Entertainment system and server

The entertainment system and server dynamically change user names based on relationships, addressing limitations in conventional systems by using a name control unit and machine-learned models to enhance user interaction and engagement.

JP2025114130APending Publication Date: 2025-08-05BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024008613
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-24
Publication Date
2025-08-05

AI Technical Summary

Technical Problem

Conventional techniques for generating nicknames in virtual environments do not allow for dynamic changes based on user relationships, limiting the flexibility and personalization of user names.

Method used

An entertainment system and server that include a name setting unit and a name control unit to change or add user names based on predetermined conditions related to the relationship between users, allowing for multiple name changes, use of machine-learned learning models, and storage of relationship changes with associated names.

Benefits of technology

Enables dynamic and personalized name changes based on user relationships, enhancing user interaction and engagement in virtual spaces.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an entertainment system which can appropriately control the name of a user in a virtual place.SOLUTION: An entertainment system includes: a name setting part for setting a name for specifying a user in a virtual place in which the user participates; and a name control part for changing or adding the name of a user, which is used when another user specifies the user, and / or the name of another user, which is used when the user specifies another user, on the basis of predetermined conditions including a condition related to the relationship between the user and another user.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to an entertainment system and a server. [Background technology]

[0002] BACKGROUND ART Conventionally, there is known a technique for generating nicknames for users depending on the relationships between users (users and characters in a game) (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 11-109991 [Patent Document 2] Japanese Patent Application Publication No. 2020-77249 Summary of the Invention [Problem to be solved by the invention]

[0004] The above-mentioned conventional techniques generate nicknames based on gender, parent-child relationships, etc., and do not allow nicknames to be changed between users of the same system.

[0005] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide an entertainment system etc. that can appropriately control the names of users in a virtual space. [Means for solving the problem]

[0006] (1) The present invention relates to an entertainment system including a name setting unit that sets a name for identifying a user in a virtual space the user participates in, and a name control unit that changes or adds a user name used by other users to identify the user and / or a name of other users used by the user to identify the other users, based on predetermined conditions including conditions related to the relationship between the user and other users. The present invention also relates to a server including the above units.

[0007] According to the present invention, the names of the user and other users can be appropriately controlled depending on the relationship between the user and other users.

[0008] (2) In the entertainment system and server according to the present invention, the name control unit may change or add the name multiple times.

[0009] (3) In the entertainment system and server according to the present invention, the name control unit may use the changed or added name of the user when the other users call the user.

[0010] (4) In addition, in the entertainment system and server of the present invention, the name control unit may use the changed or added name of the user when other users who have a predetermined relationship with the other user refer to the user.

[0011] (5) In the entertainment system and server according to the present invention, the relationship may be information about the other user.

[0012] (6) In the entertainment system and server according to the present invention, the relationship is , may be different for each of the plurality of other users.

[0013] (7) In the entertainment system and server according to the present invention, the relationship may be determined by at least one parameter and / or at least one attribute.

[0014] (8) In the entertainment system and server according to the present invention, the parameters and / or attributes may be changed based on a predetermined behavioral result.

[0015] (9) In the entertainment system and server according to the present invention, the predetermined condition may include a condition regarding a change in the relationship between the user and the other user.

[0016] (10) In addition, in the entertainment system and server of the present invention, the specified conditions may include conditions regarding changes in the relationship between the user and the other users, and conditions regarding information about the user in the virtual space.

[0017] (11) In the entertainment system and server according to the present invention, the change in the relationship may be reversible.

[0018] (12) In the entertainment system and server according to the present invention, the name control unit may select, from the name candidates, a name that corresponds to the change in the relationship as the name to be changed or added.

[0019] (13) In addition, in the entertainment system and server of the present invention, the name control unit may input information regarding changes in the relationship into a machine-learned learning model to generate the name to be changed or added.

[0020] (14) The entertainment system and server according to the present invention may further include a storage unit that stores the change in the relationship and the changed or added name in association with each other.

[0021] (15) In addition, in the entertainment system and server of the present invention, the name control unit may determine at least one method of changing or adding the name from among a method of changing the name itself, a method of changing some of the characters that make up the name, and a method of adding a title to the name, based on a parameter indicating the relationship between the user and the other user.

[0022] (16) In addition, in the entertainment system and server of the present invention, the name control unit may change or add the name by a method of changing the name itself, and may determine the content of the change to the name itself based on parameters indicating the relationship between the user and the other user.

[0023] (17) In addition, in the entertainment system and server of the present invention, the name control unit may change or add to the name by changing some of the characters that make up the name, and may determine the number of characters to change based on a parameter that indicates the relationship between the user and the other user.

[0024] (18) In the entertainment system and server according to the present invention, the name control unit changes or adds a title to the name, and determines the type of title to be added based on a parameter indicating a relationship between the user and the other user. Good too.

[0025] (19) In the entertainment system and server according to the present invention, the name control unit may change or add a name of the user used on the terminal of the other user.

[0026] (20) In the entertainment system and server according to the present invention, the name control unit may differentiate the user name used on the terminal of the other user from the user name used on the terminal of the user. [Brief explanation of the drawings]

[0027] [Figure 1] 1 is a diagram showing an entertainment system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of functional blocks of a server according to the present embodiment. [Figure 3] FIG. 2 is a diagram showing an example of functional blocks of a terminal according to the present embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a display screen displayed on a display unit of the terminal. [Figure 5] FIG. 4 is a diagram showing an example of a display screen displayed on a display unit of the terminal. [Figure 6] 3 is a flowchart showing the processing flow of the entertainment system of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0028] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary constituent elements of the present invention.

[0029] 1. Configuration Fig. 1 is a diagram showing an entertainment system of this embodiment. In this embodiment, the entertainment system is configured with a plurality of terminals 10 and a server 20. In other words, as shown in Fig. 1, the entertainment system of this embodiment is configured so that the server 20 that provides services and the terminals 10 can be connected to a network.

[0030] The server 20 is an information processing device that provides online services in response to requests from the terminal 10. The server 20 can be configured from a group of servers (authentication server, matching server, game (event) processing server, communication server, billing server, database server, etc.).

[0031] In this embodiment, the server 20 manages virtual spaces in which users participate (for example, virtual spaces such as a game space, a lobby space, and a chat space), and the user's terminal 10 is connected to the server 20. The server 20 manages information such as user account information and information media that can be used in the virtual space (avatars, characters, items, points, in-game currency, etc.).

[0032] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, etc., and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.

[0033] 2 shows an example of functional blocks of the server 20 of this embodiment. Note that the server of this embodiment may have a configuration in which some of the components (each unit) of FIG. 2 are omitted.

[0034] The storage unit 270 stores programs for causing a computer to function as each unit of the processing unit 200. The memory unit 270 stores the program and various data, and also functions as a work area for the processing unit 200, and this function can be realized by a hard disk, RAM, etc. The memory unit 270 includes a storage unit 272 (for example, a database).

[0035] The storage unit 272 stores user information for each of the users of the multiple terminals 10 connected to the server 20 (multiple users participating in a virtual space managed by the server 20). For example, the storage unit 272 stores, as user information, the username (user account), password, destination information (IP address, etc.) of the terminal 10, etc., in association with the user identification information (user ID, terminal ID of the terminal used by the user, etc.) of each of the multiple users. The storage unit 272 also stores, as user information, information for identifying other users who have a predetermined relationship (for example, a friend relationship) with the user. The storage unit 272 also stores, as user information, information on information media owned by the user in association with the user identification information.

[0036] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0037] The processing unit 200 (processor) performs various processes such as user information management, login / logout processing, and communication control processing based on data, programs, etc. transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs. The processing unit 200 includes a name setting unit 210 and a name control unit 212.

[0038] The name setting unit 210 sets a name (nickname) for identifying the user in a virtual place (virtual three-dimensional space, virtual two-dimensional space) in which the user participates. The set user name is stored in the user information of the user, and is also transmitted (notified) to the terminal 10 of the user and to the terminals 10 of other users who need to identify the user. The user name may be the user's own name, or the name of a character (user character) or avatar associated with the user.

[0039] The name control unit 212 changes or adds the user's name used when other users identify the user (for example, when other users call the user) and / or the names of other users used when the user identifies other users (for example, when the user calls other users) based on predetermined conditions including conditions related to the relationship between the user and other users (for example, a change in the relationship). The changed or added user name is stored in the user information of the user in association with the relationship with the other user (for example, a change in the relationship), and is also sent (notified) to the terminal 10 of the user and the terminals 10 of the other users. The other users may be NPCs (non-player characters).

[0040] The name control unit 212 may change or add the name multiple times. Furthermore, the name control unit 212 may use the changed or added user's name when other users who have a predetermined relationship (e.g., a friend relationship) with the other user call the user. Furthermore, the name control unit 212 may select a name corresponding to the change in the relationship as the name to be changed or added from among multiple name candidates, or may input information regarding the change in the relationship into a machine-learned learning model to generate the name to be changed or added. Furthermore, the name control unit 212 may change or add the user's name used on the other user's terminal 10, and make the name of the user used on the other user's terminal 10 different from the name of the user used on the user's terminal.

[0041] An example of functional blocks of the terminal 10 of this embodiment is shown in Fig. 3. Note that the terminal of this embodiment may have a configuration in which some of the components (each unit) of Fig. 3 are omitted.

[0042] The input unit 150 is a device for inputting (detecting) input information from a user, and outputs the user's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as a touch panel, a touch pad, a mouse, directional keys or buttons, and a keyboard.

[0043] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a work area for the processing unit 100, and this function can be realized by a hard disk, RAM, etc.

[0044] The display unit 190 outputs the image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, LCD, or HMD (head mounted display) that also functions as the input unit 150.

[0045] The sound output unit 192 outputs the sound generated by the processing unit 100, and this function can be realized by a speaker, headphones, or the like.

[0046] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0047] Note that the programs and various data stored in an information storage medium or storage unit of the server 20 for causing a computer to function as each unit of the processing unit 100 may be received via a network, and the received programs and data may be stored in the storage unit 170. Such cases of receiving programs and various data and causing a terminal to function are also included within the scope of the present invention.

[0048] The processing unit 100 (processor) performs processes such as display control processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, a program, data received via the communication unit 196, etc. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASIC (gate array, etc.), or by a program. The processing unit 100 includes a display control unit 110, an image generation unit 120, and a sound generation unit 130.

[0049] The display control unit 110 controls the display unit 190 to display the name used to identify the user and the name used to identify the other user, based on information about the user's name and the names of other users (information about names that have been set, changed, or added) received from the server 20.

[0050] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190. For example, the image generation unit 120 may generate an image (a so-called three-dimensional image) seen from a virtual camera (a given viewpoint) in a virtual space.

[0051] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .

[0052] The entertainment system of this embodiment may be configured as a server system, which may be configured with one or more servers (such as an authentication server, a game (event) processing server, a communication server, a billing server, and a database server). In this case, the server system performs processing of each unit of the processing unit 100 based on operation input (data input to an input unit of a terminal) transmitted from one or more terminals (e.g., smartphones, mobile phones, portable game consoles, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data refers to data for displaying an image generated by the method of this embodiment on each terminal, and may be image data itself or various data (object data, game processing result data, etc.) used by each terminal to generate an image. In this way, the processing of the name setting unit 210, name control unit 212, and display control unit 110 may be configured to be executed entirely by the server, entirely by the terminals, or distributed between the server and the terminals.

[0053] 2. Method of this embodiment Next, the method of this embodiment will be described with reference to the drawings. In the entertainment system of this embodiment, a name (nickname) is set to identify a user in a virtual place such as a virtual space in which the user participates, and the names of other users used by the user to identify other users and the names of users used by other users to identify the user are changed or added according to changes in the relationship between the user and other users.

[0054] The initial name assigned to a user may be set by the user himself / herself, or may be automatically set by a computer (name setting unit 210). In the latter case, the user's name may be set based on the user's user information. User information includes, for example, personal information such as the user's name, age, gender, and place of residence, as well as information about the user's operation in the virtual world, such as game play history and billing history. The user's name may also be set based on character information of a character associated with the user. Character information includes, for example, unique information about the character, such as the character's name, age, gender, and appearance characteristics, as well as information based on the user's settings and operations, such as game items (outfits, weapons, etc.) and parameters (attack power, defense power, etc.). A name automatically determined by a computer may be presented to the user, and if the user performs an operation to accept the name, the name may be set as the user's name.

[0055] FIG. 4 shows a display screen DS displayed on the display unit 190 of the terminal 10 of user "A" when user "A" communicates (chat, etc.) with user "B." A and the display screen DS displayed on the display unit 190 of the terminal 10 of user "B" B FIG. 10 is a diagram showing an example of a display screen DS. A ,DS B is displayed as the initial name set for user "A" as "Takashi" and as the initial name set for user "B" as "Hamaguchi." Also, a message MS entered by user "A" is displayed in association with the name of user "A," and a message MS entered by user "B" is displayed in association with the name of user "B."

[0056] In this embodiment, when a predetermined condition regarding a change in the relationship between user "A" and user "B" is satisfied, the name of user "B" when user "A" identifies user "B" and the name of user "A" when user "B" identifies user "A" are changed (or added). In the example shown in FIG. 5, the relationship between user "A" and user "B" has become closer, so the predetermined condition is satisfied, and the display screen DS of user "A" A In this case, the name of user "B" is changed from "Hamaguchi" to "Hamacchan", and the display screen DS of user "B" B In the example, the name of user "A" has been changed from "Takashi" to "Tacchan." That is, for the name of user "A," the (original) name "Takashi" before the change is used on the terminal 10 of user "A," and the changed name "Tacchan" is used on the terminal 10 of user "B." Similarly, for the name of user "B," the name before the change "Hamaguchi" is used on the terminal 10 of user "B," and the changed name "Hamacchan" is used on the terminal 10 of user "A." In this case, user "A" may be notified that user "A"'s changed name "Tacchan" is displayed on user "B"'s terminal 10, and user "B" may be notified that user "B"'s changed name "Hamacchan" is displayed on user "A"'s terminal 10. Alternatively, user "A"'s changed name "Tacchan" may be presented to user "A" and, when user "A" performs an operation to accept the changed name, the changed name may be displayed on user "B"'s terminal 10. Alternatively, user "B"'s changed name "Hamacchan" may be presented to user "B" and, when user "B" performs an operation to accept the changed name, the changed name may be displayed on user "A"'s terminal 10. Alternatively, user "B"'s changed name "Hamacchan" may be presented to user "B" and, when user "B" performs an operation to accept the changed name, the changed name may be displayed on user "A"'s terminal 10. Alternatively, both user "A"'s old name and changed name may be displayed on user "B"'s terminal 10, and both user "A"'s old name and changed name may be displayed on user "A"'s terminal 10.

[0057] The names of user "A" and user "B" may not be changed only once, but may be changed multiple times depending on changes in the relationship between user "A" and user "B." Furthermore, the relationships between users (between a user and another user) differ for each of the multiple other users. For example, based on changes in the relationship between user "A" and user "B," the name by which user "A" is identified by user "B" changes, and based on changes in the relationship between user "A" and user "C," the name by which user "A" is identified by user "C" changes.

[0058] The relationship between users (a user and another user) may be, for example, information about the other user. For example, if user "B" joins a team to which user "A" belongs, it may be determined that a predetermined condition regarding a change in the relationship between user "A" and user "B" has been met, and the names of both users may be changed.

[0059] Furthermore, the relationship between a user and another user may be determined based on at least one parameter (e.g., intimacy, experience value) or attribute (e.g., friend, role in a team, title in an organization) set for the user or another user. For example, the higher the intimacy between user "A" and user "B," the closer the relationship between user "A" and user "B." When the intimacy exceeds a predetermined threshold, it may be determined that a predetermined condition is met and the names of both users are changed. Furthermore, the smaller the difference between user "A"'s experience value and user "B"'s experience value, the closer the relationship between the two users is. When the difference in experience value becomes equal to or less than a predetermined threshold, it may be determined that a predetermined condition is met and the names of both users are changed. Furthermore, when user "A" and user "B" become friends, it may be determined that a predetermined condition is met and the names of both users are changed. Furthermore, when the difference between user "A"'s title (position) and user "B"'s title becomes smaller, or when user "A"'s role and user "B"'s role become the same, it may be determined that a predetermined condition is met and the names of both users are changed. Furthermore, a first parameter that comprehensively indicates the relationship between a user and another user may be calculated based on a plurality of second parameters that indicate each element of the relationship (for example, a parameter that indicates the degree of intimacy, a parameter that indicates the number of times they have played together, a parameter that indicates the amount of time they have played together, a parameter that indicates whether their roles are the same or different or whether their titles are different, etc.). For example, the first parameter may be calculated by adding up or weighting the sum (or averaging or weighting the average) of a plurality of second parameters.

[0060] The parameters and attributes set for a user change based on the results of the user's actions. For example, the longer user "A" and user "B" maintain a relationship (for example, the time they are logged in at the same time, the time they communicate with each other, the time they acted together in the game (played together)), the higher the intimacy between user "A" and user "B". Also, the intimacy between user "A" and user "B" may be increased based on a history of their participation in a specified event or the like (for example, the number of times they participated in an event or the like together), or based on the number of times user "A" and user "B" played together or individually. The degree of intimacy between the two players may be changed based on the play history of a different game.

[0061] Changes in the relationship between users may be reversible, and the relationship may change not only in a direction toward closer relationships but also in a direction toward more distant relationships. For example, when the intimacy between user "A" and user "B" increases or the difference between user "A"'s title and user "B"'s title decreases, a predetermined condition is met and the names of user "A" and user "B" are changed to more intimate names. In addition, when the intimacy between user "A" and user "B" decreases or the difference between user "A"'s title and user "B"'s title increases, a predetermined condition is met and the names of user "A" and user "B" are changed to more distant (impersonal) names. Furthermore, rather than changing the names only based on the relationship at the time the predetermined condition is met, different names may be changed depending on whether the relationship becomes closer or whether the relationship becomes more distant. For example, if user "A"'s title within the team is "sub-leader" and user "B"'s title is "team leader" when a certain condition is met, the changed name of user "A" used by user "B" to identify user "A" may be different depending on whether user "A" is promoted from "no title" to "sub-leader" or demoted from "leader" to "sub-leader."

[0062] The specified conditions may include not only conditions related to changes in relationships between users, but also conditions related to user information in the virtual space (e.g., personal information such as name, age, gender, and place of residence, level and rank in the game, billing information, and character information such as equipment and weapons of the user character).

[0063] When changing (or adding) a user's name, a new name may be generated by applying a predetermined rule to the pronunciation of the old name. Note that if the old name is composed of kanji characters or alphabets, does not have a pronunciation, has multiple readings, or cannot be read as is, it is necessary to estimate the pronunciation of the name. As an example of a predetermined rule, the new name may be generated from characters contained in the old name. In the above example, the new name "Tacchan" is generated from some characters of user "A's" initial name "Takashi," and the new name "Hamacchan" is generated from some characters of the pronunciation "Hamaguchi" of user "B's" initial name "Hamaguchi." For example, the pronunciation "Hasegawa Shinnosuke" may be omitted to generate the new name "Haseshin." The new name may also be generated by reading the old name in a phonetic reading. For example, the name "Akihito" (actually pronounced "Akihito") may be read on-yomi to generate the revised name "Shuujin." Alternatively, a portion of the original name may be translated into another language to generate the revised name. For example, a portion of the name "Kuroi" may be translated to generate the revised name "Black" (English) or "Schwarz" (German). A revised name for a user (e.g., "That silver-haired guy over there!"), "The guy in the blue cloak over there," "The archer over there!", or "That big guy over there!" may be generated based on the characteristics of the user's character (user character), such as their color, clothing, weapon, and height. Furthermore, if there are multiple users whose names contain the same characters, a name that allows them to be distinguished may be generated. For example, if there are "Yamada Taro" and "Yamada Hanako" in the same community, names based on "Yamada" may be avoided and names based on "Taro" and "Hanako" may be generated.

[0064] Furthermore, when changing a user's name, a name corresponding to the change in the relationship between the user "A" and the user "B" may be selected from among multiple candidate names of the user. For example, multiple candidate names for the user "A" and multiple candidate names for the user "B" may be generated in association with changes in the relationship between the user "A" and the user "B" (for example, the range of values of the intimacy, the direction of the change in the intimacy), and when the intimacy between the user "A" and the user "B" exceeds or falls below a predetermined threshold, the candidate names for the user "A" and the candidate names for the user "B" may be selected based on the intimacy at that time. A name corresponding to the direction of change may be selected as the changed name for user "A" and the changed name for user "B".

[0065] Furthermore, when a user's name is changed, information regarding changes in the relationship between the users may be input into a machine-learned learning model to generate a new name. In this case, a learning model trained to output a new name for the user when the user's name and information regarding changes in the relationship between the users are input may be used. For example, when the intimacy between user "A" and user "B" exceeds or falls below a predetermined threshold, the name of user "A," the intimacy level at that time, and the direction of change may be input into the learning model to generate a new name for user "A," and the name of user "B," the intimacy level at that time and the direction of change may be input into the learning model to generate a new name for user "B." Furthermore, a large-scale language model that has learned sentence structure and context from a large amount of text data may be used as the learning model. A request for a name change in response to changes in the relationship between the users may be input into the learning model in a natural language format, and the response (output) may be used as the new name for the user.

[0066] Furthermore, a method for changing (or adding) a user's name may be determined based on a parameter indicating the relationship between the user and other users (a first parameter calculated based on a plurality of second parameters). Specifically, a method for changing the user's name may be determined based on the first parameter from among a method for changing the name itself (a first method), a method for changing some characters constituting the name (a second method), and a method for adding a title to the name (a third method). For example, if a parameter indicating the number of times (or duration) of playing together among the plurality of second parameters changes, causing the first parameter to satisfy a predetermined condition (e.g., above / below a predetermined threshold), the user's name may be changed by the first method or the second method. If a parameter indicating the difference in title among the plurality of second parameters changes, causing the first parameter to satisfy a predetermined condition, the user's name may be changed by the third method.

[0067] Furthermore, when changing a user's name using the method of changing the name itself (first method), the content of the name change may be determined based on a first parameter. For example, if the user's name before the change is "Tanaka," and the first parameter is equal to or greater than a threshold T1 and less than a threshold T2, the user's name may be changed to the user's character name; if the first parameter is equal to or greater than a threshold T2 and less than a threshold T3, the user's name may be changed to "Ojo-chan"; and if the first parameter is equal to or greater than a threshold T3, the user's name may be changed to "Acorn." In the first method, the name may be changed to a name unrelated to the user's name before the change or user information (personal information such as name and age, and operation information such as game play history). For example, the higher the first parameter (the better the relationship), the more playful the name may be. Furthermore, the higher the first parameter, the more the name may be changed to a character the user is attached to.

[0068] Furthermore, when changing a user's name using a method (second method) of changing some of the characters that make up the name, the number of characters to be changed (replaced, added) may be determined based on a first parameter, and the higher the first parameter, the greater the number of characters to be changed. For example, if the user's name before the change is "Tanaka (Tanaka)," if the first parameter is equal to or greater than threshold T1 and less than threshold T2, the user's name may be changed to "Tanaka" (one character replaced, one character added) if the first parameter is equal to or greater than threshold T2 and less than threshold T3, the user's name may be changed to "Tanatchi" (one character replaced, one character added) if the first parameter is equal to or greater than threshold T3 and less than threshold T4, the user's name may be changed to "Tanatica" (one character replaced, two characters added), and if the first parameter is equal to or greater than threshold T4, the user's name may be changed to "Tanaka Emerald" (five characters added). Furthermore, not only may the number of characters to be changed be determined based on the first parameter, but also the number of characters (or The character type may be determined as follows: character string, word, or other character type. Examples of character types include hiragana, katakana, kanji, romanized characters, numbers, symbols, and emojis. For example, if the user's name before the change is "Tanaka" and the character type is determined to be hiragana, the user's name may be changed to "Tanacchi" or "Tanasuke" by changing the characters of the user's name to hiragana and adding the character string / word "tchi" or "suke." Alternatively, the reading may be determined as "tchi," and then it may be decided whether to add the hiragana "tchi" or the katakana "tchi," whether to include symbols or emojis, and so on. Furthermore, when changing the number of characters and type, the number of characters may be determined first, and then the type may be determined, or the type may be determined first, and then the number of characters may be determined.

[0069] Furthermore, when changing a user's name by adding a title to the name (third method), the type of title to be added may be determined based on the first parameter. For example, if the user's name before the change is "Tanaka," the user's name may be changed to "Tanaka-san," "Tanaka-sama," "Tanaka-kun," "Tanaka-dono," "Mr. Tanaka," "Monsieur Tanaka," etc., depending on the first parameter (closeness / distantness of relationship).

[0070] The user's name may also be changed using more than one of the first to third methods. For example, when changing a user's pre-change name "Tanaka" using the first and third methods, "Tanaka" may be changed to "Donguri" using the first method, and the honorific "-chan" may be added using the third method, thereby changing the user's name to "Donguri-chan." When changing a user's pre-change name "Tanaka" using the second and third methods, "Tanaka" may be changed to "Tanaka Emerald" using the second method, and the honorific "-sama" may be added using the third method, thereby changing the user's name to "Tanaka Emerald-sama."

[0071] The other user may be an NPC, and the name of the user when the NPC calls the user (displaying the name as text or outputting the name as voice) may be changed according to changes in the relationship between the user and the NPC. For example, in a game in which a user (user character) trains an idol NPC, as the intimacy between the user character and the NPC increases according to the user's behavioral results, such as the number of times the user character has attended an NPC's live performance, a history of spending in-game currency, etc. (billing history), and the frequency of communication with the NPC, the NPC may recognize the user character and call the user character by their name (for example, "Taro-kun"), or the name the NPC uses to call the user character may be changed to a more familiar one (for example, from "Taro-kun" to "Tacchan"). Conversely, if the intimacy level decreases because the user character becomes less likely to attend NPC live shows or communicates less frequently with the NPC, the NPC may change the name it uses to refer to the user character to a more formal one (for example, from "Tacchan" to "Taro-san"), or the NPC may forget about the user character and no longer call the user character by his / her name. Furthermore, when other NPCs that have a predetermined relationship with the NPC being trained (for example, other idols that belong to the same group as the idol being trained) call the user character, they may use a name that has been changed in accordance with the change in the relationship between the NPC being trained and the user character. The change in the relationship between the user character and the NPC being trained (for example, the intimacy level), the changed name of the user character, and the date and time (timestamp) when the name was changed may be associated and stored as a change history, so that the user can refer to the change history to check the change in the name used by the NPC being trained to refer to the user character.

[0072] The relationship between users may be composed of multiple axes (for example, role and intimacy), and in this case, the relationship on each axis can change individually in either a positive or negative direction. For example, in a game in which a user (user character) participates in club activities with an NPC, in the first year, the user character and the NPC are both substitutes and have the same role, but in the second year, the user character remains a substitute and If the NPC becomes a regular, and in the third year the user character becomes a regular but the NPC becomes both a regular and captain, the roles will change in order of proximity: first year (both substitutes), third year (both regulars but one is captain), second year (one substitute and the other regular), while the intimacy between the user character and the NPC will fluctuate in a complex way, with some awkwardness as the years go by due to differences in roles, and it may change significantly around events such as training camps and tournaments.

[0073] Furthermore, the relationship between users may be mutually recognized or unilaterally recognized by one party. For example, a user and another user may recognize each other as friends, or a user may recognize another user as an acquaintance but the other user may recognize the user as a friend. Furthermore, when the rank of a user (user character) is lower than that of an NPC, the NPC may address the user with a title such as "Mr. / Ms. XX." However, when the NPC's rank becomes higher than the user's, the NPC may address the user by their first name, such as "XX." The user may only realize that the NPC's rank has increased when it is addressed.

[0074] According to this embodiment, the names of users can be appropriately controlled in accordance with changes in the relationships between users in a virtual space, allowing users to naturally sense the changes in the relationships between users.

[0075] 3. Processing Next, an example of the processing of the entertainment system (server 20) of this embodiment will be described with reference to the flowchart of FIG.

[0076] First, the name setting unit 210 sets a name for identifying the user in the virtual place in which the user participates (step S10). For example, when user "A" and user "B" communicate in the virtual place (first example), the name of user "A" and the name of user "B" are set, and the set names are notified to the terminal 10 of user "A" and the terminal 10 of user "B". Also, when an NPC calls the user (user character) in the virtual place (second example), the name by which the NPC calls the user is set, and the set name is notified to the terminal 10 of the user.

[0077] Next, the name control unit 212 updates the relationships between users (parameters such as intimacy, attributes such as roles and titles) based on the results of each user's actions in the virtual space (logging in, communication with other users, participation in events, game play, etc.) (step S11).

[0078] Next, the name control unit 212 determines whether a predetermined condition regarding a change in the relationship between users has been satisfied (for example, whether the intimacy level has exceeded or fallen below a predetermined threshold, or whether the roles or titles have become closer or more distant) (step S12). If the predetermined condition is satisfied (Y in step S12), the name control unit 212 changes (or adds) the user's name in accordance with the change in the relationship (step S13). In a first example, in accordance with a change in the relationship between user "A" and user "B," the name by which user "A" identifies user "B" and the name by which user "B" identifies user "A" are changed, and the changed name of user "B" is notified to the terminal 10 of user "A," and the changed name of user "A" is notified to the terminal 10 of user "B." In a second example, in accordance with a change in the relationship between the user and an NPC, the name by which an NPC calls the user is changed, and the changed name is notified to the terminal 10 of the user.

[0079] Next, the processing unit 200 determines whether or not to continue the processing (step S14), and if the processing is to be continued (Y in step S14), the processing proceeds to step S11.

[0080] The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings. [Explanation of symbols]

[0081] 10...terminal, 20...server, 100...processing unit, 110...display control unit, 120...image generation unit, 130...sound generation unit, 150...input unit, 170...storage unit, 190...display unit, 192...sound output unit, 196...communication unit, 200...processing unit, 210...name setting unit, 212...name control unit, 270...storage unit, 272...storage unit, 296...communication unit

Claims

1. a name setting unit that sets a name for identifying a user in a virtual space in which the user participates; An entertainment system characterized by including a name control unit that changes or adds the name of the user used by the other user to identify the user and / or the name of the other user used by the user to identify the other user, based on predetermined conditions including conditions regarding the relationship between the user and the other user.

2. In claim 1, The name control unit An entertainment system characterized in that the name is changed or added multiple times.

3. In claim 1, The name control unit An entertainment system characterized in that the other users refer to the user by the changed or added name of the user.

4. In claim 1, The name control unit An entertainment system characterized in that other users who have a predetermined relationship with the other users refer to the user by using the changed or added name of the user.

5. In claim 1, An entertainment system, wherein the relationship is information about the other user.

6. In claim 1, An entertainment system, wherein the relationship differs for each of the plurality of other users.

7. In claim 1, An entertainment system, wherein the relationship is determined by at least one parameter and / or at least one attribute.

8. In claim 7, An entertainment system, wherein the parameters and / or attributes change based on predetermined behavioral results.

9. In claim 1, An entertainment system, wherein the predetermined conditions include conditions relating to changes in the relationship between the user and the other user.

10. In claim 1, An entertainment system characterized in that the predetermined conditions include conditions regarding changes in the relationship between the user and the other users, and conditions regarding information about the user in the virtual space.

11. In claim 9, An entertainment system wherein the change in the relationship is reversible.

12. In claim 9, The name control unit An entertainment system characterized in that a name corresponding to the change in the relationship is selected from the candidate names as the name to be changed or added.

13. In claim 9, The name control unit An entertainment system characterized by inputting information regarding changes in the relationship into a machine-learned learning model to generate the name to be changed or added.

14. In claim 9, An entertainment system further comprising a storage unit that stores the change in the relationship and the changed or added name in association with each other.

15. In claim 1, The name control unit An entertainment system characterized by determining at least one method of changing or adding a name from among a method of changing the name itself, a method of changing some of the characters that make up the name, and a method of adding a title to the name, based on a parameter that indicates the relationship between the user and the other user.

16. In claim 1, The name control unit An entertainment system characterized in that the name is changed or added by a method of changing the name itself, and the content of the change to the name itself is determined based on parameters indicating the relationship between the user and the other user.

17. In claim 1, The name control unit An entertainment system characterized in that the name is changed or added by changing some of the characters that make up the name, and the number of characters to be changed is determined based on a parameter that indicates the relationship between the user and the other user.

18. In claim 1, The name control unit An entertainment system characterized in that the name is changed or added by adding a title to the name, and the type of title to be added is determined based on a parameter indicating the relationship between the user and the other user.

19. In claim 1, The name control unit An entertainment system characterized in that the name of the user used on the terminal of the other user is changed or added.

20. In claim 1, The name control unit An entertainment system characterized in that the name of the user used on the terminal of the other user is made different from the name of the user used on the terminal of the user.

21. a name setting unit that sets a name for identifying a user in a virtual space in which the user participates; A server characterized by including a name control unit that changes or adds the name of the user used by the other user when identifying the user and / or the name of the other user used by the user when identifying the other user, based on predetermined conditions including conditions regarding the relationship between the user and the other user.

Citation Information

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