Message system, program, and message generation method
The message input system addresses the time-consuming and inflexible nature of existing methods by allowing users to select objects and dynamically modify pre-registered messages, resulting in quicker and more relevant communication in games.
Patent Information
- Application Number
- JP2025008481
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-01-21
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2034-04-14
AI Technical Summary
Existing message input methods in games require significant time to type messages, leading to potential mismatches with the current game situation, and pre-registered message methods lack flexibility as they can only use pre-defined content.
A message input system that allows users to select objects displayed on the screen and insert or replace symbol strings associated with those objects into pre-registered messages, enabling dynamic and situation-specific message creation.
This system reduces the time required to input messages while ensuring flexibility in message content, allowing users to respond quickly and appropriately to changing game situations.
Smart Images

Figure 2025063251000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a message input receiving device, a message system, and a program. [Background technology]
[0002] There are known systems that allow multiple users to communicate with each other by sending and receiving messages among each other. For example, there is known a game system that allows multiple users to communicate with each other by sending and receiving messages among each other while playing a game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 4637192 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, in a game in which a user progresses while communicating with other users, the user needs to quickly input messages in accordance with the ever-changing game situation.
[0005] Conventionally, in the above-mentioned games, a method of inputting a message into an input field has been adopted as a method of inputting a message. With this input method, it is possible to input a message that matches the current situation, but since it is necessary to input the message each time, it may take time to input a message. As a result, for example, the game situation may change while a message is being input, and the input message may not match the current situation.
[0006] In addition, in the above-mentioned games, a method of inputting a message by selecting a pre-registered message is also adopted as a method of inputting a message. Although this input method can reduce the time required for inputting a message, since only messages with pre-determined contents can be selected, the content of the message is not flexible, and it may not be possible to input a message with contents that match the current situation. In other words, if a message with contents that match the current situation is not pre-registered, it is not possible to input a message with contents that match the current situation.
[0007] The present invention has been made in consideration of the above-mentioned problems, and its object is to provide a message input reception device, a message system, and a program that are capable of shortening the time required to input a message while ensuring flexibility in the content of the message. [Means for solving the problem]
[0008] In order to solve the above problem, the message input reception device of the present invention includes a registration message data acquisition means for acquiring registration message data stored in a registration message data storage means which stores registration message data indicating an object-related registration message which is previously registered and is set so that a symbol string related to at least one object can be inserted at a predetermined position or replaced with a predetermined part, an object selection reception result acquisition means for acquiring a reception result of an object selection reception means which accepts from a user a selection of an object to be displayed on the screen, and a message acquisition means for acquiring, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user at the predetermined position of the object-related registration message or replacing it with the predetermined part.
[0009] The message system according to the present invention further includes a registration message data acquisition means for acquiring registration message data stored in a registration message data storage means for storing registration message data indicating an object-related registration message that is previously registered and is set so that a symbol string related to at least one object can be inserted at a predetermined position or replaced with a predetermined part, an object selection reception result acquisition means for acquiring a reception result of an object selection reception means that accepts from a user a selection of an object to be displayed on the screen, and a message acquisition means for acquiring, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user at the predetermined position of the object-related registration message or replacing it with the predetermined part.
[0010] In addition, the program of the present invention is a program for causing a computer to function as: a registration message data acquisition means for acquiring registration message data stored in a registration message data storage means which stores registration message data indicating an object-related registration message which is a pre-registered registration message and is set so that a symbol string related to at least one object can be inserted at a predetermined position or replaced with a predetermined part; an object selection reception result acquisition means for acquiring a reception result of an object selection reception means which accepts from a user the selection of an object to be displayed on a screen; and a message acquisition means for acquiring, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user at the predetermined position of the object-related registration message or replacing it with the predetermined part.
[0011] Furthermore, an information storage medium according to the present invention is a computer-readable information storage medium having the above-mentioned program recorded thereon. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram illustrating an example of an overall configuration of a message system. [Diagram 2] FIG. 13 is a diagram showing an example of a game screen. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 13 is a diagram showing an example of a game screen. [Diagram 5] FIG. 13 is a diagram showing an example of a game screen. [Figure 6] FIG. 13 is a diagram showing an example of a game screen. [Figure 7] FIG. 13 is a diagram illustrating an example of a list screen. [Figure 8] FIG. 13 illustrates an example of a registration screen. [Figure 9] FIG. 2 is a functional block diagram of the message system. [Figure 10] FIG. 13 is a diagram illustrating an example of a registered message table. [Figure 11] FIG. 13 illustrates an example of an object table. [Figure 12] FIG. 13 illustrates an example of a message table. [Figure 13] FIG. 13 illustrates an example of a process executed in the message system. [Figure 14] FIG. 11 is a diagram illustrating an example of another process executed in the message system. [Figure 15] FIG. 13 is a diagram showing an example of a game screen. [Figure 16] FIG. 13 is a diagram showing an example of a game screen. [Figure 17] FIG. 13 is a diagram showing an example of a game screen. [Figure 18] FIG. 2 is a functional block diagram of the message system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings.
[0014] Fig. 1 is a diagram showing the overall configuration of a message system according to an embodiment of the present invention. The message system realizes a chat in which multiple users participate by controlling the sending and receiving of messages between multiple users. As shown in Fig. 1, the message system 1 includes a server 10 and multiple terminals 20. The server 10 and each terminal 20 are capable of sending and receiving data to and from each other via a communication network 2.
[0015] The server 10 is realized by a server computer. As shown in Fig. 1, the server 10 includes a control unit 11, a memory unit 12, and a communication unit 13. The control unit 11 includes one or more microprocessors, etc., and executes processes according to an operating system and other programs. The memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., a hard disk drive or a solid state drive). The communication unit 13 is for performing data communication via the communication network 2.
[0016] The terminal 20 is a computer operated by a user. The terminal 20 is realized by, for example, a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a desktop computer, a laptop computer, or a game machine (including a home game machine or an arcade game machine installed in an amusement facility or the like). As shown in FIG. 1, the terminal 20 includes a control unit 21, a storage unit 22, a communication unit 23, an operation unit 24, and a display unit 25.
[0017] The control unit 21, the storage unit 22, and the communication unit 23 are similar to the control unit 11, the storage unit 12, and the communication unit 13 of the server 10. The operation unit 24 is an input device, for example, a pointing device such as a touch panel. The display unit 25 is, for example, a liquid crystal display panel or an organic EL display, and displays various images according to instructions from the control unit 21.
[0018] The programs and data described as being stored in the storage unit 12 or the storage unit 22 are supplied to the server 10 or the terminal 20, for example, via the communication network 2. The server 10 or the terminal 20 may include a component for reading the programs or data stored in a computer-readable information storage medium (for example, a memory card or an optical disk). The programs and data may be supplied to the server 10 or the terminal 20 via the information storage medium. The programs and data described as being stored in the storage unit 12 or the storage unit 22 may be stored in a storage unit of a device accessible from the server 10 or the terminal 20 via the communication network 2.
[0019] Next, chatting executed in the message system 1 will be described. Here, an example will be described in which four users playing a game chat while working together to defeat a common enemy. Note that these four users will be referred to as users A, B, C, and D, respectively, and when there is no need to distinguish between users A to D, they will be simply referred to as "users." Note that a "user" here refers to a person who inputs a message (a person who operates terminal 20), and can also be said to be a player of the game.
[0020] 2 is a diagram showing an example of a game screen displayed on the display unit 25 of the terminal 20. Here, the game screen displayed on the terminal 20 of the user A will be described. Note that the terminal 20 is described as having a touch panel superimposed on the display unit 25, and the user can select an object displayed on the game screen by touching the object with a finger on the object displayed on the game screen.
[0021] As shown in Fig. 2, a game image showing the state of the game being played is displayed on the game screen 30. An enemy object 32 representing a common enemy of users A, B, C, and D is displayed on the game screen 30 shown in Fig. 2. The enemy object 32 is an image representing an enemy.
[0022] Additionally, user objects 34A, 34B, 34C, and 34D representing users A, B, C, and D, respectively, are displayed on the game screen 30. The user objects 34A to 34D are avatar images representing the users A to D, respectively. In the following, when there is no need to distinguish between the user objects 34A to 34D, they will simply be referred to as "user object 34."
[0023] Also displayed on the game screen 30 are item objects 36X, 36Y, and 36Z representing items X, Y, and Z, respectively. The item objects 36X to 36Z are images representing items X to Z, respectively. In the following, when there is no need to distinguish between the item objects 36X to 36Z, they will simply be referred to as "item object 36."
[0024] Incidentally, an "item" is something that is used in a game. An "item" is something that produces a predetermined effect when used in a game. For example, an "item" is something that allows a user to gain an advantage in a battle with an enemy. For example, there are items for dealing damage to enemies, items for recovering damage received by the user, items for lowering the enemy's capabilities (attack power, defense power, etc.), and items for improving the user's capabilities (attack power, defense power, etc.). A user can use an item by selecting an item object 36.
[0025] Also, an attack icon 38 is displayed on the game screen 30. The attack icon 38 is an icon for instructing an attack on an enemy. For example, in this embodiment, when attacking an enemy, the user selects a part to be attacked. For example, the head, left arm, or right arm can be selected as the part to be attacked. That is, when the user selects the attack icon 38 and then selects one of the enemy's head, left arm, or right arm as the part to be attacked, an attack is executed on the selected part. For example, in the game screen 30 shown in FIG. 2, the enemy holds a weapon in the left hand and a shield in the right hand. Therefore, for example, the enemy's attack power can be reduced by attacking the enemy's left arm, and the enemy's defense power can be reduced by attacking the enemy's right arm. Also, for example, when the damage given to the enemy's head reaches a predetermined value, the enemy is defeated.
[0026] Furthermore, a chat icon 40 is displayed on the game screen 30. The chat icon 40 is an icon for making a statement. In other words, the chat icon 40 is an icon for inputting a message to another user.
[0027] A "message" is information transmitted between terminals operated by users, and is, for example, a symbol string, a video image, a sound, or a combination of these input or specified by a user. Here, a "symbol string" is meant to include a character string (including, for example, emoticons, ASCII art, or plus-minus signs that constitute a code known only to users), an image, or a combination of these. Also, a "symbol string" includes a symbol string with a length of "1".
[0028] When the chat icon 40 is selected by a user, messages registered in advance (hereinafter referred to as "registered messages") are displayed as candidates for messages to other users. FIG. 3 shows an example of a game screen 30 in this case. A plurality of registered message objects 42A, 42B, 42C, 42D, 42E, and 42F, each representing a plurality of registered messages, are displayed on the game screen 30 shown in FIG. 3. A user can input a message to other users by selecting any one of the registered message objects 42A to 42F. In the following, when there is no need to distinguish between the registered message objects 42A to 42F, they will simply be referred to as "registered message object 42."
[0029] Incidentally, in this embodiment, it is possible to register a message regarding a certain target (e.g., a body part of an attack target, an item, or a user, etc.) without specifically specifying the target. For example, it is possible to register a message encouraging other users to take a certain action (e.g., attacking an enemy, using an item, using a special technique, or using magic, etc.) or a message informing other users that a certain action will be performed, without specifically specifying the target of the action (e.g., a body part of an attack target, an item to be used, a special technique to be used, or a magic to be used, etc.). Also, for example, it is possible to register a message indicating a greeting or a thank you to a certain user, without specifically specifying the other user.
[0030] For example, in this embodiment, a message including a tag can be registered as a registered message. In the example shown in Fig. 3, the registered message includes tags such as <body part>, <item>, and <user>.
[0031] For example, the registered message represented by registered message object 42A includes a <body part> tag. This registered message is a message calling on other users to attack a certain body part, but the part indicating the body part to be attacked is the <body part> tag, and the body part to be attacked is not specifically specified. As will be described later, the <body part> tag indicates the part that will be replaced with the name of any body part. Note that the name of any body part will be inserted at the position indicated by the <body part> tag, so it can also be said that the <body part> tag indicates the position where the name of any body part will be inserted.
[0032] Also, for example, the registration message represented by the registration message object 42C includes an <item> tag. This registration message is a message that informs other users that a certain item will be used, but the part indicating the item to be used is the <item> tag, and the item to be used is not specifically specified. As will be described later, the <item> tag indicates a part that will be replaced with the name of any item. Note that the name of any item will be inserted at the position indicated by the <item> tag, so it can also be said that the <item> tag indicates the position where the name of any item will be inserted.
[0033] Also, for example, the registration message represented by the registration message object 42E includes a <user> tag. This registration message is a message (greeting) to a certain user, but the portion indicating the other user is the <user> tag, and the other user is not specifically specified. As will be described later, the <user> tag indicates a portion to be replaced with the name of any user. Note that the name of any user will be inserted at the position indicated by the <user> tag, so it can also be said that the <user> tag indicates the position where the name of any user will be inserted.
[0034] Examples of tags are not limited to those described above. For example, a tag indicating a special skill or magic may be included in the registered message. Note that it is also possible to register a message that does not include a tag as described above as a registered message (see registered message object 42F).
[0035] Fig. 4 shows an example of the game screen 30 when a registered message object 42 representing a registered message including a tag is selected by the user. Fig. 4 also shows an example of the game screen 30 when a registered message object 42A is selected. As described above, the registered message represented by the registered message object 42A includes a <body part> tag, and a body part to be attacked is not specifically specified. Therefore, in this case, the user is requested to select a body part to be attacked.
[0036] In this case, markers indicating body parts that the user can select as an attack target are displayed on the game screen 30. FIG. 4 shows a case where the user can select the enemy's head, left arm, or right arm as an attack target. Therefore, on the game screen 30 shown in FIG. 4, markers 44A, 44B, and 44C are displayed in association with the body part object 33A representing the head, the body part object 33B representing the left arm, and the body part object 33C representing the right arm, respectively. Note that the body part objects 33A to 33C are images representing the enemy's head, left arm, and right arm, respectively. In the following, when it is not necessary to distinguish between the body part objects 33A to 33C, they will be simply referred to as "body part object 33", and when it is not necessary to distinguish between the markers 44A to 44C, they will be simply referred to as "marker 44".
[0037] Since the registration message represented by the registration message object 42B also includes the <body part> tag, the markers 44A to 44C shown in FIG. 4 are also displayed when the registration message object 42B is selected.
[0038] Moreover, the registration messages represented by the registration message objects 42C and 42D include an <item> tag, and no item is specifically specified. Therefore, when the registration message object 42C or 42D is selected, the user is requested to select an item. That is, a marker 44 is displayed in association with each of the item objects 36X to 36Z.
[0039] Moreover, the registration message represented by the registration message object 42E includes a <user> tag, and no user is specifically specified. Therefore, when the registration message object 42E is selected, the user is requested to select a user. That is, the markers 44 are displayed in association with the user objects 34A to 34D, respectively.
[0040] On the game screen 30 shown in Fig. 4, the user selects one of the markers 44A to 44C to select one of the part objects 33. Fig. 5 shows an example of the game screen 30 when one of the markers 44A to 44C is selected. Note that Fig. 5 shows an example of the game screen 30 when the marker 44B is selected (i.e., when the part object 33B representing the left arm is selected).
[0041] As shown in FIG. 5, a send icon 46 is displayed on the game screen 30 in this case. When the send icon 46 is selected by the user, it is determined that a message obtained by replacing the <body part> tag included in the registered message represented by the registered message object 42A with the name of the body part object 38B (left arm) has been input by the user. In other words, it is determined that the message "attack the left arm" has been input by the user. Note that when the marker 44B is selected, it may be determined that the message "attack the left arm" has been input by the user without displaying the send icon 46.
[0042] When it is determined that the message "Attack the left arm" has been input by the user, a message object 48 representing the message is displayed on the game screen 30, as shown in Fig. 6. The message object 48 is displayed on each of the terminals 20 of the users A, B, C, and D.
[0043] The message object 48 is displayed in association with the user object 34A representing the user A who input the message. For example, in the example shown in Fig. 6, the message object 48 is a speech bubble image containing a message inside the speech bubble. The message object 48 is displayed so that the speech bubble extends from the user object 34A representing the user A. This makes it possible to identify that the message was input by the user A.
[0044] Note that the message object 48 does not have to be represented two-dimensionally as shown in FIG. 6, but may be represented three-dimensionally in a virtual space.
[0045] As described above, the message system 1 allows a user to input a message that matches the current situation. For example, in a situation where the enemy's left arm should be attacked, a user can input a message calling on other users to attack the enemy's left arm.
[0046] Furthermore, in the message system 1, the user can input a message that matches the current situation as described above by selecting a registered message and object. For example, the user can input a message calling on other users to attack the enemy's left arm by selecting the registered message object 42A and the body part object 33B (marker 44B). In other words, the user can input messages such as those described above without having to type them in each time.
[0047] That is, according to the message system 1, it is possible to reduce the time required to input a message while ensuring flexibility regarding the content of the message.
[0048] The above-described registered message is set for each user. In other words, the message system 1 allows users to set the above-described registered message as desired. Here, the procedure that the user follows to set the registered message will be described.
[0049] FIG. 7 shows an example of a list screen showing a list of registered messages. The list screen 50 shown in FIG. 7 is displayed on the display unit 25 of the terminal 20 when, for example, the user performs a predetermined operation. As shown in FIG. 7, the list of registered messages is displayed on the list screen 50. Also, setting icons 52A, 52B, 52C, 52D, 52E, and 52F are displayed in association with each registered message. The user selects one of the registered messages displayed on the list screen 50 by selecting one of the setting icons 52A to 52F. In the following, when there is no need to distinguish between the setting icons 52A to 52F, they will simply be referred to as "setting icons 52."
[0050] When one of the registered messages displayed on the list screen 50 is selected, a registration screen for registering the registered message is displayed. Fig. 8 shows an example of the registration screen. A field 62 is displayed on the registration screen 60 shown in Fig. 8. The field 62 is a field in which the user inputs a message.
[0051] 8 also displays a virtual keyboard 64. The virtual keyboard 64 is a virtual keyboard (software keyboard) for inputting symbols (e.g., characters) into the field 62. Note that the user interface for inputting symbols is not limited to the virtual keyboard 64, and various user interfaces can be adopted as the user interface for inputting symbols.
[0052] Furthermore, tag icons 66A, 66B, and 66C are displayed on the registration screen 60 shown in FIG. 8. For example, tag icon 66A is an icon corresponding to the <body part> tag. Tag icon 66A is used to include the <body part> tag in a message. The user can set the <body part> tag in the message by dragging and dropping tag icon 66A into field 62. That is, when the user touches the touch panel with a finger so as to touch tag icon 66A, moves the finger to field 62 while keeping the finger in contact with the touch panel, and releases the finger from the touch panel, the <body part> tag is set as part of the message.
[0053] For example, tag icon 66B is an icon corresponding to a <user> tag. Tag icon 66B is used to include a <user> tag in a message. Tag icon 66C is an icon corresponding to an <item> tag. Tag icon 66C is used to include an <item> tag in a message.
[0054] The user interface for inputting tags is not limited to the above example. Various user interfaces can be adopted as the user interface for inputting tags. For example, the user may input tags using the virtual keyboard 64.
[0055] 8 also displays a registration icon 68. When the registration icon 68 is selected, the message entered in the field 62 is registered. In other words, the message entered in the field 62 is set as a registered message.
[0056] In this manner, the user can set a new registered message or change a registered message.
[0057] Next, a configuration for realizing the above-described functions will be described. Fig. 9 is a functional block diagram showing the functional blocks realized in the message system 1.
[0058] 9, the message system 1 includes a data storage unit 70. For example, the data storage unit 70 is realized by the storage unit 12 of the server 10. Note that the data storage unit 70 may also be realized by a storage unit included in another device accessible from the server 10.
[0059] The data storage unit 70 stores various data. The data storage unit 70 includes a registration message data storage unit 72. The registration message data storage unit 72 stores registration message data.
[0060] The registration message data is data necessary for outputting (e.g., displaying) a registration message that has been registered in advance. For example, the registration message data includes data necessary for outputting each of a plurality of registration messages that have been registered in advance. Also, for example, the plurality of registration messages includes at least one object-related registration message.
[0061] An "object-related registration message" is a registration message with contents related to an object. That is, an object-related registration message is a registration message that is set so that a symbol string related to at least one object can be inserted at a predetermined position or can be replaced with a predetermined part. Furthermore, an "object" is something that can be selected by the user. Furthermore, an "object" is something that is displayed on a screen. Furthermore, the "predetermined position" may be, for example, a position that is determined for each object-related registration message, or may be a fixed position (for example, the beginning or end position of an object-related registration message, etc.). Similarly, the "predetermined part" may be, for example, a part that is determined for each object-related registration message, or may be a fixed part (for example, the beginning or end part of an object-related registration message, etc.).
[0062] 2 to 8, the part object 33, the user object 34, or the item object 36 corresponds to an "object." Also, for example, a registration message including a <part> tag, an <item> tag, or a <user> tag corresponds to an "object-related registration message." In other words, the registration message indicated by each of the registration message objects 42A to 42E corresponds to an "object-related registration message."
[0063] For example, the registration message data may include insertion position information or replacement portion information, or object type information.
[0064] "Insertion position information" is information indicating a position (hereinafter referred to as "insertion position") in an object-related registration message where a symbol string related to an object can be inserted. In this case, the position indicated by the insertion position information corresponds to the above-mentioned "predetermined position." For example, the "insertion position information" is tag information embedded at the above-mentioned insertion position in the object-related registration message. Furthermore, for example, the "insertion position information" may be information indicating the number of characters from the beginning (or end) of the object-related registration message at which the above-mentioned insertion position is located. For example, in the case of the examples shown in Figures 2 to 8, the <part> tag, the <item> tag, or the <user> tag corresponds to the "insertion position information."
[0065] The "replacement part information" includes replacement part information indicating a part of the object-related registration message that can be replaced with a symbol string related to an object (hereinafter referred to as "replacement part"). In this case, the part indicated by the replacement part information corresponds to the above-mentioned "predetermined part". For example, the "replacement part information" is tag information embedded in the above-mentioned replacement part in the object-related registration message. In addition, for example, the "replaceable part information" may be information indicating which characters from the beginning (or end) of the object-related registration message the above-mentioned replacement part is. For example, in the case of the examples shown in Figs. 2 to 8, the <part> tag, the <item> tag, or the <user> tag corresponds to the "replacement part information".
[0066] "Object type information" is information capable of identifying the type of object corresponding to the object-related registration message. "Object type corresponding to the object-related registration message" is the type of object that matches the content of the object-related registration message. In other words, "Object type corresponding to the object-related registration message" is the type of object related to the content of the object-related registration message, the type of object assumed in the content of the object-related registration message, or the type of object mentioned in the object-related registration message.
[0067] For example, in the example shown in Figures 2 to 8, the object type corresponding to the registration message indicated by registration message objects 42A and 42B is a "body part." Also, the object type corresponding to the registration message indicated by registration message objects 42C and 42D is an "item," and the object type corresponding to the registration message indicated by registration message object 42E is a "user." Also, in the example shown in Figures 2 to 8, the <body part> tag, <item> tag, or <user> tag corresponds to "object type information."
[0068] 10 to 12 show an example of data stored in the data storage unit 70 (registered message data storage unit 72).
[0069] 10 shows a registered message table. The registered message table is data showing a list of registered messages for each user. The registered message table includes fields for "registered message ID," "registerer," and "registered message."
[0070] The "Registered Message ID" field indicates information that uniquely identifies the registered message. The "Registered By" field indicates the user who registered the registered message. The user ID of the user who registered the registered message is registered in the "Registered By" field. The "Registered Message" field indicates the content of the registered message.
[0071] FIG. 11 shows an object table. The object table is data showing a list of objects that can be selected by the user in the game. In other words, the object table is data showing a list of objects that can be displayed on the screen. The object table includes "object ID", "object type", and "object name" fields.
[0072] The "Object ID" field indicates information that uniquely identifies an object. The "Object Type" field indicates the type of the object. The "Object Name" field indicates the name of the object.
[0073] FIG. 12 shows a message table. The message table is data showing a list of messages input by each user. The message table includes fields for "message ID," "enter," "input date and time," "message," and "related object."
[0074] The "Message ID" field indicates information that uniquely identifies a message entered by each user. The "Entered by" field indicates the user who entered the message. The user ID of the user who entered the message is registered in the "Entered by" field. The "Entered Date and Time" field indicates the date and time the message was entered. The "Message" field indicates the content of the message.
[0075] The "related object" field indicates an object related to the message. For example, if the message is a message generated by replacing a symbol string related to an object with a predetermined part of an object-related registration message (or a message generated by inserting a symbol string related to an object into a predetermined position of an object-related registration message), information indicating the object (object ID) is registered in the "related object" field.
[0076] As shown in FIG. 9, the message system 1 includes a designation acceptance unit 74, a designation acceptance result acquisition unit 76, and a registration control unit 78. Furthermore, the message system 1 includes a change acceptance unit 80, a change acceptance result acquisition unit 82, and an update control unit 84. These functional blocks are functional blocks related to setting (new registration or update) of a registered message. For example, the designation acceptance unit 74 and the change acceptance unit 80 are realized by the control unit 21 and the storage unit 22 of the terminal 20. That is, for example, the designation acceptance unit 74 and the change acceptance unit 80 are realized by the control unit 21 executing a program stored in the storage unit 22. Also, for example, the designation acceptance result acquisition unit 76, the registration control unit 78, the change acceptance result acquisition unit 82, and the update control unit 84 are realized by the control unit 11 and the storage unit 12 of the server 10 (message input reception device). That is, for example, the designation acceptance result acquisition unit 76, the registration control unit 78, the change acceptance result acquisition unit 82, and the update control unit 84 are realized by the control unit 11 executing a program stored in the storage unit 12.
[0077] The designation receiving unit 74 receives designation of the object-related registration message and the insertion position or the replacement part from the user via the operation unit 24. The designation reception result acquisition unit 76 acquires the reception result of the designation receiving unit 74. For example, the reception result of the designation receiving unit 74 is transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. Then, the designation reception result acquisition unit 76 acquires the reception result received via the communication unit 13. The registration control unit 78 performs control for registering, in the registration message data storage unit 72, registration message data indicating the object-related registration message designated by the user and including insertion position information indicating the insertion position designated by the user or replacement part information indicating the replacement part designated by the user.
[0078] Furthermore, the change acceptance unit 80 accepts changes to the object-related registered message and the insertion position information or the replacement part information from the user via the operation unit 24. The change acceptance result acquisition unit 82 acquires the acceptance result of the change acceptance unit 80. For example, the acceptance result of the change acceptance unit 80 is transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. Then, the change acceptance result acquisition unit 82 acquires the acceptance result received via the communication unit 13. The update control unit 84 performs control for updating the registered message data stored in the registered message data storage unit 72 based on the acceptance result of the change acceptance unit 80.
[0079] For example, in the example shown in FIG. 2 to FIG. 8, the designation receiving unit 74 displays the registration screen 60 on the display unit 25, thereby receiving designation of the object-related registration message and the insertion position or replacement part from the user via the operation unit 24 (touch panel). Then, when the registration icon 68 on the registration screen 60 is selected, the designation receiving unit 74 obtains the message input in the field 62 on the registration screen 60, and transmits data indicating the message as a reception result to the server 10 via the communication unit 23. The designation reception result acquisition unit 76 obtains the data transmitted by the terminal 20 (designation receiving unit 74) via the communication unit 13. The registration control unit 78 registers the message indicated by the obtained data in the registration message data. The operations of the change receiving unit 80, the change reception result acquisition unit 82, and the update control unit 84 are basically the same as those of the designation receiving unit 74, the designation reception result acquisition unit 76, and the registration control unit 78.
[0080] As shown in FIG. 9, the message system 1 includes a registration message data acquisition unit 86, a registration message selection acceptance unit 88, a registration message selection acceptance result acquisition unit 90, an object selection acceptance unit 92, an object selection acceptance result acquisition unit 94, and a message acquisition unit 96. These functional blocks are functional blocks related to the acceptance of message input. For example, the registration message selection acceptance unit 88 and the object selection acceptance unit 92 are realized by the control unit 21 and the storage unit 22 of the terminal 20. That is, for example, the registration message selection acceptance unit 88 and the object selection acceptance unit 92 are realized by the control unit 21 executing a program stored in the storage unit 22. Also, for example, the registration message data acquisition unit 86, the registration message selection acceptance result acquisition unit 90, the object selection acceptance result acquisition unit 94, and the message acquisition unit 96 are realized by the control unit 11 and the storage unit 12 of the server 10 (message input acceptance device). That is, for example, when the control unit 11 executes a program stored in the memory unit 12, a registration message data acquisition unit 86, a registration message selection acceptance result acquisition unit 90, an object selection acceptance result acquisition unit 94, and a message acquisition unit 96 are realized.
[0081] The registration message selection receiving unit 88 receives a selection of one of a plurality of registration messages from the user via the operation unit 24. The registration message selection reception result acquisition unit 90 acquires the reception result of the registration message selection receiving unit 88. For example, the reception result of the registration message selection receiving unit 88 is transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. Then, the registration message selection reception result acquisition unit 90 acquires the received reception result.
[0082] 2 to 8, the registration message selection receiving unit 88 displays a plurality of registration message objects 42, each of which indicates a plurality of registration messages, on the game screen 30, and thereby receives a selection of one of the plurality of registration messages from the user via the operation unit 24 (touch panel). Then, the registration message selection receiving unit 88 transmits data indicating the registration message selected by the user as a reception result to the server 10 via the communication unit 23. The registration message selection reception result acquisition unit 90 acquires the data transmitted by the terminal 20 (registration message selection receiving unit 88) via the communication unit 13.
[0083] The object selection receiving unit 92 receives a selection of an object to be displayed on the screen from the user via the operation unit 24. The object selection receiving unit 92 may be configured to restrict the reception of the selection of an object other than the type corresponding to the object-related registration message selected by the user.
[0084] As described above, the "type corresponding to the object-related registration message" is, for example, the type of object that matches the contents of the object-related registration message.
[0085] "Restricting the acceptance of object selection" may mean, for example, setting an object to a state where it cannot be selected. For example, "restricting the acceptance of object selection" may mean setting an object to a state where it cannot be selected by not displaying the object on the screen. Note that "restricting the acceptance of object selection" may mean, for example, refusing to accept the selection on the device (computer) side even if an object is selected by the user, or invalidating the selection itself. For example, "restricting the acceptance of object selection" may mean, when an object is selected by the user, displaying a warning to the effect that the object cannot be selected.
[0086] In addition, the object selection receiving unit 92 may display objects of a type corresponding to the object-related registration message selected by the user among the objects displayed on the screen in a manner that allows the user to distinguish between the objects and other objects among the objects displayed on the screen.
[0087] "Displaying the first object and the second object in a distinguishable manner" means, for example, displaying the first object and the second object so that the user can distinguish them. "Displaying the first object and the second object in a distinguishable manner" includes, for example, the following: (a) Displaying a predetermined image (e.g., a marker or a frame) in association with only one of the first object and the second object, and not displaying a predetermined image in association with the other. (b) Changing the display mode (color, brightness, size, shape, type, or type of line, etc.) of a predetermined image (e.g., a marker or a frame, etc.) displayed in association with the first object from the display mode of a predetermined image displayed in association with the second object. (c) Changing the display mode (color, brightness, etc.) of the first object itself from the display mode of the second object itself. (d) Displaying the first object in a first predetermined area, and displaying the second object in a second predetermined area different from the first predetermined area. (e) When the first object and the second object are displayed according to the display order, the display order of the first object is set higher than the display order of the second object.
[0088] For example, in the example shown in Figures 2 to 8, the object selection receiving unit 92 receives the selection of any one of the multiple objects via the operation unit 24 (touch panel) by displaying a marker 44 in association with each of the multiple objects displayed on the game screen 30.
[0089] Here, it is assumed that the user selects the registered message object 42A or 42B. The registered messages indicated by the registered message objects 42A and 42B include a <body part> tag, and these registered messages are messages related to the body parts of the enemy.
[0090] In this case, the object selection receiving unit 92 displays the marker 44 only in association with the part object 33 whose type is "part," and does not display the marker 44 in association with other types of objects (i.e., the user object 34 and the item object 36).
[0091] By doing this, the object selection receiving unit 92 displays objects of a type corresponding to the registered message selected by the user (part objects 33) in a manner that allows the user to distinguish between the objects and other objects (user objects 34 and item objects 36).
[0092] Furthermore, by doing the above, the object selection receiving unit 92 is set to a state in which only the object type corresponding to the registered message selected by the user (part object 33) can be selected, and other objects (user object 34 and item object 36) cannot be selected.
[0093] In addition, when a registered message object 42C or 42D is selected by the user, the registered messages indicated by the registered message objects 42C, 42D contain an <item> tag, and since these registered messages are messages related to items, the object selection receiving unit 92 displays the marker 44 in association with only the item object 36 whose type is “item.”
[0094] In addition, when a registered message object 42E is selected by a user, the registered message indicated by the registered message object 42E contains a <user> tag, and since these registered messages are messages with content related to the user, the object selection receiving unit 92 displays the marker 44 in association with only the user object 34 whose type is “user”.
[0095] The object selection reception result acquisition unit 94 acquires the reception result of the object selection reception unit 92. For example, the reception result of the object selection reception unit 92 is transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. Then, the object selection reception result acquisition unit 94 acquires the reception result received via the communication unit 13.
[0096] 2 to 8, when any of the markers 44 is selected by the user, the object selection receiving unit 92 transmits data indicating the object associated with the marker 44 selected by the user as a reception result to the server 10 via the communication unit 23. The object selection reception result acquisition unit 94 acquires the data transmitted by the terminal 20 (object selection receiving unit 92) via the communication unit 13.
[0097] The registered message data acquiring unit 86 acquires the registered message data stored in the registered message data storage unit 72. The message acquiring unit 96 acquires the message input by the user based on the reception results of the registered message selection receiving unit 88 and the object selection receiving unit 92.
[0098] The message acquisition unit 96 acquires, as a message input by the user, a message obtained by replacing a symbol string associated with at least one object selected by the user with a predetermined portion of the object-related registration message selected by the user. For example, the message acquisition unit 96 acquires a message obtained by replacing a symbol string associated with at least one object selected by the user with a portion of the object-related registration message indicated by the replacement portion information.
[0099] Alternatively, the message acquiring unit 96 acquires, as the message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user into a predetermined position of the object-related registration message selected by the user. For example, the message acquiring unit 96 acquires, as the message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user into a position indicated by the insertion position information of the object-related registration message.
[0100] For example, in the example shown in Figures 2 to 8, the message acquisition unit 96 acquires, as a message input by the user, a message obtained by replacing the name of at least one object selected by the user with a tag included in the object-related registration message selected by the user.
[0101] The message acquiring unit 96 stores the acquired message in the data storage unit 70. For example, the message acquiring unit 96 registers the acquired message in a message table.
[0102] 9, the message system 1 includes a message object display control unit 98. For example, the message object display control unit 98 is realized by the control unit 11 of the server 10 (message input receiving device).
[0103] The message object display control unit 98 performs control for displaying a message object indicating a message acquired by the message acquisition unit 96 on the screen.
[0104] 2 to 8, the message object display control unit 98 transmits to the terminal 20 data required for displaying a message object 48 indicating the message acquired by the message acquisition unit 96 on the game screen 30. In the terminal 20, the message object 48 is displayed on the game screen 30 (display unit 25) based on the data transmitted by the server 10 (message object display control unit 98).
[0105] Next, the processing executed in the message system 1 will be described.
[0106] Fig. 13 is a diagram showing an example of a process executed when a user sets a registration message. The control unit 11 executes the process shown in Fig. 13 according to a program, whereby the control unit 11 functions as a designation acceptance result acquisition unit 76, a registration control unit 78, a change acceptance result acquisition unit 82, and an update control unit 84. The control unit 21 executes the process shown in Fig. 13 according to a program, whereby the control unit 21 functions as a designation acceptance unit 74 and a change acceptance unit 80.
[0107] 13, in this case, the control unit 21 of the terminal 20 requests data of the list screen 50 from the server 10 (S101). Note that "data of the list screen 50" is data for displaying the list screen 50. In step S101, for example, a user ID input by a user using the terminal 20 is transmitted to the server 10.
[0108] When the above request is received by the server 10, the control unit 11 of the server 10 refers to the registered message table and acquires a list of registered messages associated with the user ID received from the terminal 20. Then, the control unit 11 transmits data of the list screen 50 showing the acquired list to the terminal 20 (S102).
[0109] When the above data is received by the terminal 20, the control unit 21 of the terminal 20 causes the display unit 25 to display the list screen 50 (S103). While the list screen 50 is displayed, the control unit 21 monitors whether or not any of the setting icons 52 has been selected (S104).
[0110] When any of the setting icons 52 is selected, the control unit 21 requests the server 10 for data of the registration screen 60 (S105). Note that the "data of the registration screen 60" is data for displaying the registration screen 60. In step S105, the registration message ID of the registration message selected by the user is transmitted to the server 10 together with the user ID of the user.
[0111] When the above request is received by the server 10, the control unit 11 of the server 10 transmits data of the registration screen 60 to the terminal 20 (S106). When this data is received by the terminal 20, the control unit 21 of the terminal 20 causes the display unit 25 to display the registration screen 60 (S107).
[0112] While the registration screen 60 is displayed, the control unit 21 updates the message displayed in the field 62 based on the user's operation. That is, the control unit 21 updates the message displayed in the field 62 in accordance with the operation related to the virtual keyboard 64 or the tag icon 66. The control unit 21 also monitors whether or not the registration icon 68 has been selected (S108).
[0113] When the registration icon 68 is selected, the control unit 21 transmits the message data to the server 10 (S109). Here, the "message data" is data indicating the message entered in the field 62. In step S109, the message data is transmitted to the server 10 together with the user ID of the user and the registration message ID of the registration message selected on the list screen 50.
[0114] When the message data is received by the server 10, the control unit 11 of the server 10 updates the registered message table (S110). For example, the registered message selected on the list screen 50 is updated to the message input in the field 62 on the registration screen 60. That is, the registered message associated with the registered message ID received from the terminal 20 is updated to the message input in the field 62 on the registration screen 60.
[0115] Thereafter, the control unit 11 refers to the registered message table and acquires a list of registered messages associated with the user ID received from the terminal 20. Then, the control unit 11 transmits data of a list screen 50 showing the acquired list to the terminal 20 (S111). In this case, based on this data, the control unit 21 of the terminal 20 causes the display unit 25 to display the list screen 50 (S112). The updated registered messages are displayed on the list screen 50.
[0116] Fig. 14 is a diagram showing an example of processing executed when the chat icon 40 on the game screen 30 is selected. When the control unit 11 executes the processing shown in Fig. 14 according to a program, the control unit 11 functions as a registration message data acquisition unit 86, a registration message selection acceptance result acquisition unit 90, an object selection acceptance result acquisition unit 94, a message acquisition unit 96, and a message object display control unit 98. When the control unit 21 executes the processing shown in Fig. 14 according to a program, the control unit 21 functions as a registration message selection acceptance unit 88 and an object selection acceptance unit 92.
[0117] 14, the control unit 21 of the terminal 20 requests the server 10 to send registration message data (S201). In step S201, for example, a user ID input by a user using the terminal 20 is transmitted to the server 10.
[0118] When the above request is received by the server 10, the control unit 11 of the server 10 refers to the registration message table and acquires the registration message associated with the user ID received from the terminal 20. Then, the control unit 11 transmits data indicating the acquired registration message to the terminal 20 as registration message data (S202).
[0119] When the registration message data is received by the terminal 20, the control unit 21 of the terminal 20 displays a registration message object 42 on the game screen 30 based on the registration message data (S203). Then, the control unit 21 monitors whether or not any of the registration messages has been selected (S204). That is, the control unit 21 monitors whether or not any of the registration message objects 42 has been selected.
[0120] When any registration message is selected, the control unit 21 determines whether or not the selected registration message is an object-related registration message (S205). For example, the control unit 21 determines whether or not the selected registration message includes a tag. When the registration message includes a tag, the control unit 21 determines that the selected registration message is an object-related registration message. On the other hand, when the registration message does not include a tag, the control unit 21 determines that the selected registration message is not an object-related registration message.
[0121] If the selected registration message is not an object-related registration message, the control unit 21 transmits the input message data to the server 10 (S208). In this case, the "input message data" is data indicating the selected registration message. For example, the registration message ID of the selected registration message is transmitted to the server 10 as the input message data. In this case, the user ID of the user is also transmitted to the server 10.
[0122] When the above input message data (registered message ID) is received by server 10, control unit 11 of server 10 acquires the message input by the user (S209). For example, control unit 11 refers to a registered message table and acquires the registered message associated with the received registered message ID as the message input by the user. Then, control unit 11 additionally registers the message acquired in step S209 in the message table (S210).
[0123] On the other hand, if it is determined in step S205 that the selected registration message is an object-related registration message, the control unit 21 displays the marker 44 on the game screen 30 (S206).
[0124] For example, the control unit 21 identifies the type of object corresponding to the selected registration message (object-related registration message). For example, the type of object corresponding to the registration message is identified based on the type of tag included in the registration message. For example, if the registration message includes a <body part> tag, the type of object corresponding to the registration message is identified as "body part."
[0125] Then, the control unit 21 displays the marker 44 in association with the type of object identified as described above. For example, if the type of the identified object is a "body part", the control unit 21 displays the marker 44 in association with the body part object 33 indicating a body part. In this case, the control unit 21 does not display the marker 44 in association with an object that does not indicate a body part. In other words, the control unit 21 does not display the marker 44 in association with the user object 34 and the item object 36.
[0126] After step S206 is executed, the control unit 21 monitors whether or not any object has been selected (S207). That is, the control unit 21 monitors whether or not any marker 44 has been selected.
[0127] When any object is selected, the control unit 21 transmits input message data to the server 10 (S208). For example, the "input message data" in this case is data indicating both the selected registration message and the selected object. For example, a combination of the registration message ID of the selected registration message and the object ID of the selected object is transmitted to the server 10 as the input message data. In this case, the user ID of the user is also transmitted to the server 10.
[0128] When the above input message data (registered message ID and object ID) is received by the server 10, the control unit 11 of the server 10 acquires the message input by the user (S209).
[0129] For example, the control unit 11 refers to the registration message table and acquires the registration message associated with the received registration message ID. The control unit 11 also refers to the object table and acquires the object name associated with the received object ID. The control unit 11 then replaces the tag included in the acquired registration message with the acquired object name. The control unit 11 acquires the message acquired in this way as the message input by the user.
[0130] Then, the control unit 11 additionally registers the message acquired in step S209 in the message table (S210).
[0131] After step S210 is executed, the control unit 11 transmits the message object data to the terminal 20 (S211). The "message object data" is data necessary for displaying the message object 48 indicating the message acquired in step S209. Although omitted in FIG. 14, the message object data is transmitted not only to the terminal 20 of the user who inputted the message, but also to the terminals 20 of other users. Then, in each terminal 20, the message object 48 indicating the message acquired in step S209 is displayed on the game screen 30 based on the message object data (S212).
[0132] According to the message system 1 described above, a user can input a message whose contents match the current situation. For example, in a situation where an enemy's left arm should be attacked, a user can input a message calling on other users to attack the enemy's left arm. That is, according to the message system 1, it is possible to ensure flexibility regarding the contents of messages.
[0133] Furthermore, according to the message system 1, the user can input a message that matches the current situation as described above by selecting a registered message and object. For example, in the example shown in Figs. 2 to 5, the user can input a message calling on other users to attack the enemy's left arm by selecting the registered message object 42A and the body part object 33B (marker 44B). In other words, the user can input such a message as described above without having to type the message each time. In other words, according to the message system 1, it is possible to reduce the time required to input such a message.
[0134] As described above, according to the message system 1, it is possible to reduce the time required to input a message while ensuring flexibility regarding the content of the message.
[0135] Furthermore, in the message system 1, the marker 44 is displayed in association with only the object type that corresponds to the registered message selected by the user. The message system 1 makes it possible to prevent the user from erroneously selecting an object that does not match the content of the registered message selected by the user.
[0136] Furthermore, the message system 1 allows the user to set the registered message (message content, tag position and type) as desired. The message system 1 enables the user to imagine the situation when inputting the message and set the pre-registered message content to the desired content suited to that situation.
[0137] The present invention is not limited to the above-described embodiment.
[0138] [Modification 1] For example, when the user cannot select a body part object 33, such as when the current scene is not a scene in which a battle with an enemy is taking place, the registration message selection receiving unit 88 may be configured to not allow the user to select a registration message corresponding to the body part. In other words, the registration message selection receiving unit 88 may be configured to not allow the user to select the registration message objects 42A and 42B.
[0139] Furthermore, when the user cannot select the part object 33, the registration message selection receiving unit 88 may display the registration message corresponding to the part and other registration messages in a manner that allows the user to distinguish between them. That is, the registration message selection receiving unit 88 may display the registration message objects 42A and 42B and the registration message objects 42C to 42E in a manner that allows the user to distinguish between them.
[0140] As described above, the registration message selection receiving unit 88 may be configured to restrict the reception of the selection of a registration message corresponding to a type of object that cannot be selected by the user.
[0141] In addition, the registration message selection receiving unit 88 may display registration messages corresponding to types of objects that the user can select and registration messages corresponding to types of objects that the user cannot select in a manner that allows the user to distinguish between them.
[0142] It should be noted that here, a "user-selectable object" is, for example, an object that is displayed on the screen (an object that can be displayed on the screen). For example, an object that is currently displayed on the screen is a "user-selectable object". Also, for example, an object that is not currently displayed on the screen but will be displayed by scrolling (or transitioning) the screen is a "user-selectable object". On the other hand, an object that is not displayed on the screen even if the screen is scrolled is a "non-user-selectable object".
[0143] For example, when a virtual space seen from a virtual viewpoint is displayed on a screen, objects placed in the virtual space are "user-selectable objects." On the other hand, objects that are not placed in the virtual space are "user-non-selectable objects."
[0144] Note that only objects currently displayed on the screen may be considered as "user selectable object types", and objects not currently displayed on the screen may be considered as "user selectable object types". Similarly, only objects located in the viewing area of the virtual viewpoint may be considered as "user selectable object types", and objects not located in the viewing area of the virtual viewpoint may be considered as "user non-selectable object types".
[0145] Furthermore, "restricting the acceptance of the selection of a registered message" is not limited to setting a state in which a registered message cannot be selected. For example, "restricting the acceptance of the selection of a registered message" may mean setting a state in which a registered message cannot be selected by not displaying the registered message on the screen. Note that "restricting the acceptance of the selection of an object" may mean, for example, refusing to accept the selection on the device (computer) side even if a registered message is selected by a user, or invalidating the selection itself. For example, "restricting the acceptance of the selection of a registered message" may mean, when a registered message is selected by a user, displaying a warning to the effect that the registered message cannot be selected.
[0146] Furthermore, "displaying the first registration message and the second registration message in a distinguishable manner" means, for example, displaying the first registration message and the second registration message in a manner that allows the user to distinguish between them. "Displaying the first registration message and the second registration message in a manner that allows the user to distinguish between them" includes, for example, the following: (a) Displaying a predetermined image (for example, a marker or a frame, etc.) in association with only one of the first registration message and the second registration message, and not displaying a predetermined image in association with the other. (b) Changing the display mode (color, brightness, size, shape, type, or type of line, etc.) of a predetermined image (for example, a frame or a speech bubble, etc.) displayed in association with the first registration message from the display mode of a predetermined image displayed in association with the second object. (c) Changing the display mode (color, brightness, or font, etc.) of the first registration message itself from the display mode of the second registration message itself. (d) Displaying the first registration message in a first predetermined area, and displaying the second registration message in a second predetermined area different from the first predetermined area. (e) In a case where the first registered message and the second registered message are displayed according to the display order, the display order of the first registered message is set higher than the display order of the second registered message.
[0147] In this way, the acceptance of the selection of a registration message corresponding to a type of object that the user cannot select is restricted, so it is possible to prevent the user from mistakenly selecting a registration message with content related to an object that the user cannot select, and as a result, it is possible to prevent an inappropriate message from being input.
[0148] Furthermore, by doing the above, registration messages corresponding to types of objects that the user can select and registration messages corresponding to types of objects that the user cannot select are displayed in a way that the user can distinguish between them, making it possible to encourage the user to select a registration message whose content matches the objects that the user can select.
[0149] [Variation 2] For example, in the embodiment described above, the user selects one of the registered messages and then selects one of the objects (see Figures 3 to 5), but it is also possible to have the user select one of the registered messages and then select one of the objects.
[0150] For example, when the chat icon 40 on the game screen 30 shown in Fig. 2 is selected, the game screen 30 as shown in Fig. 15 may be displayed. On the game screen 30 shown in Fig. 15, markers 44A to 44J are displayed in association with the body part objects 33A to 33C, the user objects 34A to 34D, and the item objects 36X to 36Z, respectively.
[0151] In this case, the user selects one of the markers 44A-44J displayed on the game screen 30 to select one of the objects. FIG. 16 shows an example of the game screen 30 when one of the objects is selected. The game screen 30 shown in FIG. 16 displays registration message objects 42A-42F, each of which indicates a plurality of registration messages. Note that FIG. 16 shows the game screen 30 when the marker 44B is selected (i.e., when the body part object 33B indicating the left arm is selected).
[0152] In the game screen 30 shown in FIG. 16, the registration message corresponding to the type of object selected by the user may be displayed in a manner that allows the user to distinguish between other registration messages.
[0153] For example, when a part object 33 is selected by a user, the registered message objects 42A and 42B indicating the registered messages corresponding to the part may be displayed so that the user can distinguish between them and the other registered message objects 42C to 42F. For example, as shown in Fig. 16, the registered message objects 42A and 42B may be displayed in solid lines, and the registered message objects 42C to 42F may be displayed in dotted lines.
[0154] Furthermore, in the game screen 30 shown in FIG. 16, acceptance of selection of registration messages other than the registration message corresponding to the type of object selected by the user may be restricted.
[0155] For example, when the part object 33 is selected by the user, only one of the registered message objects 42A and 42B indicating the registered message corresponding to the part may be selected, and the registered message objects 42C to 42F may not be selectable.
[0156] In this way, the acceptance of the selection of a registration message corresponding to the type of object selected by the user is restricted, so it is possible to prevent the user from mistakenly selecting a registration message whose content does not match the object selected by the user, and as a result, it is possible to prevent an inappropriate message from being input.
[0157] Furthermore, by doing the above, the registration message corresponding to the type of object selected by the user and other registration messages are displayed in a manner that allows the user to distinguish between them, making it possible to encourage the user to select a registration message whose content matches the object selected by the user.
[0158] [Variation 3] For example, the message object 48 shown in Fig. 6 may be displayed in association with the body part object 33B representing the left arm. The message object 48 shown in Fig. 6 indicates a message obtained by replacing the <body part> tag included in the registered message indicated by the registered message object 42A with the object name of the body part object 33B (left arm). For this reason, the message object 48 shown in Fig. 6 may be displayed in association with the body part object 33B representing the left arm.
[0159] Fig. 17 shows an example of the game screen 30 in this case. In the game screen 30 shown in Fig. 17, a line 100 (dotted line) connecting the message object 48 and the body part object 33B is displayed. By displaying such a line 100, the user can understand at a glance that the message indicated by the message object 48 is related to the left arm.
[0160] As described above, when the message object 48 indicates a message obtained by replacing a symbol string associated with an object selected by the user with a specified part of the registered message, or a message obtained by inserting a symbol string associated with an object selected by the user into a specified position of the registered message, the message object display control unit 98 may perform control to display the message object 48 in association with the selected object.
[0161] Here, "displaying a message object in association with an object" means displaying the message object in a way that allows the user to understand that the message object is related to the object. For example, "displaying a message object in association with an object" means displaying a line or image that associates the message object with the object, as shown in Figure 17.
[0162] By doing the above, the message object 48 displayed on the game screen 30 is displayed in association with the object displayed on the game screen 30, making it easier for the user to understand which object the message indicated by the message object 48 relates to.
[0163] [Modification 4] For example, step S209 in Fig. 14 may be executed on the terminal 20 side. That is, step S209 may be executed before step S208 is executed.
[0164] For example, when it is determined in step S207 that any object has been selected, the control unit 21 of the terminal 20 may acquire it as a message input by the user. In this case, for example, an object table is stored in advance in the storage unit 22, and the control unit 21 refers to the object table stored in the storage unit 22 and acquires the object name associated with the object selected in step S207. Then, the control unit 21 replaces the tag included in the registered message selected in step S204 with the acquired object name. The control unit 21 acquires the message thus acquired as a message input by the user. Then, the control unit 21 transmits input message data indicating the message to the server 10 (S208).
[0165] Also, for example, if it is determined in step S205 that the registration message selected in step S204 is not an object-related registration message, the control unit 21 may acquire the registration message selected in step S204 as a message input by the user. In this case, the control unit 21 transmits input message data indicating the message to the server 10 (S208).
[0166] A functional block diagram of this case is shown in Fig. 18. As shown in Fig. 18, in this case, a registration message data acquisition unit 86, a registration message selection acceptance result acquisition unit 90, an object selection acceptance result acquisition unit 94, and a message acquisition unit 96 are realized by the control unit 21 of the terminal 20 (message input acceptance device).
[0167] [Modification 5] In Modification 4, the registered message data storage unit 72 may be realized in the terminal 20 (message input reception device). For example, the registered message of user A may be stored in the storage unit 22 of the terminal 20 of user A.
[0168] In this case, the designation acceptance result acquisition unit 76, the registration control unit 78, the change acceptance result acquisition unit 82, and the update control unit 84 may also be realized by the terminal 20 (message input acceptance device).
[0169] Since the message object 48 is displayed on the display unit 25 by the control unit 21 of the terminal 20, the message object display control unit 98 can be considered to be realized by the terminal 20 (message input reception device).
[0170] [Other Modifications] For example, in the embodiment described above, the tag included in the registration message selected by the user is replaced with the name of the object acquired by the user, but the name of the object acquired by the user may be inserted after or before the tag included in the registration message selected by the user. In this case, the tag remains in the message, but the tag may be ignored when displaying the message object 48. In other words, the tag may not be displayed when displaying the message object 48.
[0171] Also, for example, on the game screen 30 shown in FIG. 4, a plurality of markers 44 (that is, a plurality of region objects 33) may be selectable.
[0172] Also, for example, only one marker 44 may be displayed on the game screen 30 shown in Fig. 4. For example, only one object that can be selected by the user may be displayed on the game screen 30.
[0173] Also, for example, it is not essential to display the marker 44 on the game screen 30 shown in Fig. 4, and the marker 44 may not be displayed. For example, on the game screen 30 shown in Fig. 4, the user may directly designate any one of the multiple body part objects 33.
[0174] Also, for example, the registration message does not have to be set for each user. For example, a registration message common to all users may be set in advance. In this case, the designation acceptance unit 74, the designation acceptance result acquisition unit 76, the registration control unit 78, the change acceptance unit 80, the change acceptance result acquisition unit 82, and the update control unit 84 may be omitted.
[0175] 6, a message object 48 indicating a message input by a user is displayed, but the message input by a user may be output as audio. In this case, data for outputting the message input by a user as audio may be generated by the terminal 20 of the user who input the message, may be generated by the server 10, or may be generated by the terminal 20 that outputs the message.
[0176] Furthermore, for example, the games executed in the message system 1 are not limited to the games described above. For example, a plurality of enemy objects 32 may be displayed on the game screen 30. The user may then select one of the enemy objects 32 as the target to attack. In this case, an <enemy> tag may be included in the registered message instead of the <body part> tag.
[0177] For example, the above describes a case where multiple users chat while playing a game. That is, the present invention is applied to a game system that realizes a game in which multiple users participate. However, the present invention can also be applied to systems other than game systems. That is, the present invention can also be applied to a system in which multiple users chat regardless of the game. In short, the present invention can be applied to various systems in which a user inputs a message addressed to another person.
[0178] For example, when a user selects a building (object) on a map of the real world displayed on the screen, a message with the name of the building inserted or substituted may be input. For example, a registered message with a <location> tag set (object-related registered message) such as "Let's go to <location>!" may be registered. Then, when a user selects building A on a map of the real world displayed on the screen, a message with the <location> tag replaced with the name of the building, "Building A", "Let's go to Building A!" may be input.
[0179] Also, for example, when a user selects a movie icon (object) displayed on the screen, a message with the name of the movie inserted or substituted may be input. For example, a registered message (object-related registered message) with a <movie> tag set, such as "Have you seen <movie>?" may be registered. Then, when a user selects a movie icon for movie A displayed on the screen, a message "Have you seen movie A?" may be input with the <movie> tag replaced with the name of the movie, "movie A".
[0180] Also, for example, the program for realizing the functional blocks shown in Fig. 9 or 18 may be a part of an application program (for example, a game program for executing a game), or may be a program separate from the application program. For example, the program for realizing the functional blocks shown in Fig. 9 or 18 may be provided as middleware for providing a message function to various application programs (for example, a game program). Also, for example, the program for realizing the functional blocks shown in Fig. 9 or 18 may be provided as a part of the operating system of the server 10 or the terminal 20.
[0181] [Summary of the invention] From the above description, the present invention can be understood, for example, as follows: In the following, in order to facilitate understanding of the present invention, the reference numerals shown in the drawings are written in parentheses, but this does not mean that the present invention is limited to the illustrated embodiment.
[0182] The message input reception device (10 or 20) according to the present invention includes a registration message data acquisition means (86) for acquiring registration message data stored in a registration message data storage means (72) for storing registration message data indicating an object-related registration message that is previously registered and is set so that a symbol string related to at least one object can be inserted at a predetermined position or can be replaced with a predetermined portion, an object selection reception result acquisition means (94) for acquiring a reception result of an object selection reception means (92) that accepts from a user a selection of an object to be displayed on the screen, and a message acquisition means (96) for acquiring, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user at the predetermined position of the object-related registration message or replacing it with the predetermined portion.
[0183] The message system (1) according to the present invention includes a registration message data acquisition means (86) for acquiring registration message data stored in a registration message data storage means (72) for storing registration message data indicating an object-related registration message that is previously registered and is set so that a symbol string related to at least one object can be inserted at a predetermined position or can be replaced with a predetermined portion, an object selection reception result acquisition means (94) for acquiring a reception result of an object selection reception means (92) that receives from a user a selection of an object to be displayed on the screen, and a message acquisition means (96) for acquiring, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user at the predetermined position of the object-related registration message or replacing the predetermined portion with the symbol string.
[0184] The program according to the present invention is a program for causing a computer to function as: registration message data acquisition means (86) for acquiring registration message data stored in registration message data storage means (72) which stores registration message data indicating an object-related registration message which is a pre-registered registration message and is set so that a symbol string related to at least one object can be inserted at a predetermined position or can be replaced with a predetermined part; object selection reception result acquisition means (94) for acquiring a reception result of object selection reception means (92) which accepts from a user a selection of an object to be displayed on a screen; and message acquisition means (96) for acquiring, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user at the predetermined position of the object-related registration message or replacing the predetermined part with the symbol string.
[0185] Furthermore, an information storage medium according to the present invention is a computer-readable information storage medium having the above-mentioned program recorded thereon.
[0186] According to the present invention, a user can input a message whose contents match the current situation by selecting an object in consideration of the current situation. Also, the time required to input a message can be reduced. In other words, the time required to input a message can be reduced while maintaining flexibility regarding the contents of the message.
[0187] In one aspect of the present invention, the registration message data may include insertion position information indicating a position in the object-related registration message where the symbol string can be inserted, or replacement part information indicating a part of the object-related registration message where the symbol string can be replaced, and the message acquisition means (96) may acquire a message obtained by inserting the symbol string into the position indicated by the insertion position information in the object-related registration message or by replacing the symbol string with the part indicated by the replacement part information. In this way, it is possible to set the position where the symbol string related to at least one object is inserted or the part where the symbol string is replaced for each object-related registration message. As a result, it becomes possible to input a message with more appropriate content.
[0188] In one aspect of the present invention, the system may include a designation reception result acquisition means (76) for acquiring a reception result of a designation reception means (74) for receiving, from the user, designation of the object-related registration message and the position where the symbol string can be inserted or the part where the symbol string can be replaced, and a registration control means (78) for controlling the registration of registration message data in the registration message data storage means (72) that indicates the object-related registration message designated by the user and includes the insertion position information indicating the position designated by the user or the replacement part information indicating the part designated by the user. In this way, it is possible for the user to register in advance the contents of the object-related registration message, the position where the symbol string is inserted, or the part where the symbol string is replaced. As a result, the user can assume a situation when inputting a message and register a message with desired contents that suit the situation in advance.
[0189] In one aspect of the present invention, the system may include a change acceptance result acquisition means (82) for acquiring an acceptance result of a change acceptance means (80) that accepts changes to the object-related registration message and the insertion position information or the replacement part information from the user, and an update control means (84) for controlling updating of the registration message data stored in the registration message storage means (72) based on the acceptance result acquired by the change acceptance result acquisition means (82). In this way, it is possible for the user to change the content of the object-related registration message, the position where the symbol string is inserted, or the part to be replaced with the symbol string. As a result, the user can imagine a situation when inputting a message and change the content of the pre-registered message to a desired content that suits the situation.
[0190] In one aspect of the present invention, the registration message data indicates a plurality of registration messages registered in advance, at least one of the plurality of registration messages is the object-related registration message, the message input reception device (10 or 20) includes a registration message selection reception result acquisition means (90) for acquiring a reception result of a registration message selection reception means (88) for accepting a selection of one of the plurality of registration messages from the user, the message acquisition means (96) acquires a message input by the user based on the reception result acquired by the registration message selection reception result acquisition means (90), and when the object-related registration message is selected by the user, the message acquisition means (96) may acquire, as the message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user into the predetermined position of the object-related registration message selected by the user or replacing the predetermined portion. In this way, the user can select the content of the message to be input from among the plurality of registration messages. As a result, the user can select a registration message with desired content that suits the current situation from among the plurality of registration messages.
[0191] In one aspect of the present invention, the registration message data includes object type information capable of identifying the type of object corresponding to the object-related registration message, and the object selection receiving means (92) may be configured to restrict the reception of the selection of objects other than the type corresponding to the object-related registration message selected by the user. In this way, the reception of the selection of objects other than the type corresponding to the object-related registration message selected by the user is restricted, so that, for example, the reception of the selection of objects that do not match the content of the object-related registration message selected by the user is restricted. As a result, it is possible to prevent the user from erroneously selecting an object that does not match the content of the object-related registration message selected by the user. In other words, it is possible to prevent the input of an inappropriate message in which the content of the message does not match the symbol string to be inserted or replaced.
[0192] In one aspect of the present invention, the registration message data includes object type information capable of identifying the type of object corresponding to the object-related registration message, and the object selection receiving means (92) may display objects of a type corresponding to the object-related registration message selected by the user among the objects displayed on the screen in a manner that allows the user to distinguish between the object and other objects displayed on the screen. In this way, the object corresponding to the object-related registration message selected by the user and the other objects are displayed in a manner that allows the user to distinguish between, for example, an object that matches the content of the object-related registration message selected by the user and an object that does not match the content of the object-related registration message selected by the user. As a result, it is possible to prompt the user to select an object that matches the content of the object-related registration message selected by the user.
[0193] In one aspect of the present invention, the registration message data includes object type information capable of identifying the type of object corresponding to the object-related registration message, and the registration message selection receiving means (92) may be configured to restrict the reception of a selection of a registration message other than the object-related registration message corresponding to the type of object selected by the user among the plurality of registration messages. In this way, the reception of a selection of a registration message other than the object-related registration message corresponding to the type of object selected by the user is restricted, so that, for example, the reception of a selection of an object-related registration message having a content that does not match the object selected by the user is restricted. As a result, it is possible to prevent the user from erroneously selecting an object-related registration message having a content that does not match the object selected by the user. In other words, it is possible to prevent an inappropriate message in which the content of the message does not match the symbol string to be inserted or replaced from being input.
[0194] In one aspect of the present invention, the registration message data includes object type information capable of identifying the type of object corresponding to the object-related registration message, and the registration message selection receiving means (88) may display the object-related registration message corresponding to the type of object selected by the user among the plurality of registration messages in a manner that allows the user to distinguish between the object-related registration message corresponding to the type of object selected by the user and the other registration messages among the plurality of registration messages. In this manner, the object-related registration message corresponding to the type of object selected by the user and the other registration messages are displayed in a manner that allows the user to distinguish between, for example, an object-related registration message having content suitable for the object selected by the user and an object-related registration message having content not suitable for the object selected by the user. As a result, it is possible to prompt the user to select an object-related registration message having content suitable for the object selected by the user.
[0195] In one aspect of the present invention, the registration message data includes object type information capable of identifying the type of object corresponding to the object-related registration message, the message input reception device (10 or 20) includes a means (90) for acquiring a reception result of a means (88) for accepting a selection of the object-related registration message from the user, and the message acquisition means (96) may acquire, as a message input by the user, a message obtained by inserting a symbol string associated with at least one object selected by the user into the predetermined position of the object-related registration message selected by the user or replacing the predetermined portion with the symbol string, and may limit the acceptance of the selection of an object-related registration message corresponding to a type of object that the user cannot select. In this way, since the acceptance of the selection of an object-related registration message corresponding to a type of object that the user cannot select is limited, it is possible to prevent the user from erroneously selecting an object-related registration message having contents related to an object that the user cannot select. As a result, it is possible to prevent the input of an inappropriate message in which the contents of the message do not match the symbol string to be inserted or replaced.
[0196] In one aspect of the present invention, the registration message data includes object type information capable of identifying the type of object corresponding to the object-related registration message, the message input reception device includes a means (90) for receiving a reception result of a means (88) for receiving a selection of the object-related registration message from the user, the message acquisition means (96) may acquire a message obtained by inserting a symbol string associated with at least one object selected by the user into the predetermined position of the object-related registration message selected by the user or replacing the predetermined portion with the symbol string, as a message input by the user, and may display an object-related registration message corresponding to a type of object selectable by the user and an object-related registration message corresponding to a type of object not selectable by the user among the multiple messages in a manner that the user can distinguish from each other. In this way, the object-related registration message corresponding to a type of object selectable by the user and the object-related registration message corresponding to a type of object not selectable by the user are displayed in a manner that the user can distinguish from each other, so that it is possible to prompt the user to select an object-related registration message having a content suitable for an object selectable by the user.
[0197] In one aspect of the present invention, the system further includes a message object display control means (98) for controlling the display of a message object indicating the message acquired by the message acquisition means (96) on a screen on which one or more objects are displayed, and the message object display control means (98) may control the display of a message object indicating a message obtained by inserting a symbol string associated with an object selected by the user into the predetermined position of the object-related registered message or by replacing the predetermined portion with the message string, in association with the selected object. In this way, the message object displayed on the screen is displayed in association with the object displayed on the screen, making it easier to understand which object the message object is associated with. [Explanation of symbols]
[0198] 1 message system, 2 communication network, 10 server, 11, 21 control unit, 12, 22 memory unit, 13, 23 communication unit, 20 terminal, 24 operation unit, 25 display unit, 30 game screen, 32 enemy object, 33A, 33B, 33C body part object, 34A, 34B, 34C, 34D user object, 36X, 36Y, 36Z item object, 38 attack icon, 40 chat icon, 42A, 42B, 42C, 42D, 42E, 42F registered message object, 44A, 44B, 44C, 44D, 44E, 44F, 44G, 44H, 44I, 44J marker, 46 send icon, 48 message object, 50 list screen, 52A, 52B, 52C, 52D, 52E, 52F setting icon, 60 Registration screen, 62 form, 64 virtual keyboard, 66A, 66B, 66C tag icon, 68 registration icon, 70 data storage unit, 72 registration message data storage unit, 74 designation reception unit, 76 designation reception result acquisition unit, 78 registration control unit, 80 change reception unit, 82 change reception result acquisition unit, 84 update control unit, 86 registration message data acquisition unit, 88 registration message selection reception unit, 90 registration message selection reception result acquisition unit, 92 object selection reception unit, 94 object selection reception result acquisition unit, 96 message acquisition unit, 98 message object display control unit, 100 line.
Claims
[Claim 1] a first acquisition means for acquiring a selected message selected by a first operation from among a plurality of candidate messages; a second acquisition means for acquiring a selected object selected by a second operation from among a plurality of objects displayed according to the progress of the game; a generating means for generating data for displaying on a terminal an associated message object and a message object indicating an acquired message obtained by inserting a symbol string associated with the selected object at a predetermined position in the selected message or by replacing a predetermined portion of the selected message with the symbol string; A messaging system including
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