Programs and Information Processing Systems

The system addresses the time-consuming issue of friend registration by displaying other users' objects on a home screen for easy selection and association, enhancing the friend registration process.

JP2026099982APending Publication Date: 2026-06-18COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-04-09
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Friend registration in social services is time-consuming.

Method used

A system that displays objects owned by other users on a user's home screen, allowing easy selection and association with the user, facilitated by display control and operation reception means.

Benefits of technology

Facilitates easier friend registration by automatically presenting potential friends and allowing seamless association.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026099982000001_ABST
    Figure 2026099982000001_ABST
Patent Text Reader

Abstract

The program causes the computer to function as a lottery means that performs a lottery to determine the items to be given to the user based on the user's actions. The lottery consists of a first lottery, which is performed via a screen that displays information about the characters of other users different from the user in question, and allows the user to check the items associated with those characters; and a second lottery, which can be performed without going through the screen. The first lottery has a higher probability of the user obtaining the items associated with their character compared to the second lottery.
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Description

Technical Field

[0001] The present invention relates to a program and an information processing system.

Background Art

[0002] Conventionally, services such as games in which each user can register other users as friends have been known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in services where friend registration is possible, there has been a problem that it takes time to register friends.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to facilitate friend registration.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as display control means for displaying an object owned by another user extracted based on a predetermined rule from a plurality of users using the predetermined service on a home screen of a first user using the predetermined service; operation reception means for receiving an operation of selecting the object displayed on the home screen of the first user as at least a part of an operation performed when associating the other user who owns the selected object with the first user; a program is provided. [Effects of the Invention]

[0007] According to the present invention, it becomes easier to register friends. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram illustrating the general structure of the game system. [Figure 2] This is a block diagram showing the functional configuration of the game system. [Figure 3] This figure shows an example of a home screen. [Figure 4] This figure shows an example of a profile screen. [Figure 5] This is a diagram showing an example of the friends screen. [Figure 6] This is a diagram showing an example of a friend search screen. [Figure 7] This figure shows an example of a profile screen. [Figure 8] This figure shows an example of an item list screen. [Figure 9] This figure shows an example of a lottery screen. [Figure 10] This flowchart shows an example of the process related to displaying the home screen. [Figure 11] This flowchart shows an example of the process involved in displaying the friend search screen. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <Game System Hardware Configuration> As shown in Figure 1, the game system 1 of this embodiment comprises a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via the network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be either a wired connection or a wireless connection.

[0012] The server 20 (or, in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer, for example. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

[0014] The memory 22 is a main memory device. The memory 22 is constituted by a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory), for example. The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.

[0015] In the present embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. As an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game through cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a portable terminal. The terminal device 10 may be a portable terminal when the user executes a game.

[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.

[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.

[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.

[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.

[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, pinch-in operation, and pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an accelerometer or angular velocity sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of the Game System> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various data used by the control unit 210. Examples of such data include a game program 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing the game. The game information 222 and user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include, in addition to the game program executed on the server 20, a program (game program 121 described later) that is sent to the terminal device 10 and executed on the terminal device 10. Alternatively, the storage unit 220 may store both the game program 221 executed on the server 20 and the program executed on the terminal device 10.

[0034] Game information 222 is information shared across accounts. Game information 222 includes, for example, information for defining various game spaces. A game space is the space where objects such as the user's character (for example, "own character" and "other user characters" described later) are placed. Game information 222 also includes various setting information for objects shared across accounts, such as the placement, size, color, and shape of background objects such as buildings, trees, and stones, as well as non-player characters (NPCs) placed within the game space. Game information 222 also includes, for example, the setting values ​​for various parameters of non-player characters. Hereafter, the character objects placed in the game space may simply be referred to as "characters."

[0035] User information 223 is information managed for each game account. User information 223 includes, for example, information about the user's character, information about friends, information about owned assets, and information indicating the progress of the game. Owned assets include, for example, in-game currency (in other words, virtual currency) and items.

[0036] The control unit 210 controls various processes related to the game by executing the game program 221 stored in the memory unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a friend management unit 215, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the game system 1 execute various processes to support the multiplayer function when multiple accounts logged into the game system 1 participate in the same game.

[0039] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program 221 in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also commands the transmission / reception unit 211 to transmit game information 222 or user information 223.

[0040] The Friend Management Unit 215 manages information related to friends. For example, the Friend Management Unit 215 associates one user with another based on a request from the Friend Processing Unit 115 (described later), and stores information about the relationships between users in the Storage Unit 220.

[0041] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.

[0042] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of such data include a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for implementing the game on the terminal device 10. The game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] Game information 122 contains the same information as game information 222 for server 20 described above. Therefore, the explanation of game information 122 is omitted here.

[0046] User information 123 is data relating to the account of a user using terminal device 10, and includes the same information as the user information 223 of server 20 described above. Therefore, the explanation of user information 123 is omitted here.

[0047] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program 121 stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, a friend processing unit 115, and a display control unit 114.

[0048] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.

[0049] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. Specific examples are given below.

[0051] The transmitting / receiving unit 112 sends game information 122 or user information 123, and synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various data, programs, and synchronization data for multiplayer functionality from the server 20. Synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. Synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.

[0052] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.

[0053] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.

[0054] The game progress unit 113 defines the game space based on the information for defining the game space contained in the game information 122. The game progress unit 113 places objects in the game space based on the object setting information contained in the game information 122. The game progress unit 113 controls the objects placed in the game space. Specifically, the game progress unit 113 controls the objects by changing their position, orientation, shape, color, etc., within the game space, and by making the objects perform predetermined actions.

[0055] The game progress unit 113 defines a virtual camera for specifying the area of ​​the game space to be presented to the user. The game progress unit 113 positions the virtual camera within the game space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.

[0056] The position and orientation of the virtual camera can be determined as appropriate for each game space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that operate based on the actions of each user, and characters that operate based on the game programs 121,221 (e.g., non-player characters, enemy characters, etc.).

[0057] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0058] The friend processing unit 115 performs various processes related to the friend function. The processes performed by the friend processing unit 115 will be described in detail later.

[0059] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.

[0060] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the game space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.

[0061] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device of the terminal device 10 and server 20 may have at least some of the functions of other devices. In other words, in this embodiment, the server 20 may have some or all of the functional blocks of the terminal device 10, and the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each device such as the terminal device 10 and server 20 does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the game system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the game system 1 does not have to be implemented by multiple devices connected via a network.

[0062] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing the game program stored in the game system 1. However, at least a portion of the processing described later that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing described later that is performed by the processor 21 may be executed by a processor other than the processor 21. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.

[0063] The following description will use the application of the configuration according to this embodiment to a golf game as an example. However, the configuration according to this embodiment can also be applied to games other than golf games. Furthermore, the configuration according to this embodiment can be applied not only to games, but also to applications (in other words, services) that provide a virtual space in which objects related to each user exist.

[0064] In the game (in other words, the service) of this embodiment, users can register other users as friends. Users can register other users as friends by performing a predetermined input operation on the terminal device 10. Registering as a friend can also be described as one user associating another user with themselves. Registering as a friend can also be described as bookmarking a specific user other than oneself. Registering as a friend can also be described as making information about a certain user (specifically a friend) (for example, information about their login status and rank, as described later) more easily accessible than information about other users (specifically non-friends). The relationship between a certain user's account (in other words, identification information that makes it possible to identify a user) and the accounts of other users registered as friends, that is, information indicating which users are friends of that particular user, is stored, for example, in the storage unit 220 of the server 20. This information may also be stored in the storage unit 120 of the terminal device 10 of that particular user.

[0065] In this embodiment, there may be a situation where one user has registered another user as a friend, but the other user has not registered the first user as a friend. That is, there may be a situation where the first user is unilaterally following the other user. Also, there may be a situation where one user has registered another user as a friend, and the other user has registered the first user as a friend. That is, there may be a situation where the first user and the other user are mutually following each other. However, it is also possible to assume that there is no situation of unilateral following. In other words, in this embodiment, "friend" may refer only to other users with whom a reciprocal following relationship exists from the perspective of a certain user, or it may include other users with whom a unilateral following relationship exists. Also, in this embodiment, "non-friend" may refer to other users that are not followed from the perspective of a certain user, or it may refer to other users that are not followed and are not followed by the other user, or it may refer to other users with whom a reciprocal following relationship does not exist.

[0066] Furthermore, it may be stipulated that in order for one user to register another user as a friend, the consent of the user being registered is required. For example, a friend registration may be established only if one user requests to register another user as a friend and the other user accepts the request. In addition, the types of friends may include friends who have given their consent (in other words, friends who require such consent to be registered) and friends who have not given their consent (in other words, friends who do not require such consent to be registered).

[0067] Furthermore, in the game of this embodiment, as an in-game activity, each user can control their own character to play golf or compete against a predetermined opponent (for example, another user or a non-player character). Also, as an out-of-game activity, each user can change the display form (in other words, appearance) of their character. Here, "changing the display form" includes operations such as associating a predetermined item (for example, equipment, skin, or mascot, which can also be called an object) with the character (for example, using a predetermined item on the character (equipping it as an example)).

[0068] In-game content may include games that can only be played with your friends, for example, friends with whom you have a mutual following relationship. In other words, "friends" may refer to users who can use certain in-game features that are unavailable to non-friends. These features may include those that facilitate matching with friends (in other words, features that allow players to use specific content together, such as participating in the same match or event).

[0069] (Home screen) The home screen 30 in the game of this embodiment will be described with reference to Figure 3. Figure 3 shows an example of the home screen 30 displayed on the display unit 18. The home screen 30 is the basic screen on which the user performs operations to advance the game. The home screen 30 displays multiple menu items related to the game. The home screen 30 is the first screen displayed when, for example, this game (in other words, the application related to a predetermined service) is launched on the terminal device 10. Here, "first screen displayed when launched" includes cases where the home screen 30 is displayed after various displays related to the launch (for example, title display, loading display, etc.) have been displayed.

[0070] The display control unit 114 causes the display unit 18 to display the home screen 30. The home screen 30 displays the game space 31 (in other words, the virtual space) and the objects that exist in the game space 31. Specifically, the home screen 30 displays the user's character 33, which is owned by the user of the terminal device 10 displaying the home screen 30 (hereinafter also referred to as "the user"), and other user characters 34, which are owned by other users (hereinafter also referred to as "other users"). Specifically, the home screen 30 displays one user character 33 and four other user characters 34. The number of characters displayed on the home screen 30 (for example, the number of other user characters 34) can be any number.

[0071] Furthermore, in this embodiment, when displaying the home screen 30, only a portion of the game space 31 is displayed on the display unit 18 at a time. In other words, in this embodiment, there are two display states for the home screen 30: one in which a portion of the game space 31 is displayed, and another in which a different portion from that portion is displayed. To put it another way, the portion of the game space 31 displayed on the home screen 30 is determined by the field of view defined by the virtual camera, but in this embodiment, the field of view (in other words, the orientation of the virtual camera, etc.) is variable. Also, in the game space 31, there are two other user characters 34 to the left of the player's character 33 as seen from the virtual camera, and two other user characters 34 to the right of the player's character 33. Furthermore, the home screen 30 has three display states: a first state in which the area of ​​the game space 31 where the player's character 33 exists (hereinafter referred to as "first area 31a") is displayed; a second state in which the area of ​​the game space 31 where two other user characters 34 exist (hereinafter referred to as "second area 31b") is displayed; and a state in which the area of ​​the game space 31 where two other user characters 34 exist (hereinafter referred to as "third area 31c") is displayed. In other words, on the home screen 30, the character displayed on the display unit 18 changes within the range of characters present in the game space 31. Note that the first area 31a, the second area 31b, and the third area 31c are seamlessly connected.

[0072] Furthermore, the area of ​​the game space 31 displayed on the home screen 30 (in other words, the field of view defined by the virtual camera) can be changed based on user operations. In this embodiment, when an input operation to scroll the screen left or right (for example, a swipe operation) is performed while the home screen 30 is displayed, the game progress unit 113 switches the display state of the home screen 30 between a first state, a second state, and a third state. In other words, the game progress unit 113 changes the area of ​​the game space 31 displayed on the display unit 18 in response to the operation to scroll the screen.

[0073] The other user characters 34 displayed on the home screen 30 include friend characters 34a, which are characters owned by friends, and non-friend characters 34b, which are characters owned by non-friends. In other words, at least one non-friend character 34b is included among the other user characters 34 displayed on the home screen 30. In this embodiment, if there are three or more friends, three of the other user characters 34 will be friend characters 34a, and one of the other user characters 34 will be a non-friend character 34b. In other words, even if there are more friends than the number of characters displayed on the home screen 30 (four in this case), at least one non-friend character 34b will always be displayed on the home screen 30. Therefore, the home screen 30 functions as a pathway for making new friends. If there are two or fewer friends, two or more non-friend characters will be displayed, so that four other user characters 34 are displayed on the home screen 30. In this embodiment, a fixed number (specifically four) of other user characters 34 are displayed on the home screen 30 regardless of the number of friends, but this number does not have to be fixed. Furthermore, in the home screen 30, no other user characters 34 are displayed in the first state, multiple (more specifically, two) other user characters 34 are displayed in the second state, and multiple (more specifically, two) other user characters 34 are displayed in the third state, with the number of other user characters 34 displayed being the same in the second and third states. In addition to other user characters 34 (characters for which input operations such as selecting other user characters 34, as described later, are effective), non-player characters (characters for which input operations such as selecting other user characters 34, as described later, are not effective) may also be displayed on the home screen 30 to liven up the display. Moreover, it is possible to ensure that there is always at least one non-friend character 34b in a specific area (for example, the third area 31c) within the game space 31 displayed on the home screen 30. With such a configuration, it becomes easier to find non-friend characters 34b.

[0074] The home screen 30 displays a friend character 34a representing a user selected from the friends list. The friends of the friend character 34a displayed on the home screen 30 are selected based on predetermined rules. These predetermined rules are not particularly limited, but for example, they could be used to randomly select users from the friends list.

[0075] Furthermore, the home screen 30 displays a non-friend character 34b corresponding to a user extracted from a group that includes non-friends. Note that this group does not necessarily have to include friends. The users of the non-friend character 34b displayed on the home screen 30 are extracted based on a predetermined rule (hereinafter also referred to as "Rule 1"). The users of the non-friend character 34b can be considered other users who are potential friends. Rule 1 is not particularly limited, but for example, it can be a rule that extracts users from among multiple users who have recently used a predetermined function in the game. In this embodiment, the potential friends are randomly extracted from among multiple users (e.g., non-friends) who have recently played a specific in-game. In other words, the potential friends are randomly extracted from among multiple users who have played a specific in-game within a predetermined period. Here, "within a predetermined period" could be, for example, within a certain number of hours from now, or it could be the period until 100 users have played the specific in-game (in other words, the extraction is performed from a predetermined number of users who have recently played the in-game). Furthermore, in this embodiment, the specific in-game activity includes, for example, a game in which the player competes against a predetermined opponent (another user or a non-player character, etc.). In this embodiment, the specific in-game activity does not include playing the tutorial, but it may be included. Also, the extracted friend candidates are not limited to users who have played in-game with the user (in other words, the user who made the extraction request) (in other words, users who have competed against or cooperated with the user). In this embodiment, when referring to "most recent," there may be a discrepancy between the current time and the starting point of that most recent activity.

[0076] Furthermore, the rules for extracting friends who own the friend character 34a displayed on the home screen 30 can also be referred to as the first rule. In other words, the first rule may, for example, randomly extract users from among friends, as well as extract users from among multiple users who have recently used a certain function in the game.

[0077] Furthermore, the users of other user characters 34 displayed on the home screen 30 are automatically extracted, and users are extracted and the other user characters 34 owned by the extracted users are displayed without requiring any input operations related to searching by the user, such as inputting into the search condition input area 66 described later.

[0078] Furthermore, it is preferable that at least some of the other users among all other user characters 34 displayed on the home screen 30 are not necessarily uniquely determined solely by the user's game usage history. Specifically, for example, if other users who played the game together immediately before (e.g., fought together) are displayed on the home screen 30, and no other users are displayed on the home screen 30, then all other users displayed on the home screen 30 will necessarily be uniquely determined. In other words, in such a case, the user would be able to perfectly predict (or guess) all other users displayed on the home screen 30. In this embodiment, by avoiding such a configuration and making it impossible for the user to perfectly predict all other users displayed on the home screen 30, it is possible to provide the user with opportunities to meet unexpected friends.

[0079] The display format (in other words, appearance) of the user's own character 33 and other users' characters 34 displayed on the home screen 30 changes based on the input operations of the user who owns each character. Specifically, for example, each user can change the display format of their own character on their own terminal device 10 (in other words, the terminal device 10 logged in with their own account) by changing the items equipped by that character (for example, clothes, accessories, clubs, or mascot characters). In other words, the operation reception unit 111 of each terminal device 10 receives such input operations. When the user's own character 33 is displayed on the user's home screen 30, it is displayed in the display format set by the user. Also, when each user's character is displayed on another user's home screen 30 as another user's character 34, it is displayed in the display format set by that user. That is, objects related to other users (for example, other user characters 34) are displayed on the home screen 30, and the display format of these objects can be changed by the other user. In this embodiment, while the display format of another user's character 34 shown on the user's home screen 30 can be changed by the other user, the change in the display format on the user's home screen 30 does not necessarily have to occur immediately (in real time) when the other user performs an operation to change the display format (for example, when the other user performs an operation to change the equipped items on their terminal device 10), nor does it have to occur immediately.Furthermore, when the user's own home screen 30 is temporarily closed and then restarted, the other user's character 34 is displayed on the user's own home screen 30 in the display format modified by that other user.

[0080] Furthermore, the items that each character can equip are not limited to clothing, accessories (such as glasses or hats), and clubs, as mentioned above, but may also include mascot characters (for example, the character's pet or stuffed animal). In other words, the items that each character can equip are not limited to inanimate objects, but may also include living things. To put it another way, the items that a character can equip are not limited to things that do not move on their own, but may also include things that move on their own in the game. In addition, objects such as mascot characters may move around the character who is equipping the object on the home screen 30.

[0081] In this embodiment, the display form of other user characters 34 shown on the home screen 30 changes depending on the items owned by the user of that other user character 34. Therefore, the display forms of other user characters 34 shown on the home screen 30 can be made diverse. In addition, the opportunities for the user to see the items equipped by the other user character 34 and want to acquire those items increase, thus increasing the opportunities to motivate the user to acquire items. Therefore, the game can be made less likely to become boring.

[0082] Furthermore, in this embodiment, other user characters 34 displayed on the home screen 30 are shown in their entirety (in other words, their whole bodies). This allows the user to see the various items equipped by other user characters 34, increasing the opportunities to motivate the user to acquire items. This makes the game less likely to become boring. Here, "shown in its entirety" means that it is recognized as being roughly the entirety (in other words, the whole body), and includes cases where only a small portion is displayed, such as when a part is obscured by another character. Also, in this embodiment, all other user characters 34 displayed on the home screen 30 are shown in their entirety.

[0083] Furthermore, on the home screen 30, other user characters 34 may move. Specifically, for example, the other user character 34 may perform actions such as conversing with other characters (for example, other other user characters 34 or the user's own character 33), running their hand through their hair, or changing their posture. With such a configuration, the sense of immersion in the virtual space can be enhanced compared to simply listing information about other users. In this embodiment, the other user character 34 moves on the home screen 30, but does not move (in other words, its displayed position does not change). In this embodiment, the other user character 34 displayed on the home screen 30 moves automatically under the control of the game progress unit 113, and other users cannot operate and move it from their terminal device 10 (for example, move it within the game space 31). However, it may be possible to operate and move it from the other user's terminal device 10. Furthermore, in this embodiment, the player character 33 displayed on the home screen 30 moves automatically under the control of the game progress unit 113, and cannot be moved by the user's terminal device 10 (for example, by moving it within the game space 31). However, it may be possible to move the character by the user's terminal device 10.

[0084] Furthermore, the other user character 34 displayed on the home screen 30 is the user's own character 33 for the other user who owns that other user character 34. In other words, that other user can play golf or compete against a predetermined opponent by controlling that other user character 34 on their own terminal device 10.

[0085] On the home screen 30, information about the user who owns each other user character 34 is displayed along with each other user character 34, at a position corresponding to each other user character 34. Specifically, on the home screen 30, a user information display area 36 corresponding to each other user character 34 is provided near each other user character 34 (for example, at the top), and information about the other user who owns each other user character 34 is displayed in each other user information display area 36. More specifically, each other user information display area 36 displays the username of the other user who owns the other user character 34, an indication of the other user's login status, an indication of the other user's rank, and an indication of whether the other user is a friend or not. In this embodiment, the indication of login status includes whether the other user is logged in or not (in other words, whether they are online or not), and the elapsed time since they last logged in (in other words, since they went offline). Furthermore, a symbol resembling a human figure (hereinafter referred to as "Friend Symbol 37") is displayed to indicate whether or not a user is a friend. The Friend Symbol 37 is displayed in the other user information display area 36 for friend character 34a, while it is not displayed in the other user information display area 36 for non-friend character 34b. In addition, a symbol indicating the user's rank (hereinafter referred to as "Rank Symbol 38") is displayed. The rank can be said to indicate the user's level of proficiency, or their relative position among other users. The rank includes what is commonly known as a level in games.

[0086] Furthermore, the other user information display area 36 may also display, for example, titles owned by other users. Here, "title" refers to a title awarded to a user when they achieve a predetermined achievement condition in the game (for example, "reaching a predetermined number of cumulative wins (e.g., 20 times)", "reaching a predetermined number of cumulative rounds (e.g., 50 times)", "achieving a predetermined rank (e.g., 100th place) in a predetermined tournament", or "clearing a predetermined quest"). Each user can set which titles they own to show to other users, and these set titles may be displayed, for example, in the other user information display area 36 or the profile screen 40 described later.

[0087] (Displayed when selecting a character on the home screen) When an input operation (for example, a tap operation on another user character 34) is performed to select one of the other user characters 34 displayed on the home screen 30, the display control unit 114 displays the profile screen 40 of the selected other user character 34 on the display unit 18, as shown in Figure 4. Figure 4(a) shows an example of the profile screen 40 when a friend character 34a in the third area 31c shown in Figure 3 is selected. Figure 4(b) shows an example of the profile screen 40 when a non-friend character 34b in the third area 31c shown in Figure 3 is selected.

[0088] The profile screen 40 displays the selected other user character 34 (in other words, the image of the other user character 34), information about the items equipped by the other user character 34, the username of the user who owns the other user character, and information about the game history related to the other user character 34 (in other words, the user who owns the other user character 34) (hereinafter referred to as "game history information 43"). The game history information 43 also includes, for example, the number of times a particular event has occurred (for example, the number of times a birdie, eagle, albatross, or hole-in-one has been achieved in previous play, or the number of times an opponent has been defeated (in other words, the total number of wins)), the best performance for a particular event (for example, the longest winning streak), and titles. Thus, when an input operation is made to select one of the other user characters 34 displayed on the home screen 30, the display control unit 114 displays on the display unit 18 information related to the selected other user character 34 that is more detailed than the information displayed on the home screen 30.

[0089] As shown in Figure 4(a), when a friend character 34a is selected from among the other user characters 34 displayed on the home screen 30, the profile screen 40 that is displayed shows a battle button 41, a cancel button 44, and a block button 45. The battle button 41 is a button that is operated when playing a battle with a friend who owns the friend character 34a. When an input operation (e.g., a tap) is performed on the battle button 41, a battle request is sent from the user's terminal device 10 to the friend's terminal device 10 via the server 20. When the friend accepts the request on their terminal device 10, the battle with that friend begins. Note that battles with other users based on such operations on the battle button 41 may only be possible between friends and not between non-friends. The cancel button 44 is a button that is operated when canceling the friendship relationship with a friend who owns the friend character 34a. When an input operation (e.g., a tap) is performed on the unlink button 44, a request to unlink the user from the friend is sent from the user's terminal device 10 to the server 20. The server 20 (specifically the friend management unit 215) then unlinks the friend based on the request and returns the friend to being a non-friend. The block button 45 is a button that is operated when blocking the other party (in this case, the friend). When an input operation (e.g., a tap) is performed on the block button 45, for example, the other party's other user character 34 may not be displayed on the home screen 30, requests for battles or friend registrations from the other party may be automatically rejected, and when the game system 1 (e.g., the server processing unit 212) randomly selects an opponent from multiple users to enable a battle with the user, the other party may not be selected as that opponent.

[0090] Furthermore, as shown in Figure 4(b), when a non-friend character 34b is selected from among the other user characters 34 displayed on the home screen 30, the profile screen 40 that is displayed shows a friend request button 42 and a block button 45. The friend request button 42 is a button that is operated when a non-friend who owns the non-friend character 34b is requested to be registered as a friend. When an input operation (e.g., a tap) is performed on the friend request button 42, a friend registration request is sent from the user's terminal device 10 to the server 20. The server 20 then registers the non-friend as the user's friend based on this request. Specifically, for example, when an input operation is performed on the friend request button 42, the friend processing unit 115 sends a signal to the server 20 via the transmitting / receiving unit 112 requesting friend registration with the non-friend. The friend management unit 215 of the server 20 then performs a process to associate the user with the non-friend based on this signal and stores the non-friend as the user's friend in the storage unit 220. Furthermore, when performing the processing based on the signal, the Friend Management Unit 215 may send a signal to the non-friend's terminal device 10 informing it that a friend registration request has been made, and perform the processing when the user of the terminal device 10 that received the notification signal performs a predetermined input operation to accept the request. In other words, when the server 20 registers a non-friend as a friend of its own user based on a friend registration request from its own user's terminal device 10, it may be necessary for the non-friend to perform an operation to accept the request.

[0091] Thus, in this embodiment, the user of the non-friend character 34b displayed on the home screen 30 is another user who is a potential friend. It is possible to select the non-friend character 34b as a predetermined object displayed on the home screen 30 and register the non-friend who owns the non-friend character 34b as a friend. In other words, the operation of selecting the non-friend character 34b displayed on the home screen 30 is received by the operation reception unit 111 as at least part of the operation performed when associating the non-friend who owns the selected non-friend character 34b with the user (in other words, when registering as a friend). Furthermore, in this embodiment, it is possible to request friend registration in two steps (in other words, two button operations) from the home screen 30. Note that the operation of selecting the non-friend character 34b itself may be an operation that sends a friend registration request to the server 20. Thus, in this embodiment, since the home screen 30 displays information about potential friend candidates and introduces them, it is easier to register friends without the user having to search for potential friend users themselves. Furthermore, in this embodiment, it is possible to register a friend by selecting a non-friend character 34b displayed on the home screen 30, thus simplifying the friend registration process and making it easier to register friends.

[0092] Furthermore, as shown in Figure 3, a menu button 48 for displaying the menu screen is displayed on the home screen 30. When an input operation (for example, a tap) is performed on the menu button 48, the display control unit 114 displays the menu screen on the display unit 18.

[0093] Although not shown in the diagram, the menu screen also displays a friend button for displaying the friend screen 60. When an input operation (for example, a tap) is performed on the friend button, the display control unit 114 displays the friend screen 60 on the display unit 18. In addition to the friend button, the menu screen also displays a profile button for displaying the profile screen of the user (in other words, the user's character 33), a ranking button for displaying a predetermined ranking of users using the game, an option button for changing game settings, and a help button for receiving instructions on how to use the game.

[0094] An example of the Friend Screen 60 is shown in Figure 5. The Friend Screen 60 displays a list of friends. In other words, the Friend Screen 60 displays information on multiple other users associated with the user (in other words, users who have a specific relationship with the user). In other words, the Friend Screen 60 is a screen that allows the user to check their friends. The Friend Screen 60 may also display buttons 61, etc., that allow the user to select the types of other users to display, and based on the input operation of these buttons 61, etc., the types of other users displayed on the Friend Screen 60 (for example, friends with whom a mutual following relationship has been established, friends with whom a one-sided following relationship has been established, or other users to whom a friend registration request has been made but has not been accepted by the other party) may be changed.

[0095] Additionally, the friend screen 60 displays a friend search button 62 for displaying the friend search screen 65. When an input operation (for example, a tap) is performed on the friend search button 62, the display control unit 114 displays the friend search screen 65 on the display unit 18.

[0096] An example of the friend search screen 65 is shown in Figure 6. The friend search screen 65 is provided with a search criteria input area 66 and a friend candidate display area 67.

[0097] On the friend search screen 65, it is possible to input search criteria and perform a search based on the entered search criteria. When a search is performed, users matching the search criteria are displayed. Specifically, the search criteria input area 66 displays a search criteria input field 68 and a search button 69. When a user performs an input operation by entering predetermined search criteria in the search criteria input field 68 and an input operation by pressing the search button 69, a search based on those search criteria is performed, and the search results are displayed on the friend search screen 65. Here, as search criteria, it is possible to input, for example, an identification code that is unique to each user and can identify a specific user from among the users who own an account for the game. When an identification code is entered as a search criterion and a search is performed, information about the user to whom that identification code is assigned (for example, the username, the character owned by the user (in other words, the character's image), and the user's rank) is displayed on the friend search screen 65. Alternatively, it may be possible to input, for example, a username, as a search criterion.

[0098] Additionally, the friend search screen 65 displays your own identification code 70, and by sharing your identification code 70 with others, you can enable them to search for you.

[0099] Furthermore, the friend search screen 65's friend candidate display area 67 displays information about other users who are potential friends. Specifically, a list of friend candidates extracted based on predetermined rules (hereinafter also referred to as "Rule 2") is displayed. In the friend candidate list, information about each other user is displayed, including the username, login status, characters owned by the user (in other words, character images), and the user's rank.

[0100] Other users displayed in the friend candidate display area 67 are extracted based on the second rule. These other users can also be called friend candidates. The second rule is not particularly limited, but for example, it can be a rule that extracts users from among multiple users who have performed a predetermined operation related to friend search (in other words, a predetermined operation to find friends). In this embodiment, the friend candidates are randomly selected from users (e.g., non-friends) who have opened the friend search screen 65 within a predetermined period (e.g., within one week). In addition, multiple users (e.g., three) are extracted as friend candidates. The friend candidates may also be randomly selected from users (e.g., non-friends) who have entered search conditions and performed a search based on the entered search conditions within a predetermined period.

[0101] Furthermore, when the friend search screen 65 is first displayed, other users are automatically extracted and displayed in the friend candidate display area 67. This does not require any user input operations related to the search, such as entering search criteria in the search condition input area 66. The extracted other users are then displayed, along with information about them.

[0102] Furthermore, the characters (in other words, character images) owned by other users displayed in the friend candidate display area 67 may be displayed in the display format set by the other user, similar to the other user characters 34 displayed on the home screen 30. Alternatively, the display format settings set by the other user may not be reflected, and each character may be displayed in a specific display format provided for that character (for example, the default display format). In other words, the characters of other users displayed in the friend candidate display area 67 may be displayed in a specific display format regardless of, for example, the items that the other user has equipped to that character.

[0103] (How to obtain items) Items that users equip to their character 33 can be obtained, for example, through a predetermined lottery (a so-called gacha). Alternatively, items may be granted when the user achieves predetermined accomplishments in the game (for example, "winning a designated tournament" or "completing a designated quest").

[0104] The following explains the lottery process for obtaining items.

[0105] Figure 7 shows a modified version of the profile screen 40 shown in Figure 4 (hereinafter referred to as "profile screen 80"). The profile screen 80 displays an item list button 81 and a lottery button 82.

[0106] When an input operation is performed on the item list button 81, the display control unit 114 displays the item list screen 85 on the display unit 18. An example of the item list screen 85 is shown in Figure 8. The item list screen 85 displays detailed information about the items equipped by the character on the profile screen 40. In addition, the item list screen 85 displays the information of the item in question in a list format.

[0107] The item list screen 85 shown in Figure 8 displays a list of items equipped by the character. For each item, the item's image, name, and rarity (in other words, difficulty of obtaining or performance level) are displayed.

[0108] Additionally, the item list screen 85 displays a lottery button 82.

[0109] Furthermore, the item list screen 85 may display whether or not the user owns each item.

[0110] When an input operation is performed on the lottery button 82 displayed on the profile screen 80 or the item list screen 85, the display control unit 114 displays the lottery screen 87 on the display unit 18. An example of the lottery screen 87 is shown in Figure 9. The lottery screen 87 is a screen for participating in a lottery to obtain items.

[0111] On the lottery screen 87, users can spend their assets to participate in a lottery to obtain items. Here, assets may be, for example, currency within the virtual space, or certain items.

[0112] The lottery screen 87 displays a lottery execution button 88. When the lottery execution button 88 is operated, the lottery process is executed, and the item selected by that process (in other words, the winning item) is given to the user. The method of lottery is not particularly limited. For example, when the lottery execution button 88 is operated, the game progress unit 113 may refer to a table related to the lottery stored as game information 122 and determine the lottery result based on that table. Alternatively, for example, when the lottery execution button 88 is operated, the game progress unit 113 may send a lottery request to the server processing unit 212 of the server 20, the server processing unit 212 may refer to a table related to the lottery stored as game information 222, determine the lottery result based on that table, and send the lottery result to the terminal device 10. In other words, the execution unit that performs the lottery may be located in the terminal device 10, or in the server 20, or may be realized through cooperation between the terminal device 10 and the server 20. The item selected by the lottery becomes the user's asset.

[0113] Here, we will explain an example of each type of lottery, defining a lottery performed from the lottery screen 87 accessed from the profile screen 80 (in other words, the lottery screen 87 accessed directly from the profile screen 80 or via the item list screen 85) as a special lottery, and a lottery performed from the lottery screen 87 accessed from the home screen 30 or the menu screen, etc. (in other words, the lottery screen 87 accessed without going through the profile screen 80) as a normal lottery. A special lottery can also be described as a lottery performed via the profile screen 80 (in other words, the operation involved in performing the lottery includes the operation of selecting another user character 34 displayed on the home screen 30). A normal lottery can also be described as a lottery that can be performed without going through the profile screen 80 (in other words, without the operation of selecting another user character 34 displayed on the home screen 30). Note that a normal lottery may also be a lottery that can be performed from the lottery screen 87 displayed when the lottery button 90 (see Figure 3) displayed on the home screen 30 is operated. Special and regular lotteries are, for example, lotteries in which players can obtain items that their characters can equip.

[0114] The special lottery may have a higher chance of winning items equipped by the character on profile screen 80 (in other words, items owned by other users who own that character) compared to the regular lottery. Furthermore, the special lottery may have a higher chance of winning items that the character on profile screen 80 can equip compared to the regular lottery. Specifically, the types of items that can be won may differ between the special lottery and the regular lottery, with the special lottery having a higher probability of winning at least one of the items equipped by or equipable by the character on profile screen 80 compared to the regular lottery. Alternatively, the types of items that can be won may be the same between the special lottery and the regular lottery, but the special lottery may have a higher probability of winning at least one of the items equipped by or equipable by the character on profile screen 80 compared to the regular lottery. Furthermore, in this game, multiple types of characters are available for the user to use (for example, the round-faced character, square-faced character, star-faced character, and pentagon-faced character shown on the home screen 30 in Figure 3), but the probability of winning an item for the character on the profile screen 80 (in the example shown in Figure 7, the round-faced character) in the special lottery (specifically, for example, an item for the character on the profile screen 80 with a rarity of a predetermined degree or higher) may be higher than the probability of winning an item for each character other than the character on the profile screen 80 (specifically, for example, an item for each character other than the character on the profile screen 80 with a rarity of a predetermined degree or higher). Also, the probability of winning an item that cannot be used (in other words, cannot be equipped) by the character on the profile screen 80 in the special lottery may be 0%. Here, "character item" may be, for example, equipment exclusive to that character (in other words, an item that other predetermined types of characters cannot equip), or an item that that character can equip.Furthermore, in a game where the types of lotteries available to the user change depending on the period, if there is a specific lottery with a predetermined probability higher than that of a normal lottery (in other words, a lottery corresponding to a special lottery), as described here, when the lottery button 82 is operated, the lottery screen 87 in which the specific lottery can be executed may be displayed. If such a specific lottery does not exist, when the lottery button 82 is operated, the display control unit 114 may display a message on the display unit 18 indicating that such a specific lottery does not exist. In addition, the special lottery may be able to be executed without going through the profile screen 80 (in other words, without going through the operation of selecting another user character 34 displayed on the home screen 30). Specifically, the special lottery may be able to be executed, for example, from the lottery screen 87 that is displayed when the lottery button 90 displayed on the home screen 30 is operated. Alternatively, the special lottery may only be able to be executed via the profile screen 80 (in other words, via the operation of selecting another user character 34 displayed on the home screen 30).

[0115] Here, it is assumed that players can participate in a lottery to obtain items via the profile screen 80, etc., but it is also possible to purchase items (specifically, by consuming the user's assets) instead of a lottery. Specifically, for example, a purchase button (not shown) may be displayed on the profile screen 80 or the item list screen 85 in place of, or in addition to, the lottery button 82, and based on the operation of this purchase button, items equipped by the character on the profile screen 80 may become available for purchase. Here, "purchase" includes purchasing from game system 1 (in other words, the administrator of game system 1) or receiving items from other users by consuming the user's assets.

[0116] Next, referring to Figures 10-11, we will explain the processing flow executed by Game System 1.

[0117] (Processing related to displaying the home screen) The process related to the display of the home screen 30 will be explained with reference to Figure 10.

[0118] In step S101, when the game progress unit 113 of the terminal device 10 receives an input operation from the user to launch the application (in other words, an input operation to start the game), it performs the process related to the user's login and starts the game. At this time, the terminal device 10 sends and receives login-related information with the server 20.

[0119] Next, in step S102, the friend processing unit 115 of the terminal device 10 sends a signal to the server 20 via the transmitting / receiving unit 112 requesting the extraction of friends and non-friends to be displayed on the home screen 30 (in other words, a signal requesting information to be used for displaying the home screen 30).

[0120] Next, in step S103, the friend management unit 215 of the server 20 performs the following based on the signal transmitted from the friend processing unit 115: extracting friends to be displayed on the home screen 30 (hereinafter referred to as the "friend extraction process") and extracting non-friends to be displayed on the home screen 30 (hereinafter referred to as the "first extraction process").

[0121] Specifically, for example, the friend management unit 215 performs a friend extraction process, which involves randomly selecting friends to display from among the user's friends. If the number of friends is three or more, three friends are selected to be displayed. If the number of friends is three or less, all friends are selected to be displayed. When selecting friends to display from among the user's friends, it is also possible to randomly select from all friends, or to randomly select from all friends that meet predetermined conditions (for example, being the same rank as the user).

[0122] Furthermore, the Friend Management Unit 215 performs a first extraction process to extract non-friends as potential friend candidates. Specifically, for example, the Friend Management Unit 215 randomly extracts non-friends to be displayed as potential friend candidates from among multiple users who have recently played a specific game. The number of potential friend candidates extracted here is determined according to the number of friends (in other words, the number of friend characters 34a displayed on the home screen 30). Specifically, the number of potential friend candidates extracted is determined so that the sum of the number of friend characters 34a and the number of non-friend characters 34b displayed on the home screen is "4".

[0123] Next, in step S104, the friend management unit 215 sends the friend information extracted in the friend extraction process and the non-friend information extracted in the first extraction process to the friend processing unit 115, which requested the extraction of friends and non-friends to be displayed on the home screen 30 in step S102. Here, the friend information includes, for example, information necessary for displaying the friend character 34a owned by that friend and information necessary for displaying the other user information display area 36 related to that friend. The non-friend information includes, for example, information necessary for displaying the non-friend character 34b owned by that non-friend and information necessary for displaying the other user information display area 36 related to that non-friend.

[0124] Next, in step S105, the display control unit 114 displays the home screen 30 on the display unit 18 based on the friend information and non-friend information transmitted from the friend management unit 215. Specifically, when the friend processing unit 115 receives the friend information and non-friend information transmitted from the friend management unit 215, it instructs the display control unit 114 to display the extracted friend characters (i.e., friend characters 34a) and friend candidate characters (i.e., non-friend characters 34b) on the home screen 30. The display control unit 114 then displays the home screen 30, in which these friend characters 34a and non-friend characters 34b are displayed, on the display unit 18.

[0125] Furthermore, the friend management unit 215 sends information about friends and non-friends, which includes information about the display format of each character set by each user. As a result, other users' characters 34 are displayed on the user's home screen 30 in the display format set by the other user.

[0126] Furthermore, the processing in steps S102 to S105 may be performed not only at the start of the game, but also, for example, when the display of the home screen 30 is temporarily terminated and then restarted during game execution (for example, after a predetermined in-game or out-of-game is executed).

[0127] Furthermore, the request to extract friends to be displayed on the home screen 30 and the request to extract non-friends (in other words, these extractions) do not have to be performed simultaneously, and one of them may not be performed at all. Also, the display of friend characters 34a and non-friend characters 34b on the home screen 30 do not have to be performed simultaneously.

[0128] In addition, when displaying the home screen 30, a friend extraction process is performed to extract users to be displayed from among the friends, and a first extraction process is performed to extract users to be displayed from a group that includes non-friends. However, in this embodiment, the first extraction process is always performed regardless of the number of friends.

[0129] (Processing related to the display of the friend search screen 65) The process related to the display of the friend search screen 65 will be explained with reference to Figure 11.

[0130] In step S151, when displaying the friend search screen 65, the friend processing unit 115 of the terminal device 10 sends a signal to the server 20 via the transmitting / receiving unit 112 requesting the extraction of friend candidates to be displayed on the friend search screen 65 (in other words, a signal requesting information to be used for displaying the friend search screen 65).

[0131] Next, in step S152, the friend management unit 215 of the server 20 performs a second extraction process to extract friend candidates based on the signal transmitted from the friend processing unit 115.

[0132] Specifically, for example, the friend management unit 215 performs a second extraction process, randomly selecting users (specifically, several non-friends, for example, three) from among multiple users who have opened the friend search screen 65 within a predetermined period (for example, within one week) to be displayed as friend candidates. The number of friend candidates extracted here may be constant or may vary.

[0133] Next, in step S153, the friend management unit 215 sends information about the friend candidates extracted in the second extraction process to the friend processing unit 115, which requested the extraction of friend candidates in step S151.

[0134] Next, in step S154, the display control unit 114 displays the friend search screen 65 on the display unit 18 based on the information about friend candidates transmitted from the friend management unit 215. Specifically, when the friend processing unit 115 receives information about friend candidates transmitted from the friend management unit 215, it instructs the display control unit 114 to display a friend candidate list for the extracted friend candidates on the friend search screen 65. The display control unit 114 then displays the friend search screen 65, which displays the friend candidate list for the friend candidates, on the display unit 18.

[0135] Furthermore, the information used in the second extraction process, which indicates when each user opened the friend search screen 65 (in other words, when they performed an operation related to searching for friends), may be obtained, for example, based on a signal sent from the terminal device 10 to the server 20 when each user opens the friend search screen 65 on their terminal device 10, and stored in the storage unit 220 of the server 20. Alternatively, this signal may be, for example, a signal sent from the friend processing unit 115 requesting the extraction of friend candidates.

[0136] Furthermore, it is preferable that the friend extraction process, the first extraction process, or the second extraction process have a predetermined degree of randomness. In other words, it is preferable that the friend extraction process, the first extraction process, or the second extraction process includes a process of randomly selecting (in other words, narrowing down) users from among multiple users that meet predetermined conditions, in the process of extracting predetermined users from among multiple users. In further other words, in the friend extraction process, the first extraction process, or the second extraction process, a predetermined lottery may be performed in the process of extracting predetermined users. With such a configuration, the extracted friends and non-friends can be diverse, and users can be provided with unexpected encounters.

[0137] Furthermore, in the friend extraction process, the first extraction process, or the second extraction process, users of the same rank as the user (in other words, users who meet predetermined rank-related conditions) may be prioritized for extraction.

[0138] Furthermore, in the friend extraction process, the first extraction process, or the second extraction process, for example, a user whose character is equipped with an item that the user does not own may have a higher probability of being extracted than a user whose character is equipped only with items that the user owns. Also, in the friend extraction process, the first extraction process, or the second extraction process, for example, a user whose character is equipped with a rare item may have a higher probability of being extracted than a user whose character is equipped with a low-rarity item. Here, each item may refer to an item that can be obtained through the currently available lottery.

[0139] Furthermore, each configuration according to this embodiment can be applied to applications other than games. Specifically, for example, each configuration according to this embodiment can be applied to an application (in other words, a service) for watching live performances held in a virtual space. In such an application, a lobby screen may be prepared as a home screen where user avatars (in other words, characters) gather, and the configuration according to this embodiment may be applied to it.

[0140] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ.

[0141] <Note> The matters described in the above embodiments may also be described as follows:

[0142] (Note 1) Computers, A display control means (for example, a display control unit 114) that displays objects owned by other users extracted from among multiple users of the predetermined service based on predetermined rules on the home screen of a first user using the predetermined service, The operation receiving means (e.g., operation receiving unit 111) functions to receive the operation of selecting the object displayed on the first user's home screen as at least part of the operation performed when associating the other user who owns the selected object with the first user. program. With this configuration, the home screen displays potential friends (i.e., potential friends) who can be associated with the user, and introduces these potential friends. This eliminates the need for the user to manually search for potential friends, making it easier to add friends. Furthermore, with this configuration, it becomes possible to add friends by selecting an object displayed on the home screen 30, simplifying the process of adding friends and making it easier to add friends.

[0143] (Note 2) The number of other users extracted based on the predetermined rules is one or more, and the objects displayed on the home screen of the first user always include at least one object owned by another user that is not associated with the first user. The program described in Appendix 1. With this configuration, other users who are not associated with the user will always be introduced on the home screen, thus ensuring that the home screen functions effectively as a pathway for making new friends.

[0144] (Note 3) The number of other users extracted based on the aforementioned predetermined rules may be one or more, and at least one of the extracted other users is not necessarily uniquely determined solely by the first user's usage history of the aforementioned predetermined service. The program described in Appendix 1. With this configuration, at least some of the other users displayed on the home screen can be unpredictable to the user, providing the user with opportunities to meet friends they hadn't anticipated.

[0145] (Note 4) The display control means displays, on a screen different from the home screen, information about a predetermined user who is a candidate to be associated with the first user, extracted from among multiple users who use the predetermined service based on the second rule. The aforementioned prescribed rule and the second rule are different rules. The program described in one of the following appendices 1-3. With this configuration, friend candidates selected according to different rules will be presented on the home screen and on screens other than the home screen. Therefore, it is possible to create a diverse range of friend candidates.

[0146] (Note 5) A display control means (for example, a display control unit 114) that displays objects owned by other users extracted from among multiple users of the predetermined service based on predetermined rules on the home screen of a first user using the predetermined service, The system includes an operation receiving means (for example, an operation receiving unit 111) that receives an operation to select the object displayed on the home screen of the first user as at least part of the operations performed when associating the other user who owns the selected object with the first user. Information processing device. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.

[0147] (Note 6) An information processing system that provides a predetermined service used by multiple users, A display control means (for example, a display control unit 114) that causes the home screen of a first user using the predetermined service to display objects owned by other users extracted from among multiple users using the predetermined service based on predetermined rules, The system includes an operation receiving means (for example, an operation receiving unit 111) that receives an operation to select the object displayed on the home screen of the first user as at least part of the operations performed when associating the other user who owns the selected object with the first user. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of Symbols]

[0148] 1 Game system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touchscreen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Home screen, 33 Player character, 34 Other user characters, 34a Friend character, 34b Non-friend character, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progress unit, 114 Display control unit, 115 Friend processing unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 214 Synchronization processing unit, 215 Friend management unit, 220 Memory unit

Claims

1. Computers, It functions as a lottery means that executes a lottery to determine the items to be given to a user based on the user's actions. The aforementioned lottery includes a first lottery performed via a screen that displays information about the character of another user different from the aforementioned user and allows the user to confirm the items associated with that character, and a second lottery that can be performed without going through the aforementioned screen. The first lottery has a higher probability than the second lottery in which the user can obtain an item associated with the character. program.

2. The system includes a lottery mechanism that performs a lottery to determine the items to be given to a user based on the user's actions, The aforementioned lottery includes a first lottery performed via a screen that displays information about the character of another user different from the aforementioned user and allows the user to confirm the items associated with that character, and a second lottery that can be performed without going through the aforementioned screen. The first lottery has a higher probability than the second lottery in which the user can obtain an item associated with the character. Information processing system.