Information processing system, program, and information processing method

The system enhances game content search usability by allowing players to set conditions for sorting and narrowing down game content through user actions, providing efficient and convenient access to desired items.

JP2025140369AActive Publication Date: 2025-09-29AKATSUKI INC
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Patent Information

Application Number
JP2024039727
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-14
Publication Date
2025-09-29
Estimated Expiration
2044-03-14

AI Technical Summary

Technical Problem

Existing game systems require players to repeatedly set sorting items as the number of game content increases, making the search for desired content cumbersome and inconvenient.

Method used

An information processing system and method that allows players to register setting conditions for sorting and narrowing down game content via a user's predetermined action, using a condition registration unit and list output unit to generate customized lists based on these conditions.

Benefits of technology

Improves usability by enabling efficient and convenient searching and sorting of game content, reducing the time and effort required to find desired items.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide information processing system, program, and information processing method capable of improving usability on game medium search work.SOLUTION: An information processing system includes: a storage unit for storing information on a plurality of game media used in a game; a condition registration unit for receiving designation of setting conditions for outputting a list of game media and registering the setting condition in correspondence with a predetermined movement by a user; and a list output unit for reading the setting condition when the predetermined movement by the user is detected through a user terminal, and outputting the list of game media according to the setting condition.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] In games provided on smartphones and the like, when a player selects game content to be used in a game from among multiple game content such as characters and items, if the number of game content is large, the task of searching for the desired game content from the list of game content becomes cumbersome. Therefore, it would be convenient to have a mechanism that allows the player to efficiently search for game content. For example, Patent Document 1 discloses a game system that allows a player to set sorting items when forming a party from multiple characters. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-12721 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game system disclosed in Patent Document 1, the player must set sorting items each time, which is not very convenient. Furthermore, as time passes after the release of a game, the number of items for classifying game content may increase, making the task of setting sorting items cumbersome. Therefore, there is a need for further improvements in convenience when searching (narrowing down) and / or sorting game content.

[0005] An object of exemplary embodiments of the present disclosure is to provide an information processing system, a program, and an information processing method that can improve usability regarding the search operation for game content. [Means for solving the problem]

[0006] An information processing system according to one aspect of the present disclosure includes: a storage unit that stores information about a plurality of game media used in a game; a condition registration unit that receives a setting condition for outputting the list of game contents and registers the setting condition in association with a predetermined action by a user; The game device is equipped with a list output unit that reads out the setting conditions when the predetermined action by the user is detected via the user terminal, and outputs a list of the game media according to the setting conditions.

[0007] By providing the information processing system with the above features, usability regarding the search for game content can be improved.

[0008] A program according to one aspect of the present disclosure includes: storing information about a plurality of game media used in a game; Accepting a designation of a setting condition for outputting the list of game contents, and registering the setting condition in association with a predetermined action by a user; This is a program for causing a computer to read out the setting conditions when the specified action by the user is detected via the user terminal, and output a list of the game media according to the setting conditions.

[0009] By providing the program with the above features, usability regarding the search for game content can be improved.

[0010] An information processing method according to one aspect of the present disclosure includes: storing information about a plurality of game media used in a game; Accepting a designation of a setting condition for outputting the list of game contents, and registering the setting condition in association with a predetermined action by a user; The computer reads out the setting conditions when it detects the predetermined action by the user via the user terminal, and outputs a list of the game media according to the setting conditions.

[0011] The information processing method has the above characteristics, which can improve usability in searching for game content. [Brief explanation of the drawings]

[0012] [Figure 1] FIG. 1 is a schematic diagram illustrating an example configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram illustrating an example of the functional configuration of the server shown in FIG. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the player terminal shown in FIG. [Figure 4] FIG. 4 is a schematic diagram showing an example of the condition registration screen. [Figure 5] FIG. 5 is a diagram showing an example of the registered setting conditions. [Figure 6] FIG. 6 is a diagram showing an example of the registered setting conditions. [Figure 7] FIG. 7 is a diagram for explaining the operation of reading out the setting conditions (sorting conditions). [Figure 8] FIG. 8 is a diagram for explaining the operation of reading out the setting conditions (sorting conditions). [Figure 9] FIG. 9 is a diagram for explaining the operation of reading out the setting conditions (narrowing conditions). [Figure 10] FIG. 10 is a diagram for explaining the operation of reading out the setting conditions (narrowing conditions). [Figure 11] FIG. 11 is a flowchart showing an example of a setting condition registration process. [Figure 12] FIG. 12 is a flowchart showing an example of a list output process based on set conditions. DETAILED DESCRIPTION OF THE INVENTION

[0013] An information processing system 10 according to an embodiment of the present disclosure will be described with reference to the drawings. In the accompanying drawings, identical or similar elements are designated by identical or similar reference symbols and names, and duplicate descriptions of identical or similar elements may be omitted in the description of the embodiment. Note that the contents shown in the drawings are merely examples for explaining the present embodiment and are merely schematic examples for ease of explanation of the present embodiment. The contents of the drawings may be modified or changed within the scope of no technical problem.

[0014] <System Overview> The information processing system 10 according to this embodiment is a system for providing various services related to games to players 3 (users) via a network N such as the Internet.

[0015] 1, an information processing system 10 comprises, as its main components, at least one server 20 and at least one player terminal 30. These main components are connected to each other so that they can be accessed via a network N. In this information processing system 10, the server 20 provided by a business operator 1 causes the player terminal 30 owned by the player 3 to execute information processing related to the game, which is composed of images, videos, sounds, etc., thereby providing the game to the player terminal 30.

[0016] The games provided by information processing system 10 are not particularly limited as long as they are games that are executed using at least one game medium. For example, the categories of games provided by information processing system 10 may be fighting games, puzzle games, action games, baseball games, soccer games, other sports games, quiz games, pinball games, card games, rhythm games, RPGs (role-playing games), location-based games, board games, adventure games, casino games, simulation games, strategy games, racing games, or the like.

[0017] Here, "game media" is a general term for electronic data used by player 3 in a game. For example, game media includes cards, characters, avatars, weapons, armor, other items, and consumable media such as in-game currency. For the sake of simplicity, the following description will exemplify a game played by player 3 using a deck created by selecting a predetermined number of characters.

[0018] In addition, the games provided by the information processing system 10 may include, for example, not only the so-called "in-game" part related to actual game play, which is a "game progression part" for operating game media such as characters and items to progress the game, but also the so-called "out-game" part, which is a "lottery part" such as so-called "gacha" in which game media such as characters and / or items in the game are given to players by lottery, a "preparation processing (organization) part" in which game media such as characters to be used in the game are selected, and an "enhancement part" in which characters and / or items are strengthened.

[0019] In game scenes unfolding in-game and out-of-game situations, a player may need to search for a desired game content among multiple game contents in order to select the game content or view information about the game content. Such a search for game contents tends to become more time-consuming and complicated as the number of game contents increases. New game contents may be added sequentially as the game system is updated, or multiple game contents with different attributes, parameters, and other characteristics may coexist even if they have the same name (character name, item name). Furthermore, there may be multiple attributes, parameters, and other items for classifying game contents, or new attribute items may be added. In such cases, searching for game contents becomes a more complicated task.

[0020] The information processing system 10 of this embodiment has a function (condition registration unit 221) for storing conditions for sorting and / or narrowing down set by the user in association with a predetermined action of the user, and a function (list output unit 222) for detecting a predetermined action by the user and outputting a game media list based on the set conditions associated with the predetermined action. These functions provided by the information processing system 10 can improve usability in searching for game media. The specific configuration of each unit of the information processing system 10 will be described in detail below.

[0021] <Server device configuration> The server 20 is an information processing device used to operate and manage the game service, and as described above, is deployed at the game service provider 1. The server 20 as an information processing device may be, for example, a general-purpose computer such as a workstation or a personal computer, or may be logically constructed using cloud computing technology.

[0022] As shown in FIG. 2, the server 20 has a memory unit 21 that stores various data and application programs, a control unit 22 that controls the entire server 20, and a server communication unit 23 that transmits and receives data to and from the player terminals 30 via the network N.

[0023] <Storage unit (server)> The storage unit 21 is a storage area of ​​the server 20 that stores programs for executing various control processes or functions in the control unit 22, and various information used to provide game services, and is configured by one or any combination of RAM (Random Access Memory), ROM (Read Only Memory), SRAM (Static Random Access Memory), flash memory, HDD (Hard Disk Drive), SSD (Solid State Drive), and other storages. The storage unit 21 may also have a function to temporarily store the contents of communication by the server 20 when the server 20 performs communication.

[0024] The storage unit 21 of the server 20 may have a plurality of areas partitioned according to the type of information to be stored. For example, the storage unit 21 may include a game information storage unit 211 and a player information storage unit 212.

[0025] The game information storage unit 211 stores and stores basic information about the game. The basic information about the game stored in the game information storage unit 211 is configured appropriately depending on the type of game and is not particularly limited. For example, the game information storage unit 211 may store information such as setting information for each game unit, setting information for the game media, information related to the game space such as background images, and event information. Note that a "game unit" refers to a single unit of the game, and can be expressed in terms such as quest, event, mission, course, story, scenario, chapter, dungeon, stage, battle, and match. In the case of a game with multiple stages, the setting information for each game unit may include a stage ID, which is an identifier for identifying each game unit, and information related to the virtual space such as a stage name, enemy character information, consumed stamina information, and background images, which are linked to the stage ID.

[0026] The setting information for game media stored in the game information storage unit 211 is information related to the initial settings of game media that are not associated with the player 3. The game information storage unit 211 may store, as setting information for game media, setting information for characters, setting information for items such as weapons and armor, setting information for consumable media consumed by the player 3 in the game, such as in-game currency, and the like. Such setting information for game media may be assigned an ID (hereinafter referred to as a game media ID) as an identifier for uniquely identifying each game medium, and various setting information such as attribute information and parameter information for each game medium may be stored in the game information storage unit 211 in association with the game media ID.

[0027] For example, the character setting information may include information such as characters that can be acquired by player 3 and controlled by player 3, characters that will be allies of player 3 in the game, and enemy characters that will compete against player 3. The information for each character may include information such as a character name, image data, parameter information, classification information, skills that the character can learn, how to acquire the character, the probability of acquiring the character, text data explaining the character's characteristics, and information indicating relationships with other characters (e.g., information indicating other characters that are compatible with the character, such as creating a synergistic effect when included in the same deck), all linked to a character ID. Character parameter information is, for example, a character's characteristics expressed as a quantified variable, and the parameter information in the game information storage unit 211 may include the initial and / or maximum values ​​of each parameter, such as attack power, defense power, stamina, attack hit rate, skill activation rate, critical hit rate, and evasion success rate. Character classification information is information indicating the characteristics of a character, which are classified in stages or in parallel, such as rarity, attribute, and type. Each character may have multiple attributes as classification information (for example, each character may have a first attribute classified as a fire attribute, a water attribute, or a wind attribute, a second attribute classified as good or evil, and a third attribute classified as a power type, a defense type, a speed type, or a recovery type). Setting information regarding items may also be configured in the same way as the setting information regarding characters described above.

[0028] The player information storage unit 212 stores information associated with each player 3 who uses the game service. For example, the player information storage unit 212 may include a player ID (an identifier for identifying each player 3), and account information, play history information, information on owned game media, deck information, friend-related information, and the like, all of which are linked to the player ID.

[0029] The account information may include, for example, the player's name, the date of registration to the game service, the player rank (player level), and various other setting information registered by the operation of the player 3. The play history information may include, for example, data such as the login date and time, the number of logins, the total play time, the number of times each game unit has been played, data when each game unit has been cleared, the history of acquiring game media such as characters and / or items, the amount of consumable media (paid and / or free consumable media) owned such as points and / or in-game currency, the amount charged, the number of times charged, and the number of times a lottery has been held.

[0030] The information on owned game media is information about game media owned by each player 3. For example, the information on owned game media may be managed using identification information formed by associating a player ID with a character ID so that each character owned by a single player 3 can be uniquely identified. The information on owned game media may include, in association with such identification information, parameter information (e.g., character characteristics quantified as current / maximum values ​​of various parameters such as attack power, defense power, stamina, and speed), classification information (e.g., information indicating the character's characteristics categorized in stages or parallel, such as rarity, type, and attributes), information indicating the level and / or number of times of synthesis, acquisition history, usage status (e.g., information indicating the degree of use, such as the number of times used and selection probability, information indicating whether the item is registered as a favorite, etc.), and information about usable skills. Information similar to the information on owned characters described above may also be associated with the player ID and stored in the player information storage unit 212 for items owned by each player 3.

[0031] The deck information is information about the deck organized by each player 3 and may include a deck ID for uniquely identifying the deck, information for identifying the game media constituting the deck, the creation date and time of the deck, and the deck's usage history. For example, deck information may be generated by a player 3 selecting a predetermined number of characters from among his / her characters, and this deck information may be stored in the player information storage unit 212 in association with a player ID. Alternatively, deck information may be generated by a player 3 selecting at least one character from among his / her characters and at least one support character owned by another player 3. In this case, the deck information may include not only information about the characters owned by the player 3 that constitute the deck, but also information identifying the selected other player 3 and the support character. The number of characters constituting a deck is not particularly limited, and one of multiple characters included in a deck may be set as the leader. The number of decks that each player 3 can save is also not particularly limited, and if multiple decks can be saved, one of the multiple decks may be set as the main deck.

[0032] The friend-related information may include, in association with a player ID, information about registered friends, information about friend requests that the player has made that are not yet established, and information about friend requests that the player has received from other players 3 that are not yet approved. The information about registered friends may include, for example, the IDs of other players 3 who are registered as friends, and it may be possible to read from the friend IDs the friend's login status, the friend's game progress status such as the friend's player level, and information about game media owned by the friend (including information about support game media set for each friend).

[0033] <Control unit (server)> The control unit 22 is a component that transfers data between each unit and controls the entire server 20. The control unit 22 has a function of executing various information processes required to provide game services, and the functions of the control unit 22 are realized by an arithmetic processing device such as a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit) reading data and programs stored in predetermined storage and executing various programs in a working area of ​​memory.

[0034] The control unit 22 has a plurality of functional units according to the type of information processing to be executed. For example, the control unit 22 may include, as functional units, a game processing unit 220, a condition registration unit 221, a list output unit 222, and an operation information receiving unit 223.

[0035] The game processing unit 220 has a function of executing processing to progress a game (in-game) in accordance with a game program. In a game progressed by the game processing unit 220, for example, one player 3 uses at least one game medium selected from among the game media he or she owns, and the game processing unit 220 progresses the game based on operation information by the one player 3. Games progressed by the game processing unit 220 may include not only single-play games played by only one player 3, but also multi-play games played by one player 3 in cooperation with other players 3 (who may be friends or other players 3 not registered as friends), and / or games in which one player 3 competes against other players 3.

[0036] The condition registration unit 221 receives designation of setting conditions for outputting a list of game media, and executes processing to register the designated setting conditions in association with a predetermined action by the player 3 (user). The setting conditions registered by the information processing executed by the condition registration unit 221 are conditions for sorting (sorting) and / or narrowing down (searching or filtering) game media, which are customized and set in detail for each player 3. The functions of the condition registration unit 221 and the list output unit 222 described below may be used solely for the purpose of sorting the game media list, solely for the purpose of narrowing down the game media list, or may be applied to both sorting and narrowing down.

[0037] In this embodiment, when sorting and / or narrowing down game contents, the default conditions that are set uniformly in advance for all users by the provider 1 that provides the game service are referred to as “initial setting conditions,” and the setting conditions customized for each user are referred to as “customized conditions.” The initial setting conditions are not particularly limited, and may be, for example, conditions that arrange the game contents in the order in which they were acquired by the player 3, conditions that arrange the game contents in the order in which they were registered in the game system, such as in the order of the numbers assigned to the game contents, or conditions that arrange the game contents in alphabetical order or in the order of the names assigned to the game contents (character names, item names, etc.).

[0038] Here, the game media list is a list of game media available to player 3 in the game service. The game media list provided by the functions of the condition registration unit 221 and the list output unit 222 (described later) may be a list of only the owned game media owned by a single player 3, a list of the owned game media plus game media not yet owned by a single player 3, or a list of all game media regardless of whether they are owned by a single player 3. In the following description, a game media list output based on the initial setting conditions may be referred to as an "initial setting list," and a game media list output based on the customization conditions may be referred to as a "customized list."

[0039] The game scene in which the game media list is used is not particularly limited. For example, the game media list may be used in preparation processing before in-game execution. In this case, a preparation processing unit of the server 20, which executes processing related to the organization part, generates a game media selection screen including the game media list and displays it on the player terminal 30. Player 3 selects game media to be incorporated into the deck via the game media list on the displayed game media selection screen, and the preparation processing unit of the server 20 accepts the selection input of the game media by player 3 and generates deck information. As described above, the game media list used in the preparation processing may cover only owned game media, or may cover a collection of owned game media and game media not owned by player 3 himself, such as friend's game media.

[0040] The game media list may also be used during the in-game execution process. For example, the game processing unit 220 of the server 20 may generate a game execution screen including input buttons for receiving a request from the player 3 to select or change game media to be used in the game. Then, when a request to select or change game media is received via the game execution screen, the game processing unit 220 may display a game media selection screen including the game media list on the player terminal 30.

[0041] In addition to the above, the game content list may be used when presenting game content that has not yet been granted to the player 3, such as when a lottery for game content (so-called gacha) is held or when game content is granted to the player 3 as the game progresses. For example, in a gacha event in which character X is the subject of a lottery, the player 3 may want to check whether the new character X has higher parameters than other characters the player owns. In such a situation, the server 20 may present an input button requesting the player to "compare the event-target character X with their own characters" on an advertising screen for the gacha event or a lottery request screen that accepts a request to execute a lottery. When the server 20 receives a comparison request from the player 3 via such a screen, the server 20 may generate a screen presenting a game content list including the target character X and the characters owned by the player 3.

[0042] 7 to 10 are diagrams illustrating examples of a user interface (hereinafter referred to as the list display screen 5) displayed in a scenario in which the game media list described above is used. The list display screen 5 displays the game media list L and may be provided with a button B1 for transitioning to a process of accepting customization conditions. The condition registration unit 221 may accept a request from the player 3 to set customization conditions via the button B1 and execute a process of displaying a detailed setting screen 55 such as the example shown in FIG. 4 on the player terminal 30. The customization conditions specified by the player 3 may be accepted via the detailed setting screen 55, which is a modal window displayed by transitioning from the list display screen 5, as described above. The detailed setting screen 55 for accepting customization conditions may be displayed in the out-of-game user interface without going through the list display screen 5.

[0043] In the process of accepting the designation of customization conditions (setting conditions), the condition registration unit 221 accepts the designation of at least one setting item for each customization condition. The setting item is selected from data items such as parameter information (various numerical parameters such as attack power, defense power, stamina, speed, etc.) attached to each game medium, classification information (staged or parallel classification such as rarity, type, attribute, etc.), strengthening history information (level, number of times combined, etc.), and usage status information (number of times used, selection probability, favorite registration information, etc.). "Designation of a setting item" means designating a data item and the condition content for the data item.

[0044] For example, when setting customization conditions for sorting (hereinafter sometimes referred to as "sorting conditions"), player 3 selects "attack power" from among the data items and selects the condition content for attack power from two to six options, such as "highest initial attack power value first (descending order)," "lowest initial attack power value first (ascending order)," "highest current attack power value first," "lowest current attack power value first," "highest maximum attack power value first," or "lowest maximum attack power value first," thereby completing the specification of one setting item. When setting customization conditions for narrowing down (searching or filtering), player 3 similarly specifies a data item and the condition content for that data item, thereby completing the specification of one setting item. When setting customization conditions for narrowing down (hereinafter sometimes referred to as "narrowing conditions"), if data items (data items that can be specified by a numerical range) represented by quantified variables such as parameters such as attack power and level are selected as setting items, the condition content for that data item may be set by having player 3 input a numerical range, such as "(attack power) 300 or more."

[0045] When accepting the designation of a setting item, the condition registration unit 221 may present candidate data items and / or condition contents for the setting item on the detailed setting screen 55. For example, as illustrated in FIG. 4, candidate data items that can be designated as the setting item may be displayed using a pull-down menu. The method of displaying candidate setting items is not limited to the example shown in FIG. 4, and candidates that can be designated as the setting item may be presented in the display format of radio buttons or check boxes. Furthermore, a text box may be used to allow the player 3 to freely input the setting item.

[0046] From the perspective of improving the usability of the game media list (i.e., making it easier for users to search for desired game media), it is preferable that multiple setting items can be specified for one customization condition, and the number of setting items that can be specified is not particularly limited. When sorting conditions are set, the priority of the setting items may be determined according to the order in which the setting items are arranged. For example, in a sorting condition where "highest rarity" is specified as the first item, "with awakening" is specified as the second item, and "highest HP" is specified as the third item (the third condition illustrated in FIG. 4), the first item has the highest priority, and game media with higher rarity are arranged higher in the list. For game media with the same level of rarity, game media with the "with awakening" property are arranged higher in the list than game media with the "without awakening" property, according to the second item, which has the second highest priority. For game media with the same level of rarity and awakening properties, these game media are arranged higher in the list according to the third item, which has the third highest priority. The priority of the setting items in the sorting conditions may be automatically determined based on the arrangement order of the setting items as described above, or may be specified by the player 3.

[0047] When multiple setting items are specified in the setting of the narrowing down conditions, these multiple setting items may be combined with the operator "AND." Alternatively, operators for combining setting items, such as "AND," "OR," and "NOT," may be set based on the selection by the player 3.

[0048] When accepting the designation of a customization condition, the condition registration unit 221 may have the player 3 select the type of customization condition to be set. That is, before designating a customization condition, the player 3 may select whether the condition to be set is a sorting condition for rearranging, or a narrowing-down condition for searching or filtering. The condition registration unit 221 may execute processing to switch the candidates for setting items presented on the detailed setting screen 55 in accordance with the selection of the type of customization condition by the player 3.

[0049] Furthermore, the customization conditions set by the function of the condition registration unit 221 may be conditions that combine a setting item for narrowing down the selection and a setting item for sorting. For example, assume that the player 3 sets the customization conditions by specifying "rarity S rank or higher," which is a setting item for narrowing down the selection, and "highest attack power first," which is a setting item for sorting. In this case, in the list based on the customization conditions, game media having a rarity of S rank or higher are extracted, and the extracted game media are sorted in descending order of attack power. When setting customization conditions for performing both narrowing down and sorting in this way, the condition registration unit 221 may have the player 3 select the type of setting item to be specified (whether the setting item is a narrowing down item or a sorting item).

[0050] After the customization conditions are specified as described above, the condition registration unit 221 registers the specified customization conditions in association with a predetermined action by the player 3. Here, the "predetermined action" refers to an action for reading out the customization conditions (hereinafter referred to as a read-out action). This read-out action may be any action of the player 3 that can be detected using the player terminal 30, and is not necessarily limited to this. For example, the read-out action may be an action input by touching the touch panel of the player terminal 30, or may be an action detected using a camera and / or a sensor, such as shaking the player terminal 30 or a non-contact gesture that does not involve contact with the touch panel (e.g., holding out a palm, pointing a fingertip in a predetermined direction, etc.). Among the above-mentioned actions, the read-out action associated with the customization conditions is preferably an action that does not use button navigation such as a button or icon displayed on a user interface. Furthermore, the read-out action is preferably a gesture action that is different from basic input operations. Basic input operations include input operations (e.g., single taps) for the player 3 to select specific game media, etc., and operations when viewing a game media list (e.g., scrolling up and down, operations on a scroll bar, etc.). Gesture actions that differ from these basic input operations include, for example, long presses, flicks in a predetermined direction on the screen (left and right, diagonal directions, etc.), multi-finger actions such as tapping with two or more fingers, and non-contact gesture actions.

[0051] The readout action associated with the customization condition may be set in advance by the provider 1. In this case, the readout action may be determined according to the type of customization condition, such as associating a "right-to-left flick" with a sorting condition, a "left-to-right flick" with a narrowing-down condition, and a "double finger tap" with a condition for performing both sorting and narrowing-down. Alternatively, when accepting the designation of a customization condition, the condition registration unit 221 may present to the player 3 candidate readout actions that can be associated with the customization condition, and allow the player 3 to select a readout action that corresponds to the customization condition.

[0052] Registration of customization conditions may be executed by accepting a registration request from the player 3 via a registration button displayed on the detailed setting screen 55. Alternatively, a registration button may be displayed on the list display screen 5, and a registration request for customization conditions corresponding to the game media list currently displayed on the list display screen 5 may be accepted via the registration button. In this case, the player 3 can have a game media list based on the customization conditions set by the player 3 output, and after checking the game media list, can decide whether or not to register the set customization conditions.

[0053] After receiving the registration request, the condition registration unit 221 performs a process of saving information about the customization conditions in association with the identification information (player ID) of the player 3 who specified the customization conditions. The player 3 may be able to give any name to the customization conditions to be saved. For example, upon receiving the registration request, the condition registration unit 221 may display a screen for entering a name and accept any characters entered by the player 3. The information about the customization conditions to be saved is stored in a predetermined storage unit such as the player information storage unit 212 in association with the player ID. The configuration of the information about the customization conditions is not particularly limited. For example, the information about the customization conditions may include information such as the condition name (save name), the registration date, setting items constituting the customization conditions, the type of each setting item (classification indicating whether it is an item for sorting or an item for narrowing down), a read operation associated with the customization conditions, and a read priority when the same read operation is associated with multiple conditions. Note that, although FIG. 5 illustrates an example of a data list relating to customization conditions for sorting, and FIG. 6 illustrates an example of a data list relating to customization conditions for narrowing down, information relating to customization conditions is not limited to the examples of FIGS. 5 and 6.

[0054] The condition registration unit 221 may accept the specification of multiple customization conditions from one player 3. In other words, one player 3 may be able to save multiple customization conditions. When saving multiple customization conditions, the condition registration unit 221 may accept the specification of multiple customization conditions from the player 3 and may also accept the specification of a read action for each customization condition. In other words, each customization condition may be associated with a different read action.

[0055] Alternatively, the same type of read action may be associated with multiple customization conditions. In this case, a read priority may be set for the multiple customization conditions associated with the same read action. The priority is information for specifying the order in which the customization conditions are read when a read action is detected, and corresponds to the number of times the read action is performed. For example, in the case of conditions Nos. 1 to 3 shown in FIGS. 5 and 6, when a double finger tap is first detected, a list based on condition No. 1 is displayed according to the priority. When a double finger tap is detected again while the list based on condition No. 1 is displayed, a list based on condition No. 2, which has the second priority, is displayed. Furthermore, when a third double finger tap is detected while the list based on condition No. 2 is displayed, the game media list on the display screen is switched to a list based on condition No. 3. When a fourth double finger tap is detected, the list displayed returns to condition No. 1, which has the first priority. Even when the same read action is associated with four or more customization conditions, the read order of the conditions is determined according to the priority, as described above.

[0056] When readout actions such as double finger taps are detected consecutively at intervals shorter than a predetermined threshold, a customization condition with a priority corresponding to the number of consecutive readout actions may be read out without sequentially switching the list. For example, when two consecutive double finger taps are detected, even if the list of condition No. 1 is not currently being displayed, a list of condition No. 2 with the second highest priority may be displayed. The readout priority may be automatically determined based on the order in which the customization conditions are registered or the order in which the customization conditions are listed on the detailed setting screen 55, or may be arbitrarily set by the player 3.

[0057] Note that even if the actions are of the same type, they may be distinguishable by methods other than the number of times they are performed, such as the duration of the action, the speed of the action, or the strength of the action. For example, when a gesture such as a long press or a non-contact gesture of holding a hand over the display is set as a readout action, the duration of the action for reading out the condition may be set for each customization condition. As with the priority, the requirements for distinguishing between such similar actions may be automatically determined based on the order of registration, or may be arbitrarily set by the player 3.

[0058] The upper limit of the number of customization conditions that can be saved may be set uniformly for all players 3, or may be limited according to the status of each player 3. In the latter case, the upper limit may be stored in association with the player ID in a storage unit such as the player information storage unit 212. When receiving a request to register customization conditions, the condition registration unit 221 reads the upper limit of the number of saves and the number of already saved conditions for that player from a predetermined storage unit and determines whether additional saves are possible. If the number of already saved conditions is equal to or exceeds the upper limit of the number of saves, a message indicating that saving is not possible is sent to the player terminal 30. The upper limit of the number of saves may be set based on various parameters such as the player's level, the number of logins, the item holding status, or the number of characters held. Furthermore, the upper limit of the number of saves may be increased by using or possessing a predetermined item.

[0059] When the list output unit 222 detects a read action by the player 3 via the player terminal 30, it reads out the customization conditions associated with the detected action and executes a process of outputting a game media list corresponding to the customization conditions. The process of reading out the customization conditions may be executable only when a list display screen 5 such as those illustrated in FIGS. 7 to 10 is displayed on the player terminal 30. For example, when a game media list display request is received from the player 3 in a predetermined game scene such as a preparation process part, a game progression part, a lottery part, or an enhancement part, the list output unit 222 generates a list display screen 5 including a list L1 that does not reflect the customization conditions, as illustrated in FIG. 7, and displays it on the player terminal 30. The list L1 displayed on the list display screen 5 that unfolds immediately after switching from a game scene that does not include a game media list may be an initial setting list, or may be a list corresponding to the conditions used when the previous game media list was output (hereinafter referred to as the most recent history conditions).

[0060] If the player 3 finds the list L1 inconvenient and wishes to sort and / or narrow down the list based on customization conditions, the player 3 performs a read operation corresponding to the desired customization conditions. FIG. 7 illustrates an example of a double finger tap being performed in an area of ​​the list display screen 5 where button navigation is not provided. When a read operation by the player 3 is detected while the list display screen 5 is displayed on the player terminal 30, the list output unit 222 reads out the customization conditions corresponding to the executed read operation from a predetermined storage unit, such as the player information storage unit 212. The list output unit 222 then performs a process of sorting and / or narrowing down the game media list based on the read customization conditions, and generates a customization list L2 according to the customization conditions.

[0061] At this time, if the read customization conditions are sorting conditions, the list output unit 222 generates a customization list L2 by rearranging the game media included in the original list L1 based on the sorting conditions. If the read customization conditions are filtering conditions, the list output unit 222 extracts game media that satisfy the filtering conditions from among the game media included in the original list L1 and generates a customization list L2 that lists the extracted game media. If the read customization conditions include both filtering setting items and sorting setting items, the list output unit 222 extracts game media that satisfy the conditions specified in the filtering setting items from among the game media included in the original list L1 and further sorts the extracted game media based on the conditions specified in the sorting setting items to generate a customization list L2.

[0062] After generating the customized list L2, the list output unit 222 switches the list L1 on the list display screen 5 to the customized list L2, and displays the list display screen 5 including the customized list L2 as shown in Fig. 8 on the player terminal 30. At this time, a pop-up window PUW indicating the conditions under which the customized list L2 was output to the player 3 may be presented on the list display screen 5. Note that Fig. 8 illustrates an example of the list display screen 5 displaying the customized list L2 output based on the customization conditions for sorting, and Fig. 10 illustrates an example of the list display screen 5 displaying the customized list L2 output based on the customization conditions for narrowing down.

[0063] As exemplified above, the list output unit 222 may execute a process of outputting a customization list when a read operation by the player 3 is detected without button navigation while the initial setting list or the like is displayed. Note that if an operation not used in a normal game scene is associated with a customization condition as the read operation (e.g., an operation detected by a function other than a touch panel, such as a multi-finger action, a non-contact gesture, or a gyro sensor and / or an acceleration sensor, excluding a single tap, a scroll operation, or an input operation for controlling a character), the read operation of the customization condition may be executed while the list display screen 5 is not displayed. For example, when a read operation other than an input operation for game progression, such as a character operation, is detected while a game progression screen during in-game execution is displayed, the list output unit 222 may use the read operation as a trigger to execute a process of switching from the game progression screen to the list display screen 5 including the customization list L2. In this case, the list output unit 222 may execute a sorting process and / or a narrowing down process based on the customization conditions, using all game media owned by the player 3 as a population.

[0064] If the player 3, who is the execution subject, has saved multiple customization conditions, the list output unit 222 may identify one customization condition corresponding to the read action performed by the player 3 based on the type of read action, the number of times the action has been performed, or other information obtainable at the time of action execution (such as the duration of the action, the speed of the action, and the intensity of the action). For example, if a different read action is set for each customization condition, the list output unit 222 may identify one customization condition based on the type of the detected read action and output a customization list based on the identified condition. If the same type of read action is set for multiple customization conditions, the list output unit 222 may sequentially switch the customization list to be output based on the number of times the read action has been performed. Furthermore, if the read action is performed multiple times in succession, the list output unit 222 may output customization lists in an order based on the number of consecutive times. For example, suppose that a list based on the first customization condition is output for the first read action, and then the player 3 performs the read action twice in succession. In this case, a total of three read operations have been executed, and therefore the list output unit 222 switches the list display screen 5 from the customized list based on the first condition to the customized list based on the third condition.

[0065] When performing the sorting process and / or the narrowing down process based on the customization conditions identified by the read operation of the player 3, the list output unit 222 may generate a customization list by taking into account not only the customization conditions but also information input by the player 3 via the list display screen 5.

[0066] For example, the list display screen 5 may present a selection button B2 that allows the player 3 to select whether to perform a sorting process or a filtering process on the game media list. When the same type of read action is set for the customization conditions for sorting and the customization conditions for filtering, one customization condition for outputting the list may be specified based on the selection button B2. For example, assume that the read action of a double finger tap is associated with both a first condition, which is a sorting condition, and a second condition, which is a filtering condition. In this case, when the player 3 performs a double finger tap while selecting "sort" via the selection button B2, the list output unit 222 references information related to the detected read action and information input to the selection button B2 and outputs the customized list L2 based on the first condition, which is the sorting condition (FIG. 8). Conversely, when "filter" is selected via the selection button B2, the list output unit 222 outputs the customized list L2 based on the second condition, which is the filtering condition (FIG. 10). In addition, if different readout operations are set for the customization conditions for sorting and the customization conditions for narrowing down, the list output unit 222 can output a customized list under conditions corresponding to the type of readout operation performed, regardless of the input information to the selection button B2.

[0067] The list display screen 5 may also present a simple setting window W1 for simply accepting setting items from the player 3. The simple setting window W1 may present a smaller number of data items than the setting item candidates that can be specified on the detailed setting screen 55. For example, the simple setting window W1 may only allow specification of setting items related to classification information such as attributes, types, and rarity. The simple setting window W1 may also present radio buttons for sorting or narrowing down the game media registered as favorites, or text boxes for narrowing down the game media by specifying the names of the game media, such as character names and item names. Note that the setting item candidates presented in the simple setting window W1 may be set to be switchable based on input information from the selection button B2. For example, FIG. 7 illustrates a simple setting window W1a for sorting, and FIG. 9 illustrates a simple setting window W1b for narrowing down the game media.

[0068] The list output unit 222 may perform a sorting process and / or a filtering process using a condition that combines the conditions entered in the simple setting window W1 and the customization conditions specified by the read operation, and output a customization list. For example, suppose that the player 3 specifies a filtering condition by "attack type" via the simple setting window W1 and then performs a read operation corresponding to the customization conditions for sorting. In this case, the list output unit 222 may output a customization list reflecting the processing results by sorting the game contents extracted using the conditions specified in the simple setting window W1 using the customization conditions corresponding to the executed read operation. Furthermore, after the customization list is displayed, the player 3 may specify additional setting items via the simple setting window W1. For example, suppose that a customization list L2 based on a first condition, such as that shown in FIG. 8, is displayed by executing a read operation. In this situation, the player 3 may specify additional conditions, such as "filter by water attribute" or "sort by attack power" via the simple setting window W1. In this case, the list output unit 222 may output a modified customized list L2 by further rearranging or narrowing down the customized list L2 so that the additional condition is also satisfied, with the first condition as a prerequisite.

[0069] As described above, the conditions specified in the simple settings window W1 may be combined with the customization conditions, and the customization conditions may be overwritten and saved with the modified conditions resulting from the combination. If the player 3 finds the customized list output based on the combined conditions useful, the player 3 may request that the output conditions for the currently displayed list be saved. In response to such a save request, the condition registration unit 221 adds the setting items specified in the simple settings window W1 to the customization conditions used to output the list, and overwrites and saves the customization conditions. Although players 3 with little gaming experience may find the condition setting for sorting and / or filtering cumbersome, enabling condition setting using both the above-described customization condition readout function and the simple settings window W1 is expected to further improve usability.

[0070] The operation information receiving unit 223 has a function of receiving operation information of the player 3 transmitted from the player terminal 30. The received operation information is used as instruction information for the various functional units (such as the game processing unit 220, the condition registration unit 221, and the list output unit 222) to process the game program. For example, a read operation by the player 3 corresponding to the customization conditions is detected by a touch panel, a camera, various sensors, etc. of the player terminal 30, and operation information related to the detected read operation is transmitted from the player terminal 30 to the operation information receiving unit 223. The operation information receiving unit 223 transmits the received operation information related to the read operation to the list output unit 222, etc. as instruction information from the player 3.

[0071] <Server communication section> The server communication unit 23 is connected to the terminal communication unit 35 of the player terminal 30 via the network N. The server communication unit 23 and the terminal communication unit 35 of the player terminal 30 transmit and receive information to and from each other. The server 20 receives various commands (prompts, requests, etc.) from the player terminal 30 via the server communication unit 23. Based on the various commands transmitted from the player terminal 30, the control unit 22 executes processing according to a game program, and the server communication unit 23 transmits the processing results of the game program generated by the control unit 22 (for example, game images, game sounds, and a game media list, etc.) to the player terminal 30. Note that part of the game program exemplified as a function of the control unit 22 may be transmitted to the player terminal 30 and executed on the player terminal 30.

[0072] <Player terminal> FIG. 3 is a functional block diagram of the player terminal 30 shown in FIG. 1. The player terminal 30 is an information processing device (e.g., a smartphone, a mobile phone, a tablet, a game-dedicated terminal, or other computer) that can be owned and used by the player 3. The player terminal 30 can output (e.g., game image output, game sound output, etc.) the processing results of a game program transmitted from the server 20 via a game application or a web browser. The player terminal 30 includes, for example, a storage unit 31 that stores various data and programs, a control unit 32 that controls the entire player terminal 30, an input unit 33, a display unit 34 that displays a game screen, an operation screen, etc., and a terminal communication unit 35 that communicates information with the server 20.

[0073] <Storage unit (player terminal)> The storage unit 31 of the player terminal 30 stores programs for executing various control processes or functions in the control unit 32, input data, etc., and is configured by one or any combination of RAM (Random Access Memory), ROM (Read Only Memory), SRAM (Static Random Access Memory), flash memory, HDD (Hard Disk Drive), SSD (Solid State Drive), and other storages. Furthermore, when the player terminal 30 performs communication, the storage unit 31 temporarily stores the communication contents of the player terminal 30. The storage unit 31 may include a player setting storage unit 311.

[0074] The player setting storage unit 311 stores player setting information such as information on payment methods and account information. Such player setting information may be stored in the player information storage unit 212 of the server 20.

[0075] <Control unit (player terminal)> The control unit 32 has functions necessary for controlling each unit of the player terminal 30, such as the display, camera, and various sensors, and each function of the control unit 32 is realized by a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit) executing a program stored in a predetermined memory. The control unit 32 of the player terminal 30 may include, for example, an operation information receiving unit 321, a game operation unit 322, and a processing result receiving unit 323.

[0076] The operation information receiving unit 321 executes a process of receiving operation information related to the game input by the player 3 to the input unit 33 (described later). The operation information receiving unit 321 also executes a process of outputting the received operation information related to the game to the game operation unit 322. When a read operation is detected by the display, the camera, or various sensors, the operation information receiving unit 321 may receive the detection information and generate operation information related to the read operation including information indicating that the read operation has been executed, information specifying the type of the executed read operation, etc. Then, the operation information receiving unit 321 may transmit the generated operation information related to the read operation to the server 20 via the device communication unit 35.

[0077] The game operation unit 322 executes processing for running a game application. The game operation unit 322 starts and runs a game based on game software included in game operation information stored in the storage unit 31 and operation information related to the game input by the player via the input unit 33 (described later). The game operation unit 322 generates images for the game from image data included in the game operation information in accordance with the operation of the game, and performs control processing for outputting the generated images to the display unit 34. Similarly, the game operation unit 322 generates music and / or sounds for the game from music data and / or audio data included in the game operation information in accordance with the operation of the game, and performs control processing for outputting the generated music and / or sounds from the player terminal 30.

[0078] Note that, although the configuration has been described above in which the native application executes some of the functions of the Web application, i.e., the game operation unit 322 of the player terminal 30 executes some of the functions of the server 20, the control unit 32 of the player terminal 30 does not need to have the functions of the game operation unit 322. In that case, the game processing unit 220 of the server 20 may be configured to generate all game images and sounds as processing results. Furthermore, the information processing system 10 may be configured so that the game operation unit 322 of the player terminal 30 generates all game images and sounds instead of the server 20.

[0079] When the control unit 32 has a game operation unit 322, predetermined parameters of the game operated by the game operation unit 322 are managed by the server 20. For example, parameters such as the game level and in-game currency are managed by the server 20. Therefore, when a process occurs in the game that involves a change in these predetermined parameters, the game operation unit 322 of the player terminal 30 communicates with the server 20 to update the parameters managed by the server 20. Then, the game operation unit 322 receives the updated parameters from the server 20 and continues the operation of the game based on the updated parameters.

[0080] The processing result receiving unit 323 receives the processing result generated and transmitted by the control unit 22 of the server 20, and executes a process of outputting the processing result on the display unit 34. Note that the control unit 32 of the player terminal 30 may have functional units other than the operation information receiving unit 321, game operation unit 322, and processing result receiving unit 323 described above.

[0081] <Input section> The input unit 33 receives input operations by the player 3 and generates operation information for the player 3 in the game. Examples of input operations by the player 3 include an input operation by touching a display surface such as a touch panel, an input operation using physical buttons provided on the player terminal 30, a text input operation using a keyboard, a voice input operation using a microphone, and an input operation by the player 3 physically moving (tilting, shaking, etc.) the player terminal 30 using a sensor such as a gyro sensor built into the player terminal 30.

[0082] <Display> The display unit 34 is a display that displays the processing results of the game program, and this display may be a touch panel that can accept input operations from the player 3 by touching the display surface.

[0083] <Device communication unit> The terminal communication unit 35 is connected to the server communication unit 23 of the server 20 via the network N. The terminal communication unit 35 and the server communication unit 23 transmit and receive information to and from each other.

[0084] An example of processing related to the registration of customization conditions will be described below with reference to the flowchart shown in FIG.

[0085] If the player 3 finds the list L1 output under the initial setting conditions or the like inconvenient, the player 3 transmits a detailed list output condition setting request to the server 20 by performing an input operation such as tapping the button B1 on the list display screen 5 (step S101). The server 20 accepts the detailed setting request from the player terminal 30 and causes the player terminal 30 to display the detailed setting screen 55 (step S102). The player 3 selects and inputs setting items for the sorting process and / or narrowing down process using the detailed setting screen 55, and the condition registration unit 221 receives the selection input and accepts the designation of the setting item by the player 3 (step S103). The condition registration unit 221 accepts the designation of at least one setting item by the player 3. If the player 3 wishes to designate multiple setting items (Yes in step S104), the process of step S103 is repeated until all desired setting items have been designated.

[0086] If the player 3 can specify a read action to be associated with the customization condition, the player 3 may select whether or not to specify a read action in step S105. If the player 3 does not wish to specify a read action (No in step S105), the condition registration unit 221 registers the customization condition specified by the player 3 in association with a default read action (step S106). On the other hand, if the player 3 wishes to select a read action (Yes in step S105), the condition registration unit 221 presents candidate read actions to the player 3. The player 3 selects an action to be associated with the customization condition from the presented candidate actions, and the condition registration unit 221 accepts the specification of the read action by the player 3 (step S107). The condition registration unit 221 associates the read action specified by the player 3 with the customization condition set in step S103 and registers the customization condition (step S108). In the registration process of steps S106 and S108, the condition registration unit 221 stores the customization conditions in a predetermined storage unit such as the player information storage unit 212 in association with the player ID.

[0087] In addition, if the player 3 is not allowed to specify the read operation, after the selection and input of the setting item is completed (No in step S104), the process may proceed to step S106, and the condition registration unit 221 may execute a process of registering the specified read operation in association with the customization condition.

[0088] An example of processing related to outputting a customization list will be described below with reference to the flowchart shown in FIG.

[0089] When the player 3 wishes to select game media or view information about game media in a game scene such as a game progression part, a preparation processing part, a lottery part, or an enhancement part, the player 3 transmits a display request for a game media list to the server 20 via the player terminal 30 (step S201). In response to the display request from the player terminal 30, the list output unit 222 causes the player terminal 30 to display a list display screen 5 including a game media list according to the initial setting conditions or the immediately preceding history conditions (step S202). With this list display screen 5 displayed, when the player 3 performs a read operation associated with the customization conditions, the input unit 33 (such as a touch panel, a camera, or various sensors) of the player terminal 30 detects the read operation by the player 3 (step S203). When the read operation is detected, the operation information receiving unit 321 generates operation information related to the read operation and transmits it to the server 20. The operation information regarding the read operation may include information indicating that the read operation has been performed, information specifying the type of read operation performed, the number of times the operation was performed, the duration of the operation, the speed of the operation, or the intensity of the operation, etc.

[0090] The list output unit 222 receives operation information related to the read operation, reads out the customization conditions corresponding to the detected read operation, and outputs a game media list corresponding to the customization conditions (step S204). If the player 3 performs another read operation after this customization list is displayed (Yes in step S205), the process returns to steps S203-S204, where the list output unit 222 identifies one customization condition based on the type, number of times, or duration of the detected read operation. The list output unit 222 then executes a process of switching the list presented on the list display screen 5 based on the identified customization conditions. If the player 3's requirements for the game media list are satisfied by the customization list output in step S204 (No in step S205), the player 3 uses the displayed customization list to select and / or view game media.

[0091] <Summary of the embodiment> The information processing system 10 of this embodiment includes a memory unit 21 that stores information regarding multiple game media used in a game, a condition registration unit 221 that accepts designation of customization conditions (setting conditions) for outputting a list of game media and registers the customization conditions in association with a read operation (predetermined operation) by the user, and a list output unit 222 that reads the customization conditions when it detects a read operation by the user via the user terminal and outputs a list of game media according to the customization conditions.

[0092] As described above, in the information processing system 10, by associating a read operation with customization conditions for sorting and / or narrowing down, sorting and / or narrowing down the game media list can be performed with a simple and instantaneous operation, without requiring cumbersome input operations such as setting detailed conditions each time a list display request is made. As a result, usability for searching for game media can be improved. Furthermore, in the information processing system 10, when reading out conditions for sorting and / or narrowing down, there is no need to provide dedicated button navigation on a user interface such as the list display screen 5, which is expected to simplify the user interface and improve usability of the UI.

[0093] Furthermore, in the information processing system 10, when multiple customization conditions are saved, the list output unit 222 identifies one customization condition corresponding to the executed read operation based on the type, number of times, or duration of the read operation, and outputs a list of game media based on the identified customization condition. While providing dedicated button navigation for each of multiple sorting and / or narrowing conditions can complicate the user interface, the information processing system 10 enables multiple customization conditions to be read with simple, instantaneous operations without requiring complex button navigation. This further improves the usability of the game media search process and the UI.

[0094] The above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified and improved without departing from the spirit thereof, and it goes without saying that the present invention includes equivalents thereof.

[0095] In addition to the functions described in the above embodiments, the information processing system 10 may also have, for example, a function of proposing output conditions (sorting conditions and / or narrowing conditions) for the game media list to the player 3. Such a condition suggestion function may present to the player 3 output conditions that the player 3 has executed in the past, and allow the player 3 to select whether or not to save the output conditions as customization conditions. Furthermore, the condition suggestion function may present output conditions that have been used or saved by other players 3 with more gaming experience, other players 3 with higher ranks, etc., and allow the player 3 to select whether or not to save the output conditions as customization conditions.

[0096] The present disclosure has the following configuration. [Item 1] a storage unit that stores information about a plurality of game media used in a game; a condition registration unit that receives a setting condition for outputting the list of game contents and registers the setting condition in association with a predetermined action by a user; An information processing system comprising: a list output unit that reads the setting conditions when the specified action by the user is detected via the user terminal, and outputs a list of the game media according to the setting conditions. [Item 2] the condition registration unit accepts designation of a plurality of the setting conditions; The information processing system described in item 1, wherein the list output unit identifies one of the plurality of setting conditions corresponding to the predetermined action performed by the user, depending on the number of times or duration of the predetermined action, and outputs a list of the game media corresponding to the identified one setting condition. [Item 3] the condition registration unit accepts designation of a plurality of the set conditions and designation of a predetermined action for each of the set conditions; The information processing system described in item 1, wherein the list output unit identifies one of the plurality of setting conditions corresponding to the predetermined action performed by the user according to the type of the predetermined action, and outputs a list of the game media according to the identified one setting condition. [Item 4] An information processing system described in any of items 1 to 3, wherein the list output unit outputs an initial setting list of the game medium based on default settings, and when the initial setting list is displayed and the specified action by the user is detected without button navigation, the list outputs a list of the game medium according to the setting conditions specified by the user. [Item 5] 4. The information processing system according to any one of items 1 to 3, wherein the predetermined action is a gesture action that is different from a basic input operation. [Item 6] the set conditions are sorting conditions related to the game media, The information processing system described in any one of items 1 to 3, wherein the list output unit outputs the list generated by sorting the multiple game media based on the sorting conditions specified by the user when the specified action is detected. [Item 7] the set conditions are narrowing conditions related to the game media, The information processing system described in any one of items 1 to 3, wherein the list output unit, when detecting the specified action, extracts game media from the plurality of game media that satisfy the filtering conditions specified by the user, and outputs the list consisting of the extracted game media. [Item 8] storing information about a plurality of game media used in a game; Accepting a designation of a setting condition for outputting the list of game contents, and registering the setting condition in association with a predetermined action by a user; A program for causing a computer to read the setting conditions when the specified action by the user is detected via the user terminal, and output a list of the game media according to the setting conditions. [Item 9] storing information about a plurality of game media used in a game; Accepting a designation of a setting condition for outputting the list of game contents, and registering the setting condition in association with a predetermined action by a user; An information processing method executed by a computer, which reads out the setting conditions when the specified action by the user is detected via the user terminal, and outputs a list of the game media according to the setting conditions. [Explanation of symbols]

[0097] 1 … Business operator 3 … Player 10... Information Processing Systems 20...Server (information processing device) 30... Player terminal

Claims

1. a storage unit that stores information about a plurality of game media used in a game; a condition registration unit that receives a setting condition for outputting the list of game contents and registers the setting condition in association with a predetermined action by a user; An information processing system comprising: a list output unit that reads the setting conditions when the specified action by the user is detected via the user terminal, and outputs a list of the game media according to the setting conditions.

2. the condition registration unit accepts designation of a plurality of the setting conditions; The information processing system described in claim 1, wherein the list output unit identifies one of the plurality of setting conditions corresponding to the predetermined action performed by the user, depending on the number of times or duration of the predetermined action, and outputs a list of the game media corresponding to the identified one setting condition.

3. the condition registration unit accepts designation of a plurality of the set conditions and designation of a predetermined action for each of the set conditions; The information processing system described in claim 1, wherein the list output unit identifies one of the plurality of setting conditions corresponding to the predetermined action performed by the user depending on the type of the predetermined action, and outputs a list of the game media corresponding to the identified one setting condition.

4. An information processing system as described in any one of claims 1 to 3, wherein the list output unit outputs an initial setting list of the game medium based on default settings, and when the initial setting list is displayed and the specified action by the user is detected without button navigation, the list output unit outputs a list of the game medium according to the setting conditions specified by the user.

5. 4. The information processing system according to claim 1, wherein the predetermined action is a gesture action that is different from a basic input operation.

6. the set conditions are sorting conditions related to the game media, An information processing system according to any one of claims 1 to 3, wherein the list output unit, when detecting the specified action, outputs the list generated by sorting the plurality of game media based on the sorting conditions specified by the user.

7. the set conditions are narrowing conditions related to the game media, An information processing system according to any one of claims 1 to 3, wherein the list output unit, when detecting the specified action, extracts game media from the plurality of game media that satisfy the filtering conditions specified by the user, and outputs the list consisting of the extracted game media.

8. storing information about a plurality of game media used in a game; Accepting a designation of a setting condition for outputting the list of game contents, and registering the setting condition in association with a predetermined action by a user; A program for causing a computer to read the setting conditions when the specified action by the user is detected via the user terminal, and output a list of the game media according to the setting conditions.

9. storing information about a plurality of game media used in a game; Accepting a designation of a setting condition for outputting the list of game contents, and registering the setting condition in association with a predetermined action by a user; An information processing method executed by a computer, which reads out the setting conditions when the specified action by the user is detected via the user terminal, and outputs a list of the game media according to the setting conditions.

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