Message system, program, and message generation method
The message input system allows users to select pre-registered messages with embedded tags for object insertion or replacement, addressing the issues of time and flexibility in message input, enabling timely and contextually relevant communication.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2026-03-04
- Publication Date
- 2026-06-23
AI Technical Summary
Existing message input methods in games and communication systems are either time-consuming due to manual typing or inflexible due to pre-registered messages, leading to mismatched content with the current situation.
A message input system that allows users to select pre-registered messages containing tags for inserting or replacing specific objects, reducing input time while maintaining flexibility by enabling quick selection of relevant messages.
Enables users to input messages appropriate to the current situation quickly and flexibly, ensuring timely and contextually relevant communication without the need for manual typing or limited pre-defined options.
Smart Images

Figure 2026102682000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a message input reception device, a message system, and a program.
Background Art
[0002] A system that enables communication by transmitting and receiving messages among a plurality of users is known. For example, there is known a game system that enables communication among a plurality of users by transmitting and receiving messages while the plurality of users play a game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] For example, in a game in which a user communicates with other users while proceeding, it is necessary to quickly input a message according to the game situation that changes every moment.
[0005] Conventionally, in the above-described game, as a method of inputting a message, a method of typing a message into an input field has been adopted. According to this input method, it is possible to input a message with content suitable for the current situation, but since it is necessary to type a message each time, it may take time to input a message. As a result, for example, the game situation may change while a message is being input, and a situation may occur where the content of the input message does not match the current situation.
[0006] Furthermore, in games like the ones mentioned above, a method of inputting messages is sometimes employed where players select from pre-registered messages. While this input method can shorten the time required to input messages, it limits flexibility in message content because only pre-determined messages can be selected, sometimes making it impossible to input messages that are appropriate to the current situation. In other words, if a message appropriate to the current situation is not pre-registered, it is not possible to input a message that is appropriate to the current situation.
[0007] The present invention has been made in view of the above problems, and its purpose is to provide a message input receiving device, a message system, and a program that can shorten the time required for message input while ensuring flexibility regarding the content of the message. [Means for solving the problem]
[0008] To solve the above problems, the message input receiving device according to the present invention includes: a registration message data acquisition means for acquiring registration message data stored in a registration message data storage means that stores registration message data indicating an object-related registration message which is a pre-registered registration message in which a sequence of symbols relating to at least one object is set to be insertable at a predetermined position or replaceable with a predetermined part; an object selection acceptance result acquisition means for acquiring the acceptance result of an object selection receiving means that accepts the selection of an object displayed on the screen from a user; and a message acquisition means for acquiring a message obtained by inserting a sequence of symbols associated with at least one object selected by the user at the predetermined position or replacing with a predetermined part of the object-related registration message, as a message input by the user.
[0009] Furthermore, the message system according to the present invention includes: a registration message data acquisition means for acquiring registration message data stored in a registration message data storage means that stores registration message data indicating an object-related registration message which is a pre-registered registration message in which a sequence of symbols relating to at least one object is set to be insertable at a predetermined position or replaceable with a predetermined part; an object selection acceptance result acquisition means for acquiring the acceptance result of an object selection acceptance means that accepts the selection of an object displayed on the screen from a user; and a message acquisition means for acquiring a message obtained by inserting a sequence of symbols associated with at least one object selected by the user at the predetermined position or replacing with a predetermined part of the object-related registration message, as a message input by the user.
[0010] Furthermore, the program according to the present invention is a program for causing a computer to function as follows: a registration message data acquisition means for acquiring registration message data stored in a registration message data storage means that stores registration message data indicating an object-related registration message which is a pre-registered registration message in which a sequence of symbols relating to at least one object is set to be insertable at a predetermined position or replaceable with a predetermined part; an object selection acceptance result acquisition means for acquiring the acceptance result of an object selection acceptance means that accepts the selection of an object displayed on the screen from a user; and a message acquisition means for acquiring a message obtained by inserting a sequence of symbols associated with at least one object selected by the user at the predetermined position or replacing with a predetermined part of the object-related registration message, as a message input by the user.
[0011] Furthermore, the information storage medium according to the present invention is a computer-readable information storage medium on which the above-mentioned program is recorded. [Brief explanation of the drawing]
[0012] [Figure 1] It is a diagram showing an example of the overall configuration of a message system. [Figure 2] It is a diagram showing an example of a game screen. [Figure 3] It is a diagram showing an example of a game screen. [Figure 4] It is a diagram showing an example of a game screen. [Figure 5] It is a diagram showing an example of a game screen. [Figure 6] It is a diagram showing an example of a game screen. [Figure 7] It is a diagram showing an example of a list screen. [Figure 8] It is a diagram showing an example of a registration screen. [Figure 9] It is a functional block diagram of a message system. [Figure 10] It is a diagram showing an example of a registration message table. [Figure 11] It is a diagram showing an example of an object table. [Figure 12] It is a diagram showing an example of a message table. [Figure 13] It is a diagram showing an example of a process executed in a message system. [Figure 14] It is a diagram showing an example of another process executed in a message system. [Figure 15] It is a diagram showing an example of a game screen. [Figure 16] It is a diagram showing an example of a game screen. [Figure 17] It is a diagram showing an example of a game screen. [Figure 18] It is a functional block diagram of a message system.
Embodiments for Carrying Out the Invention
[0013] Hereinafter, examples of embodiments of the present invention will be described in detail based on the drawings.
[0014] Figure 1 shows the overall configuration of a messaging system according to an embodiment of the present invention. The messaging system enables a chat with multiple users by controlling the sending and receiving of messages between multiple users. As shown in Figure 1, the messaging system 1 includes a server 10 and multiple terminals 20. The server 10 and each terminal 20 can send and receive data to each other via a communication network 2.
[0015] Server 10 is implemented by a server computer. As shown in Figure 1, Server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. The control unit 11 includes one or more microprocessors, etc., and performs processing according to the operating system and other programs. The storage unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., a hard disk drive or solid-state drive). The communication unit 13 is for data communication via the communication network 2.
[0016] Terminal 20 is a computer operated by the user. Terminal 20 can be implemented as, for example, a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, a laptop computer, or a game console (including a home game console or a commercial game console installed in an amusement facility, etc.). As shown in Figure 1, terminal 20 includes a control unit 21, a storage unit 22, a communication unit 23, an operation unit 24, and a display unit 25.
[0017] The control unit 21, storage unit 22, and communication unit 23 are the same as the control unit 11, storage unit 12, and communication unit 13 of the server 10. The operation unit 24 is an input device, such as a pointing device such as a touch panel. The display unit 25 is, for example, a liquid crystal display panel or an organic EL display, and displays various images according to the instructions of the control unit 21.
[0018] The programs and data described as being stored in storage unit 12 or storage unit 22 are supplied to server 10 or terminal 20, for example, via communication network 2. Server 10 or terminal 20 may include components for reading programs or data stored on a computer-readable information storage medium (e.g., a memory card or optical disc). The programs and data may then be supplied to server 10 or terminal 20 via the information storage medium. Furthermore, the programs and data described as being stored in storage unit 12 or storage unit 22 may also be stored in a storage unit of a device accessible from server 10 or terminal 20 via communication network 2.
[0019] Next, we will explain the chat that takes place in Message System 1. Here, we will use an example where four users playing a game cooperate and chat to defeat a common enemy. In this explanation, these four users will be referred to as Users A, B, C, and D, and when there is no need to distinguish between Users A-D, they will simply be referred to as "Users." Here, "Users" refers to the person who enters the message (the person operating Terminal 20), and can also be considered the game players.
[0020] Figure 2 shows an example of a game screen displayed on the display unit 25 of terminal 20. Here, we will describe the game screen displayed on user A's terminal 20. It will be explained that terminal 20 is equipped with a touch panel superimposed on the display unit 25, and that the user can select objects displayed on the game screen by touching them with their finger.
[0021] As shown in Figure 2, the game screen 30 displays a game image showing the game in progress. The game screen 30 in Figure 2 displays an enemy object 32 that represents a common enemy for users A, B, C, and D. The enemy object 32 is an image representing an enemy.
[0022] Game screen 30 also displays user objects 34A, 34B, 34C, and 34D, which represent users A, B, C, and D, respectively. User objects 34A to 34D are avatar images representing users A to D. In the following, when it is not necessary to distinguish between user objects 34A to 34D, they will simply be referred to as "user object 34".
[0023] Game screen 30 also displays item objects 36X, 36Y, and 36Z, which represent items X, Y, and Z, respectively. Item objects 36X to 36Z are images representing items X to Z. In the following, when there is no need to distinguish between item objects 36X to 36Z, they will simply be referred to as "item object 36".
[0024] An "item" is something used in a game. An "item" is something that produces a predetermined effect when used in a game. For example, an "item" is something that allows the user to gain an advantage in battle against enemies. For example, there are items that inflict damage on enemies, items that heal damage taken by the user, items that reduce the enemy's abilities (attack power or defense power, etc.), or items that improve the user's abilities (attack power or defense power, etc.). The user can use an item by selecting the item object 36.
[0025] The game screen 30 also displays an attack icon 38. The attack icon 38 is used to instruct the player to attack an enemy. For example, in this embodiment, when attacking an enemy, the user selects the body part to attack. For example, the head, left arm, or right arm can be selected as the body part to attack. That is, after the user selects the attack icon 38, if they select the head, left arm, or right arm of the enemy as the body part to attack, an attack will be performed on the selected body part. For example, in the game screen 30 shown in Figure 2, the enemy is holding a weapon in its left hand and a shield in its right hand. Therefore, for example, attacking the enemy's left arm can reduce the enemy's attack power, and attacking the enemy's right arm can reduce the enemy's defense power. Also, for example, when the damage dealt to the enemy's head reaches a predetermined value, the enemy is defeated.
[0026] Furthermore, a chat icon 40 is displayed on the game screen 30. The chat icon 40 is an icon for making a message. In other words, the chat icon 40 is an icon for entering a message to another user.
[0027] A "message" is information transmitted between user-operated terminals, and includes, for example, strings of symbols, moving images, audio, or combinations thereof, entered or specified by the user. Here, "string of symbols" includes strings of characters (for example, emoticons, ASCII art, or plus / minus signs that constitute a code understood only between users), images, or combinations thereof. Furthermore, a "string of symbols" also includes strings of symbols with a length of "1".
[0028] When the chat icon 40 is selected by the user, pre-registered messages (hereinafter referred to as "registered messages") are displayed as suggested messages to other users. Figure 3 shows an example of the game screen 30 in this case. The game screen 30 shown in Figure 3 displays multiple registered message objects 42A, 42B, 42C, 42D, 42E, and 42F, each representing multiple registered messages. The user can enter a message to other users by selecting one of the registered message objects 42A to 42F. In the following, when it is not necessary to distinguish between registered message objects 42A to 42F, they will simply be referred to as "registered message object 42".
[0029] In this embodiment, it is possible to register messages relating to a certain target (e.g., a body part to be attacked, an item, or a user) without specifically identifying that target. For example, it is possible to register messages that encourage other users to take a certain action (e.g., attacking an enemy, using an item, using a special technique, or using magic) or messages that inform other users that a certain action will be performed, without specifically identifying the target of that action (e.g., a body part to be attacked, an item to be used, a special technique to be used, or magic to be used). Also, for example, it is possible to register messages expressing greetings or thanks to a certain user without specifically identifying the recipient user.
[0030] For example, in this embodiment, a message containing tags can be registered as a registered message. In the example shown in Figure 3, for example, the tags <part>, <item>, and <user> are included in the registered message.
[0031] For example, the registration message represented by registration message object 42A contains the <part> tag. This registration message is a call to other users to attack a certain body part, but the part that indicates the target of the attack is the <part> tag, and the target body part is not specifically specified. As will be explained later, the <part> tag indicates the part that will be replaced with the name of one of the body parts. In addition, since the name of one of the body parts will be inserted at the position indicated by the <part> tag, it can also be said that the <part> tag indicates the position where the name of one of the body parts will be inserted.
[0032] For example, the registration message represented by registration message object 42C includes the <item> tag. This registration message informs other users that a certain item will be used, but the part indicating the item to be used is the <item> tag, and the item to be used is not specifically specified. As will be explained later, the <item> tag indicates the part that will be replaced with the name of one of the items. Since the name of one of the items will be inserted at the position indicated by the <item> tag, it can also be said that the <item> tag indicates the position where the name of one of the items will be inserted.
[0033] For example, the registration message represented by registration message object 42E includes a <user> tag. This registration message is a message (greeting) to a certain user, but the part indicating the recipient user is a <user> tag, and the recipient user is not specifically specified. As will be explained later, the <user> tag indicates the part that will be replaced with the name of one of the users. Since the name of one of the users will be inserted at the position indicated by the <user> tag, it can also be said that the <user> tag indicates the position where the name of one of the users will be inserted.
[0034] The examples of tags are not limited to those described above. For example, you may include tags indicating special techniques or magic in the registration message. It is also possible to register a message that does not include the tags described above (see Registration Message Object 42F).
[0035] Figure 4 shows an example of the game screen 30 when the user selects a registration message object 42, which represents a registration message containing tags. Note that Figure 4 also shows an example of the game screen 30 when registration message object 42A is selected. As mentioned earlier, the registration message represented by registration message object 42A includes the <body part> tag, and the body part to be attacked is not specifically designated. Therefore, in this case, the user is prompted to select the body part to be attacked.
[0036] In this case, the game screen 30 displays markers indicating the body parts that the user can select as attack targets. Figure 4 shows a case where the player can select either the enemy's head, left arm, or right arm as an attack target. Therefore, in the game screen 30 shown in Figure 4, markers 44A, 44B, and 44C are displayed, associated with the body part object 33A representing the head, body part object 33B representing the left arm, and body part object 33C representing the right arm, respectively. Body parts 33A to 33C are images representing the enemy's head, left arm, and right arm, respectively. Furthermore, below, when there is no need to distinguish between body parts 33A to 33C, they will simply be referred to as "body part 33," and when there is no need to distinguish between markers 44A to 44C, they will simply be referred to as "marker 44."
[0037] Furthermore, since the registered message represented by the registered message object 42B also includes the <part> tag, markers 44A to 44C shown in Figure 4 will be displayed when the registered message object 42B is selected.
[0038] Furthermore, the registered messages represented by registered message objects 42C and 42D include the <item> tag, and neither item is specifically designated. Therefore, when registered message object 42C or 42D is selected, the user is prompted to select an item. In other words, markers 44 are displayed in association with item objects 36X to 36Z, respectively.
[0039] Furthermore, the registration message represented by the registration message object 42E includes the <user> tag, indicating that no specific user is designated. Therefore, when the registration message object 42E is selected, the user is prompted to select a user. In other words, markers 44 are displayed in association with user objects 34A to 34D, respectively.
[0040] In the game screen 30 shown in Figure 4, the user selects one of the body part objects 33 by selecting one of the markers 44A to 44C. Figure 5 shows an example of the game screen 30 when one of the markers 44A to 44C is selected. Figure 5 also shows an example of the game screen 30 when marker 44B is selected (i.e., when body part object 33B representing the left arm is selected).
[0041] As shown in Figure 5, in this case, a send icon 46 is displayed on the game screen 30. When the send icon 46 is selected by the user, it is determined that the user has entered a message obtained by replacing the <body part> tag in the registered message represented by the registered message object 42A with the name of the body part object 38B (left arm). In other words, it is determined that the user has entered the message "Attack the left arm". Alternatively, when the marker 44B is selected, it may be determined that the user has entered the message "Attack the left arm" without displaying the send icon 46.
[0042] If it is determined that the user has entered the message "Attack the left arm," a message object 48 representing that message will be displayed on the game screen 30, as shown in Figure 6. The message object 48 will be displayed on each of the terminals 20 of users A, B, C, and D.
[0043] The message object 48 is displayed in association with the user object 34A, which represents user A who entered the message. For example, in the example shown in Figure 6, the message object 48 is a speech bubble image containing the message within a speech bubble. The message object 48 is displayed with a speech bubble extending from the user object 34A representing user A. This makes it possible to identify that the message was entered by user A.
[0044] Furthermore, the message object 48 may not be represented in two dimensions as shown in Figure 6, but may be represented in three dimensions within the virtual space.
[0045] As described above, the messaging system 1 allows users to input messages that are appropriate to the current situation. For example, in a situation where the enemy's left arm should be attacked, the user can input a message calling on other users to attack the enemy's left arm.
[0046] Furthermore, in Message System 1, users can input messages that are appropriate to the current situation by selecting registered messages and objects. For example, by selecting registered message object 42A and body part object 33B (marker 44B), a user can input a message calling on other users to attack the enemy's left arm. In other words, users can input messages like the ones described above without having to type them each time.
[0047] In other words, message system 1 makes it possible to reduce the time required to input messages while ensuring flexibility regarding the content of the messages.
[0048] The registration messages described above are set individually for each user. In other words, in message system 1, users can arbitrarily set the registration messages described above. Here, we will explain the procedure that users must follow to set the registration messages.
[0049] Figure 7 shows an example of a list screen displaying a list of registered messages. The list screen 50 shown in Figure 7 is displayed on the display unit 25 of the terminal 20, for example, when the user performs a predetermined operation. As shown in Figure 7, the list screen 50 displays a list of registered messages. In addition, setting icons 52A, 52B, 52C, 52D, 52E, and 52F are displayed in association with each registered message. The user selects one of the registered messages displayed on the list screen 50 by selecting one of the setting icons 52A to 52F. In the following, when it is not necessary to distinguish between the setting icons 52A to 52F, they will simply be referred to as "setting icon 52".
[0050] If any of the registered messages displayed on the list screen 50 is selected, a registration screen for registering the message will be displayed. Figure 8 shows an example of the registration screen. The registration screen 60 shown in Figure 8 displays a field 62. Field 62 is a field for the user to enter a message.
[0051] Furthermore, a virtual keyboard 64 is displayed on the registration screen 60 shown in Figure 8. The virtual keyboard 64 is a virtual keyboard (software keyboard) for inputting symbols (e.g., characters) into the field 62. Note that the user interface for inputting symbols is not limited to the virtual keyboard 64; various user interfaces can be used for inputting symbols.
[0052] Furthermore, the registration screen 60 shown in Figure 8 displays tag icons 66A, 66B, and 66C. For example, tag icon 66A corresponds to the <body part> tag. Tag icon 66A is used to include the <body part> tag in a message. Users can set the <body part> tag in a message by dragging and dropping tag icon 66A onto field 62. That is, when a user touches the touch panel with their finger so that it touches tag icon 66A, moves their finger to field 62 while keeping their finger in contact with the touch panel, and then lifts their finger from the touch panel, the <body part> tag is set as part of the message.
[0053] For example, tag icon 66B corresponds to the <user> tag. Tag icon 66B is used to include the <user> tag in a message. Also, tag icon 66C corresponds to the <item> tag. Tag icon 66C is used to include the <item> tag in a message.
[0054] Note that the user interface for entering tags is not limited to the example above. Various user interfaces can be adopted for entering tags. For example, the user could enter tags using a virtual keyboard 64.
[0055] Furthermore, a registration icon 68 is displayed on the registration screen 60 shown in Figure 8. When the registration icon 68 is selected, the message entered in field 62 is registered. In other words, the message entered in field 62 is set as the registered message.
[0056] As described above, users can set a new registration message or change their registration message.
[0057] Next, we will describe the configuration for realizing the functions described above. Figure 9 is a functional block diagram showing the functional blocks implemented in message system 1.
[0058] As shown in Figure 9, the message system 1 includes a data storage unit 70. For example, the data storage unit 70 is implemented by the storage unit 12 of the server 10. Alternatively, the data storage unit 70 may be implemented by a storage unit included in another device accessible from the server 10.
[0059] The data storage unit 70 stores various types of data. The data storage unit 70 includes a registered message data storage unit 72. The registered message data storage unit 72 stores registered message data.
[0060] Registered message data is the data necessary to output (e.g., display) pre-registered registered messages. For example, registered message data includes the data necessary to output each of multiple pre-registered registered messages. Also, for example, multiple registered messages include at least one object-related registered message.
[0061] An "object-related registration message" is a registration message containing content related to an object. That is, an object-related registration message is a registration message configured to allow insertion of a sequence of symbols relating to at least one object at a predetermined position, or to replace a predetermined part. An "object" is something that can be selected by the user. An "object" is something that is displayed on the screen. A "predetermined position" may be, for example, a position defined for each object-related registration message, or a fixed position (for example, the beginning or end of the object-related registration message). Similarly, a "predetermined part" may be, for example, a part defined for each object-related registration message, or a fixed part (for example, the beginning or end of the object-related registration message).
[0062] For example, in the examples shown in Figures 2 to 8, the part object 33, the user object 34, or the item object 36 corresponds to an "object." Also, for example, a registration message containing the <part> tag, the <item> tag, or the <user> tag corresponds to an "object-related registration message." In other words, the registration messages indicated by each of the registration message objects 42A to 42E correspond to "object-related registration messages."
[0063] For example, registered message data may include insertion position information or replacement part information. Also, for example, registered message data may include object type information.
[0064] "Insertion position information" refers to information indicating the position (hereinafter referred to as "insertion position") in an object-related registration message where a sequence of symbols related to an object can be inserted. In this case, the position indicated by the insertion position information corresponds to the "predetermined position" mentioned above. For example, "insertion position information" is tag information embedded in the insertion position within the object-related registration message. Alternatively, "insertion position information" may also be information indicating which character number the insertion position is from the beginning (or end) of the object-related registration message. For example, in the examples shown in Figures 2 to 8, the <part> tag, <item> tag, or <user> tag corresponds to "insertion position information".
[0065] "Replacement information" refers to information indicating the portion of an object-related registration message that can be replaced with a sequence of symbols related to an object (hereinafter referred to as the "replacement portion"). In this case, the portion indicated by the replacement information corresponds to the "predetermined portion" mentioned above. For example, "replacement information" is tag information embedded in the replacement portion within the object-related registration message. Alternatively, "replaceable portion information" may be information indicating which character ranges the replacement portion falls into from the beginning (or end) of the object-related registration message. For example, in the examples shown in Figures 2 to 8, the <part> tag, <item> tag, or <user> tag corresponds to "replacement information".
[0066] "Object type information" refers to information that can identify the type of object corresponding to an object-related registration message. "Object type corresponding to an object-related registration message" refers to the type of object that matches the content of the object-related registration message. In other words, "object type corresponding to an object-related registration message" refers to the type of object related to the content of the object-related registration message, the type of object assumed in the content of the object-related registration message, or the type of object mentioned in the object-related registration message.
[0067] For example, in the cases shown in Figures 2 to 8, the object type corresponding to the registered messages indicated by registered message objects 42A and 42B is "part". Also, the object type corresponding to the registered messages indicated by registered message objects 42C and 42D is "item", and the object type corresponding to the registered message indicated by registered message object 42E is "user". Furthermore, in the cases shown in Figures 2 to 8, the <part> tag, <item> tag, or <user> tag corresponds to "object type information".
[0068] Figures 10 to 12 show an example of data stored in the data storage unit 70 (registered message data storage unit 72).
[0069] Figure 10 shows the registered message table. The registered message table contains data that lists the registered messages for each user. The registered message table includes the fields "Registered Message ID", "Registered User", and "Registered Message".
[0070] The "Registered Message ID" field displays information that uniquely identifies the registered message. The "Registered User" field indicates the user who registered the message. The user ID of the user who registered the message is registered in the "Registered User" field. The "Registered Message" field displays the content of the registered message.
[0071] Figure 11 shows the object table. The object table is data that shows a list of objects that the user can select in the game. In other words, the object table is data that shows a list of objects that can be displayed on the screen. The object table includes the fields "Object ID", "Object Type", and "Object Name".
[0072] The "Object ID" field displays information that uniquely identifies the object. The "Object Type" field indicates the type of object. The "Object Name" field displays the name of the object.
[0073] Figure 12 shows the message table. The message table is data that shows a list of messages entered by each user. The message table includes the fields "Message ID", "Entered by", "Entered Date and Time", "Message", and "Related Object".
[0074] The "Message ID" field displays information that uniquely identifies each message entered by a user. The "Entered by" field indicates the user who entered the message. The user ID of the user who entered the message is registered in the "Entered by" field. The "Date and Time of Input" field indicates the date and time the message was entered. The "Message" field displays the content of the message.
[0075] The "Related Objects" field indicates the object associated with the message. For example, if a message is generated by replacing a sequence of symbols related to an object with a predetermined part of an object-related registration message (or by inserting a sequence of symbols related to an object into a predetermined position in an object-related registration message), then information indicating that object (object ID) is registered in the "Related Objects" field.
[0076] As shown in Figure 9, the message system 1 includes a designation reception unit 74, a designation reception result acquisition unit 76, and a registration control unit 78. Furthermore, the message system 1 includes a change reception unit 80, a change reception result acquisition unit 82, and an update control unit 84. These functional blocks are functional blocks related to the setting (new registration or update) of registered messages. For example, the designation reception unit 74 and the change reception unit 80 are realized by the control unit 21 and storage unit 22 of the terminal 20. That is, for example, the designation reception unit 74 and the change reception unit 80 are realized by the control unit 21 executing a program stored in the storage unit 22. Also, for example, the designation reception result acquisition unit 76, the registration control unit 78, the change reception result acquisition unit 82, and the update control unit 84 are realized by the control unit 11 and storage unit 12 of the server 10 (message input reception device). That is, for example, the designation reception result acquisition unit 76, the registration control unit 78, the change reception result acquisition unit 82, and the update control unit 84 are realized by the control unit 11 executing a program stored in the storage unit 12.
[0077] The designation reception unit 74 receives the designation of an object-related registration message and the insertion position or replacement portion from the user via the operation unit 24. The designation reception result acquisition unit 76 acquires the reception result from the designation reception unit 74. For example, the reception result from the designation reception unit 74 is transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. The designation reception result acquisition unit 76 then acquires the reception result received via the communication unit 13. The registration control unit 78 controls the registration message data to be registered in the registration message data storage unit 72, which includes the object-related registration message specified by the user and insertion position information indicating the insertion position specified by the user or replacement portion information indicating the replacement portion specified by the user.
[0078] Furthermore, the change reception unit 80 receives changes to object-related registration messages and insertion position information or replacement part information from the user via the operation unit 24. The change reception result acquisition unit 82 acquires the reception results from the change reception unit 80. For example, the reception results from the change reception unit 80 are transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. The change reception result acquisition unit 82 then acquires the reception results received via the communication unit 13. The update control unit 84 performs control to update the registration message data stored in the registration message data storage unit 72 based on the reception results from the change reception unit 80.
[0079] For example, in the examples shown in Figures 2 to 8, the designation reception unit 74 receives the designation of an object-related registration message and the insertion position or replacement part from the user via the operation unit 24 (touch panel) by displaying the registration screen 60 on the display unit 25. When the registration icon 68 on the registration screen 60 is selected, the designation reception unit 74 acquires the message entered in field 62 of the registration screen 60 and sends data indicating the message as an acceptance result to the server 10 via the communication unit 23. The designation acceptance result acquisition unit 76 acquires the above data sent by the terminal 20 (designation reception unit 74) via the communication unit 13. The registration control unit 78 registers the message indicated by the acquired data as registration message data. The operation of the change reception unit 80, the change acceptance result acquisition unit 82, and the update control unit 84 is basically the same as that of the designation reception unit 74, the designation acceptance result acquisition unit 76, and the registration control unit 78.
[0080] As shown in Figure 9, the message system 1 includes a registered message data acquisition unit 86, a registered message selection reception unit 88, a registered message selection reception result acquisition unit 90, an object selection reception unit 92, an object selection reception result acquisition unit 94, and a message acquisition unit 96. These functional blocks are functional blocks related to receiving message input. For example, the registered message selection reception unit 88 and the object selection reception unit 92 are implemented by the control unit 21 and storage unit 22 of the terminal 20. That is, for example, the registered message selection reception unit 88 and the object selection reception unit 92 are implemented by the control unit 21 executing a program stored in the storage unit 22. Also, for example, the registered message data acquisition unit 86, the registered message selection reception result acquisition unit 90, the object selection reception result acquisition unit 94, and the message acquisition unit 96 are implemented by the control unit 11 and storage unit 12 of the server 10 (message input reception device). In other words, for example, the control unit 11 executes a program stored in the storage unit 12, thereby realizing the registered message data acquisition unit 86, the registered message selection acceptance result acquisition unit 90, the object selection acceptance result acquisition unit 94, and the message acquisition unit 96.
[0081] The registration message selection receiving unit 88 receives a selection from the user via the operation unit 24 for one of several registration messages. The registration message selection reception result acquisition unit 90 acquires the reception result from the registration message selection receiving unit 88. For example, the reception result from the registration message selection receiving unit 88 is sent to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. The registration message selection reception result acquisition unit 90 then acquires the received reception result.
[0082] For example, in the case shown in Figures 2 to 8, the registration message selection receiving unit 88 receives a selection from the user via the operation unit 24 (touch panel) by displaying multiple registration message objects 42, each representing one of the multiple registration messages, on the game screen 30. The registration message selection receiving unit 88 then transmits data indicating the registration message selected by the user to the server 10 via the communication unit 23 as the reception result. The registration message selection reception result acquisition unit 90 acquires the above data transmitted by the terminal 20 (registration message selection receiving unit 88) via the communication unit 13.
[0083] The object selection receiving unit 92 accepts the selection of an object displayed on the screen from the user via the operation unit 24. The object selection receiving unit 92 may also restrict the acceptance of object selections other than those of the type corresponding to the object-related registration message selected by the user.
[0084] As mentioned earlier, "the type corresponding to the object-related registration message" refers to, for example, the type of object that matches the content of the object-related registration message.
[0085] "Restricting the acceptance of object selection" means, for example, setting an object to a state where it cannot be selected. For example, "restricting the acceptance of object selection" may also mean setting an object to a state where it cannot be selected by not displaying the object on the screen. Furthermore, "restricting the acceptance of object selection" may also mean, for example, the device (computer) refusing to accept the selection or invalidating the selection itself even if an object is selected by the user. For example, "restricting the acceptance of object selection" may mean displaying a warning that the object cannot be selected when an object is selected by the user.
[0086] Furthermore, the object selection receiving unit 92 may be configured to display objects on the screen that correspond to the type of object-related registration message selected by the user, and other objects on the screen, in a way that allows the user to distinguish between them.
[0087] "Displaying the first object and the second object in a distinguishable manner" means, for example, displaying the first object and the second object in a way that allows the user to distinguish between them. "Displaying the first object and the second object in a distinguishable manner" includes, for example, the following: (a) Displaying a predetermined image (e.g., a marker or frame) in association with only one of the first object or the second object, and not displaying a predetermined image in association with the other. (b) Changing the display manner (color, brightness, size, shape, type, or line type, etc.) of the predetermined image (e.g., a marker or frame, etc.) displayed in association with the first object from the display manner of the predetermined image displayed in association with the second object. (c) Changing the display manner (color or brightness, etc.) of the first object itself from the display manner of the second object itself. (d) Displaying the first object within a first predetermined area, and displaying the second object within a second predetermined area different from the first predetermined area. (e) When the first object and the second object are displayed according to their display order, the display order of the first object is set higher than that of the second object.
[0088] For example, in the case shown in Figures 2 to 8, the object selection receiving unit 92 accepts the selection of any of the multiple objects via the operation unit 24 (touch panel) by displaying a marker 44 associated with each of the multiple objects displayed on the game screen 30.
[0089] Here, we assume that the user has selected either registered message object 42A or 42B. The registered messages indicated by registered message objects 42A and 42B contain the <part> tag, and these registered messages are messages related to the enemy's body parts.
[0090] In this case, the object selection receiver 92 displays the marker 44 only in association with part objects 33 whose type is "part," and does not display the marker 44 in association with other types of objects (i.e., user objects 34 and item objects 36).
[0091] By doing so, the object selection receiving unit 92 displays objects of the type corresponding to the registration message selected by the user (part objects 33) and other objects (user objects 34 and item objects 36) in a way that allows the user to distinguish between them.
[0092] Furthermore, by doing so, the object selection receiving unit 92 is set to a state where only objects of the type corresponding to the registration message selected by the user (part objects 33) can be selected, and other objects (user objects 34 and item objects 36) cannot be selected.
[0093] Furthermore, if a registered message object 42C or 42D is selected by the user, the registered message indicated by the registered message objects 42C and 42D includes the <item> tag, and since these registered messages are messages related to items, the object selection receiver 92 displays the marker 44 in association only with item objects 36 whose type is "item".
[0094] Furthermore, if a registered message object 42E is selected by the user, the registered message indicated by the registered message object 42E includes the <User> tag, and since these registered messages are messages related to the user, the object selection receiver 92 displays the marker 44 in association only with user objects 34 whose type is "User".
[0095] The object selection reception result acquisition unit 94 acquires the reception result from the object selection reception unit 92. For example, the reception result from the object selection reception unit 92 is transmitted to the server 10 via the communication unit 23 and received by the server 10 via the communication unit 13. The object selection reception result acquisition unit 94 then acquires the reception result received via the communication unit 13.
[0096] For example, in the examples shown in Figures 2 to 8, when any of the markers 44 are selected by the user, the object selection receiving unit 92 sends data indicating the object associated with the marker 44 selected by the user to the server 10 via the communication unit 23 as a reception result. The object selection reception result acquisition unit 94 acquires the above data sent by the terminal 20 (object selection receiving unit 92) via the communication unit 13.
[0097] The registered message data acquisition unit 86 acquires the registered message data stored in the registered message data storage unit 72. The message acquisition unit 96 acquires the message entered by the user based on the reception results of the registered message selection reception unit 88 and the object selection reception unit 92.
[0098] The message acquisition unit 96 acquires a message obtained by replacing a sequence of symbols associated with at least one object selected by the user with a predetermined part of an object-related registration message selected by the user, as a message entered by the user. For example, the message acquisition unit 96 acquires a message obtained by replacing a sequence of symbols associated with at least one object selected by the user with the part of the object-related registration message indicated by the replacement part information.
[0099] Alternatively, the message acquisition unit 96 acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user into a predetermined position in the object-related registration message selected by the user, as a message entered by the user. For example, the message acquisition unit 96 acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user into the position indicated by the insertion position information in the object-related registration message, as a message entered by the user.
[0100] For example, in the cases shown in Figures 2 to 8, the message acquisition unit 96 acquires a message obtained by replacing the name of at least one object selected by the user with a tag included in the object-related registration message selected by the user, as the message entered by the user.
[0101] The message acquisition unit 96 stores the acquired message in the data storage unit 70. For example, the message acquisition unit 96 registers the acquired message in the message table.
[0102] As shown in Figure 9, the message system 1 includes a message object display control unit 98. For example, the message object display control unit 98 is implemented by the control unit 11 of the server 10 (message input receiving device).
[0103] The message object display control unit 98 controls the display of a message object on the screen that represents the message acquired by the message acquisition unit 96.
[0104] For example, in the case shown in Figures 2 to 8, the message object display control unit 98 transmits to the terminal 20 the data necessary to display the message object 48, which represents the message acquired by the message acquisition unit 96, on the game screen 30. Based on the data transmitted by the server 10 (message object display control unit 98), the terminal 20 displays the message object 48 on the game screen 30 (display unit 25).
[0105] Next, we will explain the processes executed in message system 1.
[0106] Figure 13 shows an example of the process executed when a user sets a registration message. By executing the process shown in Figure 13 according to the program, the control unit 11 functions as a designated reception result acquisition unit 76, a registration control unit 78, a change reception result acquisition unit 82, and an update control unit 84. Also, by executing the process shown in Figure 13 according to the program, the control unit 21 functions as a designated reception unit 74 and a change reception unit 80.
[0107] As shown in Figure 13, in this case, the control unit 21 of terminal 20 requests data for the list screen 50 from the server 10 (S101). Note that "data for the list screen 50" refers to the data for displaying the list screen 50. In step S101, for example, the user ID entered by the user using terminal 20 is sent to the server 10.
[0108] When the above request is received by the server 10, the control unit 11 of the server 10 refers to the registered message table and obtains a list of registered messages associated with the user ID received from the terminal 20. Then, the control unit 11 sends the data of the list screen 50 showing the obtained list to the terminal 20 (S102).
[0109] When the above data is received by terminal 20, the control unit 21 of terminal 20 displays the list screen 50 on the display unit 25 (S103). While the list screen 50 is displayed, the control unit 21 monitors whether any of the setting icons 52 have been selected (S104).
[0110] If any of the setting icons 52 is selected, the control unit 21 requests data for the registration screen 60 from the server 10 (S105). The "data for the registration screen 60" refers to the data required to display the registration screen 60. In step S105, the registration message ID of the registration message selected by the user is sent to the server 10 along with the user's user ID.
[0111] When the above request is received by the server 10, the control unit 11 of the server 10 sends the data of the registration screen 60 to the terminal 20 (S106). When this data is received by the terminal 20, the control unit 21 of the terminal 20 displays the registration screen 60 on the display unit 25 (S107).
[0112] While the registration screen 60 is displayed, the control unit 21 updates the message displayed in field 62 based on user operations. Specifically, the control unit 21 updates the message displayed in field 62 according to operations on the virtual keyboard 64 and tag icons 66. The control unit 21 also monitors whether the registration icon 68 has been selected (S108).
[0113] If the registration icon 68 is selected, the control unit 21 sends message data to the server 10 (S109). Here, "message data" refers to the data indicating the message entered in field 62. In step S109, the message data is sent to the server 10 along with the user's user ID and the registration message ID of the registration message selected on the list screen 50.
[0114] When message data is received by server 10, the control unit 11 of server 10 updates the registered message table (S110). For example, the registered message selected on the list screen 50 is updated with the message entered in field 62 of the registration screen 60. That is, the registered message associated with the registered message ID received from terminal 20 is updated with the message entered in field 62 of the registration screen 60.
[0115] Subsequently, the control unit 11 refers to the registered message table and obtains a list of registered messages associated with the user ID received from the terminal 20. Then, the control unit 11 sends the data of the list screen 50, which shows the obtained list, to the terminal 20 (S111). In this case, based on this data, the control unit 21 of the terminal 20 displays the list screen 50 on the display unit 25 (S112). The updated registered messages are displayed on the list screen 50.
[0116] Figure 14 shows an example of the process that is executed when the chat icon 40 on the game screen 30 is selected. When the control unit 11 executes the process shown in Figure 14 according to the program, the control unit 11 begins to function as a registered message data acquisition unit 86, a registered message selection reception result acquisition unit 90, an object selection reception result acquisition unit 94, a message acquisition unit 96, and a message object display control unit 98. Also, when the control unit 21 executes the process shown in Figure 14 according to the program, the control unit 21 begins to function as a registered message selection reception unit 88 and an object selection reception unit 92.
[0117] As shown in Figure 14, the control unit 21 of terminal 20 requests registration message data from server 10 (S201). In step S201, for example, the user ID entered by the user using terminal 20 is sent to server 10.
[0118] When the above request is received by the server 10, the control unit 11 of the server 10 refers to the registration message table and retrieves the registration message associated with the user ID received from the terminal 20. The control unit 11 then sends data indicating the retrieved registration message to the terminal 20 as registration message data (S202).
[0119] When registration message data is received by terminal 20, the control unit 21 of terminal 20 displays the registration message object 42 on the game screen 30 based on the registration message data (S203). The control unit 21 then monitors whether any of the registration messages have been selected (S204). In other words, the control unit 21 monitors whether any of the registration message objects 42 have been selected.
[0120] If any registration message is selected, the control unit 21 determines whether the selected registration message is an object-related registration message (S205). For example, the control unit 21 determines whether the selected registration message contains a tag. If the registration message contains a tag, the control unit 21 determines that the selected registration message is an object-related registration message. On the other hand, if the registration message does not contain a tag, the control unit 21 determines that the selected registration message is not an object-related registration message.
[0121] If the selected registration message is not an object-related registration message, the control unit 21 sends input message data to the server 10 (S208). In this case, the "input message data" is data indicating the selected registration message. For example, the registration message ID of the selected registration message is sent to the server 10 as input message data. In this case, the user's user ID is also sent to the server 10.
[0122] When the above input message data (registered message ID) is received by the server 10, the control unit 11 of the server 10 retrieves the message entered by the user (S209). For example, the control unit 11 refers to the registered message table and retrieves the registered message associated with the received registered message ID as the message entered by the user. Then, the control unit 11 adds the message retrieved in step S209 to the message table (S210).
[0123] On the other hand, if in step S205 it is determined that the selected registration message is an object-related registration message, the control unit 21 displays the marker 44 on the game screen 30 (S206).
[0124] For example, the control unit 21 identifies the type of object corresponding to the selected registration message (object-related registration message). For example, the type of object corresponding to the registration message is identified based on the type of tag included in the registration message. For example, if the tag <part> is included in the registration message, the type of object corresponding to the registration message is identified as "part".
[0125] The control unit 21 then displays the marker 44 in association with the type of object identified as described above. For example, if the type of object identified is "body part," the control unit 21 displays the marker 44 in association with the body part object 33 that represents a body part. In this case, the control unit 21 does not display the marker 44 in association with objects that do not represent body parts. That is, the control unit 21 does not display the marker 44 in association with the user object 34 and the item object 36.
[0126] After step S206 is performed, the control unit 21 monitors whether any object has been selected (S207). That is, the control unit 21 monitors whether any marker 44 has been selected.
[0127] If any object is selected, the control unit 21 sends input message data to the server 10 (S208). For example, the "input message data" in this case is data that indicates both the selected registered message and the selected object. For example, the combination of the registered message ID of the selected registered message and the object ID of the selected object is sent to the server 10 as input message data. In this case, the user's user ID is also sent to the server 10.
[0128] When the above input message data (registered message ID and object ID) is received by the server 10, the control unit 11 of the server 10 retrieves the message entered by the user (S209).
[0129] For example, the control unit 11 refers to the registered message table and retrieves the registered message associated with the received registered message ID. The control unit 11 also refers to the object table and retrieves the object name associated with the received object ID. Then, the control unit 11 replaces the tags contained in the retrieved registered message with the retrieved object name. The control unit 11 then retrieves the message obtained in this way as a message entered by the user.
[0130] Then, the control unit 11 adds the message acquired in step S209 to the message table (S210).
[0131] After step S210 is executed, the control unit 11 sends message object data to the terminal 20 (S211). The "message object data" is the data necessary to display the message object 48 that represents the message acquired in step S209. Although not shown in Figure 14, the message object data is sent not only to the terminal 20 of the user who entered the message, but also to the terminals 20 of other users. Then, on each terminal 20, the message object 48 that represents the message acquired in step S209 is displayed on the game screen 30 based on the message object data (S212).
[0132] According to the message system 1 described above, users can input messages that are appropriate to the current situation. For example, in a situation where the enemy's left arm should be attacked, a user can input a message calling on other users to attack the enemy's left arm. In other words, the message system 1 ensures flexibility regarding the content of messages.
[0133] Furthermore, according to the message system 1, users can input messages that match the current situation by selecting registered messages and objects. For example, in the cases shown in Figures 2 to 5, users can input a message calling on other users to attack the enemy's left arm by selecting the registered message object 42A and the body part object 33B (marker 44B). In other words, users can input messages like the ones described above without having to type them each time. That is to say, the message system 1 makes it possible to reduce the time required to input such messages.
[0134] As described above, the message system 1 makes it possible to reduce the time required to input messages while ensuring flexibility regarding the content of the messages.
[0135] Furthermore, in message system 1, marker 44 is displayed only in association with objects of the type corresponding to the registered message selected by the user. According to message system 1, it is possible to prevent the user from mistakenly selecting an object that does not match the content of the registered message selected by the user.
[0136] Furthermore, in Message System 1, users can arbitrarily set registered messages (message content, tag position, and type). According to Message System 1, users can anticipate the situation in which they will be entering a message and set the content of pre-registered messages to be the desired content that suits that situation.
[0137] However, the present invention is not limited to the embodiments described above.
[0138] [Modification 1] For example, if the user cannot select a body part object 33, such as when the current scene is not a scene in which combat with an enemy takes place, the registration message selection receiver 88 may prevent the selection of a registration message corresponding to the body part. That is, the registration message selection receiver 88 may prevent the selection of registration message objects 42A and 42B.
[0139] Furthermore, if the user is unable to select the part object 33, the registration message selection receiving unit 88 may display the registration message corresponding to the part and other registration messages in a way that allows the user to distinguish between them. That is, the registration message selection receiving unit 88 may display the registration message objects 42A, 42B and registration message objects 42C to 42E in a way that allows the user to distinguish between them.
[0140] As described above, the registration message selection receiving unit 88 may restrict the acceptance of registration messages corresponding to object types that are not available for selection by the user.
[0141] Furthermore, the registration message selection receiving unit 88 may be configured to display registration messages corresponding to the types of objects that the user can select and registration messages corresponding to the types of objects that the user cannot select, in a way that allows the user to distinguish between them.
[0142] Here, "objects that can be selected by the user" refers to objects that are displayed on the screen (objects that can be displayed on the screen). For example, objects currently displayed on the screen are "objects that can be selected by the user." Also, objects that are not currently displayed on the screen but become visible when the screen is scrolled (or transitions) are "objects that can be selected by the user." On the other hand, objects that do not appear on the screen even when the screen is scrolled are "objects that cannot be selected by the user."
[0143] For example, if a virtual space is displayed on the screen from a virtual viewpoint, objects placed in that virtual space are "objects that the user can select." On the other hand, objects that are not placed in the virtual space are "objects that the user cannot select."
[0144] Alternatively, only objects currently displayed on the screen may be considered "user-selectable object types," while objects not currently displayed on the screen may be considered "user-selectable object types." Similarly, only objects placed within the field of view of the virtual viewpoint may be considered "user-selectable objects," while objects not placed within the field of view of the virtual viewpoint may be considered "user-unselectable objects."
[0145] Furthermore, "restricting the acceptance of selection of registered messages" is not limited to setting the system to a state where registered messages cannot be selected. For example, "restricting the acceptance of selection of registered messages" may also mean setting the system to a state where registered messages cannot be selected by not displaying them on the screen. In addition, "restricting the acceptance of selection of objects" may also mean, for example, that even if a registered message is selected by the user, the device (computer) may refuse to accept the selection or invalidate the selection itself. For example, "restricting the acceptance of selection of registered messages" may mean displaying a warning that the registered message cannot be selected when a registered message is selected by the user.
[0146] Furthermore, "distinguishing between the first registration message and the second registration message" means, for example, displaying the first registration message and the second registration message in a way that allows the user to distinguish between them. "Distinguishing between the first registration message and the second registration message" includes, for example, the following: (a) Displaying a predetermined image (e.g., a marker or frame, etc.) in association with only one of the first or second registration message, and not displaying a predetermined image in association with the other. (b) Changing the display manner (color, brightness, size, shape, type, or line type, etc.) of the predetermined image (e.g., frame or speech bubble, etc.) displayed in association with the first registration message from the display manner of the predetermined image displayed in association with the second object. (c) Changing the display manner (color, brightness, or font, etc.) of the first registration message itself from the display manner of the second registration message itself. (d) Displaying the first registration message in a first predetermined area, and displaying the second registration message in a second predetermined area different from the first predetermined area. (e) When the first registered message and the second registered message are displayed in order of display order, the display order of the first registered message is set higher than the display order of the second registered message.
[0147] As described above, the acceptance of registration messages corresponding to object types that the user cannot select is restricted, thus preventing the user from mistakenly selecting a registration message related to an object they cannot select. As a result, it becomes possible to prevent the input of inappropriate messages.
[0148] Furthermore, by doing so, registration messages corresponding to the types of objects that the user can select and registration messages corresponding to the types of objects that the user cannot select will be displayed in a way that the user can distinguish between them. This makes it possible to encourage the user to select a registration message that matches the type of object they can select.
[0149] [Modification 2] For example, in the embodiments described above, the user selected one of the registration messages and then selected one of the objects (see Figures 3 to 5), but the user may select one of the objects and then select one of the registration messages.
[0150] For example, if the chat icon 40 on the game screen 30 shown in Figure 2 is selected, the game screen 30 shown in Figure 15 may be displayed. In the game screen 30 shown in Figure 15, markers 44A to 44J are displayed, associated with the part objects 33A to 33C, user objects 34A to 34D, and item objects 36X to 36Z, respectively.
[0151] In this case, the user selects an object by selecting one of the markers 44A to 44J displayed on the game screen 30. Figure 16 shows an example of the game screen 30 when an object has been selected. The game screen 30 shown in Figure 16 displays several registration message objects 42A to 42F, each representing a different registration message. Note that Figure 16 shows the game screen 30 when marker 44B is selected (i.e., when the part object 33B representing the left arm is selected).
[0152] In the game screen 30 shown in Figure 16, registration messages corresponding to the type of object selected by the user may be displayed in a way that allows the user to distinguish between them and other registration messages.
[0153] For example, when a part object 33 is selected by the user, the registration message objects 42A and 42B, which indicate the registration message corresponding to the part, may be displayed in a way that allows the user to distinguish between them and the other registration message objects 42C to 42F. For example, as shown in Figure 16, the registration message objects 42A and 42B may be displayed with solid lines, and the registration message objects 42C to 42F may be displayed with dotted lines.
[0154] Furthermore, in the game screen 30 shown in Figure 16, the acceptance of registration messages other than those corresponding to the type of object selected by the user may be restricted.
[0155] For example, if a part object 33 is selected by the user, the system may allow only one of the registration message objects 42A or 42B, which indicate the registration message corresponding to the part, to be selected, and prevent the selection of registration message objects 42C to 42F.
[0156] By doing so, the acceptance of registration messages corresponding to the type of object selected by the user is restricted, thus preventing the user from mistakenly selecting a registration message that does not match the object they selected. As a result, it becomes possible to prevent inappropriate messages from being entered.
[0157] Furthermore, by doing so, registration messages corresponding to the type of object selected by the user will be displayed in a way that allows the user to distinguish them from other registration messages, thus prompting the user to select a registration message that matches the object they have selected.
[0158] [Modification 3] For example, the message object 48 shown in Figure 6 may be associated with and displayed as part object 33B representing the left arm. The message object 48 shown in Figure 6 represents a message obtained by replacing the <part> tag included in the registered message indicated by the registered message object 42A with the object name (left arm) of part object 33B. For this reason, the message object 48 shown in Figure 6 may be associated with and displayed as part object 33B representing the left arm.
[0159] Figure 17 shows an example of the game screen 30 in this case. In the game screen 30 shown in Figure 17, a line 100 (dotted line) is displayed connecting the message object 48 and the body part object 33B. The display of such a line 100 allows the user to immediately understand that the message indicated by the message object 48 relates to the left arm.
[0160] As described above, if the message object 48 indicates a message obtained by replacing a predetermined part of a registered message with a sequence of symbols associated with an object selected by the user, or a message obtained by inserting a sequence of symbols associated with an object selected by the user into a predetermined position in a registered message, the message object display control unit 98 may perform control to display the message object 48 in association with the selected object.
[0161] Here, "displaying a message object in association with an object" means displaying the message object in a way that makes it clear to the user that it is related to an object. For example, "displaying a message object in association with an object" means displaying a line or image that links the message object to the object, as shown in Figure 17.
[0162] As described above, the message object 48 displayed on the game screen 30 will be displayed in association with the object displayed on the game screen 30, making it easier for the user to understand which object the message indicated by the message object 48 is related to.
[0163] [Modification 4] For example, step S209 in Figure 14 may be executed on the terminal 20 side. That is, step S209 may be executed before step S208 is executed.
[0164] For example, if it is determined in step S207 that any object has been selected, the control unit 21 of the terminal 20 may acquire it as a message entered by the user. In this case, for example, an object table is pre-stored in the storage unit 22, and the control unit 21 refers to the object table stored in the storage unit 22 and acquires the object name associated with the object selected in step S207. Then, the control unit 21 replaces the tags included in the registration message selected in step S204 with the acquired object name. The control unit 21 acquires the message thus obtained as a message entered by the user. Then, the control unit 21 sends the input message data indicating the message to the server 10 (S208).
[0165] For example, in step S205, if it is determined that the registration message selected in step S204 is not an object-related registration message, the control unit 21 may acquire the registration message selected in step S204 as a message entered by the user. In this case, the control unit 21 sends input message data indicating the message to the server 10 (S208).
[0166] Figure 18 shows a functional block diagram in this case. As shown in Figure 18, in this case, the registered message data acquisition unit 86, the registered message selection reception result acquisition unit 90, the object selection reception result acquisition unit 94, and the message acquisition unit 96 are implemented by the control unit 21 of the terminal 20 (message input reception device).
[0167] [Modification 5] In Modification 4, the registered message data storage unit 72 may be implemented in the terminal 20 (message input receiving device). For example, user A's registered messages may be stored in the storage unit 22 of user A's terminal 20.
[0168] In this case, the designated reception result acquisition unit 76, the registration control unit 78, the change reception result acquisition unit 82, and the update control unit 84 may also be implemented in the terminal 20 (message input reception device).
[0169] Furthermore, since the message object 48 will be displayed on the display unit 25 by the control unit 21 of the terminal 20, it can also be considered that the message object display control unit 98 is implemented by the terminal 20 (message input receiving device).
[0170] [Other variations] For example, in the embodiments described above, tags included in the registered message selected by the user were replaced with the names of objects obtained by the user. However, the names of objects obtained by the user may be inserted either before or after the tags included in the registered message selected by the user. In this case, the tags will remain in the message, but the tags can be ignored when displaying the message object 48. That is, the tags can be not displayed when displaying the message object 48.
[0171] For example, in the game screen 30 shown in Figure 4, it may be possible to select multiple markers 44 (i.e., multiple part objects 33).
[0172] Alternatively, for example, only one marker 44 may be displayed on the game screen 30 shown in Figure 4. For example, only one object that the user can select may be displayed on the game screen 30.
[0173] Furthermore, for example, displaying the marker 44 on the game screen 30 shown in Figure 4 is not mandatory, and the marker 44 may be omitted. For example, in the game screen 30 shown in Figure 4, the user may directly specify one of several part objects 33.
[0174] Furthermore, for example, the registration message does not have to be set for each user. For example, a common registration message may be set in advance for all users. In this case, the designation reception unit 74, the designation reception result acquisition unit 76, the registration control unit 78, the change reception unit 80, the change reception result acquisition unit 82, and the update control unit 84 may be omitted.
[0175] For example, in the game screen 30 shown in Figure 6, a message object 48 indicating a message entered by the user is displayed, but the message entered by the user may also be output as audio. In this case, the data for outputting the message entered by the user as audio may be generated at the user's terminal 20 that entered the message, at the server 10, or at the terminal 20 that outputs the message.
[0176] Furthermore, the games executed on message system 1 are not limited to those described above. For example, the game screen 30 may display multiple enemy objects 32. The user may then select one of the enemy objects 32 as a target for attack. In this case, the <enemy> tag may be included in the registered message instead of the <body part> tag.
[0177] Furthermore, the above example describes a case where multiple users chat while playing a game. In other words, the present invention has been described in the context of its application to a game system that enables games in which multiple users participate. However, the present invention can also be applied to systems other than game systems. That is, the present invention can be applied to systems in which multiple users chat regardless of games. In short, the present invention can be applied to various systems in which users input messages addressed to others.
[0178] For example, when a user selects a building (object) on a real-world map displayed on the screen, a message with the building's name inserted or replaced may be entered. For example, a registered message (object-related registered message) with the <location> tag set, such as "Let's go to <location>!", may be registered. Then, when a user selects Building A on a real-world map displayed on the screen, a message "Let's go to Building A!" with the <location> tag replaced with the building's name "Building A" may be entered.
[0179] Furthermore, for example, when a user selects a movie icon (object) displayed on the screen, a message with the name of that movie inserted or replaced may be entered. For example, a registered message (object-related registered message) with the <movie> tag set, such as "Have you seen <movie>?", may be registered. Then, when a user selects the movie icon for movie A displayed on the screen, a message "Have you seen movie A?" with the <movie> tag replaced with the name of the movie "movie A" may be entered.
[0180] Furthermore, for example, the program for implementing the functional block shown in Figure 9 or Figure 18 may be part of an application program (e.g., a game program that runs a game), or it may be a separate program from the application program. For example, the program for implementing the functional block shown in Figure 9 or Figure 18 may be provided as middleware for providing messaging functionality to various application programs (e.g., game programs). Also, for example, the program for implementing the functional block shown in Figure 9 or Figure 18 may be provided as part of the operating system of server 10 or terminal 20.
[0181] [Summary of the Invention] Based on the above description, the present invention can be understood as follows, for example. In the following, reference numerals in the drawings are enclosed in parentheses to facilitate understanding of the present invention, but this does not mean that the present invention is limited to the illustrated embodiments.
[0182] The message input receiving device (10 or 20) according to the present invention includes: a registered message data acquisition means (86) that acquires registered message data stored in a registered message data storage means (72) that stores registered message data indicating an object-related registered message which is a pre-registered registered message in which a sequence of symbols relating to at least one object is set to be insertable at a predetermined position or replaceable with a predetermined part; an object selection acceptance result acquisition means (94) that acquires the acceptance result of an object selection receiving means (92) that accepts the selection of an object displayed on the screen from a user; and a message acquisition means (96) that acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user at a predetermined position in the object-related registered message or replacing it with a predetermined part, as a message input by the user.
[0183] The message system (1) according to the present invention includes: a message data acquisition means (86) that acquires registered message data stored in a message data storage means (72) that stores registered message data indicating an object-related registered message which is a pre-registered registered message in which a sequence of symbols relating to at least one object is set to be insertable at a predetermined position or replaceable with a predetermined part; an object selection acceptance result acquisition means (94) that acquires the acceptance result of an object selection acceptance means (92) that accepts the selection of an object displayed on the screen from a user; and a message acquisition means (96) that acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user at a predetermined position in the object-related registered message or replacing it with a predetermined part, as a message input by the user.
[0184] The program according to the present invention is a program for causing a computer to function as follows: a registration message data acquisition means (86) that acquires registration message data stored in a registration message data storage means (72) that stores registration message data indicating an object-related registration message in which a sequence of symbols relating to at least one object is set to be insertable at a predetermined position or replaceable with a predetermined part; an object selection acceptance result acquisition means (94) that acquires the acceptance result of an object selection acceptance means (92) that accepts the selection of an object displayed on the screen from a user; and a message acquisition means (96) that acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user at the predetermined position or replacing with a predetermined part of the object-related registration message, as a message input by the user.
[0185] Furthermore, the information storage medium according to the present invention is a computer-readable information storage medium on which the above-mentioned program is recorded.
[0186] According to the present invention, users can input messages that are appropriate to their current situation by selecting an object that takes their current situation into consideration. Furthermore, the time required to input messages can be reduced. In other words, it is possible to reduce the time required to input messages while ensuring flexibility regarding the content of the messages.
[0187] In one aspect of the present invention, the registered message data includes insertion position information indicating a position in the object-related registration message where the symbol sequence can be inserted, or replacement portion information indicating a portion of the object-related registration message that can be replaced with the symbol sequence, and the message acquisition means (96) may acquire a message obtained by inserting the symbol sequence at the position indicated by the insertion position information in the object-related registration message or by replacing it with the portion indicated by the replacement portion information. In this way, it becomes possible to set the insertion position or the portion to be replaced with the symbol sequence for at least one object for each object-related registration message. As a result, it becomes possible to input messages with more appropriate content.
[0188] In one aspect of the present invention, the system may include a designation reception means (74) that receives a designation from the user for the designation of an object-related registration message and a position where the symbol sequence can be inserted or a portion where the symbol sequence can be replaced, and a designation reception result acquisition means (76) that acquires the reception result of the designation reception means (74) that receives the designation of an object-related registration message and a position where the symbol sequence can be inserted or a portion where the symbol sequence can be replaced, and a registration control means (78) that controls the registration of registration message data in the registration message data storage means (72) that indicates the object-related registration message specified by the user and includes the insertion position information indicating the position specified by the user or the replacement portion information indicating the portion specified by the user. In this way, it becomes possible for the user to pre-register the content of the object-related registration message and the position where the symbol sequence can be inserted or a portion where the symbol sequence can be replaced. As a result, the user can anticipate the situation in which they will input a message and pre-register a message with the desired content that suits that situation.
[0189] In one aspect of the present invention, the system may include a change acceptance means (82) that acquires the acceptance result of a change acceptance means (80) that accepts changes from the user to the object-related registration message and the insertion position information or the replacement portion information, and an update control means (84) that performs control to update the registration message data stored in the registration message storage means (72) based on the acceptance result acquired by the change acceptance result acquisition means (82). In this way, it becomes possible for the user to change the content of the object-related registration message, the position where the symbol sequence is inserted, or the portion to be replaced with the symbol sequence. As a result, the user can anticipate the situation in which they will input the message and change the content of the pre-registered message to the desired content that suits that situation.
[0190] In one aspect of the present invention, the registered message data indicates a plurality of pre-registered registered messages, at least one of the plurality of registered messages is the object-related registered message, the message input receiving device (10 or 20) includes a registered message selection receiving means (88) that receives the selection of one of the plurality of registered messages from the user and a registration message selection receiving means (90) that receives the receiving result, the message acquisition means (96) acquires the message entered by the user based on the receiving result acquired by the registration message selection receiving result acquisition means (90), and the message acquisition means (96) may acquire as the message entered by the user a message obtained by inserting a sequence of symbols associated with at least one object selected by the user into the predetermined position of the object-related registered message selected by the user or replacing the predetermined part thereof, when the object-related registered message is selected by the user. In this way, the user can select the content of the message to be entered from among the plurality of registered messages. As a result, the user can select a registered message with the desired content that suits the current situation from among the plurality of registered messages.
[0191] In one aspect of the present invention, the registration message data includes object type information that can identify the type of object corresponding to the object-related registration message, and the object selection receiving means (92) may restrict the acceptance of selections of objects other than those of the type corresponding to the object-related registration message selected by the user. In this way, the acceptance of selections of objects other than those of the type corresponding to the object-related registration message selected by the user is restricted, for example, the acceptance of selections of objects that do not match the content of the object-related registration message selected by the user is restricted. As a result, it becomes possible to avoid the user mistakenly selecting an object that does not match the content of the object-related registration message selected by the user. In other words, it becomes possible to avoid the input of inappropriate messages in which the content of the message and the sequence of symbols to be inserted or replaced do not match.
[0192] In one aspect of the present invention, the registration message data includes object type information that can identify the type of object corresponding to the object-related registration message, and the object selection receiving means (92) may display objects of the type corresponding to the object-related registration message selected by the user from among the objects displayed on the screen in a way that allows the user to distinguish between them and other objects displayed on the screen. In this way, objects of the type corresponding to the object-related registration message selected by the user and other objects are displayed in a way that allows the user to distinguish between them, for example, objects that match the content of the object-related registration message selected by the user and objects that do not match the content of the object-related registration message selected by the user. As a result, it becomes possible to prompt the user to select an object that matches the content of the object-related registration message selected by the user.
[0193] In one aspect of the present invention, the registered message data includes object type information that can identify the type of object corresponding to the object-related registered message, and the registered message selection receiving means (92) may restrict the acceptance of selection of registered messages other than the object-related registered message corresponding to the type of object selected by the user from among the plurality of registered messages. In this way, the acceptance of selection of registered messages other than the object-related registered message corresponding to the type of object selected by the user is restricted, for example, the acceptance of selection of an object-related registered message whose content does not match the object selected by the user is restricted. As a result, it becomes possible to avoid the user mistakenly selecting an object-related registered message whose content does not match the object selected by the user. In other words, it becomes possible to avoid the input of an inappropriate message in which the content of the message does not match the symbol sequence to be inserted or replaced.
[0194] In one aspect of the present invention, the registration message data includes object type information that can identify the type of object corresponding to the object-related registration message, and the registration message selection receiving means (88) may display the object-related registration message corresponding to the type of object selected by the user from among the plurality of registration messages in a way that allows the user to distinguish between it and the other registration messages among the plurality of registration messages. In this way, the object-related registration message corresponding to the type of object selected by the user and the other registration messages are displayed in a way that allows the user to distinguish between them, for example, an object-related registration message with content that matches the object selected by the user and an object-related registration message with content that does not match the object selected by the user. As a result, it becomes possible to prompt the user to select an object-related registration message with content that matches the object selected by the user.
[0195] In one aspect of the present invention, the registered message data includes object type information that can identify the type of object corresponding to the object-related registration message, the message input receiving device (10 or 20) includes means (90) for obtaining the reception result of means (88) for receiving the selection of the object-related registration message from the user, and the message acquisition means (96) acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user into a predetermined position in the object-related registration message selected by the user or replacing a predetermined part of it, as a message entered by the user, and the acceptance of the selection of an object-related registration message corresponding to an object type that the user cannot select is restricted. In this way, since the acceptance of the selection of an object-related registration message corresponding to an object type that the user cannot select is restricted, it is possible to avoid the user mistakenly selecting an object-related registration message with content related to an object that the user cannot select. As a result, it is possible to avoid the input of an inappropriate message in which the content of the message and the sequence of symbols to be inserted or replaced do not match.
[0196] In one aspect of the present invention, the registration message data includes object type information that can identify the type of object corresponding to the object-related registration message, the message input receiving device includes means (90) for receiving the selection of the object-related registration message from the user (88), and the message acquisition means (96) acquires a message obtained by inserting a sequence of symbols associated with at least one object selected by the user into a predetermined position in the object-related registration message selected by the user or replacing a predetermined portion of it, as a message input by the user, and the object-related registration message corresponding to the type of object that the user can select and the object-related registration message corresponding to the type of object that the user cannot select from among the plurality of messages may be displayed in a way that allows the user to distinguish between them. In this way, the object-related registration message corresponding to the type of object that the user can select and the object-related registration message corresponding to the type of object that the user cannot select are displayed in a way that allows the user to distinguish between them, making it possible to prompt the user to select an object-related registration message with content that matches the objects that the user can select.
[0197] In one aspect of the present invention, the system includes a message object display control means (98) that controls the display of a message object representing a message acquired by the message acquisition means (96) on a screen displaying one or more objects, wherein the message object display control means (98) controls the display of a message object representing a message obtained by inserting a sequence of symbols associated with an object selected by the user into a predetermined position in the object-related registration message or replacing a predetermined portion of the message object, in association with the selected object. In this way, the message object displayed on the screen is displayed in association with the objects displayed on the screen, making it easier to understand which object the message object is associated with. [Explanation of Symbols]
[0198] 1 Message system, 2 Communication network, 10 Server, 11,21 Control unit, 12,22 Memory unit, 13,23 Communication unit, 20 Terminal, 24 Operation unit, 25 Display unit, 30 Game screen, 32 Enemy object, 33A,33B,33C Body part object, 34A,34B,34C,34D User object, 36X,36Y,36Z Item object, 38 Attack icon, 40 Chat icon, 42A,42B,42C,42D,42E,42F Registered message object, 44A,44B,44C,44D,44E,44F,44G,44H,44I,44J Marker, 46 Send icon, 48 Message object, 50 List screen, 52A,52B,52C,52D,52E,52F Settings icon, 60 Registration screen, 62 Form, 64 Virtual keyboard, 66A, 66B, 66C Tag icons, 68 Registration icon, 70 Data storage unit, 72 Registration message data storage unit, 74 Specification reception unit, 76 Specification reception result acquisition unit, 78 Registration control unit, 80 Change reception unit, 82 Change reception result acquisition unit, 84 Update control unit, 86 Registration message data acquisition unit, 88 Registration message selection reception unit, 90 Registration message selection reception result acquisition unit, 92 Object selection reception unit, 94 Object selection reception result acquisition unit, 96 Message acquisition unit, 98 Message object display control unit, 100 Line.
Claims
1. A first generation means generates data for displaying a screen on a terminal that can distinguish between multiple objects of the same type as a selected registered message from among multiple registered messages, and between such multiple objects in a virtual space and other types of objects in the virtual space. A second generation means generates data for displaying an input message on another terminal, based on the registration message selected from the plurality of registration messages and the symbol sequence relating to the object selected from the plurality of objects. A messaging system that includes this.
2. A program for causing a computer to function as the message system described in claim 1.
3. Computers A first generation step generates data for displaying a screen on a terminal that can distinguish between multiple objects of the same type as a selected registered message from among multiple registered messages, and between those multiple objects in the virtual space and other types of objects in the virtual space. A second generation step of generating data for displaying an input message on another terminal, based on the registration message selected from the plurality of registration messages and the symbol sequence relating to the object selected from the plurality of objects, A message generation method that includes this.