Game program and game device

The game program and device use VR technology to enhance user satisfaction by adjusting the duration of visual effects based on gaze time and distance, providing a more immersive interaction with virtual objects.

JP7849618B2Active Publication Date: 2026-04-22CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-09-18
Publication Date
2026-04-22

AI Technical Summary

Technical Problem

Conventional games lack the ability to provide users with a strong sense of satisfaction when an action, such as an attack, hits an object, as they often rely on simple visual effects like hit stop which are not immersive.

Method used

A game program and device that utilize VR technology to detect the user's gaze point and adjust the duration of a predetermined performance, such as an object's movement stop or vibration, based on the user's gaze duration and distance from the point of focus, providing a more immersive and satisfying experience.

Benefits of technology

Enhances the user's sense of accomplishment by extending the effect duration based on gaze time and distance, making the interaction with virtual objects more impactful and satisfying.

✦ Generated by Eureka AI based on patent content.

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Abstract

This gives the user a sense of accomplishment, indicating that the action has successfully hit the object. [Solution] The display unit 562 displays an image of the virtual space in which the object is placed on the display 61. The detection unit detects the user P's gaze point C4 within the image. When an action corresponding to the user P's operation in the virtual space hits an object, the performance unit performs a performance process that causes the object to perform a predetermined performance, continuing the performance for a duration corresponding to the degree of the user P's gaze at the gaze point C4.
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Description

Technical Field

[0001] The present disclosure relates to a game program and a game device.

Background Art

[0002] In conventional games, when a player character hits an enemy character, there are those that cause these characters to perform a predetermined action (for example, see Patent Document 1). For example, when the attack of a player character hits an enemy character, there is an expression called hit stop where the movement of the enemy character stops for an instant. This makes it possible to give the player a sense of satisfaction that the attack on the enemy character has hit.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] It is required to give the user a sense of satisfaction that an action such as an attack has hit an object such as an enemy character.

[0005] An object of the present disclosure is to give the user a sense of satisfaction that an action has hit an object.

Means for Solving the Problems

[0006] A first aspect causes a computer to a display unit that displays an image of a virtual space in which an object is arranged on a display, a detection unit that detects a gaze point of the user within the image, This game program functions as a performance unit that, when an action performed by the user in the virtual space hits an object, causes the object to perform a predetermined performance, with the performance duration corresponding to the degree of the user's gaze at the point of focus.

[0007] In the first embodiment, The duration of the performance may vary depending on the user's gaze time at the point of focus.

[0008] In the above embodiment, The duration of the animation may vary depending on the distance between the point of focus in the image and the object to which the action corresponding to the user's operation was performed.

[0009] In the above embodiment, The duration of the animation may vary depending on the distance from the point of focus to the area where the object that was hit by the user's action is located is situated, among a plurality of areas in the image that gradually move away from the point of focus.

[0010] In the above embodiment, The aforementioned point of focus may include the portion that is expected to be viewed by the user.

[0011] In the above embodiment, The detection unit may detect the point of gaze based on the user's line of sight.

[0012] In the above embodiment, The aforementioned action is an attack on the object, The aforementioned predetermined effect may include at least one of the following: the effect of the object stopping, the effect of the object vibrating, or the effect of the object slowing down.

[0013] A second embodiment includes a storage unit that stores the program of the above embodiment, A control unit that executes the program, is an audio control device provided with

Effect of the Invention

[0014] According to the present disclosure, it is possible to give the user a feeling of response that an action has hit an object.

Brief Description of the Drawings

[0015] [Figure 1] It is a block diagram showing the configuration of the game device. [Figure 2] It is a perspective view showing an example of a VR goggles. [Figure 3] It is a schematic diagram of a state where the user wears the VR goggles. [Figure 4] It is a flowchart for explaining the display process according to the first embodiment. [Figure 5] It is a diagram showing an example of a game screen according to the first embodiment. [Figure 6] It is a diagram showing an example of a game screen according to the second embodiment.

Mode for Carrying Out the Invention

[0016] [First Embodiment] Hereinafter, an example in which the program is implemented as a game program and the audio control device is realized as a game device will be described. The game device is an example of a computer system having one computer or a plurality of cooperating computers.

[0017] The game by this game program is carried out in a virtual space (three-dimensional). This game program is implemented using the technology of Virtual Reality (abbreviation: VR). The VR technology is a technology for creating a virtual space similar to reality on a computer and making the user experience the feeling of being in that virtual space.

[0018] There are no limitations on the type of game. In this embodiment, a competitive action game in which a player character attacks and defeats enemy characters will be used as an example.

[0019] In this game program, characters such as the player character may possess virtual media within the game screen. "Possession" here means, for example, that the character and the virtual media are displayed together on the screen. In some games, "possession" may be expressed as "equipping."

[0020] A weapon can be an example of a virtual medium possessed by a character. In the following, it is assumed that the player character possesses a weapon (e.g., a sword or firearm) as a virtual medium. The player character can attack enemy characters with that weapon.

[0021] In this game, various sounds are played as sounds emitted by virtual sound sources in a virtual space. Virtual media possessed by characters can become virtual sound sources in that virtual space. In other words, in this game, sounds are played as sounds emitted by virtual media. For example, firearms (virtual media) may emit the sound of a gunshot (more precisely, a sound that simulates a gunshot is played).

[0022] 《Game device configuration》 <Hardware Configuration> Figure 1 is a block diagram showing the configuration of a game device 5 (an example of an audio control device). The game device 5 executes a predetermined game based on user input. A display 61, a speaker 62, and a controller 63 are connected to the game device 5.

[0023] Game device 5 can utilize commercially available devices such as personal computers, PlayStation®, Xbox®, PlayStation Vita®, and Nintendo Switch®.

[0024] In game device 5, the game progresses based on the installed game program and game data. Game devices 5 can communicate with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0025] The game device 5 includes a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0026] The network interface 51 is connected to the communication network in a communicative manner, for example, to send and receive various data with other game devices 5 or external server devices (not shown).

[0027] The graphics processing unit 52 renders game images, including player characters and various objects in the virtual space, in video format, according to the game image information output from the control unit 56.

[0028] As previously mentioned, this game program utilizes VR technology. The graphics processing unit 52 generates images of a virtual space based on VR technology. Hereafter, images displaying a virtual space based on VR technology will be referred to as "VR images".

[0029] The graphics processing unit 52 is connected to the display 61. The VR image is displayed on the display 61.

[0030] The display 61 is composed of, for example, a liquid crystal display. The display 61 is housed in a casing that can be worn by a user (hereinafter referred to as user P). The display 61 in this embodiment is a display device for a head-mounted display (hereinafter referred to as VR goggles 70).

[0031] Figure 2 is a perspective view showing an example of VR goggles 70. As shown in Figure 2, the VR goggles 70 comprises a main body 71 and a headband 72.

[0032] The headband 72 is for attaching the VR goggles 70 to the head of user P (the game player). Figure 3 is a schematic diagram of user P wearing the VR goggles 70. The VR goggles 70 are attached to user P's head with the main body 71 covering both of user P's eyes.

[0033] The arrow shown in Figure 2 (hereinafter referred to as vector Vd) indicates the direction that is in front of user P when wearing the VR goggles 70. In this game program, vector Vd is the normal to the display surface of the display 61.

[0034] The main unit 71 has a display 61 fixed inside. In the VR goggles 70, when the VR goggles 70 are worn on the user P's head, the display surface of the display 61 faces both of the user P's eyes.

[0035] The VR goggles 70 are equipped with a head sensor (not shown) and a gaze sensor S1.

[0036] The head sensor includes, for example, an accelerometer, a gyroscope, a magnetic sensor, a camera, etc. The output of the head sensor is output to the control unit 54. By analyzing the output of the head sensor of the VR goggles 70, information on the position and orientation of the user P's head (in other words, the position and orientation of the display 61) can be obtained.

[0037] The gaze sensor S1 is a sensor that implements a known eye-tracking function. The gaze sensor S1 detects the rotation angle of each eyeball by irradiating the right and left eyes of user P with infrared light and receiving reflected light from the cornea and iris in response to the irradiated light. The output of the gaze sensor S1 is output to the control unit 56. The direction of the gaze of user P's right and left eyes is detected. By analyzing the output of the gaze sensor S1, the direction of user P's gaze can be determined.

[0038] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays digital game audio according to the instructions of the control unit 56. Specifically, the audio processing unit 53 converts the audio data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0039] The audio processing unit 53 is configured to provide multi-channel audio output in order to reproduce three-dimensional sound. Accordingly, multiple speakers 62 are connected to the game device 5. These speakers 62 may be positioned to the left, right, front, back, and above the listener (e.g., the game player) to enable three-dimensional sound reproduction.

[0040] For example, speaker 62 includes a front left speaker (L speaker), a front right speaker (R speaker), a front center speaker (C speaker), a subwoofer (LFE speaker), a left surround speaker (SL speaker), and a right surround speaker (SR speaker).

[0041] The control unit 54 is connected to the controller 63. The control unit 54 sends and receives signals to and from the controller 63. The game player inputs signals (commands, data, etc.) to the game device 5 by operating various controls such as buttons on the controller 63.

[0042] In this embodiment, two controllers 63 (an example of a detection device) are provided. One controller 63 is held in the user P's right hand. The other controller 63 is held in the user P's left hand. When user P moves their arm or hand, the position of the held controller 63 changes. Depending on the form of the controller 63, user P may also wear the controller 63.

[0043] The controller 63 is equipped with multiple controls (e.g., buttons). User P can input operation signals to the control unit 54 by operating various controls such as buttons on the controller 63. By inputting operation signals to the game device 5, User P can give various instructions within the game. The control unit 54 sends the operation signals to the control unit 56.

[0044] The controller 63 is equipped with a sensor S2 that outputs an operation signal. Examples of sensors S2 include an accelerometer, a gyroscope, and a geomagnetic sensor. When user P moves their arm or hand, the output (operation signal) of sensor S2 changes. The operation unit 54 sends the operation signal to the control unit 56. Sensor S2 outputs the operation signal at predetermined intervals. Each time the operation unit 54 receives an operation signal from sensor S2, it transmits the operation signal to the control unit 56.

[0045] As described above, since the controller 63 is held in the user P's right (left) hand, the controller 63 will move in conjunction with the user P's hand (arm). Therefore, the motion signal output by the sensor S will indicate the movement of the user P's hand (arm). In other words, by analyzing the motion signal, the movement of the user P's hand (arm) can be analyzed.

[0046] In this game program, the player character C1 (not shown) in the virtual space can be controlled by changing the position and orientation of the controller 63.

[0047] For example, if user P holds controller 63 in their right hand and changes the position or orientation of their right hand (right arm), the right hand (right arm) of player character C1 in the virtual space will move in conjunction with the movement of user P's right hand (right arm). Similarly, if user P holds controller 63 in their left hand and changes the position or orientation of their left hand (left arm), the left hand (left arm) of player character C1 in the virtual space will move in conjunction with the movement of user P's left hand (left arm).

[0048] As described above, in this game program, the player character C1 can be equipped (possessed) with weapons C3 (not shown in the illustration), such as a sword or a staff. For example, if the player character C1 is equipped with a sword in its right hand, and user P swings the controller 63 held in its right hand, the player character C1 will swing the sword down in the virtual space. At this time, if enemy character C2 is within the range where the player character C1's sword will hit, enemy character C2 will take damage. In other words, if player P performs a predetermined operation (action) while the player character C1 is equipped with weapon C3, the player character C1 can attack enemy character C2.

[0049] The memory unit 55 consists of an HDD, SSD, RAM, ROM, etc. The memory unit 55 stores various programs, including game data and game programs. Examples of game data include virtual media and user account information.

[0050] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.

[0051] <Functional configuration of the control unit 56> The control unit 56 functions as a game progress unit 561 (detection unit), a display unit 562 (performance unit), and a playback unit 563 by executing a game program (see Figure 1).

[0052] (Game progress section 561) The game progression unit 561 advances the game by making player characters, non-player characters, and predetermined objects move within the virtual space. The game progression unit 561 uses, for example, AI (artificial intelligence) to control the movements of non-player characters.

[0053] The game progress unit 561 controls the movements of player characters and other elements according to the instructions of user P (player). User P's instructions are input to the control unit 54 via the controller 63.

[0054] For example, user P can instruct the game progress unit 561 to move the player character or attack the enemy character C2 by operating the controller 63. For example, when user P operates a predetermined button on the controller 63, the controller 63 outputs an operation signal to the control unit 54 indicating that the player character C1 should be equipped (possessed) with weapon C3.

[0055] Furthermore, when the game progress unit 561 receives an action signal from the controller 63 (operation unit 54), it acquires various information (such as position and orientation) contained in the action signal. The game progress unit 561 converts the acquired information into action information (information regarding position and orientation, etc.) of the player character C1's hand (arm) using a predetermined method (for example, by referring to a conversion table).

[0056] The game progress unit 561 moves the hand (arm) of player character C1 in the virtual space based on the converted motion information.

[0057] The game progress unit 561 determines whether an attack by player character C using weapon C3 hits enemy character C2 in response to user P's input. For example, if player character C1 swings weapon C3 down in response to user P's input, the game progress unit 561 determines that the attack hit enemy character C2 if enemy character C2 is within the range of the swing.

[0058] (Playback section 563) The playback unit 563 plays the audio necessary for providing the game. Specifically, the playback unit 563 selects the audio data to be played and instructs the audio processing unit 53 to play that audio data. The playback unit 563 also instructs the audio processing unit 53 on the volume of each speaker 62.

[0059] The playback unit 563 plays sounds from virtual sound sources that exist in the virtual space according to the progress of the game. In this game program, various sound data are pre-prepared for playing sounds. For example, this game program has sound data that is played when weapon C3 is swung down, and sound data that is played when an attack by weapon C3 hits enemy character C2.

[0060] (Display section 562) The display unit 562 generates a VR image Sc by referring to information about the virtual space generated by the game progress unit 561. The display unit 562 outputs the generated VR image Sc to the graphics processing unit 52.

[0061] As described above, when player character C1 is equipped with weapon C3, user P can perform a predetermined operation (action) to attack enemy character C2 (object). At this time, if player character C1's attack (action) hits enemy character C2, the display unit 562 stops the enemy character C2's movement according to the output of the gaze sensor S1. Specifically, the display unit 562 changes the duration of the enemy character C2's movement stoppage (performance time) according to the amount of time user P is gazing at enemy character C1 (gazing time).

[0062] Example of operation Figure 4 is a flowchart illustrating the display process according to the first embodiment.

[0063] The game progress unit 561 determines, in response to user P's input, that player character C's weapon C3 has performed an attack and that the attack has hit enemy character C2 (step S1).

[0064] The display unit 562 calculates the amount of time that user P is staring at enemy character C2 (staring time) (step S2).

[0065] Figure 5 shows an example of a game screen according to the first embodiment. In Figure 5, the point of focus C4, which is the point that user P is fixating on, is virtually displayed on the game screen. The point of focus C4 can be detected by the output from the gaze sensor S1 provided in the VR goggles 70 (the direction of user P's gaze). For example, the point of focus of user P on the game screen is detected by the game progress unit 561 based on the output from the gaze sensor S1.

[0066] The display unit 562 determines that user P is staring at enemy character C2 if the point of focus C4 and enemy character C2 overlap. For example, the display unit 562 calculates the staring time as the time from when the player character C1 starts staring at enemy character C2 until the attack by player character C1 hits enemy character C2. The staring time may increase if the player is staring at enemy character C2 and decrease if the player is not staring at enemy character C2.

[0067] The display unit 562 determines the duration of the enemy character C2's movement stoppage based on the viewing time (step S3). The display unit 562 then stops the enemy character C2's movement according to the determined stoppage time (step S4). For example, if the viewing time is long, the enemy character C2's movement will be stopped for a longer period (the stoppage time will be longer). If the viewing time is short, the enemy character C2's movement will be stopped for a shorter period (the stoppage time will be shorter).

[0068] In other words, when the player character C1's attack (an action in response to user P's operation) hits the enemy character C2 (object), the display unit 562 displays an effect that stops the enemy character C2 (a predetermined effect), and continues the effect for a duration (effect duration) corresponding to the user P's gaze duration (degree of gaze) at the gaze point C4.

[0069] To summarize, the present embodiment is a game program in which the game device 5 (computer) functions as a display unit 562 that displays a game screen (image of a virtual space) on the display 61 in which an enemy character C2 (object) is placed, and a game progress unit 561 (detection unit) that detects the user P's gaze point C4 within the game screen. The display unit 562 (performance unit) is a game program in which, when an attack by the player character C1 (action in response to user P's operation) hits the enemy character C2 (object) in the virtual space, a performance that stops the enemy character C2 (predetermined performance) continues for a stop time (performance time) corresponding to the user P's gaze time (degree of gaze) at the gaze point C4.

[0070] Effects of the First Embodiment As described above, in this embodiment, when an attack by player character C1 hits enemy character C2, the effect of stopping enemy character C2 is extended for a duration corresponding to the user P's gaze time (degree of gaze) at the gaze point C4. This allows, for example, a longer gaze time to extend the stop time of enemy character C2, thereby strongly impressing upon user P that the attack hit enemy character C2, and giving user P a sense of accomplishment that the attack hit enemy character C2.

[0071] Furthermore, the game progression unit 561 detects the gaze point C4 based on the output of the gaze sensor S1, which detects the direction of the user P's gaze. This allows the user P's gaze point C4 to be detected.

[0072] [Second Embodiment] In the first embodiment, the duration of the enemy character C2's movement pause (performance time) changed according to the amount of time the user P was watching the enemy character C2 (watching time). In contrast, in the second embodiment, the duration of the enemy character's movement pause (performance time) changes according to the distance between the user P's point of focus and the enemy character that was hit by the attack.

[0073] Figure 6 shows an example of a game screen according to the second embodiment. In Figure 6, the point of focus C4, which is the point that user P is fixating on, is virtually displayed on the game screen. In Figure 6, areas A1 to A3 are set (virtually displayed) with the point of focus C4 as the center, and gradually moving away from the point of focus C4.

[0074] As shown in Figure 6, enemy characters C5 to C7 are displayed on the game screen. Enemy characters C5 to C7 are located in areas A1 to A3, respectively. Specifically, enemy character C5 is located in area A1, which is closest to the point of focus C4. Enemy character C6 is located in area A2, which is somewhat farther from the point of focus C4. Enemy character C7 is located in area A3, which is the furthest from the point of focus C4.

[0075] In the example in Figure 6, for example, suppose that in response to user P's actions, player character C attacks with weapon C3, and that this attack hits all of enemy characters C5 to C7.

[0076] In this case, the display unit 562 will pause the movement of enemy character C5, which is located in area A1 closest to the point of focus C4, for the longest period (increase the pause time). The display unit 562 will pause the movement of enemy character C6, which is located in area A2, which is somewhat farther from the point of focus C4, for a slightly longer period (increase the pause time). The display unit 562 will pause the movement of enemy character C7, which is located in area A3, the furthest from the point of focus C4, for a shorter period (shorten the pause time). In other words, the display unit 562 changes the pause time (performance time) of the enemy character's movement according to the distance between the user P's point of focus and the enemy character that was hit by the attack.

[0077] In summary, in this embodiment, the stopping time (performance time) of the enemy character changes according to the distance (degree of focus) between the point of focus C4 on the game screen and the enemy character hit by the attack of the player character C1.

[0078] Effects of the Second Embodiment As described above, in this embodiment, the stopping time of an enemy character changes depending on the distance between the point of focus C4 on the game screen and the enemy character hit by the player character C1's attack. For example, by increasing the stopping time of the enemy character when the point of focus C4 is close to the enemy character, it is possible to strongly impress upon the user P that the attack has hit the enemy character, thereby giving the user P a sense of accomplishment that the attack has hit the enemy character.

[0079] Furthermore, the stopping time of enemy characters changes according to the distance from the focus point C4 to the area where the enemy character hit by the player character C1 is located, among areas A1 to A3 which gradually move away from the focus point C4 within the game screen. For example, if an attack hits enemy character C5 located in area A1, which is closest to the focus point C4, extending the stopping time of enemy character C5 will strongly impress upon user P that the attack hit enemy character C5, thus giving user P a sense of accomplishment that the attack hit the enemy character.

[0080] [Other embodiments] The game may be a first-person game or a third-person game. If it is a first-person game, the display unit 562 does not need to display the player character C1 on the display 61.

[0081] The services offered in virtual space are not limited to games. Various services can be provided in virtual space, such as platforms for commercial transactions and communication. In other words, this program can be used to provide services in what is known as the metaverse.

[0082] The body part used to detect user P's movement is not limited to the "hands," but could also be the "legs" or "head," etc. In this case, the sensor S2 should be attached to the body part used to detect user P's movement.

[0083] There are no limitations on the type of sensor S2 used to detect the user P's movement. Furthermore, position and orientation may be detected using means other than sensors (e.g., a camera).

[0084] In the above embodiment, enemy characters were used as examples of objects, but the examples are not limited to these. Examples of objects include non-player characters (NPCs) and obstacles (trees, stones, walls, etc.).

[0085] In the above embodiment, attacking an object was used as an example of an action in response to user input, but it is not limited to this. Examples of actions in response to user input include magic, special abilities, throwing objects (arrows, bullets, items, etc.), and contact with non-player characters (NPCs) or objects.

[0086] In the above embodiment, the stopping of an object (enemy character) was given as an example of a predetermined effect, but it is not limited to this. Examples of predetermined effects include the object vibrating, the object slowing down, or the object blinking (flashing). In addition to these, a change in the effect on the object (for example, damage to the object) may also be a predetermined effect.

[0087] In the above embodiment, the gaze point C4 was detected based on the output of the gaze sensor S1 (the actual gaze of user P), but it is not limited to this. The gaze point C4 may be a part that is expected to be gazed upon by user P. Such a part may be set to, for example, an area where new objects such as enemy characters or non-player characters appear, or an object with a display to attract user P's attention (such as a display indicating that it is a boss character). In other words, such a part may be set to an area where a display designed to attract user P's attention is set.

[0088] In the above embodiment, a game program using VR technology was used as an example, but the invention is not limited to this, and can also be applied to general game programs that do not use VR technology.

[0089] Furthermore, the first and second embodiments may be combined. That is, the display unit 562 may change the duration of the animation for an object depending on the gaze time at the user P's gaze point C4 and the distance between the gaze point C4 and the object to which the action corresponding to the user P's operation hits.

[0090] The program may be implemented to be executed by multiple cooperating computers (for example, a server computer and a client computer). For example, if the game device 5 operates as a client connected to a server, the processing that was performed by the control unit 56 may be performed by the server, or the processing may be divided between the server and the client.

[0091] The effects and advantages of this embodiment will also be exhibited when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments and with other embodiments as appropriate. [Explanation of Symbols]

[0092] 55 Storage section 56 Control Unit (Computer) 61 displays 63 Controllers 561 Game Progression Unit (Detection Unit) 562 Display section (direction section) 563 Playback Department S1 Gaze Sensor S2 Sensor P User C1 Player Character C2, C5, C6, C7 Enemy Characters C3 weapon C4 Focus Point A1, A2, A3 area

Claims

1. Computers, A display unit that displays an image of a virtual space where objects are placed on a screen, A detection unit for detecting the user's gaze point within the aforementioned image, A game program that, when an action performed by the user in the virtual space hits the object, causes the object to perform a predetermined effect, and functions as an effect unit that continues for a duration corresponding to the degree of the user's gaze at the point of focus.

2. In the game program of claim 1, The aforementioned performance time is a game program in which the user's gaze time at the point of focus changes accordingly.

3. In the game program of claim 1, The aforementioned performance time is a game program in which the distance between the point of focus in the image and the object to which the action corresponding to the user's operation hits changes.

4. In the game program of claim 3, The aforementioned performance time is a game program in which the distance from the point of focus is determined by the distance from the point of focus to the area where the object that was hit by the action in response to the user's operation is located, among a plurality of areas in the image that gradually move away from the point of focus.

5. In the game program of claim 1, The aforementioned point of focus is a game program that is included in the portion expected to be viewed by the user.

6. In the game program of claim 1, The detection unit is a game program that detects the point of focus based on the user's gaze.

7. In the game program of claim 1, The aforementioned action is an attack on the object, The aforementioned predetermined effect is a game program that includes at least one of the following: the effect of the object stopping; the effect of the object vibrating; and the effect of the object slowing down.

8. A storage unit that stores any one program from claim 1 to 7, The system comprises a control unit that executes the aforementioned program. Game device.

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