Program, information processing device, matching server and matching system

The system enhances user convenience by allowing users to select game titles and automate opponent matching within virtual spaces, reducing manual room selection tasks.

JP7772749B2Active Publication Date: 2025-11-18BANDAI CO LTD
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Patent Information

Application Number
JP2023133642
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-18
Publication Date
2025-11-18
Estimated Expiration
2043-08-18

AI Technical Summary

Technical Problem

Existing matching systems require users to manually check occupancy rates and select rooms, leading to tedious operational inputs.

Method used

A program and matching system that displays a virtual space with a movable virtual character, allowing users to select a game title in a first virtual space and transition to a second space for play preparation, including opponent matching.

Benefits of technology

Provides a more convenient matching service by automating the room selection process and reducing user input.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a matching service with improved convenience.SOLUTION: A computer is caused to execute display control processing for displaying a virtual space in which a virtual character associated with a user is movably arranged and control processing for executing processing in response to the user's request according to the virtual space in which the virtual character is arranged. The virtual space includes a first virtual space and a second virtual space. The control processing executes processing for receiving selection of a game title to be played out of a plurality of game titles when the virtual character is arranged in the first virtual space, and executes play preparation processing for a game of the game title when the virtual character is arranged in the second virtual space. On condition that the selection of the game title is received, the display control processing causes the virtual character arranged in the first virtual space to be arranged and displayed in the second virtual space. The play preparation processing includes processing for matching with a game opponent of the game title.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

[0001] The present invention relates to a program, an information processing device, a matching server, and a matching system, and more particularly to a game matching service that uses a virtual space. [Background technology]

[0002] There is a matching system that matches players for a competitive game run on an external service via a virtual space (Patent Document 1). In such a matching system, users are distributed and managed in multiple rooms in order to achieve smooth communication and reduce the load on the server related to information processing. In the matching system described in Patent Document 1, virtual spaces are provided as multiple rooms, and by selecting one room to enter from a list of rooms when starting to use the service, users can use the matching and spectating functions of the competitive game related to the external service in that virtual space. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-078744 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, the matching system described in Patent Document 1 requires the user to check the occupancy rate and the like from a list of rooms and select a room to enter, which requires the user to perform tedious operational inputs.

[0005] The present invention aims to provide a program, an information processing device, a matching server, and a matching system that provide a matching service with improved convenience. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to execute a display control process that displays a virtual space in which a virtual character associated with a user is movably positioned, and a control process that executes a process in response to a request from the user depending on the virtual space in which the user's virtual character is positioned, wherein the virtual space includes a first virtual space and a second virtual space, and the control process executes a process that accepts the user's selection of a game title to play from among multiple game titles when the user's virtual character is positioned in the first virtual space, and executes a process related to play preparation for the game of the game title to be played when the user's virtual character is positioned in the second virtual space, and the display control process, on the condition that the selection of the game title to be played has been accepted, places and displays the user's virtual character that is positioned in the first virtual space in the second virtual space, and the process related to play preparation includes at least a process of matching an opponent for the game of the game title to be played. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a matching service with improved convenience. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 illustrates an example of the configuration of a matching system according to an embodiment and a modification of the present invention. [Figure 2] FIG. 1 illustrates an example of a hardware configuration of a user terminal 100 according to an embodiment and a modification of the present invention. [Figure 3] FIG. 1 illustrates an example of a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 10 is a diagram illustrating an avatar used in a matching service according to an embodiment and a modification of the present invention. [Figure 5] 10A and 10B are diagrams illustrating examples of match rooms in a matching service according to an embodiment and a modification of the present invention; [Figure 6]FIG. 10 is a diagram illustrating a matching function in a battle room according to an embodiment and a modification of the present invention. [Figure 7] 10A and 10B are diagrams illustrating examples of play screens of a fighting game according to an embodiment and a modification of the present invention; [Figure 8] FIG. 10 is a diagram showing an example of the configuration of various information managed regarding the matching service according to the embodiment and the modified example of the present invention. [Figure 9] FIG. 10 is a diagram illustrating an entrance room of a matching service according to an embodiment and a modification of the present invention. [Figure 10] FIG. 10 is a diagram illustrating an example of a user interface displayed in relation to the selection of a destination battle room according to an embodiment and a modification of the present invention. [Figure 11] FIG. 10 is a diagram illustrating an example of display of avatars in a friend relationship in an entrance room according to an embodiment and a modification of the present invention; [Figure 12] FIG. 10 is a diagram illustrating an example of a display related to an announcement of an event period in a matching service according to an embodiment and a modification of the present invention. [Figure 13] 10 is a flowchart illustrating a switching process executed by the server 200 according to the embodiment and the modification of the present invention. [Figure 14] 10 is a flowchart illustrating an event period process executed by the server 200 according to the embodiment and the modification of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment 1] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.

[0010] In the embodiment described below, the present invention is applied to a system as an example of a matching system in which a server that accepts connections from information processing devices (user terminals) used by users provides a service that realizes matching for two-player competitive games provided by external services via a virtual space. However, the present invention can be applied to a system realized by any device configuration that can perform matching for games in which multiple users participate via a virtual space and trigger game execution.

[0011] In this specification, the term "user" refers to a user who uses the service (matching service) provided by the server 200 in this matching system. For convenience, a user who has been matched in the virtual space and is currently playing a game may be referred to as a "player."

[0012] 《Matching System Structure》 1 is a diagram showing the configuration of a matching system according to this embodiment. As shown in the figure, the matching system is configured so that a server 200 and a plurality of user terminals 100 can be connected for communication via a network 300. In this embodiment, the server 200 provides a matching service that matches users of connected user terminals 100 as players of a competitive game realized by an external service and triggers the execution of the competitive game.

[0013] In the following description, the external service is assumed to be a service that supports the execution of a competitive game between remote players, and does not have a free-matching function that extracts and matches the appropriate number of players when providing the service. In this embodiment, the external service is assumed to be a service that enables the required number of players to access a room (connection destination) created by a host player using user terminals 100, thereby enabling a video chat function using the camera and microphone of the user terminal 100, and realizing gameplay of a trading card game (TCG) in which players share the status of game items deployed in the environment (real world) in which the players are present. For this reason, the user terminal 100 can be a PC or smartphone equipped with a camera and microphone.

[0014] As will be described in more detail below, by logging in to the service using the user terminal 100, a user of the matching service can use the service, which involves displaying a virtual space in which an avatar (operational avatar) corresponding to the user is placed. The matching service is a web service that can be accessed via a browsing application (hereinafter simply referred to as a browser), and service login is performed by completing a user authentication procedure on a specific web page. By performing various operational inputs, users can move the operation avatar placed in the virtual space, communicate with other users via the avatar (e.g., text chat), and be matched with opponents for competitive games provided by external services.

[0015] <Hardware configuration of user terminal> Next, the hardware configuration of the user terminal 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the user terminal 100.

[0016] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the user terminal 100. Specifically, the control unit 101 performs the relevant controls by reading out a necessary program stored in, for example, the storage device 102, expanding it into the memory 103, and executing it.

[0017] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The storage device 102 stores an operating system for operating the user terminal 100 and programs related to various applications, as well as parameter information required to realize various controls and various data used for display and communication functions related to the browser. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0018] The GPU 104 is a drawing device that executes various drawing processes related to the generation of display screens related to the user terminal 100. The GPU 104 also executes drawing processes for screens related to the virtual space presented on the browser during use of the matching service. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102 and performs predetermined calculations to generate various images, including screens. Screens and images generated by the GPU 104 are presented to the user by being displayed on a display 110 provided in the user terminal 100, for example. The display 110 is a device for displaying information, such as a liquid crystal display, that is provided in the user terminal 100 or is detachably connected to the user terminal 100. The display 110 displays the screens generated by the GPU 104.

[0019] The operation I / F 105 is a user interface provided in the user terminal 100 and receives operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes, for example, operation members such as buttons provided on the exterior of the user terminal 100, various sensors, and the like. Furthermore, the display 110 provided in the user terminal 100 of this embodiment is configured to be able to detect touch input, and the operation I / F 105 includes a touch input detection sensor provided on the display 110.

[0020] The communication I / F 106 is a communication interface with an external device provided in the user terminal 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the communication I / F 106 will be described as being performed wirelessly, but this does not exclude wired communication.

[0021] The imaging unit 120 is a unit including an imaging device having an imaging element such as a CCD or CMOS sensor. As will be described in detail later, the imaging unit 120 intermittently captures images of game cards placed in the imaging range by the user while a competitive game related to an external service is being played, and outputs the captured images.

[0022] The microphone 130 is an audio input interface provided in the user terminal 100. In this embodiment, the description will be given assuming that the competitive game related to the external service triggered from the matching service is a TCG, and therefore the microphone 130 acquires audio related to the player's declarations, the read-out effects of game cards, etc. The speaker 140 is an audio output interface provided in the user terminal 100. The speaker 140 outputs audio related to the matching service and audio related to the competitive game (such as the opponent player's declarations and sound effects).

[0023] <Server hardware configuration> 3 is a block diagram showing the hardware configuration of the server 200 according to this embodiment. In the following description, the hardware configuration that realizes the same functions as the user terminal 100 will be prefixed with the letter "server" to clearly distinguish it from the configuration of the user terminal 100.

[0024] The server control unit 201 is a processor such as a CPU, and performs control related to the operation of each piece of hardware provided in the server 200, user management related to the matching service, and the realization of various functions including a function for matching users. Specifically, the server control unit 201 performs the relevant control by, for example, reading out a necessary program stored in the server storage device 202, expanding it in the server memory 203, and executing it.

[0025] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or a hard disk drive (HDD). The server storage device 202 stores an operating system for running the server 200 and programs related to matching, as well as parameter information required for implementing various controls and various data required for providing the matching function. The server storage device 202 also has a database function for managing information on each player registered as a user of the matching system. The server memory 203 is a storage device used for temporary data storage, such as a volatile memory. The server memory 203 may be used not only as a storage area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0026] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the server communication I / F 204 may be performed either wired or wirelessly.

[0027] <<Overview of the Matching Service>> An outline of the matching service provided by the matching system of this embodiment will be described below with reference to the drawings.

[0028] As described above, the matching service can be used by each user by starting a browser on the user terminal 100 used by the user, accessing a web page (service site) related to the service, and logging in to the service.

[0029] Upon logging in to the service, each user terminal 100 displays a virtual space represented by three-dimensional computer graphics as a service screen. The service screen is an image depicting the virtual space, and its pixel count is set, for example, to match the area in which a web page is displayed in a browser. In the virtual space, each user is assigned an avatar (hereinafter referred to as an operation avatar) associated with the user, which is a three-dimensional humanoid model including a head, torso, and legs as shown in FIG. 4. Each user can move the operation avatar associated with the user within the virtual space by performing operation input related to movement. In this embodiment, the virtual space is constructed as, for example, a three-dimensional room-like space, and hereinafter, the virtual space may be referred to as a "room." Therefore, the operation avatar moves within the room in response to the user's operation input. The room is constructed as a space with a certain amount of space.

[0030] In the matching service of this embodiment, multiple types of virtual spaces are provided, and each user can move between these virtual spaces depending on their purpose and receive services. That is, the server 200 manages the user's avatar so that it is placed in only one virtual space at a time.

[0031] Two types of virtual spaces are provided for use in the matching service: an entrance room and a battle room. The two types of virtual spaces (rooms) have different uses, and the processes that become executable as functions of the matching service in response to a user's request differ depending on which virtual space the operational avatar is located in. In other words, the matching service functions available to users change depending on whether the operational avatar is located in the entrance room or the battle room. The operational avatar is controlled so that it is located in only one room while the user is logged in to the service, and is not located in multiple rooms at the same time. Movement (transition) between rooms is basically performed by transmitting a corresponding request from the user terminal 100 to the server 200 in response to an operation input related to the transition in each room, and updating the information managed by the operational avatar in the server 200.

[0032] Of the two types of rooms, the battle room is a virtual space that actually provides a function (matching function) of matching a user with an opponent for a battle game that the user wishes to play. When a match is made in the battle room, the execution of the battle game is triggered. On the other hand, the entrance room is a virtual space that does not basically provide a function of matching a user with an opponent, but rather provides users with auxiliary functions (hereinafter referred to as auxiliary functions), such as setting an operation avatar and selecting a battle room to which the operation avatar will be transferred. In other words, in the entrance room, matching cannot be made, and the execution of a battle game is not triggered. The characteristics of each room will be described in further detail below. Note that in the following description, a state in which a corresponding operation avatar is placed in the three-dimensional space related to a room may be expressed as the user of that operation avatar "entering" that room.

[0033] <Entrance room> As described above, the entrance room is a virtual space that provides auxiliary functions for each user to use the battle room. An entrance room is provided for each operating avatar, and is managed in association with, for example, an avatar ID that uniquely identifies the operating avatar. In other words, the entrance room is a virtual space provided uniquely for each operating avatar.

[0034] When a user logs in to a service on a service site, the user's operational avatar is first placed and displayed in an entrance room provided for the operational avatar. The user can perform operational inputs related to the use of various auxiliary functions by, for example, moving the operational avatar around the entrance room.

[0035] (Appearance customization function) The auxiliary functions available in the entrance room include an appearance customization function that changes the appearance of the control avatar. The control avatar can be made to differ in the drawing elements that make up its appearance, such as the avatar's color and the items worn on its head and torso. In the entrance room, the user can change the appearance of the control avatar by, for example, selecting an item to wear from a list of items they own.

[0036] (Migration function) The auxiliary functions also include a transition function that selects a battle room in response to a transition request from a user and transitions the user's operational avatar.

[0037] As will be described in detail later, in the matching service of this embodiment, avatars of users who wish to be matched with opponents at the same time are placed in a battle room, and the situation is displayed as a service screen (a screen related to the matching service presented to users via a browser) on the display 110 of each user's user terminal 100. Here, in order to generate a service screen showing the situation in the battle room, information indicating the status of other avatars placed in the same battle room (whether or not they are being matched, what their appearance is, etc.) is required. Such information is managed in association with the battle room in the server 200, and is shared with the user terminal 100 when the user's avatar is placed in the battle room, and is used to generate the service screen.

[0038] Therefore, the more avatars placed in a battle room, the greater the amount of information that must be referenced when generating a service screen, which may increase the computational load on the user terminal 100. Therefore, in the matching system of this embodiment, an upper limit is set for the number of operational avatars that can be placed in each battle room (the upper limit for the number of users that can enter the room). On the other hand, multiple battle rooms are provided to ensure that a certain number of people can use the matching function at the same time. The transition function is performed by the server control unit 201, which selects a battle room based on the user's request from among multiple battle rooms provided in parallel in this way, and transitions the operational avatar to that room.

[0039] In the matching system of this embodiment, a battle room is provided for each of a plurality of game titles so that a service can be provided that matches users with opponents for competitive games (TCGs) of a plurality of game titles. That is, each battle room is associated with one of the game titles, and users who wish to play a competitive game of that game title can be matched with each other. In other words, in the matching system, all users whose avatars are placed in the same battle room are users who wish to be matched with others for the game title associated with that battle room.

[0040] Therefore, each user selects the game title to play when requesting the transition of the operational avatar to the competition room. In the matching system of this embodiment, the entrance room is provided as a closed space, for example, as shown in Fig. 9, and the user can select the game title to play by moving the operational avatar to a predetermined position set in the space. Below, an example will be described in which a user interface for selecting the game title to play is presented to the user by moving the operational avatar near a window 901 provided in the entrance room.

[0041] In one aspect, the user interface for selecting a game title in the window 901 is controlled according to the distance between the operation avatar and the window 901. For example, the user interface for selecting a game title is controlled to be displayed in the window 901 when the distance between the operation avatar and the window 901 is below a threshold, and not to be displayed in the window 901 when the distance exceeds the threshold. Furthermore, when the distance between the operation avatar and the window 901 exceeds the threshold, the user interface for selecting a game title is displayed in a list by enlarging the window 901 on the service screen as shown in FIG. 10 , and further arranging icons 1001 for each game title in the area of ​​the window 901. The user can select a game title to play by selecting an icon 1001 for one of the game titles displayed on the display 110 of the user terminal 100.

[0042] By performing an operation input related to the selection of the game title to be played, the user can transmit to the server 200 a request to transfer the operational avatar to a battle room associated with the game title. In response to the transfer request, the server 200 determines to which battle room the user's operational avatar will be transferred (placed). Here, the battle room determined to be placed is the battle room associated with the game title selected by the user. The server control unit 201 then performs processing to transfer the operational avatar to the determined battle room.

[0043] As mentioned above, since there is a limit to the number of avatars that can be placed in each battle room, when selecting a game title to play, the icon 1001 of a game title associated with a battle room in which the maximum number of avatars has already been placed may be controlled so as to be presented in an unselectable state.

[0044] (Visit function) The auxiliary functions also include a visit function for visiting an entrance room provided for another user's avatar. A user can use the visit function by, for example, selecting an item related to an instruction to move to the entrance room from a menu that can be displayed when the operation avatar is placed in the entrance room. By using the visit function, the operation avatar associated with the user is moved and placed in the entrance room provided for the other user's avatar and displayed. The entrance room where the operation avatar is placed by the visit function may be determined, for example, by the server control unit 201, or may be determined based on the user's selection of the avatar to be visited.

[0045] In the matching service, a friend registration function is provided for the operated avatar. This function establishes a friend relationship between avatars associated with a user, for example, on the condition that the user and the user are acquaintances or have played against each other. This allows users with a friend relationship to check the login status or easily visit the entrance room. For example, if a user's operated avatar is placed in an entrance room and an avatar with a friend relationship visits the entrance room, an icon indicating the friend relationship is displayed near the avatar, as shown in FIG. 11, so that the user can be notified of the friend's visit. Such an explicitly indicated relationship between avatars is not limited to a friend relationship, but can also include, for example, having played against each other in a competitive game in the past.

[0046] In this way, the visit function allows other users to see the entrance room associated with their own avatar, and in the matching service of this embodiment, the interior and decoration of the entrance room can be changed to express the individuality of each user. The interior decoration placed in the entrance room can be done, for example, by placing decorative objects of each user's choice.

[0047] The interior of the entrance room may include decorative elements that change depending on the state of the operating avatar associated with the entrance room. Such decorative elements may include elements that change depending on at least one of the number of plays and the number of wins for a competitive game played through matching via the operating avatar. In an aspect in which a tournament or play season is provided for a competitive game, the decorative elements may include elements related to the results of the competitive game played through matching via the operating avatar, such as trophies or medals.

[0048] <Battle Room> In contrast, a battle room is a virtual space in the matching service where all users can match up for a battle game. Unlike an entrance room, a battle room not only contains the player's avatar, but also the avatars of other users who have entered the same room. A user who has entered a battle room can move their avatar within the room by performing movement inputs. Therefore, in a battle room, each user whose avatar is placed in the battle room can move their avatar and use functions unique to the battle room.

[0049] As shown in FIG. 5, a plurality of table objects 501 are placed in the battle room. Each table object 501 has a chair object 502 placed near it. A user who wishes to be matched can use the matching function by selecting one of the table objects 501. When a matching request is made using the matching function, the server control unit 201 executes processing related to matching. When a match is established through processing related to matching, the matching service triggers the execution of a battle game related to the external service in which the matched (two) users are participating.

[0050] (Matching function) The matching function matches a user with an opponent for a competitive game related to an external service. In the matching service of this embodiment, a matching request is accepted by a selection operation on a table object in a competition room, and therefore the opponent matched with the user will be a user whose avatar is placed in the same competition room.

[0051] The matching of opponents realized by the matching function is not forced by the server 200 but is configured to be performed based on the agreement between users. More specifically, the matching function is configured to allow a user who wishes to be challenged by another user to challenge that user to a match, and to establish a match when the former user accepts the challenge. The status of such a matching process, which is started by the selection operation of one table object, is presented via a display using that table object.

[0052] When a user who wants to wait for a challenge from another user selects a table object, a matching request (sometimes referred to as a waiting request) for waiting is sent to the server 200, for example, after a confirmation display indicating that the user will transition to a match-making waiting state. The waiting request may include, for example, identification information that uniquely identifies the table object (a combination of a room ID that uniquely identifies the match-making room and a table ID that uniquely identifies the selected table object in that match-making room) and identification information that uniquely identifies the user (or their operating avatar) who made the waiting request. Upon receiving the waiting request, the server control unit 201 updates the state of the operating avatar of that user to a match-making waiting state, and sends that information to the user terminals 100 of users who are in the same match-making room.

[0053] When the system enters a waiting state for matching, the user's avatar is displayed seated on one of the chair objects 502 placed near the table object 501 selected, as shown in FIG. 6( a). Since TCGs are generally played one-on-one, the matching system of this embodiment places two chair objects facing each other on either side of each table object. This seated avatar display continues until the user performs an operation input to cancel the waiting state or until the match game that was played after the match was established ends. That is, the user's avatar in the waiting state for matching is displayed without moving from the position of the chair object 502 near the table object 501 in the match room. During the waiting state for matching, the avatar is controlled so that it does not move, even if the user performs an operation input to move the avatar.

[0054] A table object 501 in which one user's avatar is seated on a chair object 502 and is in a match-waiting state (hereinafter referred to as a waiting table) is in a state where other users can request a match. In other words, the table object 501 is in a state where a matching process related to the match-waiting state is being executed. In order to let other users know that the table object 501 is in a state where a match-waiting state is being executed, the table object 501 is displayed in a different manner from before (when the process was not being executed), for example, by changing the color of the table object 501.

[0055] A user who wishes to challenge a match can apply for a match to the user (hereinafter referred to as a "waiting user") of the avatar (hereinafter referred to as a "waiting avatar") who is currently seated at the waiting table by performing an operation input on the waiting table. Specifically, when an operation input is performed on the waiting table on the user terminal 100 used by the user (hereinafter referred to as the "applicant") who is requesting a match, a matching request for the match request is sent to the server 200, for example, after a confirmation display indicating that the match request is being made. The matching request may include, for example, identification information that uniquely identifies the waiting table and identification information that uniquely identifies the applicant (or his / her operating avatar). Upon receiving the matching request, the server control unit 201 temporarily updates the status of the applicant's operating avatar (hereinafter referred to as the "applicant avatar") to a match-waiting status and shares that information with the user terminals 100 of users who are in the same match room.

[0056] When the applying avatar enters a matching standby state, as shown in FIG. 6(b), the applying avatar is displayed seated on a chair object 502 near the waiting table, and the applying avatar and the waiting avatar face each other across the table object 501. This display continues until the applicant performs an operation input to cancel the application for battle, the waiting player performs an operation input to decline the application, or the match game executed due to successful matching ends. In other words, the applying avatar in a matching standby state is displayed in a state where it does not move from the position of the chair object 502 near the waiting table in the battle room. In this matching standby state, the applying avatar is controlled not to move even if the applicant performs an operation input to move the applying avatar.

[0057] In this way, when the waiting avatar and the applicant avatar are seated facing each other in the table object 501, the server 200 sends an inquiry to the user terminal 100 of the waiting person as to whether or not to accept the challenge from the applicant. The waiting person can perform an operation input to accept / decline the challenge from the applicant. When the waiting person accepts the challenge to the match, the server control unit 201 executes a process to match the waiting person with the applicant, and establishes a match. The server control unit 201 then updates the status information managed for both avatars during the match. In other words, the matching-established waiting person and applicant become players in the subsequently triggered match game.

[0058] A battle room is configured so that matching can be performed between users who have entered the same battle room using this procedure for table objects placed in the battle room. That is, in each battle room, matching can be performed simultaneously for up to the number of table objects placed in the battle room. Therefore, the server 200 manages status information for each table object in the battle room, such as whether matching processing is being performed, whether a battle game has been triggered by a successful match, or whether neither of these conditions is met (i.e., neither matching processing is being performed nor a battle game has been triggered).

[0059] In addition, when a match is made in the table object 501 and a competitive game is triggered, the appearance of the table object 501 can be further changed until the triggered competitive game ends, thereby letting other users know that a match has already been made.

[0060] Furthermore, in the matching service of this embodiment, a series of processes related to matching is executed via the table object 501, so that avatars are controlled not to enter the area in the battle room where the table object 501 is placed. In contrast, during this series of processes, the area where the chair object 502 is placed is controlled so that waiting avatars and applying avatars can be placed. Therefore, avatars are controlled to be able to enter the area where the chair object 502 is placed. In this case, only avatars that are actually involved in the matching process and placed in the area of ​​the chair object 502 are controlled to be in a seated state.

[0061] In this way, when the operational avatar is placed in a battle room, a matching process related to the matching function is executed as part of the process related to preparation for playing a battle game executed using an external service. More specifically, the matching service is controlled so that, on the condition that the operational avatar of the user is placed in the battle room, the matching process for matching the user with an opponent is executed as part of preparation for playing the battle game of that game title, only for the game title associated with that battle room.

[0062] When an avatar is placed in the battle room, the user can input an operation to request a transition to the entrance room. The request to transition to the entrance room is configured to be able to accept a corresponding operation input, for example, when a matching process is not being performed for the avatar, i.e., when the avatar is not involved in matching and is placed movably in the battle room. When a request to transition to the entrance room is made, the avatar is relocated and displayed in the entrance room provided for that avatar. This allows the user to reselect the game title to play.

[0063] (Battle function) The battle function is a function for executing a battle game in which the users involved in the match made in the battle room participate. As described above, in the matching system of this embodiment, the battle game is realized by using an external service.

[0064] When a match is established in the match room, the server 200 transmits a request to create a connection destination for the match game to a game server (not shown) associated with an external service, along with information about the two matched players (the waiting player and the applicant). The game server creates a connection destination for the new match game in response to the creation request and returns the information about the connection destination to the server 200. The server 200 then transmits the returned connection destination information to the user terminals 100 used by each player, along with a transfer command. In the user terminals 100 that receive the transfer command, a connection to the connection destination is triggered in the browser, and the display is switched from the matching service to the external service. In this way, each player can start a match game with an opponent player matched in the matching service, without having to directly register with the external service.

[0065] In this embodiment, the login state of the matching service is maintained even during the transition to the external service (while the competitive game in the external service is being executed) so that each player can easily return to the matching service after finishing the match. More specifically, for example, when each player's user terminal 100 receives information about a connection destination related to the external service, a separate tab (or separate window) in the browser is opened to connect to the connection destination, and the tab is displayed as the primary tab (selected as the display tab and the browser display is switched (a tab related to the external service is displayed instead of the tab displaying the matching service screen), or the separate window is displayed in the foreground), thereby realizing a temporary transition from the matching service to the external service. At this time, because the tab related to the matching service remains even during the transition, each player can also check the status of the battle room related to the matching service and the play screen of the competitive game related to the external service in parallel.

[0066] As described above, the competitive game associated with an external service for which the matching system of this embodiment matches players is a TCG. In simple terms, a TCG involves each player constructing a deck using actual game cards, acquiring game cards from the shuffled deck to form their initial hand, and, during a player's turn, adding game cards from the deck to their hand, placing their hand cards on the playing field as needed, declaring actions for the cards placed on the playing field, and performing various operations related to the resolution of the declaration. Therefore, in order to progress in a competitive game, it is essential to be able to check the state of each player's playing field. For this reason, a competitive game executed using an external service progresses by utilizing a video chat function to share images of each player's hands and the audio of their declarations with each other.

[0067] The screen (play screen) displayed on the user terminal 100 used by the player during game play may display the actual live image 701 captured by the user terminal 100 used by the opponent, as shown in Fig. 7(a), for example. The example of Fig. 7(a) shows a mode in which the image 701 captured by the user terminal 100 used by the opponent is displayed as is on the full screen, but the play screen may also be configured by arranging frame images of the image 701 together with a predetermined GUI.

[0068] When the competitive game related to the external service ends, the display on the user terminal 100 used by each player returns from the external service to the matching service. Information (end information) regarding the end of the player's use of the external service may be transmitted from at least one of the player's user terminals 100 to the server 200, or may be transmitted directly from the game server related to the external service to the server 200. The end information also includes information on the results (win or loss) of the competitive game. Based on the received end information, the server 200 performs control to transmit information for displaying the results of the competitive game to the user terminal 100 used by each player together with a display request, so that each player can display the results of the competitive game. Upon receiving the information, the user terminal 100 of each player displays the results of the competitive game played using the external service.

[0069] Furthermore, when the server control unit 201 receives information on the results of a match game played between players, it updates the information on the battle record managed for the user in question and updates the state of the avatar of that user from being matched to a state where it is not involved in matching (free state). The avatar of each user whose state has been changed to free is released from its seated state on the chair object near the table object and is displayed as having left its seat, and becomes able to move around the match room again in response to operational inputs made on the user terminal 100 used by that user, just as it was before the state was set to waiting for matching.

[0070] (spectator function) The spectating function is a function that enables users other than the players to watch a competitive game whose execution is triggered via a competition room. That is, in the matching service of this embodiment, a function for watching a competitive game executed via a competition room is provided as an entertainment element that can be enjoyed while a user is in the competition room even if the user is not matched. The spectating function may be realized, for example, by using a function provided by an external service related to the competitive game that makes public a play screen that is being transmitted and received between the user terminals 100 used by the players currently competing.

[0071] A user can request to watch a competitive game realized through a table object by, for example, performing an operation input on a table object in which a competitive game is being played on a service screen of the matching service. When a user requests to watch a table object with which a match has been made, the display on the user terminal 100 of the user is switched to display a play video of the competitive game related to the table object. In this case, the user's operating avatar may be controlled to be displayed to other users in a manner that allows the user to watch the table object, for example, in the vicinity of the table object.

[0072] With this watching function, the display 110 of the user terminal 100 of the user who has made the watching request may display, for example, an image of the hands of one player focused on that player, as shown in Figure 7(a), or an image including images of the hands of both players playing against each other, as shown in Figure 7(b).

[0073] <Switching of service provision mode> Meanwhile, competitive games using game cards (physical items) such as TCGs require users to acquire game cards and build a deck (a set of game cards to be used in one competitive game) based on a strategy devised based on the acquired game cards. Furthermore, if the same deck is used in multiple competitive games, it will be recognized by opponents and spectators, and users may be able to exploit it with counter decks, making it difficult to maintain a favorable record. Therefore, each time users use a matching service, they tend to update their decks by acquiring new game cards or devising new strategies, and then participate in competitive games.

[0074] Considering these characteristics of TCGs, it is believed that a matching service that is provided at regular intervals, rather than continuously, would better meet user demand. In other words, spacing out the periods during which battles are available ensures that each user has time to prepare their deck, making it possible to provide a highly engaging playing experience. Furthermore, by limiting the period during which battles are available, users who wish to battle can be encouraged to use the service during that period, making it easier to match up and ensuring each user has an opportunity to play.

[0075] On the other hand, if the matching service were available only during the period when battles were possible, users may be unfamiliar with the system of the matching service that uses virtual spaces, and as a result, users may not be matched appropriately during the period when battles were possible. In other words, if the matching service were available only during the period when battles were possible, users would have to start by understanding the structure and functions of each virtual space and getting used to moving the control avatar in each virtual space, and this period may not be utilized effectively.

[0076] For this reason, the matching system of this embodiment is configured to be able to provide matching services in two different modes. The two modes of service are provided to users at different times. In either mode, a user who logs in to the service can move an operational avatar within the virtual space by performing an operational input related to movement. That is, when a user logs in to the service, an operational avatar placed in the virtual space is displayed on the user terminal 100 of that user. On the other hand, the service of each mode differs at least in whether or not an opponent is matched to the user when an operational input related to a matching request is performed in a virtual section.

[0077] In the following description, the matching service will be divided into two periods: a period in which an event related to a competitive game, such as a player exchange event, is held as a first period according to the present invention (hereinafter referred to as an event period), and a period in which the event is not held as a second period according to the present invention (a non-event period). The services provided to users will be switched between the event period and the non-event period, with the first type of service being provided during the event period and the second type of service being provided during the non-event period.

[0078] In the service of the first aspect, a user can move an avatar in a virtual space, and by selecting a table object when the avatar is placed in a battle room, the user can be matched with an opponent and play a battle game via an external service. In other words, the service of the first aspect is a service configured to accept a matchmaking request for an opponent for a battle game from a user whose associated avatar is placed movable in a battle room.

[0079] In contrast, in the service of the second aspect, although a user can move an avatar in the virtual space, even if the user selects a table object when the avatar is located in a battle room, no opponent is matched, and the user cannot play a battle game via an external service. In other words, the service of the second aspect is a service that is configured not to accept a matchmaking request for an opponent for a battle game from a user who is located and able to move to the associated battle room.

[0080] As described above, the service of the second mode does not provide a function for matching opponents, so when moving from the entrance room to the battle room, multiple game titles that can be matched with are not presented, and selecting a game title to play is not required. This selection of a game title to play is only possible once multiple game titles are displayed in the entrance room, provided that the current event period is in progress.

[0081] In the matching service of this embodiment, the user can move the operational avatar in the virtual space in both the first and second modes of service, but the area in which the user can move the operational avatar is the same regardless of the mode of service provision. That is, the area in which the user can move the operational avatar is set to be the same for both the first and second modes of service.

[0082] Furthermore, the second aspect of the service is provided to enable users to become accustomed to the virtual space and to increase the number of users of the matching service during the event period, and in order to enable users to use the first aspect of the service in a similar manner, in this embodiment, both the first aspect of the service and the second aspect of the service are provided free of charge.

[0083] Furthermore, in order to allow users to adequately prepare their decks and to publicize competitive game events to increase service usage during the event period, the event period will be set shorter than the non-event period. Furthermore, to increase users' opportunities to participate, competitive game events will be held multiple times, and the matching service will be configured so that event and non-event periods alternate.

[0084] Whether the current period is an event period or a non-event period can be displayed so that the user can check it before logging in on the service site, as shown in Fig. 12. In the example shown in the figure, in addition to an information display area 1201 that indicates whether the current period is an event period or a non-event period, an information display area 1202 that notifies the user of the dates of the event period is included.

[0085] 《Information management》 Hereinafter, with regard to the matching service of this embodiment configured as described above, an example of the configuration of various information managed by the server 200 will be described with reference to FIG.

[0086] FIG. 8(a) shows an example of the configuration of user information managed for each user. As shown in the figure, the user information for one user is associated with a user ID 801 that uniquely identifies the user, and manages login status 802, which indicates whether the user has logged in to the service, and game results 803, which indicates the user's game results in competitive games played via the matching service. Login status 802 is updated to a corresponding value when a service login request associated with user ID 801 is received via the service site, or when a service logout request is received. Game results 803 is updated based on information on the results of a competitive game (result information) received when a competitive game played after successful matching is completed. The result information may be received from a game server of a corresponding external service, or may be input by each user who participated in the competitive game.

[0087] FIG. 8(b) shows an example of the configuration of avatar information managed for each avatar. As shown in the figure, the avatar information for one avatar includes an avatar ID 811 that uniquely identifies the avatar, a user ID 812 that uniquely identifies the user associated with the avatar, appearance information 813 that indicates the appearance set for the avatar, an associated entrance room ID 814 that uniquely identifies the entrance room associated with the avatar, and placement status information 815 that indicates the current placement status of the avatar in the virtual space. The appearance information 813 is updated when an appearance change request related to the appearance customization function is received while the avatar is placed in the entrance room. The placement status information 815 includes a placement room ID 821 that uniquely identifies the room (virtual space) in which the avatar is placed and a placement status 822 that indicates the status of the avatar in the room. The avatar's status indicated by the placement status 822 includes a match-waiting state, a match-in-progress (or a match-playing state), and a free state. The placement status 822 is mainly used to indicate information about the avatar in the battle room, and is updated to a corresponding value when various requests related to the matching function are received while the avatar is placed in the battle room.

[0088] FIG. 8(c) shows an example of the configuration of virtual space information managed for each room. As shown in the figure, the virtual space information for one room manages, in association with a room ID 831 that uniquely identifies the room, a room type 832 indicating whether the room is an entrance room or a battle room, entering avatar information 833 regarding avatars that have entered the room, and placed object information 834 regarding objects placed in the room. For each avatar that has entered the room, the entering avatar information 833 includes, for example, the avatar ID of the avatar, as well as information necessary for rendering the room, such as the position and posture of the avatar in the room and appearance information. If the avatar is seated in a chair object, the position and posture information of the avatar can be values ​​uniquely determined for the chair object. If the room is an entrance room, the placed object information 834 can include information on decorations placed in the entrance room. Furthermore, if the room is a battle room, the placed object information 834 can include table information about each table object placed in the room.

[0089] If the room type is a battle room, the room type 832 includes information about the game title associated with the battle room. That is, the room type 832 indicates whether the room is an entrance room or a battle room for which a game title is to be matched.

[0090] The virtual space information is updated sequentially in response to changes in the state of the avatars and table objects placed in the corresponding rooms, and is shared with the user terminals 100 of users whose avatars are placed in the same virtual space. The user terminals 100 can use the virtual space information to render the virtual space in which the operating avatar is placed.

[0091] 8(d) shows an example of the configuration of table information managed for each table object placed in a battle room. As shown in the figure, the table information for one table object associates a table ID 841, which may be an identification number assigned to the table object within the room, with a placement room ID 842 that uniquely identifies the room. The table information also manages a table status 843 indicating the usage status of the table object, a seated avatar ID 844 that uniquely identifies an avatar seated in a chair object associated with the table object, a matching ID 845 that uniquely identifies a matching process being executed via the table object, and an execution trigger flag 846 that indicates whether execution of a battle game has been triggered via the table object. The combination of the table ID 841 and the placement room ID 842 allows all table objects managed in the matching service to be uniquely identified.

[0092] The table object state indicated by the table state 843 includes a matching process in progress, a triggered competitive game in progress, and neither of these states (a state in which the triggered competitive game has ended or a state in which the matching process has not started). The table state 843 is updated to a corresponding value when a matching request related to the matching function is received while an avatar is placed in a competition room, when the execution of a competitive game is triggered, or when result information related to a competitive game is received. The seated avatar ID 844 is updated based on the identification information of the avatar when a matching request based on a selection operation of the table object is received while an avatar is placed in a competition room. The matching ID 845 is issued and stored in the table information as information for referencing the matching process, for example, when the matching process for the table object is started, and is deleted upon completion (success or cancellation) of the matching process or the end of the competitive game that triggered the execution. The execution trigger flag 846 is, for example, Boolean information, and can be configured to be set to true when a match is established and a competitive game is being executed on an external service, and to be set to false when the competitive game is not being executed.

[0093] FIG. 8(e) shows an example of the configuration of matching information managed for a matching process currently being performed for each table object. As shown in the figure, the matching information for the matching process manages target information 852 indicating the target of matching in the matching process and matching status 853 indicating the progress of the matching process, in association with a matching ID 851 that uniquely identifies the matching process. The target information 852 may be, for example, the user ID of the user who is the target of matching, the avatar ID of the user's operating avatar, or both. The target information 852 is updated in response to the reception of a matching request for the corresponding table object. The progress status indicated by the matching status 853 includes a state in which matching is pending, a state in which a request has been made, and a state in which a match has been established. The matching status 853 is set to a state in which matching is pending when the matching process for the table object is initiated, and is further updated in response to a match request or a response to a match request subsequently received for the table object.

[0094] This information is generated, managed, and updated by the server control unit 201. Furthermore, this information can also be held and managed using an external storage server or the like instead of or in addition to the server storage device 202 or server memory 203.

[0095] <<Switching process>> The following describes in detail the switching process executed by the server 200 of this embodiment for switching the type of matching service provided, using the flowchart in FIG. 13 . The process corresponding to this flowchart can be realized by the server control unit 201 reading out a corresponding processing program stored in, for example, the server storage device 202, and then deploying and executing the program in the server memory 203. This switching process will be described as being initiated, for example, when the server 200 receives a service login request for the matching service from the user terminal 100. In the description of this switching process, the user terminal 100 that sent the service login request will be referred to as the target terminal, the user using the target terminal as the target user, and the operating avatar corresponding to the target user as the target avatar. In parallel with this switching process, information required for providing the matching service, including virtual space information, will be transmitted to the target terminal and used to display a service screen on the target terminal.

[0096] In S1301, the server control unit 201 determines whether the current time is in an event period or a non-event period. If the server control unit 201 determines that the current time is in an event period, it proceeds to S1302, and if it determines that the current time is in a non-event period, it proceeds to S1310.

[0097] In S1302, the server control unit 201 controls to transmit information indicating that the first mode service will be provided to the target terminal. Based on the information transmitted in this step, the display 110 of the target terminal displays information indicating that the event period is currently in progress and that the first mode service will be provided.

[0098] In S1303, the server control unit 201 executes a process of placing the target avatar in the virtual space. At this time, the server control unit 201 updates the placement status information 815 of the avatar information related to the target avatar and the entering avatar information 833 of the virtual space information related to the virtual space where the target avatar is to be placed. Specifically, the server control unit 201 updates the placement room ID 821 in the placement status information 815 of the corresponding avatar information to the room ID of the virtual space where the target avatar is to be placed, and updates the placement state 822 to free. The server control unit 201 also updates the entering avatar information 833 of the corresponding virtual space information by adding information about the target avatar. In the matching service of this embodiment, the virtual space where the target avatar is initially placed upon service login is the entrance room associated with the target avatar, so the placement room ID 821 is input with the room ID of the entrance room. Furthermore, the virtual space information related to the entrance room is the subject of update of the entering avatar information 833.

[0099] In S1304, the server control unit 201 determines whether a movement request for the target avatar has been received. That is, the server control unit 201 determines whether a movement request transmitted in response to an operation input related to movement of the target avatar within the virtual space has been received from the compatible terminal. If the server control unit 201 determines that a movement request has been received, it proceeds to S1305, and if it determines that a movement request has not been received, it proceeds to S1306.

[0100] In S1305, the server control unit 201 executes processing to change the position and posture of the target avatar in the virtual space based on the received movement request. At this time, the server control unit 201 updates information about the target avatar, which is included in the entering avatar information 833 of the virtual space information related to the virtual space in which the target avatar is located, based on, for example, information about the amount of operation input included in the movement request.

[0101] In S1306, the server control unit 201 determines whether a virtual space transition request has been received from the target terminal. That is, the server control unit 201 determines whether a transition request transmitted in response to an operation input related to a transition of the virtual space has been received from the target terminal. If the server control unit 201 determines that a transition request has been received, the process proceeds to S1307, and if it determines that a transition request has not been received, the process proceeds to S1308.

[0102] At S1307, the server control unit 201 executes processing to change the virtual space in which the target avatar is placed based on the received transition request. At this time, the server control unit 201 updates the placement status information 815 of the avatar information related to the target avatar, the entering avatar information 833 of the virtual space information related to the virtual space in which the avatar is currently placed, and the entering avatar information 833 of the virtual space information related to the virtual space in which the avatar is to be placed after the transition. Specifically, the server control unit 201 updates the placement room ID 821 in the placement status information 815 of the relevant avatar information to the room ID of the virtual space to which the avatar is to be transferred, and updates the placement status 822 to free. The server control unit 201 also deletes information about the target avatar from the entering avatar information 833 of the virtual space information related to the virtual space in which the avatar is currently placed. The server control unit 201 also adds information about the target avatar to the entering avatar information 833 of the virtual space information related to the virtual space in which the avatar is to be placed after the transition.

[0103] In S1308, the server control unit 201 determines whether or not a matching request has been received from the target device. That is, the server control unit 201 determines whether or not a matching request has been received from the target device, the matching request being transmitted in response to a user selecting an avatar in a battle room while the target avatar is located in the battle room. If the server control unit 201 determines that a matching request has been received, it proceeds to S1309, and if it determines that a matching request has not been received, it returns to S1304.

[0104] In S1309, the server control unit 201 executes matching processing with the target avatar as a matching target based on the received matching request. In executing the matching processing, the server control unit 201 generates or updates matching information. The server control unit 201 also updates the placement state 822 included in the placement status information 815 of the avatar information related to the target avatar, and table information related to the table object related to the matching request.

[0105] Although detailed description of the switching process of this embodiment will be omitted, the matching process executed in this step may end, for example, when the matching request is canceled, the waiting player declines the challenge to battle, or a match is established. The server control unit 201 ends the process of this step and returns the process to S1304 when the matching process for the target avatar ends because a match was not established, or when the battle game executed because a match was established ends.

[0106] On the other hand, if it is determined in S1301 that the current time is a non-event period, the server control unit 201 controls in S1310 to transmit information to the target terminal that a second mode service will be provided. Based on the information transmitted in this step, the display 110 of the target terminal displays information that the current time is a non-event period and that a second mode service will be provided.

[0107] In S1311, the server control unit 201 executes a process of placing the target avatar in the virtual space. The process of this step may be the same as that of S1303.

[0108] In S1312, the server control unit 201 determines whether or not a movement request for the target avatar has been received. If the server control unit 201 determines that a movement request has been received, it proceeds to S1313, and if it determines that a movement request has not been received, it proceeds to S1314.

[0109] In S1313, the server control unit 201 executes a process of changing the position and posture of the target avatar in the virtual space based on the received movement request. The process of this step may be the same as that of S1305.

[0110] In S1314, the server control unit 201 determines whether or not a virtual space transition request has been received from the target terminal. If the server control unit 201 determines that a transition request has been received, the process proceeds to S1315, and if it determines that a transition request has not been received, the process proceeds to S1316.

[0111] In S1315, the server control unit 201 executes a process of changing the virtual space in which the target avatar is placed based on the received transition request. The process of this step may be the same as S1307.

[0112] In S1316, the server control unit 201 determines whether or not a matching request has been received from the target terminal. If the server control unit 201 determines that a matching request has been received, the process proceeds to S1317, and if it determines that a matching request has not been received, the process returns to S1312.

[0113] At S1317, the server control unit 201 transmits information indicating that the matching process will not be executed to the target terminal, and the process returns to S1312. Based on this information, the target terminal is notified that it is currently in a non-event period and therefore cannot match an opponent. That is, the server control unit 201 controls the target user so that it cannot match an opponent during the non-event period, even if a matching request is received. Note that in the switching process of this embodiment, the server control unit 201 does not execute the matching process even if a matching request is received in the second aspect of the service. However, the present invention is not limited to this. For example, opponent matching can also be similarly disabled by not accepting a selection operation on a table object in a battle room, or by configuring the target terminal to not send a matching request to the server 200 even if a selection operation is performed.

[0114] Event Period Processing Next, specific details of the event period process executed by the server 200 of this embodiment for matching users during an event period will be described using the flowchart of FIG. 14 . The process corresponding to this flowchart can be realized by the server control unit 201 reading a corresponding processing program stored in, for example, the server storage device 202, deploying it in the server memory 203, and executing it. This event period process partially corresponds to the processes of S1306 to S1309 of the switching process described above, and will be described as being initiated on the condition that the target avatar has been placed in the entrance room by the process of S1303. While the switching process described above describes the process upon receiving a transition request without limiting the type of virtual space, this event period process primarily relates to service provision upon receiving a transition request from the entrance room to the battle room. Furthermore, in the description of this event period process, the user terminal 100 that sent the service login request will be referred to as the target terminal, the user using the target terminal will be referred to as the target user, and the operating avatar corresponding to the target user will be referred to as the target avatar.

[0115] In S1401, the server control unit 201 determines whether or not a request to switch to a battle room has been received from the target terminal. If the server control unit 201 determines that a request to switch to a battle room has been received, it proceeds to S1402, and if it determines that a request has not been received, it repeats the processing of this step.

[0116] In S1402, the server control unit 201 selects one battle room associated with the play title based on the information about the play title included in the received transition request, and performs processing to change the virtual space in which the target avatar is placed from the entrance room to the selected battle room.

[0117] In S1403, the server control unit 201 determines whether or not a matching request has been received from the target terminal. If the server control unit 201 determines that a matching request has been received, the process proceeds to S1404, and if it determines that a matching request has not been received, the process proceeds to S1407.

[0118] In S1404, the server control unit 201 executes a matching process based on the matching request. The matching request includes information that uniquely identifies the table object selected by the target user. Here, the table object managed by the server 200 in relation to the matching service is identified by a combination of an identification number (table ID 841) that uniquely identifies the table object in the battle room and identification information (placement room ID 842) that uniquely identifies the battle room, as shown in the table information. Therefore, upon receiving the matching request, the server control unit 201 executes a matching process for the game title associated with the battle room identified by the placement room ID included in the matching request. That is, by executing the matching process, the server control unit 201 matches the target user with other users who have also requested opponent matching for the game title selected by the target user to play.

[0119] In S1405, the server control unit 201 determines whether or not a match has been established through the matching process executed for the target user. If the server control unit 201 determines that a match has been established, it proceeds to S1406, and if it determines that a match has not been established, it proceeds to S1407.

[0120] In S1406, the server control unit 201 triggers the execution of a competitive game on an external service that provides the service for the target game title for the table object for which matching has been established. That is, the server control unit 201 transmits a request to create a connection destination for the competitive game to the game server of the external service, and transmits the connection destination information obtained in response to this along with a transfer command to the target terminal and the opponent's user terminal 100, thereby controlling these terminals to connect to the game server and execute the competitive game. Through the processing of this step, a competitive game is executed in which the target user and the opponent matched with the target user participate. After that, when the server control unit 201 receives result information related to the end of the competitive game, it proceeds to S1407.

[0121] In S1407, the server control unit 201 determines whether a request for another function that is provided as available for use in the battle room has been received from the target terminal. If the server control unit 201 determines that a request for another function has been received from the target terminal, it proceeds to S1408, and if it determines that a request for another function has not been received, it returns to S1403.

[0122] In S1408, the server control unit 201 executes processing according to the received request, and returns the process to S1403.

[0123] As described above, the matching system of this embodiment can provide a matching service with improved convenience.

[0124] In this embodiment, the area in the virtual space in which the operating avatar can move is the same in both the first mode service (event period) and the second mode service (non-event period), but the implementation of the present invention is not limited to this. For example, the area in the virtual space in which the operating avatar can move may be controlled to be narrower in the second mode service than in the first mode service, in other words, the area in the virtual space in which the operating avatar can move may be controlled to be wider in the first mode service than in the second mode service.

[0125] In addition, although the present embodiment has been described as referring to a period when no event is being held as a non-event period, the implementation of the present invention is not limited to this. In other words, the service of the second aspect may be one that allows users to experience a service that utilizes a virtual space during a period different from the period during which the service of the first aspect is provided, and it is not necessary that the entire period during which the service of the first aspect is not provided be the period during which the service of the second aspect is provided. The period during which the service of the second aspect is provided may be set so as not to overlap with at least an event period that includes the implementation of an event.

[0126] [Variation 1] In the above-described embodiment, each battle room has been described as primarily providing a matching function between users and a spectator function, but the implementation of the present invention is not limited to this. Each battle room may also provide, for example, a function for selling / purchasing products related to the game content for which matching is provided. For example, if the battle game for which the matching function is provided is a trading card game (TCG), a function for selling / purchasing actual items (game cards) that can be used in the TCG may be provided. The selling / purchasing function may be a payment procedure performed in the matching service, or may be provided indirectly, for example, by a function for redirecting the user terminal 100 to a sales page for the corresponding product on an e-commerce site.

[0127] Furthermore, the related products do not have to be physical goods, but may include, for example, in-game items or downloadable content.

[0128] The selling / purchasing function may be provided, for example, during an event period. That is, in the matching service of this modified example, in addition to the service of the first mode, a service of the third mode relating to the selling / purchasing function of related products is provided during the event period.

[0129] The selling / purchasing function may be provided, for example, in a battle room, i.e., configured to be available in a region (second region) different from the region (first region) where the table object is located. In this embodiment, for example, the matching function may be available to a user on the condition that the operational avatar is located in the first region, and the selling / purchasing function may be available to a user on the condition that the operational avatar is located in the second region. That is, the server control unit 201 accepts a matching request from a user terminal 100 on the condition that the operational avatar of the user of the user terminal 100 is located in the first region and performs matching processing, while accepting a request to purchase a related product from the user terminal 100 on the condition that the operational avatar of the user of the user terminal 100 is located in the first region and performs sales processing.

[0130] [Variation 2] In the above embodiment, when the operating avatar is placed near the window 901 provided in the entrance room, a user interface for selecting the game title to play is displayed on the window 901, but the present invention is not limited to this. To make it easier for the user to understand that a selection operation for the game title to play needs to be performed on the window 901 when transitioning to the battle room, for example, the user interface may be controlled to be displayed only when the operating avatar is facing the window 901.

[0131] [Variation 3] In the above-described embodiment, the selection of a game title to be played can be accepted when the operating avatar is near the window 901 in the entrance room, but the present invention is not limited to this. For example, if the operating avatar is placed near a wall in the entrance room instead of or in addition to being placed near the window 901, the user interface may be displayed near the placement position (window 901, wall) and configured to be able to accept a selection operation from the user.

[0132] Furthermore, the display of the user interface for selecting a game title to play in the entrance room is not limited to the window 901 or the wall, but can be displayed in the entrance room when the operating avatar is placed in a specific position set in the entrance room. In addition, the user interface for selecting a game title to play can also be displayed using a window displayed by a function menu provided for the matching service.

[0133] [Variation 4] In the above-described embodiment, it has been described that operation inputs related to the use of the matching function can be received via a table object provided in the battle room, but the implementation of the present invention is not limited to this. For example, operation inputs related to the use of the matching function may be configured to be executable when an operational avatar is placed at a specific position provided in the battle room, without going through any object.

[0134] [Variation 5] In the above-described embodiment, the external service competitive game for which matching is provided in the matching service is described as a trading card game (TCG), but the implementation of the present invention is not limited to this. The competitive game for which matching is provided may be a competitive game of another genre. Furthermore, the game for which matching is provided is not limited to competitive games, such as cooperative play games, as long as it is configured to allow multiple users to participate.

[0135] Furthermore, the game for which matching is provided does not necessarily have to be executed using an external service, but may be a game provided as one of the functions of the matching service. That is, the matching service may include a function for executing an online game in which users matched through a matching process participate. In this embodiment, the trigger for execution of a competitive game upon successful matching is control by the server control unit 201 to further execute processing corresponding to the game function provided by the matching service. Therefore, if the game provided by the game function is a TCG, the server control unit 201 controls information transmitted to each user terminal 100 so that an image captured by the imaging unit 120 of the user terminal 100 of the other user (opponent) participating in the TCG is displayed on the display 110 of the user terminal 100 of one user instead of the service screen.

[0136] [Variation 6] In the above-described embodiment, the server control unit 201 executes the event period processing, but the function corresponding to this processing may be realized by the control unit 101. For example, when the control unit 101 detects an operation input corresponding to each request, it can transmit a request to the server 200 to use the corresponding function, thereby causing the server 200 to execute the processing of some steps, acquiring the results, and triggering a screen display or the execution of a competitive game, thereby realizing the function corresponding to the event period processing.

[0137] [Variation 7] In the above-described embodiment, the matching service has been described as being provided by the server 200 to the user terminal 100 that has logged in to the service via a browser, but the matching service may also be provided via a dedicated application installed on the user terminal 100. In this case, the dedicated application may connect to an external device including the server 200 to provide the matching service, send processing requests for some functions to the external device, obtain the processing results, and control the display, etc., related to the dedicated application.

[0138] [Variation 8] In the above-described embodiment and modified examples, the virtual space provided in the matching service is described as a three-dimensional space expressed by arranging three-dimensional models, but the present invention is not limited to this. For example, it goes without saying that the present invention can also be applied to a two-dimensional space formed by arranging two-dimensional models.

[0139] [Summary of the embodiment] The above-described embodiments disclose at least the following programs, information processing devices, matching servers, and matching systems.

[0140] (1) To the computer, a display control process for displaying a virtual space in which a virtual character associated with a user is movably arranged; a control process for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; A program for executing the virtual space includes a first virtual space and a second virtual space; The control process includes: When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control process, on condition that the selection of the game title to be played has been accepted, places and displays the virtual character of the user placed in the first virtual space in the second virtual space; The program wherein the processing related to preparation for play includes at least processing for matching an opponent for the game title to be played.

[0141] (2) A plurality of the second virtual spaces are provided, each of which is associated with one of the plurality of game titles; The program according to (1), wherein the display control process places the user's virtual character in the second virtual space associated with the title of the game being played.

[0142] (3) The program described in (2) in which the control process controls the process related to preparation for play to be executable only for games of game titles associated with the second virtual space when the user's virtual character is placed in the second virtual space.

[0143] (4) The control process further includes, when the user's virtual character is located in the second virtual space, receiving an instruction to move the virtual character to the first virtual space; On the condition that the movement instruction is accepted, the display control process includes rearranging the user's virtual character in the first virtual space; The program according to (2) or (3), wherein the control process controls so that the selection of the game title to be played can be accepted again.

[0144] (5) An upper limit number of virtual characters that can be placed in each of the second virtual spaces is set in advance; The program described in any one of (2) to (4), wherein the control process controls the game title associated with the second virtual space in which a maximum number of virtual characters are placed so that it cannot be selected as the game title to be played when the user's virtual character is placed in the first virtual space.

[0145] (6) A program described in any one of (2) to (5), wherein the control process controls to accept the selection of the game title to be played, provided that the user's virtual character is placed at a predetermined position within the first virtual space.

[0146] (7) The program according to (6), wherein the predetermined position is near at least one of a wall and a window provided in the first virtual space.

[0147] (8) The program described in (7), wherein the display control process displays the plurality of game titles that can be selected as the game title to be played on at least one of the wall and the window of the first virtual space.

[0148] (9) The program described in (8) in which the display control process displays the plurality of game titles that can be selected as the game title to be played when the distance between the wall or the window and the user's virtual character is below a threshold, and does not display the plurality of game titles when the distance exceeds the threshold.

[0149] (10) The program according to (8) or (9), wherein the display control process displays a list of each of the plurality of game titles selectable as the game title to be played in the form of an icon.

[0150] (11) The program described in (10) in which the control process accepts the selection of the game title to be played through the selection of the icon, provided that the plurality of game titles are displayed in a list in the form of the icon.

[0151] (12) The program described in any one of (8) to (11), wherein the display control process controls the display of the plurality of game titles selectable as the game title to be played only during a predetermined period.

[0152] (13) A program described in any one of (8) to (12), wherein the display control process displays the plurality of game titles that can be selected as the game title to be played when the user's virtual character is facing the wall or the window in the first virtual space.

[0153] (14) A display control means for displaying on a display means a virtual space in which a virtual character associated with a user is movably arranged; a control means for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; Equipped with the virtual space includes a first virtual space and a second virtual space; The control means When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control means, on the condition that the selection of the game title to be played has been accepted, causes the display means to place the virtual character of the user placed in the first virtual space in the second virtual space and display the virtual character; The information processing device, wherein the process related to preparation for play includes at least a process of matching an opponent for the game title to be played.

[0154] (15) A display control means for causing an information processing device to display a virtual space in which a virtual character associated with a user is movably arranged; a control means for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; Equipped with the virtual space includes a first virtual space and a second virtual space; The control means When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control means, on the condition that the selection of the game title to be played has been accepted, causes the information processing device to place the virtual character of the user placed in the first virtual space in the second virtual space and display the virtual character; The processing related to the preparation for play includes at least a processing of matching an opponent for the game of the game title to be played.

[0155] (16) A display control means for displaying on a display means for information processing perspective a virtual space in which a virtual character associated with a user is movably arranged; a control means for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; Equipped with the virtual space includes a first virtual space and a second virtual space; The control means When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control means, on the condition that the selection of the game title to be played has been accepted, causes the display means to place the virtual character of the user placed in the first virtual space in the second virtual space and display the virtual character; The processing related to preparation for play in the matching system includes at least a processing for matching an opponent for the game title to be played.

[0156] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0157] 100: User terminal, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 110: Display, 105: Operation I / F, 106: Communication I / F, 120: Imaging unit, 130: Microphone, 140: Speaker, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Server communication I / F, 300: Network

Claims

1. On the computer, a display control process for displaying a virtual space in which a virtual character associated with a user is movably arranged; a control process for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; A program for executing the virtual space includes a first virtual space in which game opponents are not matched, and a second virtual space in which game opponents are matched; The control process includes: When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control process, on condition that the selection of the game title to be played has been accepted, places and displays the virtual character of the user placed in the first virtual space in the second virtual space; The program wherein the processing related to preparation for play includes at least processing for matching an opponent for the game title to be played.

2. a plurality of the second virtual spaces are provided, each of which is associated with one of the plurality of game titles; The display control process includes placing the user's virtual character in the second virtual space associated with the game title being played. The program according to claim 1.

3. The program described in claim 2, wherein the control process controls the process related to preparation for play to be executable only for games of game titles associated with the second virtual space when the user's virtual character is placed in the second virtual space.

4. the control process further includes a process of receiving, when the user's virtual character is placed in the second virtual space, an instruction to move the virtual character to the first virtual space; On the condition that the movement instruction is accepted, the display control process includes rearranging the user's virtual character in the first virtual space; The control process controls the game so that the selection of the game title to be played can be accepted again. The program according to claim 2.

5. an upper limit number of virtual characters that can be placed in each of the second virtual spaces is set in advance; The control process controls a game title associated with the second virtual space in which a maximum number of virtual characters are placed so that the game title to be played cannot be selected when the user's virtual character is placed in the first virtual space. The program according to claim 2.

6. The program according to any one of claims 2 to 5, wherein the control process controls to accept the selection of the game title to be played, on the condition that the user's virtual character is placed at a predetermined position within the first virtual space.

7. The program according to claim 6 , wherein the predetermined position is near at least one of a wall and a window provided in the first virtual space.

8. The program according to claim 7 , wherein the display control process displays the plurality of game titles selectable as the game title to be played on at least one of the wall and the window of the first virtual space.

9. The program of claim 8, wherein the display control process displays the plurality of game titles that can be selected as the game title to be played when the distance between the wall or the window and the user's virtual character is below a threshold, and does not display the plurality of game titles when the distance exceeds the threshold.

10. 9. The program according to claim 8, wherein the display control process displays a list of the plurality of game titles selectable as the game title to be played in the form of an icon.

11. The program according to claim 10 , wherein the control process accepts a selection of the game title to be played via selection of the icon, on the condition that the plurality of game titles are displayed in the form of an icon.

12. 9. The program according to claim 8, wherein the display control process controls the display of the plurality of game titles selectable as the game title to be played only during a predetermined period.

13. The program described in claim 8, wherein the display control process displays the plurality of game titles that can be selected as the game title to be played when the user's virtual character is facing the wall or the window in the first virtual space.

14. a display control means for displaying on a display means a virtual space in which a virtual character associated with a user is movably arranged; a control means for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; Equipped with the virtual space includes a first virtual space in which game opponents are not matched, and a second virtual space in which game opponents are matched; The control means When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control means, on the condition that the selection of the game title to be played has been accepted, causes the display means to place the virtual character of the user placed in the first virtual space in the second virtual space and display the virtual character; The information processing device, wherein the process related to preparation for play includes at least a process of matching an opponent for the game title to be played.

15. a display control means for causing an information processing device to display a virtual space in which a virtual character associated with a user is movably arranged; a control means for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; Equipped with the virtual space includes a first virtual space in which game opponents are not matched, and a second virtual space in which game opponents are matched; The control means When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control means, on the condition that the selection of the game title to be played has been accepted, causes the information processing device to place the virtual character of the user placed in the first virtual space in the second virtual space and display the virtual character; The processing related to the preparation for play includes at least a processing of matching an opponent for the game of the game title to be played.

16. a display control means for displaying on a display means of the information processing device a virtual space in which a virtual character associated with the user is movably arranged; a control means for executing a process in response to a request from the user in accordance with the virtual space in which the user's virtual character is placed; Equipped with the virtual space includes a first virtual space in which game opponents are not matched, and a second virtual space in which game opponents are matched; The control means When the user's virtual character is placed in the first virtual space, a process is executed to receive a selection by the user of a game title to be played from among a plurality of game titles; When the user's virtual character is placed in the second virtual space, a process related to preparation for playing the game of the game title to be played is executed; the display control means, on the condition that the selection of the game title to be played has been accepted, causes the display means to place the virtual character of the user placed in the first virtual space in the second virtual space and display the virtual character; The processing related to preparation for play in the matching system includes at least a processing for matching an opponent for the game title to be played.

Citation Information

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