Programs, methods, information processing devices, systems
The program addresses the challenge of feeling the fun of collecting cards in virtual trading games by visually tracking card ownership and progression through animations, enhancing user engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- THE POKEMON CO
- Filing Date
- 2026-03-17
- Publication Date
- 2026-05-19
AI Technical Summary
In virtual trading card games, players struggle to feel the fun of collecting cards due to difficulty in grasping the progression of their card collection and the rarity of acquired cards.
A program that displays a list of objects, including owned and unowned cards, with animations and effects indicating ownership changes, allowing users to visually track and experience the joy of collecting cards.
Enhances the enjoyment of collecting cards by providing a clear visual representation of card ownership and progression, making the collection process more engaging.
Smart Images

Figure 2026083422000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, a method, an information processing apparatus, and a system.
Background Art
[0002] When playing a trading card game in a virtual space, it is necessary to assemble a card deck for use in the game. A player checks whether they possess cards that can be incorporated into the card deck from a list of cards (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a trading card game, as a method of collecting cards, there are cases where a player purchases cards after understanding the contents of the cards, or purchases cards by lottery without looking at the contents of the cards. In a trading card game, generally, the rarer the card, the more effective its effect, and the higher the possibility of being incorporated into the card deck. Therefore, it becomes important how many rare cards are included in the purchased cards, and there is a possibility that the fun of collecting cards becomes secondary.
[0005] In recent trading card games on a virtual space, when a player acquires a card, it is common to display in an easy-to-understand manner how many rare cards have been acquired. However, with this specification, it is difficult to grasp how far the card collection has progressed, and it is difficult to actually feel the fun of collecting cards.
[0006] An object of the present disclosure is to make a user actually feel the fun of collecting cards. [Means for solving the problem]
[0007] This is a program to be executed on a computer equipped with a processor and memory. The program causes the processor to perform the following steps: store information about multiple objects, including whether or not the user owns them; when an object is acquired, associate the acquired object with a state in which it can be used by the user; when instructed to display a list of objects, display a list of objects in a way that allows identification of whether or not the user owned them during the previous list display; and in the displayed list, switch the display of the associated object to a display that indicates ownership. [Effects of the Invention]
[0008] According to this disclosure, users can experience the joy of collecting cards. [Brief explanation of the drawing]
[0009] [Figure 1] This is a block diagram showing the overall system configuration. [Figure 2] Figure 1 is a block diagram showing the configuration of the terminal device. [Figure 3] This diagram shows the functional configuration of the server. [Figure 4] This diagram shows the data structure of object data stored by a terminal device. [Figure 5] This is a diagram showing the area selection screen displayed on the screen. [Figure 6] This is a diagram representing the area details screen displayed on the screen. [Figure 7] Figure 2 is a flowchart illustrating the operation of the control unit when it makes a card available for use by the user. [Figure 8] This is a diagram showing the screen displayed on the display when a card is retrieved. [Figure 9]It is a flowchart showing the operation when storing the object newly acquired by the control unit shown in FIG. 2 in the object list. [Figure 10] It is a diagram showing the object list displayed on the display. [Figure 11] It is a diagram showing the effect when an object is stored in the object list. [Figure 12] It is a diagram showing the effect after an object is stored in the object list. [Figure 13] It is a diagram showing another example of the object list displayed on the display. [Figure 14] It is a diagram showing another example of the effect when an object is stored in the object list. [Figure 15] It is a diagram showing other data structures of object data. [Figure 16] It is a diagram showing other data structures of object data.
Mode for Carrying Out the Invention
[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the following description, the same parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0011] <Overview> When the user requests the display of a list of owned objects after acquiring an object in the game such as a character or a card, the information processing apparatus according to the present embodiment first displays a list screen similar to the previous list screen displayed. After that, the information processing apparatus stores the objects acquired after the previous display in the corresponding area of the displayed list screen with a predetermined effect.
[0012] <Configuration Diagram of the Whole System> FIG. 1 is a block diagram showing an example of the overall configuration of system 1. The system 1 shown in FIG. 1 includes a plurality of terminal devices 10 and a server 20. The terminal devices 10 and the server 20 are communicatively connected via, for example, a network 80. The network 80 is realized by, for example, the Internet and / or a communication network provided by a communications carrier.
[0013] In FIG. 1, an example in which the system 1 includes three terminal devices 10 each is shown, but the number of terminal devices 10 included in the system 1 is not limited to three. The number of terminal devices 10 may be less than three or may be three or more.
[0014] In the present embodiment, an aggregate of a plurality of devices may be regarded as one server. The way of distributing the plurality of functions required to implement the server 20 according to the present embodiment to one or more hardware can be appropriately determined in view of the processing capabilities of each hardware and / or the specifications required for the server 20.
[0015] The terminal device 10 is, for example, a device operated by a user as a player who plays a game. The user operates the terminal device 10 to play, for example, a game provided by the server 20. The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or a tablet. Also, the terminal device 10 may be realized by a stationary PC (Personal Computer) or a laptop PC or the like. <00001'02> The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19.
[0017] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with an external device.
[0018] The input device 13 is a device for receiving input operations from the user (for example, a touch panel, touchpad, pointing device such as a mouse, keyboard, etc.).
[0019] The output device 14 is a device (such as a display or speaker) for presenting information to the user.
[0020] Memory 15 is for temporarily storing programs and data processed by programs, etc., and is a volatile memory such as DRAM (Dynamic Random Access Memory).
[0021] Storage 16 is for storing data, and can be, for example, flash memory or an HDD (Hard Disk Drive).
[0022] The processor 19 is hardware for executing the instruction set described in the program, and consists of an arithmetic unit, registers, peripheral circuits, etc.
[0023] Server 20 is, for example, a device that provides games for users to play via terminal device 10. Server 20 manages, for example, data related to the games provided and information about players who play the games. Server 20 may also provide games to terminal device 10 via a predetermined management server.
[0024] The server 20 includes a communication interface 22, an input / output interface 23, memory 25, storage 26, and a processor 29.
[0025] Communication IF22 is an interface for inputting and outputting signals so that the server 20 can communicate with external devices.
[0026] Input / Output IF23 functions as an interface between an input device for receiving user input operations and an output device for presenting information to the user.
[0027] Memory 25 is for temporarily storing programs and data processed by programs, etc., and is a volatile memory such as DRAM.
[0028] Storage 26 is for storing data, and can be, for example, flash memory or an HDD.
[0029] The processor 29 is hardware for executing the instruction set described in the program, and consists of an arithmetic unit, registers, peripheral circuits, etc.
[0030] <1.1 Terminal Device Configuration> Figure 2 is a block diagram showing an example configuration of the terminal device 10 shown in Figure 1. As shown in Figure 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a storage unit 180, and a control unit 190. Each block included in the terminal device 10 is electrically connected, for example, by a bus.
[0031] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to an external source (for example, the server 20). The communication unit 120 performs reception processing on the signal received from an external source and outputs it to the control unit 190.
[0032] The input device 13 is a device for a user operating the terminal device 10 to input instructions or information. The input device 13 can be implemented, for example, by a touch-sensitive device 131 on which instructions are input by touching the operating surface. The input device 13 may also include a keyboard. The input device 13 converts the instructions or information input from the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may also include, for example, a receiving port that accepts electrical signals input from an external input device.
[0033] The output device 14 is a device for presenting information to the user operating the terminal device 10. The output device 14 is implemented, for example, by a display 141. The display 141 displays accounting data in accordance with the control of the control unit 190. The display 141 is implemented, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.
[0034] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of the audio signal. The audio processing unit 17 converts the signal received from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is implemented, for example, by an audio processing processor. The microphone 171 receives an audio input and provides the audio signal corresponding to that audio input to the audio processing unit 17. The speaker 172 converts the audio signal received from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
[0035] Camera 160 is a device that receives light using a photodetector and outputs it as a shooting signal.
[0036] The memory unit 180 is implemented by, for example, memory 15 and storage 16, and stores data and programs used by the terminal device 10. The memory unit 180 stores, for example, game data 181, play data 182, and object data 183.
[0037] Game data 181 is data related to the game the user is playing. Game data 181 is provided, for example, by server 20. When the content of game data 181 is updated, it is updated, for example, by data provided by server 20.
[0038] Play data 182 is data related to gameplay information. Specifically, play data 182 includes information such as completed events, completed fields, user strength, play time, owned items, and in-game currency.
[0039] Object data 183 is data relating to an object that appears in the game. In this embodiment, the object is, for example, the following: ·card ·character ·item
[0040] Object data 183 stores, for example, data about all objects in the current state. Object data 183 also stores whether a newly acquired object is available to the user. Whether an object is available or not can be rephrased as whether the user owns it or not. Object data 183 will be discussed later.
[0041] The control unit 190 is realized when the processor 19 reads a program stored in the memory unit 180 and executes instructions contained in the program. The control unit 190 controls the operation of the terminal device 10. By operating according to the program, the control unit 190 performs the functions of an operation reception unit 191, a transmission / reception unit 192, a game control unit 193, a management unit 194, and a display control unit 195.
[0042] The operation reception unit 191 processes instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives information based on instructions input from a touch-sensitive device 131 or the like.
[0043] The transmitting / receiving unit 192 performs processing to enable the terminal device 10 to send and receive data with an external device such as a server 20 in accordance with a communication protocol.
[0044] The game control unit 193 controls the progress of the game based on the game data 181. For example, the game control unit 193 starts the game in response to user input. The game control unit 193 also advances the game in response to user input. Game progression includes, for example, the following: • Selecting a game stage • Selection of game elements (for example, selection of mini-games, or selection of battles against opponents, etc.) • Playing game elements (for example, playing mini-games or battling against opponents) • Receiving rewards at the end of game elements
[0045] The management unit 194 manages data about objects that have become available to the user within the game. Specifically, for example, when an object is given to the user under certain conditions, the management unit 194 stores in the object data 183 that the object has become available to the user. The certain conditions include, for example, the following: • Purchase of a pack containing an object • Purchase of objects • Distribution of objects • Clearing game elements
[0046] Furthermore, when an object is given to a user, the management unit 194 manages the object, assuming that the user possesses it.
[0047] The display control unit 195 controls the presentation of information to the user. Specifically, for example, the display control unit 195 displays images related to the game's progress on the display 141.
[0048] Furthermore, the display control unit 195 displays images related to the objects on the display 141. Specifically, for example, the display control unit 195 displays objects owned by the user and objects not owned by the user on the display 141 based on the object data 183. The display control unit 195 displays objects owned by the user and objects not owned by the user in a way that makes them distinguishable. For example, the display control unit 195 displays objects owned by the user with solid lines and objects not owned by the user with dashed lines. Note that the display of objects not owned by the user is not limited to dashed lines; it may also be displayed with increased transparency or with its contents filled in.
[0049] The display control unit 195, for example, if the following requirements are met, will assume that there is an instruction to display a list and will display a list of objects owned by the user and objects not owned by the user. • When instructed by the user (for example, when the user instructs to display a list, or to store an object in a list) • If the number of new objects you possess exceeds the pre-set number. - If the number of completed game elements exceeds a predetermined number • When you clear the game elements set in a pre-defined unit (for example, an area)
[0050] The instruction to display the list is entered, for example, as follows: • Input from the home screen • If the home screen is in list view, enter instructions to launch the game.
[0051] The display control unit 195 may, for example, switch the target of the objects to be displayed in the list within the following range. • All objects • Objects uploaded on the same day (i.e., objects released on the same day) • Objects with the same specified elements (e.g., rarity, attributes, or quantity)
[0052] The display control unit 195 arranges objects owned by the user and objects not owned by the user according to pre-set rules. Examples of these pre-set rules are as follows. Note that the following rules may be combined. • Order according to identification number • Order according to name • The order of objects owned and objects not owned. • Order of each predetermined element (e.g., rarity, attribute, number possessed, etc.)
[0053] The display control unit 195 displays both objects owned by the user and objects not owned by the user in a way that allows them to be viewed in their entirety on a single screen, for example. Alternatively, the display control unit 195 may display both objects owned by the user and objects not owned by the user in a way that allows them to be viewed in their entirety after a predetermined number of scrolls.
[0054] In the following, displaying objects in a way that allows users to distinguish between those they own and those they do not own will be referred to as "displaying an object list."
[0055] The display control unit 195, if any objects become available between the time the object list is displayed and the time the object list is displayed again, stores the newly available objects in the empty area of the previously displayed object list with a predetermined animation. In other words, the display control unit 195 switches the display from one indicating that the object was not owned to one indicating that it was owned with a predetermined animation. The predetermined animation for storing the object is, for example, as follows: - An effect where objects jump into empty spaces. • An effect where objects appear to emerge from empty spaces. • An effect where objects slide into empty spaces.
[0056] Furthermore, the animation for storing the item is as follows, for example. - An animation that stores all acquired objects into the available space at once. - An animation that sequentially stores acquired objects into available areas in a predetermined order (by object identification number, by name, by rarity, and by attribute). • Different colors or sounds are used to indicate when an element (rarity, attribute, number owned, etc.) is stored in an empty area (for example, the effect is more pronounced when storing an object with high rarity or an object with a large number owned).
[0057] The display control unit 195 may, after storing an object in an empty area, display the stored object in a manner that allows it to be distinguished from other objects for a predetermined period of time.
[0058] <1.2 Functional Configuration of the Server> Figure 3 shows the functional configuration of server 20. As shown in Figure 3, server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.
[0059] The communications unit 201 performs processing to enable the server 20 to communicate with external devices.
[0060] The memory unit 202 is implemented by, for example, memory 25 and storage 26, and stores data and programs used by the server 20. The memory unit 202 includes, for example, game data 2021 and a player information database 2022.
[0061] Game data 2021 is data related to the game that the user is playing. Game data 2021 also includes data related to objects that appear in the game. Game data 2021 is provided, for example, to terminal device 10. When the content of game data 2021 is updated, it is provided, for example, to terminal device 10.
[0062] The Player Information Database 2022 is a database for storing information about each player in the game.
[0063] The control unit 203 is realized when the processor 29 reads a program stored in the memory unit 202 and executes instructions contained in the program. By operating according to the program, the control unit 203 performs the functions indicated as the receive control module 2031, the transmit control module 2032, and the management module 2033.
[0064] The receive control module 2031 controls the process by which the server 20 receives signals from external devices according to a communication protocol.
[0065] The transmission control module 2032 controls the process by which the server 20 transmits signals to external devices according to a communication protocol.
[0066] The management module 2033 manages the player information database 2022. For example, when the management module 2033 receives data related to game play information from the terminal device 10, it updates the player information database 2022 based on the received data. The management module 2033 also manages game data 2021. For example, the management module 2033 manages updates to game data 2021.
[0067] <2 Data Structure> Figure 4 shows the data structure of object data 183 stored by terminal device 10. Note that Figure 4 is an example and does not exclude data not shown.
[0068] As shown in Figure 4, each of the 183 records in the object data includes the fields "Object ID", "Name", "Upload Date", "Rarity", "Attributes", "Quantity", and "New Flag".
[0069] The "Object ID" field provides information to identify the object.
[0070] The "Name" field indicates the name of the object. Specifically, the "Name" field may be the name of something represented within the card, the name of a character, or the name of an item, etc.
[0071] The "Upload Date" field indicates the date and time the object was made available to users. In other words, it shows the date and time the object was registered in Game Data 2021.
[0072] The "Rarity" field indicates the rarity of the object in question. For example, a higher rarity indicates that the object is more difficult to obtain.
[0073] The "Attribute" field indicates the classification to which the object belongs.
[0074] The "Quantity Owned" field indicates the number of identical objects you own. For example, if you do not own an object, the "Quantity Owned" field will be 0.
[0075] The "New Flag" field indicates that the corresponding object has become newly available. Specifically, the "New Flag" field stores a circle in the record of an object that has been newly acquired and made available. In the object list, the flag is cleared when the object, which was not previously owned, is stored in the corresponding area.
[0076] <3 operations> This section describes the operation of the control unit 190 when displaying an object list on display 141 and displaying an animation that stores newly acquired objects in the displayed object list. The following explanation uses the case where the object is a card as an example.
[0077] In this embodiment, there are multiple ways to obtain a card, including purchasing a pack containing the card, purchasing the card itself, receiving the card through distribution, and clearing game elements. Here, we will explain the case where a card is awarded as a reward for clearing game elements.
[0078] First, the user selects an area where cards will be awarded as a reward for clearing game elements.
[0079] Specifically, for example, the display control unit 195 displays an area selection screen on the display 141 for selecting an area where game elements are set.
[0080] Figure 5 is a schematic diagram showing an example of an area selection screen displayed on display 141. In the example shown in Figure 5, five areas 1411-1 to 1411-5 are displayed. Some areas cannot be selected unless certain conditions are met. In the example shown in Figure 5, areas that the user can select are represented by solid lines, and areas that the user cannot select are represented by dashed lines. In Figure 5, areas 1411-1 to 1411-4 are areas that the user can select, and area 1411-5 is an area that the user cannot select.
[0081] Any adjacent area is connected by line 1412. The game control unit 193 makes the destination area selectable, for example, when the game elements of the source area are cleared.
[0082] Each area has cards 30-1 to 30-3 attached, which are awarded as rewards upon completion. The example shown in Figure 5 illustrates the case where cards 30-1 to 30-3 are attached, but the number of cards attached to an area is not limited to three; it can be more or less.
[0083] The attached card may display the card being awarded. In other words, the card awarded as a reward may be identifiable from the attached card.
[0084] Furthermore, the attached cards may have their reverse side displayed. Displaying the reverse side could indicate, for example, that there are cards that are eligible for distribution but have not yet been given to the user.
[0085] The user selects an area, for example, by referring to an attached card. Once the user has selected one of the areas 1411-1 to 1411-4, the game control unit 193 moves the user to the selected area. Along with moving to the selected area, the display control unit 195 displays the details of the selected area on the display 141.
[0086] Figure 6 is a schematic diagram showing an example of an area detail screen displayed on display 141. In the example shown in Figure 6, area 1411-1 is selected by the user. One of the objects placed within the area is marked to indicate the presence of a game element. In the example shown in Figure 6, a warning mark 1413 is used to indicate the presence of a game element. However, the mark indicating the presence of a game element is not limited to the warning mark 1413. The warning mark may be present from the time the area detail screen is displayed, or it may be added when an object on the area detail screen is touched.
[0087] When the user presses the warning mark 1413, the game control unit 193 starts the game element assigned to the warning mark 1413, such as a mini-game or a battle. When the user completes the game element, the game control unit 193 awards the user a card as a reward. For example, the game control unit 193 awards the user a card as a reward when the user completes a mini-game or wins a battle.
[0088] When a card is issued, the management unit 194 associates the card with the user for use.
[0089] Figure 7 is a flowchart illustrating an example of the operation when the control unit 190 shown in Figure 2 associates a card with a user for use.
[0090] In step S11, the control unit 190 reads data related to the acquired object. Specifically, the control unit 190, for example, refers to the identification ID of the acquired card by the management unit 194 and reads a record about the acquired card from the object data 183.
[0091] In step S12, the control unit 190 determines whether the number of acquired objects is 0. Specifically, for example, the control unit 190 determines, based on the management unit 194, whether the value of the item "Number Owned" in the read record is 0. If the number of objects is 0, the control unit 190 moves the process to step S13. On the other hand, if the number of objects is not 0, the process moves to step S14.
[0092] In step S13, the control unit 190 associates the acquired card with a user for use. Specifically, for example, the control unit 190 stores a circle in the "New Flag" field of the card record identified by the card ID by the management unit 194. The management unit 194 also stores 1 in the "Number of Cards Held" field of the card record identified by the card ID.
[0093] In step S14, the control unit 190 increments the value of the "Number of Cards Held" item in the record of the card identified by the card ID by the management unit 194.
[0094] When a card is acquired, the display control unit 195 causes the display 141 to display, for example, a screen indicating that a card has been acquired.
[0095] Figure 8 is a schematic diagram showing an example of a screen displayed on the display 141 when a card is acquired. The display control unit 195 displays the acquired card, a display to confirm whether or not to store the acquired card in the object list, and a display for inputting instructions on the display 141.
[0096] Specifically, as shown in Figure 8, the display control unit 195 displays the acquired cards 30-1 to 30-3 at the top of the screen, the comment window 1414 in the middle, and the input buttons 1415 and 1416 at the bottom.
[0097] The display control unit 195 displays "You have obtained a card. Do you want to add it to the album?" in the comment window 1414. The display control unit 195 displays "Add to album" on the input button 1415 to accept the instruction to add the card to the object list. The display control unit 195 displays "Do not add now" on the input button 1416 to accept the instruction not to add the card to the object list for now.
[0098] Furthermore, the display control unit 195 may display a screen on the display 141 similar to the screen shown in Figure 8, regardless of whether the card is acquired by purchasing a pack containing the card, purchasing the card itself, or receiving the card through distribution.
[0099] Figure 9 is a flowchart illustrating an example of the operation when the control unit 190 shown in Figure 2 stores a newly acquired object in the object list. Figure 9 explains the case where a card is stored in the object list, which covers all objects.
[0100] In step S21, the control unit 190 receives an instruction to store an object in the object list. Specifically, the control unit 190 receives an instruction to store an object in the object list from the operation reception unit 191, for example, when the user presses the input button 1415 shown in Figure 8.
[0101] In step S22, the control unit 190 displays an object list. Specifically, for example, the control unit 190, using the display control unit 195, causes the display 141 to display an object list with the same content as the previously displayed object list.
[0102] More specifically, for example, the display control unit 195 refers to the object data 183 and displays on the display 141 in a manner that mimics the contents of the card for cards where the item "Quantity Owned" is 1 or more and the item "New Flag" does not have a circle stored in it. The display control unit 195 also displays in a manner that makes it visible that cards where the item "Quantity Owned" is 1 and the item "New Flag" has a circle stored in it were not owned at the time of the previous display. In addition, the display control unit 195 also displays in a manner that makes it visible that cards where the item "Quantity Owned" is 0 were not owned at the time of the previous display. Examples of displays that make it visible that a card was not owned at the time of the previous display include displays with dashed lines, displays with increased transparency, or displays that are filled in.
[0103] The display control unit 195 arranges the cards that were owned at the time of the previous display and the cards that were not owned at the time of the previous display according to a predetermined rule.
[0104] The display control unit 195 displays the object list in a way that is easily visible, for example, on a single screen.
[0105] Figure 10 is a schematic diagram showing an example of an object list displayed on display 141.
[0106] The display control unit 195 displays the cards that were owned at the time of the previous display, for example, by mimicking the appearance of the cards. In the example shown in Figure 10, the display mimicking the appearance of the cards is represented by a solid line, as in card 1417. The display control unit 195 displays the cards that were not owned at the time of the previous display, for example, by increasing the transparency of the cards. In the example shown in Figure 10, the display with increased transparency is represented by a dashed line, as in card 1418. As a result, the object list is displayed with the cards that were owned at the time of the previous display, but with the cards that were not owned missing.
[0107] In step S23, the control unit 190 searches for cards acquired between the last display and the current display of the object list. Specifically, for example, the control unit 190 refers to the object data 183 via the display control unit 195 and searches for cards in which a circle is stored in the item "New Flag".
[0108] In step S24, the control unit 190 determines whether or not a card has been found. If a card is found, the control unit 190 proceeds to step S25. On the other hand, if no object is found, the process is terminated.
[0109] In step S25, the control unit 190 stores the cards acquired between the previous display of the object list and the current display in the displayed object list. Specifically, for example, a card acquired this time is represented by a dashed line in Figure 10, assuming it was not possessed when the object list was displayed last time. The storage location for the acquired card is a position in the empty area represented by the dashed line, corresponding to, for example, the card's identification number or name. The control unit 190, with the help of the display control unit 195, stores the acquired card in the empty area corresponding to the acquired card with a predetermined animation.
[0110] Figure 11 is a schematic diagram illustrating an example of how objects are stored in an object list.
[0111] In the example shown in Figure 11, the display control unit 195 stores card 30-1 in the corresponding empty area 1418-1. The display control unit 195 stores card 30-2 in the corresponding empty area 1418-2. The display control unit 195 stores card 30-3 in the corresponding empty area 1418-3. The display control unit 195 stores card 30-4 in the corresponding empty area 1418-4. The display control unit 195 may store cards 30-1 to 30-4 together in the empty area, or in a predetermined order. In addition, the effects such as color or sound may be changed according to the elements of the card (rarity, attribute, number of cards owned, etc.).
[0112] In step S25, the control unit 190 performs a predetermined animation on the objects stored in the object list by the display control unit 195.
[0113] Figure 12 is a schematic diagram illustrating an example of the animation after an object has been stored in the object list.
[0114] In the example shown in Figure 12, the display control unit 195 illuminates the areas 1419-1 to 1419-4, each containing cards 30-1 to 30-4, in a way that makes it clear that cards have been stored. Specifically, for example, the display control unit 195 illuminates the areas 1419-1 to 1419-4, each containing cards 30-1 to 30-4, in a different color from the other areas for a predetermined period of time.
[0115] In step S26, the control unit 190 updates the object data 183 using the management unit 194. Specifically, the management unit 194 deletes the circle stored in the "New Flag" item of the object data 183.
[0116] In Figure 8, if the input button 1416, which displays "Not available now," is pressed, the display control unit 195 will not display the object list. In other words, the storage of the acquired card into the object list is postponed. When the next instruction to display the object list is received, the display control unit 195 will store the postponed card in the object list. The display control unit 195 may also store the postponed card together with the newly acquired card.
[0117] As described above, in the above embodiment, the control unit 190 stores information about multiple objects, including whether or not the user owns them, via the management unit 194. When an object is acquired, the management unit 194 associates the acquired object with the user in a state where it can be used. When the user is instructed to display the list of objects, the control unit 190, via the display control unit 195, displays the list of objects in a way that allows the user to identify whether or not they owned the object during the previous list display. The display control unit 195 then switches the display of the associated object in the displayed list to indicate that it is owned. As a result, the newly acquired object fills the area that was previously marked as unowned. Therefore, the user can see at a glance the objects that have been newly added to their collection. Furthermore, the user can experience the enjoyment of filling in a collection that was previously incomplete.
[0118] Therefore, according to the terminal device 10 of this embodiment, the user can experience the joy of collecting cards.
[0119] Furthermore, in the above embodiment, the display control unit 195 is configured to indicate that a display of a list has been instructed when a predetermined number of objects have been acquired. As a result, a list of objects will be displayed even if the user does not request the display of a list.
[0120] Furthermore, in the above embodiment, the display control unit 195 is configured to indicate that a display of the list has been instructed when a predetermined game element is cleared. As a result, the list of objects will be displayed even if the user does not request the display of the list.
[0121] Furthermore, in the above embodiment, the display control unit 195 switches the display of multiple associated objects to a display indicating ownership all at once. This makes it even easier for the user to identify newly added objects in the collection.
[0122] Furthermore, in the above embodiment, the display control unit 195 switches the display of the associated multiple objects in a predetermined order to a display indicating ownership. This makes it possible for the user to intuitively grasp the characteristics of objects newly added to the collection.
[0123] Furthermore, in the above embodiment, the display control unit 195 switches the display of the associated multiple objects to a display indicating ownership with a predetermined effect. This makes it even easier for the user to confirm newly added objects to the collection. In addition, the terminal device 10 can further enhance the enjoyment of filling up the collection.
[0124] Furthermore, in the above embodiment, the display control unit 195 switches the display of multiple associated objects and then generates a predetermined effect on the switched display. This makes it even easier for the user to identify newly added objects in the collection. In addition, the terminal device 10 can further enhance the enjoyment of filling up the collection.
[0125] Furthermore, in the above embodiment, the management unit 194 assigns a new flag to the acquired object to indicate that it has been newly acquired. The display control unit 195 determines, based on the new flag, whether the user owned the object during the previous list display. The display control unit 195 then switches the display of the object to which the new flag has been assigned to indicate that it is owned. As a result, the terminal device 10 can store objects newly acquired between the previous list display and the current list display in the available space in the object list.
[0126] In the above embodiment, the display control unit 195 was described as displaying a list of objects owned by the user and objects not owned by the user. However, the list displayed by the display control unit 195 is not limited to including objects owned by the user and objects not owned by the user. The display control unit 195 may display a list that includes objects owned by the user but does not include objects not owned by the user.
[0127] Specifically, for example, the display control unit 195 refers to the object data 183 and displays on the display 141, in a manner that mimics the contents of the card, cards where the "Quantity Owned" item is 1 or more and the "New Flag" item does not have a circle stored in it. The display control unit 195 does not display cards where the "Quantity Owned" item is 1 and the "New Flag" item has a circle stored in it. Also, the display control unit 195 does not display cards where the "Quantity Owned" item is 0.
[0128] Figure 13 is a schematic diagram illustrating another example of the object list displayed on display 141.
[0129] The display control unit 195 displays the cards that were owned at the time of the previous display, for example, by mimicking the appearance of the cards. In the example shown in Figure 13, the display mimicking the appearance of the cards is represented by a solid line, as in card 1417. The display control unit 195 does not display cards that were not owned at the time of the previous display.
[0130] The display control unit 195 stores cards acquired between the previous display of the object list and the current display in the currently displayed object list. Specifically, for example, if a card acquired in the current display was not possessed when the object list was displayed in the previous display, it will not be displayed in Figure 13. The storage location of the acquired card is, for example, among the cards arranged according to identification number or name. The display control unit 195 moves the cards surrounding (sandwiching) the acquired card with a predetermined animation to create an empty area to store the acquired card. The display control unit 195 stores the card in the created empty area with a predetermined animation.
[0131] Figure 14 is a schematic diagram illustrating another example of how objects are stored in an object list.
[0132] In the example shown in Figure 14, the display control unit 195 creates areas for storing cards 30-1 to 30-4 by moving the left and right cards. The display control unit 195 stores card 30-1 in the empty area created in correspondence with card 30-1. The display control unit 195 stores card 30-2 in the empty area created in correspondence with card 30-2. The display control unit 195 stores card 30-3 in the empty area created in correspondence with card 30-3. The display control unit 195 stores card 30-4 in the empty area created in correspondence with card 30-4. The display control unit 195 may store cards 30-1 to 30-4 all at once in the empty area, or in a predetermined order. In addition, the effects such as color or sound may be changed according to the elements of the card (rarity, attribute, number of cards owned, etc.).
[0133] Furthermore, in the above embodiment, the case in which the control unit 190 refers to the value of the item "New Flag" and stores the object in the object list was described as an example. The control unit 190 may also refer to a value other than the item "New Flag" and store the object in the object list. Specifically, for example, the item "Quantity Flag" is further stored in the object data 183.
[0134] Figure 15 shows the other data structures of object data 183. The item "Owned Quantity Flag" indicates that the number of the corresponding object owned has reached a predetermined number.
[0135] For example, the control unit 190 enhances the display of a predetermined object when it possesses a preset number of that object. Enhancing the display of an object means, for example, that the frame surrounding the object changes color to silver or gold, or that the image of the object changes to a three-dimensional effect. When the number of objects possessed by the management unit 194 reaches the number required to enhance the display of the object, it stores a circle in the item "Possession Count Flag".
[0136] For example, in step S23, the display control unit 195 searches for objects whose possession count has reached a predetermined number by referring to the item "possession count flag".
[0137] In step S24, the control unit 190 determines whether or not a card has been found. If a card is found, the control unit 190 proceeds to step S25. On the other hand, if no object is found, the process is terminated.
[0138] In step S25, the control unit 190, using the display control unit 195, stores cards whose possession count has reached a predetermined number between the previous object list display and the current display in the corresponding empty area with a predetermined animation. In other words, the display control unit 195 switches the display of objects in the object list to a display indicating that the possession count has reached a predetermined number between the previous display and the current display. The display control unit 195 then performs a predetermined animation on the objects stored in the object list.
[0139] In step S26, the control unit 190 updates the object data 183 using the management unit 194. Specifically, the management unit 194 removes the circle from the "Quantity Flag" item in the object data 183.
[0140] In this way, the management unit 194 assigns a possession count flag to objects whose possession count has reached a predetermined number. The display control unit 195 then switches the display of the objects in the displayed object list to a display indicating that the possession count has reached a predetermined number. This makes it easy for the user to confirm that the possession count of an object has reached a predetermined number.
[0141] Furthermore, the description of Figure 9 in the above embodiment described a case in which cards are stored in an object list that covers all objects. The object list in which cards are stored is not limited to one that covers all objects. For example, cards can also be stored when the objects to be displayed in the list are narrowed down by the date the data was uploaded or by a predetermined element. For example, the filtering conditions set in the previous display of the object list are maintained for the next object list. The display control unit 195 stores newly acquired objects in the object list in which the filtering conditions are maintained.
[0142] This makes it possible to store objects retrieved between the last list display and the current list display in the displayed list, even if the object list has been filtered according to predetermined conditions.
[0143] <Variation> In the above embodiment, the control unit 190 was described as managing newly acquired objects by assigning a flag to them to indicate that they have been newly acquired, as an example. However, object management is not limited to the above. For example, the management unit 194 may manage whether or not an object has been newly acquired based on the date and time the object was acquired and the date and time it was last displayed in the object list.
[0144] Specifically, for example, when an object is given to a user after certain conditions are met, the management unit 194 stores in the object data 183 the date and time when the object was acquired by the user. The fact that an object is acquired by a user can be rephrased as, for example, that the object has become available for use by the user. In addition, when a list of objects is displayed, the management unit 194 stores the date and time when the list was displayed.
[0145] Figure 16 shows the other data structure of object data 183. As shown in Figure 16, each record of object data 183 includes the fields "Object ID", "Name", "Upload Date", "Rarity", "Attributes", "Acquisition Date", "Quantity Owned", and "Last Viewed Date".
[0146] The "Acquisition Date and Time" field indicates the date and time the object was acquired (the date and time it became available). Specifically, the "Acquisition Date and Time" field indicates, for example, the date and time when a user acquires an object by purchasing the object or pack. It also indicates, for example, the date and time when a user acquires an object by being distributed to them. Furthermore, it indicates, for example, the date and time when a user acquires an object by clearing a game element. For objects that are not yet available for use, the "Acquisition Date and Time" field will not store a date and time.
[0147] If you possess multiple copies of the same object, the "Acquisition Date and Time" field will store the date and time each copy was acquired.
[0148] The "Last Viewed Date and Time" field indicates the date and time the object list was last viewed. Specifically, for example, the date and time are stored for records of objects that were included in the previously viewed object list, while the date and time are not stored for records of objects that were not included. If the list is displayed with a changed object display range, that is, if the list is displayed after objects have been classified according to predetermined requirements, the date and time may be stored for each classification condition.
[0149] Next, we will describe another example of the operation by the control unit 190 when it stores a newly acquired object in the object list.
[0150] When a card is issued, the management unit 194 stores the date and time the card was acquired in the "Acquisition Date and Time" field of the record for the card identified by the card ID in the object data 183, and stores 1 in the "Number Held" field of the same record.
[0151] The display control unit 195 causes the display 141 to display a screen, for example, the one shown in Figure 8, indicating that a card has been acquired.
[0152] In step S21 shown in Figure 9, the control unit 190 receives an instruction to store an object in the object list. Specifically, the control unit 190 receives an instruction to store an object in the object list from the operation reception unit 191, for example, when the user presses the input button 1415 shown in Figure 8.
[0153] In step S22, the control unit 190 displays an object list. Specifically, for example, the control unit 190, using the display control unit 195, causes the display 141 to display an object list with the same content as the previously displayed object list.
[0154] More specifically, for example, the display control unit 195 refers to the object data 183 and displays on the display 141, in a manner that mimics the contents of the card, the card for which the date and time are stored in the item "Previous Display Date and Time". The display control unit 195 also displays in a way that makes it visible that the card was not possessed at the time of the previous display for cards for which the date and time are not stored in the item "Previous Display Date and Time".
[0155] The display control unit 195 arranges cards in which the date and time are stored in the "Last Displayed Date and Time" field and cards in which the date and time are not stored in the "Last Displayed Date and Time" field according to a predetermined rule. The display control unit 195 displays the object list so that it can be viewed on, for example, one screen.
[0156] In step S23, the control unit 190 searches for cards acquired between the last time the object list was displayed and the current display. Specifically, for example, the control unit 190 refers to the object data 183 via the display control unit 195 and searches for cards whose date and time stored in the item "Acquisition Date and Time" is later than the date and time stored in the item "Last Display Date and Time".
[0157] In step S24, the control unit 190 determines whether or not a card has been found. If a card is found, the control unit 190 proceeds to step S25. On the other hand, if no object is found, the process is terminated.
[0158] In step S25, the control unit 190, using the display control unit 195, stores the cards acquired between the previous display of the object list and the current display in the corresponding empty area with a predetermined animation. The display control unit 195 then performs a predetermined animation on the objects stored in the object list.
[0159] In step S26, the control unit 190 updates the object data 183 using the management unit 194. Specifically, the management unit 194 stores the date and time the object list was displayed this time in the "Last Display Date and Time" item of the object data 183.
[0160] In the above embodiment, the control unit 190 stores second information regarding what was displayed in the previous list display, as stored by the management unit 194. The management unit 194 stores third information indicating that the acquired object has been newly acquired. The display control unit 195 determines whether the user owned the object at the time of the previous list display based on the second and third information. The display control unit 195 then switches the display of the acquired object to a display indicating ownership based on the second and third information. As a result, the terminal device 10 can store newly acquired objects in the free area of the object list between the previous list display and the current list display.
[0161] In step S25, the control unit 190 may, with the display control unit 195, store cards whose possession count has reached a predetermined number between the previous display of the object list and the current display in the corresponding empty area with a predetermined animation. The display control unit 195 then performs a predetermined animation on the objects stored in the object list.
[0162] In this way, the display control unit 195 switches the display of objects whose ownership count has reached a predetermined number between the previous list display and the current list display to a display indicating that the ownership count has reached the predetermined number. This makes it easy for the user to confirm that the ownership count of an object has reached a predetermined number.
[0163] While several embodiments of this disclosure have been described above, these embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims and their equivalents.
[0164] <Note> The details described in each of the above embodiments are noted below.
[0165] (Note 1) A program to be executed on a computer having a processor 19 and memory 15, the program causing the processor to perform the following steps: store information about multiple objects, including whether or not they are owned by the user (194); when an object is acquired, associate the acquired object with a state in which it can be used by the user (step S13); when instructed to display a list of objects, display a list of objects in such a way that it is possible to identify whether or not the user owned them during the previous list display (step S22); and in the displayed list, switch the display of the associated object to a display indicating that it is owned (step S25).
[0166] (Note 2) The program described in (Note 1) assumes that the display of a list of objects has been instructed once a predetermined number of objects have been obtained.
[0167] (Note 3) The program described in (Appendix 1) or (Appendix 2), wherein in the step of displaying a list of objects, the display of the list is instructed when a predetermined game element is cleared.
[0168] (Note 4) A program described in any of the following (Appendix 1) to (Appendix 3) that, in the switching step, simultaneously switches the display of multiple associated objects to a display indicating ownership.
[0169] (Note 5) A program as described in any of (Appendix 1) to (Appendix 3), which, in the switching step, switches the display of multiple associated objects to a display indicating ownership in a predetermined order.
[0170] (Note 6) A program as described in any of (Appendix 1) to (Appendix 5), which, in the switching step, switches the display of multiple associated objects to a display indicating ownership using a predetermined animation.
[0171] (Note 7) A program as described in any of (Appendix 1) to (Appendix 6), which, in the switching step, switches the display of multiple associated objects and then generates a predetermined effect on the switched display.
[0172] (Note 8) A program as described in any of (Appendix 1) to (Appendix 7), which, in the step of associating objects, assigns a flag to the acquired object to indicate that it has been newly acquired, in the step of displaying a list of objects, determines whether the user owned the object in the previous list display based on the flag, and in the step of switching, switches the display of the flagged object to a display indicating that it is owned.
[0173] (Note 9) The program described in Appendix 8, which, in the matching step, assigns a second flag to objects whose possession count has reached a predetermined number, indicating that the possession count has reached a predetermined number, and in the switching step, switches the display of the objects with the second flag in the displayed list to a display indicating that the possession count has reached a predetermined number.
[0174] (Note 10) A program as described in any of the following (Note 1) to (Note 7): In the memory step, second information about what was displayed in the previous list display is stored; in the matching step, third information indicating that the acquired object has been newly acquired is stored; in the step of displaying a list of objects, the program determines whether the user owned the object in the previous list display based on the second and third information; and in the switching step, the display of the acquired object is switched to a display indicating that it is owned based on the second and third information.
[0175] (Note 11) The program described in (Appendix 10) switches the display of objects whose ownership quantity has reached a predetermined number between the previous list display and the current list display to a display indicating that the ownership quantity has reached a predetermined number.
[0176] (Note 12) A program that, in the step of displaying a list of objects, visually displays any objects that the user did not own during the previous list display, indicating that the user did not own them, as described in any of (Appendix 1) to (Appendix 11).
[0177] (Note 13) A method to be performed on a computer having a processor and memory, wherein the processor performs the steps of: storing information about a plurality of objects, including whether or not they are owned by a user; when an object is acquired, associating the acquired object with a state in which it can be used by the user; when instructed to display a list of objects, displaying a list of objects in such a way as to identify whether or not the user owned them during the previous display of the list; and in the displayed list, switching the display of the associated object to a display indicating that it is owned.
[0178] (Note 14) An information processing device comprising a control unit and a storage unit, wherein the control unit performs the steps of: storing information about a plurality of objects, including whether or not the user owns them; associating the acquired objects with the user in a state where they can be used when an object is acquired; displaying a list of objects in a manner that allows the user to identify whether or not the user owned the objects during the previous list display when instructed to display a list of objects; and switching the display of the associated objects in the displayed list to a display indicating that they are owned.
[0179] (Note 15) A system comprising: means for storing information about multiple objects, including whether or not a user owns them; means for associating acquired objects with a user in a usable state when an object is acquired; means for displaying a list of objects in a manner that allows identification of whether or not the user owned the object during the previous list display when instructed to display a list of objects; and means for switching the display of an associated object in the displayed list to a display indicating that the object is owned. [Explanation of symbols]
[0180] 1... System 10…Terminal device 12…Communication IF 120... Communications Department 13…Input device 131…Touch-sensitive devices 14…Output device 141…Display 15…Memory 16…Storage 160... Camera 17…Sound Processing Unit 171... Mike 172...Speaker 180...Storage section 181...Game Data 182... Play data 183...Object Data 19… Processor 190... Control Unit 191... Operation reception desk 192... Transmitter / Receiver 193...Game Control Department 194...Management Department 195...Display Control Unit 20... Server 201... Communications Department 202...Storage section 2021…Game Data 2022...Player Information Database 203... Control Unit 2031…Receiver control module 2032…Transmission control module 2033…Management Module 22...Communication IF 23…Input / Output Interface 25…Memory 2 hours… storage 29… Processor 80…Network
Claims
1. A program to be executed by a computer having a processor and memory, wherein the program is to be executed by the processor, The steps include storing information about multiple objects, including whether or not the user owns them, When an object is obtained, the steps include associating the obtained object with the user in a state where it can be used by the user, When the display of the list of objects is instructed, the step of displaying the list of objects in a manner that allows for identification of whether or not the user owned them during the previous display of the list, The steps include switching the display of the associated object in the displayed list to a display that indicates ownership, and A program that executes the command.
2. The program according to claim 1, wherein, in the step of displaying the list of objects, when a predetermined number of objects are obtained, the display of the list is instructed.
3. The program according to claim 1 or 2, wherein, in the step of displaying the list of objects, the display of the list is instructed when a predetermined game element is cleared.
4. The program according to any one of claims 1 to 3, wherein in the switching step, the display of the associated plurality of objects is switched collectively to a display indicating ownership.
5. The program according to any one of claims 1 to 3, wherein in the switching step, the display of the associated plurality of objects is switched in a predetermined order to a display indicating ownership.
6. The program according to any one of claims 1 to 5, wherein in the switching step, the display of the associated plurality of objects is switched to a display indicating ownership with a predetermined effect.
7. The program according to any one of claims 1 to 6, wherein, in the switching step, after switching the display of the associated plurality of objects, a predetermined effect is generated on the switched display.
8. In the aforementioned matching step, a flag indicating that the acquired object has been newly acquired is added to the acquired object. In the step of displaying the list of objects, it is determined, based on the flag, whether the user owned the object during the previous list display. The program according to any one of claims 1 to 7, wherein in the switching step, the display of the object to which the flag has been assigned is switched to a display indicating ownership.
9. In the aforementioned matching step, a second flag indicating that the number of objects possessed has reached a predetermined number is assigned to the object. The program according to claim 8, wherein in the switching step, the display of the object with the second flag in the displayed list is switched to a display indicating that the number of possessed objects has reached a predetermined number.
10. In the aforementioned memory step, second information relating to what was displayed in the previous list display is stored, In the aforementioned matching step, the acquired object is stored as a third piece of information indicating that it has been newly acquired. In the step of displaying the list of objects, it is determined, based on the second and third information, whether the user owned the object during the previous list display. The program according to any one of claims 1 to 7, wherein in the switching step, the display of the acquired object is switched to a display indicating ownership based on the second information and the third information.
11. The program according to claim 10, in the switching step, switches the display of an object whose number of possessions has reached a predetermined number between the previous list display and the current list display to a display indicating that the number of possessions has reached a predetermined number.
12. The program according to any one of claims 1 to 11, in the step of displaying a list of objects, which displays in a way that makes it visible that the user did not own any of the objects that were not owned by the user during the previous list display.
13. A method to be performed on a computer comprising a processor and memory, wherein the processor The steps include storing information about multiple objects, including whether or not the user owns them, When an object is obtained, the steps include associating the obtained object with the user in a state where it can be used by the user, When the display of the list of objects is instructed, the step of displaying the list of objects in a manner that allows for identification of whether or not the user owned them during the previous display of the list, The steps include switching the display of the associated object in the displayed list to a display that indicates ownership, and How to do it.
14. An information processing apparatus comprising a control unit and a storage unit, wherein the control unit is The steps include storing information about multiple objects, including whether or not the user owns them, When an object is obtained, the steps include associating the obtained object with the user in a state where it can be used by the user, When the display of the list of objects is instructed, the step of displaying the list of objects in a manner that allows for identification of whether or not the user owned them during the previous display of the list, The steps include switching the display of the associated object in the displayed list to a display that indicates ownership, and An information processing device that performs the following actions.
15. A means of storing information about multiple objects, including whether or not the user owns them, When an object is acquired, means for associating the acquired object with the user in a state where it can be used by the user, When the display of the list of objects is instructed, the means for displaying the list of objects in a manner that allows for identification of whether or not the user owned the object during the previous display of the list, In the displayed list, means for switching the display of the associated object to a display indicating ownership. A system that is equipped with [the following].