Game Program

The game program addresses the lack of realism in online games by displaying user interactions in real-time, enhancing the gaming experience through visual representation of contact positions and selections.

JP7604327B2Active Publication Date: 2024-12-23COLOPL
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Patent Information

Application Number
JP2021095888
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-08
Publication Date
2024-12-23
Estimated Expiration
2041-06-08

AI Technical Summary

Technical Problem

Existing online games lack realism in displaying user selection results, as they are confined to predetermined positions, failing to effectively convey user interactions.

Method used

A game program that acquires contact position information from another electronic device and displays objects on the screen based on this information, allowing visualization of user interactions in real-time.

Benefits of technology

Enhances the sense of realism in online games by visually representing user interactions, facilitating communication and intent conveyance among players.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology capable of heightening furthermore presence in a game.SOLUTION: In a game program executed by a computer in an electronic apparatus, the computer is allowed to execute operations for acquiring information on a contact position in a screen of another electronic apparatus different from the electronic apparatus, and for displaying an object in the screen of the electronic apparatus, based on the information on the contact position in the screen of another electronic apparatus.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] An embodiment of the present invention relates to a game program. [Background technology]

[0002] Online games in which multiple users participate are known. In such games, it is known that each user displays information that allows the user to understand the trends of other users.

[0003] For example, Patent Document 1 describes displaying the number of users who selected each option. For example, Patent Document 2 describes displaying information on the selection status of each body part selected as an attack target by each user in an information sharing area for each body part. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2016-16286 A [Patent Document 2] JP 2016-16287 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the games of Patent Documents 1 and 2, the display objects are the selection results of each user, and the selection results are displayed at a number of predetermined positions. Such display of the selection results does not provide a sense of realism to the process in which each user selects an option.

[0006] The present invention has been made in light of the above-mentioned circumstances, and has as its object to provide a technique that can further enhance the sense of realism of a game. [Means for solving the problem]

[0007] In order to solve the above problem, one aspect of the present invention is a game program executed by a computer of an electronic device, which causes the computer to obtain information regarding a contact position on a screen of another electronic device different from the electronic device, and display an object on the screen of the electronic device based on the information regarding the contact position on the screen of the other electronic device. Effect of the Invention

[0008] A game program according to one aspect of the present invention makes it possible to further enhance the realism of the game. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system related to a game program according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a functional configuration of the server in the game system illustrated in FIG. [Diagram 3] FIG. 3 is a diagram illustrating an example of a functional configuration of a user terminal in the game system illustrated in FIG. [Figure 4] FIG. 4 is a diagram showing an example of an image displayed on a user terminal realized by the game program according to the embodiment. [Diagram 5] FIG. 5 is a diagram showing another example of an image displayed on a user terminal realized by the game program according to the embodiment. [Figure 6] FIG. 6 is a diagram showing yet another example of an image displayed on a user terminal realized by the game program according to the embodiment. [Figure 7] FIG. 7 is a diagram showing an example of information conversion realized by the game program according to the embodiment. [Figure 8] FIG. 8 is a flowchart showing an example of an information processing operation regarding the first contact position information by the user terminal shown in FIG. [Figure 9]FIG. 9 is a flowchart showing an example of an operation of acquiring first contact position information by the user terminal shown in FIG. [Figure 10] FIG. 10 is a flowchart showing an example of an information processing operation regarding the second contact position information by the user terminal shown in FIG. [Figure 11] FIG. 11 is a flowchart illustrating an example of a display operation of the second contact object by the user terminal illustrated in FIG. [Figure 12] FIG. 12 is a diagram showing an example of a contact object displayed on a user terminal realized by the game program according to the embodiment. [Figure 13] FIG. 13 is a flowchart showing an example of an information processing operation regarding the first image object selection information by the user terminal shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of an image object list displayed on a user terminal realized by the game program according to the embodiment. [Figure 15] FIG. 15 is a flowchart showing an example of an information processing operation regarding the second image object selection information by the user terminal shown in FIG. [Figure 16] FIG. 16 is a diagram showing an example of an image object displayed on a user terminal realized by the game program according to the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In addition, hereinafter, elements that are the same or similar to elements already described will be given the same or similar reference numerals, and duplicated descriptions will basically be omitted. For example, when there are multiple identical or similar elements, a common reference numeral may be used to describe each element without distinguishing between them, and a subnumber may be used in addition to the common reference numeral to describe each element with distinction between them.

[0011] A game program is a program for executing a game on a terminal device (hereinafter referred to as a "user terminal") used by a game player (hereinafter referred to as a "user"). Hereinafter, a program for executing a game will be called a game program to distinguish it from a program for executing general computer functions.

[0012] The game realized by the game program may be any type of game, such as a role-playing game (RPG), an action game, an adventure game, a simulation game, a training game, a shooting game, a sports game, a puzzle game, etc. The game realized by the game program may also be a part of such a game (a mini-game, a quest, an event, etc.).

[0013] A game program may place various objects in a game space to realize a game. The game space is a space for placing various objects realized by the game program. The game space will be described as a three-dimensional space, but may be a space expressed in two dimensions. The game space is an example of a virtual space for placing various virtual objects. The virtual space may be a three-dimensional space or a two-dimensional space.

[0014] The various objects include character objects. The characters are not limited to characters such as human or anthropomorphized characters, and may be any characters. The character objects are moving objects. The character objects include character objects that can be operated by the user. The character objects include objects of NPCs (Non Player Characters) that cannot be operated by the user. The various objects include background objects. The background objects are objects that constitute the background of the game, such as trees, rocks, grasslands, buildings, floors, mirrors, and bookshelves. The background objects include background objects that can be operated by the user. The background objects include background objects that cannot be operated by the user but can be used by character objects. The background objects include background objects that cannot be operated by the user and cannot be used by character objects. The various objects include various UI (User Interface) objects. The UI objects include objects that allow the user to input instructions. The UI objects include objects that show information to the user.

[0015] The game program may be a game program that realizes a game locally on one user terminal, a game program that realizes a game in cooperation with a user terminal and a server, a game program that realizes a game in cooperation with a plurality of user terminals with or without a server, etc. Below, as a mere example, a game system will be described in which a server comprehensively manages game programs, transmits game programs and related data in response to requests from user terminals, and actual game progress is realized mainly on user terminals. In addition, the following mainly describes a game represented by a three-dimensional (3D) game space and 3D objects, but the present invention is not limited to this, and the present embodiment can also be applied to a game represented by a two-dimensional (2D) game space and 2D objects.

[0016] (1) Composition (1-1) Game System FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 related to a game program according to a first embodiment. The game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is capable of communicating with the server 200 via a network NW. Any number of user terminals 100 can be connected to the server 200, but for simplicity, the detailed configuration of only one user terminal 100 will be illustrated and described.

[0017] The network NW is, for example, the Internet, and may include access networks such as a Local Area Network (LAN), a Wide Area Network (WAN), a mobile communication network, a wired telephone network, Fiber To The Home (FTTH), and a Cable Television (CATV) network.

[0018] The user terminal 100 is a terminal used by a user who plays a game. The user terminal 100 executes a game program to realize the game and displays an image based on display data according to the progress of the game. The image is an image in which a plurality of objects arranged in a game space are drawn. The user terminal 100 is, for example, a mobile terminal such as a smartphone, a tablet terminal, or a notebook personal computer. The user terminal 100 may be a stationary computer such as a desktop personal computer. The user terminal 100 may also be a dedicated game terminal suitable for playing a game. The user terminal 100 is an example of an electronic device. In the following, the user terminal 100 will be described as being a smartphone equipped with a touch screen as an example.

[0019] The server 200 is a device operated and managed by, for example, a game developer. The server 200 comprehensively manages game programs and user information, and supports the progress of the game on the user terminals 100. The server 200 may be a general-purpose computer such as a workstation or a personal computer. For example, the server 200 accepts user information and various requests from the user terminals 100 via the network NW, and transmits game programs and related data to the user terminals 100 via the network NW. The server 200 can simultaneously transmit and receive information to and from multiple user terminals 100, and can support the progress of the game on multiple user terminals 100 in parallel.

[0020] The user terminal 100 may receive the game program and necessary setting data from the server 200 at one time, and thereafter proceed with the game without communicating with the server 200. The user terminal 100 may communicate with the server 200 as the game progresses, and receive the necessary game program or data from the server 200 each time.

[0021] (1-2) Hardware configuration (1-2-1) Server As shown in FIG. 1, the server 200 includes, as hardware, a processor 2001, a memory 2002, a storage 2003, a communication interface (communication I / F) 2004, and an input / output interface (input / output I / F) 2005, which are electrically connected to each other via a bus 2006.

[0022] The processor 2001 controls the overall operation of the server 200. The processor 2001 includes, for example, a general-purpose processor such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The processor 2001 is not limited to a general-purpose processor, and may be a dedicated processor such as an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

[0023] The memory 2002 is a main storage device, and includes a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0024] The storage 2003 is an auxiliary storage device, and includes a non-volatile storage device such as a hard disk drive (HDD) or a solid state drive (SSD). The storage 2003 stores programs executed by the processor 2001, setting data required for executing the programs, and the like. Part of the programs may be stored in a ROM.

[0025] The processor 2001 can realize the processing functions described below by reading a program from the storage 2003, loading it into the memory 2002, and interpreting and executing the loaded program.

[0026] The communication interface (communication I / F) 2004 is a module for communicating with an external device such as the user terminal 100 via the network NW, and includes a signal processing circuit for transmission and reception, an optical connector, etc. The communication interface 2004 may include, for example, an optical communication module.

[0027] An input / output interface (input / output I / F) 2005 takes in operation data input by an operator via input devices such as a keyboard or mouse, and outputs output data to output devices such as a liquid crystal or organic EL (Electro Luminescence) display, or a speaker.

[0028] (1-2-2) User terminal As shown in FIG. 1, the user terminal 100 includes, as hardware, a processor 1001, a memory 1002, a storage 1003, a sensor 1004, a communication interface (communication I / F) 1005, an input / output interface (input / output I / F) 1006, and a touch screen 1007, which are electrically connected to each other via a bus 1008.

[0029] The processor 1001 controls the overall operation of the user terminal 100. The processor 1001 includes, for example, a general-purpose processor such as a CPU, an MPU, or a GPU. The processor 1001 is also not limited to a general-purpose processor, and may be a dedicated processor such as an ASIC or an FPGA.

[0030] The processor 1001 can realize the processing functions described below by reading a program from the storage 1003, loading it into the memory 1002, and interpreting and executing the loaded program.

[0031] The memory 1002 is a main storage device and includes a ROM, a RAM, and the like.

[0032] The storage 1003 is an auxiliary storage device and includes an internal or external semiconductor memory (e.g., a flash memory), etc. The storage 1003 stores programs executed by the processor 1001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.

[0033] The sensor 1004 is, for example, an image sensor, an acceleration sensor, an angular velocity sensor, a geomagnetic sensor, a GPS sensor, a proximity sensor, an ambient light sensor, etc. The sensor 1004 converts various sensed information into an electrical signal and outputs it.

[0034] The communication interface (communication I / F) 1005 is a module for communicating with an external device such as the server 200 via the network NW, and includes a signal processing circuit for transmission and reception, an antenna, a LAN terminal, etc. The communication interface 1005 may include, for example, a module for mobile communication, a module for wireless / wired LAN, a module for short-range wireless communication, etc.

[0035] The input / output interface (input / output I / F) 1006 receives input data from an external device and outputs output data to an external device. The input / output interface 1006 may include, for example, a physical button of the user terminal 100, a speaker built into the user terminal 100, a Universal Serial Bus (USB) port, and the like.

[0036] The touch screen 1007 includes an input unit 1071 and a display unit 1072, and has a function of accepting an input operation from a user and presenting an image based on display data to the user. The touch screen 1007 is an example of a screen.

[0037] The input unit 1071 is, for example, a capacitive or resistive touch panel. The input unit 1071 detects the coordinates of the touch screen 1007 that the user touches with a finger or a touch pen (stylus pen), and generates coordinate information.

[0038] The display unit 1072 is, for example, a liquid crystal display or an organic EL display, and displays various images based on the display data.

[0039] The user terminal 100 can also accept user operations from an external input device, such as a keyboard, a mouse, or a controller, connected via the input / output interface 1006. The user terminal 100 can acquire a game program and related data from an external storage device, such as a memory card, connected via the input / output interface 1006. The user terminal 100 can also output display information to an external output device, such as a display or a speaker, connected via the input / output interface 1006. The user terminal 100 can use an external storage device, such as a memory card, connected via the input / output interface 1006 as the storage 1003. The user terminal 100 can also accept a signal from a sensor 1004 as a user operation.

[0040] (1-3) Functional configuration (1-3-1) Server Fig. 2 is a diagram showing an example of the functional configuration of the server 200 in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations necessary to realize the game are omitted.

[0041] The server 200 has a function of communicating with each user terminal 100 and supporting the progress of the game in the user terminal 100. For example, the server 200 has a function of transmitting a game program, related data required for executing the game program, and the like to each user terminal 100 in response to a request from each user terminal 100. The server 200 includes a control unit 210 and a storage unit 220 .

[0042] The storage unit 220 may be realized by the storage 2003. The storage unit 220 includes a game program storage unit 221, a game information storage unit 222, and a user information database (DB) 223.

[0043] The game program storage unit 221 stores a game program.

[0044] The game information storage unit 222 stores various pieces of game information that are referenced when a game program is executed.

[0045] The user information database (DB) 223 is a database that stores information about users associated with each user terminal 100, and stores, for example, user account information.

[0046] The control unit 210 may be realized by a processor 2001 and a memory 2002. The control unit 210 controls the overall functions of the server 200. The control unit 210 may function as a reception control unit 211, a transmission control unit 212, and a game progression unit 213 by executing a game program stored in the game program storage unit 221.

[0047] The reception control unit 211 receives, from each user terminal 100, user information, a request to transmit a program or related data, information regarding the progress of a game on each user terminal 100, and the like.

[0048] The transmission control unit 212 transmits the requested program or related data, or an updated program, etc., to each user terminal 100. The transmission control unit 212 may also request each user terminal 100 to transmit information regarding the progress of the game.

[0049] The game progression unit 213 refers to the game information stored in the game information storage unit 222 and the account information stored in the user information database 223 in accordance with code written in the game program, and manages the progress of the game on each user terminal 100. The game progression unit 213 can also determine whether or not it is necessary to collect information from each user terminal 100, and whether or not it is necessary to transmit data to each user terminal 100.

[0050] For example, the control unit 210 receives a request to send a game program from the user terminal 100 via the reception control unit 211, determines the game program and related data to be sent to the user terminal 100 via the game progression unit 213, and sends the determined game program and related data to the user terminal 100 via the transmission control unit 212.

[0051] (1-3-2) User terminal Fig. 3 is a diagram showing an example of the functional configuration of a user terminal 100 that can be used in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations necessary to realize a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .

[0052] The memory unit 120 may be realized by the storage 1003. The memory unit 120 includes a game program memory unit 121 and a game information memory unit 122.

[0053] The game program storage unit 121 stores a game program.

[0054] The game information storage unit 122 stores various pieces of game information that are referenced when a game program is executed. The game information includes, for example, information about objects placed in the game space.

[0055] The game information storage unit 122 stores player information 1221. The player information 1221 is information including a user ID (Identification) that uniquely identifies each user associated with each player number in a game in which multiple users participate by forming one group. The player number is a number that identifies each user included in a group. When three users form one group, the player numbers are 1P, 2P, and 3P. For example, the user with the player number 1P is the host of the game. Users with player numbers other than 1P are guests of the game. The player information 1221 is updated every time a group is organized. The expression "multiple users" refers to multiple users that form one group participating in the game.

[0056] For example, a game in which a plurality of users form one group and participate is a quiz RPG (Role Playing Game), but is not limited thereto. The quiz RPG includes each of the plurality of users selecting a quiz candidate from among a plurality of quiz candidates. The question quiz may be determined by a majority vote of the quiz candidates selected by each of the plurality of users. The quiz RPG includes each of the plurality of users selecting an answer candidate from among a plurality of answer candidates for the question quiz. The answer may be determined by a majority vote of the answer candidates selected by each of the plurality of users. The quiz RPG includes a character selected by each of the plurality of users attacking an enemy character based on the correct answer to the question quiz.

[0057] The game information storage unit 122 stores object information 1222. The object information 1222 is information on the display mode of a contact object associated with each player number. The contact object is an object indicating a contact by each user to the touch screen 1007 of each user terminal 100. The contact object is an object displayed synchronously in each user terminal 100 based on a contact by each user to the touch screen 1007 of each user terminal 100. The contact object is an object of a display mode that allows a user associated with each player number to be identified. The contact object may be an object of an identifiable display mode based on one or a combination of two or more of color, shape, size, and the like. The contact object may be an object of a display mode that includes a player number. The contact object may be an object of a display mode that includes a user name of a user associated with each player number. The contact object is an example of an object.

[0058] The game information storage unit 122 stores image object information 1223. The image object information 1223 is information about each image object that can be displayed on the touch screen 1007 of each user terminal 100. An image object is an image composed of a picture such as an illustration. For example, an image object is an image having a message such as a so-called stamp or pictogram. The image object information 1223 includes data of each image object associated with an image object ID that uniquely identifies each image object.

[0059] The game information storage unit 122 stores the display time information 1224. The display time information 1224 includes display time information indicating the time for which the display of the contact object is continued. The time for which the display of the contact object is continued is also referred to as the contact object display time. The display time information 1224 includes display time information indicating the time for which the display of the image object is continued. The time for which the display of the image object is continued is also referred to as the image object display time. The length of the contact object display time and the image object display time can be set appropriately. The length of the contact object display time and the image object display time may be the same or different. The contact object display time is a predetermined time related to the display of the contact object. The image object display time is a predetermined time related to the display of the image object. Note that the display time can be a fixed value, or, for example, the user can select the duration from "long, normal, and short". It is also possible to skip the display and omit the display of the image object. In addition, when the operation reception unit 111 described later receives a user input, it is also possible to update the displayed image object to the image object to be displayed next.

[0060] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. The control unit 110 may function as an operation reception unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, a first acquisition unit 115, an output unit 116, a second acquisition unit 117, an object processing unit 118, and an image object processing unit 119 by executing a game program stored in a game program storage unit 121.

[0061] The operation reception unit 111 receives a user's operation on the touch screen 1007. Hereinafter, the expression "user's operation" refers to an operation including contact with the touch screen 1007. The user's operation includes various types of operations via the touch screen 1007, such as a touch operation, a tap operation, a swipe operation, and a flick operation. The touch operation is an example of an operation of contacting one point on the touch screen 1007. The tap operation is an example of an operation of contacting one point on the touch screen 1007 and releasing the contact in a short time. The flick operation is an example of an operation of moving the contacted point on the touch screen 1007 in a time series in a short time. The swipe operation is an example of an operation of moving the contacted point on the touch screen 1007 in a time series in a longer time than the flick operation. The user's operation includes a contact on the touch screen 1007 accompanied by the selection of a selectable UI object such as a button. The user's operation includes a contact on the touch screen 1007 without the selection of a selectable UI object such as a button.

[0062] The operation reception unit 111 may detect the start of a user's operation based on the detection of a contact on the touch screen 1007 by the input unit 1071. The operation reception unit 111 may detect the end of a user's operation based on a transition from detection to non-detection of a contact on the touch screen 1007 by the input unit 1071. The operation reception unit 111 continuously acquires coordinate information from the input unit 1071, from a coordinate corresponding to the start of the user's operation to a coordinate corresponding to the end of the user's operation. Depending on the mode of the game, the operation reception unit 111 may send the coordinate information to the game progression unit 112, may send the coordinate information to the virtual camera control unit 113, or may send the coordinate information to the first acquisition unit 115.

[0063] The operation receiving unit 111 may acquire information about a user's operation based on coordinate information from the coordinates corresponding to the start of the user's operation to the coordinates corresponding to the end of the user's operation. The information about the user's operation is information that can identify the user's operation. The information about the user's operation may include information indicating the type of the user's operation. The information about the user's operation may include information indicating the direction of the user's operation. For example, the direction of the user's operation is four directions, up, down, left, and right, but may also include diagonal directions. The information about the user's operation may include information indicating the amount of the user's operation. For example, the information indicating the amount of the user's operation is information indicating a value based on the distance between the coordinates corresponding to the start of the user's operation and the coordinates corresponding to the end of the user's operation.

[0064] It should be noted that the user may repeat a swipe operation in two opposite directions without releasing contact with the touch screen 1007. For example, the two opposite directions are an upward direction and a downward direction. For example, the two opposite directions are a leftward direction and a rightward direction. In this example, the information indicating the direction of the user's operation may include information indicating a plurality of directions along a time series. The information indicating the amount of the user's operation may include the amount of operation in each of the plurality of directions. Depending on the mode of the game, the operation reception unit 111 may send information regarding the user's operation to the game progression unit 112, to the virtual camera control unit 113, or to the first acquisition unit 115.

[0065] The game progression unit 112 performs processing to progress the game by referencing the game information stored in the game information storage unit 122 and placing objects in the game space in accordance with the code written in the game program. The game progression unit 112 can reflect user instructions identified from coordinate information in response to the user's operation from the operation reception unit 111 and information related to the user's operation in the progress of the game.

[0066] The virtual camera control unit 113 may control the shooting mode of the virtual camera based on instructions from the game progression unit 112. The virtual camera is a virtual camera for obtaining an image from the game space. The virtual camera control unit 113 controls the shooting mode of the virtual camera. The virtual camera control unit 113 may control the shooting mode of the virtual camera based on coordinate information according to a user's operation from the operation reception unit 111 or a user's instruction specified from information related to the user's operation. Being based on the coordinate information according to a user's operation from the operation reception unit 111 or a user's instruction specified from information related to the user's operation corresponds to being based on the user's operation.

[0067] The display control unit 114 causes an image to be displayed on the touch screen 1007. For example, the display control unit 114 cooperates with the game progression unit 112 and the virtual camera control unit 113 to generate display data of an image obtained by the virtual camera. The display control unit 114 outputs the display data to the touch screen 1007. The display control unit 114 causes an image based on the display data to be displayed on the touch screen 1007.

[0068] The first acquisition unit 115 cooperates with the operation acceptance unit 111 to acquire information based on a user's operation on the screen 1073 of the user terminal 100. In the following, the term "user" refers to any one of a plurality of users constituting one group participating in the game. The term "user terminal 100" refers to a user terminal used by any one of a plurality of users constituting one group participating in the game.

[0069] In one example, the first acquisition unit 115 acquires a first contact position based on a user's operation. The first contact position is a contact position on the touch screen 1007 of the user terminal 100. The first contact position will be described later. The first acquisition unit 115 acquires first contact position information based on the acquisition of the first contact position. The first contact position information is information related to the first contact position. The first contact position information will be described later. In another example, the first acquisition unit 115 acquires first image object selection information based on a user's operation. The first image object selection information is information related to a first image object. The first image object is an image object selected by the user on the user terminal 100. The first image object selection information includes an image object ID of the first image object.

[0070] The output unit 116 outputs information to one or more other user terminals 100 of one or more other users via the communication interface 1005. Hereinafter, the term "other user" refers to a user other than any one user among a plurality of users constituting one group participating in the game. The term "other user terminal 100" refers to a user terminal other than the user terminal 100. The other user terminal 100 is a user terminal used by the other user. In one example, the output unit 116 outputs the first contact position information to one or more other user terminals 100. In another example, the output unit 116 outputs the first image object selection information to one or more other user terminals 100.

[0071] The second acquisition unit 117 acquires information from the other user terminal 100 via the communication interface 1005. In one example, the second acquisition unit 117 acquires second contact position information based on the operation of the other user. The second contact position information is information about the second contact position. The second contact position is a contact position on the touch screen 1007 of the other user terminal 100. The second contact position and the second contact position information will be described later. Hereinafter, the expression "operation of the other user" refers to an operation including contact on the touch screen 1007 of the other user terminal 100. The operation of the other user includes various types of operations such as a touch operation, a tap operation, a swipe operation, and a flick operation, similar to the operation of the user. In another example, the second acquisition unit 117 acquires second image object selection information based on the operation of the other user. The second image object selection information is information about the second image object. The second image object is an image object selected on the other user terminal 100 by the other user. The second image object selection information includes an image object ID of the second image object.

[0072] The object processing unit 118 cooperates with the display control unit 114 to process the display of objects on the touch screen 1007 of the user terminal 100. In one example, the object processing unit 118 displays a background image composed of background objects on the touch screen 1007 of the user terminal 100. The object processing unit 118 displays a plurality of UI objects on the touch screen 1007 of the user terminal 100 by superimposing them on the background image. In another example, the object processing unit 118 displays a first contact object on the touch screen 1007 of the user terminal 100 based on a first contact position. The first contact object is a contact object indicating a contact by the user to the touch screen 1007 of the user terminal 100. In yet another example, the object processing unit 118 displays a second contact object on the touch screen 1007 of the user terminal 100 based on second contact position information. The second contact object is a contact object indicating a contact by another user to the touch screen 1007 of another user terminal 100.

[0073] The image object processing unit 119 cooperates with the display control unit 114 to process display related to image objects on the touch screen 1007 of the user terminal 100. In one example, the image object processing unit 119 displays an image object list on the touch screen 1007 of the user terminal 100 based on a user operation. The image object list is a list of each image object included in the image object information 1223. In another example, the image object processing unit 119 displays a first image object on the touch screen 1007 of the user terminal 100 based on first image object selection information. In yet another example, the image object processing unit 119 displays a second image object on the touch screen 1007 of the user terminal 100 based on second image object selection information.

[0074] (2) Example images The user terminal 100 displays an image on the touchscreen 1007 in different manners even for the same scene depending on the shape of the touchscreen 1007. The shape of the touchscreen 1007 varies depending on various conditions. The various conditions include the aspect ratio of the touchscreen 1007. The various conditions include the presence or absence of a notch on the touchscreen 1007. The various conditions include the shapes of the four corners of the touchscreen 1007.

[0075] The shorter side of the touch screen 1007 is taken as the horizontal direction. The horizontal direction of the touch screen 1007 is taken as the x-axis. The longer side of the touch screen 1007 is taken as the vertical direction. The vertical direction of the touch screen 1007 is taken as the y-axis.

[0076] An example of an image displayed on the touch screen 1007 of the user terminal 100 according to the shape of the touch screen 1007 will be described, but the same applies to other user terminals 100. The other user terminals 100 display images in different modes according to the shape of the touch screen 1007 even in the same scene.

[0077] FIG. 4 is a diagram showing an example of an image displayed on the user terminal 100. As shown in FIG. The aspect ratio of the touch screen 1007 of the user terminal 100 illustrated in Fig. 4 is 16:9. The following description will be given assuming that the aspect ratio of 16:9 is a reference aspect ratio. The reference aspect ratio is not limited to the aspect ratio of 16:9, and can be set as appropriate.

[0078] The touch screen 1007 displays an image 30 on its entirety. The image 30 is an in-game image in a game in which a plurality of users participate as one group. For example, the in-game is a game part such as a quest aimed at clearing or a battle aimed at winning or losing. In contrast, the out-game is a part other than the in-game. For example, the out-game is a part where work for the in-game is performed, such as an organization part where characters are combined to organize a deck for use in a quest. Note that the names in-game and out-game are merely examples and are used for convenience of explanation. The game part is taken as an example of an in-game.

[0079] The image 30 includes a background image 301. The background image 301 is an image that is configured with background objects. The image 30 includes a plurality of UI objects that are displayed in an overlapping manner on the background image 301.

[0080] The touch screen 1007 includes a UI object display area 40 that displays a plurality of UI objects. The UI object display area 40 is a UI object display area in the touch screen 1007 having an aspect ratio of 16:9. The UI object display area differs depending on the shape of the touch screen 1007. The UI object display area is a virtual area of ​​a vertically long rectangle. The UI object display area is a larger area among the maximum area of ​​a rectangle with a standard aspect ratio included in the touch screen 1007 or the maximum area of ​​a rectangle with an aspect ratio longer than the standard aspect ratio. The UI object display area may coincide with the entire area of ​​the touch screen 1007 depending on the shape of the touch screen 1007. The UI object display area may be narrower than the entire area of ​​the touch screen 1007 depending on the shape of the touch screen 1007.

[0081] The position of the left end of the UI object display area is set to -1 on the x-axis. The left end corresponds to one end in the horizontal direction. The position of the right end of the UI object display area is set to 1 on the x-axis. The right end corresponds to the other end in the horizontal direction. The position of the bottom end of the UI object display area is set to 0 on the y-axis. The bottom end corresponds to one end in the vertical direction. The position of the top end of the UI object display area is set to 1 on the y-axis. The top end corresponds to the other end in the vertical direction. The notation of "position" refers to a position defined by the UI object display area, unlike the coordinates of the touch screen 1007. The notation of "horizontal position" refers to a position on the x-axis where the position of the left end of the UI object display area is set to -1 and the position of the right end is set to 1. The notation of "vertical position" refers to a position on the y-axis where the position of the bottom end of the UI object display area is set to 0 and the position of the top end is set to 1. A UI object display area with a standard aspect ratio is also called a standard area. If the standard aspect ratio changes, the shape of the UI object display area that becomes the standard area also changes.

[0082] The UI object display area 40 is the maximum area of ​​a rectangle with a standard aspect ratio contained in the touch screen 1007. The aspect ratio of the UI object display area 40 is the same as the standard aspect ratio. The UI object display area 40 matches the entire area of ​​the touch screen 1007. The UI object display area 40 matches the standard area.

[0083] The UI object display area 40 displays, by way of example, a deck object 401 , a player character HP (Hit Point) object 402 , a plurality of quiz candidate objects 403 , a plurality of enemy character objects 404 , a plurality of enemy character HP objects 405 , and a list object 406 .

[0084] The deck object 401 is an object including a plurality of characters selected by a plurality of users. The player character HP object 402 is an object indicating the total HP of the plurality of characters. The quiz candidate object 403 is an object of a button of a quiz candidate selectable by each of the plurality of users. In addition, in a scene where each of the plurality of users selects an answer candidate from among a plurality of answer candidates, the UI object display area 40 includes a plurality of answer candidate objects instead of the plurality of quiz candidate objects 403. The enemy character object 404 is an object of an enemy to be attacked by the plurality of characters. The enemy character HP object 405 is an object indicating the HP of the enemy character. The list object 406 is an object of a selectable button for displaying an image object list including a plurality of image objects.

[0085] The positions of the multiple UI objects displayed in the UI object display area are positions based on the reference position. The reference position is a position on the touch screen 1007 of the user terminal 100. The positions on the touch screen 1007 of the user terminal 100 correspond to positions in the UI object display area. The reference position is the bottom end of the UI object display area. For example, the reference position is a position of (x, y) = (0, 0). The reference position is a common position regardless of the aspect ratio of the UI object display area. The reference position is not limited to this. The reference position may be any position in the UI object display area. Note that the positions of some of the multiple UI objects displayed in the UI object display area may not be based on the reference position.

[0086] The positions of the UI objects displayed in the UI object display area are positions obtained by multiplying the positions of the UI objects displayed in the reference area by a conversion value. The conversion value is a value indicating the ratio at which the positions in the reference area are converted to positions in the UI object display area. The conversion value is a value based on the reference aspect ratio of the reference area and the aspect ratio of the UI object display area. The conversion value includes a vertical conversion value and a horizontal conversion value. The conversion value is the maximum value that can be obtained by changing the size of the reference area from a state in which the vertical size of the UI object display area and the vertical size of the reference area are the same, and fitting the changed reference area in the UI object display area. In this example, if the reference aspect ratio of the reference area is A:B and the aspect ratio of the UI object display area is C:D, the vertical conversion value is (D×A) / (B×C). The left end of the reference area is -1 on the x-axis, which coincides with the left end of the UI object display area, and the right end of the reference area is 1 on the x-axis, which coincides with the right end of the UI object display area, so the horizontal conversion value is 1.

[0087] Note that the conversion value does not have to be the maximum value, as long as it is possible to change the size of the reference area from a state in which the vertical size of the UI object display area and the vertical size of the reference area are the same, and to fit the changed reference area within the UI object display area. In this example, the vertical conversion value will be a value smaller than (D x A) / (B x C) depending on the rate at which the size of the reference area is changed. The horizontal conversion value will be a value smaller than 1 depending on the rate at which the size of the reference area is changed.

[0088] The vertical conversion value of the UI object display area 40 is 1. The horizontal conversion value of the UI object display area 40 is 1. The vertical positions of the multiple UI objects displayed in the UI object display area 40 are positions obtained by multiplying the vertical positions of the multiple UI objects displayed in the reference area by the vertical conversion value of the UI object display area 40. The vertical positions of the multiple UI objects displayed in the UI object display area 40 are the same as the vertical positions of the multiple UI objects displayed in the reference area. The horizontal positions of the multiple UI objects displayed in the UI object display area 40 are positions obtained by multiplying the horizontal positions of the multiple UI objects displayed in the reference area by the horizontal conversion value of the UI object display area 40. The horizontal positions of the multiple UI objects displayed in the UI object display area 40 are the same as the horizontal positions of the multiple UI objects displayed in the reference area.

[0089] The size of the multiple UI objects displayed in the UI object display area 40 may be a size obtained by multiplying the size of the multiple UI objects displayed in the reference area by the vertical conversion value of the UI object display area 40. When the size of the UI object display area 40 is the same as the size of the reference area, the size of the multiple UI objects displayed in the UI object display area 40 is the same as the size of the multiple UI objects displayed in the reference area.

[0090] FIG. 5 is a diagram showing an example of an image displayed on the user terminal 100. As shown in FIG. The aspect ratio of the touchscreen 1007 of the user terminal 100 illustrated in Fig. 5 is 4:3. The shape of the touchscreen 1007 with an aspect ratio of 4:3 is wider than the shape of the touchscreen 1007 with the standard aspect ratio.

[0091] Touch screen 1007 displays image 31 over its entirety. Image 31 is an image of the same scene as image 30. Image 31 includes background image 311. Background image 311 is an image with the same vertical range as background image 301. Background image 311 is an image with a wider horizontal range than background image 301. Image 31 includes a plurality of UI objects that are displayed superimposed on background image 311.

[0092] The touch screen 1007 includes a UI object display area 41 that displays multiple UI objects. The UI object display area 41 is a UI object display area on the touch screen 1007 with an aspect ratio of 4:3. The UI object display area 41 is the maximum area of ​​a rectangle with a standard aspect ratio included in the touch screen 1007. The aspect ratio of the UI object display area 41 is the same as the standard aspect ratio. The UI object display area 41 is narrower than the entire area of ​​the touch screen 1007. The UI object display area 41 coincides with the standard area.

[0093] Similar to the UI object display area 40, the UI object display area 41 displays, by way of example, a deck object 411, a player character HP object 412, multiple quiz candidate objects 413, multiple enemy character objects 414, multiple enemy character HP objects 415, and a list object 416.

[0094] The vertical conversion value of the UI object display area 41 is 1. The horizontal conversion value of the UI object display area 41 is 1. The vertical positions of the multiple UI objects displayed in the UI object display area 41 are positions obtained by multiplying the vertical positions of the multiple UI objects displayed in the reference area by the vertical conversion value of the UI object display area 41. The vertical positions of the multiple UI objects displayed in the UI object display area 41 are the same as the vertical positions of the multiple UI objects displayed in the reference area. The horizontal positions of the multiple UI objects displayed in the UI object display area 41 are positions obtained by multiplying the horizontal positions of the multiple UI objects displayed in the reference area by the horizontal conversion value of the UI object display area 41. The horizontal positions of the multiple UI objects displayed in the UI object display area 41 are the same as the horizontal positions of the multiple UI objects displayed in the reference area.

[0095] The size of the multiple UI objects displayed in the UI object display area 41 may be a size obtained by multiplying the size of the multiple UI objects displayed in the reference area by the vertical conversion value of the UI object display area 41. When the size of the UI object display area 41 is the same as the size of the reference area, the size of the multiple UI objects displayed in the UI object display area 41 is the same as the size of the multiple UI objects displayed in the reference area.

[0096] FIG. 6 is a diagram showing yet another example of an image displayed on the user terminal 100. In FIG. The aspect ratio of the touchscreen 1007 of the user terminal 100 illustrated in Fig. 6 is 19:9. The shape of the touchscreen 1007 is different from a rectangle due to the notch and the shape of the four corners. The shape of the touchscreen 1007 with a 19:9 aspect ratio is longer than the shape of the touchscreen 1007 with a standard aspect ratio.

[0097] Touch screen 1007 displays image 32 over its entirety. Image 32 is an image of the same scene as image 30. Image 32 includes background image 321. Background image 321 is an image with the same horizontal range as background image 301. Background image 321 is an image with a wider vertical range than background image 301. Image 32 includes a number of UI objects that are displayed superimposed on background image 321.

[0098] The touch screen 1007 includes a UI object display area 42 that displays a plurality of UI objects. The UI object display area 42 is a UI object display area in the touch screen 1007 with an aspect ratio of 19:9. The UI object display area 42 is the maximum area of ​​a rectangle with a longer aspect ratio than a rectangle with a standard aspect ratio included in the touch screen 1007. The aspect ratio of the UI object display area 42 is not 19:9 due to the influence of a notch and the shape of the four corners, but is approximately 19:9. The aspect ratio of the UI object display area 42 is different from the standard aspect ratio and is longer than a rectangle with the standard aspect ratio. The UI object display area 42 is narrower than the entire area of ​​the touch screen 1007.

[0099] Similar to the UI object display area 40, the UI object display area 42 displays, by way of example, a deck object 421, a player character HP object 422, multiple quiz candidate objects 423, multiple enemy character objects 424, multiple enemy character HP objects 425, and a list object 426.

[0100] The vertical conversion value of the UI object display area 42 is a value smaller than 1. The horizontal conversion value of the UI object display area 42 is 1. The vertical positions of the multiple UI objects displayed in the UI object display area 42 are positions obtained by multiplying the vertical positions of the multiple UI objects displayed in the reference area by the vertical conversion value of the UI object display area 42. The vertical positions of the multiple UI objects displayed in the UI object display area 42 are positions with values ​​smaller than the vertical positions of the multiple UI objects displayed in the reference area. The positions with smaller values ​​correspond to positions closer to the reference position. The horizontal positions of the multiple UI objects displayed in the UI object display area 42 are positions obtained by multiplying the horizontal positions of the multiple UI objects displayed in the reference area by the horizontal conversion value of the UI object display area 42. The horizontal positions of the multiple UI objects displayed in the UI object display area 42 are the same as the horizontal positions of the multiple UI objects displayed in the reference area.

[0101] The size of the multiple UI objects displayed in the UI object display area 42 may be a size obtained by multiplying the size of the multiple UI objects displayed in the reference area by the vertical conversion value of the UI object display area 42. When the size of the UI object display area 42 is the same as the size of the reference area, the size of the multiple UI objects displayed in the UI object display area 42 is smaller than the size of the multiple UI objects displayed in the reference area.

[0102] (3) Overview of information conversion An example of information conversion for associating a contact position on the touch screen 1007 of a user terminal 100 with a display position on the touch screen 1007 of another user terminal 100 will be described.

[0103] FIG. 7 is a diagram showing an example of information conversion realized by a game program. 7 shows an example of a reference area 43 in the center. The reference area 43 is a rectangular area with a standard aspect ratio. The standard aspect ratio is assumed to be 16:9. The position of the left end of the reference area 43 is set to -1 on the x-axis, and the position of the right end is set to 1 on the x-axis. The position of the bottom end of the reference area 43 is set to 0 on the y-axis, and the position of the top end is set to 1 on the y-axis.

[0104] FIG. 7 shows the user terminal 100 on the left side. The aspect ratio of the touch screen 1007 of the user terminal 100 is 18:9. The UI object display area 44 is a UI object display area included in the touch screen 1007 of the user terminal 100. The UI object display area 44 is a rectangular area with an aspect ratio of 18:9. The UI object display area 44 is the maximum area of ​​a rectangle with an aspect ratio longer than that of a rectangle with a reference aspect ratio included in the touch screen 1007. The position of the left end of the UI object display area 44 is -1 on the x-axis, and the position of the right end is 1 on the x-axis. The position of the bottom end of the UI object display area 44 is 0 on the y-axis, and the position of the top end is 1 on the y-axis. The conversion value of the UI object display area 44 is a value indicating the ratio at which the position in the reference area 43 is converted to the position in the UI object display area 44. The conversion value of the UI object display area 44 includes a vertical conversion value and a horizontal conversion value. The vertical conversion value of UI object display area 44 is 8 / 9 due to the above (D×A) / (B×C). The left end of reference area 43 and the left end of UI object display area 44 are both -1 on the x-axis, and the right end of reference area 43 and the right end of UI object display area 44 are both 1 on the x-axis, so the horizontal conversion value of UI object display area 44 is 1.

[0105] FIG. 7 shows another user terminal 100 on the right side. The aspect ratio of the touch screen 1007 of the other user terminal 100 is 4:3. The UI object display area 45 is a UI object display area included in the touch screen 1007 of the other user terminal 100. The UI object display area 45 is a rectangular area with an aspect ratio of 16:9. The UI object display area 45 is the maximum area of ​​a rectangle with a standard aspect ratio included in the touch screen 1007. The position of the left end of the UI object display area 45 is -1 on the x-axis, and the position of the right end is 1 on the x-axis. The position of the bottom end of the UI object display area 45 is 0 on the y-axis, and the position of the top end is 1 on the y-axis. The conversion value of the UI object display area 45 is a value indicating a ratio at which a position in the standard area 43 is converted to a position in the UI object display area 45. The conversion value of the UI object display area 45 includes a vertical conversion value and a horizontal conversion value. The vertical conversion value of UI object display area 45 is 1 according to the above (D×A) / (B×C). The left end of reference area 43 and the left end of UI object display area 45 are both −1 on the x-axis, and the right end of reference area 43 and the right end of UI object display area 45 are both 1 on the x-axis, so the horizontal conversion value of UI object display area 45 is 1.

[0106] The contact position in the UI object display area 44 of the user terminal 100 is assumed to be (x, y) = (-0.5, 0.8). The control unit 110 of the user terminal 100 converts the contact position into a converted contact position. The converted contact position is a position in the reference area 43 corresponding to the contact position in the UI object display area 44. The converted contact position includes a vertical converted contact position and a horizontal converted contact position. The vertical converted contact position is a position (0.9) obtained by dividing the vertical contact position (0.8) by the vertical converted value (8 / 9) of the UI object display area 44. The horizontal converted contact position is a position (-0.5) obtained by dividing the horizontal contact position (-0.5) by the horizontal converted value (1) of the UI object display area 44. Therefore, the converted contact position is (x, y) = (-0.5, 0.9). The control unit 110 of the user terminal 100 outputs contact position information indicating the converted contact position (x, y)=(−0.5, 0.9) to the other user terminals 100.

[0107] The control unit 110 of the other user terminal 100 converts the converted touch position (x, y) = (-0.5, 0.9) into a display position. The control unit 110 of the other user terminal 100 obtains the position (0.9) obtained by multiplying the vertical converted touch position (0.9) by the vertical converted value (1) of the UI object display area 45 as the vertical display position. The control unit 110 of the other user terminal 100 obtains the position (-0.5) obtained by multiplying the horizontal converted touch position (-0.5) by the horizontal converted value (1) of the UI object display area 45 as the horizontal display position. The control unit 110 of the other user terminal 100 displays the touch object at the display position (x, y) = (-0.5, 0.9) indicated by the vertical display position and the horizontal display position. The display position of the UI object display area 45 is different in the vertical direction from the contact position of the UI object display area 44, but is a position corresponding to the contact position of the UI object display area 44 based on the aspect ratio of the UI object display area 45 and the aspect ratio of the UI object display area 44. The contact position of the UI object display area 44 can be associated with the display position of the UI object display area 45 via the reference area 43.

[0108] (4) Operation As a prerequisite for the following operations, the control unit 110 acquires a first conversion value in advance, as exemplified below. The first conversion value is a conversion value of a first UI object display area included in the touch screen 1007 of the user terminal 100.

[0109] For example, the control unit 110 specifies the maximum rectangular area of ​​the touch screen 1007 based on shape information such as the size of the touch screen 1007. The control unit 110 specifies a first UI object display area included in the touch screen 1007 based on the maximum rectangular area of ​​the touch screen 1007. The control unit 110 calculates the vertical size and horizontal size of the first UI object display area based on the specification of the first UI object display area. The control unit 110 calculates the aspect ratio of the first UI object display area based on the vertical size and horizontal size of the first UI object display area. The control unit 110 calculates a first conversion value based on the reference aspect ratio of the reference area and the aspect ratio of the first UI object display area. The first conversion value includes a first vertical conversion value and a first horizontal conversion value. Information on the reference aspect ratio of the reference area may be stored in the game information storage unit 122.

[0110] As a prerequisite for the following operations, it is assumed that the game is progressing according to the code written in the game program and the display data is being generated by cooperation between the control unit 110 and the storage unit 120 of the user terminal 100. The following operations are executed when a game part is started by a user operation.

[0111] The aspect ratio of the touch screen 1007 of the user terminal 100 is assumed to be 16:9, as exemplified in Fig. 4. The group participating in the game is assumed to be composed of the user of the user terminal 100 and two other users of two other user terminals 100. The user of the user terminal 100 is assumed to be the host of the game.

[0112] Upon start of a game part, the object processing unit 118 displays a background image and a plurality of UI objects superimposed on the background image on the touch screen 1007 of the user terminal 100, as exemplified in FIG.

[0113] FIG. 8 is a flowchart showing an example of information processing operation performed by the user terminal 100 regarding the first contact position information.

[0114] The first acquisition unit 115 acquires first contact position information (step S11). In step S11, for example, the first acquisition unit 115 acquires a first contact position based on a user's operation. The first contact position is a position defined by the first UI object display area corresponding to the coordinates of the touch screen 1007 of the contact point by the user's operation. When the user's operation is a touch operation or a tap operation, the first contact position is a position corresponding to the coordinates of the touch screen 1007 of the contact point by the user's operation. When the user's operation is a swipe operation or a flick operation, the first contact position is a position corresponding to the coordinates of the touch screen 1007 of the contact point related to the start of the user's operation. The first contact position is the position of one point.

[0115] The first contact position is a position based on the first reference position. The first reference position is a reference position on the touch screen 1007 of the user terminal 100. The reference position on the touch screen 1007 of the user terminal 100 corresponds to a reference position in the first UI object display area. The first contact position includes a first vertical contact position and a first horizontal contact position. The first vertical contact position is a vertical contact position based on the first reference position. The first horizontal contact position is a horizontal contact position based on the first reference position.

[0116] The first acquisition unit 115 acquires first contact position information based on the first contact position. The first contact position information includes information indicating a first converted contact position. The first converted contact position is a position in the reference area corresponding to the first contact position. The first converted contact position is a position obtained by dividing the first contact position by a first conversion value. The first converted contact position includes a first vertical converted contact position and a first horizontal converted contact position. The first vertical converted contact position is a position obtained by dividing the first vertical converted contact position by the first vertical converted value. The first horizontal converted contact position is a position obtained by dividing the first horizontal converted contact position by the first horizontal converted value.

[0117] The output unit 116 outputs the first contact position information in response to the acquisition of the first contact position information by the first acquisition unit 115 (step S12). In step S12, for example, the output unit 116 outputs the first contact position information to the other user terminals 100 of all the other users constituting the group via the communication interface 1005.

[0118] In response to the acquisition of the first contact position by the first acquisition unit 115, the object processing unit 118 displays a first contact object on the touch screen 1007 of the user terminal 100 based on the first contact position (step S13). In step S13, for example, the object processing unit 118 acquires a first display position based on the first contact position. The first display position is a position at which the first contact object is displayed. The first display position is a position on the touch screen 1007 of the user terminal 100. The first display position is a position based on a first reference position. The first display position is a position corresponding to the first contact position. The first display position corresponding to the first contact position is the same position as the first contact position. The first display position includes a first vertical display position and a first horizontal display position. The object processing unit 118 acquires the first vertical contact position as the first vertical display position. The object processing unit 118 acquires the first lateral contact position as a first lateral display position.

[0119] The object processing unit 118 identifies the coordinates of the touch screen 1007 that correspond to the first display position based on the correspondence between the position and the coordinates. The correspondence between the position and the coordinates is determined according to the range of the UI object display area on the touch screen 1007. The object processing unit 118 identifies the vertical coordinates of the touch screen 1007 that correspond to the first portrait display position. The object processing unit 118 identifies the horizontal coordinates of the touch screen 1007 that correspond to the first landscape display position based on the correspondence between the position and the coordinates.

[0120] The object processing unit 118 displays the first contact object so as to include coordinates on the touch screen 1007 corresponding to the first display position. The object processing unit 118 displays the first contact object in a display manner indicated by the object information 1222. The object processing unit 118 displays the first contact object in a manner that allows the user of the user terminal 100 to be identified.

[0121] The object processing unit 118 determines whether the elapsed time since the display of the first touching object has reached the touching object display time (step S14). If the object processing unit 118 determines that the elapsed time has not reached the touching object display time (step S14, NO), it repeats the process of step S14. If the object processing unit 118 determines that the elapsed time has reached the touching object display time (step S14, YES), the process transitions from step S14 to step S15.

[0122] The object processing unit 118 erases the first contact object based on the display of the contact object display time of the first contact object (step S15). In step S15, for example, the object processing unit 118 transitions the first contact object from a display state to a non-display state on the touch screen 1007 of the user terminal 100.

[0123] The control unit 110 executes each of the above processes in the game part. The first acquisition unit 115 acquires first contact position information in the game part. The output unit 116 outputs the first contact position information in the game part. The object processing unit 118 displays a first contact object in the game part. The object processing unit 118 erases the first contact object in the game part.

[0124] In step S12, the output unit 116 may change whether or not to output the first contact position information depending on the acquisition interval of the first contact position by the first acquisition unit 115. When the first acquisition unit 115 acquires a later first contact position after the first set time has elapsed since the acquisition of the earlier first contact position, the output unit 116 outputs the first contact position information based on the later first contact position. When the first acquisition unit 115 acquires a later first contact position before the first set time has elapsed since the acquisition of the earlier first contact position, the output unit 116 does not output the first contact position information based on the later first contact position. For example, the first set time is 0.3 seconds, but is not limited to this. The first set time can be set appropriately. The first set time is a predetermined time regarding the output of the first contact position information.

[0125] In step S12, the output unit 116 may change whether or not to output the first contact position information depending on whether the acquisition of the first contact position by the first acquisition unit 115 is equal to or less than the upper limit of the number of acquisitions within a predetermined time. If the acquisition of the first contact position by the first acquisition unit 115 is equal to or less than the upper limit of the number of acquisitions within a predetermined time going back from the acquisition timing of this first contact position, the output unit 116 outputs the first contact position information based on the first contact position. If the acquisition of the first contact position by the first acquisition unit 115 is equal to or more than the upper limit of the number of acquisitions within a predetermined time going back from the acquisition timing of this first contact position, the output unit 116 does not output the first contact position information based on the first contact position. The upper limit can be set appropriately. The upper limit is a value per unit time, such as how many times per second.

[0126] FIG. 9 is a flowchart showing an example of the operation of acquiring the first contact position information shown in step S11 of FIG.

[0127] The first acquisition unit 115 acquires a first contact position (step S111). In step S111, for example, the first acquisition unit 115 acquires coordinate information on a contact point by a user's operation from the operation acceptance unit 111 based on the user's operation. The first acquisition unit 115 acquires the first contact position corresponding to the coordinates indicated by the coordinate information based on the correspondence relationship between the position and the coordinates.

[0128] The first acquisition unit 115 acquires a first vertical direction converted touch position (step S112). In step S112, for example, the first acquisition unit 115 acquires a position obtained by dividing the first vertical direction contact position included in the first contact position by the first vertical direction converted value as the first vertical direction converted touch position.

[0129] The first acquisition unit 115 acquires a first horizontally converted touch position (step S113). In step S113, for example, the first acquisition unit 115 acquires a position obtained by dividing the first horizontally converted touch position included in the first touch position by the first horizontally converted value as the first horizontally converted touch position.

[0130] The first acquisition unit 115 acquires first contact position information (step S114). In step S114, for example, the first acquisition unit 115 acquires first contact position information including information indicating the first converted contact position based on the first vertical converted contact position and the first horizontal converted contact position.

[0131] FIG. 10 is a flowchart showing an example of an information processing operation performed by the user terminal 100 regarding the second contact position information.

[0132] The second acquisition unit 117 acquires second contact position information (step S21). In step S21, for example, the second acquisition unit 117 acquires second contact position information based on an operation of another user from another user terminal 100 of any other user via the communication interface 1005.

[0133] The second contact position is a position defined by the second UI object display area corresponding to the coordinates of the touch screen 1007 of the contact point by the operation of the other user. The second contact position is the position of a single point, similar to the first contact position. The second UI object display area is a UI object display area included in the touch screen 1007 of the other user terminal 100.

[0134] The second contact position is a position based on the second reference position. The second reference position is a reference position on the touch screen 1007 of the other user terminal 100. The reference position on the touch screen 1007 of the other user terminal 100 corresponds to a reference position in the second UI object display area. The second contact position includes a second vertical contact position and a second horizontal contact position. The second vertical contact position is a vertical contact position based on the second reference position. The second horizontal contact position is a horizontal contact position based on the second reference position.

[0135] The second contact position information includes information indicating a second converted contact position. The second converted contact position is a position in the reference area corresponding to the second contact position. The second converted contact position is a position obtained by dividing the second contact position by a second conversion value. The second converted contact position includes a second vertical converted contact position and a second horizontal converted contact position. The second conversion value is a conversion value of a second UI object display area. The second conversion value includes a second vertical converted value and a second horizontal converted value. The second vertical converted contact position is a position obtained by dividing the second vertical converted contact position by the second vertical converted value. The second horizontal converted contact position is a position obtained by dividing the second horizontal converted contact position by the second horizontal converted value.

[0136] The aspect ratio and the second conversion value of the second UI object display area differ depending on the shape of the touch screen 1007 of the other user terminal 100. Therefore, the aspect ratio and the second conversion value of the second UI object display area may be the same as or different from the other user terminals 100 of the multiple other users who form the group. The aspect ratio and the second conversion value of the second UI object display area may be the same as or different from the aspect ratio and the first conversion value of the first UI object display area.

[0137] In response to the acquisition of the second contact position information by the second acquisition unit 117, the object processing unit 118 displays a second contact object on the touch screen 1007 of the user terminal 100 based on the second contact position information (step S22). In step S22, for example, the object processing unit 118 acquires a second display position based on information indicating a second converted contact position included in the second contact position information. The second display position is a position at which the second contact object is displayed. The second display position is a position on the touch screen 1007 of the user terminal 100, and the second display position is a position based on a first reference position corresponding to the second reference position. The second display position is a position corresponding to the second converted contact position. The second display position being a position corresponding to the second converted contact position includes that the positional relationship of the second display position with respect to the plurality of UI objects in the first UI object display area is the same or approximately the same as the positional relationship of the second converted contact position with respect to the plurality of UI objects in the reference area. The second display position is a position corresponding to the second contact position. The second display position being a position corresponding to the second contact position includes a positional relationship of the second display position with respect to the plurality of UI objects in the first UI object display area being the same or substantially the same as a positional relationship of the second contact position with respect to the plurality of UI objects in the reference area. The second display position includes a second vertical display position and a second horizontal display position.

[0138] The object processing unit 118 identifies the coordinates of the touch screen 1007 corresponding to the second display position based on the correspondence between the position and the coordinates. The object processing unit 118 displays the second contact object so as to include the coordinates of the touch screen 1007 corresponding to the second display position. The object processing unit 118 displays the second contact object in a display manner indicated by the object information 1222. The object processing unit 118 displays the second contact object in a manner in which other users of other user terminals 100 can be identified.

[0139] The object processing unit 118 determines whether the elapsed time since the second contacting object was displayed has reached the contacting object display time (step S23). If the object processing unit 118 determines that the elapsed time has not reached the contacting object display time (step S23, NO), the object processing unit 118 repeats the process of step S23. If the object processing unit 118 determines that the elapsed time has reached the contacting object display time (step S23, YES), the process transitions from step S23 to step S24.

[0140] The object processing unit 118 erases the second contact object based on the display of the contact object display time of the second contact object (step S24). In step S24, for example, the object processing unit 118 transitions the second contact object from a display state to a non-display state on the touch screen 1007 of the user terminal 100.

[0141] The control unit 110 executes the above processes in the game part. The second acquisition unit 117 acquires second contact position information in the game part. The object processing unit 118 displays a second contact object in the game part. The object processing unit 118 erases the second contact object in the game part.

[0142] In step S22, the object processing unit 118 may change whether or not to display the second contact object depending on whether the acquisition of the second contact position information by the second acquisition unit 117 is equal to or less than the upper limit of the number of acquisitions within a predetermined time. If the acquisition of the second contact position information by the second acquisition unit 117 is equal to or less than the upper limit of the number of acquisitions within a predetermined time going back from the acquisition timing of this second contact position information, the object processing unit 118 displays the second contact object. If the acquisition of the second contact position information by the second acquisition unit 117 is equal to or more than the upper limit of the number of acquisitions within a predetermined time going back from the acquisition timing of this second contact position information, the object processing unit 118 does not display the second contact object.

[0143] FIG. 11 is a flowchart showing an example of the display operation of the second contacting object shown in step S22 of FIG.

[0144] The object processing unit 118 acquires the second vertical direction converted contact position (step S221). In step S221, for example, the object processing unit 118 acquires the second vertical direction converted contact position based on information indicating the second converted contact position included in the second contact position information.

[0145] The object processing unit 118 acquires a second vertical display position based on the second vertical contact position and the first conversion value (step S222). In step S222, for example, the object processing unit 118 acquires a position obtained by multiplying the second vertical converted contact position by the first conversion value as the second vertical display position.

[0146] The object processing unit 118 acquires the second horizontal converted contact position (step S223). In step S223, for example, the object processing unit 118 acquires the second horizontal converted contact position based on information indicating the second converted contact position included in the second contact position information.

[0147] The object processing unit 118 acquires a second horizontal display position based on the second horizontal contact position and the first conversion value (step S224). In step S224, for example, the object processing unit 118 acquires a position obtained by multiplying the second horizontal converted contact position by the first conversion value as the second horizontal display position.

[0148] The object processing unit 118 displays the second contact object based on the second display position (step S225). In step S225, for example, the object processing unit 118 identifies the vertical coordinate of the touch screen 1007 that corresponds to the second vertical display position. The object processing unit 118 identifies the horizontal coordinate of the touch screen 1007 that corresponds to the second horizontal display position. The object processing unit 118 displays the second contact object based on the identified vertical coordinate and horizontal coordinate.

[0149] FIG. 12 is a diagram showing an example of a contact object displayed on the user terminal 100. As shown in FIG. A user with player number 1P is also called user 1P. Another user with player number 2P is also called other user 2P. Another user with player number 3P is also called other user 3P.

[0150] The object processing unit 118 displays the first contact object 51 at a first display position corresponding to the first contact position every time the first contact position is acquired. The first display position differs depending on the first contact position. The object processing unit 118 displays the first contact object 51 in a manner that allows the user 1P to be identified. The object processing unit 118 erases the first contact object 51 based on the display of the contact object display time of the first contact object 51. When the user touches the touch screen 1007 multiple times in a short period of time, the touch screen 1007 may display multiple first contact objects 51. For example, the object processing unit 118 may display another first contact object 51 based on a later contact before erasing the first contact object 51 based on the earlier contact.

[0151] The object processing unit 118 displays the second contact object 52 at a second display position corresponding to the second contact position every time second contact position information related to the other user 2P is acquired. The second contact object 52 is a contact object related to the other user 2P. The positional relationship of the second display position to the quiz candidate object 403 of "Question A" in the first UI object display area is the same or substantially the same as the positional relationship of the second contact position to the quiz candidate object 403 of "Question A" in the second UI object display area. When the second contact position is a position near the quiz candidate object 403 of "Question A" in the other user terminal 100, the second display position is a position near the quiz candidate object 403 of "Question A" in the user terminal 100. The second display position differs depending on the second contact position. The object processing unit 118 displays the second contact object 52 in a manner that allows the other user 2P to be identified. The object processing unit 118 erases the second contact object 52 based on the display of the contact object display time of the second contact object 52. When another user 2P touches the touch screen 1007 of the other user terminal 100 multiple times within a short period of time, the touch screen 1007 of the user terminal 100 may display multiple second contact objects 52. For example, the object processing unit 118 may display another second contact object 52 based on a later contact before erasing the second contact object 52 based on the earlier contact.

[0152] The object processing unit 118 displays the second contact object 53 at a second display position corresponding to the second contact position every time the second contact position information related to the other user 3P is acquired. The second contact object 53 is a contact object related to the other user 3P. The positional relationship of the second display position to the quiz candidate object 403 of "Question C" in the first UI object display area is the same or substantially the same as the positional relationship of the second contact position to the quiz candidate object 403 of "Question C" in the second UI object display area. When the second contact position is a position near the quiz candidate object 403 of "Question C" in the other user terminal 100, the second display position is a position near the quiz candidate object 403 of "Question C" in the user terminal 100. The second display position differs depending on the second contact position. The object processing unit 118 displays the second contact object 53 in a manner that allows the other user 3P to be identified. The object processing unit 118 erases the second contact object 53 based on the display of the contact object display time of the second contact object 53. When another user 3P touches the touch screen 1007 of the other user terminal 100 multiple times within a short period of time, the touch screen 1007 of the user terminal 100 may display multiple second contact objects 53. For example, the object processing unit 118 may display another second contact object 53 based on a later contact before erasing the second contact object 53 based on the earlier contact.

[0153] FIG. 13 is a flowchart showing an example of information processing operation by the user terminal 100 regarding the first image object selection information.

[0154] The image object processing unit 119 displays an image object list on the touch screen 1007 of the user terminal 100 based on a user operation (step S31). In step S31, for example, the image object processing unit 119 displays the image object list on the touch screen 1007 of the user terminal 100 based on the image object information 1223 in response to a selection of a list object 406 based on a user operation.

[0155] The first acquisition unit 115 acquires first image object selection information based on a user's operation (step S32). In step S32, for example, the first acquisition unit 115 acquires an image object ID of the first image object in response to a selection of the first image object from the image object list based on a user's operation. In response to the acquisition of the image object ID, the first acquisition unit 115 acquires the first image object selection information including the image object ID.

[0156] The output unit 116 outputs the first image object selection information in response to the acquisition of the first image object selection information by the first acquisition unit 115 (step S33). In step S33, for example, the output unit 116 outputs the first image object selection information to the other user terminals 100 of all the other users constituting the group via the communication interface 1005.

[0157] In response to the acquisition of the first image object selection information by the first acquisition unit 115, the image object processing unit 119 displays a first image object on the touch screen 1007 of the user terminal 100 based on the first image object selection information (step S34). In step S34, for example, the image object processing unit 119 acquires a first image object associated with an image object ID included in the first image object selection information from the image object information 1223. The image object processing unit 119 randomly selects a first image object display position from a plurality of positions set in advance. The image object processing unit 119 specifies the coordinates of the touch screen 1007 corresponding to the first image object display position based on the correspondence between the position and the coordinates. The image object processing unit 119 displays the first image object so as to include the coordinates of the touch screen 1007 corresponding to the first image object display position. The image object processing unit 119 may display the first image object in a manner that allows the user of the user terminal 100 to be identified. The image object processing unit 119 may display the first image object in a display manner that allows the user to be identified based on one or a combination of two or more of color, shape, size, etc. The image object processing unit 119 may display the first image object together with the user's player number or user name.

[0158] The image object processing unit 119 judges whether the elapsed time after the display of the first image object has reached the image object display time (step S35). If the image object processing unit 119 judges that the elapsed time has not reached the image object display time (step S35, NO), it repeats the process of step S35. If the image object processing unit 119 judges that the elapsed time has reached the image object display time (step S35, YES), the process transitions from step S35 to step S36.

[0159] The image object processing unit 119 erases the first image object based on the display of the image object display time of the first image object (step S36). In step S36, for example, the image object processing unit 119 transitions the first image object from a display state to a non-display state on the touch screen 1007 of the user terminal 100.

[0160] The control unit 110 executes each of the above processes in the game part. The image object processing unit 119 displays an image object list in the game part. The first acquisition unit 115 acquires first image object selection information in the game part. The output unit 116 outputs the first image object selection information in the game part. The image object processing unit 119 displays the first image object in the game part. The image object processing unit 119 erases the first image object in the game part.

[0161] In step S33, the output unit 116 may change whether or not to output the first image object selection information depending on the acquisition interval of the first image object selection information by the first acquisition unit 115. When the first acquisition unit 115 acquires the first image object selection information based on the later selection after the second set time has elapsed since the acquisition of the first image object selection information based on the earlier selection, the output unit 116 outputs the first image object selection information based on the later selection. When the first acquisition unit 115 acquires the first image object selection information based on the later selection before the second set time has elapsed since the acquisition of the first image object selection information based on the earlier selection, the output unit 116 does not output the first image object selection information based on the later selection. The second set time can be set as appropriate. The second set time is a predetermined time regarding the output of the first image object selection information.

[0162] In step S32, the first image object selection information acquired by the first acquisition unit 115 may include information indicating a first converted contact position based on the first contact position in addition to the image object ID. The first acquisition unit 115 may acquire a contact position not involving selection of the first image object as the first contact position based on a contact not involving selection of the first image object within a predetermined time after a contact involving selection of the first image object from the image object list. In this example, in step S34, the image object processing unit 119 may display the first image object on the touch screen 1007 of the user terminal 100 based on the first contact position by the same process as in step S13. By including information indicating the first converted contact position in the first image object selection information, the user terminal 100 can display the first image object in another user terminal 100 at a position corresponding to the first contact position desired by the user.

[0163] FIG. 14 is a diagram showing an example of an image object list displayed on the user terminal 100. As shown in FIG.

[0164] In response to the selection of the list object 406, the image object processing unit 119 displays an image object list 4061 on the touch screen 1007 of the user terminal 100. The image object list 4061 includes objects of each selectable image object.

[0165] FIG. 15 is a flowchart showing an example of an information processing operation by the user terminal 100 regarding the second image object selection information.

[0166] The second acquisition unit 117 acquires second image object selection information (step S41). In step S41, for example, the second acquisition unit 117 acquires the second image object selection information from another user terminal 100 of any other user via the communication interface 1005.

[0167] In response to the acquisition of the second image object selection information by the second acquisition unit 117, the image object processing unit 119 displays the second image object on the touch screen 1007 of the user terminal 100 based on the second image object selection information (step S42). In step S42, for example, the image object processing unit 119 acquires the second image object associated with the image object ID included in the second image object selection information from the image object information 1223. The image object processing unit 119 randomly selects the second image object display position from a plurality of positions set in advance. The image object processing unit 119 specifies the coordinates of the touch screen 1007 corresponding to the second image object display position based on the correspondence between the position and the coordinates. The image object processing unit 119 displays the second image object so as to include the coordinates of the touch screen 1007 corresponding to the second image object display position. The image object processing unit 119 may display the first image object in a manner that allows other users of other user terminals 100 to be identified. The image object processing unit 119 may display the second image object in a display manner that allows other users to be identified based on one or a combination of two or more of color, shape, size, etc. The image object processing unit 119 may display the second image object together with the player number or user name of the other user.

[0168] The image object processing unit 119 judges whether or not the elapsed time after the display of the second image object has reached the image object display time (step S43). If the image object processing unit 119 judges that the elapsed time has not reached the image object display time (step S43, NO), it repeats the process of step S43. If the image object processing unit 119 judges that the elapsed time has reached the image object display time (step S43, YES), the process transitions from step S43 to step S44.

[0169] The image object processing unit 119 erases the second image object based on the display of the image object display time of the second image object (step S44). In step S44, for example, the image object processing unit 119 transitions the second image object from a display state to a non-display state on the touch screen 1007 of the user terminal 100.

[0170] The control unit 110 executes the above processes in the game part. The second acquisition unit 117 acquires second image object selection information in the game part. The image object processing unit 119 displays the second image object in the game part. The image object processing unit 119 erases the second image object in the game part.

[0171] In step S41, the second image object selection information acquired by the second acquisition unit 117 may include, in addition to the image object ID, information indicating a second converted contact position based on the second contact position. The second contact position may be a contact position based on a contact that does not involve selection of a second image object within a predetermined time after a contact that involves selection of a second image object from the image object list. In this example, in step S42, the image object processing unit 119 may display a second image object on the touch screen 1007 of the user terminal 100 based on the second converted contact position by a process similar to that of step S22. By including information indicating the second converted contact position in the second image object selection information, the user terminal 100 can display the second image object on the user terminal 100 at a position corresponding to the second contact position desired by another user.

[0172] FIG. 16 is a diagram showing an example of an image object displayed on the user terminal 100. As shown in FIG.

[0173] The touch screen 1007 displays the second touch object 53, the first image object 61 and the second image object 62. The touch screen 1007 may display both touch objects and image objects.

[0174] The image object processing unit 119 displays the first image object 61 every time the first image object selection information is acquired. The image object processing unit 119 may display the first image object 61 in a manner that allows the user 1P to be identified. The image object processing unit 119 erases the first image object 61 based on the display of the image object display time of the first image object 61. When the user selects multiple image objects in a short period of time, the touch screen 1007 may display multiple first image objects 61. For example, the image object processing unit 119 may display another first image object 61 based on a later selection before erasing the first image object 61 based on a previous selection.

[0175] The image object processing unit 119 displays the second image object 62 every time second image object selection information related to the other user 2P is acquired. The image object processing unit 119 may display the second image object 62 in a manner that allows the other user 2P to be identified. The image object processing unit 119 erases the second image object 62 based on the display of the image object display time of the second image object 62. When the other user selects multiple image objects in a short period of time, the touch screen 1007 may display multiple second image objects 62. For example, the image object processing unit 119 may display another second image object 62 based on a later selection before erasing the second image object 62 based on the earlier selection. The image object processing unit 119 can display the second image object related to the other user 3P by the same process as the second image object 62.

[0176] (4) Effects As described above in detail, the game program can cause a computer to execute the following: acquiring second contact position information; and displaying a contact object on the screen of the electronic device based on the second contact position information. In this way, the game program can visualize, in the user's electronic device, contacts of other users in other electronic devices by means of contact objects. The game program can visualize contacts for each contact, whether before or after the other user selects a selectable UI object such as a button. By visualizing contacts, the game program enables communication between users during a game by a simple operation such as touching the screen. In this way, the game program can further enhance the realism of the game.

[0177] The game program can cause the computer to execute displaying a contact object at a second display position corresponding to the second contact position. In this way, the game program can visualize the contact of the other user at a display position corresponding to the contact position on the other electronic device in the electronic device of the user. The game program enables communication between users during a game in a manner in which it is easy to convey their intentions to each other by visualizing the contact at the display position corresponding to the contact position. For example, assume a scene in which each user selects a quiz candidate from a plurality of quiz candidates. The other user touches the vicinity of a UI object of a quiz candidate that the user wants the user to select in the other electronic device, and the electronic device of the user displays a contact object near the UI object of the quiz candidate. The other user can convey his / her intention of wanting the user to select the quiz candidate simply by touching the vicinity of the UI object of the quiz candidate. In this way, the game program can further enhance the realism of the game.

[0178] The second contact position is a position based on the second reference position. The second display position is a position based on the first reference position corresponding to the second reference position. In this way, the game program can associate the contact position on the other electronic devices with a display position according to the aspect ratio of the electronic device by using a common reference position regardless of the aspect ratio of each electronic device. Therefore, the game program can display the contact object at a position that displays the same image as the image displayed at the position contacted by the other user.

[0179] The second contact position information includes information indicating a second converted contact position. The game program can cause the computer to execute displaying the contact object at a second display position corresponding to the second converted contact position. In this way, the game program can associate the contact position in another electronic device with a display position according to the aspect ratio of the electronic device by using information indicating a position converted into a common reference area regardless of the aspect ratio of each electronic device. The game program can realize visualization of contact without requiring communication of a large amount of information between the electronic devices.

[0180] The game program can cause the computer to execute displaying the contact object in a manner that allows other users to be identified. As a result, even when multiple other users are participating in the game, the game program can display the contact object in a manner that allows each of the other users to be identified. Therefore, the game program can further enhance the realism of the game.

[0181] The game program can cause the computer to erase the contacting object based on the display of the contacting object display time of the contacting object. This makes it possible for the game program to prevent a large number of contacting objects from being displayed on the electronic device. Therefore, the game program can realize the display of the contacting object without reducing the visibility of the game image for the user.

[0182] The game program can cause the computer to execute displaying contact objects in the game part. This allows the game program to realize display of contact objects in the game part requiring communication between users. Therefore, the game program can further enhance the realism of the game in the game part.

[0183] The game program causes the computer to execute the following: acquiring second image object selection information; and displaying the second image object on the screen of the electronic device based on the second image object selection information. In this way, the game program can realize displaying the second image object selected by another user on the electronic device. Therefore, the game program enables communication between users during the game via the image object.

[0184] The game program can cause the computer to change whether or not to display the second contact object depending on whether the acquisition of the second contact position information is equal to or less than the upper limit of the number of acquisitions within a predetermined time. This allows the game program to limit the display of the second contact object. Therefore, the game program can prevent different second contact objects from being displayed consecutively in a short period of time.

[0185] The game program can cause a computer to execute the following: acquiring first contact position information; and outputting the first contact position information in response to the acquisition of the first contact position information. In this way, the game program can output information for visualizing the contact on the user's electronic device by a contact object in another electronic device. Therefore, the game program can further enhance the realism of the game.

[0186] The first contact position is a position based on the first reference position. The first contact position information includes information indicating a first converted contact position. In this way, the game program can realize the correspondence between the contact position on the electronic device and the display position according to the aspect ratio of the other electronic device by using information indicating a position converted into a common reference area regardless of the aspect ratio of each electronic device. The game program can realize the visualization of the contact without the need for communication of a large amount of information between the electronic devices.

[0187] The game program can cause the computer to change whether or not to output the first contact position information depending on the acquisition interval of the first contact position. This allows the game program to limit the output of the first contact position information. Therefore, the game program can prevent different contact objects from being displayed consecutively in a short period of time on another electronic device.

[0188] The game program can cause the computer to change whether or not to output the first contact position information depending on whether the number of times the first contact position is acquired within a predetermined time is equal to or less than the upper limit value. This allows the game program to limit the output of the first contact position information. Therefore, the game program can prevent different contact objects from being displayed consecutively in a short period of time on another electronic device.

[0189] The game program can cause the computer to execute outputting the first image object selection information. In this way, the game program can realize that the first image object is displayed on the other electronic device. Therefore, the game program enables communication between users during the game via the image object.

[0190] The game program can change whether or not the first image object selection information is to be output in accordance with the acquisition interval of the first image object selection information. This allows the game program to limit the output of the first image object selection information. Therefore, the game program can prevent different first image objects from being displayed consecutively in a short period of time on another electronic device.

[0191] It should be noted that the present invention is not limited to the above-described embodiment.

[0192] Although an example in which the control unit 110 executes each of the above processes in a game part has been described, the present invention is not limited to this. The control unit 110 may execute each of the above processes in a part other than the game part, such as a composition part.

[0193] In the case where the user's operation is a swipe operation or a flick operation, the first contact position is a position corresponding to the coordinates of the touch screen 1007 for the contact point related to the start of the user's operation, but is not limited thereto. The first contact position may include each contact position of the trajectory corresponding to each coordinate from the coordinate corresponding to the start of the user's operation to the coordinate corresponding to the end of the user's operation. In this example, the first converted contact position may include each converted contact position of the trajectory corresponding to each contact position of the trajectory included in the first contact position. The first display position may include each display position of the trajectory corresponding to each contact position of the trajectory included in the first contact position. The first contact object may be an object having a shape according to the trajectory. Similarly, the second contact position may include each contact position of the trajectory corresponding to each coordinate from the coordinate corresponding to the start of the user's operation to the coordinate corresponding to the end of the user's operation. In this example, the second converted contact position may include each converted contact position of the trajectory corresponding to each contact position of the trajectory included in the second contact position. The second display position may include each display position of a trajectory corresponding to each converted contact position of the trajectory included in the second converted contact position. The second display position may include each display position of a trajectory corresponding to each contact position of the trajectory included in the second converted contact position. The second contact object may be an object having a shape according to the trajectory.

[0194] Although an example has been described in which the short side of touch screen 1007 is horizontal and the long side is vertical, this is not limiting. Touch screen 1007 may have a long side horizontal and a short side vertical. The UI object display area may be a horizontally long rectangular area. The conversion value may be a value greater than 1 depending on the reference aspect ratio of the reference area.

[0195] The configurations of the server 200 and the user terminal 100 may be replaced with other configurations capable of implementing the game program according to the embodiment. The configurations of the server 200 and the user terminal 100 may be omitted, distributed among a plurality of devices, and replaced with similar configurations. Each functional unit of the server 200 and the user terminal 100 may be implemented by using a circuit. The circuit may be a dedicated circuit that implements a specific function, or may be a general-purpose circuit such as a processor.

[0196] Furthermore, the flow of the process described using the flowchart is not limited to the procedure described, and the order of some steps may be changed, or some steps may be performed simultaneously in parallel. Also, the series of processes described above do not need to be performed consecutively in time, and each step may be performed at any timing.

[0197] At least a part of the processing of each of the above embodiments can be realized by using, for example, a processor mounted on a general-purpose computer as basic hardware. The program for realizing the above processing may be provided by being stored in a computer-readable recording medium. The program is stored in the recording medium as a file in an installable format or an executable format. The recording medium may be a magnetic disk, an optical disk (CD-ROM, CD-R, DVD, etc.), a magneto-optical disk (MO, etc.), a semiconductor memory, etc. The recording medium may be any one that can store the program and is readable by a computer. In addition, the program for realizing the above processing may be stored on a computer (server) connected to a network such as the Internet, and downloaded to a computer (client) via the network.

[0198] It should be noted that this invention is not limited to the above-mentioned embodiment, and various modifications can be made in the implementation stage without departing from the gist of the invention. The embodiments may be implemented in appropriate combination, and in that case, the combined effect can be obtained. Furthermore, the above-mentioned embodiment includes various inventions, and various inventions can be extracted by combinations selected from the multiple constituent elements disclosed. For example, if the problem can be solved and the effect can be obtained even if some constituent elements are deleted from all the constituent elements shown in the embodiment, the configuration from which the constituent elements are deleted can be extracted as an invention. [Explanation of symbols]

[0199] 1...game system, 30...image, 31...image, 32...image, 40...UI object display area, 41...UI object display area, 42...UI object display area, 51...first contact object, 52...second contact object, 53...second contact object, 61...first image object, 62...second image object, 100...user terminal, 110...control unit, 111...operation reception unit, 112...game progression unit, 113...virtual camera control unit, 114...display control unit, 115...first acquisition unit, 116...output unit, 117...second acquisition unit, 118... Object processing unit, 119...image object processing unit, 120...storage unit, 121...game program storage unit, 122...game information storage unit, 200...server, 211...reception control unit, 212...transmission control unit, 213...game progression unit, 220...storage unit, 221...game program storage unit, 222...game information storage unit, 223...user information database, 301...background image, 311...background image, 321...background image, 401...deck object, 402...player character HP object, 403...quiz candidate object, 404...enemy character object , 405 ... enemy character HP object, 406 ... list object, 411 ... deck object, 412 ... player character HP object, 413 ... quiz candidate object, 414 ... enemy character object, 415 ... enemy character HP object, 416 ... list object, 421 ... deck object, 422 ... player character HP object, 423 ... quiz candidate object, 424 ... enemy character object, 425 ... enemy character HP object, 426 ... list object, 1001 ...Processor, 1002...Memory, 1003...Storage, 1004...Sensor, 1005...Communication interface, 1006...Input / output interface, 1007...Touch screen, 1008...Bus, 1071...Input section, 1072...Display section, 1221...Player information, 1222...Object information, 1223...Image object information, 1224...Display time information, 2001...Processor, 2002...Memory, 2003...Storage, 2004...Communication interface, 2005...Input / output interface, 2006...Bus, 4061...Image object list.

Claims

1. A game program executed by a computer of an electronic device, The computer, A means for acquiring information regarding a touch position on a screen of another electronic device different from the electronic device; means for displaying an object on a screen of the other electronic device based on information regarding a contact position on the screen of the other electronic device; A game program for causing a game player to function as a the information regarding the contact position on the screen of the other electronic device includes information indicating a position in a reference area obtained by converting the contact position on the screen of the other electronic device based on a conversion value; the displaying means includes means for displaying the object at a position on a screen of the electronic device corresponding to the position in the reference area; the reference area is a common reference area regardless of the aspect ratio of the electronic device and the other electronic device; Game program.

2. 2 . The computer-readable storage medium according to claim 1 , wherein the displaying means includes means for displaying the object at a position on the screen of the other electronic device that corresponds to the contact position on the screen of the other electronic device.

3. the touch position on the screen of the other electronic device is a position based on a reference position on the screen of the other electronic device, the position on the screen of the other electronic device is a position based on a reference position on the screen of the other electronic device corresponding to a reference position on the screen of the other electronic device; 3. The game program according to claim 1 or 2.

4. The computer-readable storage medium according to claim 1 , wherein the displaying means includes means for displaying the object in a manner that enables a user of the other electronic device to be identified.

5. The game program according to claim 1 , further comprising: a step of causing the computer to function as a means for erasing the object based on a predetermined period of time during which the object has been displayed.

6. The game program according to claim 1 , wherein the displaying means includes a means for displaying the object in a game part.

7. The computer, means for acquiring information regarding an image object selected on said other electronic device; means for displaying an image object on a screen of the electronic device based on information about the image object; The game program according to claim 1 , further comprising:

8. The computer, means for acquiring information regarding a touch position on a screen of the electronic device; a means for outputting information regarding a touch position on a screen of the electronic device in response to acquisition of information regarding a touch position on a screen of the electronic device; Further functioning as The game program according to any one of claims 1 to 7.

9. The computer-readable storage medium according to claim 8 , wherein the contact position on the screen of the electronic device is a position based on a reference position on the screen of the electronic device.

10. 10. The game program according to claim 8, wherein the information relating to the contact position on the screen of the electronic device includes information indicating a position in a reference area corresponding to the contact position on the screen of the electronic device.

11. the output means determines whether or not to output information relating to the contact position on the screen of the electronic device depending on an interval at which the contact position on the screen of the electronic device is acquired. The game program according to any one of claims 8 to 10.

Citation Information

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