Information processing device, information processing method, and program

The information processing device enhances user cooperation in multiplayer games by notifying the first user of field object results through a second user's operation, facilitating joint gameplay.

JP2025063179AActive Publication Date: 2025-04-15MIXI INC
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Patent Information

Application Number
JP2025004915
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-14
Publication Date
2025-04-15
Estimated Expiration
2041-03-19

AI Technical Summary

Technical Problem

In multiplayer games where objects with undetermined results are placed on a field, there is a lack of mechanisms to encourage cooperation between users.

Method used

An information processing device that includes a first display control unit to show a first screen for a first user, a result granting unit to provide results for the first user, a second display control unit to show a portion of the field for a second user, and an information notification unit to notify the first user of results when the second user's operation meets a predetermined condition.

Benefits of technology

This configuration encourages cooperation between users by allowing the second user to assist the first user in gameplay by notifying them of results related to field objects, thereby facilitating joint play.

✦ Generated by Eureka AI based on patent content.

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Abstract

To encourage cooperation among users when the plurality of users cooperatively plays a game that is progressed while using a result brought about by objects in a field.SOLUTION: A first screen showing a part corresponding to the position of a first object that a first user can operate in a field of a game is displayed at a first terminal. When the first user performs predetermined operation for a field object arranged on the field through the first terminal, a result corresponding to the field object is granted to the first user. A second screen showing at least part of the field is displayed at a second terminal that a second user that is not selected as a granting object for a result uses. When operation of the second user for the field object arranged in a state that a result cannot be discriminated at least on the first screen satisfies a predetermined condition, information on the result corresponding to the field object for which the predetermined condition is satisfied is reported to the first user.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] In games played by controlling a character, the player can, for example, move the controlled character around a field in the game, in order to obtain items placed on the field or receive certain effects from gimmicks present on the field.

[0003] Objects such as items and effect-activating gimmicks (hereinafter also referred to as on-field objects) may be displayed in the form of a treasure chest or the like, or may be hidden, and placed on the field in a manner that makes it difficult to know their contents or effects. In other words, the results brought about by on-field objects may be difficult or impossible to determine on the screen under normal conditions.

[0004] On the other hand, for example, in the games described in Patent Documents 1 and 2, when the playable character approaches an on-field object placed in a hidden state, a display image, sound, vibration, or the like is output to notify the user of the presence of the object. This allows the user to recognize that an on-field object exists around the position of the user's character on the field. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2005-152508 A [Patent Document 2] JP 2006-247248 A Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, some games are multi-play compatible games that can be played by multiple users at the same time. In such games, for example, users can cooperate or cooperate with each other in using the above-mentioned on-field objects to progress through the game more advantageously. As a result, cooperative play (multi-play) by multiple users is encouraged, and more users can play the game.

[0007] Therefore, an objective of the present invention is to provide an information processing device, an information processing method, and a program that can encourage cooperation between users when multiple users play a game together in which objects are placed on a field and the results obtained cannot be determined on the screen. [Means for solving the problem]

[0008] An information processing device according to one embodiment of the present invention is characterized in that it comprises: a first display control unit that causes a first terminal to display a first screen showing a portion of a game field that corresponds to the position of a first object that can be operated by a first user; a result granting unit that grants a result corresponding to an on-field object to the first user when the first user performs a predetermined operation through the first terminal on an on-field object placed on the field; a second display control unit that causes a second screen showing at least a portion of the field to be displayed on a second terminal used by a second user who is not eligible for the result granting; and an information notification unit that notifies the first user of information regarding a result corresponding to an on-field object for which a predetermined condition is satisfied when a second user's operation on an on-field object that is placed in such a way that the result cannot be determined at least on the first screen satisfies a predetermined condition. Effect of the Invention

[0009] According to one aspect of the present invention, it is possible to provide an information processing device, an information processing method, and a program that can encourage cooperation between users when multiple users play a game that progresses by utilizing the results brought about by on-field objects. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 shows an overall area within the game. [Diagram 2] FIG. 13 is a diagram showing an example of a game play screen, showing an example of a first screen. [Diagram 3] FIG. 13 is a diagram showing an example of a game play screen, and shows an example of a second screen. [Figure 4] This is a diagram showing an example of a game play screen, where the right diagram shows a first screen on which display icons are displayed, and the left diagram shows a second screen on which display icons are displayed (part 1). [Diagram 5] This is a diagram showing an example of a game play screen, where the right diagram shows a first screen on which display icons are displayed, and the left diagram shows a second screen on which display icons are displayed (part 2). [Figure 6] 1 is a conceptual diagram showing an information processing device and a user terminal according to an embodiment of the present invention; [Figure 7] FIG. 2 is a diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 8] FIG. 11 is a diagram illustrating an example of area information. [Figure 9] FIG. 11 is a diagram illustrating an example of object information. [Figure 10] FIG. 11 is a diagram showing an example of first user information. [Figure 11] FIG. 11 is a diagram showing an example of second user information. [Figure 12] FIG. 13 is a diagram showing a first screen on which information about a first user is displayed together with a display icon. [Figure 13] FIG. 13 is a diagram showing the first screen after a release operation becomes acceptable. [Figure 14] FIG. 13 shows screen transitions before game play begins. [Figure 15] FIG. 11 is a diagram showing the flow of information processing on the first user side among information processing flows relating to game play (part 1). [Figure 16] FIG. 2 is a diagram showing the flow of information processing flow on the first user side among information processing flows related to game play (part 2). [Figure 17] FIG. 11 is a diagram showing the flow of information processing on the side of a second user, among information processing flows relating to game play. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] The information processing device, information processing method, and program of the present invention will be described below with reference to a preferred embodiment (hereinafter, referred to as the present embodiment) shown in the accompanying drawings. Note that the embodiment described below is merely one specific example given to facilitate understanding of the present invention, and does not limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, the present invention includes its equivalents.

[0012] In addition, the screen examples shown in the drawings referenced in the following description are merely examples, and the screen configuration, the content of the information displayed on the screen, and the GUI (Graphical User Interface), etc. can be freely designed according to the content of the information processing, the design specifications of the system, and the user's preferences, and can be changed as appropriate.

[0013] [About the game according to this embodiment] A game that can be played through an information processing device according to this embodiment (hereinafter simply referred to as a "game") will be described with reference to Figs. 1 to 5. Fig. 1 is a diagram showing the entire area within the game. Figs. 2 to 5 are diagrams showing an example of a play screen of the game, and more specifically, a first screen and a second screen described later.

[0014] A game is content that a user plays while viewing a game screen on a gameplay terminal, and more specifically, is an online game that uses data communication. Online games may include browser games that use a web browser, and social games provided on SNS (Social Networking Service), etc. Online games may also include games that can be played by downloading dedicated application software, such as mobile games. Furthermore, online games may also include regularly updated online games, such as play-by-web (PBW). There are no particular limitations on the genre (classification) of games.

[0015] A user plays a game by selecting either a single-user solo play mode or a multiple-user collaborative play mode (multi-play mode). A user who selects the single-user play mode operates an in-game object (hereinafter referred to as a first object J1) as a first user. In other words, the first user is a user who can operate the first object J1 in the game.

[0016] The first object J1 is a controlled medium that moves on a field set within the area shown in Fig. 1 in response to an operation by the first user. The appearance (display image) of the first object J1 is not particularly limited and can be set arbitrarily depending on the content of the game, but in the following, the first object J1 is assumed to be a human-shaped character.

[0017] A game area is a space within the game that is set for the purpose of clearing, and there are one or more areas within the game. A field is a terrain set for each area, and is a two-dimensional area such as a floor, ground, or water surface.

[0018] Game parameters are set for the first user in association with the first user. The parameters set for the first user are values ​​and statuses that the first user manages in progressing through the game, and include, for example, ability values ​​such as stamina, hunger, attack power, and movement speed of the first object J1 operated by the first user, a display size, and other characteristics and character attributes related to the progress of the game.

[0019] The parameters change (are updated) in conjunction with the progress of the game, specifically, the movement and state changes of the first object J1. For example, when the first object J1 moves on the field or is affected by an enemy character E on the field (specifically, an attack or obstruction, etc.), the physical strength, which is one type of parameter, decreases. Also, when a physical strength recovery item is obtained as an effect of an on-field object F described below, the physical strength increases (recovers). Note that the parameters do not necessarily have to change in conjunction with the movement and state changes of the first object J1, and may change based on an operation performed by the first user, for example.

[0020] The first user performs a movement operation to move the first object J1 on the field through the first terminal while viewing the first screen G1 displayed on the first terminal. The first screen G1 is a screen that displays a part of the field as shown in Fig. 2, specifically, a certain range including the current position of the first object J1 (the area surrounded by the dashed line in Fig. 1).

[0021] The movement operation of the first object J1 is not particularly limited, but may be, for example, an operation performed using a directional key of a controller (not shown), a touch operation performed on a touch panel on which the first screen G1 is displayed, an operation by voice input, an operation performed by analyzing the user's brain waves, etc. In this embodiment, as shown in Fig. 2, the movement operation by the first user is an operation of touching the first object J1 on the first screen G1 and dragging it to a destination.

[0022] When the first user performs a movement operation, the first object J1 moves on the field in response to the movement operation, and accordingly, the portion of the field displayed on the first screen G1 changes, allowing the first user to check the area of ​​the field including the first object J1 after the movement on the first screen G1.

[0023] 2 is a screen when a part of the field is viewed from directly above, but is not limited to this. The first screen G1 may be a screen when a part of the field is viewed from any line of sight angle (view angle), and the angle may be freely changeable by the first user.

[0024] Note that the number of first objects J1 that a single first user can operate may be one or two or more. When the first user operates two or more first objects J1, it is preferable that the first object J1 to be operated can be switched appropriately. In this case, it is preferable that a part of the field displayed on the first screen G1 is switched in association with the switching of the first object J1 to be operated. Furthermore, when the first user operates two or more first objects J1, parameters are set for each first object J1, and the parameters of each first object J1 correspond to the first user. In the following, unless otherwise specified, it is assumed that one first user operates one first object J1.

[0025] The first user can clear an area when the clearing condition for that area is met, such as the first object J1 reaching a predetermined position on the field or defeating a predetermined enemy character that appears on the field, etc. When the first user clears an area, the first user moves to the next area and moves the first object J1 on the field set in the area after the transition.

[0026] In the field of each area, there are areas where the first object J1 can move (gray areas in FIG. 1) and areas where the first object J1 cannot move due to the presence of obstacles, etc. (white areas in FIG. 1). In other words, the first user can move the first object J1 within the movable range in the field while being subject to movement restrictions imposed by the obstacles, etc.

[0027] In this embodiment, the areas include an area in which the first object J1 can move in the field, which is divided into a specific area and a non-specific area. The specific area is an area into which the first object J1 cannot enter initially and into which the first object J1 can move only when a specific condition is satisfied, and in the field shown in FIG. 1, the specific area corresponds to the area surrounded by a dashed line frame. The specific condition is a rule set as a condition for entering the specific area, and corresponds to, for example, performing an operation for entering the specific area during game play or using an item for entering the specific area. The content of the specific condition may be determined in advance, or may be appropriately changed (reviewed) after being determined. The non-specific area is an area other than the specific area, and is an area in which the first object J1 can move from the beginning.

[0028] In the field of each area, an enemy character E appears as a specific object in the area in which the first object J1 can move, as shown in Fig. 1. The enemy character E is an object different from the first object J1 and the on-field object F, and for example, moves in the area in the field in which the first object J1 can move or stands still at a predetermined position in the field and attacks the first object J1 to interfere with the game play of the first user.

[0029] Furthermore, on the field, on-field objects F are arranged according to a certain rule or randomly, as shown in Fig. 1. The on-field objects F are in-game objects that bring about results to the first user according to their types.

[0030] Results brought about by the on-field object F (hereinafter also referred to as results according to the on-field object F) include, for example, the following (a) to (e). (a) The result of granting the first user an item that can be used in the game. (b) A result of invoking a predetermined effect, such as changing a parameter corresponding to the first user or changing a state on the field (e.g., the number of enemy characters, etc.). (c) The result of making an object that supports or obstructs the first object J1 appear on the field. (d) For example, the result of generating an event to clear an area, such as the appearance of a boss enemy. (e) A "lose" result in which no items or effects are obtained.

[0031] The result according to the on-field object F is given to the first user when the first user performs a predetermined operation (hereinafter, referred to as a release operation) on the on-field object F. The release operation is an operation performed by the first user through the first terminal while playing the game, and corresponds to, for example, an operation of moving the first object J1 to the vicinity of the arrangement position of the on-field object F, an operation of striking or shooting the on-field object F from the first object J1, or an operation of tapping on the display location of the on-field object F on the screen.

[0032] In this embodiment, restrictions are imposed on the release operation, and the first user can perform the release operation under the restrictions. The restrictions on the release operation include, for example, restricting the release operation until a predetermined time has elapsed since the previous operation, restricting the release operation until a predetermined number of enemy characters or more have been defeated since the previous operation, or requiring the first user to pay a certain amount of in-game currency for the release operation.

[0033] The on-field object F is placed on the field in such a way that the result cannot be discerned at least on the first screen G1, as shown in Fig. 1. "Placed in such a way that the result cannot be discerned at least on the first screen G1" means, for example, that it is placed in such a way that the result cannot be discerned from the outside because it has an appearance like a treasure chest, that it is placed in such a way that it cannot be seen (hidden state) or is difficult to see like a hidden item until the appearance condition is satisfied, that it is placed on a field set as a dark place and therefore is difficult to see, or that it is placed outside the part of the field that is shown on the first screen G1 and therefore is in a situation where it cannot be seen on the first screen G1, etc.

[0034] In the single play mode, when the first user performs a release operation on an on-field object F, the first user is given a result corresponding to that on-field object F and can know the content of that result.

[0035] Next, the cooperative play mode will be described. In the cooperative play mode, multiple users play together in the same area at the same time (i.e., within the same period). In the cooperative play mode, each of the multiple users selects a role when starting to play, specifically, selects either the "role as the first user" or the "role as the second user."

[0036] As described above, the role of the first user is to operate (pilot) the first object J1 moving on the field to progress through the game. The role of the second user is to watch the play of the first user, that is, the movement of the first object J1 on the field, and assist the first user. Assisting the first user means playing the game from a different perspective than the first user and supporting the play of the first user who aims to clear the area through operations different from those of the first user (more specifically, operations of the second object J2, described later), thereby making the game progress advantageously for the first user.

[0037] In the cooperative play mode, the minimum number of first users (lower limit) is determined in advance, and cooperative play of the game can be started only when the number of users who have selected the role of the first user is equal to or greater than the lower limit. On the other hand, there is no lower limit for the number of second users, and as long as the number of first users is equal to or greater than the lower limit, cooperative play of the game can be started even if there are any number of second users, for example, zero. In addition, the maximum number of participants in cooperative play of the game for each of the first user and the second user is not particularly limited, but may be set, for example, to a number based on the game specifications.

[0038] In this embodiment, multiple users can select roles as first users and play in one area. In this case, as shown in FIG. 1, a first object J1 for each first user exists on the field, and each first user operates their own first object J1 (i.e., a first object J1 associated with each first user). Note that multiple first users may cooperate to clear the same area, may compete with each other in the same area, or may be divided into multiple teams and play against each other in the same area.

[0039] A user who selects the role of the second user in the cooperative play mode mainly watches (spectates) the play of the first user through a second screen G2 displayed on the user's own terminal (hereinafter, the second terminal) during game play. Also, during game play, the second user does not operate the first object J1 that moves on the field, but operates the second object J2.

[0040] The second object J2 is an in-game object operable by the second user, and during a joint play, can move within an area in which the first object J1 operated by the first user exists. In this embodiment, the range in which the second object J2 can move within the field is different from the range in which the first object J1 can move.

[0041] Specifically, the second object J2 is a character based on an air vehicle such as a UAV (Unmanned Aerial Vehicle), and can move (fly) on the field. Strictly speaking, the first object J1 and the second object J2 exist on different layers in the same area, and the layer on which the second object J2 can move is higher than the layer on which the first object J1 can move, and more specifically, the second object J2 is located in the space above the field (i.e., the sky above the field) that is virtually set as the in-game space.

[0042] As described above, the second object J2 can move throughout the entire range of the field, and can also move within a range in which the first object J1 cannot move. For example, the first object J1 cannot move within a region in the field where obstacles are placed due to restrictions imposed by the obstacles, whereas the second object J2 is not restricted in its movement by the obstacles. Furthermore, in a field including a specific region, the range in which the first object J1 can move and the range in which the second object J2 can move are different from each other until a specific condition is satisfied. In other words, the first object J1 cannot move within the specific region until the specific condition is satisfied, but the second object J2 can move freely above the specific region regardless of whether the specific condition is satisfied or not.

[0043] The operation of the second object J2 (hereinafter also referred to as a flying operation) is not particularly limited, but may be, for example, an operation performed through a directional key of a controller (not shown), a touch operation performed on a touch panel on which the second screen G2 is displayed, an operation by voice input, an operation performed by analyzing the user's brain waves, etc. In this embodiment, as shown in Fig. 3, the flying operation by the second user is an operation of touching the second object J2 on the second screen G2 and dragging it to a destination.

[0044] 3, the second screen G2 displays a bird's-eye view of a portion of the field in which the first object J1 operated by the first user who plays together with the second user exists, the portion corresponding to the position of the second object J2. When the second user performs a flying operation, the second object J2 moves (flies) above the field in response to the operation, and accordingly, the portion of the field displayed on the second screen G2 changes. This allows the second user to check, on the second screen G2, a portion of the field in response to the current position of the second object J2, more specifically, a certain range including the projection position where the second object J2 is projected onto the field.

[0045] Note that the second user may be able to operate only one second object J2, or two or more second objects J2. When the second user operates two or more second objects J2, it is preferable that the second object J2 to be operated can be switched appropriately. In this case, it is preferable that the part of the field displayed on the second screen G2 be switched in accordance with the switching of the second object J2 to be operated. In the following, unless otherwise specified, it is assumed that one second user operates one second object J2.

[0046] 3 is a screen in which a part of the field is viewed from directly above, but is not limited to this. The second screen G2 may be a screen in which a part of the field is viewed from any line of sight angle (view angle), and the angle may be freely changeable by the second user.

[0047] In addition, a part of the field may be displayed on the second screen G2, or the whole field may be displayed. For example, when the second user performs a zoom-in display operation on the second screen G2, a part of the field may be enlarged at a magnification corresponding to the amount of the operation and displayed on the second screen G2. Conversely, when the second user performs a zoom-out display operation on the second screen G2, a part or the whole of the field may be reduced according to the amount of the operation and displayed on the second screen G2. In this way, by enlarging or reducing the part of the field displayed on the second screen G2, the second user who is watching the field from above through the second screen G2 can be given the impression (visual effect) that the altitude of the field of view has increased or decreased.

[0048] As described above, in this embodiment, the range in which the second object J2 can move (the sky above the field) in each area is different from the range in which the first object J1 can move (the ground of the field). By moving the second object J2 in the sky above the field, the second user can check each area in the field on the second screen G2 and find the location where the first object J1 is located.

[0049] On the other hand, the second object J2 cannot defeat the enemy character E on the field, and is not affected (specifically, attacked, hindered, etc.) by the enemy character E. In other words, the second user does not perform an attack operation on the enemy character E, and parameters such as physical strength that change in response to the action of the enemy character E are not set for the second user.

[0050] Furthermore, the second object J2 cannot use (enjoy) the result according to the on-field object F. In other words, the second user does not perform a release operation on the on-field object F, and therefore the result according to the on-field object F is not given to the second user. Instead, when the second user performs a predetermined operation on the on-field object F and a predetermined condition (hereinafter referred to as a notification condition) is satisfied, the second user can notify the first user of information related to the result according to the on-field object F.

[0051] Specifically, as shown in the left diagram of Fig. 4, an illumination spot LS arranged directly below the second object J2 is displayed on the second screen G2. The illumination spot LS is a circular or elliptical object (range) displayed according to a game setting in which illumination is irradiated from the second object J2 onto the field directly below the second object J2, and is constantly displayed on the second screen G2 during cooperative play.

[0052] Furthermore, in the field, the location of the lighting spot LS changes in conjunction with the movement of the second object J2. Then, when the second user performs a flying operation and moves (flies) the second object J2 on the field so that the lighting spot LS overlaps with the on-field object F, information on the result according to the on-field object F is notified to the first user.

[0053] More specifically, when a certain on-field object F (hereinafter referred to as the target object) overlaps with the lighting spot LS, a display icon IC shown in Fig. 4 and 5 is displayed on the first screen G1. The display icon IC is a display object corresponding to the type of result according to the target object, and more specifically, is a mark for identifying an object set for each type of result as an object suggesting the result according to the target object. It should be noted that the display icon IC shown in FIGS. 4 and 5 suggests that the result according to the target object is "the granting of an important item (eg, a key, etc.)."

[0054] The display position of the display icon IC is not particularly limited, but for example, while a target object is positioned within the range displayed on the first screen G1 during the field, the display icon IC may be displayed at a position corresponding to the target object on the first screen G1, or more specifically, at a position around the target object, as shown in the right diagram of Figure 4.

[0055] In addition, during the field, while the target object is located outside the range shown on the first screen G1, the display icon IC may be displayed at a position near the outer edge of the first screen G1, as shown in the right diagram of FIG. 5. In this case, the display position of the display icon IC is preferably determined according to the positional relationship between the target object's location in the field and the part shown on the first screen G1. In detail, the display position of the display icon IC may be determined so that the target object's location as viewed from the part shown on the first screen G1 in the field and the display position of the display icon IC on the first screen G1 are in the same orientation. At this time, as shown in the right diagram of FIG. 5, a direction indication object IJ such as an arrow indicating the direction in which the target object is located may be displayed together with the display icon IC.

[0056] In addition, when the first user performs a movement operation to move the first object J1 on the field, the positional relationship between the placement position of the target object and the portion displayed on the first screen G1 changes accordingly. In this case, it is preferable to switch the display position of the display icon IC on the first screen G1 based on the change in the positional relationship.

[0057] As described above, the display icon IC is displayed on the first screen G1 in response to the flying operation of the second user, so that the second user can inform the first user of the result according to the target object that cannot be distinguished on the first screen G1, and can assist the first user in playing the game. This activates joint play between the first user and the second user, and as a result, it is possible to promote joint play.

[0058] In this embodiment, two or more users can select the role of the second user and play together. In this case, a second object J2 for each second user exists above the field, and each second user operates their own second object J2 (i.e., a second object J2 associated with each second user). In addition, each of the two or more second users may assist the same first user in the joint play, or may assist different first users.

[0059] In addition, in this embodiment, during the period in which the display icon IC is displayed on the first screen G1, the display icon IC may also be displayed on the second screen G2 in the same manner as the display on the first screen G1, as shown in Figures 4 and 5. In this case, the second user can see the display icon IC and realize that the first user has been notified of information related to the result according to the target object.

[0060] [About the information processing device of this embodiment and each user's terminal] Next, the information processing device according to this embodiment and the terminals of each user will be described with reference to Fig. 6. In the following description, a scene will be assumed in which two first users and two second users, a total of four users, play the same area of ​​the game together. However, the contents described below are not limited to the above scene, and may also be applied to a case in which there is at least one first user and one second user.

[0061] A first user possesses a first terminal 11 as a gaming terminal, and a second user possesses a second terminal 12 as a gaming terminal. In Fig. 6, the terminals possessed by users A and B who are first users correspond to the first terminal 11, and the terminals possessed by users C and D who are second users correspond to the second terminal 12.

[0062] The first terminal 11 and the second terminal 12 are each a client terminal, and specifically, are configured by a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of inputting information, a wearable terminal, or the like. The first terminal 11 and the second terminal 12 are each communicatively connected to the server 10 via a communication network 14 as shown in Fig. 6. The communication network 14 is, for example, a communication line network consisting of the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), or the like.

[0063] The server 10 is an example of the "information processing device" of the present invention, and is a computer that generates, transmits, and receives data necessary for the game progress, and executes various information processing related to the game progress, and more specifically, is an SNS server in this embodiment. The server 10 may be composed of one computer, or may be composed of multiple computers distributed in parallel. The server 10 may also be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to the game progress (excluding input and display of information) are executed by the server 10, so that the first terminal 11 and the second terminal 12 only need to input information to be handed over to the server 10 and output information distributed from the server 10.

[0064] 6, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The processor 21 may be configured by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0065] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).

[0066] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.

[0067] In addition, a program for an operating system (OS) and an information processing program for game progress are installed as software in the server 10. These programs correspond to the "programs" of the present invention, and are programs for controlling the server 10, which is a computer. In other words, by being executed by the above-mentioned processor 21, the server 10 performs the function of the information processing device of the present invention.

[0068] The program may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.

[0069] During game play, the server 10 executes the above program to generate display control data for the first screen G1 and transmit it to the first terminal 11 of each of the first users A and B, and generates display control data for the second screen G2 and transmits it to the second terminal 12 of each of the second users C and D.

[0070] The server 10 also receives a movement operation on the first object J1 of each of the first users A and B. In this case, the server 10 executes a process of moving the first object J1 corresponding to the first user who performed the movement operation on the field. The server 10 then generates display control data for displaying the first screen G1 and the second screen G2 reflecting the position of the first object J1 after the movement, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0071] The server 10 also receives flight operations from each of the second users C and D with respect to the second object J2 of each second user. In this case, the server 10 executes a process of moving (flying) the second object J2 corresponding to the second user who performed the flight operation above the field. Then, the server 10 generates display control data for displaying the second screen G2 reflecting the position of the second object J2 after the movement, and transmits the generated display control data to the second terminal 12.

[0072] Furthermore, when the illumination spot LS overlaps with the on-field object F (target object) as a result of one second user operating the second object J2, the server 10 determines that the operation by the second user satisfies the notification condition. Then, the server 10 generates display control data for displaying a display icon IC suggesting a result corresponding to the target object on the first screen G1 and the second screen G2 in the above-mentioned manner, and transmits the generated display control data to the first terminal 11 and the second terminal 12.

[0073] The first terminal 11 on which the display icon IC is displayed (i.e., the first terminal 11 on which the display icon IC appears on the first screen G1) may be the first terminal 11 of both first users A and B, or may be only the first terminal 11 of the first user designated by the second user who performed an operation that satisfies the notification condition. Similarly, the second terminal 12 on which the display icon IC is displayed (i.e., the second terminal 12 on which the display icon IC appears on the second screen G2) may be the second terminal 12 of both second users C and D, or may be only the second terminal 12 of the second user who performed an operation that satisfies the notification condition.

[0074] [Functions of the information processing device according to this embodiment] 7, the server 10 has an operation reception unit 31, a game processing unit 32, a result assignment unit 33, a storage unit 34, a display control unit 35, and an information notification unit 36. Of these functional units, the storage unit 34 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between various hardware devices constituting the server 10 and programs installed in the server 10. Each functional unit will be described in detail below.

[0075] (Operation reception section) The operation reception unit 31 receives operations performed by the user through the first terminal 11 or the second terminal 12 while playing the game, and more specifically, acquires data indicating the operation content via the communication network 14. The operation reception unit 31 includes a first reception unit 41 and a second reception unit 42, as shown in FIG.

[0076] The first reception unit 41 receives operations performed by the first user through the first terminal 11 in the single play mode or the cooperative play mode. The operations received by the first reception unit 41 include a moving operation performed by the first user to move the first object J1 on the field, and a release operation performed by the first user on the on-field object F. In addition, when multiple first users play cooperatively in the cooperative play mode (when multiple users select the role of the first user), the first reception unit 41 receives operations for each first user.

[0077] In this embodiment, the first user can perform a release operation under certain constraints, and the first reception unit 41 accepts a release operation by a first user who satisfies the constraints, but does not accept a release operation by a first user who does not satisfy the constraints. In other words, the first user cannot perform the release operation while the constraints are not satisfied.

[0078] Furthermore, the on-field objects F may include an object (hereinafter, referred to as a limited object) that can be released only when a certain condition is satisfied. The release operation for this limited object may be accepted only when the operation (flying operation) of the second user for the object satisfies a notification condition. That is, when the lighting spot LS overlaps with the limited object, this may be a trigger for the first accepting unit 41 to be able to accept the release operation for the limited object. In this case, in order to inform the first user that the release operation for the limited object has become acceptable, it is preferable to change the display mode of the controlled object before and after the operation is acceptable. For example, at the time when the operation is acceptable, a message indicating that the release operation is acceptable may be displayed near the limited object (see FIG. 13).

[0079] The second reception unit 42 receives operations performed by the second user through the second terminal 12 in the collaborative play mode. The operations received by the second reception unit 42 include a flying operation by the second user to fly the second object J2 in the sky above the field, and an operation by the second user to enlarge or reduce a part of the field displayed on the second screen G2. In addition, when multiple second users play together in the collaborative play mode (when multiple users select the role of second users), the second reception unit 42 receives operations for each second user.

[0080] In addition, in this embodiment, the second user can perform a specific operation after performing an operation that satisfies the above-mentioned notification condition, that is, after performing an operation (flying operation) of moving the second object J2 so that the illumination spot LS overlaps with the on-field object F. The specific operation is performed for the purpose of making the first user aware of the presence of the on-field object F that overlaps with the illumination spot LS, that is, the target object, and for example, an operation of touching a predetermined position on the second screen G2 multiple times corresponds to the specific operation. The specific operation is usually performed multiple times by the second user after the notification condition is established, and the second receiving unit 42 receives the specific operation each time the second user performs the specific operation. However, the specific operation may be performed only once. It should be noted that the specific operation is not an operation that affects the content of the result corresponding to the target object (specifically, the items and effects that can be obtained through the target object) or the activation / variation of the result, but is merely an operation that is performed to draw the first user's attention to the target object.

[0081] (Game Processing Unit) The game processing unit 32 executes a process for progressing the game, and executes a process for progressing the game according to an operation received from a user. For example, when the first reception unit 41 receives a movement operation of the first user, the game processing unit 32 executes a process for moving the first object J1 of the first user who performed the movement operation on the field. When this process is performed, display control data for the first screen G1 is generated, and the first screen G1 according to the position of the first object J1 after the movement is displayed on the first terminal 11.

[0082] The game processing unit 32 may change the state of the field in conjunction with the movement of the first object J1 on the field, and may change the appearance position of the enemy character E on the field, for example.

[0083] In addition, the game processing unit 32 changes the parameters corresponding to the first user according to the progress of the game. For example, when a first object J1 moving on the field according to a movement operation of the first user touches an enemy character E, the game processing unit 32 executes a process of decreasing the "stamina" which is one of the parameters set for the first object J1.

[0084] In addition, when multiple first users play the game together, the game processing unit 32 moves the first object J1 corresponding to each user in accordance with the movement operation of each first user, and also changes the parameters of the first object J1 corresponding to each user in accordance with the progress of the game.

[0085] Furthermore, when a first user and a second user play a game together, when the second reception unit 42 receives a flight operation from the second user, the game processing unit 32 executes a process of moving (flying) the second object J2 of the second user who performed the flight operation in the air above the field. When this process is executed, display control data for the second screen G2 is generated, and the second screen G2 according to the position of the second object J2 after the movement is displayed on the second terminal 12.

[0086] (Result assignment section) When the first receiving unit 41 receives a release operation from the first user, the result granting unit 33 grants to the first user a result according to the on-field object F released by that operation (hereinafter, for convenience, referred to as the "released on-field object F"). In this embodiment, one of the above-mentioned results (a) to (e) is granted, and which result is granted depends on the type of the released on-field object F. When a result according to the released on-field object F is granted to the first user, the game processing unit 32 executes a process according to the granted result for the first user. Specifically, for example, when the result according to the released on-field object F is the granting of an item, the game processing unit 32 executes a process of granting the first user the right to use the item.

[0087] (Storage part) The storage unit 34 stores various information necessary for playing the game, and includes an area information storage unit 51, an object information storage unit 52, a first user information storage unit 53, and a second user information storage unit 54, as shown in FIG.

[0088] The area information storage unit 51 stores information about each of a plurality of areas (hereinafter referred to as "area information") for each area. As shown in FIG. 8, the area information includes an area identification number, field information about the fields within the area, and clearing conditions for the area. The field information includes information about the presence or absence of a specific area on the field, and for an area in which a specific area is set on the field, the field information further includes the position of the specific area and the conditions for entering the specific area (specific conditions). Note that the area information is not limited to the information shown in FIG. 8, and may include information other than the information shown in FIG. 8.

[0089] The object information storage unit 52 stores, for each area, the object information shown in Fig. 9, specifically, the type and appearance position of the enemy character E that appears on the field of each area, and the type and placement position of the on-field object F that is placed on the field, etc. Note that the object information is not limited to the information shown in Fig. 9, and may include information other than the information shown in Fig. 9.

[0090] The first user information storage unit 53 stores information about a user who plays a game as a first user (hereinafter, referred to as "first user information"). When a plurality of first users play a game together, the first user information storage unit 53 stores first user information for each user. As shown in FIG. 10, the first user information includes the name (user name) of the first user, an identification ID, an area in which the first user is playing, information about a first object J1 used by the first user, the type and number of items that the first user has the right to use, and the amount of in-game currency possessed. The information about the first object includes the appearance of the first object J1, the current and maximum values ​​of various parameters set for the first object J1, and the current position of the first object J1 on the field. The first user information also includes flag information (granted flag) indicating whether or not a corresponding result has been granted to the first user for each on-field object F in the area in which the first user is currently playing. Note that the first user information is not limited to the information shown in FIG. 10, and may include information other than the information shown in FIG. 10.

[0091] The second user information storage unit 54 stores information about a user who plays a game as a second user (hereinafter referred to as "second user information"). When a plurality of second users play a game together, the second user information storage unit 54 stores second user information for each user. As shown in FIG. 11, the second user information includes the name (user name) of the second user, an identification ID, an area in which the game is being played, information about a second object J2 used by the second user, and the amount of in-game currency possessed by the second user. The information about the second object includes the appearance of the second object J2 and the current position of the second object J2 in the area.

[0092] The second user information is not limited to the information shown in FIG. 11, and may include information other than the information shown in FIG. 11. For example, when a second user plays together with a plurality of first users, the second user can specify the first user that the second user will assist through a specification screen (not shown). In this case, the second user information further includes information for identifying the specified first user (for example, the user name or identification ID of the specified first user). In addition, when the second user forms a team with the first user to play together, the second user information may include information about the team to which the second user belongs (for example, the name of the team to which the second user belongs, or the user name of the first user who belongs to the same team).

[0093] (Display control unit) The display control unit 35 generates display control data to display a game play screen, and transmits the generated data to the first terminal 11, or to each of the first terminal 11 and the second terminal 12. The display control unit 35 includes a first display control unit 61 and a second display control unit 62, as shown in FIG.

[0094] While the first user is playing the game, the first display control unit 61 transmits display control data for the first screen G1 to the first terminal 11 used by the first user, thereby causing the first screen G1 to be displayed on the first terminal 11. A first object J1 operated by the first user and a part of the field including the current position of the first object J1 are displayed on the first screen G1. When multiple first users are playing the game together, the first display control unit 61 causes the first terminal 11 of each first user to display a first screen G1 corresponding to the position of the first object J1 corresponding to each first user in the field. A different range of the field is displayed for each first user on the first screen G1 displayed on the first terminal 11 of each first user.

[0095] In addition, when the first reception unit 41 receives a movement operation of the first user, a process of moving the first object J1 on the field is executed, and in conjunction with this, the first display control unit 61 causes the first terminal 11 to display the first screen G1 according to the position of the first object J1 after the movement. That is, the first display control unit 61 changes the part of the field displayed on the first screen G1 according to the movement operation of the first user. At this time, the first display control unit 61 changes the part of the field displayed on the first screen G1 within the range in which the first object J1 can move. Here, when the first object J1 is in a field including a specific area, the range in which the first object J1 can move is only the non-specific area at a stage where the specific condition is not yet satisfied, and the specific area is added to the range in which the first object J1 can move after the specific condition is satisfied.

[0096] While the first user and the second user are playing the game together, the second display control unit 62 transmits display control data for the second screen G2 to the second terminal 12 used by the second user, thereby causing the second screen G2 to be displayed on the second terminal 12. A second object J2 operated by the second user, an illumination spot LS located directly below the second object J2, and a part of the field including the current position of the second object J2 are displayed on the second screen G2. When multiple second users are playing the game together, the second display control unit 62 causes the second terminal 12 of each second user to display a second screen G2 corresponding to the position of the second object J2 corresponding to each second user in the field. A different range of the field is displayed for each second user on the second screen G2 displayed on the second terminal 12 of each second user.

[0097] Furthermore, when the second reception unit 42 receives a flight operation of the second user, a process is executed to fly the second object J2 above the field, and in conjunction with this, the second display control unit 62 causes the second terminal 12 to display the second screen G2 according to the position of the second object J2 after the movement. That is, the second display control unit 62 changes the part of the field displayed on the second screen G2 according to the flight operation of the second user. At this time, the second display control unit 62 changes the part of the field displayed on the second screen G2 within the range in which the second object J2 can move.

[0098] In this embodiment, the second object J2 can move in the sky above the field, and in an area where the field includes a specific area, the second object J2 can freely move in the sky above both the non-specific area and the specific area. Therefore, while the second object J2 is flying in the sky above the field including the specific area, the second screen G2 can display a portion including the specific area, regardless of whether a specific condition is satisfied.

[0099] (Information Notification Department) When the second user's operation satisfies a notification condition while the first user and the second user are playing a game together, the information notification unit 36 ​​notifies the first user of information regarding the result corresponding to the on-field object F (i.e., the target object) for which the notification condition is satisfied.

[0100] Specifically, in this embodiment, as described above, the notification condition is set to operate the second object J2 so that the illumination spot LS overlaps with the target object on the field. Then, when the notification condition is satisfied, the information notification unit 36 ​​displays a display icon IC suggesting a result according to the target object on the first screen G1.

[0101] More specifically, the information notification unit 36, in cooperation with the first display control unit 61, generates display control data for displaying the display icon IC at a predetermined position on the first screen G1, and transmits the display control data to the first terminal 11. On receiving the display control data, the first terminal 11 displays the display icon IC on the first screen G1 in association with the target object.

[0102] Specifically, when a target object is located inside the portion of the field that is displayed on the first screen G1, the display icon IC is displayed near the target object. On the other hand, when a target object is located outside the portion of the field that is displayed on the first screen G1, the display icon IC is displayed at a position on the first screen G1 that corresponds to the position of the target object. In more detail, the display icon IC is displayed at a position near the outer edge of the first screen G1, or more precisely, at a position that is in the same direction as the target object is when viewed from the portion of the field that is displayed on the first screen G1 (see the right diagram in FIG. 5).

[0103] In addition, when the movement of the first object J1 changes the positional relationship between the position of the target object on the field and the portion displayed on the first screen G1, the information notification unit 36 ​​changes the display position of the display icon IC on the first screen G1 based on the change in the positional relationship.

[0104] As described above, by displaying the display icon IC on the first screen G1, the first user can grasp the result according to the target object from the display icon IC even if the target object has not been released.

[0105] In addition, in this embodiment, when the first object J1 and the second object J2 are in a field including a specific area, the second object J2 can move in the air above the specific area even while the specific condition is not satisfied. Therefore, in a situation in which the first object J1 cannot yet enter the specific area, when the second user operates the second object J2 so that an on-field object F arranged on the specific area overlaps with the lighting spot LS, a display icon IC suggesting a result according to the on-field object F is displayed on the first terminal 11. By looking at this display icon IC, the first user can grasp the result according to the on-field object F in the specific area into which the first object J1 cannot yet enter.

[0106] In addition, when displaying a display icon IC suggesting a result according to an on-field object F in a specific area, the information notification unit 36 ​​may display it in a manner different from when displaying a display icon IC suggesting a result according to an on-field object F in a non-specific area (for example, by changing the display color or adding a visual effect such as flashing).

[0107] In addition, the display icon IC suggesting a result according to the on-field object F in the specific area may not be displayed to the first user who does not satisfy the specific condition, even if the on-field object F and the lighting spot LS overlap, and may be displayed only to the first user who satisfies the specific condition.

[0108] In addition, while the display icon IC is displayed on the first screen G1, the information notification unit 36 ​​can also notify the second user of information regarding the result corresponding to the target object, and specifically, can cause the display icon IC to be displayed on the second terminal 12 in the same manner as described above.

[0109] The display time of the display icon IC, i.e., the notification time of information regarding the result according to the target object, is not particularly limited, but as one example, the first user may be notified until the release operation for the target object is accepted and until the notification termination condition is satisfied, and the notification may be terminated at the point in time when the notification termination condition is satisfied.

[0110] Specifically, during the period from when the notification condition is satisfied to when the release operation is accepted, the display icon IC may be displayed for a certain period of time from when the notification condition is satisfied. That is, the information notification unit 36 ​​may display the display icon IC on the first terminal 11 when the notification condition is satisfied, and may end the display of the display icon IC when a predetermined time has elapsed since the notification condition is satisfied. In this case, the display end condition (notification end condition) of the display icon IC may be predetermined, may be arbitrarily set or changed by the user, and may be different for each user. Furthermore, the display end condition (notification end condition) of the display icon IC may be set according to the type of on-field object F (i.e., target object) whose result is suggested by the display icon IC. For example, the display end condition may be set so that the display time of the display icon IC corresponding to the type of on-field object F that brings about an important result in the progress of the game is longer.

[0111] To supplement the display icon IC, in this embodiment, the display icon IC is displayed in a display mode corresponding to the type of result according to the target object. That is, the information notification unit 36 ​​notifies information about the result according to the target object in a mode corresponding to the type of the result. This allows the first user and the second user to recognize the type of result (i.e., the content of the result) according to the target object from the display mode of the display icon IC, and for example, can know the items and effects obtained from the target object by looking at the pattern of the display icon IC.

[0112] Examples of the display mode of the display icon IC include the design of the display icon IC, the display color, the contrast with the surrounding color, the display size, changes such as rotation or blinking, and the presence or absence of highlighting such as highlighting, etc. Also, examples of the display mode corresponding to the target object include the design and color suggesting the item or effect obtained by releasing the target object, etc.

[0113] Furthermore, in a situation where the target object is positioned outside the portion of the field that is displayed on the first screen G1, the display mode of the display icon IC may be changed as appropriate for reasons such as efficiently informing the first user of the effect according to the target object. In this case, a change pattern for the display mode may be stored in advance in the storage unit 34, and the information notification unit 36 ​​may change the display mode of the display icon IC according to the progress of the game at that time based on the stored change pattern.

[0114] As a first change pattern, the information notification unit 36 ​​may display the display icon IC in a display mode based on the surrounding conditions of the target object while the target object is located outside the portion of the field that is displayed on the first screen G1. The surrounding conditions of the target object include, for example, the presence or absence and number of specific objects (specifically, enemy character E, etc.) that exist within a predetermined range from the target object's location on the field. Note that the "predetermined range" includes a position that is a predetermined distance or less from the target object's location, and further includes a range that is considered to be near the location in the technical field of the present invention. As a specific example of the first change pattern, when an enemy character E appears near a target object, the display mode of the display icon IC displayed for the target object may be changed to a different display mode than usual (for example, a display size larger than usual).

[0115] As a second change pattern, when the enemy character E is displayed at the display position of the display icon IC and the enemy character E and the display icon IC overlap while the target object is located outside the portion of the field that is displayed on the first screen G1, the information notification unit 36 ​​may change the display mode of the display icon IC since the enemy character E becomes difficult to see. In this case, for example, the display icon IC may be temporarily hidden, or may be changed to a display mode that does not obstruct the display of the enemy character E by graying it out, or the like.

[0116] As a third change pattern, when the second receiving unit 42 receives a specific operation after the notification condition is satisfied, the information notifying unit 36 ​​may change the display mode of the display icon IC according to the number of times the specific operation has been performed. As a specific example, when the second user touches the display location of the target object on the second screen G2 multiple times as a specific operation, the display icon IC may be blinked or highlighted according to the number of times the second user touches the screen. In this case, the display time or highlighting time of the display icon IC may be controlled according to the number of times the screen is touched.

[0117] Furthermore, while the target object is located outside the portion of the field that is displayed on the first screen G1, the information notification unit 36 ​​may switch between displaying and hiding the display icon IC based on the distance between the current position of the first object J1 on the field and the target object's location. Specifically, the display icon IC may be hidden when the distance exceeds a certain value, and may be displayed when the distance becomes equal to or smaller than the certain value.

[0118] Furthermore, when multiple first users are playing a game together, the second user may specify a user to be notified (for example, a first user to whom the second user wishes to use the target object) from among the multiple first users. In this case, the information notification unit 36 ​​may notify only the first user specified by the second user of information regarding the result according to the target object while the target object is located outside the portion of the field that is displayed on the first screen G1. Specifically, the display icon IC may be displayed only on the first terminal 11 of the specified first user, and the display icon IC may not be displayed on the first terminals 11 of the other first users.

[0119] In addition, in a similar manner to the above, the display icon IC may be displayed on the first screen G1 of a first user who satisfies any one of the following conditions 1 to 3 among a plurality of first users, and the display icon IC may not be displayed on the first screen G1 of the other first users. That is, the information notification unit 36 ​​may display the display icon IC on the first terminal 11 of the first user who satisfies the corresponding condition (specifically, any one of conditions 1 to 3) while the placement position of the target object is outside the portion of the field that is displayed on the first screen G1. Condition 1: In a case where multiple first users are divided into multiple teams to play a game, the first user must belong to the same team as a second user who performed an operation that satisfies the notification condition. Condition 2: The user is a first user who operates a first object J1 that is present within a predetermined range from the placement position of the target object in the field. Condition 3: The first user is selected based on a parameter corresponding to the target object (hereinafter, referred to as a target parameter).

[0120] The target parameter in the above condition 3 is a parameter that changes when a result according to the target object is given, and the first user selected based on the target parameter is a first user whose target parameter satisfies a set condition. The set condition is, for example, that the target parameter becomes a predetermined state. As a specific example of the above condition 3, when the target object results in the acquisition of a vitality recovery item, the target parameter is the vitality of the first object J1, and for example, the set condition is that the current value of the vitality is the minimum value or is below the reference value. In this case, the information notification unit 36 ​​displays the display icon IC on the first terminal 11 of the first user whose current value of the vitality of the first object J1 is the minimum value or is below the reference value while the target object is located outside the portion of the field displayed on the first screen G1.

[0121] Furthermore, while the placement position of the target object is outside the portion of the field that is displayed on the first screen G1, the information notification unit 36 ​​may cause the first terminal 11 to display the display icon IC for the first user who satisfies the relevant condition (specifically, any one of the above-mentioned conditions 1 to 3), and may also notify the second user information. The second user information is information about the second user who performed an operation that satisfies the notification condition, and corresponds to the user name, identification ID, etc. of the second user. The notification of the second user information is not particularly limited, and may be displayed near the display icon IC on the first screen G1, or conversely, may be displayed at a position away from the display icon IC.

[0122] To supplement the above configuration, the display icon IC and the second user information may be displayed for a first user who satisfies the corresponding condition among a plurality of first users, and the display icon IC and the second user information may not be displayed for a first user who does not satisfy the corresponding condition. In other words, the information notification unit 36 ​​may notify information related to the result according to the target object and the second user information only to the first user who satisfies the corresponding condition.

[0123] As another example, while the placement position of the target object is outside the portion of the field that is displayed on the first screen G1, the information notification unit 36 ​​may display a display icon IC on the first terminal 11 for each of the multiple first users, and may also notify the first user information, as shown in FIG. 12. The first user information is information about the first user designated by the second user (strictly speaking, the second user who performed an operation that satisfies the passing condition), and corresponds to the user name or identification ID of the first user. The notification of the first user information is not particularly limited, and may be displayed near the display icon IC on the first screen G1, or may be displayed at a position away from the display icon IC.

[0124] [Information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing flow for game progress executed by the computer constituting the information processing device of this embodiment, i.e., the server 10, will be described. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed without departing from the spirit of the present invention.

[0125] The information processing for game progress according to this embodiment is divided into a stage where a user logs in to a game and starts playing, and a stage where the user actually plays the game. The former will be described from the viewpoint of GUI, with reference to the screen example shown in Fig. 14, regarding the transition of the game screen displayed on the user's terminal. The latter will be described with reference to the flow charts shown in Figs. 15 to 17.

[0126] When a user operates the terminal to log in to the game and performs a predetermined input operation, a play mode selection screen (the screen on the left in the figure) shown in Fig. 14 is displayed. The user selects either the solo play mode in which one person plays, or the cooperative play mode in which multiple people play together in the same area, and touches one of the two mode selection buttons displayed on the screen. The following description will be given assuming that the cooperative play mode has been selected.

[0127] The terminal of the user who selected the cooperative play mode transmits data indicating the selection result to the server 10. The server 10 identifies the user who selected the cooperative play mode, and then determines whether or not there are other users who have selected the cooperative play mode within a certain period of time. If there are other users who have selected the cooperative play mode, the server 10 transmits display control data for the role selection screen (the screen on the right side in the figure) shown in FIG. 14 to the terminals of each user who selected the cooperative play mode.

[0128] Each user who selects the cooperative play mode selects either the role of controlling an object or the role of watching the gameplay, that is, whether to play as the first user or the second user, through the role selection screen displayed on the terminal, and touches one of the two role selection buttons displayed on the screen.

[0129] After each user selects a role, the terminal of each user transmits data indicating the selection result to the server 10. When the server 10 receives the role selection result from each of the users who selected the cooperative play mode, it determines the number of users participating in the cooperative play at that time and the role of each user. After going through the above procedure, the multiple users who selected the cooperative play mode can start playing the game cooperatively.

[0130] In this embodiment, a minimum required number of first users (lower limit) is set, so the game waits until the number of users participating as first users (i.e., the number of players who have selected the role of the first user) exceeds the lower limit, and collaborative play begins at the point when the number of first users exceeds the lower limit. In addition, in this embodiment, once cooperative play has begun, other users are not allowed to join the cooperative play until the play ends, but this is not limited to the above, and the specification may also permit other users to join in mid-cooperative play.

[0131] Information processing after game play starts differs depending on the role of each user, with information processing on the first user's side (hereinafter, first user's side flow) proceeding according to the flow shown in Figures 15 and 16, and information processing on the second user's side (hereinafter, second user's side flow) proceeding according to the flow shown in Figure 17. Each flow will be explained below.

[0132] (First user flow) The first user side flow is executed via communication between the server 10 and the first terminal 11. In addition, when multiple first users play together in the same area, the first user side flow is executed for each first user.

[0133] In this flow, first, the server 10 generates display control data for the first screen G1 and transmits it to the first terminal 11 (S001). As a result, the first screen G1 showing the first object J1 and a part of the field is displayed on the first terminal 11 (S002). Note that the first screen G1 displayed at the start of game play shows a part of the field that corresponds to the initial position (start position) of the first object J1.

[0134] During game play, the first user performs a movement operation while viewing the first screen G1 in order to move the first object J1 on the field at any time (S003). The server 10 accepts the movement operation through communication with the first terminal 11 (S004), and executes a process of moving the first object J1 on the field in response to the movement operation (S005).

[0135] Thereafter, the server 10 generates display control data for a first screen G1 (hereinafter referred to as "first screen G1 after movement") that displays a portion of the field corresponding to the position of the first object J1 after the movement, and transmits the data to the first terminal 11 (S006). As a result, the first screen G1 after the movement is displayed on the first terminal 11 (S007). Thereafter, steps S004 to S007 are repeatedly performed every time the first user performs a movement operation, and as a result, the first screen G1 after the movement is updated as needed.

[0136] Although not specifically shown, during game play, the server 10 changes the parameters of the first user in accordance with the movement and state changes of the first object J1, and accordingly updates the first user information (in particular, the current values ​​of the parameters) stored in the first user information storage unit 53.

[0137] Furthermore, when a specific area is included in the field in which the first object J1 exists, the server 10 appropriately determines whether or not a specific condition is satisfied. Then, when the specific condition is satisfied, the server 10 permits the first object J1 to enter the specific area. In other words, the server 10 moves the first object J1 within the field within a range excluding the specific area until the specific condition is satisfied, and moves the first object J1 within a range including the specific area after the specific condition is satisfied.

[0138] During game play, the server 10 determines whether or not an operation of a second user playing together with the first user satisfies a notification condition, and specifically, constantly determines whether or not the second object J2 is operated so that the lighting spot LS overlaps with an on-field object F on the field (S008). If the notification condition is satisfied, the server 10 then determines whether the on-field object F for which the notification condition is satisfied, i.e., the target object, is located inside or outside the portion shown on the first screen G1 (S009).

[0139] When it is determined that the placement position of the target object is inside the portion shown on the first screen G1, the server 10 generates display control data for displaying a display icon IC near the target object on the first screen G1 and transmits the data to the first terminal 11 (S010). As a result, the first screen G1 is displayed on the first terminal 11, and the display icon IC is displayed near the target object on the first screen G1 (S012).

[0140] On the other hand, when it is determined that the placement position of the target object is outside the portion shown on the first screen G1, the server 10 specifies the positional relationship between the placement position of the target object in the field and the portion shown on the first screen G1 (S011). After that, the server 10 sets the display position of the display icon IC on the first screen based on the specified positional relationship, generates display control data for displaying the display icon IC at the display position, and transmits the display control data to the first terminal 11 (S010). As a result, the first screen G1 is displayed on the first terminal 11, and the display icon IC is displayed at a display position according to the positional relationship specified in step S011, specifically, at a position in the same direction as the direction in which the target object is viewed from the portion shown on the first screen G1 (S012).

[0141] When the display icon IC is displayed on the first screen G1, it is preferable to display the display icon IC in a display mode suitable for the situation at that time. Specifically, the display mode of the display icon IC may be changed according to the type of result corresponding to the target object, the presence or absence or number of enemy characters E appearing near the target object, or the like, or the number of times a specific operation is performed by the second user after the notification condition is satisfied. In addition, while the target object is located outside the area shown on the first screen G1, the display icon IC may be switched between being displayed and not displayed based on the distance between the current position of the first object J1 and the target object's location.

[0142] Furthermore, when multiple first users play a game together, the display icon IC may be displayed on the first screen G1 of each of the multiple first users. In this case, information (first user information) about the first user designated by the second user who performed an operation that satisfies the notification condition may be displayed together with the display icon IC (see FIG. 12). Alternatively, the display icon IC may be displayed only on the first screen G1 of a specific first user among multiple first users who play a game together. The specific first user may be a first user designated by a second user, or a first user who satisfies a corresponding condition (any of the above-mentioned conditions 1 to 3). In addition, information about a second user who performed an operation that satisfies the notification condition (second user information) may be displayed together with the display icon IC on the first terminal 11 of the first user who satisfies the corresponding condition.

[0143] Furthermore, the display icon IC may be displayed for a predetermined time from the time when the notification condition is satisfied until the release operation for the target object is accepted, and the display of the display icon IC may be terminated after the predetermined time has elapsed. In this case, the display time of the display icon IC may be set according to the type of the target object, or more precisely, according to the type of result according to the target object.

[0144] After the display icon IC is displayed, when the first user performs a release operation on the target object (S013), the server 10 gives a result according to the target object to the first user who performed the release operation (S014). Specifically, the server 10 updates the item acquisition history or the current parameter value, etc., among the information (first user information) on the first user who performed the release operation, according to the given result.

[0145] In this embodiment, a release operation for a normal on-field object F can be accepted regardless of whether the notification condition is met (in other words, whether the display icon IC is displayed or not). On the other hand, a release operation for a limited object can be accepted only when the notification condition is met for the object, that is, only when the object overlaps with the lighting spot LS. Before and after a release operation for the limited object becomes acceptable, the display mode for the limited object may be changed, and a message indicating that the operation is acceptable may be displayed as shown in FIG. 13.

[0146] Among the steps described above, steps S003 to S014 are repeatedly performed until the game ends (S015). The game ends when a condition for ending the joint play of the game by multiple users is met, such as when a specified area is cleared, when a preset game play time (time limit) has elapsed, or when one or all of the users request to stop playing (retire), etc. Then, when the game ends, the first user side flow ends.

[0147] (Second user flow) The second user side flow is executed via communication between the server 10 and the second terminal 12. In addition, when multiple second users play together in the same area, the second user side flow is executed for each second user.

[0148] In this flow, first, the server 10 generates display control data for the second screen G2 and transmits it to the second terminal 12 (S021). As a result, the second screen G2 showing the second object J2 and a part of the field is displayed on the second terminal 12 (SS022). Note that the second screen G2 displayed at the start of game play shows a part of the field that corresponds to the initial position of the second object J2.

[0149] During game play, the second user performs flight operations while viewing the second screen G2 in order to move (fly) the second object J2 in the sky above the field at any time (S023). The server 10 accepts flight operations by the second user through communication with the second terminal 12 (S024). The server 10 that has accepted the flight operation determines whether or not the flight operation satisfies a notification condition (S025). Specifically, it determines whether or not the lighting spot LS arranged directly below the second object J2 after the movement overlaps with any of the on-field objects F within the area.

[0150] If the determination result indicates that the accepted flight operation satisfies the notification condition, the server 10 generates display control data for the second screen G2 (hereinafter, referred to as the "second screen G2 after movement") corresponding to the position of the second object J2 after movement in the field, and transmits the display control data to the second terminal 12 (S026). The display control data generated in this step includes data for displaying the display icon IC. Therefore, when the second terminal 12 receives the display control data generated in step S026, the display icon IC is displayed on the second terminal 12 together with the second screen G2 after movement (S027).

[0151] The display icon IC displayed on the second screen G2 indicates the result corresponding to the field object F for which the notification condition is satisfied, i.e., the target object, and is an icon with the same design as the display icon IC displayed on the first terminal 11.

[0152] Moreover, the display position of the display icon IC on the second screen G2 is determined based on the positional relationship between the part of the field shown on the second screen G2 and the position of the target object. Specifically, when the position of the target object is inside the part shown on the second screen G2, the display icon IC is displayed near the target object on the second screen G2. On the other hand, when the position of the target object is outside the part shown on the second screen G2, the display icon IC is displayed at a position around the outer edge of the second screen G2, in the same direction as the direction in which the target object is viewed from the part shown on the second screen G2.

[0153] If it is determined in step S025 that the notification condition is not satisfied, the server 10 generates display control data for displaying the second screen G2 after the movement and transmits it to the second terminal 12 (S028). In this case, the second terminal 12 that has received the display control data displays the second screen G2 after the movement (S029), but does not display the display icon IC.

[0154] Thereafter, steps S023 to S029 are repeated every time the second user performs a flight operation, and the second screen G2 after the movement is updated as needed. Then, the flow continues until the game ends, and at the end of the game (S030), the second user side flow ends.

[0155] [Other embodiments] Although the information processing device, information processing method, and program of the present invention have been described above using specific examples, the above-described embodiment is merely an example, and other embodiments may be conceived.

[0156] In the above embodiment, the server computer (server 10) that executes information processing for game progress functions as the information processing device of the present invention, but is not limited to this. Some of the functions of the server 10 may be provided in the terminals of the users who play the game, i.e., the first terminal 11 and the second terminal 12. In that case, the server 10 cooperates with the first terminal 11 and the second terminal 12 to constitute the information processing device of the present invention. For example, a function corresponding to the first reception unit 41 may be provided in the first terminal 11, a function corresponding to the second reception unit 42 may be provided in the second terminal 12, and a function corresponding to the information notification unit 36 ​​may be provided in one or both of the first terminal 11 and the second terminal 12.

[0157] In the above embodiment, the communication method when the first terminal 11 and the second terminal 12 communicate with each other is a method (client-server method) via the server 10, but it may be a P2P (peer-to-peer) method that does not involve the server 10. In that case, the first terminal 11 and the second terminal 12 cooperate to function as the information processing device of the present invention.

[0158] In the above embodiment, an example of a notification condition for notifying information on the result according to the target object is given as an operation (flying operation) of the second object J2 so that the lighting spot LS overlaps with the target object on the field, but the notification condition is not limited to this. For example, the notification condition may be that the second user touches the arrangement position of the target object on the second screen G2. In this case, the first user may be notified of information on the result according to the target object only during the period in which the second user continues to touch the screen. Alternatively, the notification condition may be that the second object J2 is operated (moved) so as to approach a position directly above the target object.

[0159] In the above embodiment, in order to notify the first user of information regarding the result according to the target object, a display icon IC corresponding to the result according to the target object is displayed on the first screen G1, but this is not limited to this. For example, audio information regarding the result according to the target object may be output from the first terminal, or text information regarding the result according to the target object may be displayed in a message display field provided at a predetermined position on the first screen G1.

[0160] In the above embodiment, the information on the result according to the target object is notified to each of the first user and the second user, but the present invention is not limited to this, and the information may be notified only to the first user and not to the second user. In addition, when a plurality of second users play together, the information on the result according to the target object may be notified (specifically, the display icon IC is displayed) only to the second terminal 12 of the second user who satisfies the notification condition.

[0161] [summary] The information processing device of the present invention has a first display control unit that causes a first terminal to display a first screen showing a portion of a game field that corresponds to the position of a first object that can be operated by a first user; a result granting unit that grants a result corresponding to an on-field object to the first user when the first user performs a predetermined operation through the first terminal on an on-field object placed on the field; a second display control unit that causes a second screen showing at least a portion of the field to be displayed on a second terminal used by a second user who is not eligible for the result granting; and an information notification unit that notifies the first user of information regarding a result corresponding to an on-field object for which a predetermined condition is satisfied when a predetermined condition is satisfied by an operation by the second user on an on-field object that is placed in such a way that the result cannot be determined at least on the first screen. According to the above configuration, when a first user performs an operation that satisfies a notification condition in a joint game play, the first user is notified of information regarding the result corresponding to an on-field object (target object). This allows the first user to understand the result corresponding to the target object that cannot be distinguished on the first screen, and the second user can assist the first user so that the first user can advance in the game to an advantage. As a result, joint play between the first user and the second user is promoted.

[0162] Furthermore, in the information processing device of the present invention, the information notification unit may cause the first terminal to display a display object corresponding to a result according to the target object while the position of the on-field object (target object) for which a predetermined condition is satisfied is outside the portion of the field that is displayed on the first screen. In this case, even if the position of the target object is outside the portion of the field that is displayed on the first screen, information regarding the result according to the target object can be easily notified to the first user through the display of the display object. Then, the first user can grasp the result according to the target object by looking at the display object.

[0163] In addition, in the information processing device of the present invention, the information notification unit may notify the first user of information regarding a result corresponding to an on-field object (target object) for which a specified condition is satisfied until a specified operation is accepted, until a notification termination condition set according to the type of target object is satisfied, and may terminate the notification of the information at the point in time when the notification termination condition is satisfied. In the above configuration, information regarding the result according to the target object is notified until a predetermined operation is accepted (i.e., until the target object is released) and until a notification end condition is satisfied. As a result, for example, after notifying the first user of information regarding the result according to the target object for a certain period of time, notification of the information is ended, allowing the first user to play the game satisfactorily, and specifically, for example, a situation in which the field becomes difficult to see due to display icons, etc. can be avoided.

[0164] In the information processing device of the present invention, the information notifying section may notify information on a result corresponding to an on-field object (target object) for which a predetermined condition is satisfied, in a mode corresponding to the type of the result. In the above configuration, by notifying information regarding the result according to the target object in a manner corresponding to the type of the result, the information can be notified more effectively (so that the first user can easily understand).

[0165] Furthermore, in the information processing device of the present invention, when a specific object on the field is present within a specified range from the position of an object on the field (target object) for which a specified condition is satisfied, the information notification unit may notify information relating to the result corresponding to the target object in a manner corresponding to the specific object while the above-mentioned position is outside the portion of the field displayed on the first screen. In the above configuration, by notifying information regarding the result according to the target object in a manner corresponding to a specific object present in the vicinity of the target object, the first user can, for example, check whether or not the result according to the target object may be influenced by the specific object when using it.

[0166] In addition, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify only a first user designated by a second user among the multiple first users of information regarding a result corresponding to an on-field object (target object) for which a predetermined condition is satisfied. In the above configuration, by notifying only the first user designated by the second user of the information on the result according to the target object, the second user can assist the specific first user in playing the game together, thereby making the game more interesting.

[0167] The information processing device of the present invention may further include a game progression unit that changes parameters corresponding to each first user according to the progress of the game when multiple first users play a game together.The information notification unit may notify a first user selected from the multiple first users based on the parameters corresponding to the target object of information related to a result corresponding to an on-field object (target object) for which a predetermined condition is satisfied. In the above configuration, information regarding the result according to the target object is notified to the first user selected according to the parameters corresponding to the target object. As a result, for example, in a situation where the parameters can be improved based on the result, the information regarding the result can be notified to the first user who can effectively use the result, so that the information notification triggered by the operation of the second user becomes meaningful. As a result, it is possible to effectively encourage the second user to participate in the game.

[0168] In addition, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify each of the multiple first users of information regarding the result corresponding to an on-field object (target object) for which a predetermined condition is satisfied, together with information regarding a first user designated by a second user among the multiple first users. According to the above configuration, in a cooperative game play, by displaying information about a first user designated by a second user together with information about a result corresponding to a target object, the first user can be encouraged to use the result, leading to more effective use of on-field objects.

[0169] The information processing device of the present invention may further include an operation receiving unit that receives an operation of a user in a game. The operation receiving unit may be capable of receiving a predetermined operation by a first user on an on-field object (target object) that satisfies a predetermined condition when an operation by a second user on an on-field object satisfies a predetermined condition. In the above configuration, by imposing a restriction on the release operation for the on-field object (strictly speaking, the restricted object), it is possible to increase the interest of the game.

[0170] In addition, in the information processing device of the present invention, the first display control unit may change a portion of the field displayed on the first screen within a range in which the first object can be moved. The second display control unit may display on the second terminal a second screen in which a portion of the field corresponding to the position of a second object operable by the second user is displayed, and may change a portion of the field displayed on the second screen within a range in which the second object can be moved. In this case, the range in which the first object can be moved and the range in which the second object can be moved may be different from each other in the field. In addition, the field may have a specific area in which the second object is included within the range in which it can be moved and which is included within the range in which the first object can be moved only when a specific condition is satisfied. Then, when the second user's operation on an on-field object arranged in the specific area satisfies a specific condition, the information notification unit may notify the first user of information on a result corresponding to the on-field object in the specific area in which the specific condition is satisfied. According to the above configuration, even if the first object has not yet entered the specific area, the first user can be notified of information regarding the result according to the on-field object existing in the specific area. This allows the first user to be prompted to enter the specific area or to avoid unnecessary entry, and the second user can effectively assist the first user.

[0171] In addition, in the information processing device of the present invention, a non-specific area other than the specific area exists in the field, and the information notification unit may notify information regarding a result corresponding to an on-field object on a specific area in a manner different from the case of notifying information regarding a result corresponding to an on-field object on a non-specific area. In the above configuration, information on the result according to the on-field object in the specific area and information on the result according to the other on-field objects are notified in different manners, so that when the information on the result is notified, the first user can distinguish which area of ​​the field the result corresponds to the on-field object.

[0172] In addition, in the information processing device of the present invention, while the placement position of an on-field object (target object) for which a predetermined condition is satisfied is outside the portion of the field that is displayed on the first screen, the information notification unit may switch between displaying and hiding the display object (display icon IC) based on the distance between the position of the first object on the field and the placement position. In the above configuration, the first user can know whether the target object is located near or far from the current position of the first object by switching the display icon IC between visible and hidden. This makes it possible to effectively use the target object and to notify information related to the result according to the target object more meaningful.

[0173] In addition, the information processing device of the present invention may have an operation receiving unit that receives user operations in a game, and the operation receiving unit may receive a specific operation performed by a second user after an operation that satisfies a predetermined condition, and the information notification unit may change the display mode of a display object depending on the number of times the specific operation is performed. In the above configuration, by changing the display mode, it is possible to draw the first user's attention to the display object and make the first user more easily aware of the presence and location of the target object. As a result, the second user can assist the first user in making more effective use of the target object in a joint game play.

[0174] In addition, in the information processing device of the present invention, when multiple first users play a game together, the information notification unit may notify a first user among the multiple first users who satisfies a relevant condition of second user information about the second user, together with information about the result corresponding to an on-field object (target object) for which a specified condition is satisfied. In the above configuration, by informing a first user who satisfies the conditions of a second user who performed an operation that satisfies a specified condition (i.e., a second user who performed an operation that triggers an information notification), it becomes easier to build a cooperative relationship between users, and as a result, the interest of the game can be further increased.

[0175] Furthermore, the information processing method of the present invention is characterized in that a computer displays on a first terminal a first screen showing a portion of a game field corresponding to the position of a first object operable by a first user, and when the first user performs a predetermined operation through the first terminal on an on-field object placed on the field, the computer grants a result corresponding to the on-field object to the first user, and the computer displays on a second terminal used by a second user who is not eligible for the result, a second screen showing at least a portion of the field, and when the second user's operation on an on-field object placed in a state in which the result cannot be determined at least on the first screen satisfies a predetermined condition, the computer notifies the first user of information regarding the result corresponding to the on-field object for which the predetermined condition has been satisfied. With the above information processing method, when the operation of the second user satisfies a predetermined condition, information regarding the result corresponding to an object on the field (target object) is notified to the first user, thereby enabling the second user to effectively assist the first user in playing a game together, thereby promoting joint play between the first and second users.

[0176] The program of the present invention causes a computer to execute the following processes: displaying on a first terminal a first screen showing a portion of the game field corresponding to the position of a first object operable by a first user; when the first user performs a predetermined operation through the first terminal on an on-field object placed on the field, granting to the first user a result corresponding to the on-field object; displaying on a second terminal used by a second user who is not eligible for the result grant; and, when a predetermined condition is satisfied by an operation by the second user on an on-field object placed in such a manner that the result cannot be determined at least on the first screen, notifying the first user of information regarding the result corresponding to the on-field object for which the predetermined condition is satisfied. By executing the above program on a computer, when the operation of the second user satisfies a predetermined condition, the first user can be notified of information regarding the result corresponding to the on-field object (target object). This allows the second user to effectively assist the first user in playing a game together, facilitating joint play between the first and second users. [Explanation of symbols]

[0177] 10 Server (information processing terminal, computer) 11 First Server 12 Second Server 14 Communication Networks 21 Processors 22 Memory 23 Communication Interface 24. Storage 25 Bus 31 Operation reception section 32 Game Progression Section 33 Result assignment section 34 Storage section 35 Display control section 36 Information Notification Department 41 First Reception Section 42 Second Reception Section 51 Area information storage unit 52 Object information storage unit 53 First user information storage unit 54 Second user information storage unit 61 First display control unit 62 Second display control unit E Enemy Character F Field Object G1 1st screen G2 2nd screen IC display icon IJ Directional object J1 First Object J2 Second Object LS Lighting Spot

Claims

[Claim 1] a first display control unit that causes the first terminal to display a first screen showing a portion of the game field that corresponds to a position of a first object that is operable by a first user; a result granting unit that grants a result corresponding to an on-field object placed on the field to the first user when the first user performs a predetermined operation on the on-field object through the first terminal; a second display control unit that displays a second screen showing at least a part of the field on a second terminal used by a second user who is not a target for receiving the result; an information notification unit that, when an operation of the second user on the on-field object arranged in at least the first screen in a state in which the result cannot be determined satisfies a predetermined condition, notifies the first user of information on the result corresponding to the on-field object for which the predetermined condition is satisfied; An information processing device having the above configuration.

Citation Information

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