program

The program simplifies communication with virtual objects in games by associating object movements with operations that change the virtual space's display mode, using intuitive gestures like swipes or pinches, thus addressing the complexity of existing input methods.

JP7689427B2Active Publication Date: 2025-06-06COLOPL
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Patent Information

Application Number
JP2021001907
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-01-08
Publication Date
2025-06-06
Estimated Expiration
2041-01-08

AI Technical Summary

Technical Problem

Existing games that involve communication with virtual creatures through gestures or messages often complicate player input operations, making them cumbersome and difficult to perform.

Method used

A program executed by a computer that displays images based on operations to change the display mode of a virtual space, allowing for simple communication with objects in the virtual space by associating object movements with these operations.

Benefits of technology

Enables intuitive and simple communication with virtual objects, enhancing user interaction by using intuitive operations like swipe or pinch gestures to change the display mode of the virtual space.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technique that enables communication with objects in a virtual space through simple manipulation.SOLUTION: A program to be run by a computer is provided, the program being configured to make the computer perform the steps of: displaying an image based on manipulation for changing the display mode of a virtual space; and displaying an image containing objects with motions associated with the manipulation for changing the display mode of the virtual space.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] Games in which a user communicates with a character object placed within a virtual game space are known. For example, Patent Document 1 describes instructing a player to perform a gesture related to a virtual creature. Patent Document 2 describes updating the life form parameters of a virtual creature in response to a message input by a player, and updating the display of the virtual creature based on the updated life form parameters. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6741746 [Patent Document 2] Patent No. 3577490 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the invention described in Patent Document 1 instructs the player to make gestures that are recognized by a sensor, such as arm waving gestures, jumping gestures, and voice gestures, which complicates the operation of the player to input gestures.The invention described in Patent Document 2 complicates the operation of the player to input messages, as it requires the player to input a signal to display message options and select a message from the options, in order to have the player input a message.

[0005] The present invention has been made in light of the above-mentioned circumstances, and has an object to provide a technique that enables communication with objects in a virtual space with simple operations. [Means for solving the problem]

[0006] In order to solve the above problem, one aspect of the present invention is a program executed by a computer, which causes the computer to display an image based on an operation to change the display mode of a virtual space, and to display an image including an object whose movement is associated with the operation to change the display mode of the virtual space. Effect of the Invention

[0007] A program according to one aspect of the present invention enables communication with objects in a virtual space with simple operations. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system related to a game program according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a functional configuration of the server in the game system illustrated in FIG. [Diagram 3] FIG. 3 is a diagram illustrating an example of a functional configuration of a user terminal in the game system illustrated in FIG. [Figure 4] FIG. 4 is a diagram showing an example of changing the shooting mode of the virtual camera realized by the game program according to the first embodiment. [Diagram 5] FIG. 5 is a flowchart illustrating an example of an information processing operation of the user terminal illustrated in FIG. [Figure 6] FIG. 6 is a diagram illustrating an example of a movement pattern of a character object according to the first embodiment. [Figure 7] FIG. 7 is a diagram showing an example of an image displayed on a user terminal realized by the game program according to the first embodiment. [Figure 8] FIG. 8 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 12] FIG. 12 is a diagram illustrating an example of a functional configuration of a user terminal according to the second embodiment. [Figure 13] FIG. 13 is a flowchart showing an example of an information processing operation of the user terminal shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of an image displayed on a user terminal realized by the game program according to the second embodiment. [Figure 15] FIG. 15 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 16] FIG. 16 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 17] FIG. 17 is a diagram showing another example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 18] FIG. 18 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 19] FIG. 19 is a diagram illustrating an example of a functional configuration of a user terminal according to the third embodiment. [Figure 20] FIG. 20 is a flowchart illustrating an example of an information processing operation of a user terminal according to the third embodiment. [Figure 21] FIG. 21 is a diagram showing an example of an image displayed on a user terminal realized by a game program according to the third embodiment. [Figure 22] FIG. 22 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 23]FIG. 23 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 24] FIG. 24 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following, elements that are the same as or similar to elements already described will be given the same or similar reference numerals, and duplicated descriptions will basically be omitted. For example, when there are multiple identical or similar elements, a common reference numeral may be used to describe each element without distinguishing between them, and a subnumber may be used in addition to the common reference numeral to describe each element with distinction between them.

[0010] [First embodiment] The program is a program for implementing a game on a terminal device (hereinafter referred to as a "user terminal") used by a game player (hereinafter referred to as a "user"). Hereinafter, the program for implementing a game will be called a game program to distinguish it from a program for implementing general computer functions.

[0011] The game realized by the game program may be any type of game, such as a role-playing game (RPG), an action game, an adventure game, a simulation game, a training game, a shooting game, a sports game, a puzzle game, etc. The game realized by the game program may also be a part of such a game (a mini-game, a quest, an event, etc.).

[0012] A game program may arrange various objects in a game space to realize a game. The game space is a space for arranging various objects realized by the game program. The game space will be described as a three-dimensional space, but may be a two-dimensional space. The game space is an example of a virtual space for arranging various virtual objects. The virtual space may be a three-dimensional space or a two-dimensional space.

[0013] The various objects include character objects. The characters are not limited to characters such as human or anthropomorphized characters, and may be any character. The character objects are moving objects. The character objects include character objects that can be operated by the user. The character objects include objects of NPCs (Non Player Characters) that cannot be operated by the user. The various objects include background objects. The background objects are objects that make up the background of the game, such as trees, rocks, grasslands, buildings, floors, mirrors, and bookshelves. The background objects include background objects that can be operated by the user. The background objects include background objects that cannot be operated by the user but can be used by character objects. The background objects include background objects that cannot be operated by the user and cannot be used by character objects.

[0014] The game program may be a game program that realizes a game locally on one user terminal, a game program that realizes a game in cooperation with a user terminal and a server, a game program that realizes a game in cooperation with a plurality of user terminals (either via a server or not), etc. In the following, as a mere example, a game system will be described in which a server comprehensively manages game programs, transmits game programs and related data in response to requests from user terminals, and actual game progress is realized mainly on user terminals. In addition, the following mainly describes a game represented by a three-dimensional (3D) game space and 3D objects, but the present invention is not limited to this, and the present embodiment can also be applied to a game represented by a two-dimensional (2D) game space and 2D objects.

[0015] (1) Composition (1-1) Game System FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 related to a game program according to a first embodiment. The game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is capable of communicating with the server 200 via a network NW. Any number of user terminals 100 can be connected to the server 200, but for simplicity, the detailed configuration of only one user terminal 100 will be illustrated and described.

[0016] The network NW is, for example, the Internet, and may include access networks such as a Local Area Network (LAN), a Wide Area Network (WAN), a mobile communication network, a wired telephone network, Fiber To The Home (FTTH), and a Cable Television (CATV) network.

[0017] The user terminal 100 is a terminal used by a user who plays a game. The user terminal 100 executes a game program to realize a game, and displays an image based on display data according to the progress of the game. The image is an image in which a plurality of objects arranged in a game space are drawn. The image includes a moving image composed of a plurality of objects. The image includes a moving image composed of a plurality of objects including at least one character object. The image includes a still image composed only of a plurality of background objects. The user terminal 100 is, for example, a mobile terminal such as a smartphone, a tablet terminal, or a notebook personal computer. The user terminal 100 may be a stationary computer such as a desktop personal computer. The user terminal 100 may also be a dedicated game terminal suitable for playing a game. In the following, as an example, the user terminal 100 is described as a smartphone equipped with a touch screen.

[0018] The server 200 is a device operated and managed by, for example, a game developer. The server 200 comprehensively manages game programs and user information, and supports the progress of the game on the user terminals 100. The server 200 may be a general-purpose computer such as a workstation or a personal computer. For example, the server 200 accepts user information and various requests from the user terminals 100 via the network NW, and transmits game programs and related data to the user terminals 100 via the network NW. The server 200 can simultaneously transmit and receive information to and from multiple user terminals 100, and can support the progress of the game on multiple user terminals 100 in parallel.

[0019] The user terminal 100 may receive the game program and necessary setting data from the server 200 at one time, and thereafter proceed with the game without communicating with the server 200. Alternatively, the user terminal 100 may communicate with the server 200 as the game progresses, and receive the necessary game program or data from the server 200 each time.

[0020] (1-2) Hardware configuration (1-2-1) Server As shown in FIG. 1, the server 200 includes, as hardware, a processor 2001, a memory 2002, a storage 2003, a communication interface (communication I / F) 2004, and an input / output interface (input / output I / F) 2005, which are electrically connected to each other via a bus 2006.

[0021] The processor 2001 controls the overall operation of the server 200. The processor 2001 includes, for example, a general-purpose processor such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The processor 2001 is not limited to a general-purpose processor, and may be a dedicated processor such as an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

[0022] The memory 2002 is a main storage device, and includes a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0023] The storage 2003 is an auxiliary storage device, and includes a non-volatile storage device such as a hard disk drive (HDD) or a solid state drive (SSD). The storage 2003 stores programs executed by the processor 2001, setting data required for executing the programs, and the like. Part of the programs may be stored in a ROM.

[0024] The processor 2001 can realize the processing functions described below by reading a program from the storage 2003, loading it into the memory 2002, and interpreting and executing the loaded program.

[0025] The communication interface (communication I / F) 2004 is a module for communicating with an external device such as the user terminal 100 via the network NW, and includes a signal processing circuit for transmission and reception, an optical connector, etc. The communication interface 2004 may include, for example, an optical communication module.

[0026] An input / output interface (input / output I / F) 2005 takes in operation data input by an operator via input devices such as a keyboard or mouse, and outputs output data to output devices such as a liquid crystal or organic EL (Electro Luminescence) display, or a speaker.

[0027] (1-2-2) User terminal As shown in FIG. 1, the user terminal 100 includes, as hardware, a processor 1001, a memory 1002, a storage 1003, a sensor 1004, a communication interface (communication I / F) 1005, an input / output interface (input / output I / F) 1006, and a touch screen 1007, which are electrically connected to each other via a bus 1008.

[0028] The processor 1001 controls the overall operation of the user terminal 100. The processor 1001 includes, for example, a general-purpose processor such as a CPU, an MPU, or a GPU. The processor 1001 is also not limited to a general-purpose processor, and may be a dedicated processor such as an ASIC or an FPGA.

[0029] The processor 1001 can realize the processing functions described below by reading a program from the storage 1003, loading it into the memory 1002, and interpreting and executing the loaded program.

[0030] The memory 1002 is a main storage device and includes a ROM, a RAM, and the like.

[0031] The storage 1003 is an auxiliary storage device and includes an internal or external semiconductor memory (e.g., a flash memory), etc. The storage 1003 stores programs executed by the processor 1001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.

[0032] The sensor 1004 is, for example, an image sensor, an acceleration sensor, an angular velocity sensor, a geomagnetic sensor, a GPS sensor, a proximity sensor, an ambient light sensor, etc. The sensor 1004 converts various sensed information into an electrical signal and outputs it.

[0033] The communication interface (communication I / F) 1005 is a module for communicating with an external device such as the server 200 via the network NW, and includes a signal processing circuit for transmission and reception, an antenna, a LAN terminal, etc. The communication interface 1005 may include, for example, a module for mobile communication, a module for wireless / wired LAN, a module for short-range wireless communication, etc.

[0034] The input / output interface (input / output I / F) 1006 receives input data from an external device and outputs output data to an external device. The input / output interface 1006 may include, for example, a physical button of the user terminal 100, a speaker built into the user terminal 100, a Universal Serial Bus (USB) port, and the like.

[0035] The touch screen 1007 includes an input unit 1071 and a display unit 1072, and has a function of accepting an input operation from a user and presenting an image based on display data to the user.

[0036] The input unit 1071 is, for example, a capacitive or resistive touch panel. The input unit 1071 detects a contact position touched by a user's finger or a touch pen (stylus pen), and generates coordinate information of the contact position.

[0037] The display unit 1072 is, for example, a liquid crystal display or an organic EL display, and displays various images based on the display data.

[0038] The user terminal 100 can also accept user operations from an external input device, such as a keyboard, a mouse, or a controller, connected via the input / output interface 1006. The user terminal 100 can acquire a game program and related data from an external storage device, such as a memory card, connected via the input / output interface 1006. The user terminal 100 can also output display information to an external output device, such as a display or a speaker, connected via the input / output interface 1006. The user terminal 100 can use an external storage device, such as a memory card, connected via the input / output interface 1006 as the storage 1003. The user terminal 100 can also accept a signal from a sensor 1004 as a user operation.

[0039] (1-3) Functional configuration (1-3-1) Server Fig. 2 is a diagram showing an example of the functional configuration of the server 200 in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to realize the game are omitted.

[0040] The server 200 has a function of communicating with each user terminal 100 and supporting the progress of the game in the user terminal 100. For example, the server 200 has a function of transmitting a game program, related data required for executing the game program, and the like to each user terminal 100 in response to a request from each user terminal 100. The server 200 includes a control unit 210 and a storage unit 220 .

[0041] The storage unit 220 may be realized by the storage 2003. The storage unit 220 includes a game program storage unit 221, a game information storage unit 222, and a user information database (DB) 223.

[0042] The game program storage unit 221 stores a game program.

[0043] The game information storage unit 222 stores various pieces of game information that are referenced when a game program is executed.

[0044] The user information database (DB) 223 is a database that stores information about users associated with each user terminal 100, and stores, for example, user account information.

[0045] The control unit 210 may be realized by a processor 2001 and a memory 2002. The control unit 210 controls the overall functions of the server 200. The control unit 210 may function as a reception control unit 211, a transmission control unit 212, and a game progression unit 213 by executing a game program stored in the game program storage unit 221.

[0046] The reception control unit 211 receives, from each user terminal 100, user information, a request to transmit a program or related data, information regarding the progress of a game in each user terminal 100, and the like.

[0047] The transmission control unit 212 transmits the requested program or related data, or an updated program, etc., to each user terminal 100. The transmission control unit 212 may also request each user terminal 100 to transmit information regarding the progress of the game.

[0048] The game progression unit 213 refers to the game information stored in the game information storage unit 222 and the account information stored in the user information database 223 in accordance with code written in the game program, and manages the progress of the game on each user terminal 100. The game progression unit 213 can also determine whether or not it is necessary to collect information from each user terminal 100, and whether or not it is necessary to transmit data to each user terminal 100.

[0049] For example, the control unit 210 receives a request to send a game program from the user terminal 100 via the reception control unit 211, determines the game program and related data to be sent to the user terminal 100 via the game progression unit 213, and sends the determined game program and related data to the user terminal 100 via the transmission control unit 212.

[0050] (1-3-2) User terminal Fig. 3 is a diagram showing an example of the functional configuration of a user terminal 100 that can be used in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to realize a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .

[0051] The memory unit 120 may be realized by the storage 1003. The memory unit 120 includes a game program memory unit 121 and a game information memory unit 122.

[0052] The game program storage unit 121 stores a game program.

[0053] The game information storage unit 122 stores various game information to be referenced when a game program is executed. The game information includes, for example, information on objects placed in the game space. The information on the objects may include position information of the objects.

[0054] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. The control unit 110 may function as an operation reception unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, and a motion control unit 115 by executing a game program stored in a game program storage unit 121.

[0055] The operation reception unit 111 receives a user operation inputted via the input unit 1071. Hereinafter, the expression "user operation" refers to a user operation inputted via the input unit 1071. The user operation includes various types of operations via the input unit 1071, such as a touch operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The flick operation is an example of an operation for moving a one-point contact position in time series in a short time in the input unit 1071. The swipe operation is an example of an operation for moving a one-point contact position in time series in a longer time than the flick operation in the input unit 1071. The pinch-in operation is an example of an operation for moving one or both of the two contact positions in time series so as to narrow the interval between the two contact positions in the input unit 1071. The pinch-out operation is an example of an operation for moving one or both of the two contact positions in time series so as to widen the interval between the two contact positions in the input unit 1071.

[0056] The operation reception unit 111 may detect the start of a user's operation based on detection of a contact position by the input unit 1071. The operation reception unit 111 may detect the end of a user's operation based on a transition from detection to non-detection of a contact position by the input unit 1071. The operation reception unit 111 continuously acquires coordinate information from the input unit 1071 from a contact position corresponding to the start of the user's operation to a contact position corresponding to the end of the user's operation. The operation reception unit 111 may send the coordinate information to the game progression unit 112 or to the virtual camera control unit 113 depending on the game mode.

[0057] The operation reception unit 111 may acquire information about a user's operation based on coordinate information from a contact position corresponding to the start of a user's operation to a contact position corresponding to the end of the user's operation. The information about the user's operation is information that can identify the user's operation. The information about the user's operation may include information indicating the type of the user's operation. The information about the user's operation may include information indicating the direction of the user's operation. For example, the direction of the user's operation is four directions, up, down, left, and right, but may also include diagonal directions. The information about the user's operation may include information indicating the amount of operation of the user's operation. For example, the amount of operation is a value based on the distance of the transition of the contact position due to the user's operation. The information indicating the amount of operation of the user's operation is information indicating a value based on the distance between the contact position corresponding to the start of the user's operation and the contact position corresponding to the end of the user's operation.

[0058] It should be noted that the user may repeat a swipe operation in two opposite directions without releasing contact with the input unit 1071. For example, the two opposite directions are an upward direction and a downward direction. For example, the two opposite directions are a leftward direction and a rightward direction. In this example, the information indicating the direction of the user's operation may include information indicating a plurality of directions along a time series. The information indicating the amount of operation of the user's operation may include the amount of operation in each of the plurality of directions. The operation reception unit 111 may send information regarding the user's operation to the game progression unit 112 or to the virtual camera control unit 113 depending on the game mode.

[0059] The game progression unit 112 performs processing to progress the game by referencing the game information stored in the game information storage unit 122 and placing objects in the game space in accordance with the code written in the game program. The game progression unit 112 can reflect user instructions identified from coordinate information in response to the user's operation from the operation reception unit 111 and information related to the user's operation in the progress of the game.

[0060] The virtual camera control unit 113 virtually places a virtual camera in the game space. The virtual camera is a virtual camera for obtaining an image from the game space. The virtual camera obtains an image in which a plurality of objects arranged in the game space are drawn. Shooting includes the meaning of imaging. The virtual camera control unit 113 controls the shooting mode of the virtual camera. The shooting mode of the virtual camera is the shooting state of the virtual camera for defining the range of the image obtained by the virtual camera. The range of the image obtained by the virtual camera is, but is not limited to, the shooting range of the virtual camera, the range of the virtual field of view of the virtual camera, the range of the virtual line of sight of the virtual camera, and the range of the virtual field of view of the virtual camera. The range of the image obtained by the virtual camera is an example of the display range of the game space displayed on the display unit 1072. The display range of the game space is a range for obtaining an image to be displayed on the display unit 1072 in the game space. The image of the display range of the game space includes the image obtained by the virtual camera. The shooting state of the virtual camera may be a shooting state based on one or a combination of two or more of a plurality of shooting states of the virtual camera, such as the position of the virtual camera, the orientation of the virtual camera, the tilt of the virtual camera, the focus of the virtual camera, the angle of view of the virtual camera, and the magnification of the virtual camera.

[0061] The virtual camera control unit 113 may control the shooting mode of the virtual camera based on instructions from the game progression unit 112. The virtual camera control unit 113 may control the shooting mode of the virtual camera based on coordinate information in response to a user's operation from the operation reception unit 111 or a user's instruction specified from information related to the user's operation. Being based on a user's instruction specified from coordinate information in response to a user's operation from the operation reception unit 111 corresponds to being based on a user's operation.

[0062] The display control unit 114 displays an image. For example, the display control unit 114 cooperates with the game progression unit 112 and the virtual camera control unit 113 to generate display data of an image obtained by a virtual camera. The display control unit 114 outputs the display data to the display unit 1072. The display control unit 114 displays an image based on the display data on the display unit 1072. The display control unit 114 may superimpose various UIs (User Interfaces) such as buttons on the image and display it on the display unit 1072.

[0063] The movement control unit 115 controls the movement of an object to be viewed, which will be described later. The movement control unit 115 may also be included in the game progression unit 112.

[0064] (1-4) Overview of the shooting mode of the virtual camera FIG. 4 is a diagram showing an example of changing the shooting mode of the virtual camera realized by the game program according to the first embodiment. Here, the orientation of the virtual camera will be described as an example of the shooting mode of the virtual camera. An example will be described in which the virtual camera control unit 113 changes the orientation of the virtual camera based on a swipe operation. The virtual camera control unit 113 can change the orientation of the virtual camera without changing the position of any one point of the virtual camera. The virtual camera Ca1 and the virtual camera Ca2 are virtual cameras arranged at different times in the same game space. The virtual camera Ca1 and the virtual camera Ca2 have different orientations. Note that in FIG. 4, the virtual camera Ca1 and the virtual camera Ca2 differ from each other in the position of any one point of the virtual camera in addition to the orientation, but below, an example will be described in which the position of any one point of the virtual camera is not changed.

[0065] The virtual camera Ca1 is a virtual camera located at an arbitrary position in the game space. The range of the image obtained by the virtual camera Ca1 is indicated by a dashed line. For example, the virtual camera control unit 113 changes the orientation of the virtual camera by an angle corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation without changing the position of any one point of the virtual camera. A case where the swipe operation is an operation in the leftward or rightward direction will be described. The virtual camera control unit 113 may change the orientation of the virtual camera by an angle corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation, with an axis parallel to the z-axis as the rotation axis. A case where the swipe operation is an operation in the upward or downward direction will be described. The virtual camera control unit 113 may change the orientation of the virtual camera by an angle corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation, with an axis parallel to the y-axis as the rotation axis. The same applies to a case where the swipe operation is an operation in a diagonal direction.

[0066] Virtual camera Ca2 is the virtual camera after changing the orientation of virtual camera Ca1 around an axis parallel to the z-axis. The range of the image obtained by virtual camera Ca2 is shown by a solid line. The range of the image obtained by the virtual camera changes according to the change in the orientation of the virtual camera.

[0067] Although an example in which the virtual camera control unit 113 changes the orientation of the virtual camera based on a swipe operation has been described, the example in which the virtual camera orientation is changed is not limited to this. The virtual camera control unit 113 may change the orientation of the virtual camera based on a user operation other than a swipe operation.

[0068] Although an example in which the virtual camera control unit 113 changes the orientation of the virtual camera has been described, an example in which the shooting mode of the virtual camera is changed is not limited to this. The virtual camera control unit 113 may change the shooting mode of the virtual camera based on one or a combination of two or more of a plurality of virtual camera states such as the position of the virtual camera, the orientation of the virtual camera, the inclination of the virtual camera, the focal length of the virtual camera, the angle of view of the virtual camera, and the magnification of the virtual camera. For example, the virtual camera control unit 113 may change the position of the virtual camera by an amount of movement corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation. The range of the image obtained by the virtual camera changes according to the change in the shooting mode of the virtual camera. Note that the change in the orientation and position of the virtual camera is not limited to a change in the direction opposite to the direction of the swipe operation. The virtual camera control unit 113 may change the orientation of the virtual camera by an angle corresponding to the amount of operation of the swipe operation in the same direction as the swipe operation. The virtual camera control unit 113 may change the position of the virtual camera by an amount of movement corresponding to the amount of operation of the swipe operation in the same direction as the direction of the swipe operation.

[0069] (2) Operation The operation described here can be realized in a mode (hereinafter, referred to as "first mode") in which an object to be viewed is placed in a virtual space and the user can communicate with the object to be viewed. The object to be viewed is an object that the user can enjoy and admire. The object to be viewed is an object that the user cannot operate. The object to be viewed is described as being a character's object. For example, the object to be viewed is an NPC's object. For example, the object to be viewed is in a virtual room. The location of the object to be viewed may be a virtual indoor location other than a room, or may be a virtual outdoor location. For example, the first mode is a mode in which the user can communicate with the character's object by having the movement of the character's object follow the user's operation.

[0070] In the first mode, the user's operation is not an operation for changing the display mode of the character's objects, but an operation for changing the display mode of the game space captured by the virtual camera. The display mode of the game space is the state of the image of the game space displayed on the display unit 1072. The operation for changing the display mode of the game space may include an operation for changing various objects that change the display mode of the image of the game space displayed on the display unit 1072. The operation for changing the display mode of the game space includes an operation for changing the display range of the game space. The operation for changing the display mode of the game space is not limited to an operation for changing the display range of the game space. The operation for changing the display mode of the game space may include an operation for changing the brightness of the image displayed on the display unit 1072, etc.

[0071] The operation of changing the display range of the game space may include an operation of changing various ranges for obtaining an image of the game space to be displayed on the display unit 1072. As described above, the range of the image obtained by the virtual camera corresponds to the display range of the game space displayed on the display unit 1072. Therefore, the operation of changing the display range of the game space includes an operation of changing the shooting mode of the virtual camera. The operation of changing the display range of the game space is not limited to an operation of changing the shooting mode of the virtual camera. The operation of changing the display range of the game space may include an operation of changing the virtual field of view, the virtual line of sight, the virtual field of view, and the like. In this example, the virtual field of view, the virtual line of sight, and the virtual field of view may specify a range for obtaining an image of the display range of the game space to be displayed on the display unit 1072 instead of the virtual camera.

[0072] The operation of changing the shooting mode of the virtual camera may include an operation of changing various objects that change according to the shooting mode of the virtual camera. As described above, the range of the image obtained by the virtual camera is defined by the shooting mode of the virtual camera. Therefore, the operation of changing the shooting mode of the virtual camera includes an operation of changing the range of the image obtained by the virtual camera. The operation of changing the shooting mode of the virtual camera is not limited to an operation of changing the range of the image obtained by the virtual camera.

[0073] The operation of changing the display mode of the game space is associated with a user operation for each game mode. The operation of changing the direction of the virtual camera will be described as an example of the operation of changing the display mode of the game space. The operation of changing the direction of the virtual camera is associated with a swipe operation.

[0074] The image displayed on the display unit 1072 before the start of a swipe operation may include a part or the whole of the character object. The image displayed on the display unit 1072 before the start of a swipe operation may not include the whole of the character object.

[0075] FIG. 5 is a flowchart showing an example of an information processing operation of the user terminal 100 shown in FIG. The following operations are premised on the assumption that the control unit 110 and storage unit 120 of the user terminal 100 work together to progress the game in accordance with the codes written in the game program, and generate display data.

[0076] The operation reception unit 111 detects the start of a swipe operation (step S1). If the operation reception unit 111 does not detect the start of a swipe operation (step S1, NO), the operation reception unit 111 waits for the start of a swipe operation. If the operation reception unit 111 detects the start of a swipe operation (step S1, YES), the process transitions from step S1 to step S2.

[0077] The virtual camera control unit 113 changes the orientation of the virtual camera (step S2). In step S2, for example, the virtual camera control unit 113 may start changing the orientation of the virtual camera based on coordinate information of a contact position corresponding to the start of a swipe operation acquired from the operation acceptance unit 111. The virtual camera control unit 113 changes the orientation of the virtual camera based on the swipe operation. The virtual camera control unit 113 may continuously change the orientation of the virtual camera based on coordinate information corresponding to the swipe operation continuously acquired from the operation acceptance unit 111. The virtual camera control unit 113 may continuously change the orientation of the virtual camera by an angle corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation without changing the position of any one point of the virtual camera. The relationship between the amount of operation and the angle may be predetermined or may be changeable.

[0078] The display control unit 114 displays an image based on the swipe operation (step S3). In step S3, for example, the display control unit 114 cooperates with the game progression unit 112 and the virtual camera control unit 113 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 starts displaying an image based on the swipe operation based on the start of the swipe operation.

[0079] Displaying an image based on a swipe operation includes displaying a different image according to the amount of the swipe operation. The angle at which the orientation of the virtual camera is changed changes according to the amount of the swipe operation. The image obtained by the virtual camera changes according to the angle at which the orientation of the virtual camera is changed. The display control unit 114 causes the display unit 1072 to display different images obtained by the virtual camera according to the angle at which the orientation of the virtual camera is changed.

[0080] The operation reception unit 111 detects the end of the swipe operation (step S4). If the operation reception unit 111 does not detect the end of the swipe operation (step S4, NO), the process transitions from step S4 to step S2. The virtual camera control unit 113 continuously changes the orientation of the virtual camera from the start to the end of the swipe operation. The display control unit 114 causes the display unit 1072 to continuously display images obtained by the virtual camera in accordance with the continuous change in the orientation of the virtual camera from the start to the end of the swipe operation.

[0081] When the operation receiving unit 111 detects the end of the swipe operation (step S4, YES), the process transitions from step S4 to step S5. The virtual camera control unit 113 ends the change in the orientation of the virtual camera based on the end of the swipe operation. The display control unit 114 ends the change of the image displayed on the display unit 1072 according to the swipe operation based on the end of the swipe operation. The image displayed on the display unit 1072 after the end of the swipe operation may include a part or the entirety of the character object. The image displayed on the display unit 1072 after the start of the swipe operation may not include the entirety of the character object.

[0082] The display control unit 114 displays an image including an object of a character with a movement associated with the swipe operation (step S5). In step S5, for example, the display control unit 114 cooperates with the game progression unit 112, the virtual camera control unit 113, and the movement control unit 115 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 displays an image including an object of a character with a movement associated with the swipe operation on the display unit 1072.

[0083] A movement associated with a swipe operation will be described. For example, the movement associated with a swipe operation is a movement of a character object entering a display range of a game space. The movement associated with a swipe operation is not limited to a movement of a character object entering a display range of a game space. The movement associated with a swipe operation may be a movement of a character object leaving a display range of a game space. The movement associated with a swipe operation may be a movement of a character object changing a pose. The movement associated with a swipe operation may be a movement of a character object changing a facial expression. The movement associated with a swipe operation may be a movement of a character object throwing an object into a display range of a game space. The movement associated with a swipe operation may be any movement.

[0084] The game information storage unit 122 may store information about the movement associated with the swipe operation for the first mode. Hereinafter, the information about the movement associated with the swipe operation may be referred to as information about the first movement. The information about the first movement is information that associates each swipe operation with the movement of each character's object. The movement control unit 115 controls the movement associated with the swipe operation for the character's object based on the information about the first movement. The movement control unit 115 may prioritize the movement associated with the swipe operation over an autonomous movement according to a code described in the game program. The display control unit 114 causes the display unit 1072 to continuously display images including the character's object with the movement associated with the swipe operation according to the movement.

[0085] The timing at which the character object starts a movement associated with the swipe operation will be described. For example, the movement associated with the swipe operation starts after the change of the image displayed on the display unit 1072 in response to the swipe operation is completed. The game information storage unit 122 may store information regarding the timing at which the character object starts a movement associated with the swipe operation for the first mode. After the swipe operation is completed, the movement control unit 115 controls the movement associated with the swipe operation for the character object based on the information regarding the timing. After the change of the image displayed on the display unit 1072 in response to the swipe operation is completed, the display control unit 114 starts displaying an image including the character object with the movement associated with the swipe operation.

[0086] The movement associated with the swipe operation is not limited to start after the end of the change of the image displayed on the display unit 1072 in response to the swipe operation. The movement associated with the swipe operation may start after the start of the display of the image based on the swipe operation. For example, the movement control unit 115 controls the movement associated with the swipe operation for the object of the character based on the timing information after the start of the swipe operation. The display control unit 114 starts displaying the image including the object of the character with the movement associated with the swipe operation after the start of the display of the image based on the swipe operation. In this example, if the movement of the object of the character starts before the end of the swipe operation, the image based on the swipe operation may include the object of the character with the movement associated with the swipe operation until the end of the swipe operation. The interval between the start timing of the display of the image based on the swipe operation and the start timing of the movement associated with the swipe operation may be set appropriately.

[0087] The movement associated with the swipe operation may differ depending on the type of the character's object. In this example, the game information storage unit 122 may store information on the first movement for each type of the character's object for the first mode. For example, the type of the character's object may be, but is not limited to, attributes such as gender, age, and personality, as well as appearance. In one example, the movement associated with the swipe operation of the girl's character's object may be a movement of looking at the virtual camera after the character's object enters the display range of the game space. The movement associated with the swipe operation of the child's character's object may be a movement of biting the lens of the virtual camera after the character's object enters the display range of the game space. In another example, the movement associated with the swipe operation of the girl's character's object may be a movement of the character's object entering the display range of the game space. The movement associated with the swipe operation of the child's character's object may be a movement of the character's object throwing an object into the display range of the game space.

[0088] The movement associated with the swipe operation may differ depending on the shooting mode of the virtual camera. For example, the movement control unit 115 may cooperate with the virtual camera control unit 113 and change the movement of the character object after it enters the display range of the game space depending on the shooting mode of the virtual camera. If the position of the character object after it enters the display range of the game space is not in focus, the movement control unit 115 may move the character object to a position where it is in focus. If the position of the character object after it enters the display range of the game space is a certain distance away from the virtual camera, the movement control unit 115 may move the character object so as to approach the virtual camera.

[0089] The movement associated with the swipe operation may differ depending on the combination of the type of character object and the shooting mode of the virtual camera described above.

[0090] FIG. 6 is a diagram illustrating an example of a movement pattern of a character object. FIG. 6 shows movements associated with swipe operations for different types of character objects in different shooting modes of the virtual camera. The movement associated with the swipe operation may be set for each type of character object. The movement associated with the swipe operation may be set for each shooting mode of the virtual camera. The notation "in line of sight" corresponds to a movement in which the character object enters the display range of the game space. "Does not follow the camera" corresponds to a movement in which the character object does not enter the display range of the game space. The notation "line of sight" in FIG. 6 may be read as the display range of the game space. As shown in FIG. 6, the movement associated with the swipe operation is not limited to the movement of the character object entering the display range of the game space. The movement associated with the swipe operation includes various movements. The movement associated with the swipe operation may differ depending on the type of the character object. The movement associated with the swipe operation may differ depending on the shooting mode of the virtual camera.

[0091] The speed of the movement associated with the swipe operation may vary depending on the state of the character's object before the start of the movement associated with the swipe operation. For example, the state of the character's object may be running, walking, dancing, sleeping, sitting, etc. The state of the character's object is not limited to these. The speed of the movement associated with the swipe operation may be determined by the association between the movement associated with the swipe operation and the state of the character's object before the start of the movement associated with the swipe operation. In this example, the game information storage unit 122 may store information on the speed of the movement associated with the swipe operation for each state of the character's object for the first mode. An example will be described in which the movement associated with the swipe operation is the movement of the character's object entering the display range of the game space. The movement of the object entering the display range of the game space is more highly associated with the walking state than with the sitting state. The speed of the movement associated with the swipe operation is faster when the character's object is in the walking state than when the character's object is in the sitting state. The movement control unit 115 obtains the state of the character's object before the start of the movement associated with the swipe operation according to the game program. The motion control unit 115 may set the speed of the motion associated with the swipe operation based on the information about the speed of the motion.

[0092] In step S3, displaying an image based on a swipe operation corresponds to displaying an image based on an operation to change the display mode of the game space. Displaying an image based on an operation to change the display mode of the game space includes displaying an image based on an operation to change the display range of the game space. The image based on the operation to change the display range of the game space is an image of the display range of the game space based on the operation to change the display range of the game space. The image of the display range of the game space includes an image obtained by a virtual camera. Therefore, displaying an image of the display range of the game space includes displaying an image obtained by a virtual camera. Displaying an image based on an operation to change the display range of the game space includes displaying an image based on an operation to change the shooting mode of the virtual camera. The image based on the operation to change the shooting mode of the virtual camera is an image obtained by the virtual camera based on the operation to change the shooting mode of the virtual camera. Displaying an image based on an operation to change the shooting mode of the virtual camera includes displaying an image based on an operation to change the range of the image obtained by the virtual camera. The image based on the operation to change the range of the image obtained by the virtual camera is an image obtained by the virtual camera based on the operation to change the range of the image obtained by the virtual camera.

[0093] In step S5, displaying an image including an object of a character with a movement associated with a swipe operation corresponds to displaying an image including an object of a character with a movement associated with an operation to change the display mode of the game space. Displaying an image including an object of a character with a movement associated with an operation to change the display mode of the game space includes displaying an image including an object of a character with a movement associated with an operation to change the display range of the game space. Displaying an image including an object of a character with a movement associated with an operation to change the display range of the game space includes displaying an image including an object of a character with a movement associated with an operation to change the shooting mode of the virtual camera. Displaying an image including an object of a character with a movement associated with an operation to change the shooting mode of the virtual camera includes displaying an image including an object of a character with a movement associated with an operation to change the range of an image obtained by the virtual camera.

[0094] Although an example has been described in which a swipe operation is associated with an operation of changing the orientation of a virtual camera, the above description using FIG. 5 can be read as follows. The term "swipe operation" may be read as "flick operation". The term "swipe operation" may be read as "user operation". The term "swipe operation" may be read as "operation of changing the display mode of the game space". The term "swipe operation" may be read as "operation of changing the display range of the game space". The term "swipe operation" may be read as "operation of changing the shooting mode of the virtual camera". The term "swipe operation" may be read as "operation of changing the range of an image obtained by a virtual camera".

[0095] (3) Example images The transition of the image displayed on the display unit 1072 will be described. The game mode is the first mode of communication with the object Ob1 of the character to be viewed. The operation of changing the direction of the virtual camera will be described as an example of the operation of changing the display mode of the game space. The operation of changing the direction of the virtual camera is associated with a swipe operation.

[0096] FIG. 7 is a diagram showing an example of an image Im1 displayed on the user terminal 100 realized by the game program. The display unit 1072 displays an image Im1 before the start of a swipe operation. The image Im1 is an image including a character object Ob1 in a virtual room. The image Im1 is an image including the entire character object Ob1 in the center. The character object Ob1 moves autonomously according to a code written in a game program, independent of a user's operation. In the example of FIG. 7, the character object Ob1 moves like a dancer. The user starts a swipe operation to the left. The virtual camera changes its orientation continuously from the start to the end of the swipe operation. The virtual camera changes its orientation by an angle corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation.

[0097] FIG. 8 is a diagram showing an example of an image Im2 displayed on the user terminal 100 after a transition from the image Im1 shown in FIG. The arrows shown in FIG. 8 indicate the direction of the swipe operation. The display unit 1072 displays an image Im2 during a left swipe operation. The display unit 1072 displays an image Im2 different from the image Im1 based on a change in the orientation of the virtual camera. The image Im2 is an image with a background different from that of the image Im1. The image Im2 is an image including a part of the character object Ob1 on the left side. This is because the position of the character object Ob1 during a left swipe operation is the same as the position before the start of the left swipe operation. Note that, in the example shown in FIG. 8, the orientation of the virtual camera is changed in a direction opposite to the direction of the swipe operation in response to the swipe operation, but is not limited thereto. The orientation of the virtual camera may be changed in the same direction as the direction of the swipe operation in response to the swipe operation.

[0098] FIG. 9 is a diagram showing an example of an image Im3 displayed on the user terminal 100 after a transition from the image Im2 shown in FIG. The arrows shown in FIG. 9 indicate the direction of the swipe operation. The display unit 1072 displays the image Im3 after the end of the left swipe operation. The display unit 1072 displays the image Im3 different from the image Im2 based on the change in the orientation of the virtual camera. The image Im3 is an image with a different background from the image Im2. The image Im3 is an image that does not include the character object Ob1.

[0099] FIG. 10 is a diagram showing an example of an image Im4 displayed on the user terminal 100 after a transition from the image Im3 shown in FIG. The display unit 1072 displays an image Im4 including a character object Ob1 with a movement associated with a swipe operation. The movement associated with the swipe operation is a movement in which the character object Ob1 enters the display range of the game space. For example, the timing when the character object Ob1 starts the movement associated with the swipe operation is after the swipe operation ends. The display unit 1072 displays an image Im4 different from the image Im3 based on the movement of the character object Ob1. The image Im4 is an image with the same background as the image Im3. Unlike the image Im3, the image Im4 is an image including a part of the character object Ob1 that enters the display range of the game space on the left side. The character object Ob1 moves to a determined position according to the game program.

[0100] FIG. 11 is a diagram showing an example of an image Im5 displayed on the user terminal 100 after a transition from the image Im4 shown in FIG. The display unit 1072 displays an image Im5 including a character object Ob1 with a movement associated with a swipe operation. The display unit 1072 displays an image Im5 different from the image Im4 based on the movement of the character object Ob1. The image Im5 has the same background as the image Im4. The image Im5 is an image including the entire character object Ob1 in the center, unlike the image Im4. The character object Ob1 ends the movement associated with the swipe operation based on the movement to a determined position. The character object Ob1 starts an autonomous movement according to the code written in the game program.

[0101] (4) Effects As described above in detail, the example game program can display an image including an object with a movement associated with an operation to change the display mode of a virtual space, such as a game space. This allows the program to communicate with the object in the virtual space, such as a game space, with a simple operation. The operation to change the display mode of the virtual space is realized by an intuitive operation such as a swipe operation, so that the user can easily feel a sense of intimacy with the object.

[0102] Displaying an image based on the operation of changing the display mode of the virtual space includes displaying different images according to the amount of operation of changing the display mode of the virtual space. The movement associated with the operation of changing the display mode of the virtual space differs according to the type of object. The movement associated with the operation of changing the display mode of the virtual space is a movement that enters the display range of the virtual space. The movement associated with the operation of changing the display mode of the virtual space differs according to the shooting mode of the virtual camera. The movement associated with the operation of changing the display mode of the virtual space starts after the start of display of the image based on the operation of changing the display mode of the virtual space. The speed of the movement associated with the operation of changing the display mode of the virtual space differs according to the state of the object before the start of the movement associated with the operation of changing the display mode of the virtual space. The movement associated with the operation of changing the display mode of the virtual space differs according to the shooting mode of the virtual camera. The program enables variable communication with the object in the virtual space.

[0103] [Second embodiment] In the second embodiment, the same reference numerals are used for configurations that may be similar to those in the first embodiment, and the description thereof will be omitted. In the second embodiment, the portions different from the first embodiment will be mainly described. (1) Composition (1-1) Game System The overall configuration of the game system 1 may be the same as that of the first embodiment described with reference to FIG. 1, and therefore a description thereof will be omitted.

[0104] (1-2) Hardware configuration The hardware configurations of the user terminal 100 and the server 200 may be the same as those in the first embodiment described with reference to FIG. 1, and therefore will not be described here.

[0105] (1-3) Functional configuration (1-3-1) Server The functional configuration of the server 200 may be the same as that of the first embodiment described with reference to FIG. 2, and therefore the description thereof will be omitted.

[0106] (1-3-2) User terminal 12 is a diagram showing an example of the functional configuration of the user terminal 100. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configuration required to implement a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .

[0107] The storage unit 120 may be realized by the storage 1003. The storage unit 120 includes a game program storage unit 121 and a game information storage unit 122. The game program storage unit 121 and the game information storage unit 122 may be similar to those in the first embodiment, and therefore the description thereof will be omitted.

[0108] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. The control unit 110 may function as an operation receiving unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, a movement control unit 115, a communication specifying unit 116, and a movement determination unit 117 by executing a game program stored in a game program storage unit 121.

[0109] The operation reception unit 111, game progression unit 112, virtual camera control unit 113, display control unit 114 and movement control unit 115 may be similar to those in the first embodiment described with reference to Fig. 3, and therefore a description thereof will be omitted. Note that the operation reception unit 111 may send information regarding the user's operation to the communication identification unit 116 and the movement determination unit 117.

[0110] The communication identification unit 116 identifies a user operation input via the input unit 1071. The communication identification unit 116 identifies a communication of a character with respect to an object associated with the user operation based on the identification of the user operation. Examples of communication of a character with respect to an object will be described later. The communication identification unit 116 may be included in the game progression unit 112.

[0111] The movement determination unit 117 determines the movement of the character object based on the communication with respect to the character object associated with the user's operation identified by the communication identification unit 116. The movement determination unit 117 may be included in the game progression unit 112.

[0112] (2) Operation The operation described here can be realized in a mode (hereinafter, referred to as "second mode") in which an object to be viewed is arranged in a virtual space and the user can communicate with the object to be viewed. For example, the second mode is a mode in which the user can communicate with the character object by controlling the movement of the character object according to the user's operation regarding a response or instruction to a message. In the second mode, as in the first mode, the user's operation is not an operation to change the display mode of the character object, but an operation to change the display mode of the game space captured by the virtual camera. The operation to change the direction of the virtual camera will be described as an example of an operation to change the display mode of the game space. It is assumed that the operation to change the direction of the virtual camera is associated with a swipe operation.

[0113] The image displayed on the display unit 1072 before the start of a swipe operation may include a part or the whole of the character object. The image displayed on the display unit 1072 before the start of a swipe operation may not include the whole of the character object.

[0114] The image displayed on the display unit 1072 before the start of the swipe operation may include a message to the user. The message is a message that encourages the character to communicate with the object. The character's communication with the object may be an expression of the user's intention.

[0115] For example, the message is a question message to the user. In this example, the user's expression of intent is a reply to the question message. The question message may be a message that can be answered with "YES" or "NO." The answer "YES" is an example of an affirmative expression of intent. The answer "NO" is an example of a negative expression of intent. The question message may be a message that allows one answer from multiple answers to be selected. One answer selected from multiple answers is an example of an expression of intent.

[0116] The message is not limited to a question message. The message may be a message that prompts an instruction such as an action of a character on an object. In this example, the user's expression of intention is an instruction such as an action of a character on an object. The message that prompts an instruction may be a message that allows one answer to be selected from a plurality of answers. One answer selected from a plurality of answers is an example of an expression of intention.

[0117] The swipe operation includes a plurality of swipe operations related to a plurality of communications of the character to the object, and in the case where the message is a question message to the user, the swipe operation includes a plurality of swipe operations related to a plurality of answers to the question message.

[0118] An example will be described in which the question message is a message that can be answered with "YES" or "NO". The swipe operation includes a swipe operation related to a "YES" answer to the question message. The swipe operation related to a "YES" answer may be at least one of an upward swipe operation, a downward swipe operation, and repeated upward and downward swipe operations. The repeated upward and downward swipe operations are swipe operations that include at least one upward swipe operation and at least one downward swipe operation. The number of upward swipe operations and the number of downward swipe operations included in the repeated upward and downward swipe operations can be set as appropriate.

[0119] The swipe operation includes a swipe operation related to a "NO" answer to the question message. The swipe operation related to a "NO" answer may be at least one of a left swipe operation, a right swipe operation, and repeated left and right swipe operations. The repeated left and right swipe operations are swipe operations including at least one left swipe operation and at least one right swipe operation. The number of left swipe operations and the number of right swipe operations included in the repeated left and right swipe operations can be set appropriately.

[0120] An example will be described in which the question message is a message in which one answer from a plurality of answers can be selected. The swipe operation includes a plurality of different swipe operations related to the plurality of answers to the question message. For example, the swipe operation related to a first answer of the plurality of answers may be an upward swipe operation. The swipe operation related to a second answer of the plurality of answers may be a downward swipe operation. The operation related to a third answer of the plurality of answers may be a leftward swipe operation. The direction of the swipe operation related to each of the plurality of answers is not limited to one direction, and may be a plurality of directions. The direction of the swipe operation related to each of the plurality of answers can be set appropriately.

[0121] When the message is a message prompting an instruction, the swipe operation includes a plurality of different swipe operations related to a plurality of answers to the message prompting an instruction. For example, the swipe operation related to a first answer of the plurality of answers may be an upward swipe operation. The swipe operation related to a second answer of the plurality of answers may be a downward swipe operation. The swipe operation related to a third answer of the plurality of answers may be a leftward swipe operation. The direction of the swipe operation related to each of the plurality of answers is not limited to one direction, and may be a plurality of directions. The direction of the swipe operation related to each of the plurality of answers can be set appropriately.

[0122] FIG. 13 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in FIG. The following operations are premised on the assumption that the control unit 110 and storage unit 120 of the user terminal 100 work together to progress the game in accordance with the codes written in the game program, and generate display data.

[0123] The operation reception unit 111 detects the start of a swipe operation (step S11). The process of step S11 may be the same as the process of step S1 described in the first embodiment. The virtual camera control unit 113 changes the orientation of the virtual camera (step S12). The process of step S12 may be the same as the process of step S12 described in the first embodiment. The display control unit 114 displays an image based on the swipe operation (step S13). The process of step S13 may be the same as the process of step S3 described in the first embodiment. Displaying an image based on the swipe operation includes displaying different images depending on the amount of the swipe operation, as in the first embodiment. The operation reception unit 111 detects the end of the swipe operation (step S14). The process of step S14 may be the same as the process of step S4 described in the first embodiment.

[0124] The communication identification unit 116 identifies the communication to the object of the character associated with the swipe operation inputted via the input unit 1071 (step S15). In step S15, for example, the communication identification unit 116 identifies the swipe operation based on information on the user's operation from the operation reception unit 111. Identifying the swipe operation includes identifying the direction of the swipe operation. The communication identification unit 116 identifies the communication to the object of the character associated with the swipe operation based on the identification of the swipe operation. Hereinafter, the communication to the object of the character associated with the swipe operation may be referred to as the communication associated with the swipe operation. The communication identification unit 116 may refer to information on the communication associated with the swipe operation stored in the game information storage unit 122. The information on the communication associated with the swipe operation is information that associates each swipe operation with the communication to the object of each character.

[0125] The game information storage unit 122 may store, for each message in the second mode, information about the communication associated with the swipe operation. Hereinafter, the information about the communication associated with the swipe operation may also be referred to as information about the communication. The information about the communication includes information about a plurality of different swipe operations related to a plurality of communications for the character's object.

[0126] When the message is a question message to the user, the information on the communication includes information on a plurality of different swipe operations related to a plurality of answers to the question message. An example will be described in which the question message is a message that can be answered with "YES" or "NO". The information on the communication includes information on a swipe operation related to a "YES" answer to the question message. The information on the communication includes information on a swipe operation related to a "NO" answer to the question message. An example will be described in which the question message is a message in which one answer from a plurality of answers can be selected. The information on the communication includes information on a plurality of different swipe operations related to each of a plurality of answers to the question message.

[0127] If the message is a prompt, the communication information includes information of a plurality of different swipe actions relating to a plurality of responses to the prompt.

[0128] The movement determination unit 117 determines the movement of the character object associated with the communication for the character object (step S16). Hereinafter, the movement of the character object associated with the communication for the character object may be referred to as the movement associated with the communication. In step S16, for example, the movement determination unit 117 determines the movement associated with the communication after the swipe operation is completed. The movement determination unit 117 determines the movement associated with the communication based on the communication associated with the swipe operation identified by the communication identification unit 116.

[0129] The movement determination unit 117 may determine a movement associated with a communication based on information about the movement associated with the communication stored in the game information storage unit 122. Hereinafter, the information about the movement associated with the communication may also be referred to as information about the second movement. The information about the second movement is information that associates the communication of each character with an object and the movement of the object of each character. The game information storage unit 122 may store information about the second movement for each message for the second mode.

[0130] The motion associated with the communication will be described below. The motion associated with the communication includes any motion associated with the communication with respect to the object, such as a happy motion, a sad motion, and an angry motion.

[0131] The motion associated with the communication includes a plurality of motions associated with a plurality of communications of the character to the object, and the motion associated with the communication is different for each of the plurality of communications of the character to the object.

[0132] If the message is a question message to the user, the movement associated with the communication includes a plurality of movements associated with a plurality of answers to the question message. An example will be described in which the question message is a message that can be answered with "YES" or "NO". The movement associated with the communication includes a movement associated with a "YES" answer to the question message. The movement associated with the communication includes a movement associated with a "NO" answer to the question message. An example will be described in which the question message is a message in which one answer from a plurality of answers can be selected. The movement associated with the communication includes a plurality of different movements associated with a plurality of answers to the question message. If the message is a message that prompts for instructions, the movement associated with the communication includes a plurality of different movements associated with a plurality of answers to the message that prompts for instructions.

[0133] The movement associated with the communication may be different depending on the type of the character object. In this example, the game information storage unit 122 may include information regarding the second movement for each type of the character object for the second mode. For example, if the type of the character object is different, the movement associated with the communication may be different even if it is the same communication for the same message.

[0134] The movement control unit 115 controls the movement associated with the communication for the character object based on the determination of the movement associated with the communication by the movement determination unit 117. The movement control unit 115 may prioritize the movement associated with the communication over an autonomous movement according to a code written in a game program.

[0135] The display control unit 114 displays an image including an object of the character with a movement associated with the communication (step S17). In step S17, for example, the display control unit 114 cooperates with the game progression unit 112, the virtual camera control unit 113, and the movement control unit 115 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 displays an image including an object of the character with a movement associated with the communication determined by the movement determination unit 117 on the display unit 1072. The display control unit 114 displays images including an object of the character with a movement associated with the communication on the display unit 1072 continuously in accordance with the movement.

[0136] Note that the communication with respect to the character object is associated with a swipe operation. Therefore, the movement associated with the communication is an example of the movement of the character object associated with the swipe operation. The expression "movement of the character object associated with the communication with respect to the character object" may be read as "movement of the character object associated with the swipe operation." Similarly, the expression "movement associated with the communication" may be read as "movement of the character object associated with the swipe operation."

[0137] Examples of the movements associated with the above-mentioned communications can be expressed as follows: The movements associated with the swipe operation include a plurality of movements associated with a plurality of swipe operations related to a plurality of communications with respect to an object of the character. The movements associated with the swipe operation are different for each of the plurality of swipe operations related to a plurality of communications with respect to an object of the character.

[0138] When the message is a question message for a user, the movement associated with the swipe operation includes a plurality of movements associated with a plurality of swipe operations related to a plurality of answers to the question message. An example will be described in which the question message is a message that can be answered with "YES" or "NO". The movement associated with the swipe operation includes a movement associated with a swipe operation related to a "YES" answer to the question message. The movement associated with the swipe operation includes a movement associated with a swipe operation related to a "NO" answer to the question message. An example will be described in which the question message is a message in which one answer from a plurality of answers can be selected. The movement associated with the swipe operation includes a plurality of different movements associated with a plurality of swipe operations related to a plurality of answers to the question message. When the message is a message that prompts an instruction, the movement associated with the swipe operation includes a plurality of different movements associated with a plurality of swipe operations related to a plurality of answers to the message that prompts an instruction.

[0139] The game information storage unit 122 may store information on a movement associated with a swipe operation for each message in the second mode, instead of information on the second movement. The information on the movement associated with the swipe operation is information that associates each swipe operation with the movement of each character object. In step S16, the movement determination unit 117 may determine the movement of the character object associated with the swipe operation based on the swipe operation identified by the communication identification unit 116. In this example, the communication identification unit 116 is an example of an operation identification unit that identifies the swipe operation. The movement control unit 115 controls the movement associated with the swipe operation based on the determination of the movement associated with the swipe operation by the movement determination unit 117. In step S17, the display control unit 114 displays an image including an object of the character with the movement associated with the swipe operation determined by the movement determination unit 117.

[0140] In step S13, displaying an image based on a swipe operation corresponds to displaying an image based on an operation to change the display mode of the game space. Displaying an image based on an operation to change the display mode of the game space includes displaying an image based on an operation to change the display range of the game space. The image based on the operation to change the display range of the game space is an image of the display range of the game space based on the operation to change the display range of the game space. The image of the display range of the game space includes an image obtained by a virtual camera. Therefore, displaying an image of the display range of the game space includes displaying an image obtained by a virtual camera. Displaying an image based on an operation to change the display range of the game space includes displaying an image based on an operation to change the shooting mode of the virtual camera. The image based on the operation to change the shooting mode of the virtual camera is an image obtained by the virtual camera based on the operation to change the shooting mode of the virtual camera. Displaying an image based on an operation to change the shooting mode of the virtual camera includes displaying an image based on an operation to change the range of the image obtained by the virtual camera. The image based on the operation to change the range of the image obtained by the virtual camera is an image obtained by the virtual camera based on the operation to change the range of the image obtained by the virtual camera.

[0141] In step S17, displaying an image including an object of a character with a movement associated with communication corresponds to displaying an image including an object of a character with a movement associated with a swipe operation. Displaying an image including an object of a character with a movement associated with a swipe operation corresponds to displaying an image including an object of a character with a movement associated with an operation to change the display mode of the game space. Displaying an image including an object of a character with a movement associated with an operation to change the display mode of the game space includes displaying an image including an object of a character with a movement associated with an operation to change the display range of the game space. Displaying an image including an object of a character with a movement associated with an operation to change the shooting mode of the virtual camera includes displaying an image including an object of a character with a movement associated with an operation to change the range of an image obtained by the virtual camera.

[0142] Although an example has been described in which a swipe operation is associated with an operation of changing the orientation of a virtual camera, the above description using FIG. 13 can be read as follows. The term "swipe operation" may be read as "flick operation". The term "swipe operation" may be read as "user operation". The term "swipe operation" may be read as "operation of changing the display mode of the game space". The term "swipe operation" may be read as "operation of changing the display range of the game space". The term "swipe operation" may be read as "operation of changing the shooting mode of the virtual camera". The term "swipe operation" may be read as "operation of changing the range of an image obtained by a virtual camera".

[0143] (3) Example images The transition of the image displayed on the display unit 1072 will be described. The game mode is assumed to be the second mode of communication with the object Ob2 of the character to be viewed. The operation of changing the direction of the virtual camera will be described as an example of the operation of changing the display mode of the game space. The operation of changing the direction of the virtual camera is assumed to be associated with a swipe operation.

[0144] FIG. 14 is a diagram showing an example of an image Im11 displayed on the user terminal 100 realized by the game program. The display unit 1072 displays an image Im11 before the start of a swipe operation. The image Im11 is an image including a character object Ob2 in a virtual room. The image Im11 is an image including the entire character object Ob2 in the center. The character object Ob2 moves autonomously, independent of user operation, according to code written in a game program. In the example of FIG. 14, the character object Ob2 moves as if dancing. The image Im11 is an image including a question message "Do you like me?" that can be answered with "YES" or "NO."

[0145] FIG. 15 is a diagram showing an example of an image Im12 displayed on the user terminal 100 after a transition from the image Im11 shown in FIG. The arrows in Fig. 15 indicate the direction of the swipe operation. It is assumed that the user initiates repeated swipe operations in the upward and downward directions for a "YES" answer to the question message.

[0146] The display unit 1072 displays an image Im12 during a downward swipe operation among repeated upward and downward swipe operations. The display unit 1072 displays an image Im12 different from the image Im11 based on a change in the direction of the virtual camera. The image Im12 is an image with a background different from that of the image Im11. The image Im12 is an image including the entire character object Ob2 below the image Im11. Note that, in the example shown in FIG. 15, the direction of the virtual camera is changed in a direction opposite to the direction of the swipe operation in response to the swipe operation, but is not limited thereto. The direction of the virtual camera may be changed in the same direction as the direction of the swipe operation in response to the swipe operation.

[0147] FIG. 16 is a diagram showing an example of an image Im13 displayed on the user terminal 100 after a transition from the image Im12 shown in FIG. The display unit 1072 displays an image Im13 after the repeated upward and downward swipe operations are completed. The display unit 1072 displays an image Im13 including a character object Ob2 with a movement associated with a swipe operation related to a "YES" answer to a question message. The movement associated with a swipe operation related to a "YES" answer to a question message is a happy movement. The timing at which the character object Ob2 starts to move with joy is after the swipe operation is completed. The display unit 1072 displays an image Im13 different from the image Im12 based on the movement of the character object Ob2. The image Im13 is an image that includes the entire character object Ob2 in the center.

[0148] FIG. 17 is a diagram showing an example of an image Im14 displayed on the user terminal 100 after a transition from the image Im11 shown in FIG. The arrows in Fig. 17 indicate the direction of the swipe operation. It is assumed that the user initiates repeated swipes to the left and right for a "NO" answer to the question message.

[0149] The display unit 1072 displays an image Im14 during a left swipe operation among repeated left and right swipe operations. The display unit 1072 displays an image Im14 different from the image Im11 based on a change in the direction of the virtual camera. The image Im14 is an image with a background different from that of the image Im11. The image Im14 is an image including the entire character object Ob2 to the left of the image Im11. Note that, in the example shown in FIG. 17, the direction of the virtual camera is changed in a direction opposite to the direction of the swipe operation in response to the swipe operation, but is not limited thereto. The direction of the virtual camera may be changed in the same direction as the direction of the swipe operation in response to the swipe operation.

[0150] FIG. 18 is a diagram showing an example of an image Im15 displayed on the user terminal 100 after a transition from the image Im14 shown in FIG. The display unit 1072 displays an image Im15 after the repeated swipe operation in the left and right directions is completed. The display unit 1072 displays an image Im15 including a character object Ob2 with a movement associated with a swipe operation related to a "NO" answer to the question message. The movement associated with a swipe operation related to a "NO" answer to the question message is a sad movement. The timing when the character object Ob2 starts to move sadly is after the swipe operation is completed. The display unit 1072 displays an image Im15 different from the image Im14 based on the movement of the character object Ob2. The image Im15 is an image including the entire character object Ob2 in the center.

[0151] (4) Effects As described above in detail, the example game program can display an image including an object with a movement associated with an operation to change the display mode of a virtual space, such as a game space. This allows the program to communicate with the object in the virtual space, such as a game space, with a simple operation. The operation to change the display mode of the virtual space is realized by an intuitive operation such as a swipe operation, so that the user can easily feel a sense of intimacy with the object.

[0152] The movement associated with the operation of changing the display mode of the virtual space is different for each of the operations of changing the display mode of the virtual space related to the communications with the object, thereby enabling the program to provide varied communications with the object in the virtual space.

[0153] The operation for changing the display mode of the virtual space related to the positive intention is at least one of a user's operation in the upward direction, a user's operation in the downward direction, and a user's operation repeated in the upward and downward directions. These user operations are reminiscent of the action of nodding one's head, and therefore have a high relevance to the positive intention. The operation for changing the display mode of the virtual space related to the negative intention is at least one of a user's operation in the leftward direction, a user's operation in the rightward direction, and a user's operation repeated in the leftward and rightward directions. These user operations are reminiscent of the action of nodding one's head, and therefore have a high relevance to the negative intention. In this way, the program enables communication with an object in the virtual space according to a user's operation that is highly relevant to the content of the intention expression.

[0154] [Third embodiment] In the third embodiment, the same reference numerals are used for configurations that may be similar to those in the first or second embodiment, and the description thereof will be omitted. In the third embodiment, the portions different from the first or second embodiment will be mainly described. (1) Composition (1-1) Game System The overall configuration of the game system 1 may be the same as that of the first embodiment described with reference to FIG. 1, and therefore a description thereof will be omitted.

[0155] (1-2) Hardware configuration The hardware configurations of the user terminal 100 and the server 200 may be the same as those in the first embodiment described with reference to FIG. 1, and therefore will not be described here.

[0156] (1-3) Functional configuration (1-3-1) Server The functional configuration of the server 200 may be the same as that of the first embodiment described with reference to FIG. 2, and therefore the description thereof will be omitted.

[0157] (1-3-2) User terminal 19 is a diagram showing an example of the functional configuration of the user terminal 100. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .

[0158] The storage unit 120 may be realized by the storage 1003. The storage unit 120 includes a game program storage unit 121 and a game information storage unit 122. The game program storage unit 121 and the game information storage unit 122 may be similar to those in the first embodiment, and therefore the description thereof will be omitted.

[0159] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. The control unit 110 may function as an operation receiving unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, a movement control unit 115, an enlargement target specifying unit 118, and a movement determination unit 119 by executing a game program stored in a game program storage unit 121.

[0160] The operation reception unit 111, the game progression unit 112, the virtual camera control unit 113, the display control unit 114, and the motion control unit 115 may be similar to those in the first embodiment described with reference to Fig. 3, and therefore a description thereof will be omitted. Note that the operation reception unit 111 may send information regarding the user's operation to the enlargement target identification unit 118.

[0161] The enlargement target specifying unit 118 specifies a target for changing the display size of the character's object based on the user's operation input via the input unit 1071. Hereinafter, the target for changing the display size of the character's object may also be referred to as a display size change target. The display size change target is a part of the character's object whose size is changed and displayed on the display unit 1072. The display size change target includes a target for enlarging the display size of the character's object. Hereinafter, the target for enlarging the display size of the character's object may also be referred to as a display size enlargement target. For example, the display size enlargement target is a part of the character's object whose size is enlarged and displayed on the display unit 1072. The part of the character's object may be a part of the character's object itself, such as hair and hands. The part of the character's object may be an object held by the character's object, such as a letter and a present. The part of the character's object may be an object worn by the character's object, such as a hair ornament and a watch. The enlargement target specifying unit 118 may be included in the game progression unit 112. The enlargement target specifying unit 118 is an example of a change target specifying unit that specifies a target for changing the display size.

[0162] The movement determination unit 119 determines the movement of a character object associated with the target for enlargement of the display size, based on the target for enlargement of the display size identified by the enlargement target identification unit 118. The movement determination unit 119 may be included in the game progression unit 112.

[0163] (2) Operation The operation described here can be realized in a mode (hereinafter, referred to as "third mode") in which an object to be viewed is arranged in a virtual space and the user can communicate with the object to be viewed. For example, the third mode is a mode in which the user can communicate with the character object by controlling the movement of the character object according to the target of enlarging the display size. In the third mode, similar to the first mode, the user's operation is not an operation to change the display mode of the character object, but an operation to change the display mode of the game space captured by the virtual camera. The operation to change the display mode of the game space includes an operation to change the display size of the character object. The operation to change the display size of the character object includes an operation to enlarge the display size of the character object. The operation to enlarge the display size of the character object will be described as an example of an operation to change the display mode of the game space. The operation to enlarge the display size of the character object is associated with a pinch out operation.

[0164] The image displayed on display unit 1072 before the start of the pinch out operation includes a part or the whole of the character object.

[0165] The image displayed on the display unit 1072 before the pinch out operation starts may include a message for the user. The message encourages the user to increase the display size of the character object.

[0166] FIG. 20 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in FIG. The following operations are premised on the assumption that the control unit 110 and storage unit 120 of the user terminal 100 work together to progress the game in accordance with the codes written in the game program, and generate display data.

[0167] The operation reception unit 111 detects the start of a pinch out operation (step S21). If the operation reception unit 111 does not detect the start of a pinch out operation (step S21, NO), the operation reception unit 111 waits for the start of a pinch out operation. If the operation reception unit 111 detects the start of a pinch out operation (step S21, YES), the process proceeds from step S21 to step S22.

[0168] The virtual camera control unit 113 changes the shooting mode of the virtual camera (step S22). In step S22, for example, the virtual camera control unit 113 starts changing the shooting mode of the virtual camera based on the start of a pinch out operation. The shooting mode of the virtual camera relates to the enlargement of the display size of the character object. The virtual camera control unit 113 may start changing the magnification or position of the virtual camera based on the start of a pinch out operation. The virtual camera control unit 113 may start changing the shooting mode of the virtual camera based on the coordinate information of the contact position corresponding to the start of the pinch out operation acquired from the operation acceptance unit 111. The virtual camera control unit 113 changes the shooting mode of the virtual camera based on the pinch out operation. The virtual camera control unit 113 may continuously change the shooting mode of the virtual camera based on the coordinate information corresponding to the pinch out operation continuously acquired from the operation acceptance unit 111. The virtual camera control unit 113 may continuously change the shooting mode of the virtual camera by the change amount of the shooting mode of the virtual camera corresponding to the operation amount of the pinch out operation. The relationship between the amount of operation and the amount of change in the shooting mode of the virtual camera may be determined in advance or may be changeable.

[0169] The display control unit 114 displays an image based on the pinch out operation (step S23). In step S23, for example, the display control unit 114 cooperates with the game progression unit 112 and the virtual camera control unit 113 to display an image obtained by the virtual camera on the display unit 1072. Based on the start of the pinch out operation, the display control unit 114 starts displaying an image based on the pinch out operation.

[0170] Displaying an image based on a pinch out operation includes displaying a different image according to the amount of pinch out operation. The amount of change in the shooting mode of the virtual camera changes according to the amount of pinch out operation. The image obtained by the virtual camera changes according to the shooting mode of the virtual camera. The display control unit 114 causes the display unit 1072 to display a different image obtained by the virtual camera according to the change in the shooting mode of the virtual camera.

[0171] The enlargement target identification unit 118 identifies a target for enlarging the display size based on the pinch out operation input via the input unit 1071 (step S25). In step S25, for example, the communication identification unit 116 cooperates with the game progression unit 112 and the virtual camera control unit 113 to identify a target for enlarging the display size. The criterion for identifying the target for enlarging the display size may be any criterion, such as a position in the image displayed on the display unit 1072 or a proportion of the image displayed on the display unit 1072.

[0172] The movement determination unit 119 determines the movement of the object of the character associated with the target of enlargement of the display size based on the target of enlargement of the display size specified by the enlargement target specification unit 118 (step S26). Hereinafter, the movement of the object of the character associated with the target of enlargement of the display size may be referred to as the movement associated with the target of enlargement of the display size. In step S26, for example, the movement determination unit 119 determines the movement associated with the target of enlargement of the display size after the pinch out operation is completed. The movement determination unit 119 may determine the movement associated with the target of enlargement of the display size before the pinch out operation is completed. The movement determination unit 119 may determine the movement associated with the target of enlargement of the display size based on the information on the movement associated with the target of enlargement of the display size stored in the game information storage unit 122. Hereinafter, the information on the movement associated with the target of enlargement of the display size may be referred to as the information on the third movement. The information on the third movement is information that associates each target of enlargement of the display size with the movement of each character object.

[0173] The movement associated with the target of enlarging the display size will be described below. The movement associated with the target of enlarging the display size includes any movement that differs for each target of enlarging the display size.

[0174] In the case where the object for increasing the display size is a letter, the movement associated with the object for increasing the display size may include a movement of unfolding the letter, and the movement associated with the object for increasing the display size may include a movement of lowering the unfolded letter.

[0175] When the object to be enlarged in display size is a present, the movement associated with the object to be enlarged in display size may include a movement of spreading out the present, or a movement of lowering the present.

[0176] When the object to be enlarged in display size is a hair accessory, the movement associated with the object to be enlarged in display size may include a movement to show the hair accessory, or a movement to lower the hair accessory.

[0177] The movement associated with the target of enlarging the display size may be different depending on the type of the character object. In this example, the game information storage unit 122 may include information on the third movement for each type of the character object for the third mode. For example, if the type of the character object is different, the movement associated with the target of enlarging the display size may be different even if the target is the same display size.

[0178] The movement control unit 115 controls the movement associated with the target for enlarging the display size based on the determination of the movement associated with the target for enlarging the display size by the movement determination unit 119. The movement control unit 115 may prioritize the movement associated with the target for enlarging the display size over an autonomous movement according to a code written in a game program.

[0179] The display control unit 114 displays an image including an object of a character with a movement associated with a target for enlarging the display size (step S27). In step S27, for example, the display control unit 114 cooperates with the game progression unit 112, the virtual camera control unit 113, and the movement control unit 115 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 displays an image including an object of a character with a movement associated with a target for enlarging the display size determined by the movement determination unit 119 on the display unit 1072. The display control unit 114 displays images including an object of a character with a movement associated with a target for enlarging the display size on the display unit 1072 continuously according to the movement.

[0180] Note that the operation of enlarging the display size of a character object is associated with a pinch out operation. Therefore, the movement associated with the target of enlarging the display size is an example of the movement of a character object associated with a pinch out operation. The expression "movement of a character object associated with a target of enlarging the display size" may be read as "movement of a character object associated with a pinch out operation." Similarly, the expression "movement associated with a target of enlarging the display size" may be read as "movement of a character object associated with a pinch out operation."

[0181] In step S23, displaying an image based on a pinch out operation corresponds to displaying an image based on a change operation of the display mode of the game space. Displaying an image based on a change operation of the display mode of the game space includes displaying an image based on a change operation of the display size of a character's object. Similarly, displaying an image based on a change operation of the display range of the game space includes displaying an image based on a change operation of the display size of a character's object. Displaying an image based on a change operation of the shooting mode of the virtual camera includes displaying an image based on a change operation of the display size of a character's object. Displaying an image based on a change operation of the range of the image obtained by the virtual camera includes displaying an image based on a change operation of the display size of a character's object.

[0182] In step S27, displaying an image including an object of a character with a movement associated with a target for enlarging the display size corresponds to displaying an image including an object of a character with a movement associated with a pinch out operation. Displaying an image including an object of a character with a movement associated with a pinch out operation corresponds to displaying an image including an object of a character with a movement associated with a change operation of the display mode of the game space. Displaying an image including an object of a character with a movement associated with a change operation of the display size of the object of the character. Similarly, displaying an image including an object of a character with a movement associated with a change operation of the display range of the game space includes displaying an image including an object of a character with a movement associated with a change operation of the display size of the object of the character. Displaying an image including an object of a character with a movement associated with a change operation of the shooting mode of the virtual camera includes displaying an image including an object of a character with a movement associated with a change operation of the display size of the object of the character. Displaying an image including an object of a character with a movement associated with a change operation of the range of the image obtained by the virtual camera includes displaying an image including an object of a character with a movement associated with a change operation of the display size of the object of the character.

[0183] Although an example in which the pinch out operation is associated with an operation of changing the display size of a character's object has been described, the above description described with reference to FIG. 20 can be read as follows. The term "pinch out operation" may be read as "user operation". The term "pinch out operation" may be read as "operation of changing the display size of a character's object". The term "pinch out operation" may be read as "operation of enlarging the display size of a character's object". The term "pinch out operation" may be read as "operation of changing the display mode of the game space". The term "pinch out operation" may be read as "operation of changing the display range of the game space". The term "pinch out operation" may be read as "operation of changing the shooting mode of the virtual camera". The term "pinch out operation" may be read as "operation of changing the range of the image obtained by the virtual camera". Various operations can be assigned to the enlarging operation. The pinch out operation is one example, and for example, a double tap operation on an object such as a letter may be performed to perform the enlarging operation.

[0184] (3) Example images The transition of the image displayed on the display unit 1072 will be described. The game mode is assumed to be the third mode of communication with the character object Ob3 to be viewed. The operation of enlarging the display size of the character object will be described as an example of an operation of changing the display mode of the game space. The operation of enlarging the display size of the character object is associated with a pinch out operation.

[0185] FIG. 21 is a diagram showing an example of an image Im21 displayed on the user terminal 100 realized by the game program. The display unit 1072 displays an image Im21 before the start of a pinch out operation. Image Im21 is an image including a character object Ob3 in a virtual room. Image Im21 is an image including the entire character object Ob3 in the center. The character object Ob3 moves autonomously, independent of user operation, in accordance with code written in the game program. The character object Ob3 is holding a letter. Image Im21 includes an arrow pointing to the letter, which is the gaze point. Image Im21 includes the message "Look at this!"

[0186] FIG. 22 is a diagram showing an example of an image Im22 displayed on the user terminal 100 after a transition from the image Im21 shown in FIG. 22 indicates the direction of the pinch out operation. It is assumed that the user starts a pinch out operation to enlarge the letter on display unit 1072. The display unit 1072 displays an image Im22 in the middle of a pinch out operation. The display unit 1072 displays an image Im22 that is different from the image Im21, based on a change in the display mode of the virtual camera. The image Im22 is an image that includes a letter that is larger in size than the image Im11.

[0187] FIG. 23 is a diagram showing an example of an image Im23 displayed on the user terminal 100 after a transition from the image Im22 shown in FIG. The display unit 1072 displays image Im23 after the pinch out operation is completed. The display unit 1072 displays image Im23 including character object Ob3 with a movement associated with the letter that is the target of enlargement of the display size. The display unit 1072 displays image Im23 that is different from image Im22. Image Im23 is an image including the letter spread by character object Ob3.

[0188] FIG. 24 is a diagram showing an example of an image Im23 displayed on the user terminal 100 after a transition from the image Im23 shown in FIG. The display unit 1072 displays image Im24 including character object Ob3 with a movement associated with a letter that is the target of enlarging the display size. The display unit 1072 displays image Im24 which is different from image Im23. Image Im24 is an image after the letter has been lowered by the character object Ob3. Image Im24 is an image including the entire character object Ob3 in the center. Image Im24 is an image including the message "How was it?". The transition from image Im23 to image Im24 may be based on the passage of a certain amount of time.

[0189] (4) Effects As described above in detail, the example game program can display an image including an object with a movement associated with an operation to change the display mode of a virtual space, such as a game space. This allows the program to communicate with the object in the virtual space, such as a game space, with a simple operation. The operation to change the display mode of the virtual space is realized by an intuitive operation such as a pinch out operation, so that the user can easily feel a sense of intimacy with the object.

[0190] Displaying an object with a movement associated with an operation to change the display mode of the virtual space includes displaying an image including an object with a movement associated with an operation to change the display size of the object, whereby the program enables dynamic communication with the object in the virtual space based on the operation to change the display size of the object.

[0191] [Other embodiments] It should be noted that the present invention is not limited to the above first, second and third embodiments.

[0192] In the first and second embodiments, the change in the orientation of the virtual camera is described as an example of the change in the shooting mode of the virtual camera, but the present invention is not limited to this. The virtual camera control unit 113 may change the position of the virtual camera so that the virtual camera rotates around the character object based on a swipe operation. In this example, the virtual camera obtains an image including the character object regardless of the change in position.

[0193] Although a touch panel has been described as an example of the input unit 1071, the input unit 1071 is not limited to this. The input unit 1071 may be a controller having a plurality of buttons.

[0194] For example, the configurations of the server 200 and the user terminal 100 may be replaced with other configurations capable of implementing the game program according to the embodiment. The configurations of the server 200 and the user terminal 100 may be omitted, distributed among a plurality of devices, and replaced with similar configurations. Each functional unit of the server 200 and the user terminal 100 may be implemented by using a circuit. The circuit may be a dedicated circuit for implementing a specific function, or may be a general-purpose circuit such as a processor.

[0195] Furthermore, the flow of the process described using the flowchart is not limited to the procedure described, and the order of some steps may be changed, or some steps may be performed simultaneously in parallel. Also, the series of processes described above do not need to be performed consecutively in time, and each step may be performed at any timing.

[0196] Although the game space has been described as an example of a virtual space, the present invention is not limited thereto. The virtual space may be a virtual space based on VR (Virtual Reality). In this example, the operation of changing the display mode of the virtual space may be a movement of a user wearing a head-mounted display such as VR goggles turning his / her face. The head-mounted display may display an image based on the operation of changing the display mode of the virtual space. The head-mounted display may display an image including an object with a movement associated with the operation of changing the display mode of the virtual space.

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

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

[0199] 1...game system, 100...user terminal, 110...control unit, 111...operation reception unit, 112...game progression unit, 113...virtual camera control unit, 114...display control unit, 115...movement control unit, 116...communication identification unit, 117...movement determination unit, 118...enlargement target identification unit, 119...movement determination unit, 120...storage unit, 121...game program storage unit, 122...game information storage unit, 200...server, 211...reception control unit, 212...transmission control unit, 213...game progression unit, 220...storage unit, 221...game game program memory unit, 222...game information memory unit, 223...user information database, 1001...processor, 1002...memory, 1003...storage, 1004...sensor, 1005...communication interface, 1006...input / output interface, 1007...touch screen, 1008...bus, 1071...input unit, 1072...display unit, 2001...processor, 2002...memory, 2003...storage, 2004...communication interface, 2005...input / output interface, 2006...bus.

Claims

1. A program executed by a computer, The computer, A means for displaying different images in accordance with an amount of operation for changing a display mode of the virtual space; a means for displaying an image including an object with a movement associated with the operation of changing the display mode of the virtual space after detecting the end of the operation of changing the display mode of the virtual space; A program to function as a

2. the operation of changing the display mode of the virtual space includes an operation of changing a display range of the virtual space, the means for displaying a different image in accordance with an amount of an operation for changing a display mode of the virtual space includes means for displaying an image of a display range of the virtual space based on an operation for changing a display range of the virtual space, The means for displaying an image including the object with a movement associated with an operation for changing a display mode of the virtual space includes means for displaying an image including the object with a movement associated with an operation for changing a display range of the virtual space. The program according to claim 1.

3. the operation of changing the display range of the virtual space includes an operation of changing a shooting mode of a virtual camera that obtains an image from the virtual space, the means for displaying an image of the display range of the virtual space includes means for displaying an image obtained by the virtual camera, The means for displaying an image including the object with a movement associated with a change operation of a display range of the virtual space includes means for displaying an image including the object with a movement associated with a change operation of a shooting mode of the virtual camera. The program according to claim 2.

4. The program according to claim 1 , wherein the movement associated with the operation for changing the display mode of the virtual space is a movement of the object entering a display range of the virtual space.

5. The program according to claim 1 , wherein a movement associated with an operation for changing a display mode of the virtual space differs depending on a type of the object.

6. The program according to claim 1 , wherein the movement associated with the operation of changing the display mode of the virtual space starts after the start of displaying a different image according to the amount of operation of changing the display mode of the virtual space.

7. The program according to claim 1 , wherein a speed of the movement associated with the operation of changing the display mode of the virtual space differs depending on a state of the object before the movement associated with the operation of changing the display mode of the virtual space starts.

Citation Information

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