the match.

[0065] A user can make a request to watch a competitive game realized through a table object by performing an operation input on a service screen of a matching service for a table object in which a competitive game is being played. When a user makes a request to watch a table object with which a match has been established, the display of the user terminal 100 of the user is switched to a display of a play video of the competitive game related to the table object. In this case, the user's operating avatar may be controlled to be displayed to other users in a manner of watching the table object, for example, in the vicinity of the table object.

[0066] With this watching function, the display 110 of the user terminal 100 of the user who has made a watching request may display, for example, a video of the hands of one player focused on as shown in FIG. 7(a), or an image including videos of the hands of both players playing against each other as shown in FIG. 7(b).

[0067] <Movement operation method> In the matching service of this embodiment, two types of input methods are provided as input methods for moving an operational avatar in a virtual space.

[0068] One of the input methods is an input method (first input method) provided assuming service use on a user terminal 100 equipped with a touch panel as the operation I / F 105, such as a smartphone or tablet terminal, and accepts a movement operation in response to a pointing input to an image area of ​​a graphical user interface (GUI) displayed on a service screen. The other input method is an input method (second input method) provided assuming service use on a user terminal 100 equipped with a keyboard as the operation I / F 105, such as a PC, and accepts a movement operation in response to an operation input to a specific key on the keyboard.

[0069] (Display input method) To inform the user that these input methods are provided for moving the operation avatar, the service screen includes images related to the input methods. Fig. 10(a) shows an example of a service screen that is displayed on the display 110 when the operation avatar is placed in the battle room. As shown in the figure, the service screen includes, as images related to the input methods, a GUI image 1001 related to the first input method and an explanatory image 1011 related to the second input method.

[0070] In this embodiment, the GUI image 1001 is configured by superimposing two types of circular images (a first circular image 1002 and a second circular image 1003). Of these, the first circular image 1002 has a fixed display position on the service screen, and the second circular image 1003 is configured to be movable in its display position within the area of ​​the first circular image 1002. When a user performs a pointing input on the area of ​​the GUI image 1001, the second circular image 1003 is displayed with its center coordinates adjusted to the coordinates specified by the pointing input.

[0071] In the first input method, the position of the second circular image 1003 in the first circular image 1002 is converted into a movement operation and detected. When no pointing input is made to the area of ​​the GUI image 1001, the second circular image 1003 is controlled and positioned so that its central coordinates are the same as those of the first circular image 1002. When a pointing input is made, the second circular image 1003 is positioned so that the coordinates specified by the input are its central coordinates, and therefore a vector from the central coordinates of the first circular image 1002 to the central coordinates of the second circular image 1003 is detected as a movement operation by the user. More specifically, in the first input method, an operation input made to the GUI image 1001 is detected as a movement operation with the direction of the vector as the input direction and a scalar amount as the input amount.

[0072] Therefore, when an input related to a movement operation of the operational avatar is made by the first input method, the operational avatar is controlled to move in the virtual space in the input direction (moving forward facing that direction) at a moving speed according to the amount of input. That is, the farther the user moves the second circular image 1003 from the center of the first circular image 1002, the faster the operational avatar can be moved.

[0073] In contrast, the explanatory image 1011 indicates which of the four types of keys is used to move the operated avatar forward, backward, leftward, or rightward. Here, each movement direction is determined relatively based on the viewpoint from which the virtual space is rendered. That is, a forward movement operation using the second input method is an operation that moves the operated avatar in the depth direction (line of sight), and a backward movement operation is an operation that moves the operated avatar forward. A leftward movement operation is an operation that moves the operated avatar leftward as viewed from the viewpoint, and a rightward movement operation is an operation that moves the operated avatar rightward as viewed from the viewpoint.

[0074] When a key input related to the movement of the operational avatar is performed by the second input method, the operational avatar is controlled to move in the virtual space in the direction associated with the corresponding key (moving forward facing the corresponding direction). Here, since a keyboard generally detects pressing input as a digital input rather than an analog input, the moving speed of the operational avatar may be controlled to be constant.

[0075] It should be noted that there is no difference in the method of drawing the virtual space or the method of setting the viewpoint, regardless of whether the movement operation is performed by the first input method or the second input method. In the matching service of this embodiment, since the movement operation via the GUI image 1001 can be accepted as the first input method, the position of the GUI image 1001 on the service screen needs to be constant. On the other hand, if the image of the operation avatar is placed on the service screen so as to overlap with the GUI image 1001, the operability of the user may be impaired. For this reason, the viewpoint for drawing the virtual space in which the operation avatar is placed is set to capture the image 1021 of the operation avatar at a fixed position in the center of the service screen as shown in FIG. 10(a). More specifically, the viewpoint for drawing the virtual space is set to capture the operation avatar in the horizontal center and to maintain the legs of the operation avatar in the image 1021 near the lower edge of the service screen, regardless of the position in the virtual space in which the operation avatar is placed and whether the operation avatar is moving or not. On the other hand, the GUI image 1001 is placed near the edge of the service screen (near the lower left edge in FIG. 10(a)) in consideration of the convenience for the user when using the first input method. In this way, the image 1021 of the operation avatar and the GUI image 1001 are always placed at a fixed position on the service screen regardless of the movement of the operation avatar, so the distance between these image elements is maintained constant.

[0076] Incidentally, the GUI image 1001 needs to be displayed so that a movement operation can always be inputted using the first input method, but the explanatory image 1011 is unnecessary after the user has confirmed which key is required for the movement operation. In particular, for a user who mainly performs movement operations using the first input method, it is not desirable for the visibility of the virtual space on the service screen to be reduced by the explanatory image 1011 for the unused second input method. For this reason, the explanatory image 1011 on the service screen is displayed only from when the operation avatar is newly placed in the virtual space in response to a service login or a request to switch to a battle room until a movement operation is performed. In other words, the explanatory image 1011 is displayed on the service screen until a movement operation of the operation avatar is accepted after the virtual space is displayed, whereas after the movement operation is accepted, the explanatory image 1011 is controlled to be hidden as shown in FIG. 10(b). On the other hand, the GUI image 1001 is always displayed on the service screen regardless of whether a movement operation of the operation avatar is performed or not.

[0077] 《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.

[0078] 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.

[0079] FIG. 8(b) is a configuration example of avatar information managed for each avatar. As shown in the figure, the avatar information for one avatar manages, in association with an avatar ID 811 that uniquely identifies the avatar, a user ID 812 that uniquely identifies a user associated with the avatar, appearance information 813 that indicates an appearance set for the avatar, an associated entrance room ID 814 that uniquely identifies an entrance room associated with the avatar, and placement status information 815 that indicates the current placement status of the avatar in the virtual space. The appearance information 813 is updated when an appearance change request related to the appearance customization function is received while the avatar is placed in the entrance room. The placement status information 815 includes a placement room ID 821 that uniquely identifies a room (virtual space) in which the avatar is placed, and a placement status 822 that indicates the status of the avatar in the room. The status of the avatar indicated by the placement status 822 includes a waiting state for matching, a matching in progress (or a match in progress), and a free state. The placement status 822 is mainly used to indicate information about the avatar in the battle room, and is updated to a corresponding value when various requests related to the matching function are received while the avatar is placed in the battle room.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] <Display control process> Hereinafter, 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. 11. The process corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and 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 a transition of a virtual space. 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.

[0087] In S1101, the control unit 101 controls the GPU 104 to compose a service screen by superimposing a GUI image related to the first input method and an explanation image related to the second input method.

[0088] In S1102, the control unit 101 judges whether or not a movement operation of the operating avatar has been performed after the virtual space is displayed using the service screen. If the control unit 101 judges that a movement operation has been performed after the virtual space is displayed, the control unit 101 proceeds to S1103, and if it judges that a movement operation has not been performed, the control unit 101 returns to S1101.

[0089] In S1103, the control unit 101 controls the GPU 104 to compose the service screen so that the GUI image related to the first input method is superimposed on the service screen but the explanatory image related to the second input method is not superimposed, and completes this display control. That is, by the processing of this step, the explanatory image related to the second input method is controlled not to be displayed on the service screen after the start of the movement operation.

[0090] As described above, according to the matching system of this embodiment, it is possible to improve operability when using a virtual space.

[0091] [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.

[0092] 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.

[0093] 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.

[0094] [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.

[0095] Furthermore, the related products do not have to be physical goods and may include, for example, in-game items or downloadable content.

[0096] 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.

[0097] [Variation 2] In the above embodiment, there are two input methods for moving the operating avatar: a first input method for receiving a moving operation in response to a pointing input on a GUI image, and a second input method for receiving a moving operation in response to an operation input on a specific key on a keyboard. However, the present invention is not limited to this. For example, the second input method may be a method for receiving a moving operation in response to an operation input on a physical operating member other than a keyboard.

[0098] [Variation 3] 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.

[0099] [Variation 4] 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.

[0100] 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.

[0101] [Variation 5] In the above embodiment, the control unit 101 executes the display control process, but the function corresponding to the process may be realized by the server control unit 201 generating a corresponding display control command to cause the control unit 101 to execute the same process, and transmitting the command to the user terminal 100. In this case, the determination results of the user terminal 100 for some of the processes required in the course of the display control process may be transmitted from the user terminal 100 to the server 200, and may be used to generate the display control command based on the information received by the server control unit 201.

[0102] [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.

[0103] [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.

[0104] [Summary of the embodiment] The above-described embodiment discloses at least the following program, information processing device, server, and display system.

[0105] (1) To the computer: a display control process for displaying a virtual space in which a virtual character associated with a user is placed; an input process for receiving a movement operation of the virtual character; a control process for controlling movement of the virtual character in response to the movement operation; A program for executing the input process includes, as an input method for the movement operation, a first input method and a second input method; The display control process includes: always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed after the virtual space is displayed until the movement operation is accepted, and is not displayed after the movement operation is accepted. A program that controls this.

[0106] (2) the first image includes a graphical user interface (GUI) image; the first input method is an input method for receiving the movement operation via an operation input to the displayed GUI image, The program according to (1), wherein the second input method is an input method for accepting the movement operation via an operation input to a keyboard.

[0107] (3) The program according to (2), wherein the display control process controls so that a distance between the virtual character and the first image is maintained constant in an area in which an image of the virtual space is displayed.

[0108] (4) The program according to (2) or (3), wherein the display control process displays the virtual character and the first image without overlapping each other while the virtual character is moving.

[0109] (5) The program according to any one of (2) to (4), wherein the display control process displays the first image by arranging it near an edge of an area in which an image of the virtual space is displayed.

[0110] (6) The virtual character includes a head, a torso, and legs; The program according to any one of (2) to (5), wherein the display control process displays the legs of the virtual character near a lower edge of an area in which an image of the virtual space is displayed, regardless of whether the virtual character is moving or not.

[0111] (7) The GUI image includes a first circular image and a second circular image; The program described in any one of (2) to (6), wherein the display control process displays the first circular image at a fixed display position and displays the second circular image movably within the area of ​​the first circular image.

[0112] (8) The program according to (7), wherein the second circular image is moved in response to an operation input to the GUI image.

[0113] (9) The program according to any one of (1) to (8), wherein the control process changes a moving speed of the virtual character in response to the movement operation of the first input method.

[0114] (10) The program according to any one of (1) to (9), wherein the control process changes a direction of the virtual character based on the movement operation.

[0115] (11) The display control process includes arranging and displaying a first object and a second object in the virtual space; The program according to any one of (1) to (10), wherein the control process controls movement of the virtual character so that the virtual character cannot enter an area in which the first object is placed, while controlling movement of the virtual character so that the virtual character can enter an area in which the second object is placed.

[0116] (12) The virtual space includes a first area in which a player can be matched with an opponent in a game; The program according to any one of (1) to (11), further causing the computer to execute a process of matching a user associated with the virtual character on condition that the virtual character is placed in the first area in response to the movement operation.

[0117] (13) The virtual space includes a second area for selling items usable in the game; The program described in any one of (1) to (12), further causing the computer to execute a process of accepting a purchase request for the item from a user on condition that the virtual character is placed in the second area in response to the movement operation.

[0118] (14) A display control means for causing a display means to display a virtual space in which a virtual character associated with a user is placed; an input means for receiving a movement operation of the virtual character; a control means for controlling a movement of the virtual character in response to the movement operation; Equipped with the input means includes a first input method and a second input method as an input method for the movement operation, The display control means, together with the virtual space, always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed after the virtual space is displayed until the movement operation is accepted, and is not displayed after the movement operation is accepted. and an information processing device for controlling the display of the display means.

[0119] (15) A display control means for causing an information processing device to display a virtual space in which a virtual character associated with a user is placed; an input means for receiving a movement operation of the virtual character; a control means for controlling a movement of the virtual character in response to the movement operation; Equipped with the input means includes a first input method and a second input method as an input method for the movement operation, The display control means, together with the virtual space, always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed after the virtual space is displayed until the movement operation is accepted, and is not displayed after the movement operation is accepted. A server for controlling display in the information processing device.

[0120] (16) A display control means for displaying a virtual space in which a virtual character associated with a user is placed on a display means of an information processing device; an input means for receiving a movement operation of the virtual character; a control means for controlling a movement of the virtual character in response to the movement operation; Equipped with the input means includes a first input method and a second input method as an input method for the movement operation, The display control means, together with the virtual space, always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed after the virtual space is displayed until the movement operation is accepted, and is not displayed after the movement operation is accepted. A display system for controlling the display of the display means.

[0121] [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]

[0122] 100: user terminal, 101: control unit, 102: storage device, 103: memory, 104: GPU, 110: display, 105: operation I / F, 106: communication I / F, 120: imaging unit, 130: microphone, 140: speaker, 200: server, 201: server control unit, 202: server storage device, 203: server memory, 204: server communication I / F, 300: network

Claims

1. On the computer, a display control process for displaying a virtual space in which a virtual character associated with a user is placed; an input process for receiving a movement operation of the virtual character; a control process for controlling movement of the virtual character in response to the movement operation; A program for executing the input process includes, as an input method for the movement operation, a first input method and a second input method; The display control process includes: always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed until the movement operation is accepted after the virtual space is displayed, and is not displayed after the movement operation is accepted. A program that controls this.

2. the first image includes a graphical user interface (GUI) image; the first input method is an input method for receiving the movement operation via an operation input to the displayed GUI image, The second input method is an input method for receiving the movement operation via an operation input to a keyboard. The program according to claim 1.

3. The program according to claim 2 , wherein the display control process performs control so that a distance between the virtual character and the first image is maintained constant in an area where the image of the virtual space is displayed.

4. The program according to claim 2 , wherein the display control process displays the virtual character and the first image without overlapping each other while the virtual character is moving.

5. The program according to claim 2 , wherein the display control process displays the first image by arranging it near an edge of an area in which the image of the virtual space is displayed.

6. The virtual character includes a head, a torso, and legs; The display control process displays the legs of the virtual character near a lower edge of an area in which an image of the virtual space is displayed, regardless of whether the virtual character is moving or not. The program according to claim 2.

7. the GUI image includes a first circular image and a second circular image; The display control process displays the first circular image at a fixed display position, and displays the second circular image movably within an area of ​​the first circular image. The program according to any one of claims 2 to 6.

8. The program according to claim 7 , wherein the second circular image is moved in response to an operation input to the GUI image.

9. The program according to claim 1 , wherein the control process changes a moving speed of the virtual character in response to the movement operation of the first input method.

10. The program according to claim 1 , wherein the control process changes a direction of the virtual character based on the movement operation.

11. the display control process includes arranging and displaying a first object and a second object in the virtual space; The control process controls movement of the virtual character so that the virtual character cannot enter an area in which the first object is placed, while controlling movement of the virtual character so that the virtual character can enter an area in which the second object is placed. The program according to claim 1.

12. the virtual space includes a first area in which a player can be matched with an opponent in a game; The program further causes the computer to execute a process of performing matching for a user associated with the virtual character on condition that the virtual character is placed in the first area in response to the movement operation. The program according to claim 1.

13. the virtual space includes a second area for selling items usable in the game; The program further causes the computer to execute a process of accepting a purchase request for the item from a user on condition that the virtual character has been placed in the second area in response to the movement operation. The program according to claim 1.

14. a display control means for causing a display means to display a virtual space in which a virtual character associated with a user is placed; an input means for receiving a movement operation of the virtual character; a control means for controlling a movement of the virtual character in response to the movement operation; Equipped with the input means includes a first input method and a second input method as an input method for the movement operation, The display control means, together with the virtual space, always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed until the movement operation is accepted after the virtual space is displayed, and is not displayed after the movement operation is accepted. and an information processing device for controlling the display of the display means.

15. a display control means for causing an information processing device to display a virtual space in which a virtual character associated with a user is placed; an input means for receiving a movement operation of the virtual character; a control means for controlling a movement of the virtual character in response to the movement operation; Equipped with the input means includes a first input method and a second input method as an input method for the movement operation, The display control means, together with the virtual space, always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed until the movement operation is accepted after the virtual space is displayed, and is not displayed after the movement operation is accepted. A server for controlling display in the information processing device.

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 placed; an input means for receiving a movement operation of the virtual character; a control means for controlling a movement of the virtual character in response to the movement operation; Equipped with the input means includes a first input method and a second input method as an input method for the movement operation, The display control means, together with the virtual space, always displaying a first image related to the first input method regardless of whether the virtual character has moved; A second image relating to the second input method is displayed until the movement operation is accepted after the virtual space is displayed, and is not displayed after the movement operation is accepted. A display system for controlling the display of the display means.

Citation Information

Patent Citations

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    JP2022522443A