Information processing systems, information processing methods, and computer programs

The information processing system addresses delays in character object distribution by integrating a streamlined process for attaching game media to character objects, enhancing user motivation and video quality through reduced steps and efficient media management.

JP2026108749APending Publication Date: 2026-06-30GLEE HOLDINGS CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
GLEE HOLDINGS CO LTD
Filing Date
2026-03-24
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

The existing systems for generating and distributing character objects in video content face delays and decreased user motivation due to the numerous steps involved, which can lead to shorter distribution times and lower video quality.

Method used

An information processing system and method that allows users to seamlessly integrate and distribute character objects by reducing the steps through a user terminal and server device, utilizing a display processing unit, reception unit, association unit, and modification unit to manage game media attachments and character object changes during video streaming.

Benefits of technology

This system enables smooth video distribution by minimizing the steps from using a shop to distributing videos, enhancing user motivation and potentially improving the quality and timeliness of video content.

✦ Generated by Eureka AI based on patent content.

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Abstract

This provides technical improvements that solve or mitigate at least some of the problems of the conventional technology. [Solution] The present invention is an information processing system comprising a user terminal and a server device, wherein one or more computer processors in the information processing system include a display processing unit that displays a display screen including a first screen that displays the user's character object and a second screen that displays one or more game media that can be attached to the character object in a selectable manner; a reception unit that receives a selection instruction for at least one game media from the one or more game media from the user terminal; and an association unit that consumes a predetermined number of specific game media associated with the user based on the selection instruction received by the reception unit, and stores the game media related to the selection instruction in association with the user and the character object.
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Description

Technical Field

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

Background Art

[0002] There is known an information processing system that generates an animation of a character object based on a user's movement and distributes a video including the animation of the character object (see, for example, Patent Document 1).

[0003] In general, the appearance of a character object is generated by combining parts selected by the user.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, among the parts for generating a character object, there are those provided free of charge by satisfying predetermined conditions, and those that can be obtained with a predetermined probability by performing a lottery such as a gacha. In addition, technologies such as selling parts for generating a character object in a shop in a virtual space have also been developed.

[0006] In recent years, in addition to video distribution, the provision of services using a character object, which is one's own avatar, such as video chat and metaverse, has also been increasing.

[0007] In this situation, it is expected that more users will use the shop to tidy up the appearance of their character objects before they are seen by other users. However, if there are many steps between using the shop and distributing videos, it may delay the start of distribution and may even decrease users' motivation to distribute videos.

[0008] Furthermore, delays in the start of distribution and a decline in users' motivation to distribute content could lead to shorter distribution times and potentially lower the quality of the video content.

[0009] Therefore, the purpose of this disclosure is to provide a technical improvement that solves or mitigates at least some of the problems of the prior art described above.

[0010] One of the more specific purposes of this disclosure is to provide an information processing system, information processing method, and computer program that enable users to smoothly start distributing videos by reducing the steps involved from using a shop to distributing videos. [Means for solving the problem]

[0011] The present invention is an information processing system comprising a user terminal and a server device, wherein one or more computer processors in the information processing system include a display processing unit that displays a display screen including a first screen that displays a user's character object and a second screen that displays one or more game media that can be attached to the character object in a selectable manner; a reception unit that receives a selection instruction for at least one game media from one or more game media from the user terminal; and an association unit that consumes a predetermined number of specific game media associated with the user based on the selection instruction received by the reception unit, and stores the game media related to the selection instruction in association with the user and the character object.

[0012] One or more computer processors further include a first determination unit that determines whether or not there is a shortage of specific game media, and the association unit can associate and store the game media related to the selection instruction with the user and character object if the first determination unit determines that there is a shortage of specific game media.

[0013] When a user is a video streamer, the processing performed by the reception unit, display processing unit, and association unit can be executed during video streaming so that the video viewer can view it.

[0014] The display processing unit can make at least a portion of the display screen different for the user terminal of the streaming user and the user terminal of the viewing user.

[0015] The display processing unit can determine one or more game media to be displayed on the second screen, depending on the attributes of the character objects displayed on the first screen.

[0016] One or more computer processors may further include a modification unit that changes a character object displayed on the first screen to another character object of the user in response to user operation.

[0017] One or more computer processors further include a second determination unit that determines the similarities and differences in the attributes of a character object and another character object in relation to the processing of changes by the modification unit. If the second determination unit determines that the attributes of the character object and the other character object are different, the display processing unit can determine one or more game media to be displayed on the second screen according to the attributes of the other character object.

[0018] When the reception unit receives a selection instruction, the display processing unit can further display a first object on the display screen to receive a display instruction for a third screen that allows the user to deselect the game medium related to the selection instruction.

[0019] The display processing unit can display a list of game media related to the selection instruction in a predetermined order on the third screen.

[0020] When the reception unit receives a selection instruction for one or more game media to which a character object can be attached and one or more game media to which another character object can be attached, the display processing unit further displays the game media related to the selection instruction on the display screen, and a first object for receiving a display instruction for a third screen that allows the selection of the game media related to the selection instruction to be canceled, and on the third screen, the game media related to the selection instruction can be displayed in a predetermined order for each character object to be attached.

[0021] When the reception unit receives a display instruction for the third screen from the user terminal via the first object, the display processing unit further displays the third screen on the display screen and displays a second object on the display screen for sending a decision instruction that consumes a predetermined number of specific game media and stores the game media related to the selection instruction in association with the user and character object. The association unit can then store the game media that have not been deselected in association with the user and character object, depending on whether the second object has been selected.

[0022] When the reception unit receives a decision instruction from the user terminal via the second object, the display processing unit further displays a fourth screen on the display screen that allows the selection and deselection of the game medium related to the decision instruction, and also displays a third object on the display screen for executing processing by the association unit. The association unit can then associate and store only the game mediums that have not been deselected with the character object, depending on whether the third object has been selected.

[0023] The reception unit can also accept the selection of at least one attribute from among several attributes provided for the game medium to which the selection instruction pertains.

[0024] When the reception unit receives a selection instruction, the display processing unit can cause the game medium related to the selection instruction to be attached to and displayed on the character object displayed on the first screen.

[0025] When a plurality of game media to be attached to one part of the character object are selected, the display processing unit can switch and display the attachment of the plurality of game media according to the user's actions or operations.

[0026] When a plurality of game media to be attached to one part of the character object are selected, the display processing unit can divide the one part into a plurality of regions and attach and display each of the plurality of game media related to the selection instruction to each region.

[0027] The display processing unit can display a still image or a moving image related to the user's character object separately from the character object displayed on the first screen.

[0028] Based on the selection instruction and the preliminary decision instruction received by the reception unit, the association unit can associate and store the game medium related to the selection instruction with the user and the character object with restrictions.

[0029] The consumption amount of the specific game medium when the association unit associates and stores the game medium related to the selection instruction with the user and the character object with restrictions can be made less than the consumption amount of the specific game medium when the game medium related to the selection instruction is associated and stored with the user and the character object.

[0030] The restriction can be related to the period of association.

[0031] The restriction can be made releasable by the consumption of the specific game medium by the user or another user.

[0032] One or more computer programs may further include a notification unit that, after the association has been removed due to a restriction, displays a notification on the user terminal at a predetermined time indicating that the number of specific game media consumed when associating the game media related to the selection instruction has been reduced.

[0033] One or more computer processors further include a third determination unit that determines whether the game medium subject to the selection instruction contains multiple game media in a predetermined relationship, and if the third determination unit determines that multiple game media in a predetermined relationship are included, the association unit reduces the number of specific game media consumed when associating the game medium subject to the selection instruction, and can store the game medium subject to the selection instruction in association with the user and character objects.

[0034] The information processing method in this disclosure is an information processing method performed in an information processing system comprising a user terminal and a server device, characterized in that it causes one or more computer processors in the information processing system to display a display screen including a first screen that displays a user's character object and a second screen that displays one or more game media that can be attached to the character object in a selectable manner; a reception step that receives a selection instruction from the user terminal for at least one game media from one or more game media; and an association step that, based on the selection instruction received in the reception step, consumes a predetermined number of specific game media associated with the user and stores the game media related to the selection instruction in association with the user and the character object.

[0035] The information processing method in this disclosure is characterized by causing an information processing device to display a display screen including a first screen that displays a user's character object and a second screen that displays one or more game media that can be attached to the character object in a selectable manner; a reception step that receives an instruction to select at least one game media from one or more game media; and an association step that, based on the selection instruction received in the reception step, consumes a predetermined number of specific game media associated with the user and stores the game media related to the selection instruction in association with the user and the character object.

[0036] The computer program in this disclosure is characterized by providing an information processing device with a display processing function that causes a display screen to be displayed, which includes a first screen that displays a user's character object and a second screen that displays one or more game media that can be attached to the character object in a selectable manner; a reception function that receives a selection instruction for at least one game media from among one or more game media; and an association function that, based on the selection instruction received by the reception function, consumes a predetermined number of specific game media associated with the user and stores the game media related to the selection instruction in association with the user and the character object. [Effects of the Invention]

[0037] This disclosure provides technical improvements that solve or mitigate at least some of the problems of the prior art described above. Specifically, this disclosure provides an information processing system, information processing method, and computer program that enable smooth video distribution by reducing the steps involved from when a user uses a shop until the video is distributed. [Brief explanation of the drawing]

[0038] [Figure 1] This is a system configuration diagram showing an example of the information processing system described in this disclosure. [Figure 2]This is a system configuration diagram showing an example of the information processing system described in this disclosure. [Figure 3] This is a system configuration diagram showing an example of the information processing system described in this disclosure. [Figure 4] This diagram shows an example of the hardware configuration of the server device, the first user terminal, and the second user terminal in this disclosure. [Figure 5] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 6] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 7] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 8] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 9] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 10] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 11] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 12] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 13] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 14] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 15] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 16] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 17] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 18] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 19] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 20] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 21] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 22] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 23] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 24] This is a conceptual diagram illustrating the image of the virtual space described in this disclosure. [Figure 25] This diagram shows an example of the functional configuration of the server device in this disclosure. [Figure 26] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 27] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 28] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 29] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 30] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 31] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 32] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 33] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 34] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 35] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 36] This diagram shows another example of the functional configuration of the server device in this disclosure. [Figure 37] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 38] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 39] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 40] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 41] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 42] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 43] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 44] This is a conceptual diagram showing an image of the screen displayed on the user's terminal. [Figure 45] This flowchart shows an example of the information processing method described in this disclosure. [Figure 46] This is a circuit diagram showing an example of a circuit configuration for implementing the computer program described in this disclosure. [Figure 47] This diagram shows an example of the functional configuration of a user terminal in this disclosure. [Figure 48] This flowchart shows an example of the information processing method at the user terminal in this disclosure. [Figure 49] This is a circuit diagram showing an example of a circuit configuration for implementing a computer program executed on a user terminal in this disclosure. [Figure 50] This is a block diagram of the processing circuit that performs the computer-based operation described in this disclosure. [Modes for carrying out the invention]

[0039] First, an overview of the information processing system according to the embodiment of this disclosure will be described with reference to the drawings.

[0040] The information processing system in this disclosure is an information processing system comprising one or more client devices and server devices, and comprising one or more computer processors.

[0041] The video displayed on each client device is described as including, but is not limited to, animations of 3D or 2D character objects generated based on the movements of the streaming user. It may also include animations of character objects generated in response to the streaming user's actions, or it may include an image of the streaming user themselves. Furthermore, these character objects and the streaming user may not be displayed, and only the streaming user's voice may be included.

[0042] Here, "distributing user" refers to the user who transmits video and / or audio information. For example, a distributing user can be a user who hosts or organizes a solo video stream, a collaborative stream with multiple participants, a video or voice chat with multiple participants and / or viewers, or an event in a virtual space (such as a party) with multiple participants and / or viewers—in other words, a user who primarily performs these activities. Therefore, "distributing user" in this disclosure can also be referred to as a host user, organizer, or event organizer.

[0043] On the other hand, a viewing user refers to a user who receives information related to video and / or audio. However, a viewing user may not only receive the above information but also be able to react to it. For example, a viewing user may be a user who watches video streams or collaborative streams, or a user who participates in and / or watches video chats, voice chats, or events. Therefore, in this disclosure, a viewing user can also be referred to as a guest user, participating user, listener, spectator, or supporter.

[0044] Furthermore, the information processing system in the embodiments of this disclosure can be used to provide the next internet space (metaverse), a digital world in which many people can simultaneously participate in free activities such as interaction, work, and play through character objects (avatars) at a level close to that of real society, enabling social activities that transcend the gap between reality and virtuality.

[0045] In this kind of space, users' avatars can freely roam the world and communicate with each other.

[0046] Furthermore, the system may be configured so that one avatar among multiple avatars in such a virtual space can stream video as the character object of the streaming user. In other words, it may be possible to perform one-to-many video streaming in a many-to-many metaverse virtual space.

[0047] In such a space, there can be no particular distinction between broadcasting users and viewing users.

[0048] Furthermore, the space represented in the video may be a virtual space, a real space, or an augmented reality space that combines these two. Also, the video may be something like a karaoke video or a game commentary video that plays at least predetermined video and the voice of the streaming user, or it may be a video in which character objects or the actual image of the streaming user are superimposed on these.

[0049] Furthermore, if the streaming user is present in the real world, a character object generated based on the streaming user's movements may be superimposed onto the actual image of the streaming user. Additionally, animations such as gift objects may be superimposed onto the captured image of the real world.

[0050] <System Configuration> As shown in Figure 1 as an example, the information processing system 1000 relating to this disclosure may include one or more viewing user terminals 1100, and an information processing device (support computer) 1300 located in a video distribution studio or the like, which is connected to these viewing user terminals 1100 via a network 1200.

[0051] Furthermore, the information processing device 1300 may be connected to a predetermined server device via the Internet, and some or all of the processing that would normally be performed by the information processing device 1300 may be performed by the server device. This server device may be the information processing device 2400 shown in Figure 2.

[0052] In this specification, the distribution by such information processing system 1000 shall be referred to as studio distribution.

[0053] In studio broadcasts, the full-body movements of the broadcasting user (actor) will be captured by cameras installed in the studio using markers attached to the broadcasting user, and reflected in the character in real time using known motion capture technology.

[0054] Furthermore, the information processing system 1000 of the present invention can be linked with another information processing system 2000, which is shown as an example in Figure 2. The information processing system 2000 shown in Figure 2 may include a distribution user terminal 2100, one or more viewing user terminals 2200, and an information processing device (server device) 2400 connected to these distribution user terminals 2100 and viewing user terminals 2200 via a network 2300.

[0055] In the above example, the distribution user terminal 2100 can be an information processing terminal such as a smartphone. In this specification, distribution by such information processing system 2000 will be referred to as mobile distribution.

[0056] In mobile streaming, the facial movements of the streaming user will be captured by the camera on the streaming user terminal 2100, and reflected in the character's face in real time using known face tracking technology.

[0057] Furthermore, there is no particular distinction between broadcasters and viewers in mobile streaming; viewers can broadcast from their mobile devices at any time, and broadcasters can become viewers when watching videos from other broadcasters.

[0058] The videos generated by the above-mentioned information processing systems 1000 and 2000 can, for example, be distributed to viewers from a video distribution platform.

[0059] Furthermore, in any distribution, the processes of reflecting motion onto the character to generate animation and the processes of displaying gifts (described later) may be shared among the distribution user terminal, the viewing user terminal, the information processing device, and other devices.

[0060] In other words, "distribution" as used here refers to transmitting information that enables viewing of a video on the viewing user's terminal, and video rendering may be performed on the information processing devices 1300 and 2400, or on the distribution user terminal 2100 and viewing user terminals 1100 and 2200.

[0061] Specifically, the terminal or device that generates (renders) the character object's animation receives face motion data and voice data from the distribution user's terminal or information processing device. In addition to face motion, body motion may also be transmitted.

[0062] In this disclosure, the process of generating animations is described as being performed on both the distribution user terminal and the viewing user terminal, but it is not limited to this.

[0063] Furthermore, the information processing system in this disclosure is applicable to either of the examples shown in Figures 1 and 2. Therefore, the information processing system 3000 in the embodiment of this disclosure will be described as comprising a first user terminal 100, a second user terminal 200, and a server device 400 that can be connected to these first and second user terminals 100 and 200 via a network 300, as shown in Figure 3.

[0064] The first user terminal 100 and the second user terminal 200 are interconnected with the server device 400 via, for example, a base station, a mobile communication network, a gateway, and the internet. Communication between the first user terminal 100 and the second user terminal 200 and the server device 400 is conducted based on a communication protocol such as the Hypertext Transfer Protocol (HTTP). Alternatively, a connection may be initially established between the first user terminal 100 and the second user terminal 200 and the server device 400 via HTTP communication, and thereafter, communication may be conducted based on WebSocket, which provides bidirectional communication at a lower cost (lower communication load and processing load) than HTTP communication. The communication method between the first user terminal 100 and the second user terminal 200 and the server device 400 is not limited to the above-described method; any communication technology that can realize this embodiment may be used.

[0065] The first user terminal 100 functions as at least the information processing device 1300, viewing user terminal 1100, distribution user terminal 2100, or viewing user terminal 2200 described above, the second user terminal 200 functions as at least the information processing device 1300, viewing user terminal 1100, distribution user terminal 2100, or viewing user terminal 2200 described above, and the server device 400 functions as at least the predetermined server device or information processing device 2400 described above.

[0066] In this disclosure, the first user terminal 100 and the second user terminal 200 can be smartphones (multifunction telephone terminals), tablet terminals, personal computers, console game machines, head-mounted displays (HMDs), wearable computers such as glasses-type wearable terminals (AR glasses, etc.), and information processing devices other than these that can play videos. Furthermore, these terminals may be standalone devices that operate independently, or they may consist of multiple devices connected to each other in a manner that enables them to send and receive various types of data.

[0067] <Hardware Configuration> Here, the hardware configuration of the first user terminal 100 will be described using Figure 4. The first user terminal 100 includes a processor 101, memory 102, storage 103, input / output interface (I / F) 104, and communication interface (Communication I / F) 105. Each component is interconnected via bus B.

[0068] The first user terminal 100 can realize the functions and methods described in this embodiment through the cooperation of the processor 101, memory 102, storage 103, input / output I / F 104, and communication I / F 105.

[0069] The processor 101 executes functions and / or methods realized by code or instructions contained in a program stored in the storage 103. The processor 101 may include, for example, a central processing unit (CPU), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), a microprocessor, a processor core, a multiprocessor, an ASIC (Application-Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), etc., and may realize each process disclosed in each embodiment by logic circuits (hardware) or dedicated circuits formed on an integrated circuit (IC (Integrated Circuit) chip, LSI (Large Scale Integration)), etc. Furthermore, these circuits may be realized by one or more integrated circuits, and the multiple processes shown in each embodiment may be realized by a single integrated circuit. In addition, LSIs may be referred to as VLSI, Super LSI, Ultra LSI, etc., depending on the degree of integration.

[0070] Memory 102 temporarily stores the program loaded from storage 103 and provides a workspace for the processor 101. Various data generated while the processor 101 is executing the program are also temporarily stored in memory 102. Memory 102 includes, for example, RAM (Random Access Memory) and ROM (Read Only Memory).

[0071] Storage 103 stores programs. Storage 103 includes, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), flash memory, etc.

[0072] The communication interface 105 is implemented as hardware such as a network adapter, communication software, or a combination thereof, and transmits and receives various types of data via the network 300. This communication may be performed via wired or wireless connection, and any communication protocol may be used as long as communication between the devices is possible. The communication interface 105 communicates with other information processing devices via the network 300. The communication interface 105 transmits various types of data to other information processing devices according to instructions from the processor 101. The communication interface 105 also receives various types of data transmitted from other information processing devices and transmits them to the processor 101.

[0073] The input / output interface 104 includes an input device for inputting various operations to the first user terminal 100, and an output device for outputting the processing results processed by the first user terminal 100. The input / output interface 104 may have the input device and output device integrated, or they may be separated into an input device and an output device.

[0074] The input device is implemented by any or a combination of any type of device capable of receiving input from a user and transmitting the information related to said input to the processor 101. The input device includes, for example, hardware keys such as touch panels, touch displays, and keyboards, pointing devices such as mice, cameras (for image-based operation input), and microphones (for voice-based operation input).

[0075] The input device may include a sensor unit. The sensor unit is one or more sensors that detect face motion, which indicates changes in the user's facial expression, and body motion, which indicates changes in the relative position of the user's body to the sensor unit. Face motion includes movements such as blinking and opening and closing the mouth. Known sensor units can be used. An example of a sensor unit includes a ToF sensor that measures and detects the time of flight (TF) of light irradiated towards the user until it reflects off the user's face, etc., and returns, a camera that photographs the user's face, and an image processing unit that processes the data captured by the camera. The sensor unit may also include an RGB camera that captures visible light and a near-infrared camera that captures near-infrared light. The RGB camera and near-infrared camera can be, for example, the True Depth sensor in "iPhone X®" or the LiDAR sensor in "iPad Pro®", or other ToF sensors installed in smartphones. Specifically, this camera projects tens of thousands of invisible dots onto the user's face, etc., using a dot projector. Then, by detecting and analyzing the reflected light of the dot pattern to form a depth map of the face and capturing infrared images of the face, accurate facial data is captured. The processing unit of the sensor unit generates various information based on the depth map and infrared images, and compares this information with registered reference data to calculate the depth of each point on the face (the distance between each point and the near-infrared camera) and positional deviations other than depth.

[0076] Furthermore, the sensor unit may have a function to track not only the user's face but also their hands (hand tracking). The sensor unit may also include sensors other than those mentioned above, such as an accelerometer or a gyroscope. The sensor unit may have a spatial mapping function that recognizes objects in the real space where the user is located based on the detection results of the ToF sensor and other known sensors, and maps the recognized objects onto a spatial map. Hereinafter, when face motion detection data and body motion detection data are not specifically distinguished, they will simply be referred to as "tracking data". The image processing unit of the sensor unit may be provided by a control unit that can be equipped with the information processing system of the present invention.

[0077] The control unit, as an input device, can be one that is appropriate for the type of user terminal. Examples of control units include a touch panel integrated with a display, operation buttons provided on the user terminal's casing, a keyboard, a mouse, or a controller operated by the user's hand. The controller may incorporate various known sensors, such as acceleration sensors and inertial measurement units (IMUs) like gyroscopes. Another example of a control unit is a tracking device that identifies the user's hand movements, eye movements, head movements, and gaze direction. In this embodiment, for example, the system can determine the user's instructions based on the user's hand movements and perform various operations such as starting or ending video streaming, evaluating messages and videos, and requesting the display of a predetermined object (e.g., a gift, as described later). If the sensor unit also has input interface functions such as hand tracking, the control unit can be omitted.

[0078] The output device outputs the processing results processed by the processor 101. The output device includes, for example, a touch panel, a speaker, etc.

[0079] The functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor is considered to be a circuit or processing circuitry, including transistors and other circuits. A processor may be a programmed processor that executes a program stored in memory.

[0080] In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein.

[0081] If the hardware is a processor that is considered to be a type of circuitry, then the circuitry, means, or unit is a combination of hardware and software used to constitute the hardware and / or processor.

[0082] Furthermore, the second user terminal 200 and server device 400 in this disclosure can also be configured with the same hardware configuration as in Figure 4, unless otherwise noted.

[0083] Next, various functions that can be executed on a user terminal that has launched an application realized by the information processing system in the embodiment of this disclosure, as well as the transitions of the displayed screens, will be described with reference to the drawings.

[0084] Figure 5 shows the top screen T10 that appears on the user's terminal (it is not yet determined whether the user will actually watch or stream) when a video streaming / viewing application is launched.

[0085] As shown in Figure 5, on the top screen T10, a user can watch a video played on a particular streaming channel by selecting one streaming channel (also called a streaming slot, streaming program, or streaming video) from the thumbnail images of one or more recommended streaming channels T12 displayed in the recommended tab T11.

[0086] Alternatively, a user can view videos played on a specific streaming channel by accessing a permalink to that channel. Such permalinks can be obtained through notifications from the primary user being followed, or through shared notifications from other users.

[0087] In this case, the user watching the video is referred to as the "viewing user," and the device used to watch the video is referred to as the "second user device 200."

[0088] Furthermore, as shown in Figure 5, the top screen T10 may also display a notification area T13 for campaigns, events, and other announcements. This notification area T13 can be switched to display other announcements by sliding it.

[0089] From the top screen T10, the following tabs T14, the game tab T15 for displaying game categories, the collaboration waiting tab T16 for displaying streaming channels awaiting collaboration, and the beginner tab T17 for displaying beginner streaming channels are displayed. By selecting one of these (switching tabs), you will transition from the top screen T10 to a different screen.

[0090] Furthermore, the service name display T18 and the search button T19 in the upper frame of the top screen T10 may remain fixed and displayed on the destination screen.

[0091] Similarly, the home button T20, message button T21, streaming preparation button T22, gacha button T23, and profile button T24 in the lower frame of the top screen T10 may remain fixed and displayed on the destination screen.

[0092] In the top screen T10 shown in Figure 5, a user who selects the displayed thumbnail image T12 becomes a viewer (second user) who watches the video, as described above, while a user who selects the distribution preparation button T22 may become a distribution user (first user) who distributes the video.

[0093] For example, selecting the distribution preparation button T22 on the top screen T10 shown in Figure 5 will transition to the avatar settings screen D10 shown in Figure 6. Then, selecting the distribution button D11 on the avatar settings screen D10 will transition to the distribution settings screen D20 shown in Figure 7. Finally, selecting the distribution start button D25 on the distribution settings screen D20 will transition to the avatar distribution screen D30 shown in Figure 8.

[0094] Next, we will explain the details of the process leading up to the start of video distribution.

[0095] One or more computer processors in this disclosure may include a distribution start request receiving unit, a distribution setting unit, and a distribution start unit.

[0096] The distribution start request receiving unit receives a request from the first user's first user terminal to start distributing the first video, which includes the animation of a character object.

[0097] Here, the first video refers to a video that includes the animation of a character object. In this specification, character objects may sometimes be referred to as "avatars."

[0098] Furthermore, the above distribution start request can be transmitted from the user terminal to the server device 400 by selecting the distribution button D11 located on the avatar settings screen D10, etc., which is accessed from the top screen displayed on the user terminal (later to become the first user terminal) that has launched a dedicated application (video distribution / viewing application) for accessing the above video distribution platform.

[0099] Figure 6 shows an example of the avatar settings screen D10. The avatar settings screen D10 can display the character object CO, distribution button D11, gacha button D12, outfit change button D13, photo button D14, etc.

[0100] When the user selects the change of clothes button D13, a closet screen opens where the user can select various avatar parts for the character object CO, such as eyes, nose, mouth, hair, accessories, clothes, and background.

[0101] When the user selects the gacha button D12, a lottery screen for obtaining the above avatar parts will appear.

[0102] When the user selects the photo button D14, a shooting screen for taking a still image of the character object will appear.

[0103] Then, when the user selects the distribution button D11, a distribution start request is sent to the server device 400.

[0104] The distribution settings unit, in response to the distribution start request for the first video received by the distribution start request reception unit, sets the distribution settings for the first video based on the specifications from the first user terminal 100.

[0105] For example, when the above distribution button D11 is selected, the screen displayed on the first user terminal 100 transitions from the avatar settings screen D10 shown in Figure 6 to the distribution settings screen D20 shown in Figure 7.

[0106] The distribution settings may include at least one of the following: settings related to the title of the first video, settings related to whether other users can appear in the first video, settings related to the number of people who can appear in the first video, and settings related to the password.

[0107] These distribution settings can be configured in the title setting field D21, collaboration permission setting field D22, number of participants setting field D23, and password setting field D24 in Figure 7. Additionally, Figure 7 also displays the "Anyone Can Collaborate" setting field D26 and the "SNS Posting Permission" field D27.

[0108] The title of the first video can be freely determined by the broadcaster, within the allowed character limit. If no title is entered by the broadcaster, a pre-set title including the name of the character object (broadcaster), such as "This is a broadcast from XXX♪", may be automatically determined.

[0109] The first user is free to decide whether or not other users can appear in their first video. If they agree, other users can apply to appear in the video; if they disagree, other users cannot apply to appear in the video. In this specification, the state in which other users appear in the first user's video may be referred to as a "collaboration." Details about collaborations will be described later.

[0110] The number of people who can appear in the first video can only be set if other users are allowed to appear in the first video as mentioned above, and the broadcaster can freely decide the number of people up to the maximum allowed limit.

[0111] The password can be set optionally only if other users are allowed to appear in the first video mentioned above, and the broadcaster can freely choose a number of digits. When other users apply to appear in the first video, they will be required to enter this password. Alternatively, the password setting field D24 may be configured to be active only when the "Anyone Can Collaborate" setting field D26 is OFF.

[0112] The distribution initiation unit distributes information about the first video to the viewer's second user terminal 200 based on the conditions set by the distribution settings unit.

[0113] The instruction to start such distribution is sent by selecting the distribution start button D25 shown in Figure 7.

[0114] As an example, the distribution start unit distributes information about a video (first video) containing the animation of the first user's character object to the second user terminal 200 of the second user (avatar distribution).

[0115] The information related to the first video includes, for example, motion information indicating the movement of character objects, audio information of the first user, and gift object information indicating gifts sent by other viewers. The gift object information includes, at a minimum, gift object identification information that identifies the type of gift object, and location information that indicates the location where the gift object is displayed.

[0116] The distribution starter can then live stream the video via the aforementioned video distribution platform.

[0117] Figure 8 shows the avatar distribution screen D30 displayed on the first user terminal 100.

[0118] The avatar streaming screen D30 displays the character object CO, as well as a comment input button D31 for the streaming user to enter comments, a photo button D32 for saving a still image of the screen, a play start button D33 for playing the game described later, an external service link button D34 for watching videos provided by external services, and a gacha button D12 for obtaining avatar parts.

[0119] Additionally, the top of the avatar streaming screen D30 can display the total number of viewers D35, the total number of likes D36, the number of collaborators D37, a share button to external social media D38, a guest details button D39, a ranking display button D40, a settings button D41, and an audio toggle button D42 to switch the audio on / off. An end button D43 to end the stream can also be displayed.

[0120] While a detailed explanation of these displays and buttons is omitted, selecting the settings button D41 allows you to change the distribution settings configured on the distribution settings screen D20.

[0121] Figure 8 shows an example where, in the distribution settings screen D20, other users are allowed to appear in the first video, and the number of people who can appear in the first video is set to 3. Therefore, the character object CO is displayed shifted to the lower left. Up to 3 other users' character objects can appear in the empty space.

[0122] The above is an explanation of the screen transitions when distributing avatars according to the invention in this disclosure.

[0123] Next, we will explain the screen transitions that occur when a streamer plays a game during a live stream.

[0124] One or more computer processors in this disclosure may include a game request receiving unit, a game video distribution unit, and a game display processing unit.

[0125] During avatar streaming, as shown in Figure 8, the streaming user can request to start playing the game by selecting the "Start Play" button D33.

[0126] Furthermore, the game displayed by selecting the play start button D33 is a dedicated game implemented in the application realized by the information processing system in this disclosure, and may be different from a general-purpose game provided by an external service. Therefore, the game distribution in this disclosure may be distinguished from the distribution of gameplay videos of a general-purpose game provided by an external service, along with the commentary of the distribution user.

[0127] Alternatively, the request to start playing may be sent from the first user terminal 100 to the server device 400 by selecting a "start playing" button located on a predetermined screen displayed on the first user terminal 100.

[0128] Figure 9 shows an example of screen G10, which is the predetermined screen described above, with the play start button G11 located on it. Screen G10 shown in Figure 9 is the screen that has been accessed by selecting the game tab T15 from the top screen T10 (Figure 5) displayed on the user terminal that has launched the application realized by the information processing system in this disclosure.

[0129] Screen G10 displays at least a play start button G11 that can send a request to start playing a given game.

[0130] Then, when the game request reception unit receives a request to start playing a designated game, the game video distribution unit distributes information about the second video to the second user terminal 200.

[0131] Here, the second video is a gameplay video of a specified game. In this specification, the act of distributing such a video so that it is displayed on the screen of the second user terminal 200 is referred to as "game distribution".

[0132] Furthermore, after launching the application realized by the invention of this disclosure, the user can, as the first user, send a request to the information processing device 2400 to start the distribution of a second video by selecting a play start object placed on the game list screen and the game details screen.

[0133] These game list screens or game details screens are the first screens, which will be explained in detail below.

[0134] In other words, the game display processing unit performs display processing on a first screen that includes a distribution start object capable of sending a distribution start request, a play start object capable of sending a play start request for a predetermined game, and a thumbnail image of the video currently being streamed for the gameplay of the predetermined game.

[0135] Screen G10 shown in Figure 9 corresponds to the game list screen of the first screen. The first screen, which is the game list screen, is the screen accessed by selecting the game tab T15 from the top screen T10.

[0136] This first screen includes a streaming preparation button T22 as the streaming start object, a play start button G11 as the play start object, and a thumbnail image indicating the video streaming channel.

[0137] The first screen displays, for each of the multiple playable games, a play start button G11, a game icon G12, the game name G13, the total number of viewers for the game's streaming channel G14, and a streaming list G15 that includes thumbnail images of the streaming channels currently broadcasting the game.

[0138] The order of thumbnail images displayed in the streaming list G15 can be customized for each user. For example, the order is prioritized by the number of times the user follows the stream and the number of views by that user, followed by the total number of viewers, and then by the oldest streaming start date. The thumbnail images in this streaming list G15 can be scrolled horizontally to change the displayed area.

[0139] Furthermore, the games displayed on this game list screen will be the top 10 titles according to the following priority order. For example, priority is determined by: games released within the last 48 hours, games played by viewers within the last 30 days (newest first), games with the highest priority period ID, and games with the lowest priority period ID (descending order).

[0140] This distribution list G15 will be updated when you return from another tab's screen and when you perform a refresh operation (pull-to-refresh).

[0141] Figure 10 corresponds to the game details screen of the first screen. The first screen, the game details screen, is G20, which is the screen accessed by selecting the game icon G12 or game name G13 displayed on the game list screen shown in Figure 9.

[0142] This first screen includes a streaming start object, the streaming preparation button T22, a play start object, the play start button G21, and a thumbnail image indicating the video's streaming channel.

[0143] The first screen also displays the game icon G22, the game name G23, the total number of viewers for the game's streaming channel G24, and a streaming list G25 that includes thumbnail images of the streaming channels currently broadcasting the game.

[0144] The order of thumbnail images displayed in the streaming list G25 shown here can be customized for each user. For example, the order is prioritized by the number of times the user follows the stream and the number of views by that user, followed by the total number of viewers, and then by the oldest streaming start date. The thumbnail images in this streaming list G25 can be scrolled vertically to change the displayed area.

[0145] This distribution list G25 will be updated when you return from another tab's screen and when you perform a refresh operation (pull-to-refresh).

[0146] As described above, the user who selects the "Start Streaming" object (Streaming Preparation Button T22) or the "Start Playing" object (Start Playing Buttons G11, G21) becomes the first user to request either the "Start Streaming" or "Start Playing" action.

[0147] Furthermore, the user who selects the thumbnail image becomes the second user who watches the second video.

[0148] Furthermore, the first screen includes a first area where scrolling is not possible and a second area where scrolling is possible.

[0149] The first screen referred to here is the first screen shown in Figure 10. The first screen includes a first region R1 and a second region R2. Specifically, the first region R1 displays the game title, and the second region R2 displays the aforementioned play start button G21, game icon G22, game name G23, number of viewers G24, and streaming list G25.

[0150] The first region, R1, is a fixed portion of the display screen that cannot be scrolled, while the second region, R2, is a portion that can be scrolled by the user. By scrolling the second region, R2, the user can view thumbnail images that are hidden off-screen.

[0151] However, because scrolling in the second area may cause the play start button G21 to be hidden off-screen, the display processing unit in this disclosure can display the play start object (play start button G21) in the first area R1 depending on the display state of the play start object (play start button G21) displayed in the second area R2.

[0152] For example, in Figure 10, the play start button G21 is displayed in the second area R2, but in Figure 11, it is displayed in the first area R1. In other words, when part or all of the play start button G21 is no longer displayed in the second area R2, the play start button G21 will reappear in the first area.

[0153] Furthermore, the game display processing unit may display the play start object in the first area R1 in stages according to the display status of the play start object displayed in the second area R2.

[0154] This effect can be achieved by changing the transparency of the play-start object in accordance with the scroll amount of the second region, R2.

[0155] As an example, the scroll amount (in pixels) from 0 to 50 can be associated with the button's transparency from 0.0 (completely transparent) to 1.0 (completely opaque). In this case, the object is completely transparent and invisible in the initial display state, and becomes fully visible when scrolled 50 pixels or more. It is preferable to change the object's transparency linearly during that period (0 to 50). Note that the unit of the scroll amount is logical pixels and may differ from the actual pixels on the display.

[0156] Furthermore, the game request reception unit will be able to receive a request from the first user terminal 100 to end the game after the second video information has been distributed by the game video distribution unit.

[0157] A request to end the game can be sent by selecting the end button located on the game screen.

[0158] Then, when the game request reception unit receives a request to end the play of a specified game, the distribution start unit can terminate the distribution of information regarding the second video and begin distributing information regarding the first video.

[0159] In other words, what is being streamed here is not just a part of the information from the first video, but all of the information from the first video.

[0160] Furthermore, when the distribution start unit finishes distributing information about the second video and begins distributing information about the first video, the first video will be displayed on the second user terminal 200.

[0161] Next, we will explain the steps to begin watching the video.

[0162] One or more computer processors in this disclosure may further include a viewing reception unit.

[0163] The viewing reception department receives video viewing requests from users.

[0164] The above-mentioned distribution initiation unit distributes video and audio information as video data to the user's information processing terminal in response to a viewing request.

[0165] Figure 12 shows an example of the avatar video viewing screen V10 displayed on the second user terminal 200.

[0166] Viewers can post comments by entering text in the comment input field V11 and pressing the submit button V12.

[0167] Additionally, by pressing the gift button V13, the viewer will see a list of gifts (screen V30 in Figure 13), and can send a request to display the selected gift.

[0168] In this case, one or more computer processors in this disclosure may include a determination unit. The determination unit determines whether or not a gift display request has been received from the second user terminal 200.

[0169] A display request may include gift object information. The gift object information includes at least gift object identification information that identifies the type of gift object, and location information that indicates where the gift object will be displayed.

[0170] Furthermore, as shown in Figure 13, gifts can be displayed separately by category (free (paid) gifts, accessories, cheering goods, appeal items, variety items, etc.).

[0171] Here, paid gifts are gifts that can be purchased by viewers using coins they have bought (coin gifts), while free gifts are gifts that viewers can obtain by using points they have acquired for free, or without using points (point gifts).

[0172] Furthermore, the term "gift" as used in this application has the same meaning as the term "token." Therefore, it is possible to understand the technology described in this application by replacing the term "gift" with the term "token."

[0173] Additionally, viewers can post positive ratings by pressing the Like button V14. It is also possible to display buttons for posting negative ratings or other emotions in addition to / besides the Like button V14.

[0174] Furthermore, objects may be displayed on the video in response to such rating submissions. For example, when a positive rating is submitted, an object representing a heart or a thumbs-up symbol may be displayed.

[0175] Additionally, if the first user has enabled other users to appear in their streaming settings, they can submit a request to appear in the video by selecting the collaboration request button V15.

[0176] Additionally, on the screen of a video streamed by the first user that the second user has not yet followed, a follow button V16 will be displayed for the second user to follow the streamer. This follow button will function as an unfollow button on the screen of a video streamed by the first user that the second user is already following.

[0177] Furthermore, this "following" may occur from one second user to another second user, from one first user to another second user, or from one first user to another first user. However, following will be managed as a one-way association only, and the reverse association will be managed separately as "followers."

[0178] Additionally, a photo button V25 for saving still images of the screen can also be displayed.

[0179] Additionally, the viewing screen V10 also displays the support ranking display button V17, the share button V18, and the ranking display button V19.

[0180] The support ranking displays the ranking of second-tier users who are supporting the first-tier user, and the ranking can be calculated based on the amount of gifts (points / coins), etc.

[0181] Furthermore, regarding video sharing, a second user can press the share button V18 to view a list of shareable SNS (Social Networking Services), and by selecting one, can send a permalink to a specified location on the specified SNS.

[0182] Additionally, by pressing the collaboration request button V15, you can request a collaborative stream from the first user. A collaborative stream means that the second user's character object will appear in the first user's streamed video.

[0183] The top of the viewing screen V10 can display the streamer's icon V21, the streamer's name (character object name) V22, the total number of viewers V23, and the total number of likes V24.

[0184] Additionally, selecting the "End Viewing" button V20 will display a screen for ending viewing, allowing you to send a request to end viewing.

[0185] The screen used to end such viewing will be explained in detail. This screen is called "mini-window audio streaming" and is for viewing in a manner that plays only the audio without displaying the video.

[0186] The selection of the above-mentioned End Viewing button V20 is received by the viewing reception unit as a request to end video viewing.

[0187] At this time, the distribution start unit terminates the distribution of video information in response to a request to end viewing, but does not terminate the distribution of audio information.

[0188] Furthermore, when video and audio information is being distributed to the user's terminal, the video is displayed on the main screen of the user's terminal. When only audio information is being distributed, the video is not displayed on the user's terminal, and a secondary screen indicating that video is being watched is displayed.

[0189] Figure 14 shows an image of screen V50 with the sub-screen V51 displayed.

[0190] When this secondary screen V51 is displayed, the main screen shown in the background will revert to the screen before watching the video. For example, if you move from the Recommended tab to the viewing area, it will return to the Recommended tab display, and if you move from the Follow tab to the viewing area, it will revert to the Follow tab.

[0191] When this secondary screen V51 is displayed, you can operate the main screen and navigate to other screens.

[0192] The secondary screen V51 displays the profile picture, name, title, and an audio icon that visually indicates that audio is playing.

[0193] Then, by selecting the end icon V52 displayed on the secondary screen V51, you can completely end the viewing experience.

[0194] Regarding the termination of video display, the server device may continue to transmit information but not display it on the terminal side, or the server device may stop transmitting information altogether.

[0195] With this configuration, users can search for other streams or enjoy chatting with other users while listening to audio only.

[0196] Next, I will explain "collaboration," where other users appear in the first user's video.

[0197] As described above, the second user can submit a request to participate in the above video after going through the confirmation screen for the collaborative streaming participation request that appears when they press the collaboration request button V15 shown in Figure 12.

[0198] The collaborative avatar display unit of one or more computer processors in this disclosure displays a character object in the video that is generated based on the movements of the viewer who made the participation request, in response to the participation request that was received.

[0199] Figure 15 shows, as an example, a viewing or streaming screen when a guest user's character object, Avatar CO4, participates in a video displaying the host user's character object, Avatar CO3. Note that other objects besides avatars are omitted from the display in Figure 15.

[0200] Furthermore, as shown in Figure 16, a third avatar CO1, which is a character object generated based on the movements of another viewer, may also participate in the video. In Figure 16, the third avatar CO1 is positioned behind the first avatars CO3 and CO4 (avatar A2), but the three may be positioned in a single row. The placement of the avatars may also be specified by the streaming user.

[0201] Figure 17 shows the list screen T30 of users who have a mutual follow relationship, which is displayed when the Follow tab T14 on the top screen shown in Figure 5 is selected. Mutual follow refers to a relationship where both parties follow each other.

[0202] This list screen T30 displays the profile pictures and names of users who have a mutual following relationship.

[0203] As shown in Figure 17, the list screen T30 displays a first object T31 for each user with a mutual following relationship. Alternatively, a chat object T32 may be displayed along with the first object T31. Selecting this chat object allows the user to transition to a separate chat screen with the second user.

[0204] The first object T31 sends a predetermined notification to the terminal of the user associated with the first object T31.

[0205] The prescribed notification may, for example, be a summons.

[0206] Next, we will describe in detail the flow for performing a video chat in the embodiments of this disclosure.

[0207] For example, users can initiate a video chat from an individual chat screen or a group chat screen.

[0208] These chat screens can be accessed, for example, from the chat list screen C10 (Figure 18), which is expanded by selecting the message button T21 on the top screen T10 (Figure 5).

[0209] The chat list screen C10 shown in Figure 18 displays the icons of users (character objects) or groups that have previously sent and / or received messages (chat), along with their names or titles. Note that the group icon may include the icons of the users (character objects) who are members of the group.

[0210] Then, the user can start a video chat by selecting a user or group on the chat list screen C10, opening the individual chat screen C20 (Figure 19) or the group chat screen, and selecting the video chat button C21.

[0211] Furthermore, by selecting the edit button C11 on the chat list screen C10, and then selecting the chat creation button C12 or group creation button C13 (Figure 20), it is possible to create a chat screen for a user or group that is not displayed on the chat list screen C10.

[0212] Figure 21 shows the user selection screen C30 that unfolds when the chat creation button C12 is selected. A chat screen is displayed / generated with a user found using the recommended user or the search field C31. The structure of the generated chat screen is the same as the chat screen C20 shown in Figure 19, and a video chat can be started by selecting the video chat button C21.

[0213] Similarly, Figure 22 shows the group creation screen C40, which expands when the group creation button C13 is selected. Users can add other users as group members by selecting the add user button C41. The number of group members that can be added is limited to seven, as an example. The group name can also be set on this screen.

[0214] Once the group is created, the group's chat screen C50 is displayed (Figure 23). Video chat can also be started on the group's chat screen C50 by selecting the video chat button C51.

[0215] Note that the above chat screen C20 can also be accessed from the chat object T32 on the follow list screen T30 (Figure 17).

[0216] Additionally, chat icons can be placed on other users' profile screens, allowing users to transition to the chat screen from various pages and start video chats.

[0217] When a video chat begins, a notification will be sent to the other party, who can join the chat by responding to this notification. Users can configure whether or not they receive such notifications.

[0218] Alternatively, the system may be configured to allow video chats only with users who are mutually following each other. In this case, an icon indicating that a mutually following user is currently video chatting with another user may be displayed on the follower list screen, and the user may be able to join such an ongoing video chat by selecting this icon.

[0219] In this disclosure, the video chat function can be described as a feature that allows only specific users to view the aforementioned collaborative broadcast. Here, "specific users" refers to users participating in the video chat.

[0220] Next, we will explain the concept of the virtual space's extent in this disclosure, referring to Figure 24.

[0221] As shown in Figure 24 as an example, the virtual space in this embodiment is arranged so that disc-shaped islands (worlds) appear to be floating in mid-air. These islands are objects that resemble an inverted tower-shaped cake, and various objects can be placed on a disc-shaped ground. Note that these islands and ground are shown as examples, and their display configurations are not particularly limited.

[0222] The objects that can be displayed include, at a minimum, the first user's character object CO, the gift object G1 corresponding to the gift requested by the second user, and the object S1 controlled by the server device 400 (system side) for display position and timing.

[0223] The user can move and jump character objects within the world through user interaction, and such functionality can be provided, for example, as one of the games described above. In this disclosure, this is specifically referred to as "world distribution," and the above-described procedures for starting and ending game distribution apply.

[0224] Specifically, switching from a regular stream (avatar stream) to a world stream can be done by selecting the start game button D33 (Figure 8) displayed in the avatar stream video, or by selecting the play button G11 or G21 (Figures 9 and 10) for a game selected from the list of games displayed on the screen accessed by selecting the start game button D33.

[0225] Additionally, switching from world streaming to avatar streaming can be done by selecting the "End Play" button displayed on the world streaming video.

[0226] Next, various functions that can be executed in the information processing system 3000 according to the embodiment of this disclosure will be described with reference to the drawings.

[0227] The information processing system 3000 according to the embodiment of this disclosure can, for example, be an information processing system that provides a virtual space on which a user's character object can be displayed.

[0228] Such a virtual space is not particularly limited in its form, as long as it is capable of displaying the user's character objects.

[0229] Furthermore, the information processing system 3000 according to the embodiment of this disclosure includes a user terminal 100 (first user terminal 100) and a server device 400.

[0230] The information processing system 3000 comprises one or more computer processors, including a display processing unit 410, a reception unit 420, and an association unit 430, as shown as an example in Figure 25.

[0231] The display processing unit 410 displays a display screen that includes a first screen that displays the user's character object and a second screen that allows the user to select one or more game media that can be attached to the character object.

[0232] Before explaining the details of this display screen, let's explain the flow of how to transition to the display screen.

[0233] As shown in Figure 26 as an example, when an application implemented by this information processing system 3000 is launched, the top screen T10 displayed on the user terminal 100 can display a shop button T26. This is an extension of the functionality of the gacha button T23 shown in Figure 5.

[0234] Then, when the shop button T26 is selected by the user, the screen transitions to the screen shown as an example in Figure 27.

[0235] The screen shown in Figure 27 displays a shop section R3 where users can select from some of the game media available for purchase in the shop, and a gacha section R4 where users can select from the gacha available to them. Selecting a gacha displayed in the gacha section R4 will take the user to the lottery screen for obtaining the avatar parts mentioned above.

[0236] Furthermore, game media that users can purchase from shops may also include the avatar parts mentioned above.

[0237] Furthermore, the screen shown in Figure 27 displays the specific game media associated with the user. These specific game media include coins, points, and tickets, and in the example shown in Figure 27, the number of coins and gacha tickets held is displayed.

[0238] Then, if the user selects object T27 in the shop field R3, or if the user selects an item displayed in the shop field R3, the screen transitions to display screen S10, which is shown as an example in Figure 28.

[0239] If the user selects object T27 in the shop section R3, the user's character object CO displayed on the display screen S10 will be shown with the game medium already associated with the user and character object CO attached.

[0240] On the other hand, if a user selects a game medium displayed in the shop section R3, the user's character object CO displayed on the display screen S10 will be shown with the selected game medium equipped. In this case, if there is already a game medium equipped in the location where the selected game medium should be equipped, the association of the already equipped game medium with the character object CO will be removed, and the selected game medium will be newly associated and displayed. In this case, the selected game medium may be treated as not yet associated with the user.

[0241] The display screen S10 shown in Figure 28 includes a first screen R5 that displays the user's character object CO, and a second screen R6 that displays the option to select one or more game media that can be attached to the character object CO.

[0242] Additionally, the display screen S10 shows the specific game medium associated with the user. In the example shown in Figure 28, the number of coins held is displayed.

[0243] The second screen, R6, can display one or more game media that can be attached to the character object CO, along with the number of specific game media required to purchase them.

[0244] Furthermore, among the game media displayed on the second screen R6, game media that are already associated with the user can be displayed in a modified manner so that they can be distinguished from game media that are not yet associated with the user.

[0245] For example, among the game media displayed on the second screen R6, it is possible to make it impossible to select or to hide game media that are the same as game media already associated with the user, or to hide the number of specific game media required to purchase that game media. In the example shown in Figure 28, among the game media displayed on the second screen R6, the number of specific game media required to purchase game media that are the same as game media already associated with the user is hidden, and instead a check mark indicating that the game media is already associated with the user is displayed.

[0246] The game media displayed on the second screen R6 can be categorized and displayed accordingly. In the example shown in Figure 28, buttons for switching the display of game media by category are displayed at the bottom of the second screen R6.

[0247] The reception unit 420 receives a request from the user terminal 100 to select at least one game medium from among one or more game mediums.

[0248] Selection instructions shall be given by the user selecting (e.g., by tapping) the game medium displayed on the display screen S10.

[0249] Furthermore, if multiple game media are selected to be attached to a single part of a character object, an alert or similar message can be output indicating that the second game media cannot be attached. Alternatively, the system may be configured so that multiple game media cannot be selected to be attached to a single part of a character object. Specifically, the system may be configured so that the second game media cannot be selected, or if the second game media is selected, the selection of the first game media is deselected and the selection of the second game media is applied.

[0250] The association unit 430 consumes a predetermined number of specific game media associated with the user based on the selection instruction received by the reception unit 420, and stores the game media related to the selection instruction in association with the user and character object.

[0251] Here, associating a game medium related to a selection instruction with the user means that the user owns the game medium, and associating a game medium related to a selection instruction with a character object means that the character object is wearing the game medium.

[0252] Furthermore, the memory associated with the user of the game medium in question is permanent, while the memory associated with the character object of the game medium in question can be temporary. As will be described later, the game medium can be temporarily stored (tried on) in association with a character object before it is associated with the user. In this case, once the purchase of the game medium is complete, it can be permanently stored (owned) in association with the user while maintaining its association with the character object. At this time, the game medium that remains associated with the character object is in a state of being properly equipped, not in a trial state.

[0253] The character object associated with the game medium for which the selection instruction is made may be displayed on the first screen R5, or it may be displayed on a separate screen, such as the purchase completion screen.

[0254] As will be discussed later, it is not excluded that other steps may occur between the selection instruction and the consumption (completion of purchase) of a specific game medium.

[0255] For example, after the selection instruction, it is possible to include steps such as displaying a list of selected game media before consuming the specific game media, or a step to confirm before purchase.

[0256] With the above configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the conventional technology described above.

[0257] Specifically, by associating and storing the purchased game medium not only with the user but also with the character object, the steps from when the user uses the shop to when the video is distributed can be reduced, and the distribution of the video can be started smoothly.

[0258] And by preventing the shortening of the distribution time and the like due to the delay in the start of distribution and the decrease in the user's willingness to distribute, the quality of the video as content can be maintained or improved.

[0259] As an alternative, the association unit 430 may consume a predetermined number of specific game media associated with the user based on the selection instruction received by the reception unit 420, and store the game media related to the selection instruction only in association with the user.

[0260] When the game medium related to the selection instruction is stored in association with the user but not stored in association with the character object, it means that the purchased game medium is not attached to the character object.

[0261] In this case, by combining with various configurations described later, the above-mentioned problems can be solved.

[0262] Subsequently, the steps that can be added between the above-mentioned selection instruction and the consumption of the specific game medium will be described.

[0263] When the reception unit 420 receives a selection instruction, the display processing unit 410 can further display a first object on the display screen for receiving a display instruction for a third screen that enables the cancellation of the selection of the game medium related to the selection instruction.

[0264] FIG. 28 is an example showing a display screen S10 in a state where the user has not yet selected a game medium, and FIG. 29 is an example showing a display screen S10 in a state where the user has selected three game media.

[0265] In Figure 29, the game medium to be selected can be displayed in a different manner so that it can be distinguished from the unselected game medium. In the example shown in Figure 29, the game medium to be selected is displayed surrounded by a frame, but the display is not limited to this manner.

[0266] Then, in the display screen S10 shown in Figure 29, the first object S11 is displayed as selectable. Note that the first object may also be displayed in the display screen S10 shown in Figure 28, but in that case, the first object will be displayed as not selectable.

[0267] Furthermore, the first object S11 may also display the number of game media related to the selection instruction, as shown in Figure 28.

[0268] Then, when the first object S11 is selected by the user, an instruction to display the third screen is issued.

[0269] Figure 30 shows an example of such a third screen S20. The third screen S20 may be displayed in place of the display screen S10 or the second screen R6, or it may be displayed superimposed on the display screen S10 or the second screen R6.

[0270] As shown in Figure 30, the third screen S20 displays the option to deselect the game medium associated with the selection instruction. The third screen S20 displays a deselection button associated with the game medium associated with the selection instruction, allowing the user to deselect it.

[0271] In the example shown in Figure 30, three deselection buttons S21, S22, and S23 are displayed, associated with each of the objects representing the game medium related to the three selection instructions. In the example shown in Figure 30, all three deselection buttons S21, S22, and S23 are in a selected state, whereas in the example shown in Figure 31, only the second deselection button S22 is in a deselected state, and in the example shown in Figure 32, all three deselection buttons S21, S22, and S23 are in a deselected state.

[0272] The user can switch between selected and deselected states by selecting (tapping, etc.) the deselect button.

[0273] Furthermore, as will be described later, the character object displayed on the first screen R5 will be shown with the game medium corresponding to the selection instruction attached, but the association / unassociation of the game medium due to switching between the selected state and the unassociated state will be reflected immediately. If the association of the attached game medium is unassociated, the character object will be returned to the state in which it is associated with the game medium that was associated with the user (owned) from among the game media that was associated with the attached game medium before the attached game medium was associated.

[0274] Although not shown in the diagram, it is also possible to include a button that allows for the simultaneous selection / deselection of all game media. In this case, the user's operational effort is reduced.

[0275] The display processing unit 410 can then display a list of game media related to the selection instruction in a predetermined order on the third screen S20.

[0276] The predetermined order can be, for example, the order of selection (most recent item at the top), the order of body parts (head to feet), the order of rarity, the order of the number of required specific game media, and the reverse order of these.

[0277] When the reception unit 420 receives an instruction to display the third screen S20 from the user terminal 100 via the first object S11, the display processing unit 410 further causes the third screen S20 to be displayed on the display screen S10, and consumes a predetermined number of specific game media to transmit a determination instruction for associating and storing the game media related to the selection instruction with the user and the character object. The second object S24 can be displayed on the display screen.

[0278] As shown as an example in FIGS. 30 - 32, the total number of specific game media required for purchase can also be displayed in association with the second object S24.

[0279] Also, as shown in FIG. 32, when all selections have been canceled, the second object S24 can be made non - selectable or non - visible.

[0280] Then, in response to the second object S24 being selected, the association unit 430 associates and stores the game media for which the selection has not been canceled with the user and the character object.

[0281] After that, as shown in FIG. 33, the purchase completion screen S30 can be displayed. Alternatively, it may be configured to transition to the distribution setting screen D20 (FIG. 7) instead of the purchase completion screen S30. Alternatively, it may be configured to transition to the avatar setting screen D10 (FIG. 6) or the closet screen.

[0282] According to such a configuration, it becomes possible to start distribution more smoothly after purchasing the game media.

[0283] Also, as shown in FIG. 29, when the reception unit 420 receives a selection instruction, the display processing unit 410 can cause the character object displayed on the first screen R5 to wear and display the game media related to the selection instruction.

[0284] In the example shown in Figure 29, since the pointed hat, cherry blossom wallpaper, and bandage objects are selected in the second screen R6, the character object CO shown in the first screen R5 is also displayed with these objects attached. Note that the wallpaper can be set as the background.

[0285] Thus, when a game medium is selected on the second screen R6, the character object CO tries on that game medium. At this time, the game medium that was selected (and is being tried on) is associated with the character object CO, but not with the user.

[0286] This configuration allows customers to try on items before purchasing, preventing dissatisfaction due to discrepancies between expectations and reality or incorrect choices after purchase.

[0287] Furthermore, as mentioned above, if a second game medium is selected to be attached to a part of a character object, the selection of the first game medium may be deselected, and the character may be displayed with the second game medium being tried on.

[0288] Furthermore, the reception unit 420 can also accept the selection of at least one attribute from among a plurality of attributes provided for the game medium to which the selection instruction pertains.

[0289] In the example shown in Figure 29, a color bar is displayed above the first screen R5, allowing the user to select a color for the selected game medium. The user can then select at least one color from the displayed color bar. After selecting a color, a bar for selecting a taste may also be displayed, allowing the user to select at least one taste.

[0290] Furthermore, attributes are not limited to color or taste; other parameters may also be available. For example, textures or blinking / scrolling patterns may be selectable as attributes.

[0291] With this configuration, even on the small screens expected of smartphones and the like, a wide variety of game formats can be selected.

[0292] When the reception unit 420 receives a decision instruction from the user terminal 100 via the second object S24, the display processing unit 410 can further display a fourth screen on the display screen that allows the game medium related to the decision instruction to be deselected, and can also display a third object on the display screen S10 for executing processing by the association unit.

[0293] Figure 34 shows an example where the fourth screen S40 is displayed on the display screen S10. Note that the fourth screen S40 may also be displayed on the purchase completion screen S30.

[0294] Furthermore, the association unit 430 can associate and store only the game media that have not been deselected with the character object, depending on whether the third object S44 has been selected.

[0295] As shown in Figure 34, the fourth screen S40 displays the option to deselect the game medium associated with the decision instruction. The fourth screen S40 displays a deselection button associated with the object representing the game medium associated with the decision instruction, allowing the user to deselect it.

[0296] In the example shown in Figure 34, three deselection buttons S41, S42, and S43 are displayed, associated with each of the objects representing the game medium related to the three selection instructions. In the example shown in Figure 34, of the three deselection buttons S41, S42, and S43, deselection button S41 is in the selected state, and deselection buttons S42 and S43 are in the deselected state.

[0297] The user can switch between selected and deselected states by selecting (tapping, etc.) the deselect button.

[0298] In this case, if multiple game media are selected to be attached to a single part of a character object, an alert indicating that attachment is not possible can be displayed, or a deselection button can be set to allow only one selection to be active.

[0299] Furthermore, as shown as an example in Figure 35, the third screen S20 and the fourth screen S40 may be displayed as a single screen S50.

[0300] The basic process involves purchasing the item the character object is trying on, but as shown in the configuration above, it is also possible to remove the item being tried on and then purchase it. If the tried-on item is removed, the item that was worn immediately before will be re-equipped.

[0301] One or more computer processors of this disclosure may further include a first determination unit 440, as shown as an example in Figure 36.

[0302] The first determination unit 440 determines whether or not there is a shortage of the specified game media.

[0303] The determination by the first determination unit 440 is made by comparing the total number of specific game media required to purchase the game media related to the selection instruction with the number of specific game media associated with (possessed by) the user.

[0304] The association unit 430 can associate and store the game medium related to the selection instruction with the user and character object when the first determination unit 440 determines that there is no shortage of the specified game medium.

[0305] On the other hand, if it is determined that there is a shortage, the system transitions to a confirmation screen S60 as shown in Figure 37. This confirmation screen S60 can be displayed superimposed on the display screen S10 or the third screen S20, etc.

[0306] The confirmation screen S60 displays the purchase object S61 and the cancel object S62. When the purchase object S61 is selected, the user transitions to the coin purchase screen S65 shown in Figure 38, where they can purchase the desired number of coins.

[0307] Additionally, the specific game medium may be Avatar Points. Avatar Points are points obtained when duplicate avatar parts are acquired through gacha or similar means, with the duplicate parts converted into points according to their value or uniformly.

[0308] Figures 39 and 40 show the second screen R6 and the third screen S20 when game media that can be purchased with coins and game media that can be purchased with avatar points are mixed. In addition, the display screen S10 also shows the remaining number of avatar points in addition to the remaining amount of coins. In the diagrams, "C" represents coins and "A" represents avatar points.

[0309] Furthermore, if there are insufficient coins, the system will transition to screens S60 and S65 shown in Figures 37-38 above. If there are insufficient avatar points, the system will transition to screens S70 and S75 shown in Figures 41-42. If both coins and avatar points are insufficient, screens for purchasing additional specific game media will be displayed, either sequentially or as a single screen.

[0310] Figure 41 shows a confirmation screen asking whether to sell duplicate game media to obtain missing avatar points. Selecting the sell object S71 will transition to the sell screen S75 shown in Figure 42, where you can increase your avatar points by selling the items.

[0311] The display processing unit 410 can determine one or more game media to be displayed on the second screen R6 according to the attributes of the character object displayed on the first screen R5.

[0312] A character object (CO) may have one or more attributes set by the user or automatically. Attributes include gender, age, preferred style, etc. Gender is not limited to male or female; various genders can be set. Preferred style can, for example, be a preference for clothing. For instance, styles related to clothing shape and color, such as boyish, girly, monochrome, pastel, or vivid, may be set as attributes.

[0313] The display processing unit 410 can then determine one or more game media to be displayed on the second screen R6, depending on the attributes of the character object displayed on the first screen R5, that is, the character object currently being used by the user. In other words, different attributes may result in different game media being displayed.

[0314] Furthermore, as will be described later, even if a character object is switched on the first screen R5, the game medium corresponding to the attributes of the displayed character object will be displayed. In this case, the processing by the second determination unit 460, which will be described later, is not mandatory.

[0315] This configuration ensures that game media suitable for character objects are displayed in the shop, thereby increasing user purchase intent. Furthermore, by selecting the game media displayed in the shop, it is possible to reduce the effort required for users using smartphones or other devices with small display screens to find the desired game media from a large selection.

[0316] One or more computer processors in this disclosure may further include a modification unit 450, as shown as an example in Figure 36.

[0317] The modification unit 450 changes the character object displayed on the first screen R5 to another character object of the user in response to user operation.

[0318] Here, it is assumed that users can create multiple character objects as their avatars. They can then designate one of these character objects as their main avatar. While this designated main avatar can be changed in the closet screen or the streaming preparation screen mentioned above, it is also possible to change the designation on the first screen, R5.

[0319] For example, as shown in Figure 43, the user has designated character object CO1, which is set as Coordinate 1, as their main avatar. Then, when the Coordinate field S12 displayed on the first screen R5 is selected, the Coordinate field S12 expands, as shown in Figure 44, and it is possible to change the designated main avatar to character object CO2, which is set as Coordinate 2, for example.

[0320] The game medium displayed on the second screen R6 corresponds to the character object displayed on the first screen R5; therefore, the game medium may change in accordance with the change from character object CO1 to CO2. Further details will be provided later.

[0321] Furthermore, it is possible to create and delete character objects from the expanded outfit section S12. However, there may be an upper limit on the number of character objects that the user can configure.

[0322] Note that in Figures 43 and 44, the display of the second screen R6, etc., is omitted.

[0323] One or more computer processors in this disclosure may further include a second determination unit 460, as shown as an example in Figure 36.

[0324] The second determination unit 460 determines the similarities and differences in the attributes of a character object and another character object in relation to the modification process performed by the modification unit 450.

[0325] Then, if the second determination unit 460 determines that the attributes of the character object and another character object are different, the display processing unit 410 determines one or more game media to be displayed on the second screen R6 according to the attributes of the other character object.

[0326] For example, if the female character object CO1 shown in Figure 43 is displayed, female-oriented game media will be sold in the shop, and if the male character object CO2 shown in Figure 44 is displayed, male-oriented game media will be sold in the shop. Unisex items can be displayed in both cases.

[0327] Furthermore, as mentioned above, the attributes referred to here are not limited to gender, but also include age, preferred tastes, etc.

[0328] When the reception unit 420 receives a selection instruction for one or more game media to which a character object can be attached and one or more game media to which another character object can be attached, the display processing unit 410 further displays the game media related to the selection instruction on the display screen S10, which is a first object S11 for receiving a display instruction for a third screen S20 that displays the game media related to the selection instruction in a way that allows the selection of the game media related to the selection instruction to be canceled, and on the third screen S20, the game media related to the selection instruction can be displayed in a predetermined order for each character object to be attached.

[0329] For example, on the first screen R5, if character object CO1 is displayed and game medium A is selected, and then character object CO2 is displayed, the selection of game medium A will be maintained. In this case, game medium A may be displayed as worn by character object CO2, or it may be displayed without being worn. It is also possible to select game medium B after displaying character object CO2.

[0330] Furthermore, the display processing unit 410 may determine whether or not it is appropriate to attach game medium A to character object CO2 displayed on the first screen R5, based on the attributes of character object CO1 and character object CO2 and the attributes of game medium A.

[0331] For example, if character object CO1 is a female character object and game medium A is female clothing, and the display is changed from character object CO1 to character object CO2, which is also a female character object, the display processing unit 410 will make character object CO2 wear game medium A and display it.

[0332] On the other hand, if character object CO1 is a female character object and game medium A is female clothing, and the display is changed from character object CO1 to character object CO2, which is a male character object, the display processing unit 410 will not make character object CO2 wear game medium A.

[0333] Alternatively, if character object CO1 is a female character object and game medium A is unisex clothing, and the display is changed from character object CO1 to character object CO2, which is a male character object, the display processing unit 410 will make character object CO2 wear game medium A and display it.

[0334] Thus, when the attributes of the character object displayed on the first screen R5 have a predetermined relationship with the attributes of the game medium to which the selection instruction relates, the game medium will be associated with the character object and displayed accordingly.

[0335] Then, on the third screen S20, the game medium related to the selection instruction can be displayed for each character object.

[0336] Furthermore, if multiple game media are selected to be attached to a part of a character object, the display processing unit 410 can switch between displaying the attachment of multiple game media according to the user's actions or operations.

[0337] In the shop, only one item can be selected for each body part, or there can be no limit on the number of items that can be selected. Even in the latter case, only one item can be equipped (tried on) at a time on a character object, so if you want to try on clothes that you have taken off again, you will need to select the previous game medium again. However, with the above configuration, it is possible to switch between at least two game mediums depending on the user's actions or operations. Examples of user actions include winking and raising a hand, and examples of operations include swiping and double-tapping.

[0338] With this configuration, even if a user is unsure which item to purchase, comparison becomes easier, which helps them make a purchase decision.

[0339] The display processing unit 410 can, when multiple game media are selected to be attached to a part of a character object, divide the part into multiple regions and attach each of the selected game media to each region for display.

[0340] For example, it's possible to display different game media for the right and left sides of the body.

[0341] With this configuration, even if a user is unsure which item to purchase, comparison becomes easier, which helps them make a purchase decision.

[0342] The display processing unit 410 can display still images or videos related to the user's character object separately from the character object displayed on the first screen R5.

[0343] Still images or videos of the user's character object may, for example, be the three-dimensional character object itself displayed on the first screen, a two-dimensional version of the character object, or a smaller version of the character object (mini-avatar). In this case, the user's movements may not be reflected in the still images or videos of the user's character object.

[0344] Furthermore, still images or videos of the user's character object may be the three-dimensional character object itself (a character object from a different outfit) that is not displayed on the first screen R5, or they may be a two-dimensional version of the character object, or a smaller version of the character object (a mini-avatar). In this case, the still images or videos of the user's character object displayed may not reflect the user's movements.

[0345] For example, displaying the mini-avatar of the currently visible character object on the screen makes the above comparison easier. Also, displaying the mini-avatars of hidden character objects on the screen makes it easier to grasp the overall picture when purchasing items for multiple avatars.

[0346] The association unit 430 can store the game medium related to the selection instruction in a restricted manner associating it with the user and character object, based on the selection instruction and provisional decision instruction received by the reception unit 420.

[0347] The processing flow from selection instruction to provisional decision instruction is the same as the processing flow from selection instruction to decision instruction described above, however, when a provisional decision instruction is received, restrictions are placed on the association of the user and character objects of the game medium related to the selection instruction.

[0348] Such restrictions may, for example, relate to the duration of the association.

[0349] Restrictions on the association period refer to the rental period for so-called game media, and are limitations that restrict the association period to days, hours, or distribution slots.

[0350] The duration may be predetermined for each selectable game medium, or it may be possible for the user to choose from multiple predetermined durations.

[0351] Then, when the period ends, the game medium, which was previously associated with the user and character objects under certain restrictions, will be removed from those associations.

[0352] In this case, to avoid the character object being left without clothes, an appropriate game medium from among those already associated with the user can be newly associated with the character object. For example, the game medium that was associated with the character object immediately before the game medium being unassociated can be newly associated with the character object.

[0353] Thus, users will be able to rent clothes that are sold in the shop.

[0354] In this case, the game media may be displayed in a manner that makes it clear to the user or other users that the game media is a rental item.

[0355] For example, text or markings indicating that the item is a rental can be added to or superimposed on the game media.

[0356] Furthermore, it is possible to have the display of the game medium change as the deadline approaches (for example, when there are 10 minutes remaining) or as the deadline nears. Examples of changes in the display may include increasing the transparency or decreasing the brightness and saturation of the colors.

[0357] Furthermore, when the remaining time until the above deadline falls to a specified number of hours / days, the user may be notified accordingly.

[0358] Furthermore, when the association unit 430 stores a game medium related to a selection instruction in a restricted manner, the amount of a specific game medium consumed can be reduced compared to the amount of a specific game medium consumed when the game medium related to a selection instruction is stored in association with the user and the character object.

[0359] In other words, it's possible to set the rental price lower than the purchase price of the game.

[0360] Furthermore, the amount of specific game media consumed during rental may vary depending on the rental period. The rental period may also be extended by consuming additional specific game media.

[0361] Furthermore, the above restrictions may be lifted by the user or other users consuming specific game media.

[0362] The term "other users" here can refer to other users in the virtual space, co-starring users in a video stream, or viewers.

[0363] Furthermore, the number of specific game media required to lift the restrictions can be the sales price, or the sales price minus the rental fees already paid.

[0364] Once the restrictions are lifted, the game media will be associated with the user as a purchased item, rather than a rented one.

[0365] Furthermore, if the cumulative rental fee reaches the sales price, the restriction can be lifted, and the game medium can be associated with the user as a purchased item rather than a rental.

[0366] One or more computer programs in this disclosure may further include a notification unit 470, as shown as an example in Figure 36.

[0367] The notification unit 470 displays a notification to the user terminal 100 at a predetermined timing after the association has been removed due to a restriction, indicating that the number of specific game media consumed when associating the game media related to the selection instruction has been reduced.

[0368] This means that the user is notified that the rented item has been reduced in price. With this configuration, it is possible to encourage the user to purchase game media.

[0369] One or more computer processors in this disclosure may further include a third determination unit 480, as shown as an example in Figure 36.

[0370] The third determination unit 480 determines whether the game media to be selected includes multiple game media that have a predetermined relationship.

[0371] Examples of specified relationships include set relationships (such as a top and bottom set, or items with the same theme) and relationships based on different colors.

[0372] Furthermore, if the third determination unit 480 determines that there are multiple game media that have a predetermined relationship, the association unit 430 can reduce the number of specific game media consumed when associating the game media related to the selection instruction, and store the game media related to the selection instruction in association with the user and character object.

[0373] This is essentially a discount from the selling price.

[0374] Alternatively, the third determination unit 480 may determine whether the number of game media related to the selection instruction is greater than or equal to a predetermined number, and the association unit 430 may, if the third determination unit 480 determines that the number of game media related to the selection instruction is greater than or equal to a predetermined number, reduce the number of specific game media consumed when associating the game media related to the selection instruction, and store the game media related to the selection instruction in association with the user and character object.

[0375] This configuration can encourage users to purchase game media.

[0376] Furthermore, if the user is a video streamer, the processing by the display processing unit 410, the reception unit 420, and the association unit 430 may be performed during video streaming so that the video can be viewed by the video viewer.

[0377] The purpose of the above disclosure was to enable smooth video distribution by reducing the steps involved from when a user uses the shop until the video is distributed. With the above configuration, since users can use the shop while the video is being distributed, video distribution can be started even more smoothly.

[0378] Furthermore, by broadcasting users' experiences using the shop to viewers, interaction with viewers becomes more active. For example, users can decide which game to purchase based on comments posted by viewers.

[0379] Furthermore, the number of specific game media consumed may be varied depending on the number of viewers. For example, the more viewers there are, the greater the discount from the sales price.

[0380] Additionally, viewers can send gifts to the video, such as tickets that can be used when purchasing or renting game media from shops.

[0381] Furthermore, the display processing unit 410 can make at least a portion of the display screen different for the user terminal 100 of the distribution user and the user terminal 200 of the viewing user.

[0382] For example, information regarding a user's coins / points can be hidden from viewers.

[0383] Furthermore, the confirmation screen S60 shown in Figure 37, the coin purchase screen S65 shown in Figure 38, the confirmation screen S70 shown in Figure 41, and the sale screen S75 shown in Figure 42 can also be hidden from the viewing user.

[0384] Furthermore, each of the functions described in this disclosure can also be applied to shops located in the metaverse space, regardless of whether or not video is being streamed.

[0385] Next, an example of an information processing method in an embodiment of this disclosure will be described.

[0386] The information processing method in the embodiment of this disclosure is the information processing method in the information processing system 3000 shown in Figure 3. The information processing system 3000 comprises at least a user terminal 100 and a server device 400.

[0387] The information processing method in this disclosure is characterized by causing one or more computer processors in the information processing system 3000 to execute a display processing step S410, a reception step S420, and an association step S430, as shown as an example in Figure 45.

[0388] The display processing step S410 displays a display screen that includes a first screen displaying the user's character object and a second screen that allows the user to select one or more game media that can be attached to the character object. This display processing step S410 can be performed by the display processing unit 410 described above.

[0389] The display processing step S410 may be executed on the server side (server device 400) or on the client side (user terminal 100).

[0390] The reception step S420 receives an instruction from the user terminal to select at least one game medium from among one or more game media. This reception step S420 can be performed by the reception unit 420 described above.

[0391] The reception step S420 may be executed on the server side (server device 400) or on the client side (user terminal 100).

[0392] The association step S430 consumes a predetermined number of specific game media associated with the user based on the selection instruction received in the reception step S420, and stores the game media related to the selection instruction in association with the user and character object. This association step S430 can be performed by the association unit 430 described above.

[0393] The association step S430 may be performed on the server side (server device 400) or on the client side (user terminal 100).

[0394] With the above configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the conventional technology described above.

[0395] Next, a computer program in an embodiment of this disclosure will be described.

[0396] The computer program in the embodiments of this disclosure is a computer program executed in the information processing system 3000 shown in Figure 3. The information processing system 3000 comprises at least a user terminal 100 and a server device 400.

[0397] The computer program in this disclosure is characterized by enabling one or more computer processors of the information processing system 3000 to implement display processing functions, reception functions, and association functions.

[0398] The display processing function displays a display screen that includes a first screen that displays the user's character object, and a second screen that allows the user to select one or more game media that can be attached to the character object.

[0399] The reception function receives instructions from the user terminal to select at least one game medium from among one or more game mediums.

[0400] The association function consumes a predetermined number of specific game media associated with the user based on the selection instructions received by the reception function, and stores the game media related to the selection instructions in association with the user and character object.

[0401] The above functions can be realized by the circuits 1410 to 1430 shown in Figure 46. The display processing circuit 1410, the reception circuit 1420, and the association circuit 1430 are realized by the display processing unit 410, the reception unit 420, and the association unit 430 described above, respectively. Details of each part are as described above.

[0402] With the above configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the conventional technology described above.

[0403] Next, the information processing device in the embodiment of this disclosure will be described. The information processing device corresponds to the user terminal 100 in the information processing system 3000 described above.

[0404] As shown in Figure 47, the information processing device comprises a display processing unit 110, a reception unit 120, and an association unit 130.

[0405] The display processing unit 110 displays a display screen that includes a first screen that displays the user's character object and a second screen that allows the user to select one or more game media that can be attached to the character object. The display processing unit 110 can have the same configuration as the display processing unit 410 described above.

[0406] The reception unit 120 receives a request to select at least one game medium from among one or more game media. This reception unit 120 can have the same configuration as the reception unit 420 described above.

[0407] The association unit 130 consumes a predetermined number of specific game media associated with the user based on the selection instruction received by the reception unit 120, and stores the game media related to the selection instruction in association with the user and character object. The association unit 130 can have the same configuration as the association unit 430 described above.

[0408] With the above configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the conventional technology described above.

[0409] Next, an example of an information processing method in an embodiment of this disclosure will be described. This information processing method is an information processing method that is executed in the information processing device (user terminal 100) described above.

[0410] The information processing method in this disclosure is characterized by causing the information processing device to execute a display processing step S110, a reception step S120, and an association step S130, as shown as an example in Figure 48.

[0411] The display processing step S110 displays a display screen that includes a first screen displaying the user's character object and a second screen that allows the user to select one or more game media that can be attached to the character object. This display processing step S110 can be performed by the display processing unit 110 described above.

[0412] The reception step S120 receives an instruction to select at least one game medium from among one or more game mediums. This reception step S120 can be performed by the reception unit 120 described above.

[0413] The association step S130 consumes a predetermined number of specific game media associated with the user based on the selection instruction received in the reception step S120, and stores the game media related to the selection instruction in association with the user and character object. This association step S130 can be performed by the association unit 130 described above.

[0414] With the above configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the conventional technology described above.

[0415] Finally, the computer program in the embodiment of this disclosure will be described. This computer program is executed in the information processing device (user terminal 100) described above.

[0416] The computer program in this disclosure is characterized by enabling a display processing function, a reception function, and an association function in an information processing device.

[0417] The display processing function displays a display screen that includes a first screen that displays the user's character object, and a second screen that allows the user to select one or more game media that can be attached to the character object.

[0418] The reception function accepts instructions to select at least one game medium from among one or more game mediums.

[0419] The association function consumes a predetermined number of specific game media associated with the user based on the selection instructions received by the reception function, and stores the game media related to the selection instructions in association with the user and character object.

[0420] The above functions can be realized by the circuits 1110 to 1130 shown in Figure 49. The display processing circuit 1110, the reception circuit 1120, and the association circuit 1130 are realized by the display processing unit 110, the reception unit 120, and the association unit 130 described above, respectively. Details of each part are as described above.

[0421] With the above configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the conventional technology described above.

[0422] Furthermore, a computer or mobile phone or other information processing device can be suitably used to function as a server or terminal device according to the above-described embodiment. Such an information processing device can be realized by storing a program describing the processing content that realizes each function of the server or terminal device according to the embodiment in the storage unit of the information processing device, and having the CPU of the information processing device read and execute the program.

[0423] Figure 50 is a block diagram of a processing circuit that performs computer-based operation in accordance with this disclosure. Figure 50 shows the processing circuit 600, which corresponds to the CPU of the terminal and device in this disclosure.

[0424] The processing circuit 600 is used to control any computer-based and cloud-based control processes, and the flowchart description or block can be understood as representing a module, segment, or portion of code containing one or more executable instructions for implementing a particular logical function or step in the process, and alternative implementations are included within the scope of exemplary embodiments of this advance in which the function can be performed. The order from those illustrated or discussed is included substantially concurrently or in reverse order depending on the functionality involved, as will be understood by those skilled in the art. The functionality of the elements disclosed herein can be implemented using circuits or processing circuits which may include general-purpose processors, special-purpose processors, integrated circuits, ASICs ("Application-Specific Integrated Circuits"), conventional circuits configured or programmed to perform the disclosed functions and / or combinations thereof. A processor processes a circuit or circuit so as to include transistors and other circuits within them. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, a processing circuit, unit, or means is hardware that performs or is programmed to perform the enumerated functions. Hardware may be any hardware disclosed herein, or any other hardware known in any other way that is programmed or configured to perform the enumerated functions.

[0425] In Figure 50, the processing circuit 600 includes a CPU 601 that executes one or more control processes discussed in this disclosure. Process data and instructions may be stored in memory 602. These processes and instructions may also be stored in a storage medium disk 604, such as a hard drive (HDD) or portable storage medium, or may be stored remotely. Furthermore, the claimed advances are not limited by the form of the computer-readable medium in which the process instructions of the present invention are stored. For example, instructions may be stored in a CD, DVD, flash memory, RAM, ROM, PROM, EPROM, EEPROM, hard disk, or any other non-temporary computer-readable medium of an information processing device with which the processing circuit 600 communicates, such as a server or computer. The processes may also be stored by the processing circuit 600 in network-based storage, cloud-based storage or other mobile-accessible storage and executable.

[0426] Furthermore, the advances of the claims may be provided as a utility application, a background daemon, or a component of an operating system, or a combination thereof, and run together with the CPU 601 and an operating system, such as Microsoft Windows, UNIX, Solaris, LINUX, Apple MAC-OS, Apple iOS, and other systems known to those skilled in the art.

[0427] Hardware elements for realizing the processing circuit 600 can be realized by various circuit elements. Furthermore, each function of the embodiments described above may be realized by a circuit including one or more processing circuits. The processing circuit includes a particularly programmed processor, for example, a processor (CPU) 601 as shown in Figure 50. The processing circuit also includes devices such as application-specific integrated circuits (ASICs) and conventional circuit components arranged to perform the enumerated functions.

[0428] Alternatively, or additionally, the CPU 601 may be implemented on an FPGA, ASIC, PLD, or using discrete logic circuits in a manner recognizable to those skilled in the art. Furthermore, the CPU 601 may be implemented as multiple processors operating in parallel and cooperatively to execute the instructions of the present invention described above.

[0429] The processing circuit 600 in Figure 50 also includes a network controller 606, such as an Ethernet PRO network interface card, for interface with the network 700. To understand that the network 700 can be a public network such as the Internet, or a private network such as a local area network (LAN) or wide area network (WAN), or any combination thereof, and may also include a public switched telephone network (PSTN) or Integrated Services Digital Network (ISDN) subnetwork. The network 700 can also be wired, such as an Ethernet network or a Universal Serial Bus (USB) cable, or wireless, such as a cellular network including EDGE, 3G and 4G wireless cellular systems. The wireless network can also be Wi-Fi, wireless LAN, Bluetooth, or any other known form of wireless communication. Furthermore, the network controller 606 may comply with other direct communication standards such as Bluetooth, Near Field Communication (NFC), infrared, or others.

[0430] The processing circuit 600 further includes a display controller 608, such as a graphics card or graphics adapter, for interface with a display 609, such as a monitor. The I / O interface 612 interfaces with a keyboard and / or mouse 614, as well as a touchscreen panel 616 on or separate from the display 609. The I / O interface 612 also connects to various peripherals 618.

[0431] The storage controller 624 connects the storage medium disk 604 to a communication bus 626 which may be ISA, EISA, VESA, PCI, or similar, and interconnects all components of the processing circuit 600. A general description of the features and functionality of the display 609, keyboard and / or mouse 614, as well as the display controller 608, storage controller 624, network controller 606, and I / O interface 612, is omitted herein for brevity, as these features are publicly known.

[0432] The exemplary circuit elements described in the context of this disclosure may be replaced by other elements and may have different structures from the embodiments provided herein. Furthermore, the circuits configured to perform the functions described herein may be implemented in multiple circuit units (e.g., chips), or the features may be combined in a circuit on a single chipset.

[0433] The functions and features described herein may also be performed by various distributed components of the system. For example, one or more processors may perform these system functions, where the processors are distributed among multiple components communicating within a network. The distributed components may include one or more client and server machines that can share processing, in addition to various human interfaces and communication devices (e.g., display monitors, smartphones, tablets, personal digital assistants (PDAs)). The network may be a private network such as a LAN or WAN, or a public network such as the Internet. Inputs to the system may be received directly via user input, in real time, or remotely as a batch process. Furthermore, some implementations may run on modules or hardware that are not identical to those described. Thus, other implementations are within the scope of what is claimed.

[0434] While several embodiments of the present invention have been described, these embodiments are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be carried out in a variety of other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims of the invention and its equivalents.

[0435] Furthermore, the methods described in the embodiments can be distributed as programs that can be executed by a computer, stored in recording media such as magnetic disks (floppy disks, hard disks, etc.), optical disks (CD-ROMs, DVDs, MOs, etc.), and semiconductor memories (ROMs, RAMs, flash memories, etc.), and transmitted via communication media. The programs stored on the media also include configuration programs that configure the computer with software means (including not only executable programs but also tables and data structures) to be executed by the computer. The computer implementing this device reads the program recorded on the recording media, and, if necessary, constructs the software means using the configuration program. The above-described processing is executed by controlling the operation of this software means. Note that the recording media referred to in this specification are not limited to those for distribution, but also include storage media such as magnetic disks and semiconductor memories provided within the computer or in devices connected via a network. The storage unit may function as, for example, main memory, auxiliary memory, or cache memory. [Additional Notes] The original claims of the present application are listed below. [1] An information processing system comprising user terminals and server devices, The one or more computer processors included in the aforementioned information processing system are: A display processing unit that displays a display screen including a first screen that displays the user's character object and a second screen that displays the ability to select one or more game media that can be attached to the character object, A receiving unit that receives a request from the user terminal to select at least one game medium from among the one or more game mediums, An information processing system comprising: a reception unit that consumes a predetermined number of specific game media associated with the user based on a selection instruction received by the reception unit, and an association unit that stores the game media related to the selection instruction in association with the user and the character object. [2] The one or more computer processors mentioned above further include: The system includes a first determination unit that determines whether or not the number of the specified game media is insufficient. The information processing system according to claim 1, characterized in that the association unit stores the game medium related to the selection instruction in association with the user and the character object when the first determination unit determines that there is no shortage of the specified game medium. [3] If the aforementioned user is a video streaming user, The information processing system according to claim 1, characterized in that the processing by the reception unit, the display processing unit, and the association unit is performed during the distribution of the video so that the video can be viewed by the viewer of the video. [4] The information processing system according to claim 3, characterized in that the display processing unit makes at least a portion of the display screen different for the user terminal of the distribution user and the user terminal of the viewing user. [5] The information processing system according to claim 1, characterized in that the display processing unit determines one or more game media to be displayed on the second screen according to the attributes of the character objects displayed on the first screen. [6] The one or more computer processors mentioned above further include: The information processing system according to claim 1, further comprising a modification unit that changes a character object displayed on the first screen to another character object of the user in response to the user's operation. [7] The one or more computer processors mentioned above further include: Regarding the processing of changes by the modification unit, a second determination unit is provided to determine the similarities and differences in the attributes of the character object and the other character object. The information processing system according to claim 6, characterized in that, if the second determination unit determines that the attributes of the character object and the other character object are different, the display processing unit determines one or more game media to be displayed on the second screen according to the attributes of the other character object. [8] When the receiving unit receives the selection instruction, The display processing unit further, The information processing system according to claim 1, characterized in that it displays a first object on the display screen for receiving a display instruction for a third screen that displays the ability to cancel the selection of the game medium related to the selection instruction. [9] The information processing system according to claim 8, characterized in that the display processing unit displays the game media related to the selection instruction in a predetermined order on the third screen.

[10] When the receiving unit receives a selection instruction for one or more game media on which the character object can be attached and one or more game media on which another character object can be attached, The display processing unit further, The first object for receiving a display instruction for a third screen that displays the game medium to which the selection instruction relates can be canceled is displayed on the display screen, The information processing system according to claim 6, characterized in that, in the third screen, the game media related to the selection instruction are displayed in a predetermined order for each character object to be attached.

[11] When the reception unit receives a display instruction for the third screen from the user terminal via the first object, the display processing unit further: The third screen is displayed on the display screen, and a second object for transmitting a decision instruction is displayed on the display screen, which consumes a predetermined number of the specific game media and stores the game media related to the selection instruction in association with the user and the character object. The information processing system according to claim 8 or 10, characterized in that the association unit stores the game medium that has not been deselected in association with the user and the character object in response to the selection of the second object.

[12] When the receiving unit receives the decision instruction from the user terminal via the second object, the display processing unit further: The game medium related to the aforementioned decision instruction is displayed on the display screen as a fourth screen that allows for selection and deselection, and a third object for executing the processing by the association unit is displayed on the display screen. The information processing system according to claim 11, characterized in that the association unit stores only the game media that have not been deselected in association with the character object in response to the selection of the third object.

[13] The information processing system according to claim 1, characterized in that the receiving unit is further capable of receiving the selection of at least one attribute from among a plurality of attributes provided for the game medium to which the selection instruction pertains.

[14] The information processing system according to claim 1, characterized in that when the reception unit receives the selection instruction, the display processing unit attaches the game medium related to the selection instruction to the character object displayed on the first screen and displays it.

[15] The information processing system according to claim 1, characterized in that, when multiple game media are selected to be attached to a part of the character object, the display processing unit switches and displays the attachment of the multiple game media in accordance with the user's actions or operations.

[16] The information processing system according to claim 1, characterized in that, when multiple game media to be attached to one part of the character object are selected, the display processing unit divides the one part into multiple regions and attaches each of the multiple game media to the selected region for display.

[17] The information processing system according to claim 1, characterized in that the display processing unit is capable of displaying still images or videos relating to the user's character object separately from the character object displayed on the first screen.

[18] The information processing system according to claim 1, characterized in that the association unit stores the game medium related to the selection instruction in a restricted association with the user and the character object based on the selection instruction and provisional decision instruction received by the reception unit.

[19] The information processing system according to claim 1, characterized in that when the association unit stores the game medium related to the selection instruction in a restricted association with the user and the character object, the amount of the specific game medium consumed is less than the amount of the specific game medium consumed when the game medium related to the selection instruction is stored in association with the user and the character object.

[20] The information processing system according to claim 18, characterized in that the aforementioned limitation relates to the period of association. [twenty one] The information processing system according to claim 18, characterized in that the aforementioned restriction can be removed by the consumption of the specific game medium by the user or another user. [twenty two] The one or more computer programs mentioned above further, The information processing system according to claim 18, further comprising a notification unit that, after the association is released due to the aforementioned restriction, displays a notification on the user terminal at a predetermined timing indicating that the number of specific game media consumed when associating the game media related to the selection instruction has been reduced. [twenty three] The one or more computer processors mentioned above further include: The system includes a third determination unit that determines whether the game media selected in the aforementioned selection instruction includes multiple game media that have a predetermined relationship. The information processing system according to claim 1, characterized in that, when the association unit determines that the third determination unit includes a plurality of game media that have a predetermined relationship, it reduces the number of specific game media consumed when associating the game media related to the selection instruction, and stores the game media related to the selection instruction in association with the user and the character object. [twenty four] An information processing method performed in an information processing system that includes a user terminal and a server device, The information processing system comprises one or more computer processors, A display processing step that displays a display screen including a first screen that displays the user's character object and a second screen that displays the ability to select one or more game media that can be attached to the character object. A reception step in which the user terminal receives an instruction to select at least one game medium from among the one or more game mediums, An information processing method that, based on a selection instruction received in the reception step, consumes a predetermined number of specific game media associated with the user, and performs an association step that stores the game media related to the selection instruction in association with the user and the character object. [twenty five] In an information processing device, A display processing step that displays a display screen including a first screen that displays the user's character object and a second screen that displays the ability to select one or more game media that can be attached to the character object, A reception step that receives an instruction to select at least one game medium from the one or more game mediums mentioned above, An information processing method that, based on a selection instruction received in the reception step, consumes a predetermined number of specific game media associated with the user, and performs an association step that stores the game media related to the selection instruction in association with the user and the character object.

[26] In an information processing device, A display processing function that displays a display screen including a first screen that displays the user's character object and a second screen that allows the user to select one or more game media that can be attached to the character object, A reception function that receives a request to select at least one game medium from the aforementioned one or more game mediums, A computer program that, based on selection instructions received by the reception function, consumes a predetermined number of specific game media associated with the user, and implements an association function that stores the game media related to the selection instructions in association with the user and the character object. [Explanation of symbols]

[0436] 100 user terminals 400 Server Devices 410 Display Processing Unit 420 Reception Department 430 Related parts

Claims

1. An information processing system comprising user terminals and server devices, The one or more computer processors included in the aforementioned information processing system are: A display processing unit that displays a display screen including a first screen that displays the user's character object and a second screen that displays the ability to select one or more game media that can be attached to the character object, A receiving unit that receives a selection instruction from the user terminal to select at least one game medium from the one or more game mediums, The system includes a reception unit that consumes a predetermined number of specific game media associated with the user based on the selection instructions received by the reception unit, and an association unit that stores the game media related to the selection instructions in association with the user and the character object. The display processing unit is an information processing system capable of displaying still images or videos relating to the user's character object separately from the character object displayed on the first screen.

2. The information processing system according to claim 1, wherein the display processing unit displays a still image or video of a three-dimensional character object displayed on the first screen, rendered in two dimensions.

3. The information processing system according to claim 1, wherein the display processing unit displays a still image or a video including an object that is a smaller version of the character object displayed on the first screen.

4. The information processing system according to claim 1, wherein the display processing unit makes the character object displayed on the first screen reflect the user's movements, while displaying a still image or video including an object corresponding to the user's character object that does not reflect the user's movements.

5. If the aforementioned user is a streaming user who distributes videos, The information processing system according to claim 1, wherein the processing by the display processing unit, the reception unit, and the association unit is performed during the distribution of the video.

6. The user has selected at least one game medium from among the one or more game mediums, and The fact that at least one game medium selected by the user is associated with the character object is indicated on the display screen shown on the user terminal of the viewing user watching the video. The information processing system according to claim 5, wherein items relating to the user's coins or points are not displayed on the display screen shown on the user terminal of the viewing user.

7. The information processing system according to claim 5, wherein the association unit stores the game medium related to the selection instruction in a restricted association with the user and the character object based on the selection instruction and provisional decision instruction received by the reception unit.

8. The display processing unit, When the reception unit receives the selection instruction, it displays the character object shown on the first screen with the game medium related to the selection instruction attached to it. The information processing system according to claim 5, characterized in that, when multiple game media to be attached to a part of the character object are selected, the system switches and displays the attachment of the multiple game media in accordance with the user's actions or operations.

9. The display processing unit, When the reception unit receives the selection instruction, it displays the character object shown on the first screen with the game medium related to the selection instruction attached to it. The information processing system according to claim 5, characterized in that, when multiple game media to be attached to a part of the character object are selected, the part is divided into multiple regions and each of the multiple game media to be attached to the selected region is displayed.

10. The system further includes a modification unit that changes the character object displayed on the first screen to another character object of the user in response to the user's operation. If the aforementioned user is a streaming user who distributes videos, The information processing system according to claim 5, wherein the processing by the modification unit is performed during the distribution of the video.

11. When the receiving unit receives the selection instruction, The display processing unit further, The information processing system according to claim 5, characterized in that it displays a first object on the display screen for receiving a display instruction for a third screen that displays the ability to cancel the selection of the game medium related to the selection instruction.

12. The system further includes a third determination unit that determines whether the game media selected in the aforementioned selection instruction includes multiple game media that have a predetermined relationship. The processing by the third determination unit is performed during the distribution of the video. The information processing system according to claim 5, wherein, when the association unit determines that the third determination unit includes a plurality of game media in the predetermined relationship, it reduces the number of specific game media consumed when associating the game media related to the selection instruction, and stores the game media related to the selection instruction in association with the user and the character object.

13. An information processing method performed in an information processing system that includes a user terminal and a server device, One or more computer processors included in the aforementioned information processing system A display processing step that displays a display screen including a first screen that displays the user's character object and a second screen that displays the ability to select one or more game media that can be attached to the character object. A reception step in which the user terminal receives an instruction to select at least one game medium from among the one or more game mediums, Based on the selection instruction received in the reception step, the system consumes a predetermined number of specific game media associated with the user, and performs an association step in which the game media related to the selection instruction are stored in association with the user and the character object. The display processing step is an information processing method that displays a still image or video of the user's character object separately from the character object displayed on the first screen.

14. Information processing device, A display processing step that displays a display screen including a first screen that displays the user's character object and a second screen that displays the ability to select one or more game media that can be attached to the character object, A reception step that receives an instruction to select at least one game medium from the one or more game mediums mentioned above, Based on the selection instruction received in the reception step, the system consumes a predetermined number of specific game media associated with the user, and performs an association step in which the game media related to the selection instruction are stored in association with the user and the character object. The information processing method, in the display processing step, displays a still image or video of the user's character object separately from the character object displayed on the first screen.

15. In an information processing device, A display processing function that displays a display screen including a first screen that displays the user's character object and a second screen that allows the user to select one or more game media that can be attached to the character object, A reception function that receives a request to select at least one game medium from the aforementioned one or more game mediums, Based on the selection instructions received by the reception function, a predetermined number of specific game media associated with the user are consumed, and an association function is implemented to store the game media related to the selection instructions in association with the user and the character object. The display processing function is a computer program capable of displaying still images or videos relating to the user's character object separately from the character object displayed on the first screen.