Program

The program addresses the inefficiency of taking screenshots by allowing users to select and enlarge specific objects on the game screen, improving the convenience and interest in gaming through streamlined screenshot capture.

JP7684466B1Active Publication Date: 2025-05-27COLOPL
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Patent Information

Application Number
JP2024060240
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-03
Publication Date
2025-05-27
Estimated Expiration
2044-04-03

AI Technical Summary

Technical Problem

Users find the process of taking a screenshot of a specific part of a game screen to be time-consuming and detracts from their gaming experience.

Method used

A program that displays a first icon corresponding to an object on the game screen, allowing users to select and enlarge the object, and then capture the screenshot with a second icon, improving the convenience and interest in gaming.

Benefits of technology

The solution streamlines the screenshot-taking process, enhancing user convenience and maintaining game interest by reducing the time and effort required to capture desired game screen images.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007684466000001_ABST
    Figure 0007684466000001_ABST
Patent Text Reader

Abstract

To improve the convenience of the user when taking a screenshot of the game screen and to enhance the interest in the game. 【Solution】The program causes the computer to display a first icon corresponding to an object included in a predetermined display area to be photographed in the predetermined display area, and when the first icon is selected, functions as display processing means for enlarging and displaying the object corresponding to the first icon in the predetermined display area.
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Description

Technical Field

[0001] The present invention relates to a program.

Background Art

[0002] Generally, a user who plays a game may take a picture of the game screen. In such a case of taking a picture of the game screen, when the user wants to take a picture of an image focused on a part of the game screen, the user enlarges the game screen by a predetermined operation (for example, a tap operation or a pinch operation), and then adjusts the picture angle or angle by a further predetermined operation (for example, a flick operation or a swipe operation) so that the part to be focused is reflected, and takes a picture of the game screen.

[0003] Such a series of operations is time-consuming for the user and reduces the interest in the game.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Therefore, an object of the present invention is to provide a program capable of improving the convenience of a user when taking a picture of a game screen and improving the interest in the game.

Means for Solving the Problems

[0006] According to one aspect of the present invention, a computer displays a first icon corresponding to an object included in a display screen in a first area of the display screen, and displays a second icon for photographing the display screen in a second area of the display screen different from the first area. When the first icon is selected, it functions as display processing means for enlarging and displaying the object corresponding to the first icon on the display screen. The image corresponding to the display screen is captured in response to the user's operation of the second icon. A program is provided.

Advantages of the Invention

[0007] The present invention can improve the convenience of the user when photographing a game screen and improve the interest in the game.

Brief Description of the Drawings

[0008]

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Best Mode for Carrying Out the Invention

[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 shows an example of the configuration of a system according to an embodiment. The system 1 shown in FIG. 1 is a system configured to enable a user to play a game online (hereinafter referred to as the game system 1). As shown in FIG. 1, the game system 1 includes a user terminal 10 and a server device 20.

[0010] The user terminal 10 is a portable electronic device used by a user, for example. In the present embodiment, it is assumed that the user terminal 10 is a smartphone, for example. However, the user terminal 10 may be other portable electronic devices such as a tablet terminal or an electronic device such as a personal computer.

[0011] The server device 20 is communicably connected to a plurality of user terminals 10 via a network 30 such as the Internet.

[0012] Although only one user terminal 10 is shown in FIG. 1, the game system 1 is assumed to include a plurality of user terminals 10 used by each of a plurality of users (that is, a plurality of users who can play the game provided by the game system 1) registered in advance in the game system 1 (server device 20).

[0013] FIG. 2 shows an example of the hardware configuration of the user terminal 10 shown in FIG. 1. Here, with reference to FIG. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.

[0014] As shown in FIG. 2, the user terminal 10 includes a non-volatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0015] The non-volatile memory 11 stores various programs. The various programs stored in the non-volatile memory 11 include, for example, an operating system (OS) and various application programs that operate on the user terminal 10.

[0016] The CPU 12 is a processor for controlling the operations of various components within the user terminal 10, and executes, for example, various programs stored in the non-volatile memory 11. The CPU 12 may be a single processor or may be composed of a plurality of processors. Note that the various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 into the main memory 13 and executed by the CPU 12. Among the programs (application programs) executed by the CPU 12, there is included a game program 13A for operating as a user terminal in the game system 1.

[0017] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).

[0018] The display 15 is a display device for displaying various screens related to a game played by a user, for example.

[0019] The touch panel 16 is an input device for detecting the position where a user's fingertip or the like has touched, and is disposed, for example, so as to overlap the front surface of the display 15.

[0020] The display 15 and the touch panel 16 constitute a touch screen display, and various operations of the user on the screen can be detected (accepted) by the touch screen display.

[0021] FIG. 3 shows an example of the hardware configuration of the server device 20 shown in FIG. 1. As shown in FIG. 3, the server device 20 includes a non-volatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, etc.

[0022] The non-volatile memory 21 stores various programs. The various programs stored in the non-volatile memory 21 include, for example, an operating system (OS) and various application programs operating on the server device 20 and the like.

[0023] The CPU 22 is a processor for controlling the operations of various components within the server device 20, and executes various programs stored in the non-volatile memory 21, for example. The CPU 22 may be a single processor or may be composed of a plurality of processors. Note that the various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 into the main memory 23 and executed by the CPU 22. The programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.

[0024] The wireless communication device 24 is a device for performing wireless communication with an external device (for example, a plurality of user terminals 10 and the like).

[0025] Hereinafter, the functional configuration of the game system 1 according to the present embodiment will be described. The game system 1 according to the present embodiment has a function of providing a game play environment in which a user can play a game by, for example, the user terminal 10 and the server device 20 cooperating with each other. In the present embodiment, the game play environment refers to an environment necessary for playing a game in a broad sense and includes various elements related to the game. An example of the game play environment includes a game space and the like.

[0026] FIG. 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes an operation reception unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.

[0027] Note that the operation reception unit 101, control unit 102, and display processing unit 103 shown in FIG. 4 are functional units realized by, for example, the CPU 12 (computer of the user terminal 10) of the user terminal 10 executing the above-described game program 13A (that is, software). This game program 13A may be downloaded to the user terminal 10 via, for example, the network 30, or may be pre-stored in a computer-readable storage medium and distributed.

[0028] Also, the storage unit 104 shown in FIG. 4 is realized by the non-volatile memory 11 shown in FIG. 2 or other storage devices (not shown), etc.

[0029] The operation reception unit 101 receives a user's operation (instruction) for playing a game in the game play environment provided by the game system 1. As described above, when the user terminal 10 is a smartphone, the operations received by the operation reception unit 101 include operations of touching the touch panel 16 (touch screen display) provided in the user terminal 10 with a fingertip (for example, tap operation, drag operation, flick operation, and swipe operation, etc.).

[0030] The control unit 102 interprets the operation received by the operation reception unit 101 and executes control to advance the game played in the game play environment.

[0031] The display processing unit 103 executes processing to display a screen (image) corresponding to the above-described game play environment and the progress of the game according to the control by the control unit 102. The user can perform operations for playing the game while referring to the screen displayed by the display processing unit 103.

[0032] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the game. However, the game data is common data (information) among the accounts and is referred to when executing the above-described game program 13A. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the game. On the other hand, the user data is data related to the user managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (that is, the user data related to the user using the user terminal 10) includes, for example, data indicating the game progress of the user, various points and items acquired by the user, and the like.

[0033] FIG. 5 shows an example of the functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.

[0034] Note that the storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).

[0035] Further, the data management unit 202 and the control unit 203 shown in FIG. 5 are functional units realized by, for example, the CPU 22 provided in the server device 20 (the computer of the server device 20) executing the above-described game program 23A (that is, software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be pre-stored in a computer-readable storage medium and distributed.

[0036] The storage unit 201 stores the same game data as the game data stored in the storage unit 104 included in the above-described user terminal 10. Further, the storage unit 201 stores user data for each user (that is, a user for whom an account has been issued) registered in advance in the game system 1 (server device 20).

[0037] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as addition, update, and deletion of game data and user data.

[0038] Note that the game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10. As described above, since the game data is common data among all users, it is transmitted to the user terminals of all users registered in the game system 1 in advance. However, the user data is transmitted only to the user terminal used by the user corresponding to the user data.

[0039] The control unit 203 controls the processes for realizing the game played in the game play environment provided in the game system 1.

[0040] Note that the game system 1 according to the present embodiment provides a game play environment for a user to play a game. This "provision of the game play environment" is realized by a game program operating in the game system 1 (that is, the game program 13A executed in the user terminal 10 and the game program 23A executed in the server device 20). However, the game program according to the present embodiment may be a part of the above-described game programs 13A and 23A.

[0041] Also, in the game system 1 according to the present embodiment, for example, at least a part of the functions of the user terminal 10 may be provided in the server device 20, or at least a part of the functions of the server device 20 may be provided in the user terminal 10. Further, the game system 1 may include other devices in addition to the user terminal 10 and the server device 20. That is, the game programs (game programs 13A and 23A) according to the present embodiment may be executed on the user terminal 10, the server device 20, or other devices.

[0042] Here, an overview of the game realized in the game system 1 according to the present embodiment will be described. The game realized in the game system 1 according to the present embodiment has a form in which one or more characters appear, and at least one of the characters can be operated according to the user's operation. Here, as an example, it is assumed that the game realized in the game system 1 is an RPG in which the player adventures with various characters that appear in comics, animations (hereinafter simply referred to as anime), games, etc., and challenges various quests that occur in the game to clear the quests.

[0043] However, the game realized in the game system 1 is not limited to a specific genre, and may be a game of any genre. Games of any genre include, for example, sports games themed on sports such as tennis, table tennis, dodge ball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, quiz RPGs, adventure games, shooting games, simulation games, breeding games, action games, and location information games.

[0044] Furthermore, the game system 1 is not limited to a specific play style, and may be a system for executing games of any play style. Games of any play style include, for example, single-play games played by a single user and multiplayer games played by multiple users. Multiplayer games played by multiple users include, for example, cooperative play games in which multiple users cooperate with each other, and competitive games in which multiple users compete against each other.

[0045] 6 is a diagram for explaining an example of a game part included in an RPG provided by the game system 1 according to this embodiment. As shown in FIG. 6, the RPG in this embodiment includes a main part P1, a quest part P2, and the like.

[0046] The main part P1 is a part that performs actions related to the game progress other than the quest part P2. In the main part P1, for example, the user can set (organize) a party to be used in the quest part P2 in preparation for playing the quest part P2. The party includes, for example, one or more ally characters set by the user as characters to be used. Also, in the main part P1, for example, the user can spin a gacha to obtain characters that can be used in the quest part P2. Furthermore, in the main part P1, the user can, for example, watch videos related to the game scenario (story) that has been released (watched), train characters, use items, view a picture book in which characters and items that have been released (obtained) are registered, manage friends, change game settings, and the like.

[0047] As shown in FIG. 6, the quest part P2 includes a story part P21 and a battle part P22. The story part P21 is the part where the game scenario (story) progresses. More specifically, the story part P21 is the part where the story corresponding to the quest challenged by the user progresses. In the story part P21, the user can enjoy a video related to the story corresponding to the challenged quest, which consists of still images, videos, voices, texts, etc. Note that the story progressing in the story part P21 may include, for example, a scene where the protagonist as the user talks to a character. In such a conversation scene, a plurality of options corresponding to the protagonist's speech are presented to the user, and the story may change (branch) according to the option selected by the user.

[0048] As described above, the RPG provided by the game system 1 according to this embodiment is a game in which the user adventures with various characters appearing in comics, animations, games, etc. The user can enjoy the original story developed by these characters through the story part P21.

[0049] The battle part P22 is the part where one or more ally characters included in the party set by the user battle (fight) against enemy characters. End conditions (victory conditions, defeat conditions) are set for the battle part P22, and when the end conditions are met, the battle part P22 ends. Examples of the end conditions include defeating all enemy characters or defeating a specific enemy character (e.g., a boss character) (victory conditions), all ally characters being wiped out or escaping (defeat conditions), etc.

[0050] In this embodiment, the game part may transition from the main part P1 to the quest part P2, or may transition from the quest part P2 to the main part P1. Also, in the quest part P2, the game part may transition from the story part P21 to the battle part P22, or may transition from the battle part P22 to the story part P21. Further, the story part P21 and the battle part P22 may transition alternately, for example, as "story part P21, battle part P22, story part P21, …".

[0051] Note that the RPG in this embodiment may further include game parts other than the various game parts shown in FIG. 6.

[0052] By the way, a user who plays the game may take a picture of the game screen. As an example, the user may take a picture of a game screen in which their favorite character (favorite character) appears, a game screen in which their favorite scene appears, or a game screen in which their game progress or play history appears (for example, a game screen showing a list of characters and items, a game screen showing the ability values (level and status) of a character, a game screen showing the result (result) of challenging a quest, etc.). In this case, the user takes a picture of the game screen using the function for taking a screenshot installed on the user terminal 10, takes a picture of the game screen using an external application for taking a screenshot installed on the user terminal 10, or takes a picture of the game screen using the function (for example, photo mode) for taking a screenshot installed in the game.

[0053] Regardless of which of the above functions is used, when the user wants to take a picture of an image focused on a part of the game screen, the user needs to enlarge the game screen by a tap operation or a pinch operation, and then adjust the shooting area (angle of view or angle) by a flick operation or a swipe operation so that the part to be focused on is reflected, and then take a screenshot. Such a series of operations is time-consuming for the user and reduces the interest in the game.

[0054] Therefore, in the game system according to the present embodiment, a useful mechanism is provided to improve the convenience of the user when taking a picture of the game screen and to improve the interest in the game. More specifically, a useful mechanism is provided to improve the convenience of the user when taking a picture of an image focused on a part of the game screen and to improve the interest in the game.

[0055] Hereinafter, with reference to the flowchart of FIG. 7, an example of the processing procedure of the game system 1 according to the present embodiment will be described. Here, it is assumed that a user using the user terminal 10 plays an RPG provided by the game system 1 and takes a picture of the game screen during the quest part P2 (story part P21) included in the RPG.

[0056] First, in the main part P1 (for example, the game screen 300 described later), when an operation of the user to start a predetermined quest (hereinafter referred to as a quest start operation) is received, the game system 1 transmits a quest start request to the server device 20 in the user terminal 10 (control unit 102), for example, and acquires game data corresponding to the above-described predetermined quest (step S1).

[0057] Note that the quest start request includes, for example, a user ID for identifying the user who uses the user terminal 10, a quest ID for identifying the predetermined quest described above, and the like. When the server device 20 receives the above-described quest start request, the server device 20 transmits game data corresponding to the quest identified by the quest ID included in the received quest start request to the user terminal 10 of the user identified by the user ID included in the received quest start request. Note that the game data corresponding to the above-described predetermined quest is data for advancing the predetermined quest, and includes, for example, video data related to the story in the story part P21 and data related to the battle settings in the battle part P22.

[0058] Here, with reference to FIG. 8, a game screen 300 will be described as an example of the game screen in the main part P1. As shown in FIG. 8, the game screen 300 includes a party information display area 301 and a quest information display area 302.

[0059] In the party information display area 301, information about the party challenging a predetermined quest is displayed. As an example, in the party information display area 301, a menu (a plurality of selectable numbers) for selecting the party challenging the quest, a character icon corresponding to one or more ally characters included in the selected party, and the average level of one or more ally characters included in the selected party are displayed. Note that information about the party including one or more ally characters set as the used characters by the user is stored in the storage units 104 and 201 as user data related to the user.

[0060] In the quest information display area 302, information about the quest is displayed. As an example, in the quest information display area 302, a recommended level (recommended level) recommended as the above-described average level when challenging the quest, a reward that can be obtained when clearing the quest for the first time, and a start icon 303 for starting the quest are displayed.

[0061] The above-mentioned quest start operation includes the operation of the user tapping the departure icon 303 on the game screen 300. Note that the quest start operation can also be said to be the user's operation for transitioning from the main part P1 to the quest part P2.

[0062] Return again to the description of FIG. 7. The game system 1, for example, at the user terminal 10 (control unit 102), based on the game data acquired in the process of step S1, causes the game part to transition from the main part P1 to the quest part P2 and starts the above-mentioned predetermined quest (step S2).

[0063] In the quest part P2, the game system 1, for example, at the user terminal 10 (display processing unit 103), causes a game screen based on the game data acquired by the process of step S1 to be displayed on the display 15 of the user terminal 10.

[0064] When a user operation (hereinafter referred to as a mode transition operation) for transitioning to the shooting mode is received during a predetermined quest (for example, the game screen 400 described later), the game system 1, for example, at the user terminal 10 (control unit 102), temporarily halts the progress of the quest and transitions to the shooting mode for shooting the game screen (step S3).

[0065] Here, referring to FIG. 9, as an example of a game screen in the quest part P2 (story part P21), the game screen 400 will be described. As shown in FIG. 9, the game screen 400 includes character objects 401a to 401d, a gauge object 402, and a shooting mode icon 403 (third icon).

[0066] Note that in this specification, "object" and "icon" are used to explain different concepts. "Object" is used for an element that is also reflected in the image obtained when photographing a game screen that is the object to be photographed (a game screen defined as the object to be photographed) or a game screen displayed as a photographing area. "Icon" is used for an element that is not reflected in the image obtained when photographing a game screen, even if it is displayed on a game screen that is the object to be photographed (a game screen defined as the object to be photographed) or a game screen displayed as a photographing area.

[0067] The gauge object 402 is an object that indicates the progress of a quest, and the gauge within the object increases according to the progress of the quest. The photographing mode icon 403 is an icon for switching to the photographing mode for photographing the game screen. The above-described mode switching operation includes the operation of the user tapping the photographing mode icon 403 on the game screen 400.

[0068] When the photographing mode icon 403 is tapped by the user on the game screen 400, the game system 1 switches to the photographing mode with the game screen 400 in a state where elements (for example, objects) having a specific attribute (second attribute) included in the game screen 400 are hidden as the object to be photographed.

[0069] An element having a specific attribute (second attribute) is an element that may impair the appearance of the image obtained by photographing the game screen. For example, in the game screen 400 shown in FIG. 9, the gauge object 402 corresponds to this.

[0070] As another example, for example, in the game screen 410 shown in FIG. 10, the objects 412 and 413 correspond to the elements having the above-described specific attribute (second attribute). The game screen 410 shown in FIG. 10 is an example of a game screen in a scene where the protagonist as a user converses with a character in the quest part P2 (story part P21), and includes a character object 411, a plurality of selection option objects 412, a text object 413, a shooting mode icon 414, an AUTO icon 415, a FAST icon 416, and a SKIP icon 417.

[0071] The selection option object 412 is an object corresponding to the protagonist's speech, and the user can select any one of the selection option objects 412 as the protagonist's speech. The text object 413 is an object corresponding to the name of the character (in this case, character A) corresponding to the character object 411 and the speech of the character. The AUTO icon 415 is an icon for automatically playing the video related to the story in the story part P21. The FAST icon 416 is an icon for playing the video related to the story in the story part P21 at double speed. The SKIP icon 417 is an icon for skipping the video related to the story in a predetermined story part P21 and transitioning the game part to the next game part.

[0072] On the game screen 410, when the shooting mode icon 414 is tapped by the user, the game system 1 can switch to the shooting mode with the game screen 410 in a state where the selection option object 412 and the text object 413 are hidden as elements having the above-described specific attribute (second attribute) among the elements included in the game screen 410. According to this, the game screen 410 in a state where the character object 411 is not hidden by the selection option object 412 or the text object 413 can be set as the shooting target.

[0073] Note that which element has a specific attribute (second attribute) (that is, which element included in the game screen is made non-displayable) may be settable by the user. This setting is particularly useful, for example, in the following scenes.

[0074] For example, assume a scene where a predetermined character uses a specific technique (e.g., a special move), and a game screen is being captured in which a character object corresponding to the name of the special move and an object corresponding to the effect of the special move are displayed. By allowing the user to pre-set whether the character object corresponding to the name of the special move and the object corresponding to the effect of the special move in such a scene have a specific attribute (second attribute), the game system 1 can, according to the user's setting, target for capture a game screen in which only the character object corresponding to the character that used the special move is displayed, or, in addition to the character object, a game screen in which one or both of the character object corresponding to the name of the special move and the object corresponding to the effect of the special move are displayed. According to this, it is possible to satisfy the user's desire to capture only the character that used the special move and the user's desire to capture the character and the special move together. That is, by making it possible for the user to set which elements included in the game screen are made non-displayable, it is possible to realize capturing a game screen according to the user's preference. Note that the setting regarding which element has a specific attribute (second attribute) is stored in the storage units 104 and 201 as user data.

[0075] Returning again to the description of FIG. 7. In the shooting mode (e.g., the game screen 500 described later), when a user operation to select a predetermined character icon is received, the game system 1 displays, for example, on the user terminal 10 (display processing unit 103), a game screen in which focus is placed on the character object corresponding to the predetermined character icon (step S4).

[0076] Here, referring to FIG. 11, as an example of a game screen in the shooting mode, the game screen 500 will be described. As shown in FIG. 11, the game screen 500 includes character objects 401a to 401d included in the game screen 400 to be photographed, a cursor icon 501, a focus icon 502, a shooting icon 503 (second icon), and a return icon 504.

[0077] The cursor icon 501 is an icon arranged at the center of the game screen 500 displayed as a shooting area. The user can move the cursor icon 501 up, down, left, or right by a flick operation or a swipe operation to adjust the shooting area (angle of view and angle). Also, the user can enlarge and display a part of the game screen 500 by a tap operation or a pinch operation.

[0078] The focus icon 502 includes icons corresponding to elements having a specific attribute (first attribute) among the elements included in the game screen 400 to be photographed. The elements having a specific attribute (first attribute) are, for example, character objects. The focus icon 502 in FIG. 11 includes character icons 502a to 502d (first icons) corresponding to each of the character objects 401a to 401d included in the game screen 400 to be photographed. Here, the case where the focus icon 502 includes four character icons 502a to 502d is shown, but the number of character icons included in the focus icon changes according to the number of character objects included in the game screen to be photographed.

[0079] When a predetermined character icon included in the focus icon 502 is selected (tapped) by the user on the game screen 500, the game system 1 displays a game screen focused on the character object corresponding to the predetermined character icon.

[0080] For example, when the character icon 502a is selected by the user, the game system 1 displays a game screen 500A focused on the character object 401a corresponding to the character icon 502a, as shown in FIG. 12. As another example, when the character icon 502b is selected by the user, the game system 1 displays a game screen 500B focused on the character object 401b corresponding to the character icon 502b, as shown in FIG. 13. According to this, the convenience of the user when photographing the game screen 500 can be improved, and the interest in the game can be improved.

[0081] Note that the "focus" in this specification refers to enlarging and displaying a predetermined object at a predetermined magnification with the cursor icon aligned with the predetermined object.

[0082] Also, in FIGS. 12 and 13, the case where the cursor icon 501 is aligned with the "face" of the character object corresponding to the character icon selected by the user is shown, but it is not limited to this. The cursor icon 501 may be aligned with a predetermined part other than the "face" of the character object corresponding to the character icon selected by the user (for example, hands, feet, eyes, mouth, chest, abdomen, etc.). Note that which part of the character object the cursor icon 501 is aligned with may be set by the user. According to this, the convenience of the user when photographing the game screen can be further improved. Note that the setting regarding which part of the character object the cursor icon is aligned with is stored in the storage units 104 and 201 as user data.

[0083] The photographing icon 503 is an icon for photographing the game screen 500 displayed as a photographing area. The return icon 504 is an icon for ending the photographing mode and resuming the progress of the quest that was paused (that is, an icon for returning to the game screen 400 in FIG. 9).

[0084] Returning to the description of FIG. 7 again. In the shooting mode (e.g., game screen 500), when a user operation to shoot the game screen (e.g., the user operation of tapping the shooting icon 503) is received, the game system 1 captures a screenshot (image) of the game screen at, for example, the user terminal 10 (control unit 102) (step S5), and ends the series of processes here. Note that the captured screenshot will be described later together with the description of the game screen 600.

[0085] In FIG. 7 described above, it is assumed that the shooting mode is entered during the story part P21 and the game screen is shot. However, the timing of entering the shooting mode is not limited to this. For example, the shooting mode may be entered during the battle part P22, or the shooting mode may be entered in the main part P1.

[0086] Also, in FIG. 7, it is assumed that the processes of steps S1 to S5 are mainly executed by the user terminal 10 (control unit 102, display processing unit 103). However, at least a part of the processes of steps S1 to S5 may be executed on the server device 20 side (e.g., control unit 203, etc.). In other words, the processes shown in FIG. 7 may be processes that are executed at least as a whole by the game system 1.

[0087] Here, referring to FIG. 14, the game screen 600 will be described as an example of the game screen displayed when a screenshot is taken. As shown in FIG. 14, the game screen 600 includes a preview display area 601, a retake icon 602, a save icon 603, and an SNS icon 604.

[0088] In the preview display area 601, an image in a state where the screenshot taken by the process of step S5 described above has been processed is displayed. More specifically, in the preview display area 601, for the screenshot taken by the process of step S5 described above, the name of the game realized by the game system 1, the name of the character corresponding to the character object included in the screenshot, and at least the name of the voice actor in charge of the voice (CV: Character Voice) of the character are inserted. However, information regarding a character corresponding to a character object in which a highly distinguishable part (for example, a face, etc.) is hardly reflected may not be inserted by the above-described processing. In other words, it is desirable that information regarding a character corresponding to a character object in which a highly distinguishable part is reflected be inserted by the above-described processing.

[0089] Note that, as described above, the RPG realized by the game system 1 in this embodiment is a game that can adventure together with various characters appearing in comics, anime, games, etc. Therefore, if the screenshot taken by the process of step S5 described above includes a character object corresponding to a character appearing in comics, anime, games, etc., in addition to the name of the game, the name of the character, and the name of the voice actor described above, it is desirable that information regarding the name of the work from which the character originated, the name of the author, the name of the company that manages the work, etc., so-called information regarding the C (copyright) mark be further inserted.

[0090] Information regarding the name of the character and the name of the voice actor, and information regarding the C mark used in the above-described processing may be included in, for example, the game data acquired by the process of step S1 described above.

[0091] The retake icon 602 is an icon for retaking a screenshot of the game screen (that is, an icon for returning to the game screen 500 in FIG. 11).

[0092] The save icon 603 is an icon for saving the image displayed in the preview display area 601 to the storage unit 104.

[0093] The SNS icon 604 is an icon for posting (transmitting) the image displayed in the preview display area 601 to an SNS (Social Network Service). By selecting a predetermined SNS icon, the user can post the image to an SNS (external application) corresponding to the predetermined SNS icon.

[0094] In the present embodiment described above, the case where the focus icon displayed in the shooting mode includes a character icon corresponding to a character object included in the game screen to be shot has been described. However, the present invention is not limited to this. The focus icon may be an icon corresponding to an element having a specific attribute (first attribute). For example, an icon corresponding to an object other than the character object included in the game screen to be shot (for example, an object corresponding to the "sword" equipped by the character corresponding to the character object 401a in the game screen 400, an object corresponding to the painting hung on the wall surface in the game screen 400, etc.). That is, it may include an icon corresponding to an equipment item (for example, a weapon, armor, accessory, clothing, etc.) of the character object, an icon corresponding to an object (for example, a statue, furniture, trees, rocks, buildings, vehicles, animals, monsters, other components constituting the background of the character, etc.) that decorates and constitutes the space where the character object exists, and an icon corresponding to the background of the character. When an icon corresponding to the background of the character is selected, it may be possible to make only the background photographable by making the character object invisible. According to this, it becomes possible to focus on objects other than the character object, and it is possible to satisfy the various demands of a wide variety of users.

[0095] Also, in this embodiment, when a predetermined character icon included in the focus icon displayed in the shooting mode is selected, the game system 1 displays a game screen in which the character object corresponding to the predetermined character icon is focused. However, for example, the game system 1 may display a first-person perspective game screen of the character object corresponding to the predetermined character icon. In this case, when a predetermined character icon included in the focus icon is selected by the user, the game system 1 displays a first-person perspective game screen of the character object corresponding to the predetermined character icon, rotates the first-person perspective of the character object from a predetermined position, and may stop the rotation at the position tapped by the user. Note that the position serving as the starting point of the above rotation may be settable by the user. For example, the user can set the position serving as the starting point of the above rotation to a position where other character objects can be seen, so that when displaying a first-person perspective game screen of a character object, it is possible to first display a first-person perspective game screen at a position where other character objects can be seen.

[0096] Furthermore, in this embodiment, when transitioning to the shooting mode, the game system 1 sets as the shooting target a game screen in a state where elements having a specific attribute (second attribute) are hidden. However, when transitioning to the shooting mode, the game system 1 may set as the shooting target a game screen in a state where elements having a specific attribute, such as a frame for decorating the game screen, are added.

[0097] As described above, the game system 1 according to this embodiment displays a first icon (character icon) corresponding to an object (character object) included in a predetermined display area (game screen 400) to be shot in a predetermined display area (game screen 500), and when the first icon is selected, enlarges and displays the object corresponding to the first icon in the predetermined display area.

[0098] According to this, it is possible to improve the convenience of the user when photographing the game screen and improve the interestingness for the game.

[0099] Note that the invention of the present application is not limited to the above-described embodiments as they are, and at the implementation stage, the components can be modified and embodied without departing from the gist thereof. Also, various inventions can be formed by appropriately combining a plurality of components disclosed in the above embodiments. For example, some components may be deleted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.

[0100] "Supplementary Note" Some of the features of the present invention are summarized below. "Problem" For example, it aims to improve the convenience of the user when photographing the game screen and improve the interestingness for the game. "Solution Means" (1) A computer is caused to display a first icon corresponding to an object included in a predetermined display area to be photographed in the predetermined display area, and display processing means for enlarging and displaying the object corresponding to the first icon in the predetermined display area when the first icon is selected, and a program that functions as such. (2) The display processing means includes enlarging and displaying the object corresponding to the first icon when the first icon is selected and enlarging and displaying the object in response to a user operation on the predetermined display area, The program according to (1). (3) The display processing means displays a first icon corresponding to an object having a first attribute among the objects included in the predetermined display area in the predetermined display area, The program according to (1). (4) The object having the first attribute is a character object. The program according to (3). (5) The display processing means When a first icon corresponding to a character object is selected, a predetermined part of the character object corresponding to the first icon within a predetermined display area is enlarged and displayed. The program according to (4). (6) The number of the first icons changes according to the number of objects having the first attribute. The program according to (3). (7) An image corresponding to a predetermined display area is taken in response to an operation of a second icon by a user. The program according to (1). (8) The image includes information for identifying an object reflected in the image. The program according to (7). (9) The display processing means When the image is taken, an icon corresponding to an external application to which the image can be posted is displayed in a predetermined display area. The program according to (7). (10) The display processing means In response to an operation of a third icon by a user, among the objects included in a predetermined display area, a predetermined display area in a state where an object having a second attribute is hidden is set as a shooting target. The program according to (1). Note that the solution means configured by the above program may be appropriately applied to the fields of devices, systems, methods, and media. "Effect" (1) According to the configuration of (1) to (10), for example, a first icon corresponding to an object included in a predetermined display area to be photographed is displayed in the predetermined display area, and when the first icon is selected, the object corresponding to the first icon in the predetermined display area is enlarged and displayed, thereby improving the convenience of the user when photographing the game screen and improving the interest in the game. (3) According to the configuration of (3), for example, among the objects included in the predetermined display area, by displaying a first icon corresponding to an object having a first attribute in the predetermined display area, it is possible to satisfy the various demands of users. (5) According to the configuration of (5), for example, when a first icon corresponding to a character object is selected, by enlarging and displaying a predetermined part of the character object corresponding to the first icon in the predetermined display area, it is possible to further improve the convenience of the user when photographing the game screen. (10) According to the configuration of (10), for example, in response to an operation of a third icon by the user, among the objects included in the predetermined display area, by setting a predetermined display area in which an object having a second attribute is hidden as the photographing target, it is possible to set a game screen in which a predetermined object is not hidden by an object having a second attribute as the photographing target.

Explanation of Signs

[0101] 1... Game system, 10... User terminal, 11... Non-volatile memory, 12... CPU, 13... Main memory, 13A... Game program, 14... Wireless communication device, 15... Display, 16... Touch panel, 20... Server device, 21... Non-volatile memory, 22... CPU, 23... Main memory, 23A... Game program, 24... Wireless communication device, 101... Operation reception unit, 102... Control unit, 103... Display processing unit, 104... Storage unit, 201... Storage unit, 202... Data management unit, 203... Control unit.

Claims

1. Computer, displaying a first icon corresponding to an object included in a display screen in a first area of ​​the display screen, and displaying a second icon for photographing the display screen in a second area of ​​the display screen different from the first area; a display processing means for enlarging and displaying an object corresponding to a first icon on the display screen when the first icon is selected; Function as a The image corresponding to the display screen is captured in response to a user's operation of a second icon.

2. The display processing means includes: enlarging and displaying an object corresponding to a first icon when the first icon is selected; and enlarging and displaying the object in response to a user's operation on the display screen. The program according to claim 1.

3. The display processing means includes: displaying, in the first area, a first icon corresponding to an object having a first attribute among objects included in the display screen; The program according to claim 1.

4. The object having the first attribute is a character object. The program according to claim 3.

5. The display processing means includes: when a first icon corresponding to a character object is selected, a predetermined portion of the character object corresponding to the first icon on the display screen is enlarged and displayed; The program according to claim 4.

6. the number of the first icons varies depending on the number of objects having the first attribute; The program according to claim 3.

7. the image includes information for identifying an object depicted in the image; The program according to claim 1.

8. The display processing means includes: When the image is captured, an icon corresponding to an external application to which the image can be posted is displayed. The program according to claim 1.

9. The display processing means includes: a display screen in a state where an object having a second attribute is hidden among objects included in the display screen in response to an operation of a third icon by a user is taken as an image to be captured; The program according to claim 1.

Citation Information

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