Program, method, HMD, and system

The program on an HMD facilitates playing TCGs in a virtual space by managing card visibility and operations, enhancing user experience and preventing cheating.

JP2025078228AActive Publication Date: 2025-05-20THE POKEMON CO
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Patent Information

Application Number
JP2023190647
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-08
Publication Date
2025-05-20
Estimated Expiration
2043-11-08

AI Technical Summary

Technical Problem

Existing technologies do not enable playing games using virtual cards generated in a virtual space, limiting the interactive experience of competitive card games.

Method used

A program executed by an HMD that displays a virtual space for playing a digital trading card game (TCG) between users, allowing card operations while limiting the recognition of card faces to one user and enabling smooth card handling through image processing and object management.

Benefits of technology

Enables an immersive virtual card game experience with reduced effort and increased freedom, allowing users to play TCGs with high flexibility and visibility, while preventing card exposure and cheating.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025078228000001_ABST
    Figure 2025078228000001_ABST
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Abstract

To provide environment in which a game using a virtual card generated in a virtual space is played.SOLUTION: Provided are a processor and a memory, and a program executes an HMD (Head Mount Display) for controlling a TCG played in a virtual space. The program allows the processor to execute the steps of: displaying a field for playing a TCG executed between a first user and a second user who attach the HMD in a virtual space; displaying the second user's hand comprising at least one card within the virtual space; detecting first operation that is inputted by the second user and is for disposing a card from the hand on the field; and outputting an image in which recognition of the surface of a card is restricted to the first user while a card is moved from the hand to the field according to the first operation.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present disclosure relates to a program, a method, an HMD, and a system. [Background technology]

[0002] Patent document 1 describes a technology that displays virtual CG images, allowing players to see the real world and the virtual CG world together, making games using a playing board more exciting than ever before. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2003-103052 A Summary of the Invention [Problem to be solved by the invention]

[0004] Patent Document 1 describes an example of a competitive card game in which, when a player looks through a see-through HMD (Head Mount Display), CG corresponding to the characteristics of the cards appears to appear on the cards. However, Patent Document 1 does not describe playing a game using virtual cards generated in a virtual space.

[0005] An object of the present disclosure is to provide an environment for playing games using virtual cards generated in a virtual space. [Means for solving the problem]

[0006] A program to be executed by an HMD having a processor and a memory and controlling a TCG played in a virtual space. The program causes the processor to execute the steps of: displaying, in the virtual space, a field on which a TCG is played between a first user wearing the HMD and a second user; displaying, in the virtual space, a hand of the second user consisting of at least one card; detecting a first operation input by the second user for placing a card from the hand on the field; and outputting an image that limits the recognition of the face of the card to the first user while the card is moved from the hand to the field in response to the first operation. Effect of the Invention

[0007] According to the present disclosure, it is possible to provide an environment for playing games using virtual cards generated in a virtual space. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing an example of each user in the real world. [Diagram 2] FIG. 1 is a diagram showing an example of a field in which a TCG match is held in the metaverse space. [Diagram 3] FIG. 1 is a diagram showing an example of a situation in which a TCG match is about to begin in the metaverse space. [Figure 4] FIG. 13 is a diagram showing an example of a situation in which each user is progressing in a TCG match in the metaverse space. [Diagram 5] 1 is a block diagram showing an example of the overall configuration of a system 1. FIG. [Figure 6] 6 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. 5. [Figure 7] FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20. [Figure 8] 2 is a diagram showing an example of the data structure of a user information table 2021. FIG. [Figure 9] 13 is a diagram showing an example of the data structure of a card master table 2022. FIG. [Figure 10] 13 is a diagram showing an example of the data structure of a deck information table 2023. FIG. [Figure 11] 13 is a diagram showing an example of the data structure of a match information table 2024. FIG. [Figure 12] FIG. 13 is a diagram for explaining an example of the operation of the terminal device 10A, the terminal device 10B, and the server 20 when a TCG match is played between a first user 5A and a second user 5B. [Figure 13] 10 is a flowchart showing an example of the operation of the server 20 when another user (a third user) watches a TCG match between a first user 5A and a second user 5B. [Figure 14] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.

[0010] <Summary> The system according to the present embodiment controls the play of a digital trading card game (TCG) in a virtual space. For example, a user wears an HMD (Head Mount Display) and recognizes that he / she exists in the metaverse space (virtual space) in the form of a specific avatar through an image displayed by the HMD. The user also wears an HMD and plays a game using digital trading cards that exist in the metaverse space with other users who also exist in the metaverse space. The system according to the present embodiment provides an environment in which operations common to various TCGs can be performed, such as "arranging," "shuffling," and "turning over" virtual cards in the metaverse space. For example, two users who play a TCG can put out a card at a free position, at a free timing, in a field for playing a TCG through an avatar. As a result, by preparing resource data for virtual cards, users can play various types of TCGs in the metaverse space as well as playing various types of TCGs in the real space.

[0011] First, an overview of the TCG according to this embodiment will be described, followed by a description of the program according to this embodiment.

[0012] <0 Overview of TCG in the Metaverse Space> Fig. 1 is a diagram showing an example of each user in the real world. Fig. 2 is a diagram showing an example of a field where a TCG battle is carried out in the metaverse space. Fig. 3 is a diagram showing an example of a situation where a TCG battle is about to start in the metaverse space. Fig. 4 is a diagram showing an example of a situation where each user is progressing in a TCG battle in the metaverse space.

[0013] As shown in Fig. 1, a user 5A (first user) wears an HMD 10A, and a user 5B (second user) wears an HMD 10B. In a metaverse space provided via the HMDs 10A and 10B, the users 5A and 5B play a TCG match using decks constructed by combining a plurality of trading cards generated in the metaverse space. The users 5A and 5B may be close to each other or may be separated from each other.

[0014] <0.1 Field 30 Configuration> With reference to Fig. 2, the field 30 defined in the metaverse space will be described. As shown in Fig. 2, an avatar 6A of a user 5A and an avatar 6B of a user 5B exist in the metaverse space. Figs. 2 to 4 show a bird's-eye view of the metaverse space in which the avatars 6A and 6B exist from diagonally above, and the user 5A sees the field 30 and the avatar 6B from the viewpoint of the avatar 6A. The user 5B sees the field 30 and the avatar 6A from the viewpoint of the avatar 6B.

[0015] When user 5A and user 5B select a TCG match, a field 30 for playing the TCG is defined between avatar 6A and avatar 6B. The field 30 may be defined to have a size according to the distance between user 5A and user 5B, or may be defined to have a size that is set in advance. If there is an actual desk between user 5A and user 5B, the field 30 may be defined to have a size that matches the desk.

[0016] The field 30 is an area for placing virtual cards included in a deck. Each user places cards as a deck or the like on the field 30 and proceeds with the TCG match while adding cards from the deck to their hand.

[0017] The configuration of the field 30 will be described. The field 30 may represent, for example, the position where the card is placed. The field 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter, sometimes collectively referred to as the "deck placement section 31"); a preparation card placement section 32A and a preparation card placement section 32B (hereinafter, sometimes collectively referred to as the "preparation card placement section 32"); a win / lose condition card placement section 33A and a win / lose condition card placement section 33B (hereinafter, sometimes collectively referred to as the "win / lose condition card placement section 33"); a battle card placement section 34A and a battle card placement section 34B (hereinafter, sometimes collectively referred to as the "battle card placement section 34"); and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter, sometimes collectively referred to as the "consumption card placement section 35"). The field 30 may be arranged for each user. In this case, for example, the field 30 includes an area related to one user. Specifically, for example, the field 30 for the user 5A (avatar 6A) includes a deck placement section 31A, a preparation card placement section 32A, a win / lose condition card placement section 33A, a battle card placement section 34A, and a consumption card placement section 35A.

[0018] As shown in Fig. 4, in a TCG match, users 5A and 5B operate avatars 6A and 6B, respectively, and proceed with a card battle while replenishing their hands with cards from the deck. In the example of Fig. 4, avatar 6A has a hand 93A (two cards in the hand in the example of Fig. 4). Avatar 6B has a hand 93B (three cards in the hand in the example of Fig. 4).

[0019] The deck placement section 31 is an area for placing any of the cards constituting the deck used by each avatar as a deck. The deck placement section 31A is an area for the avatar 6A to place cards as a deck. The deck placement section 31B is an area for the avatar 6B to place cards as a deck.

[0020] As shown in FIG. 3, when each avatar starts a TCG match, each avatar shuffles the cards that make up the deck and places the cards back-side down in the deck placement section 31. In this embodiment, the front side of a card means the side on which a design, text, etc. specific to the card is displayed. Also, in this embodiment, the back side means the side on which the same design common to all cards is displayed. Avatar 6A places cards as deck 91A in deck placement section 31A. Avatar 6B places cards as deck 91B in deck placement section 31B.

[0021] The preparation card placement section 32 is an area for preparing cards that can be used to fight against the opponent's cards. Each avatar switches between cards placed in the preparation card placement section 32 and cards placed in the battle card placement section 34, and makes the cards placed in the battle card placement section 34 fight each other.

[0022] As shown in Fig. 3, before the start of a TCG match, no cards are placed in the preparation card placement section 32 and the battle card placement section 34. On the other hand, as shown in Fig. 4, as the TCG match progresses, each avatar places cards in the preparation card placement section 32 and the battle card placement section 34, and the cards fight each other in the battle card placement section 34. Each avatar replenishes their hand with cards from the deck, and places cards to be used in the battle from their hand in the preparation card placement section 32 and the battle card placement section 34. The avatar 6A places cards in the preparation card placement section 32A. The avatar 6B places cards in the preparation card placement section 32B.

[0023] The win / loss condition card placement section 33 is an area that indicates to what extent each avatar fulfills the win condition. In this embodiment, each avatar places a predetermined number of cards face down from the deck in the win / loss condition card placement section 33. As shown in FIG. 3, the avatar 6A places cards in the win / loss condition card placement section 33A. The avatar 6B places cards in the win / loss condition card placement section 33B. The cards placed in the win / loss condition card placement section 33 may be referred to as a side.

[0024] The battle card placement section 34 is an area for placing cards to fight against opponent cards. The avatar 6A places cards in the battle card placement section 34A. The avatar 6B places cards in the battle card placement section 34B. In this embodiment, the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the vitality, attack power, character attributes, weak point attributes, and other parameters set for each card. The cards placed in the battle card placement section 34 are given damage according to, for example, attack power, card attributes, weak points, etc., and the given damage is reduced from the vitality. When the vitality set for a card is lost due to being attacked, etc., the card is removed from the battle card placement section 34 and placed in the consumption card placement section 35.

[0025] The consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost vitality in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in Fig. 4, the avatar 6A places cards consumed in a match as cards 92A in the consumed card placement section 35A. The avatar 6B places cards consumed in a match as cards 92B in the consumed card placement section 35B.

[0026] The cards placed in the consumed card placement section 35 can be placed in the deck placement section 31, the preparation card placement section 32, the hand, etc., by activating the effect of a specified card. The field 30 may further have an area for placing cards consumed in a match in addition to the consumed card placement section 35. This area is referred to as, for example, a second consumed card placement section. Cards placed in the second consumed card placement section will not be returned to the field even if the effect of a specified card is activated. Note that a specified effect may be activated depending on the number of cards placed in the second consumed card placement section.

[0027] <0.2 Types of cards used in TCG> In the TCG of this embodiment, the types of cards include: (i) character cards that can be used in battle, (ii) action cards (energy cards) that are used in association with character cards, and (iii) effect cards (support cards, goods cards, stadium cards, etc.) that exert specific effects during battle.

[0028] (i) Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when the avatar draws a card from the deck and adds it to his or her hand (also called "unconditional cards"), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by meeting certain conditions (also called "conditional cards").

[0029] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is placed. For example, in analogy with character evolution, an unconditional card is first presented to an opponent by being placed on the field 30, and then a conditional card related to the unconditional card is placed on the field 30. Such a conditional card is sometimes called an "evolved character" as it is evolved from an unconditional card. In addition, an unconditional card is sometimes called a "seed character" as it can be said to be a character that is the source for placing an "evolved character".

[0030] (iB) For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, it may be possible to consume an unconditional card placed on the field 30 as a specific card (by moving it to the consumption card placement section 35) and place the conditional card in the preparation card placement section 32 or the battle card placement section 34.

[0031] For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 in exchange for one or more character cards placed by the avatar on the field 30. For example, if each character card is provided with a parameter (e.g., evolution level) indicating the overall performance of the character in addition to individual parameters such as the character's attack power shown on the card, a conditional card having an evolution level corresponding to the evolution level value of the character card placed by the avatar may be placed. For example, with a character of evolution level 1 and a character of evolution level 2 placed on the field 30, a conditional card of evolution level 3 can be placed on top of the cards of these characters (or in exchange for these character cards).

[0032] In addition, the conditional card may be allowed to participate in the battle in exchange for a plurality of character cards defined by the conditional card. In this case, the conditional card may be allowed to participate in the battle by consuming an auxiliary card, which will be described later and is different from the character card. For example, the effect indicated by the auxiliary card may be determined such that a specific conditional card can be allowed to participate in the battle in exchange for a specific unconditional card in the battle card placement section 34, the consumption card placement section 35, or the like on the field 30.

[0033] (iC) These cards include cards that serve as multiple of the above-mentioned character cards, action power cards, and support cards described below. For example, special cards that can be used as both character cards and support cards may be included. When the avatar places the special card in a position where a character card should be placed (e.g., the preparation card placement area 32, the battle card placement area 34), the avatar can use the special card as a character card.

[0034] (ii) An action power card (energy card) is a card that an avatar draws from a deck and adds to his / her hand, and then associates it with a character card and places it on the field 30, thereby enabling the avatar to perform a predetermined action indicated on the character card. The operation of associating an action power card with a character card may be performed, for example, during the avatar's turn. For example, the action power card may be associated with a character card by placing the action power card near the character card placed on the field 30. In addition, the number of times that an action power card can be associated with a character card during a turn may be limited. For example, once during a user's turn, an action power card in the hand may be placed so as to be associated with one of the character cards placed on the field 30. For example, a first attack action and a second attack action are set to a character card. The first attack action may be available when one action power card is associated with the character card, and the second attack action may be available when one action power card is not enough and two action power cards are associated with the character card.

[0035] When a character card is removed from the battle card placement section 34 due to the exhaustion of its vitality value in a battle, the action power card associated with the character card may be made unusable during the battle. Also, the action power card associated with the character card may be moved to the consumption card placement section 35.

[0036] (iii) Support cards that assist in a match include cards of a type that an avatar can use any number of times during a turn as long as they are in the avatar's hand, and cards of a type that an avatar can use only one of during a turn. These support cards also include cards that have their effect activated when the avatar declares that they will be used.

[0037] In addition, the auxiliary cards also include cards that are placed face down in advance in a predetermined position on the field 30 (in this embodiment, the predetermined position is not shown), and the effect of the auxiliary card is exerted when the avatar declares the use of the auxiliary card by vocalizing or otherwise.

[0038] <0.3 Overview of TCG battle rules> The field 30 and the types of cards used in the TCG battle have been described above. Next, the TCG battle rules will be described in detail.

[0039] In the TCG shown in this embodiment, as described above, the TCG battle progresses as each avatar performs an attack or defense (battle) based on the cards placed in the battle card placement section 34A and the battle card placement section 34B. The TCG battle progresses as the avatars take turns acting each turn. For example, when avatar 6A acts and ends its turn, it becomes avatar 6B's turn. Avatar 6B acts during its turn, and when the action ends, it becomes avatar 6A's turn.

[0040] Each time an avatar's turn comes, they draw a set number of cards from the deck and add them to their hand.

[0041] Each avatar places in the preparation card placement section 32 candidates for cards (character cards) to be used for attacking or defending against the opponent's cards from among the cards in their hand.

[0042] The avatar 6A can switch between the cards arranged in the preparation card placement section 32A and the cards arranged in the battle card placement section 34A during the turn of the avatar 6A. Also, the avatar 6B can switch between the cards arranged in the preparation card placement section 32A and the cards arranged in the battle card placement section 34A during the turn of the avatar 6B.

[0043] As described above, the win / lose condition card placement section 33A and the win / lose condition card placement section 33B are areas for notifying each user of the progress of each avatar toward the condition for winning the battle. Here, the condition for a user to win the battle may be, for example, that all cards placed in the win / lose condition card placement section 33A or the win / lose condition card placement section 33B are collected. In other words, the outcome of the battle may be decided when all cards are collected in either the win / lose condition card placement section 33A or the win / lose condition card placement section 33B.

[0044] For example, each avatar places a predetermined number of cards from the deck in the win / lose condition card placement section 33 before a TCG match. That is, the avatar 6A removes a predetermined number of cards from the deck 91A and places them in the win / lose condition card placement section 33A. The avatar 6B removes a predetermined number of cards from the deck 91B and places them in the win / lose condition card placement section 33B. The avatar 6A and the avatar 6B make a battle between the character card placed in the battle card placement section 34A and the character card placed in the battle card placement section 34B, and when the exit condition set for the character card is satisfied (for example, when the vitality value set for the character card is subtracted based on the attack power set for the opponent's character card and runs out), the character of the character card is considered to have fainted, and the character card is moved to the consumption card placement section 35 (also called "trash"). The subtraction of the vitality value may be represented, for example, by using a predetermined object. When avatar 6A and avatar 6B battle a character card placed in battle card placement section 34A against a character card placed in battle card placement section 34B, the state of the character on the opponent's character card may be changed depending on the characteristics of the character card. Changes in state include, for example, poison, sleep, paralysis, and burns. When a character's state changes, avatars 6A and 6B place an object representing the change in state on the character card of the character whose state has changed.

[0045] As a result, the avatar 6 who has won the battle and dismissed the opponent's character card adds the cards placed in the win / lose condition card placement section 33A or the win / lose condition card placement section 33B to his / her hand. For example, when the avatar 6B dismisses the cards placed in the battle card placement section 34A by attacking the character card of the avatar 6A in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / lose condition card placement section 33B and adds them to his / her hand. On the other hand, when the avatar 6A dismisses the cards placed in the battle card placement section 34B by attacking the character card of the avatar 6B in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / lose condition card placement section 33A and adds them to his / her hand. By repeating these operations, when the avatar 6B collects all the cards placed in the win / lose condition card placement section 33B or when the avatar 6A collects all the cards placed in the win / lose condition card placement section 33A, the user who operates the avatar who has collected all the cards may be determined to be the user who won the TCG battle.

[0046] Alternatively, the winning condition of the battle may be that the player loses if there is no character card in either the battle card placement area 34 or the preparation card placement area 32. Alternatively, the winning condition of the battle may be that the player loses if each avatar cannot draw a card from the deck placement area 31 during his / her turn.

[0047] <1 Overall system configuration> Fig. 5 is a block diagram showing an example of the overall configuration of the system 1. The system 1 shown in Fig. 5 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 are communicatively connected via a network 80, for example.

[0048] 5 shows an example in which the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three. The number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.

[0049] 5 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices that constitutes one server. The method of allocating multiple functions required to realize the server 20 according to this embodiment to one or multiple pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.

[0050] The terminal device 10 shown in FIG. 5 is, for example, an information processing device operated by a user who plays a TCG in the metaverse space. The terminal device 10 is, for example, an information processing device operated by a user who watches a TCG played in the metaverse space. The terminal device 10 is, for example, realized by an HMD. The HMD may be, for example, goggle-shaped or eyeglass-shaped. The HMD has, for example, multiple cameras that capture the user's field of view, and detects the user's hand movements and gesture input based on the hand movements by the cameras. The HMD may also be connected to a controller having a predetermined button. The HMD detects the user's hand movements by a sensor built into the controller. The HMD also detects a predetermined input by pressing a button on the controller.

[0051] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, a button, etc.) for receiving an input operation from a user. The output device 14 is a device (a display, a speaker, etc.) for presenting information to a user.

[0052] The server 20 is, for example, an information processing device that controls a TCG played in the metaverse space.

[0053] The server 20 is realized by, for example, a computer connected to a network 80. As shown in Fig. 5, the server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface of an input device for receiving an input operation from a user and an output device for presenting information to the user.

[0054] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.

[0055] <1.1 Terminal device configuration> Fig. 6 is a block diagram showing a configuration example of the terminal device 10 shown in Fig. 5. As shown in Fig. 6, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.

[0056] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on a signal generated by the control unit 190 and transmits the signal to the outside (for example, the server 20). The communication unit 120 performs reception processing on a signal received from the outside and outputs the signal to the control unit 190.

[0057] The input device 13 is a device for inputting instructions or information by a user operating the terminal device 10. The input device 13 is realized by, for example, a button 131 or the like. The input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives electrical signals input from an external input device.

[0058] The output device 14 is a device for presenting information to a user who operates the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.

[0059] The audio processing unit 17 performs, for example, digital-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0060] The camera 160 is a device for receiving light by a light receiving element and outputting the light as an image capturing signal. For example, a plurality of cameras 160 are installed so as to be able to capture images in the field of view of the wearer.

[0061] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0062] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181.

[0063] The user information 181 includes, for example, information about the user, such as a user ID, the user's name, age, address, date of birth, and date of registration.

[0064] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. The control unit 190 performs functions as an operation reception unit 191, a transmission / reception unit 192, a management unit 193, and a display control unit 194 by operating according to the program.

[0065] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the button 131 or the like.

[0066] Furthermore, operation acceptance unit 191 accepts an image input from camera 160. Specifically, operation acceptance unit 191 receives image data captured by camera 160, for example.

[0067] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0068] The transmission / reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmission / reception unit 192 transmits to the server 20 an instruction input by a user or various pieces of acquired information. The transmission / reception unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information on the play of other users playing a TCG match against the wearer user in the metaverse space. The information provided from the server 20 includes, for example, information on the TCG match being watched by the wearer user in the metaverse space.

[0069] The management unit 193 manages the user information 181 stored in the storage unit 180. For example, when information related to a user is edited, the management unit 193 stores the edited information in the user information 181.

[0070] The display control unit 194 controls the output device 14 to display a predetermined image to the user. For example, the display control unit 194 controls the display 141 to display images related to the TCG played in the metaverse space, such as the player's own hand of cards, the field 30, and the avatars of the players. The display control unit 194 may spread the player's own hand of cards in a fan shape in the hand of the avatar as in the real world, or may line up the cards in space, in response to a predetermined operation from the wearer.

[0071] The display control unit 194 causes the display 141 to display the TCG battle in the metaverse space as if it were in the real space. However, displaying the digital trading cards exactly the same as in the battle in the real space is not the optimal display. The display control unit 194 performs, for example, the following process to display the cards being played in the metaverse space so as to provide an optimal playing experience. Note that any of the functions performed by the display control unit 194 may be performed by the server 20.

[0072] (Limits displayed on the front of the card) The display control unit 194 controls the display of the front of the card. Specifically, the display control unit 194 displays an image of the hand held by the opponent's avatar that restricts the recognition of the front of the hand on the display 141. The image of the hand that restricts the recognition of the front means, for example, a display that is processed so that the front cannot be recognized. The processing that makes the front unrecognizable includes, for example, a processing that fills the front with a predetermined color, a processing that fills the front with a predetermined pattern, a processing that applies an effect so that the front cannot be recognized, a processing that superimposes an image unrelated to the front, and the like. The image of the hand that restricts the recognition of the front may include, for example, controlling the orientation of the card so that the back always faces the line of sight of the opponent. In addition, while the opponent moves a digital trading card from the hand to the field 30, the display control unit 194 displays an image of the digital trading card to be moved that restricts the recognition of the front on the display 141.

[0073] Furthermore, the display control unit 194 releases the restriction placed on the front of the card, for example, when the opponent performs a predetermined operation. The predetermined operation includes, for example, a predetermined gesture or an input to a predetermined button. For example, the display control unit 194 may release the restriction placed on the front of the card, for example, when it receives a notification from the server 20 that the opponent has performed a predetermined operation. Furthermore, the display control unit 194 releases the restriction placed on the front of the card, when the card reaches a predetermined area on the field 30. The predetermined area on the field 30 is, for example, the preparation card placement unit 32. Note that the predetermined area on the field 30 may be set by the wearer, for example.

[0074] The display control unit 194 allows the wearer to view the fronts of the cards in his / her hand and the fronts of the cards being moved from the hand to the field 30. On the other hand, in the opponent's HMD, recognition of the fronts of these cards is restricted. The display control unit 194 may attach a display that allows the wearer to recognize that the fronts of cards whose recognition is restricted in the opponent's HMD are restricted. This allows the wearer to recognize which cards are not recognized by the opponent while recognizing the information on the fronts of the cards in his / her hand. In other words, the wearer can recognize the cards in his / her hand whose fronts are restricted from being recognized by the opponent without being restricted from the wearer's own viewpoint in terms of recognition of the fronts of the cards in his / her hand.

[0075] (Field 30 display) The display control unit 194 controls the size of cards placed on the field 30. For example, due to factors such as the size of the field 30, the distance of the opponent, and the amount of explanatory text written on the card, the card placed on the field 30 may be difficult for the wearer to view. For example, the display control unit 194 displays the opponent's card placed on the field 30 in a large size in response to an operation from the wearer. When the size of the field 30 is limited, the display control unit 194 may display the wearer's card placed on the field 30 in a small size while displaying the opponent's card in a large size.

[0076] The display control unit 194 enlarges the display of the opponent's card to a size according to an instruction from the wearer. The enlargement ratio of the opponent's card may be set in advance, or may be set according to the size of the field 30. The display control unit 194 may enlarge the display of the opponent's card together with the field 30, instead of enlarging the display of the opponent's card.

[0077] Furthermore, the display control unit 194 controls the display 141 to display an image related to the TCG being watched in the metaverse space. For example, the display control unit 194 displays a digital trading card game played by multiple other users in the metaverse space, in association with the multiple other users and the digital trading cards used by the multiple other users. The display control unit 194 changes the direction displayed on the display 141 according to the line of sight of the avatar that is moved by the wearer's operation. This allows the wearer to watch the match from a free viewpoint.

[0078] <1.2 Functional configuration of the server> 7 is a diagram showing an example of a functional configuration of the server 20. As shown in FIG. 7, the server 20 exerts the functions of a communication unit 201, a storage unit 202, and a control unit 203.

[0079] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0080] The storage unit 202 includes, for example, a user information table 2021, a card master table 2022, a deck information table 2023, and a battle information table 2024.

[0081] The user information table 2021 is a table that stores information about users who have registered for services related to the TCG, for example. Details will be described later.

[0082] The card master table 2022 is a table that stores, for example, information about cards that are available to users. Details will be described later.

[0083] The deck information table 2023 is a table that stores, for example, information about decks registered by users. Details will be described later.

[0084] The match information table 2024 is a table that stores, for example, information on matches that have been held in the past or matches that are currently being held. Details will be described later.

[0085] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 operates according to the program to fulfill the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a play control module 2034, a watching control module 2035, and a presentation module 2036.

[0086] The reception control module 2031 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol. Specifically, for example, the reception control module 2031 receives a signal transmitted from the terminal device 10.

[0087] The transmission control module 2032 controls the process in which the server 20 transmits a signal to an external device in accordance with a communication protocol. Specifically, for example, the transmission control module 2032 transmits a predetermined signal to the terminal device 10.

[0088] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, the management module 2033 updates the user information table 2021, the card master table 2022, the deck information table 2023, and the battle information table 2024 based on the provided information. In addition, the management module 2033 updates the battle information table 2024 based on actions during a battle acquired based on user operations.

[0089] The play control module 2034 controls the play of the TCG in the metaverse space. Specifically, for example, the play control module 2034 controls the space in the metaverse space so that the first user 5A and the second user 5B can play the TCG with a sense of real space through the avatars 6A and 6B. For example, the play control module 2034 defines a field 30 in which the avatar 6A of the first user 5A and the avatar 6B of the second user 5B play the TCG, and controls the space so that the avatar 6A and the avatar 6B can play against each other as shown in FIG. 2 to FIG. 4. The appearance of the field 30 may be the same for the first user 5A and the second user 5B, or may be different. The right to change the appearance of the field 30 may be purchased by the user, may be provided as a predetermined privilege, or may be created by the user himself. In addition, the appearance of the field 30 may be set arbitrarily as a battle venue, such as a volcanic field or an underwater field.

[0090] Based on the operation of the first user 5A, the play control module 2034 adds digital trading cards from the field 30 to the hand of the avatar 6A, places them from the hand of the avatar 6A on the field 30, or moves them from a predetermined area of ​​the field 30 to another area of ​​the field 30. Also, based on the operation of the first user 5A, the play control module 2034 controls interference with the hand of the avatar 6B or cards placed in a predetermined area related to the avatar 6B.

[0091] Furthermore, based on the operation of the second user 5B, the play control module 2034 adds digital trading cards from the field 30 to the hand of the avatar 6B, places them from the hand of the avatar 6B on the field 30, or moves them from a predetermined area of ​​the field 30 to another area of ​​the field 30. Based on the operation of the second user 5B, the play control module 2034 controls interference with the hand of the avatar 6A or cards placed in a predetermined area related to the avatar 6A.

[0092] The operations by the first user 5A and the second user 5B include, for example, an operation by moving the user's hand, an operation by moving the user's finger, an operation of inputting a predetermined command from a controller held by the user, and the like.

[0093] The play control module 2034 controls the TCG battle in the metaverse space as if it were in the real space, but controlling it exactly the same as a battle in the real space is not the optimal control. For example, the play control module 2034 performs the following processing and controls various operations to provide the optimal play experience in the metaverse space.

[0094] (Object-related control) The play control module 2034 controls the association between the object and the card in response to the user's operation on the object. Specifically, for example, when the stamina of a character is subtracted, an object representing the subtraction of stamina is attached to the character card. When an object representing the subtraction of stamina is attached to a character card by a user's operation, the play control module 2034 groups the object and the character card and treats them as a single object. When treated as a single object, the play control module 2034 moves the object and the character card together when the user's operation touches only the character card.

[0095] Also, when the physical strength of the character is restored, the object representing the subtraction of physical strength is removed from the character card. When the play control module 2034 touches only the object representing the subtraction of physical strength by the user's operation, it releases the grouping of the object and the character card, and only the object moves. The object representing the subtraction of physical strength may be a plurality of objects each representing a predetermined numerical value, or may be a single object whose numerical value written on the surface of the object can be switched. In this way, when the user moves the character card, the operation of moving the associated object together and moving only the object can be switched by simply changing the object to be touched by the user's operation, and the card and the object can be moved smoothly.

[0096] Also, when the state of a character changes, an object representing the change in state is attached to the character card. When an object representing a change in state is attached to a character card by a user's operation, the play control module 2034 groups the object and the character card and treats them as a single object. In this way, when the user moves the character card, the associated object also moves, making it possible to prevent the card and the object from becoming separated.

[0097] Also, when the character's state is restored, the object representing the change in state is removed from the character card. When the play control module 2034 touches only the object representing the change in state by the user's operation, it releases the grouping of the object and the character card, and only the object moves.

[0098] Also, when the character is enabled to take a certain action, an action power card is attached to the character card. When an action power card is attached to a character card by a user's operation, the play control module 2034 groups the action power card and the character card and treats them as a single object. In this way, when the user moves the character card, the associated action power card also moves, making it possible to prevent the card and the action power card from becoming separated.

[0099] In addition, when a character is moved from the battle card placement unit 34 or sent to the consumption card placement unit 35, the action power card is removed from the character card. When the user touches only the action power card, the play control module 2034 releases the grouping of the action power card and the character card.

[0100] (Definition of the specified area) The play control module 2034 defines an area in the field 30 where a special effect is activated. Specifically, for example, the play control module 2034 defines an area in which the front side of a digital trading card is displayed when the digital trading card is placed. The area is, for example, the preparation card placement section 32, the battle card placement section 34, or the consumption card placement section 35, in which the card is placed facing up. When the avatar 6 places a card on the preparation card placement section 32, the battle card placement section 34, or the consumption card placement section 35, the play control module 2034 orients the front side of the placed card in a spatial direction, even if the avatar 6 does not perform an operation to turn the card over. This reduces the user's actions during play, allowing the user to enjoy playing more smoothly.

[0101] Furthermore, the play control module 2034 defines an area in which the back side of a digital trading card is displayed when the digital trading card is placed. The area is, for example, the deck placement section 31 or the win / lose condition card placement section 33, in which cards are placed facing back. When the avatar 6 places a card on the deck placement section 31 or the win / lose condition card placement section 33, the play control module 2034 orients the back side of the placed card in the spatial direction, even if the avatar 6 does not perform an operation to turn the card over. This reduces the user's actions during play, allowing the user to enjoy playing more smoothly.

[0102] The play control module 2034 sets an area in the field 30 where a special effect is activated based on a preset rule. Specifically, for example, the field 30 and the area are associated in advance. For example, when the type of TCG is selected by the user, the play control module 2034 defines the field 30 according to the selected TCG. The type of TCG may be selected by selecting the field 30. The effect to be activated and the area where the effect is activated are preset for the field 30, and the play control module 2034 defines the area and the effect based on preset information. The area where the special effect is activated may be set by the user. The play control module 2034 defines the area set by the user for the selected field 30.

[0103] For example, the play control module 2034 may determine the position of an area on the field 30 where a special effect is activated based on a designation from the user before the start of a TCG battle. Specifically, for example, the user designates the position of an area on the field 30 before the start of a TCG battle. The play control module 2034 defines the position designated by the user as the area where a special effect is activated. This allows the user to play a TCG battle on a field with a preset layout like a template, or to play a TCG battle on a field with a layout of the user's preference. Note that there may be positional restrictions on the designation of the position of the area.

[0104] (Shuffle action) The play control module 2034 controls the action of shuffling the stack of cards associated with the avatar 6. Specifically, for example, when the user 5 inputs an instruction to shuffle a stack of cards such as a deck or a stock of cards, the play control module 2034 shuffles the stack of cards. The instruction to shuffle includes, for example, having the avatar 6 hold the stack of cards and having the avatar 6 perform an action that mimics shuffling. The instruction to shuffle also includes, for example, placing the stack of cards in a predetermined area on the field 30 and inputting a predetermined command.

[0105] More specifically, for example, if a deck of cards is treated as one object and the order of cards in the object is managed in a specific management table, the play control module 2034 randomly rearranges the order of cards in the management table when a shuffle command is input. Also, for example, if a deck of cards is formed by overlapping card objects one by one, the play control module 2034 rearranges the placement order of the overlapping cards in the virtual space when a shuffle command is input.

[0106] The play control module 2034 may control so that when shuffling a deck of cards, a shuffle action is displayed in a manner desired by the user. The shuffle action may include, for example, a flashy motion. The shuffle action may be available for purchase by the user, may be provided as a predetermined bonus, or may be created by the user himself. The play control module 2034 may display the shuffle action not only to the user who desired the shuffle action, but also to the user's opponent and spectators watching the match.

[0107] (Rewind the match) The play control module 2034 rewinds the situation of the match in response to an instruction from the user. Specifically, for example, the management module 2033 updates the match information table 2024 based on the action during the match acquired based on the user's operation. When the play control module 2034 receives an instruction to rewind the match from the user, it refers to the match information table 2024 and rewinds the arrangement of the cards on the field 30, the objects associated with the cards, and the like, by a predetermined time. The rewind time may be set in advance, or the time may be included in the instruction from the user. The play control module 2034 may rewind the situation by a predetermined number of moves. The number of moves to be rewinded may be set in advance, or the number of moves to be rewinded may be included in the instruction from the user.

[0108] In a typical digital trading card game, the necessity of card manipulation is determined according to predetermined rules. Therefore, cards that cannot be used depending on the game situation are restricted from being played. In the TCG in the metaverse space according to this embodiment, there are basically no restrictions on when, where, and what cards are used. Because there are no such restrictions, by preparing image data of the card surface, users can freely play TCGs with any rules. In addition, it is also possible to play with unique rules that deviate from the rules assumed by the provider of the trading cards. On the other hand, because of the high degree of freedom, mistakes may occur during play that are not noticed by the opponents. In such cases, it is possible to check whether a mistake actually occurred by rewinding the battle situation. In addition, when practicing TCG, the card rotation during play may be explained. In such cases, it is possible to lecture the opponent during practice on the intention of the card rotation by rewinding the battle situation.

[0109] (Deck Settings) The play control module 2034 sets the deck to be used in the match by the user in response to the user's operation. Specifically, for example, a predetermined deck is placed in the metaverse space so that it can be used. The deck is, for example, a deck whose contents are set in advance and whose contents can be recognized from the outside. At this time, the deck's contents can be freely changed in response to, for example, a user's specification. If the user agrees with the contents of the deck, the deck is used to start the match. On the other hand, if the user does not agree with the contents of the deck, the user specifies the contents of the deck. For example, the user refers to the deck information table 2023 and inputs the code of the deck that the user wishes to use. The play control module 2034 replaces the contents of the deck with the contents of the desired deck based on the code input by the user. As a result, the desired deck is assembled in response to the user's request, and the burden on the user in constructing the deck can be reduced compared to the method of constructing a deck by selecting cards one by one in the metaverse space as in the real world.

[0110] The observation control module 2035 controls the observation of the TCG match in the metaverse space. Specifically, for example, the observation control module 2035 controls the space so that a third user can observe a match between a first user 5A and a second user 5B, which is held in the metaverse space, with a feeling similar to that of a real space. For example, the observation control module 2035 defines a field 30 on which the avatar 6A of the first user 5A and the avatar 6B of the second user 5B play the TCG, and controls the space so that a third user can observe a match between the avatar 6A and the avatar 6B, as shown in FIG. 2 to FIG. 4. The observation control module 2035 controls the space so that the third user cannot interfere with the cards used by the avatar 6A and the cards used by the avatar 6B.

[0111] Specifically, for example, for a card (deck) used by a first user 5A, the user ID of the first user 5A is stored as the user. Also, for a card (deck) used by a second user 5B, the user ID of the second user 5B is stored as the user. When a third user touches a card or comes close to touching a card (approaching a card) during a TCG play between the first user 5A and the second user 5B, the observation control module 2035 compares the user ID of the third user with the user ID stored as the user of the card. When a user who touched or approached a card is not registered as a user, the observation control module 2035 controls the user's contact with and approach to the card so as not to affect the card.

[0112] The watching control module 2035 may enable watching of matches being held in real time, or may enable watching of only finished matches. The watching control module 2035 may enable watching of matches with a predetermined time difference from real time, as a watching method similar to real time. The predetermined time difference represents, for example, a time during which one or two actions can be taken, more specifically, about several minutes. In addition, whether or not to delay watching and the time difference in the case of a delay may be set by the competitors during or before the match.

[0113] By slightly delaying the timing of watching from real time, it is possible to provide the spectator with a nearly real-time watching experience and to prevent cheating during the match. Note that the watching control module 2035 may make the match to be watched take place in a space such as a match room that is visible from the outside but cannot be interfered with, as a measure against "passing through" and "interference" by the spectator. In this case, when the spectator watches the inside of the match room, he or she will be watching the match between the first user 5A and the second user 5B that took place a predetermined time ago.

[0114] The presentation module 2036 presents an image of a TCG being played in the metaverse space to a user who is playing a match. Also, for example, the presentation module 2036 presents an image of a TCG being played in the metaverse space to a user who is watching the match.

[0115] <2 Data Structure> Figures 8 to 11 are diagrams showing examples of data structures of information stored in the server 20. Note that Figures 8 to 12 are merely examples, and do not exclude data that is not shown.

[0116] FIG. 8 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in FIG. 8 is a table having columns such as name, age, address, date of birth, and date of registration, with a user ID as a key. The user information table 2021 is not limited to the above, and may have columns such as skill (proficiency, player level), followers, etc. The user information table 2021 may have a column that stores the results of matches by users.

[0117] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user began using services related to the TCG.

[0118] A record in the user information table 2021 is added when a new user is registered.

[0119] Fig. 9 is a diagram showing an example of the data structure of the card master table 2022. The card master table 2022 shown in Fig. 9 is a table having columns such as name, type, attribute, card information, and image data, with the card ID as a key.

[0120] The card ID is an item that stores an identifier for uniquely identifying the type of card. The name is an item that stores the name of the card. The type is an item that stores the type of card. The attribute is an item that stores the nature to which the character belongs. The card information is an item that stores information that explains the contents of the card. The image data is an item that stores an image. Cards with the same content but different images may be assigned different card IDs.

[0121] A record in the card master table 2022 is added, for example, when a new card is issued.

[0122] FIG. 10 is a diagram showing an example of the data structure of the deck information table 2023. The deck information table 2023 shown in FIG. 10 is a table having columns such as name, creator, creation date, composition card, battle information, and publication, with the deck code as a key. In addition to these, the deck information table 2023 may have information on the deck's nickname, a representative image, the number of views, the user ID of the user currently using the deck in a TCG battle, and the like. The number of views stores, for example, the number of users who have confirmed the contents of the deck. If the server 20 provides a function for copying deck composition, the number of users who have copied may be stored as the number of references.

[0123] The deck code is an item that stores an identifier for uniquely identifying a registered deck. The deck code is issued by the management module 2033 when the deck requested to be made public by the user is a new deck. A new deck, for example, refers to a deck in which at least a part of the deck is different from existing decks. In other words, a new deck can be said to refer to a deck in which no deck with the exact same configuration exists.

[0124] Name is an item that stores the name of the deck. The name is given by the user. Creator is an item that stores the user ID of the user who originally created the deck. Creation date is an item that stores the date the deck was originally created. Organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card IDs of the cards that make up the deck are stored. Match information is an item that stores information about a match that was performed using a deck identified by a deck code. Match information includes, for example, the following information: - Match ID to identify the match Date and time of match -Participated competitions Competition Results

[0125] "Public" is an item that stores whether or not a deck is publicly available to other users. In this embodiment, a circle indicates that the deck is publicly available to other users, and a cross indicates that the deck is not publicly available to other users. As long as it is possible to identify whether or not the deck has been approved for publication, input of a circle or a cross is not required. In this embodiment, a deck that is not publicly available means that only the user himself can view it.

[0126] Records in the deck information table 2023 are added when a new deck is registered.

[0127] FIG. 11 is a diagram showing an example of the data structure of the match information table 2024. The match information table 2024 shown in FIG. 11 is a table having columns such as date and time, opponent, deck code, winner, match log information, and tournament information, with a match ID as a key. The match information table 2024 may have a column for storing an image in the metaverse space during a match. For example, the column stores reference information (path) for an image data file stored in another area. The match information table 2024 may have a column for storing the type of TCG selected by the user in the match. The match information table 2024 may have a column for storing the lent rule when a special rule is lent, even if the type of TCG is the same.

[0128] The battle ID is an item that stores an identifier for uniquely identifying a battle. The battle ID is issued by the management module 2033 when new information about a battle is registered. The date and time is an item that stores the date and time when the battle took place. The opponents is an item that stores information about the players who fought the battle. In this embodiment, for example, the opponents store the user IDs of the players who fought the battle. The information stored as the opponents is not limited to the user ID. Any name, nickname, etc. can be used as long as it is possible to identify the opponent.

[0129] The deck code is an item that stores a code that identifies the deck used in a match. In this embodiment, for example, a player who played a match is associated with the deck code of the deck used by that player. Note that the deck code does not necessarily have to be stored. In other words, the deck code does not necessarily have to be registered.

[0130] The winner is an item that records the winner of the match.

[0131] The battle log information is an item that stores the play actions adopted by the players during the battle. The battle log information includes, for example, the action number, the actor, the target card, etc. The action number stores a number that indicates the order of the actions taken by the opponent. For example, the first action is assigned the action number: 1, and the subsequent actions are assigned numbers from 2 onwards. The method of assigning the action number is not limited to this. The action number may be assigned in association with the turn that has passed. For example, it may be expressed as "turn number-number" or "turn number-actor-number". By expressing it in this way, it becomes possible to recognize the number of turns and the actor together. In addition, an action that is activated in response to a specific action may be expressed in a way that makes it possible to understand that it is a corresponding action.

[0132] The actor stores the player who acted during the match. For example, the actor stores a user ID. The target card stores the card that was acted by the player. For example, the target card stores the card ID of the card selected and acted by the user.

[0133] The tournament information is an item that stores information about a match. For example, the tournament information includes the name of the tournament in which the match was held and the number of rounds in the tournament. The tournament information may include match information in a privately held tournament, regardless of whether the tournament was officially held. Furthermore, the tournament information is not limited to a tournament, and may include match information in a private match.

[0134] A record is added to the match information table 2024 when a new match is registered.

[0135] <3 operations> (TCG match implementation) The operations of the terminal device 10A, the terminal device 10B, and the server 20 when a TCG match is played between a first user 5A and a second user 5B in the metaverse space will be described.

[0136] FIG. 12 is a diagram for explaining an example of the operation of the terminal device 10A, the terminal device 10B, and the server 20 when a TCG match is performed between the first user 5A and the second user 5B. The first user 5A and the second user 5B may be within a predetermined distance range (for example, within a range where communication can be performed) as shown in FIG. 1. The first user 5A and the second user 5B may be located far away from each other as long as the avatar 6A and the avatar 6B can communicate with each other in the metaverse space. The first user 5A and the second user 5B communicate with each other via the avatar 6A and the avatar 6B and agree to play a TCG match.

[0137] In step S11, the terminal device 10A transmits a match request to the server 20, and the terminal device 10B transmits the match request to the server 20. Specifically, for example, the first user 5A operates the terminal device 10A, inputs the user ID of the second user 5B, and requests the server 20 to play a TCG match with the second user 5B. The terminal device 10A transmits the match request to the server 20 in accordance with the operation from the first user 5A. Also, the second user 5B operates the terminal device 10B, inputs the user ID of the first user 5A, and requests the server 20 to play a TCG match with the first user 5A. The terminal device 10B transmits the match request to the server 20 in accordance with the operation from the second user 5B. In FIG. 12, the match requests for the first user 5A and the second user 5B are transmitted to the server 20 at the same time, but they do not have to be transmitted at the same time, and may arrive at the server 20 within a predetermined period of time.

[0138] When transmitting a match request, the first user 5A and the second user 5B may select the type of TCG to be played against, and transmit the selected type from the terminal devices 10A and 10B to the server 20. The type of TCG to be played against may be selected directly, or a field corresponding to the type of TCG may be selected. The type of TCG to be played against may be selected in a format in which one user specifies the type and the other user agrees, or in a format in which both users specify the type. The type of TCG to be played against may also be selected by selecting a deck of the TCG placed in the metaverse space. In this case, for example, a plurality of decks for each of a plurality of types of TCG may be placed in the metaverse space.

[0139] The transmission of a match request by the first user 5A and the second user 5B may be, for example, an input of a predetermined command requesting a match, or the avatar 6A and the avatar 6B who are within a predetermined distance in the metaverse space may pick up a TCG deck. When the relationship between the avatar 6A and the avatar 6B can be grasped, such as being within a predetermined distance in the metaverse space, the server 20 can identify the first user 5A and the second user 5B who will play the TCG match from the relationship between the avatar and the user. In such a case, the first user 5A and the second user 5B do not need to notify the server 20 of each other's user IDs.

[0140] In step S12, the server 20 matches players who will play a TCG match. Specifically, for example, the play control module 2034 matches the first user 5A with the second user 5B based on the user ID of the second user 5B designated by the first user 5A and the user ID of the first user 5A designated by the second user 5B. When the first user 5A and the second user 5B are matched, the server 20 transmits a matching result to the first user 5A and transmits the matching result to the second user 5B.

[0141] When the matching result is transmitted from the server 20, the terminal device 10A displays the matching result to the first user 5A. When the matching result is transmitted from the server 20, the terminal device 10B displays the matching result to the second user 5B.

[0142] In step S13, the terminal device 10A transmits to the server 20 that the first user 5A has agreed to the matching. Furthermore, the terminal device 10B transmits to the server 20 that the second user 5B has agreed to the matching. Specifically, for example, the first user 5A inputs a predetermined command to agree to the matching result displayed on the terminal device 10A. The first user 5A may agree to the matching result by making a predetermined gesture. Furthermore, for example, the second user 5B inputs a predetermined command to agree to the matching result displayed on the terminal device 10B. The second user 5B may agree to the matching result by making a predetermined gesture.

[0143] For example, the first user 5A and the second user 5B do not agree to the matching result if they do not play a TCG match. The first user 5A and the second user 5B may, for example, input a predetermined command to not agree to the matching result, may not agree to the matching result by a predetermined gesture, or may not agree to the matching result by returning the deck held by the avatar to its original location.

[0144] In step S14, the server 20 updates the match information table 2024. Specifically, for example, when a match is established between the first user 5A and the second user 5B, the management module 2033 creates a record in the match information table 2024 by assigning a match ID to the agreed match, and stores the date and time and the opponents in each item of the created record. When the decks to be used by the first user 5A and the second user 5B have been determined, the management module 2033 stores a deck code in the created record.

[0145] In step S15, the server 20 starts a TCG match. Specifically, for example, the play control module 2034 makes the field 30 for carrying out the TCG match appear in the metaverse space. The field 30 may be made to appear using an object that originally exists in the metaverse space, or may be made to appear in an empty space. For example, the play control module 2034 makes the field 30 as shown in FIG. 2 appear in the metaverse space. The play control module 2034 defines, for example, an area in the field 30 where a special effect is activated.

[0146] The play control module 2034 may allow the user to select the type of TCG after matching between the first user 5A and the second user 5B is established. The play control module 2034 may allow the user to select a deck to be used in a match after matching between the first user 5A and the second user 5B is established. The deck may be selected by selecting a deck placed in the metaverse space, or by inputting a desired deck ID.

[0147] When the field 30 appears in the metaverse space, the first user 5A and the second user 5B start a TCG match using the decks held by the avatar 6A and the avatar 6B. The play control module 2034 executes the TCG match between the avatar 6A and the avatar 6B. The terminal device 10A and the terminal device 10B display images related to the TCG to be played in the metaverse space to the first user 5A and the second user 5B, respectively.

[0148] The first user 5A, via the avatar 6A, and the second user 5B, via the avatar 6B, can freely place cards at any position in the field 30 at any timing. The first user 5A and the second user 5B can play a TCG in the metaverse space with the same degree of freedom as playing a TCG in the real world. In other words, in this embodiment, the timing of placing cards, the position of placing cards, etc. are not specified, as in general digital trading card games.

[0149] Terminal device 10A displays the card in a size that is easily visible to first user 5A. Terminal device 10B displays the card in a size that is easily visible to second user 5B. The size at which the card is displayed may be set in advance, may be set according to the size and type of field 30, or may be set by a user's designation. The display size may be designated by a predetermined command or a predetermined gesture, for example.

[0150] For example, the first user 5A shuffles the deck held by the avatar 6A. The first user 5A may input a predetermined command for shuffling the deck, or may make a predetermined gesture for shuffling the deck. When the play control module 2034 detects the predetermined command or the predetermined gesture from the terminal device 10A, it shuffles the deck held by the avatar 6A. Also, the second user 5B shuffles the deck held by the avatar 6B, for example. The second user 5B may input a predetermined command for shuffling the deck, or may make a predetermined gesture for shuffling the deck. When the play control module 2034 detects the predetermined command or the predetermined gesture from the terminal device 10B, it shuffles the deck held by the avatar 6B.

[0151] The avatar 6A and the avatar 6B draw cards from the deck placement section 31 according to a mutually determined order, and put the drawn cards into their hands. The avatar 6A and the avatar 6B put cards from their hands into a predetermined area, for example, the preparation card placement section 32, the battle card placement section 34, etc. The terminal device 10A displays an image of the card of the avatar 6B, in which recognition of the face of the card is restricted, to the first user 5A, while the avatar 6B draws a card from the predetermined area into his hand. The terminal device 10A also displays an image of the card of the hand held by the avatar 6B, in which recognition of the face of the card is restricted, to the first user 5A, while the avatar 6B puts a card from his hand into the predetermined area. The terminal device 10A also displays an image of the card of the avatar 6B, in which recognition of the face of the card is restricted, to the first user 5A, while the avatar 6B puts a card from his hand into the predetermined area. For example, while the avatar 6A draws a card from a predetermined area into his hand, the terminal device 10B displays to the second user 5B an image of the card of the avatar 6A in which recognition of the face of the card is restricted. Also, for example, the terminal device 10B displays to the second user 5B an image of the card in the hand held by the avatar 6A in which recognition of the face of the card is restricted. Also, for example, while the avatar 6A puts a card from his hand into a predetermined area, the terminal device 10B displays to the second user 5B an image of the card of the avatar 6A in which recognition of the face of the card is restricted.

[0152] For example, when the card played by the avatar 6B reaches a predetermined area in the field 30, such as the preparation card placement section 32, the terminal device 10A releases the restriction placed on the front of the card played by the avatar 6B. For example, when the terminal device 10A receives from the server 20 that the second user 5B has made a predetermined input or a predetermined gesture, the terminal device 10A releases the restriction placed on the front of the card played by the avatar 6B. For example, when the card played by the avatar 6A reaches a predetermined area in the field 30, such as the preparation card placement section 32, the terminal device 10B releases the restriction placed on the front of the card played by the avatar 6A. For example, when the terminal device 10B receives from the server 20 that the first user 5A has made a predetermined input or a predetermined gesture, the terminal device 10B releases the restriction placed on the front of the card played by the avatar 6A. Note that the predetermined area in the field 30 may be set by the first user 5A or the second user 5B, for example.

[0153] The avatar 6A and the avatar 6B proceed with the match, and for example, each of them puts a card in a predetermined area. For example, when a card is placed by the avatar 6A or the avatar 6B in the preparation card placement section 32, the battle card placement section 34, the consumption card placement section 35, or the like with its back side facing the spatial direction, the terminal device 10A, 10B changes the backside of the card to a state where it faces the front side. For example, when a card is placed by the avatar 6A or the avatar 6B in a predetermined area other than the preparation card placement section 32, the battle card placement section 34, the consumption card placement section 35, or the like with its back side facing the spatial direction, the terminal device 10A, 10B changes the backside of the card to a state where it faces the front side. For example, when a card is placed by the avatar 6A or the avatar 6B in the deck placement section 31, the placement area 36, ​​or the like with its front side facing the spatial direction, the terminal device 10A, 10B changes the frontside of the card to a state where it faces the back side. For example, when a card is placed in a predetermined area other than the deck placement section 31, placement area 36, ​​etc. by avatar 6A or avatar 6B with its face up facing in the spatial direction, terminal device 10A, 10B turns the face up card into a back side.

[0154] For example, when a character related to a card placed on the preparation card placement unit 32 or the battle card placement unit 34 is attacked by a character related to another card, the avatar 6A and the avatar 6B place an object on the card placed on the preparation card placement unit 32 or the battle card placement unit 34 according to the received attack. In addition, for example, when a character related to a card placed on the preparation card placement unit 32 or the battle card placement unit 34 receives a predetermined effect and changes its state, the avatar 6A and the avatar 6B place an object on the card placed on the preparation card placement unit 32 or the battle card placement unit 34 according to its state. When an object is placed on a card, the play control module 2034 groups the object and the card. When the card and the object are grouped, the first user 5A and the second user 5B can move the card and the grouped object by moving the card. In the real world, when an object is attached to a card, it is difficult to move the card without the object being scattered. In the Metaverse, rather than faithfully reproducing the real world, cards and objects are treated as one entity, reducing the burden on players during the game.

[0155] When the physical strength of a character related to a card placed on the preparation card placement unit 32 or the battle card placement unit 34 is recovered, when the character's condition is recovered, or when the character falls, the avatar 6A and the avatar 6B grab an object placed on the card. When an object placed on a card is grabbed by the avatar 6A or the avatar 6B, the play control module 2034 releases the grouping of the card and the object. The play control module 2034 makes it possible to move the object individually relative to the card.

[0156] The management module 2033 stores the moves adopted by the avatar 6A and the avatar 6B in the match information table 2024.

[0157] When a mistake occurs during a match or a situation that cannot be ignored arises, the avatar 6A or avatar 6B inputs a command to rewind the match situation or makes a gesture to rewind the match situation. The avatar 6A or avatar 6B may include in the command or gesture to rewind the match situation how much the situation is to be rewound. The amount of the situation to be rewound may be specified, for example, by the "number of seconds" or by the "number of moves". The amount of the situation to be rewound may be preset. When an instruction to rewind the situation is input from the avatar 6A or avatar 6B, the play control module 2034 refers to the item "match log information" in the match information table 2024 and rewinds the situation by the amount according to the instruction.

[0158] For example, when the avatar 6A or avatar 6B fulfills a predetermined victory condition, the play control module 2034 determines the avatar that fulfilled the victory condition as the winner and ends the TCG match. In addition, for example, when the play control module 2034 receives an input of the win or loss result from the first user 5A or the second user 5B, the play control module 2034 may determine the avatar declared as the winner and end the TCG match.

[0159] In step S16, the server 20 updates the match information table 2024. Specifically, for example, the management module 2033 stores the winner in the match information table 2024 in a record identified by the match ID corresponding to the finished match.

[0160] (Watching a TCG match) The operation of the server 20 when other users watch a TCG match between a first user 5A and a second user 5B in the metaverse space will be described.

[0161] FIG. 13 is a flowchart showing an example of the operation of the server 20 when another user (a third user) watches a TCG match between a first user 5A and a second user 5B.

[0162] In step S21, the server 20 accepts a selection of a match from the third user. Specifically, for example, when the third user wants to watch a TCG match, the third user accesses the server 20. The presentation module 2036 refers to the match information table 2024 and transmits information about a match that can be watched to the terminal device 10 possessed by the third user. The match that can be watched includes, for example, a match currently being played or a match that has been played in the past. For example, when a predetermined time has elapsed since the start of the currently being played match, the watching control module 2035 sets the match as a match that can be watched. The terminal device 10 accepts a designation of a desired watching from the third user and transmits the watching designated by the third user to the server 20.

[0163] In step S22, the server 20 displays the match specified by the third user to the third user. Specifically, for example, the watching control module 2035 reads information about the match specified by the third user from the match information table 2024. For example, the watching control module 2035 reads three-dimensional image information that allows the match to be watched from a free bird's-eye view from the match information table 2024. The watching control module 2035 presents the TCG match played by the first user 5A and the second user 5B to the third user by associating the first user 5A with the cards used by the first user 5A. In addition, the watching control module 2035 presents the TCG match played by the first user 5A and the second user 5B to the third user by associating the second user 5B with the cards used by the second user 5B. The presentation module 2036 presents an image related to the viewing of the TCG match to the user. This allows the third user to watch the match between the first user 5A and the second user 5B taking place in the metaverse space, as if he or she were in the real space.

[0164] The display control unit 194 may make the opponents' hands visible during the match, or may process the card surfaces so that the cards are not visible. The third user may set / cancel the display by inputting a predetermined command or making a predetermined gesture.

[0165] The watching control module 2035 may present the presence of other spectators to the third user. Specifically, for example, the watching control module 2035 presents the number of other spectators watching the same match to the third user. This allows the third user to know how many users are watching this match. In addition, the watching control module 2035 presents, for example, avatars of other spectators watching the same match to the third user. This allows the third user to know how many users are watching this match and whether or not a known user is included.

[0166] The observation control module 2035 controls the space so that the third user cannot interfere with the cards used by the avatar 6A and the cards used by the avatar 6B. For example, the observation control module 2035 imposes a restriction so that the third user cannot touch the cards of the avatar 6A or the avatar 6B. The observation control module 2035 also imposes a restriction so that the third user cannot affect the cards even if they are touched.

[0167] The watching control module 2035 may allow the third user to approach the field 30 up to a desired distance, or may limit the distance that the third user can approach. For example, the watching control module 2035 may define a battle room in which the avatar 6A and the avatar 6B will battle, and may limit the third user to approaching only up to the battle room.

[0168] In step S23, the server 20 ends the watching when the match ends. Specifically, for example, the watching control module 2035 ends the watching when a winner is determined or when an instruction to stop watching is received from the third user. The management module 2033 updates the number of watches associated with the match in the match information table 2024.

[0169] As described above, in the above embodiment, the HMD 10 (terminal device 10) includes a processor and a memory, and controls a TCG played in a virtual space. The control unit 190 displays a field 30 in which a TCG is played between a first user 5A wearing the HMD 10 and a second user 5B in a virtual space (metaverse space). The control unit 190 displays a hand of the second user 5B, which is made up of at least one card, in the virtual space. The control unit 190 detects a first operation for placing a card from the hand on the field 30, which is input by the second user 5B. The control unit 190 outputs an image that limits the recognition of the front of the card to the first user 5A while moving the card from the hand to the field 30 in response to the first operation. In a TCG in the real world, players pay attention to their actions so that their hand and the front of the card to be placed from the hand on the field are not seen by their opponent. However, in the metaverse space, even if players pay attention to their actions, the possibility that their own cards will be revealed to their opponent cannot be denied. Therefore, in a situation where the face of a card is likely to be visible to an opponent, the control unit 190 displays an image that limits the recognition of the face of the card on the display 141. This allows a player to avoid a situation where his / her card is seen by an opponent.

[0170] Therefore, the HMD according to this embodiment can provide an environment for playing a game using virtual cards generated in a virtual space.

[0171] Furthermore, in the above embodiment, control unit 190 detects a second operation input by second user 5B for displaying the front side of the card. Control unit 190 releases the restriction in response to the second operation and outputs an image of the front side of the card. This makes it possible to easily release the image that restricts recognition of the front side of the card, thereby reducing the effort required to handle cards during a match.

[0172] Furthermore, in the above embodiment, the control unit 190 releases the restriction and outputs an image of the front of the card when the card reaches a predetermined area on the field 30. This further reduces the effort required to handle cards during a match, since the restriction is released when the card is placed in the predetermined area without the need for any special operation.

[0173] In the above embodiment, the control unit 190 presents the TCG played by the other users in association with the cards used by the other users. This allows the wearer of the HMD 10 to watch the matches being played by the other users.

[0174] In the above embodiment, the control unit 190 displays the TCG played by multiple other users to the wearer of the HMD 10 with a predetermined delay from the play by the multiple other users. There is a possibility that a spectator of a TCG match in the metaverse space is next to a player in the real world. If the play during a match can be watched without delay, a spectator can peek at the hand of one player and tell other players nearby. By delaying the watching timing from real time, it is possible to suppress cheating during a match.

[0175] In the above embodiment, the control unit 190 limits the interference of the wearer of the HMD 10 with cards used by multiple other users in playing the TCG. This prevents spectators of a TCG match from interfering with cards used by players in the match, making it possible to prevent the match being disrupted while being watched.

[0176] In the above embodiment, the control unit 190 groups or ungroups the object and the card in response to the operation of the first user 5A on the object representing a predetermined state. This makes it easy for the first user 5A to move the card and the object together when the card and the object are grouped. In addition, since the card and the object can be easily ungrouped as necessary, it is also easy to move only the character card. This further reduces the effort required to handle cards during a match.

[0177] In the above embodiment, the control unit 190 defines a first area in which the front side of a card is displayed when the card is placed on the field 30, and a second area in which the back side of the card is displayed when the card is placed on the field 30. This reduces the number of actions that the first user 5A must take while playing, allowing the first user 5A to enjoy playing more smoothly.

[0178] Furthermore, in the above embodiment, the control unit 190 shuffles the deck of cards in response to an operation by the first user 5A to shuffle the deck of cards. In the real world, shuffling the deck is a very important element in conducting a fair match. Each player constantly monitors whether the opponent has properly shuffled the deck, and in some cases may shuffle the opponent's deck themselves. Since the deck is shuffled with a simple operation, the burden during the match is greatly reduced.

[0179] Furthermore, in the above embodiment, control unit 190 shuffles avatar 6A in a manner designated by first user 5A. This allows first user 5A to select the manner of shuffling for himself / herself, thereby improving the interest of the game.

[0180] In the above embodiment, the control unit 190 returns the arrangement of the cards in response to the operation of the first user 5A to return the TCG battle situation to the original state. In the TCG according to this embodiment, the first user 5A and the second user 5B who are playing against each other can play with a high degree of freedom, as in the real world. Since the battle situation can be easily returned by the player's operation, even beginners can play the TCG.

[0181] In the above embodiment, the control unit 190 provides the specified deck to the first user 5A so that the first user 5A can use the specified deck in the virtual space in response to the operation of the first user 5A to specify a deck consisting of multiple cards. This relieves the first user 5A from the burden of building a deck. This makes it easier to play a TCG match.

[0182] In the above embodiment, the control unit 190 changes the size of the cards placed on the field 30 in response to an operation by the first user 5A to change the size of the cards placed on the field 30. This improves the visibility of the cards for the first user 5A. This improves the ease of playing the TCG.

[0183] In the above embodiment, the control unit 190 accepts the selection of a TCG to be played. In response to an operation by the first user to specify a deck consisting of a plurality of cards to be used in the selected TCG, the control unit 190 provides the specified deck to the first user 5A so that the first user 5A can use the specified deck in the virtual space. This allows the player to freely select a TCG and play any TCG in the virtual space.

[0184] Furthermore, in the above embodiment, the control unit 190 accepts the selection of a TCG by selecting the field 30. This allows the player to select a TCG by selecting the field 30. This allows the player to intuitively select a TCG.

[0185] <Modification> In the above embodiment, the system 1 includes the server 20. However, the system 1 does not have to include the server 20. In other words, the system 1 may include a plurality of terminal devices 10. In this case, the functions implemented by the server 20 are implemented by the terminal devices 10.

[0186] In the above embodiment, an example has been described in which the terminal device 10 provides a virtual space to the user. What the terminal device 10 provides is not limited to a virtual space. The terminal device 10 may provide an augmented reality (AR). That is, the terminal device 10 does not display an avatar, but provides information to the user so that a TCG match can be played by making use of a structure that exists in reality. For example, the terminal device 10 recognizes the structure of the real world and provides the user with cards as virtual information.

[0187] In addition, in the above embodiment, an example of a form in which each function is provided by the terminal device 10 or the server 20 is described, but this is not limited to this form, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a form different from the above embodiment.

[0188] Furthermore, the present invention may be realized as a program that causes an information processing device to execute the functions of the above-mentioned terminal device 10 or server 20, or as a computer-readable non-transitory recording medium that stores the program.

[0189] In the above embodiment, the case where there are two players has been described, but the number of players may be three or more.

[0190] <4 Basic hardware configuration of computer> 14 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main storage device 95, an auxiliary storage device 96, and a communication IF (interface) 99. These are electrically connected to each other by a bus.

[0191] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.

[0192] The main storage device 95 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0193] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.

[0194] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.

[0195] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.

[0196] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.

[0197] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 14. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.

[0198] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0199] The control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96, expanding the programs in the main storage device 95, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0200] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with a program. Furthermore, the control unit can cause the processor 94 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0201] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them.

[0202] Usually, a column is set in each table as a key for uniquely identifying a record, but setting a key in the column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.

[0203] The communication unit is realized by the communication IF 99. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.

[0204] The functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general purpose processors, application specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to perform the functions described. Processors include transistors and other circuits and are considered to be circuitry or processing circuitry. A processor may be a programmed processor that executes a program stored in a memory. In this specification, a circuitry, unit, or means is hardware that is programmed to realize or performs the described functions, which may be any hardware disclosed in this specification or any hardware known to be programmed to realize or perform the described functions. If the hardware is a processor considered to be a type of circuitry, the circuitry, means, or unit is a combination of the hardware and software used to configure the hardware and / or processor.

[0205] Although several embodiments of the present disclosure have been described above, these embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are within the scope of the invention and its equivalents as described in the claims, as well as the scope and spirit of the invention.

[0206] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by an HMD (Head Mounted Display) having a processor and a memory and controlling a digital trading card game played in a virtual space, the program causing the processor to execute the steps of: displaying, in the virtual space, a field on which a digital trading card game is played between a first user wearing the HMD and a second user; displaying, in the virtual space, the second user's hand consisting of at least one digital trading card; detecting a first operation input by the second user for placing a digital trading card from the hand on the field; and outputting to the first user an image that limits recognition of the front of the digital trading card while the digital trading card is moved from the hand to the field in response to the first operation. (Appendix 2) A program described in Appendix 1 that causes a processor to execute the steps of detecting a second operation input by a second user for displaying the front of a digital trading card, and releasing the restriction and outputting an image of the front of the digital trading card in response to the second operation. (Appendix 3) The program described in (Appendix 1) or (Appendix 2), wherein in the outputting step, when the digital trading card reaches a predetermined area in the field, the restriction is lifted and an image of the front side of the digital trading card is output. (Appendix 4) A program described in any one of (Appendix 1) to (Appendix 3) that causes a processor to execute a step of presenting a digital trading card game played by multiple other users in association with the multiple other users and the digital trading cards used by the multiple other users. (Appendix 5) The program according to claim 4, wherein in the displaying step, the digital trading card game being played by the other users is displayed with a predetermined delay from the play by the other users. (Appendix 6) A program as described in (Appendix 4) or (Appendix 5) that causes a processor to execute a step of limiting interference with digital trading cards used in a digital trading card game played by multiple other users. (Appendix 7) A program described in any of (Appendix 1) to (Appendix 6), which causes a processor to execute a step of grouping or ungrouping an object and a digital trading card in response to a first user's operation on an object representing a predetermined state. (Appendix 8) A program described in any one of (Appendix 1) to (Appendix 7), wherein in the step of displaying a field, a first area is set in the field in which the front side of the digital trading card is displayed when the digital trading card is placed, and a second area is set in which the back side of the digital trading card is displayed when the digital trading card is placed. (Appendix 9) A program as described in any one of (Appendix 1) to (Appendix 8) that causes a processor to execute a step of shuffling a deck of digital trading cards in response to a first user's operation to shuffle the deck of digital trading cards. (Appendix 10) The program according to claim 9, wherein the shuffling step is performed in a manner specified by the first user. (Appendix 11) The program according to any one of (Appendix 1) to (Appendix 10), which causes a processor to execute a step of returning the arrangement of the digital trading cards in response to an operation by a first user to return the state of the game in a digital trading card game. (Appendix 12) A program described in any one of (Appendix 1) to (Appendix 11), which causes a processor to execute a step of providing the specified deck to the first user so that the specified deck can be used by the first user in a virtual space in response to a first user's operation to specify a deck consisting of a plurality of digital trading cards. (Appendix 13) A program described in any one of (Appendix 1) to (Appendix 12), which causes a processor to execute a step of changing the size of the digital trading cards to be placed on the field in response to an operation by a first user to change the size of the digital trading cards to be placed on the field. (Appendix 14) A program described in any one of (Appendix 1) to (Appendix 14) that causes a processor to execute the steps of accepting a selection of a digital trading card game to be played, and, in response to an operation by the first user to specify a deck consisting of a plurality of digital trading cards to be used in the selected digital trading card game, providing the specified deck to the first user so that the specified deck can be used by the first user in a virtual space. (Appendix 15) The program according to claim 14, wherein in the step of accepting a selection of a digital trading card game, the selection of the digital trading card game is accepted by selecting a field. (Appendix 16) A method executed by an HMD (Head Mount Display) that has a processor and a memory and controls a digital trading card game played in a virtual space, wherein the processor executes all of the steps executed in the invention according to any one of (Appendix 1) to (Appendix 15). (Appendix 17) An HMD (Head Mount Display) that includes a processor and a memory and controls a digital trading card game played in a virtual space, wherein the processor executes all of the steps performed in any of the inventions relating to (Appendix 1) to (Appendix 15). (Appendix 18) A system comprising an HMD (Head Mounted Display) for controlling a digital trading card game played in a virtual space, the system comprising means for executing all of the steps performed in any of the inventions relating to (Appendix 1) to (Appendix 15). [Explanation of symbols]

[0207] 1. System 10...Terminal device 12…Communication Interface 120…Communications Department 13...Input device 131…Button 14...Output device 141…Display 15…Memory 150...Location information sensor 16…Storage 160…Camera 17...Audio processing unit 171…Mike 172…Speaker 180...Storage section 19…Processor 190...Control unit 20…Server

Claims

1. A program for execution by an HMD (Head Mount Display) that includes a processor and a memory and controls a digital trading card game played in a virtual space, the program causing the processor to: displaying, in the virtual space, a field in which a digital trading card game is played between a first user wearing the HMD and a second user; displaying a hand of the second user, the hand consisting of at least one digital trading card, in a virtual space; detecting a first operation input by the second user to place a digital trading card from the hand on the field; outputting an image that limits recognition of a face of the digital trading card to the first user while the digital trading card is being moved from the hand to the field in response to the first operation; A program that executes the following.

2. detecting a second operation input by the second user to display a front side of the digital trading card; releasing the restriction in response to the second operation and outputting an image of the front side of the digital trading card; The program according to claim 1 , which causes the processor to execute the steps:

3. 2. The program according to claim 1, wherein in said outputting step, when said digital trading card reaches a predetermined area in said field, said restriction is lifted and an image of the front side of said digital trading card is output.

4. 2. The program according to claim 1, further comprising a step of presenting a digital trading card game played by a plurality of other users in association with the plurality of other users and the digital trading cards used by the plurality of other users.

5. 5. The program according to claim 4, wherein in said displaying step, the digital trading card game being played by the plurality of other users is displayed with a predetermined delay from the play by the plurality of other users.

6. 5. The program of claim 4, causing the processor to execute a step of limiting interference with digital trading cards used in a digital trading card game played by the other users.

7. 2. The program of claim 1, further comprising a step of causing the processor to execute a step of grouping or ungrouping the object and the digital trading card in response to an operation of the first user on an object representing a predetermined state.

8. 2. The program according to claim 1, wherein in the step of displaying the field, a first area in which the front side of the digital trading card is displayed when the digital trading card is placed in the field, and a second area in which the back side of the digital trading card is displayed when the digital trading card is placed in the field are set.

9. 2. The program of claim 1, further comprising: shuffling the deck of digital trading cards in response to an operation by the first user to shuffle the deck of digital trading cards.

10. 10. The program according to claim 9, wherein the shuffling step is performed in a manner designated by the first user.

11. 2. The program according to claim 1, further comprising causing the processor to execute a step of returning the arrangement of the digital trading cards in response to an operation of the first user for returning the state of the digital trading card game to a previous state.

12. 2. The program of claim 1, which causes the processor to execute a step of providing the specified deck to the first user so that the specified deck can be used by the first user in the virtual space in response to an operation by the first user to specify a deck consisting of a plurality of the digital trading cards.

13. 2. The program of claim 1, further comprising: a step of causing the processor to execute a step of changing the size of the digital trading cards to be placed on the field in response to an operation of the first user for changing the size of the digital trading cards to be placed on the field.

14. accepting a selection of a digital trading card game to play; providing the designated deck to the first user in response to an operation by the first user to designate a deck consisting of a plurality of digital trading cards to be used in the selected digital trading card game so that the designated deck can be used by the first user in the virtual space; The program according to claim 1 , which causes the processor to execute the steps:

15. 15. The program according to claim 14, wherein in the step of accepting the selection of the digital trading card game, the selection of the digital trading card game is accepted by selecting the field.

16. A method implemented in an HMD (Head Mount Display) having a processor and memory for controlling a digital trading card game played in a virtual space, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 15.

17. An HMD (Head Mount Display) that has a processor and memory and controls a digital trading card game played in a virtual space, wherein the processor executes all of the steps performed in the invention according to any one of claims 1 to 15.

18. A system comprising an HMD (Head Mount Display) for controlling a digital trading card game played in a virtual space, the system comprising means for executing all of the steps performed in any of the inventions according to claims 1 to 15.

Citation Information

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