Program and information processing system

The system and program enhance user relationship building by utilizing a shared virtual space with display control and interaction mechanisms to facilitate easy connections.

JP7759358B2Active Publication Date: 2025-10-23COLOPL
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Patent Information

Application Number
JP2023076162
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-02
Publication Date
2025-10-23
Estimated Expiration
2043-05-02

AI Technical Summary

Technical Problem

Existing services that facilitate user relationships often face difficulties in enabling easy connection between users.

Method used

A system and program that utilize a virtual space shared by multiple users to facilitate relationship building through user operations, including a display control mechanism and relationship building process based on user interactions.

Benefits of technology

Facilitates easy relationship building among users by providing a platform for interaction and connection in a virtual environment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a service for easily constructing a relationship between users.SOLUTION: A program makes a computer function as prescribed display control means for making a prescribed display related to a construction of a relationship between users appear on a virtual space common among a plurality of users including a first user and a second user on the basis of operation of the first user, and relationship construction means for performing processing related to the construction of the relationship between the first user and the second user on the basis of operation of the second user to the prescribed display appearing on the basis of the operation of the first user.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] BACKGROUND ART Conventionally, services such as games that allow each user to build friendships with other users have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-188456 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in such services that allow users to build relationships, there is a problem in that it is sometimes difficult to build relationships.

[0005] An object of the present invention is to provide a service that makes it easy to build relationships between users. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, a predetermined display control means for causing a predetermined display relating to the establishment of a relationship between users to appear in a virtual space shared by a plurality of users including a first user and a second user, based on an operation by the first user; a relationship building means for performing a process related to building a relationship between the first user and the second user based on an operation by the second user on the predetermined display that appears based on an operation by the first user; A program is provided to function as a [Effects of the Invention]

[0007] According to the present invention, a service can be provided that makes it easy to build relationships between users. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram illustrating an example of a home screen. [Figure 4] FIG. 10 is a diagram showing an example of a screen related to viewing a broadcast. [Figure 5] FIG. 10 is a diagram illustrating an example of a lobby screen. [Figure 6] FIG. 10 is a diagram illustrating rooms displayed on a lobby screen. [Figure 7] FIG. 2 is a diagram illustrating the configuration of rooms included in a lobby. [Figure 8] FIG. 10 is a diagram for explaining the creation of a pin. [Figure 9] FIG. 10 is a diagram for explaining the creation of a pin. [Figure 10] FIG. 10 is a diagram for explaining display of pins in a virtual space. [Figure 11] FIG. 10 is a diagram showing an example of an application screen for building a relationship. [Figure 12] FIG. 10 is a diagram illustrating an example of a chat window. [Figure 13] FIG. 10 is a diagram illustrating an example of a pin search screen. [Figure 14] 10 is a flowchart illustrating an example of a process for building relationships between users using pins. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <Hardware configuration of information processing system> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, a pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitance type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional configuration of information processing system> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 references when executing the game program.

[0033] The game program stored in the storage unit 220 may include, in addition to a program executed on the server 20 side, a program transmitted to the terminal device 10 and executed on the terminal device 10 side. Alternatively, the storage unit 220 may store a program executed on the server 20 side and a program executed on the terminal device 10 side.

[0034] Game information is information common between accounts. Game information includes, for example, information for defining various virtual spaces (in other words, game spaces). A virtual space is a space in which objects of characters (hereinafter also referred to as "player characters") that can be controlled by a user are placed. Game information also includes various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the virtual space, and the placement position, size, color, and shape of non-player characters (NPCs). Game information also includes, for example, setting values ​​of various parameters of objects such as non-player characters placed in the virtual space. Hereinafter, a character object placed in the virtual space may be simply referred to as a "character."

[0035] An example of a virtual space is a space where an event takes place (in other words, occurs). Examples of spaces where events take place include game spaces where events related to the progress of a game take place (for example, characters are moved to progress the game), live spaces where various live performances such as live music events take place, and spaces where users can interact with each other. An example of an object in a virtual space is game media used in a game. Examples of game media include characters and items.

[0036] User information is information managed for each game account. User information includes, for example, information about the user's character, information about other users who have a specific relationship with the user (e.g., friends or followers), information about owned assets, and information indicating the progress of the game. Examples of owned assets include currency and items in a virtual space. In other words, owned assets can also be said to be value owned by a user in a virtual space (in other words, value associated with a user). An example of such value (in other words, value in a virtual space) is electronic currency. Examples of electronic currency include in-game currency that can be used in a game and crypto assets.

[0037] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211 and a server processing unit 212, for example.

[0038] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0039] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program in response to a request from the terminal device 10 or the like.

[0041] The server processing unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The server processing unit 212 places objects in the virtual space based on object setting information included in the game information. The server processing unit 212 controls the objects placed in the virtual space. Specifically, the server processing unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0042] The server processing unit 212 also places the player characters of the multiple players in the virtual space based on the play information transmitted from each terminal device 10. In other words, the server processing unit performs processing to enable a game space, which is an example of a virtual space, to be shared by multiple users. The server processing unit 212 also performs various determination processes related to the progress of the game based on the play information transmitted from each terminal device 10. In other words, the server processing unit 212 controls objects and performs various determination processes based on a user's input operation. The play information is output in response to a user's input operation. For example, the play information may include, as the operation content of the player character, coordinate information of the player character, information about the player character's action, or information indicating a button operated by the user. The play information may also include information about the player character's settings. For example, the character coordinate information is information indicating the character's position in the game space. For example, the action information is information about the character's action. For example, the character's action may include the character's posture, the use of an item, the use of a skill, an attack, a defense, a jump, or the like. For example, information about the character settings may include information about the character's equipment, appearance, etc. Furthermore, the character settings may be changed by the user.

[0043] Furthermore, when the server processing unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to instruct the transmission of game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the server processing unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.

[0044] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0045] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0046] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, a display control unit 114, a message processing unit 115, and a distribution unit 116.

[0047] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0048] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0049] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, various types of data and various requests to the server 20. As an example, the data transmitted by the transmitting / receiving unit 112 to the server may include play information, game information, and user information. In other words, the transmitting / receiving unit 112 transmits information regarding the input operation received by the operation receiving unit 111 to the server 20.

[0050] The transmitting / receiving unit 112 also receives various data, programs, and various requests from the server. As an example, the data that the transmitting / receiving unit 112 receives from the server 20 may include the type of one or more characters to be placed in the game space, character coordinate information, character action information, information related to character settings, and other information. As an example, the data that the transmitting / receiving unit 112 receives from the server may include synchronization data to support a multi-play function. The synchronization data may include, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0051] The game progression unit 113 executes various processes related to the progression of the game. The game progression unit 113 identifies the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 controls objects, the virtual camera, and the like based on the results of various determination processes related to the progression of the game performed in response to the identified instructions. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0052] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera within the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.

[0053] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a player character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include player characters that act based on the operations of each user and characters that act based on a game program (e.g., non-player characters, enemy characters, etc.).

[0054] The message processing unit 115 executes various processes relating to sending and receiving messages, which will be described later.

[0055] The distribution unit 116 executes various processes related to distribution, which will be described later.

[0056] The display control unit 114 displays game images on the display unit 18. For example, the display control unit 114 generates an image that depicts the area of ​​the field of view of a virtual camera defined by the game progression unit 113 in the virtual space and objects that exist in that area, and displays the image on the display unit 18. The display control unit 114 can also superimpose and draw objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0057] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on object data sent from the server 20, information indicating the positions of various objects in the virtual space, and the like, and display a predetermined area of ​​the virtual space on the display unit 18. The control unit 210 of the server 20 may also arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on user input operations, control of the virtual camera, generation of images to be displayed on the display unit 18, and the like may be performed by the server 20 or the terminal device 10.

[0058] Note that the functions of the terminal device 10 and the server 20 illustrated in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. In other words, the server 20 may have some or all of the functional blocks of the terminal device 10 in this embodiment, or the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each device, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0059] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing described below by executing a game program stored in the information processing system 1. However, at least a part of the processing described below that is performed by the processor 11 may be performed by a processor other than the processor 11. Also, at least a part of the processing described below that is performed by the processor 21 may be performed by a processor other than the processor 21. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0060] In the following, an example will be described in which the configuration according to this embodiment is applied to a game in which multiple users form a team to play. Specifically, an example will be described in which the configuration according to this embodiment is applied to a game in which multiple users are divided into multiple teams and compete against each other (for example, a GvG (Guild Versus Guild) game or an FPS (First Person Shooter) game). In the game of this embodiment, a team of six users competes against other teams. Note that the configuration according to this embodiment may be applied to any service that provides a virtual space, not limited to games such as GvG games and FPS games.

[0061] In the game of this embodiment, each user can operate their own character to compete against an opponent. Here, the opponent is another user (in other words, the team to which the other user belongs), but the opponent may also be a non-player character, etc.

[0062] Furthermore, in the game of this embodiment, each user can equip their own character with items (for example, weapons, armor, etc.) In other words, in the game of this embodiment, each user can configure their own character.

[0063] FIG. 3 shows an example of a home screen 30 displayed on the display unit 18 in the game of this embodiment. The home screen 30 is a basic screen on which a user performs operations to progress through the game. The home screen 30 displays multiple menu items related to the game. The home screen 30 is the screen that is displayed first, for example, when the game (in other words, an application related to a predetermined service) is launched on the terminal device 10. Note that "first displayed when launched" here includes the case where the home screen 30 is displayed after various displays related to the launch (for example, a title display, a display related to loading, etc.) are displayed.

[0064] The control unit 110 causes the display unit 18 to display a home screen 30. The home screen 30 displays a game space 31 (in other words, a virtual space) and objects that exist in the game space 31. Specifically, the home screen 30 displays a character 33 owned by the user of the terminal device 10 that is displaying the home screen 30.

[0065] The home screen 30 also displays a battle button 40 for accepting an operation to start a battle with an opponent, a lobby transition button 41 for accepting an operation to transition to a lobby 400 (described later), a button for accepting an operation to transition to a screen for equipping items to the character 33 (in other words, settings for the character 33), etc. The home screen 30 also displays a broadcast button 45 for accepting an operation to start broadcasting the game (in other words, the battle).

[0066] The home screen 30 may also display a user list display button 42 for displaying a list of users with whom the user has established a predetermined relationship (e.g., the user's friends), a profile button 43 for displaying the user's own profile, and the like.

[0067] The server processing unit 212 starts a battle (in other words, an event) based on an input operation (for example, a tap operation) on the battle button 40. Note that, when a battle begins, the opponent, teammates, etc. may be selected by the user, or the server processing unit 212 may automatically select them from among multiple users.

[0068] Furthermore, during a match, the server processing unit 212 moves the character 33 based on an input operation by the user. Specifically, the server processing unit 212 moves the character 33 within the virtual space and causes the character 33 to perform an action related to an attack against the opponent based on the input operation by the user.

[0069] The method for starting and progressing a battle (in other words, the processes related to the start and progress) can be the same as in conventional games. Also, the method for setting up characters, such as equipping them with items, can be the same as in conventional games.

[0070] Furthermore, in the information processing system 1 of this embodiment, each user can broadcast a match in which they are participating to other users and can watch the broadcasted match. Specifically, a function for broadcasting a match and a function for watching the match are provided as functions of an application for playing a game (e.g., a match, etc.). That is, the information processing system 1 of this embodiment allows broadcasting and watching of events taking place in a virtual space. Note that each user can also play a game (in other words, a match) without broadcasting. In other words, the information processing system 1 of this embodiment allows a match (in other words, an event) to proceed even when no broadcast is being made.

[0071] The distribution unit 116 starts distribution, for example, based on a user's input operation (e.g., a tap operation) on the distribution button 45. Specifically, the distribution unit 116 transmits to the server 20 data for displaying a video (hereinafter referred to as a "gameplay video") corresponding to the game play status of the user on the terminal device 10 of another user, based on the user's input operation on the distribution button 45. That is, when the user performs an input operation on the distribution button 45, the gameplay video of the user is distributed. Furthermore, the distribution unit 116 stops distribution, for example, based on the user's input operation (e.g., a tap operation) on the distribution button 45 while distribution is being performed.

[0072] Based on an operation related to starting viewing of the distributed gameplay video (for example, a tap operation on a thumbnail 49 described later for a specific broadcast), the control unit 110 causes the display unit 18 to display the video of the broadcast selected by the user from among the broadcasts that can be viewed.

[0073] That is, when an input operation related to starting video distribution is performed on the terminal device 10 of the first user and distribution begins, the video can be viewed on the terminal device 10 of the second user. Here, the video viewed by the second user (in other words, the distribution) is a gameplay video of the first user, and shows the progress of the match in which the first user is participating. That is, on the terminal device 10 of the second user, it is possible to view the play content of the first user, in other words, the event in which the first user is participating, in real time. Note that, on the terminal device 10 of the second user, a screen similar to the game screen displayed on the terminal device 10 of the first user may be displayed as the gameplay video of the first user. Note that known technologies can be used for the distribution method and viewing method of the gameplay video.

[0074] When a user wishes to broadcast a match in which the user is participating to other users, the user performs an input operation on a broadcast button 45 displayed on the home screen 30, for example.

[0075] Furthermore, when the user wishes to view another user's broadcast, the user performs an input operation (for example, a tap operation) on the program guide transition button 46 displayed on the home screen 30. When this input operation is performed, the control unit 110 causes the display unit 18 to display the program guide screen 32 exemplified in FIG. 4. That is, when this input operation is performed, the control unit 110 causes the home screen 30 to transition to the program guide screen 32.

[0076] The program guide screen 32 is a screen that displays a list of broadcasts (in other words, programs) that can be viewed. The program guide screen 32 displays thumbnails 49 of broadcasts that can be viewed, sorted into multiple categories such as "popular," "favorites," and "new arrivals." The user can select (by tapping, for example) a specific thumbnail 49 (in other words, a specific broadcast) from the list of thumbnails 49, and thereby view the broadcast corresponding to the selected thumbnail 49.

[0077] The information processing system 1 of this embodiment also provides a lobby 400 as a virtual space where users can interact with each other. FIG. 5 shows an example of a lobby screen 70 that is displayed on the display unit 18 when a user is in the lobby 400. The lobby screen 70 displays the lobby 400. In this embodiment, the lobby 400 is a virtual space that can be shared by an unspecified number of users. A user can enter the lobby 400 based on an input operation (e.g., a tap operation) on a lobby transition button 41 displayed on the home screen 30. Based on the user's input operation on the lobby transition button 41, the game progression unit 113 transmits a signal to the server 20 requesting entry of the user into the lobby 400. Based on the signal, the server processing unit 212 allows the user to enter the lobby 400. The lobby 400 can also be considered a virtual space where players can gather together to participate in a predetermined event (e.g., a battle, a quest, etc.) before the start of the event.

[0078] The lobby 400 is divided into a plurality of areas. Specifically, the lobby 400 includes a plurality of rooms 410 as the plurality of areas (see FIG. 6). When a user enters the lobby 400, the server processing unit 212 selects a room 410 in which to place the user from the plurality of rooms 410, and places the user in the selected room 410.

[0079] The server processing unit 212 selects a room 410 in which to place the user, and once the user has been placed, transmits information indicating multiple rooms 410 to be presented to the user, including the selected room 410, to the terminal device 10. Upon receiving the information, the control unit 110 of the terminal device 10 causes the display unit 18 to display a lobby 400 including the presented multiple rooms 410. In other words, the control unit 110 causes the lobby screen 70 to be displayed based on the information.

[0080] The lobby screen 70 displays a portion of the lobby 400 that is included in a field of view defined by the virtual camera. FIG. 6(a) shows an example of the field of view that is initially displayed on the display unit 18 when a user enters the lobby 400, indicated by a dashed line. Specifically, the virtual camera is positioned so that the room 410 in which the user is located is included in the field of view. Furthermore, the user who has entered the lobby 400 can change the field of view of the virtual camera by performing a predetermined input operation on their own terminal device 10. Specifically, the user can zoom in or out to reduce or enlarge the displayed area of ​​the lobby 400 (in other words, to enlarge a portion of the lobby 400) by pinching in or out. Furthermore, the user can change the displayed area of ​​the lobby 400 up, down, left, or right by sliding.

[0081] Furthermore, a user who has entered the lobby 400 can move from the room 410 they are currently in to another room 410 within the lobby 400 by performing a predetermined input operation on their own terminal device 10. Specifically, for example, the operation reception unit 111 receives an input operation to select a destination room 410 from among the multiple rooms 410 displayed on the display unit 18 (for example, a tap operation on the display of the destination room 410). Based on the input operation, the game progression unit 113 transmits a signal to the server 20 requesting movement to the selected room 410. Based on the signal, the server processing unit 212 moves the user to the selected room 410. Note that movement to another room 410 may be performed via a predetermined map screen. Specifically, when a map display button 75 (see FIG. 5 ) displayed on the lobby screen 70 is operated, a map (overall map) of the lobby 400 is displayed on the display unit 18, and when an input operation to select a destination room 410 is performed on the map, movement to the selected room 410 occurs.

[0082] 5, on the lobby screen 70, the user's own position (specifically, the room 410 the user is in) is indicated by an icon 420a as an object representing the user. When the user performs an operation to move to another room 410, the icon 420a moves to the destination room 410. Information about other users in each room 410 presented to the user is transmitted from the server processing unit 212 to the terminal device 10 of the user in the lobby 400. Based on the information, the control unit 110 of the terminal device 10 displays icons 420b of other users as objects representing other users in each room 410 displayed on the lobby screen 70, thereby notifying the user of the other users in each room 410. The object representing the user and the objects representing other users may be, for example, predetermined characters such as avatars.

[0083] Each user may be able to move the icon 420a within the room 410 by performing a predetermined input operation (for example, a drag operation on the icon 420a) on his / her own terminal device 10. In this case, the movement of the icon 420 within the room 410 may not be reflected on the lobby screens 70 of the other users. In other words, in this embodiment, each user can recognize other users in the room 410 by the icons 420, but the positions of the users within the room 410 (specifically, the positions of the icons 420) may or may not be synchronized with each other.

[0084] In the room 410, each icon 420 is displayed so as not to overlap with other icons 420. For example, when moving one's own icon 420a, if one's own icon 420a is about to overlap with another user's icon 420b, the control unit 110 controls the other user's icon 420b to move on the display unit 18 of one's own terminal device 10 so as to avoid one's own icon 420a, thereby preventing the icons 420 from overlapping.

[0085] Note that the user's own icon 420a and the other user's icon 420b may be displayed on the display unit 18 in a manner that allows them to distinguish between them. Specifically, for example, the user's own icon 420a may be displayed larger than the other user's icon 420b. Also, for example, the user's name may be displayed together with the icon 420, and the display form (e.g., color, etc.) of the user's own icon 420a may be different from that of the other user's icon 420b.

[0086] In this embodiment, icons 420 of each user are displayed on the lobby screen 70 and the pin search screen 90 described later, and when an operation (e.g., a touch operation) is performed on the icon 420, the profile of the user corresponding to that icon 420 is displayed.

[0087] 7, the room 410 is divided into a plurality of categories. In this embodiment, a plurality of categories including "Entrance," "Beginner," "Chat," and "Walkthrough" are prepared as the categories.

[0088] A room 410 belonging to the "Entrance" category is the room 410 in which a user is first placed when entering the lobby 400 (in other words, when starting to use the lobby 400). When a user enters the lobby 400, the server processing unit 212 selects a room 410 in which to place the user from among multiple rooms 410 belonging to the "Entrance" category, and places the user therein.

[0089] Rooms 410 belonging to the "Beginner" category are primarily used as a gathering place for beginners of the game, specifically, as a place for beginners to exchange information and search for users with whom to build relationships. Rooms 410 belonging to the "Chat" category are primarily used as a place for users to chat with each other. Rooms 410 belonging to the "Strategy" category are primarily used as a place for users aiming to achieve a specific goal in the game to exchange information useful for achieving that goal and search for users who will cooperate in achieving that goal. The specific goal may be, for example, completing a specific quest, increasing a ranking indicating relative positions among users, defeating a specific enemy character, or obtaining a specific item. Users select a category from multiple categories based on their purpose and move to the room 410 of the selected category to exchange information with other users.

[0090] In this embodiment, each category is set up by the administrator of the information processing system 1 (in other words, the operator of the service) as a tentative division, and it is up to the user how to use each room 410. For example, a "beginner" room 410 is set up so that beginners can easily gather, but the information processing system 1 does not restrict entry to the "beginner" room 410 based on the user's proficiency (in other words, rank (including so-called level, etc.)), nor does it restrict the content of conversations to those aimed at beginners, and users can use the room freely.

[0091] Note that rooms 410 whose use is restricted according to the attributes of the user may be prepared. For example, rooms 410 that can only be used by users in a specific region may be prepared. Specifically, for example, a category such as "regional meetings" may be provided as a category for such rooms 410. Furthermore, each user may be allowed to register, in their profile, a residential area that is associated with the user. Then, rooms 410 belonging to the "regional meetings" category may be entered only by registered users whose residential area corresponds to the residential area set in the room 410 (for example, presented only to the user). Note that the region associated with each user may be automatically identified using, for example, a location information acquisition means such as GPS.

[0092] In this embodiment, a plurality of rooms 410 are prepared for each category. Furthermore, some of the rooms 410 are presented to each user who enters the lobby 400. That is, when N rooms 410 with room numbers 1 to N (N is a natural number equal to or greater than 2) are prepared for each category, one user is presented with rooms 410 with some of the room numbers. The user can then select and enter the room 410 that he or she wishes to enter from the presented rooms 410. In other words, the user cannot enter a room 410 that has not been presented to him or her.

[0093] The number of rooms 410 prepared for each category may differ. The number of rooms 410 presented to one user may be one or more per category. At least one room 410 from each category may be presented to one user entering the lobby 400, and there may be cases where no room 410 is presented for some categories.

[0094] When a user requests entry into the lobby 400, the server processing unit 212 determines a room 410 to present to the user and presents it to the user. The terminal device 10 of the user then causes the display unit 18 to display a lobby screen 70 showing the presented room 410. On the lobby screen 70, a display 71 indicating the category of each room 410, such as the room 410 in which the user is currently located, is displayed (see FIG. 5). Each room 410 has a limit on the number of people who can enter, and the server processing unit 212 determines the room 410 to present to the user based on the limit on the number of people. Therefore, even among users who enter the lobby 400 during the same period, the room 410 presented to each user will be different. For example, in the situation illustrated in FIG. 6, as shown in FIG. 6(a), a room 410 with room number 55 in the "Entrance" category, a room 410 with room number 9 in the "Beginner" category, a room 410 with room number 1 in the "Chat" category, and a room 410 with room number 18 in the "Strategy" category are presented to user A. As shown in FIG. 6(b), a room 410 with room number 2 in the "Entrance" category, a room 410 with room number 43 in the "Beginner" category, a room 410 with room number 1 in the "Chat" category, and a room 410 with room number 79 in the "Strategy" category are presented to user B. In this embodiment, the room 410 belonging to the "Entrance" category has a maximum number of 30 people, and the rooms 410 belonging to other categories have a maximum number of 20 people (see FIG. 7).

[0095] In addition, in this embodiment, each user can make a pin 430 (in other words, a specific object, a specific image) appear in the lobby 400 as a predetermined display related to the building of relationships between users (see Figure 10).

[0096] Operations related to the appearance of the pin 430 will now be described. As shown in Fig. 5, the lobby screen 70 displays a pin menu display button 74 for displaying menu items related to the pin 430. When an input operation is performed on the pin menu display button 74, the control unit 110 causes the display unit 18 to display menu items 76 related to the pin, as exemplified in Fig. 8(a). The menu items 76 related to the pin include "Create pin" (create a pin), "Find pin" (search for a pin), and "Delete pin" (put away a pin).

[0097] Furthermore, when "Create pin" is selected from the menu items 76 related to pins, the control unit 110 causes the display unit 18 to display a pin creation screen 78, as exemplified in FIG. 8(b), on which operations related to creating a pin 430 can be performed.

[0098] The pin creation screen 78 displays a type selection UI 79 as a UI for selecting the type of pin 430, a range selection UI 80 as a UI for selecting the range of disclosure of the pin 430 (in other words, the range of relationships sought), a comment input field 81 as a UI for entering comments, and a create button 82 as a UI for creating the pin 430.

[0099] The type selection UI 79 is a pull-down menu that allows the user to select the type of pin 430. The type selection UI 79 displays multiple candidate types of pin 430 in a pull-down format, allowing the user to select the type of pin 430 that they wish to create from the multiple candidates. In this embodiment, the type of pin 430 that can be selected from "Party Recruitment," "Circle Member Recruitment," "Stream Announcement," and "Friend Recruitment." Note that "Party Recruitment," "Circle Member Recruitment," "Stream Announcement," and "Friend Recruitment" will be described in detail below.

[0100] The range selection UI80 is a pull-down menu that allows the user to select the visibility range of the pin 430. The range selection UI80 displays multiple visibility range options in a pull-down format, allowing the user to select the visibility range they want to make public from the multiple options. In this embodiment, the visibility range can be selected from "Personal," "Room," and "Everyone." Furthermore, in this embodiment, the visibility range that can be selected varies depending on the type of pin 430 selected. Specifically, if "Club Member Recruitment," "Streaming Announcement," or "Friend Recruitment" is selected as the type of pin 430, "Personal," "Room," and "Everyone" can be selected as the visibility range. On the other hand, if "Party Recruitment" is selected as the type of pin 430, "Personal" and "Room" can be selected as the visibility range, and "Everyone" cannot be selected.

[0101] When "individual" is selected as the disclosure range, the pin 430 is made public to users selected from among the users in the same room 410. On the pin creation screen 78, when "individual" is selected as the disclosure range, it is possible to select users to whom the pin 430 is to be made public (in other words, recipients) from among the users in the same room 410. In this embodiment, up to five users can be selected. On the pin creation screen 78, when "individual" is selected in the range selection UI 80, the control unit 110 displays a disclosure recipient selection UI 83 on the pin creation screen 78 as a UI for selecting recipients to whom the pin 430 is to be made public, as shown in FIG. 9(a). The disclosure recipient selection UI 83 is a UI that allows the user to select recipients to whom the pin 430 is to be made public. The disclosure recipient selection UI 83 displays a list of candidates for recipients (e.g., other users in the same room 410), and the user can select recipients to whom the pin 430 is to be made public (i.e., the range of users seeking to build relationships) from the displayed candidates.

[0102] The comment input field 81 is a UI that accepts input of a comment to be attached to the pin 430 to be created. The user can input a comment into the comment input field 81 by, for example, performing a touch operation on the comment input field 81 to make the comment input field 81 ready for input, and then performing an input operation using a predetermined input means (for example, an input operation using a software keyboard displayed on the display unit 18). It is also possible to create a pin 430 without inputting a comment.

[0103] When an input operation (for example, a touch operation) is performed on the create button 82, a pin 430 of the selected type is created and made public to the selected disclosure range. In addition, a comment entered in the comment input field 81 is added to the created pin 430.

[0104] When an input operation is performed on the Create button 82, the game progression unit 113 transmits to the server 20 information about the pin 430 to be created, such as the type of pin 430, the visibility range of the pin 430, and any comments to be added, which were input on the pin creation screen 78. The server processing unit 212 also transmits a signal to the terminal devices 10 of users included in the visibility range of the pin 430, instructing them to display the pin 430. The control unit 110 of the terminal device 10 that receives the signal displays the pin 430 in the lobby 400, as shown in FIG. 10 . In this embodiment, the pin 430 is placed near the icon 420 of the user who created the pin 430. That is, the created pin 430 is placed near the icon 420b associated with the user who created the pin in the terminal devices 10 of users included in the visibility range of the pin 430. The created pin 430 is also placed near the icon 420a associated with the user who created the pin (i.e., the user) in the terminal device 10 of the user who created the pin 430. In other words, the pin 430 is displayed in the room 410 where the user who created the pin 430 is located, on the terminal devices 10 of users included in the disclosure range and on the user's own terminal device 10. In further other words, the pin 430 is displayed based on the position of the icon 420 of the user who created the pin 430. Note that the pin 430 may not be displayed on the terminal device 10 of the user who created it.

[0105] When "personal" is selected as the disclosure range, a signal instructing the display of the pin 430 is transmitted to the terminal devices 10 of other users designated by the user who created the pin 430, and the pin 430 is displayed in the lobby 400 (specifically, in the room 410 where the user who created the pin 430 and the other users are present) on the terminal devices 10 of the other users. Also, when "within room" is selected as the disclosure range, a signal instructing the display of the pin 430 is transmitted to the terminal devices 10 of all other users in the room 410 where the user who created the pin 430 is present, and the pin 430 is displayed in the lobby 400 (specifically, in the room 410 where the user who created the pin 430 and the other users are present) on the terminal devices 10 of all the other users. Furthermore, if "All" is selected as the disclosure range, a signal instructing the display of the pin 430 is sent to the terminal devices 10 of all other users in the room 410 where the user who created the pin 430 is located, and the pin 430 is displayed in the lobby 400 (specifically, in the room 410 where the user who created the pin 430 and the other users are located) on the terminal devices 10 of all the other users.

[0106] In addition, in the terminal device 10 of another user who is in a room 410 different from the user who created the pin 430, when the room 410 in which the user who created the pin 430 resides is displayed on the lobby screen 70, the created pin 430 with a visibility range of "all" or a pin 430 with a visibility range of "within the room" may be displayed. In other words, a pin 430 placed in a specific room 410 may be visible to or invisible from users outside the specific room 410. In the same manner, the icon 420 of a user who is in the specific room 410 may be visible to or invisible from users outside the specific room 410.

[0107] The pins 430 have different appearances depending on the type. In other words, the pins 430 have an appearance that makes it possible to distinguish the relationships that can be built. Specifically, for example, the design included in the pin 430 may be different for each type of pin (specifically, depending on whether it is "Party Recruitment," "Club Member Recruitment," "Streaming Announcement," or "Friend Recruitment"), and the color, shape, etc. of the pin 430 may also be different.

[0108] Furthermore, the pin 430 is displayed with a predetermined movement when it appears. Specifically, for example, when the pin 430 appears, the control unit 110 may display the pin 430 as if it is growing out of the ground, or as if it is falling from the sky, or as if ripples are spreading from the pin 430 that has appeared.

[0109] Furthermore, when the pin 430 appears, the control unit 110 may cause the icon 420 of the user who created the pin 430 (in other words, the icon 420 corresponding to the pin 430 that appears) to perform a predetermined movement (for example, an animation such as jumping). Furthermore, the predetermined movement may differ depending on the type of the created pin 430.

[0110] In addition, the display of such movement of the pin 430 and the movement of the icon 420 may be performed on both the terminal device 10 of the user who created the pin 430 and the terminal device 10 of the other user, or may be performed on either one of them.

[0111] A user of the terminal device 10 on which a pin 430 is displayed can establish a relationship with the user who created the pin 430 by performing an operation on the pin 430. Furthermore, the type of relationship that can be established varies depending on the type of pin 430. In this embodiment, when an operation (e.g., a touch operation) is performed to select a specific pin 430 from among the pins 430 arranged in the lobby 400, the control unit 110 causes the display unit 18 to display an application screen 86 as a screen for applying to establish a relationship corresponding to the selected pin 430. An example of the application screen 86 is shown in FIG. 11.

[0112] The request screen 86 displays a comment added to the selected pin 430. The request screen 86 also displays a request button 88 as a UI for making a request to establish a relationship with the user who created the pin 430. When the request button 88 is operated, a relationship is established between the user who performed the operation and the user who created the pin 430. The request screen 86 can also be said to be a screen that displays details of the selected pin 430.

[0113] In the following, the user who creates the pin 430 will be referred to as the first user, and the user to whom the created pin 430 is presented (in other words, made public) will be referred to as the second user. We will then provide a detailed explanation of the types of pins 430 and the building of relationships between users via pins 430.

[0114] The "Find a party" pin 430 is a pin 430 that can recruit party members as a team to compete against. If a user creates a "Find a party" pin 430 when they are not in a party with any other users, a new party is created for which members are to be recruited using the pin 430, and the pin 430 functions as a pin 430 that recruits members for the newly created party. Also, if a user creates a "Find a party" pin 430 when they are already in a party with other users, the pin 430 functions as a pin 430 that recruits members for the party.

[0115] Furthermore, users included in the public range of the created "Party Seeking" pin 430 can participate in the party for which members are being recruited by the pin 430 by performing an operation of selecting the pin 430 displayed in the lobby 400 (for example, a touch operation on the pin 430). For example, when a second user performs an operation of selecting the pin 430 created by the first user and displayed on his / her own terminal device 10, the control unit 110 of the terminal device 10 of the second user causes the display unit 18 to display an application screen 86 for participating in the first user's party, as illustrated in FIG. 11(a). Furthermore, when the second user operates the application button 88 on the application screen 86, a request to participate in the party is sent from the terminal device 10 of the second user to the server 20, and the server processing unit 212 registers the second user as a member of the first user's party based on the request.

[0116] The "Recruiting Circle Members" pin 430 is a pin 430 that can recruit circle members. In this embodiment, a circle is a group made up of friends who exchange information. Circle members can converse with each other in a group chat that only circle members can participate in, in a virtual space separate from the lobby 400.

[0117] To create the "Club Members Wanted" pin 430, it is necessary to select a club from which members are wanted. Specifically, as illustrated in FIG. 9(b), when "Club Members Wanted" is selected in the type selection UI 79 on the pin creation screen 78, the control unit 110 displays a target club selection UI 84 on the pin creation screen 78 as a UI for selecting a club from which members are wanted. The target club selection UI 84 is a UI that allows the user to select a club from which members are wanted. The target club selection UI 84 displays a list of candidate clubs from which members are wanted, allowing the user to select a club from the displayed candidates. Note that, in this embodiment, the club from which members are wanted can be selected from the clubs in which the user is a member. The "Club Members Wanted" pin 430 created by selecting a club from which members are wanted functions as a pin 430 that invites members to the selected club.

[0118] Furthermore, users included in the public range of the created "Club Member Recruitment" pin 430 can select the pin 430 displayed in the lobby 400 (for example, by touching the pin 430) to join the club recruiting members via the pin 430. For example, when a second user selects the pin 430 created by the first user and displayed on his / her own terminal device 10, the control unit 110 of the terminal device 10 of the second user causes the display unit 18 to display an application screen 86 for joining the club recruiting members by the first user, as illustrated in FIG. 11(b). When the second user operates the application button 88 on the application screen 86, a request to join the club is sent from the terminal device 10 of the second user to the server 20, and the server processing unit 212 registers the second user as a member of the club based on the request.

[0119] The "Streaming Announcement" pin 430 is a pin 430 that can advertise the user's own stream. In the game of this embodiment, the user can register their own stream schedule in advance, and when the user creates a "Streaming Preview" pin 430, the pin 430 functions as a pin 430 that advertises the scheduled stream. Note that instead of registering a stream schedule in advance, for example, when creating the "Streaming Preview" pin 430, information related to the stream schedule, such as the scheduled date and time of the stream, can be input on the pin creation screen 78, and the created pin 430 can function as a pin 430 that advertises the stream related to the input information.

[0120] Furthermore, users included in the public range of the created "broadcast preview" pin 430 can register the broadcast advertised by the pin 430 in their own schedule (in other words, calendar) by selecting the pin 430 displayed in the lobby 400 (e.g., by touching the pin 430). For example, when a second user selects the pin 430 created by the first user and displayed on their own terminal device 10, the control unit 110 of the terminal device 10 of the second user causes the display unit 18 to display a request screen 86, illustrated in FIG. 11(c), for adding a viewing schedule for the first user's broadcast to the second user's schedule. Furthermore, when the second user operates the request button 88 on the request screen 86, the terminal device 10 of the second user adds a viewing schedule for the broadcast to the second user's schedule. The viewing schedule may be stored in the storage unit 120 of the terminal device 10 or in the storage unit 220 of the server 20.

[0121] In addition, in this embodiment, a viewing schedule for a broadcast by a user can be added to a schedule, provided that the user follows the broadcasting user. In other words, to add a viewing schedule for a first user's broadcast to a schedule, the second user must follow the first user. When a second user who is not following the first user operates the request button 88 on the request screen 86 for the first user's broadcast, a request to follow the first user is sent from the terminal device 10 of the second user to the server 20, and the server processing unit 212 causes the second user to follow the first user based on the request.

[0122] In this embodiment, information related to the followee's broadcasts is sent to users (in other words, followers) who follow other users (in other words, followers). Specifically, for example, when a followee is broadcasting, the followers are notified that a broadcast is taking place. In other words, the follow relationship in this embodiment can be said to be a relationship in which it is easier to obtain information about a specific user when comparing the presence and absence of a follow relationship for that specific user. The follow relationship can also be said to be the relationship between a broadcaster and a viewer.

[0123] In this embodiment, the scheduled broadcast and the scheduled broadcast viewing are used for reminders. Specifically, a user who is scheduled to broadcast is notified that a broadcast is scheduled as the scheduled broadcast time approaches. Then, when the scheduled broadcast time arrives, the user who is scheduled to broadcast performs an input operation related to starting the broadcast (e.g., an input operation on the broadcast button 45) to start the broadcast. Also, a user who is scheduled to watch a broadcast is notified that a scheduled broadcast viewing is scheduled as the start time of the broadcast they are scheduled to watch approaches. Then, when the broadcast they are scheduled to watch starts, the user who is scheduled to watch the broadcast performs an input operation related to starting viewing the broadcast (e.g., an input operation on the thumbnail 49 on the program guide screen 32) to start viewing the broadcast. That is, in this embodiment, the broadcast does not start automatically even when the scheduled broadcast time arrives. Also, viewing of the broadcast (in other words, playback of the gameplay video) does not start automatically even when the scheduled broadcast viewing time arrives. However, the broadcast may start automatically when the scheduled broadcast time arrives. Furthermore, viewing of the broadcast may be automatically started at the scheduled time of viewing the broadcast.

[0124] The "Friend Wanted" pin 430 is a pin 430 that allows you to seek friends.

[0125] Furthermore, a user included in the public range of the created "Friend Wanted" pin 430 can become friends with the user who created the pin 430 by performing an operation of selecting the pin 430 displayed in the lobby 400 (for example, a touch operation on the pin 430). For example, when a second user performs an operation of selecting the pin 430 created by the first user displayed on his / her own terminal device 10, the control unit 110 of the terminal device 10 of the second user causes the display unit 18 to display an application screen 86, illustrated in FIG. 11(d), relating to an application for establishing a friend relationship with the first user. Furthermore, when the second user operates the application button 88 on the application screen 86, a request to register the second user as a friend of the first user is sent from the terminal device 10 of the second user to the server 20, and the server processing unit 212 registers the second user and the first user as friends based on the request.

[0126] In this embodiment, on a screen (not shown) on which the members of one's own party can be confirmed, it is possible to invite friends who are currently logged in as party members. An invitation notification is sent to the invited friend, and when the friend performs an input operation to accept the invitation, the friend is added to the party members. In other words, a friend can be considered a user who is more likely to participate in a predetermined event (e.g., a battle, a quest, etc.) with the other user than with other users with whom a friend relationship has not been established. In other words, in this embodiment, it is possible to register other users as companions with whom one often has opportunities to play games together.

[0127] Thus, in this embodiment, the pin 430 functions as an indication of the establishment of a relationship between users. Specifically, a first user who creates the pin 430 and a second user who operates the pin 430 can establish a companion relationship or a relationship between a broadcaster and a viewer (including a relationship between a prospective broadcaster and a prospective viewer). Here, the "companion relationship" includes a relationship between members of the same party who participate in a battle together, a relationship between members of the same circle who share information, a friend relationship, etc.

[0128] Note that, in building various relationships based on the selection of pin 430, consent from a specific user, such as the user who created pin 430, may be required, or consent may not be required. For example, when a request to join a party, a request to join a circle, or a request to register as a friend is made, the request to join the party, the circle, or the friend registration may be made without the consent of the user who created pin 430 (in other words, without the consent of any user), or the request to join the party, the circle, or the friend registration may not be made without the consent of the user who created pin 430. Also, when a request to join a party or a circle is made, the request to join the party or the circle may not be made without the consent of the representative of the group (in other words, the party or circle) to which the request is made. In other words, when the request button 88 is operated, a request to join a party, a request to join a circle, a request to register as a friend, etc. is sent to the server 20, and the server 20 performs various registrations based on the requests, but at this time, the server 20 may inquire of the terminal device 10 of a specific user, such as the user who created the pin 430, whether or not registration is possible, and perform registration on the condition that an operation to accept the registration by the specific user is performed on the terminal device 10 of the specific user. Furthermore, in building various relationships based on the selection of the pin 430, the specific user, etc. may be able to set whether or not consent from the specific user, such as the user who created the pin 430, is required.

[0129] Next, the conditions for erasing the pins 430 (hereinafter referred to as "erasing conditions") will be described.

[0130] A pin 430 is deleted when the number of users who can build a specific relationship with the user who created the pin 430 reaches an upper limit. Specifically, the "Party Seeking" pin 430 is deleted as it satisfies the deletion condition when the number of participants in a party for which members are being recruited via the pin 430 reaches an upper limit (e.g., six). The "Circle Members Seeking" pin 430 is deleted as it satisfies the deletion condition when the number of participants in a circle for which members are being recruited via the pin 430 reaches an upper limit. The "Friends Seeking" pin 430 is deleted as it satisfies the deletion condition when the number of users who can be registered as friends of the user who created the pin 430 reaches an upper limit. Note that in this embodiment, friend registration requires the consent of the user who created the pin 430 (i.e., a step of submitting an application and a step of accepting the application), and there is a limit to the number of friend registration requests that can be accepted. The "Friends Seeking" pin 430 is also deleted as it satisfies the deletion condition when the number of friend registration requests for the user who created the pin 430 that can be accepted reaches an upper limit. The upper limit on the number of people in a party, the number of people in a circle, the number of friends, and the number of friend registration requests that can be accepted may or may not be configurable by the user (in other words, they may be predetermined by an administrator of the information processing system 1, etc.).

[0131] Furthermore, when a certain time (for example, about 30 minutes to 1 hour) has passed since the pin 430 was created (in other words, since it appeared), the pin 430 is deemed to satisfy the deletion condition and is deleted.

[0132] Furthermore, when the user who created the pin 430 performs an operation to delete the pin 430, the pin 430 is deleted as it satisfies the deletion conditions. Specifically, the user who created the pin 430 can delete the pin 430 they created by operating the pin menu display button 74 and selecting the menu item 76 for "Delete pin" (see FIG. 8(a)). Furthermore, the user who created the pin 430 can delete the pin 430 they created by selecting the pin 430 they created in the lobby 400 and selecting to delete the pin 430 on the dialog that appears.

[0133] Furthermore, when a user who created a pin 430 creates a new pin 430, the pin 430 is deemed to satisfy the deletion condition and is therefore deleted. That is, in this embodiment, an upper limit (for example, 1) is set for the number of pins 430 that one user can place in the lobby 400, and if a user attempts to create a pin 430 that exceeds the upper limit, the previously created pin 430 is deemed to satisfy the deletion condition and is deleted.

[0134] In addition, there is a limit (for example, 30) on the number of pins 430 that can be placed in one room 410, and if an attempt is made to create more pins 430 than the limit, the pins 430 that were previously created will be deleted (specifically, in order of oldest creation date and time) as they satisfy the deletion condition.

[0135] In addition, the "Party Recruiting" pin 430 and the "Circle Member Recruiting" pin 430 are deleted as they satisfy the deletion conditions when the user who created the pin 430 leaves the group (in other words, the party or circle) that the pin is recruiting for.

[0136] Furthermore, the "Find a Party" pin 430 is erased as it satisfies the erasure condition when the party being recruited starts a battle (specifically, when matching for the battle begins). In other words, the "Find a Party" pin 430 is erased when a member of the party being recruited operates the battle button 40. That is, in the game of this embodiment, operation of the battle button 40 is valid even when there are not six party members, and if the battle button 40 is operated in such a state, the server processing unit 212 automatically gathers the missing members and the battle begins.

[0137] Note that various pins 430 do not disappear even if the user who created the pin 430 exits the lobby 400 (for example, returns to the home screen 30). Note that at least some types of pins 430 (for example, "Party Recruitment" and the like) may be configured to disappear when the user who created the pin 430 exits the lobby 400.

[0138] The server processing unit 212 determines whether or not the removal condition is met for each pin 430 placed in the lobby 400, and if the removal condition is met, decides to remove the pin 430. When it is decided to remove the pin 430, a signal instructing the removal of the pin 430 is sent from the server 20 to each terminal device 10 on which the pin 430 is displayed (in other words, within the public range of the pin 430), and the control unit 110 of each terminal device 10 removes the pin 430 displayed on the display unit 18.

[0139] Conditions for changing the display mode of the pin 430 (hereinafter referred to as "display change conditions") may be set. For example, the server processing unit 212 determines whether or not each pin 430 placed in the lobby 400 satisfies the display change conditions, and if the display change conditions are satisfied, decides to change the display mode of the pin 430. When it is decided to change the display mode of the pin 430, a signal instructing the change of the display mode of the pin 430 is sent from the server 20 to each terminal device 10 on which the pin 430 is displayed (in other words, within the public range of the pin 430), and the control unit 110 of each terminal device 10 changes the display mode of the pin 430 displayed on the display unit 18. The display change conditions may be the same as the deletion conditions.

[0140] For example, the display mode of the pin 430 may be changed based on the fact that the number of users who can build a specific relationship with the user who created the pin 430 has reached a predetermined number. Specifically, the display mode (e.g., color, etc.) of the "Party Looking" pin 430 may be changed as the number of participants in the party for which members are being recruited by the pin 430 approaches an upper limit (in other words, based on the fact that a predetermined number has been reached that does not reach the upper limit). Furthermore, for example, the "Party Looking" pin 430 may be grayed out when the number of participants in the party for which members are being recruited by the pin 430 has reached the upper limit.

[0141] That is, the display of the pin 430 may be changed based on the satisfaction of a predetermined condition (for example, a deletion condition or a display change condition). Here, a change in the display of the pin 430 includes disappearing the display (in other words, the pin 430) and changing the display form. In other words, a change in the display of the pin 430 includes changing the pin 430 to an unselectable state (for example, graying out the pin 430 and erasing the pin 430).

[0142] Furthermore, in the game of this embodiment, each user can send and receive messages in the lobby 400 with other users in the lobby 400. In other words, the game of this embodiment has a chat function. Note that in this embodiment, users can exchange information by chat in the lobby 400, but information exchange by phone calls or the like may also be possible.

[0143] The message processor 115 transmits messages to other users in the lobby 400 based on an input operation by a user in the lobby 400. As shown in FIG. 12, when a predetermined input operation is performed, the message processor 115 instructs the display controller 114 to display a chat window 50 on the display unit 18. Specifically, for example, the chat window 50 can be opened and closed (in other words, switched between a displayed state and a hidden state) by operating an open / close button 51 related to opening and closing the chat window 50, which is displayed on the lobby screen 70 (see FIGS. 5 and 12). The chat window 50 displays, for example, an input field 53 for entering a message. Messages sent by other users are also displayed in the chat window 50. Messages sent by the user themselves are also displayed in the chat window 50.

[0144] In this embodiment, each user can specify the range in which a message is sent and the range in which the message is viewed. In other words, each user can specify the range in which a conversation (in other words, a chat) will take place. Specifically, a range specification tab 55 is displayed in the chat window 50 as a UI for specifying the range in which a conversation will take place. The range specification tab 55 includes a tab for selecting an in-room chat and a tab for selecting an overall chat. When the range specification tab 55 for selecting an in-room chat is operated, the range in which the conversation will take place is set to within the room 410 in which the user is present. When the range specification tab 55 for selecting an overall chat is operated, the range in which the conversation will take place is set to a range that covers multiple rooms 410. In other words, in this embodiment, a relatively narrow range or a relatively wide range can be selected as the range in which a conversation will take place.

[0145] When the range specification tab 55 for selecting an in-room chat is operated, the chat window 50 is set to a state in which messages sent by other users in the same room 410 as the user's current room 410 are displayed. Furthermore, when a message is entered and sent in the input field 53 while the range specification tab 55 for selecting an in-room chat is operated, the message is sent to other users in the same room 410. In other words, the message is not sent to users in other rooms 410, and users in other rooms 410 cannot view the message.

[0146] When the range specification tab 55 for selecting the general chat is operated, the chat window 50 is set to a state in which messages sent by other users within a range covering multiple rooms 410 including the room 410 the user is in are displayed. Furthermore, when the range specification tab 55 for selecting the general chat is operated and a message is entered and sent in the input field 53, the message is sent to other users within that range.

[0147] Here, a specific example of the message transmission range and viewing range when all chat is selected will be described with reference to FIG. 7. For example, if a user selects all chat and sends a message while in a room 410 of the "Entrance" category (e.g., room number 1), the message is sent to all users in any of the multiple (e.g., 15) rooms 410 (e.g., rooms numbered 1 to 15) that belong to the "Entrance" category, including the room 410 the user is in. Also, for example, if a user selects all chat and sends a message while in a room 410 of the "Beginner," "Chat," or "Strategy" category (e.g., room number 1), the message is sent to all users in any of the multiple (e.g., 9) rooms 410 (e.g., rooms numbered 1 to 9) that belong to the same category as the room 410 the user is in, including the room 410 the user is in. That is, in this embodiment, when all chat is selected, the message is sent to multiple rooms 410 in the category to which the room 410 the user is in belongs. The same applies to the viewing range: if the user is in a room 410 in the "Entrance" category (for example, room number 1) and has selected all chat, messages sent by users in any of the multiple (for example, 15) rooms 410 (for example, rooms with room numbers 1 to 15) that belong to the "Entrance" category, including the room 410 the user is in, will be displayed in the chat window 50. Also, if the user is in a room 410 in the "Beginner," "Chat," or "Walkthrough" category (for example, room number 1) and has selected all chat, messages sent by users in any of the multiple (for example, 9) rooms 410 (for example, rooms with room numbers 1 to 9) that belong to the same category as the room 410 the user is in, including the room 410 the user is in, will be displayed in the chat window 50.

[0148] In this embodiment, a plurality of groups are prepared for the general chat, such as a first group corresponding to room numbers 1 to 15 in the "Entrance" category and a second group corresponding to room numbers 16 to 30 in the "Entrance" category. Each user can select the general chat with the range specification tab 55 in the chat window 50 to converse with users in the room 410 that corresponds to the group corresponding to the room 410 in which the user is located, among the plurality of groups.

[0149] In this embodiment, in-room chat and general chat are treated separately. Specifically, when a user selects an in-room chat, messages sent by other users (specifically, other users in the same room 410) who have selected the in-room chat are displayed in the user's chat window 50, but messages sent by other users (specifically, other users in the same room 410) who have selected the general chat are not displayed. Furthermore, when a user selects a general chat, messages sent by other users (e.g., other users in the same room 410) who have selected the general chat are displayed in the user's chat window 50, but messages sent by other users (e.g., other users in the same room 410) who have selected the in-room chat are not displayed. However, when a user selects a general chat, not only messages sent by other users who have selected the general chat but also messages sent by other users who have selected the in-room chat may be displayed.

[0150] In this embodiment, when all chat is selected, the message transmission range and viewing range cover multiple rooms 410, but even though it is "all," there are rooms 410 that are not included in the transmission range or viewing range. Specifically, rooms 410 in a category different from the room 410 in which the user is located are not included in the transmission range or viewing range, and even among rooms 410 in the same category, there are rooms 410 that are not included in the transmission range or viewing range. However, when all chat is selected, it may be configured so that messages can be sent and received between rooms 410 in a category different from the room 410 in which the user is located, or so that messages can be sent and received between all rooms 410 in the same category as the room 410 in which the user is located.

[0151] In addition, in the general chat, it may be possible to send and receive messages to and from users in rooms 410 that are not displayed on one's own lobby screen 70. That is, for example, when the general chat is selected and a message is sent in a state in which only the room with room number 1 is displayed on the lobby screen 70 among the multiple rooms 410 belonging to the "Entrance" category, the message may be sent to users in the rooms 410 with room numbers 1 to 15 among the multiple rooms 410 belonging to the "Entrance" category.

[0152] In the present embodiment, it may be possible to send a message by specifying (in other words, mentioning) a specific user. Specifically, for example, when an operation of inputting an "@" (at sign) symbol into the input field 53 for inputting a message is performed, the message processing unit 115 instructs the display control unit 114 to display a list of candidates for users to whom the message is to be sent (hereinafter referred to as "destination users") on the display unit 18. In other words, the message processing unit 115 presents candidates for destination users to the user. In the candidate list, for example, the user names of multiple users are displayed as candidates for destination users. Furthermore, when an input operation of selecting a destination user from the candidates displayed in the candidate list and an input operation of inputting a message are performed, and an input operation of sending the message is performed, the message processing unit 115 transmits the message to the terminal device 10 of the user selected as the destination user. That is, the message processing unit 115 sets a user selected from the candidates displayed in the candidate list (in other words, the presented candidates) as the destination user. Furthermore, the message processing unit 115 of the terminal device 10 of the destination user instructs the display control unit 114 to display the received message on the display unit 18. Note that a message sent by specifying a destination user may be sent only to the destination user, or may be sent to multiple users including the destination user. For example, in a room chat or a general chat, a message sent by specifying a destination user may also be sent to users other than the destination user within the scope of the room chat or general chat.

[0153] In this embodiment, as shown in Fig. 12, the pin 430 created by the user is also displayed in the chat window 50. When an input operation is performed on the Create button 82 on the pin creation screen 78, the control unit 110 transmits to the server 20 information about the pin 430 to be created, such as the type of pin 430, the disclosure range, and any comments to be added, which information has been input on the pin creation screen 78. The server processing unit 212 also transmits a signal to the terminal device 10 of a user who is included in the disclosure range of the pin 430, instructing the terminal device 10 to display the pin 430. Upon receiving the signal, the control unit 110 of the terminal device 10 displays the pin 430 on the chat window 50 of the user who is included in the disclosure range, as shown in Fig. 12.

[0154] Furthermore, when the control unit 110 of the terminal device 10 of a user included in the publication range of the created pin 430 displays the pin 430 in the chat window 50, the control unit 110 displays a display (hereinafter referred to as a "recognizable display 431") on the chat window 50 that enables the user to recognize (in other words, notifies the user) that the pin 430 has been created. Specifically, the recognizable display 431 includes the user name of the user who created the pin 430 and an indication of the type of pin 430. For example, if user B creates a "party seeking" pin 430, the chat window 50 may display a recognizable display 431 with the text "User B is looking for a party" along with the pin 430. For example, if user B creates a "broadcast announcement" pin 430, the chat window 50 may display a recognizable display 431 with the text "User B is promoting an upcoming broadcast" along with the pin 430.

[0155] A pin 430 whose visibility range is set to "within the room" and its recognizable display 431 are displayed in the chat window 50 of a user within the range to which a message is sent in the in-room chat. A pin 430 whose visibility range is set to "all" and its recognizable display 431 are displayed in the chat window 50 of a user within the range to which a message is sent in the all-user chat. A pin 430 whose visibility range is set to "personal" and its recognizable display 431 are displayed in the chat window 50 of a specific user selected in the disclosure partner selection UI 83. In other words, the visibility range of a pin 430 selected in the range selection UI 80 of the pin creation screen 78 can also be said to be the range of users who will display the pin 430 and the recognizable display 431 as displays related to the pin 430 in the chat window 50. In other words, the visibility range of a pin 430 selected in the range selection UI 80 of the pin creation screen 78 can also be said to be the range of users to whom the creation of the pin 430 is notified.

[0156] The pins 430 displayed on the chat window 50 function in the same way as the pins 430 displayed in the lobby 400. That is, by performing an operation on a pin 430 displayed on the chat window 50, it is possible to build a relationship with the user who created the pin 430. Specifically, when an operation (e.g., a touch operation) is performed to select a specific pin 430 from among the pins 430 displayed on the chat window 50, the control unit 110 performs processing to display on the display unit 18 an application screen 86 as a screen related to an application for establishing a relationship corresponding to the selected pin 430, similar to processing performed when a pin 431 displayed in the lobby 400 is selected. Then, when a predetermined input operation is performed on the application screen 86, a relationship with the user who created the pin 430 is built. Note that, when an operation (e.g., a touch operation) is performed to select a specific recognizable indicator 431 from among the recognizable indicators 431 displayed on the chat window 50, the control unit 110 also performs processing to display on the display unit 18 an application screen 86 as a screen related to an application for establishing a relationship corresponding to the selected recognizable indicator 431. Then, when a predetermined input operation is performed on the application screen 86, a relationship is established with the user who created the pin 430 related to the selected recognizable indication 431. Furthermore, the server processing unit 212 determines whether the pin 430 and the recognizable indication 431 displayed on the chat window 50 satisfy the above-described deletion condition, as with the pin 430 placed in the lobby 400, and decides to delete the pin 430 if the deletion condition is satisfied. Note that if a relationship is established without displaying the application screen 86 when a pin 430 displayed in the lobby 400 is selected, a relationship may also be established without displaying the application screen 86 when an operation is performed on the pin 430 or the recognizable indication 431 displayed on the chat window 50.

[0157] Note that when a pin 430 is created, the pin 430 may not be displayed in the chat window 50, and only a recognizable indicator 431 that allows the user to recognize that the pin 430 has been created may be displayed. In other words, when the pin 430 is created, at least one of the pin 430 and the recognizable indicator 431 may be displayed in the chat window 50 as an indicator related to the pin 430. Furthermore, it may be possible to build a relationship with the user who created the pin 430 based on an operation on the indicator related to the pin 430. Note that the chat window 50 displays messages sent by other users and messages sent by the user in chronological order, and the displayed messages are updated as messages are sent and received. However, the indicator related to the pin 430 may be fixed and displayed in a predetermined area of ​​the chat window 50. In other words, in the chat window 50, messages flow along a timeline, but the indicator related to the pin 430 may be fixed in a predetermined area (so-called pinned, etc.) without flowing. Furthermore, the fixation of the display related to such pin 430 to a predetermined area may be performed based on an input operation by the user (for example, an operation of specifying and pinning a specific display), or may be performed automatically without the need for an input operation by the user.

[0158] In the chat window 50, messages sent by the user and messages sent by other users are displayed in a distinguishable manner. In addition, in the chat window 50, a display relating to a pin 430 created by the user and a display relating to a pin 430 created by other users are displayed in a distinguishable manner. Specifically, for example, a display relating to a message sent by the user and a pin 430 created by the user may be displayed on the right side of the chat window 50, and a display relating to messages sent by other users and pins 430 created by other users may be displayed on the left side of the chat window 50. In addition, a display relating to a message sent by the user and a pin 430 sent by other users may be displayed in different colors from a display relating to a message sent by the user and a pin 430 sent by other users.

[0159] Furthermore, in this embodiment, pins can be searched. When "Search for pins" is selected from the menu items 76 related to pins (see FIG. 8(a)), the control unit 110 causes the display unit 18 to display a pin search screen 90, as shown in FIG. 13, on which pins 430 can be searched. The pin search screen 90 displays a search range specification tab 91 as a UI related to pin searches. The search range specification tab 91 includes a tab related to searching for pins 430 in the room 410 in which the user is currently located, and a tab related to searching for pins 430 within a range spanning multiple rooms 410.

[0160] When a search range specification tab 91 for searching for pins 430 in a room 410 is operated, information about all pins 430 placed in the room 410 in which the user is located (hereinafter also referred to as "pin information 92") is displayed in a list. Furthermore, when a search range specification tab 91 for searching for pins 430 within a range that spans multiple rooms 410 is operated, pin information 92 about all pins 430 whose public range is set to "all" and that are included in the user's public range (in other words, pins 430 displayed in the user's chat window 50 when the public chat is selected) is displayed in a list. In this embodiment, the pin information 92 includes information indicating the user who created the pin 430 (e.g., the icon 420 and the user name), the type of the pin 430, and, if there is a comment attached to the pin 430, the comment. That is, on the pin search screen 90, pins 430 that match the conditions selected by the user are extracted and displayed. On the pin search screen 90, the pins 430 are displayed in order of new arrival, and the more recently created the pins 430 are, the more preferentially they are displayed (specifically, at the top of the screen).

[0161] Furthermore, in this embodiment, by performing an operation on specific pin information 92 among the pin information 92 displayed on the pin search screen 90, it is possible to build a relationship with the user who created the pin 430 related to the pin information 92. Specifically, when an operation (e.g., a touch operation) to select specific pin information 92 is performed, the control unit 110 performs processing to display an application screen 86 on the display unit 18 as a screen for applying to build a relationship corresponding to the selected pin information 92, similar to processing performed when information related to the pin 430 displayed on the chat window 50 is selected or when the pin 430 displayed in the lobby 400 is selected. Then, when a predetermined input operation is performed on the application screen 86, a relationship with the user who created the pin 430 is built. Note that in a configuration in which a relationship is built without displaying the application screen 86 when information related to the pin 430 displayed on the chat window 50 is selected or when the pin 430 displayed in the lobby 400 is selected, a relationship may also be built without displaying the application screen 86 when an operation is performed on the pin information 92 displayed on the pin search screen 90.

[0162] The pins 430 extracted and displayed on the pin search screen 90 may be changeable not by operating the search range designation tab 91 but by swiping left or right, for example.

[0163] In this embodiment, pins 430 in the room 410 and pins 430 whose visibility range is set to "all" and which are included in the visibility range can be searched (in other words, extracted), but other search conditions may be specified to search for pins 430. For example, pins 430 may be searched for by specifying the type of pin 430, the attributes of the user who created the pin 430, the attributes of users who are the target of recruitment, the attributes of the group from which members are being recruited, the time the pin 430 was created, etc.

[0164] (Processing related to building relationships between users using pins) Next, an example of a process for building a relationship between users using the pin 430 will be described with reference to FIG.

[0165] First, when a predetermined input operation is performed on the lobby screen 70 in the terminal device 10 of the first user, the control unit 110 of the terminal device 10 of the first user causes the display unit 18 to display the pin creation screen 78 shown in Fig. 8(b) (step S101). Specifically, when an input operation (for example, a touch operation) is performed on the pin menu display button 74 displayed on the lobby screen 70 and "Create pin" is selected from the pin-related menu items 76, the control unit 110 causes the pin creation screen 78 to be displayed.

[0166] Next, on the pin creation screen 78, an input operation is performed on a type selection UI 79 for selecting the type of pin 430, an input operation is performed on a range selection UI 80 for selecting the disclosure range of the pin 430, and an input operation is performed on the Create button 82, and then the control unit 110 of the terminal device 10 of the first user transmits information about the pin 430 to be created, such as the selected type of pin 430 and the disclosure range, to the server 20 (step S102). Note that, if a comment is input in the comment input field 81 on the pin creation screen 78, the control unit 110 of the terminal device 10 of the first user also transmits information about the input comment, etc. to the server 20.

[0167] Next, based on the information sent from the terminal device 10 of the first user, the server 20 transmits a signal to the terminal devices 10 of users included in the disclosure range selected by the first user (hereinafter also referred to as "users in the disclosure range") to instruct them to display pins 430 of the type selected by the first user as pins 430 created by the first user (step S103). Here, it is assumed that the second user is included in the disclosure range selected by the first user.

[0168] Next, the control unit 110 of the terminal device 10 of the user within the disclosure range displays the pin 430 created by the first user on the display unit 18 based on the signal received from the server 20 (in other words, based on the input operation of the first user) (step S104).

[0169] Specifically, the control unit 110 of the terminal device 10 of the user within the disclosure range displays a pin 430 of the type selected by the first user near the icon 420 of the first user (see FIG. 12). In other words, the control unit 110 of the terminal device 10 of the user within the disclosure range causes the pin 430 to appear in the lobby 400, which is a virtual space shared by multiple users, based on the operation of the first user. Note that the control unit 110 of the terminal device 10 of the first user also displays the pin 430 of the type selected by the first user near the icon 420 of the first user.

[0170] Furthermore, the control unit 110 of the terminal device 10 of the user within the disclosure range displays the pin 430 and a recognizable indication 431 on the chat window 50 as an indication related to the pin 430 created by the first user (see FIG. 12). Note that the control unit 110 of the terminal device 10 of the first user also displays the pin 430 and a recognizable indication 431 on the chat window 50 as an indication related to the pin 430 created by the first user.

[0171] Next, in the terminal device 10 of a second user included in the disclosure range selected by the first user, when an input operation (e.g., a touch operation) is performed on a pin 430 created by the first user among the pins 430 displayed in the lobby 400, the control unit 110 of the terminal device 10 of the second user causes the display unit 18 to display an application screen 86 (see FIG. 11 ) as a display related to an application to establish a relationship with the first user who created the pin 430 (step S105). Note that, in the terminal device 10 of the second user, when an input operation (e.g., a touch operation) is performed on a display related to a pin 430 created by the first user among the displays related to the pins 430 displayed on the chat window 50, the control unit 110 of the terminal device 10 of the second user also causes the display unit 18 to display the application screen 86 as a display related to an application to establish a relationship with the first user.

[0172] Here, the application screen 86 displayed will be an application screen 86 for joining the first user's party if the type of pin 430 created by the first user is "Party Recruiting," an application screen 86 for joining a circle the first user is recruiting members for if the type of pin 430 created by the first user is "Circle Recruiting," an application screen 86 for adding the first user's broadcast to a schedule of viewing plans (in other words, following the first user) if the type of pin 430 created by the first user is "Friend Recruiting," and an application screen 86 for applying to register the first user as friends with the second user if the type of pin 430 created by the first user is "Broadcast Announcement."

[0173] In addition, if the first user enters a comment in the comment input field 81 when creating the pin 430, the comment is attached to the pin 430 created by the first user, and the comment is displayed on the application screen 86.

[0174] Next, when an input operation is performed on the request button 88 on the request screen 86, the control unit 110 of the terminal device 10 of the second user transmits to the server 20 a request to establish a relationship with the first user who created the pin 430, according to the type of pin 430 (in other words, the type of request screen 86) (step S106). Specifically, if the type of pin 430 is "Party Seeking," a request to join the first user's party is transmitted; if the type of pin 430 is "Circle Seeking," a request to join a circle for which the first user is recruiting members is transmitted; if the type of pin 430 is "Streaming Announcement," a request to add the first user's stream to a schedule for viewing (in other words, to follow the first user) is transmitted; and if the type of pin 430 is "Friend Seeking," a request to register the first user and the second user as friends is transmitted.

[0175] Next, the control unit 210 of the server 20 builds a relationship between the first user and the second user based on a request sent from the terminal device 10 of the second user (step S107). Specifically, when a request to join the first user's party is sent, the control unit 210 registers the second user as a member of the first user's party and allows the second user to join the first user's party. Furthermore, when a request to join a circle in which the first user is recruiting members is sent, the control unit 210 registers the second user as a member of the circle and allows the second user to join the circle. Furthermore, when a request to add the first user's broadcast viewing schedule to the second user's schedule is sent, the control unit 210 adds the first user's broadcast viewing schedule to the second user's schedule. Furthermore, when a request to follow the first user is sent, the control unit 210 registers the second user as a follower of the first user. Furthermore, when a request to register the first user and the second user as friends is sent, the control unit 210 registers the first user and the second user as friends of each other.

[0176] As described above, when a relationship between the first user and the second user is established based on a request sent from the terminal device 10 of the second user, the consent of a specific user such as the first user may be required. Specifically, when at least one of the various requests is sent, the control unit 210 of the server 20 may inquire of the terminal device 10 of the specific user such as the first user about whether or not a relationship can be established, and may establish the relationship on the condition that an operation permitting the establishment of the relationship has been performed on the terminal device 10 of the specific user.

[0177] In this embodiment, a relationship between users can be established based on an operation on the pin 430 that appears in the virtual space. However, a predetermined object other than the pin 430 may appear, and a relationship between users can be established based on an operation on the predetermined object. Specifically, for example, a first user may be able to place a predetermined item as a predetermined object in the game space (virtual space) or leave a predetermined mark as a predetermined object. Then, a relationship between the first user and the second user may be established based on an operation on the predetermined object by a second user who discovers the predetermined object displayed in the game space based on the operation of the first user. In this case, the operation of the second user may be, for example, an operation of picking up a predetermined item as the predetermined object, or an operation on a predetermined menu screen that can be displayed by picking up the predetermined item or approaching the predetermined object (e.g., an operation on the request button 88 displayed on the menu screen). The predetermined object that enables the establishment of such a relationship may appear in the virtual space when the first user uses a predetermined item. Furthermore, the first user may be able to make a predetermined object that enables the first user to build such a relationship appear in a place that the first user has visited in the virtual space (for example, the place where the first user is currently located). In other words, the predetermined object may have a function that indicates that the first user has been in that place.

[0178] Furthermore, the position of a predetermined object such as pin 430 in the virtual space may be movable based on the operation of the first user who caused the predetermined object to appear. That is, the first user may be able to move the predetermined object closer to the location of a second user with whom the first user wants to build a relationship, or change the location of the predetermined object so that it stands out to the second user. In other words, the first user may be able to specify the position where the predetermined object is displayed.

[0179] The present invention is not limited to the above-described embodiments and can be modified in various ways without departing from the spirit and scope of the present invention. Within the scope of the present invention, the components can be freely combined, any components can be modified, any components can be replaced, or any components can be omitted. Furthermore, similar technical means not explicitly described herein may be employed for any component. In other words, a partial modification of the above-described embodiments that achieves the same effects as the configurations described herein also falls within the scope of the present invention. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may be different. Furthermore, some processes, such as the various determination processes described above, may not exist. In other words, the processing flow and specific determination processes may differ from those exemplified herein.

[0180] <Additional Notes> The matters described in the above embodiment can also be described as follows:

[0181] (Appendix 1) Computer, A predetermined display control means (e.g., the control unit 110 or the control unit 210) that causes a predetermined display related to the establishment of a relationship between users to appear in a virtual space shared by a plurality of users including a first user and a second user, based on an operation by the first user; A relationship building means (for example, the control unit 110 or the control unit 210) that performs processing related to building a relationship between the first user and the second user based on an operation by the second user on the predetermined display that appears based on an operation by the first user; A program that functions as a With this configuration, it is possible to invite users to build relationships by displaying a predetermined display in the virtual space, and to allow users to build relationships by operating the predetermined display. Therefore, users can intuitively understand that a relationship is being invited, making it easier to apply for the invitation, and thus making it easier to build relationships between users.

[0182] (Appendix 2) An upper limit is set on the number of users who can establish a specific relationship with the first user, The predetermined display control means, when the number of users who can establish the specific relationship with the first user has reached an upper limit, changes the predetermined display related to the establishment of the specific relationship that has appeared based on an operation by the first user. The program described in Appendix 1. According to this configuration, when the number of users who can build a specific relationship with the first user reaches an upper limit and it becomes impossible to build a specific relationship with the first user, a change is made to the predetermined display related to the building of the specific relationship that appeared based on the operation of the first user. Specifically, the predetermined display is erased or its display form is changed (for example, grayed out). Therefore, it is possible to avoid the problem that the predetermined display with which it is no longer possible to build a relationship remains in the virtual space, making it difficult to find the predetermined display with which it is possible to build a relationship, and it becomes easier to build relationships between users.

[0183] (Appendix 3) The predetermined display control means presents the predetermined display, which appears based on the operation of the first user, to users within a range determined based on the operation of the first user. The program described in Appendix 1. With this configuration, the first user can specify the range in which the predetermined display is made public and determine the range in which the solicitation for building relationships is to be made. Therefore, users can solicit relationships to be made within a range that suits their needs, making it easier to build relationships between users.

[0184] (Appendix 4) a comment can be added to the predetermined display that appears based on an operation of the first user based on an operation of the first user; The predetermined display control means is capable of presenting to the second user the comment added to the predetermined display that appears based on the operation of the first user. The program described in Appendix 1. With this configuration, each user can add additional information that they want to convey to other users as a comment to a predetermined display, etc. Therefore, regarding recruitment related to relationship building, users can communicate what they want to say in the form of a comment, making it easier to build relationships between users.

[0185] (Appendix 5) The computer further comprises: and functioning as an application display control means for presenting to the second user a screen for applying to establish a relationship between the first user and the second user, based on an operation by the second user on the predetermined display that appears based on an operation by the first user. The program described in Appendix 1. With this configuration, the relationship between the first user and the second user can be established via an application screen that is displayed based on an operation on a predetermined display. Therefore, when establishing a relationship, it is possible to confirm whether or not to apply to the second user.

[0186] (Appendix 6) A user using the virtual space can send and receive messages to and from other users, the predetermined display control means, when causing the predetermined display to appear in the virtual space based on the operation of the first user, causes a specific display related to the predetermined display to appear on an interface that displays the message seen by the second user; The relationship building means performs a process similar to a process related to building a relationship between the first user and the second user, which is performed based on an operation of the second user with respect to the predetermined display that has appeared in the virtual space based on an operation of the first user, based on an operation of the second user with respect to the specific display that has appeared based on the operation of the first user. The program described in Appendix 1. With this configuration, the display that enables relationship building is displayed not only in the virtual space but also on the interface that displays messages sent and received between users, making it easier to understand that relationships are being sought. In addition, by operating a specific display displayed on the interface, relationships can be built in the same way as by operating a specific display displayed in the virtual space, improving operability and making it easier to build relationships between users.

[0187] (Appendix 7) The computer further comprises: The virtual space is configured to function as an extracting means for extracting a predetermined display that matches a condition selected by a user from the predetermined displays appearing in the virtual space and presenting the predetermined display to the user. The program described in Appendix 1. With this configuration, users can easily find a job posting that meets their needs from among multiple job postings related to relationship building.

[0188] (Appendix 8) The virtual space in which the predetermined display can appear is a space that is shared by an unspecified number of users and in which they can exchange information with each other. The program described in Appendix 1. With this configuration, it becomes possible to find users with whom one wants to build a relationship while exchanging information with an unspecified number of users, and to build a relationship through a predetermined display. This increases opportunities to build relationships, making it easier to build relationships.

[0189] (Appendix 9) A predetermined display control means (e.g., the control unit 110 or the control unit 210) that causes a predetermined display related to the establishment of a relationship between users to appear in a virtual space shared by a plurality of users including a first user and a second user, based on an operation by the first user; and a relationship building means (for example, a control unit 110 or a control unit 210) that performs processing related to building a relationship between the first user and the second user based on an operation by the second user with respect to the predetermined display that appears based on an operation by the first user. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0190] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 21 Processor, 22 Memory, 23 Storage, 30 Home screen, 70 Lobby screen, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 115 Message processing unit, 116 Distribution unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 220 Memory unit, 400 Lobby, 410 Room, 420 Icon, 430 Pin, 431 Recognizable display

Claims

1. Computer, a predetermined display control means for causing a predetermined display relating to the establishment of a relationship between users to appear in a virtual space shared by a plurality of users including a first user and a second user, based on an operation by the first user; a relationship building means for performing a process related to building a relationship between the first user and the second user based on an operation by the second user on the predetermined display that appears based on an operation by the first user; It functions as As the predetermined display, there are a plurality of types of display according to the types of relationships that can be constructed, The predetermined display control means presents the predetermined display, which appears based on the operation of the first user, to users within a range determined based on the operation of the first user. program.

2. An upper limit is set on the number of users who can establish a specific relationship with the first user, The predetermined display control means changes the predetermined display related to the establishment of the specific relationship that appears based on an operation by the first user, based on the fact that the number of users who can establish the specific relationship with the first user has reached an upper limit. The program according to claim 1.

3. a comment can be added to the predetermined display that appears based on an operation of the first user based on an operation of the first user; The predetermined display control means is capable of presenting to the second user the comment added to the predetermined display that appears based on the operation of the first user. The program according to claim 1.

4. The computer further comprises: and functioning as an application display control means for presenting to the second user a screen for applying to establish a relationship between the first user and the second user, based on an operation by the second user on the predetermined display that appears based on an operation by the first user. The program according to claim 1.

5. A user using the virtual space can send and receive messages to and from other users, the predetermined display control means, when causing the predetermined display to appear in the virtual space based on the operation of the first user, causes a specific display related to the predetermined display to appear on an interface that displays the message seen by the second user; The relationship building means performs a process similar to a process related to building a relationship between the first user and the second user, which is performed based on an operation of the second user with respect to the predetermined display that has appeared in the virtual space based on the operation of the first user, based on an operation of the second user with respect to the specific display that has appeared based on the operation of the first user. The program according to claim 1.

6. The computer further comprises: The virtual space is configured to function as an extracting means for extracting a predetermined display that matches a condition selected by a user from the predetermined displays appearing in the virtual space and presenting the predetermined display to the user. The program according to claim 1.

7. The virtual space in which the predetermined display can appear is a space that is shared by an unspecified number of users and in which they can exchange information with each other. The program according to claim 1.

8. a predetermined display control means for causing a predetermined display relating to the establishment of a relationship between users to appear in a virtual space shared by a plurality of users including a first user and a second user, based on an operation by the first user; a relationship building means for performing a process related to building a relationship between the first user and the second user based on an operation by the second user with respect to the predetermined display that has appeared based on an operation by the first user, As the predetermined display, there are a plurality of types of display according to the types of relationships that can be constructed, The predetermined display control means presents the predetermined display, which appears based on the operation of the first user, to users within a range determined based on the operation of the first user. Information processing system.

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