program

The program enhances virtual space immersion by strategically displaying notification information within the virtual space experience, ensuring it does not disrupt the user's engagement.

JP7672474B2Active Publication Date: 2025-05-07COLOPL
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Patent Information

Application Number
JP2023210034
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-13
Publication Date
2025-05-07
Estimated Expiration
2038-05-28

AI Technical Summary

Technical Problem

Existing virtual space experiences lack immersion due to the presence of notification information that disrupts the user's engagement.

Method used

A program that dynamically controls the display of virtual space images, ensuring that notification information is only displayed in areas of the screen that do not interfere with the user's field of view, thereby maintaining immersion.

Benefits of technology

Enhances the sense of immersion in virtual spaces by seamlessly integrating notification information without disrupting the user's experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program capable of improving a sense of immersion into a virtual space.SOLUTION: Informative information is information displayed on a touch screen 15 in a state where no game programs are under execution, such as current time and the remaining amount of a battery, and an informative image is an image for reporting information identical to the informative information. A game image regarding a game is displayed on the touch screen 15 along with the informative image regarding a user terminal 100. Depending on the direction of view, it is possible to display, as the game image, an image that does not include the image for reporting information identical to the informative information.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a program. [Background technology]

[0002] An example of an information processing terminal that displays notification information such as the current time during a game is disclosed in Non-Patent Document 1. According to Non-Patent Document 1, the game screen of a sandbox game is displayed in the center of the display, and a task bar showing the current time is displayed at the bottom of the display. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] “Summary of Minecraft Windows 10 Edition Features”, [online], [searched April 12, 2018], Internet<http: / / keigotohu.hatenablog.com / entry / 2016 / 02 / 08 / 174525> Summary of the Invention [Problem to be solved by the invention]

[0004] The present invention has been devised in view of problems occurring in the background art, and an object of the present invention is to provide a program that can enhance the sense of immersion in a virtual space. [Means for solving the problem]

[0005] According to an aspect of an embodiment of the present disclosure, there is provided a program, which causes a computer to function as a display control means for displaying an alert image in a first region of a display unit, displaying an image from a viewing direction corresponding to an input operation in a second region of the display unit among virtual space images including an image capable of identifying the same information as the alert information notified by the alert image, and displaying an image not including an image capable of identifying the same information as the alert information notified by the alert image in the second region of the display unit depending on the viewing direction. Effect of the Invention

[0006] According to the present invention, it is possible to enhance the sense of immersion in a virtual space. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a diagram showing the hardware configuration of the game system according to the present embodiment. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of a user terminal and a server according to the embodiment. [Diagram 3] 10 is a flowchart showing a part of the operation of a processor provided in the user terminal. [Figure 4] 10 is a flowchart showing another part of the operation of the processor provided in the user terminal. [Diagram 5] 10 is a flowchart showing another part of the operation of the processor provided in the user terminal. [Figure 6] 10 is a flowchart showing still another part of the operation of the processor provided in the user terminal. [Figure 7] (A) is an illustrative diagram showing an example of a game screen, (B) is an illustrative diagram showing another example of the game screen, (C) is an illustrative diagram showing another example of the game screen, and (D) is an illustrative diagram showing yet another example of the game screen. [Figure 8] FIG. 13(A) is an illustrative view showing one example of a game screen, and FIG. 13(B) is an illustrative view showing another example of the game screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] The game system according to the present disclosure is a system for providing a game to multiple users. The game system will be described below with reference to the drawings. Note that the present invention is not limited to these examples, but is indicated by the claims, and it is intended that all modifications within the meaning and scope equivalent to the claims are included in the present invention. In the following description, the same elements in the description of the drawings are given the same reference numerals, and redundant descriptions will not be repeated.

[0009] <Hardware configuration of game system 1> 1 is a diagram showing a hardware configuration of a game system 1. As shown in the figure, the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is connected to the server 200 via a network 2. The network 2 is composed of the Internet and various mobile communication systems constructed by wireless base stations (not shown). Examples of such mobile communication systems include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet via a predetermined access point.

[0010] The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These components of the server 200 are electrically connected to each other by a communication bus.

[0011] The user terminal 100 (computer, information processing terminal) may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. The user terminal 100 may be a gaming device suitable for playing games. As shown in the figure, the user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, a touch screen 15 (display unit), a camera 17, and a distance measurement sensor 18. These components of the user terminal 100 are electrically connected to each other by a communication bus. Note that the user terminal 100 may include an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected instead of or in addition to the touch screen 15.

[0012] 1, the user terminal 100 may be configured to be able to communicate with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 in accordance with a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons, etc., and transmits output values ​​based on user input operations on the buttons, etc., to the user terminal 100. The controller 1020 may also have various sensors, such as an acceleration sensor and an angular velocity sensor, and transmits output values ​​of the various sensors to the user terminal 100.

[0013] Instead of or in addition to the user terminal 100 being equipped with the camera 17 and the distance measurement sensor 18, the controller 1020 may have the camera 17 and the distance measurement sensor 18.

[0014] For example, at the start of a game, the user terminal 100 desirably causes the user using the controller 1020 to input user identification information, such as the user's name or login ID, via the controller 1020. This enables the user terminal 100 to link the controller 1020 with the user, and to identify which user the output value belongs to based on the source (controller 1020) of the received output value.

[0015] When the user terminal 100 communicates with multiple controllers 1020, each user holds a controller 1020, and the single user terminal 100 can realize a multiplay without communicating with other devices such as the server 200 via the network 2. Also, the user terminals 100 can realize a multiplay locally by connecting to each other via a wireless standard such as a wireless LAN (Local Area Network) standard (connecting to communicate without going through the server 200). When the above-mentioned multiplay is realized locally by a single user terminal 100, the user terminal 100 may further include at least a part of various functions of the server 200, which will be described later. Also, when the above-mentioned multiplay is realized locally by multiple user terminals 100, the multiple user terminals 100 may include various functions of the server 200, which will be described later, in a distributed manner.

[0016] Note that even when the above-mentioned multiplay is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as a score or win / loss in a certain game may be associated with user identification information and transmitted to the server 200. Also, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a connection part for the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are connected by a wire via the connection part, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.

[0017] 1, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF 14. This allows the user terminal 100 to read programs and data recorded in the storage medium 1030. The program recorded in the storage medium 1030 is, for example, a game program.

[0018] The user terminal 100 may store in the memory 11 of the user terminal 100 a game program acquired by communicating with an external device such as the server 200, or may store in the memory 11 a game program acquired by reading it from the storage medium 1030.

[0019] As described above, the user terminal 100 includes the communication IF 13, the input / output IF 14, the touch screen 15, the camera 17, and the distance measurement sensor 18 as examples of mechanisms for inputting information to the user terminal 100. Each of the above-mentioned units as input mechanisms can be considered as an operation unit configured to receive an input operation by the user.

[0020] For example, when the operation unit is composed of at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and identifies an input operation from the detection result of the object. As an example, a user's hand, a marker of a predetermined shape, or the like is detected as the object 1010, and the input operation is identified based on the color, shape, movement, or type of the object 1010 obtained as the detection result. More specifically, when the user's hand is detected from an image captured by the camera 17, the user terminal 100 identifies a gesture (a series of movements of the user's hand) detected based on the captured image as the user's input operation and accepts it. Note that the captured image may be a still image or a video.

[0021] Alternatively, when the operation unit is configured with the touch screen 15, the user terminal 100 identifies and accepts a user operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, when the operation unit is configured with the communication IF 13, the user terminal 100 identifies and accepts a signal (e.g., an output value) transmitted from the controller 1020 as the user's input operation. Alternatively, when the operation unit is configured with the input / output IF 14, the user terminal 100 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF 14 and different from the controller 1020 as the user's input operation.

[0022] <Game Overview> The game system 1 is a system for executing a game in which a user is given a reward according to the progress of the game. The game executed in this embodiment is, for example, a 3D shooting action game in which a user, set as a newly appointed captain, talks with girls living in a huge space fleet in the future across time and space, and repels enemy characters by making the girls use shooting, close-combat, skills, etc. In addition, the time axis of the virtual space represented by the game image and the time axis of the real space in which the user exists match each other except for the date. Therefore, the time in the virtual space indicates the same time as the current time in the real space. In this embodiment, the current time is displayed on the game image. This creates a correlation in terms of time between the virtual space and the real space, improving the user's immersion in the game.

[0023] The games executed by the game system 1 are not limited to a specific genre, and may be a system for executing games of various genres. For example, the games may be games based on sports such as tennis, table tennis, dodgeball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, adventure games, simulation games, and training games.

[0024] The game system 1 may also be a system for executing a single-play type game. A single-play type game is a game that is executed on a single user terminal 100. In this case, the exchange of information required to execute the single-play type game on the user terminal 100 is performed between the user terminal 100 and the server 200.

[0025] The game system 1 may also be a system for executing a multiplayer game. A multiplayer game is a game in which users of multiple user terminals 100 can participate in one game and play against each other or cooperate with each other. In this case, at least a part of the data related to the game is shared via the server 200 between the user terminal 100 operated by the user and one or more other user terminals 100 operated by one or more other users.

[0026] The game system 1 is not limited to being a single-play type or a multi-play type, and may be a system for executing games of various play formats.

[0027] <Hardware components of each device> The processor 10 controls the overall operation of the user terminal 100. The processor 20 controls the overall operation of the server 200. The processors 10 and 20 each include a central processing unit (CPU), a micro processing unit (MPU), and a graphics processing unit (GPU).

[0028] The processor 10 reads a program from a storage 12, which will be described later, and loads it in a memory 11, which will be described later. The processor 20 reads a program from a storage 22, which will be described later, and loads it in a memory 21, which will be described later. The processors 10 and 20 execute the loaded programs.

[0029] The memories 11 and 21 are main storage devices. The memories 11 and 21 are composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 11 provides a working area for the processor 10 by temporarily storing a program and various data that the processor 10 reads from a storage 12 (described later). The memory 11 also temporarily stores various data generated while the processor 10 is operating according to a program. The memory 21 provides a working area for the processor 20 by temporarily storing various programs and data that the processor 20 reads from a storage 22 (described later). The memory 21 also temporarily stores various data generated while the processor 20 is operating according to a program.

[0030] In this embodiment, the program may be a game program for implementing a game by the user terminal 100. Alternatively, the program may be a game program for implementing the game through cooperation between the user terminal 100 and the server 200. Alternatively, the program may be a game program for implementing the game through cooperation between a plurality of user terminals 100. Furthermore, the various data include data related to the game, such as user information and game information, as well as instructions or notifications transmitted and received between the user terminal 100 and the server 200 or between a plurality of user terminals 100.

[0031] The storages 12 and 22 are auxiliary storage devices. The storages 12 and 22 are configured with storage devices such as flash memories or HDDs (Hard Disk Drives). The storages 12 and 22 store various data related to games.

[0032] The communication IF 13 controls transmission and reception of various data in the user terminal 100. The communication IF 23 controls transmission and reception of various data in the server 200. The communication IFs 13 and 23 control, for example, communication via a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication or the like.

[0033] The input / output IF14 is an interface through which the user terminal 100 receives input of data, and is also an interface through which the user terminal 100 outputs data. The input / output IF14 may input and output data via a Universal Serial Bus (USB) or the like. The input / output IF14 may include, for example, a physical button, a camera, a microphone, or a speaker of the user terminal 100.

[0034] The input / output IF 24 of the server 200 is an interface through which the server 200 receives input of data, and is also an interface through which the server 200 outputs data. The input / output IF 24 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0035] The touch screen 15 of the user terminal 100 is an electronic component that combines an input unit 151 and a display unit 152. The input unit 151 is, for example, a touch-sensitive device, and is configured, for example, by a touch pad. The display unit 152 is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.

[0036] The input unit 151 has a function of detecting a position where a user operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, or a tap operation) is input on the input surface, and transmitting information indicating the position as an input signal. The input unit 151 may include a touch sensing unit (not shown). The touch sensing unit may adopt any type of method, such as a capacitive type or a resistive film type.

[0037] Although not shown, the user terminal 100 may include one or more sensors for identifying the holding posture of the user terminal 100. The sensor may be, for example, an acceleration sensor or an angular velocity sensor. When the user terminal 100 includes a sensor, the processor 10 may identify the holding posture of the user terminal 100 from the output of the sensor and perform processing according to the holding posture. For example, when the user terminal 100 is held vertically, the processor 10 may perform a portrait screen display in which a vertically long image is displayed on the display unit 152. On the other hand, when the user terminal 100 is held horizontally, the processor 10 may perform a landscape screen display in which a horizontally long image is displayed on the display unit. In this way, the processor 10 may be capable of switching between portrait screen display and landscape screen display according to the holding posture of the user terminal 100.

[0038] The camera 17 includes an image sensor and the like, and generates a captured image by converting incident light entering through a lens into an electrical signal.

[0039] The distance measuring sensor 18 is a sensor that measures the distance to a measurement object. The distance measuring sensor 18 includes, for example, a light source that emits pulse-converted light and a light receiving element that receives the light. The distance measuring sensor 18 measures the distance to the measurement object based on the timing of light emission from the light source and the timing of light reception of reflected light that occurs when the light emitted from the light source hits the measurement object and is reflected. The distance measuring sensor 18 may include a light source that emits directional light.

[0040] Here, an example will be further described in which the user terminal 100 receives a detection result of an object 1010 in the vicinity of the user terminal 100 using the camera 17 and the distance measurement sensor 18 as an input operation from the user. The camera 17 and the distance measurement sensor 18 may be provided, for example, on a side surface of the housing of the user terminal 100. The distance measurement sensor 18 may be provided near the camera 17. For example, an infrared camera may be used as the camera 17. In this case, a lighting device that irradiates infrared rays and a filter that blocks visible light may be provided in the camera 17. This can further improve the accuracy of object detection based on an image captured by the camera 17, regardless of whether the location is outdoors or indoors.

[0041] The processor 10 may perform, for example, one or more of the following processes (1) to (5) on the captured image of the camera 17. (1) The processor 10 performs an image recognition process on the captured image of the camera 17 to determine whether or not the captured image includes a user's hand. The processor 10 may use, for example, a pattern matching technique as an analysis technique employed in the above-mentioned image recognition process. (2) The processor 10 also detects a gesture of the user from the shape of the user's hand. For example, the processor 10 determines the number of fingers of the user (the number of extended fingers) from the shape of the user's hand detected from the captured image. The processor 10 further determines the gesture made by the user from the determined number of fingers. For example, when the number of fingers is five, the processor 10 determines that the user has made a "paper" gesture. When the number of fingers is zero (no fingers are detected), the processor 10 determines that the user has made a "rock" gesture. Furthermore, when the number of fingers is two, the processor 10 determines that the user has made a "scissors" gesture. (3) The processor 10 detects whether the user's fingers are in a state where only the index finger is raised or whether the user's fingers are flicking by performing an image recognition process on the image captured by the camera 17. (4) The processor 10 detects the distance between the object 1010 (such as the user's hand) near the user terminal 100 and the user terminal 100 based on at least one of the image recognition result of the image captured by the camera 17 and the output value of the distance measuring sensor 18. For example, the processor 10 detects whether the user's hand is near the user terminal 100 (e.g., a distance less than a predetermined value) or far away (e.g., a distance equal to or greater than a predetermined value) based on the size of the shape of the user's hand identified from the image captured by the camera 17. Note that when the captured image is a video, the processor 10 may detect whether the user's hand is approaching or moving away from the user terminal 100. (5) If the user's hand is detected based on the image recognition results of the image captured by camera 17, and it is determined that the distance between user terminal 100 and the user's hand is changing, processor 10 recognizes that the user is waving his or her hand in the direction of the camera 17.When the distance measuring sensor 18, which has a stronger directivity than the imaging range of the camera 17, detects an object in some cases but not in other cases, the processor 10 recognizes that the user is waving his / her hand in a direction perpendicular to the imaging direction of the camera.

[0042] In this way, the processor 10 detects whether the user has clenched his / her hand (whether it is a "rock" gesture or another gesture (e.g., "paper")) by image recognition of the image captured by the camera 17. The processor 10 also detects how the user is moving the hand along with the shape of the user's hand. The processor 10 also detects whether the user is moving the hand closer to or farther away from the user terminal 100. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel. For example, the user terminal 100 moves a pointer on the touch screen 15 in response to the movement of the user's hand and detects the user's gesture of "rock". In this case, the user terminal 100 recognizes that the user is continuing the selection operation. The continuation of the selection operation corresponds, for example, to the mouse being clicked and kept pressed, or to the touch panel being kept touched after a touchdown operation. Furthermore, when the user moves his / her hand further while the user terminal 100 has detected the user gesture "rock", the user terminal 100 can recognize such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). Furthermore, when the user terminal 100 detects a gesture of the user flicking fingers based on the detection result of the user's hand from the image captured by the camera 17, the user terminal 100 may recognize the gesture as an operation corresponding to a mouse click or a tap operation on a touch panel.

[0043] <Functional configuration of game system 1> 2 is a block diagram showing the functional configuration of the server 200 and the user terminal 100 included in the game system 1. Each of the server 200 and the user terminal 100 may include a functional configuration (not shown) required to function as a general computer, and a functional configuration required to realize well-known functions in a game.

[0044] The user terminal 100 has a function as an input device that accepts input operations by the user and a function as an output device that outputs images and sounds of the game. The user terminal 100 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 10, memory 11, storage 12, communication IF 13, input / output IF 14, etc.

[0045] The server 200 has a function of communicating with each user terminal 100 and supporting the user terminal 100 in progressing through the game. If the game is a multiplayer game, the server 200 may have a function of communicating with each user terminal 100 participating in the game and mediating interactions between the user terminals 100. The server 200 functions as a control unit 210 and a storage unit 220 through cooperation of the processor 20, memory 21, storage 22, communication IF 23, input / output IF 24, etc.

[0046] The storage unit 120 stores a game program 121, game information 122, and user information 123. The storage unit 220 stores a game program 221, game information 222, and user information 223. The game program 121 is a game program executed by the user terminal 100. The game program 221 is a game program executed by the server 200. The game information 122 is data that the control unit 110 refers to when executing the game program 121. The game information 222 is data that the control unit 210 refers to when executing the game program 221. The user information 123 and 223 are data related to the user's account. In the storage unit 220, the game information 222 and the user information 223 are stored for each user terminal 100.

[0047] (Functional configuration of server 200) The control unit 210 performs overall control of the server 200 by executing the game program 221 stored in the storage unit 220. For example, the control unit 210 transmits various data, programs, and the like to the user terminal 100. The control unit 210 receives some or all of the game information or user information from the user terminal 100. If the game is a multiplayer game, the control unit 210 may receive a request for multiplayer synchronization from the user terminal 100 and transmit data for synchronization to the user terminal 100.

[0048] The control unit 210 functions according to the description of the game program 221. The control unit 210 can also function as other functional blocks (not shown) to support the progress of the game in the user terminal 100 according to the nature of the game to be executed.

[0049] (Functional configuration of user terminal 100) The control unit 110 executes a game program 121 stored in the storage unit 120 to exercise overall control over the user terminal 100. For example, the control unit 110 progresses the game in accordance with the game program 121 and user operations. Furthermore, while the game is progressing, the control unit 110 communicates with the server 200 as necessary to transmit and receive information.

[0050] The control unit 110 functions as an operation reception unit 111, a user interface (hereinafter, UI) control unit 112, an animation generation unit 113, a display control unit 114, and a game progression unit 115 in accordance with the description of the game program 121. The control unit 110 can also function as other functional blocks (not shown) in order to progress the game in accordance with the nature of the game to be executed.

[0051] The operation reception unit 111 detects and receives an input operation by the user to the input unit 151. The operation reception unit 111 determines what kind of input operation has been performed from the action performed by the user on the touch screen 15 and the console via the other input / output IF 14, and outputs the result to each element of the control unit 110.

[0052] For example, the operation reception unit 111 receives an input operation on the input unit 151, detects the coordinates of the input position of the input operation, and identifies the type of the input operation. The operation reception unit 111 identifies, for example, a touch operation, a slide operation, a swipe operation, a drag operation, and a tap operation as the type of the input operation. Furthermore, when a continuously detected input is interrupted, the operation reception unit 111 detects that the touch input from the touch screen 15 has been released.

[0053] The UI control unit 112 controls UI objects to be displayed on the display unit 152 in order to construct a UI. The UI objects are tools that allow the user to input necessary for the progress of the game to the user terminal 100, or tools that allow the user to obtain information output during the progress of the game from the user terminal 100. The UI objects are, but are not limited to, for example, icons, buttons, lists, menu screens, and the like.

[0054] The animation generation unit 113 generates animations showing the motions of various objects based on the control modes of the various objects. For example, an animation showing the girls working in an office in preparation for a mission may be generated.

[0055] The display control unit 114 outputs a game screen reflecting the results of the processing executed by each of the above-mentioned elements to the display unit 152 of the touch screen 15. The display control unit 114 may display a game screen including the animation generated by the animation generation unit 113 on the display unit 152. Furthermore, the display control unit 112 may draw the above-mentioned UI objects by superimposing them on the game screen.

[0056] Hereinafter, the detection and acceptance of an input operation to the input unit 151 by the operation acceptance unit 111 will also be simply described as "the input operation is accepted." Additionally, the output of various game screens by other functional blocks to the display unit 152 by the display control unit 112 will also be simply described as "displaying."

[0057] The game progression unit 115 performs various processes related to the progression of the game. For example, the game progression unit 115 interprets the user's instructions indicated by the coordinates of the input position of the input operation received by the operation reception unit 111 and the type of operation, and performs a process of progressing the game based on the interpretation. Also, for example, the game progression unit 115 adds, updates, or deletes game information 122 or user information 123 in accordance with the progress of the game. Also, for example, the game progression unit 115 performs various determination processes related to the progress of the game.

[0058] For example, in a game where a quest is provided in which a playable character (in this embodiment, one of the girls guided by the user) operated by the user fights an enemy character, the game progression unit 115 progresses the battle by determining the actions of the playable character based on the user's operation. In this case, the game progression unit 115 determines whether the playable character or the enemy character has won based on the progress of the battle.

[0059] Note that the functions of the server 200 and the user terminal 100 shown in FIG. 2 are merely examples. The server 200 may have at least a part of the functions of the user terminal 100. The user terminal 100 may have at least a part of the functions of the server 200. Furthermore, devices other than the user terminal 100 and the server 200 may be components of the game system 1, and the other devices may execute part of the processing in the game system 1. That is, in this embodiment, the computer that executes the game program may be any one of the user terminal 100, the server 200, and the other devices, or may be realized by a combination of a plurality of these devices.

[0060] <Process flow and screen examples> The flow of game processing executed by the user terminal 100 based on the game program 121 will be described with reference to the flowcharts shown in Figs. 3 to 6. This processing is executed by the operation reception unit 111, the UI control unit 112, the display control unit 114, etc. In the following description, the flow of a series of processing steps explained with reference to the flowcharts is described as being executed by the user terminal 100, but at least a part of these processing steps may be executed by the server 200.

[0061] In step S01, it is determined whether or not the user is currently logged in to the server 200 based on a communication record with the server 200. Specifically, if the period of time that has elapsed since the most recent communication time is less than a predetermined period (e.g., 60 minutes), it is determined that the user is currently logged in, and if the period of time that has elapsed since the most recent communication time is greater than the predetermined period, it is determined that the user is not currently logged in.

[0062] If it is not determined that the user is currently logged in, login information is sent to the server 200 in step S02 to log in, and the virtual camera is initially positioned in step S03. The girls led by the user wait in the office before setting out on a quest. The virtual camera is positioned at a predetermined position in the office.

[0063] In step S04, a camera image CM1 showing the state of the office captured by a virtual camera is displayed on the touch screen 15 as shown in Fig. 7(A). According to Fig. 7(A), the camera image CM1 is displayed in an area other than the upper area of ​​the display area of ​​the touch screen 15. The camera image CM1 is a game image in the first game part of the game executed by the game program 121.

[0064] In step S05, various buttons including a "Mission" button B1 for switching to mission mode and a "Management" button B2 for switching to management mode are displayed in a multiplexed manner on the camera image CM1 displayed on the touch screen 15 (see FIG. 7(A)). In step S06, a notification image NT1 is displayed in the upper area of ​​the display area of ​​the touch screen 15 (see FIG. 7(A)).

[0065] In the upper area, when the game program 121 is not being executed, notification information related to the user terminal 100, such as the current time and remaining battery power, is displayed. The notification image NT1 is an image that notifies the same information as the notification information, and the area in which the notification image NT1 is displayed is superimposed on the area in which the notification information is displayed. The home screen is composed of a camera image CM1, various buttons such as a "Mission" button B1 and a "Management" button B2, and the notification image NT1.

[0066] When the game of this embodiment is closed once and another application is started, and then the game is resumed within a predetermined period, it is determined in step S01 that the user is currently logged in. In this case, the process proceeds to step S07, and the screenshot stored in the memory 11 is displayed on the touch screen 15. When the game is interrupted by operating a button or the like provided on the controller 1020, a screenshot capturing the display screen at that time and identification information of the display screen are stored in the memory 11. If the display screen is a home screen, camera arrangement information indicating the position of the virtual camera at the time the game was interrupted is additionally stored in the memory 11. In step S07, the screenshot thus stored in the memory 11 is displayed. If a time is drawn on the display screen at the time the game was interrupted, the time (the time at which the game was interrupted) appears in the screenshot.

[0067] In step S08, it is determined whether the displayed screenshot represents a home screen based on the identification information stored in memory 11 together with the screenshot. If it is determined that the screenshot represents a home screen, the process proceeds to step S09. In step S09, camera arrangement information stored in memory 11 together with the screenshot is obtained, and the virtual camera is arranged according to the obtained camera arrangement information.

[0068] When the placement of the virtual camera is completed, the same processes as described above are executed in steps S04 to S06. As a result, the screenshot displayed in step S07 is updated to the latest home screen. In particular, by executing the process of step S06, the time and remaining battery level indicated by the notification image NT1 on the screenshot are updated to the current time and remaining battery level.

[0069] In step S10, it is determined whether or not a touch operation has been performed on a position on the touch screen 15 other than the positions where the various buttons are displayed, based on an input signal from the touch screen 15. If it is determined that the touch operation has been performed, the process proceeds to step S18. In step S18, an effect image EF1 is displayed in the manner shown in Fig. 7(A) around the touch position in the display area of ​​the touch screen 15. According to Fig. 7(A), the effect image EF1 is composed of a plurality of images each representing a tiny square, and is displayed in a dispersed manner around the finger FG1.

[0070] In step S19, it is determined whether or not the touch position has moved on the touch screen 15 (whether or not a scroll operation of the finger FG1 has been performed on the touch screen 15) based on an input signal from the touch screen 15. If it is determined that the touch position has moved, panning / tilting of the virtual camera is executed in step S20. Specifically, the orientation of the virtual camera is changed according to at least one of the moving direction and moving distance of the finger FG1 corresponding to the scroll operation.

[0071] In step S21, the camera image CM1 displayed on the touch screen 15 is updated with the camera image CM1 after panning / tilting. As a result, the camera image CM1 is scrolled in response to the scroll operation. When the update is complete, the process returns to step S18 to update the effect image EF1. The effect image EF1 is displayed around the touch position after movement.

[0072] Therefore, when the touch position is moved to the upper left on the home screen shown in Fig. 7(A), the camera image CM1 and the effect image EF1 are updated as shown in Fig. 7(B). According to Fig. 7(B), a clock CL1 installed on the wall of the office is drawn on the camera image CM1. The time indicated by this clock CL1 indicates the time in the virtual space, and coincides with the time indicated by the notification image NT1 displayed in the upper area of ​​the touch screen 15.

[0073] When the touch position on the touch screen 15 is moved onto various buttons such as the "Mission" button B1 or the "Management" button B2, it is not determined that a touch operation has been performed on the button, and an effect image EF1 is displayed on the button. When the touch position on the touch screen 15 is moved onto the notification image NT1, the effect image EF1 is displayed on the notification image NT1.

[0074] If it is not determined in step S19 that the touch position has moved, the process proceeds to step S22, where it is determined whether or not the touch operation has been released based on an input signal from the touch screen 15. If it is not determined that the touch operation has been released, the process returns to step S19, and if it is determined that the touch operation has been released, the process proceeds to step S23. In step S23, the effect image EF1 is hidden, and then the process returns to step S10.

[0075] If it is not determined in step S10 that a touch operation has been performed on a position other than the positions where the various buttons are displayed, the process proceeds to step S11, where it is determined whether or not the "Manage" button B2 has been touched, based on an input signal from the touch screen 15. If it is determined that the "Manage" button B2 has been touched, the process proceeds to step S12.

[0076] If it is not determined that the "Manage" button B2 has been touched, the process proceeds to step S13, where it is determined whether or not the "Mission" button B1 has been touched, based on an input signal from the touch screen 15. If it is determined that the "Mission" button B1 has been touched, the process proceeds to step S14.

[0077] If it is not determined that the "Mission" button B1 has been touched, the process proceeds to step S15, where it is determined whether or not any of the other buttons constituting the various buttons have been touched, based on the input signal from the touch screen 15. If it is not determined that any of the other buttons have been touched, the process returns to step S10, and if it is determined that any of the other buttons have been touched, the process executes the corresponding process in step S16, and then returns to step S10.

[0078] In step S12, a management screen configured by the notification image NT1 and the team management image TM1 is displayed on the touch screen 15 as shown in Fig. 7(C). Also in step S12, identification information indicating the management screen is stored in the memory 11. When the process of step S12 is completed, the process proceeds to step S25.

[0079] 7(C), the notification image NT1 is displayed in the upper region of the display area of ​​the touch screen 15, as described above. On the other hand, the team management image TM1 is displayed in a region other than the upper region of the display area of ​​the touch screen 15. The team management image TM1 is a game image in the first game part of the game executed by the game program 121, and is composed of a number of strips on each of which are depicted details (face images, parameters, weapon gear images, dress gear images) of characters organized into a team that will go on a quest, and various buttons such as a "home" button B3.

[0080] In step S14, a sortie preparation screen composed of a notification image NT1 and a quest selection image QS1 is displayed on the touch screen 15 as shown in Fig. 8(A). Also, in step S14, identification information indicating the sortie preparation screen is stored in the memory 11. When the process of step S12 is completed, the process proceeds to step S35.

[0081] 8(A), the notification image NT1 is displayed in the upper region of the display area of ​​the touch screen 15, as described above. On the other hand, the quest selection image QS1 is displayed in an area other than the upper region of the display area of ​​the touch screen 15. The quest selection image QS1 is a game image in the first game part of the game executed by the game program 121, and is composed of multiple quest menus with different levels of difficulty for achieving the achievement conditions, and various buttons such as a "home" button B5.

[0082] If it is not determined in step S08 that the screenshot represents the home screen, then in step S17, the same process as in step S06 is executed. As a result, a notification image NT1 that notifies the user of the current time and the current remaining battery level is displayed in the upper area of ​​the display area of ​​the touch screen 15. When the process of step S17 is completed, the process proceeds to step S24, where it is determined whether or not the screenshot displayed in step S07 represents the management screen, based on the identification information stored in the memory 11. If it is determined that the screenshot represents the management screen, the process proceeds to step S25.

[0083] In step S25, whether or not a touch operation has been performed on any of the gear images on the team management image TM1 is determined based on an input signal from the touch screen 15. If it is determined that a touch operation has been performed on any of the gear images, the process proceeds to step S30, and the gear selection image GS1 is displayed on the touch screen 15.

[0084] Therefore, when the upper left gear image of the four gear images drawn on the strip on the left side of the team management screen shown in Fig. 7(C) is touched, the gear selection image GS1 shown in Fig. 7(D) is displayed instead of the management screen. Specifically, the gear selection image GS1 is displayed over the entire area of ​​the touch screen 15, and the gear selection image GS1 becomes the gear selection screen. As a result, the notification image NT1 is no longer displayed on the touch screen 15. Also, in step S30, identification information indicating the gear selection screen is stored in the memory 11.

[0085] The gear selection image GS1 is a game image in the second game part in which the game progresses more rapidly than in the first game part, and is composed of an image of the gear equipped by the character, a plurality of gear images that can be selected to be equipped to the character, and a "Confirm" button B4.

[0086] In step S31, a gear exchange process is executed. Specifically, when one of the selectable gear images is touched, the touched gear image is displayed below the equipped gear image in the gear selection image GS1. When another selectable gear image is touched after that, the gear image displayed below the equipped gear image is switched to the gear image touched after that.

[0087] In step S32, it is determined whether the gear change is complete based on an input signal from the touch screen 15. If the input signal indicates that the "OK" button B4 has been touched, it is determined that the gear change is complete, and the process proceeds from step S32 to step S33. In step S33, the display on the touch screen 15 is updated from the gear selection screen to a management screen. In the team management image TM1 constituting the management screen, the post-change gear image is displayed in place of the pre-change gear image. Also, the notification image NT1 is displayed by sliding downward from the top end of the upper area of ​​the touch screen 15 over a predetermined period of time (e.g., 0.5 seconds).

[0088] That is, when the gear selection screen displayed in the second game part is shifted to the management screen displayed in the first game part, the notification image NT1 changes from a non-display state to a display state over a predetermined period of time. When the process of step S33 is completed, the process returns to step S25.

[0089] If it is not determined in step S25 that a touch operation has been performed on the gear image on the team management image TM1, the process proceeds to step S26. In step S26, it is determined based on an input signal from the touch screen 15 whether or not a touch operation has been performed on the "home" button B3 on the team management image TM1.

[0090] If it is not determined that a touch operation has been performed on the "HOME" button B3, the process proceeds to step S27, where it is determined whether or not another touch operation has been performed based on an input signal from the touch screen 15. If it is not determined that the other touch operation has been performed, the process returns to step S25, and if it is determined that the other touch operation has been performed, the process returns to step S25 after executing a corresponding process in step S28. If it is determined in step S26 that a touch operation has been performed on the "HOME" button B3, the process returns to step S03. As a result, the management screen is updated to the home screen.

[0091] If it is not determined in step S24 that the screenshot displayed on the touch screen 15 represents a management screen, the process proceeds to step S29. In step S29, it is determined whether or not the screenshot is a gear selection screen based on the identification information stored in the memory 11. If it is determined that the screenshot is a gear selection screen, the process proceeds to step S31. As a result, the above-mentioned processes are executed in steps S31 to S33, and then the process returns to step S25.

[0092] If it is not determined in step S29 that the screenshot represents the gear selection screen, the process proceeds to step S34, where it is determined whether or not the screenshot represents a sortie preparation screen based on the identification information stored in the memory 11. If it is determined that the screenshot represents the sortie preparation screen, the process proceeds to step S35.

[0093] In step S35, it is determined whether or not a touch operation has been performed on any of the quest menus on the quest selection image QS1, based on an input signal from the touch screen 15. If it is determined that a touch operation has been performed on any of the quest menus, the process proceeds to step S40, and the battle image BTL1 is displayed on the touch screen 15.

[0094] Therefore, when any of the quest menus displayed on the quest selection screen QS1 shown in Fig. 8(A) is touched, the battle image BTL1 shown in Fig. 8(B) is displayed instead of the quest selection screen QS1. Specifically, the battle image BTL1 is displayed across the entire area of ​​the touch screen 15, and the battle image BTL1 becomes the battle screen for the current quest. As a result, the notification image NT1 is no longer displayed on the touch screen 15. Also, in step S40, identification information indicating the battle screen is stored in the memory 11.

[0095] Battle image BTL1 is a game image in the second game part in which the game progresses more rapidly than in the first game part, and is composed of a full-body image of the playable character controlled by the user, an image of the skill possessed by the playable character, an image of an enemy character, and facial images of other characters that make up the organized team.

[0096] In step S41, a battle process is executed. Specifically, the controlled character is made to fight an enemy character according to the user's operation. The controlled character fights the enemy character by making full use of the gear equipped to the controlled character and the skills of the gear. Also, when the controlled character is defeated, another character organized in the team becomes the controlled character and takes over the battle. When all the enemy characters are defeated, the quest is accomplished.

[0097] In step S42, it is determined whether the battle has ended based on the result of the process in step S41. If it is determined that the battle has ended, the process proceeds to step S43, and the display on the touch screen 15 is updated from the battle screen to a sortie preparation screen. At this time, the notification image NT1 is displayed by sliding downward from the top end of the upper area of ​​the touch screen 15 over a predetermined period (e.g., 0.5 seconds).

[0098] That is, when the screen transitions from the battle screen displayed in the second game part to the sortie preparation screen displayed in the first game part, the notification image NT1 changes from a non-display state to a display state over a predetermined period of time. When the process of step S43 is completed, the process returns to step S35.

[0099] If it is not determined in step S35 that a touch operation has been performed on the quest menu, the process proceeds to step S36. In step S36, it is determined based on an input signal from the touch screen 15 whether or not a touch operation has been performed on the "HOME" button B5 on the quest selection image QS1.

[0100] If it is not determined that a touch operation has been performed on the "Home" button B5, the process proceeds to step S37, where it is determined whether or not another touch operation has been performed based on an input signal from the touch screen 15. If it is not determined that the other touch operation has been performed, the process returns to step S35, and if it is determined that the other touch operation has been performed, the process returns to step S35 after executing the corresponding process in step S38. If it is determined in step S36 that a touch operation has been performed on the "Home" button B5, the process returns to step S03. As a result, the sortie preparation screen is updated to the home screen.

[0101] If it is not determined in step S34 that the screenshot on the touch screen 15 is a sortie preparation screen, the process proceeds to step S39. In step S39, it is determined based on the identification information stored in the memory 11 whether or not the screenshot is a battle screen.

[0102] If it is determined that the screenshot is a battle screen, the process proceeds to step S41. As a result, the above-mentioned processes are executed in steps S41 to S43, and then the process returns to step S35. On the other hand, if it is not determined that the display screen or the screenshot is a battle screen, another process is executed in step S44, and then the process returns to step S03.

[0103] <Effects of this embodiment> According to this embodiment, the notification information is information that can be displayed on the touch screen 15 when the game program is not being executed, such as the current time and the remaining battery power. The notification image NT1 is an image related to the user terminal 100, and is an image that notifies the same information as the notification information. In the first game part, game images related to the game (camera image CM1, team management image TM1, quest selection image QS1) are displayed on the touch screen 15 together with the notification image NT1. When the game progresses from the first game part to the second game part, the notification image NT1 is no longer displayed, and of the notification image NT1 and the game image, only the game image is displayed on the touch screen 15.

[0104] By displaying the notification image NT1 in the first game part, a correlation is created between the virtual space represented by the game image and the real space in which the user exists with regard to the information notified by the notification image NT1. This allows the user to concentrate on the game, and increases the user's immersion in the game. In addition, when the game progresses from the first game part to the second game part, the notification image NT1 is no longer displayed, which reduces concerns that the display of the notification image NT1 will interfere with game play.

[0105] Furthermore, according to this embodiment, on the home screen constituting the first game part, a part of the image representing the virtual space is displayed on the touch screen 15, and the displayed image is scrolled in response to a scroll operation. As a result, the image representing the virtual space is displayed in a manner that gives a peek into the virtual space through the touch screen 15. This can increase the interest of the first game part.

[0106] Furthermore, according to the present embodiment, the notification image NT1 is fixedly displayed in the upper region of the touch screen 15. This can reduce the concern that a phenomenon such as motion sickness may occur due to a scrolling operation.

[0107] Furthermore, according to this embodiment, the upper area in which the notification image NT1 is displayed overlaps with the area in which notification information is displayed when the game program is not being executed, allowing the user to smoothly immerse themselves in the game.

[0108] Furthermore, according to this embodiment, the notification information does not include information on the reception sensitivity of the antenna of the user terminal 100, but includes information for identifying at least one of the current time and the remaining battery level of the user terminal 100. By not including the information on the reception sensitivity of the antenna, it is possible to avoid a decrease in the immersive feeling in the game caused by displaying the information. Furthermore, by including information for identifying the current time, a time-related correlation is created between the virtual space and the real space. Furthermore, by including information for identifying the remaining battery level, it is possible to notify the user of the remaining time for interacting with the character, which in turn encourages the user to play the game quickly and actively.

[0109] Furthermore, according to this embodiment, when transitioning from the second game part to the first game part, the display image changes as time passes from a state in which the notification image NT1 is not displayed, and changes to a state in which the notification image NT1 is displayed after a predetermined time has passed. This makes it possible to prevent a decrease in the immersive feeling in the game caused by displaying the notification image NT1 all at once, while allowing the user to recognize again that there is a relationship between the virtual space and the real space.

[0110] Furthermore, according to this embodiment, the camera image CM1 displayed in the first game part includes an image that can identify the same information as the notification information notified by the notification image NT1, such as an image showing a clock CL1, thereby making the user more aware of the relationship between the virtual space and the real space.

[0111] Also, according to this embodiment, in the first game part, a "Mission" button B1 for switching to a mode for dispatching to a quest and a "Management" button B2 for switching to a mode for setting each of a plurality of items (weapon gear, dress gear, etc.) that can be set when dispatching to the quest are displayed. This allows switching to a plurality of modes starting from the first game part.

[0112] Furthermore, according to the present embodiment, an effect process is applied to the camera image CM1 in response to a touch operation on the camera image CM1, and an effect process is applied to the notification image NT1 in response to a touch operation on the notification image NT1. This allows the user to recognize that the notification image NT1 is an image associated with the camera image CM1, thereby enhancing the sense of immersion in the game.

[0113] Furthermore, according to this embodiment, when the display on the touch screen 15 by the game program is ended while maintaining the logged-in state in the first game part, and then the display on the touch screen 15 is resumed to return to the first game part, the same image as the notification image NT1 when the display on the touch screen 15 was ended is displayed once, and then updated to the notification image NT1 that notifies the current notification information. This makes it possible to provide the first game part quickly, and also makes it possible to correct errors in the notification information resulting from the quick provision.

[0114] <Modification> Modifications of the above-described embodiment are listed below.

[0115] (1) In the above embodiment, when transitioning from the management screen to the gear selection screen, or when transitioning from the sortie preparation screen to the battle screen, the notification image NT1 displayed in the upper area of ​​the touch screen 15 is made invisible. However, the notification image NT1 may also be made invisible by sliding it upwards over a predetermined period of time (e.g., 0.5 seconds).

[0116] (2) In the above embodiment, when transitioning from the gear selection screen to the management screen, or when transitioning from the battle screen to the sortie preparation screen, the notification image NT1 is displayed by sliding downward from the upper end of the touch screen 15. However, the notification image NT1 may be changed between a displayed state and a hidden state by changing the transmittance of the notification image NT1 over a predetermined period of time.

[0117] (3) In the above embodiment, the clock CL1 showing the same time as the current time in the real world is installed in the office, but an object such as a clock tower showing the same time as the current time in the real world may be installed in the area where the battle with the enemy character takes place. In this case, even in the battle screen (i.e., the screen constituting the second game part) where the notification image NT1 is not displayed, the time shown by the object can be used to provide a relationship with the real world.

[0118] (4) In the above embodiment, the time on the clock CL1 set in the office is made to match the current time in the real space. However, a calendar or document in which the last two digits of the year, the month, the date, and the day of the week are written may be placed in the office, and the last two digits of the year, the month, the date, and the day of the week may be made to match the last two digits of the year, the month, the date, and the day of the week in the real space.

[0119] (5) In the above embodiment, it is not assumed that the character's sortie history is posted in the office. However, the character's sortie history may be posted in the office, and the sortie history may include the date and time of the sortie.

[0120] (6) In the above embodiment, a 3D shooting action game is assumed, but the present invention can be applied to various games such as role-playing games, simulation games, and puzzle games.

[0121] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0122] (Appendix 1) According to one aspect of an embodiment disclosed herein, there is provided a game program executed on an information processing terminal (user terminal 100 of FIG. 1) having a processor, a memory, and a display unit, the game program causing the processor to execute a first step (S04 to S06, S12, S14, S07, S17 of FIG. 3, S18 to S23 of FIG. 4, S33 of FIG. 5, S43 of FIG. 6) of providing a first game part in which a game image related to a game is displayed on the display unit together with a notification image related to the information processing terminal, and a second step (S30 of FIG. 5, S40 of FIG. 6) of providing a second game part in which the game image is displayed on the display unit without displaying the notification image when the game progresses more than the first game part, and the notification image is an image that notifies the same information as the notification information that may be displayed on the display unit when the game program is not being executed.

[0123] (Appendix 2) In (Supplementary Note 1), the first step includes a display step (S04 in FIG. 3) of displaying a portion of an image representing a virtual space, and an update step (S21 in FIG. 4) of updating the portion of the image displayed in the display step in accordance with at least one of a moving direction and a moving distance corresponding to an input operation.

[0124] (Appendix 3) (Supplementary Note 2) In the first step, the notification image is fixedly displayed at a predetermined position in a display area of ​​the display unit.

[0125] (Appendix 4) In any of (Appendix 1) to (Appendix 3), the display unit has a specific area in which the notification information is displayed when the game program is not being executed, and the first step displays the notification image in an area overlapping the specific area.

[0126] (Appendix 5) In any of (Supplementary Note 1) to (Supplementary Note 4), the notification information does not include information on the receiving sensitivity of an antenna possessed by the information processing terminal, but includes information for identifying at least one of the current time and the remaining battery power of the information processing terminal.

[0127] (Appendix 6) In any of (Supplementary Note 1) to (Supplementary Note 5), the first step, when transitioning to the first game part, changes the display image in accordance with the passage of time from a state in which the notification image is not displayed, and changes the state to one in which the notification image is displayed when a predetermined time has elapsed.

[0128] (Appendix 7) In any one of (Supplementary Note 1) to (Supplementary Note 6), the game image displayed in the first game part includes an image that can identify the same information as the notification information notified by the notification image.

[0129] (Appendix 8) In any of (Appendix 1) to (Appendix 7), the first game part is a part that displays a first icon ("Mission" button) for transitioning to a mode in which the game is played based on whether or not the achievement conditions are met, and a second icon ("Manage" button) for transitioning to a mode in which each of a number of items that can be set when playing the game is set.

[0130] (Appendix 9) In any of (Appendix 1) to (Appendix 8), the display unit is a touch screen, and the first step applies effect processing to the game image in response to a touch operation on the game image, and applies effect processing to the notification image in response to a touch operation on the notification image.

[0131] (Appendix 10) In any of (Supplementary Note 1) to (Supplementary Note 9), the first step, after terminating the display on the display unit by the game program while maintaining the logged-in state in the first game part, when resuming the display on the display unit to resume the first game part, first displays the same image as the notification image when the display on the display unit is terminated, and then updates the image to a notification image that notifies the current notification information.

[0132] (Appendix 11) According to one aspect of one embodiment, there is provided a gaming method executed by a computer (user terminal 100 of FIG. 1) having a processor, a memory, and a display unit, the gaming method including a first step (S04 to S06, S12, S14, S07, S17 of FIG. 3, S18 to S23 of FIG. 4, S33 of FIG. 5, S43 of FIG. 6) of the computer providing a first game part in which a game image related to the game is displayed on the display unit together with a notification image related to the information processing terminal, and a second step (S30 of FIG. 5, S40 of FIG. 6) of providing a second game part in which the game image is displayed on the display unit without displaying the notification image when the game progress has progressed beyond the first game part, the notification image being an image that notifies the same information as the notification information that may be displayed on the display unit when the game program is not being executed.

[0133] (Appendix 12) According to one aspect of one embodiment, an information processing terminal (user terminal 100 in FIG. 1) includes a display unit (15 in FIG. 1), a memory unit (11 in FIG. 1) that stores a game program, and a control unit (110 in FIG. 2) that controls operation of the information processing terminal by executing the game program, wherein the control unit executes a first step (S04 to S06, S12, S14, S07, S17 in FIG. 3, S18 to S23 in FIG. 4, S33 in FIG. 5, S43 in FIG. 6) of providing a first game part in which a game image related to a game is displayed on the display unit together with a notification image related to the information processing terminal, and a second step (S30 in FIG. 5, S40 in FIG. 6) of providing a second game part in which the game image is displayed on the display unit without displaying the notification image when the game progresses further than the first game part, wherein the notification image is an image that notifies the same information as the notification information that may be displayed on the display unit when the game program is not being executed.

[0134] [Software implementation example] The control blocks of the control unit 110 (in particular, the operation reception unit 111, the UI control unit 112, the animation generation unit 113, the display control unit 114, and the game progression unit 115) may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit).

[0135] In the latter case, the information processing device equipped with the control unit 110 includes a CPU that executes instructions of a program, which is software that realizes each function, a ROM (Read Only Memory) or a storage device (these are referred to as "recording media") in which the program and various data are recorded so as to be readable by a computer (or CPU), and a RAM (Random Access Memory) in which the program is expanded. The object of the present invention is achieved by the computer (or CPU) reading and executing the program from the recording medium. As the recording medium, a "non-transient tangible medium", for example, a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, etc., can be used. The program may be supplied to the computer via any transmission medium (such as a communication network or a broadcast wave) capable of transmitting the program. Note that one aspect of the present invention may also be realized in the form of a data signal embedded in a carrier wave in which the program is embodied by electronic transmission.

[0136] The embodiments disclosed herein should be considered to be illustrative and not restrictive in all respects. The scope of the present invention is defined by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0137] 1 Game system, 2 Network, 10, 20 Processor, 11, 21 Memory, 12, 22 Storage, 13, 23 Communication IF (operation unit), 14, 24 Input / output IF (operation unit), 15 Touch screen (display unit, operation unit), 17 Camera (operation unit), 18 Distance measurement sensor (operation unit), 100 User terminal (information processing terminal), 110, 210 Control unit, 111 Operation reception unit, 112 Display control unit, 113 UI control unit, 114 Animation generation unit, 115 Game progress unit, 120, 220 Memory unit, 121, 221 Game program, 122, 222 Game information, 123, 223 User information, 151 Input unit (operation unit), 152 Display unit, 200 Server, 1010 Object, 1020 Controller (operation unit), 1030 Storage medium

Claims

1. Computer, While displaying a notification image in a first region of a display unit, displaying, in a second region of the display unit, an image seen from a viewing direction from a viewpoint in the virtual space that changes in response to an input operation, among virtual space images including an image capable of identifying the same information as notification information notified by the notification image, as a viewing direction image; A program that functions as a display control means that, depending on the field of view direction that changes in response to the input operation, causes a field of view image to be displayed in the second area of ​​the display unit when an image that does not include an image that can identify the same information as the alarm information notified by the alarm image is displayed, and when an image that includes an image that can identify the same information as the alarm information notified by the alarm image is displayed in the second area of ​​the display unit.

2. The program according to claim 1 , wherein the first area for displaying the notification image is an area at a predetermined position in a display area of ​​the display unit.

3. the display unit has a specific area for displaying the notification information when the program is not being executed, The program according to claim 1 , wherein the first region is an area overlapping with the specific region.

4. A program as described in any one of claims 1 to 3, wherein the notification information does not include information on the receiving sensitivity of the antenna possessed by the computer, but includes information for identifying at least one of the current time and the remaining battery power of the computer.

5. the display unit is a touch screen, The program described in any one of claims 1 to 4, wherein the display control means applies effect processing to an image displayed in the second area in response to a touch operation on the image, and applies effect processing to the notification image in response to a touch operation on the notification image.

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