Systems, methods, and programs for providing games

The system addresses messy game displays by adjusting frame and content in response to user input, providing a smoother and more organized visual experience.

JP2026083202APending Publication Date: 2026-05-19DENA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DENA CO LTD
Filing Date
2026-02-27
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Existing game displays with simultaneous rearrangement and changes in content number can appear messy, causing user discomfort.

Method used

A system that adjusts the number of target frames and reassigned content in response to user input, using a virtual space with frames to manage content display, suppressing simultaneous animations and maintaining a smooth interface.

Benefits of technology

The system supports appropriate display of multiple contents in games, reducing user discomfort by managing frame and content changes through user input, ensuring a smoother and more organized visual experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

It supports the proper display of multiple content types used in games. [Solution] A user terminal 10 according to one embodiment of the present invention is connected to a game management server 30 via a communication network 20, and provides a game to a user operating the terminal 10. The terminal 10 outputs a predetermined screen that displays at least some of the target frames of a plurality of frames arranged in a virtual space, to which content used in the game is assigned. In response to a change in the number of target frames in response to user input, content is reassigned to the target frames. As a result, animations in which multiple pieces of content move simultaneously are suppressed, and the possibility of the user experiencing discomfort is reduced.
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Description

Technical Field

[0001] The present invention relates to a system, method, and program for providing a game.

Background Art

[0002] Conventionally, various games using contents such as cards, characters, and items have been provided (for example, see Patent Document 1 below). In such games, typically, a list display of the contents is performed. Also, in such a list display of the contents, the arrangement of the contents may be changed according to the user's operation or the like.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, when an animation display is performed such that a plurality of contents move simultaneously along with the rearrangement of the contents displayed in a list, there may be users who feel such a display is messy. Further, for example, when the number of contents displayed in a list increases or decreases simultaneously with the rearrangement of the contents, the above-described animation display is likely to become messy, and the possibility that the user feels discomfort may also increase.

[0005] One object of an embodiment of the present invention is to assist appropriate display of a plurality of contents used in a game. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification.

Means for Solving the Problems

[0006] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors output a predetermined screen that displays a first number of target frames, which are included in a plurality of frames arranged in a virtual space, and to which the first number of content is assigned from among a plurality of content used in the game; in response to user input, the predetermined screen changes the number of target frames displayed from the first number to a second number; and, in accordance with the change in the number of target frames, reassigns content from among the plurality of content to at least some of the target frames of the second number.

[0007] A method according to one embodiment of the present invention is a method for providing a game, performed by one or more computers, comprising the steps of: outputting a predetermined screen that displays a first number of target frames, which are included in a plurality of frames arranged in a virtual space, and to which the first number of content is assigned from among a plurality of content used in the game; changing the number of target frames displayed on the predetermined screen from the first number to a second number in response to user input; and reassigning content from among the plurality of content to at least some of the target frames of the second number in accordance with the change in the number of target frames.

[0008] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to output a predetermined screen displaying a first number of target frames, which are included in a plurality of frames arranged in a virtual space, and to which a first number of contents are assigned from among a plurality of contents used in the game; to change the number of target frames displayed on the predetermined screen from a first number to a second number in response to user input; and to reassign contents from among the plurality of contents to at least some of the target frames of the second number in accordance with the change in the number of target frames. [Effects of the Invention]

[0009] Various embodiments of the present invention support the proper display of multiple contents used in games. [Brief explanation of the drawing]

[0010] [Figure 1] A schematic diagram showing the configuration of a network including a user terminal 10 according to one embodiment of the present invention. [Figure 2] A diagram illustrating the information managed by user information table 3511. [Figure 3] A diagram illustrating the information managed by card information table 3512. [Figure 4] A diagram illustrating the information managed by the card ownership management table 3513. [Figure 5] A diagram illustrating the card list screen 50. [Figure 6] A diagram illustrating a two-dimensional virtual space 300 with multiple frames 200 arranged within it. [Figure 7] A flowchart illustrating the processes that the user terminal 10 executes in response to the detection of pinch-in or pinch-out input in the list area 52. [Figure 8] This diagram illustrates the virtual space 300 after a pinch-out input has been performed. [Figure 9] A diagram to explain card reassignment. [Figure 10] This diagram illustrates the card list screen 50 after a pinch-out input has been performed. [Figure 11] This diagram illustrates the card list screen 50 after a pinch-out input has been performed. [Figure 12] This diagram illustrates the card list screen 50 after a pinch-out input has been performed. [Figure 13] This diagram illustrates the card list screen 50 after a pinch-out input has been performed. [Figure 14] This diagram illustrates the card list screen 50 after a pinch-in input has been performed. [Figure 15]A diagram illustrating the card list screen 50 after pinch-in input has been performed. [Figure 16] A diagram illustrating the card list screen 50 after pinch-in input has been performed. [Figure 17] A diagram illustrating the card list screen 50 after pinch-in input has been performed.

Mode for Carrying Out the Invention

[0011] Hereinafter, embodiments of the present invention will be described while referring to the drawings. In each of the drawings, the same or similar components may be given the same reference numerals.

[0012] FIG. 1 is a configuration diagram schematically showing the configuration of a network including a user terminal 10 according to an embodiment of the present invention. As shown in the figure, the terminal 10 is communicably connected to a game management server 30 via a communication network 20 such as the Internet. In FIG. 1, only one user terminal 10 is shown, but a plurality of user terminals 10 may be communicably connected to the server 30. The terminal 10 provides a game to a user who operates the terminal 10. The user terminal 10 is an example of a device that implements all or part of the system of the present invention.

[0013] First, the hardware configuration of the user terminal 10 will be described. The user terminal 10 is configured as a general computer and, as shown in FIG. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like not shown in the figure.

[0014] The computer processor 11 is configured as a CPU or GPU or the like, reads various programs stored in the storage 15 or the like into the main memory 12, and executes various instructions included in the programs. The main memory 12 is constituted by, for example, DRAM or the like.

[0015] The input / output interface 13 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 13 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 13 includes image output devices such as displays and audio output devices such as speakers.

[0016] The communication interface 14 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.

[0017] The storage 15 is composed of, for example, a magnetic disk, flash memory, etc. The storage 15 stores various programs, including the operating system, and various data. The programs stored in the storage 15 can be downloaded and installed from an application market, etc. The storage 15 also stores the terminal-side program 40. This program 40 is composed of a web browser or other applications (for example, a game application, etc.).

[0018] In this embodiment, the user terminal 10 may be configured as a smartphone, tablet, wearable device, personal computer, or game terminal, etc.

[0019] Next, the hardware configuration of the game management server 30 will be described. The game management server 30 is configured as a general-purpose computer and, as shown in Figure 1, includes a computer processor 31, main memory 32, input / output interface 33, communication interface 34, and storage (memory device) 35. These components are electrically connected via buses and the like (not shown).

[0020] The computer processor 31 is configured as a CPU or GPU, and loads various programs stored in storage 35, etc., into the main memory 32 and executes various instructions contained in those programs. The main memory 32 is configured as, for example, DRAM.

[0021] The input / output interface 33 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 33 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 33 includes image output devices such as displays and audio output devices such as speakers.

[0022] The communication interface 34 is implemented as hardware such as a network adapter, various communication software, and a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.

[0023] The storage 35 is composed of, for example, a magnetic disk or flash memory. The storage 35 stores various programs, including the operating system, and various data. For example, the storage 35 has various tables 351 that store various information for providing games. The storage 35 also stores the server-side program 42. At least a portion of the program 42 can be executed on the user terminal 10 side via the terminal-side program 40 described above.

[0024] In this embodiment, the game management server 30 may be configured using multiple computers, each having the hardware configuration described above. For example, the server 30 may be configured by one or more server devices.

[0025] The game management server 30 configured in this way functions as both a web server and an application server. It responds to requests from terminal-side programs 40 running on the user terminal 10, performs various processes, and transmits screen data (e.g., HTML data) and control data, etc., to the user terminal 10 according to the results of those processes. The user terminal 10 displays a web page or other screen based on the received data.

[0026] For example, the user terminal 10 can obtain information about the corresponding user and various data from the game management server 30 in response to the startup of the terminal-side program 40. Furthermore, for example, the user terminal 10 can obtain various data from the game management server 30 and transmit the latest user information to the game management server 30 while the terminal-side program 40 is running. In this embodiment, the user terminal 10 can also be configured to provide the game without communication with the game management server 30.

[0027] Next, the functions of the user terminal 10 and the game management server 30 configured in this way will be described. As shown in Figure 1, the computer processor 11 of the user terminal 10 is configured to function as a game progress control unit 111 by executing instructions contained in a program loaded into the main memory 12 (for example, at least a part of the terminal-side program 40).

[0028] The game progress control unit 111 is configured to perform various processes related to controlling the progress of the game in this embodiment. For example, the game progress control unit 111 is configured to generate and display various screen images related to the game. Also, for example, the game progress control unit 111 is configured to perform various calculations to advance the game.

[0029] As shown in Figure 1, the computer processor 31 of the game management server 30 is configured to function as a management function control unit 311 by executing instructions contained in a program loaded into the main memory 32 (for example, at least a part of the server-side program 42).

[0030] The management function control unit 311 is configured to perform various processes related to the control of the game's management functions in this embodiment. For example, the management function control unit 411 transmits screen data and control data for various screens related to the management functions to the user terminal 10, performs various processes in response to user input via the screens displayed on the user terminal 10, and transmits screen data and control data to the user terminal 10 according to the results of those processes. Functions controlled by the management function control unit 311 include, for example, login processing (user authentication), billing control, and user count management.

[0031] In this embodiment, the game progress control unit 111 of the user terminal 10 is configured to output a predetermined screen that displays at least some of the target frames of a plurality of frames arranged in the virtual space. The first number of target frames displayed on the predetermined screen are assigned a first number of content items from among a plurality of content items used in the game (for example, content items to be displayed such as a plurality of content items owned by the user). The virtual space is configured as a two-dimensional space or a three-dimensional space.

[0032] Furthermore, the game progress control unit 111 is configured to change the number of target frames displayed on a predetermined screen in response to user input. Changing the number of target frames typically involves changing the size of the target frames on the predetermined screen. User input is performed, for example, via an information input device such as a touch panel.

[0033] In this embodiment, the game progress control unit 111 is configured to reassign content from the above-mentioned plurality of contents to at least some of the target frames of the second number (target frames displayed on a predetermined screen after the change in the number of target frames) when the number of target frames changes from a first number to a second number. In response to the content reassignment, the reassigned content is typically displayed on the predetermined screen.

[0034] Thus, the user terminal 10 of this embodiment outputs a predetermined screen that displays at least some of the target frames among a plurality of frames arranged in a virtual space, to which content used in the game is assigned. In response to changes in the number of target frames in response to user input, content is reassigned to the target frames. As a result, animations in which multiple content items move simultaneously are suppressed, and the possibility of the user experiencing discomfort is reduced. In this way, the terminal 10 supports the appropriate display of multiple content items used in the game.

[0035] The content in this embodiment includes various types of content used in various types of games, and includes, but is not limited to, cards, characters, and items. Furthermore, the content in this embodiment may be obtained through lotteries using in-game currency or as rewards for clearing games.

[0036] In this embodiment, the assignment of content to target frames may be performed according to predetermined rules. For example, a first number of target frames displayed on a predetermined screen are assigned a first number of contents from among multiple contents according to predetermined rules, and the game progress control unit 111 is configured to reassign content so that, when the number of target frames changes from a first number to a second number, the second number of contents are assigned to the second number of target frames according to the predetermined rules. The predetermined rules include, for example, rules for assigning content according to the order in which multiple contents are arranged based on content identifiers, parameters, acquisition date and time, usage frequency, etc. This configuration makes it possible for the assignment of content before and after a change in the number of target frames to be performed according to predetermined rules.

[0037] Furthermore, the game progress control unit 111 may be configured to change the number of target frames displayed on a predetermined screen by changing the display area of ​​multiple frames in the virtual space. For example, if the display area expands in response to user input, the number of target frames increases, and if the display area shrinks, the number of target frames decreases. This configuration makes it possible to change the number of target frames displayed on a predetermined screen by changing the display area in the virtual space.

[0038] In this case, the game progress control unit 111 may be configured to change the number of target frames by expanding or contracting the display area around the central target frame located in the center of the multiple target frames included in the display area in the virtual space. This configuration facilitates smoother display in response to changes in the number of target frames, as the number of target frames is changed by expanding or contracting the display area around the central target frame.

[0039] Furthermore, in this case, content reassignment may be disabled for the central frame. This configuration ensures that the content assigned to the central frame remains unchanged, thus facilitating smoother display when the number of frames changes.

[0040] Furthermore, the game progress control unit 111 may be configured to increase the number of target frames in response to a first type of input from the user, and to decrease the number of target frames in response to a second type of input from the user. The first and second types of inputs include various types of inputs; for example, the first type of input may be a pinch-in or single-tap operation on the touch panel, and the second type of input may be a pinch-out or double-tap operation on the touch panel. Such a configuration makes it possible to control the increase or decrease of the number of target frames in response to the type of input from the user.

[0041] Furthermore, the game progress control unit 111 may be configured to display a predetermined image common to multiple contents (for example, the image of the back of a card) in the target frame for content reassignment, and then display the image of the reassigned content (for example, the image of the front of a card). For example, the target frame may display the predetermined image and then the image of the reassigned content, accompanied by a rotation display of the content. This configuration enables the smooth display of the image of the reassigned content through the display of the common predetermined image.

[0042] Furthermore, when the number of target frames is changed by expanding or shrinking the display area around the central target frame, the game progress control unit 111 may be configured to display the predetermined image in order from the target frame closest to the central target frame, among the multiple target frames after the change in the number of target frames, excluding the central target frame. This configuration ensures that the predetermined image is displayed sequentially from the target frames surrounding the central target frame outwards, thereby promoting the smooth display of images of the reassigned content.

[0043] Next, a specific example of a user terminal 10 having such functionality will be described. In this example, the user terminal 10 provides a card game in which the user can play against other players using multiple cards (content) that the user possesses.

[0044] First, in this example, we will explain the information managed by each table included in the various tables 351. Figure 2 illustrates the information managed by the user information table 3511 in this example. In this example, the user information table 3511 manages information about game users (players), and as shown in the figure, it manages information such as account name and "basic information" including date of birth, associated with a "user count" that identifies individual users.

[0045] Figure 3 illustrates the information managed by the card information table 3512 in this example. In this example, the card information table 3512 manages information about cards used in the game, and as shown in the figure, it manages information such as the "character name," which is the name of the corresponding character, associated with the "card type," which identifies the type of individual card; "various parameter information," which is information about various parameters used in battle (HP, attack power, and defense power, etc.); and "image information," which is information about the image on the surface of the card.

[0046] Figure 4 illustrates the information managed by the owned card management table 3513 in this example. In this example, the owned card management table 3513 manages information about the cards owned by a user and, as shown in the figure, manages information such as "card type" which identifies the type of card, in association with a combination of "user account" which identifies an individual user and "card ID" which identifies an individual card owned by that user. In this example, a user can own multiple cards of the same type (the same card type value), and these multiple cards will have different card IDs assigned to them.

[0047] The above explains the information managed by each table in this example. Next, we will explain the processes executed by user terminal 10 and the screens output on user terminal 10 in this example.

[0048] Figure 5 illustrates a card list screen 50 (a predetermined screen) for displaying a list of cards owned by the user in this example. As shown in the figure, the screen 50 has a list area 52 on which multiple cards are displayed in a list.

[0049] As shown in the figure, the list area 52 has multiple target frames 200 arranged vertically in five columns. Each target frame 200 is assigned a card 202, and in the state shown in Figure 5, the image 2021 on the surface of the card 202 is displayed.

[0050] Furthermore, in this example, the target frame 200 is a transparent object, and the user can see the card 202 assigned to the target frame 200, but not the target frame 200 itself. In other examples of this embodiment, the target frame 200 itself is also configured as a visible object.

[0051] In this example, the target frame 200 placed in the list area 52 is one of several frames placed in the virtual space that is included in the display area. Figure 6 illustrates a virtual space 300 in which multiple frames 200 are placed. In this example, the virtual space 300 is configured as a two-dimensional virtual space, and the number of frames 200 placed in the virtual space 300 corresponds to the number of cards owned by the user who is the target of the list display. In other words, the same number of frames 200 as the number of cards owned by the user are placed in the virtual space 300. These frames 200 are arranged vertically in five columns in the virtual space 300.

[0052] The display area 302 in the virtual space 300 in Figure 6 corresponds to the list area 52 of the card list screen 50 illustrated in Figure 5. As shown in the figure, of the multiple frames 200, 25 frames 200 arranged in a 5x5 grid from the top five rows are contained within the display area 302. In other words, these 25 frames 200 are the target frames that are displayed on the card list screen 50.

[0053] Returning to the card list screen 50 in Figure 5, the list area 52 contains 25 target slots 200, and each of these target slots 200 is assigned a corresponding 25 card 202.

[0054] In this example, the cards 202 are assigned to the multiple target frames 200 according to the order in which the cards 202 are arranged (for example, in ascending / descending order of character names (alphabetical order) or the values ​​of specific parameters). For example, in the example in Figure 5, the 25 cards 202 from C1 to C25 (the numbers indicate the order in the arrangement) are arranged in order from the top row to the bottom row, and within the same row, they are arranged from left to right. That is, in the first row from the top, the five cards C1 to C5 are arranged from left to right, in the second row from the top, the five cards C6 to C10 are arranged from left to right, and so on.

[0055] In this example, when a user performs a pinch-in or pinch-out gesture in the list area 52 of the card list screen 50, the display area 302 in the virtual space 300 is reduced or increased. A pinch-in is an operation in which two fingers are moved as if pinching each other on the touch panel, and a pinch-out is an operation in which the distance between those two fingers is increased.

[0056] Figure 7 is a flowchart illustrating the processes executed by the user terminal 10 in response to the detection of pinch-in or pinch-out input in the list area 52. When pinch-in or pinch-out input is detected, the user terminal 10 first enlarges or reduces the display area in the virtual space as shown in the figure (step S100). Specifically, if pinch-out input is detected, the display area is reduced, and if pinch-in input is detected, the display area is enlarged.

[0057] Figure 8 illustrates the virtual space 300 after a pinch-out input is performed, starting from the state of the virtual space 300 illustrated in Figure 6. In this case, as shown in the figure, the display area 302 that surrounded the 25 frames 200 is reduced in size. The reduction of the display area 302 is performed so that the outermost frame 200 among the frames 200 contained inside the area 202 becomes the outermost frame. In other words, for example, a display area 302 that surrounds a 5x5 frame 200 is reduced in size to surround a 3x3 frame 200. Note that the position of the central frame 200A is maintained when the display area 302 is reduced. In other words, the reduction of the display area 302 is performed with the central frame 200A as the center.

[0058] Furthermore, if a pinch-in input is performed, the display area 302 will be expanded. For example, if a pinch-in input is performed from the state of the virtual space 300 exemplified in Figure 8, it will return to the state of the virtual space 300 exemplified in Figure 6. In other words, the expansion of the display area 302 is performed so that the innermost (center-side) frame 200 of the outer frame 200 of the area 302 becomes the innermost frame. To put it another way, for example, a display area 302 that encloses a 3x3 frame 200 will be expanded to enclose a 5x5 frame 200. Note that the position of the central frame 200A is maintained even when the display area 302 is expanded. In other words, the expansion of the display area 302 is centered on the central frame 200A.

[0059] Returning to the flowchart in Figure 7, once the display area in the virtual space is enlarged / reduced in this way, the user terminal 10 then rearranges the cards for the target frames, excluding the central target frame (step S110). Specifically, the cards are rearranged according to the order in which the multiple cards are arranged, based on the card assigned to the central target frame.

[0060] Figure 9 is a diagram illustrating the reassignment of cards. Figure 9 shows the reassignment of cards when the display area 302 in the virtual space 300 exemplified in Figure 6 is reduced to the display area 302 in the virtual space 300 exemplified in Figure 8. In this case, as shown in the diagram, the cards 202 that have been rearranged based on card 202 C13, which is assigned to the central target frame 200A, are reassigned to the remaining 8 target frames 200. Specifically, of the 9 target frames 200 arranged in a 3x3 grid, the cards 202 that were assigned to the top 3 target frames 200 from left to right were C7, C8, C9, but are changed to C9, C10, C11, and the cards 202 that were assigned to the bottom 3 target frames 200 from left to right were C17, C18, C19, but are changed to C15, C16, C17. Furthermore, the two target frames 200 to the left and right of the central target frame 200A in the middle section are assigned the same cards 202 (C12 and C14) even after the cards are reassigned. As a result, in the nine target frames 200 in the reduced display area 302, the nine cards 202 from C9 to C17 are arranged in order from the top row to the bottom row, and within the same row, they are arranged from left to right.

[0061] Furthermore, when a card is reassigned, a predetermined visual display is shown in the list area 52 of the card list screen 50. Figures 10 to 13 illustrate a series of card list screens 50 after a pinch-out input is performed, starting from the state of the card list screen 50 exemplified in Figure 5. As exemplified in Figure 10, when a pinch-out input is performed and the display area is reduced, the list area 52 gradually switches from displaying the 25 target frames 200 included in the display area before reduction to displaying the 9 target frames 200 included in the display area after reduction (zoom-in display). At this stage, the cards 202 assigned to the 9 target frames 200 included in the display area after reduction are the cards 202 before reassignment (the results of the reassignment are not reflected).

[0062] Subsequently, as illustrated in Figure 11, an animation is displayed in which the card 202 rotates 360 degrees around the vertical axis in the four target frames 200 adjacent to the central target frame 200A on all sides. The image 2022 of the back of the card 202 that is displayed as it rotates is the same image for all cards 202.

[0063] Subsequently, as illustrated in Figure 12, the image 2021 of the surface of the reassigned card 202 is displayed in the four target frames 200 adjacent to the central target frame 200A on all sides (top, bottom, left, and right), and an animation is displayed in the remaining four target frames 200 showing the card 202 rotating 360 degrees around its vertical axis. The two target frames 200 adjacent to the left and right of the central target frame 200A are assigned the same card 202 (C12 and C14) through reassignment.

[0064] Then, once the animation display described above is complete in the remaining four target frames 200, the image 2021 of the surface of the reassigned card 202 is displayed in these four target frames 200, as illustrated in Figure 13.

[0065] Figures 14 to 17 illustrate a series of card list screens 50 after a pinch-in input is performed, starting from the state of the card list screen 50 illustrated in Figure 13. As illustrated in Figure 14, when a pinch-in input is performed and the display area is enlarged, the display in the list area 52 gradually switches from the display of the 9 target frames 200 included in the display area before enlargement to the display of the 25 target frames 200 included in the display area after enlargement (zoom-out display). At this stage, the cards 202 assigned to the 9 target frames 200 included in the display area before enlargement are the cards 202 before reassignment (the results of reassignment are not reflected). Also, no cards 202 are assigned to the remaining outermost 16 target frames 200.

[0066] Subsequently, as illustrated in Figure 15, an animation is displayed in which the card 202 rotates 360 degrees around the vertical axis in the four target frames 200 adjacent to the central target frame 200A on the top, bottom, left, and right sides.

[0067] Subsequently, as illustrated in Figure 16, the image 2021 of the front side of the reassigned card 202 is displayed in the four target frames 200 adjacent to the top, bottom, left, and right of the central target frame 200A. At the same time, an animation is displayed in the four target frames 200 located to the upper right, lower right, upper left, and lower left of the central target frame 200A, showing card 202 rotating 360 degrees around its vertical axis. The two target frames 200 adjacent to the left and right of the central target frame 200A are assigned the same card 200 (C12 and C14) through reassignment. In addition, the image 2022 of the back side of card 202 is displayed in the outermost 16 target frames to which no card 202 was previously assigned.

[0068] Subsequently, as illustrated in Figure 17, the image 2021 of the surface of the reassigned card 202 is displayed in the four target frames 200 located in the upper right, lower right, upper left, and lower left of the central target frame 200A, and an animation is displayed in the outermost 16 target frames 200 showing the card 202 rotating halfway around the vertical axis of rotation.

[0069] Then, once the animation display in the outermost 16 target frames 200 is complete, the images 2021 of the front surface of the reassigned cards 202 are displayed in these 16 target frames 200, similar to the card list screen 50 illustrated in Figure 5.

[0070] Furthermore, in the list area 52 of the card list screen 50 as illustrated in Figure 5, when a flick or slide input is performed in the vertical direction, the display area 302 in the virtual space 300 moves vertically, and the target frame 200 is changed.

[0071] In the example described above, the display area 302 in the virtual space 300 is reduced or expanded when a pinch-in or pinch-out input is performed. However, the display area 302 may be reduced or expanded in response to other input operations.

[0072] In the example described above, the number of target frames 200 to be displayed in the list area 52 of the card list screen 50 may be specified directly without shrinking or expanding the display area 302. In this case, for example, instead of the central target frame 200A, the sorting of cards may be performed based on card 202 of C1, which is assigned to the target frame 200 located in the upper left (the target frame 200 located on the far left of the top row).

[0073] As described above, the user terminal 10 according to this embodiment outputs a predetermined screen that displays at least some of the target frames among a plurality of frames arranged in a virtual space, to which content used in the game (e.g., cards) is assigned. In response to user input (e.g., pinch-in or pinch-out input), the number of target frames is changed, and the content is reassigned to the target frames. As a result, animations in which multiple contents move simultaneously are suppressed, and the possibility of the user experiencing discomfort is reduced. In this way, the terminal 10 supports the appropriate display of multiple contents used in the game.

[0074] In other embodiments of the present invention, some or all of the functions of the user terminal 10 in the above-described embodiments may be realized by the cooperation of the user terminal 10 and the game management server 30, or by the game management server 30 alone. In other words, the system of the present invention may consist of the user terminal 10, the user terminal 10 and the game management server 30, or the game management server 30 alone.

[0075] The processes and procedures described herein can be implemented by software, hardware, or any combination thereof, in addition to those explicitly described herein. For example, the processes and procedures described herein can be implemented by implementing the logic corresponding to those processes and procedures on a medium such as an integrated circuit, volatile memory, non-volatile memory, or magnetic disk. Furthermore, the processes and procedures described herein can be implemented as computer programs corresponding to those processes and procedures and executed by various types of computers.

[0076] Even if a process or procedure described herein is described as being performed by a single device, software, component, or module, such process or procedure may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Furthermore, the software and hardware elements described herein can also be realized by integrating them into fewer components or by decomposing them into more components.

[0077] In this specification, where a component of the invention is described as either one or more, or without limitation to either one or more, such component may be either one or more, unless the context should be otherwise interpreted. [Explanation of symbols]

[0078] 10 User terminals 11 Computer Processors 111 Game Progress Control Unit 15 Storage 30 Game Management Servers 31 Computer Processors 311 Management Function Control Unit 35 storage 351 Various Tables 3511 User Information Table 3512 Card Information Table 3513 Card Ownership Management Table 40 Terminal-side programs 42 Server-side programs 50 Card List Screen 200 slots, eligible slots 202 cards 2021 Surface image 2022 Image of the reverse side 300 virtual spaces 302 Display area

Claims

1. A system for providing games, comprising one or more computer processors, The steps include outputting a predetermined screen that displays a first number of target frames, which are included in a plurality of frames arranged in a virtual space, and to which the first number of content is assigned from among a plurality of content used in the game; The steps include changing the number of target frames displayed on the predetermined screen from the first number to the second number in response to user input, In response to a change in the number of target frames, the following steps are performed: reassigning content from the multiple content items to at least some of the second number of target frames. system.

2. The first number of target slots are allocated with a first number of content items from among the multiple content items according to a predetermined rule. The step of reallocating the content involves reallocating content to at least a portion of the second number of target slots in accordance with the predetermined rules, such that a second number of content items are assigned to the second number of target slots from among the plurality of content items. The system according to claim 1.

3. The aforementioned predetermined rule is a rule for assigning content according to the order in which the multiple contents are arranged. The system according to claim 2.

4. The step of changing the number of target frames involves changing the display area of ​​the multiple frames in the virtual space, thereby changing the number of target frames. The system according to claim 1.

5. The step of changing the number of target frames involves changing the number of target frames by expanding or contracting the display area around the central target frame located in the center of the first number of target frames included in the display area. The system according to claim 4.

6. The step of reallocating the content may be to not reallocate the content for the central frame. The system according to claim 5.

7. The step of changing the number of target frames involves increasing the number of target frames in response to a first type of input by the user, and decreasing the number of target frames in response to a second type of input by the user. The system according to claim 1.

8. The step of reassigning the content involves, for at least some of the target frames, displaying a predetermined image common to the multiple content items, and then displaying the image of the reassigned content. The system according to claim 1.

9. The step of reassigning the content includes, for at least some of the target frames, displaying the predetermined image and the image of the reassigned content, accompanied by rotating the content. The system according to claim 8.

10. The step of changing the number of target frames involves changing the number of target frames by expanding or contracting the display area around the central target frame located in the center of the first number of target frames included in the display area of ​​the virtual space. The step of reassigning the content involves displaying the predetermined image in order from the target frame closest to the central target frame, among the second number of target frames, excluding the central target frame. The system according to claim 8.

11. A method for providing a game, which is executed by one or more computers, The steps include outputting a predetermined screen that displays a first number of target frames, which are included in a plurality of frames arranged in a virtual space, and to which the first number of content is assigned from among a plurality of content used in the game; The steps include changing the number of target frames displayed on the predetermined screen from the first number to the second number in response to user input, The process includes the step of reallocating content from the plurality of content to at least some of the second number of target frames in response to a change in the number of target frames, method.

12. A program for providing games, which can be installed on one or more computers. The steps include outputting a predetermined screen that displays a first number of target frames, which are included in a plurality of frames arranged in a virtual space, and to which the first number of content is assigned from among a plurality of content used in the game; The steps include changing the number of target frames displayed on the predetermined screen from the first number to the second number in response to user input, The process involves performing the following steps in response to a change in the number of target frames: reassigning content from the multiple content items to at least some of the second number of target frames. program.